Game machine

By implementing a game state switching mechanism with a win/don't determining mechanism and performance execution in pachinko game machines, the solution enhances player expectations and interest in the game, addressing the limitations of conventional machines.

JP2025057025APending Publication Date: 2025-04-09SANSEI R&D KK
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Patent Information

Application Number
JP2023166632
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-28
Publication Date
2025-04-09

AI Technical Summary

Technical Problem

Conventional pachinko game machines do not sufficiently enhance player expectations for winning a jackpot, leading to decreased game interest.

Method used

The game machine incorporates a game state switching mechanism that allows for transitioning between states based on specific conditions, including a win/don't determining mechanism and a performance execution mechanism that provides different game performances based on winning conditions.

Benefits of technology

This solution effectively improves player interest in the game by creating a more engaging and dynamic gameplay experience through varied state transitions and performance executions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of increasing player's interest in a game.SOLUTION: When an advantageous state is completed, the advantageous state can be switched to a specific state. When a specific condition is satisfied in the specific state, the specific state can be switched to the advantageous state. On the other hand, when the specific condition is not satisfied in the specific state, the specific state can be switched to a normal state that is less advantageous than the advantageous state. Determination processing including a determination of whether or not a special state is made and a determination of whether or not the specific condition is satisfied can be executed. A first game performance can be executed when it is determined that the special state is made, and a second game performance different from the first game performance can be executed when it is determined that the specific condition is satisfied.SELECTED DRAWING: Figure 62
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Description

[Technical field]

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

[0002] Conventionally, in pachinko gaming machines, a jackpot determination is made to determine whether or not a jackpot has been reached on the condition that a gaming ball enters a starting hole (ball entry hole). When a jackpot determination is made, a special symbol is displayed in a variable manner to notify the result of the jackpot determination. When a stop indication is derived from the variable display of the special symbol that indicates that the result of the jackpot determination is a jackpot, a jackpot game advantageous to the player is executed (see Patent Document 1).

[0003] In addition, the gaming machine of Patent Document 1 heightens the player's sense of anticipation by executing a preview effect suggesting that a jackpot game may be executed while the special pattern is being displayed in a changing state, and by entering an easy-to-win state (time-saving state) after a jackpot game has been executed, in which it is easier for the game ball to enter the starting hole than in the normal game state. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2022-135800 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, the above-mentioned conventional techniques have the problem that they do not sufficiently increase the player's expectations regarding the acquisition of a big win.

[0006] Therefore, the present disclosure has been made in consideration of such problems, and aims to provide a gaming machine that can increase a player's interest in the game they play. [Means for solving the problem]

[0007] In order to solve the above-mentioned problems, the present invention comprises a game state switching means which switches to a specific state when an advantageous state ends, and which switches to the advantageous state when a specific condition is met in the specific state, while switching to a normal state which is less advantageous than the advantageous state when the specific condition is not met in the specific state, a win / loss determination means which executes a determination process including a determination of whether or not to enter a special state and a determination of whether or not the specific condition is met, and a performance execution means which performs a performance, wherein the performance execution means is capable of executing a first game performance when it is determined by the win / loss determination means that the special state should be entered, and is capable of executing a second game performance different from the first game performance when it is determined by the win / loss determination means that the specific condition is met. Effect of the Invention

[0008] According to the present disclosure, it is possible to increase a player's interest in the game. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view showing an example of a pachinko gaming machine according to an embodiment of the present invention. [Diagram 2] 13 is a schematic front view showing an example of a second large prize device etc. equipped in the pachinko gaming machine. FIG. [Diagram 3] FIG. 2 is a diagram illustrating an example of a configuration of a storage device. [Figure 4] 2 is an enlarged view of a portion A shown in FIG. 1, showing an example of a display device provided in the gaming machine. FIG. [Diagram 5] 2 is a block diagram showing an example of the electrical configuration of the main control board of the pachinko game machine. FIG. [Figure 6] A block diagram showing an example of the electrical configuration of the sub-control board of the pachinko game machine. [Figure 7] 1 is a front view showing an example of a pachinko gaming machine and a card unit according to the present embodiment. [Figure 8]11 is a table showing examples of various random numbers acquired by a game control microcomputer. [Figure 9] This figure shows an example of a special winning random number determination table, a big winning pattern type determination table, a small winning pattern type determination table, a reach determination table, and a time-saving pattern type determination table. [Figure 10] A figure showing an example of a big win pattern type determination table and a small win pattern type determination table. [Figure 11] A figure showing an example of a special chart variation pattern determination table. [Figure 12] This figure shows an example of a regular map hit determination table, a regular map type determination table, a regular map change pattern determination table, an electric chute opening pattern determination table, and an electric chute opening time determination table. [Figure 13] A figure showing an example of a special prize winning command judgment table. [Figure 14] 4 is a flowchart of a main control process. [Figure 15] 13 is a flowchart of a main-side timer interrupt process. [Figure 16] 13 is a flowchart of a sensor detection process. [Figure 17] 13 is a flowchart of a gate passing process. [Figure 18] 13 is a flowchart of a normal operation process. [Figure 19] 13 is a flowchart of a special action process. [Figure 20] 13 is a flowchart of a special symbol waiting process. [Figure 21] 13 is a flowchart of a jackpot determination process. [Figure 22] 13 is a flowchart of a variation pattern selection process. [Diagram 23] This is a flowchart of processing during special pattern change. [Figure 24] 13 is a flowchart of a special symbol determination process. [Diagram 25] 13 is a flowchart of a game status management process. [Figure 26] 13 is a flowchart of special electric device processing 1 (jackpot game). [Figure 27] 13 is a flowchart of a game status setting process. [Figure 28] This is a flowchart of special electric device processing 2 (small win game). [Figure 29] This is a flowchart of special electric device processing 2 (small win game). [Diagram 30] 13 is a flowchart of a distribution member control process. [Diagram 31] 13 is a timing chart showing the opening pattern of the second large prize opening and the operating pattern of the distribution member according to the type of small prize pattern. [Diagram 32] 13 is a flowchart of a specific area sensor detection process. [Diagram 33] This is a slump graph quoted to explain the difference in pitches. [Diagram 34] FIG. 2 is a diagram showing an example of a game flow. [Diagram 35] 13 is a flowchart of a game end control process. [Diagram 36] FIG. 11 is a diagram showing an example of a notification mode. [Figure 37] 13 is a flowchart of a payout control process. [Figure 38] 13 is a flowchart of the dispensing side timer interrupt processing. [Figure 39] 13 is a flowchart of an input process. [Diagram 40] 13 is a flowchart of a control process for a game error. [Diagram 41] 13 is a flowchart of a sub-control main process. [Diagram 42] 13 is a flowchart of a 1 ms timer interrupt process. [Diagram 43] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 44] 13 is a flowchart of an absence display process. [Diagram 45] 11A and 11B are diagrams illustrating an example of a screen display pattern used in the absence display process. [Diagram 46] FIG. 13 is a diagram showing an example of a presentation mode. [Figure 47] An explanatory diagram showing a specific example of normal fluctuation in a fluctuation performance. [Figure 48] An explanatory diagram showing a specific example of a normal reach in a variable presentation. [Figure 49] An explanatory diagram showing a specific example of SP reach in a variable presentation. [Figure 50] An explanatory diagram showing a specific example of a battle reach in a variable presentation. [Figure 51] An explanatory diagram showing a specific example of the development of the presentation after a small win game. [Figure 52] FIG. 2 is a diagram illustrating an example of a configuration of a sub-control board. [Figure 53] 13 is a flowchart of an output music setting process. [Figure 54] 13 is a flowchart of a series of music output processes. [Figure 55] 13 is a flowchart of a series of performance display processes. [Figure 56] FIG. 2 is a diagram showing an example of a display screen configuration of an image display device. [Figure 57] FIG. 2 is a diagram showing an example of a display screen configuration of an image display device. [Figure 58] FIG. 2 is a diagram showing an example of a display screen configuration of an image display device. [Figure 59] 13 is a flowchart showing a revival performance process related to the revival performance. [Figure 60] 13 is a flowchart showing post-initialization performance processing relating to post-initialization performance. [Figure 61] 13 is a flowchart showing an example of application of a fall lottery process in a revival performance process or a post-initialization performance process. [Figure 62] FIG. 13 is a diagram showing an example of the content of a revival effect. [Figure 63] A figure showing an example of the presentation content of the post-initialization presentation. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] In a form for implementing the present invention (hereinafter referred to as "this embodiment"), a pachinko game machine 1 will be described as an example of a game machine in which the game medium used in the game is a game ball, and the game can be played by firing the game ball toward the game board.

[0011] In the following explanation, technical matters well known to those skilled in the art may be simplified or omitted. In addition, terms commonly used by those skilled in the art may be used without their definitions. The supplementary contents in parentheses below are examples and are not limited to those supplementary contents.

[0012] [Overview of the basic game progress of Pachinko Machine 1] The pachinko game machine 1 illustrated below is equipped with a ball circulation mechanism that allows the game balls enclosed within the machine to be released so that they can flow down toward the game board surface (the game area 3 where nails are planted) in response to a specific operation performed by the player (rotation of the handle 60a), thereby enabling the process of "release → flow down → collection → lifting → polishing → wait → release" to be repeated, thereby enabling the player to play without touching the game balls.

[0013] In addition, in executing the game with the pachinko game machine 1 described below, the ball circulation mechanism is not essential, and it may be applied to a non-enclosed pachinko machine that can collect and supply game balls and pay out prize balls with the support of a specified island equipment installed in a game parlor or the like.

[0014] Then, when the launched game ball enters a predetermined ball entry hole provided on the game board surface (the game progresses), the conditions for implementing a predetermined lottery (obtaining judgment information) are met.

[0015] Based on a predetermined trigger (the start timing of the lottery judgment based on the First-In-First-Out method) caused by satisfying the conditions for implementing this predetermined lottery, the varying display of the identification pattern (a special pattern associated with the ball scoring at the starting gate, or a normal pattern associated with the ball scoring at gate 28) will begin on the gaming machine display device (pattern display / segment display unit).

[0016] When a predetermined time has elapsed since the start of the display of the identifying pattern, the identifying pattern is displayed in a stopped state in a predetermined type of stopped display mode corresponding to the result of a predetermined lottery, thereby enabling the game to progress in such a way that the game result (announcement of win or loss) is derived.

[0017] In addition, while the identification pattern is being displayed in a changing state, the display device (liquid crystal display) for the gaming machine can display one or more different presentation patterns, and a presentation notification (video display using predetermined pictures) related to the game progress (during the display of the changes) is given in accordance with a predetermined presentation scenario (presentation change pattern) that takes into account the result of a predetermined lottery. This makes it possible to notify the player of a prior suggestion (preview) regarding the likelihood of winning before the result of the predetermined lottery is derived (before the identification pattern is displayed stopped), resulting in a game that can heighten the player's expectations regarding the gaming profits (prize balls, bonus status, useful information) that can be obtained thereafter.

[0018] Then, when the type of the stopped identification pattern results in a winning result (stopped display of a winning identification pattern) that allows the player to transition to a special game (jackpot or small prize) that is more advantageous to the player than normal game, a predetermined movable part (opening / closing device) provided in correspondence with a predetermined specific ball entry port (prize entry port or large prize entry port) on the game board that is in a state (closed) that makes it difficult for a ball to enter during normal game is operated to make it easier to enter the ball (open), resulting in a game that allows the player to earn a predetermined gaming profit by entering the game ball into that specific ball entry port.

[0019] In addition, the execution condition (start) of a specified movable part may be triggered by the announcement of the winning result, or by the game ball entering a predetermined specific ball entry area after the winning result is announced (satisfying specified operating requirements).

[0020] Furthermore, after the end of a special game, etc., it is possible to transition to an advantageous state (a bonus state or chance period in which the game can progress more advantageously than in normal game) based on at least one of a probability-changing state in which the probability of winning a predetermined lottery is made higher than the probability corresponding to normal game (low probability state), and / or a time-saving state (hereinafter sometimes referred to as a time-saving state, time-saving game state, or time saving) in which the execution efficiency of the variable display of identification patterns can be made higher than in normal game, and by making this advantageous state possible based on the achievement of predetermined start conditions (lottery results, number of games played, detection of a predetermined ball entering, after the end of a predetermined game state, etc.), it is possible to carry out a game progression that increases the interest of the game.

[0021] [Gaming machine structure] A pachinko gaming machine 1 according to the present embodiment (hereinafter, referred to as the present pachinko gaming machine 1) will be described with reference to the drawings. In the following description, the left and right directions of each part of the present pachinko gaming machine 1 will be described as being the same as the left and right directions for a player facing the present pachinko gaming machine 1. Also, the front direction of each part of the present pachinko gaming machine 1 will be described as the direction approaching the player facing the present pachinko gaming machine 1, and the rear direction of each part of the present pachinko gaming machine 1 will be described as the direction away from the player facing the present pachinko gaming machine 1.

[0022] As shown in FIG. 1, the pachinko game machine 1 of the embodiment includes a game machine frame 50. The game machine frame 50 includes an outer frame 50a, an inner frame 50b, and a front door 51 (front frame). The outer frame 50a is a vertically rectangular frame body that forms the outer hull of the pachinko game machine 1. The inner frame 50b is a vertically rectangular frame body that is disposed inside the outer frame 50a and that mounts the game board 2. The front door 51 is disposed on the front side of the outer frame 50a and the inner frame 50b and is a vertically rectangular frame body that protects the game board 2. The front door 51 is the part that faces the player and is decorated with various ornaments.

[0023] The gaming machine frame 50 is configured with a hinge portion 1a on the left end side. The hinge portion 1a allows the front door 51 to rotate freely with respect to the outer frame 50a and the inner frame 50b, and the inner frame 50b to rotate freely with respect to the outer frame 50a and the front door 51.

[0024] An opening is formed in the center of the front door 51, and a transparent plate 51a is attached to the opening so that the player can see the game area 3 (see FIG. 7) described below. The transparent plate 51a is a glass plate in this embodiment, but it may be a transparent synthetic resin plate. In other words, the transparent plate 51a may be any plate that allows the game area 3 to be seen from the front.

[0025] In addition, the front door 51 is provided with a handle 60a for shooting game balls toward the game area 3 with a shooting strength according to the rotation angle.

[0026] A storage device 25 (see FIG. 3), which will be described later, is provided at the bottom of the inner frame 50b. A predetermined number of game balls are stored in the storage device 25. The stored game balls are shot toward the game area 3, and then flow down the game area 3 and return to the storage device 25. In this way, the game balls stored in the storage device 25 are sealed inside the pachinko game machine 1, and are designed to circulate without being discharged to the outside of the pachinko game machine 1.

[0027] In other words, this pachinko game machine 1 is a game machine (a so-called "enclosed type pachinko machine") in which the game balls enclosed inside flow down the game area 3, then circulate and can enter the game area 3 again. Therefore, unlike a game machine (a so-called "non-enclosed type pachinko machine") in which the game balls contained inside flow down the game area 3 and then are discharged to the outside, it does not require a mechanism (a prize ball payout device, a prize ball motor, an upper tray, a lower tray, etc.) for paying out game balls to a player.

[0028] As a result, the lower part of the present pachinko machine 1 can be made more compact than that of conventional non-enclosed pachinko machines. In the present pachinko machine 1, the front door 51 does not have an upper tray or a lower tray for storing game balls, so the player cannot touch the game balls.

[0029] At the bottom of the front door 51, there are provided an effect button (input section) 63 and a select button 64 (see the plan view within the dashed line in FIG. 1) that the player can operate during effects that are executed as the game progresses. The select button (cross key) 64 is composed of an up button, a down button, a left button, and a right button. The effect button 63 also has an internal light-emitting body (not shown) and a vibration device 63b built in. The front door 51 is also provided with a decorative frame lamp 66 and a speaker 67 that outputs sound.

[0030] In addition, in this pachinko game machine 1, a ball holding indicator 61 is provided in the center of the lower part of the front door 51. The ball holding indicator 61 displays the number of game balls that can be released by the player by operating the handle 60a at the present time as the number of balls held. The ball holding indicator 61 is composed of six 7-segment indicators arranged horizontally so that it can display a six-digit number.

[0031] 1, the ball holding indicator 61 shows "2500", which means that the player has 2500 balls. The display control of the ball holding indicator 61 is executed by the payout control microcomputer 171.

[0032] In this pachinko game machine 1, the internal light emitter emits light, causing the effect button 63 to emit light. Also, the vibration device 63b vibrates, causing the effect button 63 to vibrate. There are multiple types of light emission modes of the internal light emitter. Specifically, the light emission modes of the internal light emitter include a white light emission mode in which the internal light emits white light, a yellow light emission mode in which the internal light emits yellow light, and a red light emission mode in which the internal light emits red light.

[0033] In this embodiment, input of the effect button 63 is enabled when a predetermined effect is triggered during the fluctuation of special symbols or during a predetermined winning state, or when one of multiple effects is selected and executed, and at this time, the internal light-emitting element may emit light of a predetermined color and / or the vibration device 63b may vibrate in a predetermined pattern.

[0034] At this time, by inputting the effect button 63 (by pressing it once, pressing it for a long time, pressing it repeatedly, etc.), it is possible to activate a specified effect, or to select and determine one of a plurality of effects.

[0035] On the game board 2, a game area 3, in which game balls released by operating a handle 60a flow down, is formed and surrounded by a rail member 4. In addition, a decorative board lamp 5 (see FIG. 6) is provided on the game board 2. A plurality of game nails (not shown) for guiding the game balls are provided in the game area 3.

[0036] The handle 60a shown in FIG. 1 is configured so that air blown from a blower (pump actuator) 60b built into the handle 60a can be discharged from a discharge hole 60c during a game (during the variably displayed special symbols).

[0037] Specifically, the blower 60b is configured as a pump actuator capable of continuously generating instantaneous wind. However, the present invention is not limited to the pump actuator configuration, and other blowers capable of generating wind as desired (for example, a fan such as an electric fan) may be used instead of the pump actuator.

[0038] In addition, in this embodiment, the drive control is configured to drive the pump actuator to generate wind in conjunction with the changing display of the performance pattern or the performance display of a predetermined pattern (operation instruction image 63c, etc.) on the display screen 7a of the image display device 7, but the drive control of the pump actuator (including other air blowing devices) may also be configured to coincide with other timing in the game process of the pachinko game machine 1.

[0039] Therefore, when a player holds the handle 60a near the front of the pachinko game machine 1, the player can experience an airflow effect based on the air blowing out from the air blower 60b (tactile information that can be perceived by the sense of touch) in the palm of the player's hand, by gripping the lever portion 60e (by turning on the touch switch 114 (see Figure 5)).

[0040] In addition, near the front of this pachinko game machine 1 (around the ball holding display 61), a vibration effect based on vibrations (tactile information that can be perceived by the sense of touch) generated by the vibration device 63b can be given to a player who presses the effect button 63 (turning on the effect button detection switch 63a (see Figure 6) / predetermined input processing).

[0041] The position at which the air blowing device 60b or the vibration device 63b is provided may be any suitable position on the front side of the pachinko game machine 1, so long as it is a position at which it is possible to provide a player sitting in front of the pachinko game machine 1 with tactile sensory information (wind / vibration) that can be perceived by the player.

[0042] In this case, for example, a vibration device 63b may be provided in the handle 60a, and vibrations (tactile sensory information) generated by the vibration device 63b may be transmitted to the vicinity of the front side of the pachinko game machine 1 (around the palm of the player holding the handle 60a). Also, a blower 60b may be provided in the speaker 67, and a configuration may be adopted in which wind can be blown from an outlet hole provided in the front side of the speaker 67 to the vicinity of the front side of the pachinko game machine 1 (around the face of the player viewing the image display device 7).

[0043] 1, an image display device 7, which is a liquid crystal display device, is provided near the center of the game area 3. The display screen (display unit, display) 7a of the image display device 7 has a performance pattern display area that performs a variable display of performance patterns 8 (8L, 8C, 8R, also called decorative patterns) synchronized with the variable display (variable display) of a first special pattern (hereinafter also called special pattern 1) and a second special pattern (hereinafter also called special pattern 2) described below.

[0044] The performance symbol display area consists of three display areas, for example, "left," "middle," and "right." The left display area displays the left performance symbol 8L, the middle display area displays the middle performance symbol 8C, and the right display area displays the right performance symbol 8R. Each performance symbol consists of multiple symbols, for example, numbers from "1" to "9."

[0045] The image display device 7 clearly displays the results of the variable display of special chart 1 and special chart 2 (i.e., the result of the jackpot lottery) displayed on the special chart 1 display device 41a and special chart 2 display device 41b (see Figure 4) described below by combining the left, center, and right performance patterns.

[0046] For example, if a big win is won, the display will stop with a repeating number such as "777". If the special number is lost, the display will stop with a barrage number (a missing number for the special number) such as "263". If a small win is won, the display will stop with a predetermined small win number (which can be set arbitrarily, and may be a repeating number or a barrage number).

[0047] This makes it easier for players to understand the progress of the game. In other words, players generally do not understand the results of the big win lottery on the special chart 1 display 41a or the special chart 2 display 41b, but on the image display device 7. The positions of the display areas of the performance symbols 8L, 8C, and 8R do not have to be fixed.

[0048] In addition, the variable display of the performance symbols may be, for example, scrolled up and down. In addition, the combination of performance symbols to be displayed according to each lottery result can be arbitrarily changed, and the performance symbols may be displayed according to a special number including a predetermined special symbol when a big win or a small win is won.

[0049] The image display device 7 displays on the display screen 7a not only the effect pattern change effect using the effect patterns as described above (also called "decorative pattern change effect" or simply "change effect"), but also the big win effect performed in parallel with the big win game, and the demo effect for waiting for customers. In the effect pattern change effect, in addition to the effect patterns such as numbers, effect images other than the effect patterns such as background images and character images are also displayed.

[0050] In addition, this pachinko game machine 1 has a function that allows the player to operate the effect button detection switch (SW) 63a and the select button detection switch 64a (see Figure 6) to arbitrarily change and set the trigger for outputting a specified game notification regarding the effects when the special pattern is changing or during a specified winning state, the frequency of occurrence of reach effects (notices), etc.

[0051] Specifically, a menu image can be displayed on the image display device 7 when a demo presentation for waiting customers is being displayed, and the presentation can be changed to suit the player's preferences based on the display of the menu image.

[0052] With regard to changing the settings to suit the player's preferences, the player may be able to use the select button 64 to change the presentation style of the presentation performed while the special pattern is changing, change the frequency of presentations (such as reach presentations and pre-reading presentations) (including not generating any presentation), change the frequency of air presentations generated based on the air blower 60b or vibration presentations generated based on the vibration device 63b (including not generating any presentation), and change the so-called auto button function (a function that allows a button presentation to be executed as if a button had been pressed, without the button being pressed).

[0053] In addition, the display screen 7a of the image display device 7 is provided with a reserve icon display area 7a1 that can display one or more (up to four in this embodiment) reserve icons 9 according to the number of special chart reserves (storage of judgment information that can be stored in the special chart 1 reserve memory unit 85a or the special chart 2 reserve memory unit 85b in the reserve memory unit 85 described below), and that can move each reserve icon 9 in a predetermined direction (to the left in this embodiment).

[0054] Furthermore, the display screen 7a of the image display device 7 is provided with a hold icon display area 7a2 adjacent to the left side of the hold icon display area 7a1, which makes it possible to display a predetermined hold icon 9D (the one at the left end) displayed in the hold icon display area 7a1 based on the final movement (left shift / disappearance of display) of the hold icon 9D.

[0055] In addition, the reserved icon display area 7a2 can also display the base icon 9E. The base icon 9E can be displayed as a receptacle notification (a suggestion of the display position of the reserved icon 9D) indicating the destination corresponding to the disappearance of the reserved icon 9 from the reserved icon display area 7a1 that has finally been shifted left.

[0056] The reserved icon 9 that can be displayed in the reserved icon display area 7a1 can be displayed in the reserved icon display area 7a1 based on the opportunity of a special winning (a ball entering a starting hole described later) that can store and store judgment information (a random number for a special winning) in the special drawing 1 reserved memory unit 85a (or the special drawing 2 reserved memory unit 85b). In addition, the reserved icon 9 can display icons in the number according to the number of memories stored based on each special drawing winning (in this embodiment, corresponding to one memory, two memories, three memories, and four memories).

[0057] In addition, the hold icon 9 can have a display color and / or display form shown according to each displayed hold icon 9, which corresponds to a predetermined reliability (preliminary judgment before a pass / fail judgment is made, a so-called pre-reading judgment) (so-called hold change). Note that in this embodiment, as shown in FIG. 1, it is possible to change the hold icon 9A from a white (low reliability) hold icon 9A used under normal circumstances to a green (medium reliability) hold icon 9B or a red (high reliability) hold icon 9C based on a predetermined reliability.

[0058] In addition, the reserved icon 9 of special drawing 1 corresponding to the reserved drawing 1 (storage in the reserved drawing 1 storage unit 85a) or the reserved icon 9 of special drawing 2 corresponding to the reserved drawing 2 (storage in the reserved drawing 2 storage unit 85b) is displayed in a distinguishable manner. As a result, when one or more reserved icons 9 are displayed in the reserved drawing icon display area 7a1, the number of reserved special drawing 1 (or reserved special drawing 2) memories displayed on the reserved special drawing 1 display unit 43a (or reserved special drawing 2 display unit 43b) described later can be clearly shown to the player.

[0059] Furthermore, one or more reserved icons 9 that can be displayed in the reserved icon display area 7a1 read one piece of judgment information stored corresponding to the special chart reservation from the reserved memory unit 85 to judge whether or not the lottery (special chart lottery described below) is a win or lose, and are capable of being displayed in a moving manner that shifts one to the left each time the result of the judgment is announced.

[0060] Then, at the time of the final movement (final left shift), the reserved icon 9D corresponding to a specified (the one at the left end) reserved icon 9 (display color / display form) that is the target of reading out the memory (determination information) related to the special chart reserved that was the oldest reserved waiting icon can be displayed as if it has been moved to the left toward the reserved icon display area 7a2.

[0061] The reserved icon 9D can continue to be displayed until a predetermined trigger occurs during the variable display of the special chart, which is executed based on the left shift movement of the final reserved icon 9 to the reserved icon display area 7a2, or until a predetermined trigger occurs at the end of the variable display of the special chart, and when the predetermined trigger occurs, the reserved icon 9D can be made to disappear from the reserved icon display area 7a2, or the reserved icon 9D and the pedestal icon 9E can be made to disappear from the reserved icon display area 7a2.

[0062] Therefore, the reserved icon 9D disappears at a predetermined trigger before the variable display of the special symbol (determination of the lottery for the special pattern) based on the special symbol 1 reserved (special symbol 2 reserved) becomes a stopped display and ends, thereby clearly indicating to the player that the next reserved icon 9D can be displayed.

[0063] In addition, the reserve icon 9D serves as a prior notice in response to the variable display (before the announcement of the judgment of whether it is a win or a lose) of the special chart corresponding to 0 memories (a win or a lose judgment when the memory storage area for reading in question becomes empty) based on the memory clearing (judgment information read out to make a judgment from the reserve memory unit 85) of the special chart 1 reserve memory unit 85a (or the special chart 2 reserve memory unit 85b), making it possible to make an indication of the reliability of the win or a lose (award of the special prize) based on the display mode (display color / display form) shown until the specified trigger occurs.

[0064] In addition, the display mode of the hold icon 9D displayed in the hold icon display area 7a2 may be made to be the same as the hold icon 9 that ultimately shifts to the left (disappears from the hold icon display area 7a1), or it may be made to have a different reliability (in this embodiment, an increased reliability) than the hold icon 9 that ultimately shifts to the left.

