Game machine

By implementing a game state switching unit in pachinko game machines that adapts to specific conditions, the system enhances player expectations and interest by providing a more dynamic and advantageous gaming experience.

JP2025057030APending Publication Date: 2025-04-09SANSEI R&D KK

Patent Information

Application Number
JP2023166637
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

A game state switching unit that can switch to a specific state upon initialization and switch to an advantageous state when certain conditions are met, while also switching to a normal state more favorable than the advantageous state when conditions are not met, along with a judgment unit for determining condition met and a performance execution unit for presenting game results.

Benefits of technology

This solution improves player interest in the game by creating a more engaging and unpredictable gaming experience, enhancing the chances of winning and thus increasing player engagement.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025057030000001_ABST
    Figure 2025057030000001_ABST
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Abstract

To provide a game machine capable of increasing player's interest in a game.SOLUTION: When predetermined initialization processing is executed in a game machine, an 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 the specific condition is satisfied can be executed, and a game performance can be executed according to the execution result of the determination processing.SELECTED DRAWING: Figure 63
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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 occurred, provided that a gaming ball has entered a starting hole (ball entry hole). When a jackpot determination is made, a variable display of special symbols is made to notify the result of the jackpot determination. When a stop display indicating that the result of the jackpot determination is a jackpot is derived from the variable display of the special symbols, a jackpot game advantageous to the player is executed (see Patent Document 1).

[0003] The gaming machine of Patent Document 1 increases the player's sense of anticipation by executing a preview effect that suggests that a jackpot game may be played while the special pattern is being displayed, and by entering an easy-to-win state (time-saving state) in which the game ball is more likely to enter the starting hole than in the normal game state after the jackpot game is played. [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-described conventional techniques have the problem that they do not sufficiently increase the player's expectations for winning 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 gaming state switching means which switches to a specific state when a predetermined initialization process is executed in the gaming machine, switches to an advantageous state if a specific condition is met in the specific state, and switches to a normal state which is less advantageous than the advantageous state if the specific condition is not met in the specific state; a win / loss determination means which executes a determination process including determining whether the specific condition is met; and a performance execution means which performs a performance, and the performance execution means is capable of executing a gaming performance according to the execution result of the determination process by the win / loss determination means. [Effects of the Invention]

[0008] According to the present disclosure, it is possible to increase the player's interest in the game. [Brief explanation 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. [Figure 2] FIG. 2 is a schematic front view showing an example of a second big prize device etc. equipped in the pachinko gaming machine. [Figure 3] FIG. 2 is a diagram illustrating an example of the configuration of a storage device. [Figure 4] FIG. 2 is an enlarged view of part A shown in FIG. 1, showing an example of displays provided in the gaming machine. [Figure 5] 2 is a block diagram showing an example of the electrical configuration of the main control board of the pachinko gaming machine. FIG. [Figure 6] 2 is a block diagram showing an example of the electrical configuration of the sub-control board side of the pachinko gaming machine. FIG. [Figure 7] 1 is a front view showing an example of a pachinko gaming machine and a card unit according to an embodiment of the present invention. [Figure 8] 10 is a table showing examples of various random numbers acquired by a game control microcomputer. [Figure 9]This figure shows examples 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] 10A and 10B are diagrams showing examples of a big win symbol type determination table and a small win symbol type determination table. [Figure 11] A figure showing an example of a special chart variation pattern determination table. [Figure 12] This figure shows examples of a normal map hit determination table, a normal map type determination table, a normal 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 winning command determination table. [Figure 14] 10 is a flowchart of a main control process. [Figure 15] 10 is a flowchart of a main-side timer interrupt process. [Figure 16] 10 is a flowchart of a sensor detection process. [Figure 17] 10 is a flowchart of a gate passing process. [Figure 18] 10 is a flowchart of a normal operation process. [Figure 19] 10 is a flowchart of a special action process. [Figure 20] 10 is a flowchart of a special symbol waiting process. [Figure 21] 10 is a flowchart of a jackpot determination process. [Figure 22] 10 is a flowchart of a variation pattern selection process. [Figure 23] This is a flowchart of processing during special pattern change. [Figure 24] 10 is a flowchart of a special symbol determination process. [Figure 25] 10 is a flowchart of a game status management process. [Figure 26] 10 is a flowchart of special electric device processing 1 (jackpot game). [Figure 27] 10 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). [Figure 30] 10 is a flowchart of a distributing member control process. [Figure 31] This 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. [Figure 32] 10 is a flowchart of a specific area sensor detection process. [Figure 33] This is a slump graph used to explain the difference in pitches. [Figure 34] FIG. 10 is a diagram showing an example of a game flow. [Figure 35] 10 is a flowchart of a game end control process. [Figure 36] FIG. 10 is a diagram illustrating an example of a notification mode. [Figure 37] 10 is a flowchart of a payout control process. [Figure 38] 10 is a flowchart of the dispensing timer interrupt processing. [Figure 39] 10 is a flowchart of an input process. [Figure 40] 10 is a flowchart of a control process for a game error. [Figure 41] 10 is a flowchart of a sub-control main process. [Figure 42] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 43] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 44] 10 is a flowchart of an absence display process. [Figure 45] 10A and 10B are diagrams illustrating an example of a screen display pattern used in the absence display process. [Figure 46] FIG. 10 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 presentation. [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 an 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 the configuration of a sub-control board. [Figure 53] 10 is a flowchart of an output music setting process. [Figure 54] 10 is a flowchart of a series of music output processes. [Figure 55] 10 is a flowchart of a series of effect display processing. [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] 10 is a flowchart showing a revival effect process related to the revival effect. [Figure 60] 10 is a flowchart showing post-initialization performance processing relating to post-initialization performance. [Figure 61] 10 is a flowchart showing an example of applying a fall lottery process to a revival effect process or a post-initialization effect process. [Figure 62] FIG. 10 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 INVENTION

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

[0011] In the following explanation, explanations of technical matters well known to those skilled in the art may be simplified or omitted. Furthermore, terms commonly used by those skilled in the art may be used without definitions or explanations of those terms. The supplementary content in parentheses below is an example, and the present invention is not limited to that supplementary content.

[0012] [Overview of the basic game progression 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 predetermined operation performed by the player (rotation of the handle 60a), thereby enabling the process of ``release → flow down → collection → lifting → polishing → standby → release'' to be repeated, allowing the player to play without touching the game balls.

[0013] In addition, when playing the pachinko game machine 1 described below, the ball circulation mechanism does not have to be 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 facility installed in a game parlor, etc.

[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 conducting 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 meeting the conditions for implementing this predetermined lottery, the display of the identification pattern (a special pattern related to the ball scoring at the starting gate, or a normal pattern related to the ball scoring at gate 28) will begin to change on the display device for the gaming machine (pattern display / segment display unit).

[0016] When a predetermined time has elapsed since the start of the display of the identifying symbol, the identifying symbol 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 proceed in a way that derives the game result (announcement of whether the game was won or lost).

[0017] In addition, while the identification pattern is being displayed, the display device (liquid crystal display) for the gaming machine can display the changes in one or more of the identification patterns, and by providing a display notification (video display using predetermined images) related to the game progress (during the display of the changes) in accordance with a predetermined display scenario (display change pattern) that takes into account the result of a predetermined lottery, it is possible to notify the player of advance hints (advance notices) 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 increase the player's expectations regarding the gaming profits (prize balls, bonus status, useful information) that can be obtained thereafter.

[0018] If the type of the stopped identification pattern results in a winning result (stop display of a winning identification pattern) that allows the player to transition to a special game (jackpot or small jackpot) that is more advantageous to the player than normal game, a predetermined movable part (opening / closing device) that is provided corresponding to a predetermined specific ball entry port (prize entry port or large prize entry port) on the game board that is in a state (closed) through which a ball cannot be entered during normal gameplay can be operated to make it easier to enter (open), thereby creating a game that allows the player to earn a predetermined gaming profit by entering the game ball into that specific ball entry port.

[0019] 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 announcement of the winning result (satisfying specified operating requirements).

[0020] Furthermore, after the end of special play, etc., it is possible to transition to an advantageous state (a bonus state or chance period in which the game can proceed more advantageously than during normal play) 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 play (low probability state), and / or a time-saving state (hereinafter sometimes referred to as a time-saving state, time-saving play state, or time-saving) in which the execution efficiency of the variable display of identification patterns can be made higher than during normal play, and by making this advantageous state possible based on the achievement of predetermined start conditions (lottery results, number of plays, detection of a predetermined ball entering, after the end of a predetermined play state, etc.), it is possible to progress in the game in a way that makes the game more interesting.

[0021] [Gaming machine structure] A pachinko gaming machine 1 according to this 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 coinciding with the left and right directions from the perspective of a player facing the present pachinko gaming machine 1. In addition, the forward 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 rearward 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 gaming machine 1 of this embodiment includes a gaming machine frame 50. The gaming 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 shell of the pachinko gaming machine 1. The inner frame 50b is a vertically rectangular frame body that is disposed inside the outer frame 50a and to which the gaming board 2 is attached. 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 gaming 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. This hinge portion 1a allows the front door 51 to rotate freely relative to the outer frame 50a and the inner frame 50b, and the inner frame 50b to rotate freely relative 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. In this embodiment, the transparent plate 51a is a glass plate, but it may also be a transparent synthetic resin plate. In other words, the transparent plate 51a should be one that allows the game area 3 to be seen from the front.

[0025] The front door 51 is also 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, 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 circulated without being discharged to the outside of the pachinko game machine 1.

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

[0028] As a result, it is possible to make the lower structure of this pachinko gaming machine 1 more compact than that of conventional non-enclosed pachinko machines. In this pachinko gaming 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] The bottom of the front door 51 is provided with an effect button (input unit) 63 and a select button 64 (see the plan view within the dashed line in Figure 1) that can be operated by the player 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 element (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, this pachinko gaming machine 1 is provided with a ball holding indicator 61 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 currently be released by the player by operating the handle 60a. The ball holding indicator 61 is made up of six 7-segment indicators arranged horizontally so that it can display a six-digit number.

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

[0032] In this pachinko gaming machine 1, the internal light-emitting element emits light, causing the effect button 63 to emit light. Furthermore, the vibration device 63b vibrates, causing the effect button 63 to vibrate. There are multiple types of light-emitting modes for the internal light-emitting element. Specifically, the light-emitting modes for the internal light-emitting element include a white light-emitting mode in which the internal light-emitting element emits white light, a yellow light-emitting mode in which the internal light-emitting element emits yellow light, and a red light-emitting mode in which the internal light-emitting element 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 the special pattern 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 predetermined effect or to select and decide one of multiple effects.

[0035] The game board 2 has a game area 3, in which game balls launched by operating the handle 60a flow down, surrounded by a rail member 4. The game board 2 is also provided with a decorative board lamp 5 (see Figure 6). The game area 3 has a plurality of game nails (not shown) protruding therefrom to guide the game balls.

[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 (while a special symbol is being displayed variably).

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

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

[0039] Therefore, when a player grips the handle 60a near the front of the pachinko game machine 1, a blowing effect based on the discharge of air (tactile information that can be perceived by the sense of touch) generated from the blower 60b can be given to the player who grips the lever portion 60e (turns on the touch switch 114 (see Figure 5)) and rotates it, around the palm of the player's hand.

[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 from 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) / specified input processing).

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

[0042] In this case, for example, a vibration device 63b may be provided inside the handle 60a, and vibrations (tactile sensory information perceptible by the sense of touch) generated from the vibration device 63b may be transmitted to the vicinity of the front side of the pachinko gaming machine 1 (around the palm of the player holding the handle 60a). Also, a blower 60b may be provided inside the speaker 67, and a configuration may be adopted in which air can be blown from an outlet hole provided on the front side of the speaker 67 to the vicinity of the front side of the pachinko gaming 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 displays a variation 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 effect symbol display area consists of three display areas, for example, "left," "center," and "right." The left display area displays the left effect symbol 8L, the center display area displays the center effect symbol 8C, and the right display area displays the right effect symbol 8R. Each effect symbol consists of multiple symbols representing numbers, for example, 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 results of the jackpot lottery) displayed on the special chart 1 display 41a and special chart 2 display 41b (see Figure 4) described below, by combining the left, center, and right performance patterns.

[0046] For example, if you win a big prize, the display will stop with a repeating number such as "777". If you lose the big prize and miss the special number, the display will stop with a random number (a losing number for the special prize) such as "263". If you win a small prize, the display will stop with a predetermined small prize number (which can be set arbitrarily, and can be a random number or random 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 jackpot lottery on the special symbol 1 display 41a or the special symbol 2 display 41b, but on the image display device 7. Note that the positions of the display areas for the effect symbols 8L, 8C, and 8R do not have to be fixed.

[0048] The display of the effect symbols can be, for example, scrolled up and down. The combination of effect symbols to be displayed in a static state can be arbitrarily changed depending on the result of each lottery, and the effect symbols can be displayed in a static state with a special combination 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 symbol change effect (also called "decorative symbol change effect" or simply "change effect") using the effect symbols as described above, but also the big win effect that is performed in parallel with the big win game, demo effects for waiting customers, etc. In the effect symbol change effect, in addition to effect symbols such as numbers, effect images other than effect symbols 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 freely change and set the trigger for outputting a predetermined game notification regarding the effect when the special pattern is changing or during a predetermined winning state, and the frequency of occurrence of reach effects (previews), etc.

