Game machine
The gaming machine addresses the lack of satisfying gameplay in pachinko machines by implementing a system that dynamically changes game elements and creates special game states based on winning judgments, thereby enhancing player engagement and excitement.
Patent Information
- Application Number
- JP2023164174
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-27
- Publication Date
- 2025-04-08
AI Technical Summary
Pachinko game machines fail to provide sufficiently satisfying gameplay for players, indicating a need for new gameplay properties to enhance player engagement.
The gaming machine incorporates a determination mechanism for winning or losing judgments, an occurrence mechanism for creating a special game state offering specific profits, and a design display mechanism for changing game elements based on winning or losing judgments, along with an additional value derivation mechanism that accumulates value under specific conditions.
This configuration allows for the creation of an advantageous game state when the total value of additional values reaches a specific threshold, providing randomness in the timing of beneficial game states and enhancing gameplay excitement.
Smart Images

Figure 2025054933000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] As an example of a gaming machine, a pachinko gaming machine in which a game is played using a gaming ball is known. In this pachinko gaming machine, a gaming area in which the gaming balls flow down is formed on the front side of a gaming board arranged so as to be visible from a front window. In the gaming area, ball entrances through which the gaming balls can enter are provided at a plurality of locations, and gaming nails that change the behavior of the gaming balls are provided. A player operates a handle or the like of the pachinko gaming machine to shoot out a gaming ball and cause the gaming ball to flow into the gaming area. Then, when the gaming ball enters the ball entrance in the gaming area, a predetermined number of prize balls and a predetermined chance of a lottery are given to the player. In this way, when playing a pachinko gaming machine, a player can obtain a profit according to the behavior of the gaming ball (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-054507 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, even recent pachinko gaming machines cannot be said to provide gameplay that satisfies players, and there is room for improvement.
[0005] The present invention has been made to solve the problems in the past, and its object is to provide a gaming machine that can satisfy players with new gameplay. [Means for solving the problem]
[0006] In order to achieve the above-mentioned object, the gaming machine of the present invention is equipped with a judgment means for executing a win / lose judgment when a start condition is satisfied, a generating means for generating a special gaming state in which a player can obtain a specific benefit when the win / lose judgment becomes a specific result, and a pattern display means for executing a pattern change display according to the result of the win / lose judgment, and is characterized in that it is equipped with an additional value derivation means for deriving an additional value each time a derivation condition is satisfied based on the execution of the pattern change display, a total value storage means for storing the total value of the additional values derived by the additional value derivation means, a total value clearing means for clearing the total value stored in the total value storage means when it is decided to generate the special gaming state, a total value judgment means for judging whether the total value has reached a specific value, and a transition control means for generating an advantageous gaming state in which the start condition is more likely to be satisfied than a non-advantageous gaming state when the total value judgment means judges that the total value has reached the specific value.
[0007] According to this, by creating an advantageous gaming state when the total value of the added values reaches a specific value, it is possible to add randomness to the timing at which the advantageous gaming state occurs as a relief measure, thereby varying the path leading to the creation of the advantageous gaming state and increasing the excitement. Effect of the Invention
[0008] According to the gaming machine of the present invention having the above-mentioned configuration, it is possible to satisfy the player with new gameplay. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine according to a first embodiment. [Diagram 2] FIG. [Diagram 3] This is a schematic diagram of the ball circulation mechanism with the ball feeding section removed. [Figure 4] FIG. 4 is a schematic diagram of the ball sending section. [Figure 5A] 2 is a block diagram showing the electrical configuration of a main control board and peripheral devices. FIG. [Figure 5B] 2 is a block diagram showing the electrical configuration of a sub-control board and peripheral devices. FIG. [Figure 6] FIG. 13 is an explanatory diagram showing the relationship between launch blocking reasons, related control boards, and launch blocking states. [Figure 7] 1A is a time chart showing the operation of the ball feeding solenoid and the firing motor when the firing is prevented and the gun is in a completely stopped state, and FIG. 1B is a time chart showing the operation of the ball feeding solenoid and the firing motor when the firing is prevented and the gun is in a blank firing state. [Figure 8] 1A is an explanatory diagram showing the flow of information when the call button on a pachinko game machine is operated when a call to a store clerk is not being made, and FIG. 1B is an explanatory diagram showing the flow of information when the call button is operated when a call to a store clerk is being made. [Figure 9] 13 is an explanatory diagram showing the flow of information when a machine button on a machine display device in an amusement arcade is operated while a store clerk is being called. FIG. [Figure 10] 13 is a curve graph showing an example of the relationship between the passage of game time and the change in the difference in the number of balls. [Figure 11] 1 is a list of types and contents of display by the performance display monitor. [Figure 12] An explanatory diagram of a win / lose determination table. [Figure 13] 1A is an explanatory diagram of a big win symbol determination table, FIG. 1B is an explanatory diagram of a small win symbol determination table, and FIG. 1C is an explanatory diagram of a time-saving symbol determination table. [Figure 14] FIG. 13 is an explanatory diagram of a reach determination table. [Figure 15] FIG. 13 is an explanatory diagram of a special chart variation pattern selection table. [Figure 16] An explanatory diagram of the normal pattern hit / miss determination table. [Figure 17] FIG. 13 is an explanatory diagram of a normal winning type determination table. [Figure 18] FIG. 13 is an explanatory diagram of a general map fluctuation pattern selection table. [Figure 19] 4 is a flowchart of a main-side main control process. [Figure 20] 13 is a flowchart of a main-side timer interrupt process. [Figure 21] 13 is a flowchart of a pattern sensor detection process. [Figure 22] 13 is a flowchart of a normal operation process. [Diagram 23] 13 is a flowchart of a special symbol waiting process. [Figure 24] This is a flowchart of the special chart jackpot determination process. [Diagram 25] 13 is a flowchart of a special chart variation pattern selection process. [Figure 26] 13 is a flowchart of special symbol-related processing. [Figure 27] This is a flowchart of special electric role processing (Type 1 jackpot, V jackpot). [Figure 28] This is a flowchart for processing special electric gimmicks (small wins). [Figure 29] 13 is a flowchart of a game state transition process. [Diagram 30] 13 is a flowchart of a sub-side main control process. [Diagram 31] 13A is a flowchart of a 1 ms timer interrupt process, and FIG. 13B is a flowchart of a 10 ms timer interrupt process. [Diagram 32] 13 is a flowchart of a received command analysis process. [Diagram 33] This is a flowchart of the special chart corresponding variable performance start processing. [Diagram 34] 13 is a flowchart of a frame control process. [Diagram 35] 13 is a flowchart of a frame control side interrupt process. [Diagram 36] 13 is a flowchart of a game ball count management process. [Figure 37] 13 is a flowchart of a ball circulation drive process. [Figure 38] 13 is a flowchart of an external communication process. [Figure 39] 13 is a flowchart of a launch permission determination process. [Diagram 40] An explanatory diagram regarding the change in the number of winning balls according to the base value. [Diagram 41] FIG. 13 is an explanatory diagram regarding the number of transition triggers according to the setting value of the setting action. [Diagram 42] (a) is the overall appearance of the coin displayed in the coin presentation, (b) is an appearance in which one part of a coin made up of three parts is combined with one part of a coin, (c) is an appearance in which a part of a coin made up of two parts is combined with a part of a coin made up of four parts to form a completed coin, and (d) is an appearance in which the remaining part of a coin made up of five parts is combined with the remaining part to form a completed coin. [Diagram 43] 13 is an explanatory diagram regarding the number of multiple types of game points that can be awarded by the game point lottery process and the determination ratio thereof. FIG. [Diagram 44] An explanatory diagram of an example of the display mode of the acquired point notification effect and the total point notification effect. [Diagram 45] This is a block diagram regarding the control of changing setting values during play, and shows the mutual signal flow between the main control board, sub control board, and frame control board. [Figure 46] An explanatory diagram showing the relationship between the setting change stage value that can be set by the gaming establishment, the winning probability of the setting lottery process, and the change destination ratio. [Figure 47] (a) shows a state in which the images are changing on the small screen for the setting change chance presentation, (b) shows a state in which the same odd-numbered images stop on the left and right sides of the small screen and corresponding text information is displayed, and (c) shows a state in which the same even-numbered images stop on the left and right sides of the small screen and corresponding text information is displayed. [Figure 48] An explanatory diagram regarding the winning probability of the jackpot profit improvement lottery and the determination ratio of the profit adjustment process, etc. [Figure 49] 13 is an explanatory diagram regarding the relationship between the winning probability of the time-saving profit improvement lottery executed by the pachinko gaming machine of the second embodiment and the specialized zone that is subject to the profit adjustment process. FIG. [Figure 50A] An explanatory diagram regarding an advantageous transition scenario corresponding to the setting value "1" in a pachinko gaming machine of the third embodiment. [Figure 50B] An explanatory diagram regarding an advantageous transition scenario corresponding to the setting value "2" in a pachinko gaming machine of the third embodiment. [Figure 50C] An explanatory diagram regarding an advantageous transition scenario corresponding to the setting value "3" in a pachinko gaming machine of the third embodiment. 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 the following description, a pachinko gaming machine in which a game is played using a gaming ball will be taken as an example of the gaming machine. When describing the directions and positional relationships of each part of the pachinko gaming machine, the "left", "right", "up" and "down" are based on the view of a player playing opposite the pachinko gaming machine. In addition, the side closer to the player (the near side) is referred to as the "front", and the side further away (the far side) is referred to as the "rear".
[0011] [First embodiment] [Major components of pachinko machine 1] A pachinko game machine 1 (see FIG. 1) according to the embodiment includes an inner frame (frame body) 16 that holds a game board 2 (see FIG. 2) and a door-shaped front frame 18 that covers the front of the inner frame 16, and is installed on an installation island (not shown) in a game parlor via a rectangular outer frame W. The front frame 18 includes a frame left lamp 23a, a frame right lamp 23b, and a frame top lamp 23c, and a window 18a is formed on the inside surrounded by these. The window 18a is an opening that allows the game area 3 formed between the front (board surface) of the game board 2 to be viewed, and a transparent window plate 18b is provided to cover the window 18a. In addition, a speaker 8 (sound output means, sound output means) that outputs various sounds (music, human and animal voices, sound effects, notification sounds, etc.) according to the performance content is provided on the outer periphery side of the window 18a of the front frame 18.
[0012] The front frame 18 is made of a plurality of translucent synthetic resin members that form the three-dimensional front surface, and a plurality of LEDs (light-emitting means, not shown) are arranged inside the members to form the frame left lamp 23a, frame right lamp 23b, frame top lamp 23c, etc. Each LED can emit light in a plurality of colors, and changes the emitted color by turning on or blinking according to the content of the performance. The front surface of the front frame 18 forms the front surface of the pachinko game machine 1. Therefore, the front surface of the front frame 18 has a complex three-dimensional shape and is highly decorative. As shown in Fig. 1, the portion above the window 18a protrudes forward significantly, and an impactful performance can be created by lighting (illuminating) the frame lamp 23c inside the portion.
[0013] The pachinko game machine 1 of this embodiment has a configuration for circulating and using the game balls enclosed inside the machine (a ball circulation mechanism 30 described later, see FIG. 3). The "number of balls owned" by the player is electromagnetically stored and managed, and the game balls are not physically paid out. Such a game machine is generally called a "managed game machine" (also called a "smart pachinko"). That is, when a ball lending operation is performed by a player, the pachinko game machine 1 adds the number of game balls to be lent to the player to the number of balls owned in the data and stores it. When a game ball is used (fired) in a game, the number of game balls is subtracted from the number of balls owned and stored. In addition, when a prize ball is awarded in association with a game by a player, the number of game balls equivalent to the prize ball is added to the number of balls owned in the data and stored. When the ball count is 0, the player does not own any balls to use in the game, and the player cannot play (the player transitions to a "launch prevention state" described below). In this way, since the player does not need to directly handle the game balls, the pachinko game machine 1 does not have a ball tray for storing game balls so that they can be inserted and removed. Instead, the operation console 25 (Fig. 1) is arranged to be located below the front frame 18.
[0014] A key insertion section 262 is provided on the right side of the front frame 18 for operating a locking device (not shown) that locks the inner frame 16 and the front frame 18. When a specific key 263 is inserted into this key insertion section 262 and turned in a specific direction, for example, to the right, the locking device is unlocked and only the front frame 18 opens. On the other hand, when the key 263 is inserted into the key insertion section 262 and turned in the opposite direction to the specific direction, for example, to the left, the locking device is unlocked and the inner frame 16 and the front frame 18 open together.
[0015] The operation console 25 is provided at the bottom of the front frame 18 so as to protrude forward, i.e., to approach the player. The operation console 25 is provided with a handle 4, a performance button 5, a performance lever 6, a ball count display 26, a count button 18d, and a call button 301.
[0016] The handle 4 (operation means, game operation means) is provided on the right side of the operation console 25 (lower right of the front frame 18), that is, in a position where a player facing the pachinko game machine 1 can grip it with his / her right hand. The handle 4 is equipped with a touch switch 92 (FIG. 5A), a firing lever 4a, and a firing stop button 4b. The touch switch 92 outputs a signal indicating that the player has touched the handle 4, and is located in a position where the right hand of the player gripping the handle 4 can touch it. The firing lever 4a is for adjusting the strength of the firing of the game balls by the firing hammer 90a (firing motor 91), which will be described later, and is provided rotatably on the handle 4. The firing stop button 4b is for stopping the firing of the game balls while operating the handle 4, and is provided in a position where it can be operated by the thumb of the right hand gripping the handle 4.
[0017] The effect button 5 (effect operation means) is provided on the upper surface of the operation console 25. For example, a push-on type button switch can be adopted as the effect button 5. The effect button 5 has an effect button vibration motor 5b (FIG. 5B) and a button light-emitting unit 5c (FIG. 5B) built in. The effect button vibration motor 5b is a drive source for vibrating the effect button 5 to produce an effect. The button light-emitting unit 5c is an LED on an LED board 368 arranged inside the effect button 5, and lights up or blinks when the effect button 5 is pressed during a period when the effect button 5 is pressed. Note that an effect (button effect) using the effect button 5 press operation may be performed. In the button effect, a period during which the effect button 5 is effective is set, and a predetermined effect change occurs when the player presses the effect button 5 during that period.
[0018] The performance lever 6 (performance operation means) is provided at the lower left of the operation console 25, that is, near the lower left end of the front frame 18. The performance lever 6 is shaped so that it can be held in the left hand and can be tilted in four directions: up, down, left, and right. Furthermore, a push button (lever button) is provided on the top surface of the performance lever 6. The performance lever 6 is also provided with a performance lever vibration motor 6c (Figure 5B). The performance lever vibration motor 6c vibrates the performance lever 6, and vibrates at a predetermined timing during the period when the operation of the performance lever 6 is valid. In addition, there may be a performance (lever performance) that utilizes the tilt operation of the performance lever 6. In the lever performance, a period during which the tilt operation of the performance lever 6 is valid is set, and when the player tilts the performance lever 6 during that period, a predetermined performance change occurs.
[0019] In this manner, the pachinko gaming machine 1 is provided with the effect button 5 and the effect lever 6 as effect operation means that are the subject of operation (effect operation) by the player.
[0020] The game ball number display 26 is provided on the upper surface of the operation console 25 (to the right of the performance button 5) so that the display surface is horizontal or at a slight forward downward angle. In other words, the display surface of the game ball number display 26 faces the side where the player's face is located (upper front), and is easy to see when the player lowers his / her gaze. The game ball number display 26 displays the above-mentioned "number of balls in hand" which corresponds to the number of game balls owned by the player. The number of balls in hand is calculated and counted by adding the number of game balls (lend balls) lent in response to a ball lending operation to the lending unit 76 (dedicated unit) described later in response to a ball lending operation, subtracting the number of game balls (fired balls) shot by the operation of the handle 4 each time they are generated, and adding the number of game balls (prize balls) awarded in response to a game each time they are generated. As described later, the number of balls in hand is transferred to the storage medium of the lending unit 76 in response to the player operating the counting button 18d. The "number of balls difference", which is the number of game balls obtained by subtracting the number of balls consumed from the number of balls won by playing on the pachinko game machine 1, may be constantly displayed on the above-mentioned game ball number display 26, etc. This number of balls difference is the number of balls calculated by the formula "number of balls won - number of balls consumed" based on the relationship between the total number of balls won (safe) and the total number of balls consumed (out) by playing on the pachinko game machine 1 from the start of operation to the end of operation.
[0021] The lending unit 76, which communicates with the pachinko game machine 1 regarding the number of balls held, is disposed adjacent to the left side of the pachinko game machine 1 in the game parlor as shown in Fig. 1, and is equipped with an insertion slot 231 for inserting bills and an insertion / removal slot 232 for inserting and removing storage media such as IC cards, as well as a ball lending button 251, a return button 252, and a replay button 253 that can be operated by the player, and a unit display 254 that displays the remaining amount and the number of balls that have been counted. Inside the lending unit 76, a lending board 77 (SC board, lending control board) (see Fig. 5A) is disposed. The lending board 77 is electrically connected to a frame control board 150 of the pachinko game machine 1, which will be described later. The lending board 77 is equipped with a CPU as a control means for executing control to communicate ball information related to the number of balls held, game information related to the results of the game, security information related to a state where fraudulent activity may have been performed or other abnormal state, etc. with the pachinko game machine 1 (frame control board 150) and output to the management device (hall computer) of the gaming facility. The lending board 77 also has a ROM, etc. for storing programs, etc. executed by this control means. Furthermore, the lending board 77 has a RAM for storing the above-mentioned ball information, game information, security information, etc. This lending board 77 identifies the bills inserted into the insertion slot 231, stores the corresponding amount information in the RAM, and displays it on the unit display 254. In addition, the lending board 77 subtracts the amount information stored in the RAM in response to the operation of the ball lending button 251, and changes the amount displayed on the unit display 254 according to the subtraction of the amount. In addition, it outputs a ball lending signal indicating the number of game balls to be lent corresponding to the subtraction amount to the pachinko game machine 1 (frame control board 150). In the pachinko game machine 1 (frame control board 150) that receives this ball lending signal, the balls to be lent corresponding to the ball lending signal are added to the balls held by the player. The lending board 77 also manages the number of balls counted by the player. Specifically, the number of game balls (counted number of balls) according to the player's counting operation of the count button 18d (see FIG. 1), which will be described later, among the balls stored in the pachinko game machine 1 (frame control board 150) is transmitted from the pachinko game machine 1 (frame control board 150) to the lending board 77. The counted number of balls is managed by the lending board 77 and displayed on the unit display 254. The lending board 77 stores the counted number of balls in a storage medium (such as an IC card) held inside the lending unit 76, or stores the counted number of balls in a predetermined external server on the Internet in association with the storage medium. When the replay button 253 is operated, the lending board 77 outputs a signal indicating the number of game balls held corresponding to the operation to the pachinko game machine 1 (frame control board 150), and changes the number of balls held to balls that can be used by the pachinko game machine 1. In this case, the lending board 77 subtracts the number of balls held managed by the lending board 77, and outputs a signal indicating the number of balls held by the subtraction. The pachinko game machine 1 (frame control board 150) that receives this signal adds the number of game balls held corresponding to the signal. In addition, when the return button 252 is operated, the lending board 77 exposes a part of the storage medium held inside the lending unit 76 from the insertion / removal port 232 so that it can be taken out. If the player ends the game without using up the entire amount inserted, the remaining amount is returned by inserting this storage medium into an exchange machine in the game parlor. In addition, the balls counted by the player through the counting operation on the pachinko game machine 1 can be moved together with this storage medium.
[0022] The counting button 18d is provided on the side of the upper surface of the operation console 25 that is away from the handle 4 (specifically, the left side, adjacent to the lending unit 76). This counting button 18d is operated by the player when counting (counting and moving the amount outside the machine) some or all of the balls (data) of the player stored in the pachinko game machine 1 (frame control board 150 described later). When this counting button 18d is operated, the pachinko game machine 1 (frame control board 150) subtracts an amount according to the operation mode from the balls stored at that time. In this case, the amount of the balls that have been subtracted is notified to the lending board 77 of the lending unit 76. In this way, by operating the counting button 18d, the balls of the player are moved from the pachinko game machine 1 (frame control board 150) to the lending board 77. In addition, the pachinko game machine 1 (frame control board 150) moves one ball to the lending board 77 side in response to the detection of a short press operation (e.g., a press operation for less than 1000 ms) of the counting button 18d by the counting sensor 18e (see FIG. 5A). On the other hand, when the counting sensor 18e detects a long press operation (e.g., a press operation for 1000 ms) of the counting button 18d, the pachinko game machine 1 (frame control board 150) moves 250 balls to the lending board 77 side.
[0023] In addition to the above, the pachinko game machine 1 of this embodiment is provided with a call button 301 (call operation unit) for calling a clerk of the game parlor. As shown in FIG. 1, the call button 301 is provided on the upper surface of the operation console 25, and is configured to return upward by spring force when pressed. Inside this call button 301, a call detection switch 302 (call operation detection means, see FIG. 5A) is provided to detect the operation (pressing) of the call button 301. The call detection switch 302 has a latch circuit that alternately holds a signal in an on state and an off state each time it is detected. That is, from the point in time when the call button 301 is operated once, a state in which a detection signal is output from the call detection switch 302 is maintained, and when the call button 301 is operated again, the detection signal from the call detection switch 302 is stopped, and when the call button 301 is operated again, a state in which a detection signal is output from the call detection switch 302 is maintained. When the power supply of the pachinko gaming machine 1 is on, operation of the call button 301 (detection of the call detection switch 302) is always valid, and the machine is set to switch between an on state and an off state with each operation.
[0024] The reason why the call button 301 is provided on the pachinko gaming machine 1 (front frame 18) is related to the fact that a three-dimensional decoration is used on the front of the machine. In amusement parlors, a display device capable of displaying game data (hereinafter referred to as a "machine-specific display device DT") is usually provided above each of the gaming machines lined up on an installation island (see FIG. 1), and a store attendant can be called by pressing a call button (hereinafter referred to as a "machine-specific button DTb") on the machine-specific display device DT. However, in the pachinko gaming machine 1 of this embodiment, the upper part of the front frame 18 (the part above the window 18a) is configured to protrude significantly forward, so that the front frame 18 gets in the way when a player operates the machine-specific button DTb. To solve this problem, the call button 301 is provided on the front frame 18 of the pachinko gaming machine 1.
[0025] As shown in Fig. 1 and Fig. 5A, the individual machine display device DT is provided with a game data display section DTa that displays game data (number of jackpots, number of special chart changes until a jackpot, etc.), an individual machine button DTb (a button for calling a store clerk) that is operated to call a store clerk, and a notification lamp DTc that lights up or blinks in response to the operation of the individual machine button DTb, and a control section DTd that executes various controls of the individual machine display device DT. In contrast, the pachinko game machine 1 of this embodiment is configured to output information (described later) to the lending board 77 of the lending unit 76 when the call button 301 of the front frame 18 is operated, so that a call communication from the hall computer to each store clerk is realized in the same way as when the individual machine button DTb of the individual machine display device DT is operated.
[0026] (Game board 2) The game board 2 shown in FIG. 2 is held by the inner frame 16 at a height position where the front (front face) is substantially directly opposite the face of the player. The game board 2 is covered by the transparent window plate 18b of the front frame 18 that covers the front side of the inner frame 16 so that it can be seen through from the front. On the outer periphery of the front of the game board 2, a ring-shaped game area forming means (rail member 17, etc.) is arranged to define the game area 3, which is the area where the game balls flow down (roll), on the inner periphery. In addition, on the left side of the front of the game board 2, a shot ball guide passage 17a is formed along the right side of the rail member 17, and the shot ball moves upward along this shot ball guide passage 17a to reach the game area 3.
[0027] Although not shown, a number of game nails are driven into the front of the game board 2 within the range of the game area 3. As a result, the game ball flowing down the game area 3 comes into contact with the game nails and its behavior changes. As the game ball flows down the game area 3, it either enters a ball entry port (winning port) described below, or does not enter the ball and flows down the game area 3 to the bottom end and is discharged from the outlet 19 to the outside of the game area 3 (towards the inner frame 16). A number of outlets 19 are provided in the game area 3 (first outlet 19a and second outlet 19b shown in FIG. 2), and one of them (first outlet 19a) is located at the bottom end of the game area 3.
[0028] A ring-shaped (frame-shaped) center decorative body 20 is arranged on the front side of the game board 2 at the center of the game area 3 (at a position spaced inward from the rail member 17, etc.). The inner opening of this center decorative body 20 overlaps with an opening (mounting port, not shown) that penetrates the game board 2 from front to back, so that through the inner opening, almost the entire screen of the performance display device 7 (performance display means, image display means, for example, a liquid crystal panel) located behind the game board 2 is exposed to the front side. In this case, when viewed from the front of the pachinko game machine 1, the center decorative body 20 is positioned so as to decorate the periphery of the screen of the performance display device 7. The center decorative body 20 is translucent, and transmits the light forward when multiple LEDs provided behind the game board 2 or the like light up or flash according to the performance content.
[0029] When the handle 4 is operated to launch a game ball with a relatively strong launch strength, the game ball flies along the upper edge of the game area 3 and comes into contact (collides) with the buffer section 21 provided at the top of the right game area 3R. Since the buffer section 21 is formed of an elastic material such as rubber, the buffer section 21 functions to absorb the impact of the game ball without being damaged by contact (collision) with the game ball, and causes the game ball to quickly flow downstream of the game area 3 (specifically, the right game area 3R described later).
[0030] In addition, light emitting means (LEDs) are provided behind the game board 2, and are configured to decorate the game board 2 by emitting light from them. Such decorative light emitting means provided on the game board 2 will be referred to as "board lamps 2a" below (see FIG. 5B). Each LED constituting the board lamps 2a can emit light in multiple colors, and lights up or blinks depending on the content of the performance, and further changes the emitted color. In addition, a movable body KD for presentation is provided behind the game board 2, and is configured to enhance the impact of the presentation by the movement of the movable body KD. The movable body KD is configured to operate at a predetermined timing using the movable body motor 23d (see FIG. 5B) as a drive source. In the example shown in FIG. 2, the movable body KD is provided so that it can be seen from the front side of the machine through the inner opening of the center decorative body 20, but multiple movable bodies KD may be provided, and for example, a part of the front frame 18 (for example, the upper center constituting the frame lamp 23c) may be composed of the movable body KD.