[0065] A center decorative body 10 is arranged near the center of the game area 3, surrounding the image display device 7, so as to cover a portion of the image display device 7 (display area 7a). A stage section 11 capable of guiding game balls rolling on the upper surface to a first starting opening 20, which will be described later, is formed at the bottom of the center decorative body 10. A warp section 12 is provided at the left side of the center decorative body 10, which allows game balls to flow in from an entrance and out to the stage section 11 from an exit. Furthermore, a decorative member 13 representing letters, figures, etc. is arranged at the top of the center decorative body 10.

[0066] Below the image display device 7 in the game area 3, a fixed winning device 19 is provided with a first starting hole 20 that does not change the ease with which a game ball can enter. The first starting hole 20 is also called the first winning hole, fixed ball entry hole, or first ball entry hole. The entry of a game ball into the first starting hole 20 triggers a lottery for a first special symbol (special symbol 1) (a big win lottery, i.e., the acquisition of a special symbol winning random number related to the lottery information (judgment information)).

[0067] Also, at the upper right of the first starting hole 20, there is provided a normal variable winning device (ball winning support means / so-called electric tulip, normal electric device, hereafter referred to as electric chute) 22 equipped with a second starting hole (first ball entry hole) 21. The second starting hole 21 is also called the second winning hole, variable ball entry hole, or second ball entry hole. The entry of a game ball into the second starting hole 21 triggers the drawing of a second special symbol (special symbol 2) (a big win lottery, i.e., the acquisition of a special symbol winning random number etc. (judgment information) related to the lottery information).

[0068] The electric chute 22 is provided with a sliding movable member (ball entrance opening / closing member, movable part) 23 based on a plate material that can move back and forth, and opens and closes the second starting hole 21 by operating the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (see FIG. 5).

[0069] The second starting hole 21 can capture a game ball only when the movable member 23 is open (i.e., when the movable member 23 is in the open state and protrudes forward from the board surface), and the captured game ball can enter the hole by being guided via the movable member 23. In other words, when the movable member 23 is closed (i.e., when the movable member 23 is in the closed state and retracted behind the board surface), the game ball cannot be captured and therefore cannot enter the hole.

[0070] It is also possible to use an electric tulip (well-known) consisting of a vane-type movable member that opens and closes in the left-right direction along the surface of the board.

[0071] Further, below the first starting hole 20 in the game area 3, a first large prize device (first special variable prize device, other special prize means) 31 equipped with a first large prize hole (other special prize hole) 30 is provided.

[0072] The first large prize winning device 31 is provided with an opening / closing member (another special prize winning opening opening / closing member) 32 that can be opened or closed, and the first large prize winning opening 30 is opened or closed by the operation of the opening / closing member 32. The opening / closing member 32 is driven by a first large prize winning opening solenoid 33 (see FIG. 5). The first large prize winning opening 30 can capture a game ball only when the door-like opening / closing member 32 is open (i.e., when in the open state), and the captured game ball is guided to the opening via the opening / closing member 32, making it possible for the ball to enter the opening.

[0073] Further, to the right of the first large prize opening 30 in the game area 3, a second large prize opening device (second special variable prize opening device, special prize means) 36 equipped with a second large prize opening (corresponding to a special prize opening) 35 is provided. The second large prize opening device 36 is equipped with an opening / closing member (special prize opening opening / closing member) 37 that can be opened or closed, and the second large prize opening 35 is opened or closed by the operation of the opening / closing member 37.

[0074] The opening / closing member 37 is of a sliding type in which a plate material moves back and forth, and is driven by a second large prize opening solenoid 38 (see FIG. 5). The second large prize opening 35 allows game balls to fall from its opening only when the sliding opening / closing member 37 is open (i.e., when it is in the open state and recessed behind the board surface), and the game balls can enter the opening when the sliding opening / closing member 37 is closed (i.e., when it is in the closed state and protruding forward from the board surface), so the game balls cannot be dropped and therefore cannot enter the opening.

[0075] 2, a specific area (V area) 39 and a non-specific area 70 through which a gaming ball that has passed through the second large prize opening 35 can pass are formed inside the second large prize winning device 36. In the second large prize winning device 36, a second large prize opening sensor 35a that detects the winning of a gaming ball into the second large prize opening 35 is disposed upstream of the specific area 39 and the non-specific area 70.

[0076] In addition, a specific area sensor 39a is disposed in the specific area 39 to detect the passage of a gaming ball into the specific area 39. In addition, a non-specific area sensor 70a is disposed in the non-specific area 70 to detect the passage of a gaming ball into the non-specific area 70. In addition, the second large prize device 36 includes a distribution member 71 that distributes gaming balls that have passed through the second large prize opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71.

[0077] When the distribution member solenoid 73 is energized, the distribution member 71 takes a first state (passage-permitting state) in which it distributes the game ball to a specific area 39, and when the distribution member solenoid 73 is not energized, the distribution member 71 takes a second state (passage-blocking state) in which it distributes the game ball to a non-specific area 70.

[0078] 2, when the distribution member solenoid 73 is energized, the distribution member 71 is in a passing allowance state in which the game ball is allowed to pass through to the specific area 39. When the distribution member 71 is in the passing allowance state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a and then passes through the specific area 39. This route of the game ball is called the first route.

[0079] As shown by the dashed line portion (distributing member 71 located on the left side) indicated by the double-headed arrow (bidirectional arrow) in Fig. 2, when the distributing member solenoid 73 is not energized, the distributing member 71 is in a passage-blocking state that prevents the passage of game balls to the specific area 39. When the distributing member 71 is in a passage-blocking state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a, then rolls on the distributing member 71 and passes through the non-specific area 70. This route of the game ball is called the second route.

[0080] In the present pachinko game machine 1, the passage of the game ball into the specific area 39 is a trigger for the execution of a jackpot game, which will be described later. In other words, in this embodiment, the jackpot lottery is also performed depending on whether or not the game ball passes through the specific area 39.

[0081] A jackpot won by the lottery on Special Chart 1 or the lottery on Special Chart 2 mentioned above is called a Type 1 jackpot, and a jackpot won by the passing of the game ball into specific area 39 (so-called V entry) is called a Type 2 jackpot.

[0082] In addition, a jackpot game that is played when a Type 1 jackpot is won is called a Type 1 jackpot game, and a jackpot game that is played when a Type 2 jackpot is won is called a Type 2 jackpot game. A Type 1 jackpot is also called a direct hit jackpot. In this way, this pachinko gaming machine 1 is a so-called Type 1 / Type 2 mixed machine. In the following, a "win game" may be used as a general term for a game related to a Type 1 jackpot and a game related to a Type 2 jackpot.

[0083] 1, a gate (second ball entrance) 28 through which the gaming ball can pass is provided above the second starting opening 21 in the gaming area 3. The passage of the gaming ball through the gate 28 triggers the execution of a normal symbol lottery (i.e., the acquisition of a normal symbol-related random number (judgment information) related to the lottery information) for determining a normal symbol (hereinafter also referred to as a normal symbol) that determines whether or not the electric chute 22 is opened (condition establishment).

[0084] Furthermore, a normal winning hole 27 is provided at the lower left of the game area 3. Also, at the bottom of the game area 3, an outlet 6 is provided for discharging game balls that have been shot into the game area 3 but have not won in any of the winning holes.

[0085] The game area 3, in which various ball entry ports (starting ports, etc.) are arranged, includes a left game area (first game area) 3A on the left side of the center in the left-right direction, and a right game area (second game area) 3B on the right side.

[0086] In this way, the game area 3, in which various ball entry holes (starting holes, etc.) are arranged, has a left game area (first game area) 3A on the left side of the center in the left-right direction, and a right game area (second game area) 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a left hit. On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a right hit.

[0087] In this pachinko game machine 1, the flow path through which the game ball flows when the player plays with a left-handed hit is called the first flow path R1, and the flow path through which the game ball flows when the player plays with a right-handed hit is called the second flow path R2.

[0088] On the first flow path R1, a first start port 20, a first big winning device 31, and an outlet 6 are provided. A player aims to win at the first start port 20 by hitting a game ball so that it flows down the first flow path R1.

[0089] Meanwhile, on the second flow path R2, there are provided a gate 28, an electric chute 22, a second large prize device 36, a first large prize device 31, and an outlet 6. The player aims to pass the game ball through the gate 28, or to win in the second start port 21 related to the electric chute 22, the first large prize port 30, or the second large prize port 35 by hitting the game ball so that it flows down the second flow path R2.

[0090] In addition, in this pachinko game machine 1, one discharge path (not shown) is provided on the back side of the game area 3. This discharge path is connected to the general winning opening 27, the first start opening 20, the electric chute 22 (second start opening 21), the first large winning opening 30, the second large winning opening 35, and the out opening 6. Therefore, game balls that enter the general winning opening 27, the first start opening 20, the electric chute 22 (second start opening 21), the first large winning opening 30, the second large winning opening 35, and the out opening 6 will always pass through the discharge path on the back side of the game area 3.

[0091] The discharge path is provided with a discharge port sensor 15a (see FIG. 5) capable of detecting game balls, and game balls that pass through the discharge path head toward the storage device 25, which will be described later. In this way, the game balls shot toward the game area 3 enter either the general winning port 27, the first starting port 20, the electric chute 22 (the second starting port 21), the first large winning port 30, the second large winning port 35, or the out port 6, and then travel through the discharge path to be detected by the discharge port sensor 15a. The game balls that have passed through the discharge path are then stored in the storage device 25.

[0092] In this embodiment, the gate 28, the electric chute 22, and the second large prize device 36 are unitized and can be attached to and detached from the game board 2 as a single structure. Also, the fixed prize device 19 and the first large prize device 31 are unitized and can be attached to and detached from the game board 2 as a single structure.

[0093] As shown in Figures 1, 4 and 5, displays 40 are arranged on the lower right side of the game board 2 to enable the display of predetermined identification patterns (identification information) that can start a fluctuation corresponding to each ball entry port (starting port, gate 28).

[0094] The displays 40 include a special pattern 1 display 41a which variably displays the first special pattern (special pattern 1), a special pattern 2 display 41b which variably displays the second special pattern (special pattern 2), and a regular pattern display 42 which variably displays the regular pattern (regular pattern).

[0095] The displays 40 also include a special drawing 1 hold display 43a which displays the number of activation holds (hereinafter also referred to as special drawing 1 holds) stored in the special drawing 1 display 41a, a special drawing 2 hold display 43b which displays the number of activation holds (hereinafter also referred to as special drawing 2 holds) stored in the special drawing 2 display 41b, and a regular drawing hold display 42a which displays the number of activation holds (hereinafter also referred to as regular drawing holds) stored in the regular drawing display 42.

[0096] The variable display of special chart 1 is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of special chart 2 is triggered by the entry of a gaming ball into the second starting hole 21. In the following explanation, special chart 1 and special chart 2 are sometimes collectively referred to as special patterns (special charts). In addition, special chart 1 display 41a and special chart 2 display 41b are sometimes collectively referred to as special chart display (special pattern display, pattern display, segment display unit) 41.

[0097] The special pattern display 41 displays the special pattern (special pattern 1 or special pattern 2) in a variable manner (changing display) and then displays a stopped display (end of changing display) to notify (confirm) the result of the lottery (special pattern lottery, jackpot lottery, judgment information regarding win / loss, random number for special patterns) based on the winning at the first starting port 20 or the second starting port 21 until a predetermined time has elapsed.

[0098] The special pattern that is stopped and displayed (the display of the form of the stopped pattern, the display of the form of the special pattern derived as a result of the variable display) is one special pattern selected from multiple types of special patterns (Special Pattern 1 or Special Pattern 2) by a special pattern lottery (hereinafter also referred to as the special pattern lottery).

[0099] When the stopped pattern is a special pattern (jackpot pattern) of a predetermined jackpot stopping mode, a jackpot game is played in which the first jackpot opening 30 is opened in a jackpot opening opening pattern corresponding to the type of jackpot pattern stopped and displayed (i.e., the type of jackpot won).

[0100] In addition, if the stopped pattern is a special pattern (small win pattern) with a predetermined small win stopping mode, a small win game is played in which the second large win opening 35 is opened in a large win opening opening pattern corresponding to the type of small win pattern stopped and displayed (i.e., the type of small win that has been won).

[0101] The opening patterns of the large prize openings (first large prize opening 30 and second large prize opening 35) in the large prize game and the small prize game will be described later.

[0102] As a specific example, the special symbol display 41 (41a, 41b) is composed of eight LEDs arranged horizontally, and displays a special symbol according to the result of the big win lottery by the lighting state of the LEDs.

[0103] For example, if a big win (one of the multiple types of big wins described below) is won, the 1st, 2nd, 5th, and 6th LEDs from the left will light up to display a big win symbol (special symbol to notify a big win), such as "○○●●○○●●" (○: lit, ●: unlit). Also, if a small win (one of the multiple types of small wins described below) is won, the 5th and 6th LEDs from the left will light up to display a small win symbol (special symbol to notify a small win), such as "●●●●○○●●".

[0104] In addition, in the case of a special symbol miss (one of the misses of the multiple types of special symbols described below), a special miss symbol (special symbol to notify a miss) is displayed with only the rightmost LED lit, such as "●●●●●●●○". In addition, a special symbol (one of the special miss symbols, hereinafter also referred to as a special symbol miss) to notify a special miss (a hit in the C time reduction) is used in which all LEDs are turned off.

[0105] In addition, before the special symbol is displayed in a stationary state, the special symbol is displayed in a variable manner (variable display) for a predetermined variable time, and the manner of the variable display is, for example, that each LED lights up so that light flows repeatedly from left to right. Note that the manner of the variable display can be changed as appropriate, such as all LEDs flashing at once if each LED is not displayed in a stationary state (lighting display in a specific manner).

[0106] In this pachinko game machine 1, when a game ball enters the first start hole 20 or the second start hole 21 (detected by a sensor), the various random number values ​​(judgment information) related to the special chart lottery information (special chart winning random number, etc.) obtained as a special chart winning result (hereinafter also referred to as a start winning result) due to the ball entering are temporarily stored in the special chart 1 reserve memory unit 85a or special chart 2 reserve memory unit 85b (see Figure 5) until the judgment process related to the corresponding special chart lottery is completed (in other words, the change in the pattern is executed and the actual judgment of each random number (each judgment information) is executed).

[0107] In detail, when a ball enters the first starting hole 20 (sensor detection), various random number values ​​(judgment information) related to the special chart 1 lottery information (random number for special chart 1, etc.) obtained based on the special chart 1 winning (starting winning) resulting from that ball are stored in the special chart 1 reserve memory unit 85a (see Figure 4) as special chart 1 reserve (judgment information to be reserved).

[0108] In addition, when a ball enters the second starting hole 21 (detected by the sensor), various random number values ​​(judgment information) related to the special chart 2 lottery information (special chart 2 winning random number, etc.) obtained based on the special chart 2 winning (starting winning) resulting from that ball are stored in the special chart 2 reserve memory unit 85b (see Figure 4) as special chart 2 reserve (judgment information to reserve).

[0109] There is an upper limit to the number of special drawing 1 reservations that can be stored in the special drawing 1 reservation memory unit 85a and the number of special drawing 2 reservations that can be stored in the special drawing 2 reservation memory unit 85b, and the upper limit value (upper limit number of memories, upper limit number of reservations) in this embodiment is "4".

[0110] The special symbol 1 reservation stored in the special symbol 1 reservation memory unit 85a is consumed when the variable display of the special symbol based on the special symbol 1 reservation (determination of the lottery for the special symbol) becomes possible (when the start condition (start of the lottery determination) is satisfied). The consumption of the special symbol 1 reservation means determining the special symbol lottery information (determination information) such as the special symbol winning random number corresponding to the special symbol 1 reservation, and executing the variable display of the special symbol to show the determination result (winning state or losing state).

[0111] Therefore, in this pachinko game machine 1, if the variable display of the special pattern based on the winning of a game ball into the first starting hole 20 cannot be performed immediately after the winning, that is, if a winning occurs in the first starting hole 20 while the variable display of the special pattern is being executed or while a jackpot game is being executed, the right to the jackpot lottery for that winning (determination of the special pattern lottery information (determination information) related to the special pattern related random number) can be reserved until it reaches a predetermined upper limit value.

[0112] The number of such reserved special drawings 1 is displayed on the reserved special drawing 1 indicator 43a. Specifically, the reserved special drawing 1 indicator 43a is composed of four LEDs. The reserved special drawing 1 indicator 43a displays the number of reserved special drawings 1 by lighting up the LEDs as many as the number of reserved special drawings 1.

[0113] In addition, the special symbol 2 reservation stored in the special symbol 2 reservation memory unit 85b is consumed when the variable display of the special symbol based on the special symbol 2 reservation (determination of the lottery for the special symbol) becomes possible (when the start condition (start of lottery determination) is satisfied). The consumption of the special symbol 2 reservation means determining the special symbol lottery information (determination information) such as the special symbol winning random number corresponding to the special symbol 2 reservation, and executing the variable display of the special symbol to show the determination result (winning state or losing state).

[0114] Therefore, in this pachinko game machine 1, if the variable display of the special pattern based on the entry of a game ball into the second starting port 21 cannot be performed immediately after the entry, that is, if a prize is awarded into the second starting port 21 while the variable display of the special pattern is being executed or while a jackpot game is being executed, the right to the jackpot lottery for that entry (determination of the special pattern lottery information (determination information) related to the special pattern related random number) can be reserved until it reaches a predetermined upper limit value.

[0115] The number of such reserved special drawings 2 is displayed on the reserved special drawing 2 display 43b. Specifically, the reserved special drawing 2 display 43b is composed of four LEDs. The reserved special drawing 2 display 43b displays the number of reserved special drawings 2 by lighting up the LEDs as many as the number of reserved special drawings 2.

[0116] In addition, if a prize is won at the second starting port 21 during the execution of the variable display of the special drawing 2, the value of various random numbers (judgment information) based on the prize may not be acquired. In other words, the special drawing 2 may not be reserved beyond the upper limit value "1".

[0117] The variable display of the normal map is triggered by the passage of the gaming ball through the gate 28. The normal map display 42 displays the normal map variably (variably) and then stops (display ends), thereby announcing (confirming) the result of the lottery (normal map lottery, judgment information regarding the success or failure of the normal map lottery, random number information for the normal map) based on the passage of the gaming ball through the gate 28 until a predetermined time has elapsed.

[0118] The regular symbol displayed when the ball is stopped (the display of the regular symbol pattern derived as the stopping result after the variable display) is one selected from among multiple types of regular symbols based on a regular symbol lottery. When the regular symbol displayed when the ball is stopped is a predetermined type of regular symbol (a regular symbol displayed in a stopping mode for winning / regular winning symbol), a supplementary game (so-called easy winning) can be executed in which displacement control is performed to open the second starting hole 21 based on the opening pattern of the electric chute 22 according to the current game state.

[0119] In the following, auxiliary games that can be executed based on an opening pattern of the electric chute 22 that is more advantageous than the normal game state (the opening pattern of the electric chute 22 when not in time-saving mode) are sometimes referred to as "electric support (electric chute support)."

[0120] As a specific example, the general map display 42 is composed of a total of four LEDs, two of which are arranged in the upper and lower rows (see Figure 4), and displays the general map according to the result of the general map lottery depending on the lighting mode of the LEDs.

[0121] For example, if the lottery result is a normal winning pattern (a normal pattern for announcing a win), a normal winning pattern is displayed with all LEDs except the right LED in the lower row lit, such as "○○" in the upper row and "○●" in the lower row (○: lit, ●: unlit). If the lottery result is a normal losing pattern, a normal losing pattern (a normal pattern for announcing a loss) is displayed with all LEDs except the right LED in the lower row unlit, such as "●●" in the upper row and "●○" in the lower row. Note that a mode in which all LEDs are turned off may be used as one of the normal losing patterns.

[0122] Before the normal map is displayed as stopped, the normal map is displayed as changed (variable display) for a predetermined time, and the mode of the change display is, for example, a mode in which each LED repeatedly lights up and goes out one by one in a predetermined order. Note that the mode of the change display can be changed as appropriate, such as all LEDs flashing at the same time if each LED is not displayed as stopped (lighting display in a specific mode).

[0123] In addition, in this pachinko game machine 1, when a game ball passes through gate 28 (sensor detection), the values ​​(judgment information) of various random numbers (regular game related random numbers) such as the regular game winning random number obtained as a regular game winning result from that passage are stored as regular game reserve (judgment information related to regular games) in the regular game reserve memory section 85c in RAM 84, and this regular game reserve is stored temporarily until the judgment process based on the regular game lottery is completed (so-called the change in the pattern in question is executed and the actual judgment of each random number (each judgment information) is executed).

[0124] In this embodiment, when the variable display of the normal map based on the passage of the game ball through gate 28 cannot be performed immediately after the passage, i.e., when the game ball passes through gate 28 while the variable display of the normal map is being executed, or when the game ball passes through gate 28 during the opening process of electric chute 22, the right to judge the normal map lottery for that passage (judgment of judgment information (normal map lottery information) based on normal map related random numbers) is reserved and stored up to an upper limit value. Specifically, the upper limit value (upper limit memory number, upper limit reserved number) is set to "4".

[0125] The reserved regular figures stored in the reserved regular figures memory unit 85c can be consumed when the variable display of the regular figures (determination of the lottery for the regular figures) becomes possible based on the consumption of other reserved regular figures stored in the memory (when the start condition (start of the lottery determination) is met). Here, the consumption of reserved regular figures refers to the time when the determination information (regular figure lottery information) is determined based on the random number related to the regular figures (such as the winning random number of the regular figure) corresponding to the reserved regular figure, and the variable display of the regular figure is executed to show the result of the determination (won or lost).

[0126] The number of reserved maps is displayed on the reserved map display 42a. Specifically, the reserved map display 42a is composed of four LEDs. The reserved map display 42a displays the number of reserved maps by turning on the LEDs for each reserved map.

[0127] In addition, if the variable display of the normal map based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, if the gate 28 is passed while the variable display of the normal map is being executed or while the electric chute 22 is being opened, the configuration may be such that the normal map-related random number based on the passage is not acquired. In other words, if the operation hold (normal map hold) of the normal map display 42 exceeds the upper limit value "1", it may be configured not to store it.

[0128] [Configuration of storage device 25] Next, the configuration of the storage device 25 will be described with reference to Fig. 3, and a case will be described in which game balls stored in the storage device 25 are launched toward the game area 3. The storage device 25 stores game balls that have flowed down the game area 3 in the lower part of the inner frame 50b, and launches the stored game balls toward the game area 3 based on the rotation operation of the handle 60a.

[0129] As shown in FIG. 3(A), the storage device 25 includes a storage section 25a capable of storing a predetermined number of game balls, and a ball striking hammer 25b capable of firing (strike, launch) the game balls stored in the storage section 25a one by one with a firing strength according to the rotation angle of the handle 60a.

[0130] The game balls shot by the hitting mallet 25b pass through a shooting path HR that extends upward from the storage section 25a and heads toward the game area 3. The shooting path HR communicates with the storage section 25a of the storage device 25 at its lower end and with the game area 3 at its upper end.

[0131] 1, the upper end of the inner rail 62 is the boundary between the upper end of the launch path HR and the game area 3, and a first backflow prevention member 4a is provided at the upper end of the inner rail 62. The first backflow prevention member 4a allows game balls to enter the game area 3 from the launch path HR, while preventing game balls from entering (backflowing) from the game area 3 into the launch path HR, and is rotatably attached to the upper end of the inner rail 62 with its lower end as a fulcrum.

[0132] Specifically, when the game ball moves from the launch path HR toward the game area 3, the first backflow prevention member 4a rotates rightward from the state shown in Fig. 1, thereby allowing the game ball to enter the game area 3. On the other hand, when the game ball moves from the game area 3 toward the launch path HR, the first backflow prevention member 4a cannot rotate leftward from the state shown in Fig. 1, thereby preventing the game ball from entering (backflowing) into the launch path HR.

[0133] 3(A), the launch path HR is provided with a return flow path MR (passing flow path) that branches and extends downward. The upper end of the return flow path MR is connected to the launch path HR, and the lower end of the return flow path MR is connected to the storage section 25a of the storage device 25. A second backflow prevention member 26 is provided at the portion where the upper end of the return flow path MR and the launch path HR join together.

[0134] Here, the side of the launch path HR facing the storage device 25, separated by the second backflow prevention member 26, will be referred to as the "upstream side HR1 of the launch path HR," and the upper side of the launch path HR (the upper end side of the inner rail 62) separated by the second backflow prevention member 26 will be referred to as the "downstream side HR2 of the launch path HR."

[0135] The second backflow prevention member 26 allows the game ball to enter from the upstream side HR1 of the launch path HR to the downstream side HR2 of the launch path HR, while preventing the game ball from entering (backflowing) from the downstream side HR2 of the launch path HR to the upstream side HR1 of the launch path HR. Furthermore, when the game ball flows downward through the downstream side HR2 of the launch path HR, the second backflow prevention member 26 guides the game ball to the return flow path MR while preventing it from entering the upstream side HR1 of the launch path HR.

[0136] As shown in Fig. 3(A), the second backflow prevention member 26 is rotatably attached to the lower wall of the launch path HR with its lower end as a fulcrum. The second backflow prevention member 26 is maintained in a vertically extending position (the state shown in Fig. 3(A)) by the biasing force of a biasing member (not shown).

[0137] Therefore, under normal circumstances, when the game ball stored in the storage section 25a is launched by the striking hammer 25b, it is launched upward toward the launch path HR, as shown in FIG. 3(B). At this time, after passing the upstream side HR1 of the launch path HR, the game ball rotates the second backflow prevention member 26 from the vertically extending position toward the left, as shown in FIG. 3(B). This allows the game ball to enter the downstream side HR2 of the launch path HR. After that, the game ball will enter the game area 3 from the upper end of the launch path HR while maintaining the momentum of the launch.

[0138] After rotating to the left as shown in FIG. 3(B), the second backflow prevention member 26 immediately returns to the vertically extending position (the state shown in FIG. 3(A)) due to the biasing force of a biasing member not shown.

[0139] On the other hand, there is an irregular situation in which the game ball enters from the upstream side HR1 of the launch path HR to the downstream side HR2 of the launch path HR, but the momentum of the game ball when launched is weak, so the game ball cannot enter the game area 3. In this case, the game ball flows downward on the downstream side HR2 of the launch path HR and attempts to enter the upstream side HR1 of the launch path HR.

[0140] However, as shown in Fig. 3(C), the second backflow prevention member 26 cannot rotate to the right from the vertically extending position, and the game ball cannot enter the upstream side HR1 of the launch path HR. Therefore, the game ball is guided by the second backflow prevention member 26 toward the return flow path MR and returns to the storage section 25a through the return flow path MR.

[0141] In this way, a game ball (a so-called "foul ball") that is launched from the storage device 25 but fails to enter the game area 3 can always return to the storage device 25 by passing through the return flow path MR.

[0142] Next, an increase or decrease in the number of balls held (the number of game balls currently available to the player) displayed on the ball holding display 61 (see FIG. 1) will be described.

[0143] As shown in Fig. 3(A), a shot ball detection sensor 16a is disposed at the upper end of the upstream side HR1 of the shot path HR. The shot ball detection sensor 16a detects a game ball passing through the upper end of the upstream side HR1 of the shot path HR.

[0144] Therefore, the game ball is detected by the shot ball detection sensor 16a every time a game ball is shot from the storage device 25. In this case, the number of balls held displayed on the ball display 61 (point data related to electronic winning information stored in the payout RAM 174 described later) is reduced by one ball (1P point data) with each shot of a game ball.