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

[0052] In addition, 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 that is performed while the special pattern is changing, change the frequency of the presentation (such as a reach presentation or a pre-reading presentation) (including not generating the presentation), change the frequency of the air presentation generated based on the air blower 60b or the vibration presentation generated based on the vibration device 63b (including not generating the 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 capable of displaying one or more (in this embodiment, up to four) 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 is provided with a reserve icon display area 7a1 that allows each reserve icon 9 to be moved in a predetermined direction (in this embodiment, to the left).

[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 is capable of displaying a predetermined hold icon 9 (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 pedestal icon 9E can also be displayed in the reserved icon display area 7a2. The pedestal icon 9E can be displayed as a receptacle notification (an indication of the display position of the reserved icon 9D) indicating the destination corresponding to the disappearance of the reserved icon 9D from the reserved icon display area 7a1 that ultimately shifts 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 trigger of a special winning (entering the starting hole described below) that can store and store judgment information (random number for special winning) in the special drawing 1 reserved memory unit 85a (or the special drawing 2 reserved memory unit 85b). Also, the reserved icon 9 can display icons in the number corresponding to the number of memories stored and stored based on each special drawing winning (in this embodiment, corresponding to 1 memory, 2 memories, 3 memories, and 4 memories).

[0057] Furthermore, the display color and / or display form of the hold icon 9 can be changed to a display form (so-called hold change) corresponding to a predetermined reliability (a pre-determination before a success / failure determination is made, a so-called pre-reading determination) according to each displayed hold icon 9. 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 display is made to be distinguishable as the special chart 1 reserve icon 9 corresponding to the special chart 1 reserve (stored in the special chart 1 reserve memory unit 85a), or the special chart 2 reserve icon 9 corresponding to the special chart 2 reserve (stored in the special chart 2 reserve memory unit 85b). As a result, when one or more reserve icons 9 are displayed in the reserve icon display area 7a1, the number of special chart 1 reserves (or special chart 2 reserves) stored, which is displayed on the special chart 1 reserve display unit 43a (or special chart 2 reserve display unit 43b) described below, can be clearly shown to the player.

[0059] Furthermore, one or more reserve icons 9 that can be displayed in the reserve icon display area 7a1 read one judgment information stored corresponding to the special chart reserve from the reserve memory unit 85 to judge whether the lottery (special chart lottery described below) is a success or failure, and are capable of moving display that shifts one icon to the left each time the result of the judgment is announced.

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

[0061] The hold 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 hold icon 9 to the hold 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 hold icon 9D can disappear from the hold icon display area 7a2, or the hold icon 9D and the base icon 9E can disappear.

[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 symbol) 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 preliminary notice in response to the variable display (before the announcement of the judgment of whether or not the prize has been awarded) of the special chart corresponding to 0 memories (a judgment of whether or not the prize has been awarded 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 whether or not the prize has been awarded (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 display of 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, around the periphery of the image display device 7, so as to cover a portion of the image display device 7 (display area 7a). A stage section 11 is formed at the bottom of the center decorative body 10, which can guide game balls rolling on the top surface to the first starting hole 20 described below. In addition, a warp section 12 is provided at the left side of the center decorative body 10, which allows game balls to flow in from the entrance and out to the stage section 11 from the exit. Furthermore, a decorative member 13 depicting 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, which has a first starting hole 20 that always keeps the same ease of entry for game balls. 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 the first special symbol (special symbol 1) (a jackpot lottery, i.e., the acquisition of a special symbol winning random number etc. (determination information) related to the lottery information).

[0067] Additionally, to the upper right of the first starting hole 20, there is provided a normal variable winning device (ball entry support means / so-called electric tulip, normal electric accessory, hereinafter 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 lottery for a second special symbol (special symbol 2) (a jackpot 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 the second starting hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (see Figure 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 surface of the board), and the captured game ball can enter the hole by being guided through 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 surface of the board), the game ball cannot be captured and therefore cannot enter the hole.

[0070] It may also be configured as an electric tulip (well known) consisting of a blade-type movable member that opens and closes in the left-right direction along the surface of the board.

[0071] In addition, 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 device 31 is equipped with an opening / closing member (another special prize opening opening / closing member) 32 that can be opened or closed, and the first large prize 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 opening solenoid 33 (see FIG. 5). The first large prize opening 30 can capture game balls only when the door-like opening / closing member 32 is open (i.e., when in the open state), and the captured game balls are guided through the opening via the opening / closing member 32 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 device (second special variable prize 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 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 operation of the opening / closing member 37.

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

[0075] 2, a specific area (V area) 39 and a non-specific area 70 are formed inside the second large prize device 36, through which a gaming ball that has passed through the second large prize opening 35 can pass. In the second large prize device 36, a second large prize opening sensor 35a that detects the entry 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 is equipped with 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-allowing state) in which it distributes game balls to a specific area 39, and when the distribution member solenoid 73 is not energized, it takes a second state (passage-blocking state) in which it distributes game balls to a non-specific area 70.

[0078] 2, when the sorting member solenoid 73 is energized, the sorting member 71 is in a passing-permitting state in which it allows the game ball to pass through to the specific area 39. When the sorting member 71 is in the passing-permitting 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 (sorting member 71 located on the left side) indicated by the double-headed arrow (bidirectional arrow) in Figure 2, when the sorting member solenoid 73 is not energized, the sorting member 71 is in a passage-blocking state that prevents game balls from passing through to the specific area 39. When the sorting member 71 is in the 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 sorting member 71 and passes through the non-specific area 70. This route of the game ball is called the second route.

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

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

[0082] In addition, a jackpot game that is executed when a Type 1 jackpot is won is called a Type 1 jackpot game, and a jackpot game that is executed 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, the game related to a Type 1 jackpot and the game related to a Type 2 jackpot may be collectively referred to as a "winning game."

[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 (determination information) related to the lottery information) to determine the normal symbol (hereinafter also referred to as the normal symbol) that determines whether or not the electric chute 22 is opened (condition fulfilled).

[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 entered any of the winning holes.

[0085] The game area 3, in which various ball entry ports (starting ports, 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.

[0086] The game area 3, which has various ball entry ports (starting ports, etc.) arranged in this way, has a left game area (first game area) 3A on the left side of the center in the horizontal direction, and a right game area (second game area) 3B on the right side. A batting style in which the game ball flows down the left game area 3A is called a left-handed batting style. On the other hand, a batting style in which the game ball flows down the right game area 3B is called a right-handed batting style.

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

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

[0089] On the other hand, provided on the second flow path R2 are a gate 28, an electric chute 22, a second large prize device 36, a first large prize device 31, and an outlet 6. By hitting a gaming ball so that it flows down the second flow path R2, the player aims to pass 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.

[0090] Furthermore, in this pachinko gaming machine 1, one discharge path (not shown) is provided on the back side of the gaming 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 outlet opening 6. Therefore, gaming 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, or the outlet opening 6 will always pass through the discharge path on the back side of the gaming area 3.

[0091] The discharge path is provided with a discharge port sensor 15a (see FIG. 5) that can detect gaming balls, and gaming balls that pass through the discharge path head toward the storage device 25, which will be described later. In this way, a gaming ball that is shot toward the game area 3 enters either the general winning port 27, the first starting port 20, the electric chute 22 (second starting port 21), the first large winning port 30, the second large winning port 35, or the outlet port 6, and then travels through the discharge path to be detected by the discharge port sensor 15a. After that, the gaming ball that has passed through the discharge path is stored in the storage device 25.

[0092] In this embodiment, the gate 28, the electric chute 22, and the second special winning device 36 are united and can be attached to and detached from the game board 2 as a single structure. In addition, the fixed winning device 19 and the first special winning device 31 are united 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 in the lower right corner of the game board 2 to enable the display of predetermined identification patterns (identification information) that can start fluctuations corresponding to each ball entry port (starting port, gate 28).

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

[0095] In addition, the displays 40 include a special map 1 hold display 43a that displays the number of activation holds (hereinafter also referred to as special map 1 holds) stored in the special map 1 display 41a, a special map 2 hold display 43b that displays the number of activation holds (hereinafter also referred to as special map 2 holds) stored in the special map 2 display 41b, and a general map hold display 42a that displays the number of activation holds (hereinafter also referred to as general map holds) stored in the general map 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 may be collectively referred to as special patterns (special charts). In addition, special chart 1 display 41a and special chart 2 display 41b may be 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), thereby announcing (displaying a confirmed result) the result of the lottery (special pattern lottery, jackpot lottery, judgment information on whether the lottery was won or lost, random number for the special pattern) based on the winning of the first starting port 20 or the second starting port 21 until a predetermined time has elapsed.

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

[0099] If 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 pattern according 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 pattern, a small win game is played in which the second large win opening 35 is opened in a large win opening opening pattern according to the type of small win pattern that has stopped and been displayed (i.e., the type of small win that has been won).

[0101] The opening patterns of the big prize openings (first big prize opening 30 and second big prize opening 35) in the big 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 jackpot lottery by the way in which they are lit.

[0103] For example, if you win a jackpot (one of the multiple types of jackpots described below), the jackpot symbol (a special symbol to notify you of a jackpot) will be displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). Also, if you win a small jackpot (one of the multiple types of small jackpots described below), the 5th and 6th LEDs from the left lit, such as "●●●●○○●●" will be displayed (a special symbol to notify you of a small jackpot).

[0104] In addition, in the case of a special symbol miss (one of the multiple types of special symbol misses described below), a special symbol (a 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 symbol misses, hereinafter also referred to as a special symbol miss) to notify a special miss (a C time-saving win) is used in which all LEDs are turned off.

[0105] In addition, before the special symbol is displayed in a static state, the special symbol is displayed in a variable state (variable display) for a predetermined period of time, and the manner of the variable display is, for example, such 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 static state (light display in a specific manner).

[0106] In this pachinko game machine 1, when a game ball enters the first start port 20 or the second start port 21 (sensor detection), the values ​​of various random numbers (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) resulting from the ball entering are temporarily stored in the special chart 1 reserve memory unit 85a or the 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), the values ​​of various random numbers (judgment information) related to the special drawing 1 lottery information (special drawing 1 winning random number, etc.) obtained based on the special drawing 1 winning (starting winning) resulting from that ball entry are stored in the special drawing 1 reservation memory unit 85a (see Figure 4) as special drawing 1 reservation (judgment information to be reserved).

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

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

[0110] The special chart 1 reserve stored in the special chart 1 reserve memory unit 85a is consumed when it becomes possible to variable display the special pattern (determine the lottery for the special pattern) based on that special chart 1 reserve (when the start condition (start of lottery determination) is met). The consumption of the special chart 1 reserve means determining the special chart lottery information (determination information) such as the special chart winning random number corresponding to that special chart 1 reserve, and performing variable display of the special pattern 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 entry of a game ball into the first starting port 20 cannot be performed immediately after the entry, that is, if a prize is awarded into the first starting port 20 while the variable display of the special pattern is being executed or while a jackpot game is being executed, the right to enter 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.

[0112] The number of such special chart 1 reservations is displayed on the special chart 1 reservation indicator 43a. Specifically, the special chart 1 reservation indicator 43a is composed of four LEDs. The special chart 1 reservation indicator 43a displays the number of special chart 1 reservations by lighting up the LEDs equal to the number of special chart 1 reservations.

[0113] In addition, the special chart 2 reserve stored in the special chart 2 reserve memory unit 85b is consumed when it becomes possible to variable display the special pattern (determine the lottery for the special pattern) based on that special chart 2 reserve (when the start condition (start of lottery determination) is met). The consumption of the special chart 2 reserve means determining the special chart lottery information (determination information) such as the special chart winning random number corresponding to that special chart 2 reserve, and performing variable display of the special pattern to indicate 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 game ball entering the second starting port 21 cannot be performed immediately after the winning, that is, if the ball enters 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 enter 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.

[0115] The number of such special chart 2 reserves is displayed on the special chart 2 reserve display 43b. Specifically, the special chart 2 reserve display 43b is composed of four LEDs. The special chart 2 reserve display 43b displays the number of special chart 2 reserves by lighting up the LEDs equal to the number of special chart 2 reserves.

[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 configuration may be such that the values ​​of various random numbers (judgment information) based on the prize are not acquired. In other words, the configuration may be such that the special drawing 2 reserve that exceeds the upper limit value "1" is not performed.

[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 (variable display) and then stops (display ends) to notify (confirm) 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 normal symbol displayed when the reel stops (the symbol pattern displayed when the reel stops after the variable display) is one selected from multiple types of normal symbols based on a normal symbol lottery. If the normal symbol displayed when the reel stops is a predetermined type (a normal symbol displayed in a winning stop pattern / normal winning symbol), an auxiliary game (so-called "winning facilitation") 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, the auxiliary game that can be performed 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) may also be 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 symbol (a normal symbol for announcing a win), a normal winning symbol is displayed with all LEDs lit except for the right LED in the lower row, such as "○○" in the upper row and "○●" in the lower row (○: lit, ●: unlit). If the lottery result is a normal losing symbol, a normal losing symbol (a normal symbol for announcing a loss) is displayed with all LEDs lit except for the right LED in the lower row, such as "●●" in the upper row and "●○" in the lower row. Note that a mode in which all LEDs are turned off may also be used as one of the normal losing symbols.

[0122] Before the normal map is displayed as stopped, the normal map is displayed as a variable display (variable display) for a predetermined variable time, and the manner of the variable display is, for example, a manner in which each LED repeatedly lights up and goes out one by one in a predetermined order. 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 as stopped (illuminated in a specific manner).

