Game machine
The gaming machine addresses the need to enhance player engagement by implementing mechanisms to dynamically manage game media availability, offering improved gameplay experiences and increased fun for players.
Patent Information
- Application Number
- JP2023171161
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-02
- Publication Date
- 2025-04-14
AI Technical Summary
Existing pachinko game machines lack mechanisms to enhance player engagement and fun by dynamically managing the number of game media available for play.
A gaming machine with specific storage and control mechanisms to manage the number of available game media, allowing for performance enhancements and dynamic adjustments based on player operations, including the ability to increase the number of game media stored and perform specific actions when certain thresholds are met.
The solution improves player engagement and fun by dynamically managing game media availability, enhancing gameplay experiences and maintaining player interest.
Smart Images

Figure 2025062233000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, in pachinko and reel-type gaming machines, it is possible to determine whether or not a gaming profit constituted by a specific gaming medium, such as a gaming ball or a medal, can be obtained by using the specific gaming medium. When a specific result is derived from the determination, a specific game is executed and the player can obtain a specific number of gaming media (see Patent Document 1).
[0003] For example, the pachinko gaming machine described in Patent Document 1 is configured to be able to store the number of possessed balls, which is the number of playable game balls. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2022-086538 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in gaming machines capable of storing the number of playable gaming media in order to increase the entertainment value of the game. [Means for solving the problem]
[0006] The gaming machine according to the present invention comprises: A gaming machine configured to execute a specific game in which a game medium can be acquired when a specific result is derived by executing a specific determination based on the establishment of an execution condition as a result of a game medium being used by a player, the specific determination comprising: A specific storage means for storing a usable number of game media, which is the number of game media that a player can use on the gaming machine; A specific control means for controlling the number of available game media; A performance control means capable of executing a performance, the specific control means is capable of increasing the number of available game media stored in the specific storage means by a predetermined number in response to a predetermined operation means being operated; The presentation control means is characterized in that when an increase in the number of available gaming media based on operation of the specified operating means exceeds a specified threshold within a specified period of time, it may execute a specific presentation corresponding to the relevant matter. Effect of the Invention
[0007] According to the present invention, it is possible to increase interest in games. [Brief description of the drawings]
[0008] [Figure 1] 1 is a perspective view of a pachinko gaming machine according to a basic embodiment of the present invention. [Diagram 2] FIG. [Diagram 3] 1A is a front view illustrating a standby state of the movable body, FIG. 1B is a front view illustrating a moving state of the movable body, and FIG. 1C is a front view illustrating a rotating state of the movable body. [Figure 4] FIG. [Diagram 5] 1 is a rear view of a pachinko gaming machine according to a basic embodiment of the present invention. [Figure 6] A block diagram showing the electrical configuration of the game control board. [Figure 7] A block diagram showing the electrical configuration of the performance control board. [Figure 8] (A) is a table showing general map-related judgment information, and (B) is a table showing special map-related judgment information. [Figure 9] (A) is an example of the configuration of a hit determination table, (B) is an example of the configuration of a normal game fluctuation pattern determination table, and (C) is an example of the configuration of an auxiliary game control table. [Figure 10]13A is an example of a jackpot determination table, FIG. 13B is an example of a jackpot symbol type determination table, and FIG. 13C is an example of a reach determination table. [Figure 11] This is an example of the configuration of the Special Chart 1 fluctuation pattern determination table. [Figure 12] This is an example of the configuration of a special chart 2 fluctuation pattern determination table. [Figure 13] 13 is a configuration example of a first read-ahead determination table. [Figure 14] 13 is a configuration example of a second pre-reading determination table. [Figure 15] 13A is an example of the configuration of a jackpot game control table, and FIG. 13B is an example of the configuration of a game status setting table. [Figure 16] FIG. 13A is a diagram showing an example of a demo video, and FIG. 13B is a diagram showing an example of a setting screen. [Figure 17] (A) is a diagram showing an example of the first normal background image, (B) is a diagram showing an example of the second normal background image, (C) is a diagram showing an example of the third normal background image, (D) is a diagram showing an example of a special bonus background image, and (E) is a diagram showing an example of a time-saving background image. [Figure 18] FIG. 1A is a diagram showing an example of a big win opening presentation, FIG. 1B is a diagram showing an example of a round presentation, and FIG. 1C is a diagram showing an example of a big win ending presentation. [Figure 19] FIG. 1A is a diagram showing an example of a performance pattern, and FIG. 1B is a diagram showing an example of a performance pattern display area. [Figure 20] This is a diagram showing an example of a special chart change presentation when there is no reach and it is a miss. [Figure 21] This is a diagram showing an example of the special chart change performance from the start to the reach. [Figure 22] FIG. 13 is a diagram illustrating an example of N reach. [Figure 23] FIG. 13 is a diagram illustrating an example of an L reach. [Figure 24] This is a diagram showing an example of an L reach, which is a continuation of Figure 23. [Diagram 25] FIG. 13 is a diagram showing an example of an SP reach. [Figure 26] This is a diagram showing an example of an SP reach, which is a continuation of Figure 25. [Figure 27] This is a diagram showing an example of an SP reach, which is a continuation of Figure 26. [Figure 28] A figure showing an example of a movable object presentation. [Figure 29] FIG. 13 is a diagram showing an example of an operation presentation. [Diagram 30] FIG. 13 is a diagram showing an example of a hold presentation. [Diagram 31] A figure showing an example of a pending icon change notice. [Diagram 32] A figure showing an example of a pending icon change notice. [Diagram 33] 13 is a flowchart of a game control main process. [Diagram 34] 13 is a flowchart of the game control side timer interrupt processing. [Diagram 35] 13 is a flowchart of a sensor detection process. [Diagram 36] FIG. 36 is a flowchart of the sensor detection process, which is a continuation of FIG. 35. [Figure 37] 13 is a flowchart of a normal operation process. [Figure 38] 13 is a flowchart of a special action process. [Figure 39] 13 is a flowchart of a special symbol waiting process. [Diagram 40] This is a flowchart of the special chart 1 fluctuation pattern determination process. [Diagram 41] 13 is a flowchart of special pattern change processing. [Diagram 42] 13 is a flowchart of a special symbol determination process. [Diagram 43] 13 is a flowchart of a main process for performance control. [Diagram 44] 13 is a flowchart of a 1 ms timer interrupt process. [Diagram 45] 13 is a flowchart of a 10 ms timer interrupt process. [Figure 46] 13 is a flowchart of a received command analysis process. [Figure 47] FIG. 47 is a flowchart of the received command analysis process, which is a continuation of FIG. 46. [Figure 48] 1 is a front view showing a schematic diagram of a pachinko gaming machine and a card unit according to a first embodiment. [Figure 49] FIG. [Figure 50] 2 is a block diagram showing the electrical configuration mainly of the game control board side and the frame control board side in the first embodiment. FIG. [Figure 51] FIG. 1 is a block diagram showing the electrical configuration mainly on the performance control board side according to the first embodiment. [Figure 52] FIG. 47 is a flowchart of the received command analysis process according to the first embodiment, which is a continuation of FIG. 46. [Figure 53] 13 is a flowchart of the excessive ball lending effect processing. [Figure 54] 13 is a flowchart of a ball lending notice performance process. [Figure 55] 13 is a configuration example of a ball lending advance notice performance execution determination table. [Figure 56] FIG. 11 is an explanatory diagram showing a specific example of a magnetic anomaly notification. [Figure 57] FIG. 11 is an explanatory diagram showing a specific example of a door open abnormality notification. [Figure 58] FIG. 13 is an explanatory diagram showing a specific example of excessive ball lending effects. [Figure 59] This is an explanatory diagram showing a comparative example in which the number of balls held increases in a short period of time due to replay, similar to ball lending caused by excessive ball lending effects. [Figure 60] An explanatory diagram showing a specific example of a ball lending notice performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] <Basic embodiment> First, a basic embodiment of the present invention, which is the premise of the characteristic parts of the gaming machine of the present invention, will be specifically described with reference to the drawings. In each of the drawings, the same parts are given the same reference numerals, and duplicated descriptions of the same parts will be omitted as a rule. In the following, for the sake of simplicity of description, by writing a symbol or code referring to information, signal, physical quantity, member, etc., the name of the information, signal, physical quantity, member, etc. corresponding to the symbol or code may be omitted or abbreviated.
[0010] 1. Mechanical structure of the gaming machine A pachinko game machine PY, which is a basic embodiment of the game machine of the present invention, will be described. First, the mechanical configuration of the pachinko game machine PY will be described with reference to Figs. 1 to 4. In the following description, the left, right, up and down directions of each part of the pachinko game machine PY refer to the left, right, up and down directions (as viewed from the front) of a player facing the pachinko game machine PY. In addition, "forward" will be described as the direction approaching the player facing the pachinko game machine PY from the pachinko game machine PY, and "rearward" will be described as the direction approaching the pachinko game machine PY from the player facing the pachinko game machine PY.