[0145] However, as mentioned above, a foul ball may occur due to the weak momentum of the game ball when it is shot. In this case, the foul ball does not enter the game area 3 and is not involved in the game. However, even if it is a foul ball, the game ball is detected by the shot ball detection sensor 16a, and the number of balls held is reduced by "1". For this reason, there is a risk that the foul ball may cause a disadvantage to the player.

[0146] Therefore, in this embodiment, as shown in Fig. 3(A), a return ball detection sensor 17a is arranged in the return flow path MR. The return ball detection sensor 17a (detection means) detects a game ball (return ball, foul ball) passing through the return flow path MR. Therefore, when a foul ball occurs, as described above, the foul ball will always pass through the return flow path MR, so the return ball detection sensor 17a can detect the foul ball.

[0147] When a game ball is detected by the return ball detection sensor 17a, the number of balls held is increased by "1." In this way, when a foul ball occurs, the number of balls held is decreased by "1" and then increased by "1" (point data for 1P), so that the player is not disadvantaged.

[0148] Although the return ball detection sensor 17a is composed of a photosensor, the configuration of the sensor can be changed as appropriate as long as it can detect a game ball passing through the return flow path MR.

[0149] In this embodiment, the game ball that enters the general winning hole 27 is detected by the general winning hole sensor 27a (see FIG. 5). In this case, the player is considered to have won a prize ball, and the number of balls he or she has is increased by "5" (point data for 5P).

[0150] Furthermore, the game ball that enters the first start hole 20 is detected by the first start hole sensor 20a (see FIG. 5). In this case, the player is deemed to have won a prize ball, and the number of balls he or she has is increased by "3" (point data for 3P). Furthermore, the game ball that enters the second start hole 21 is detected by the second start hole sensor 21a (see FIG. 5). In this case, the player is deemed to have won a prize ball, and the number of balls he or she has is increased by "2" (point data for 2P).

[0151] In addition, the game ball that enters the first big prize opening 30 or the second big prize opening 35 is detected by the first big prize opening sensor 30a or the second big prize opening sensor 35a (see FIG. 5). In this case, the player is considered to have won a prize ball, and the number of balls he or she has is increased by "15" (point data of 15P).

[0152] Note that the increase in the number of balls held (point data according to value in lieu of prize balls) based on balls entering each of the above-mentioned winning slots (general winning slot 27, first starting slot 20, second starting slot 21, first large winning slot 30, second large winning slot 35) is merely one example and can be changed as appropriate.

[0153] [Electrical configuration of the gaming machine] Next, the electrical configuration of the pachinko gaming machine 1 will be described with reference to FIG. 5 and FIG.

[0154] As shown in FIG. 5, this pachinko game machine 1 is equipped with a main control board (game control board) 80 capable of game control related to the awarding of game benefits such as a jackpot lottery and transition to an advantageous game state based on game progress (ball entry into the ball entry port) which can be performed by consuming electronic benefit information (subtraction of point data) in place of game balls (game media) that enable play, a payout control board 170 capable of generation control related to the awarding of electronic benefit information (addition of point data) in place of the payout of game balls that enable play (game benefit, prize balls, balls issued), an IF (INTERFACE) board 88b for connecting this pachinko game machine 1 to the card unit 135, a power supply board 150, etc.

[0155] As shown in FIG. 6, the pachinko game machine 1 is equipped with a sub-control board (performance control board) 90 which performs performance control related to game performance that can be executed in conjunction with the game control of the main control board 80, an image control board 100, a lamp control board 107, an audio control board 106, a drive control board 60d, a power supply board 150, etc.

[0156] The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 170. The power is then supplied to these boards, which then supply the necessary power to other control boards and other devices (prescribed devices such as performance means).

[0157] 5, the main control board 80 and the payout control board 170 in this embodiment are configured to be included as a main control unit (first control device) 89. This main control unit 89 is capable of controlling the circulation of the enclosed game balls (launching, lifting, grinding, control of each device) and controlling the storage processing of electronic winning information.

[0158] The main control board 80 in the main control unit 89 is a board for controlling pachinko games, and is equipped with a game control microcomputer 81 (CPU 82, ROM 83, RAM 84), circuits necessary for communication with other boards, circuits necessary for input from electronic components such as specified sensors, circuits necessary for output to electronic components such as specified solenoids, and an I / O port section 87 such as a connector.

[0159] The main control board 80 then transmits to the payout control board 170 signals related to prize ball commands, etc., which instruct the addition of electronic benefit information (e.g., 3 points) according to the value in lieu of prize balls (points related to the balls issued) based on the detection of a predetermined sensor provided at each winning port, and if the detection of the predetermined sensor is caused by the first starting port 20 or the second starting port 21, it enables predetermined control including control to transmit to the sub-control board 90 a command signal instructing the execution of a performance such as a pattern change pattern (reach, notice) to notify the result of the lottery.

[0160] In addition, the dispensing control board 170 in the main control unit 89 is a board equipped with a dispensing control microcomputer 171 (dispensing CPU 172, dispensing ROM 173, dispensing RAM 174), circuits necessary for communication with other boards, circuits necessary for input from specified electronic components, circuits necessary for output to specified electronic components, a dispensing I / O port 175 such as a connector, and a release switch 176.

[0161] The payout control microcomputer 171 in the payout control board 170 enables predetermined controls including memory update control for enabling electronic winning information to be stored in the payout RAM 174 or clearing the memory of the electronic winning information based on signals from the game control microcomputer 81 (prize ball command, detection signal from the fired ball detection sensor 16a, detection signal from the returned ball detection sensor 17a or magnet detection sensor 18a, etc.) and signals from the card unit (adjacent device) 135 connected to this pachinko game machine 1, and display update control of the numerical value related to the number of held balls (electronic winning information stored in the payout RAM 174) that can be displayed on the held ball display 61.

[0162] In addition, the payout control microcomputer 171 in the payout control board 170 is also capable of controlling the external output of various game information such as a jackpot or the occurrence of a start winning transmitted from the main control board 80, as well as command signals related to error information generated when various abnormalities occur in this pachinko game machine 1, to an adjacent (externally installed) card unit 135.

[0163] In addition, various game information and error information that is to be output externally is output via the card unit 135 to the store's management control device (external equipment device, hall computer) 88c or to a security center server (external equipment device) outside the store, making it possible to manage the error information.

[0164] 5, communication between the payout control board 170 and the card unit 135 (output of signals related to various game information and error information) is performed via an IF board (second control device) 88b. This IF board 88b is arranged so as to be connectable between the payout control board 170 and the card unit 135 in the main control unit 89, and is a board equipped with electronic components such as photocouplers and connectors necessary for safely relaying signals from both sides.

[0165] The main control board 80 and the payout control board 170 are each stored in a separate board storage box (not shown) on the back side of the pachinko game machine 1. This board storage box is made of transparent resin and has a sealed structure (so-called crimped structure) that cannot be opened unless part of it is destroyed. Once opened, traces are left behind, making it possible to detect any unauthorized opening.

[0166] The IF board 88b is installed simply covered with a transparent cover (not shown) without a sealing structure on the back side of the present pachinko game machine 1. However, like the main control board 80 and the payout control board 170, the IF board 88b may also be housed in a board housing box having a sealing structure (so-called crimping structure) that cannot be opened unless a part of it is destroyed.

[0167] 6, the sub-control board 90 and the image control board 100 in this embodiment are configured to be included as a sub-control unit 99. This sub-control unit 99 enables predetermined control including execution control regarding various effects realized using predetermined performance means (such as the image display device 7, panel lamp 5, frame lamp 66, speaker 67, panel movable body 15, air blower 60b, and vibration device 63b).

[0168] The sub-control board 90 in the sub-control unit 99 is a board that controls the performance components, and is equipped with a performance control microcomputer 91 (CPU 92, ROM 93, RAM 94), circuits necessary for communication with other boards, circuits necessary for input from specified electronic components, circuits necessary for output to specified electronic components, and an I / O port section 97 such as connectors, and controls the execution of the image display device 7 and each performance component (movable gimmicks, decorative LEDs, speakers) based on command signals transmitted from the main control board 80, enabling the execution of various performance notifications and abnormality notifications, etc.

[0169] 5 or 6, the power supply board 150 is provided with a backup power circuit 151. When power is not supplied (power is turned on) to the pachinko game machine 1, the backup power circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later. Therefore, the information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when the power to the pachinko game machine 1 is cut off.

[0170] A power switch 155 is also connected to the power supply board 150. The power supply is turned on / off by turning the power switch 155 on / off. A backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, and a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.

[0171] The power supply board 150 is also provided with a RAM clear switch (RAM clear operation means) 152 for causing the CPU 82 to clear information stored in the RAM 84 of the game control microcomputer 81, which will be described later.

[0172] The RAM clear switch 152 is provided on the power supply board 150 located on the back side of the pachinko gaming machine 1. Therefore, only an arcade employee who can open the gaming machine frame 50 can operate the RAM clear switch 152. In other words, the RAM clear switch 152 can be said to be an operating means that cannot be operated by a player.

[0173] The RAM clear switch 152 is a tactile switch, and when the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81. A state in which the RAM clear switch 152 is pressed is referred to as the ON state of the RAM clear switch 152, and a state in which the RAM clear switch 152 is not pressed is referred to as the OFF state of the RAM clear switch 152.

[0174] As shown in Fig. 5, the main control board 80 is equipped with a one-chip microcomputer for game control (hereinafter referred to as "game control microcomputer") 81 for controlling the progress of the game in accordance with a program on the pachinko game machine 1. The game control microcomputer 81 includes a ROM 83 that stores a program for controlling the progress of the game, a RAM 84 used as a work memory, a CPU 82 that executes the program stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals.

[0175] 5, the above-mentioned special drawing 1 reservation memory unit 85a, special drawing 2 reservation memory unit 85b, and ordinary drawing reservation memory unit 85c are provided as the reservation memory unit 85. The ROM 83 may be external.

[0176] 5, various sensors and solenoids are connected to the main control board 80 via a relay board 88a. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid.

[0177] Specific sensors include a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a first large prize port sensor 30a, a second large prize port sensor 35a, a specific area sensor 39a, a non-specific area sensor 70a, and a general prize port sensor 27a, an outlet sensor 15a, a launched ball detection sensor 16a, and a returned ball detection sensor 17a, a magnet detection sensor 18a, and a radio wave detection sensor 18b.

[0178] In addition, sensors such as the first starting port sensor 20a are configured as devices equipped with a detection coil, and utilize the change in impedance (electrical resistance) that occurs when a game ball passes through this detection coil.Based on this utilization, the state of the output transistor is changed to enable detection of the game ball passing through, and the signal generated by this ball detection is output to the main control board 80 via the relay board 88a.

[0179] The first start hole sensor 20a is provided in the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided in the second start hole 21 and detects a game ball that has entered the second start hole 21. The gate sensor 28a is provided in the gate 28 and detects a game ball that has passed through the gate 28. The first large prize hole sensor 30a is provided in the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30. The second large prize hole sensor 35a is provided in the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35. The specific area sensor 39a is provided in a specific area 39 in the second large prize hole 35 and detects a game ball that has passed through the specific area 39. The non-specific area sensor 70a is provided in the non-specific area 70 in the second large prize opening 35 and detects game balls that have passed through the non-specific area 70. The general prize opening sensors 27a are provided in the general prize openings 27 and detect game balls that have won in the general prize openings 27.

[0180] The outlet sensor 15a is provided in a discharge path (not shown) provided on the back side of the play area 3, and detects game balls passing through the discharge path. All game balls that flow down the play area 3 are detected by this outlet sensor 15a.

[0181] The number of out balls means the number of all game balls that have flowed down the game area 3, and is the number of game balls detected by the outlet sensor 15a. Therefore, the number of out balls is the same as the number of all game balls that have entered the game area 3, excluding the number of foul balls from the number of game balls that have been shot toward the game area 3.

[0182] The launched ball detection sensor 16a is provided on the upstream side of the launch path HR (see FIG. 3) and detects game balls passing on the upstream side of the launch path HR. This launched ball detection sensor 16a detects all game balls launched from the storage device 25 toward the game area 3 (see FIG. 3(B)). The return ball detection sensor 17a is provided in the return flow path MR (see FIG. 3(A)) and detects game balls passing through the return flow path MR. This return ball detection sensor 17a detects game balls that have become foul balls among the game balls launched toward the game area 3 (see FIG. 3(C)).

[0183] In this embodiment, information on the number of in-balls related to the detection of game balls fired toward the game area 3 by the fired ball detection sensor 16a and information on the number of out-balls related to the detection of game balls by the discharge port sensor 15a are used to count the number of game balls fired toward the game board surface or the number of balls discharged off the game board surface after being fired (the so-called number of out-balls), and the number of prize balls awarded based on game balls entering a designated ball entry port during a designated game state (normal play).Based on the counting results, a predetermined value (game base) related to the player's playing performance can be calculated, and the predetermined value can be displayed on a management display device for the game machine (the so-called performance display monitor, not shown), making it possible to check and manage the game base.

[0184] In addition, in this embodiment, when the difference in the number of balls (so-called MY) that can be calculated from the negative profit based on the number of balls fired until the result of a predetermined lottery during a specified game state (normal game) results in a specified winning, and the positive profit based on the number of winning balls obtained in response to the game ball entering a specified ball entrance after the winning, reaches a specified number, a game specification (so-called complete function) is provided that makes it difficult or impossible to continue the game, making it possible to restrain the player from inciting gambling instincts.

[0185] In addition, in this embodiment, a gaming machine is provided in which a "game end control process" is implemented that enables a change in the mode of the launch instruction notification (right hit) (for example, a strong right hit instruction, a weak right hit instruction) before the completion function is activated when the base, which is the ratio of the number of prize balls to the number of shot balls (prize ball payout rate), is high (for example, during right hit), and lowers the base from a design value during a high base such as a jackpot, time reduction, or probability change based on the launch of game balls based on the instruction of the change in mode. The game end control process will be described in detail later.

[0186] The magnet detection sensor 18a (abnormality detection means) is provided on the game board 2 (back side or game board surface) and the game machine frame 50 (see FIG. 7). The magnet detection sensor 18a may be provided in one or more appropriate locations. For example, the magnet detection sensor 18a may be provided individually as a central magnetic sensor unit (not shown) installed above the first start opening 20 when the game board 2 is viewed from the front, a left magnetic sensor unit (not shown) installed above the general winning opening 27, and a right magnetic sensor unit (not shown) installed above the second large winning opening 35.

[0187] As a result, when an act of fraudulently inserting a game ball into various winning holes such as the first starting hole 20 (so-called fraudulent cheating) is performed by bringing a powerful magnet close to the transparent plate 51a covering the front of the game area 3 and attracting the game ball to the magnet through the transparent plate 51a, the magnet detection sensor 18a detects the abnormal magnetic field that causes a change in the magnetic field acting on the magnet detection sensor 18a as a cheating act (so-called magnet cheating), and is able to output this detected information (magnet detection information) to the main control board 80 via the relay board 88a.

[0188] The radio wave detection sensor 18b (abnormality detection means) is provided on the game board 2 (back side or game board surface) and the game machine frame 50, respectively, to detect illegal radio waves when an act of generating radio waves of a specific frequency or specific frequency band with a strong field strength sufficient to cause the first starting hole sensor 20a, etc. to erroneously detect (malfunction), or radio waves suspected to be such (hereinafter also referred to as illegal radio waves) (so-called radio wave cheating) is performed (see Figure 7).

[0189] As a result, when the radio wave detection sensor 18b receives (detects) a strong unauthorized radio wave from a position distant from the game board 2, the information (radio wave detection information) can be output to the main control board 80 via the relay board 88a. The radio wave detection sensor 18b may be provided at one appropriate location or at multiple separate locations. When the radio wave detection sensor 18b is provided at multiple separate locations, each may be configured to have a different detectable frequency or frequency band.

[0190] Also connected as solenoids are the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the distribution member solenoid 73. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The distribution member solenoid 73 drives the distribution member 71 of the second large prize device 36.

[0191] Furthermore, the special chart 1 display 41a, the special chart 2 display 41b, the normal chart display 42, the special chart 1 reserve display 43a, the special chart 2 reserve display 43b, and the normal chart reserve display 42a are connected to the main control board 80. That is, the display control of these displays 40 is performed by the game control microcomputer 81.

[0192] Unlike non-enclosed pachinko machines that do not have a ball circulation mechanism, this pachinko game machine 1 does not drive the prize ball motor of the prize ball payout device to pay out prize balls or pay out loan balls. Instead, the payout control board 170 shown in Figure 5 is equipped with a payout control one-chip microcomputer (hereinafter referred to as the "payout control microcomputer") 171 that can execute display control of the number of balls held according to a program.

[0193] The details of this payout control microcomputer (payout control means) 171 include a payout ROM 173 which stores programs for controlling the display of the number of balls held, etc., a payout RAM 174 which is used as a work memory, and a payout CPU 172 which executes the programs stored in the payout ROM 173; it should be noted that the payout ROM 173 may be external.

[0194] In addition, a dispensing I / O port (input / output circuit) 175 for inputting and outputting data and signals and a release switch 176 may be included.

[0195] From here, when the fired ball detection sensor 16a detects one game ball fired toward the game area 3, the game control microcomputer 81 generates a command (for example, a command to subtract 1P) that instructs the subtraction of electronic benefit information according to a predetermined loan ball value (subtraction points) in place of the loaned ball, and the payout control microcomputer 171 acquires the command, making it possible to control the storage process that clears (subtracts) the electronic benefit information from the payout RAM 174 so that the deduction corresponds to the command.

[0196] In addition, when the released game ball is detected by the sensors installed at each winning port, the game control microcomputer 81 generates a command to add electronic winning information according to a predetermined prize ball value (addition points) that replaces the prize ball (for example, a command to add 3P if the ball enters the first starting port 20 or the second starting port 21, and a command to add 15P if the ball enters the first large winning port 30 or the second large winning port 35), and the payout control microcomputer 171 acquires the command, making it possible to control the storage process that stores (adds) new electronic winning information in the payout RAM 174 so that the addition corresponds to the command.

[0197] More specifically, the payout control board 170 enables control to perform a predetermined subtraction process that clears electronic profit information (subtraction point data) corresponding to the detection signal (loan ball value) from the memory of the payout RAM 174 based on the acquisition of a detection signal detecting the launch of a game ball by the launched ball detection sensor 16a (which may be a sensor that detects that a game ball has been sent to the launch position).

[0198] In addition, the payout control board 170 performs a predetermined addition process to store electronic winning information (addition point data) corresponding to the detection signal (prize ball value) in the payout RAM 174 based on the detection signal obtained by the sensor provided at each winning port, and also enables control to perform a predetermined addition process to store electronic winning information (addition point data) corresponding to the detection signal in the payout RAM 174 based on the detection signal obtained by the return ball detection sensor 17a, which detects foul balls that have been fired but returned without reaching the game area 3.

[0199] In addition, the payout control board 170 performs a predetermined addition process to store electronic benefit information (plus point data related to loaned balls) corresponding to the command in the payout RAM 174 based on receiving a command (credit) signal indicating that the unit side loan button 135e on the card unit 135 has been operated (loan instruction), and also performs a predetermined subtraction process to clear electronic benefit information (negative point data related to settlement) corresponding to the detection signal obtained by a sensor (not shown) that detects the operation of the counting button 61b (settlement instruction) from the memory of the payout RAM 174.

[0200] Furthermore, the payout control board 170 is capable of controlling the updating of the number of balls held (numerical display) shown on the ball held display 61 in response to a change in the storage state of the electronic winning information in the payout RAM 174 when that state changes (updates), and is also capable of controlling the output of signals relating to various game information, such as the occurrence of a jackpot or start-up winning jackpot, and various error information, sent from the main control board 80 to the card unit 135.

[0201] 5 is connected to a launching device 112 via a launch control circuit 111. The launching device 112 includes a handle 60a (see FIG. 1).

[0202] When the player operates the handle 60a (see FIG. 1) of the launching device 112, the touch switch 114 detects the touch with the handle 60a, and the launch volume 115 detects the amount of rotation of the handle 60a. Then, the launch motor 113 is driven so that the game ball is launched with a strength corresponding to the size of the detection signal of the launch volume 115, and the game ball is launched toward the launch path HR by the ball striking hammer 25b (see FIG. 3(B)). In this pachinko game machine 1, one game ball is launched in about 0.6 seconds.

[0203] When the player operates the handle 60a (see FIG. 1) of the launching device 112, the touch switch 114 detects that the player has touched the handle 60a (hereinafter referred to as human detection), and the launching volume 115 detects the amount of rotation of the handle 60a (lever portion 60e).

[0204] Then, on the condition that human detection is performed by the touch switch 114, the launch motor 113 is driven so that the game ball is launched with a strength corresponding to the size of the detection signal of the launch volume 115. In this pachinko game machine 1, one game ball is launched in about 0.6 seconds (about 100 balls in one minute).

[0205] The main control board 80 also transmits various commands to the sub-control board 90. It is also possible to transmit a detection signal (command) indicating that human presence is being detected by the touch switch 114. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.

[0206] As shown in Fig. 6, the sub-control board 90 is equipped with a one-chip microcomputer for controlling the effects of the pachinko game machine 1 according to a program (hereinafter referred to as "microcomputer for controlling the effects") 91. The microcomputer for controlling the effects 91 includes a ROM 93 that stores a program for controlling the effects based on the progress of the game (determination of lottery information (determination information) caused by the ball entering the ball entrance), a RAM 94 used as a work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. The ROM 93 may be external.

[0207] As shown in FIG. 6, the sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a drive control board 60d.

[0208] Based on commands received from the main control board 80, the performance control microcomputer 91 (performance control means 91A) of the sub-control board 90 causes the CPU 102 (image control microcomputer) of the image control board 100 to control the display of the image display device 7.

[0209] The ROM 103 of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including performance designs) and background images, expectation level indication images corresponding to expected values ​​(game information related to expectation levels) that can be calculated based on the performance implementation design, time-saving count indication images corresponding to the number of time-saving counts, menu images, custom setting images, game notification images related to the time-saving state, and operation instruction images.

[0210] The RAM 104 of the image control board 100 is a memory for expanding image data. The CPU 102 of the image control board 100 expands the image data read from the ROM 103 in the RAM 104 based on a command from the performance control microcomputer 91. Then, display control is performed based on the image data that has been read and expanded.

[0211] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, and the like from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM 93 of the sub-control board 90.

[0212] A CPU may be mounted on audio control board 106, in which case audio control may be performed by the CPU. In this case, a ROM may be mounted on audio control board 106, in which case audio data may be stored in the ROM. Speaker 67 may be connected to image control board 100, and CPU 102 of image control board 100 may be made to perform audio control. In this case, audio data may be stored in ROM 103 of image control board 100.

[0213] The performance control microcomputer 91 also controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In detail, the performance control microcomputer 91 creates light emission data (data that determines on / off, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 in accordance with the light emission data. Note that data stored in ROM 93 of the sub-control board 90 is used to create the light emission data.

[0214] Furthermore, the performance control microcomputer 91 operates the movable board 15 connected to the lamp control board 107 via the relay board 108 based on the command received from the main control board 80. The movable board 15 is a movable gimmick (a driving device for a movable role) provided on the center decorative body 10, although it is not shown in FIG.

[0215] In detail, the performance control microcomputer 91 creates motion pattern data (also called drive data) that determines the motion mode of the board movable body 15, and controls the motion of the board movable body 15 according to the motion pattern data. The motion pattern data is created using data stored in the ROM 93 of the sub-control board 90.

[0216] A CPU or a motor driver may be mounted on the lamp control board 107 or the relay board 108, in which case the CPU may control the lighting of the lamps, and the CPU or the motor driver may control the operation of the movable board 15. Furthermore, a ROM may be mounted on the lamp control board 107 or the relay board 108, and data relating to light emission patterns and operation patterns may be stored in the ROM.

[0217] Furthermore, the performance control microcomputer 91 operates the air blower 60b connected via the drive control board 60d based on the command received from the main control board 80. The air blower 60b is provided inside the handle 60a and is capable of blowing air toward the player from the outlet hole 60c.

[0218] In detail, the performance control microcomputer 91 creates airflow pattern data (also called airflow data) that determines the airflow timing, airflow power, and airflow mode of the airflow device 60b, and controls the operation of the airflow device 60b according to the airflow pattern data. The airflow pattern data is created using data stored in the ROM 93 of the sub-control board 90. Note that a CPU, ROM, etc. may be implemented on the drive control board 60d described above, and in this case, the CPU may be made to execute the operation control of the airflow device 60b. Furthermore, data regarding the airflow pattern may be stored in the ROM.

[0219] Furthermore, the performance control microcomputer 91 operates the vibration device 63b connected via the drive control board 60d based on the command received from the main control board 80. The vibration device 63b is provided in the performance button 63, and can notify the player by vibrating the performance button 63 by the vibration device 63b.

[0220] In detail, the performance control microcomputer 91 creates vibration pattern data (also called vibration data) that determines the vibration timing, vibration force, and vibration mode of the vibration device 63b, and controls the operation of the vibration device 63b according to the vibration pattern data. The vibration pattern data is created using data stored in the ROM 93 of the sub-control board 90. Note that a CPU, ROM, etc. may be implemented on the drive control board 60d described above, and in this case, the CPU may be made to execute the operation control of the vibration device 63b. Furthermore, data related to the vibration pattern may be stored in the ROM.

[0221] In addition, a performance button detection switch (SW) 63a and a select button detection switch (SW) 64a are connected to the sub-control board 90. The performance button detection switch 63a detects that the performance button 63 (see FIG. 1) has been pressed.

[0222] When the effect button 63, which has been activated based on a predetermined effect control, is pressed, a detection signal is output from the effect button detection switch 63a to the sub-control board 90. When the effect button 63 is pressed and held or repeatedly pressed (continuously pressed multiple times), a detection signal to that effect can be output from the effect button detection switch 63a to the sub-control board 90.

[0223] The select button detection switch 64a detects that the cursor keys (up, down, center, left, right) of the select button 64 (see FIG. 1) have been pressed. When the cursor key of the select button 64, which has been activated based on a predetermined performance control, is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.

[0224] In this embodiment, when a demo presentation for waiting customers is displayed, pressing the center of the cursor key of the select button 64 makes it possible to display a menu image on the image display device 7, and when the menu image is displayed, pressing the upper, lower, left or right part of the cursor key of the select button 64 other than the center causes a custom setting image to be displayed, which allows the player to change the presentation to suit their preferences.

[0225] 5 and 6 are merely functional block diagrams for explaining the electrical configuration of the pachinko game machine 1, and are not limited to the boards shown in Fig. 5 and 6. Except for the main control board 80, any of the boards shown in Fig. 5 and 6 may be configured as one board, and the one board shown in Fig. 5 and 6 may be configured as multiple boards.

[0226] [Overview of basic gameplay for Pachinko machine 1] Next, an overview of how to play this pachinko game machine 1 (an example of an enclosed type pachinko machine) will be given, in which game balls enclosed within the machine can be fired toward the game area 3, and the game balls fired into the game area 3 are caused to flow down and then circulated so that they can be fired again into the game area 3.

[0227] First, in preparation for starting a game, a player inserts bills into a bill insertion slot 135b provided on the card unit (adjacent device) 135 side shown in Fig. 7. This converts the inserted bills into electronic benefit information (point data) corresponding to a value according to the amount of the bills, and the converted amount (prepaid information) 135h corresponding to the electronic benefit information related to the conversion is displayed on the unit side display 135d.

[0228] In addition, in this embodiment, the electronic benefit information is set to be agreement information (digitized token) that is point data equivalent to a value (credit) related to loaned balls, which is equal to the number of game balls that can be fired toward the game area 3.