[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 reserves (judgment information related to regular games) in the regular game reserve memory unit 85c in RAM 84, and this regular game reserve is stored as a temporary memory until the judgment process based on the regular game lottery is completed (in other words, 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, if 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, that is, if the game ball passes through gate 28 while the variable display of the normal map is being executed, or if the game ball passes through gate 28 while the electric chute 22 is being opened, the right to judge the normal map lottery for that passage (judgment of judgment information (normal map lottery information) based on the normal map related random number) can be reserved and stored up to an upper limit value. Specifically, the upper limit value (upper limit number of memories, upper limit number of reserved) is set to "4".

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

[0126] The number of reserved general maps is displayed on the reserved general map display 42a. Specifically, the reserved general map display 42a is composed of four LEDs. The reserved general map display 42a displays the number of reserved general maps by lighting up the LEDs corresponding to the number of reserved general maps.

[0127] In addition, if 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, that is, if the passage through gate 28 occurs while the variable display of the normal map is being executed or during the opening process of electric chute 22, 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 normal map display 42 exceeds the upper limit value "1", it may be configured not to be stored.

[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 Figure 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 (hitting, hitting) 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 hammer 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 playing 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 playing area 3 from the launch path HR, while preventing game balls from entering (backflowing) from the playing 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 gaming ball moves from the launch path HR toward the gaming area 3, the first backflow prevention member 4a rotates to the right from the state shown in Fig. 1, thereby allowing the gaming ball to enter the gaming area 3. On the other hand, when the gaming ball moves from the gaming area 3 toward the launch path HR, the first backflow prevention member 4a cannot rotate to the left from the state shown in Fig. 1, thereby preventing the gaming 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 off 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 point where the upper end of the return flow path MR and the launch path HR join.

[0134] Here, the side of the launch path HR that is on the storage device 25 side, 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 game balls to enter from the upstream side HR1 of the launch path HR to the downstream side HR2 of the launch path HR, while preventing game balls 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 game balls flow downward through the downstream side HR2 of the launch path HR, the second backflow prevention member 26 guides the game balls to the return flow path MR while preventing them from entering the upstream side HR1 of the launch path HR.

[0136] As shown in Fig. 3(A), second backflow prevention member 26 is rotatably mounted on the lower wall of firing path HR with its lower end as a fulcrum. 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 a 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, the game ball passes the upstream side HR1 of the launch path HR, and then rotates the second backflow prevention member 26 from its 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. Thereafter, the game ball maintains its momentum as it is launched and enters the game area 3 from the top end of the launch path HR.

[0138] After rotating to the left as shown in Figure 3(B), the second backflow prevention member 26 immediately returns to its vertically extending position (the state shown in Figure 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 gaming 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 gaming ball when launched is weak, so the gaming ball cannot enter the game area 3. In this case, the gaming 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 Figure 3(C), the second backflow prevention member 26 cannot rotate to the right from its vertically extending position, and the gaming ball cannot enter the upstream side HR1 of the launch path HR. Therefore, the gaming 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 Figure 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 holding display 61 (point data related to electronic winning information stored in the payout RAM 174 described later) decreases by one ball (point data of 1P) with each shot of a game ball.

[0145] As mentioned above, a foul ball may be thrown if the momentum of the game ball is weak when it is shot. In this case, the foul ball does not enter the game area 3 and therefore does not participate 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 by the player is reduced by "1". For this reason, a 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 returned ball detection sensor 17a, the number of balls in possession is increased by "1." In this way, when a foul ball is hit, the number of balls in possession is decreased by "1" and then increased by "1" (point data for 1P), so that the player is not disadvantaged.

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

[0149] In this embodiment, the game ball that enters the general winning opening 27 is detected by the general winning opening 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 increases by "5" (point data for 5P).

[0150] Furthermore, a 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, a 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] Furthermore, a game ball that enters the first major prize opening 30 or the second major prize opening 35 is detected by the first major prize opening sensor 30a or the second major 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 increases by "15" (point data for 15P).

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

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

[0154] As shown in Figure 5, this pachinko game machine 1 is equipped with a main control board (game control board) 80 that can control the game regarding the awarding of game benefits such as jackpot lotteries and transitions to advantageous game states based on the game progress (ball entering the ball entrance), which can be achieved by consuming electronic benefit information (subtracting point data) instead of game balls (game media) that enable play, thereby enabling game operations (executing ball launches), a payout control board 170 that can control the generation of electronic benefit information (adding point data) that replaces the payout of game balls that enable play (game benefits, 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 Figure 6, the pachinko game machine 1 is also equipped with a sub-control board (performance control board) 90 that controls the performance of game performances 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 equipment (predetermined devices such as performance means).

[0157] 5, in this embodiment, the main control board 80 and the payout control board 170 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 enclosed game balls (launching, lifting, grinding, control of each device) and controlling the storage and processing of electronic information.

[0158] The main control board 80 in the main control unit 89 is a board for controlling pachinko games, and is a board 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 relating to prize ball commands, etc., which instruct the addition of electronic profit information (for example, 3 points) according to the value in place of the prize balls (points related to the balls released) based on the detection of a predetermined sensor installed in 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 performs a special drawing lottery in which a random number is extracted to determine whether there has been a win, and enables predetermined control including control to send 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 drawing.

[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 that enables electronic winning information to be stored in the payout RAM 174 or clears the memory of electronic winning information, and display update control of the numerical value related to the number of balls held that can be displayed on the ball holding display 61 (electronic winning information stored in the payout RAM 174), 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.

[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 jackpots and start-up winnings sent 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 (output of signals related to various game information and error information) between the payout control board 170 and the card unit 135 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, connectors, etc. required to safely relay signals from both sides.

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

[0166] The IF board 88b is installed so as to be simply covered with a transparent cover (not shown) without a sealing structure on the back side of the present pachinko gaming 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 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 effect means (image display device 7, panel lamp 5, frame lamp 66, speaker 67, panel movable body 15, air blower 60b, vibration device 63b, etc.).

[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 gimmick, decorative LED, speaker) based on command signals sent 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 supply circuit 151. When power is not supplied (powered on) to the pachinko gaming machine 1, the backup power supply 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 power to the pachinko gaming machine 1 is interrupted.

[0170] A power switch 155 is also connected to the power supply board 150. The power supply is turned on and off by turning the power switch 155 on and 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 employee of the gaming parlor 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] 5, the main control board 80 is equipped with a game control one-chip microcomputer (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 programs for controlling the progress of the game, a RAM 84 used as a work memory, a CPU 82 that executes the programs 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 RAM 84 is provided with the above-mentioned special drawing 1 reservation memory unit 85a, special drawing 2 reservation memory unit 85b, and general drawing reservation memory unit 85c as a 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 connected 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 fact that the impedance (electrical resistance) changes 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 opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided in the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided in the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The specific area sensor 39a is provided in a specific area 39 within the second large prize opening 35 and detects game balls that have 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 entered 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. This outlet sensor 15a detects all game balls that flow down the play area 3.

[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 fired ball detection sensor 16a is provided upstream of the firing path HR (see FIG. 3) and detects game balls passing upstream of the firing path HR. This fired ball detection sensor 16a detects all game balls fired from the storage device 25 toward the game area 3 (see FIG. 3(B)). The returned 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 returned ball detection sensor 17a detects game balls that have become foul balls among the game balls fired 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 game), and based on the counting results, a predetermined value (game base) related to the player's game performance can be calculated, and this 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 predetermined game state (normal game) results in a predetermined winning, and the positive profit based on the number of prize balls obtained after the winning is achieved in response to the game ball entering a predetermined ball entrance, 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 curb players' gambling instincts.

[0185] Furthermore, 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 firing instruction notification (right hit) (for example, a right hard hit instruction, a right weak hit instruction) before the complete function is activated when the base, which is the ratio of the number of prize balls to the number of fired balls (prize ball payout rate), is high (for example, during a right hit), and that lowers the base from a design value during a high base such as a jackpot, time reduction, or probability change based on the firing of game balls based on the instruction for the mode change. Details of the game end control process will be described 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). Note that the magnet detection sensors 18a may be provided in one or more appropriate locations. For example, when viewing the game board 2 from the front, the magnet detection sensors 18a may be provided individually as a central magnetic sensor unit (not shown) installed above the first start opening 20, 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 special winning opening 35.

[0187] As a result, when an act of fraudulently placing 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 cheating (so-called magnet cheating), and can 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 (so-called radio wave cheating) is performed that generates radio waves of a predetermined frequency or predetermined frequency band with a strong electric field strength that may cause the first starting port sensor 20a, etc. to falsely detect (fail) or radio waves that are suspicious of such radio waves (hereinafter also referred to as illegal radio waves) (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 gaming board 2, it is able to output that information (radio wave detection information) to the main control board 80 via the relay board 88a. The radio wave detection sensor 18b may be provided in one location or in multiple separate locations at an appropriate location. Furthermore, when the radio wave detection sensor 18b is provided in multiple separate locations, each may be configured to have a different detectable frequency or frequency band.

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

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

[0192] Unlike non-enclosed pachinko machines that do not have a ball circulation mechanism, this pachinko gaming 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 "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 work memory, and a payout CPU 172 which executes the programs stored in the payout ROM 173; note 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 deduct 1P) that instructs the subtraction of electronic profit information according to a predetermined loan ball value (deduction points) in place of the loan ball, and the payout control microcomputer 171 acquires the command, making it possible to control the storage process that clears (subtracts) the electronic profit information from the payout RAM 174 so that the deduction corresponds to the command.

[0196] In addition, when the launched game ball is detected by the sensors installed at each winning slot, the game control microcomputer 81 generates a command to add electronic winning information according to a predetermined prize ball value (addition points) in place of the prize ball (for example, a command to add 3P if the ball enters the first starting slot 20 or the second starting slot 21, or a command to add 15P if the ball enters the first large winning slot 30 or the second large winning slot 35), and the payout control microcomputer 171 acquires the command, making it possible to control the storage process to store (add) 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 that detects the launch of a game ball by the launched ball detection sensor 16a (which may also 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 (additional point data) corresponding to the detection signal (prize ball value) in the payout RAM 174 based on the detection signal obtained by the sensor installed in each winning port, and also enables control to perform a predetermined addition process to store electronic winning information (additional point data) corresponding to the detection signal obtained by the return ball detection sensor 17a, which detects foul balls that have been fired but have returned without reaching the game area 3, in the payout RAM 174.

[0199] In addition, 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), the payout control board 170 performs a predetermined addition process to store electronic benefit information (positive point data related to loaned balls) corresponding to the command in the payout RAM 174, and based on obtaining a detection signal from a sensor (not shown) that detects the operation of the counting button 61b (settlement instruction), it is possible to control the performance of a predetermined subtraction process to clear electronic benefit information (negative point data related to settlement) corresponding to the detection signal from the memory of the payout RAM 174.

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

[0201] 5 is connected to a launching device 112 via a launching control circuit 111. This 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 contact with the handle 60a, and the launch volume 115 detects the amount of rotation of the handle 60a. The launch motor 113 is then driven to launch the game ball with a strength corresponding to the magnitude of the detection signal from the launch volume 115, and the game ball is launched by the striking hammer 25b toward the launch path HR (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 Figure 1) of the launching device 112, the touch switch 114 detects that the player has touched the handle 60a (hereinafter also 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 presence is detected by the touch switch 114, the launch motor 113 is driven to launch game balls with a strength corresponding to the magnitude of the detection signal from 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 sent from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0206] As shown in Fig. 6, the sub-control board 90 is equipped with a one-chip microcomputer for effect control (hereinafter referred to as "effect control microcomputer") 91 that controls the effects of the pachinko gaming machine 1 according to a program. The effect control microcomputer 91 includes a ROM 93 that stores programs for controlling the effects based on the progress of the game (determination of lottery information (determination information) resulting from balls entering the ball entrance), a RAM 94 used as work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port unit (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 patterns) and background images, expectation suggestion images that correspond to expected values ​​(game information related to expectation) that can be calculated based on the performance implementation design, time-saving number suggestion images that correspond to the number of time-saving numbers, menu images, custom setting images, game notification images related to the time-saving state, operation instruction images, etc.

[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, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The 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 audio data may be stored in the ROM. Speaker 67 may also be connected to image control board 100, in which case audio control may be performed by CPU 102 of image control board 100. In this case, audio data may also be stored in ROM 103 of image control board 100.

[0213] Furthermore, the performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel 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 status, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the panel 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 accessory) provided on the center decorative body 10, although it is not shown in FIG.

[0215] In detail, the performance control microcomputer 91 creates operation pattern data (also called drive data) that determines the operation mode of the board movable body 15, and controls the operation of the board movable body 15 according to the operation pattern data. The operation 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, or the CPU or the motor driver may control the operation of the movable board body 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 commands 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 method 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 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 operation control of the airflow device 60b. Furthermore, data regarding the airflow pattern may be stored in the ROM.

[0219] Furthermore, the effect 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 effect button 63, and can notify the player by vibrating the effect button 63 with 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 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 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 (pressed multiple times in succession), 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 a cursor key of the select button 64 that has been activated based on 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 effect for waiting customers is displayed, a menu image can be displayed on the image display device 7 by pressing the center of the cursor key of the select button 64, and when the menu image is displayed, a custom setting image is displayed that allows the player to change the setting to suit their preferences by pressing the upper, lower, left, or right part of the cursor key of the select button 64 other than the center.

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

[0226] [Basic overview of how to play Pachinko machine 1] Next, we will provide an overview of how to play this pachinko game machine 1 (an example of an enclosed type pachinko machine) 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 allowed 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 the 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 inserted bills, and the converted amount (prepaid information) 135h according to the electronic benefit information relating to this conversion is displayed on the unit side display 135d.