[0011] 1, the pachinko game machine PY includes a game board unit YU including a game board 1, and a game machine frame 2 that houses the game board unit YU inside. The game machine frame 2 includes a frame-shaped outer frame 21 that is fixed to a game arcade, an inner frame 22 that is attached to the outer frame 21 and to which the game board unit YU is attached, and a front door 23 that is supported by the inner frame 22 so as to be rotatable.
[0012] The outer frame 21, the inner frame 22, and the front door 23 have substantially the same outer peripheral shape when viewed from the front. The inner frame 22 is attached to the front surface of the outer frame 21.
[0013] The front door 23 can be opened and closed relative to the inner frame 22. The front door 23 includes a frame-shaped front frame 23m with a large opening of a substantially vertically elongated rectangular shape formed in the center, and a transparent plate 23t fitted into the opening. When the front door 23 is closed, the game board 1 included in the game board unit YU faces the transparent plate 23t. The transparent plate 23t is made of a transparent synthetic resin plate and is formed into a substantially vertically elongated rectangular shape. Therefore, when the pachinko game machine PY is installed in a game store, a player in front of the pachinko game machine PY can see the game area 6 formed on the front of the game board 1 through the transparent plate 23t. Note that a transparent glass plate may be used as the transparent plate 23t instead of a transparent synthetic resin plate. It is sufficient that the game area 6 can be seen through the transparent plate 23t from the front of the pachinko game machine PY.
[0014] A handle 72k that can be rotated to launch the game ball is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is operated (rotation angle) corresponds to the magnitude of the force (launch strength) applied to the game ball to launch it. Therefore, the game ball is launched with a launch strength according to the rotation of the handle 72k.
[0015] In addition, the lower part of the front of the front frame 23m is provided with an upper tray 34 that protrudes greatly forward, and a lower tray 35 that is disposed directly below the upper tray 34. A first performance button 41k that can be pressed downward is provided in the center of the front side of the upper tray 34. The operation part of the first performance button 41k that protrudes visibly from the upper surface of the upper tray 34 is formed in a semi-spherical shape. Furthermore, a supply ball storage hole 34A for storing game balls supplied to the handle 72k is formed on the rear side of the upper surface of the upper tray 34. In addition, a surplus ball storage hole 35A for storing surplus game balls that cannot be accommodated in the supply ball storage hole 34A is provided on the upper surface of the lower tray 35.
[0016] Furthermore, the upper decorative body 31, the right decorative body 32, and the left decorative body 33 are provided on the upper side, right side, and left side of the transparent plate 23t on the front of the front frame 23m, which protrude forward. On the bottom surface of the upper decorative body 31, a pair of two speakers 52 capable of outputting sound, specifically the speaker 52L arranged on the left side and the speaker 52R arranged on the right side, are arranged side by side facing downward and at a predetermined distance in the left-right direction. In addition, a second performance button 42k that can be pressed downward is provided on the lower part of the right decorative body 32. The operating part of the second performance button 42k is molded into a rod shape. Furthermore, a frame lamp 53 that can emit light is provided from the right decorative body 32 to the front right part of the upper tray 34, and from the left decorative body 33 to the front left part of the upper tray 34.
[0017] The positions and number of components and devices provided in the game machine frame 2 can be changed as appropriate as long as it does not interfere with play.
[0018] Next, the game board unit YU will be described with reference to Fig. 2 in addition to Fig. 1. The game board unit YU has a game board 1 and a board performance unit EU attached to the back of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in approximately the center of the game board 1.
[0019] A generally ring-shaped center decorative body 61 is formed protruding forward along the opening 1A on the front surface of the game board 1. In addition, on the outside of the center decorative body 61, a generally ring-shaped outer rail 62 is formed so as to largely surround the center decorative body 61, and a curved inner rail 63 is formed between the left side portion of the outer rail 62 and the center decorative body 61, and is generally parallel to the outer rail 62 and the center decorative body 61.
[0020] On the front side of the game board 1, an area surrounded by the center decorative body 61, the outer rail 62, the inner rail 63, etc. forms a game area 6. That is, the front side of the game board 1 is divided into the game area 6 and other areas by the center decorative body 61, the outer rail 62, and the inner rail 63. Also, the area surrounded by the outer rail 62 and the inner rail 63 forms a launch area 7 through which a launched game ball can pass on its way to the game area 6.
[0021] The play area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY. A large number of game nails (not shown) are protruding from the play area 6. The game nails form paths that appropriately guide game balls that enter the play area 6 and flow down the play area 6 to the general winning hole 10, the first starting hole 11, the second starting hole 12, the gate 13, the big winning hole 14, and the like.
[0022] A general winning device 10D is provided at a predetermined position in the game area 6. A general winning port 10 is formed in the general winning device 10D so that game balls can enter the general winning port 10. When a game ball enters the general winning port 10, a predetermined number of game balls (e.g., three) are paid out as prize balls. The game balls that enter the general winning port 10 are discharged directly to the outside of the game area 6.
[0023] In addition, a first start winning device 11D is provided directly below the center of the center decoration 61 in the game area 6. In the first start winning device 11D, the first start opening 11 is formed so that game balls can enter. The first start winning device 11D has a non-operational structure that does not operate. Therefore, the ease with which game balls can enter the first start opening 11 is constant (unchanging). When a game ball enters the first start opening 11, a predetermined number of game balls (for example, four) are paid out as prize balls. The game balls that enter the first start opening 11 are discharged directly to the outside of the game area 6.
[0024] In addition, a warp section 61w is formed from the left side to the lower end of the center decorative body 61, through which the game ball passes inside. The entrance to the warp section 61w is formed on the left side of the center decorative body 61. The game ball that enters the warp section 61w passes through the inside of the warp section 61w and exits from the exit. Near the exit of the warp section 61w, on the upper surface of the lower end of the center decorative body 61, a stage 61s on which the game ball can roll is provided. At the tip of the stage 61s, a downward guide section 61y that guides the game ball downward is provided. Directly below this downward guide section 61y, a first starting opening 11 is provided.
[0025] Directly below the first starting hole 11 in the game area 6, a second starting winning device (so-called "electric chute") 12D is provided. The electric chute 12D is formed with a second starting hole 12 that can be changed between a closed state where the game ball cannot enter and an open state where the game ball can enter. The second starting hole 12 takes the closed state and the open state by an electric chute opening / closing member 12k provided on the electric chute 12D. In other words, the second starting hole 12 opens and closes by the operation of the electric chute opening / closing member 12k.
[0026] The electric chute opening / closing member 12k consists of a roughly L-shaped member when viewed from the front, and normally closes the second starting hole 12. The electric chute opening / closing member 12k can protrude forward from a retracted state in which the front end surface is flush with the play area 6. When the electric chute opening / closing member 12k protrudes forward, the electric chute opening / closing member 12k protrudes vertically into the play area 6, and the second starting hole 12 opens to allow the ball to enter. Specifically, the vertical portion erected at the left end of the horizontal portion of the electric chute opening / closing member 12k receives the game ball, and the game ball is guided from the horizontal portion to the second starting hole 12.
[0027] In this way, only when the electric chute opening / closing member 12k is in the open state, the game ball can enter the second start hole 12. When the game ball enters the second start hole 12, a predetermined number of game balls (for example, two) are paid out as prize balls. The game ball that enters the second start hole 12 is discharged directly to the outside of the game area 6.
[0028] A gate 13 is provided on the right side of the center decorative body 61. The gate 13 is configured to allow game balls to pass through. Even if game balls pass through the gate 13, no prize balls are paid out. Game balls that pass through the gate 13 simply flow down the game area 6.
[0029] A large prize winning device 14D is provided on the right side of the first start winning device 11D in the game area 6 and downstream of the gate 13. The large prize winning device 14D is formed with a large prize winning opening 14 that can be changed between a closed state where the game ball cannot enter and an open state where the game ball can enter. The large prize winning opening 14 is switched between a closed state and an open state by an AT opening / closing member 14k provided on the large prize winning device 14D. In other words, the large prize winning opening 14 is opened and closed by the operation of the AT opening / closing member 14k.
[0030] The AT opening / closing member 14k is a movable member consisting of a flat plate having a generally horizontally elongated rectangular shape when viewed from the front, and normally closes the large prize opening 14. A horizontal rotation shaft is provided at the lower end of the AT opening / closing member 14k. The AT opening / closing member 14k can rotate approximately 90 degrees around the rotation shaft so that the upper end falls forward. When the AT opening / closing member 14k rotates, it protrudes vertically into the game area 6, and the large prize opening 14 is opened to allow a ball to enter.
[0031] In this way, only when the AT opening / closing member 14k is in the open state, the game ball can enter the big prize opening 14. When the game ball enters the big prize opening 14, a predetermined number of game balls (in the basic embodiment, one) are paid out as prize balls. The game ball that enters the big prize opening 14 is discharged directly to the outside of the game area 6.