[0229] Thereafter, when the player operates the unit side loan button 135e (by pressing it once or pressing it for a long time, etc.), a ball loan information signal can be generated to subtract an electronic profit information amount equivalent to a predetermined amount (e.g., 500 yen) of loaned balls from the exchange amount displayed on the unit side display 135d, and the electronic profit information amount corresponding to this ball loan information signal is output from the card unit 135 side to this pachinko game machine 1 side (e.g., point data equivalent to 500 yen is transferred).

[0230] Then, when a ball loan information signal is output to the pachinko game machine 1 (data transfer related to electronic profit information), the electronic profit information corresponding to the ball loan information signal is deducted from the exchange amount displayed on the unit side display 135d, and the electronic profit information corresponding to the ball loan information signal is stored (added) in a specified memory unit (hereinafter, as an example, the payout RAM 174 mounted on the payout control board 170) in the main control unit 89 (see Figure 5), which is composed of at least the main control board 80 and the payout control board 170 provided on the back side of the machine.

[0231] Furthermore, a numerical value corresponding to the electronic winnings information (for example, point data equivalent to 500 yen) stored in the payout RAM 174 is displayed in an increasing manner on the ball holding display 61, and the game is ready to start, enabling the launch of the game balls enclosed inside the pachinko game machine 1. That is, the launch motor 113 of the launching device 112 is driven based on the operation of the handle 60a, and about 50 to 100 game balls enclosed inside the machine are capable of being launched one by one toward the game area 3.

[0232] For example, when electronic benefit information equivalent to "500 yen" of loaned balls is deducted from the exchange amount displayed on the unit side display 135d and output (data transfer) to the payout RAM 174, electronic benefit information relating to 125P (= 500 yen ÷ 4 yen point data) based on a conversion such that 1 gaming ball equivalent to a value of 4 yen becomes 1 point (hereinafter also abbreviated as "P") can be stored in the payout RAM 174, and the numerical value relating to 125P is displayed as increasing on the ball holding display 61, making it possible to launch the 125 gaming balls enclosed in the machine.

[0233] Next, each time the game balls enclosed within the machine are made capable of being launched one by one toward the game area 3 based on the operation of the handle 60a, electronic win information equivalent to 1P is subtracted (cleared) from the memory of the payout RAM 174.

[0234] Then, a special drawing is possible based on the game ball flowing down the game area 3 entering the first starting port 20 or the second starting port 21 (satisfying the winning conditions), and electronic winning information can be generated in lieu of the payout (discharge) of prize balls (game profits) based on the ball entering (start winning), and the electronic winning information generated at this time can be stored in the payout RAM 174.

[0235] In addition, the electronic benefit information generated in lieu of the payout of prize balls and the electronic benefit information corresponding to loaned balls that are converted into cash based on the insertion of paper money are made storeable in the payout RAM 174 as point data of common value.

[0236] The result of the special chart lottery can be announced by the pattern display mode when the variable display of the performance pattern 8 on the image display device 7 stops, and if the lottery results in an announcement of a big win, either the first large prize opening 30 or the second large prize opening 35 can be changed from a closed state to an open state which makes it easier for game balls to enter, and by allowing many game balls to enter the first large prize opening 30 or the second large prize opening 35 which has been opened (satisfying the winning conditions), it becomes possible to generate electronic profit information in lieu of the payout (dispensing) of prize balls (large game profits) based on the ball entering (big prize), and the electronic profit information generated at this time can be stored in the payout RAM 174.

[0237] Therefore, the electronic winning information stored in the payout RAM 174 undergoes a storage process in which a predetermined subtraction is made each time a game ball is released into the game area 3, but a storage process in which a predetermined addition is made each time electronic winning information equivalent to a prize ball value (game profit) can be generated based on a ball entering each winning port provided in the game area 3.

[0238] In addition, the ball holding display 61 on the pachinko game machine 1 side will receive a signal (command) from the main control unit 89 to display the updated status of the electronic profit information to be stored in the payout RAM 174, and will then notify the player of a numerical value (hereinafter referred to as the number of balls held) corresponding to the earned profit (the balance of the electronic profit information and point data stored in the payout RAM 174).

[0239] Next, when the player wants to end the game, the state transition for ending the game is performed by operating (pressing once or pressing for a long time, etc.) the counting button 61b located to the right of the ball holding indicator 61. Specifically, based on the operation of the counting button 61b, a part or all of the electronic point information stored in the payout RAM 174 is output to the card unit 135 side (point data transfer), and the electronic point information output at this time can be recorded on the IC card (Integrated Circuit Card) 135i, which is a removable recording medium set inside the card unit 135.

[0240] Then, when the operation of the counting button 61b has completed the output of all the electronic winning information stored in the payout RAM 174 (transfer of point data), the number displayed on the ball holding display 61 will be set to "0", and the unit side display 135d will display a confirmed number corresponding to the electronic winning information (point data) that can be recorded on the IC card 135i.

[0241] Thereafter, when the player operates (presses) the unit-side return button 135f, the IC card 135i with the electronic winnings information stored in the payout RAM 174 output and recorded thereon is sent out (returned / settlement) from the card insertion port 135c provided on the card unit 135 side.

[0242] Next, if the player wishes to start playing again using the sent-out IC card 135i, the IC card 135i is inserted into the card insertion slot 135c and set inside the card unit 135, and the unit-side replay button 135g is operated (pressed), which makes it possible to output the electronic point information recorded on the IC card 135i to the pachinko game machine 1 (transfer of point data), and the machine is then ready to start playing again.

[0243] Furthermore, even if a subtraction is performed that consumes all of the electronic winning information stored in the payout RAM 174 based on the execution of a game (the launch of a game ball), if the electronic winning information remains recorded on the IC card 135i set inside the card unit 135, the IC card 135i will be sent out from the card insertion port 135c based on the operation of the unit-side return button 135f.

[0244] In addition, in the above embodiment, electronic benefit information is stored (added) in the dispensing RAM 174 mounted on the dispensing control board 170, but this is not limited to the above, and electronic benefit information may be stored in the dispensing ROM 173, or electronic benefit information may be stored in either the ROM 83 or RAM 84 (predetermined storage device) mounted on the main control board 80.

[0245] [Main games in this pachinko game machine 1] Next, the main games played on the pachinko gaming machine 1 will be described.

[0246] The pachinko game machine 1 acquires special symbol-related random numbers (judgment information related to special symbols) that become special symbol lottery information based on winning the first start port 20 or the second start port 21. As shown in Fig. 8(A), the special symbol-related random numbers include special symbol winning random numbers, special symbol type random numbers, reach random numbers, and special symbol fluctuation pattern random numbers (hereinafter also referred to as special symbol fluctuation PT random numbers).

[0247] The special winning random number is used to judge whether or not a big win has been made, whether or not a small win has been made, and whether or not a C time-saving win (special miss) has been made, and is also used to judge whether or not a special winning miss occurs in cases other than a big win, small win, or C time-saving win. The special winning random number takes a value in the range of 0 to 65535. If a special miss is judged to be a C time-saving win, after the time-saving pattern corresponding to the special miss is displayed, the time-saving state corresponding to the C time-saving win corresponding to the time-saving pattern is enabled without going through a big win game or a small win game.

[0248] The special chart type random number is used to determine the type of big win pattern, the type of small win pattern, and the type of time-saving pattern (pattern corresponding to C time-saving win). The special chart type random number takes a value in the range of 0 to 199.

[0249] The reach random number is a random number that determines whether or not a reach occurs in the variable performance that shows the result when the result of the hit / miss judgment is a special miss. A reach is a state in which there is only one variable performance pattern left out of multiple performance patterns, and depending on which of the variable performance patterns stops and is displayed, it will become a combination of performance patterns that indicates a big win (for example, the state of "7↓7").

[0250] In addition, the effect symbols displayed in a stopped state in the reach state may be displayed in a predetermined temporary stop display mode such as being displayed to be slightly swaying on the display screen 7a or being displayed to be repeatedly expanded and contracted. The reach random number has a value in the range of 0 to 255.

[0251] The special chart fluctuation pattern random number is a random number for determining the fluctuation pattern including the fluctuation time related to the fluctuation display of the special chart. The special chart fluctuation pattern random number takes a value in the range of 0 to 99.

[0252] In addition, the pachinko game machine 1 acquires a random number related to the normal map (judgment information related to the normal map) which becomes the normal map lottery information based on the passage of the game ball through the gate 28. The random number related to the normal map includes a random number related to the normal map hit, a random number related to the normal map type, and a random number related to the normal map fluctuation pattern (hereinafter, also referred to as a normal map fluctuation PT random number), as shown in FIG.

[0253] The random number for winning the normal map is used to determine whether or not the normal map will open the electric chute 22. The random number for winning the normal map has a value in the range of 0 to 65535.

[0254] The normal map type random number is used to determine the type of normal map to determine the opening pattern for opening the electric chute 22. The normal map type random number has a value in the range of 0 to 199.

[0255] The random number for the normal map fluctuation pattern is a random number used to determine the fluctuation pattern including the fluctuation time related to the normal map fluctuation display. The random number for the normal map fluctuation pattern takes a value in the range of 0 to 99.

[0256] [About the table for determining the random number of special drawings] This pachinko game machine 1 is capable of determining whether the special chart winning random number obtained based on winning the first starting port 20 (winning special chart 1) or winning the second starting port 21 (winning special chart 2) will be a big win, a small win, a special chart miss, or a special miss by judging (drawing) the special chart winning random number according to the "special chart winning random number judgment table (condition elements)" shown in Figure 9 (A).

[0257] As shown in Figure 9 (A), the probability of winning a jackpot is the same for the judgment regarding a winning entry at the first starting port 20 (drawing for special chart 1) and the judgment regarding a winning entry at the second starting port 21 (drawing for special chart 2), but the probability of winning a small jackpot is different.

[0258] In this embodiment, the judgment table does not derive the small win judgment result based on the game ball entering the first starting hole 20 (winning of special drawing 1). However, it is not limited to this, and a judgment table that can derive the small win judgment based on the game ball entering the first starting hole 20 may be used.

[0259] In addition, the special miss shown in Figure 9 (A) is shown in parentheses because it enables a special judgment (C time-saving hit judgment) that distinguishes a part of the special chart misses (random number range for misses) as special misses based on the entry of the game ball into the first starting hole 20 (winning special chart 1) in the normal state (specific state) specified below, and it is configured to be able to derive a judgment result that can correspond to the C time-saving hit described below based on this special miss.

[0260] In this embodiment, the judgment table does not derive a judgment result of a special miss that can be equivalent to a C time reduction win based on the game ball entering the second starting hole 21 (winning the special drawing 2). However, without being limited to this, a judgment table that can derive a judgment result of a special miss that can be equivalent to a C time reduction win based on the game ball entering the second starting hole 21 may be used.

[0261] The "special winning random number judgment table" in this embodiment is configured to enable the derivation rate when deriving the judgment results related to "first winning (hereinafter also referred to as big winning or small winning), second winning (hereinafter also referred to as C time-saving winning), and no winning (miss)" which are classified as lottery roles to be determined by a group of selectable winning / losing judgment tables (not shown: multiple types of condition elements) that can be changed according to multiple types of game states to which the state transition is to be made.

[0262] Specifically, the group of winning / losing judgment tables (not shown) includes a first winning / losing judgment table (specific type of first condition element) that can correspond to a specified normal state (hereinafter also referred to as C time) for a limited normal period, a second winning / losing judgment table (non-specific type of first condition element) that can correspond to a general normal state (low probability play) to which a transition occurs after the specified normal state ends, a third winning / losing judgment table (specific type of second condition element) that can correspond to a first advantageous state (C time-shortened state) to which a transition can be made based on a C time-shortened hit (second win), a fourth winning / losing judgment table (non-specific type of second condition element) that can correspond to a second advantageous state (A time-shortened state) to which a transition can be made based on after a 10R jackpot play (first win), and a fifth winning / losing judgment table that can correspond to a third advantageous state (slight time-shortened state) to which a transition can be made based on after a 4R jackpot play (first win), making it a "special chart winning random number judgment table" that enables a selective judgment based on a configuration including the following.

[0263] The first advantageous state (C time-saving state) and the second advantageous state (A time-saving state) are each states relating to advantageous play (right hit with electric chute support) that is more advantageous than the normal state, and the performance of each advantageous degree (e.g., electric chute support function, number of time-saving times, etc.) may be different from each other, or may be equal to each other.

[0264] The third advantageous state (slight time-saving state) may be either a gameplay performance (right-hand hitting with lower advantage) with a lower degree of advantage than each gameplay performance (right-hand hitting with higher advantage) related to the first advantageous state (C time-saving state) or the second advantageous state (A time-saving state), or a gameplay performance (left-hand hitting without electric chute support) that is not much different from the general normal state. In the following embodiment, the third advantageous state is described as a gameplay performance that is not much different from the general normal state.

[0265] In this embodiment, a gameplay with poor advantageous performance refers to a gameplay that has a short opening pattern, making it difficult to get the game ball into the second starting hole 21 even if the electric chute 22 opens, reducing the rate of winning the special chart 2 or making it difficult to win the special chart 2.

[0266] In addition, the prescribed normal state (C time) is set to be a limited normal period from the time when the first normal game (left hit) is performed after the initialization (RAM clear) of this pachinko game machine 1, or when the normal state is entered based on the end of a winning game / advantageous game (right hit) until a specified judgment requirement (one or multiple judgments) is met.

[0267] Therefore, in this embodiment, it is possible to select the first winning / losing judgment table (not shown) only when the specified normal state is reached, and it is possible to derive a special losing result (a specific judgment result) only when the winning / losing judgment (benefit judgment) is made using this first winning / losing judgment table (not shown). As a result, it is possible to give preferential treatment to the judgment of a C time-saving winning compared to other game states.

[0268] Then, based on the derivation of a special miss (unique judgment result = C time-saving hit), if it is a C time-saving hit, it transitions from the prescribed normal state to the first advantageous state (C time-saving state, 100 right hits) without going through a big win game. Also, based on the derivation of a special pattern miss other than a special miss, it transitions to a general normal state. In addition, if it is a special miss, a C time-saving hit notification (privilege judgment notification) is executed by stopping and displaying a special miss pattern different from the normal hit notification mode, and if it is not a special miss, a notification is executed to the effect that it is not a C time-saving hit.

[0269] In this embodiment, only when a special chart 1 is won during the specified normal state (left hit) and a judgment (lottery) is made once, it is possible to make a judgment that distinguishes a part of the special chart misses (random number range for misses) as exceptional misses, thereby making it possible to make a bonus judgment that can derive a C time-saving hit judgment result.

[0270] Specifically, the normal period related to the "prescribed normal state" in this embodiment is terminated when the pachinko game machine 1 is initialized (RAM cleared) and a normal game (judgment based on winning the special chart 1) is played once for the first time, satisfying a predetermined judgment requirement. Furthermore, after the number of time-saving times (100 right hits or 10,000 times) that allow the first advantageous state (C time-saving state), the second advantageous state (A time-saving state), and the third advantageous state (slight time-saving state) to be continued is consumed (completed), the state transitions to the prescribed normal state. When a game (judgment based on winning the special chart 1 or reserved memory of the special chart 1) is played once in this prescribed normal state, the prescribed judgment requirement is satisfied and the prescribed normal state ends.

[0271] In addition, a predetermined normal state may be reached by ending a predetermined jackpot game, and once normal play (a prize for special chart 1 or a judgment based on the reserved memory of special chart 1) is played for the first time in this specified normal state, the game may end by satisfying predetermined judgment requirements.

[0272] In addition, the predetermined judgment requirement (the end condition of the normal period related to the specified normal state) may be determined based on the special chart 1 winning a predetermined number of times (one or more times) from the normal game after the pachinko game machine 1 is initialized (RAM cleared) until a predetermined judgment result (such as a special miss) is derived. Furthermore, it may be determined based on the special chart 1 winning (or the reserved memory of the special chart 1) a predetermined number of times (one or more times) from the normal game to which the time-saving number (100 right hits) that allows the first advantageous state (C time-saving state), the second advantageous state (A time-saving state), and the third advantageous state (slight time-saving state) to be continued is consumed, until a predetermined judgment result (such as a special miss) is derived.

[0273] In addition, based on the end of a jackpot game, when a hold judgment is executed for one or more (up to four) hold memories relating to special chart 1 that were held before or during the jackpot game, it may be possible to select a first win / loss judgment table (not shown) so that a judgment of a special miss (C time-saving hit) or a possible hit (bonus judgment) can be made.

[0274] In addition, in the first hit / miss judgment table (not shown), when a special drawing 1 win (or reserved memory of special drawing 1) is established in a prescribed normal state, it is possible to make a judgment that a special miss (C time shortening hit) and a possible judgment (bonus judgment). However, without being limited to this, when a special drawing 2 win (or reserved memory of special drawing 2) is established in a prescribed normal state, it is possible to make a judgment that a special miss (C time shortening hit) and a possible judgment (bonus judgment).

[0275] [About the jackpot symbol type determination table] When the pachinko game machine 1 determines that a jackpot has been won, it determines the type of jackpot symbol by judging the special symbol type random number according to the "jackpot symbol type determination table" shown in FIG. 9(B).

[0276] In the case of a jackpot win in the judgment regarding the winning of the first starting port 20 (lottery for special chart 1), there is an approximately 1% probability that the winning pattern will be "Special chart 1_jackpot pattern A (10R jackpot)". In addition, there is an approximately 24% probability that the winning pattern will be "Special chart 1_jackpot pattern B (10R jackpot)". In addition, there is an approximately 75% probability that the winning pattern will be "Special chart 1_jackpot pattern C (4R jackpot)".

[0277] On the other hand, if the winning decision (lottery for special chart 2) for the second starting port 21 results in a jackpot win, the "special chart 2_jackpot pattern A" is determined with a 100% probability. In this embodiment, the lottery for special chart 2 can be executed when playing advantageously (right-handed play) with the first advantageous state (C time-saving state) and the second advantageous state (A time-saving state), and when playing (left-handed play) in a game state that is not the first advantageous state or the second advantageous state (prescribed normal state, general normal state, slight time-saving state), the lottery for special chart 1 can be executed.

[0278] By changing the type of jackpot pattern when a jackpot is won, it is possible to change the opening pattern of the jackpot opening related to the execution content of the Type 1 jackpot game and the setting mode related to the game status after the Type 1 jackpot game (time-saving status, number of time-saving times) (see Figure 10).

[0279] In addition, the special symbol display 41 displays the "jackpot symbol" showing the LED display mode (blinking pattern) corresponding to "Special symbol 1_jackpot symbol A", "Special symbol 1_jackpot symbol B", "Special symbol 1_jackpot symbol C", and "Special symbol 2_jackpot symbol A". In addition, in this pachinko game machine 1, when the jackpot is won in the judgment related to the winning of the first starting hole 20 (lottery of special symbol 1), it may be determined to be "Special symbol 1_jackpot symbol A (10R jackpot)" at a rate of about 30%, "Special symbol 1_jackpot symbol B (10R jackpot)" at a rate of about 20%, and "Special symbol 1_jackpot symbol C (4R jackpot)" at a rate of about 50%. In addition, in this pachinko game machine 1, when a jackpot is won based on the judgment regarding the winning of the first starting hole 20 (lottery for special chart 1), there is an approximately 50% probability that it will be determined to be "Special chart 1_jackpot pattern A (10R jackpot)," an approximately 20% probability that it will be "Special chart 1_jackpot pattern B (10R jackpot)," and an approximately 30% probability that it will be "Special chart 1_jackpot pattern C (4R jackpot)."

[0280] [About the small winning pattern type determination table] When the pachinko game machine 1 determines that a small win has been won, it determines the type of the small win symbol by judging the special symbol type random number according to the "small win symbol type judgment table" shown in Figure 9 (C).

[0281] If the judgment regarding the winning of the second starting port 21 (lottery for special chart 2) results in a small prize win, there is a 10% probability that it will be "Special chart 2_small prize pattern a," and a 90% probability that it will be "Special chart 2_small prize pattern b."

[0282] In this embodiment, when the judgment is made regarding the winning of the first starting port 20 (drawing of special chart 1), the design specifications do not derive a judgment that a small prize has been won, so there is no decision process for determining the small prize pattern.

[0283] By changing the type of small win symbol when a small win is won, it is possible to change the setting mode of the opening pattern of the large prize winning port related to the execution content of the type 2 big win game after the small win game (1 round). Note that the setting mode of the game state (time-saving state, number of time-saving times) after the type 2 big win game may be changed by changing the type of small win symbol.

[0284] In addition, the special pattern display 41 will display a stopped "big win pattern" showing an LED display mode (flashing pattern) corresponding to "Special pattern 2_small win pattern a" and "Special pattern 2_small win pattern b".

[0285] In addition, when the special pattern display 41 judges that there is a "special pattern miss" that is neither a "big hit", "small hit" nor a "C time-saving hit", it will stop displaying a "missing pattern" that shows the LED display mode (flashing pattern) corresponding to this special pattern miss, and when it judges that there is a special case in which a part of the special pattern miss (random number range for misses) is distinguished as a special miss, it will stop displaying a "special miss pattern" that shows the LED display mode (flashing pattern) corresponding to this special miss.

[0286] [About the reach judgment table] When the pachinko game machine 1 derives a judgment result of a special miss, it determines whether or not to display the presentation patterns 8L, 8C, and 8R in a reach mode in the variable presentation by judging the reach random number according to the "reach judgment table" shown in Figure 9 (D).

[0287] In this embodiment, the probability that the effect symbols 8L, 8C, and 8R will be displayed in a reach state varies depending on whether the game is in the time-saving state or not.

[0288] [About the time-saving pattern type determination table] This pachinko game machine 1 makes it possible to make a special judgment that distinguishes a portion of the special pattern misses (random number range for misses) as special misses based on the entry of the game ball into the first starting hole 20 (winning of special pattern 1) in a limited normal state (prescribed normal state), and when it is possible to derive a judgment result that can correspond to a C time-saving hit described later based on this special miss, the type of time-saving pattern is determined by judging the special pattern type random number according to the "time-saving pattern type judgment table" shown in Figure 9 (E).

[0289] In this embodiment, when it is possible to derive a result of a special miss, the "Special Chart 1_Time-saving Pattern β" is determined 100% of the time.

[0290] In addition, when deriving the result of the judgment of the special miss, it is possible to determine one of a plurality of types of time-saving patterns (time-saving pattern β or time-saving pattern α with different number of time-savings that can be awarded) based on a predetermined lottery. In addition, it is possible to derive the result of the judgment of the special miss based on the winning of the special pattern 2 during the non-time-saving state, and to determine the "special pattern 2_time-saving pattern β".

[0291] [About the special chart fluctuation pattern judgment table] In addition, in this embodiment, when a judgment result is derived as either "big win, small win, C time-saving win, special miss, or special chart miss" based on the judgment of the special chart hit random number, the special chart fluctuation pattern is determined by judging the special chart fluctuation PT random number according to the "special chart fluctuation pattern judgment table" shown in Figure 11.

[0292] As shown in Fig. 11, the special symbol fluctuation time is set to be A time-saving state or C time-saving state, which is a shorter fluctuation time than the non-time-saving state. Specifically, the average fluctuation time of the special symbol when the special symbol is not drawn during the non-time-saving state is about 27 seconds, and the average fluctuation time of the special symbol during the time-saving state is about 4 seconds. Therefore, in the A time-saving state or C time-saving state, the fluctuation time shortening function of the special symbol display 41 can be operated.

[0293] [About C-time saving state] As shown in Fig. 10, the pachinko game machine 1 is provided with only C time reduction 100 times (hereinafter, also referred to as C time reduction state) as a period type (type of C time reduction state) that can continue the first advantageous state (C time reduction state) that can be transitioned to based on a C time reduction hit (second winning). However, without being limited to this, the value of the number of time reductions related to the C time reduction state or the type of the number of time reductions related to the C time reduction state may be set to an appropriate value or number of types according to changes in game specifications.

[0294] In this embodiment, "C time-saving 100 times" is a C time-saving state configured such that when a favorable state (specific favorable state) after a jackpot game in which the game ball is made easier to enter the second starting hole 21 by playing an advantageous game (right hit) with electric chute support, a judgment (lottery) is made 100 times based on the winning of special chart 2 (which may include the winning of special chart 1), and when a judgment result is derived (consumed) that causes the special pattern to stop changing 100 times (special chart miss), the advantageous state can end (time-saving OFF / state transition to the specified normal state).

[0295] In addition, when a third win / loss judgment table (not shown: specific type of second condition element) compatible with the C time-saving state (first advantageous state) is used to judge whether or not a win has been won, the probability of deriving the judgment result of Special Chart 2_Big Win Pattern A or Special Chart 2_Small Win Pattern B (10R Big Win Game) is made higher than in the normal state, and after a 10R Big Win game, a preferential treatment is provided that allows the A time-saving 10,000 times described below to be executed (see Figure 10).

[0296] [About A time-saving mode] As shown in FIG. 10, the pachinko game machine 1 has 100 A time reductions and 10,000 A time reductions as period types (types of A time reduction states) that can continue the second advantageous state (A time reduction state) that can be transitioned to based on a 10R jackpot game (first winning) (hereinafter, 100 A time reductions or 10,000 A time reductions are also referred to as the A time reduction state). However, without being limited to this, the value of the number of time reductions or the type of the number of A time reductions related to the A time reduction state may be set to an appropriate value or number of types according to changes in game specifications. Note that a jackpot that results in 10,000 A time reductions after a 10R jackpot game is referred to as a 10R jackpot A, and a jackpot that transitions to 100 A time reductions after a 10R jackpot game is referred to as a 10R jackpot B.

[0297] In this embodiment, "A time-saving 100 times" is an A time-saving state configured such that when a favorable state (predetermined favorable state) after a jackpot game is played in which advantageous play (right hit) with electric chute support makes it easier to get the game ball into the second starting hole 21, a judgment (lottery) is made 100 times based on the winning of special chart 2 (which may include winning of special chart 1), and when a judgment result is derived (consumed) that causes the special pattern to stop changing 100 times (special chart miss), the advantageous state can end (time-saving OFF / state transition to the specified normal state).

[0298] In addition, in this embodiment, "10,000 times of A time reduction" is an A time reduction state that enables the end of the advantageous state (time reduction OFF / state transition to the specified normal state) when a judgment result that causes the special pattern to stop changing 10,000 times (special pattern miss) is derived (consumed) by making a judgment (lottery) 10,000 times based on the winning of special pattern 2 (which may include winning of special pattern 1) like 100 times of A time reduction. However, since the winning probability is designed to derive the judgment result of a big win or small win before the consumption of 10,000 times of A time reduction, it becomes an A time reduction state in which the state transition to the specified normal state is not actually performed.

[0299] In addition, when a fourth win / loss judgment table (not shown: non-specific type of second condition element) that can correspond to the A time-saving state (second advantageous state) is used to judge whether or not a win has been won, the probability of deriving the judgment result of Special Chart 2_Big Win Pattern A or Special Chart 2_Small Win Pattern B (10R Big Win Game) is made higher than in the normal state, and a preferential treatment is provided in which 100 A time-saving times can be executed after a 10R big win game (see Figure 10).

[0300] Here, in this embodiment, with regard to setting the termination condition when returning to the normal state from the A time-saving state or the C time-saving state, it is possible to selectively decide whether to terminate the time-saving state (time-saving OFF / state switching) when a small win is announced (before V is won), which indicates the result of the small win determination, or whether to terminate the time-saving state (time-saving OFF / state switching) during the small win play that is performed after the small win is announced (when V is won).