[0228] In addition, the electronic benefit information in this embodiment is configured to be agreement information (digitized token) that is point data equivalent to the value (credit) of loaned balls, which is the same number as 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 holding it down, etc.), a ball loan information signal can be generated to deduct an electronic profit information amount equivalent to a predetermined amount (for example, 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 (for example, 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 amount 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 amount corresponding to the ball loan information signal is stored (added) in a specified memory unit (hereinafter, as an example, referred to as 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, the ball display 61 displays an increasing value corresponding to the electronic point information (for example, point data equivalent to 500 yen) stored in the payout RAM 174, thereby preparing the machine for the start of play and enabling the launch of the game balls enclosed inside the pachinko game machine 1. That is, the launch motor 113 of the launcher 112 is driven based on the operation of the handle 60a, and approximately 50 to 100 game balls enclosed inside the machine can be launched one by one toward the game area 3.

[0232] For example, when electronic profit 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 profit information relating to 125P (= 500 yen ÷ 4 yen point data) based on the conversion that one game ball worth 4 yen becomes 1 point (hereinafter also abbreviated as "P") can be stored in the payout RAM 174, and the number relating to 125P is displayed as increasing on the ball holding display 61, making it possible to launch the 125 game balls enclosed in the machine.

[0233] Next, each time the game balls enclosed in 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 lottery can be held 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 profit information can be generated in place of the payout (disbursement) of prize balls (game profits) based on the ball entering (starting winning), and the electronic profit information generated at this time can be stored in the payout RAM 174.

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

[0236] The result of the special drawing 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 result of this drawing is an announcement of a winning jackpot, either the first large winning opening 30 or the second large winning 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 winning opening 30 or the second large winning opening 35 which has been opened (satisfying the winning conditions), it becomes possible to generate electronic profit information in place of the payout (disbursement) of prize balls (large game profits) based on the balls that enter (large winning), and the electronic profit information generated at this time can be stored in the payout RAM 174.

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

[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 issue a notification indicating a numerical value (hereinafter also 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 wishes to end the game, a state transition for ending the game is performed by operating (by pressing once or holding down, 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, some or all of the electronic point information stored in the payout RAM 174 is output to the card unit 135 (point data transfer), and the electronic point information output at this time can be recorded on an 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 completes the output of all electronic benefit 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 the final number corresponding to the electronic benefit 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 on which the electronic winnings information stored in the payout RAM 174 is output and recorded is sent out (returned / settlement) from the card insertion port 135c provided on the card unit 135 side.

[0242] Next, if you want to start playing again using the IC card 135i that has been sent out, insert the IC card 135i into the card insertion slot 135c and set it inside the card unit 135, and operate (press) the replay button 135g on the unit side, which makes it possible to output the electronic point information recorded on the IC card 135i to the pachinko game machine 1 side (transfer of point data), and the machine is 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 ejected 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) to the dispensing RAM 174 mounted on the dispensing control board 170, but this is not limited to this, 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 gaming 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 (determination information related to special symbols) that serve as special symbol lottery information based on winning at the first start port 20 or the second start port 21. As shown in Figure 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 determine whether or not a jackpot has been won, whether or not a small jackpot has been won, and whether or not a C time-saving win (special miss) has been won, and is also used to determine whether or not a special winning miss has been won in cases other than a jackpot, small jackpot, 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 determined to be a C time-saving win, after the time-saving symbol corresponding to the special miss is displayed, the time-saving state corresponding to the C time-saving win corresponding to the time-saving symbol will be activated without going through a jackpot game or a small jackpot game.

[0248] The special symbol type random number is used to determine the type of big win symbol, the type of small win symbol, and the type of time-saving symbol (the symbol corresponding to the C time-saving win). The special symbol 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 will occur in the variable presentation that shows the result when the result of the special chart judgment is a miss. A reach is a state in which there is only one variable presentation pattern left out of multiple presentation patterns, and depending on which of the variable presentation patterns stops and is displayed, it will become a combination of presentation patterns that indicates a jackpot win (for example, a "7↓7" state).

[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 as if they are slightly shaking on the display screen 7a or being displayed as if they are repeatedly enlarged and reduced. The reach random number takes a value in the range of 0 to 255.

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

[0252] In addition, the pachinko gaming machine 1 acquires a normal map related random number (determination information related to the normal map) that serves as normal map lottery information based on the passage of the gaming ball through the gate 28. The normal map related random numbers include a normal map winning random number, a normal map type random number, and a normal map fluctuation pattern random number (hereinafter also referred to as a normal map fluctuation PT random number), as shown in Figure 8(B).

[0253] The random number for winning the normal map is used to determine whether or not to 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 takes a value in the range of 0 to 199.

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

[0256] [About the special random number determination table] This pachinko game machine 1 can determine whether the special winning random number obtained based on winning the first starting port 20 (winning special card 1) or winning the second starting port 21 (winning special card 2) will be a big win, a small win, a special card miss, or an exceptional miss by judging (drawing) the special winning random number according to the ``special card 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 the winning of the first starting port 20 (lottery for special chart 1) and the judgment regarding the winning of the second starting port 21 (lottery 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 result of the small win 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 judgment of the small win based on the game ball entering the first starting hole 20 may be used.

[0259] Furthermore, the special miss shown in Figure 9(A) is shown in parentheses because it is configured to enable a special judgment (C time-saving hit judgment) that distinguishes a portion of the special pattern misses (random number range for misses) as special misses based on the game ball entering the first starting hole 20 (winning special pattern 1) in the normal state (specific state) specified below, and to derive a judgment result that can be equivalent 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 made equivalent to a C time reduction win based on the game ball entering the second starting hole 21 (winning of special chart 2). However, without being limited to this, a judgment table that can derive a judgment result of a special miss that can be made 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 be able to determine the derivation rate when deriving the judgment results for "first winning (hereinafter also referred to as big winning or small winning), second winning (hereinafter also referred to as C time-saving winning), and non-winning (miss)" which are classified as lottery roles, by using a group of selectable winning / losing judgment tables (not shown: multiple types of condition elements) that can be changed depending on multiple types of game states to which the state transition will occur.

[0262] Specifically, the group of win / loss determination tables (not shown) is a "special chart win random number determination table" that allows for selective determination based on a configuration including a first win / loss determination 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 win / loss determination 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 win / loss determination 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 win / loss determination 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 win / loss determination 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).

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

[0264] Furthermore, the third advantageous state (slight time-saving state) may be either a gameplay performance (right-hand hit with lower advantage) that is less advantageous than the gameplay performance (right-hand hit with higher advantage) associated with the first advantageous state (C time-saving state) or the second advantageous state (A time-saving state) or a gameplay performance (left-hand hit with no electric chute support) that is not significantly different from the general normal state. Note that in the following embodiment, the third advantageous state will be described as a gameplay performance that is not significantly different from the general normal state.

[0265] In this embodiment, the gameplay with poor advantageous performance refers to a gameplay that results in a short opening pattern where it is 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 specified normal state (C time) is a limited normal period from the time when the first normal game (left hit) is played after initialization (RAM clearing) 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 the specified judgment requirements (one or multiple judgments) are met.

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

[0268] Then, if a special miss (a unique judgment result = a C time-saving hit) is derived, and a C time-saving hit is obtained, the game transitions from the specified normal state to the first advantageous state (C time-saving state, 100 right hits) without going through a jackpot game. Furthermore, based on the derivation of a special symbol miss other than a special miss, the game transitions to a general normal state. Furthermore, if a special miss is obtained, a C time-saving hit notification (a special judgment notification) is executed by displaying a special miss symbol that is different from the normal hit notification mode, and if a special miss is not obtained, a notification is executed to the effect that a C time-saving hit is not obtained.

[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 distinguish a portion 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 relating to the "prescribed normal state" in this embodiment is set to end when the pachinko gaming machine 1 is initialized (RAM cleared) and the first normal game (determined based on winning the special chart 1) is played once, satisfying the predetermined judgment requirements. Furthermore, after the number of time-saving periods (100 or 10,000 right-hand hits) 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 continue is consumed (completed), the machine transitions to the prescribed normal state. When a game (determined based on winning the special chart 1 or the reserved memory of the special chart 1) is played once in this prescribed normal state, the predetermined judgment requirements are 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 performed in this predetermined normal state, the predetermined judgment requirements are met and the game ends.

[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 winning of the special drawing 1 a predetermined number of times (one or more times) from the normal game after initializing (RAM clearing) the pachinko game machine 1, until a predetermined judgment result (such as a special loss) is derived. Furthermore, from the normal game transitioned after the number of time-saving times (100 right-hand hits) that can continue 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) are consumed, a predetermined number of times (one or more times) of judgment is made based on the special drawing 1 winning (or reserved memory of the special drawing 1), until a predetermined judgment result (such as a special loss) is derived.

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

[0274] In addition, the first hit / miss judgment table (not shown) is configured to be able to make a judgment that a special miss (C time shortening hit) and a possible judgment (bonus judgment) when a special chart 1 win (or special chart 1 reserved memory) is established in a specified normal state. However, it is not limited to this, and it may be possible to make a judgment that a special miss (C time shortening hit) and a possible judgment (bonus judgment) when a special chart 2 win (or special chart 2 reserved memory) is established in a specified normal state.

[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 Figure 9 (B).

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

[0277] On the other hand, if the judgment regarding the winning of the second starting port 21 (lottery for special chart 2) 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-hand hit) with the first advantageous state (C time-shortened state) and the second advantageous state (A time-shortened state), and when playing (left-hand hit) in a game state that is not the first advantageous state or the second advantageous state (prescribed normal state, general normal state, slight time-shortened 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 slot 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 will stop and display "jackpot symbols" showing LED display modes (flashing patterns) 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 a jackpot is won in the judgment related to the winning of the first starting port 20 (lottery for 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%. Furthermore, in this pachinko game machine 1, when a jackpot is won in the judgment related to the winning of the first starting port 20 (lottery for special chart 1), it may be determined to be "Special chart 1_jackpot pattern A (10R jackpot)" in approximately 50% of cases, "Special chart 1_jackpot pattern B (10R jackpot)" in approximately 20% of cases, and "Special chart 1_jackpot pattern C (4R jackpot)" in approximately 30% of cases.

[0280] [About the small winning symbol type determination table] When the pachinko game machine 1 determines that a small win has been won, it determines the type of small win symbol by judging the special symbol type random number according to the "small win symbol type determination 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% chance that it will be determined to be "Special chart 2_small prize pattern a," and there is a 90% chance that it will be determined to 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 (lottery of special chart 1), the design specification is such that the judgment of the small prize winning is not derived, 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 for the opening pattern of the large prize opening related to the execution content of the type 2 jackpot game after the small win game (1 round). Note that by changing the type of small win symbol, the setting mode for the game state (time-saving state, number of time-saving times) after the type 2 jackpot game may be changed.

[0284] In addition, the special pattern display 41 will display a stopped "big win pattern" that shows 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 determines that the result 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 determines that a special case has been made 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 determines that the special symbol has been missed, it determines whether or not to display the effect symbols 8L, 8C, and 8R in a reach mode in the variable effect by determining the reach random number according to the "reach determination 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 differs depending on whether the state 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 game ball entering the first starting hole 20 (winning special pattern 1) in a limited normal state (prescribed normal state), and when it is possible to derive a judgment result that can be equivalent to a C time-saving win described below based on this special miss, the type of time-saving pattern is determined by judging the special pattern type random number in accordance with the ``time-saving pattern type judgment table'' shown in Figure 9 (E).

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

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

[0291] [About the special chart variation pattern determination table] Furthermore, in this embodiment, when a judgment result is derived as either "big hit, small hit, C time-saving hit, 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 Figure 11, the fluctuation time of the special symbol is set to be in the A time-saving state or the C time-saving state, which is a shorter fluctuation time than in the non-time-saving state. Specifically, the average fluctuation time of the special symbol when the special symbol is missed in the non-time-saving state is set to be approximately 27 seconds, and the average fluctuation time of the special symbol in the time-saving state is set to be approximately 4 seconds. Therefore, in the A time-saving state or the C time-saving state, the fluctuation time shortening function of the special symbol display 41 can be activated.

[0293] [About C-time reduction status] 10, the present pachinko gaming machine 1 is provided with only the C time reduction 100 times (hereinafter also referred to as the 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 win (second win). 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 C time reductions may be set to an appropriate value or number of types according to changes in the game specifications.

[0294] In this embodiment, "100 times C time reduction" is a C time reduction state configured such that when an advantageous state (specific advantageous state) after a jackpot game is played (right hit) with electric chute support, which makes it easier for the game ball to enter the second starting hole 21, 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 be ended (time reduction OFF / state transition to the specified normal state).

[0295] Furthermore, when a third win / loss determination table (not shown: specific type of second condition element) that can be used for the C time-saving state (first advantageous state) is used to determine whether or not a win has been won, the probability of deriving a result that is Special Chart 2_Big Win Pattern A or Special Chart 2_Small Win Pattern B (10R Big Win game) is higher than in the normal state, and after a 10R Big Win game, it is possible to obtain preferential treatment that allows 10,000 A time-saving times, as described below, to be performed (see Figure 10).