[0031] As shown in Fig. 2, the game board 2 is provided with a first start winning device 10, a general winning member 11, a second start winning device 12, a gate 13, a first large winning device 14, and a second large winning device 15. These components have ball entry ports (described later) through which game balls flowing down the game area 3 can enter. In addition, the second start winning device 12, the first large winning device 14, and the second large winning device 15 function as variable ball entry means capable of changing the ease with which game balls can enter the ball entry ports (the second start winning port 12a, the first large winning port 14a, and the second large winning port 15a). In the following description, among the multiple ball entry ports in the game area 3, the one that is determined as the ball entry port that can award prize balls in response to a game ball entry may be referred to as a "winning port." The entry of a game ball into a winning port may also be expressed as a "winning." Also, a "starting port," which is one type of ball entry port (winning port), is a winning port in which the entry of a game ball triggers the variable display of a special pattern described later (it may also be called a trigger port). The entry of a ball into this starting port may be expressed as a "starting ball entry (starting winning)."
[0032] The first start winning device 10 is provided in the center of the lower area of the center decorative body 20 so as to protrude from the front side of the game board 2 to the front side (transparent window panel 18b side). This first start winning device 10 is a winning device (winning section) having a first start hole 10a and a first start hole sensor 10b. The first start hole 10a opens upward in the game area 3. The first start hole sensor 10b (see FIG. 5A) is a sensor (detection means) that detects a game ball that has entered the first start hole 10a (start ball entry), and is disposed in the middle of a winning path (not shown) that leads the game ball that has entered the first start hole 10a to the rear side of the game board 2. The first start winning device 10 is configured to always maintain the first start hole 10a in a state where a ball can be entered, and is not provided with a member that changes the ease of entering the first start hole 10a or the opening dimensions.
[0033] The general winning member 11 is provided at a position toward the left and a position toward the right in the lower area of the center decorative body 20 so as to protrude forward from the front side (the transparent window panel 18b side) of the game board 2. This general winning member 11 is a winning device (winning section) having a general winning opening 11a and a general winning opening sensor 11b. The general winning opening 11a opens upward in the game area 3. The general winning opening sensor 11b (see FIG. 5A) is a sensor (detection means) that detects a game ball that has entered the general winning opening 11a, and is disposed in the middle of a winning path (not shown) that leads the game ball that has entered the general winning opening 11a to the rear side of the game board 2. The general winning member 11 is configured to always keep the general winning opening 11a in a state where a ball can enter, and is not provided with a member that changes the ease of entering the general winning opening 11a or the opening dimensions.
[0034] The gate 13 (operating port) is provided in the right region of the center decorative body 20 so as to protrude forward (toward the transparent window panel 18b) from the front surface of the game board 2. A gate sensor 13a (see FIG. 5A) that detects game balls passing through is disposed in this gate 13. The gate 13 is configured so that game balls can pass (enter) in the vertical direction (from top to bottom) within the game area 3.
[0035] The second start winning device 12 is located to the right of the center decorative body 20 and slightly below the gate 13. This second start winning device 12 is a winning device (winning section) having a second start opening 12a, a normal operating member (operating member) 12b, a second start opening sensor 12c (see FIG. 5A), and a normal solenoid 12d (see FIG. 5A), and is provided so as to protrude forward (toward the transparent window plate 18b) from the front surface of the game board 2. The second start opening 12a opens toward the upper left within the game area 3. The second start opening sensor 12c is a sensor (detection means) that detects a game ball that has entered the second start opening 12a (start ball), and is located in the second start opening 12a. The normal operating member 12b is a plate-like member having an inclined upper surface, and is configured to be slidable back and forth between a normal position (first position, ball entry prevention position) on the rear side and an auxiliary position (second position, ball entry permission position) on the front side. The normal solenoid 12d is connected to the normal operating member 12b, and maintains the normal operating member 12b in the normal position in the demagnetized state (non-operated state), and maintains the normal operating member 12b in the auxiliary state in the excited state (operated state). The normal operating member 12b in the normal position is located behind the front surface of the game board 2 and allows game balls to pass downward without receiving them from above (the gate 13 side). On the other hand, the normal operating member 12b in the auxiliary position is located ahead of the front surface of the game board 2 and receives game balls from above (the gate 13 side), and assists the ball entering the second starting hole 12a (starting ball entry) by rolling the upper surface along the inclination. In other words, the second start opening 12a provided in the second start winning device 12 is a ball opening (variable ball opening, variable start opening) in which the ease of entry of the game ball changes depending on the attitude of the normal operating member 12b. Although the opening dimensions of the second starting hole 12a do not actually change, for convenience, the state in which the normal operating member 12b is in the normal position and a game ball cannot enter the hole may be expressed as a "closed state", and the change to the closed state may be expressed as "closing". Also, the state in which the normal operating member 12b is in the auxiliary position and a game ball can enter the hole may be expressed as an "open state", and the change to the open state may be expressed as "opening".
[0036] The first large prize winning device 14 is provided at the bottom of the right game area 3R (below the second start winning device 12) so as to protrude from the front side of the game board 2 to the front side (transparent window plate 18b side). This first large prize winning device 14 is a winning device (winning section) having a first large prize winning port 14a (special prize winning port, special ball winning port), a first special operating member 14b, a first large prize winning port sensor 14c (see FIG. 5A), and a first special electric solenoid 14d (see FIG. 5A). The first large prize winning port 14a opens upward in the game area 3. The first large prize winning port sensor 14c is a sensor (detection means) that detects a game ball that has entered the first large prize winning port 14a, and is disposed in the middle of a winning path (not shown) that leads the game ball that has entered the first large prize winning port 14a to the rear side of the game board 2. The first special operating member 14b is a plate-like member having an inclined upper surface, and is configured to be slidable back and forth between a ball entry blocking position (first position) at the front side and a ball entry allowing position (second position) at the rear side. The first special electric solenoid 14d is connected to the first special operating member 14b, and maintains the first special operating member 14b in the ball entry blocking position in the demagnetized state (non-operated state), and maintains the first special operating member 14b in the ball entry allowing position in the excited state (operated state). The first special operating member 14b in the ball entry blocking position is located forward of the front surface of the game board 2 and closes the first large winning hole 14a, thereby preventing the game ball from entering the first large winning hole 14a, and causes the game ball to flow downstream (downward left) by the inclined upper surface. On the other hand, the first special operating member 14b in the ball entry permitting position is located behind the front surface of the game board 2 to open the first large prize opening 14a and permit the game ball to enter the first large prize opening 14a. In other words, the first large prize opening 14a provided in the first large prize device 14 is a prize opening (variable ball entry opening) whose opening dimensions change (the ease of entry of the game ball changes depending on the position). In the following description, the first special operating member 14b is in a ball entry blocking position and the state in which the game ball cannot enter the first large winning hole 14a is referred to as a "closed state", and the change to the closed state is referred to as "closing". Also, the first special operating member 14b is in a ball entry permitting position and the state in which the game ball can enter is referred to as an "open state", and the change to the open state is referred to as "opening".
[0037] The second large prize winning device 15 is provided at the top of the right game area 3R (above the second start winning device 12) so as to protrude from the front surface of the game board 2 to the front side (transparent window panel 18b side). This second large prize winning device 15 is a winning device (winning section) having a second large prize winning port 15a (special prize winning port, special ball winning port), a second special operating member 15b, a second large prize winning port sensor 15c (see FIG. 5A), and a second special electric solenoid 15d (see FIG. 5A). The second large prize winning port 15a opens upward in the game area 3. The second large prize winning port sensor 15c is a sensor (detection means) that detects a game ball that has entered the second large prize winning port 15a, and is disposed in the middle of a winning path (not shown) that leads the game ball that has entered the second large prize winning port 15a to the rear side of the game board 2. The second special operating member 15b is a plate-like member having an inclined upper surface, and is configured to be slidable back and forth between a ball entry blocking position (first position) at the front side and a ball entry allowing position (second position) at the rear side. The second special electric solenoid 15d is connected to the second special operating member 15b, and maintains the second special operating member 15b in the ball entry blocking position in the demagnetized state (non-operated state), and maintains the second special operating member 15b in the ball entry allowing state in the excited state (operated state). The second special operating member 15b in the ball entry blocking position is located forward of the front surface of the game board 2 and closes the second large winning hole 15a, thereby preventing the game ball from entering the second large winning hole 15a, and causes the game ball to flow downstream (downward left) by the inclined upper surface. On the other hand, the second special operating member 15b in the ball entry permitting position is located behind the front surface of the game board 2 to open the second large prize opening 15a and permit the game ball to enter the second large prize opening 15a. In other words, the second large prize opening 15a provided in the second large prize device 15 is a prize opening (variable ball entry opening) whose opening dimensions change (the ease of entry of the game ball changes depending on the position). In the following description, the second large winning hole 15a will be referred to as a "closed state" when the second special operating member 15b is in a ball entry prevention position and the game ball cannot enter, and the change to the closed state will be referred to as "closing." Also, the second special operating member 15b will be referred to as an "open state" when the second special operating member 15b is in a ball entry permission position and the game ball can enter, and the change to the open state will be referred to as "opening."
[0038] In addition, a specific area is formed in the winning path inside the second large winning device 15, through which the game ball that entered the second large winning opening 15a can pass (enter), and the game ball that entered the second large winning opening 15a is discharged to the rear side of the game board 2 through the specific area. In addition to the second large winning opening sensor 15c described above, the winning path is provided with a specific area sensor 55a (FIG. 5A) that detects the game ball that passes through (enters) the specific area. In this embodiment, the passage of the game ball into the specific area during the small winning state described below is a trigger for transition to the V winning state described below (development to the two-type big winning state described below).
[0039] Incidentally, the pachinko game machine 1 can adjust the launch strength of the game balls according to the operation of the handle 4 described above, so that the game balls can be shot into the left game area 3L and the right game area 3R by adjusting the launch strength. In this embodiment, due to the board configuration described above, a game ball shot toward the left game area 3L (hereinafter referred to as "left shot") may enter the ball entry openings (first start opening 10a, left general winning opening 11a) provided in the left game area 3L. On the other hand, a game ball shot toward the right game area 3R (hereinafter referred to as "right shot") may enter the ball entry openings (gate 13, second start opening 12a, first large winning opening 14a, second large winning opening 15a, right general winning opening 11a) provided in the right game area 3R.
[0040] As shown in FIG. 2, a display device 50 (described later) that is a game information display means for displaying various game information is provided at the lower left part of the game board 2 (lower left part of the game area 3). As shown in Fig. 5A, the display devices 50 include a first special pattern display device 51 that variably displays a first special pattern (also called a first special pattern or special pattern 1), a second special pattern display device 52 that variably displays a second special pattern (also called a second special pattern or special pattern 2), and a normal pattern display device 53 that variably displays a normal pattern (also called a normal pattern). Furthermore, the display devices 50 include a first special pattern reserve display device 51a that displays the number of reserved activations of the first special pattern in the first special pattern display device 51, a second special pattern reserve display device 52a that displays the number of reserved activations of the second special pattern in the second special pattern display device 52, and a normal pattern reserve display device 53a. Each of these displays is composed of one or more LEDs, and indicates the type of information by the position of the lit or flashing LED. In the following description, when describing matters common to the first special pattern and the second special pattern, they may be simply called special patterns or special patterns. Also, when describing matters common to the first special pattern display device 51 and the second special pattern display device 52, they may be simply called special pattern displays.
[0041] (Ball circulation mechanism 30) Next, the ball circulation mechanism 30 provided in the inner frame 16 in a range below the range that holds the game board 2 will be described with reference to Figures 3 and 4. The ball circulation mechanism 30 is a mechanism for circulating a predetermined number of game balls (circulating balls) (e.g., 45 balls) inside the machine, and as shown in Figure 3, includes a collection section 31, a collection section 32, a ball lifting section 34, a shot waiting section 35, a ball sending section 36, a return section 38, an actual shot sensor 37 (subtraction sensor, subtraction detection means), and a circulating ball receiving tray 39. A collection sensor 33 is disposed in the collection section 32, and a foul ball sensor 38a is disposed in the return section 38.
[0042] The collecting section 31 is formed in a groove shape that opens upward so as to receive game balls that fall from above (the rear surface of the game board 2). The bottom surface of the collecting section 31 is inclined downward from both ends in the left and right direction toward the center, and the center side, which is the downstream end, opens downward. The collecting section 31 collects game balls that enter any of the multiple winning holes (mentioned above) provided in the game area 3 and are discharged outside the game area 3 (the rear surface side of the game board 2) and game balls that are discharged outside the game area 3 (the rear surface side of the game board 2) through the outlet 19 on the bottom surface, and guides them to the collecting section 32 by dropping them from the opening on the bottom surface.
[0043] The recovery section 32 has a recovery passage R1 formed therein through which the game balls can flow down in a line, and the upstream end of this recovery passage R1 is connected to the opening on the bottom of the collection section 31 described above. A recovery sensor 33 is arranged in the middle of the recovery passage R1, and the game balls passing through the recovery passage R1 are detected one by one by the recovery sensor 33. That is, regardless of whether the game balls flow down the game area 3 enter the winning hole (described above) or are discharged from the out hole 19, they are collected in the collection section 31, flow into the recovery passage R1 of the recovery section 32, form a line, and are detected one by one by the recovery sensor 33. When the game balls are normally circulated by the ball circulation mechanism 30, the number of game balls shot in response to the operation of the handle 4 by the player (the number of actual shots, the number detected by the actual shot sensor 37 described later) will match the number of game balls detected by the recovery sensor 33 thereafter. The downstream end of this recovery section 32 is connected to the bottom of the ball lifting section 34, which is in the shape of a vertically long box. As a result, the game balls that have passed through the recovery passage R1 flow into the lower part of the ball lifting section .
[0044] The ball lifting section 34 has a vertically extending lifting passage R2 formed therein, and the lower end of this lifting passage R2 is connected to the recovery passage R1 of the recovery section 32 described above. In addition, the ball lifting section 34 rotatably accommodates a cylindrical lifting shaft 34a extending vertically along the lifting passage R2. The lifting shaft 34a has a spiral ball holding piece 34b formed on its outer circumferential surface, and rotates forward and backward in response to the forward and reverse rotation of the lifting motor 34c (see FIG. 5A). Here, with the forward rotation of the lifting motor 34c, the game balls held by the ball holding piece 34b at the lower end side of the lifting shaft 34a are configured to move upward through the lifting passage R2. The upper end of this ball lifting section 34 is connected to the launch waiting section 35, and the upper end of the lifting passage R2 is connected to the inside of the launch waiting section 35. That is, the game balls that have been moved upward in the lifting passage R2 by the forward rotation of the lifting shaft 34a are guided into the launch waiting section 35. On the other hand, when removing balls from the ball circulation mechanism 30, a game store staff member or the like performs a predetermined operation described later to rotate the lifting motor 34c in the reverse direction, so that the game balls in the lifting passage R2 move downward and are discharged from the ball outlet 34d into the circulating ball tray 39 described later.
[0045] The circulating ball tray 39 is configured to be able to store all the game balls (circulating balls) discharged from the ball outlet 34d of the ball circulation mechanism 30 by the ball removal operation. This circulating ball tray 39 is easily detachable from the ball circulation mechanism 30, so it is convenient to carry all the removed game balls at once. When returning game balls to the ball circulation mechanism 30, the tapered end (supply port) of the circulating ball tray 39 that contains the required number of game balls is brought close to the out port 19 at the lower end of the play area 3 to allow the game balls to flow in.
[0046] The launch waiting section 35 has a launch waiting passage R3 formed inside, which slopes downward from the right end to the left end, and the upstream side of the launch waiting passage R3 opens to the right, to which the above-mentioned lifting passage R2 is connected. The downstream side of the launch waiting passage R3 opens to the front, to which the upstream end of the internal passage R4 of the ball sending section 36 described later is connected.
[0047] The ball sending section 36 is a box-shaped member (see FIG. 4) arranged to cover the left part of the launch waiting section 35 from the front side as shown in FIG. 3, and an internal passage R4 is formed inside the box-shaped member (see FIG. 4), and a ball sending solenoid 36b and a ball sending member 36c are attached. The internal passage R4 is formed with a passage width through which the game balls pass in a line, and its upstream end (right end) is connected to the above-mentioned launch waiting passage R3, and the ball sending member 36c is arranged opposite to the downstream end (left end). In addition, an outlet 36a (for game balls from the ball sending section 36) that penetrates in the front-rear direction is formed below the downstream end of this internal passage R4. As shown in FIG. 4, the ball sending member 36c is configured so that the right end side (C-shaped part) capable of holding one game ball can swing up and down with the left end as an axis when viewed from the front. When this ball feeding member 36c is in the upper end position of its swing, it is capable of receiving a game ball from the downstream end of the internal passage R4, and by moving to the lower end position of its swing, it is capable of sending the received game ball out to the outlet 36a of the ball feeding section 36.
[0048] In addition, the ball circulation mechanism 30 is provided with a launching hammer 90a and a launching rail 29 in the area covered by the ball sending section 36. The launching hammer 90a is configured to launch the game balls supplied one by one to the hitting position 29a by the ball sending member 36c of the ball sending section 36 toward the game area 3 by a launching operation accompanied by the driving of the launching motor 91. The hitting position 29a is a stopping position of the game ball to be hit by the launching hammer 90a, and is provided at the lower right end (downstream end) on the launching rail 29 (see FIG. 3) provided on the left side. The game ball at the hitting position 29a slides on the launching rail 29 after being hit by the launching hammer 90a, flies in the extension direction (upper left), enters the launching ball guide passage 17a (see FIG. 3) of the game board 2, and flows into the game area 3 from there. With this configuration, the game balls that flow through the launch waiting passage R3 of the launch waiting section 35 flow in a single line into the internal passage R4 of the ball feeding section 36, and are supplied one by one to the hitting position 29a from the outlet 36a of the ball feeding section 36 by the operation of the ball feeding member 36c in conjunction with the drive of the ball feeding solenoid 36b (see Figures 4 and 5A), and are moved from the launch rail 29 to the game area 3 via the launch ball guide passage 17a by the operation of the launch hammer 90a in conjunction with the drive of the launch motor 91.
[0049] An actual shot sensor 37 is disposed on the destination side of the game ball from the launch rail 29 (in this embodiment, near the entrance of the launched ball guide passage 17a). This actual shot sensor 37 is provided to detect the game ball moving from the hit position toward the game area 3 (i.e., the game ball actually launched). Here, the pachinko game machine 1 performs control so that one detection by the actual shot sensor 37 is judged to be equivalent to the occurrence of one consumed ball. In other words, when one detection by the actual shot sensor 37 occurs, the count value of the number of balls held stored in the pachinko game machine 1 (frame control board 150 described later) is decremented by one.
[0050] As shown in FIG. 3, the launch rail 29 and the game board 2 (launched ball guide passage 17a) are spaced apart, and the return section 38 is provided below the space. This return section 38 forms a foul ball passage R5 for guiding the game ball that was launched by the launch hammer 90a and flew but did not reach the game area 3 to the ball lifting section 34. The foul ball passage R5 extends downward from between the launch rail 29 and the game board 2 (launched ball guide passage 17a), extends slightly backward from there, and further extends downward to the right, where it connects to the lifting passage R2. A foul ball sensor 38a is provided in the middle of this foul ball passage R5 to detect a game ball (foul ball) passing through the foul ball passage R5. When a foul ball (detected by the foul ball sensor 38a) occurs, the count value of the number of balls held stored in the pachinko game machine 1 (frame control board 150 described later) is increased by one (one ball is returned).
[0051] [Major electrical configuration of pachinko machine 1] Next, the main electrical configuration of the pachinko gaming machine 1 will be described with reference to Figures 5A and 5B. The pachinko gaming machine 1 is provided with a plurality of control boards and devices. The control boards include a main control board 60 (game control board), a power supply board 70, a frame control board 150 (communication control means, ball count control board), a launch control circuit 75, a sub-control board 100 (performance control means), an image control board 200, and a setting change board 260. The main control board 60 is electrically connected to the sub-control board 100 and the frame control board 150, and the sub-control board 100 is electrically connected to the image control board 200. In addition, the frame control board 150 is electrically connected to the launch control circuit 75 and the aforementioned lending board 77 outside the machine. These control boards are placed on the rear side of the pachinko gaming machine 1 while being housed in a board case made of transparent synthetic resin. However, there is a difference in that the main control board 60, the sub-control board 100, and the image control board 200 are installed on the rear side of the game board 2, while the power supply board 70, the frame control board 150, and the launch control circuit 75 are installed on the rear side of the inner frame 16. With this configuration, the power supply board 70, the frame control board 150, and the launch control circuit 75 installed on the rear side of the inner frame 16 can be reused in combination with a new game board 2 even when the game board 2 of the pachinko gaming machine 1 is replaced.
[0052] (Main control board 60) The main control board 60 is installed on the rear side of the game board 2, with its board case sealed with a sealing sticker (not shown). An IC chip that stores a unique identification number (hereinafter referred to as a "chip number") such as the management number of the main control board 60 and its antenna circuit are embedded in the sealing sheet. Therefore, an inspection worker such as a store clerk at a game arcade can use a reader device to read the identification information from the IC chip in the sealing sticker and perform an inspection.
[0053] As shown in FIG. 5A, 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, a RAM (RWM) 64, and an input / output circuit 65. The microcomputer for game control 61 generates random numbers used in various judgments (lottery), such as a jackpot random number, a special chart type random number, a reach random number, a special chart fluctuation pattern random number, a normal chart win random number, a normal chart win type random number, and a normal chart fluctuation pattern random number. The CPU 62 executes ball entry detection, special chart win judgment, normal chart win judgment, and updating of various random numbers. The ROM 63 stores computer programs executed by the CPU 62. For example, various tables such as a winning / losing determination table T1, a big winning symbol determination table T2, a small winning symbol determination table T3, a time-saving symbol determination table T4, a reach determination table T5, a special symbol variation pattern selection table T6, a normal symbol winning / losing determination table T8, a normal symbol winning type determination table T9, and a normal symbol variation pattern selection table T10, which will be described later, are stored in this ROM 63. The RAM 64 is used as a work memory or the like when the CPU 62 executes a computer program.
[0054] The ROM 63 stores "comparison information" used in each judgment (main frame judgment described later) regarding the combination of the frame control board 150 (frame control microcomputer 151) of the inner frame 16 (game machine frame) and the main control board 60 on the game board 2 side. Hereinafter, the storage area for the comparison information in the ROM 63 is referred to as the "comparison information storage unit 63a" (see FIG. 5A). This comparison information is notified to the frame control board 150 described later at an appropriate timing. In addition, the ROM 63 stores "game machine installation information" which is identification information unique to the pachinko game machine 1. The game machine installation information includes, for example, information such as a management number for the main control board 60, the game board 2, or the pachinko game machine 1 (for example, identification information included in the stored data of the IC chip described above). The game control microcomputer 61 reads the game machine installation information from the ROM 63 at the timing when the initial setting at the time of power-on is completed, and outputs it to the frame control board 150 (frame control microcomputer 151) and the like. Therefore, the frame control board 150 (frame control microcomputer 151) can specify the completion of the power-on process of the game control microcomputer 61 by inputting the game machine installation information, and can also check the unique information.
[0055] Further, the RAM 64 is provided with a first special chart reservation memory section 64a, a second special chart reservation memory section 64b, a normal chart reservation memory section 64c, a base value memory section 64d, and a setting value memory section 64e.
[0056] The first special symbol reservation memory unit 64a has first to fourth memory areas for reserving and storing information (first start ball entry information) acquired by the game control microcomputer 61 due to the game ball entering the first start hole 10a while the first special symbol display device 51 is displaying a special symbol variation. In other words, the maximum number of first special symbols that can be stored is four. In each memory area, values such as a jackpot random number, a special symbol type random number, a reach random number, and a special symbol variation pattern random number acquired by the game control microcomputer 61 due to the game ball entering the first start hole 10a (start ball entry information, start winning information) are stored. For example, when a game ball enters the first start hole 10a while the first special symbol display device 51 is displaying a first special symbol variation, the execution of the first special symbol variation display based on the ball entry is in a standby state at that time. In this case, the start ball entry information acquired as a result of the ball entry is stored in the first special chart reservation memory unit 64a, and when it becomes possible to start the change after that, the change display of the first special chart based on the start ball entry information is started. In other words, if the special chart change display cannot be started at the timing when the start ball entry information is acquired as a result of the ball entry into the first start hole 10a, the execution of the change display of the first special chart based on the start ball entry information is reserved (operation reserved) until the change start condition (start condition) is established. In this first special pattern reservation storage section 64a, the start ball entry information such as the jackpot random number is stored in order from each first storage area in the order of occurrence of the operation reservation, that is, in the order of acquisition by the game control microcomputer 61. For this reason, for example, when the start ball entry information is stored in the first to fourth storage areas in the first special pattern reservation storage section 64a, the start ball entry information stored in the fourth storage area is the newest information in terms of time, and the start ball entry information stored in the first storage area is the oldest information in terms of time. The start ball entry information stored in each storage area is shifted one by one to the storage area with the oldest storage order every time the variable display of the special pattern is completed once. For example, the jackpot random number etc. stored in the second storage area is shifted to the first storage area. In addition, a judgment (lottery) such as a special winning judgment based on the starting ball entry information stored in the first memory area is executed when the changing display of the special pattern by the special pattern display device ends and the timing to start the next changing display arrives (when the starting condition for the changing display is met).
[0057] The second special symbol reservation memory unit 64b has one memory area (first memory area) for reserving and storing information (second start ball entry information) acquired by the game control microcomputer 61 due to the game ball entering the second start hole 12a while the special symbol variation display on the second special symbol display device 52 is being displayed. In other words, the maximum number of second special symbols that can be stored is one. In the first memory area, values (start ball entry information) such as a jackpot random number, a special symbol type random number, a reach random number, and a special symbol variation pattern random number acquired by the game control microcomputer 61 due to the game ball entering the second start hole 12a are stored. For example, when a game ball enters the second start hole 12a while the second special symbol display device 52 is displaying the second special symbol, the execution of the variation display of the second special symbol based on the ball entry is in a standby state at that time. In this case, the start ball entry information acquired as a result of the ball entry is stored in the second special chart reservation memory unit 64b, and when it becomes possible to start the change after that, the change display of the second special chart based on the start ball entry information is started. In other words, if the special chart change display cannot be started at the timing when the start ball entry information is acquired as a result of the ball entry into the second start hole 12a, the execution of the change display of the second special chart based on the start ball entry information is reserved (operation reserved) until the change start condition (start condition) is satisfied. Thus, in this embodiment, the number of reserved second special charts is a maximum of 1, which is smaller than the number of reserved first special charts (maximum of 4). That is, the number of start ball entry information that can be stored by the second special chart reservation storage unit 64b (maximum number of reserved second special charts, number of storage areas) is set to be smaller than the number of start ball entry information that can be stored by the first special chart reservation storage unit 64a (maximum number of reserved first special charts, number of storage areas). The number of reserved second special charts may be a maximum of 4 (same number as the maximum number of reserved first special charts), or may be a maximum of 2 or a maximum of 3. Also, the reservation function of the second special chart by the second special chart reservation storage unit 64b may be eliminated, and the start ball entry information of the second special chart may be acquired and the special chart hit determination may be performed only when a ball enters the second start hole 12a during a period other than during the special chart variable display or during the jackpot game state.