[0301] This makes it possible to selectively decide whether the game state to remain in when a V is won (when the ball enters the specific area 39) during a small win game (while the second large winning port 35 is open) will be a time-saving state or a non-time-saving state, and it is possible to set different types of A time-saving counts (A time-saving state) that can be granted after a type 2 jackpot game depending on this difference in state.

[0302] Specifically, when a small win determination result is derived in the A time-saving state (winning special chart 2 during right-hand hit), the time-saving state is ended (time-saving OFF / state switching) when the small win result is announced (before V is won), indicating the small win determination result, and it is possible to set "100 times of A time-saving" as the number of A time-saving times in accordance with the fact that the game state at the time of V winning during small win play is in a non-time-saving state.

[0303] On the other hand, if the small win judgment result is derived in the C time-saving state (winning special chart 2 during right-hand hit), the time-saving state is ended (time-saving OFF / state switching) when a V win occurs during the small win game, which occurs after the small win winning notification, and it is possible to set "10,000 A time-saving times" as the number of A time-saving times according to the fact that the game state at the time of V winning during the small win game is the C time-saving state.

[0304] [About the micro-time saving state] In addition, as shown in Fig. 10, the pachinko game machine 1 is provided with only 100 micro-time-saving times (hereinafter, also referred to as the micro-time-saving time saving state) as a period type (type of the micro-time-saving time saving state) that can continue the third advantageous state (micro-time-saving time saving state) that can be transitioned to based on a 4R jackpot game (first winning). However, without being limited to this, the value of the number of time-saving times or the type of the number of time-saving times related to the micro-time-saving time saving state may be set to an appropriate value or number of types according to changes in game specifications.

[0305] In this embodiment, the "100 micro-time-savings" refers to a micro-time-savings state in which a lower-level advantageous game (left-handed hit) different from the normal game after a jackpot game in which the ball-scoring function related to the electric chute support is not fully utilized, encourages the player to aim for the game ball to enter the first starting hole 20, and when a judgment (lottery) is made 100 times based on the winning of special chart 1 (which may include winning of special chart 2), and a judgment result is derived (consumed) that causes the special pattern to stop changing 100 times (special chart miss), the micro-time-savings state is configured to enable the end of the normal-like game state (time-savings OFF / transition to the specified normal state).

[0306] In addition, if the result of the judgment regarding the win / loss is a win result made by using a fifth win / loss judgment table (not shown) that can handle the slight time-saving state (third advantageous state), a preferential treatment is provided in which 100 A-time reductions can be implemented regardless of the type of jackpot pattern (see Figure 10).

[0307] [About the jackpot game] In this embodiment, based on the winning of special chart 1 or special chart 2, a judgment (hereinafter also referred to as special chart lottery) is made according to the "special chart winning random number judgment table (condition element)" shown in Figure 9 (A), and if the judgment result is a winning jackpot, a "jackpot game (type 1 jackpot game)" is executed in which the opening pattern of the large prize opening is made possible according to the type of jackpot pattern (determined when the jackpot is won), and the first large prize opening 30 is opened according to this opening pattern of the large prize opening.

[0308] In this embodiment, in the prescribed normal state and general normal state in which the function of facilitating ball entry related to the electric chute support is not utilized, or in the slight time-saving state after a jackpot game in which the function of facilitating ball entry related to the electric chute support is not fully utilized, the player plays with a left-handed swing aiming to get the game ball to enter the first starting hole 20, and when a jackpot is won based on a special chart lottery related to special chart 1, it is possible to determine either "Special chart 1_jackpot pattern A," "Special chart 1_jackpot pattern B," or "Special chart 1_jackpot pattern C" (see Figure 10), and a winning notification can be executed on the special chart 1 display 41a in the form of an LED display mode corresponding to each of the special chart 1 jackpot patterns A to C.

[0309] Furthermore, in this embodiment, in the A time-saving state or C time-saving state in which the ball entry facilitating function related to the electric chute support is exerted, the player plays by hitting the ball from the right, aiming to get the game ball to enter the second starting hole 21, and if a jackpot is won based on the special chart lottery related to special chart 2, it is possible to determine "special chart 2_jackpot pattern A" (see Figure 10), and a winning notification can be executed on the special chart 2 display 41b in the form of an LED display mode corresponding to the special chart 2_jackpot pattern A.

[0310] In this embodiment, the ball entry facilitating function of the electric chute support refers to control that enables the operation of a long opening pattern that makes it easier to get the gaming ball to enter the second starting hole 21 when the electric chute 22 is open. And, the case where this function is not exercised refers to control that enables the operation of a short opening pattern that makes it difficult to get the gaming ball to enter the second starting hole 21 when the electric chute 22 is open.

[0311] "Special chart 1_jackpot pattern A", "Special chart 1_jackpot pattern B" or "Special chart 2_jackpot pattern A" are jackpot patterns that can award 10R (round) jackpot games as a type of round game (unit opening game also written as R) in which the first large prize opening 30 is opened multiple times.

[0312] In addition, "Special Chart 1_Big Winning Pattern C" is a big winning pattern that can award a 4R (round) big winning game as a type of round game in which the first big winning opening 30 is opened multiple times.

[0313] In this embodiment, in a 10R jackpot game or a 4R jackpot game, the first large prize opening 30 is opened once per Round, and when a specified number of game balls (e.g., 10 balls) enter the winning hole in this Round (one opening), the first large prize opening 30 transitions from an open state to a closed state (end of one Round), with the maximum opening time being 29.5 seconds.

[0314] In addition, the round play of this embodiment includes an opening (also referred to as OP) before the first round play begins, and an ending (also referred to as ED) after the final round play ends.

[0315] Each round game starts with the end of the OP or the end of the previous round game, and ends with the start of the next round game or the start of the ED. The time (interval time) for closing the big prize opening between round games is included in the round game that was open before the closing.

[0316] [About small win games] In this embodiment, a judgment (special drawing lottery) is made according to the "judgment table (condition element) of the special drawing winning random number" shown in Fig. 9 (A) based on the winning of the special drawing 2, and if the judgment result is that the small winning is won, a "small winning game" is first executed to open the second large winning opening 35. Then, when the game ball enters the specific area 39 in the second large winning opening 35 during the execution of this small winning game (V winning), a "large winning game (two types of large winning game)" is executed to enable the execution of the opening pattern of the large winning opening according to the type of small winning pattern (determined when the small winning is won) and to open the first large winning opening 30 according to the opening pattern of the large winning opening.

[0317] In addition, if the game ball does not enter the specific area 39 in the second large winning port 35 (V winning) during the execution of the small winning game, the type 2 large winning game will not be executed.

[0318] In this embodiment, in the A time-saving state or C time-saving state in which the function of facilitating ball entry related to the electric chute support is exerted, the player plays by hitting the ball from the right, aiming to get the ball to enter the second starting hole 21, and if a small prize is won based on the special prize lottery related to the special prize 2, it is possible to determine "special prize 2_small prize pattern a" or "special prize 2_small prize pattern b" (see Figure 10), and a winning notification can be executed on the special prize 2 display 41b in the form of an LED display mode corresponding to each of the special prize 2_small prize patterns a to b.

[0319] In addition, the small win game in this embodiment includes a small win opening game that opens the second large winning port 35, an opening (pre-opening interval) before the small win opening game begins, and an ending (post-closing interval) after the small win opening game ends.

[0320] When a small prize is won, a small prize game is executed in which the second large prize opening 35 is opened once (1R), and when a specified number of game balls (e.g., 10 balls) enter during this one opening (per 1R), the second large prize opening 35 transitions from an open state to a closed state (end of 1R), with the maximum opening time being 1.6 seconds.

[0321] In this embodiment, the opening of the second large prize opening 35 for the small win game corresponds to the first round.

[0322] Therefore, when a game ball enters the second large prize opening 35 that is opened based on the execution of a small prize game, and the entering game ball passes through a specific area 39 within the second large prize device 36 (hereinafter also referred to as V entry or V passage), a Type 2 jackpot (the activation condition for a Type 2 jackpot game) is achieved.

[0323] In this specification, the big win game and the small win game are also referred to as special games. In the special game, there may be a round execution mode in which the big prize opening is opened and closed multiple times during one round.

[0324] As shown in FIG. 10, there are two types of small prize symbols that can be won in the lottery for the special chart 2 (small prize symbols that are stopped and displayed on the special chart 2 display 41b).

[0325] Specifically, depending on the result of the pattern lottery based on the special pattern type random number, it is possible to determine either "Special pattern 2_small winning pattern a (allocation rate: approximately 10%)" or "Special pattern 2_small winning pattern b (allocation rate: approximately 90%)" (see Figure 9 (C)).

[0326] "Special chart 2_small prize patterns a~b" are the winning patterns for the small prize that open the second large prize opening 35 in order to enable a V entry (V passage to specific area 39) during the small prize play, which is the activation condition for the second type of large prize, if a small prize is won based on the lottery on Special chart 2.

[0327] As shown in FIG. 10, the OP time (seconds) for waiting until the second large winning port 35 is opened in the small winning game is made different according to the type of the small winning symbol, thereby realizing this.

[0328] Specifically, in a small prize game corresponding to "Special Chart 2_Small Prize Pattern a", when the second large prize opening 35 can be opened for a maximum of 1.6 seconds, the opening pattern a of the opening / closing member 37 is set so that the OP time (seconds) related to waiting is opened for approximately 4.6 seconds.

[0329] In addition, in a small prize game corresponding to "Special chart 2_small prize pattern b", when the second large prize opening 35 can be opened for a maximum of 1.6 seconds, the opening pattern b of the opening / closing member 37 is set to an OP time (seconds) related to waiting of 0.008 seconds, and the execution mode is different from the opening pattern a of the opening / closing member 37.

[0330] In this embodiment, the timing of opening the second large prize opening 35 for the distribution member 71, which moves at a constant rate from the start of the OP time of the small prize game, is changed depending on the type of small prize pattern, making it possible to determine whether or not a V prize is possible during the execution of the small prize game.

[0331] In other words, whether or not a V winning is possible during the execution of a small winning game can be determined by varying the combination of the operation pattern of the distribution member 71 and the opening pattern of the opening / closing member 37.

[0332] Specifically, in the small win game corresponding to Special Chart 2_Small Win Pattern a, the second large winning port 35 is opened after the operation of the distribution member 71 from the OP of the small win game has been completed, and this can be executed using a non-passing opening pattern in which a V win is not possible (the OP time related to waiting is approximately 4.6 seconds).

[0333] In addition, in the small win game corresponding to Special Chart 2_small win pattern b, the second large winning port 35 is opened during the period when assistance is obtained from the distribution member 71 which operates from the OP of the small win game, and this can be executed using a passing opening pattern which allows for a V win (OP time related to waiting is opened for 0.008 seconds).

[0334] [Regarding the normal hit detection table] In this pachinko game machine 1, as shown in the "Regular winning judgment table" in Figure 12 (A), when a regular lottery is performed (the game ball passes through gate 28) regardless of the type of game state, the judgment that a winning occurs is set with a high probability (regular winning rate: approximately 100%).

[0335] However, in the prescribed normal state, general normal state, and slight time-saving state, when the opening pattern of the electric chute 22 used when any of these states is reached is executed, the opening mode (short opening) is set up in such a way that it is impossible to capture the game ball flowing down the right game area 3B, thereby making it virtually impossible for the game ball to enter the second starting hole 21 associated with the electric chute 22.

[0336] On the other hand, in the A time-saving state or the C time-saving state, when the opening pattern of the electric chute 22 used when either of these states is reached is executed, the opening mode (long opening) is set to make it easy to capture the game ball flowing down the right game area 3B, so that it is possible to cause the game ball to enter the second starting hole 21 related to the electric chute 22 by passing the game ball through the gate 28 (normal winning and normal lottery).

[0337] In addition, when this pachinko game machine 1 judges the normal winning random number and judges it to be a normal winning, it determines the type of normal winning (any of A to B) by judging the normal winning random number according to the "normal winning type judgment table" shown in Figure 12 (B).

[0338] Specifically, the "Regular Map_A" is determined about 10% of the time, and the "Regular Map_B" is determined about 90% of the time. In addition, when the regular map is hit, the regular map display 42 stops displaying the LED lighting mode (identification information, blinking pattern) corresponding to "Regular Map_A or Regular Map_B".

[0339] In addition, this pachinko game machine 1 determines the regular map fluctuation pattern (regular map fluctuation time) by using the "regular map fluctuation pattern determination table" shown in Figure 12 (C) to make a judgment based on the result of the judgment of whether the regular map hit random number is a hit or not and the regular map fluctuation PT random number.

[0340] In addition, in this embodiment, the fluctuation time of the normal map in the A time-saving state or the C time-saving state (average fluctuation time: approximately 2 seconds) is made shorter than the fluctuation time in other states (prescribed normal state, general normal state, slight time-saving state) (average fluctuation time: approximately 13 seconds), making it possible to operate the fluctuation time shortening function of the normal map display 42.

[0341] This pachinko game machine 1 uses the "electric chute 22 opening pattern determination table" shown in Figure 12 (D) to determine the opening pattern of the electric chute 22 according to the combination of the type of game state (non-time-saving state, slight time-saving state, A-time-saving state, C-time-saving state) and the type of normal map (normal map_A or normal map_B).

[0342] As a result of the above, it is possible to vary at least one of the number of times the electric chute 22 is opened when one normal map is hit, the opening time of the electric chute 22, the opening time until the opening is performed, or the interval time between openings depending on each game state and the type of normal map (normal map_A or normal map_B).

[0343] Specifically, in the prescribed normal state or the general normal state, regardless of the type of normal chart (normal chart_A~B) when a normal chart is won, the opening pattern of the electric chute 22 is a "short one-time opening" that opens for 0.06 seconds, making it difficult to win the special chart 2.

[0344] In the slight time-saving state, regardless of the type of normal chute (normal chute_A~B), the opening pattern of the electric chute 22 is set to a "short two-time opening" pattern, which opens for 0.06 seconds, making it difficult to win special chute 2 when a normal chute is hit.

[0345] In the A time-saving state, the opening pattern of the electric chute 22 is "long 2 times opening" which opens for 2.5 seconds to make it easier to win the special chute 2 according to the normal chute_A when the normal chute hits. Also, the opening pattern of the electric chute 22 is "long 1 time opening" which opens for 2.5 seconds to make it easier to win the special chute 2 according to the normal chute_B when the normal chute hits.

[0346] In the C time-saving state, regardless of the type of normal chute (normal chute_A~B), the opening pattern of the electric chute 22 is a "long two-time opening" pattern that opens for 2.5 seconds, making it easier to win special chute 2 when a normal chute is hit.

[0347] In this embodiment, the opening time (opening timing not shown) until the electric chute 22 is opened is made different depending on the type of normal map (normal map_A to B), thereby making it possible to suppress so-called monotonous timing shots.

[0348] In addition, in this embodiment, the interval time (opening timing, not shown) between two openings of the electric chute 22 is made different depending on the type of normal map (normal map_A to B), thereby making it possible to suppress so-called monotonous timing shots.

[0349] [Summary of game states in this pachinko gaming machine 1] When the pachinko game machine 1 is played for the first time (RAM cleared), the game state after powering on is the specified normal state (non-time-saving state). In this specified normal state, if a predetermined judgment requirement is met (a judgment result other than C time-saving win is obtained based on one or more special drawing), the game state will transition to the general normal state (non-time-saving state), which is the usual position.

[0350] On the other hand, in the prescribed normal state, if the specified judgment requirements are met (based on one or more special chart drawings, the judgment result is that the C time-saving state has been reached), the state will transition to the C time-saving state.

[0351] Next, in the C time-saving state, if a jackpot is won and a 10R jackpot game A can be executed, the state will transition to the A time-saving state (10,000 times) after the 10R jackpot game A ends.

[0352] Also, in the normal state, if a jackpot is won and a 10R jackpot game A can be played, the game will transition to the A time-saving state (10,000 times) after the 10R jackpot game A ends, and if a jackpot is won and a 10R jackpot game B can be played, the game will transition to the A time-saving state (100 times) after the 10R jackpot game B ends.

[0353] On the other hand, in a normal state, when a jackpot is won and a 4R jackpot game can be played, the game will transition to a slight time-saving state (100 times) after the 4R jackpot game ends.

[0354] In this specification, the execution of the final change display in either the C time-saving state, the A time-saving state, or the minute time-saving state may also be referred to as the "final time-saving change."

[0355] The "A time-saving state or C time-saving state" is a game state in which the game ball is more likely to enter the electric chute 22 (second starting hole 21) efficiently compared to other states (prescribed normal state, general normal state, slight time-saving state) (a game that improves the ease of achieving the starting conditions more than in the normal state / a game that improves the execution efficiency of judgments per unit time more than in the normal state).

[0356] In the "A time-saving state or C time-saving state" in this embodiment, the time required for the variable display of the special symbols (special symbol 1, special symbol 2) and / or the normal symbols is shortened compared to the normal state, but the probability of winning the normal symbol lottery is not increased in a specific game state. However, the present invention is not limited to this, and the probability of winning the normal symbol lottery may be changed.

[0357] In addition, in the "slight time-saving state", the time required for each variable display of the special symbols (special symbol 1, special symbol 2) and / or normal symbols is set to be unchanged compared to the normal state. Furthermore, the period during which the movable member 23 is in the open state is so short that it hardly changes compared to the normal state, and does not reach a state in which it is easy to win a prize by easily capturing the game ball based on the movement of the electric chute 22 (second starting hole 21).

[0358] In addition, the number of time-saving times (100 times or 10,000 times) shown in this embodiment corresponds to the upper limit for counting the number of times the variable display of the special patterns (Special Pattern 1 and / or Special Pattern 2) shown in the time-saving state is executed (the number of times the special pattern is drawn).

[0359] However, without being limited to this, the number of times the time is reduced (100 times or 10,000 times) may be set as the upper limit number for counting the number of times the variable display of the ordinary pattern (ordinary pattern) shown in the time-reduction state is executed (the number of times the ordinary pattern is drawn).

[0360] In addition, with regard to the performance of the electric chute support function (A time-saving state or C time-saving state), it is possible to appropriately adopt one or more of the high probability fluctuation function of the normal chart lottery, the fluctuation time reduction function of the special chart or normal chart, and the opening extension function of the electric chute 22, thereby making it possible to efficiently and easily enter the game ball into the second starting hole 21 that is opened based on the movement of the electric chute 22.

[0361] In addition, the performance of one or more of the high probability fluctuation function of the regular chart lottery, the fluctuation time reduction function of the special chart or regular chart, and the opening extension function of the electric chute 22 may be made inferior (the same as the normal state, or almost different from the normal state), making it inefficient and difficult to enter the game ball into the second starting hole 21 that is opened based on the movement of the electric chute 22.

[0362] In this embodiment, the "A time-saving state or C time-saving state" enables the operation of an electric chute opening count increase function, which opens the electric chute 22 more times than in other states, and also enables the operation of an electric chute opening time extension function, which keeps the electric chute 22 open for a longer period of time than in other states, thereby making it possible to realize an easy-to-win state in which the electric chute 22 is more likely to open and the game ball is more likely to enter the second starting hole 21.

[0363] Therefore, the "A time-saving state or C time-saving state" is sometimes called a "high base state" because the base, which is the ratio of the number of winning balls to the number of shot balls, is high based on the electric chute support function being activated (electric support control). Also, the other states are sometimes called "low base states" because the base, which is the ratio of the number of winning balls to the number of shot balls, is lower compared to the "A time-saving state or C time-saving state."

[0364] As a result of the above, in the high base state of "A time-saving state or C time-saving state", based on the electric support control, it becomes possible to enjoy advantageous play by having the game ball pass through gate 28, which triggers the execution of the regular drawing, and by shooting the ball from the right, enter the right game area 3B (see Figure 1) in order to make the game ball enter the second starting hole 21 (winning the special drawing).

[0365] In contrast, in the low base state in other states (prescribed normal state, general normal state, slight time-saving state), electric support control is not executed, so even if the electric chute 22 opens, it will result in an opening pattern (short turn opening) in which it will be difficult for the game ball to enter the second starting hole 21. Therefore, it is best to aim for the game ball to enter the first starting hole 20, and a game can be played in which the game ball enters the left game area 3A (see Figure 1) by firing the ball from the left.

[0366] In addition, in the jackpot game in this embodiment, the player plays a game involving shooting a ball from the right, with the aim of making the game ball enter the first large prize opening 30 or the second large prize opening 35 (see Figure 1) provided in the right game area 3B.

[0367] [About the special drawing command] The present pachinko gaming machine 1 is capable of executing a so-called pre-reading performance.

[0368] In this embodiment, when a game ball enters the first start port 20 or the second start port 21 (special winning) during special chart change (while the segment is flashing) by the special chart 1 display 41a or the special chart 2 display 41b, the judgment information (random number value such as a special chart winning random number) that is to be set as a pre-read target and that is to be held (held memory) in response to this can be set as a pre-read target, and by referring to command information (hereinafter also referred to as pre-read judgment information) contained in the special chart winning command that can be generated based on the judgment information that is held for acquisition related to this pre-read target, it is possible to control pre-judgment (hereinafter also referred to as pre-read judgment) that enables advance information acquisition (pre-judgment of the expected winning probability associated with the special chart winning command before the judgment trigger) regarding the judgment information that is put on hold because the special chart is changing.

[0369] Then, a special winning prize is awarded corresponding to the judgment information that has been reserved for acquisition and that is the subject of the pre-reading judgment, but before the start of the latter special chart change (during the special chart change), which is made to wait until the end of the previous special chart change, a pre-reading performance (reserved notice) regarding an indication of the expected probability of winning obtained from the advance information acquisition is made possible based on the pre-reading judgment.

[0370] As shown in the "Special prize winning command identification table" in Figure 13, in this embodiment, it is possible to perform pre-reading judgment by making it possible to refer to the higher-level commands and lower-level commands (pre-reading judgment information) that constitute the special prize winning command as the reserved judgment information.

[0371] This makes it possible to obtain information in advance, which can determine whether the judgment result content related to the pre-reading judgment of the reserved judgment information is a big hit, a small hit, a special miss (C time-saving hit), a special chart miss, etc.

[0372] As an example, if the reserved special winning command is a special winning command related to determination information indicating a jackpot, pre-reading determination information indicating the type of jackpot pattern (either jackpot pattern A or jackpot pattern B) may be acquired.

[0373] In addition, if the reserved special winning command is a special winning command related to judgment information indicating a small win, it is possible to acquire pre-reading judgment information indicating the type of small win pattern (either small win pattern a or small win pattern b).

[0374] In addition, if the reserved special winning command is a special winning command related to judgment information indicating that the special winning command has been missed, it is possible to obtain pre-reading judgment information indicating whether or not a reach has occurred based on the special winning command being missed and the type of reach.

[0375] In addition, the special winning command in this embodiment also makes it possible to obtain additional pre-reading judgment information (pre-reading judgment) indicating whether the game ball has entered the first starting hole 20 or the second starting hole 21.

[0376] In addition, the type of pre-reading judgment information to be included as the pre-reading judgment information that can be obtained from the special winning command may be appropriately changed. For example, it may be possible to obtain pre-reading judgment information (pre-reading judgment) regarding detailed performance aspects (for example, the presence or absence of button performance) related to the variation pattern type from the special winning command.

[0377] [Operation of the gaming control microcomputer 81] Next, the operation of the game control microcomputer 81 will be described with reference to Figures 14 to 32. The game control microcomputer 81 is formed of a one-chip microcomputer, and includes a ROM (Read Only Memory) 83 which is a game control ROM, a RAM (Random Access Memory) 84 which is a game control RAM, a CPU (Central Processing Unit) 82 which is a game control CPU, a random number circuit (0 to 65535 is set as a random number value for determining a big win), and an I / O port section (Input / Output Port) 87 which is an interface terminal used for inputting and outputting information.

[0378] The ROM 83 stores a game program for the CPU 82 to perform game control processing, various data and various tables required for the game control processing, and the like.

[0379] The RAM 84 is used as a working memory when the CPU 82 performs game control processing. In addition, some (or all) of the game information stored in the RAM 84 (for example, the current game state, the currently changing special chart 1 change display information, the currently changing special chart 2 change display information, the current special chart 1 reserved information, the current special chart 2 reserved information, the current special chart 1 change count, the current special chart 2 change count, the current jackpot count, the current round count, the control command, etc.) is made to be a backup RAM that can be retained for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped.

[0380] The game control microcomputer 81 (CPU 82) is capable of expanding the game program stored in ROM 83 into RAM 84 based on the startup processing performed when the power of this pachinko game machine 1 is turned on, and is capable of executing operation processing of counters, timers, flags, status, buffers, etc. that appear in the operation description of the game control microcomputer 81 below, thereby controlling the main game in this pachinko game machine 1.

[0381] [Main control main processing] When the power supply of the pachinko gaming machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads out and executes the main control main processing program shown in Fig. 14 from the ROM 83. As shown in the figure, in the main control main processing, the CPU 82 and the like are first initialized (step S001).

[0382] This initial setting involves setting the stack, constants, interrupt time, SIO, PIO, and CTC (a circuit for managing interrupt time), as well as resetting certain information (various flags, status, counters, etc.). For example, the initial value of a flag is "0" or "OFF", the initial value of a status is "1", and the initial value of a counter is "0". Note that the initial setting (S001) is executed only once after power is turned on, and is not executed thereafter.

[0383] Also, the range of objects to be initialized differs depending on whether or not the RAM clear switch 152 is input when the power is turned on. That is, if there is no input from the RAM clear switch 152 when the power is turned on, the initial settings are made so that the game can be restored to the game state that was in effect before the power was turned on, and if there is an input from the RAM clear switch 152 when the power is turned on, the initial settings are made so that the game can be restored to a predetermined normal game state (predetermined normal state, initial game).

[0384] Following the initial setting (S001), interrupts are prohibited (S002), and a normal / special symbol main random number update process (S003) is executed. In this normal / special symbol main random number update process (S003), an update value (hereinafter also referred to as a random number counter value) of each random number counter provided corresponding to the random number type such as the special symbol random number and the normal symbol random number shown in FIG. 8 is generated. The random number counter value in this embodiment is an update value that is incremented by one at a time at high speed from an initial value (for example, 0), and is a periodic pseudo-random number that returns to the initial value and is incremented by one again when the update value reaches an upper limit value. The initial value of each random number counter may be a value other than "0" and may be changed randomly. Each random number may also be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0385] When the normal and special symbol main random number update process (S003) is completed, interrupts are permitted (S004). While the interrupts are permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the CPU 82 at, for example, a 4 ms (millisecond) cycle. Then, after the main timer interrupt process (S005) is completed, the update process of various counter values ​​by the normal and special symbol main random number update process (S003) is repeatedly executed until the main timer interrupt process (S005) is next started. Note that, if an interrupt pulse is input to the CPU 82 when the interrupts are prohibited, the main timer interrupt process (S005) does not start immediately, but starts after waiting for the interrupt to be permitted (S004).

[0386] [Main timer interrupt processing] Next, the main side timer interrupt process (S005) will be described. As shown in Fig. 15, the game control microcomputer 81 first executes an output process (S101) in the main side timer interrupt process (S005).

[0387] In the output process (S101), commands etc. set in the output buffer provided in the RAM 84 of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 170, etc.

[0388] In the input process (S102) that follows the output process (S101), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, first large prize hole sensor 30a, second large prize hole sensor 35a, general prize hole sensor 27a, etc. (see Figure 5)) attached to this pachinko game machine 1 are read and stored in the output buffer of RAM 84 as prize ball information (profit data) equivalent to the number of prize balls entered into each prize hole (profit).