[0032] In addition, below the big prize winning device 14D in the game area 6, a guide path 64 is formed with its upper surface diagonally downward to the left, and is provided protruding forward from the game area 6 (the front surface of the game board 1) to guide the game ball to the second start hole 12. Note that the game ball rolling on the upper surface of the guide path 64 can flow down toward the second start hole 12, but basically cannot enter the first start hole 11.
[0033] In addition, the entry of a game ball into the first starting gate 11, the second starting gate 12, the large prize gate 14, and the general prize gate 10, and the passage of a game ball through gate 13 are collectively referred to as ``winning'' at the first starting gate 11, the second starting gate 12, the large prize gate 14, the general prize gate 10, and gate 13.
[0034] Incidentally, the game area 6 in which the game balls can flow down can be divided into a left game area 6A on the left side of the center in the left-right direction, and a right game area 6B on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left game area 6A is called "left hit." On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right game area 6B is called "right hit."
[0035] In the game area 6, a flow path through which a game ball can flow when shot from the left is called a first flow path R1, and a flow path through which a game ball can flow when shot from the right is called a second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a large number of game nails (not shown).
[0036] A first start port 11 and two general winning ports 10 are provided on the first flow path R1. Therefore, a player can aim to win at the first start port 11 or the general winning port 10 by hitting the game ball from the left so that it flows down the first flow path R1. On the other hand, a second start port 12, a gate 13, and a large winning port 14 are provided on the second flow path R2. Therefore, a player can aim to win at the gate 13, the second start port 12, or the large winning port 14 by hitting the game ball from the right so that it flows down the second flow path R2.
[0037] At the approximate bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. The number of winning balls that win in each winning hole can be set appropriately.
[0038] Next, we will explain the board performance unit EU attached to the back of the game board 1. The board performance unit EU is a unit made up of multiple devices that mainly perform performance. An image display device 50 and a board moving device 55 are attached to the board performance unit EU.
[0039] The image display device 50 is configured with a 20-inch 3D liquid crystal display, and is provided with a display unit 50a capable of displaying 3D images. The image display device 50 is disposed several centimeters behind the game board 1.
[0040] The board moving device 55 includes a movable board body 55k. The board moving body 55k has a horizontally long, plate-like lifting member 55k2 that is kept horizontal, and a substantially elliptical rotating member 55k1 that is provided in the center of the lifting member 55k2 in the left-right direction. The board moving body 55k is disposed between the game board 1 and the image display device 50. In the standby state in which the board moving body 55k is disposed in the initial position, the lower end portion of the board moving body 55k, specifically the lower end portion of the rotating member 55k1, is located slightly below the upper end of the opening 1A of the game board 1. That is, in the standby state, the board moving body 55k is disposed so that only a part of the lower end of the rotating member 55k1 can be seen by the player, and most of it cannot be seen (see FIG. 3(A)).
[0041] The board movable body 55k can be lowered from the initial position to a predetermined operating position as a whole, and then raised from the operating position to return to the initial position (see FIG. 3(B)). The predetermined operating position is a position where the board movable body 55k is located approximately at the center of the opening 1A when viewed from the front. Here, the predetermined working position can be set appropriately, and may be a position where the board movable body 55k is located above or below the approximately center of the opening 1A when viewed from the front.
[0042] The rotating member 55k1 can rotate clockwise and counterclockwise as viewed from the front about a rotation axis formed in the center in the front-rear direction (see FIG. 3(C)). The rotating member 55k1 can rotate when the movable platen body 55k moves from the standby position to the operating position, when it is held at the operating position, and when it moves from the operating position to the standby position.
[0043] Furthermore, the positions and numbers of components and devices provided on the game board unit YU can be changed as appropriate as long as it does not interfere with gameplay.
[0044] Next, the display devices 8 arranged to the right of the vertical center of the play area 6 formed on the front of the game board 1 (parts other than the play area 6) will be described. As shown in FIG. 4, the display devices 8 include a special pattern 1 display 81a that variably displays the first special pattern (hereinafter referred to as "special pattern 1"), a special pattern 2 display 81b that variably displays the second special pattern (hereinafter referred to as "special pattern 2"), and a regular pattern display 82 that variably displays the regular pattern (hereinafter referred to as "regular pattern"). The display devices 8 also include a special pattern 1 reservation display 83a that displays the number of reserved special patterns 1, which will be described later, and a special pattern 2 reservation display 83b that displays the number of reserved special patterns 2, which will be described later.
[0045] The variable display of the special chart 1 is executed when the special chart 1 lottery is performed triggered by the entry of the game ball into the first starting hole 11. The variable display of the special chart 2 is executed when the special chart 2 lottery is performed triggered by the entry of the game ball into the second starting hole 12. The special chart 1 lottery and the special chart 2 lottery will be described later. In the following explanation, the special chart 1 and the special chart 2 are collectively referred to as "special charts", and the special chart 1 lottery and the special chart 2 lottery are collectively referred to as "special chart lottery". In addition, the special chart 1 display 81a and the special chart 2 display 81b are collectively referred to as "special chart display 81". Furthermore, the special chart 1 reserve display 83a and the special chart 2 reserve display 83b are collectively referred to as "special chart reserve display 83".
[0046] The variable display of the special chart notifies the result of the special chart lottery. In the variable display of the special chart, the special chart is displayed variably and then displayed stationary. The stationary special chart (stationary special chart) is identification information that represents the result of the special chart lottery derived as the display result of the variable display. If the stationary special chart is a specific special chart that has been determined in advance, a jackpot game is played, which involves the opening of the jackpot opening 14.
[0047] The special chart 1 display 81a and the special chart 2 display 81b are each composed of eight LEDs arranged side by side. The lighting state of the special chart 1 display 81a and the special chart 2 display 81b represents the special chart according to the result of the special chart lottery, that is, the result of the special chart lottery. For example, if the result of the special chart lottery is a big win, the first, second, fifth, and sixth LEDs from the left will finally light up as in "□□■■□□■■" (□: lit, ■: unlit). This lighting state is the big win pattern and represents the big win. Also, if the result of the special chart lottery is a miss, only the rightmost LED will finally light up as in "■■■■■■■□". This lighting state is the miss pattern and represents the miss. The lighting state of the LED corresponding to the result of the special chart lottery is not limited and can be set appropriately. Therefore, for example, all LEDs may be turned off as a miss pattern.
[0048] In addition, in the variable display of the special chart, the special chart is displayed for a predetermined variable time before the special chart is displayed in a stopped state. The mode of the variable display of the special chart is, for example, a mode in which each LED lights up so that light flows repeatedly from left to right. The mode of the variable display is not particularly limited, and if each LED is not displayed in a stopped state (lighting display in a specific mode), it may be set appropriately, such as all LEDs flashing at once.
[0049] Incidentally, in the pachinko game machine PY, even if the game ball enters the first start hole 11 or the second start hole 12, there are cases where the special chart lottery and the variable display of the special chart are not performed immediately. Specifically, this is the case when the game ball enters the first start hole 11 or the second start hole 12 during the execution of the variable display of the special chart or during the execution of the jackpot game. In this case, the special chart lottery and the variable display of the special chart are reserved based on the winning. This reserved special chart lottery and variable display of the special chart are called "special chart reservation."
[0050] The special chart reserve includes a "special chart 1 reserve" that represents the reserved special chart 1 lottery and the variable display of special chart 1 based on winning at the first starting gate 11, and a "special chart 2 reserve" that represents the reserved special chart 2 lottery and the variable display of special chart 2 based on winning at the second starting gate 12. The number of special chart 1 reserves, that is, the number of reserved special chart 1 lotteries and variable displays of special chart 1, is displayed by the special chart 1 reserve display 83a. Meanwhile, the number of special chart 2 reserves, that is, the number of reserved special chart 2 lotteries and variable displays of special chart 2, is displayed by the special chart 2 reserve display 83b.
[0051] It is possible to set an upper limit on the number of reserved special drawings 1 and the number of reserved special drawings 2, or not. In addition, when an upper limit is set on the number of reserved special drawings 1 and the number of reserved special drawings 2, the number of reserved special drawings 1 and the number of reserved special drawings 2 may be the same or different. In addition, in the basic embodiment, the upper limit on the number of reserved special drawings 1 and the number of reserved special drawings 2 is set to "4".
[0052] Each of the special drawing 1 reserve indicator 83a and the special drawing 2 reserve indicator 83b is composed of four LEDs, and the number of special drawing 1 reserves and special drawing 2 reserves is displayed by lighting the LEDs corresponding to the number of special drawing 1 reserves and special drawing 2 reserves. In the following, the number of special drawing 1 reserves is referred to as the "special drawing 1 reserve number (U1)," and the number of special drawing 2 reserves is referred to as the "special drawing 2 reserve number (U2)." In addition, the "special drawing 1 reserve number" and the "special drawing 2 reserve number" are collectively referred to as the "special drawing reserve number." Furthermore, the "special drawing 1 reserve indicator 83a" and the "special drawing 2 reserve indicator 83b" are collectively referred to as the "special drawing reserve indicator 83."