[0058] In the pachinko game machine 1, the consumption of the second special chart reserved number is executed in priority to the consumption of the first special chart reserved number. In other words, when both the first special chart reserved number and the second special chart reserved number exist, the second special chart reserved number is consumed in order first, and then the first special chart reserved number is consumed in order. For example, in a state where the start ball entry information is stored in the first storage area of the first special chart reserved storage unit 64a and the first storage area of the second special chart reserved storage unit 64b, when the start timing of the variable display of the special chart arrives, the start ball entry information stored in the first storage area of the second special chart reserved storage unit 64b is shifted to the execution area (execution target area), and a judgment such as a special chart hit judgment based on this start ball entry information is executed. On the other hand, at this time, the start entry information in the first memory area of the first special chart reserved memory unit 64a is not shifted, and then when the timing to start displaying the changing special chart arrives while the number of reserved second special charts is 0, it is shifted to the execution area (execution target area), and a judgment such as a special chart hit judgment based on this start entry information is executed.
[0059] The normal symbol reserve memory unit 64c has first to fourth memory areas for retaining and storing information (operational ball entry information) acquired by the game control microcomputer 61 due to the game ball passing through the gate 13 while the normal symbol display unit 53 is displaying a normal symbol variation. In other words, the maximum number of normal symbols that can be stored is four. In each memory area, values (operational ball entry information) such as a normal symbol winning random number, a normal symbol winning type random number, and a normal symbol variation pattern random number acquired by the game control microcomputer 61 due to the game ball passing through the gate 13 (entering) are stored. For example, when a game ball enters the gate opening of the gate 13 while the normal symbol display unit 53 is displaying a normal symbol variation, the execution of the normal symbol variation display based on the ball entry is in a standby state at that time. In this case, the operational ball entry information acquired as a result of the ball entry is stored in the normal symbol reserve memory unit 64c, and when it becomes possible to start the variation after that, the normal symbol variation display based on the operational ball entry information is started. In other words, if the normal pattern variation display cannot be started at the time when the operational ball entry information is acquired as a result of the ball entering the gate entrance, the execution of the normal pattern variation display based on that operational ball entry information will be put on hold (operation put on hold) until the variation start condition is met. In this normal pattern reservation storage unit 64c, the operation ball entry information is stored in order from each first storage area in the order of occurrence of the operation reservation, that is, in the order of acquisition by the game control microcomputer 61, similar to the above-mentioned first special pattern reservation storage unit 64a. For this reason, for example, when the operation ball entry information is stored in the first to fourth storage areas in the normal pattern reservation storage unit 64c, the operation ball entry information stored in the fourth storage area is the newest information in terms of time, and the operation ball entry information stored in the first storage area is the oldest information in terms of time. The operation ball entry information stored in each storage area is shifted one by one to the storage area with the oldest storage order every time the variable display of the normal pattern is completed once. For example, the operation ball entry information stored in the second storage area is shifted to the first storage area. In addition, a judgment (lottery) such as a normal winning judgment based on the operational winning ball information stored in the first memory area is executed when the variable display of the normal pattern by the normal pattern display device 53 ends and the timing to start the next variable display arrives (when the start condition for the variable display is met).
[0060] The base value storage unit 64d is a storage area for storing a base value calculated by the game control microcomputer 61. The base value is the ball payout rate during a non-time-saving game state (normal game state), and is calculated by the formula: number of balls acquired during a game state in which the player plays with the left hand (non-time-saving game state) ÷ number of balls consumed during the game state × 100. Two types of base values are stored in the base value storage unit 64d. One of the base values is a value calculated based on the total number of balls acquired or consumed each time the number of balls acquired or consumed occurs during a non-time-saving game state, and is updated each time the number of balls acquired or consumed occurs. The other base value is a value calculated for each fixed period (a fixed number of seconds, or a period during which a fixed number of game balls are shot) based on the number of balls acquired and consumed within that fixed period, and is updated each time the calculation is performed. However, only one of these base values may be stored.
[0061] The game control microcomputer 61 calculates the number of balls won by adding up the number of prize balls awarded for winning at each winning port provided in the game area 3. The number of consumed balls is also calculated based on the number of winning balls at each winning port provided in the game area 3 and the number of discharged balls from the multiple outlets 19. In contrast, the number of consumed balls may be counted according to detection by a recovery sensor 33 or a shooting sensor 37 described later. In this embodiment, the recovery sensor 33 and the shooting sensor 37 are connected to the frame control board 150, so when the number of consumed balls is counted according to detection by any of these sensors, the sensor is connected to the game control microcomputer 61 or the detection of the sensor is notified to the frame control board 150. In this embodiment, by sending a base value command including the base value stored in the base value memory unit 64d of the main control board 60 to the frame control board 150, the base value calculated by the game control microcomputer 61 can be displayed on the performance display monitor 183 provided on the frame control board 150.
[0062] The RAM 64 of the game control microcomputer 61 is provided with a setting value storage section 64e for storing setting values referred to by the game control microcomputer 61 (CPU 62). In this embodiment, three types of setting values, "1" to "3", are provided, and each setting value is associated with a different jackpot probability, etc. (probability of winning in the special chart winning judgment executed by the game control microcomputer 61). That is, the setting values "1" to "3" are used to set the advantage degree regarding the game. Note that each setting value is associated with a higher jackpot probability as the number increases. That is, in the pachinko game machine 1, the jackpot probability can be set by the setting value so that the jackpot probability is lowest when the setting value is "1" and highest when the setting value is "3". Note that the setting values are three types, "1" to "3", which are just an example, and the number of setting values may be four or more or two or less. As described later, when the power of the pachinko game machine 1 is turned on, if a setting change operation (operation of a setting button 260a of a setting change board 260 described later) is performed by a game store clerk or the like and the setting value to be set is changed, the setting value is notified from the frame control microcomputer 151 to the game control microcomputer 61. Then, under the control of the game control microcomputer 61 (CPU 62), the value stored in the setting value storage unit 64e (the setting value to be set) is changed to the setting value selected by the setting change operation.
[0063] Furthermore, the main control board 60 is electrically connected to the displays 50 .
[0064] The normal symbol display 53 is composed of a plurality of LEDs, and the type of normal symbol is indicated by a combination of lit and unlit LEDs, and the normal symbol variation is indicated by the blinking of each LED. Hereinafter, the variation pattern of the normal symbol from when the normal symbol starts to vary until the normal symbol stops being displayed is referred to as the normal symbol variation pattern.
[0065] When the game ball passes through the gate 13 (gate sensor 13a), a judgment is made as to whether or not to open a predetermined ball entrance (in this embodiment, the second starting entrance 12a) (regular winning judgment), and the regular pattern display 53 displays a regular pattern variably. Then, after a predetermined time has elapsed since the regular pattern display 53 started to display the regular patterns variably, it displays a regular pattern corresponding to the result of the regular pattern winning judgment. If the regular pattern displayed by the regular pattern display 53 is a regular pattern indicating a win, the regular operating member 12b of the second starting winning device 12 is in a ball entry permitting position, and the second starting entrance 12a is opened, and a regular pattern winning state (auxiliary game to be described later) occurs. In this embodiment, as described later, two types of regular patterns are provided to indicate a win in the regular pattern winning judgment. When the start of a new normal pattern change display on the normal pattern display 53 is prohibited (when the normal pattern display 53 is displaying a changing normal pattern or when an auxiliary game described below is occurring), if a game ball enters the gate opening of gate 13, the normal pattern change display on the normal pattern display 53 triggered by the ball entering is put on hold (activation hold), and the number of such activation holds is displayed by the normal pattern hold display 53a.
[0066] The first special symbol display 51 and the second special symbol display 52 are each composed of a plurality of LEDs. The plurality of LEDs constituting each special symbol display indicate the type of special symbol by a combination of lit and unlit LEDs, and the flickering of each LED indicates the fluctuating display of the special symbol. Hereinafter, the fluctuating pattern of the special symbol from when the fluctuating display of the special symbol starts until the special symbol is stopped (determined) is referred to as the special symbol fluctuating pattern.
[0067] When a game ball enters the first starting hole 10a, a special symbol hit judgment (also called an internal judgment, a big hit judgment, a small hit judgment, etc.) is executed to judge whether or not it is a big hit, and the first special symbol display 51 displays the first special symbol. Then, the first special symbol display 51 displays the first special symbol corresponding to the result of the special symbol hit judgment after a predetermined change time has elapsed since the first special symbol display 51 started to display the first special symbol. When the first special symbol display 51 is prohibited from starting a new display of the first special symbol (when the first special symbol display 51 is displaying the first special symbol or when a big hit game state has occurred), if a game ball enters the first starting hole 10a, the display of the first special symbol on the first special symbol display 51 triggered by the ball entering is reserved (activation reserved), and the number of reserved operations is displayed by the first special symbol reserved display 51a. Hereinafter, the number of reserved activations of the first special pattern display 51 will be referred to as the first special pattern reserved number.
[0068] When the game ball enters the second starting hole 12a, a special symbol hit judgment (also called an internal judgment, a big hit judgment, a small hit judgment, etc.) is executed to judge whether or not it is a big hit, and the second special symbol display 52 displays the second special symbol. Then, the second special symbol display 52 displays the second special symbol corresponding to the result of the special symbol hit judgment after a predetermined change time has elapsed since the second special symbol display 52 started to display the second special symbol. When the second special symbol display 52 is prohibited from starting a new display of the second special symbol (when the second special symbol display 52 is displaying the second special symbol or when a big hit game state has occurred), if the game ball enters the second starting hole 12a, the display of the second special symbol on the second special symbol display 52 triggered by the ball entering is reserved (activation reserved), and the number of reserved activations is displayed by the second special symbol reserved display 52a. Hereinafter, the number of reserved operations of the second special symbol display 52 will be referred to as the second special symbol reserved number. In addition, when explaining matters common to the first special symbol reserved number and the second special symbol reserved number, it will simply be referred to as the special symbol reserved number.
[0069] In the first special symbol display 51, the second special symbol display 52, and the normal symbol display 53, a predetermined variation interval (a stop time of the symbol) is provided between the end of the variation display of the symbol and the start of the variation display of the next symbol. In the following explanation, the reduction of the number of reserved special symbols by one by the execution of the special symbol variation, and the reduction of the number of reserved normal symbols by one by the execution of the normal symbol variation, may be expressed as the consumption of reserved symbols (special symbol reservation, normal symbol reservation).
[0070] In addition to the above-mentioned displays 50, the main control board 60 is electrically connected via a relay board 74 to sensors for detecting game balls, such as a first start hole sensor 10b, a general prize hole sensor 11b, a second start hole sensor 12c, a first large prize hole sensor 14c, a second large prize hole sensor 15c, a gate sensor 13a, a specific area sensor 55a, and multiple outlet sensors 19x.
[0071] The first start hole sensor 10b detects a game ball that has entered the first start hole 10a and outputs a detection signal to the main control board 60. The general winning hole sensor 11b detects a game ball that has entered the general winning hole 11a and outputs a detection signal to the main control board 60 (note that in this embodiment, the general winning hole sensor 11b is provided corresponding to each of the multiple general winning holes 11a). The second start hole sensor 12c detects a game ball that has entered the second start hole 12a and outputs a detection signal to the main control board 60. The first large winning hole sensor 14c detects a game ball that has entered the first large winning hole 14a and outputs a detection signal to the main control board 60. The second large winning hole sensor 15c detects a game ball that has entered the second large winning hole 15a and outputs a detection signal to the main control board 60. The gate sensor 13a detects a gaming ball that has entered (passed through) the gate 13, and outputs a detection signal to the main control board 60. The outlet sensor 19x detects a gaming ball that is discharged from the outlet 19, and outputs a detection signal to the main control board 60. When a gaming ball is detected by one of these sensors that corresponds to a winning port, a condition for awarding a number of prize balls predetermined for each sensor is met.
[0072] Here, in this embodiment, the prize ball for one detection by the first start hole sensor 10b (one ball entering the first start hole 10a) is defined as "1", the prize ball for one detection by the second start hole sensor 12c (one ball entering the second start hole 12a) is defined as "1", the prize ball for one detection by the first large prize hole sensor 14c (one ball entering the first large prize hole 14a) is defined as "10", and the prize ball for one detection by the second large prize hole sensor 14c (one ball entering the first large prize hole 14a) is defined as "10". The number of prize balls per detection by sensor 15c (one ball entering the second large prize opening 15a) is determined to be "4", the number of prize balls per detection by general prize opening sensor 11b on the left side (in the left playing area 3L) (one ball entering the general prize opening 11a) is determined to be "5", and the number of prize balls per detection by general prize opening sensor 11b on the right side (in the right playing area 3R) (one ball entering the general prize opening 11a) is determined to be "1".
[0073] In addition, the specific area sensor 55 a detects a gaming ball passing through a specific area inside the second special prize device 15 and outputs a detection signal to the main control board 60 .
[0074] The main control board 60 is also electrically connected to the normal solenoid 12d, the first special electric solenoid 14d, and the second special electric solenoid 15d via the relay board 74. The normal solenoid 12d is excited based on the control of the main control board 60, and changes the normal operating member 12b from the ball entry blocking position to the ball entry allowing position. The first special electric solenoid 14d is excited based on the control of the main control board 60, and changes the first special operating member 14b from the ball entry blocking position to the ball entry allowing position. The second special electric solenoid 15d is excited based on the control of the main control board 60, and changes the second special operating member 15b from the ball entry blocking position to the ball entry allowing position.
[0075] (Frame control board 150) As shown in Fig. 5A, the frame control board 150 (frame side control means, ball count control means) is equipped with a frame control one-chip microcomputer (hereinafter referred to as frame control microcomputer) 151. The frame control board 150 is electrically connected to the setting change board 260, the door open sensor 18c that detects the open state of the front frame 18, the count sensor 18e that detects the operation of the count button 18d, the aforementioned game ball count display 26, the electrical components that constitute the ball circulation mechanism 30 (the lifting motor 34c, the recovery sensor 33, the actual shot sensor 37, the foul ball sensor 38a), the call detection switch 302 that detects the operation of the call button 301, etc., and is also electrically connected to the lending board 77 of the lending unit 76.
[0076] The frame control microcomputer 151 includes a CPU 152, a ROM 160 (storage means), a RAM (RWM) 170, and an input / output circuit 153. The CPU 152 manages the number of balls held by the player and other game balls, manages information about the game situation (for example, the number of starting balls, the number of times the special chart variation display is executed, the current game state, etc.), calculates and displays performance values related to the performance of the pachinko game machine 1, drives the launch motor 91, the ball feed solenoid 36b, and the lifting motor 34c, and transmits and receives information (input and output of signals) between the loan unit 76 (loan board 77), etc. Also, through the input / output circuit 153, it inputs detection signals from the setting change board 260, the counting sensor 18e, the door opening sensor 18c, the actual shot sensor 37, the foul ball sensor 38a, the recovery sensor 33, etc. The ROM 160 of the frame control microcomputer 151 stores the computer program executed by the CPU 152 and various judgment tables for determining the specific performance content. The RAM 170 is used as a work memory when the CPU 152 executes the computer program. The ROM 160 stores "version information" to be used together with the above-mentioned "comparison information" in judging whether the combination of the frame control microcomputer 151 and the main control board 60 provided for the same pachinko game machine 1 is appropriate or inappropriate (main frame judgment). Hereinafter, the storage area for version information in the ROM 160 is referred to as the "version information storage unit 161" (see FIG. 5A). The frame control microcomputer 151 judges the information of the command received from the game control microcomputer 61 at an appropriate timing by comparing it with the version information (basic information) (main frame judgment).
[0077] In addition, time information is input to the frame control microcomputer 151 from an RTC (real-time clock) 124, which is mounted on the sub-control board 100 and will be described later.
[0078] The frame control board 150 is electrically connected to a setting change board 260 for setting the above-mentioned setting value referred to by the game control microcomputer 61 to any one of a plurality of stages (any one of "1" to "3"). The setting change board 260 is provided with a setting key insertion section (not shown) for inserting a setting key and a setting button 260a used for setting change operation. In the pachinko game machine 1, when changing settings or checking settings, a setting value is displayed on a dedicated display (not shown) provided on the setting change board 260. The setting value changed by the setting change board 260 is detected by a detection circuit (not shown) and output from the detection circuit to the frame control microcomputer 151.
[0079] The frame control board 150 is electrically connected to the firing mechanism 90 via the firing control circuit 75. When there is no event (a firing prevention event) that requires limiting or stopping the drive control of the firing mechanism 90 (when the firing is possible), the frame control board 150 outputs a firing permission signal to the firing control circuit 75. When a firing prevention event occurs, the frame control board 150 stops the firing permission signal and outputs a blank firing signal, or stops both the firing permission signal and the blank firing signal, depending on the firing prevention event (described later). The launch mechanism 90, which is electrically connected to the launch control circuit 75, includes a ball feed solenoid 36b that drives a ball feed member 36c for sending the game balls in the ball feed section 36 (internal passage R4) one by one to the hitting position, a launch motor 91 that drives a launch hammer 90a that strikes and launches the game balls at the hitting position 29a, a touch switch 92 that outputs a signal indicating that the player has touched the handle 4, and a launch volume 93 that adjusts the strength with which the launch hammer 90a strikes the game ball according to the displacement amount associated with the rotation of the launch lever 4a. The launch control circuit 75 controls the launch motor 91 to drive the launch hammer 90a with a striking strength according to the displacement amount of the launch volume 93 in a state in which it inputs a launch permission signal and a signal from the touch switch 92 indicating the player's contact with the handle 4, and also drives the ball feed solenoid 36b to supply game balls one by one to the hitting position, thereby periodically (for example, at 600 ms intervals) launching the game balls. On the other hand, when the launch permission signal is not input (a non-playable state described later), the launch control circuit 75 stops driving the launch motor 91 and the ball feed solenoid 36b.
[0080] Here, with reference to Fig. 6 and Fig. 7, the control of the launch prevention state by the frame control microcomputer 151 (launch enable / disable change means) will be described. In the pachinko game machine 1, the launch permission signal from the frame control microcomputer 151 is always input to the launch control circuit 75. During this time, when the player rotates the launch lever 4a of the handle 4 (game operation means), a signal from the touch switch 92 is input to the launch control circuit 75, and the game ball is launched toward the game area 3 with a launch strength according to the operation amount of the launch lever 4a. In this case, while the handle 4 is being operated, the launch mechanism 90 is driven and controlled by the launch control circuit 75, and the launch hammer 90a (launch motor 91) and the ball feed member 36c (ball feed solenoid 36b) are repeatedly operated at equal intervals, thereby realizing continuous launching of the game balls. That is, the ball delivery member 36c delivers one game ball to the hitting position 29a (ball delivery operation), and the launching hammer 90a hits the game ball at the hitting position 29a (hitting operation), so that the launching operation is executed continuously at equal intervals (specifically, every 600 ms). However, if any launch prevention event (a reason to stop or limit the launching operation) occurs, the launch permission signal from the frame control microcomputer 151 to the launch control circuit 75 is stopped. When the launch permission signal is stopped, the state is such that continuous launching operations are not executed even if the handle 4 is operated. Hereinafter, such a state is referred to as a "launch prevention state," and a state in which launch is normally possible is referred to as a "launch possible state."
[0081] As shown in FIG. 6, the reasons for preventing launch include game stop, zero balls in hand, door open, abnormality in lifting, and no connection of the lending unit. Game stop is a state in which game control by the game control microcomputer 61 is stopped when the maximum difference in balls (specific difference in balls) described later reaches a reference number (95,000 balls) or a specific abnormal state is detected. Zero balls in hand is a state in which the number of game balls (balls in hand) that the player can use is "0". Door open is a state in which the front frame 18 is open and the front (play area 3) of the game board 2 is exposed. Lifting abnormality is a state in which an abnormality is detected in the rotation operation of the lifting shaft 34a (lifting motor 34c) in the ball lifting section 34 of the ball circulation mechanism 30. Lending unit not connected is a state in which a normal connection state is not formed between the frame control board 150 (frame control microcomputer 151) and the lending unit 76 (lending board 77) (a state in which the input of the connection signal cannot be confirmed for a predetermined time or more). When at least one of these launch inhibition reasons occurs, the input of the launch permission signal from the frame control microcomputer 151 to the launch control circuit 75 is stopped.
[0082] Here, in this embodiment, as the launch prevention state (a state in which continuous launching operations are not performed even if the handle 4 is operated), in addition to a state in which each of the ball forwarding operation and the ball hitting operation is prohibited (hereinafter referred to as a "full stop state"), a state in which the ball forwarding operation is prohibited but the ball hitting operation is not prohibited (hereinafter referred to as a "blank shot state") is provided. And, as shown in FIG. 6, the frame control microcomputer 151 controls the launch control circuit 75 so that the launch prevention state when a predetermined launch prevention reason (e.g., game stop, zero balls in hand, and lifting abnormality) exists among the above-mentioned multiple types of launch prevention reasons is set to the blank shot state, while the launch prevention state when other launch prevention reasons (e.g., door open, rental unit not connected) exist is set to the full stop state. In this case, the types of the predetermined launch prevention reason and other launch prevention reasons can be set appropriately.
[0083] The reason for adopting the blank shot state as the launch prevention state is to prevent the balls held by the player from remaining on the launch rail 29 (hitting position 29a) when the player finishes playing. That is, when the handle 4 is actually operated on the pachinko game machine 1 to launch a game ball, the game ball (launched ball) that has not reached the play area 3 may return through the launch ball guide passage 17a, skip over the return section 38 (foul ball passage R5), and return to the launch rail 29. In this case, the game ball returning to the launch rail 29 is not detected by the foul ball sensor 38a. Therefore, when the launch prevention state is set to a full stop state (a state in which the ball forwarding operation and the ball hitting operation are stopped), the game ball that does not reach the play area 3 and returns to the launch rail 29 remains on the launch rail 29 without being launched again, and one ball in the player's possession is not returned as a foul ball. This causes the player to suffer a loss. Therefore, a blank shot state is adopted as a launch prevention state, and the sending of new game balls to the hitting position 29a by the ball feeding operation is stopped, while the hitting operation by the launching hammer 90a is permitted, thereby preventing the player's balls from remaining on the launching rail 29. In this embodiment, two types of launch prevention states, namely, a blank firing state and a full stop state, are adopted according to the launch prevention reason, but the launch prevention state according to all launch prevention reasons may be the blank firing state.
[0084] 7(a) is a time chart for when the player is still operating the handle 4 and the above-mentioned launch prevention event occurs, such as the door being opened or the rental unit not being connected, causing the frame control microcomputer 151 to transition to a full stop state. Until the launch prevention event occurs, continuous launch operations (ball sending operations and ball hitting operations) are performed at equal intervals (600 ms), but once the launch operation being performed at the time the launch prevention event occurs ends, both the ball sending operations and the ball hitting operations are stopped. Each shooting operation controlled by the shooting control circuit 75 is patterned so that a ball forwarding operation is first performed within a certain period (600 ms), followed immediately by a ball hitting operation. Furthermore, the shooting operation being performed is not interrupted when a shooting prevention event occurs. This prevents the game ball from remaining at the ball hitting position 29a even if a shooting prevention event occurs between the ball forwarding operation and the ball hitting operation.
[0085] FIG. 7(b) is a time chart for the case where, while the player is still operating the handle 4, any of the above-mentioned launch prevention events, namely, game stop, ball count zero, or lifting abnormality, occurs, causing the frame control microcomputer 151 to transition to an empty shot state. Until the launch prevention event occurs, continuous launch operations (ball forwarding operation and ball hitting operation) are performed at equal intervals (600 ms). The launch operations in this case are the same as those described above (in the case of FIG. 7(a)). However, once the launch operation that was being performed at the time the launch prevention event occurred has ended, the ball forwarding operation is stopped. However, the ball hitting operation will continue to be performed according to the regular (600 ms) operation timing as long as the handle 4 is continued thereafter.
[0086] Next, the control of the operation of the call button 301 (a player calling a store clerk) by the frame control microcomputer 151 will be described. As described above with reference to FIG. 1, a game arcade generally has a machine-by-machine display device DT for displaying game data for each game machine installed above each game machine, and the machine-by-machine display device DT is provided with a machine-by-machine button DTb for calling a store clerk. When a player wants to call a store clerk, he or she presses the machine-by-machine button DTb on the machine-by-machine display device DT, which inputs store clerk call information to the hall computer of the game arcade, and the hall computer contacts each store clerk by wireless communication. When a store clerk is called by pressing the machine-by-machine button DTb in this way, the notification lamp DTc on the machine-by-machine display device DT lights up, and the player can tell by seeing the notification lamp DTc on that light that a store clerk is being called (wireless communication is in progress). However, in recent years, there has been a trend to put more effort into the design of the front of gaming machines, and three-dimensional decorations have been added to enhance the visual impact, so the three-dimensional shape of the front of the machine gets in the way and makes it difficult to operate the store clerk. For this reason, the pachinko gaming machine 1 of this embodiment is equipped with a call button 301 (call operation unit) on the front frame 18 (operation console 25) so that the player can easily perform operations related to calling a store clerk. Here, in order to realize a store clerk call by operating the call button 301, the frame control microcomputer 151 is configured to output information indicating the start of a store clerk call (call start information described later) to the outside of the machine (rental board 77) based on the operation of the call button 301 when a store clerk call is not being made. In addition to this, the frame control microcomputer 151 is also configured to output information indicating the end of a store clerk call (call end information) to the outside of the machine (rental board 77) based on the operation of the call button 301 while a store clerk call is being made. In other words, the pachinko game machine 1 is configured so that the player can execute an operation for starting a store clerk call (hereinafter referred to as a "call start operation") and an operation for ending the store clerk call (hereinafter referred to as a "call end operation") as the operation of the call button 301.
[0087] The pachinko gaming machine 1 is also provided with a "call confirmation area" for the player to confirm whether the operation of the call button 301 performed by the player playing the game has been effective or not. The call button 301 is provided in a position within reach of the player playing the game (on the top surface of the operation console 25), so that the player can operate the call button 301 to call a store clerk while sitting down. However, players who are accustomed to operating the machine-specific button DTb at the gaming store to call a store clerk have doubts about calling a store clerk with the call button 301 of the pachinko gaming machine 1, and try to check whether the notification lamp DTc of the machine-specific display device DT is on, but the three-dimensional shape of the front frame 18 gets in the way and makes it difficult to see the notification lamp DTc. Therefore, even if the call button 301 is provided in a position within reach of the player, the player ends up standing up to check whether the notification lamp DTc is on, which makes it difficult to call a store clerk. For these reasons, the pachinko gaming machine 1 is designed so that the status of a call to a store clerk can be easily confirmed by visually checking a call confirmation area (described later) of the pachinko gaming machine 1.