[0389] In addition, the settings of the prize ball information corresponding to the winning of each winning slot may be made changeable as appropriate.

[0390] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the main control main process of Fig. 14. That is, the update process of the various random number counter values ​​(including the normal symbol related random number counter value) shown in Fig. 8 is performed both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).

[0391] Following the normal symbol / special symbol main random number update process (S103), the following sensor detection process (S104), normal action process (S105), special action process (S106), allocation member control process (S107), specific area sensor detection process (S108), and game end control process (S109) are executed.

[0392] After that, other processing (S110) is executed, and the main side timer interrupt processing (S005) is terminated. As the other processing (S110), the display mode of the special chart 1 reserved ball number is controlled based on the special chart 1 reserved ball number described later.

[0393] Then, steps S002 to S004 of the main control main process are repeatedly executed (see FIG. 14) until the next interrupt pulse is input to the CPU 82, and when the interrupt pulse is input (approximately 4 ms later), the main side timer interrupt process (S005) is executed again. In the output process (S101) of the main side timer interrupt process (S005) executed again, the commands and the like set in the output buffer of the RAM 84 in the previous main side timer interrupt process (S005) are output.

[0394] [Sensor detection process] As shown in Figure 16, in the sensor detection processing (S104) related to the main side timer interrupt processing (S005) of Figure 15, the game control microcontroller 81 determines whether or not a game ball has passed through the gate 28, i.e., whether or not a game ball has been detected by the gate sensor 28a (S201).

[0395] If the game ball has passed through the gate 28 (S201: YES), the gate passing process (S202) described below is performed. On the other hand, if the game ball has not passed through the gate 28 (S201: NO), the gate passing process (S202) is skipped and the process proceeds to step S203.

[0396] In step S203, it is determined whether or not a game ball has entered the second starting hole 21, that is, whether or not a game ball has been detected by the second starting hole sensor 21a (S203). If a game ball has not entered the second starting hole 21 (S203: NO), the process proceeds to step S209. If a game ball has entered the second starting hole 21 (S203: YES), it is determined whether or not the number of reserved balls in the special chart 2 (the number of reserved balls in the special chart 2, specifically, the value of a counter that counts the number of reserved balls in the special chart 2 provided in the RAM 84) has reached "4" (S204). If the number of reserved balls in the special chart 2 has reached "4" (S204: YES), the process proceeds to step S209. If the number of reserved balls in the special chart 2 is less than "4" (S204: NO), "1" is added to the number of reserved balls in the special chart 2 (S205).

[0397] Next, a special chart 2 related random number acquisition process (S206) is performed. In the special chart 2 related random number acquisition process (S206), a random number group of special chart related random numbers shown in Fig. 8 (A) is acquired, and the acquired random number values ​​are stored in the special chart 2 reserved memory unit 85b (Fig. 5).

[0398] Specifically, the special chart per random number counter value (any one extracted value within the numerical range of counter A), the special chart type random number counter value (any one extracted value within the numerical range of counter B), the reach random number counter value (any one extracted value within the numerical range of counter C) and the special chart fluctuation pattern random number counter value (any one extracted value within the numerical range of counter D) are obtained, and these obtained random number values ​​are stored in a memory area of ​​the special chart 2 reserved memory unit 85b (Figure 5) that corresponds to the current number of special chart 2 reserved balls.

[0399] Next, a special drawing 2 winning command specification process (S207) is performed. In the special drawing 2 winning command specification process (S207), a special drawing 2 winning command is specified using the special drawing winning command specification table shown in FIG. 13 based on the random value group stored in step S206.

[0400] As shown in Figure 13, the special drawing winning command (special drawing 2 winning command or special drawing 1 winning command) of this embodiment has an information structure consisting of two hexadecimal bytes, and is made up of a combination of one byte of an upper command and one byte of a lower command.

[0401] Furthermore, in the special winning command of this embodiment, the value of the upper digit of the upper command (two digits) in hexadecimal is information specifying the type of command (that it is a special winning command), and the value of the lower digit of the upper command (two digits) is starting port information specifying the type of starting port (whether to win the first starting port 20 or the second starting port 21).

[0402] Next, the lower command (two digits) in hexadecimal indicates the lottery result information. Note that the rules regarding the configuration of such special drawing winning commands are only an example and may be changed arbitrarily.

[0403] In addition, the classification of the "jackpot random number" in the table shown in FIG. 13 corresponds to the classification in the determination table of the special prize random number (see FIG. 9(A)). In addition, the classification of the "special prize type random number value" corresponds to the classification in the determination table of the prize pattern type (see FIG. 9(B)) or the determination table of the small prize pattern type (see FIG. 9(C)).

[0404] Specifically, if the special chart 2's special chart winning random number value is any of 65250 to 65535, a jackpot is determined, and further, if the special chart type random number value is any of 0 to 199, "Special chart 2_jackpot pattern A" is determined.

[0405] For example, if the special chart winning random number is "65535", the second starting port 21 (special chart 2) in the special chart winning command identification table in Figure 13 is referenced to identify the higher-level command "E2H" (1 byte) as the special chart 2 winning command, and if the special chart type random number value is "199", the second starting port 21 in the special chart winning command identification table in Figure 13 is referenced to identify the lower-level command "01H" (1 byte) as the special chart 2 winning command, making it possible to identify the special chart 2 winning command "E2H01H".

[0406] In addition, if the special chart 2's random number value for the special chart win is any of 64249 to 65249, a small win is identified. Furthermore, if the special chart type random number value is any of 0 to 19, a "Special chart 2_small win pattern a" is identified, while if the special chart type random number value is any of 20 to 199, a "Special chart 2_small win pattern b" is identified.

[0407] For example, if the special chart winning random number for winning the special chart 2 is "65249", the second starting port 21 in the special chart winning command identification table of Figure 13 is referenced to identify the higher-level command "E2H" (1 byte) as the special chart 2 winning command, and if the special chart type random number value is "19", the second starting port 21 in the special chart winning command identification table of Figure 13 is referenced to identify the lower-level command "02H" (1 byte) as the special chart 2 winning command, making it possible to identify the special chart 2 winning command "E2H02H".

[0408] On the other hand, if the special chart type random number value for winning the special chart 2 is "199", by referring to the second starting port 21 in the special chart winning command identification table in Figure 13, it is possible to identify the lower command (1 byte) "03H" as the special chart 2 winning command, and thereby identify the special chart 2 winning command "E2H03H".

[0409] In addition, if the random number value of the special chart 2 that is a winning special chart is between 0 and 64348, the special chart is identified as a losing special chart, and further, if the random number value of the special chart type is between 0 and 199, the "special chart 2_losing pattern" is identified.

[0410] For example, if the special chart winning random number for winning the special chart 2 is "64348", the second starting port 21 in the special chart winning command identification table of Figure 13 is referenced to identify the higher-level command "E2H" (1 byte) as the special chart 2 winning command, and if the special chart type random number value is "199", the second starting port 21 in the special chart winning command identification table of Figure 13 is referenced to identify the lower-level command "04H" (1 byte) as the special chart 2 winning command, making it possible to identify the special chart 2 winning command "E2H04H".

[0411] Then, in step S208, the game control microcomputer 81 sets the special chart 2 winning command identified in step S207 in the output buffer of the RAM 84.

[0412] Next, in the sensor detection process (S104), in step S209, it is determined whether or not a gaming ball has entered the first start hole 20, that is, whether or not a gaming ball has been detected by the first start hole sensor 20a.

[0413] If the game ball has not entered the first starting hole 20 (S209: NO), the process is terminated. However, if the game ball has entered the first starting hole 20 (S209: YES), it is determined whether the number of reserved balls for special chart 1 (the number of reserved balls for special chart 1, specifically, the value of the counter that counts the number of reserved balls for special chart 1 provided in RAM 84) has reached "4" (S210). If the number of reserved balls for special chart 1 has reached "4" (S210: YES), the process is terminated. However, if the number of reserved balls for special chart 1 is less than "4" (S210: NO), "1" is added to the number of reserved balls for special chart 1 (S211).

[0414] Next, a special chart 1 related random number acquisition process (S212) is performed. In the special chart 1 related random number acquisition process (S212), similar to the special chart 2 related random number acquisition process (S206), a random number group of special chart related random numbers shown in Fig. 8 (A) is acquired, and the acquired random number values ​​are stored in the special chart 1 reserved memory unit 85a (Fig. 5).

[0415] Specifically, the special chart per random number counter value (any one extracted value within the numerical range of counter A), the special chart type random number counter value (any one extracted value within the numerical range of counter B), the reach random number counter value (any one extracted value within the numerical range of counter C) and the special chart fluctuation pattern random number counter value (any one extracted value within the numerical range of counter D) are obtained, and these obtained random number values ​​are stored in a memory area of ​​the special chart 1 reserved memory unit 85a (Figure 5) that corresponds to the current number of balls reserved for special chart 1.

[0416] Next, a special drawing 1 winning command specification process (S213) is performed. In the special drawing 1 winning command specification process (S213), a special drawing 1 winning command is specified using the special drawing winning command specification table shown in FIG. 13 based on the random number group stored in step S212.

[0417] Specifically, if the special chart 1 random number value for the special chart win is between 65250 and 65535, it is determined to be a jackpot. Furthermore, if the special chart type random number value is between 0 and 1, "Special chart 1_jackpot pattern A" is determined, if the special chart type random number value is between 2 and 49, "Special chart 1_jackpot pattern B" is determined, and if the special chart type random number value is between 50 and 199, "Special chart 1_jackpot pattern C" is determined.

[0418] For example, if the special winning random number for winning Special Chart 1 is "65535", first, by referring to the first starting port 20 (Special Chart 1) in the special chart winning command identification table of Figure 13, the higher-level command "E1H" (1 byte) is identified as the special chart 1 winning command.

[0419] Next, when the special chart type random number value relating to the special chart 1 winning is "1", and the lower command (1 byte) "01H" is identified by referring to the location of the first starting port 20 in the special chart winning command identification table of Figure 13, it is possible to identify the special chart 1 winning command "E1H02H" based on the identification of the higher command.

[0420] In addition, if the special chart type random number value for winning the special chart 1 is "49", and the lower command (1 byte) "02H" is identified by referring to the location of the first starting port 20 in the special chart winning command identification table in Figure 13, the special chart 1 winning command "E1H02H" can be identified based on the identification of the higher command.

[0421] In addition, if the special chart type random number value for winning special chart 1 is "199", and the lower command (1 byte) "03H" is identified by referring to the location of the first starting port 20 in the special chart winning command identification table in Figure 13, the special chart 1 winning command "E1H03H" can be identified based on the identification of the higher command.

[0422] In addition, if the special chart winning random number value for winning special chart 1 during the specified normal state is a special miss equivalent to 0 to 3106, it is determined to be a "C time-saving win", and further, if the special chart type random number value is any value between 0 and 199, it is determined to be a "Special chart 1_time-saving pattern β".

[0423] For example, if the special chart winning random number for winning special chart 1 is "3106", the first starting port 20 (special chart 1) in the special chart winning command identification table of Figure 13 is referenced to identify the higher-level command "E1H" (1 byte) as the special chart 1 winning command, and if the special chart type random number value is "199", the first starting port 20 in the special chart winning command identification table of Figure 13 is referenced to identify the lower-level command "04H" (1 byte) as the special chart 1 winning command, making it possible to identify the special chart 1 winning command "E1H04H".

[0424] In addition, if the random number value of the special chart 1 that hits the special chart in a game state other than the specified normal state is any value between 0 and 65346, it is identified as a "missed special chart," and if the random number value of the special chart type is any value between 0 and 199, it is identified as a "missed special chart 1 pattern."

[0425] For example, if the special chart winning random number for winning the special chart 1 is "65346", the first starting port 20 in the special chart winning command identification table of Figure 13 is referenced to identify the higher-level command "E1H" (1 byte) as the special chart 1 winning command, and if the special chart type random number value is "199", the first starting port 20 in the special chart winning command identification table of Figure 13 is referenced to identify the lower-level command "05H" (1 byte) as the special chart 1 winning command, making it possible to identify the special chart 1 winning command "E1H05H".

[0426] Then, in step S214, the game control microcomputer 81 sets the special chart 1 winning command identified in step S213 in the output buffer of the RAM 84 (S214), and ends the process.

[0427] [Gate passing process] As shown in Fig. 17, in the gate passing process (S202) related to the sensor detection process (S104), the game control microcomputer 81 judges whether the number of reserved balls (the number of reserved balls, specifically, the value of the counter that counts the number of reserved balls provided in the RAM 84) has reached "4" (S221). If the number of reserved balls has reached "4" (S221: YES), the process is terminated, but if the number of reserved balls is less than "4" (S221: NO), "1" is added to the number of reserved balls (S222).

[0428] Next, a random number acquisition process (S223) is performed to acquire random numbers related to the map. In the random number acquisition process (S223), a random number group shown in Fig. 8(B) is acquired, and the acquired random number values ​​are stored in the map reservation memory unit 85c (Fig. 5).

[0429] Specifically, the random number counter value per regular ball (any one extracted value in the numerical range of 1 to 65,535), the random number counter value by regular ball type (any one extracted value in the numerical range of 0 to 199), and the regular ball fluctuation pattern random number counter value (any one extracted value in the numerical range of 0 to 99) are obtained, and these obtained random number values ​​are stored in a memory area of ​​the regular ball reserve memory unit 85c (Figure 5) that corresponds to the current number of regular balls reserved.

[0430] Next, a map passing command specification process (S224) is performed. In the map passing command specification process (S224), a map passing command is specified using a map passing command specification table (not shown) based on the random value group stored in step S223.

[0431] Specifically, based on the "normal map hit determination table" shown in Figure 12 (A), if the normal map hit random number value is any value between 1 and 65535, it is determined to be a normal map hit, and therefore, by referring to the normal map pass command identification table (not shown), it is determined that the value of the higher command in the normal map pass command will be E3H.

[0432] In addition, the types of ordinary patterns can be distinguished by classifying the random numbers according to the ordinary pattern type based on the "ordinary pattern type determination table" shown in Figure 12 (B).

[0433] In detail, if the regular map type random number value is any of 0 to 19, it is determined to be a regular map_A, and therefore it is determined that the value of the lower command in the regular map pass command, which indicates this (i.e., that the acquired determination information is regular map winning information that is to be used as a regular map winning determination, and the type of regular map winning pattern is "regular map_A"), is 01H.

[0434] In addition, if the random number value for the general map type is any of 20 to 199, it is determined to be general map_B, and the value of the lower command in the general map pass command indicating this is specified to be 02H.

[0435] Next, the game control microcomputer 81 sets the normal game pass command identified in step S224 in the output buffer of the RAM 84 (S225), and ends the process.

[0436] [Normal operation process] As shown in FIG. 18, the game control microcomputer 81 performs normal operation processing (S105) after the sensor detection processing (S104) related to the main side timer interrupt processing (S005) in FIG.

[0437] In the normal operation process (S105), it is determined whether the electric chute 22 is in operation (S301). If the electric chute 22 is not in operation (S301: NO), it is then determined whether the normal map is stopped (from the start to the end of the normal map stop time) (S302). If the normal map is not stopped (S302: NO), it is then determined whether the normal map is changing (S303). If the normal map is not changing (S303: NO), it is then determined whether the normal map reserved ball number, which is related to whether the normal map related random number is stored or not, obtained in the above-mentioned step S223 is "0" (S304). If the normal map reserved ball number is "0" (S304: YES), there is no memory of the normal map related random number, so this process is terminated.

[0438] In step S304, if the number of reserved balls is not "0" (S304: NO), the random number related to the normal map is stored, so a hit determination process (S305) is performed. In the normal map hit determination process (S305), a hit or a miss is determined based on the "normal map hit determination table" shown in FIG. 12(A).

[0439] Then, a pattern determination process is performed to set regular stop pattern data according to the result of the regular winning determination process in a predetermined storage area of ​​the RAM 84 (S306). That is, in the regular pattern determination process (S306), if the regular pattern is a miss, data corresponding to a "regular losing pattern" is set based on the "regular pattern type determination table" shown in FIG. 12(B), and if the regular pattern is a win, data corresponding to a "regular winning pattern (regular pattern_A to B)" is set.

[0440] Next, the normal map fluctuation time determination process (S307) is performed. In the normal map fluctuation time determination process (S307), by referring to the "normal map fluctuation pattern selection table" shown in FIG. 12(C), if the game state is "normal or slight time reduction", it is possible to select one of the normal map fluctuation patterns pt1 with a fluctuation time of 16 seconds per normal map, the normal map fluctuation pattern pt2 with a fluctuation time of 13 seconds per normal map, and the normal map fluctuation pattern pt3 with a fluctuation time of 10 seconds per normal map miss.

[0441] On the other hand, if the game state is "A time-saving state or C time-saving state", it is possible to select from among normal map fluctuation pattern pt4 with a fluctuation time of 2.5 seconds per normal map, normal map fluctuation pattern pt5 with a fluctuation time of 1.5 seconds per normal map, and normal map fluctuation pattern pt6 with a fluctuation time of 2 seconds for a normal map miss.

[0442] Next, the number of reserved balls is decremented by 1 (S308). As a result, the storage location (storage area) of the reserved regular balls for reading in the reserved regular ball storage unit 85c becomes empty, the storage location of each reserved regular ball in the reserved regular ball storage unit 85c is shifted from the current position to the side from which it is read (the storage area on the empty side), and the storage area corresponding to the fourth reserved ball in the reserved regular ball storage unit 85c (the storage area farthest from the empty side) becomes empty (S309).

[0443] In this way, the reserved normal maps are consumed in the order in which they were reserved. After that, the game control microcomputer 81 starts displaying the changes in the normal map according to the normal map change pattern selected in step S307 (S310). In addition, in order to inform the sub-control board 90 of the start of the change in the normal map, a normal map change start command is set.

[0444] If the normal map is being displayed in the above step S303 (S303: YES), it is then determined whether the normal map change time has elapsed (S311), and if not (S311: NO), this process is terminated. On the other hand, if the time has elapsed (S311: YES), the normal map change display is stopped with the display result (normal winning pattern or normal losing pattern) according to the result of the normal map related random number determination (S312).

[0445] Then, a normal map fluctuation stop command is set to notify the sub-control board 90 that the normal map fluctuation has stopped (S313), and the normal map stop time (500 ms in this embodiment, see Figure 12 (C)) is set (S314), and this processing is terminated.

[0446] Also, if the normal symbol is being displayed in the above-mentioned step S302 (S302: YES), it is then determined whether the normal symbol stop time set in step S314 has elapsed (S315), and if not (S315: NO), this process ends. On the other hand, if it has elapsed (S315: YES), it is determined whether the normal symbol stop symbol data for the normal winning symbol has been set (S316), and if it is not the data for the normal winning symbol (i.e., if there is no win (S316: NO)), this process ends, but if it is the data for the normal winning symbol (i.e., if there is a win (S316: YES)), the "opening pattern of the electric chute 22 is set (S317)" based on the "electric chute opening pattern determination table" shown in Figure 12 (D).

[0447] In detail, if the state is "normal", the opening pattern of the electric chute 22 is set to a normal state opening pattern of one short opening regardless of the type of normal map_A to B; if the state is "micro-time-saving state", the opening pattern of the electric chute 22 is set to a micro-time-saving state opening pattern of two short openings regardless of the type of normal map_A to B; and if the state is "C time-saving state", the opening pattern of the electric chute 22 is set to a C time-saving state opening pattern of two long openings regardless of the type of normal map_A to B.

[0448] In contrast, if the A time-saving state is in progress (A time-saving 100 times or A time-saving 10,000 times), either a "long two-time opening opening pattern" is set as the opening pattern of the electric chute 22 according to the type of normal map "Normal map_A", or a "long one-time opening opening pattern" is set as the opening pattern of the electric chute 22 according to the type of normal map "Normal map_B".

[0449] Next, displacement control is performed to operate the electric chute 22 according to the electric chute opening pattern set in step S317 (S318).

[0450] Furthermore, if the electric chute 22 is in operation in the above-mentioned step S301 (S301: YES), it is determined whether or not a specified number of game balls have entered the second starting hole 21 based on the opening of the electric chute 22 (S319), and if the specified number of game balls have entered (S319: YES), the operation of the electric chute 22 is terminated without waiting for the operation time of the electric chute 22 to elapse (S321).

[0451] Next, if the specified number of winnings has not been achieved (S319: NO), it is determined whether the operation time of the electric chute 22 has elapsed (S320), and if the operation time of the electric chute 22 has not elapsed (S320: NO), this process ends. On the other hand, if the operation time of the electric chute 22 has elapsed (S320: YES), the operation of the electric chute 22 is terminated (S321).

[0452] [Special Action Processing] As shown in FIG. 19, the game control microcomputer 81 performs a normal operation process (S105) related to the main side timer interrupt process (S005) in FIG. 15, and then a special operation process (S106).

[0453] In the special operation process (S106), the process related to the special symbol display device 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into five stages, and each stage is assigned a "special operation status 1, 2, 3, 4, 5."

[0454] If the "special operation status" is "1" (S901: YES), a special symbol waiting process (S902) is performed; if the "special operation status" is "2" (NO in S901, YES in S903), a special symbol changing process (S904) is performed; if the "special operation status" is "3" (NO in S901, S903, YES in S905), a special symbol determination process (S906) is performed; if the "special operation status" is "4" (NO in S901, S903, S905, YES in S907), a special electric device process 1 (S908) is performed as a big win game; if the "special operation status" is "5" (NO in S901, S903, S905, S907), a special electric device process 2 (S909) is performed as a small win game. The special operation status is initially set to "1".

[0455] [Special symbol waiting process (special operation status 1 in Figure 19)] As shown in Figure 20, in the special pattern waiting process (S902), the game control microcontroller 81 determines whether the acquired random number value (the random number value before the hit determination acquired in the above-mentioned step S206) is stored in the special pattern 2 reserved memory unit 85b (Figure 5) (S1001).

[0456] If the obtained random number value is not stored in the special chart 2 reserved memory unit 85b (Figure 5) (S1001: YES), that is, if there is no memory of the group of random number counter values ​​obtained due to winning at the second starting port 21, it is determined whether the number of reserved balls at the first starting port 20 (i.e., the number of reserved balls for special chart 1) is "0" or not (S1007).

[0457] If the number of reserved balls in the special drawing 1 is also "0" (S1007: YES), that is, if there is no memory of the random number counter value group acquired due to winning in the first starting hole 20, it is determined whether the display screen 7a of the image display device 7 has already been set to the standby screen (demo screen for waiting for customers) (S1013), and if so (S1013: YES), the process is terminated, and if not (S1013: NO), the standby screen setting process (S1014) is performed. In the standby screen setting process (S1014), a customer waiting standby command is set to display the standby screen after a predetermined standby time has elapsed.

[0458] In step S1001, if the acquired random number value is stored in the special chart 2 reserved memory unit 85b (FIG. 5) (S1001: NO), the special chart 2 big win determination process (S1002) and the special chart 2 variable pattern selection process (S1003) are performed in sequence. After that, the game control microcomputer 81 subtracts 1 from the number of reserved balls for the special chart 2, and clears the storage location (first storage area) for reading various counter values ​​in the special chart 2 reserved memory unit 85b to make it empty (S1004).

[0459] Then, each of the five storage locations (reading memory area + each memory area of ​​reserved 1 to reserved 4) of various counter values ​​in the special drawing 2 reserved memory unit 85b is shifted from the current position to the side to be read (the first memory area side), and the fifth memory area (the memory area farthest from the empty state side) corresponding to the fourth reserved item in the special drawing 2 reserved memory unit 85b is made empty (S1005). In this way, the special drawing 2 reserved items are consumed in the order in which they were reserved.

[0460] Next, the game control microcomputer 81 executes the special chart 2 variation start process (S1006). In the special chart 2 variation start process (S1006), the special operation status is set to "2" and a variation start command is set in the output buffer of the RAM 84 to start the variation display of the special chart 2.

[0461] In addition, the fluctuation start command (also called the special chart 2 fluctuation start command) set in the special chart 2 fluctuation start process (S1006) includes information on the special chart stop pattern data (not shown) set in the special chart 2 jackpot determination process (S1002) and information on the fluctuation pattern set in the special chart 2 fluctuation pattern selection process (S1003) (information including fluctuation time information).

[0462] In addition, if the obtained random number value is not stored in the special chart 2 reserved memory unit 85b (Figure 5) but the number of reserved balls for special chart 1 is not "0" (YES in S1001 and NO in S1007), a special chart 1 jackpot determination process (S1008) and a special chart 1 variation pattern selection process (S1009) are performed sequentially.

[0463] Thereafter, the game control microcomputer 81 subtracts one from the number of reserved balls in the special chart 1 and clears the storage location (first memory area) for reading various counter values ​​in the special chart 1 reserved memory unit 85a to make it empty (S1010).

[0464] Then, each of the five storage locations (each storage area) in which various counter values ​​can be stored in the special drawing 1 reservation storage unit 85a is shifted from the current position to the side from which it is read (the first storage area (empty state) side), and the fifth storage area (the storage area farthest from the empty state side) corresponding to the fourth reserved item in the special drawing 1 reservation storage unit 85a is made empty (S1011). In this way, the special drawing 1 reservations are consumed in the order in which they were reserved.

[0465] Next, the game control microcomputer 81 executes the special chart 1 variation start process (S1012). In the special chart 1 variation start process (S1012), the special operation status is set to "2" and a variation start command is set in the output buffer of the RAM 84 to start the variation display of the special chart 1.

[0466] In addition, the fluctuation start command (also called the special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process (S1012) includes information on the special chart stop pattern data (not shown) set in the special chart 1 jackpot determination process (S1008) and information on the fluctuation pattern set in the special chart 1 fluctuation pattern selection process (S1009) (information including fluctuation time information).

[0467] As described above, in this embodiment, the variable display of the special pattern based on the reserved special pattern 1 is performed only when the random number counter value per special pattern is not stored in the reserved special pattern 2 storage unit 85b (YES in S1001). In other words, the processing based on the random number counter value per special pattern in the reserved special pattern 2 storage unit 85b is executed in priority to the consumption of the reserved special pattern 1.

[0468] In addition, the consumption of the special drawing 1 reservation may be performed during processing based on the random number counter value per special drawing in the special drawing 2 reservation memory unit 85b.

[0469] In this embodiment, if a small prize is won in a lottery based on the special prize winning random number counter value in the special prize 2 reserve memory unit 85b, the player will be able to pass through the specific area 39 during the subsequent small prize play (while the second large prize device 36 is open).

[0470] [Special chart 2 big win determination process (Special chart 1 big win determination process)] The special chart 2 jackpot determination process (S1002) and the special chart 1 jackpot determination process (S1008) have roughly the same processing flow, so they will be explained together based on Figure 21.

[0471] As shown in Figure 21, in the special chart 2 jackpot determination process (S1002) or the special chart 1 jackpot determination process (S1008), the game control microcontroller 81 reads out the special chart win random number counter value (extracted value related to counter A in Figure 6) extracted upon special chart winning (start winning) as a determination value (S1101).

[0472] In detail, in the special chart 2 jackpot determination process (S1002), the special chart hit random number counter value stored in the special chart 2 reserved memory section 85b (the first memory area corresponding to the reading of the special chart 2 reserved) of the RAM 84 is read out.

[0473] In addition, in the special chart 1 jackpot determination process (S1008), the special chart hit random number counter value stored in the special chart 1 reserved memory section 85a (first memory area corresponding to reading out the special chart 1 reserved) of the RAM 84 is read out.