[0053] The variable display of the regular map is executed when a regular map lottery is held triggered by the entry of a game ball into the gate 13. The variable display of the regular map notifies the result of the regular map lottery. In the variable display of the regular map, the regular map is displayed statically after being displayed variably. The statically displayed regular map (static regular map) is identification information that represents the result of the regular map lottery derived as the display result of the variable display. If the statically displayed regular map is a specific regular map that has been determined in advance, an auxiliary game is played accompanied by the opening of the second starting hole 12.
[0054] The regular map display 82 is composed of, for example, two LEDs. The lighting mode of the regular map display 82 represents the regular map according to the result of the regular map lottery, that is, the result of the regular map lottery. If the result of the regular map lottery is a win, finally, both LEDs will light up as in "□□" (□: lit, ■: off). This lighting mode is the winning symbol and represents a win. Also, if the result of the regular map lottery is a loss, finally, only the right LED will light up as in "■□". This lighting mode is the losing symbol and represents a loss. The lighting mode of the LEDs corresponding to the result of the regular map lottery is not limited and can be set appropriately. For example, a mode in which all LEDs are turned off as a losing symbol may be adopted.
[0055] In addition, before the normal map is displayed as stopped, the normal map is displayed as changing for a predetermined change time. In a basic embodiment, the normal map is displayed as changing by both LEDs lighting up alternately. Note that the normal map display mode is not particularly limited, and may be appropriately set to flash all the LEDs at once, for example, unless each LED is displayed as stopped (lighting up in a specific mode).
[0056] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY will be described with reference to Figures 5 to 7. As shown in Figure 5, on the rear side of the pachinko game machine PY, there are attached a game control board 100 for controlling the game (progress of the game) that can obtain a game profit, a performance control board 120 for controlling the performance according to the game control by the game control board 100, an image control board 140 for controlling the image, a payout control board 170 for controlling the payout of game balls, and a power supply board 190 for supplying power to each board 100, 120, 140, 170.
[0057] A power switch 191 is connected to the power supply board 190. The power supply to the entire pachinko game machine PY is turned on / off by turning the power switch 191 on / off. That is, the power supply to the game control board 100, the performance control board 120, the image control board 140, and the payout control board 170 is started / ended by turning the power switch 191 on / off. The power supply board 190 is also provided with a RAM clear switch 192 that can be pressed. The RAM clear switch 192 is for causing the game CPU 102 to clear (hereinafter referred to as "RAM clear") the game information stored in the game RAM 104 of the game control microcomputer 101, which will be described later, when the power is turned on. The RAM clear switch 192 is provided on the power supply board 190 arranged on the back side of the present pachinko game machine PY. Therefore, basically, only an employee of the game parlor who can open and close the front door 23 can operate the RAM clear switch 192. In other words, the RAM clear switch 192 can be said to be an operating means that cannot be operated by a player. When the RAM clear switch 192 is operated in a specific manner (for example, pressing the RAM clear switch 192 for a predetermined time (for example, 5 seconds), pressing the RAM clear switch 192 a predetermined number of times (for example, 5 times)), a detection signal indicating that the RAM clear switch 192 is ON is input to the game control microcomputer 101. In this embodiment, the RAM clear switch 192 is provided on the power supply board 190, but the location of the RAM clear switch 192 can be changed as appropriate, and for example, it may be provided on the game control board 100 or a dedicated board. In addition, the operation mode of the RAM clear switch 192 for clearing the RAM is not particularly limited and may be changed as appropriate.
[0058] As shown in Fig. 6, the game control board 100 is equipped with a one-chip microcomputer for game control (hereinafter referred to as "game control microcomputer") 101 that controls the progress of the game on the pachinko game machine PY according to a program. Therefore, the game control board 100 can be positioned as a game control unit that controls the game. Games that can earn game profits that are subject to the control of the game control board 100 include special chart lottery, variable display of special chart, big win game, setting of game state described later, regular chart lottery, variable display of regular chart, auxiliary game, etc.
[0059] The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 that is used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0060] The game ROM 103 stores programs for performing the game control main process and the game control timer interrupt process, which will be described later. The game ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a game state setting table, a win determination table, an auxiliary game control table, and the like, which will be described later. The game ROM 103 may be external.
[0061] In addition, the game RAM 104 is provided with a special chart reservation storage unit 105. Here, the special chart reservation storage unit 105 will be described. As described above, when a game ball wins the first start hole 11 or the second start hole 12, a special chart reservation can occur. When a special chart reservation is possible, that is, when the number of special chart reservations has not reached the upper limit, judgment information consisting of various random numbers for performing a special chart lottery, etc., is acquired based on this winning. Then, this judgment information is temporarily stored in the special chart reservation storage unit 105 as a special chart reservation. In the following, the judgment information acquired by the game ball winning the first start hole 11 is referred to as "special chart 1 related judgment information", and the judgment information acquired by the game ball winning the second start hole 12 is referred to as "special chart 2 related judgment information". In addition, the special chart 1 related judgment information and the special chart 2 related judgment information are collectively referred to as "special chart related judgment information".
[0062] The special drawing 1 related judgment information is stored as special drawing 1 reserved in the special drawing 1 reserved storage unit 105a in the special drawing reserved storage unit 105. On the other hand, the special drawing 2 related judgment information is stored as special drawing 2 reserved in the special drawing 2 reserved storage unit 105b in the special drawing reserved storage unit 105. The number of special drawing 1 related judgment information that can be stored in the special drawing 1 reserved storage unit 105a, i.e., the upper limit value of the special drawing 1 reserved number, is set to "4". Also, the number of special drawing 2 related judgment information that can be stored in the special drawing 2 reserved storage unit 105b, i.e., the upper limit value of the special drawing 2 reserved number, is set to "4".
[0063] In addition, various sensors and solenoids are connected to the game control board 100 via a predetermined relay board (not shown). Therefore, signals output from the various sensors are input to the game control board 100. In addition, the game control board 100 outputs signals to various actuators.
[0064] The various sensors connected to the game control board 100 include a general prize opening sensor 10a, a first start opening sensor 11a, a second start opening sensor 12a, a gate sensor 13a, and a special prize opening sensor 14a.
[0065] The general prize opening sensor 10a detects game balls that have entered the general prize opening 10. The first start opening sensor 11a detects game balls that have entered the first start opening 11. The second start opening sensor 12a detects game balls that have entered the second start opening 12. The gate sensor 13a detects game balls that have passed through the gate 13. The special prize opening sensor 14a detects game balls that have entered the special prize opening 14.
[0066] In addition, the various actuators connected to the game control board 100 include an electric chute solenoid 12s and an AT solenoid 14s. The electric chute solenoid 12s drives an electric chute opening / closing member 12k of the electric chute 12D. The AT solenoid 14s drives an AT opening / closing member 14k of the big prize device 14D.
[0067] The type and number of sensors connected to the game control board 100 can be changed as appropriate without interfering with the game. The type and number of actuators connected to the game control board 100 can be changed as appropriate without interfering with the game.
[0068] Furthermore, displays 8 (special display 81, ordinary display 82, and special display reserve display 83) are connected to the game control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.
[0069] The game control board 100 also transmits various commands to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU and a payout device 73, as well as to a launching device 72. The card unit CU is installed adjacent to the pachinko game machine PY, and is a device that enables ball lending based on information such as an inserted prepaid card.
[0070] The payout control board 170 drives the payout motor 73m of the payout device 73 based on signals from the game control microcomputer 101 and signals from the connected card unit CU to pay out prize balls and loan balls. The paid-out prize balls and loan balls are detected by a payout sensor 73a for counting.
[0071] The launching device 72 is a device that launches game balls. The handle 72k constitutes an operation section or input section that accepts an operation to cause the launching device 72 to launch game balls, and is included in the launching device 72. The handle 72k is provided with a touch switch 72a that can detect the contact of a person such as a player with the handle 72k. When the player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal (contact detection signal) to the payout control board 170 via the launch control circuit 175. That is, when the handle 72k is touched, the touch switch 72a outputs a contact detection signal to the payout control board 170 (set to ON state), and when the handle 72k is not touched, it does not output a contact detection signal to the payout control board 170 (set to OFF state). Furthermore, the handle 72k is connected to a launch volume knob 72b that can detect the rotation angle (operation amount) of the handle 72k.
[0072] The payout control board 170 can control the launching device 72, and allows the launching device 72 to launch game balls on the condition that the contact detection signal from the touch switch 72a is in the ON state, in other words, the handle 72k is in contact with the player. Therefore, when the contact detection signal is in the OFF state, in other words, when the handle 72k is not in contact with the player, the launching device 72 cannot launch game balls. When the launching device 72 is permitted to launch game balls, it drives the launching motor 72m so that the game balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In the pachinko game machine PY, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0073] In addition, the game control board 100 transmits various commands including information related to the game to the performance control board 120 according to the progress of the game. The performance control board 120 can grasp the progress of the game by the game control board 100 (control contents of the game) based on the various commands transmitted from the game control board 100.