[0088] The call confirmation area is an area controlled by the performance control microcomputer 101 (sub-control board 100) based on information (call information described later) output from the frame control microcomputer 151 (frame control board 150), and specifically includes the speaker 8, the front frame 18 (frame lamp 23c), and the performance display device 7 (call display area). The performance control microcomputer 101 (sub-control board 100) controls the call notification by the speaker 8. It also controls the call notification by the frame lamp 23c. Furthermore, it controls the call in progress display by the performance display device 7 based on the output of a control signal to the image control board 200. The speaker 8 is configured to notify the call by sound output, thereby indicating the location (pachinko game machine 1) from which the call is being made to the staff of the game establishment. The call notification by the speaker 8 is set to be outputted by a voice including at least an expression that can convey that a call is being made. For example, it can be set to repeatedly output the voice "You are being called at machine number ~" (the machine number can be set by the store clerk). That is, although the call notification by the voice of the speaker 8 is directed to the store clerk, the contents can also be conveyed to the player, and the player can recognize that the store clerk is calling. The call notification by the front frame 18 is executed by making the frame lamp 23c (light-emitting part) provided on the upper part of the front frame 18 flash (light-emitting) in a predetermined color, for example, red. That is, although the call notification by the frame lamp 23c is directed to the store clerk, it lights up a position (the front of the front frame 18) that is reliably visible from the player, and the player can recognize that the store clerk is calling. By such a call notification by the speaker 8 and the frame lamp 23c (call confirmation area), the player can confirm that the operation of the call button 301 performed by the player has been effective.
[0089] The call display by the effect display device 7 is dynamically displayed (scrolled) in a call display area along the top edge of the display screen as text information including information indicating that a store clerk is being called (for example, text information such as "A store clerk is being called. Please wait for a moment"). In this way, the call display is displayed on the display screen of the effect display device 7 that displays the above-mentioned effect patterns and reserved images, so that the player can confirm that a store clerk is being called without taking his eyes off the display screen. In addition, the call display is displayed, for example, in a call display area (predetermined display area) along one side (specifically the top side) of the display screen, so as to flow along the side, so that it is unlikely to interfere with various effects being performed on the display screen, and is dynamically displayed so that it is easy for the player to notice. By displaying the call message in the effect display device 7 (call confirmation area) in this way, the player can confirm that the operation of the call button 301 performed by the player has been effective.
[0090] In order to realize the incorporation of such a call confirmation area, the frame control microcomputer 151 is configured to output information (call start designation command) indicating the start of a call to a store clerk to the control board (sub-control board 100) that controls the call confirmation area based on the operation of the call button 301 when a store clerk call is not being made. In addition to this, the frame control microcomputer 151 is also configured to output information (call end designation command) indicating the end of the store clerk call to the control board (sub-control board 100) that controls the call confirmation area based on the operation of the call button 301 during a store clerk call. In other words, the pachinko game machine 1 is configured to change the call confirmation area to a state in which it is possible to confirm whether or not a call is being made, depending on the above-mentioned call start operation and call end operation by the player.
[0091] Below, with reference to Figures 8(a) and 8(b), we will explain the flow of information starting from the frame control board 150 (frame control microcomputer 151) to which the call detection switch 302 that detects the operation of the call button 301 is connected, regarding the control related to calling a store clerk. As shown in FIG. 8(a), the frame control board 150 (frame control microcomputer 151) detects a change in the call detection switch 302 from off to on (input of a detection signal) in response to the operation of the call button 301 when no store clerk is being called. Then, it outputs call start information to the lending board 77 (renting unit 76) outside the machine. In response to the input of the call start information, the lending board 77 outputs a call start command to the hall computer and outputs a lighting command to the individual machine display device DT. This allows the hall computer to contact each store clerk by wireless communication. Also, the control unit DTd of the individual machine display device DT that input the lighting command controls the lighting of the notification lamp DTc. Furthermore, the frame control board 150 (frame control microcomputer 151) outputs a call start designation command to the sub-control board 100 (performance control microcomputer 101) in response to the operation of the call button 301 (change of the call detection switch 302 to the on state) when a call to a store clerk is not being made. The sub-control board 100 (performance control microcomputer 101) which inputs this call start designation command then controls the call confirmation area, enabling the player to confirm that a call to a store clerk has been made (the player's operation of the call button 301 has been effective) (executing the call notification and call in progress display described above).
[0092] On the other hand, as shown in FIG. 8(b), the frame control board 150 (frame control microcomputer 151) detects a change in the call detection switch 302 from on to off (input of a detection signal) in response to the operation of the call button 301 during a store clerk call. Then, it outputs call end information to the rental board 77 (rental unit 76) outside the machine. In response to the input of the call end information, the rental board 77 outputs a call end command to the hall computer and outputs a turn-off command to the individual machine display device DT. This causes the call communication by wireless communication from the hall computer to each store clerk to be stopped (ended). Also, the control unit DTd of the individual machine display device DT that input the turn-off command controls the turning-off of the notification lamp DTc. Furthermore, the frame control board 150 (frame control microcomputer 151) outputs a call end command to the sub-control board 100 (performance control microcomputer 101) in response to the operation of the call button 301 during a store clerk call (the change of the call detection switch 302 to the off state). The sub-control board 100 (performance control microcomputer 101, described below), which inputs this call end command, controls the call confirmation area, and enables the player to confirm that the store clerk call has ended (the player's operation of the call button 301 has worked effectively) (it ends the execution of the call notification and call in progress display described above).
[0093] As described above, by providing the call button 301 on the pachinko gaming machine 1, the player can operate the call button 301 while in a gaming position (while sitting in front of the pachinko gaming machine 1) to start and end a store clerk call (contact by wireless communication from the hall computer), a call notification, and a call in progress display. However, in reality, such an end operation is performed by a store clerk who arrives in front of the pachinko gaming machine 1 in response to a call. The store clerk can first end the store clerk call and the illumination of the notification lamp DTc by operating the individual machine button DTb, but in this embodiment, since the pachinko gaming machine 1 performs a call notification and a call in progress display, these also need to be ended. If the call button 301 needs to be operated at that time, the store clerk must reach out and operate the call button 301 over the top surface of the operation console 25, or have the player operate the call button 301. In order to solve such problems, the pachinko game machine 1 of this embodiment is configured to input information (call end information) from outside the machine (rental board 77) based on the operation of the machine-specific button DTb while a store clerk is being called, and to end the ongoing call notification and call in progress display based on this information. In the following, with regard to the control relating to calling a store clerk, the flow of information in response to the operation of the machine button DTb during calling of a store clerk will be described with reference to FIG.
[0094] As shown in FIG. 9, when the machine button DTb of the machine display device DT is operated during a call to a store clerk, the control unit DTd of the machine display device DT controls the turning off of the notification lamp DTc, and the control unit DTd outputs a "lights-off information command." The lending board 77 (lending unit 76) that inputs this lights-off information command outputs a call end command to the hall computer. This causes the hall computer to stop (end) the call contact by wireless communication that was being made to each store clerk. In addition, the lending board 77 outputs call end information to the frame control board 150 (frame control microcomputer 151) in response to the input of the lights-off information command. Then, the frame control board 150 (frame control microcomputer 151) that inputs this call end information outputs a call end designation command to the sub-control board 100 (performance control microcomputer 101). As a result, the sub-control board 100 (the performance control microcomputer 101 described later) which has input the call end command controls the call confirmation area and ends the execution of the call notification and the call in progress display.
[0095] The RAM 170 of the frame control microcomputer 151 stores the count value ("extracted value") for each classification of the number of game balls, and various "performance values" calculated from the extracted value. Hereinafter, the storage area for storing the extracted value and the performance value is referred to as the "ball number information storage unit 171". This ball number information storage unit 171 has storage areas (storage means) such as a number of balls held storage area, a number of balls acquired storage area, a number of balls consumed storage area, a difference in number of balls storage area, a ball payout rate storage area, a base value storage area, a main control base value storage area, a role ratio storage area, a consecutive role ratio storage area, a number of balls acquired per minute storage area, and the like. The number of balls acquired storage area and the number of balls consumed storage area are referred to as the "extracted value storage means", and the various storage areas for storing the performance values calculated from the extracted values can be referred to as the "performance value storage means". The frame control microcomputer 151 outputs various information stored in the ball count information memory unit 171 to the outside of the machine (rental board 77) at appropriate times (for example, periodically).
[0096] The number of balls held stored in the held ball number memory area is a value obtained by adding the number of balls each time a loaned ball is generated in the loan unit 76, subtracting the number of balls each time a fired ball is generated, and adding the number of balls each time a prize ball is awarded, and can be moved to the loan unit 76 side (RAM of the loan board 77) by operating the counting button 18d (in this case the number of balls moved is subtracted). In addition, the number of acquired balls (extracted value) stored in the acquired ball number memory area is the total number of balls (prize balls) awarded (acquired by the player) in games played on the pachinko game machine 1 from the start of operation to the end of operation (total acquired balls) or the number of acquired balls for each game state, and the number of balls is added to the stored value according to the awarding of prize balls. In addition, the number of consumed balls (extracted value) stored in the consumed ball memory area is the total number of balls consumed in the game played on the pachinko game machine 1 from the start of operation to the end of operation (fired balls = the number detected by the actual shot sensor 37, excluding the number of balls that were foul balls) (total consumed balls) or the number of consumed balls for each game state, and the number of balls is added to the stored value according to the number of game balls fired. The difference in number of balls (performance value) stored in the difference in number of balls storage area is the number of balls calculated by the formula "number of balls acquired - number of balls consumed" in relation to the total number of balls acquired (safe) and the total number of balls consumed (out) by the game performed from the start of operation to the end of operation in the pachinko game machine 1. In addition to the current difference in number of balls, which is the current difference in number of balls, the maximum difference in number of balls, the minimum difference in number of balls, the specific difference in number of balls, and the maximum difference in number of balls are stored in this difference in number of balls storage area.
[0097] The curve graph in FIG. 10 shows an example of the change (increase / decrease) in the difference in number of balls (current difference in number of balls) during a game. Here, the difference in number of balls calculated as the maximum fluctuation value in the upward direction (Y1 direction) based on the initial value (i.e., 0 balls) is called the "maximum difference in number of balls," and the difference in number of balls calculated as the maximum fluctuation value in the downward direction (Y2 direction) based on the initial value (i.e., 0 balls) is called the "minimum difference in number of balls." In addition, the difference in number of balls calculated as the difference between the current difference in number of balls and the minimum difference in number of balls is called the "specific difference in number of balls," and the difference in number of balls calculated as the difference between the maximum difference in number of balls and the minimum difference in number of balls (the maximum value of the difference between the high and low of the difference in number of balls) is called the "maximum difference in number of balls." The stored values of these difference in number of balls (current difference in number of balls, highest difference in number of balls, lowest difference in number of balls, specific difference in number of balls, maximum difference in number of balls) are not cleared when the player finishes playing (when the counting button 18d is operated), unlike the number of balls owned as mentioned above, but are reset based on the operation of the ball difference clear button 185 by the game store attendant. The pachinko game machine 1 of this embodiment is configured to transition to an unplayable state (a state in which the game for that day has ended) in which the player cannot play (execute a game stop process) when the specific difference in the number of balls (as the maximum difference in the number of balls) reaches a predetermined "reference number" (95,000 balls) due to an increase in the number of acquired balls (assuming that the number of acquired balls > the number of consumed balls). In this way, since the game for that day played on the pachinko game machine 1 ends according to the specific difference in the number of balls (maximum difference in the number of balls) counted for each business day (each operation) of the game parlor, when a game parlor staff member resets each stored value of the number of game balls related to the difference in the number of balls described above, this operation (state restoration operation) is usually specified to be performed after the end of business hours (operation time of the pachinko game machine 1).
[0098] The ball payout rate (performance value) stored in the ball payout rate memory area is a value calculated based on the relationship between the number of balls won and the number of balls consumed described above, using the formula "number of balls won ÷ number of balls consumed × 100". In addition, the base value (performance value) stored in the base value memory area is the ball payout rate during the target game state (non-time-saving game state) in which the player plays with the left hand, and is a value calculated using the formula "number of balls won during the left-hand game state ÷ number of balls consumed during the left-hand game state × 100". In addition, the base value (performance value) stored in the main control base value memory area is the base value calculated by the game control microcontroller 61 (a value stored in the aforementioned base value memory unit 64d in the game control microcontroller 61, and a value indicated by the base value command sent by the game control microcontroller 61). In addition, the reel ratio (performance value) stored in the reel ratio memory area is the ratio of the number of balls (prize balls) acquired while the variable ball entry ports (first large prize entry port 14a, second large prize entry port 15a, second starting port 12a) are open (i.e., while the normal operating member 12b, first special operating member 14b, and second special operating member 15b are operating) (hereinafter referred to as "while the reel is operating") among the number of acquired balls mentioned above, and is a value calculated using the formula "number of balls acquired while the reel is operating ÷ number of balls acquired in all states × 100". In addition, the continuous feature ratio (performance value) stored in the continuous feature ratio memory area is the ratio of the number of balls (prize balls) acquired during the opening of the large prize opening (first large prize opening 14a) in the large prize game state (i.e., the operation of the first special operating member 14b) (hereinafter referred to as "during continuous feature operation") among the number of acquired balls described above, and is a value calculated using the formula "number of balls acquired during continuous feature operation ÷ number of balls acquired in all states × 100". The number of balls acquired per minute (number of balls, performance value) stored in the number of balls acquired per minute storage area is the expected number of balls (prize balls) that can be acquired while game balls are continuously shot for one minute (100 balls) when the device is not in operation (non-time-saving game state), and is the number of balls acquired (number of game balls awarded as prize balls) for each minute (100 balls shot). Note that the base value (performance value) stored in the main control base value storage area described above is used as the value of the number of balls acquired per minute.
[0099] Furthermore, on the frame control board 150 of this embodiment, a RAM clear switch 182, a performance display monitor 183, a counting clear button 184, a ball difference clear button 185, a launch monitor 187, a ball removal button 186, etc. are arranged.
[0100] The RAM clear switch 182 is an operating means for initializing (clearing the RAM) information stored in the RAM 170 of the frame control microcomputer 151 and information stored in the RAM 64 of the game control microcomputer 61. When the pachinko game machine 1 is started up with the RAM clear switch 182 pressed down (when the power switch 72 described below is turned ON and the power is turned on), it outputs a RAM clear signal to the frame control microcomputer 151 (CPU 152) and the game control microcomputer 61 (CPU 62), and initializes the RAM 170 and the RAM 64.
[0101] The performance display monitor 183 (notification means) is composed of six 7-segment displays arranged horizontally. Although not shown, each of the six 7-segment displays can display numbers from "0" to "9" and alphabets from "A" to "Z". The frame control microcomputer 151 uses this performance display monitor 183 to control the display so that the base value is always displayed. In addition, when any of a plurality of types of abnormal states (errors) related to the frame control board 150 occurs in the pachinko game machine 1, the frame control microcomputer 151 displays the type of the abnormal state. Specifically, when any of the abnormal states shown in FIG. 11 (RAM clear, door open, count clear, main frame mismatch, lifting abnormality, lending unit not connected) occurs, a display is executed to indicate the type of the abnormal state that has occurred. Among the abnormal states shown in FIG. 11, "RAM clear" is a state in which a process is being executed to clear the stored information (excluding performance values, number of balls held, etc.) in the RAM 170 of the frame control microcomputer 151. "Door open" is a state from the time when the door open sensor 18c that detects the opening of the front frame 18 turns ON (open detection state) and 300 ms has elapsed until the time when it turns OFF again and 100 ms has elapsed. "Count clear" is a state in which the count button 18d is operated to move the balls held from the pachinko game machine 1 to the lending unit 76 side (RAM of the lending board 77). "Main frame mismatch" is a state in which it is determined that it is inappropriate to use the main control board 60 provided in the pachinko game machine 1 and the frame control microcomputer 151 on the frame control board 150 in the same pachinko game machine 1 in combination. "Lifting abnormality" is a state in which poor rotation is detected in the lifting shaft 34a (lifting motor 34c) of the ball circulation mechanism 30. "Rental unit not connected" is a state in which the connection signal (signal indicating the connection state) output from the lending board 77 of the lending unit 76 to the frame control board 150 (frame control microcomputer 151) remains OFF for a period of 100 ms or more.
[0102] In addition, the base value is displayed using the four seven-segment indicators on the right side, while the type of abnormal condition is displayed using the two seven-segment indicators on the left side, so it is possible to simultaneously display the base value and the type of abnormal condition. However, in a situation where multiple abnormal conditions occur, the abnormal condition with the highest priority according to a predetermined priority order is displayed. In this embodiment, the base value displayed on the performance display monitor 183 is a value calculated under the control of the game control microcomputer 61 (notified to the frame control microcomputer 151 as a base value command). In contrast, the base value calculated by the frame control microcomputer 151 may be displayed.
[0103] The count clear button 184 is operably provided on the frame control board 150. When the pachinko game machine 1 is started up (the power switch 72 described later is turned ON) with the count clear button 184 pressed, it outputs a count clear signal to the frame control microcomputer 151 (CPU 152) to clear the number of balls stored in the number of balls storage area of the RAM 170 and return it to the initial value "0". It may also be possible to clear the stored values stored in any of the memory areas other than the ball count memory area in the ball count information memory unit 171 in response to the operation of this count clear button 184 or another operating means.
[0104] The difference ball clear button 185 is provided operable on the frame control board 150. When the pachinko game machine 1 is started with the difference ball clear button 185 pressed (the power switch 72 described later is turned ON), it outputs a difference ball clear signal to the frame control microcomputer 151 (CPU 152), clears various difference ball numbers stored in the difference ball number storage area of the RAM 170, and returns them to the initial value "0". It may be the same operating means as the count clear button 184 described above.
[0105] The ball removal button 186 is operably provided on the frame control board 150. When the ball removal button 186 is operated during the corresponding effective operation period, the frame control microcomputer 151 shifts the drive control mode of the ball circulation mechanism 30 to the ball removal mode. In this ball removal mode, the lifting motor 34c of the ball circulation mechanism 30 rotates in the reverse direction, and the lifting shaft 34a moves the circulating ball to the ball outlet 34d and discharges it into the circulating ball tray 39 (ball removal).
[0106] The frame control board 150 is configured to be able to output information to the sub-control board 100 via the main control board 60. For example, the frame control board 150 can output information on the number of game balls (number of balls held and number of balls difference), information on an abnormal state of the ball circulation mechanism 30, information on calling a store clerk (designated information) described later, and the like to the sub-control board 100. In addition, the frame control board 150 and the sub-control board 100 may be directly wired and information may be output directly from the frame control board 150 to the sub-control board 100.
[0107] (Power supply board 70) As shown in FIG. 5A, the pachinko game machine 1 includes a power supply board 70. The power supply board 70 supplies power to each control board such as the main control board 60 and the frame control board 150. The power supply board 70 also supplies power to each device electrically connected to the frame control board 150 via the frame control board 150. The power supply board 70 also supplies power from the main control board 60 via the relay board 74 to each sensor and solenoid electrically connected to the relay board 74. The power supply board 70 also supplies power to the display devices 50 electrically connected to the main control board 60 via the main control board 60.
[0108] The power supply board 70 is provided with a power switch 72 for turning on and off (power-on operation, power-off operation) the main power supply that supplies power to the power supply board 70. The power supply board 70 is also provided with a backup power supply circuit 71. When the power supply voltage supplied from the outside drops below a specified voltage in a case where power is not supplied from the outside to the pachinko game machine 1, the backup power supply circuit 71 outputs a power interruption detection signal to the frame control board 150 (frame control microcomputer 151) and the main control board 60 (game control microcomputer 61). Then, the backup power supply circuit 71 supplies power required for holding information to the RAM 170 of the frame control board 150 (frame control microcomputer 151) and the RAM 64 of the main control board 60 (game control microcomputer 61). In addition, the backup power supply circuit 71 also supplies power to the RTC 124 on the sub-control board 100, which will be described later.
[0109] As shown in FIG. 5B, a one-chip microcomputer for performance control (hereinafter referred to as the performance control microcomputer) 101 is mounted on the sub-control board 100. The performance control microcomputer 101 includes a CPU 102, a ROM 110, a RAM (RWM) 120, and an input / output circuit 103. The sub-control board 100 receives various commands transmitted by the main control board 60 (via the main control board 60). Note that 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.
[0110] Regarding the configuration of the performance control microcomputer 101, the CPU 102 controls the performance according to the game content. The ROM 110 stores computer programs (display control program related to display performance, audio control program related to audio performance, lamp control program related to light emission performance, etc.) for the CPU 102 to control the performance, and also stores various tables. The RAM 120 is used as a work memory when the CPU 102 executes the computer programs. The input / output circuit 103 transmits and receives data to and from each board etc. connected to the sub-control board 100.
[0111] The RAM 120 of the performance control microcomputer 101 is provided with a first special chart reserved performance memory section 121, a second special chart reserved performance memory section 122, and a normal chart reserved performance memory section 123. The first special chart hold performance storage unit 121 has four storage areas consisting of the first to fourth storage areas, and each storage area stores start ball entry information (random number value, etc.) indicated by the first start winning command output (transmitted) from the main control board 60. The first start winning command is a command including start ball entry information (values of jackpot random number, special chart type random number, special chart change pattern random number, reach random number, etc.) acquired by the game control microcomputer 61 when the game ball enters the first start hole 10a. On the other hand, the second special chart hold performance storage unit 122 has a first storage area, and the first storage area stores start ball entry information (random number value, etc.) indicated by the second start winning command output (transmitted) from the main control board 60. The second start winning command is a command including start ball entry information (values of jackpot random number, special chart type random number, special chart change pattern random number, reach random number, etc.) acquired by the game control microcomputer 61 when the game ball enters the second start hole 12a. The regular ball reserve performance memory unit 123 has four memory areas consisting of the first to fourth memory areas, and each memory area stores the operational ball entry information (random number value, etc.) indicated by the operational ball entry command output (transmitted) from the main control board 60. The operational ball entry command is a command including the operational ball entry information (values of regular ball entry random number, regular ball entry type random number, regular ball fluctuation pattern random number, etc.) acquired by the game control microcomputer 61 when the game ball enters the gate opening.
[0112] In addition, a real-time clock (RTC) 124 is mounted on the sub-control board 100. The RTC 124 measures the current (present) 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 on the power, and when power is not supplied from the external power supply device, the RTC 124 operates on the power supplied from the backup power 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 or when the memory contents of the RAM 120 are cleared. Note that a backup power supply circuit that supplies power to the RTC 124 may be provided on the sub-control board 100. In the pachinko game machine 1, it is possible to execute a special performance based on the result of the time measurement by the RTC 124.
[0113] The image control board 200 is electrically connected to the sub-control board 100. The image control board 200 is equipped with a VDP 201 (Video Display Processor), an image control CPU 202, 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, and a preview image. The control ROM 203 stores a computer program for the image control CPU 202 to control the performance display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. The CGROM 205 stores image data for the performance display device 7 to display a performance image. The VDP 201 reads image data from the CGROM 205 according to a display list created by the image control CPU 202, and loads the read image data in a load area in the VRAM 206. The VDP 201 then synthesizes the image data loaded in the VRAM 206, and stores the synthesized image data in a frame buffer in the VRAM 206. The VDP 201 then converts the image data stored in the frame buffer in the VRAM 206 into an RGB signal, and outputs it to the performance display device 7. As a result, the performance display device 7 displays a performance image.
[0114] 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 watching these images from the front of the pachinko game machine 1. The performance display device 7 variably displays performance (decorative) symbols as performance images in synchronization with the variable display of special symbols. The performance symbols are symbols representing Arabic numerals (for example, 1 to 10). The performance symbols may include symbols representing characters other than numbers, such as alphabets and special characters, or may be combined with symbols representing characters other than numbers. The left performance symbol display region, the center performance symbol display region, and the right performance symbol display region are set as regions in which the performance display device 7 (FIG. 2) variably displays the performance symbols. The left performance symbol 7L is displayed in the left performance symbol display region, the center performance symbol 7C is displayed in the center performance symbol display region, and the right performance symbol 7R is displayed in the right performance symbol display region. In the following, when describing matters common to the left performance pattern display area, the middle performance pattern display area, and the right performance pattern display area, they will simply be referred to as the performance pattern display area.
[0115] For example, the variation mode of each performance symbol may be a mode in which the numbers represented by the performance symbols move from the top to the bottom of the screen in ascending order, that is, a mode in which the symbols scroll vertically. Note that other variation modes may be used, such as a horizontal scroll mode in which the performance symbols move from one side of the screen to the other, or a switching mode in which the performance symbols are displayed in ascending order of numbers at the same display position. Also, the performance display device 7 displays a background image as a performance image on the background of each performance symbol. For example, the background image may be a moving image of a television drama or movie, an animated moving image of the moving image, an animation, an original moving image of a pachinko game machine manufacturer, or the like. 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.
[0116] The pachinko game machine 1 of this embodiment can generate a plurality of types of game states. The microcomputer 101 for effect control may vary and display the effect pattern displayed on the effect display device 7 in synchronization with the variable display of the first special pattern on the first special pattern display device 51, or in synchronization with the variable display of the second special pattern on the second special pattern display device 52, depending on the type of the start ball entry (the type of the start hole into which the game ball entered). When the player plays in a left-handed play mode (normal play state described later), the game ball can enter the first start hole 10a, but cannot enter the second start hole 12a, so the effect pattern is basically varied and displayed in synchronization with the variable display of the first special pattern, and each effect pattern is displayed in a stopped state (determined state) at the same time as the first special pattern is displayed in a stopped state (determined state), thereby displaying the result of the special pattern hit determination in a dramatic manner. On the other hand, when the player is playing in the right-hand hitting mode (time-saving playing state described later), the game ball can enter the second starting hole 12a but cannot enter the first starting hole 10a, so basically the display of the effect patterns changes in sync with the display of the second special pattern, and at the same time that the second special pattern is displayed as stopped (confirmed), each effect pattern is displayed as stopped (confirmed), thereby displaying the result of the special pattern hit determination in a dramatic manner. Here, the left performance pattern 7L, the center performance pattern 7C, and the right performance pattern 7R are displayed in a state where the same performance pattern is present at the stop position while shaking up and down and left and right (provisional stop display), and then they are displayed in a completely stopped state (stop display, final display), and the variable display ends. Note that all performance patterns 7L, 7C, and 7R are displayed as finalized at the same time.