[0296] [About A time-saving status] As shown in FIG. 10, the pachinko gaming machine 1 has two types of time periods (types of time-shortened A states) that can be continued after a 10R jackpot game (first win) to allow transition to the second advantageous state (time-shortened A state), namely, 100 times the time-shortened A state and 10,000 times the time-shortened A state (hereinafter, 100 times the time-shortened A state and 10,000 times the time-shortened A state are also referred to as the time-shortened A state). However, the number of time-shortened A states or the types of time-shortened A states may be set to any appropriate value or number of types depending on changes in game specifications. Note that a jackpot resulting in 10,000 times the time-shortened A state after a 10R jackpot game is referred to as a 10R jackpot A, and a jackpot that transitions to 100 times the time-shortened A state after a 10R jackpot game is referred to as a 10R jackpot B.

[0297] In this embodiment, "100 times A time reduction" is an A time reduction 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 for the game ball to enter 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 be ended (time reduction OFF / state transition to the specified normal state).

[0298] In addition, in this embodiment, "10,000 A time reductions" 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 stops the display of the special pattern variation (special pattern miss) is derived (consumed) 10,000 times (lottery) based on the special pattern 2 winning (which may include the special pattern 1 winning), just like the A time reduction 100 times. However, because the winning probability is designed to derive the judgment result of a big win or small win before the A time reduction 10,000 times is consumed, it becomes an A time reduction state in which the state does not actually transition to the specified normal state.

[0299] In addition, when a fourth win / loss determination table (not shown: a non-specific type of second condition element) that can correspond to the A time-saving state (second advantageous state) is used to determine whether or not a win is made, and the result is a win, the probability of deriving a determination result that is 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 from the A time-saving state or the C time-saving state to the normal state, it is possible to selectively decide whether to terminate the time-saving state (time-saving OFF / state switching) when the small jackpot winning notification indicating the small jackpot judgment result (before V is won), or whether to terminate the time-saving state (time-saving OFF / state switching) during the small jackpot play that is carried out after the small jackpot winning notification (when V is won).

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

[0302] Specifically, when a small win determination result is derived in the A time-saving state (a special chart 2 win during right-hand play), the time-saving state is ended (time-saving OFF / state switching) when the small win result indicating the small win is announced (before V wins), and it is possible to set "100 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 win during small win play is not in the time-saving state.

[0303] On the other hand, if the result of the small win judgment is derived in the C time-saving state (winning special chart 2 during right-hand play), the time-saving state is ended (time-saving OFF / state switching) when a V win occurs during the small win game, which is performed after the small win win 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 win during the small win game is the C time-saving state.

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

[0305] In this embodiment, the "100 times of slight time reduction" is a slightly time-saving state in which, in a pseudo-normal game state where the aim is to get the game ball into the first starting hole 20 by using a lower-ranking advantageous game (left-handed hit) that is different from the normal game after a jackpot game in which the ball-entry facilitating function of the electric chute support is not fully utilized, a judgment (lottery) is made 100 times based on the winning of special chart 1 (which may include the winning of special chart 2), and when a judgment result is derived (consumed) that causes the special pattern to stop changing 100 times (special chart miss), the pseudo-normal game state can be ended (time reduction OFF / state transition to the specified normal state).

[0306] In addition, if the result of the judgment regarding whether or not the result is a win is made using a fifth win / loss judgment table (not shown) that can handle a slight time-saving state (third advantageous state), a preferential treatment is provided in which 100 A-time reductions can be performed 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 elements)" 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 ball entry facilitating function of the electric chute support is not performed, or in the slight time-saving state after a jackpot game in which the ball entry facilitating function of the electric chute support is not fully performed, the player plays with the left hand aiming to get the game ball to enter the first starting hole 20, and when a jackpot is won based on the 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 win 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 the C time-saving state in which the ball entry facilitating function of the electric chute support is exercised, the player plays by hitting the ball to the right with the aim of getting the game ball into the second starting hole 21, and if a jackpot is won based on the special chart lottery related to the special chart 2, it is possible to determine the "special chart 2_jackpot pattern A" (see Figure 10), and it is possible to execute a winning notification in the form of an LED display mode corresponding to the special chart 2_jackpot pattern A on the special chart 2 display device 41b.

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

[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_Jackpot Pattern C" is a jackpot pattern that can award a 4R (round) jackpot game as a type of round game that opens the first large prize opening 30 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 (for example, 10 balls) enter the round in one round (one opening), the first large prize opening 30 transitions from an open state to a closed state (end of round 1), with the maximum opening time being 29.5 seconds.

[0314] In addition, the round play in 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 of play begins with the end of the OP or the end of the previous round of play, and ends with the start of the next round of play or the start of the ED. The time (interval time) for the jackpot opening to close between rounds of play is included in the open round of play before that closing.

[0316] [About small win games] In this embodiment, based on the winning of the special prize 2, a judgment (special prize lottery) is made according to the "judgment table (condition element) of the special prize winning random number" shown in Figure 9 (A), and if the judgment result is a win in the small prize, first, a "small prize game" is executed which makes it possible to open the second large prize opening 35. Then, when the game ball enters the specific area 39 in the second large prize opening 35 during the execution of this small prize game (V entry), it is possible to execute the opening pattern of the large prize opening according to the type of small prize symbol (determined when the small prize is won), and a "jackpot game (type 2 jackpot game)" is executed which opens the first large prize opening 30 according to this opening pattern of the large prize opening.

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

[0318] In this embodiment, in the A time-saving state or the C time-saving state in which the function of facilitating ball entry related to the electric chute support is exercised, the player plays by hitting the ball to the right with the aim of getting the game ball into the second starting hole 21, and if a small jackpot is won based on the special chart lottery related to the special chart 2, it is possible to determine "special chart 2_small jackpot pattern a" or "special chart 2_small jackpot pattern b" (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 each of the special chart 2_small jackpot 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 starts, and an ending (post-closing interval) after the small win opening game has ended.

[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 (for example, 10 balls) enter in this one opening (per 1R), the second large prize opening 35 is shifted from an open state to a closed state (end of 1R), and the maximum opening time is 1.6 seconds.

[0321] In this embodiment, the opening of the second large winning port 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 entered 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 is won (the activation condition for 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. Note that the special game may have 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 winning symbols that can be won in the lottery for special symbol 2 (small winning symbols that are stopped and displayed on the special symbol 2 display 41b).

[0325] Specifically, depending on the result of the pattern lottery based on the special pattern type random number, it can be determined to be 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 Winning Patterns a~b" will be the winning pattern for the small winning that will open the second large winning opening 35, in order to enable a V entry (V passage to specific area 39) during the small winning game, which is the activation condition for the second type of big winning, if the small winning is won based on the lottery of Special Chart 2.

[0327] As shown in FIG. 10, this is realized by varying the OP time (seconds) for waiting until the second large winning port 35 is opened in a small win game according to the type of small win symbol.

[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 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 open for 0.008 seconds with the OP time (seconds) related to waiting, 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] That is, whether or not a V winning is possible during the execution of a small win game can be determined by changing 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 opening 35 is opened after the operation of the distribution member 71 from the OP of the small win game has finished, and this can be executed using a non-passing opening pattern (the OP time related to waiting is approximately 4.6 seconds) which does not allow for V winning.

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

[0334] [Regarding the normal map hit detection table] In this pachinko game machine 1, as shown in the "normal winning judgment table" in Figure 12 (A), when a normal lottery (a game ball passes through gate 28) is performed regardless of the type of game state, the judgment that a winning occurs is set to a high probability (normal 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 so that it is impossible to capture a game ball flowing down the right game area 3B, making it virtually impossible for a game ball to enter the second starting hole 21 related to 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 make the game ball enter the second starting port 21 of the electric chute 22 by passing the game ball through the gate 28 (regular prize winning and regular lottery).

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

[0338] Specifically, the decision is made to select "General Map_A" approximately 10% of the time, and to select "General Map_B" approximately 90% of the time. When the general map is selected, the general map display 42 will stop and display the LED lighting mode (identification information, flashing pattern) corresponding to "General Map_A or General Map_B."

[0339] In addition, this pachinko game machine 1 determines the normal map fluctuation pattern (normal map fluctuation time) by using the ``normal map fluctuation pattern determination table'' shown in Figure 12 (C) to make a judgment based on the result of the judgment of whether the normal map hit random number is correct or not and the normal 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), and the fluctuation time shortening function of the normal map display 42 can be activated.

[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 general normal state, regardless of the type of normal map (normal map A to B) when a normal map is won, the opening pattern of the electric chute 22 is "short 1 time opening", which opens for 0.06 seconds, making it difficult to win the special map 2.

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

[0345] In the A time-saving state, depending on the normal map_A when a normal map is won, 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 map 2. Also, depending on the normal map_B when a normal map is won, 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 map 2.

[0346] In the C time-saving state, regardless of the type of normal map (normal map A to B), the opening pattern of the electric chute 22 is "long 2-time opening", which opens for 2.5 seconds, making it easier to win special map 2 when a normal map 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 gaming 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). Then, if the specified judgment requirements are met in this specified normal state (based on one or more special drawing lotteries, the judgment result is other than C time-saving win), the game state will transition to the general normal state (non-time-saving state), which is positioned as normal.

[0350] On the other hand, in the prescribed normal state, if the specified judgment requirements are met (based on one or more special drawing, the judgment result is C time reduction), the state will transition to C time reduction state.

[0351] Next, in the C time-saving state, if a jackpot is won and 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 10R jackpot game A can be played, the game will transition to time-saving state A (10,000 times) after 10R jackpot game A ends, and if a jackpot is won and 10R jackpot game B can be played, the game will transition to time-saving state A (100 times) after 10R jackpot game B ends.

[0353] On the other hand, in the general normal state, if a jackpot is won and a 4R jackpot game can be executed, 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 slight 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 in which the ease of achieving the starting conditions is improved compared to the normal state / a game in which the execution efficiency of judgments per unit time is improved compared to the normal state).

[0356] In this embodiment, the "A time-saving state or C time-saving state" has a time-saving (time-saving) function that shortens the time required for variable display of the special symbols (special symbol 1, special symbol 2) and / or normal symbols per one time compared to the normal state, but does not have a probability fluctuation function that increases the probability of winning the normal symbol lottery in a specific game state. However, it is not limited to this, and it may also have a probability fluctuation function for the normal symbol lottery probability.

[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 the normal symbols remains unchanged compared to the normal state. Furthermore, the period during which the movable member 23 is in the open state remains almost unchanged compared to the normal state, and the state does not reach a state where it is easy to win a prize and the game ball can be easily captured 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 pattern (special pattern 1 and / or special pattern 2) shown in the time-saving state is executed (number of special pattern draws).

[0359] However, it is not limited to this, and the number of times the time is reduced (100 times or 10,000 times) may be set as the upper limit for counting the number of times the variable display of the ordinary pattern (ordinary pattern) shown in the time-reduced state is executed (number of ordinary pattern draws).

[0360] Furthermore, with regard to the performance of the electric chute support function (A time-saving state or C time-saving state), it may be possible to appropriately adopt one or more of the high probability fluctuation function for the normal chart lottery, the fluctuation time reduction function for the special chart or normal chart, and the opening extension function for the electric chute 22, thereby making it efficient and easy to allow the game ball to enter the second starting opening 21 that opens 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 lottery, the function to shorten the fluctuation time of the special or regular lottery, and the function to extend the opening 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 get the game ball to enter the second starting hole 21 that opens based on the movement of the electric chute 22.

[0362] In this embodiment, the "A time-shortening state or C time-shortening state" enables the operation of an electric chute opening count increase function that opens the electric chute 22 more times than in other states, and also enables the operation of an electric chute opening time extension function that keeps the electric chute 22 open for a longer period of time than in other states, thereby realizing 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, "time-saving state A or time-saving state C" is sometimes called a "high base state" because the base, which is the ratio of the number of prize balls to the number of shot balls, is high based on the electric chute support function being activated (electric support control). Also, other states are sometimes called "low base states" because the base, which is the ratio of the number of prize balls to the number of shot balls, is lower compared to "time-saving state A or time-saving state C."

[0364] As a result of the above, in the high base state in the "A time-saving state or C time-saving state," based on the electric support control, the game ball is passed through gate 28, which triggers the execution of the regular lottery, and by firing the ball from the right, it is possible to enjoy advantageous play by making the game ball 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 game), while making the game ball pass through gate 28, which triggers the execution of the regular game lottery.

[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 be an opening pattern (short turn opening) that makes it 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 it becomes possible to play by shooting the ball from the left and having the game ball enter the left game area 3A (see Figure 1).

[0366] In addition, in the jackpot game in this embodiment, the game involves firing 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) located in the right game area 3B.

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

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

[0369] Then, the special drawing corresponding to the judgment information that was held for acquisition as the subject of the pre-reading judgment is won, but before the start of the later special drawing change (during the special drawing change), which is made to wait until the end of the earlier special drawing change, a pre-reading performance (holding notice) regarding the suggestion of the 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 a pre-reading judgment by making it possible to refer to the higher-level commands and lower-level commands (pre-reading judgment information) that make up the special prize winning command as the pending judgment information.

[0371] This makes it possible to obtain information in advance, which can determine whether the result of the judgment regarding the advance judgment of the pending 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, advance reading determination information indicating the type of jackpot pattern (either jackpot pattern A or jackpot pattern B) can be obtained.

[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] Furthermore, if the reserved special winning command is a special winning command related to judgment information indicating that the special winning command is a miss, it is possible to obtain pre-reading judgment information indicating whether or not a reach has occurred based on the miss of the special winning command 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) that indicates whether the game ball has entered the first starting hole 20 or the second starting hole 21.