[0074] The connection between the game control board 100 and the performance control board 120 is a one-way communication connection that allows only the transmission of signals from the game control board 100 to the performance control board 120. In other words, a one-way circuit (not shown in the figure, for example, a circuit using a diode) is interposed between the game control board 100 and the performance control board 120 as a communication direction restriction means.
[0075] As shown in Fig. 7, the performance control board 120 is equipped with a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko game machine PY according to a program. The performance control board 120 can be positioned as a performance control section that controls the performance together with the image control board 140, the sound control circuit 161, and the sub-drive board 162 described later. However, it is sufficient that the performance control section is equipped with at least the performance control board 120 and is capable of controlling game performances, customer waiting performances, and operation promotion performances using performance devices (image display device 50, speaker 52, frame lamp 53, board movable body 55k, etc.).
[0076] The effects that are controlled by the effect control board 120 include game effects (special chart change effects, hold effects, jackpot game effects, etc.), customer waiting effects, and operation promotion effects that encourage operation during the period when operation of the first effect button 41k or the second effect button 42k is valid (valid operation period).
[0077] The performance control microcomputer 121 includes a performance ROM 123 which stores programs and the like for controlling the performance as the game progresses on the game control board 100, a performance RAM 124 which is used as a work memory, and a performance CPU 122 which executes the programs stored in the performance ROM 123.
[0078] The performance ROM 123 stores programs for performing a performance control main process, a reception interrupt process, a 1 ms timer interrupt process, a 10 ms timer interrupt process, etc., which will be described later. The performance ROM 123 may be external.
[0079] The performance RAM 124 is provided with a start winning command pending memory unit 125 which stores the start winning command described later, a pattern designation command memory unit 126 which stores the pattern designation command described later, and a special chart change start command memory unit 127 which stores the special chart change start command described later.
[0080] Also, the image control board 140 is connected to the performance control board 120. The performance control microcomputer 121 of the performance control board 120 causes the image control board 140 to control the display of the image display device 50 based on the command received from the game control board 100, that is, according to the progress of the game by the game control board 100. The connection between the performance control board 120 and the image control board 140 is a two-way communication connection that allows both the transmission of signals from the performance control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the performance control board 120.
[0081] The image control board 140 includes an image ROM 142 storing programs for image control, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142 and generally controls image display and audio output. The image control board 140 also includes a character generator read only memory (CGROM) 145, a video random access memory (VRAM) 146, a video display processor (VDP) 144, a voice synthesis LSI (Large Scale Integration) 147, and an audio ROM 148.
[0082] CGROM 145 stores, for example, image data for displaying images displayed on image display device 50 (still image data and video data, specifically image data for characters, items, designs, figures, letters, numbers, symbols, etc. (including performance designs) and background images, etc.).
[0083] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 according to a display list created by the image CPU 141 based on a command from the performance control microcomputer 121. The VDP 144 then appropriately synthesizes the displayed image data and draws an image in the frame buffer in the VRAM 146. The VDP 144 outputs the image drawn in the frame buffer to the image display device 50 as an RGB signal. As a result, various performance images are displayed on the display unit 50a.
[0084] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0085] The audio ROM 147 stores, for example, acoustic data (audio data, voice data, music data) for outputting sounds, voices, and music from the speaker 52.
[0086] Based on a command from the image CPU 141, the voice synthesis LSI 146 reads out acoustic data from the voice ROM 147, appropriately generates analog signals and PWM (Pulse Width Modulation) signals related to sounds, voices, music, etc., and outputs them to the speaker 52, causing the speaker 52 to output the sounds, voices, music, etc. Note that the voice synthesis LSI 146 has a built-in memory as a work area.
[0087] In addition, various sensors serving as input units and various actuators serving as drive sources are connected to the performance control board 120 via a predetermined relay board (not shown). Signals output by the various sensors are input to the performance control board 120. In addition, the performance control board 120 outputs signals to the various actuators.
[0088] The various switches connected to the performance control board 120 include a first performance button sensor 41a and a second performance button sensor 42a. The first performance button sensor 41a detects that the first performance button 41k has been pressed. The second performance button sensor 42a detects that the second performance button 42k has been pressed. When the first performance button sensor 41a and the second performance button sensor 42a detect that they have been operated, they output a signal to the performance control board 120 according to the detection content.
[0089] The type and number of switches connected to the performance control board 120 can be changed as appropriate without interfering with the game. Also, the type and number of actuators connected to the performance control board 120 can be changed as appropriate without interfering with the game.
[0090] The various actuators connected to the performance control board 120 include a motor 55m1 for rotating members and a motor 55m2 for lifting members. The motor 55m1 for rotating members can drive the rotating member 55k1 to rotate the rotating member 55k1. The motor 55m2 for lifting members can raise or lower the lifting member 55k2. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation modes of the rotating member 55k1 and the lifting member 55k2, and controls the operation of the rotating member 55k1 and the lifting member 55k2 via the sub-drive board 162.
[0091] In the following description, the operations of the "rotating member 55k1 and the lifting member 55k2" may be collectively referred to as the "operation of the movable board body 55k." Rotating the rotating member 55k1 and lowering or raising the lifting member 55k2 may also be referred to as "rotating, lowering or raising the movable board body 55k."
[0092] Furthermore, the performance control microcomputer 121 controls the lighting of the frame lamps 53 and the like via the sub-drive board 162 based on commands received from the game control board 100. In detail, the performance control microcomputer 121 creates light emission pattern data (data determining on / off, light emission color, etc., also called lamp data) that determines the light emission mode of the frame lamps 53, and controls the light emission of the frame lamps 53 according to the light emission pattern data. Note that data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.
[0093] The sub-drive board 162 may be configured as a board and have a CPU mounted thereon. In this case, the CPU may be made to execute lighting control of the frame lamps 53 and the like, and operation control of the movable board body 55k. Furthermore, in this case, a ROM may be mounted on the board, and data relating to light emission patterns and operation patterns may be stored in the ROM.
[0094] 3. Main games played on gaming machines Next, main games played on the pachinko gaming machine PY will be described with reference to FIGS.
[0095] 3-1. Games related to regular games First, a game related to the regular map will be explained. When the released game ball passes through the gate 13, the pachinko game machine PY can execute a regular map lottery. When the regular map lottery is executed, the regular map display 82 performs a variable display of the regular map (a static display after a variable display). Here, the statically displayed regular map includes a winning pattern and a losing pattern. The losing pattern of the regular map is also called a "losing regular map" to distinguish it from the losing pattern of the special map described later. The winning pattern of the regular map is also called a "winning regular map" to distinguish it from the jackpot pattern of the special map described later.
[0096] When a winning symbol is displayed, an auxiliary game is executed and the game related to the passage of the gate 13 ends. On the other hand, when a losing regular symbol is displayed, the auxiliary game is not played and the game related to the passage of the gate 13 ends. In the following, the passing of the game ball through the gate 13 when the regular symbol is not being displayed or the auxiliary game is not being played is referred to as "the establishment of the regular symbol variation start condition."
[0097] The pachinko game machine PY can perform a series of games such as variable display of normal symbols and auxiliary games based on the normal symbol variation start condition being satisfied, acquiring normal symbol-related judgment information, and performing a normal symbol lottery. The acquired normal symbol-related judgment information includes a normal symbol random number, as shown in FIG. 8(A). The normal symbol random number is a random number (judgment information) for making a winning judgment. An appropriate range is set for each random number.
[0098] 3-1-1. Hit detection The hit determination is a determination for determining whether or not a hit has occurred (whether or not an auxiliary game is executed) using a hit determination table such as that shown in Fig. 9(A), for example. The hit determination table can be associated with a game state, which will be described later. When associated with a game state, the hit determination table includes a hit determination table used in a non-time-saving state (non-time-saving hit determination table) and a hit determination table used in a time-saving state (time-saving hit determination table).
[0099] In each hit determination table, the normal symbol random number determination value (normal symbol random number determination value) is appropriately allocated to the hit and miss results of the hit determination. Therefore, the pachinko game machine PY compares the acquired normal symbol random number with the hit determination table to determine whether it is a hit or a miss. If the hit determination result is a hit, a winning symbol is displayed as a stop in the variable display of the normal symbol. On the other hand, if the hit determination result is a miss, a miss normal symbol is displayed as a stop in the variable display of the normal symbol. The probability of winning a hit can be changed as appropriate.
[0100] 3-1-2. Normal map change pattern judgment / Normal map variable display The general map fluctuation pattern determination is a determination for determining the general map fluctuation pattern using a general map fluctuation pattern determination table such as that shown in Fig. 9(B). The general map fluctuation pattern is identification information regarding predetermined items related to the variable display of the general map, such as the general map fluctuation time.