[0117] As described above, in this embodiment, the meaning of the display by the performance pattern differs depending on the game state. In the following description, regarding the performance pattern displayed during the game state in which the player plays in the left-handed game mode, when the big win pattern or small win pattern of the first special pattern is displayed, a "win performance pattern" is displayed as the performance pattern, and when the loss pattern of the first special pattern is displayed, a "loss performance pattern" is displayed as the performance pattern. On the other hand, regarding the performance pattern displayed during the game state in which the player plays in the right-handed game mode, when the winning pattern of the normal pattern is displayed, a "win performance pattern" is displayed as the performance pattern, and when the loss pattern of the normal pattern is displayed, a "loss performance pattern" is displayed as the performance pattern. In this embodiment, the winning performance pattern is a state where 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 7L, the middle performance pattern 7C, and the right performance pattern 7R, which are displayed as confirmed, are aligned with "7". Also, the losing performance pattern is a combination of performance patterns other than the winning performance pattern. Hereinafter, the variable display of the performance pattern executed by the performance display device 7 is referred to as a "variable performance". Also, during the variable performance, the left performance pattern 7L and the right performance pattern 7R are aligned with performance patterns that represent the same number and are displayed temporarily, and the remaining middle performance pattern 7C is not yet displayed temporarily (a state in which the expectation of becoming a winning performance pattern is increased) is referred to as a "reach (reach state)". In addition, the image displayed behind the performance pattern in the variable performance is referred to as a "background image". In addition, for performances and notifications other than the variable performance, the image displayed behind the main display image displayed on the performance display device 7 may also be referred to as a "background image". The background image may be a still image or a moving image.
[0118] As described above, the performance pattern change performance is performed in synchronization with the change display of the first special pattern or the change display of the normal pattern. When a change performance is performed in response to the change display of the first special pattern, if an operation hold occurs for the change display of the first special pattern, an operation hold also occurs for the change performance. Also, when a change performance is performed in response to the change display of the normal pattern, if an operation hold occurs for the change display of the normal pattern, an operation hold also occurs for the change performance. That is, when a change performance is performed in synchronization with the change display of the first special pattern, the operation holds of the change display of the first special pattern and the change display of the performance pattern (change performance) match, and when a change performance is performed in synchronization with the change display of the normal pattern, the operation holds of the change display of the normal pattern and the change display of the performance pattern (change performance) match. The number of operation holds of the performance display device 7 is displayed in a predetermined display area (hereinafter referred to as "performance hold display area 7Ba") of the performance display device 7 by a hold image, as shown in FIG. 1. Therefore, the player can know the number of reserved special symbol variable display operations (the number of reserved first special symbols or the number of reserved normal symbols) by counting the number of reserved images displayed in the effect pending display area 7Ba. Also, on the left side of the effect pending display area 7Ba on the display screen of the effect display device 7, an effect execution display area 7Bb is provided to indicate the presence of a variable effect being executed. Note that the effect pending display area 7Ba and the effect execution display area 7Bb do not need to be provided on the display screen of the effect display device 7, and may be displayed on another display device such as a light-emitting display means using an LED or the like.
[0119] In addition to this, the pachinko game machine 1 notifies the player of the result of the variable performance (stopped display of the performance symbols), and also performs performances that suggest the result of the variable performance or liven up the process leading up to the display of the result. Such performances are performed by using images displayed on the performance display device 7, sounds output from the speaker 8, and the lighting of the lamps (board lamp 2a, frame left lamp 23a, frame right lamp 23b, frame top lamp 23c, button light-emitting section 5c) on the game board 2 or front frame 18 in combination. In other words, the performance display device 7, speaker 8, and lamps 2a, 23a, 23b, 23c, and 5c provided in the pachinko game machine 1 function as performance execution means that execute the performance. In addition, the performance display device 7, speaker 8, and lamps 2a, 23a, 23b, and 23c also function as notification means for notifying abnormal conditions, etc. that occur in the pachinko gaming machine 1.
[0120] The sub-control board 100 is electrically connected to the frame left lamp 23a, the frame right lamp 23b, and the frame top lamp 23c via the frame illumination relay board 81, and is electrically connected to the board lamp 2a via the illumination board 82, and is electrically connected to the movable body motor 23d via the movable body board 83. The sub-control board 100 is also electrically connected to the button light-emitting unit 5c via the frame button board 85. The performance control microcomputer 101 creates light-emitting pattern data that determines the light-emitting state of each lamp using the data stored in the ROM 110. Then, the light-emitting control of each lamp is performed according to the created light-emitting pattern data. The performance control microcomputer 101 also uses the data stored in the ROM 110 to create movable body operation pattern data that determines the operation state of the movable body KD, and performs drive control of the movable body motor 23d according to the movable body operation pattern data.
[0121] The sub-control board 100 is provided with an audio control unit 520. The performance control microcomputer 101 drives each speaker 8 via this audio control unit 520, and controls the output of sound such as performance sounds and notification sounds. The audio control unit 520 is electrically connected to a transmission / reception unit 525. The transmission / reception unit 525 is provided for wireless connection to a personal sound reproduction device (hereinafter referred to as a "connection device x1") such as earphones or headphones owned by the player, which will be described in detail later.
[0122] In addition, the sub-control board 100 is electrically connected to the performance button detection switch 5a and the performance button vibration motor 5b via a frame button board 85, and is electrically connected to the performance lever push detection switch 6a, the operation direction detection switch 6b, and the performance lever vibration motor 6c via a frame lever board 86.
[0123] The effect button detection switch 5a outputs a signal indicating that the effect button 5 has been pressed to the sub-control board 100. The effect lever push detection switch 6a also outputs a signal indicating that the effect lever 6 has been pushed to the sub-control board 100. Furthermore, the operation direction detection switch 6b also outputs a signal indicating that the effect lever 6 has been tilted to the sub-control board 100. In response to this, the effect control microcomputer 101, during the period of the button effect, which is one type of effect, changes the effect content of the button effect based on the signal input from the effect button detection switch 5a. Furthermore, during the period of the lever effect (a lever effect that encourages the player to perform a push operation or a tilt operation), which is one type of effect, the effect control microcomputer 101 also changes the effect content of the lever effect based on the signal input from the effect lever push detection switch 6a or the operation direction detection switch 6b.
[0124] The effect button vibration motor 5b is a drive source for vibrating the outer surface of the effect button 5, and is housed inside the operation console 25. The effect lever vibration motor 6c is a drive source for vibrating the effect lever 6, and is housed inside the operation console 25. The ROM 110 stores operation pattern data for determining the operation pattern of the effect button vibration motor 5b and operation pattern data for determining the operation pattern of the effect lever vibration motor 6c. The effect control microcomputer 101 reads the operation pattern data from the ROM 110 when a predetermined timing for vibrating the effect button 5 is reached, and drives and controls the effect button vibration motor 5b based on the read operation pattern data. In addition, the effect control microcomputer 101 reads the operation pattern data from the ROM 110 when a performance timing for vibrating the effect lever 6 is reached, and drives and controls the effect lever vibration motor 6c based on the read operation pattern data.
[0125] [Game status explanation] Next, the gaming state of the pachinko gaming machine 1 will be described.
[0126] (Big win game state, small win state) The pachinko game machine 1 of this embodiment is a type of so-called type 1 / type 2 mixed machine. In this pachinko game machine 1, when a jackpot is won in the special chart hit determination triggered by a ball entering the first start port 10a or the second start port 12a, a jackpot game state (hereinafter referred to as a "type 1 jackpot state") is generated. In addition, when a small win determination results in a hit (when a small win is won) in the special chart hit determination triggered by a ball entering the second start port 12a, a small win state in which the large prize winning port is opened is generated, and only when a game ball that entered the second large prize winning port 15a during this small win state enters a specific area, the state progresses to a jackpot game state (hereinafter referred to as a "type 2 jackpot state"). In addition, since the 2nd type jackpot state develops from the small win state as described above, the small win state is considered as one round, and the opening (V win state) that occurs after the ball enters a specific area is counted as the second or subsequent round. In other words, the 2nd type jackpot state is composed of the small win state and the subsequent V win state. On the other hand, it is also possible to consider only the V win state as a jackpot game state.
[0127] The small win state of this embodiment is a state in which the second large winning opening 15a is opened for a time that allows the player to fully enter the second large winning opening 15a. Specifically, in the small win state, the second large winning opening 15a is set to be open for 1800 ms. The game ball that enters the second large winning opening 15a is always discharged to the rear side of the game board 2 by passing through the specific area. In contrast, as the small win state, a small win state in which the game ball can pass through the specific area (hereinafter referred to as an "advantageous small win state") and a small win state in which the game ball cannot pass through the specific area (hereinafter referred to as an "unfavorable small win state") may be provided. In this case, a distribution means for distributing the game ball that entered the second large winning opening 15a to the specific area and the non-specific area may be provided, and the advantageous small win state and the unfavorable small win state may be generated depending on the difference in the operation timing of the distribution means.
[0128] The jackpot game state changes in the order of an opening period, a continuous operation period in which multiple rounds (periods during which game balls can enter the game) occur, and an ending period. During a round, the first special operation member 14b is operated by driving the first special electric solenoid 14d, or the second special operation member 15b is operated by driving the second special electric solenoid 15d, to open the first large prize opening 14a or the second large prize opening 15a. Here, each round of the jackpot game state, except for one round (small prize state) of the two-type jackpot state, ends when the round ending condition is met, whichever comes first: the number of game balls entering the first large prize opening 14a reaches a predetermined upper limit number (e.g., 10 balls) or a predetermined opening time (e.g., 30,000 ms) has elapsed. On the other hand, one round in the two-type big win state (advantageous small win state) ends when the second big win opening 15a opens for a shorter opening time (for example, 1800 ms) than the other rounds, or when the number of game balls entering the second big win opening 15a reaches a predetermined upper limit number (a predetermined number of balls or less), whichever comes first (basically the passage of the opening time). Note that an interval time (round interval) is set between rounds, and the first big win opening 14a and the second big win opening 15a are set to maintain a closed state at least during this interval time (the first special electric solenoid 14d and the second special electric solenoid 15d are controlled to be inactive).
[0129] (Time-saving play state, non-time-saving play state) The pachinko game machine 1 is configured to be capable of generating a time-saving game state as a type of game state (advantageous game state) advantageous to the player. This time-saving game state is a game state in which the frequency of game balls entering the second start hole 12a can be increased compared to a non-time-saving game state (a state in which the time-saving game state is not occurring, a normal game state). Increasing the frequency of game balls entering the second start hole 12a (generating a time-saving game state) in this way can be achieved by activating at least one of the following functions: a probability variation function for determining whether a normal symbol is hit, a variation shortening function for a normal symbol, a function for extending the opening time of the second start hole 12a, and a function for increasing the number of times the second start hole 12a is opened. The pachinko game machine 1 of this embodiment generates a time-saving game state by activating the normal pattern change time shortening function, the special pattern change time shortening function, and the opening time extension function of the second starting hole 12a, among the functions mentioned above.
[0130] The normal symbol variation time shortening function is a function that shortens the time of the normal symbol variation display (normal symbol variation time). By activating this normal symbol variation time shortening function, a short normal symbol variation time is more likely to be selected, and the number of times that normal symbol winning judgments are performed per unit time can be increased. The pachinko game machine 1 of this embodiment has this function, and the normal symbol variation time is set so that when the variation time shortening function is not activated, a long variation time is more likely to be determined, and when the variation time shortening function is activated, a short variation time is more likely to be determined (however, there are cases where the variation time is long). In contrast, it is also possible not to have the normal symbol variation time shortening function. The special symbol variation time shortening function is a function that shortens the time of the special symbol variation display (special symbol variation time). By activating this special symbol variation time shortening function, it becomes easier to select a short special symbol variation time, and the number of times that the special symbol hit judgment is executed per unit time can be increased, and the frequency of the special symbol variation display result can be increased, so that it is possible to shorten the game time until the big win game state occurs. Since the consumption pace of the special symbol reservation is fast, it becomes easier to generate a valid ball (special symbol reservation) in the starting hole, so that it is possible to realize a smooth game progress. In the pachinko game machine 1 of this embodiment, the variation time of the special symbol variation display (variation performance) of the miss executed in the right-hand play state (time-shortened play state) is shorter than the variation time of the special symbol variation display (variation performance) of the miss executed in the left-hand play state (non-time-shortened play state). In other words, the variation time of the special symbol variation display of the miss changes depending on the play state, and the special symbol variation time shortening function is exerted in the time-shortened play state. The opening time extension function for the second start hole 12a is a function for lengthening the execution time of the auxiliary game for opening and closing the second start hole 12a (i.e., the time during which the normal operating member 12b is in the auxiliary position and the opening time of the second start hole 12a). By activating this opening time extension function for the second start hole 12a, it is possible to improve the ease of inserting a game ball into the second start hole 12a. The pachinko game machine 1 of this embodiment has this function, and when this function is activated, it is easier to determine a long time (normal power operation pattern) for the normal operating member 12b to be in the auxiliary position compared to when this function is not activated. Here, due to the structure of the second start winning device 12, the pachinko game machine 1 of this embodiment can insert a game ball into the second start hole 12a only when the time during which the normal operating member 12b is in the auxiliary position is a predetermined time (for example, 500 ms) or more. Furthermore, the execution time (normal power operation pattern) of the auxiliary game that can be determined when the opening time extension function of the second starting port 12a is not activated is set to 70 ms (short opening time), whereas the execution time (normal power operation pattern) of the auxiliary game that can be determined when the function is activated is set to two types: 2700 ms (long opening time) and 70 ms (short opening time).
[0131] The second starting hole 12a may have a function for increasing the number of times it is opened. This function increases the number of times the second starting hole 12a is opened (i.e., the number of times the normal operating member 12b is put into the auxiliary position, which is the number of times the second starting hole 12a is opened). By activating this function for increasing the number of times it is opened, it is possible to improve the ease with which game balls can enter the second starting hole 12a. However, the pachinko game machine 1 (game control microcomputer 61) of this embodiment does not have a function for increasing the number of times it is opened. In addition, the pachinko machine 1 may have a probability variation function for determining whether a normal ball hits. This function increases the probability that a normal ball hit determination triggered by a ball entering the gate will result in a hit, compared to when the function is not activated. By activating this probability variation function for determining whether a normal ball hits, the frequency with which the normal operating member 12b is placed in the auxiliary position (ball entry permitting position), i.e., the frequency with which the second starting hole 12a is opened, can be increased. However, the pachinko machine 1 (game control microcomputer 61) of this embodiment is set so that a normal ball hit determination always results in a hit, and does not have a probability variation function for determining whether a normal ball hits.
[0132] In this way, the pachinko game machine 1 of this embodiment is capable of generating a time-saving game state in which the variation time of the special and normal patterns is shortened compared to the non-time-saving game state, and the opening time of the second starting hole 12a (the time during which the normal operating member 12b is in the auxiliary position) is longer than in the non-time-saving game state. The function for shortening the variable time for special and normal symbols, and the function for extending the opening time and increasing the number of openings for the second starting hole 12a are support functions for increasing the frequency with which game balls enter the second starting hole 12a. Of these, the control for operating at least one of the functions for extending the opening time and increasing the number of openings for the operation of the normal operating member 12b (driving the normal electric solenoid 12d) is sometimes called "electric support control."
[0133] Here, conditions that can be adopted as conditions for granting a time-saving game state include, for example, the end of a jackpot game state (type 1 jackpot state) based on determining a predetermined jackpot pattern (special pattern) (first time-saving condition), the end of a jackpot game state (type 2 jackpot state) based on the game ball passing through a specific area in a small jackpot state when a predetermined small jackpot pattern (special pattern) is determined (second time-saving condition), the end of a special pattern change display based on the result of a special pattern hit determination when a predetermined time-saving pattern (special pattern) is determined (third time-saving condition), and the period during which no jackpot occurs in a predetermined low probability state (for example, a non-time-saving game state) that does not change the jackpot probability to a high probability reaching a predetermined period (fourth time-saving condition). The time-saving game state that starts when the third time-saving condition is met is sometimes called "sudden time-saving". The time-saving game state that starts when the fourth time-saving condition is met is sometimes called "play time". The pachinko game machine 1 of this embodiment adopts all of the first to fourth time-saving grant conditions described above. However, only one of the first to fourth time-saving grant conditions may be adopted, or all of the time-saving grant conditions may not be adopted.
[0134] In addition, conditions that can be adopted as conditions for terminating the time-saving game state include, for example, the first special chart change display being executed a predetermined number of times (first time-saving end condition), the second special chart change display being executed a predetermined number of times (second time-saving end condition), the special chart change display (first and second special chart change displays) being executed a predetermined number of times (third time-saving end condition), a jackpot being determined and the corresponding special chart change display ending (a jackpot game state begins) (fourth time-saving end condition), a jackpot being determined by a game ball entering a specific area during a small jackpot state (fifth time-saving end condition), a small jackpot being determined a predetermined number of times and the corresponding special chart change display ending (a small jackpot state begins) (sixth time-saving end condition), and so on. The pachinko game machine 1 of this embodiment employs the third to fifth time-saving termination conditions described above. However, at least one of the third to fifth time-saving termination conditions may not be employed, or at least one of the other time-saving providing conditions may be employed.
[0135] Here, in this embodiment, the time-saving game state that can occur in the pachinko game machine 1 can be divided into two types (hereinafter referred to as "time-saving 1" and "time-saving 2") when distinguished by the difference in the small win state that can occur during the game state. Time-saving 1 and time-saving 2 have different probability of determining each of the multiple types of small win symbols. In addition, there are a first small win symbol (pattern zk2-1 described later) and a second small win symbol (pattern zk2-2 described later) as the small win symbol, and if a small win is won during time-saving 1, the first small win symbol is likely to be determined, and if a small win is won during time-saving 2, the second small win symbol is likely to be determined. The first small win symbol causes a small win state, and corresponds to the game state after the second type big win state developed from the small win state (first small win state) being time-saving 1. The second small win pattern generates a small win state, and the game state after the second type of big win state developed from that small win state (second small win state) corresponds to time reduction 2. As will be described in detail later, in the time reduction game state that transitions after the big win game state (first type of big win state, second type of big win state), the number of special pattern changes as the end condition (third time reduction end condition) is set much more frequently in time reduction 2 than in time reduction 1. As a result, when transitioning from a non-time-saving game state to a time-saving game state after a jackpot game state has occurred, transitioning to time-saving 2 makes it more likely that a further jackpot game state will occur, and even after that ends, it is more likely to transition to time-saving 2; on the other hand, transitioning to time-saving 1 makes it more likely that the third time-saving end condition will be met without a further jackpot game state occurring, and even if a jackpot game state occurs, it is more likely to transition to time-saving 1 afterwards. In other words, after a jackpot game state occurs as a result of a special hit determination during a non-time-saving game state, the game transitions to time-saving 2, which makes it easy for the player to alternate between the jackpot game state and time-saving 2, resulting in an extremely advantageous state for the player (called a "high profit cycle"). Also, after a jackpot game state occurs as a result of a special hit determination during time-saving 2, the game transitions to time-saving 2, which continues the high profit cycle.
[0136] In this embodiment, the game control microcomputer 61 may cause time reduction 1 to occur based on the satisfaction of each of the first to fourth time reduction granting conditions, and may cause time reduction 2 to occur based on the satisfaction of each of the first and second time reduction granting conditions.
[0137] That is, the pachinko game machine 1 of this embodiment is equipped with a first start port 10a, which is a fixed start port into which a game ball that has flowed down the left game area 3L can enter, and a second start port 12a, which is a variable start port into which a game ball that has flowed down the right game area 3R can enter, and while a small prize cannot be won in the special chart hit judgment for the first special chart triggered by a ball entering the first start port 10a, a small prize can be won with a relatively high probability in the special chart hit judgment for the second special chart triggered by a ball entering the second start port 12a. And, the time-saving game state is a game state that is more advantageous to the player than the non-time-saving game state because the opening time of the second start port 12a (the time when the normal operating member 12b is in the auxiliary position) is long and it is easier to enter the second start port 12a. In addition, the two types of time-saving game states (Time-saving 1, Time-saving 2) differ in the number of times the special chart change display is executed (the sum of the number of times each change display of the 1st special chart and the 2nd special chart) which is the end condition (third time-saving end condition), and the type of time-saving game state to which the player transitions after the jackpot game state is different, making Time-saving 2 a more enjoyable game state for players than Time-saving 1. In addition, by making the probability that the game ball will pass through a specific area (the probability of developing into a second type of big win state) higher in the second small win state than in the first small win state, time reduction 2 may be made a game state that is more advantageous to the player than time reduction 1.
[0138] [Main decision table] Next, the main decision tables referred to by the game control microcomputer 61 of the pachinko gaming machine 1 will be described.
[0139] (Correct or incorrect judgment table T1) The winning / losing judgment table T1 shown in FIG. 12 is a judgment table in which the jackpot random number value and winning / losing value (jackpot, small win, sudden time reduction) are associated with each difference in the starting ball entry (first special chart, second special chart), and is referred to when the game control microcomputer 61 executes the special chart winning judgment (jackpot judgment, small win judgment, sudden time reduction judgment). The jackpot random number value is a value 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 value by the CPU 62 executing the computer program. The jackpot random number counter may be one that uses a random number generating circuit such as a counter IC. The jackpot random number counter of the pachinko game machine 1 counts a total of 65536 values from 0 to 65535. In other words, a total of 65536 jackpot random number values from 0 to 65535 can be generated.
[0140] In the hit / miss judgment table T1, a hit random number value (a total of 65536 values from 0 to 65535) is assigned to each of the hit judgment values for the special chart hit judgment (first special chart hit judgment) triggered by the ball entering the first starting hole 10a, which are the hit judgment value, miss judgment value, small hit judgment value, and sudden time reduction judgment value. The allocation of the judgment values is set for each of the setting values ("1" to "3") related to the advantageous degree of the game described above. In the case of the setting value "1", the big win judgment value is assigned a value of 0 to 327, the miss judgment value is assigned a value of 328 to 65101, the small win judgment value is not assigned a value, and the sudden time-saving judgment value is assigned a value of 65102 to 65535. In other words, for the special chart hit judgment for the first special chart, the big win probability corresponding to the setting value "1" is about 1 in 199.8, and the probability of winning the sudden time-saving is about 1 in 151.0. On the other hand, the small win probability is 0 percent. In the case of the setting value "2", the jackpot judgment value is assigned a value of 0 to 334, the miss judgment value is assigned a value of 335 to 65101, the small jackpot judgment value is not assigned a value, and the sudden time-saving judgment value is assigned a value of 65102 to 65535. In other words, for the special chart hit judgment for the first special chart, the jackpot probability corresponding to the setting value "2" is about 1 in 195.6. The probability of winning the small jackpot and the sudden time-saving is the same as in the case of the setting value "1", the probability of winning the sudden time-saving is about 1 in 151.0, and the probability of winning the small jackpot is 0 percent. In the case of the setting value "3", the jackpot judgment value is assigned a value of 0 to 343, the miss judgment value is assigned a value of 344 to 65101, the small jackpot judgment value is not assigned a value, and the sudden time-saving judgment value is assigned a value of 65102 to 65535. In other words, for the special chart hit judgment for the first special chart, the jackpot probability corresponding to the setting value "3" is about 1 in 190.5. The probability of winning the small jackpot and the sudden time-saving is the same as in the case of the setting values "1" and "2", the probability of winning the sudden time-saving is about 1 in 151.0, and the probability of winning the small jackpot is 0 percent.
[0141] In addition, in the winning / losing judgment table T1, a winning random number value (a total of 65536 values from 0 to 65535) is allocated to each of the big win judgment value, the miss judgment value, the small win judgment value, and the sudden time reduction judgment value as judgment values for the special chart winning judgment (second special chart winning judgment) triggered by the ball entering the second starting hole 12a. The allocation of these judgment values is set for each of the setting values ("1" to "3") related to the advantageous degree of the game described above. In the case of the setting value "1", the big win judgment value is assigned a value of 0 to 327, the miss judgment value is assigned a value of 328 to 61823, the small win judgment value is assigned a value of 61824 to 65101, and the sudden time-saving judgment value is assigned a value of 65102 to 65535. That is, for the special chart hit judgment for the second special chart, the big win probability corresponding to the setting value "1" is about 1 in 199.8, the small win probability is about 1 in 20, and the probability of winning the sudden time-saving is about 1 in 151.0. In this way, the winning probability of the sudden time-saving in the special chart hit judgment for the second special chart is the same as that in the special chart hit judgment for the first special chart, but in the case of the second special chart hit judgment, it is set so that even if the sudden time-saving is won, it is invalid. In the case of the setting value "2", the jackpot judgment value is assigned a value of 0 to 334, the miss judgment value is assigned a value of 335 to 61823, the small jackpot judgment value is assigned a value of 61824 to 65101, and the sudden time-saving judgment value is assigned a value of 65102 to 65535. That is, for the special chart hit judgment for the second special chart, the jackpot probability corresponding to the setting value "2" is about 1 in 195.6. The probability of winning the small jackpot and the sudden time-saving is the same as in the case of the setting value "1", and the small jackpot probability is about 1 in 20. The probability of winning the sudden time-saving is about 1 in 151.0, but the sudden time-saving win is invalid as in the case of the setting value "1". In the case of the setting value "3", the jackpot judgment value is assigned a value of 0 to 343, the miss judgment value is assigned a value of 344 to 61823, the small jackpot judgment value is assigned a value of 61824 to 65101, and the sudden time-saving judgment value is assigned a value of 65102 to 65535. In other words, for the special chart hit judgment for the second special chart, the jackpot probability corresponding to the setting value "3" is about 1 in 190.5. The probability of winning the small jackpot and the sudden time-saving is the same as in the case of the setting value "1", and the small jackpot probability is about 1 in 20. The probability of winning the sudden time-saving is about 1 in 151.0, but the sudden time-saving win is invalid as in the case of the setting value "1".
[0142] That is, in each state of the setting values "1" to "3", the probability of a big win is the same between the special chart hit judgment for the first special chart and the special chart hit judgment for the second special chart, but the probability of a small win is significantly different. That is, in the special chart hit judgment for the second special chart, if it is judged not to be a big win, the probability of it being judged to be a small win is very high. In contrast, in the special chart hit judgment for the first special chart, it is never judged to be a small win. In this way, in the special chart hit judgment for the second special chart, the probability of it being judged to be a small win is very high compared to the special chart hit judgment for the first special chart. As described above, the probability of winning the sudden time-saving feature is set to be the same in the special chart hit judgment for the first special chart and the special chart hit judgment for the second special chart in each state of the setting values "1" to "3". However, the sudden time-saving feature is set to be valid only in the case of the special chart hit judgment for the first special chart, and is set to be valid only in the non-time-saving game state.