[0474] Next, a judgment table for the special symbol winning random number (FIG. 9(A)) is set (S1102). Next, it is judged whether or not there is a big win based on the judgment table that has been set (S1103). In other words, it is judged whether or not the special symbol winning random number counter value matches any value within the range of the big win judgment value (judgment information) according to the type of special symbol (see FIG. 9(A)).

[0475] If the result of the jackpot determination (S1103) is a "jackpot" (S1103: YES), the jackpot flag (information related to the determination result of whether or not the jackpot has been won) is turned ON (S1104), and the special symbol type random number counter value (extracted value related to counter B in FIG. 6) extracted upon winning the special symbol is read out, and the jackpot symbol type (type of jackpot) is determined based on the "jackpot symbol type determination table" shown in FIG. 9(B) (S1105).

[0476] After determining the type of jackpot pattern (S1105), special symbol stop pattern data (not shown), which is one of the identification information corresponding to the type of jackpot pattern, is set in a special symbol type buffer provided in RAM 84 (S1106), and the process is completed.

[0477] On the other hand, if the result of the big win determination (S1103) is not a "big win" (S1103: NO), it is determined whether or not it is a small win (S1107). In detail, in the special pattern 2 big win determination process (S1002), it is determined whether or not the special pattern hit random number counter value matches any value within the range of the small win determination value (determination information) according to the type of special pattern (see the special pattern 2 column in FIG. 9(A)).

[0478] In this embodiment, by not providing an opportunity to win a small prize in the drawing of special drawing 1, the probability of winning a small prize in the drawing of special drawing 2 is made higher than that of the drawing of special drawing 1, but this is not limited to this, and the probability of winning a small prize in the drawing of special drawing 1 may be made higher than that of the drawing of special drawing 2. Also, the drawing for winning a small prize may be performed only in one of the drawing of special drawing 1 or the drawing of special drawing 2.

[0479] If the result of the small win determination (S1107) is a "small win" (S1107: YES), the small win flag (information related to the result of the small win determination) is turned ON (S1108), and the special symbol type random number counter value is read out and the small win symbol type (type of small win) is determined based on the "small win symbol type determination table" shown in Figure 9 (C) (S1109).

[0480] After determining the small win symbol type (S1109), the special symbol stop symbol data (not shown) that is one of the identification information according to the small win symbol type is set in the special symbol type buffer provided in the RAM 84 (S1110), and the process ends. In addition, a random number that determines whether or not there is a small win may be provided separately from the special symbol win random number.

[0481] In the special chart 1 jackpot determination process (S1008), when the specified normal state (predetermined non-time-saving state) is in effect, it is possible to determine whether the special chart hit random number counter value matches any of the values ​​from "0" to "3106", which are the determination values ​​for a C time-saving hit (special miss) (see the special chart 1 column in Figure 9 (A)).

[0482] Therefore, in the special chart 1 jackpot determination process (S1008), if it is not a jackpot (S1103: NO) or a small jackpot (S1107: NO), in step S1111 it is determined whether or not it is a C time-saving hit (special miss) under the specified normal state, and if it is a "C time-saving hit" (S1111: YES), the C time-saving hit flag (information related to the determination result of whether or not it was a C time-saving hit) is turned ON (S1112).

[0483] Next, the special symbol type random number counter value is read out, and the symbol type (time-saving symbol β / type of time-saving symbol) related to the C time-saving hit is determined based on the "time-saving symbol type determination table" shown in Figure 9 (E) (S1113), and special symbol stop symbol data (not shown) of identification information corresponding to the symbol type (time-saving symbol β) related to the C time-saving hit is set in the special symbol type buffer provided in RAM 84 (S1114), and the processing is completed.

[0484] On the other hand, if it is not a "C time-saving hit" in step S1111 (S1111: NO), it is a "special chart miss", so the special chart stop pattern data (not shown) of the identification information relating to the miss pattern according to the type of special chart 1 or special chart 2 is set in the special chart type buffer provided in RAM 84 (S1115), and the processing is terminated.

[0485] In addition, the random number that determines whether or not a C time reduction has been won may be set separately from the special chart random number to make the determination possible.

[0486] [Special chart 2 variation pattern selection process (Special chart 1 variation pattern selection process)] The special pattern 2 variation pattern selection process (S1003) and the special pattern 1 variation pattern selection process (S1009) related to the special pattern waiting process (S902) in Figure 20 have roughly the same processing flow, so they will be explained together based on Figure 22.

[0487] As shown in FIG. 22, in the special chart 2 fluctuation pattern selection process (S1003) or the special chart 1 fluctuation pattern selection process (S1009), the game control microcontroller 81 determines whether the game state is a game state related to a non-time-shortened state (prescribed normal state, general normal state, slight time-shortened state) (whether the time-shortened flag is OFF or not) (S1301).

[0488] If the state is related to the non-time-saving state (general normal state) (S1301: YES), it is then determined whether or not it is a jackpot (the jackpot flag is ON) (S1302). If it is a jackpot in step S1302 (S1302: YES), a table (abbreviated as TB in the figure) for jackpots during non-time-saving (part corresponding to special chart 1_jackpot in FIG. 11(A)) is referenced, and a fluctuation pattern (abbreviated as fluctuation PT in the figure) is selected based on the special chart fluctuation pattern random number counter value (extracted value related to counter D in FIG. 8) extracted upon winning the special chart (S1303).

[0489] In this embodiment, as shown in Fig. 11, once the variation pattern is determined, the variation time is also determined. In addition, the variation pattern is associated with each content of the variation performance, and once the variation pattern is determined, the variation performance of the content according to the variation pattern is executed (see the column of Special Diagram 1_Reach Type in Fig. 11(A)).

[0490] As an example, when the content of the change presentation is based on the change pattern P1, a super reach (hereinafter also referred to as an SP reach) is executed, and when the content of the change presentation is based on the change pattern P2, a normal reach (hereinafter also referred to as an N reach) is executed.

[0491] In this embodiment, the SP reach or battle reach is a reach with a longer fluctuation time than the N reach, and is executed based on a distribution setting that makes the expectation of winning (expectation of winning) when a special chart lottery is performed higher than the N reach. Note that, following the execution of the N reach, it may be a variable performance with a developmental content that leads to the execution of the SP reach or battle reach.

[0492] On the other hand, in step S1302, if the jackpot (the jackpot flag is ON) is not reached (S1302: NO), it is determined whether or not the jackpot is reached by winning the special drawing 1 during the prescribed normal state (S1304).

[0493] If a C time-saving hit is determined in step S1304 (S1304: YES), if the state is the normal state as specified after transition from the time-saving state, the table for the C time-saving hit (the part corresponding to the special chart 1_C time-saving hit in Figure 11 (D)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1305).

[0494] Also, if a C time reduction hit is determined in step S1304 (S1304: YES), if the state is the normal state as specified after initialization, the table for a C time reduction hit (the part corresponding to the special chart 1_C time reduction hit in Figure 11 (E)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1305).

[0495] On the other hand, if the time-saving hit is not C in step S1304 (S1304: NO), it is determined whether or not the reach (the reach-established random number value) is reached based on the reach random number counter value (the extracted value related to counter C in FIG. 8) extracted upon winning the special drawing (S1306). As shown in FIG. 9(D), the reach-established random number value during the non-time-saving state is set to any value between "0" and "80".

[0496] Then, if a reach occurs in the general normal state in step S1306 (S1306: YES), it is determined to be a reach with special chart miss, so a table for reach with miss during non-time-saving (the part corresponding to reach with special chart 1_special chart miss in Figure 11 (A)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1307).

[0497] In addition, if a reach occurs during the slight time-saving state in step S1306 (S1306: YES), it is determined to be a reach with special chart miss, so a table for reach with miss during non-time-saving state (the part corresponding to reach with special chart 2_special chart miss in Figure 11 (A)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1307).

[0498] On the other hand, if it is not a reach in the general normal state in step S1306 (S1306: NO), a table for no reach and miss during non-time-saving mode (the part corresponding to no reach of special chart 1_special chart miss in Figure 11 (A)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1308).

[0499] Also, in step S1306, if the reach is not reached in the slight time-saving state (S1306: NO), a table for misses with no reach during non-time-saving state (the part corresponding to no reach in special chart 2_missed special chart in FIG. 11(A)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1308).

[0500] Also, if it is not a reach in step S1306 (S1306: NO), if it is a specified normal state transitioned from the time-saving state, the table for C time-saving miss (the part corresponding to special chart 1_miss in Figure 11 (D)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1308).

[0501] Also, if it is not a reach in step S1306 (S1306: NO), if it is in the normal state as specified after initialization, the table for C time-saving miss (the part corresponding to special chart 1_miss in Figure 11 (E)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1308).

[0502] In the pachinko machine 1 of the present embodiment, in the prescribed normal state, when a miss occurs, the reach performance is not executed. However, without being limited to this, in the prescribed normal state, when a miss occurs, the reach performance may or may not be executed.

[0503] In addition, when the special pattern 2 variation pattern selection process (S1003) or the special pattern 1 variation pattern selection process (S1009) is a special pattern miss without a reach, the function of shortening the variation according to the number of reserved balls is activated. Specifically, when the number of reserved balls of the special pattern is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls of the special pattern is "0" to "2".

[0504] In step S1301, if it is determined that the game state is not a game state related to a non-time-shortened state (prescribed normal state, general normal state, slight time-shortened state) (S1301: NO), it is determined whether the game state is related to a time-shortened state (time-shortened state A, time-shortened state B, time-shortened state C) and whether or not it is a jackpot (jackpot flag is ON) (S1309).

[0505] In step S1309, if a jackpot occurs after 100 times of time reduction A, time reduction B, or time reduction C (S1309: YES), a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (extracted value related to counter D in Figure 8) extracted upon winning the special chart, by referring to the table for jackpots during time reduction (the part corresponding to special chart 2_jackpot in Figure 11 (B)) (S1310).

[0506] Also, in step S1309, if a jackpot occurs after 10,000 A time-saving times (S1309: YES), a table for jackpots during time-saving times (the part corresponding to special chart 2_jackpot in FIG. 11(C)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (the extracted value related to counter D in FIG. 8) extracted upon winning the special chart (S1310).

[0507] On the other hand, in step S1309, if the A time reduction 100 times, the B time reduction, or the C time reduction is not a big win (the big win flag is ON) (S1309: NO), it is determined whether or not it is a small win (the small win flag is ON) (S1311).

[0508] In step S1309, if the A time reduction is 10,000 times and the big win (the big win flag is ON) is not reached (S1309: NO), it is determined whether or not the small win (the small win flag is ON) is reached (S1311).

[0509] In step S1311, if a small win occurs with 100 times of A time reduction, B time reduction, or C time reduction (S1311: YES), a table for small and medium time reduction wins (the portion of the table shown in Figure 11 (B) that corresponds to a small win) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1312).

[0510] Also, in step S1311, if a small win occurs after 10,000 A time reductions (S1311: YES), a table for small and medium time reduction wins (the portion of the table shown in FIG. 11(C) that corresponds to a small win) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1312).

[0511] In step S1311, if the small win is not obtained (S1311: NO), the special winning pattern is lost, so it is determined whether or not the winning pattern (the random number value for the winning pattern) is reached based on the random number counter value (the extracted value related to counter C in FIG. 8) extracted when the special winning pattern is obtained (S1313). As shown in FIG. 9(D), the random number value for the winning pattern during the time-saving state is set to any value between "0" and "40".

[0512] Then, in step S1313, if a reach occurs after 100 A time reductions, B time reductions, or C time reductions (YES in S1313: reach random number counter value = reach establishment random number value), it will be determined to be a reach with special chart miss, so a table for reach with miss during non-time reductions (the part corresponding to reach in special chart 2_special chart miss in Figure 11 (B)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1314).

[0513] On the other hand, in step S1313, if the reach is not reached after 100 times of A time reduction, B time reduction, or C time reduction (S1313: NO), it is determined to be a no-reach special chart miss, so a table for no-reach misses during time reduction (the part corresponding to no-reach in Special Chart 2_Special Chart Miss in Figure 11 (B)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1315).

[0514] Also, in step S1313, if the A time-saving is not reached after 10,000 times (S1313: NO), it is determined that the special chart has been missed without a reach, so a table for missed cases without a reach during time-saving (the part corresponding to no reach in the special chart 2_special chart miss in Figure 11 (C)) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (S1315).

[0515] In addition, in the special chart fluctuation pattern judgment table during the non-time-saving state, a fluctuation pattern with a longer fluctuation time is generally more likely to be selected than during the time-saving state, and in the special chart fluctuation pattern judgment table during the A time-saving 100 times, B time-saving, or C time-saving state, a fluctuation pattern with a shorter fluctuation time is generally more likely to be selected than during the non-time-saving state. And, in the special chart fluctuation pattern judgment table during the A time-saving 10000 times, a fluctuation pattern with an even shorter fluctuation time is selected than during the A time-saving 100 times, B time-saving, or C time-saving state.

[0516] Finally, in step S1316, the variation pattern selected as described above is set (S1316), and this process ends.

[0517] In addition, the information on the fluctuation pattern set in step S1316 is associated with the fluctuation start command used in the special pattern 2 fluctuation start processing (step S1006) in the special pattern waiting processing (S902) or the special pattern 1 fluctuation start processing (step S1012).

[0518] In addition, the process for selecting the variation pattern at the time of the final variation of the time-saving state may be configured to select the battle reach of the variation pattern P22. In other words, at the time of the final variation of the time-saving state, a predetermined reach performance (battle reach) may be executed, and the result of the special drawing may be displayed based on the display result of the battle reach.

[0519] [Special pattern change processing (special operation status 2 in Figure 19)] As shown in Fig. 23, the game control microcomputer 81 judges whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1003 or S1009, see Fig. 11) has elapsed in the special symbol variation process (S904) (S1501). If the special symbol variation time has not elapsed (S1501: NO), this process is immediately ended. This allows the variation display of the special symbol to continue.

[0520] On the other hand, if the variation time has elapsed (S1501: YES), a variation stop command is set (S1502) and the special operation status is set to "3" (S1503). Then, other processing such as stopping the special symbol variation display at a symbol (any of a big win symbol, a small win symbol, a time-saving symbol, or a special losing symbol) according to the set special symbol stop symbol data (not shown) is performed (S1504), and this processing ends.

[0521] [Special pattern confirmation process (special operation status 3 in Figure 19)] As shown in Fig. 24, the game control microcomputer 81 judges whether or not the stop time (Fig. 11) of the special symbol has elapsed in the special symbol determination process (S906) (S1601). If the stop time has not elapsed (S1601: NO), this process is immediately terminated. On the other hand, if the stop time has elapsed (S1601: YES), a game status management process is performed (S1602). The game status management process will be described in detail later.

[0522] Next, it is determined whether the jackpot flag is ON (information related to the judgment result of the jackpot winning is stored) (S1603). If the jackpot flag is ON (S1603: YES), the special operation status is set to "4" (S1604). Then, the game control microcomputer 81 determines whether the time-saving flag is ON (S1605), and if the time-saving flag is not ON (S1605: NO), proceeds to step S1607, but if the time-saving flag is ON (S1605: YES), it refers to the special symbol type buffer provided in the RAM 84, and turns off the time-saving flag at the timing (the start of the special symbol fluctuation or the end of the special symbol fluctuation when the operating condition of the first type jackpot game is satisfied) related to the judgment of the combination of the type of time-saving state (the number of time-saving times when the time-saving state is started) that was set when the time-saving flag was ON and the type of jackpot pattern that is used for the winning judgment (S1606), and proceeds to step S1607.

[0523] In addition, the low base state in this embodiment is a low base state in the sense that there is no electric support (electric chute support / winning support) due to the electric chute 22 being able to be opened frequently, and does not take into account a base up based on the operation of the large winning device.

[0524] Thereafter, in order to start the jackpot game, a jackpot opening command (not shown) is set (S1607), and the opening of the jackpot game is started (S1608). Following step S1608, the game control microcomputer 81 sets the opening pattern of the jackpot opening (see FIG. 10 for details) according to the type of the jackpot symbol that was won (S1609). At this time, the value of the jackpot opening counter that counts the number of times the jackpot opening is opened during the special game is set to a value according to the type of the jackpot symbol that was won. The setting of the opening pattern of the jackpot opening (setting of data according to the opening pattern of the jackpot opening) may be performed for each round.

[0525] On the other hand, if the big win flag is not ON in step S1603 (S1603: NO), it is then determined whether the small win flag is ON (information on the result of the small win determination is stored) (S1610). If the small win flag is ON (S1610: YES), the special action status is set to "5" (S1611).

[0526] Next, it is determined whether the time-saving flag is ON (S1612), and if the time-saving flag is not ON (S1612: NO), the program proceeds to step S1614. If the time-saving flag is ON (S1612: YES), the program refers to the special symbol type buffer provided in RAM84, and sets the time-saving flag to OFF at the timing related to the determination of the combination of the type of time-saving state (the number of times time-saving is performed when execution is started) that was set when the time-saving flag was turned ON and the type of small win symbol that was determined to have been won during the time-saving state (when a V is won when the operating conditions for a type 2 jackpot game are satisfied, or when a type 2 jackpot game starts before a V is won) (S1613), and the program proceeds to step S1614.

[0527] Then, the game control microcomputer 81 sets a small win opening command (not shown) to start the small win game (S1614) and starts the opening of the small win game (S1615). Following step S1615, the game control microcomputer 81 sets the opening pattern of the large prize opening (see FIG. 10 for details) according to the type of the small prize symbol that was won (S1616). At this time, the value of the large prize opening counter is set to a value according to the type of the small prize symbol that was won.

[0528] After that, the game control microcomputer 81 turns on the distribution member operation flag (S1617) and ends this process. The distribution member operation flag is a flag indicating that it is a period in which the distribution member 71 is operated. That is, in this embodiment, the operation of the distribution member 71 starts with the opening of the small win game. The operation pattern of the distribution member 71 will be described in detail later.

[0529] If the small win flag is not ON in step S1610 (S1610: NO), neither the big win game nor the small win game will start, so the special action status is set to "1" (S1618) and this process ends.

[0530] [Game status management process] As shown in Figure 25, in the game status management process (S1602) related to the special pattern determination process (S906) in Figure 24, the game control microcontroller 81 determines whether the time-saving flag is ON or not (S1701), and if the time-saving flag is not ON but is OFF (S1701: NO), proceeds to step S1705.

[0531] On the other hand, if a specified time-saving flag (either the A time-saving flag, the B time-saving flag, the C time-saving flag, or the slight time-saving flag) is ON (S1701: YES), the value of a time-saving counter that counts the number of times a special pattern (or a normal pattern change display) has been executed during the time-saving state (either the A time-saving state, the B time-saving state, the C time-saving state, or the slight time-saving state) is decremented by 1 (S1702), and it is determined whether the value of the time-saving counter is "0" (S1703).

[0532] If the value is not "0" (S1703: NO), this process is terminated; if the value is "0" (S1703: YES), a specified time-saving flag (either the A time-saving flag, the B time-saving flag, the C time-saving flag, or the slight time-saving flag) is turned OFF (S1704), and the process proceeds to step S1705.

[0533] In step S1705, after a jackpot (including the end of a jackpot game or when the miss counter described below reaches 800 times), or if a C-time-saving hit (special miss) occurs, which can only be determined under specified normal conditions (S1705: YES), the program proceeds to step S1706, where the time-saving counter value corresponding to a specified time-saving flag (either the A-time-saving flag, the B-time-saving flag, the C-time-saving flag, or the minute time-saving flag) is set, and the program proceeds to step S1709.

[0534] Then, in step S1706, the time-saving counter value is set to "100" or "10000" according to the type of the big win symbol or the small win symbol.

[0535] In addition, when the miss counter counted in the general normal state reaches 800 times, the time-saving counter value is set to "1000", and when a C time-saving hit (special miss) occurs in the specified normal state, the time-saving counter value corresponding to the "Special Chart 2_Time-saving Pattern β" is set to "100".

[0536] Here, in the pachinko machine 1 of this embodiment, when the jackpot game ends (after the jackpot, etc.), there is a possibility of transitioning to the A time-saving state. Therefore, when transitioning to the A time-saving state at the end of the jackpot game, the A time-saving flag is turned ON, and the time-saving counter value is set to 100 or 10,000.

[0537] In addition, the pachinko machine 1 of this embodiment is designed to transition to the B time-saving state without a jackpot game when the miss counter, which is counted in the general normal state, reaches 800 times. Therefore, when the miss counter reaches 800 times, the B time-saving flag is turned ON and the time-saving counter value is set to 1000.

[0538] In addition, in the pachinko machine 1 of this embodiment, in the specified normal state after the initialization (RAM clear) of the pachinko game machine 1, or in the specified normal state (a predetermined number of games including the first time) when the A time-saving flag is changed from ON to OFF, if a C time-saving win (special miss) occurs, the machine is designed to transition to the C time-saving state without going through a jackpot game. Therefore, if a C time-saving win occurs, the C time-saving flag is turned ON, and the time-saving counter value is set to 100.

[0539] On the other hand, if it is not a case of a big win or a C time reduction win (S1705: NO), proceed to step S1707. In step S1707, it is determined whether or not either the big win flag or the small win flag is ON, and if it is ON (S1707: YES), proceed to step S1708. Also, if neither the big win flag nor the small win flag is ON and the special chart is lost (S1707: NO), proceed to step S1709.

[0540] In step S1708, if a special symbol miss variation (miss variation display of a special symbol) is executed during the general normal state, the value of the miss counter, which counts the number of times, is made to increment by 1, and the process proceeds to step S1709.

[0541] In other words, in this embodiment, when the value of the miss counter reaches "800 times (a predetermined prescribed number of times)" in the general normal state (a predetermined game state in which electric chute support is not provided and in which the probability of winning the special chart lottery is low), it is possible to transition to the B time-saving state (so-called Yu-time) without playing a jackpot game and regardless of the result of the special chart lottery.

[0542] The value of the miss counter is cleared when it reaches 800 times or when a big win is achieved. In addition, the B time-saving state has the same time-saving performance related to the electric chute support as either the A time-saving state or the C time-saving state described above. However, it is not limited to this, and it may have the same time-saving performance related to the electric chute support as the micro time-saving state.

[0543] In step S1709, a game state command including flag information, counter information, and information on the current game state in this process related to the set game state is set in the output buffer of the RAM 84, and this process is terminated. By outputting this command, information on the current game state is notified to the sub-control board 90. Then, the sub-control board 90 controls the presentation mode according to the current game state.

[0544] [Special Electric Device Processing 1 (Big Win Game)] The special electric accessory process 1 (special operation status 4 in FIG. 19) is a process for executing a jackpot game such as a type 1 jackpot game or a type 2 jackpot game.

[0545] 26, the game control microcomputer 81 judges whether the big win end flag is ON or not (S2001) in the special electric accessory process 1 (S908). The big win end flag is a flag indicating that the opening of the first big winning device 31 (unit opening game, round game) in the winning big win game has all ended.

[0546] If the big win end flag is not ON (S2001: NO), it is determined whether the first large prize opening 30 is being opened (i.e., whether the first large prize device 31 is being opened) (S2002). If it is not being opened (S2002: NO), it is determined whether the time has come to open the first large prize opening 30, that is, whether the opening time for the big win has elapsed and it is time to start opening the first large prize opening 30, or whether the interval time between openings has elapsed and it is time to start the next opening (S2003).

[0547] If the result of the determination in step S2003 is NO, the process ends. On the other hand, if the result of the determination in step S2003 is YES, the first large prize opening 30 is opened according to the opening pattern of the large prize opening that has been set (S2004).

[0548] If the first large prize opening 30 is open in step S2002 (S2002: YES), it is determined whether the number of winnings in the first large prize opening 30 in that unit opening game (one round game) has reached the specified maximum number of winnings (10 in this embodiment) (S2005). If the specified number of winnings has not been reached (S2005: NO), it is determined whether it is time to close the first large prize opening 30 (i.e., whether a specified opening time (see FIG. 10) has elapsed since the first large prize opening 30 was opened) (S2006). Then, if the opening time of the first large prize opening 30 has not elapsed (S2006: NO), this process is terminated.

[0549] On the other hand, if the specified number of winnings has been reached (S2005: YES) or if the opening time of the first large prize opening 30 has elapsed (S2006: YES), that is, if either of the two opening end conditions is met, the first large prize opening 30 is closed (blocked) (S2007). Then, the value of the large prize opening counter is decremented by 1 (S2008), and it is determined whether the value of the large prize opening counter is "0" or not (S2009). If it is not "0" (S2009: NO), the process ends as is to start the next opening.

[0550] On the other hand, if it is "0" (S2009: YES), a jackpot ending command (not shown) is set to end the jackpot game (S2010), and the jackpot ending is started (S2011). Then, a jackpot end flag is set and the process ends (S2012).

[0551] Also, if the jackpot end flag is ON in step S2001 (S2001: YES), all openings of the first large prize slot 30 in the jackpot game have been completed, so it is determined whether the jackpot ending time has elapsed (S2013), and if the ending time has not elapsed (S2013: NO), the processing ends.

[0552] On the other hand, if the ending time has elapsed (S2013: YES), the big win end flag is turned OFF (S2014), and the big win flag is turned OFF (S2015). Then, after setting the special action status to "1" (S2016), the game state setting process (S2017) described later is performed, and this process ends.

[0553] [Game status setting process] As shown in Fig. 27, in the game state setting process (S2017) related to the special electric device process 1 (S908), the game control microcomputer 81 judges whether or not the initialised pachinko game machine is in the prescribed normal state when playing the first game, or in the prescribed normal state (a prescribed number of games including the first game) when the A time-saving flag is turned from ON to OFF (S2101). If the judgment result of this step S2101 is YES, the process proceeds to step S2102, and judges whether or not the C time-saving win (special miss) is obtained based on the special chart 1 lottery in the prescribed normal state.

[0554] In step S2102, if the C time-saving win occurs (S2102: YES), the process proceeds to step S2103, where the value of the time-saving counter related to the granting of the C time-saving state is set to "100 times (the number of time-saving times according to the time-saving pattern β)". However, if the C time-saving win does not occur here (S2102: NO), the process is terminated.

[0555] In addition, for the C time-saving hit, a time-saving pattern α different from the time-saving pattern β may be provided as one of the options, and a predetermined value such as "C time-saving 50 times" different from "C time-saving 100 times" may be set as the value of the time-saving counter corresponding to this time-saving pattern α. In other words, one time-saving pattern may be selectable from among a plurality of types of time-saving patterns, and different values ​​of the time-saving counter may be set according to the selected one time-saving pattern.

[0556] On the other hand, if the result of the determination in step S2101 is NO, the process proceeds to step S2104 to determine whether or not the game is in the very short time-saving state, and if the result of the determination in step S2104 is YES, the process proceeds to step S2105 to determine whether or not the game is in the first type big win state.

[0557] In step S2105, if a type 1 jackpot is obtained (S2105: YES), the process proceeds to step S2106, where the value of the time-saving counter related to the granting of the A time-saving state is set to "10000 times", and the process proceeds to step S2115. However, if a type 1 jackpot is not obtained here (S2105: NO), the process ends.

[0558] On the other hand, if the judgment result of step S2104 is NO, the process proceeds to step S2107, where a small win game can be executed based on the winning of special chart 2 during the A time-saving state or the C time-saving state in which the electric chute is supported, and it is judged whether or not the game ball enters a specific area 39 in the second large winning port 35 (V winning) during the execution of this small win game, causing the V flag to be turned ON.

[0559] In step S2107, if the V flag is ON (S2107: YES), the process proceeds to step S2113, and if the V flag is not ON (S2107: NO), the process proceeds to step S2108 to determine whether or not a type 1 jackpot has been reached.