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

[0377] [Operation of 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 jackpot), 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 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 status, currently changing special chart 1 change display information, currently changing special chart 2 change display information, current special chart 1 reserved information, current special chart 2 reserved information, current number of special chart 1 changes, current number of special chart 2 changes, current number of jackpots, current number of rounds, control commands, etc.) is configured to serve as 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 to 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 following description of the operation of the game control microcomputer 81, thereby controlling the main game in this pachinko game machine 1.

[0381] [Main control main processing] When the power 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 other components 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 predetermined 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." The initial setting (S001) is executed only once after power is turned on, and is not executed thereafter.

[0383] Furthermore, the range of objects to be initialized differs depending on whether or not the RAM clear switch 152 is pressed 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, an initial setting is made that allows the game to return 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, an initial setting is made that allows the game to return to a predetermined normal game state (predetermined normal state, initial game).

[0384] Following the initial setting (S001), interrupts are disabled (S002), and a normal / special symbol main random number update process (S003) is executed. This normal / special symbol main random number update process (S003) generates update values ​​(hereinafter also referred to as random number counter values) for 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 . In this embodiment, the random number counter value is a periodic pseudo-random number that is incremented by one at a time from an initial value (e.g., 0) at high speed. When the update value reaches an upper limit, it returns to the initial value and is incremented by one again. The initial value of each random number counter may be a value other than "0" or may be randomly changed. Each random number may also be a so-called hardware random number generated using a known random number generation circuit such as a counter IC.

[0385] When the normal and special symbol main random number update process (S003) is completed, interrupts are enabled (S004). While the interrupt is enabled, 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, for example, at a 4 ms (millisecond) cycle. After the main timer interrupt process (S005) is completed and before the next main timer interrupt process (S005) is started, the update process of various counter values ​​by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the CPU 82 while the interrupt is disabled, the main timer interrupt process (S005) does not start immediately, but waits until the interrupt is enabled (S004) before starting.

[0386] [Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 15, the game control microcomputer 81 first executes output process (S101) in the main 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 dispensing control board 170, etc.

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

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

[0390] The normal symbol / special symbol main random number update process (S103) that is carried out next is the same as the normal symbol / special symbol main random number update process (S003) that is carried out 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 values) shown in Fig. 8 is carried out 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 processes are executed: sensor detection process (S104), normal operation process (S105), special operation process (S106), distribution member control process (S107), specific area sensor detection process (S108), and game end control process (S109).

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

[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, the game control microcomputer 81 determines (S201) whether a game ball has passed through the gate 28, i.e., whether a game ball has been detected by the gate sensor 28a, in the sensor detection process (S104) related to the main side timer interrupt process (S005) of Figure 15.

[0395] If the gaming ball has passed through the gate 28 (S201: YES), the gate passing process (S202) described below is performed. On the other hand, if the gaming 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 a game ball has entered the second starting hole 21, that is, whether 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 the number of reserved balls for special chart 2 (the number of reserved balls for special chart 2, specifically, the value of a counter that counts the number of reserved balls for special chart 2 provided in RAM 84) has reached "4" (S204). If the number of reserved balls for special chart 2 has reached "4" (S204: YES), the process proceeds to step S209. If the number of reserved balls for special chart 2 is less than "4" (S204: NO), "1" is added to the number of reserved balls for 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 group of random numbers related to the special chart shown in Figure 8 (A) is acquired, and the acquired random numbers are stored in the special chart 2 reserved memory unit 85b (Figure 5).

[0398] Specifically, the random number counter value for the special chart (any one extracted value within the numerical range of counter A), the random number counter value for the special chart type (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 balls reserved for the special chart 2.

[0399] Next, a special drawing 2 winning command identification process (S207) is performed. In the special drawing 2 winning command identification process (S207), the special drawing 2 winning command is identified using the special drawing winning command identification table shown in FIG. 13 based on the random number 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) in 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 that specifies 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 start port information that specifies the type of start port (whether to win at the first start port 20 or the second start 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 winning commands are only an example and may be changed arbitrarily.

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

[0404] Specifically, if the random number value for the special chart 2 is between 65250 and 65535, a jackpot is identified, and furthermore, if the random number value for the special chart type is between 0 and 199, "Special chart 2_jackpot pattern A" is identified.

[0405] For example, if the random number for winning the special chart 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 upper command (1 byte) "E2H" 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 command (1 byte) "01H" as the special chart 2 winning command, thereby making it possible to identify the special chart 2 winning command "E2H01H".

[0406] Furthermore, if the random number value for the special chart 2 is between 64249 and 65249, a small win is identified; furthermore, if the random number value for the special chart type is between 0 and 19, a "Special chart 2_small win pattern a" is identified, while if the random number value for the special chart type is between 20 and 199, a "Special chart 2_small win pattern b" is identified.

[0407] For example, if the special winning random number for winning the special chart 2 is "65249", the second starting port 21 in the special chart winning command identification table in Figure 13 is referenced to identify the upper command (1 byte) "E2H" 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 in Figure 13 is referenced to identify the lower command (1 byte) "02H" as the special chart 2 winning command, thereby 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 of Figure 13, the lower command (1 byte) "03H" is identified as the special chart 2 winning command, and the special chart 2 winning command "E2H03H" can be identified.

[0409] Furthermore, if the random number value for the special chart 2 is between 0 and 64348, it is identified as a losing special chart, and furthermore, if the random number value for the special chart type is between 0 and 199, it is identified as a "losing special chart 2 pattern."

[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 in Figure 13 is referenced to identify the upper command (1 byte) "E2H" 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 command (1 byte) "04H" as the special chart 2 winning command, thereby 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 drawing 2 winning command identified in step S207 in the output buffer of the RAM 84.

[0412] Subsequently, 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, the 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 group of special chart related random number values ​​shown in Figure 8 (A) is acquired, and the acquired random number values ​​are stored in the special chart 1 reserved memory unit 85a (Figure 5).

[0415] Specifically, the random number counter value for the special chart (any one extracted value within the numerical range of counter A), the random number counter value for the special chart type (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 identification process (S213) is performed. In the special drawing 1 winning command identification process (S213), the special drawing 1 winning command is identified using the special drawing winning command identification table shown in FIG. 13 based on the random number group stored in step S212.

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

[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 command (1 byte) "E1H" is identified as the special chart 1 winning command.

[0419] Next, if the special chart type random number value for winning special chart 1 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 in Figure 13, the special chart 1 winning command "E1H02H" can be identified based on the identification of the upper command.

[0420] Furthermore, if the random number value for the special chart type relating to 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 of Figure 13, the special chart 1 winning command "E1H02H" can be identified based on the identification of the upper command.

[0421] Furthermore, if the random number value for the special chart type relating to winning the 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 of Figure 13, the special chart 1 winning command "E1H03H" can be identified based on the identification of the upper command.

[0422] In addition, if the random number value for the special chart 1 win 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 furthermore, if the random number value for the special chart type 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 in Figure 13 is referenced to identify the upper command (1 byte) "E1H" 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 in Figure 13 is referenced to identify the lower command (1 byte) "04H" as the special chart 1 winning command, thereby making it possible to identify the special chart 1 winning command "E1H04H".

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

[0425] For example, if the special winning random number for winning Special Chart 1 is "65346", the first starting port 20 in the special chart winning command identification table in Figure 13 is referenced to identify the upper command (1 byte) "E1H" 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 in Figure 13 is referenced to identify the lower command (1 byte) "05H" as the special chart 1 winning command, thereby 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 drawing 1 winning command identified in step S213 in the output buffer of the RAM 84 (S214), and ends the processing.

[0427] [Gate passing process] As shown in Figure 17, in the gate passage process (S202) related to the sensor detection process (S104), the game control microcomputer 81 determines whether the number of reserved balls (the number of reserved balls, specifically the value of a counter that counts the number of reserved balls provided in RAM 84) has reached "4" (S221). If the number of reserved balls has reached "4" (S221: YES), the process ends, 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, the process of acquiring random numbers related to the map (S223) is performed. In the process of acquiring random numbers related to the map (S223), a group of random numbers shown in Fig. 8(B) is acquired, and the acquired random numbers 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 65535), the random number counter value for regular ball type (any one extracted value in the numerical range of 0 to 199), and the random number counter value for regular ball fluctuation pattern (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 normal map passing command identification process (S224) is performed. In the normal map passing command identification process (S224), a normal map passing command is identified using a normal map passing command identification table (not shown) based on the random number 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 symbols can be distinguished by classifying the ordinary symbol type random numbers based on the "ordinary symbol type determination table" shown in Figure 12(B).

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

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

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

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

[0437] In the normal operation processing (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 currently displayed as stopped (from the start to the end of the normal map stop time) (S302). If the normal map is not currently displayed as stopped (S302: NO), it is then determined whether the normal map is currently displayed as changing (S303). If the normal map is not currently displayed as changing (S303: NO), it is then determined whether the number of reserved balls for the normal map, which relates to whether the normal map-related random number obtained in the above-mentioned step S223 is stored, is "0" (S304). If the number of reserved balls for the normal map is "0" (S304: YES), it means that the normal map-related random number is not stored, and this processing is terminated.

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

[0439] Then, a pattern determination process is performed (S306) 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. That is, in the regular pattern determination process (S306), if the regular pattern is a loss, data according to a regular losing pattern is set, and if the regular pattern is a win, data according to a regular winning pattern (regular_A to B) is set based on the "regular pattern type determination table" shown in Fig. 12(B).

[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 in the "normal or slight time reduction" state, the normal map fluctuation pattern 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, or the normal map fluctuation pattern pt3 with a fluctuation time of 10 seconds per normal map miss can be selected.

[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 the following: 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 per missed normal map.

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

[0443] In this way, the reserved normal map is consumed in the order in which it was reserved. After that, the game control microcomputer 81 starts displaying the normal map fluctuation according to the normal map fluctuation pattern selected in step S307 (S310). In addition, in order to notify the sub-control board 90 that the normal map fluctuation has started, a normal map fluctuation start command is set.

[0444] If the normal map is being displayed in the above step S303 (S303: YES), then it is determined whether the normal map change time has elapsed (S311). If it has not elapsed (S311: NO), this process is terminated. On the other hand, if it 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 judgment result of the normal map related random number (S312).

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

[0446] Also, if the normal symbol is currently displayed as stopped in 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 is terminated. 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 it is not a win (S316: NO)), this process is terminated, but if it is the data for the normal winning symbol (i.e., if it 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 it is in the "normal state", the opening pattern of the electric chute 22 is set to the normal state opening pattern of one short opening regardless of the type of normal map A to B, if it is in the "slight time-saving state", the opening pattern of the electric chute 22 is set to the slight time-saving state opening pattern of two short openings regardless of the type of normal map A to B, and if it is in the "C time-saving state", the opening pattern of the electric chute 22 is set to the C time-saving state opening pattern of two long openings regardless of the type of normal map A to B.

[0448] On the other hand, if the A time reduction state is in progress (A time reduction 100 times or A time reduction 10,000 times), either the "opening pattern with two long openings" is set as the opening pattern of the electric chute 22 according to the type of normal map "Normal map_A", or the "opening pattern with one long opening" 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 based on the opening of the electric chute 22 whether or not a specified number of game balls have entered the second starting hole 21 (S319), and if the specified number of 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 processing (S106), the processing relating to the special symbol display 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 standby process (S902) is performed. If the "special operation status" is "2" (NO in S901, YES in S903), a special symbol variable 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 accessory process 1 (S908) is performed for a big win game. If the "special operation status" is "5" (NO in S901, S903, S905, S907), a special electric accessory process 2 (S909) is performed for a small win game. The special operation status is initially set to "1".

[0455] [Special symbol standby process (Special operation status 1 in Figure 19)] As shown in Figure 20, in the special pattern waiting process (S902), the game control microcomputer 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 reserve memory unit 85b (Figure 5) (S1001).

[0456] If the acquired 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 ​​acquired 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 at the special chart 1) is "0" (S1007).

[0457] If the number of reserved balls for special chart 1 is also "0" (S1007: YES), that is, if there is no memory of the random number counter value group acquired as a result of winning at the first starting port 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 predetermined standby time is waited for, and a customer waiting standby command is set to display the standby screen.

[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 jackpot determination process (S1002) and the special chart 2 variable pattern selection process (S1003) are sequentially performed. 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 (storage area for reading + storage areas for reserve 1 to reserve 4) of various counter values ​​in the special drawing 2 reserve storage unit 85b is shifted one to the side from which it is read (first storage area side) from the current position, and the fifth storage area (storage area farthest from the empty state side) corresponding to the fourth reserved item in the special drawing 2 reserve storage unit 85b is made empty (S1005). In this way, the special drawing 2 reserves are consumed in the order in which they were reserved.

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

[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 acquired 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), the special chart 1 jackpot determination process (S1008) and the 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, leaving 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 one location 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 processing (S1012). In the special chart 1 variation start processing (S1012), the special operation status is set to "2" and the variation start command is set in the output buffer of the RAM 84, and the variation display of the special chart 1 is started.

[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 special pattern 1 reservation is performed only when the special pattern random number counter value is not stored in the special pattern 2 reservation memory unit 85b (YES in S1001). In other words, the processing based on the special pattern random number counter value in the special pattern 2 reservation memory unit 85b is executed in priority to the consumption of the special pattern 1 reservation.

[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 game (while the second large prize device 36 is open).

[0470] [Special Chart 2 Big Hit Determination Processing (Special Chart 1 Big Hit Determination Processing)] 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 microcomputer 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 reserve memory section 85b of RAM 84 (the first memory area corresponding to the reading of special chart 2 reserve) 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 reserve memory section 85a of RAM 84 (first memory area corresponding to reading out special chart 1 reserve) is read out.