[0143] (Table T2 for determining the big win pattern, Table T3 for determining the small win pattern, Table T4 for determining the time-saving pattern) The judgment tables that the game control microcomputer 61 refers to when determining the special symbol are shown in Fig. 13(a), Fig. 13(b), and Fig. 13(c). Of these, Fig. 13(a) is a big win symbol determination table T2 that the game control microcomputer 61 refers to when determining the big win symbol in response to a big win being determined in the special symbol hit judgment. Also, Fig. 13(b) is a small win symbol determination table T3 that the game control microcomputer 61 refers to when determining the small win symbol in response to a small win being determined in the special symbol hit judgment. Fig. 13(c) is a time-saving symbol determination table T4 that the game control microcomputer 61 refers to when determining the time-saving symbol in response to a sudden time-saving being determined in the special symbol hit judgment for the first special symbol.
[0144] As shown in FIG. 13(a), the jackpot pattern determination table T2 is a judgment table in which the type of jackpot pattern is associated with a special pattern type random number value for each rough type of special pattern (first special pattern, second special pattern), and is referred to by the game control microcomputer 61 when the special pattern hit judgment (jackpot judgment) is a hit judgment result. The special pattern type random number value is a value generated by the special pattern type random number counter. A computer program for operating the special pattern type random number counter is stored in the ROM 63, and the special pattern type random number counter operates and generates a special pattern type random number value by executing the computer program by the CPU 62. The special pattern type random number counter may be one that uses a random number generating circuit such as a counter IC. In this embodiment, the special pattern type random number counter counts a total of 100 special pattern type random numbers from 0 to 99. In other words, a total of 100 special pattern type random numbers from 0 to 99 can be generated. In this embodiment, when determining the types of big win patterns, small win patterns, and time-saving patterns, a random number value (special pattern type random number value) of a common counter (special pattern type random number counter) is used, but different counters may be used to determine the types of big win patterns, small win patterns, and time-saving patterns.
[0145] The jackpot patterns of the first special pattern are za1-1, za1-2, and za1-3. The pattern za1-1 is a jackpot pattern indicating that the game will transition to time-saving 1 after the end of a jackpot game state including four rounds of play, and that time-saving 1 will end on the condition that the total number of changes of the first special pattern and the second special pattern reaches 5 times or the jackpot game state starts. The pattern za1-2 is a jackpot pattern indicating that the game will transition to time-saving 2 after the end of a jackpot game state including four rounds of play, and that time-saving 2 will end on the condition that the total number of changes of the first special pattern and the second special pattern reaches 100 times or the jackpot game state starts. The pattern za1-3 is a jackpot pattern indicating that the game will return to a non-time-saving game state without transitioning to a time-saving game state (time-saving 1 and time-saving 2) after the end of a jackpot game state including four rounds of play. In addition, the time-saving 2 is a time-saving gaming state in which there is a high possibility of transitioning to the time-saving 2 after the second type jackpot state when a small jackpot is won. In contrast, the time-saving 1 is a time-saving gaming state in which there is a low possibility of transitioning to the time-saving 2 after the second type jackpot state even when a small jackpot is won. In other words, the time-saving 1 is a gaming state that is more disadvantageous to the player than the time-saving 2. In addition, the non-time-saving gaming state is a gaming state that is more disadvantageous to the player than the time-saving gaming states (time-saving 1 and time-saving 2). In the special chart type determination when the special chart hit determination (jackpot determination) for the first special chart results in a jackpot determination result, if the special chart type random number value obtained from the special chart type random number counter is a value within the range of 0 to 14 out of 0 to 99, the game control microcomputer 61 determines the pattern za1-1 as the jackpot pattern based on the jackpot pattern determination table T2 if the special chart type random number value is within the range of 0 to 14 out of 0 to 99, determines the pattern za1-2 as the jackpot pattern based on the jackpot pattern determination table T2 if the value is within the range of 15 to 29, and determines the pattern za1-3 as the jackpot pattern based on the jackpot pattern determination table T2 if the value is within the range of 30 to 99.
[0146] In addition, the pattern za2-1 is provided as the jackpot pattern of the second special pattern. The pattern za2-1 is a jackpot pattern that indicates that the game will transition to time-saving 2 after the end of the jackpot game state including 10 rounds of play, and that time-saving 2 will end on the condition that the total number of fluctuations of the first and second special patterns reaches 100 or the jackpot game state starts. In the special chart type determination when the special chart hit determination (jackpot determination) for the second special chart results in a jackpot, the game control microcontroller 61 determines the pattern za2-1 as the jackpot pattern based on the jackpot pattern determination table T2, regardless of the value of the special chart type random number obtained from the special chart type random number counter between 0 and 99.
[0147] As shown in Fig. 13(b), the small win symbol determination table T3 is a judgment table that associates the special symbol type random number value with the type of the small win symbol of the second special symbol, and is referred to by the game control microcomputer 61 when the special symbol hit judgment is a small win judgment result. As described above, the special symbol type random number value is a value generated by the special symbol type random number counter.
[0148] As small win symbols (only the second special symbol exists), symbols zk2-1 (first small win symbol) and zk2-2 (second small win symbol) are provided. Symbol zk2-1 is a small win symbol that indicates that when the game ball passes through a specific area during a small win state (first small win state) that is generated correspondingly, the game transitions to time reduction 1 after the end of a big win game state including a total of 10 rounds of play in which the small win state is the first round of play, and that time reduction 1 ends on the condition that the total number of changes of the first special symbol and the second special symbol reaches 5 times or the big win game state starts. Pattern zk2-2 is a small win pattern which indicates that when the game ball passes through a specific area during the corresponding small win state (second small win state), a transition to time-saving 2 will occur after the end of a big win game state, which includes a total of 10 rounds of play, with the small win state being the first round of play, and which indicates that time-saving 2 will end on the condition that the combined number of fluctuations of the first special chart and the second special chart reaches 100 or the big win game state begins.
[0149] Here, the game control microcomputer 61 controls so that the determination ratio of the small win pattern in the special pattern type determination when the special pattern hit determination (small win determination) for the second special pattern is a small win determination result is different between the time reduction 1 and the time reduction 2. In the case of the time reduction 1, in the special pattern type determination when the small win determination is a small win determination result, if the special pattern type random number value acquired from the special pattern type random number counter is a value within the range of 0 to 59 out of 0 to 99, the pattern zk2-1 is determined as the small win pattern based on the small win pattern determination table T3, and if it is a value within the range of 60 to 99, the pattern zk2-2 is determined as the small win pattern based on the small win pattern determination table T3. In contrast, during time reduction 2, when the special chart type determination is made when the small win determination result is a small win, if the special chart type random number value obtained from the special chart type random number counter is a value within the range of 0 to 14 out of 0 to 99, then the pattern zk2-1 is determined as the small win pattern based on the small win pattern determination table T3, and if the value is within the range of 15 to 99, then the pattern zk2-2 is determined as the small win pattern based on the small win pattern determination table T3. Therefore, during time reduction 1, even if the game state develops from a small win state to a big win state, it is easy to shift back to time reduction 1, and during time reduction 2, if the game state develops from a small win state to a big win state, it is easy to shift back to time reduction 1.
[0150] As shown in FIG. 13(c), the time-saving pattern determination table T4 is a judgment table that associates a special pattern type random number value with the type of time-saving pattern of the first special pattern, and is referenced by the game control microcomputer 61 when the special pattern hit judgment results in a jackpot. Here, the game control microcomputer 61 determines a time-saving pattern as a special pattern when the special symbol hit judgment (sudden time-saving judgment) is a sudden time-saving judgment result. In this embodiment, only one type of time-saving pattern (pattern zh1-1) is provided, and the time-saving pattern is always determined. In response to the determination of the time-saving pattern (sudden time-saving winning), the game control microcomputer 61 can execute control to transition to the time-saving game state without going through the big win game state. However, in this embodiment, if the time-saving is suddenly won during the time-saving game state, the sudden time-saving winning is invalidated. In addition, it is set so that the time-saving pattern can be determined when the sudden time-saving is won in the special symbol hit judgment for the first special symbol, and a losing pattern is determined instead of the time-saving pattern when the sudden time-saving is won in the special symbol hit judgment for the second special symbol. The time-saving symbol is zh1-1. The symbol zh1-1 is a time-saving symbol that indicates a transition to a time-saving game state (sudden time-saving) without passing through a jackpot game state. The time-saving game state granted as the sudden time-saving is the aforementioned time-saving 1, which is set to end when the combined number of fluctuations of the first and second special symbols reaches 600 or when a jackpot game state starts.
[0151] In this embodiment, the time-saving game state is also granted (Yu-time) when the period during which no jackpot occurs in the non-time-saving game state reaches a predetermined period (fourth time-saving granting condition). In this case, the time-saving game state occurs without determining the jackpot pattern or the small jackpot pattern as the stopping pattern of the first special symbol. The time-saving game state as Yu-time is the aforementioned time-saving 1, and while it is determined that it will end on the condition that the jackpot game state starts, the end condition regarding the number of times the special symbol changes is not determined.
[0152] (Reach Judgment Table T5) The reach judgment table T5 shown in Fig. 14 is a table to be referred to when determining whether or not to set a special chart variation pattern (miss reach variation pattern) in which a reach (miss reach) appears in the determination of a special chart variation pattern corresponding to the special chart variation display by the game control microcomputer 61. In this embodiment, the allocation of the judgment value for reach judgment regarding the first special chart variation display and the allocation of the judgment logic for reach judgment regarding the second special chart variation display are common, but may be different. In the reach judgment table T5, each value of the reach random number value generated by the reach random number counter is assigned to a judgment value that determines whether to limit the type of special chart variation pattern to a special chart variation pattern for a missed reach (to execute a variation performance including a reach). In this embodiment, the reach random number counter counts a total of 256 values from 0 to 255. That is, the reach random number counter can generate a total of 256 reach random number values from 0 to 255. 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 value by the CPU 62 executing the computer program.
[0153] In addition, the reach is a state in which the group of performance symbols corresponding to the remaining one performance symbol (middle performance symbol 7C) of the combination of performance symbols (left performance symbol 7L, middle performance symbol 7C, right performance symbol 7R) showing the result of the special chart hit judgment in the performance display device 7 is not temporarily stopped (stopped), and the performance symbols (left performance symbol 7L, right performance symbol 7R) that are already temporarily stopped form part of the combination of the big win performance symbols. For example, when one of the combinations of the big win performance symbols is "777", a "7" is temporarily stopped as the left performance symbol 7L in the left performance symbol display area, and a "7" is temporarily stopped as the right performance symbol 7R in the right performance symbol display area, and the middle performance symbol 7C is not temporarily stopped (stopped) in the middle performance symbol display area (a state in which scrolling display or switching display is performed), it is a reach state. The aforementioned "provisionally stopped display (stationary display)" is a display state in which the performance symbols remain within the display area but are not stationary, and conceptually includes a state in which the performance symbols are shaking, as well as a state in which they repeatedly expand and contract. In contrast, the "stopped display (confirmed display)" of the performance symbols is a state in which the combination of performance symbols displayed as provisionally stopped is displayed stationary, and indicates that the variable display has ended.
[0154] When a special winning judgment is made and the judgment result is a loss, the game control microcomputer 61 determines that there is a reach (i.e., a loss reach fluctuation pattern) if the reach random number value is in the range of 0 to 27, and determines that there is no reach (i.e., a normal fluctuation pattern in which a reach does not appear) otherwise.
[0155] (Special chart variation pattern selection table T6) The special chart variation pattern selection table T6 shown in Fig. 15 is a table that the game control microcomputer 61 refers to when determining the special chart variation pattern related to the special chart variation display. In this special chart variation pattern selection table T6, the types of special chart variation patterns are allocated according to the relationship between random numbers such as the jackpot random number and the reach random number (the judgment result of the special chart hit judgment and the reach judgment), the special chart variation pattern random number, and the game state and the number of reserved special charts at the time of the special chart hit judgment. In addition, the special chart change pattern includes information such as the change time of the special chart change display and the contents of the change performance (change performance pattern). For reference, the special chart change pattern selection table T6 shown in Figure 15 lists the rough types of the performance contents (change performance patterns) of the change performance determined corresponding to each special chart change pattern.
[0156] The special chart variation pattern random number value is a value generated by the special chart variation pattern random number counter. A computer program for operating the special chart variation pattern random number counter is stored in the ROM 63, and the special chart variation pattern random number counter operates to generate a special chart variation pattern random number value by the CPU 62 executing the computer program. The special chart variation pattern random number counter may be one that utilizes a random number generating circuit such as a counter IC. In this embodiment, the special chart variation pattern random number counter counts a total of 100 values from 0 to 99. In other words, a total of 100 special chart variation pattern random number values from 0 to 99 can be generated.
[0157] The contents of the special chart variation pattern selection table T6 (see FIG. 15) will be specifically explained. When the game state is a non-time-saving game state (normal game state), if the special symbol hit judgment (the special symbol hit judgment for the first special symbol triggered by the ball entering the first starting hole 10a) is a jackpot judgment result, regardless of the number of reserved special symbols or the reach random number, if the special symbol change pattern random number value is within the range of 0 to 59, the special symbol change pattern P1 is selected, if the special symbol change pattern random number value is within the range of 60 to 89, the special symbol change pattern P2 is selected, if the special symbol change pattern random number value is within the range of 90 to 98, the special symbol change pattern P3 is selected, and if the special symbol change pattern random number value is 99, the special symbol change pattern P4 is selected. These special symbol change patterns are winning change patterns that perform a performance corresponding to winning a jackpot. The change time of the special symbol determined by the special symbol change pattern P1 is 90 seconds (90,000 ms), and the performance content that becomes a reach state and further develops into a high expectation performance (SP reach A performance) is associated with it. The special pattern change pattern P2 determines the change time of the special pattern to be 80 seconds (80,000 ms), and corresponds to the performance content in which the game enters a reach state and develops further into a high expectation performance (SP reach B performance). The special pattern change pattern P3 determines the change time of the special pattern to be 70 seconds (70,000 ms), and corresponds to the performance content in which the game enters a reach state and develops further into a high expectation performance (SP reach C performance). The special pattern change pattern P4 determines the change time of the special pattern to be 15 seconds (15,000 ms), and corresponds to the performance content of a normal reach performance in which the background image is maintained even after the game enters a reach state (without developing into a high expectation performance) and the medium performance pattern 7C changes.
[0158] In addition, when the game state is a non-time-saving game state (normal game state), if the special symbol hit judgment (the special symbol hit judgment for the first special symbol triggered by the ball entering the first starting hole 10a) results in a sudden time-saving judgment, the special symbol change pattern P5 is selected regardless of the number of reserved special symbols or the reach random number value, and regardless of the special symbol change pattern random number value between 0 and 59. This special symbol change pattern P5 is a change pattern that performs a performance corresponding to the sudden time-saving win. The change time of the special symbol determined by the special symbol change pattern P5 is 10 seconds (10,000 ms), and the performance content of the direct hit performance indicating the sudden time-saving win is associated with it.
[0159] When the game state is a non-time-saving game state (normal game state), if the special symbol hit judgment (the special symbol hit judgment for the first special symbol triggered by the ball entering the first starting hole 10a) is a miss judgment result and there is a reach (the reach judgment is a hit), regardless of the number of reserved special symbols, if the special symbol fluctuation pattern random number is within the range of 0 to 4, the special symbol fluctuation pattern P6 is selected, if the special symbol fluctuation pattern random number is within the range of 5 to 19, the special symbol fluctuation pattern P7 is selected, if the special symbol fluctuation pattern random number is within the range of 20 to 39, the special symbol fluctuation pattern P8 is selected, and if the special symbol fluctuation pattern random number is within the range of 40 to 99, the special symbol fluctuation pattern P9 is selected. These special symbol fluctuation patterns are hit fluctuation patterns that perform a performance corresponding to a miss reach. The fluctuation time of the special symbol determined by the special symbol fluctuation pattern P6 is 90 seconds (90,000 ms), and the performance content that becomes a reach state and further develops into a high expectation performance (SP reach A performance) is associated with it. The special pattern change pattern P7 determines the change time of the special pattern to be 80 seconds (80,000 ms), and corresponds to the performance content in which the game enters a reach state and develops further into a high expectation performance (SP reach B performance). The special pattern change pattern P8 determines the change time of the special pattern to be 70 seconds (70,000 ms), and corresponds to the performance content in which the game enters a reach state and develops further into a high expectation performance (SP reach C performance). The special pattern change pattern P9 determines the change time of the special pattern to be 15 seconds (15,000 ms), and corresponds to the performance content of a normal reach performance in which the background image is maintained even after the game enters a reach state (without developing into a high expectation performance) and the medium performance pattern 7C changes.
[0160] When the game state is a non-time-saving game state (normal game state), if the special symbol hit judgment (the special symbol hit judgment for the first special symbol triggered by the ball entering the first starting hole 10a) is a miss judgment result and there is no reach (the reach judgment is a miss), regardless of the special symbol fluctuation pattern random number value, if the special symbol 1 reserved number is any of 0 to 2, the special symbol fluctuation pattern P10 is selected, and if the special symbol 1 reserved number is any of 3 or 4, the special symbol fluctuation pattern P11 is selected. These special symbol fluctuation patterns are non-reach fluctuation patterns that perform a performance that does not include a miss reach. The fluctuation time of the special symbol determined by the special symbol fluctuation pattern P10 is 5 seconds (5,000 ms), and the fluctuation time of the special symbol determined by the special symbol fluctuation pattern P11 is 3 seconds (3,000 ms). In this way, different fluctuation times are determined for the special symbol fluctuation pattern P10 and the special symbol fluctuation pattern P11. In other words, if the variation presentation pattern corresponding to the special chart variation pattern P10 is a miss presentation of normal length (normal miss), the special chart variation pattern P11 has a shortened miss presentation content in which the presentation time is shortened from the normal time.
[0161] When the game state is in the time-saving game state (time-saving 1 or time-saving 2), if the special symbol hit judgment performed is a big hit or a small hit, regardless of the number of reserved special symbols or the reach random number, and regardless of the special symbol change pattern random number value between 0 and 99, the special symbol change pattern P12 is selected. This special symbol change pattern P12 is a winning change pattern that performs a performance corresponding to winning a big hit or a small hit. The special symbol change time determined by the special symbol change pattern P12 is 10 seconds (10,000 ms), and the performance content of the direct hit performance indicating that a big hit or a small hit has been won is associated with it.
[0162] If the special chart hit judgment performed during the time-saving game state (time-saving 1 or time-saving 2) results in a miss, regardless of the number of reserved special charts or the reach random number, and regardless of the special chart change pattern random number value between 0 and 99, the special chart change pattern P13 is selected. This special chart change pattern P13 is a non-reach change pattern that performs a performance that does not include a miss reach. Note that if the special chart hit judgment performed during the time-saving game state (time-saving 1 or time-saving 2) suddenly results in a time-saving, the sudden time-saving winning is invalidated, so in that case, this special chart change pattern P13 is also selected.
[0163] (Normal pattern match determination table) The normal symbol win / loss judgment table T8 shown in FIG. 16 is a table that the game control microcomputer 61 refers to when executing the normal symbol win judgment. The normal symbol win / loss judgment table T8 is configured by associating the normal symbol win random number value with the judgment result of the normal symbol win judgment. The normal symbol win random number value is a value generated by the normal symbol win random number counter. A computer program for operating the normal symbol win random number counter is stored in the ROM 63, and the CPU 62 executes the computer program, so that the normal symbol win random number counter operates and generates a normal symbol win random number value. The normal symbol win random number counter may be one that uses a random number generating circuit such as a counter IC. The normal symbol win random number counter of the pachinko game machine 1 counts a total of 65536 values from 0 to 65535. In other words, a total of 65536 normal symbol win random number values from 0 to 65535 can be generated.
[0164] In the normal pattern hit / miss judgment table T8, a total of 65536 values from 0 to 65535 are set as hit random numbers for normal pattern hit judgment. That is, in this embodiment, it is set so that the normal pattern hit judgment is always a hit (normal pattern hit). On the other hand, the random number value may be allocated so that the result of the normal pattern hit judgment is a miss (normal pattern miss).
[0165] (Regular map type determination table) The normal winning type determination table T9 shown in Fig. 17 is a table that the game control microcomputer 61 refers to when determining the winning normal symbol and determining the operation pattern (normal power operation pattern) of the normal operating member 12b accordingly. In the normal winning type determination table T9, a normal winning type random number is assigned to each winning normal symbol, and each winning symbol is associated with an operation pattern of the normal operating member 12b. The operation pattern of the normal operating member 12b includes information on the opening time of the second start hole 12a (operation time of the normal operating member 12b).
[0166] The ordinary map type random number is a value generated by the ordinary map type random number counter. A computer program for operating the ordinary map type random number counter is stored in the ROM 63, and the ordinary map type random number counter operates to generate an ordinary map type random number value by the CPU 62 executing the computer program. The ordinary map type random number counter may be one that utilizes a random number generating circuit such as a counter IC. In this embodiment, the ordinary map type random number counter counts a total of 100 values from 0 to 99. In other words, a total of 100 ordinary map type random number values from 0 to 99 can be generated.
[0167] Here, in the pachinko game machine 1 of this embodiment, two types of operation patterns of the normal operation member 12b are set, a first operation pattern FS1 and a second operation pattern FS2. Among them, the first operation pattern FS1 is an operation pattern in which the normal power solenoid 12d is in an excited state for only 70 ms (the normal operation member 12b is operated to open the second start hole 12a). In this case, even if a game ball lands on the normal operation member 12b in the ball entry permitting position, it does not reach the second start hole 12a because it immediately returns to the ball entry preventing position. In contrast, the second operation pattern FS2 is an operation pattern in which the normal power solenoid 12d is in an excited state for 2700 ms. Therefore, there is a possibility that a game ball on the normal operation member 12b in the ball entry permitting position will roll to the second start hole 12a and enter it.
[0168] As shown in FIG. 17, if the random number value of the normal winning type is within the range of 0 to 49, the pattern hz1 is determined as the winning normal pattern, and if the random number value of the normal winning type is within the range of 50 to 99, the pattern hz2 is determined as the winning normal pattern. Here, if the game state at the time when the normal winning determination is made is a non-time-saving game state (normal game state), regardless of whether the pattern hz1 or the pattern hz2 is determined as the winning normal pattern, the first operation pattern FS1 is determined as the normal power operation pattern of the normal operating member 12b. In contrast, when the game state at the time when the normal winning determination is made is a time-saving game state (time-saving 1 or time-saving 2), in response to the determination of the pattern hz1 as the winning normal pattern, the first operation pattern FS1 is determined as the normal power operation pattern of the normal operating member 12b, and in response to the determination of the pattern hz2, the second operation pattern FS2 is determined as the normal power operation pattern of the normal operating member 12b.
[0169] As described above, the game control microcomputer 61 determines multiple types of normal power operation patterns of the normal operation member 12b with different determination probabilities for the non-time-saving game state and the time-saving game state. The game control microcomputer 61 controls to determine a normal power operation pattern (second operation pattern FS2) in which the opening time of the second start hole 12a is longer with a higher probability during the time-saving game state than during the non-time-saving game state. This corresponds to the electric support control (by the opening time extension function) described above.
[0170] (Normal map fluctuation pattern selection table T10) The normal pattern variation pattern selection table T10 shown in Fig. 18 is a table that the game control microcomputer 61 refers to when determining the normal pattern variation pattern related to the normal pattern variation display. The normal pattern variation pattern selection table T10 assigns the types of normal power operation patterns in relation to the normal pattern variation pattern random number value determined when the normal pattern hit determination is executed. The special pattern variation pattern includes information on the variation time of the normal pattern variation display. The normal map variation pattern random number value is a value generated by the normal map variation pattern random number counter. A computer program for operating the normal map variation pattern random number counter is stored in the ROM 63, and the CPU 62 executes the computer program, causing the normal map variation pattern random number counter to operate and generate a normal map variation pattern random number value. The normal map variation pattern random number counter may utilize a random number generating circuit such as a counter IC. In this embodiment, the normal map variation pattern random number counter counts a total of 100 values from 0 to 99. In other words, a total of 100 normal map variation pattern random number values from 0 to 99 can be generated.
[0171] When a normal symbol hit determination and a normal symbol hit type determination (determination of the normal power operation pattern) are performed during a non-time-saving game state (normal game state), if the normal symbol fluctuation pattern random number value is within the range of 0 to 49 out of 0 to 99, normal symbol fluctuation pattern FP1 is selected, and if it is within the range of 50 to 99, normal symbol fluctuation pattern FP2 is selected. The normal symbol fluctuation time determined by normal symbol fluctuation pattern FP1 is 29 seconds (29000 ms), and the normal symbol fluctuation time determined by normal symbol fluctuation pattern FP2 is 27 seconds (27000 ms).
[0172] When a normal symbol hit determination and a normal symbol hit type determination (determination of the normal power operation pattern) are performed during the time-saving game state (time-saving 1, time-saving 2), if the normal symbol fluctuation pattern random number value is within the range of 0 to 49 out of 0 to 99, normal symbol fluctuation pattern FP3 is selected, and if it is within the range of 50 to 99, normal symbol fluctuation pattern FP4 is selected. The normal symbol fluctuation time determined by normal symbol fluctuation pattern FP3 is 1.5 seconds (1500 ms), and the normal symbol fluctuation time determined by normal symbol fluctuation pattern FP4 is 1.0 second (1000 ms).
[0173] [Main processing of the gaming control microcomputer 61] Next, the main processes executed by the game control microcomputer 61 (FIG. 5B) will be described.
[0174] (Main control processing on the main side) First, the main-side main control process will be described with reference to FIG. When the power supply of the pachinko game machine 1 is turned on and power is supplied to the game control microcomputer 61, the game control microcomputer 61 first executes an initial setting (step S1, hereinafter, each step will be described as "S~"). In this initial setting, the game control microcomputer 61 permits access to the RAM 64 and enables writing and reading of information to and from the RAM 64. In addition, the game control microcomputer 61 executes the initial setting of the input / output port (IO port), the initial setting of the register, the initial setting of the counter and the timer, etc. Next, the game control microcomputer 61 judges whether the power was turned on with the RAM clear switch 182 (provided on the frame control board 150) in the ON state (S2). If it judges that the RAM clear switch 182 is ON, it proceeds to S3 and S4, clears the information stored in the RAM 64 (excluding specific information such as base value information) and initializes the working area of the RAM 64 (S3), and transmits a RAM clear notification command to notify the clearing of the stored contents of the RAM 64 (S4). As described above, a RAM clear signal is input to the game control microcomputer 61 in response to the operation of the RAM clear switch 182. Therefore, in S2, it is determined whether or not a RAM clear signal has been input. This RAM clear signal is also input to the frame control board 150 (frame control microcomputer 151), which will be described later. In addition to determining that the RAM clear switch 182 has been operated in response to the input of the RAM clear signal, the frame control board 150 determines that the RAM clear process in the game control microcomputer 61 has ended in response to receiving the RAM clear notification command in S4 described above.