[0560] In step S2108, if a type 1 jackpot is not obtained (S2108: NO), the process proceeds to step S2109, where it is determined whether the value of the miss counter, which counts the special symbol miss fluctuations (miss fluctuation display of special symbols) executed during the general normal state (non-time-saving state), reaches 800.

[0561] In step S2109, if the value of the miss counter becomes 800 times (S2109: YES), proceed to step S2110 to set the value of the time-saving counter related to the granting of the B time-saving state to "1000 times", and then proceed to step S2115. However, if the value of the miss counter does not become 800 times (S2109: NO), this process is terminated.

[0562] On the other hand, in step S2108, if a type 1 jackpot is obtained (S2108: YES), the process proceeds to step S2111, where it is determined whether or not the type of the type 1 jackpot is a 4R jackpot.

[0563] In step S2111, if a 4R jackpot is obtained (S2111: YES), the process proceeds to step S2112, where the value of the time-saving counter related to the granting of the slight time-saving state (time-saving count) is set to "100 times", and the process proceeds to step S2115. If a 4R jackpot is not obtained here (S2111: NO), the process proceeds to step S2113, where it is determined whether or not a 10R jackpot A is obtained.

[0564] In step S2113, if the 10R jackpot A is obtained (S2113: YES), the process proceeds to step S2106, where the value of the time-saving counter related to the granting of the A time-saving state is set to "10000 times", and the process proceeds to step S2115. If the 10R jackpot A is not obtained (S2113: NO), the process proceeds to step S2114, where the value of the time-saving counter related to the granting of the A time-saving state (time-saving count) is set to "100 times", and the process proceeds to step S2115.

[0565] In step S2115, a predetermined time-saving flag (either A time-saving flag, B time-saving flag, C time-saving flag, or minute time-saving flag) is turned ON, and the process proceeds to step S2116. In step S2116, a game state command corresponding to the predetermined time-saving flag is set in the output buffer of RAM 84, and the process ends. By outputting this command, it becomes possible to transition to a time-saving state corresponding to the predetermined time-saving flag, and control is performed to enable execution of a presentation mode corresponding to the time-saving state.

[0566] [Special Electric Device Processing 2 (Small Win Game)] The special electric device process 2 (special operation status 5 in FIG. 19) is a process for executing a small win game in which the second big winning device 36 having the specific area 39 is opened.

[0567] As shown in Figures 28 and 29, the game control microcomputer 81 judges whether the small win end flag is ON or not (S2301) in the special electric accessory processing 2 (S909). The small win end flag is a flag indicating that the opening of the second big winning device 36 has ended in the small win game.

[0568] If the small win end flag is not ON (S2301: NO), it is determined whether the second large prize opening 35 is being opened (i.e., whether the second large prize device 36 is being opened) (S2302). If it is not being opened (S2302: NO), it is determined whether the time has come to open the second large prize opening 35, that is, whether the time for starting to open the second large prize opening 35 has come after the predetermined pre-opening interval (small win opening) has elapsed (S2303).

[0569] If the result of the determination in step S2303 is NO, the process ends. On the other hand, if the result of the determination in step S2303 is YES, the second large prize opening 35 is opened according to the opening pattern of the large prize opening (see FIG. 10) corresponding to the type of the small prize symbol that has been won (S2304).

[0570] If the second large prize opening 35 is open in step S2302 (S2302: YES), it is determined whether the number of prizes won through the second large prize opening 35 has reached the specified maximum number of prizes (10 in this embodiment) (S2305). If the specified number of prizes has not been reached (S2305: NO), it is determined whether the time has come to close the second large prize opening 35 (i.e., whether a specified opening time (1.6 seconds in this embodiment as shown in FIG. 10) has elapsed since the second large prize opening 35 was opened) (S2306). Then, if the opening time of the second large prize opening 35 has not elapsed (S2306: NO), this process ends.

[0571] On the other hand, if the specified number of winnings has been reached (S2305: YES) or the opening time of the second large prize opening 35 has elapsed (S2306: YES), that is, if either of the two opening end conditions is satisfied, the second large prize opening 35 is closed (blocked) (S2307). Then, the value of the large prize opening counter is decremented by 1 (S2308), and the small prize end flag is set (S2309), and this process ends.

[0572] Also, if the small win end flag is ON in step S2301 (S2301: YES), as shown in FIG. 29, it is determined whether or not a predetermined time (post-closing interval) has elapsed since the second large winning port 35 was closed in the small win game (S2310), and if the post-closing interval has not elapsed (S2310: NO), the process ends. The post-closing interval for the small win game will be described later. On the other hand, if the post-closing interval has elapsed (S2310: YES), the small win end flag is turned OFF (S2311), and the small win flag is turned OFF (S2312), and the process proceeds to step S2313.

[0573] In step S2313, it is determined whether or not the V flag is ON. The V flag is a flag indicating that the game ball has passed through the specific area 39 during the execution of the small win game, and is a flag that is turned ON in step S2603 (see FIG. 32) described later.

[0574] If the V flag is ON (S2313: YES), in order to execute the type 2 jackpot game, the game control microcomputer 81 turns OFF the V flag (S2314), turns ON the jackpot flag (S2315), sets the special operation status to "4" (S2316), and proceeds to step S2317. Then, a jackpot opening command (not shown) is set (S2317), and the jackpot opening starts (S2318). This causes a transition from the small jackpot game in which the second large winning port 35 is opened for a short time to the type 2 jackpot game.

[0575] On the other hand, if the V flag is not ON in step S2313 (S2313: NO), the value of the large prize opening counter is cleared to "0" (S2320) and the special operation status is set to "1" (S2321) so that a type 2 jackpot game will not be executed, and this process ends.

[0576] [Parts allocation control processing] The game control microcomputer 81 performs a special action process (S106) related to the main side timer interrupt process (S005) in FIG. 15, and then a distribution member control process (S107).

[0577] As shown in Fig. 30, in the distribution member control process (S107), first, it is determined whether or not the distribution member operation flag is ON (S2501). If the distribution member operation flag is not ON (S2501: NO), this process is terminated. On the other hand, if the distribution member operation flag is ON (S2501: YES), the opening of the small win game has started (see Fig. 24), so a distribution member operation process (S2502) is performed to operate the distribution member 71 in a predetermined operation pattern, and a V valid period setting process (S2503) is performed.

[0578] In the distribution member operation process (S2502), a timer is set to measure the operation time of the distribution member 71, and based on the timing using the timer, the distribution member solenoid 73 is turned ON when it is time to open the distribution member 71, and the distribution member solenoid 73 is turned OFF when it is time to close the distribution member 71. As a result, the distribution member 71 moves in a constant manner from the start of the opening of the small win game.

[0579] Specifically, the distribution member 71 is first controlled to a passage-blocking state (the state shown by the dashed line in FIG. 2) for 8 ms from the start of the opening of the small win game. This is called the pre-opening interval. Next, it is controlled to a passage-permitting state (see FIG. 2) for 4600 ms. This is called the V-opening. Next, it is controlled to a passage-blocking state for 3000 ms. This is called the post-closing interval. This series of operations consisting of "pre-opening interval ⇒ V-opening ⇒ post-closing interval" is the constant operation of the distribution member 71.

[0580] In addition, in the V effective period setting process (S2503), a V effective period is set for a certain operation of the sorting member 71 as described above. The V effective period is a period during which, when a detection is made by the specific area sensor 39a, the detection is regarded as valid and the V flag is turned ON. As shown in FIG. 31(d), the V effective period is from the start of opening of the specific area 39 (the point in time when the sorting member 71 is controlled to be in a passing-permitting state) until a predetermined time has elapsed. The predetermined time is set to a time longer than the opening time of the specific area 39 (the time during which the sorting member 71 is controlled to be in a passing-permitting state). This is in consideration of the time lag until the game ball that has passed the arrangement position of the sorting member 71 reaches the specific area 39.

[0581] Specifically, in the V valid period setting process (S2503), a timer for measuring the V valid period is set, and based on the timing using the timer, the V valid flag is turned ON when it is time to enable the specific area 39, and the V valid flag is turned OFF when it is time to disable the specific area 39. Note that in step S2602 of the specific area sensor detection process (S108) described later, it is determined whether or not the V valid period is in progress by determining whether or not this V valid flag is ON.

[0582] Following the V valid period setting process (S2503), the game control microcomputer 81 judges whether the operation of the distribution member 71 has ended (S2504). Specifically, based on the timer for measuring the operation time of the distribution member 71 set in step S2502, it judges whether the total operation time (7600 ms (see FIG. 31(c)) from the start to the end of the distribution member 71's fixed operation has elapsed. If the operation of the distribution member 71 has not ended (S2504: NO), the process ends as is. On the other hand, if the operation of the distribution member 71 has ended (S2504: YES), the distribution member operation flag is turned OFF (S2505) and then the process ends.

[0583] Here, the relationship between the constant operation of the distribution member 71 as described above and the opening pattern of the second large prize opening 35 (opening / closing member 37) in the small prize game will be described with reference to Fig. 31. In this embodiment, there are two opening patterns shown in Fig. 31(b) and (e) as the opening patterns of the second large prize opening 35 in the small prize game. Note that Fig. 31(a) shows the timing of the variable display and the stop display of the special symbol in order to make it easier to understand the timing of the start of the small prize game.

[0584] The opening pattern shown in FIG. 31(b) is an opening pattern that is selected when a small prize is won in the lottery of the special drawing 2. In other words, it is an opening pattern that is selected when the "Special Drawing 2_Small Prize Pattern b" (see FIG. 10) is won. This opening pattern is a passing opening pattern that allows passage to the specific area 39.

[0585] More specifically, this passing opening pattern is an opening pattern in which the second large prize opening 35 is closed for 8 ms, then opened for 1600 ms, and then closed for 6000 ms. In other words, the small prize game executed in this opening pattern includes an opening in which the second large prize opening 35 is closed for 8 ms, a small prize opening game in which the second large prize opening 35 is opened for 1600 ms, and a post-closing interval in which the second large prize opening 35 is closed for 6000 ms.

[0586] When the second large prize opening 35 is opened in such an opening pattern, during the opening period of the second large prize opening 35 of 1600 ms and the period of 6000 ms after the second large prize opening 35 is closed, the distribution member 71 is in a state of allowing passage when the distribution member 71 is opened in a V shape (see Figs. 31(b) and (c)). Therefore, regardless of the timing of the winning, the game ball can pass through the specific area 39. In this embodiment, if the game ball is continuously shot by hitting from the right, each device such as the second large prize device 36 is arranged so that the game ball always wins the second large prize opening 35 during the opening period of 1.6 seconds. In addition, the time required for the game ball that has passed through the second large prize opening 35 to reach the arrangement position of the distribution member 71 is shorter than 3000 ms.

[0587] The opening pattern shown in Figure 31(e) is an opening pattern that is selected when the "Special Figure 2_Small Winning Pattern A" (see Figure 10) is won in the lottery for Special Figure 2. This opening pattern is a non-passing opening pattern in which passage to the specific area 39 is practically impossible.

[0588] More specifically, this non-passing opening pattern is an opening pattern in which the second large prize opening 35 is closed for 4568 ms, then opened for 1600 ms, and then closed for 1440 ms. In other words, the small prize game executed in this opening pattern includes an opening in which the second large prize opening 35 is closed for 4568 ms, a small prize opening game in which the second large prize opening 35 is opened for 1600 ms, and a post-closing interval in which the second large prize opening 35 is closed for 1440 ms.

[0589] When the second large prize opening 35 is opened in such an opening pattern, the V-shaped opening of the distribution member 71 is almost completed during the opening (see Figures 31(e) and (c)). The period during which the V-shaped opening of the distribution member 71 and the opening of the second large prize opening 35 coincide is only 40 ms immediately after the opening of the second large prize opening 35 begins. Therefore, even if a game ball enters the game opening as the opening of the second large prize opening 35 begins, by the time the game ball reaches the position of the distribution member 71, the distribution member 71 has been controlled to a passage-blocking state. Therefore, when this opening pattern is selected, the game ball will not pass through the specific area 39. In other words, it is substantially impossible for the game ball to pass through the specific area 39.

[0590] As described above based on FIG. 31, in this embodiment, the operation of the distribution member 71 is started with the start of the opening of the small win game. Then, the small win game is executed in one of two opening patterns according to the type of the small win symbol. Each opening pattern has a different opening time. Therefore, in each opening pattern, the opening timing of the second large winning opening 35 with respect to the displacement timing of the distribution member 71 is different. Thus, it is possible to execute a small win game (special 2V passing small win in FIG. 31(b)) in which the ball can pass through the specific area 39 regardless of the winning timing in the second large winning opening 35, and a small win game (special 2V non-passing small win in FIG. 31(e)) in which the ball cannot pass through the specific area 39 regardless of the winning timing in the second large winning opening 35.

[0591] In this embodiment, during a small win game, the number of game balls that enter the second large winning device 36 is counted based on detection by the second large winning opening sensor 35a, and the number of game balls that are discharged outside the second large winning device 36 is counted based on detection by the specific area sensor 39a or the non-specific area sensor 70a. That is, in this embodiment, the specific area sensor 39a and the non-specific area sensor 70a also function as the discharge opening sensor 15a that counts the number of game balls that are discharged outside the second large winning device 36. When the two count values ​​do not match at the end of a certain operation of the distribution member 71, an error is notified. After the second large winning opening 35 is closed, the operation of the distribution member 71 may be stopped when the two count values ​​match. In this way, it is possible to smoothly start the variable display of the special pattern after the second large winning opening 35 is closed.

[0592] [Specific area sensor detection process] Returning to the description of the operation of the game control microcomputer 81, the game control microcomputer 81 performs a specific area sensor detection process (S108) following the distribution member control process (S107) related to the main side timer interrupt process (S005) in FIG.

[0593] As shown in Fig. 32, in the specific area sensor detection process (S108), first, it is determined whether or not a gaming ball has been detected to turn on the specific area sensor 39a (S2601). If there is no detection (S2601: NO), the process is terminated, but if there is detection (S2601: YES), it is determined whether or not it is within the V effective period (S2602). The V effective period is a period set by the V effective period setting process (S2503) in the distribution member control process (Fig. 30). Specifically, the V effective period is the period shown in Fig. 31(d).

[0594] If it is determined in step S2602 that the V is in the valid V period (S2602: YES), the V flag is turned ON (S2603), a V passing command is set (S2604), and the process proceeds to step S2605. On the other hand, if it is determined in step S2602 that the V is not in the valid V period (S2602: NO), the specific area sensor detection process is terminated without performing the processes from step S2603 to step S2606. The V passing command is a command for causing the sub-control board 90 to notify of V passing (passing through the specific area 39).

[0595] In step S2605, it is determined whether there is any stored information related to a win in the reserved memory unit 85 (hereinafter, also referred to as a reserved win), and if there is no reserved win (S2605: NO), this process ends. On the other hand, if there is a reserved win (S2605: YES), the process proceeds to step S2606, where a reserved win flag is set so that an indication of a reserved win can be added to the performance during the small win game, and this process ends.

[0596] [Safety device (complete function)] Incidentally, this pachinko game machine 1 (including non-enclosed pachinko machines and enclosed pachinko machines) can be equipped with a safety device (complete function) that stops the game when a certain number of balls have been dispensed, thereby preventing players from becoming gambling-prone.

[0597] Here, the complete function is a game specification that makes it difficult or impossible to continue playing when the difference (so-called MY: maximum difference in balls in one day) that can be calculated from the negative profit based on the number of balls fired until a specified lottery result in a specified winning during a specified game state (normal play) and the positive profit based on the number of winning balls obtained in response to the game ball entering a specified ball entrance after the winning, reaches a specified number (for example, MY95,000 balls).

[0598] The difference in number (hereafter referred to as the difference in balls MY) refers to the maximum difference in number of balls in one day (the maximum number of balls dispensed from the most difficult point (a state in which a jackpot has not been hit even though a certain amount of play time has passed since the previous jackpot)), and can be grasped from the out (number of balls in operation) and safe (number of balls paid out) signals (the number of balls that fall to the back of the game board 2 and the number of balls to be replenished can be grasped at a certain point in time). If the number of balls reaches MY95,000 within the same business day, the game is forced to end, and when the number of balls reaches MY90,000 or more, a notification is given to the image display device 7 indicating that the function related to the difference in balls MY is in operation.

[0599] Here, we will provide additional explanation on the ball difference MY using three examples of slump graphs. Figures 33(A), (B), and (C) show slump graphs for a certain day. A slump graph shows the history of the number of wins stored in the data counter installed on the gaming machine, and is a line graph that shows the number of ball difference on the vertical axis and the number of balls that enter on the horizontal axis, recording the flow of balls dispensed over time.

[0600] In the slump graph shown in Figure 33(A), there are three peaks in the ball difference, at 70,000 balls, 80,000 balls, and 95,000 balls, but these do not all represent the ball difference MY. The maximum value of the three peaks (95,000 balls) is the ball difference MY, and there is one per day.

[0601] Also, in the slump graph shown in Figure 33(B), at first glance it appears that there are three peaks of differential balls, but there is only one peak. There is a rule for counting the peaks of differential balls, and the peak of differential balls is only determined when all the winning balls have been swallowed (when there are no more winning balls). Therefore, according to the slump graph shown here, since none of the winning balls have been swallowed, there is only one peak of differential balls (MY95,000 differential balls).

[0602] In addition, in the slump graph shown in FIG. 33(C), the balls fired are negative for the user throughout the game, but since there is no concept of a negative ball difference MY, it never becomes negative (ball difference MY 95,000).

[0603] The condition for activating the safety device (complete function) is based on the number of difference balls MY, so when the difference balls MY reaches a set number, the game is forcibly terminated (stopped) except during a jackpot. For this reason, depending on the timing of the jackpot hit just before the safety device (complete function) is activated, the difference in the number of balls that the player can win is set to about one jackpot (in an extreme case, if the player wins a jackpot when there is one ball and 1500 balls left until the set number is reached, a difference ball of 1499 will be generated).

[0604] Therefore, if the difference in balls that the player can obtain can be adjusted just before the safety device is activated, the player can obtain the maximum number of balls after the safety device is activated, and the player's expectation of obtaining balls can be increased without reducing his / her interest in the game.

[0605] For this reason, in this pachinko game machine 1, before the safety device is activated when the base, which is the ratio of the number of prize balls to the number of balls fired (prize ball payout rate), is high (for example, during right hit), a change in the mode of the firing notification (for example, a strong right hit instruction or a weak right hit instruction, which will be described later) is possible, and a ``game end control process'' is implemented which lowers the base from a design value during a high base such as a jackpot, time reduction, or special bonus, based on the firing of game balls based on the instruction for this change in mode.

[0606] Next, the game end control process will be described in detail with reference to the flowchart shown in FIG.

[0607] The game end control processing is described as being mainly performed by the main control board 80 (game control microcomputer 81), which communicates with the payout control board 170 (payout control microcomputer 171) and the sub-control board 90 (presentation control microcomputer 91) (sending and receiving commands via CPU-to-CPU communication, and sending and receiving status and data).

[0608] In FIG. 35, in the pachinko game machine 1 according to the first or second embodiment, in a predetermined game state with a high base (for example, during right hitting), the main control board 80 (game control microcomputer 81) first judges whether or not a jackpot is being won (S1091). The judgment of whether or not a jackpot is being won is executed by referring to a jackpot flag (information related to the judgment result of winning a jackpot) or a jackpot end flag, which is allocated and stored in a part of the RAM 84 at the time of or during the occurrence of a jackpot. Here, the jackpot end flag is a flag indicating that the opening (unit opening game, round game) of the first big winning device 31 or the second big winning device 36 has all ended in the winning jackpot game.

[0609] If the result of the jackpot determination (S1091) is not a jackpot (S1091: NO), the game control microcomputer 81 then determines whether a small jackpot is occurring (S1092). The determination of whether a small jackpot is occurring is performed by referring to a small jackpot flag (information related to the result of the determination of whether a small jackpot has been won) or a small jackpot end flag that is allocated and stored in the RAM 84 when a small jackpot occurs. Here, the small jackpot end flag is a flag that indicates that the opening of the second large jackpot winning device 36 has ended in the small jackpot game.

[0610] If the result of the big win determination in step S1091 is a big win (S1091: YES), or if the result of the small win determination in step S1092 is a small win (S1092: YES), the process proceeds to RETURN and ends.

[0611] If the result of the big win determination in step S1091 is not a big win (S1091: NO) and the result of the small win determination in step S1092 is not a small win (S1092: NO), the game control microcomputer 81 executes a difference number deriving process (S1093). The difference number deriving process executed here is a process in which the game control microcomputer 81 communicates with the payout control board 170 (payout control microcomputer 171) to obtain management information (counted outs (number of balls in operation or number of balls discharged from the board) and safe (number of winning balls or number of balls paid out)) generated by the payout control microcomputer 171, and calculates the difference (number of balls difference).

[0612] Next, the game control microcomputer 81 judges whether the difference ball MY has reached a specified value (95,000 balls) that triggers the activation of the safety device (S1094). If it is judged that the difference ball MY is less than the specified value (S1094: NO), the game control microcomputer 81 further judges whether the difference ball MY has reached a first reaching value (90,000 balls) that triggers the first launch notification (S1095). If it is judged that the difference ball MY has reached the first reaching value (S1095: YES), the game control microcomputer 81 communicates with the sub-control board 90 (performance control microcomputer 91) to start a first launch notification start process that indicates a strong hit instruction related to the second game area 3B, and enables the performance control microcomputer 91 to execute a first launch notification that indicates a strong hit instruction related to the second game area 3B as shown in FIG. 36 (A) (S1096).

[0613] Specifically, the sub-control board 90 and the image control board 100 are connected, and the performance control microcomputer 91 of the sub-control board 90 can make the CPU 102 of the image control board 100 control the display of the image display device 7 based on a command received from the game control microcomputer 81. The CPU 102 of the image control board 100 can read image data from the ROM 103 based on a command from the performance control microcomputer 91, and display the performance screen (first firing notification) shown in FIG. 36(A) on the image display device 7 by developing (writing to the RAM 104) an image of the performance screen (first firing notification) shown in FIG. 36(A). The performance screen (first firing notification) is, for example, an image for indicating a strong right hit, in which a logo including an arrow is large and is expressed in a conspicuous color such as red, indicating a right hit instruction. Furthermore, by giving movement to the logo, the player can be further encouraged to hit the right hard.

[0614] On the other hand, in the judgment of step 1095, if it is judged that the number of balls is less than the first reaching value (S1095: NO), the game control microcomputer 81 further judges whether the difference ball MY, which is the number of balls that triggers the second launch notification, has reached the second reaching value (94000 balls), which is the number of balls less than the specified value obtained by subtracting the specific value (1020 balls, which is the maximum balls that can be output during a jackpot in the execution of 10 rounds of play) from the specified value (95000 balls) (S1097). Here, if it is judged that the second reaching value has been reached (S1097: YES), the game control microcomputer 81 communicates with the sub-control board 90 (the performance control microcomputer 91) to start the second launch notification start process indicating a weak hit instruction for the second game area 3B, and enables the performance control microcomputer 91 to execute the second launch notification indicating a weak hit instruction for the second game area 3B as shown in FIG. 36 (B) (S1098).

[0615] In response to this, the CPU 102 of the image control board 100 will display the performance screen (second firing notification) shown in Fig. 36(B) on the image display device 7 based on a command from the performance control microcomputer 91. The performance screen shown in Fig. 36(B) has a smaller logo including an arrow and is displayed in a different color from the strong hit instruction for the second game area 3B, compared to the performance screen (first firing notification) in Fig. 36(A), thereby encouraging the player to hit weakly to the right. In this way, by changing the color and movement of the image, it is possible to implicitly instruct the player to hit weakly to the right before the safety device is activated.

[0616] On the other hand, if it is determined in step 1094 that the specified value (95,000 balls) has been reached (S1094: YES), the game control microcomputer 81 tallies (updates data) the number of out balls and the number of safe balls when the safety device is activated, and executes an automatic settlement process (S1099) that derives the difference in the number of balls to be stored in a partial area of ​​the RAM 84 based on the tally. Then, if the difference in the number of balls reaches the specified value, a lock control process (forced termination of the game) is executed (S1100) to prevent the game from continuing on that day (making it impossible to release the lock), and then the process proceeds to return and ends.

[0617] A part of the RAM 84 is allocated as a numerical value storage means for storing an increment value derived by the game control microcomputer 81 to cumulatively increment the difference number, and when the increment value of the difference number stored in this numerical value storage means is initialized, the game control microcomputer 81 tallies up the number of safe balls and the number of out balls, and derives an increment value of the difference number to be stored based on the results of the increment. When the increment value of the difference number to be stored reaches a specified value (difference balls MY is 95,000), the game control microcomputer 81 performs a lock control to prevent the game of the day from continuing.

[0618] As an example of the lock control, for example, a device that automatically ejects recording media (membership cards, ball cards, etc.) to prevent them from being accepted and also prevents the insertion of cash (for example, it is not possible to accept credit card information, and even if a recording medium is inserted in the sandwich between the machines, it is ejected and cannot be accepted) can be installed. Note that the lock control needs to be released in the proper procedure after the store closes for the day.

[0619] Although omitted in the flow chart shown in Fig. 35, if a jackpot win occurs before the specified value (95,000 ball difference MY), the game control microcomputer 81 waits for the end of the jackpot game state, executes the above-mentioned automatic settlement process (S1099) and lock control (S1100), and returns. Here, the jackpot win is determined by referring to a jackpot flag (information related to the jackpot win determination result) allocated and stored in the RAM 84 at the time of the jackpot win, and the end of the jackpot game is determined by referring to a jackpot end flag indicating that the opening (unit opening game, round game) of the first jackpot winning device 31 or the second jackpot winning device 36 has all ended.

[0620] [Payment control process] As shown in Fig. 37, when the power supply of this pachinko game machine 1 is turned on, the payout control microcomputer 171 provided in the payout control board 170 reads out a payout control processing program from the payout ROM 173, and first performs initial settings of the payout CPU 172, etc. (S3001). After that, it performs processing to prohibit interrupts (S3002), executes processing to control game errors (S3003), and then executes IF communication input / output processing (S3004) to perform communication control with the card unit 135 via the IF board 88b (for example, sending and receiving electronic winning information).

[0621] Next, in step S3005, the interrupt permission process that starts in response to the end of the IF communication input / output process (S3004) is made executable. During this executable interrupt permission process, the payout timer interrupt process (S3006) is made executable.

[0622] In addition, since the present pachinko game machine 1 is an enclosed type pachinko machine and does not have a prize ball payout device, there is no need to execute a prize ball motor control p...

Claims

1. a game state switching means for switching to a specific state when an advantageous state ends, and for switching to the advantageous state when a specific condition is met in the specific state, and for switching to a normal state which is less advantageous than the advantageous state when the specific condition is not met in the specific state; a right / wrong determination means for executing a determination process including a determination as to whether or not to make the state a special state and a determination as to whether or not the specific condition is satisfied; A performance execution means for performing a performance, The performance execution means includes: When the winning / losing determining means determines that the special state is to be established, a first game presentation can be executed; A gaming machine characterized in that, when the win / loss determination means determines that the specific condition is met, a second game presentation different from the first game presentation can be executed.

2. The correct / incorrect determination means is 2. The gaming machine according to claim 1, wherein the determination process can be executed once in the specific state.

3. The correct / incorrect determination means is 2. The gaming machine according to claim 1, wherein the determination process can be executed in the specific state until a preset condition is satisfied.

4. The performance execution means includes:

2. The gaming machine according to claim 1, characterized in that, when switching from the specific state to an advantageous state, the gaming history up to the specific state can be updated even after the advantageous state is reached.

Citation Information

Patent Citations

  • JP135800A