[0474] Next, a determination table for the special symbol winning random number (FIG. 9(A)) is set (S1102). Next, it is determined whether or not there is a jackpot based on the set determination table (S1103). That is, it is determined whether or not the special symbol winning random number counter value matches any value within the range of the jackpot determination value (determination 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 a jackpot has been won) is turned ON (S1104), and the special symbol type random number counter value (extracted value related to counter B in Figure 6) extracted when a special symbol is won is read out, and the jackpot symbol type (type of jackpot) is determined based on the "jackpot symbol type determination table" shown in Figure 9 (B) (S1105).

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

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

[0478] In this embodiment, by not providing an opportunity to win the small prize in the lottery for special drawing 1, the probability of winning the small prize in the lottery for special drawing 2 is made higher than that of the lottery for special drawing 1, but this is not limiting, and the probability of winning the small prize in the lottery for special drawing 1 may be made higher than that of the lottery for special drawing 2. Also, the lottery for winning the small prize may be held only in either the lottery for special drawing 1 or the lottery for 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 determination result of a small win) 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 RAM 84 (S1110), and the process ends. Note that 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 ​​between "0" and "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), step S1111 determines whether it is a C time-saving hit (special miss) under the specified normal conditions, and if it is a "C time-saving hit" (S1111: YES), the C time-saving hit flag (information related to the determination result of 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 the special symbol stop symbol data (not shown) of the 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 RAM84 (S1114), and the processing is completed.

[0484] On the other hand, if the result is not "C time reduction win" 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 missing pattern according to the type of special chart 1 or special chart 2 is set in the special chart type buffer provided in RAM84 (S1115), and the processing is completed.

[0485] In addition, a random number that determines whether or not a C time reduction win has been made may be set separately from the special chart win 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 Figure 22, in the special chart 2 variation pattern selection process (S1003) or the special chart 1 variation pattern selection process (S1009), the game control microcomputer 81 determines whether the game state is a game state related to a non-time-shortening state (prescribed normal state, general normal state, slight time-shortening state) (whether the time-shortening flag is OFF or not) (S1301).

[0488] If it is in a non-time-saving state (general normal state) (S1301: YES), then it is determined whether it is a jackpot (jackpot flag is ON) (S1302). If it is a jackpot in step S1302 (S1302: YES), the table (abbreviated as TB in the figure) for non-time-saving jackpots (the 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 fluctuation pattern is determined, the fluctuation time is also determined. In addition, the fluctuation pattern is associated with each content of the fluctuation performance, and once the fluctuation pattern is determined, the fluctuation performance of the content according to the fluctuation pattern is executed (see the column of Special Chart 1_Reach Type in Fig. 11(A)).

[0490] As an example, when the content of the change presentation is based on 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 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 (expected winning probability) when the special chart lottery is held higher than the N reach. Note that, following the execution of the N reach, a variable performance of an advanced content that leads to the execution of the SP reach or battle reach may be performed.

[0492] On the other hand, in step S1302, if there is no jackpot (jackpot flag is ON) (S1302: NO), it is determined whether or not there is a C time reduction win due to special chart 1 winning during the specified normal state (S1304).

[0493] If a C time reduction hit occurs in step S1304 (S1304: YES), and if the state has transitioned from the time reduction state to the specified normal state, the table for the C time reduction hit (the part corresponding to the special chart 1_C time reduction 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 win occurs in step S1304 (S1304: YES), if the normal state after initialization is as specified, the table for a C time reduction win (the part corresponding to the special chart 1_C time reduction win 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 C win has not been achieved in step S1304 (S1304: NO), it is determined whether or not the win (the random number value for the win to be achieved) will be achieved based on the reach random number counter value (the extracted value related to counter C in FIG. 8) extracted upon winning the special symbol (S1306). As shown in FIG. 9(D), the random number value for the win to be achieved during the non-time-saving state is set to any value between "0" and "80".

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

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

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

[0499] Also, if no reach occurs in the slight time-saving state in step S1306 (S1306: NO), the table for no-reach miss during non-time-saving state (the part corresponding to no reach in 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 (S1308).

[0500] Also, if the reach is not reached in step S1306 (S1306: NO), and if the state is the normal state that has been entered 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 the reach is not reached in step S1306 (S1306: NO), if the state is the normal state specified after initialization, the table for C time-saving misses (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 this embodiment, in a specified normal state, if a miss occurs, the reach effect is not executed. However, without being limited to this, in a specified normal state, if a miss occurs, the reach effect may or may not be executed.

[0503] In addition, when the special symbol 2 variation pattern selection process (S1003) or the special symbol 1 variation pattern selection process (S1009) results in a special symbol miss without a reach, the function of shortening variation according to the number of reserved balls is activated. Specifically, when the number of reserved balls of the special symbol 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 symbol 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-shortening state (prescribed normal state, general normal state, slight time-shortening state) (S1301: NO), it is determined whether the game state is related to a time-shortening state (time-shortening state A, time-shortening state B, time-shortening state C) and whether it is a jackpot (jackpot flag is ON) (S1309).

[0505] In step S1309, if a jackpot occurs after 100 A time reductions, B time reductions, or C time reductions (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 reductions (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 reductions (S1309: YES), a table for jackpots during time reduction (the part corresponding to special chart 2_jackpot in Figure 11 (C)) is referenced, and 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 (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 achieved (S1309: NO), it is determined whether or not the small win (the small win flag is ON) is achieved (S1311).

[0509] In step S1311, if a small win occurs with 100 A time reductions, B time reductions, or C time reductions (S1311: YES), the table for small and medium time reduction wins (the part 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), the table for small and medium time reduction wins (the part of the table shown in Figure 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 there is no small win (S1311: NO), the special winning will be lost, so next, based on the reach random number counter value (extracted value related to counter C in FIG. 8) extracted in response to the special winning, it is determined whether or not there is a reach (reach establishment random number value) (S1313). Note that, as shown in FIG. 9(D), the reach establishment random number value 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 case where a reach exists but the special chart is missed, so the table for reach exists but is missed during non-time reductions (the part corresponding to reach exists 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 a reach does not occur after 100 A time reductions, B time reductions, or C time reductions (S1313: NO), it is determined to be a no-reach special chart miss, so the table for no-reach misses during time reductions (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 a reach does not occur after 10,000 A time reductions (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 (C)) is referenced, and a variation pattern is selected based on the special chart variation pattern random number counter value (S1315).

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

[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 variation pattern set in step S1316 is associated with the variation start command used in the special pattern 2 variation start processing (step S1006) in the special pattern waiting processing (S902) or the special pattern 1 variation start processing (step S1012).

[0518] In addition, in the process related to the selection of the fluctuation pattern at the time of the final fluctuation of the time-saving state, the battle reach of the fluctuation pattern P22 may be selected. In other words, at the time of the final fluctuation of the time-saving state, a predetermined reach effect (battle reach) may be executed, and the result of the special drawing lottery 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 Figure 23, the game control microcomputer 81 determines whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1003 or S1009, see Figure 11) has elapsed in the special symbol variation process (S904) (S1501). If the special symbol variation time has not elapsed (S1501: NO), this process immediately ends. This allows the variable display of the special symbol to continue.

[0520] On the other hand, if the fluctuation time has elapsed (S1501: YES), a fluctuation stop command is set (S1502), and the special operation status is set to "3" (S1503). Then, other processing is performed, such as stopping the special symbol fluctuation display at a symbol (one 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) (S1504), and this processing ends.

[0521] [Special pattern confirmation process (Special operation status 3 in Figure 19)] As shown in Figure 24, the game control microcomputer 81 determines whether the stop time (Figure 11) of the special symbol has elapsed in the special symbol determination process (S906) (S1601). If the stop time has not elapsed (S1601: NO), the process immediately ends. On the other hand, if the stop time has elapsed (S1601: YES), the 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 jackpot winning determination result 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). If the time-saving flag is not ON (S1605: NO), the process proceeds to step S1607. However, if the time-saving flag is ON (S1605: YES), the process refers to the special symbol type buffer provided in RAM 84, and turns OFF the time-saving flag at the timing (at the start or end of the special symbol variation when the operating conditions for the first type jackpot game are satisfied) related to the determination of the combination of the type of time-saving state (the number of time-saving cycles when the time-saving state starts) that was set when the time-saving flag was turned ON and the type of jackpot symbol that is used to determine a win (S1606), and then proceeds to step S1607.

[0523] In this embodiment, the low base state refers to 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 increase based on the operation of the large winning device.

[0524] Thereafter, 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 a special prize opening opening pattern (see FIG. 10 for details) corresponding to the type of jackpot symbol that has been won (S1609). At this time, the value of a special prize opening opening counter that counts the number of times the special prize opening has been opened during the special game is set to a value corresponding to the type of jackpot symbol that has been won. The special prize opening opening pattern (setting of data corresponding to the special prize opening opening pattern) may be set 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 small win determination result 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 process proceeds to step S1614, but if the time-saving flag is ON (S1612: YES), the special symbol type buffer provided in RAM84 is referenced, and the time-saving flag is set to OFF at the timing related to the determination of the combination of the type of time-saving state (number of times time-saving is performed when execution is started) that was set when the time-saving flag was set to ON and the type of small win symbol that was determined to be a win during the time-saving state (when a V is won when the operating conditions for a type 2 jackpot game are met, or when a type 2 jackpot game starts before a V is won) (S1613), and the process 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 a large prize opening opening pattern (see FIG. 10 for details) according to the type of small win symbol that has been won (S1616). At this time, the value of the large prize opening counter is set to a value according to the type of small win symbol that has been won.

[0528] Thereafter, 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 the period in which the distribution member 71 is to be operated. That is, in this embodiment, the operation of the distribution member 71 begins 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 processing] As shown in Figure 25, the game control microcomputer 81 determines whether the time-saving flag is ON or not (S1701) in the game status management process (S1602) related to the special pattern determination process (S906) in Figure 24, 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 predetermined 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 the 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 predetermined 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 when the jackpot game ends 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 process proceeds to step S1706, where the time-saving counter value corresponding to a specified time-saving flag (either A time-saving flag, B time-saving flag, C time-saving flag, or slight time-saving flag) is set, and the process proceeds to step S1709.

[0534] Then, in step S1706, the time-saving counter value is set to "100" or "10000" depending on the type of big win symbol or 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 "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-shortening state. Therefore, when transitioning to the A time-shortening state at the end of the jackpot game, the A time-shortening flag is turned ON, and the time-shortening 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 a general normal state, reaches 800. Therefore, when the miss counter reaches 800, the B time-saving flag is turned ON and the time-saving counter value is set to 1000.

[0538] Furthermore, in the pachinko machine 1 of this embodiment, if a C time-saving win (special miss) occurs in the specified normal state after initialization (RAM clearing) of the pachinko gaming machine 1 or in the specified normal state when the A time-saving flag is changed from ON to OFF (a predetermined number of games including the first time), 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 after a jackpot or a C time reduction win (S1705: NO), proceed to step S1707. In step S1707, it is determined whether or not either the jackpot flag or the small win flag is ON, and if it is ON (S1707: YES), proceed to step S1708. Also, if neither the jackpot flag nor the small win flag is ON and the special chart is a miss (S1707: NO), proceed to step S1709.

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

[0541] In other words, in this embodiment, if the value of the miss counter reaches "800 times (predetermined 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 drawing lottery is low), it is possible to transition to the B time-shortened state (so-called Yu-time) without going through a jackpot game and regardless of the result of the special drawing lottery.

[0542] The value of the miss counter is cleared when it reaches 800 times or when a jackpot is achieved. Also, 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, this is not limited to this, and it may also be the same time-saving performance related to the electric chute support as the minute time-saving state.

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

[0544] [Special Electric Device Processing 1 (Jackpot 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 determines whether the jackpot end flag is ON (S2001) in the special electric accessory process 1 (S908). The jackpot end flag is a flag indicating that the opening of the first big winning device 31 (unit opening game, round game) in the winning jackpot game has all ended.

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

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

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

[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 termination 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 slots 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 is terminated.

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

[0553] [Game status setting process] 27, in the game state setting process (S2017) related to the special electric device process 1 (S908), the game control microcomputer 81 determines whether the initialized pachinko game machine is in the specified normal state when playing the first game, or the specified normal state when the A time-saving flag is changed from ON to OFF (the predetermined number of games including the first time) (S2101). If the determination result of this step S2101 is YES, proceed to step S2102, and determine whether or not the C time-saving win (special miss) will occur based on the special chart 1 lottery in the specified normal state.

[0554] In step S2102, if the C time-saving win occurs (S2102: YES), the process proceeds to step S2103, and 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), this process is terminated.

[0555] In addition, with regard to the C time-saving hit, a time-saving pattern α other than the time-saving pattern β may be provided as one of the options, and a predetermined value such as "50 C time-savings" other than "100 C time-savings" 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 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 a slight time-saving state. 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 a type 1 jackpot.

[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 "10,000 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, proceed 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 C time-saving state in which electric chute support is performed, and it is determined 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 and the V flag is 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 there is no Type 1 jackpot (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 symbol) executed during the general normal state (non-time-saving state), reaches 800 times.

[0561] In step S2109, if the value of the miss counter reaches 800 (S2109: YES), the process proceeds to step S2110, where the value of the time-saving counter for granting the B time-saving state is set to "1000", and then the process proceeds to step S2115. However, if the value of the miss counter does not reach 800 (S2109: NO), the process ends.

[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 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 (the number of time-saving times) is set to "100 times", and the process proceeds to step S2115. Also, 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 a 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 "10,000 times", and the process proceeds to step S2115. If a 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 (number of time-saving times) is set to "100 times", and the process proceeds to step S2115.