[0175] When the game control microcomputer 61 determines in S2 that the RAM clear switch 182 is OFF, it proceeds to S5. In S5, it determines whether there is an abnormality in the information stored in the RAM 64, and if it determines that there is an abnormality (S5: Yes), it proceeds to S3 (clearing the information stored in the RAM 64). On the other hand, if it determines that there is no abnormality (S5: No), it performs a power restoration process and transmits a power restoration command to notify the power restoration (S6).
[0176] After the above-mentioned S4 or S6 is completed, the game control microcomputer 61 executes other processes that should be executed when the power is turned on (S7). In S7, the game control microcomputer 61 transmits a game machine installation information command including the above-mentioned "game machine installation information" to the frame control microcomputer 151. In addition, in S7, the game control microcomputer 61 stores the setting value set by operating the setting button 260a in the setting value storage unit 64e based on the input information (setting value notification command) from the frame control microcomputer. As a result, the predetermined setting value is set as the setting target in the game control microcomputer 61. Furthermore, in S7, the game control microcomputer 61 sets a transition flag indicating the destination game state to ON.
[0177] Next, the game control microcomputer 61 executes interrupt prohibition (S8) and executes normal and special symbol main random number update processing (S9). In this normal and special symbol main random number update processing, the initial values of each random number counter that generates the jackpot random number, special symbol type random number, reach random number, special symbol variation pattern random number, normal symbol win random number, normal symbol win type random number, and normal symbol variation pattern random number are 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 made of a counter IC or the like. When this hardware random number is used, the random number update processing by software (S9) is not necessary.
[0178] Next, the game control microcomputer 61 executes interrupt permission (S10). During interrupt permission, execution of the main timer interrupt process (S11) becomes possible. The main timer interrupt process (S11) is executed based on an interrupt pulse input to the CPU 62 at, for example, a 4 ms cycle. That is, it is executed at a 4 ms cycle. Then, during the period from when the main timer interrupt process ends until the next main timer interrupt process starts, the initial value update process of various counters is executed by the normal pattern / special pattern main random number update process (S9). Note that, if an interrupt pulse is input to the CPU 62 when the interrupt is prohibited, the main timer interrupt process (S11) is not started immediately, but is started after the interrupt permission (S10) is executed.
[0179] (Main timer interrupt processing) Next, the main side timer interrupt process (S11) will be described with reference to FIG. The game control microcomputer 61 executes an output process (S12). In this output process, commands set in the output buffer provided in the RAM 64 of the main control board 60 in each process described below, information indicating set values related to the stages of the probability of winning, etc., are output to a predetermined output destination (such as the sub-control board 100 or the frame control board 150) according to the type of the information. Next, the game control microcomputer 61 executes an input process (S13). In this input process, it mainly reads each detection signal detected by various sensors (first start hole sensor 10b, second start hole sensor 12c, gate sensor 13a, first large prize hole sensor 14c, second large prize hole sensor 15c, specific area sensor 55a, general prize hole sensor 11b, etc.) attached to the pachinko game machine 1. Next, the game control microcomputer 61 executes a timer update process (S14). In this timer update process, it updates (decrements) the subtraction counter operating as a timer.
[0180] Next, the game control microcomputer 61 executes a prize ball control process (S15). In this prize ball control process, a prize ball command indicating the award of prize balls (number of prize balls) according to the type of winning slot is set in the output buffer of the RAM 64 based on the detection signals of various sensors read in the input process (S13). As a result, the prize ball command is transmitted at the time when it is decided to award prize balls (time when the ball is detected), and the number of prize balls to be awarded is notified to the frame control microcomputer 151.
[0181] Next, the game control microcomputer 61 executes normal and special symbol main random number update processing (S16). This normal and special symbol main random number update processing is the same as the normal and special symbol main random number update processing (S9) executed in the main control processing on the main side of Fig. 19. 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 and during other periods (the period from the end of the main side timer interrupt processing to the start of the next main side timer interrupt processing).
[0182] Next, the game control microcomputer 61 sequentially executes the pattern sensor detection process (S17), normal operation process (S18), special pattern standby process (S19), special pattern related process (S20), abnormality determination process (S21), game condition determination process (S22), and game state transition determination process (S23), and then executes other processes (S24) and terminates the main side timer interrupt process. The above steps S17, S18, S19, S20, and S23 will be described later. The abnormality determination process (S21) is a process that determines whether an abnormal state has occurred in the pachinko game machine 1, and if an abnormality has occurred, sets an error command capable of identifying the type of the abnormal state in the output buffer of the RAM 64, and outputs it to the frame control board 150 (frame control microcomputer 151) or the sub-control board 100 (performance control microcomputer 101). For example, the abnormality determination process includes a magnetic detection process that detects illegal magnetism, a radio wave detection process that detects illegal radio waves, and an impact detection process that detects impacts (vibrations). In this embodiment, an abnormal ball entry detection process, which is an abnormality determination process other than the above, is executed within the special electric role process described later, but may be executed in S21. The game condition determination process (S22) is a process for determining whether or not to stop game control by the game control microcomputer 61. In this process, when the game control microcomputer 61 determines the occurrence of an abnormal state (specific abnormal state) in any of the above-mentioned types of abnormality determination processes, it transitions the control state from a playable state to an unplayable state and stops game control (game stop process based on a specific abnormal state). In addition, when the game control microcomputer 61 receives a difference ball arrival command from the frame control microcomputer 151, it transitions the control state from a playable state to an unplayable state and stops game control (game stop process based on reaching a reference number of the maximum difference ball number). In the unplayable state, all winning detection sensors that detect winning at each winning port of the game board 2 are disabled, and the execution of the above-mentioned processes S12 to S20 in the main timer interrupt process is stopped. As a result, it becomes impossible to send and receive commands, the measurement of game time such as variable time is stopped, it becomes impossible to detect winning at each winning port, the first large winning port 14a, the second large winning port 15a, and the second starting port 12a remain closed, the LEDs of the display devices 50 (special pattern display devices 51, 52, normal pattern display device 53, etc.) are turned off (the variable display of the special and normal patterns is not displayed), and the measurement of the variable time for the variable display of the special and normal patterns that was being executed is stopped (or interrupted). The game stop state of the game control microcomputer 61 is notified to the frame control microcomputer 151 and the presentation control microcomputer 101. Specifically, in the game condition determination process (S22), when the game stop process is performed based on the specific abnormal state described above, a specific error command (specific fraud detection signal) is set in the output buffer of the RAM 64. Also, in the game condition determination process (S22), when the game stop process is performed based on the maximum difference in the number of balls reaching the reference number (complete), a complete command (complete signal) is set in the output buffer of the RAM 64. The game stop command set in this way is output to the frame control microcomputer 151 and the presentation control microcomputer 101 in the output process (S12).
[0183] In other processing (S24), for example, the above-mentioned base value is calculated, and a base value command indicating the calculated base value is set in the output buffer of the RAM 64, and display control (illumination control) of the display devices 50 is performed. Thereafter, in the output process (S12) of the main-side timer interrupt process executed again, the command etc. set in the output buffer of the RAM 64 in the previous main-side timer interrupt process (S11) is output.
[0184] (Pattern sensor detection process) Next, the symbol sensor detection process (S17) will be described with reference to FIG. The game control microcomputer 61 judges whether the game ball has passed through the gate 13 (entered the gate opening) (S30). The game ball has passed through the gate 13 is detected by the gate sensor 13a. If the game ball has not passed through the gate 13 (S30: No), the game control microcomputer 61 proceeds to S36. On the other hand, if the game ball has passed through the gate 13 (S30: Yes), the game control microcomputer 61 judges whether the number of reserved regular figures has reached the upper limit of "4" (S31). If the number of reserved regular figures has reached the upper limit of "4" (S31: No), the game control microcomputer 61 proceeds to S36. On the other hand, if the number of reserved regular figures has not reached "4" (S31: Yes), the game control microcomputer 61 adds 1 to the number of reserved regular figures (S32).
[0185] Next, the game control microcomputer 61 executes a random number acquisition process related to the normal map (S33). In this random number acquisition process, the random number for the normal map, the random number for the normal map type, and the random number for the normal map change pattern are acquired, and each of the acquired random numbers is stored in a memory area of the normal map reservation memory unit 64c according to the current number of reserved normal maps. For example, if the current number of reserved normal maps is "3", each random number is stored in the fourth memory area.
[0186] Next, the game control microcomputer 61 executes an operation ball entry command creation process (S34). In this operation ball entry command creation process, an operation ball entry command is created based on each random number group acquired in S33. This operation ball entry command is composed of data indicating that the game ball has passed through the gate 13, data indicating each random number acquired in S33, and the like. Next, the game control microcomputer 61 sets the operation ball entry command created in S34 in the output buffer of the RAM 64 (S35). This set operation ball entry command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12), and the performance control microcomputer 101 executes a performance based on each random number included in the operation ball entry command.
[0187] After S35 is completed, or if either S30 or S31 is determined to be negative (S30: No, S31: No), the game control microcomputer 61 determines whether the game ball has entered the second start hole 12a (S36). The game ball entering the second start hole 12a is detected by the second start hole sensor 12c. If the game ball has not entered the second start hole 12a (S36: No), the game control microcomputer 61 proceeds to S42. On the other hand, if it is determined that the game ball has entered the second start hole 12a (S36: Yes), the game control microcomputer 61 determines whether the second special symbol reservation number has reached the upper limit value "1" (S37). If the game control microcomputer 61 determines that the second special symbol reservation number has reached the upper limit value "1" (S37: No), the game control microcomputer 61 proceeds to S42. On the other hand, if the number of reserved second special drawings has not reached "1" (S37: Yes), 1 is added to the number of reserved second special drawings (S38).
[0188] Next, the game control microcomputer 61 executes a second special chart related random number acquisition process (S39). In this second special chart related random number acquisition process, a jackpot random number, a special chart type random number, a reach random number, and a special chart change pattern random number are acquired, and each of the acquired random numbers is stored in a storage area of the second special chart reservation storage unit 64b according to the current number of second special charts reserved. In this embodiment, since the upper limit of the number of second special charts reserved is set to "1", if the number of second special charts reserved has not reached the upper limit (i.e., the number of second special charts reserved is "0"), each random number is stored in the first storage area.
[0189] Next, the game control microcomputer 61 executes a second start winning command creation process (S40). In this second start winning command creation process, a second start winning command is created based on each random number group acquired in S39. This second start winning command is composed of data indicating that the game ball has entered the second start hole 12a, data indicating each random number acquired in S39, and the like. Next, the game control microcomputer 61 sets the second start winning command created in S40 in the output buffer of the RAM 64 (S41). This set second start winning command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12), and the performance control microcomputer 101 executes a performance based on each random number included in the second start winning command.
[0190] After S41 is completed, or if either S36 or S37 is determined to be negative (S36: No, S37: No), the game control microcomputer 61 determines whether or not the game ball has entered the first start hole 10a (S42). The game ball entering the first start hole 10a is detected by the first start hole sensor 10b. If the game ball has not entered the first start hole 10a (S42: No), the game control microcomputer 61 ends the symbol sensor detection process. On the other hand, if it is determined that the game ball has entered the first start hole 10a (S42: Yes), it determines whether or not the number of first special symbols reserved has reached the upper limit "4" (S43). If the number of first special symbols reserved has reached the upper limit "4" (S43: No), the game control microcomputer 61 ends the symbol sensor detection process. On the other hand, if the number of reserved first special drawings has not reached "4" (S43: Yes), 1 is added to the number of reserved first special drawings (S44).
[0191] Next, the game control microcomputer 61 executes a first special chart related random number acquisition process (S45). In this first special chart related random number acquisition process, a jackpot random number, a special chart type random number, a reach random number, and a special chart change pattern random number are acquired, and each of the acquired random numbers is stored in a storage area of the first special chart reserved storage unit 64a according to the current number of first special chart reserved. For example, if the current number of first special chart reserved is "3", each random number is stored in the fourth storage area.
[0192] Next, the game control microcomputer 61 executes a first start winning command creation process (S46). In this second start winning command creation process, the first start winning command is created based on each random number group acquired in S45. This first start winning command is composed of data indicating that the game ball has entered the first start hole 10a, data indicating each random number acquired in S45, and the like. Next, the game control microcomputer 61 sets the first start winning command created in S46 in the output buffer of the RAM 64 (S47). This set first start winning command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12), and the performance control microcomputer 101 executes a performance based on each random number included in the first start winning command. Then, the symbol sensor detection process is terminated by the end of S47.
[0193] (Normal operation processing) Next, the normal operation process (S18) will be described with reference to FIG. The game control microcomputer 61 judges whether or not the auxiliary game is being played (the normal operation member 12b is in operation) (S50), and if it is judged that the auxiliary game is not being played (S50: No), it judges whether or not the normal pattern is being displayed in a stopped state (S51). If it is judged that the normal pattern is not being displayed in a stopped state in S51 (S51: No), the game control microcomputer 61 judges whether or not the normal pattern is being displayed in a variable state (S52), and if it is judged that the normal pattern is not being displayed in a variable state (S52: No), it judges whether or not the operation winning information is stored in the memory area of the normal pattern reservation memory unit 64c (whether or not there is a normal pattern reservation) (S53). Here, if the game control microcomputer 61 judges that there is no normal pattern reservation (S53: No), it ends the normal operation processing.
[0194] In addition, when the game control microcomputer 61 judges that a normal symbol is reserved in S53 (S53: Yes), it performs a normal symbol winning judgment process (S54-1). In this normal symbol winning judgment process (S54-1), a normal symbol winning judgment is performed based on the relationship between the acquired normal symbol winning random number value and the normal symbol winning / losing judgment table T8, and it is judged whether or not the normal symbol is a winning symbol. Then, if the normal symbol winning judgment is a winning judgment result, a normal symbol winning type determination process (normal symbol determination process) is performed based on the relationship between the normal symbol winning type random number value and the normal symbol winning type judgment table T9, and normal symbol stopping symbol data according to the result of the normal symbol winning judgment is set in a predetermined storage area of the RAM 64 (S54-2). In other words, if the result of the normal symbol winning judgment (S54-1) is "miss", in the normal symbol determination process (S54-2), a losing symbol (normal missing symbol) is determined as the normal symbol, and data according to the determined normal missing symbol is set. On the other hand, if the result of the normal symbol winning judgment (S54-1) is "winning", in the normal symbol determination process (S54-2), the winning symbol (normal winning symbol) is determined as one of the symbols hz1, hz2, or hz3, and data corresponding to the determined normal winning symbol is set. Then, the determination of the normal winning symbol determines the mode of the auxiliary game to be generated after the normal symbol variation display ends, that is, the operation mode of the normal operation member 12b (normal power operation pattern).
[0195] Next, the game control microcomputer 61 performs a normal map fluctuation pattern determination process (S54-3). In this normal map fluctuation pattern determination process (S54-3), the game control microcomputer 61 refers to the normal map fluctuation pattern selection table T10 and determines a normal map fluctuation pattern such as the fluctuation time of the normal map fluctuation display and the performance content based on the relationship between the game state, the normal power operation pattern determined in S54-2, and the normal map fluctuation pattern random number value.
[0196] Next, the game control microcomputer 61 creates a normal symbol variation start command based on the contents (variation time, stop symbol) determined in S54-1, S54-2, and S54-3, and sets the normal symbol variation start command in the output buffer of the RAM 64. Then, the normal symbol variation display is started (S54-4). The normal symbol variation start command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12).
[0197] In addition, in S52, if the game control microcomputer 61 determines that the normal symbol is being changed (S52: Yes), it determines whether the normal symbol change time has ended (S55-1), and if it determines that the time has not ended (S55-1: No), it ends the normal operation process. On the other hand, if it determines that the time has ended (S55-1: Yes), it stops the normal symbol change display with the display result (normal winning symbol or normal losing symbol) according to the result of the normal symbol winning judgment or the normal symbol winning type judgment (determination of the normal power operation pattern by determining the winning symbol of the normal symbol) (S55-2). Then, it sets a normal symbol change stop command (change stop command for normal symbols) to inform the sub-control board 100 that the normal symbol change has stopped (S55-3), sets the normal symbol stop time (S55-4), and ends the normal operation process. This set normal map fluctuation stop command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12).
[0198] In addition, when the game control microcomputer 61 judges in S51 that the normal symbol is being stopped and displayed (S51: Yes), it judges in S56-1 whether the stop time of the normal symbol has ended, and when it judges that the stop time has not ended (S56-1: No), it ends the normal operation process. On the other hand, when it judges that the stop time has ended (S56-1: Yes), it judges whether the normal symbol stop symbol data of the normal winning symbol is set, that is, whether it is a win or not (S56-2), and when it judges that it is not a win (S56-2: No), it ends the normal operation process. On the other hand, when it judges that it is a win (S56-2: Yes), it executes the auxiliary game based on the normal power operation pattern (corresponding to either long-time opening or short-time opening) determined in the above-mentioned S54-2 (normal symbol winning type judgment). Then, after the end of S57, it ends the normal operation process.
[0199] In addition, when the game control microcomputer 61 determines in the above-mentioned S50 that the auxiliary game is being played (the normal operating member 12b is in operation) (S50: Yes), it determines whether or not the end condition of the auxiliary game (the operation end condition of the normal operating member 12b) is satisfied (S58-1). Here, the operation end condition is an operation time end condition that the operation time of the normal operating member 12b specified by the normal power operation pattern determined in S54-2 and set in S57 has ended, or a specified number of balls entered condition that the number of balls entered into the second start hole 12a has reached a specified number of balls entered. In addition, the specified number of balls entered condition is set to 10 balls entered into the second start hole 12a. When the game control microcomputer 61 determines that the operation end condition is not satisfied (S58-1: No), it ends the normal operation process. On the other hand, when it determines that the operation end condition is satisfied (S58-1: Yes), it ends the auxiliary game (operation of the normal operating member 12b) (S58-2), and after that end, it ends the normal operation process.
[0200] (Special pattern waiting process) Next, the special symbol waiting process (S19) will be described with reference to FIG. The game control microcomputer 61 judges whether or not either the variation time or the stop time of the special symbol is being measured (S60), and if it is being measured (S60: Yes), ends the special symbol standby process. On the other hand, if neither the variation time nor the stop time of the special symbol is being measured (S60: No), proceed to S61. In S61, the game control microcomputer 61 judges whether or not the number of reserved second special symbols is "0". Then, if it is judged that it is not "0" (S61: No), that is, if the start condition for the variable display of the second special symbol is established, the game control microcomputer 61 executes the second special symbol winning judgment process (S62) and the second special symbol variation pattern selection process (S63) described later. Next, the game control microcomputer 61 subtracts "1" from the second special symbol reservation number (S64), and shifts each data stored in each storage area of the second special symbol reservation memory unit 64b one by one to the storage area with the oldest storage order, that is, the side to be read (S65). Next, the game control microcomputer 61 executes the second special symbol variation start process (S66). In this second special symbol variation start process, a special symbol variation start command is set in the output buffer of the RAM 64, and the second special symbol display 52 starts the variation display of the second special symbol. This set special symbol variation start command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12). The special symbol variation start command includes data of the special symbol stop symbol set in the second special symbol big win determination process described later and data of the second special symbol variation pattern set in the second special symbol variation pattern selection process. After executing S66, the game control microcomputer 61 ends the special symbol standby process.
[0201] In addition, when the game control microcomputer 61 judges that the second special chart reserved number U2 is "0" in the above-mentioned S61 (S61: Yes), it judges whether the first special chart reserved number U1 is "0" or not (S67). When it judges that it is not "0" (S67: No), that is, when the start condition for the variable display of the first special chart is established, the game control microcomputer 61 executes the first special chart hit judgment process (S68) and the first special chart variable pattern selection process (S69) described later. Next, the game control microcomputer 61 subtracts "1" from the first special chart reserved number (S70), and shifts each data stored in each memory area of the first special chart reserved memory unit 64a one by one to the memory area with the oldest memory order, that is, to the side to be read (S71). Next, the game control microcomputer 61 executes the first special chart variable start process (S72). In this first special symbol variation start process, a special symbol variation start command is set in the output buffer of the RAM 64, and the first special symbol display 51 starts displaying the variation of the first special symbol. This set special symbol variation start command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12). The special symbol variation start command includes data of the special symbol stop pattern set in the first special symbol hit determination process described later and data of the first special symbol variation pattern set in the first special symbol variation pattern selection process. After executing S72, the game control microcomputer 61 ends the special symbol standby process.
[0202] On the other hand, when it is determined that the first special symbol reserved number U1 is "0" (S67: Yes), the game control microcomputer 61 determines whether or not it is in a standby state (a game standby state) (S73). The standby state (a game standby state) is a state in which the variable display of the next special symbol does not start even if the variable interval (stop time) has elapsed after the fixed display of the special symbol. Here, when it is determined that it is in a standby state (S73: Yes), the game control microcomputer 61 ends the special symbol standby process. On the other hand, when it is determined that it is not in a standby state (S73: No), the game control microcomputer 61 executes a standby screen setting process (S74). In this standby screen setting process, a predetermined standby time is measured, and a standby command for displaying the standby screen is set in the output buffer of the RAM 64 after waiting for the elapse of this standby time. This set standby command is output to the sub-control board 100 (the performance control microcomputer 101) in the output process (S12). After that, the game control microcomputer 61 ends the special symbol waiting process.
[0203] In this way, the variable display of the first special chart is performed only when the number of reserved second special charts is "0" (S61: Yes). In other words, the consumption of the reserved second special chart is executed in priority to the consumption of the reserved first special chart.
[0204] (Special drawing hit determination processing) Next, the second special chart hit determination process (S62) and the first special chart hit determination process (S68) will be described with reference to Fig. 24. Note that the second special chart hit determination process and the first special chart hit determination process have the same process flow, so they will be described together.
[0205] The game control microcomputer 61 reads out the jackpot random number value stored in the first storage area of the special chart reservation storage unit of the RAM 64 (S80) and refers to the hit / miss judgment table T1 (S81). In S80, the game control microcomputer 61 specifies the jackpot probability corresponding to the set value (related to the jackpot probability, etc.) stored in the set value storage unit 64e based on the set value. Then, in S81, the game control microcomputer 61 refers to the range of the random number value (judgment value) corresponding to the jackpot in the hit / miss judgment table T1 and judges whether or not there is a random number value the same as the jackpot random number value read out in S80, that is, judges whether or not there is a jackpot (jackpot judgment) (S82).
[0206] When it is determined that a jackpot has been reached (S82: Yes), the game control microcomputer 61 turns on a jackpot flag indicating that a jackpot has been reached (S83). After that, the game control microcomputer 61 reads out the value of the special symbol type random number stored in the first storage area of the special symbol reservation storage section, and determines the type of jackpot (jackpot symbol) by referring to the jackpot symbol determination table T2 in which a plurality of jackpot types are set (S84). Depending on the type of jackpot (jackpot symbol), the state of the jackpot game state (maximum number of rounds, etc.) and the state of the subsequent advantageous state (time-saving game state) (ease of ball entry into the second starting hole 12a and end conditions) are different. After that, the game control microcomputer 61 sets the special symbol stop symbol data of the jackpot symbol determined in S84 in the special symbol buffer provided in the RAM 64 (S92), and ends this process.
[0207] On the other hand, if it is not determined that there is a big win (S82: No), the game control microcomputer 61 refers to the range of random numbers corresponding to the small win in the win / loss determination table T1, and determines whether there is a random number that is the same as the big win random number read in S80, that is, whether there is a small win (small win determination) (S85). As described above, there are cases where a small win is not won in the special win determination for the first special chart, and a small win is won only in the special win determination for the second special chart. If it is determined that there is a small win (S85: Yes), the game control microcomputer 61 turns on a small win flag indicating that it has been determined that there is a small win (S86). After that, the game control microcomputer 61 reads out the value of the special chart type random number stored in the first storage area of the special chart reservation storage unit, and determines the type of small win (small win pattern) by referring to the small win pattern determination table T3 in which multiple types of small wins are set (S87). Depending on the type of small win (small win pattern), the state of the big win game state developed from the small win game state (maximum number of rounds, etc.), the state of the subsequent advantageous state (time-saving game state) (ease of entering the second starting hole 12a and end conditions), etc. vary. After that, the game control microcomputer 61 sets the special symbol stop symbol data of the small win symbol determined in S87 in the special symbol buffer provided in the RAM 64 (S92), and ends this process.
[0208] On the other hand, if it is not determined to be a small win (S85: No), that is, if it is determined to be neither a big win nor a small win, the game control microcomputer 61 determines whether or not it is a sudden time reduction in S88 (sudden time reduction determination). If it is determined to be a sudden time reduction (S88: Yes), the sudden time flag indicating a transition to a sudden time reduction after the special chart variation display ends is turned ON (S89). After S89 ends, or if S88 is negative, the game control microcomputer 61 proceeds to S90. In S90, the game control microcomputer 61 determines whether the condition for granting the Yu-time (time-shortened game state) (condition based on the number of times the special chart changes) is satisfied. If it is determined that the condition for granting the Yu-time is satisfied (S90: Yes), the game control microcomputer 61 turns on the Yu-time flag (S91), which indicates that the game will transition to the Yu-time after the special chart change display ends. Then, the game control microcomputer 61 proceeds to S92. On the other hand, if it is determined that the condition for granting the Yu-time is not satisfied (S90: No), the game control microcomputer 61 proceeds to S92 without passing through S91. Then, the game control microcomputer 61 sets the special symbol stopping pattern data of the symbol (a time-saving symbol in the case of sudden time-saving, or a miss symbol in the case of play time or a miss) determined based on the processing of S88 and S90 in the special symbol buffer provided in the RAM 64 (S92), and ends this processing. In this way, in this embodiment, the sudden time reduction is determined in the special chart hit determination process. However, the sudden time reduction based on the special chart hit determination for the second special chart and the sudden time reduction based on the special chart hit determination during the time reduction game state are invalid.
[0209] (Special chart variation pattern selection process) Next, the second special pattern variation pattern selection process (S63) and the first special pattern variation pattern selection process (S69) will be described with reference to Fig. 25. Note that the second special pattern variation pattern selection process and the first special pattern variation pattern selection process have the same process flow, so they will be collectively described as the special pattern variation pattern selection process.
[0210] First, in S100, the game control microcomputer 61 checks a plurality of game state flags (a time-saving flag that is ON in response to time-saving 1, a time-saving flag that is ON in response to time-saving 2, etc.) and specifies the current game state. Then, in S101, the result of the special chart hit determination process in S62 or S68 described above (a big hit, a small hit, a sudden time-saving, or a miss) is specified. Next, in S102, the reach random number value stored in the first storage area of the special chart reserve storage section of RAM 64 is read, and the reach determination table is referred to to determine whether or not the reach is to be reached. Then, in the following S103, the game control microcomputer 61 refers to the special chart fluctuation pattern selection table T6 to determine (select) the special chart fluctuation pattern. Then, in S104, the fluctuation pattern data indicating the fluctuation pattern selected in the above-mentioned S103 is set in the special chart fluctuation pattern buffer provided in RAM 64, and the special chart fluctuation pattern selection process is terminated. In addition, the fluctuation pattern data set in the special pattern fluctuation pattern buffer in S104 is included in the special pattern fluctuation start command set in S66 and S72 of the special pattern waiting process described above, and is output to the sub-control board 100 by the output process (S12) of the main side timer interrupt process.