[0101] The normal map fluctuation pattern determination table can be associated with the game state (non-time-saving state / time-saving state). When associated with the game state (non-time-saving state / time-saving state), the normal map fluctuation pattern determination table includes a normal map fluctuation pattern determination table (non-time-saving normal map fluctuation pattern determination table) used in the non-time-saving state and a normal map fluctuation pattern determination table (time-saving normal map fluctuation pattern determination table) used in the time-saving state.
[0102] In each normal map fluctuation pattern determination table, a normal map fluctuation pattern, which is the result of the normal map fluctuation pattern determination, is stored for each normal map that is stopped. That is, the pachinko game machine PY can make the normal map fluctuation time different between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal map when a losing normal map (losing normal map) is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 30 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 30 seconds is determined. Also, in the time-saving state, for the variable display of the normal map when a losing normal map is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 5 seconds is determined, and for the variable display of the normal map when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of 5 seconds is determined. It should be noted that these normal map fluctuation times can be changed as appropriate.
[0103] Then, the variable display of the map of the map fluctuation time corresponding to the map fluctuation pattern determined by the map fluctuation pattern determination is performed on the map display 82. In this way, the hit determination and the map fluctuation pattern determination are performed, and the map of the map is displayed in the map display 82.
[0104] 3-1-3. Supplementary games The auxiliary game is executed when the winning symbol is displayed (derived) as a display result (result of the lottery) in the variable display of the normal symbol. In the auxiliary game, the electric chute 12D opens.
[0105] The elements that make up the auxiliary game (auxiliary game components) include various elements such as the number of times the electric chute 12D opens and the opening time for each opening. The pachinko game machine PY controls the auxiliary game using an auxiliary game control table. The auxiliary game control table stores the auxiliary game components. For example, as shown in FIG. 9(C), it is possible to associate the game state (non-time-saving state / time-saving state) with the auxiliary game control table. That is, it is possible to associate the auxiliary game components with the game state (non-time-saving state / time-saving state). The specific content of each element, such as the number of times it opens and the opening time, can be changed as appropriate.
[0106] The pachinko game machine PY can set the opening time of the electric chute 12D to be different between the auxiliary game in the non-time-saving state and the auxiliary game in the time-saving state. For example, in the auxiliary game in the non-time-saving state, the electric chute 12D opens for a first opening time, such as 0.2 seconds, during which it is difficult to get a game ball to enter the electric chute 12D. On the other hand, in the auxiliary game in the time-saving state, the electric chute 12D opens for a second opening time, such as two openings of 2.5 seconds with a 1.0-second interval (closing) between them, which is longer than the first opening time and makes it easier to get a game ball to enter the electric chute 12D.
[0107] In the following, the auxiliary game in the non-time-saving state is also called a "short-opening auxiliary game." On the other hand, the auxiliary game in the time-saving state is also called a "long-opening auxiliary game." The opening time of each auxiliary game is the total time of the auxiliary game, and it may be configured to open multiple times in one auxiliary game, for example, by opening once, closing once, and then opening again after an interval.
[0108] 3-2. Games related to special charts Next, a game related to the special chart will be explained. When the released game ball enters the first starting hole 11, the pachinko game machine PY can execute a special chart 1 lottery. When the special chart 1 lottery is executed, the special chart 1 display 81a performs a variable display of the special chart 1 (a static display after a variable display) to notify the result of the special chart 1 lottery. Here, the statically displayed special chart 1 has a jackpot pattern and a losing pattern. In other words, the results of the special chart 1 lottery include a jackpot and a losing pattern.
[0109] When a big win symbol is stopped and displayed, a big win game is executed, a new game state is set, and the game based on the winning is ended. When a losing symbol is stopped and displayed, the big win game is not executed, and the game based on the winning is ended.
[0110] Similarly, the pachinko game machine PY can execute a special drawing 2 lottery when the launched game ball enters the second starting hole 12. When the special drawing 2 lottery is executed, the special drawing 2 display 81b performs a variable display of the special drawing 2 (a static display after a variable display) to notify the result of the special drawing 2 lottery. Here, the statically displayed special drawing 2 has a jackpot pattern and a losing pattern. In other words, the results of the special drawing 2 lottery include a jackpot and a losing pattern.
[0111] When a big win symbol is stopped and displayed, a big win game is executed, a new game state is set, and the game based on the winning is ended. Furthermore, when a losing symbol is stopped and displayed, the big win game is not executed, and the game based on the winning is ended.
[0112] In the following, the entry of a game ball into the first start hole 11 is referred to as the "fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as the "fulfillment of the second start condition." In addition, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as the "fulfillment of the start condition." In addition, the losing special pattern is also referred to as the "losing special pattern" to distinguish it from the losing normal pattern described above.
[0113] When the start condition is satisfied, the pachinko game machine PY acquires special symbol-related judgment information and performs a special symbol lottery, and then performs a series of games such as variable display of special symbols and jackpot games. In order to perform variable display of special symbols, various judgments are made on the special symbol-related judgment information. The acquired special symbol-related judgment information includes special symbol random numbers, jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers, as shown in FIG. 8(B).
[0114] Special pattern random numbers are random numbers (determination information) for making jackpot determinations. Jackpot pattern type random numbers are random numbers (determination information) for making jackpot pattern type determinations. Reach random numbers are random numbers (determination information) for making reach determinations. Special pattern variation pattern random numbers are random numbers (determination information) for making special pattern variation pattern determinations. An appropriate range is set for each random number. Next, we will explain each determination made using special pattern related determination information.
[0115] 3-2-1. Jackpot determination The jackpot determination is to determine whether or not a jackpot has occurred (whether or not a jackpot game is executed), in other words, whether it is a jackpot or a miss, using a jackpot determination table. The jackpot determination table can be provided in association with a game state described later, for example, as shown in FIG. 10(A). Specifically, there are a jackpot determination table used in a normal probability state described later (hereinafter referred to as a "normal probability jackpot determination table") and a jackpot determination table used in a high probability state described later (hereinafter referred to as a "high probability jackpot determination table").
[0116] In each jackpot determination table associated with a game state, a special symbol random number determination value (special symbol random number determination value) is assigned to the jackpot and miss, which are the results of the jackpot determination. The pachinko game machine PY checks the acquired special symbol random number against the jackpot determination table associated with the game state to determine whether it is a jackpot or a miss. As shown in FIG. 10(A), the high probability jackpot determination table has more special symbol random number determination values determined as a jackpot than the normal probability jackpot determination table.
[0117] In addition, the method of allocating the special pattern random number judgment value to the jackpot probability and the results of various jackpot judgments can be changed as appropriate.
[0118] 3-2-2. Jackpot symbol type determination The jackpot symbol type determination is to determine the type of the jackpot symbol (jackpot symbol type) by using a jackpot symbol type determination table as shown in Fig. 10(B) when the result of the jackpot determination is a jackpot. It is possible to associate the content of the jackpot, in other words, the components of the jackpot (contents advantageous to the player) consisting of the game benefits given to the player, with the type of the jackpot symbol.
[0119] The jackpot symbol type determination table is associated with the type of special symbol (special symbol 1 / special symbol 2) that is variably displayed, in other words, the type of start port (first start port 11 / second start port 12) from which the winning that caused the jackpot symbol type determination (that caused the jackpot symbol type determination) was made. That is, the jackpot symbol type determination table includes a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.
[0120] A plurality of types of jackpot symbols can be set. In each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number determination value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko game machine PY checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of the jackpot symbol. In the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number determination value is appropriately assigned to each type of jackpot symbol.
[0121] The types of the jackpot pattern of the special chart 1 and the jackpot pattern of the special chart 2 can be set appropriately. For example, as shown in the jackpot pattern type determination table in FIG. 10(B), three types of jackpot patterns, jackpot pattern A, jackpot pattern B, and jackpot pattern C, can be set as the jackpot pattern of the special chart 1, and three types of jackpot patterns, jackpot pattern D, jackpot pattern E, and jackpot pattern F, can be set as the jackpot pattern of the special chart 2. As shown in the jackpot pattern type determination table in FIG. 10(B), the jackpot pattern type random number determination value is appropriately allocated to various jackpot patterns in the first jackpot pattern type determination table and the second jackpot pattern type determination table. The allocation rate of the jackpot pattern type can be appropriately changed. Also, the types of the jackpot pattern can be appropriately increased or decreased.
[0122] 3-2-3. Reach Judgment Reach judgment is, for example, when the result of the jackpot judgment is a miss, using a reach judgment table such as that shown in Figure 10 (C) to determine whether or not to generate a reach in the special chart change presentation described below.
[0123] The reach judgment table can be associated with a game state (non-time-saving state / time-saving state). When associated with a game state, for example, the reach judgment table includes a reach judgment table used in the non-time-saving state (non-time-saving reach judgment table) and a reach judgment table used in the time-saving state (time-saving reach judgment table).