[0565] In step S2115, a predetermined 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 ON, and the process proceeds to step S2116. Then, 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 accessory 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] 28 and 29, the game control microcomputer 81 determines whether the small win end flag is ON (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 currently open (i.e., whether the second large prize device 36 is currently open) (S2302). If it is not currently open (S2302: NO), it is determined whether the time has come to open the second large prize opening 35, that is, whether the predetermined pre-opening interval (small win opening) time has passed and it is time to start opening the second large prize opening 35 (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 major prize opening 35 is open in step S2302 (S2302: YES), it is determined whether the number of prizes won through the second major 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 major 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 major prize opening 35 was opened) (S2306). Then, if the opening time of the second major 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 if 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 met, 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 a predetermined time (post-closing interval) has elapsed since the second large winning opening 35 was closed during the small win game (S2310), and if the post-closing interval has not elapsed (S2310: NO), the processing 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 processing 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 gaming 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), the game control microcomputer 81 turns OFF the V flag (S2314), turns ON the jackpot flag (S2315), sets the special action status to "4" (S2316), and proceeds to step S2317 to execute a type 2 jackpot game. Then, a jackpot opening command (not shown) is set (S2317), and the jackpot opening starts (S2318). This transition occurs from a small jackpot game in which the second large prize opening 35 is opened for a short period of time to a 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 big prize opening counter is cleared to "0" (S2320), the special operation status is set to "1" (S2321), and this processing ends, since the two-type big prize game will not be executed.

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

[0579] Specifically, the distributing member 71 is first controlled to a passage-blocking state (the state shown by the dashed line in Figure 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 Figure 2) for 4600 ms. This is called 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 distributing member 71.

[0580] Furthermore, 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 considered 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 at which the sorting member 71 is controlled to the passing-permitting state) until a predetermined time has elapsed. The predetermined time is set to be longer than the opening time of the specific area 39 (the time during which the sorting member 71 is controlled to the passing-permitting state). This is done in consideration of the time lag until a gaming 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 determines whether or not the operation of the distributing member 71 has ended (S2504). Specifically, based on the timer for measuring the operation time of the distributing member 71 set in step S2502, it determines whether or not the total operation time (7600 ms (see FIG. 31(c)) from when the distributing member 71 starts to when it ends a certain operation has elapsed. If the operation of the distributing member 71 has not ended (S2504: NO), the process ends immediately. On the other hand, if the operation of the distributing member 71 has ended (S2504: YES), the distributing member operation flag is turned OFF (S2505) and the process ends.

[0583] Here, based on Figure 31, 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 a small prize game will be explained. In this embodiment, there are two opening patterns for the second large prize opening 35 in a small prize game, as shown in Figures 31(b) and (e). Note that Figure 31(a) shows the timing of the variable display and stationary display of the special symbol to make it easier to understand the timing of the start of a small prize game.

[0584] The opening pattern shown in Figure 31(b) is an opening pattern that is selected when a small prize is won in the lottery for special drawing 2. In other words, it is an opening pattern that is selected when a "special drawing 2_small prize pattern b" (see Figure 10) is won. This opening pattern is a passage 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 this opening pattern, the distribution member 71 is in a V-shaped opening and in a pass-permitting state during the 1600 ms period during which the second large prize opening 35 is open and during the 6000 ms period after the second large prize opening 35 is closed (see Figures 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, the second large prize opening device 36 and other devices are arranged so that, if game balls are continuously shot by right-hand hitting, the game ball will always enter the second large prize opening 35 during the 1.6-second opening period. Furthermore, the time required for a game ball that has passed through the second large prize opening 35 to reach the 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 "Special Chart 2_Small Winning Pattern a" (see Figure 10) is won in the lottery for Special Chart 2. This opening pattern is a non-passing opening pattern that makes it virtually impossible to pass through to the specific area 39.

[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 open 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 this 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 second large prize opening 35 begins to open. Therefore, even if a gaming ball enters the second large prize opening 35 as the opening of the second large prize opening 35 begins, by the time the gaming ball reaches the position of the distribution member 71, the distribution member 71 has been controlled to a pass-blocking state. Therefore, when this opening pattern is selected, the gaming ball will not pass through the specific area 39. In other words, it is virtually impossible for the gaming ball to pass through the specific area 39.

[0590] As explained above with reference to 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 small win symbol. Each opening pattern has a different opening time. Therefore, in each opening pattern, the opening timing of the second large prize opening 35 relative to the displacement timing of the distribution member 71 is different. Thus, it is possible to execute a small win game in which the ball can pass through the specific area 39 regardless of the timing of winning the second large prize opening 35 (the special 2V passing small win in FIG. 31(b)), and a small win game in which the ball cannot pass through the specific area 39 regardless of the timing of winning the second large prize opening 35 (the special 2V non-passing small win in FIG. 31(e)).

[0591] In this embodiment, during a small win game, the number of game balls entering the second large prize device 36 is counted based on detection by the second large prize opening sensor 35a, and the number of game balls ejected from the second large prize device 36 is counted based on detection by the specific area sensor 39a or the non-specific area sensor 70a. In other words, in this embodiment, the specific area sensor 39a and the non-specific area sensor 70a also function as the ejection opening sensor 15a, which counts the number of game balls ejected from the second large prize device 36. If the two count values ​​do not match at the end of a certain period of operation of the distributing member 71, an error notification is issued. Note that the operation of the distributing member 71 may be stopped when the two count values ​​match after the second large prize opening 35 is closed. This allows the display of the special symbols to begin smoothly after the second large prize opening 35 is closed.

[0592] [Specific area sensor detection process] Returning to the explanation of the operation of the game control microcomputer 81, the game control microcomputer 81 performs a specific area sensor detection process (S108) after 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. However, if there is detection (S2601: YES), it is determined whether or not the V effective period is in progress (S2602). The V effective period is the period set in 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 of steps S2603 to 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 stored information related to a win (hereinafter also referred to as a win within the reservation) in the reservation storage unit 85, and if there is no win within the reservation (S2605: NO), this process ends. On the other hand, if there is a win within the reservation (S2605: YES), the process proceeds to step S2606, where a win within the reservation flag is set so that an indication that there is a win within the reservation can be added to the effects 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 the result of a predetermined lottery during a predetermined game state (normal game) results in a predetermined winning, and the positive profit based on the number of winning balls obtained in response to the game balls entering a predetermined ball entrance after that winning, reaches a specified number (for example, MY95,000 balls).

[0598] The difference in number (hereinafter referred to as the difference in balls MY) is the maximum difference in number of balls in a day (the maximum number of balls dispensed from the most difficult situation (a situation where 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 MY balls reaches 95,000 within the same business day, the game will be forced to end, and when the number of MY balls reaches 90,000 or more, a notification will be sent to the image display device 7 indicating that a function related to the difference in balls MY is in operation.

[0599] Here, we will provide additional explanation about 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. It is a line graph that shows the number of balls 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 difference in balls: 70,000 balls, 80,000 balls, and 95,000 balls. However, these do not all represent the difference in balls MY. The maximum value of the three peaks (95,000 balls) represents the difference in balls MY, and there is one such peak 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 of differential balls. There are rules 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 (95,000 MY differential balls).

[0602] Also, in the slump graph shown in Figure 33(C), the balls dispensed are consistently negative for the user, 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 certain number, the game is forced to end (stop) except during a jackpot. For this reason, depending on the timing of the jackpot just before the safety device (complete function) is activated, the difference in the balls that the player can win will be about the same as one jackpot (in an extreme case, if the player wins a jackpot when there is one ball and 1500 balls left until the specified number is reached, a difference ball MY of 1499 will be generated).

[0604] Therefore, if the difference in balls that the player can acquire can be adjusted before the safety device is activated, the player can acquire the maximum number of balls after the safety device is activated, and the player's expectation of acquiring balls can be increased without reducing his 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), the mode of the firing notification can be changed (for example, a right strong hit instruction or a right weak hit instruction, which will be described later), and a ``game end control process'' is implemented that lowers the base from a design value during a high base such as a jackpot, time reduction, or special chance, based on the firing of game balls based on the instruction for this mode change.

[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 mainly performed by the main control board 80 (game control microcomputer 81), and is explained as being executed by the game control microcomputer 81 communicating (sending and receiving commands, sending and receiving status and data via CPU-to-CPU communication) with the payout control board 170 (payout control microcomputer 171) and the sub-control board 90 (presentation control microcomputer 91).

[0608] 35, in the pachinko gaming machine 1 according to the first or second embodiment, in a predetermined gaming state with a high base (for example, during right-hand play), the main control board 80 (game control microcomputer 81) first determines whether or not a jackpot is occurring (S1091). The determination of whether or not a jackpot is occurring is made by referring to a jackpot flag (information related to the determination result of whether or not a jackpot has been won) or a jackpot end flag, which is allocated and stored in a partial area of ​​the RAM 84 when or during the jackpot occurrence. 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 jackpot game in which the jackpot was won.

[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 determination result of a small jackpot win) 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 device 36 has ended in a 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 working balls or number of balls discharged from the board) and number of safe balls (number of winning balls or number of paid balls)) generated by the payout control microcomputer 171, and calculates the difference (difference in balls).

[0612] Next, the game control microcomputer 81 determines whether the difference ball MY has reached a predetermined value (95,000 balls) that triggers the safety device (S1094). If it is determined that the difference ball MY is less than the predetermined value (S1094: NO), the game control microcomputer 81 further determines whether the difference ball MY has reached a first reaching value (90,000 balls) that triggers the first firing notification (S1095). If it is determined 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 (the presentation control microcomputer 91) to start a first firing notification start process that indicates a strong hit instruction for the second playing area 3B, and enables the presentation control microcomputer 91 to execute a first firing notification that indicates a strong hit instruction for the second playing 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 effect control microcomputer 91 of the sub-control board 90 can cause the CPU 102 of the image control board 100 to control the display of the image display device 7 based on commands received from the game control microcomputer 81. The CPU 102 of the image control board 100 reads image data from the ROM 103 based on commands from the effect control microcomputer 91, and develops (writes to the RAM 104) an image of the effect screen (first firing notification) shown in FIG. 36(A) on the RAM 104, thereby displaying the effect screen (first firing notification) shown in FIG. 36(A) on the image display device 7. The effect screen (first firing notification) is, for example, an image indicating a right-hit instruction, such as a large logo including an arrow, and is depicted in a conspicuous color, such as red, to indicate a right-hit. Furthermore, adding movement to the logo can further encourage the player to hit the ball hard to the right.

[0614] On the other hand, if it is determined in step 1095 that the number of balls is less than the first reaching value (S1095: NO), the game control microcomputer 81 further determines whether the difference balls MY, which triggers the second firing notification, has reached a second reaching value (94,000 balls), which is the number of balls less than a specified value obtained by subtracting a specific value (1,020 balls, the maximum number of balls that can be fired during a jackpot in a 10-round game) from a specified value (95,000 balls) (S1097). If it is determined 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 a second firing notification start process indicating a weak shot instruction for the second game area 3B, and enables the performance control microcomputer 91 to execute a second firing notification indicating a weak shot 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 effect screen (second shot notification) shown in Figure 36(B) on the image display device 7 based on a command from the effect control microcomputer 91. The effect screen shown in Figure 36(B) is different from the effect screen (first shot notification) of Figure 36(A) in that the logo including the arrow is smaller and is displayed in a different color from the strong shot instruction for the second game area 3B, thereby encouraging the player to hit softly 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 softly 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) 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 was activated, and executes an automatic settlement process (S1099) to derive 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, it executes a lock control process (forced termination of the game) to prevent the game from continuing for the day (making it impossible to release the lock) (S1100), and then proceeds to return, where this process ends.

[0617] A portion 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 increase 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 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 tallying. When the increment value of the difference number to be stored reaches a specified value (difference ball MY of 95,000), the game control microcomputer 81 performs lock control to prevent the game from continuing for that day.

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

[0619] 35, if a jackpot is won before the specified value (95,000 ball difference MY) is reached, the game control microcomputer 81 waits for the jackpot game to end, executes the automatic settlement process (S1099) and lock control (S1100) described above, and then returns. Here, the jackpot is determined by referring to a jackpot flag (information related to the jackpot winning determination result) allocated and stored in RAM 84 when a jackpot occurs, and the end of the jackpot game is determined by referring to a jackpot end flag indicating that all openings (unit opening games, round games) of the first jackpot winning device 31 or the second jackpot winning device 36 have ended.

[0620] [Payment control processing] 37, when the power supply of this pachinko gaming machine 1 is turned on, the payout control microcomputer 171 provided on the payout control board 170 reads a payout control processing program from the payout ROM 173, and first performs initial settings for the payout CPU 172, etc. (S3001). Thereafter, 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 information).

[0621] Next, in step S3005, the interrupt permission process that starts in response to the completion 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 this pachinko ga...

Claims

1. a game state switching means for switching to a specific state when a predetermined initialization process is executed in the game machine, and for switching to an advantageous state when a specific condition is established 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 established in the specific state; A means for determining whether or not the specific condition is satisfied, and A performance execution means for performing a performance, The performance execution means includes: A gaming machine characterized in that it is capable of executing a game presentation depending on the result of the judgment process executed by the win / loss judgment means.

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 game state switching means includes:

2. The gaming machine according to claim 1, characterized in that the gaming machine is capable of switching to a specific state when a special state ends.

Citation Information

Patent Citations

  • JP135800A

Cited By

  • Gaming machine

    JP2025184924A