[0211] (Special pattern related processing) Next, the special symbol-related process (S20) will be described with reference to FIG. First, the game control microcomputer 61 judges whether it is the end timing of the measurement of the variable time of the special symbols (first special symbol, second special symbol) (S110). Then, when it is judged that it is the end timing of the variable time (S110: Yes), the game control microcomputer 61 displays the stop symbol of the special symbol corresponding to the special symbol stop symbol data set in S89 (confirms the variable display of the special symbol) (S111), and sets a special symbol variable stop command (variation stop command for the special symbol) in the output buffer provided in the RAM 64 (S112). Also, it starts measuring the stop time of the special symbol (S113). Next, the game control microcomputer 61 judges whether or not the time-saving flag among the game state flags is ON (whether or not it is one of a plurality of types of time-saving game states) (S114). If it is judged that the time-saving flag is OFF (S114: No), the game control microcomputer 61 proceeds to S115, which will be described later. On the other hand, if it is judged that the time-saving flag is ON (S114: Yes), the game control microcomputer 61 subtracts 1 from the value of the time-saving counter (S115). Then, after the end of S115, the special symbol-related process is terminated.
[0212] On the other hand, when the game control microcomputer 61 determines in the above-mentioned S110 that the variation time of the special symbol is not the end timing (S110: No), it determines whether or not the measurement of the stop time of the special symbol started in the above-mentioned S111-3 is the end timing (S116). When it determines that the stop time is the end timing (S116: Yes), the game control microcomputer 61 determines whether or not the jackpot flag is ON (S117), and when it determines that it is ON (S117: Yes), it executes the game state reset process (S11-1). In this game state reset process, it determines whether or not the time-saving flag is ON, and when it determines that it is ON, it turns the time-saving flag OFF. After the end of this game state reset process (S118), the game control microcomputer 61 turns ON the transition flag indicating that the jackpot game state is to be started, among the multiple types of transition flags corresponding to the multiple types of states (game states) (S118-2). After the end of S118-2, or when it is determined in the above-mentioned S117 that the jackpot flag is OFF, the game control microcomputer 61 proceeds to S119-1 and determines whether or not either the push time flag or the play time flag is ON. The push time flag is a flag that is turned ON when the sudden time reduction is won in the above-mentioned special chart hit determination process (FIG. 24), and the play time flag is a flag that is turned ON when it is determined in the above-mentioned special chart hit determination process (FIG. 24) that the play time grant condition is established. Then, when it is determined that either the push time flag or the play time flag is ON (S119-1: Yes), in the following S119-2, among the multiple types of transition flags corresponding to multiple types of states (game states), a transition flag that indicates that a time-saving game state corresponding to the sudden time reduction or the play time is to be started is turned ON. Then, after the completion of S119-2, or when it is determined in the above-mentioned S119-1 that both the hit time flag and the play time flag are OFF (S119-1: No), the game control microcomputer 61 ends the special related processing.
[0213] When the game control microcomputer 61 determines in the above-mentioned S116 that the stop time of the special symbol has not ended (S116: No), it determines whether the game state is a jackpot game state (type 1 jackpot state or V win state) (S120). For example, the game control microcomputer 61 determines that the game state is a jackpot game state when the jackpot flag is ON and neither the variation time nor the stop time of the special symbol has been measured. Then, when it is determined that the game state is a jackpot game state (S120: Yes), it executes special electric device processing (described later) for the type 1 jackpot state or the V win state (after the second round of the type 2 jackpot state) (S121).
[0214] On the other hand, when the game control microcomputer 61 finishes the process of S121 described above, or when it is determined in S120 that the game is not in a big win game state (S120: No), it proceeds to S122 and determines whether the game state is in a small win state. For example, the game control microcomputer 61 determines that the game is in a small win state when the small win flag is ON and neither the variation time nor the stop time of the special symbol is measured. Then, when it is determined that the game is in a small win state in S122 (S122: Yes), it executes a special electric role processing (described later) related to the small win state (S123). Then, after the end of S123, the special symbol-related processing is terminated.
[0215] (Special electric device processing (Type 1 big win state, V win state)) Next, the contents of the special electric device processing (S121) for the first type big win state or the V win state will be described with reference to Fig. 27. The game control microcomputer 61 executes the special electric device processing shown in Fig. 27 during the period when the special symbol is neither being displayed variably nor being displayed stationarily and the big win flag is ON.
[0216] The game control microcomputer 61 executes the jackpot opening setting (S121-1), the jackpot round setting (S121-2), the jackpot ending setting (S121-3), etc., in the special electric device processing (Type 1 jackpot state, V jackpot state). In the jackpot opening setting (S121-1), the game control microcomputer 61 executes the processing if it is the start or end of the opening period (jackpot opening) of the jackpot game state (Type 1 jackpot state), and ends the processing if it is any other timing. In this S121-1, the game control microcomputer 61 executes the processing of setting the command (opening command (jackpot start command), opening end command) indicating the start timing or end timing of the opening period in the output buffer of the RAM 64. In addition, in the jackpot round setting (S121-2), the game control microcomputer 61 executes the processing if it is the start or end of the round period (round performance) of the jackpot game state (Type 1 jackpot state, V jackpot state), and ends the processing if it is any other timing. In S121-2, commands (round start command (open command), round end command (close command)) indicating the start timing and end timing of the round period are set in the output buffer of the RAM 64. Furthermore, in the big win ending setting (S121-3), the game control microcomputer 61 executes processing if it is the start or end time of the ending period (big win ending) of the big win game state (one type big win state, V win state), and ends the processing if it is any other time. In S121-3, commands (ending command, ending end command (big win end command)) indicating the start timing and end timing of the ending period are set in the output buffer of the RAM 64. These commands related to the big win game state are output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output processing (S12).
[0217] In addition, in the jackpot opening setting and jackpot ending setting, the game control microcomputer 61 sets the execution time of the jackpot opening and jackpot ending in a predetermined timer and measures it. In the jackpot round setting, the game control microcomputer 61 opens and closes the second large prize opening 15a in an operation pattern according to the type of jackpot game state. Then, during a round game, when the upper limit number of game balls enters the second large prize opening 15a or a predetermined time has elapsed, the game control microcomputer 61 closes the second large prize opening 15a and ends the round game. The game control microcomputer 61 opens and closes the second large prize opening 15a for the number of rounds determined for each type of jackpot game state. In addition, the game control microcomputer 61 subtracts 1 from the value of the special electric role activation valid counter each time a round of play is started, and after the round of play ends when the value of the special electric role activation valid counter becomes "0", it sets an ending command in the output buffer of the RAM 64 in the jackpot ending setting and outputs it.
[0218] Next, the game control microcomputer 61 judges whether it is the end timing of the jackpot game state (end timing of the jackpot ending) or not (S121-4). If it is judged that it is not the end timing of the jackpot game state (S121-4: No), the special electric device processing (1st type jackpot state, V win state) is terminated. On the other hand, if the game control microcomputer 61 judges that it is the end timing of the jackpot game state in S121-4 (S121-4: Yes), the game control microcomputer 61 turns off the jackpot flag in the following S121-5. After the end of this S121-5, the game control microcomputer 61 specifies the game state to which the game state will be transferred after the end of the jackpot game state, which is determined by the jackpot pattern, and if it is a time-saving game state, it proceeds to the following S121-7, while if it is a non-time-saving game state, it proceeds to S121-9, which will be described later. In S121-7, the game control microcomputer 61 turns on a time-saving flag corresponding to the type of time-saving game state that occurs, and further sets a time-saving counter in S121-8. In this case, the time-saving counter that is set in this embodiment is a counter that measures a predetermined total number of fluctuations of the first special chart fluctuation display and the second special chart fluctuation display. The game control microcomputer 61 executes S121-9 after the end of S121-8 (when transitioning to a time-shortened game state) and when a negative judgment is made in S121-6 (when transitioning to a non-time-shortened game state). In this S121-9, among the multiple types of transition flags, a transition flag corresponding to the game state to be transitioned to is turned ON. That is, after the end of S121-8, a transition flag indicating that a time-shortened game state is to be started is turned ON. On the other hand, immediately after a negative judgment is made in S121-6, a transition flag indicating that a non-time-shortened game state is to be started is turned ON. Then, the game control microcomputer 61 ends the special electric device processing and ends the special symbol related processing.
[0219] (Special electric device processing (small win state)) Next, the special electric accessory processing (S123) for the small win state will be described with reference to Fig. 28. The game control microcomputer 61 executes the special electric accessory processing (small win) shown in Fig. 28 in order to open the first large winning opening 14a or the second large winning opening 15a based on the small win. Note that the special electric accessory processing (small win state) in this embodiment is executed in relation to the second special chart, so the description will be given on the premise of the second special chart.
[0220] In the special electric role processing (small win state), the game control microcomputer 61 executes the small win opening setting (S123-1), the small win release setting (S123-2), etc. In the small win opening setting (S123-1), the game control microcomputer 61 executes the processing if it is the start or end of the opening period (small win opening) of the small win state, and ends the processing if it is any other timing. In this S123-1, the processing is performed to set commands (opening command (small win start command), opening end command) indicating the start timing or end timing of the small win opening period in the output buffer of the RAM 64. These commands related to the small win state are output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output processing (S12). The small win opening is a performance in which a performance image celebrating the occurrence of a small win is displayed on the performance display device 7, and music celebrating the occurrence of a small win is played from each speaker 8. In the small win opening setting, the execution time of the small win opening is set in a predetermined timer and measured. In addition, the game control microcomputer 61 executes processing at the start or end of the open state in the corresponding small win state according to the small win type (small win pattern) already determined in the small win open setting (S123-2), and ends the processing at other times. In this S123-2, processing is performed to set commands (open command, close command) indicating the start timing and end timing of the open state in the small win state in the output buffer of the RAM 64. That is, in the small win state, the second large winning port 15a is opened for 1800 ms, so an open command indicating the start time of the opening is set and output, and a close command indicating the end time of the opening is set and output. In addition, in the small win opening setting (S123-2), the game control microcomputer 61 sets the period during which detection by the specific area sensor 55a, which detects a game ball passing through a specific area, is determined to be valid detection (valid detection period of the specific area sensor 55a) from the time the open command is set to the time the close command is set.
[0221] After that, the game control microcomputer 61 judges whether or not the game ball has passed through a specific area (S123-3). Here, if it is determined that the gaming ball has passed through the specific area during the detection effective period of the specific area sensor 55a (S123-3: Yes), the gaming control microcomputer 61 determines in the following S123-4 whether the detection of the specific area sensor 55a determined in the above-mentioned S123-3 occurred during the detection effective period. On the other hand, if it is determined in S123-3 that the gaming ball has not passed through the specific area (the detection of the specific area sensor 55a has not occurred), the process proceeds to S123-8. Also, if it is determined in S123-4 that the specific area sensor 55a has detected the ball at a timing other than the effective detection period, the process proceeds to S123-5. In S123-5, a process is executed for abnormal detection of the specific area sensor 55a (detection during a period other than the small win state). After the process of S123-5 is completed, the process proceeds to S123-8.
[0222] When the game control microcomputer 61 determines in S123-4 that the detection of the specific area sensor 55a occurred during the detection valid period (S123-4: Yes), it turns on the big win flag (S123-6). Then, among the multiple types of transition flags corresponding to the multiple types of states (game states), it turns on the transition flag indicating that the V win state is to be started (S123-7). As a result, in the pachinko game machine 1, even if the game ball passes through the specific area while the second large winning hole 15a is open due to the small win state, it is possible to execute control for generating the big win game state (developing the small win state into the two-type big win state) in the same way as when a big win is determined by the special chart hit determination.
[0223] When S123-3 is negative (S123-3: No) or when S123-5 or S123-7 is completed, the game control microcomputer 61 proceeds to S123-8. In S123-8, the game control microcomputer 61 determines whether the closing condition of the first large prize opening 14a or the second large prize opening 15a based on the winning of the small prize is satisfied. The closing condition of the first large prize opening 14a or the second large prize opening 15a based on the winning of the small prize is that the upper limit number of game balls enter the first large prize opening 14a or the second large prize opening 15a after the opening state of the first large prize opening 14a or the second large prize opening 15a, or the opening time of the winning small prize has elapsed. If it is determined that the closing condition of the first large prize opening 14a or the second large prize opening 15a is met (S123-8: Yes), the game control microcomputer 61 turns off the small prize flag (S123-9). Then, the special electric device processing (small prize state) is terminated. On the other hand, if it is determined that the closing condition of the first large prize opening 14a or the second large prize opening 15a is not met (S123-8: No), the special electric device processing (small prize state) is terminated without going through S123-9.
[0224] (Game state transition processing) Next, the game state transition process (S23) will be described with reference to FIG. 29. The game control microcomputer 61 first judges whether or not a time-saving flag corresponding to any of the multiple types of time-saving game states (time-saving 1, time-saving 2) is ON, that is, whether or not the game is in a time-saving game state (S130). If the game is not in a time-saving game state (S130: No), the process proceeds to S135 described later. On the other hand, if the game is in a time-saving game state (S130: Yes), the process proceeds to S131, where the value of the time-saving counter corresponding to the type of the time-saving game state, that is, the number of times of special chart fluctuations (the total number of the second special chart fluctuations and the first special chart fluctuations) during the corresponding time-saving game state (time-saving 1 or time-saving 2), is confirmed. Then, the process proceeds to S132. The game control microcomputer 61 judges whether or not the value of the time-saving counter confirmed in the above-mentioned S131 is "0". If the game control microcomputer 61 determines in S132 that the time-saving counter is "0" (S131: Yes), it proceeds to S133. If the game control microcomputer 61 determines that the time-saving counter is not "0" (S131: No), it proceeds to S135, which will be described later.
[0225] When S132 is judged as positive (S132: Yes), that is, when the condition for terminating the time-saving game state is satisfied according to the number of times of special pattern fluctuation, the game control microcomputer 61 proceeds to S133. In S133, the measurement of the time-saving counter that measures the number of times of special pattern fluctuation is terminated, and the time-saving flag corresponding to the time-saving game state is changed from ON to OFF. Then, in the following S134, the transition flag corresponding to the transition from the time-saving game state to the non-time-saving game state is turned ON.
[0226] After S134 ends, or when either S130 or S132 is determined to be negative (S130: No, S132: No), the game control microcomputer 61 proceeds to S135. In S135, it is determined whether any of the multiple types of transition flags indicating that the game state is to be transitioned is ON. If it is determined that any of the transition flags is ON (S135: Yes), the game state is set as a new game state by turning ON the game state flag corresponding to the ON transition flag (S136), and if the set game state is a time-saving game state, a time-saving counter that counts the number of times the first special chart changes and a time-saving counter that counts the number of times the normal chart changes are set, and the measurement of the predetermined number of changes is started (S137). Then, a game state designation command indicating the set game state is set in the output buffer of the RAM 64 (S138). That is, the game state designation command is set in the output buffer at the timing when the game state changes, and is transmitted to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12). Then, the transition flag that was ON is turned OFF (S139), and the game state transition process is terminated. Also, if it is determined in the above-mentioned S135 that all the transition flags are OFF, the game state transition process is terminated.
[0227] [Main processing of the performance control microcomputer 101] Next, the main processing executed by the performance control microcomputer 101 (FIG. 5B) will be described.
[0228] (Sub-side main control processing) First, the sub-side main control process will be described with reference to FIG. First, the performance control microcomputer 101 executes an initial setting (S160). In this initial setting, for example, stack setting, constant setting, interrupt time setting, CPU 102 setting, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt time), resetting of various flags, counters, timers, etc. are performed. Next, the performance control microcomputer 101 judges whether the power off signal is ON and the contents of the RAM 120 are normal (S161), and if the judgment is negative (S161: No), it initializes the RAM 120 (S162) and proceeds to S163. Also, if the judgment is positive in S161 (S161: Yes), the performance control microcomputer 101 proceeds to S163 without initializing the RAM 120. In other words, if the power-off signal is not ON, or if the power-off signal is ON but the contents of RAM 120 are not normal (S161: No), the performance control microcomputer 101 initializes RAM 120, but if the power-off signal is ON due to a power outage or the like but the contents of RAM 120 are maintained normal (S161: Yes), it does not initialize RAM 120. Note that initializing RAM 120 resets the values of various flags, counters, timers, etc. Also, S160 to S162 are executed only once after power is turned on and are not executed thereafter.
[0229] Next, the performance control microcomputer 101 prohibits interrupts (S163) and executes random number update processing (S164). 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 (S165). In this command transmission processing, various commands stored in the output buffer in the RAM 120 of the performance control microcomputer 101 are transmitted to the image control board 200. Next, the performance control microcomputer 101 executes interrupt permission (S166). Thereafter, S163 to S166 are repeatedly executed. Furthermore, while interrupts are permitted, it is possible to execute the reception interrupt process (S167), the 1 ms timer interrupt process (S168), and the 10 ms timer interrupt process (S169).
[0230] (Reception interrupt processing) Next, the reception interrupt process (S167) will be described. The performance control microcomputer 101 judges whether the signal level of the strobe signal (STB signal) given from the main control board 60 to the external INT (interrupt) input section of the performance control microcomputer 101 has changed, that is, whether it is time to receive a command. For example, it judges whether the signal level of the strobe signal has changed from high to low. If it is determined that it is not time to receive, the performance control microcomputer 101 ends this process. On the other hand, if it is determined that it is time to receive, the performance control microcomputer 101 receives various commands sent from the main control board 60 and stores the various received commands in a reception buffer of the RAM 120. This reception interrupt process is executed with priority over other interrupt processes (S168, S169).
[0231] (1ms timer interrupt processing) Next, the 1 ms timer interrupt process (S168) will be described with reference to FIG. The performance control microcomputer 101 executes this 1 ms timer interrupt process each time an interrupt pulse with a 1 ms period is input to the sub-control board 100. The performance control microcomputer 101 executes input processing (S170). In this input processing, the performance control microcomputer 101 creates switch data (edge data and level data) indicating that the switches are ON, based on detection signals from the performance lever push detection switch 6a, the operation direction detection switch 6b, and the performance button detection switch 5a.
[0232] Next, the performance control microcomputer 101 executes output processing (S171). In this output processing, a variable performance start command set in the output buffer of the RAM 120 in a variable performance start processing described later is output to the image control board 200. In addition, in order to light the board lamp 2a, the frame left lamp 23a, the frame right lamp 23b, the frame upper lamp 23c, the button light-emitting unit 5c, etc. in accordance with the display of the performance display device 7, lamp data created in the lamp processing (S183) in the 10 ms timer interrupt processing described later is output to the frame illumination relay board 81, the illumination board 82, the frame button board 85, etc. In other words, the board lamp 2a, the frame left lamp 23a, the frame right lamp 23b, the frame upper lamp 23c, the button light-emitting unit 5c, etc. are made to light in a predetermined light-emitting mode according to the lamp data. In addition, in order to drive the movable body motor 23d in accordance with the display of the performance display device 7, driving data (pattern data for driving the movable body motor 23d) is created, and the created driving data is output to the movable body board 83. That is, the movable body motor 23d is driven in a predetermined operation pattern according to the drive data. Also, in order to output sound from the speaker 8 in accordance with the display of the performance display device 7, sound data created in a sound control process (S184) in a 10 ms timer interrupt process (to be described later) or the like is output. That is, sound is output from the speaker 8 according to the sound data.
[0233] Next, the performance control microcomputer 101 judges whether or not a variable performance start command has been output (S172). The variable performance start command is set in the output buffer of the RAM 120 in the variable performance start process described later, and is output to the image control board 200 in S171. Here, if the performance control microcomputer 101 judges that the variable performance start command has been output (S172: Yes), it starts measuring the variable time of the variable performance pattern (S173). Next, the performance control microcomputer 101 performs watchdog timer processing to reset the watchdog timer (S174). After the end of S174, or if it is judged that the variable performance start command has not been output (S172: No), the performance control microcomputer 101 ends this process.
[0234] (10ms timer interrupt processing) Next, the 10 ms timer interrupt process (S169) will be described with reference to FIG. The performance control microcomputer 101 executes this 10 ms timer interrupt processing every time an interrupt pulse with a 10 ms period is input to the sub-control board 100. The performance control microcomputer 101 executes a received command analysis process (FIG. 32) described later (S180) and executes a switch state acquisition process (S181). In this switch state acquisition process, the switch data created in the input process (S170) of the 1 ms timer interrupt processing is stored in the RAM 120 as switch data for the 10 ms timer interrupt processing. Next, based on the switch data stored in the switch state acquisition process, a switch process is executed (S182) for setting the display contents of the button performance, etc. displayed by the performance display device 7. Next, the performance control microcomputer 101 executes a lamp process (S183). In this lamp process, lamp data is created to control the light emission of each lamp (board lamp 2a, frame left lamp 23a, frame right lamp 23b, etc.) according to the display of the performance display device 7, and the time management of the light emission performance is performed. This causes each lamp to emit light in accordance with the display on the performance display device 7.
[0235] Next, the performance control microcomputer 101 executes a voice control process (S184). In this voice control process, sound data (data for controlling the output of sound from each speaker 8) is created, the created sound data is output, and time management of the sound performance is performed. As a result, sound is output from each speaker 8 in accordance with the display of the performance display device 7. Next, the performance control microcomputer 101 executes other processes (S185) and ends this process. In the other processes (S185), processes such as updating the variable performance pattern random number and the advance notice performance random number for determining the advance notice performance are executed. In addition, in the other processes (S185), a right hit performance process for performing a right hit performance that encourages the player to hit the right, a performance mode setting process for setting a performance mode (described later) in accordance with the game situation specified in response to the reception of various commands from the game control microcomputer 61 (S180), and the like are executed.
[0236] (Received command analysis process) Next, the received command analysis process (S330) will be described with reference to FIG. The performance control microcomputer 101 determines whether or not an activation ball entry command has been received from the main control board 60 (S190-1), and if it is determined that it has been received (S190-1: Yes), it executes the update of the contents stored in the normal map reservation performance memory unit 123, the update of the reservation number corresponding to the normal map reservation number, etc. After the processing of S190-2 is completed, or if it is determined that the activation ball entry command has not been received in S190-1 (S190-1: No), the performance control microcomputer 101 proceeds to S191-1.
[0237] The performance control microcomputer 101 judges whether or not a start winning command (first start winning command or second start winning command) has been received from the main control board 60 (S191-1), and if it is judged that it has been received (S191-1: Yes), it executes updating of the stored contents by the first special chart reserved performance storage unit 121 or the second special chart reserved performance storage unit 122, updating of the reserved number corresponding to the reserved number of special charts, and pre-reading judgment, etc. (S191-2). In addition, in the pre-reading judgment (pre-reading performance judgment process), the start winning information (for example, jackpot random number value, special chart type random number value, reach random number value, special chart change pattern type random number, etc.) included in the start winning command stored in the first special chart reserved performance storage unit 121 (or the second special chart reserved performance storage unit 122) is judged. In other words, before the game control microcomputer 61 starts the variable display of the special symbols (at the time of the starting ball), it performs a special symbol hit judgment, a big hit type judgment, a small hit type judgment, and a reach judgment (pre-judgment). Then, it decides whether or not to perform a suggestive performance by drawing a lottery according to the result of the pre-judgment. After completing the processing of S191-2, or if it is determined in S191-1 that the start winning command has not been received (S191-1: No), the performance control microcontroller 101 proceeds to S192-1.
[0238] The microcomputer 101 for effect control judges whether or not a command related to a big win game state or a small win state has been received from the main control board 60 (S192-1), and if it judges that a command related to the big win game state or the small win state has been received (S192-1: Yes), it executes an opening effect selection process (S192-2). In this opening effect selection process, it analyzes the command related to the big win game state or the small win state (for example, an opening command, a round command, an ending command, etc.), and selects a pattern (content) of the effect (big win effect, small win effect) to be executed in the big win game state or the small win state based on the analysis result. For example, when an opening command is received, it refers to an opening effect pattern selection table (not shown) in which an opening effect pattern is set in correspondence with the opening effect pattern, and selects an opening effect pattern that is associated with the received opening command. Then, it sets an opening effect start command for starting an opening effect with the selected opening effect pattern in the output buffer of the RAM 120. Also, when a round command is received, it refers to a round effect pattern selection table (not shown) in which a round effect pattern is set in correspondence with the round effect pattern, and selects a round effect pattern that is associated with the received round command. Then, a round performance start command for starting a round performance with the selected round performance pattern is set in the output buffer of the RAM 120. Furthermore, when an ending command is received, an ending performance pattern selection table (not shown) in which ending performance patterns are set in correspondence with each other is referenced, and an ending performance pattern associated with the received ending command is selected. Then, an ending performance start command for starting an ending performance with the selected ending performance pattern is set in the output buffer of the RAM 120. After the processing of S192-2 is co...
Claims
1. A gaming machine comprising: a determination means for determining whether a game has been won or lost when a start condition is satisfied; a generating means for generating a special game state in which a player can obtain a specific benefit when the result of the determination of whether a game has been won or lost is a specific result; and a symbol display means for displaying a varying symbol according to the result of the determination of whether a game has been won or lost, An additional value deriving means for deriving an additional value each time a derivation condition is satisfied based on the execution of the symbol variation display; a sum storage means for storing the sum of the added values derived by the added value derivation means; a total value clearing means for clearing the total value stored in the total value storage means when it is determined that the special game state is to be generated; a total value determination means for determining whether the total value has reached a specific value; and a transition control means for generating an advantageous gaming state in which the starting condition is more likely to be satisfied than in a non-advantageous gaming state when the total value determination means determines that the total value has reached the specific value. A gaming machine characterized by:
2. A variation pattern selection means is provided for selecting a variation pattern of the pattern variation display from among a plurality of types, 2. The gaming machine according to claim 1, wherein the additional value deriving means is capable of deriving the additional value which differs depending on the type of the fluctuation pattern selected by the fluctuation pattern selecting means.
3. 2. The gaming machine according to claim 1, further comprising an additional value determining means for determining a numerical value to be derived as the additional value from a plurality of types.
4. The setting value regarding the advantageous degree of the game can be set to any one of a plurality of types, The gaming machine according to claim 1 , wherein the specific value is associated with a different value depending on the set value.
5. The setting value regarding the advantageous degree of the game can be set to any one of a plurality of types, 4. The gaming machine according to claim 1, wherein a tendency of the additional value derived by the additional value derivation means differs depending on a type of the set value.
Citation Information
Patent Citations
Game machine
JP2020054507A