[0124] In each reach judgment table, the reach random number judgment value (reach random number judgment value) is assigned to the reach judgment result of "reach (reach occurs)" and "not reach (reach does not occur)". Therefore, the pachinko game machine PY checks the acquired reach random number against the reach judgment table to judge whether it is reach or not (whether to generate a reach).
[0125] As shown in FIG. 10(C), it is possible to make the number of reach random number judgment values that are judged as "reach (occurs reach)" different between the non-time-saving reach judgment table and the time-saving reach judgment table. In the following, the result of reach judgment that is performed on the premise that the result of the jackpot judgment is a "miss", "reach (occurs reach)", is sometimes referred to as "reach with miss", and "no reach (no reach)" is sometimes referred to as "no reach miss". Also, "no reach miss" is sometimes referred to as "complete miss", and "reach with miss" is sometimes referred to as "reach miss".
[0126] 3-2-4. Special chart change pattern judgment The special pattern variation pattern determination is a process of determining the variation pattern of the variable display of the special pattern (special pattern variation pattern) using a special pattern variation pattern determination table (special pattern variation pattern determination table) such as those shown in Figures 11 to 12, regardless of whether the result of the jackpot determination is a jackpot or a miss.
[0127] The special chart change pattern is identification information for identifying specific items such as the special chart change time, the so-called "length" and the special chart change performance flow (performance content) described later. In addition to the special chart change time and the special chart change performance flow (performance content), the special chart change pattern can also include identification information regarding the result of the jackpot determination and the result of the reach determination. The type and number of special chart change patterns can be changed as appropriate.
[0128] The special pattern variation pattern judgment table can be associated with the type of special pattern (special pattern 1 / special pattern 2) that performs the variable display to be judged, in other words, the type of start port (first start port 11 / second start port 12) where the winning caused by the special pattern variation pattern judgment was made. That is, the special pattern variation pattern judgment table includes a special pattern variation pattern judgment table (special pattern 1 variation pattern judgment table: Figure 11) used when performing the variable display of special pattern 1, and a special pattern variation pattern judgment table (special pattern 2 variation pattern judgment table: Figure 12) used when performing the variable display of special pattern 2.
[0129] Each special chart fluctuation pattern determination table can be associated with a game state (non-time-saving state / time-saving state). Specifically, the special chart 1 fluctuation pattern determination table includes a special chart 1 fluctuation pattern determination table (non-time-saving special chart 1 fluctuation pattern determination table) used in the non-time-saving state and a special chart 1 fluctuation pattern determination table (time-saving special chart 1 fluctuation pattern determination table) used in the time-saving state. On the other hand, the special chart 2 fluctuation pattern determination table also includes a special chart 2 fluctuation pattern determination table (non-time-saving special chart 2 fluctuation pattern determination table) used in the non-time-saving state and a special chart 2 fluctuation pattern determination table (time-saving special chart 2 fluctuation pattern determination table) used in the time-saving state.
[0130] In addition, each special chart fluctuation pattern determination table associated with the game state (non-time-saving state / time-saving state) can be further associated with the jackpot determination result and the reach determination result. That is, the non-time-saving special chart 1 fluctuation pattern determination table and the time-saving special chart 1 fluctuation pattern determination table each have a jackpot, a reach with miss, and a reach without miss. Similarly, the non-time-saving special chart 2 fluctuation pattern determination table and the time-saving special chart 2 fluctuation pattern determination table each have a jackpot, a reach with miss, and a reach without miss.
[0131] Furthermore, the special chart 1 variation pattern determination table for each reach-free miss associated with the game state can also be associated with the special chart 1 reserved number. For example, there is a special chart 1 variation pattern determination table for reach-free miss used when the special chart 1 reserved number (U1) is 0 to 2, and a special chart 1 variation pattern determination table for reach-free miss used when the special chart 1 reserved number (U1) is 3 to 4. Similarly, the special chart 2 variation pattern determination table for each reach-free miss associated with the game state can also be associated with the special chart 2 reserved number. Specifically, there is a special chart 2 variation pattern determination table for reach-free miss used when the special chart 2 reserved number (U2) is 0 to 2, and a special chart 2 variation pattern determination table for reach-free miss used when the special chart 2 reserved number (U2) is 3 to 4.
[0132] Then, the special chart change display of the special chart change time according to the special chart change pattern determined by each special chart change pattern determination is performed by the special chart display device 81. Then, after the special chart change display, if the jackpot pattern is stopped and displayed as the display result of the special chart change display (the result of the special chart lottery), the next special chart change display is not performed immediately, and the jackpot game is subsequently executed.
[0133] In addition, it is possible to associate each special chart variation pattern with a special chart variation performance flow as shown in the third column from the right in the table of Figures 11 to 12. Here, we will explain a representative performance that constitutes the performance flow of the special chart variation performance associated with the special chart variation pattern.
[0134] The effects that make up the presentation flow of special chart change effects include normal changes, reaches, normal reaches (N reaches), long reaches (L reaches), special reaches (SP reaches), and battle effects.
[0135] The normal variation is a performance in which the stopped display of the performance pattern starts to change, and each of the performance patterns changes so quickly that it is difficult to recognize them, suggesting that the variable display of the special pattern has started. The special pattern change performance related to the no-reach miss variation (the part from the start of the change of the performance pattern to the stop of the change), and the part until the reach is established (confirmed) in the special pattern change performance where the reach occurs may be composed of normal variation.
[0136] N reach is a performance in which, immediately after a reach is established (confirmed) through normal fluctuation, the performance symbols constituting the reach are temporarily stopped at the same position and maintained for a specified time (for example, 10 seconds), while the remaining performance symbol decelerates and fluctuates at a slower speed than normal fluctuation. The expected probability of a big win suggested by N reach is higher than normal fluctuation, but lower than L reach and SP reach, which will be described later. If the special chart fluctuation performance ends with N reach, the remaining performance symbol that fluctuates at that slow speed stops. In the case of a miss, the remaining performance symbol stops at a different performance symbol from the performance symbols constituting the reach. If the special chart fluctuation performance does not end with N reach, the remaining performance symbol fluctuates again at high speed, and the reach develops (switches) from N reach to L reach to SP reach while maintaining the reach.
[0137] The L reach can be executed both in the case of a big win and in the case of a miss, and is an effect that indicates whether or not a big win game state will occur, and suggests that there is a possibility of a big win game state. Furthermore, the L reach is an effect that can be executed after, for example, an N reach, and is executed for a longer period of time than the N reach, suggesting a higher expectation of a big win than the N reach. In the L reach, the reached that has been established is maintained, but the effect patterns that constitute the reach are reduced in size and moved to a predetermined position that does not interfere with the background image compared to the N reach (for example, the left effect pattern EZ1 described later is at the top left of the display unit 50a, and the right effect pattern EZ3 is at the top right of the display unit 50a), and the background image is switched to that dedicated to the L reach (an image dedicated to the L reach is displayed). In the L reach, an animation image using 2DCG is mainly displayed on the display unit 50a. As the effect content of the L reach, an image of a scene different from the match related to the SP reach described later, such as the main character training to learn a special move, is displayed.
[0138] The SP reach can be executed both in the case of a big win and in the case of a miss, and is an effect that indicates whether or not a big win game state will occur, and suggests that there is a possibility of a big win game state. Furthermore, the SP reach is an effect that can be executed after, for example, an N reach, and is executed for a longer period of time than an L reach, suggesting a higher expectation of a big win than an L reach. In the SP reach, the reached state is maintained, but the effect patterns that constitute the reach are reduced and moved to a predetermined position that does not interfere with the background image compared to the N reach (for example, the left effect pattern EZ1 described later is at the top left of the display unit 50a, and the right effect pattern EZ3 is at the top right of the display unit 50a), and the background image is switched to a special SP reach image (a video specially for the SP reach is displayed). In the SP reach, a 3DCG image is mainly displayed on the display unit 50a. As the effect content of the SP reach, a video of a scene in which the team to which the main character belongs and the team to which the main character's rival belongs play a game is displayed.
[0139] The battle performance is an effect that can be executed after a reach during a time-saving state, for example, and is an effect that suggests a higher probability of a big win than normal fluctuation. In the battle performance, the reach that has been achieved is maintained, but the performance symbols that make up the reach are reduced in size and moved to a predetermined position (for example, the left performance symbol EZ1 is at the top left of the display unit 50a, and the right performance symbol EZ3 is at the top right of the display unit 50a), and the background image is switched to one dedicated to the battle performance (a video dedicated to the battle performance is played). In addition, in the battle performance, a 3DCG image is mainly displayed on the display unit 50a.
[0140] In addition, the "state in which the reach is maintained" in the N reach, L reach, SP reach, and battle performance includes not only the state in which the performance pattern constituting the reach in the N reach, L reach, SP reach, and battle performance is visible on the display unit 50a, but also the state in which the performance pattern constituting the reach is difficult or impossible to see from the display unit 50a for a certain period of time in relation to a dedicated background image. In addition, the performance contents of the normal variation, N reach, L reach, SP reach, and battle performance can be changed as appropriate. Furthermore, the performances constituting the special chart variation performance are not limited to these, and can be added or removed as appropriate.
[0141] Also, as shown in the second column from the right in the table of Figures 11 and 12, it is possible to give a name to the special chart variation pattern by associating it with the result of the jackpot determination and the content of the special chart variation performance, etc. Also, the special chart variation pattern related to the jackpot is sometimes collectively called "jackpot variation", and the special chart variation pattern related to the loss is sometimes collectively called "loss variation".
[0142] Furthermore, the special chart variation pattern in which the SP reach is performed regardless of the jackpot judgment result is sometimes collectively called "SP reach variation", the special chart variation pattern in which the L reach is performed is sometimes collectively called "L reach variation", and the special chart variation pattern in which the special chart variation performance ends with the N reach is sometimes collectively called "N reach variation". Also, the miss variation with a reach is sometimes collectively called "miss variation with reach", and the miss variation without a reach is sometimes collectively called "normal miss variation".
[0143] 3-2-5.Look-ahead judgment The pachinko game machine PY can perform a look-ahead judgment using, for example, a look-ahead judgment table as shown in FIG. 13 to FIG. 14 based on the acquired special chart-related judgment information before performing a jackpot judgment. The look-ahead judgment table can be associated with the type of start port (first start port 11 / second start port 12) related to the start winning, in other words, the type of special chart (special chart 1 / special chart 2) variably displayed by the start winning. That is, the look-ahead judgment table includes a first look-ahead judgment table (FIG. 13) in the case where the first start port 11 is won and the special chart 1 is variably displayed, and a second look-ahead judgment table (FIG. 14) in the case where the second start port 12 is won and the special chart 2 is variably displayed. Note that the look-ahead judgment based on the first look-ahead judgment table is also called the "first look-ahead judgment", and the look-ahead judgment based on the second look-ahead judgment table is also called the "second look-ahead judgment".
[0144] The look-ahead judgment table can also be associated with the game state (normal game state / high probability high base game state / low probability high base game state) described later. That is, the look-ahead judgment table includes a look-ahead judgment table used in the normal game state (look-ahead judgment table for normal game state), a look-ahead judgment table used in the high probability high base game state (look-ahead judgment table for high probability high base game state), and a look-ahead judgment table used in the low probability high base game state (look-ahead judgment table for low probability high base game state).
[0145] In other words, the look-ahead judgment tables include a first look-ahead judgment table used in a normal gaming state, a first look-ahead judgment table used in a high probability high base gaming state, a first look-ahead judgment table used in a low probability high base gaming state, a second look-ahead judgment table used in a normal gaming state, a second look-ahead judgment table used in a high probability high base gaming state, and a second look-ahead judgment table used in a low probability high base gaming state.
[0146] In addition, a special chart change pattern related to the variable display of the special chart performed by winning the starting gate 11, 12 is specified by the look-ahead judgment using the look-ahead judgment table shown in Figures 13 to 14. That is, before the variable display of the special chart based on the winning is performed, the special chart change pattern related to the variable display of the special chart is specified as a look-ahead judgment result. In the process of specifying the special chart change pattern, the type of the winning starting gate, whether or not the jackpot is won (jackpot / miss), and the type of jackpot pattern are also specified as look-ahead judgment results.
[0147] The result of the look-ahead judgment, which includes information on the special pattern variation pattern, is associated with the start winning command. As described later, the start winning command is transmitted to the performance control board 120 as a look-ahead judgment result when it is generated. It is possible to appropriately change what information is specified as the look-ahead judgment result. For example, the information on the type of the big win pattern can be generated as a separate command without being included in the start winning command.
[0148] As described above, the special chart display 81 performs variable display of the special chart by performing the jackpot determination, the jackpot pattern type determination, the reach determination, and the special chart change pattern determination. Then, when a losing pattern is displayed as a display result (a result of the special chart lottery) in the variable display of the special chart, if there is a reserved special chart, the next special chart is displayed as a variable display, and if there is no reserved special chart, the game is in a non-play state (so-called "waiting for customers state") in which no game such as the variable display of the special chart or the jackpot game is being played. On the other hand, when a jackpot pattern is displayed as a display result (a result of the special chart lottery) in the variable display of the special chart, the next special chart is not displayed as a variable display, and the jackpot game is played subsequently. Note that the determination of a loss in the jackpot determination and the display of a losing pattern in the variable display of the special chart are sometimes referred to as "missing / becoming a miss." In addition, the determination of a jackpot in the jackpot determination and the display of the jackpot symbol in the special variable display are sometimes referred to as "hitting a jackpot / becoming a jackpot." Next, a jackpot game will be described.
[0149] 3-3. Jackpot games The jackpot game includes multiple rounds of play accompanied by the opening and closing of the jackpot opening 14, an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of play, and an ending (also referred to as ED) from the end of the final round of play until the end of the jackpot game. Each round of play starts with the end of the opening 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 ending.
[0150] It is possible not to provide OP or ED. In the following, a predetermined number of rounds (predetermined order) of rounds will simply be called a "round." For example, the first round will be called "1R" and the 10th round will be called "10R."
[0151] The pachinko game machine PY controls the jackpot game using a jackpot game control table. The jackpot game control table can be set for each type of jackpot symbol. That is, it is possible to associate a jackpot game with a type of jackpot symbol. One type or multiple types of jackpot games can be set.
[0152] The jackpot game control table stores elements (jackpot game components) that make up a jackpot game. The jackpot game components include the number of rounds of play, the number of times the jackpot opening 14 is opened in each round of play, the type and opening time (opening pattern) of the jackpot opening for each opening, the time to close until the next opening (closing time), the opening time (opening time), and the ending time (ending time).
[0153] The pachinko game machine PY can control the jackpot game using a jackpot game control table as shown in Fig. 15(A), for example. That is, it is possible to set the types of jackpot games and the jackpot game components for each jackpot game as shown in Fig. 15(A). Here, the jackpot games set in Fig. 15(A) will be described.
[0154] In the jackpot game associated with the jackpot symbol A (hereinafter also referred to as the "first jackpot game"), ten round games are played. In each round game from 1R to 10R, the jackpot opening 14 is open for a maximum of 29.5 seconds per round game. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the first jackpot game until the start of the first round game. In addition, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round game until the end of the first jackpot game.
[0155] In the jackpot game associated with the jackpot symbol B (hereinafter also referred to as the "second jackpot game"), five rounds of play are played. In each round of play from 1R to 5R, the jackpot opening 14 is open for a maximum of 29.5 seconds per round. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the second jackpot game until the start of the first round of play. In addition, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round of play until the end of the second jackpot game.
[0156] In the jackpot game associated with the jackpot symbol C (hereinafter also referred to as the "third jackpot game"), five round games are played. In each round game from 1R to 5R, the jackpot opening 14 is opened for a maximum of 29.5 seconds per round game. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the third jackpot game until the start of the first round game. In addition, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round game until the end of the third jackpot game.
[0157] In the jackpot game associated with the jackpot symbol D (hereinafter also referred to as the "fourth jackpot game"), ten round games are played. In each round game from 1R to 10R, the jackpot opening 14 is opened for a maximum of 29.5 seconds per round game. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the fourth jackpot game until the start of the first round game. In addition, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round game until the end of the fourth jackpot game.
[0158] In the jackpot game associated with the jackpot symbol E (hereinafter also referred to as the "fifth jackpot game"), six round games are played. In each round game from 1R to 6R, the jackpot opening 14 is opened for a maximum of 29.5 seconds per round game. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the fifth jackpot game until the start of the first round game. In addition, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round game until the end of the fifth jackpot game.
[0159] In the jackpot game associated with the jackpot symbol F (hereinafter also referred to as the "sixth jackpot game"), six round games are played. In each round game from 1R to 6R, the jackpot opening 14 is opened for a maximum of 29.5 seconds per round game. In addition, there is an opening in which the jackpot opening 14 is kept closed for 10.0 seconds from the start of the sixth jackpot game until the start of the first round game. In addition, there is an ending in which the jackpot opening 14 is kept closed for 15.0 seconds from the end of the last round game until the end of the fifth jackpot game.
[0160] In each round of play, when a predetermined number of game balls (for example, 10 balls) are detected by the big prize opening sensor 14a, the big prize opening 14 is closed and the round of play ends even before the maximum opening time of the big prize opening 14 has elapsed. In addition, the type and specific contents of the big prize game components can be changed as appropriate.
[0161] In the jackpot game control table shown in Fig. 15(A), the type of jackpot game to be executed is determined by the type of jackpot symbol, but the jackpot game may be executed in a different manner. For example, a device capable of allocating to two winning slots may be provided in the game area 6, and when one winning slot is won, only a jackpot game consisting of a predetermined number of rounds is executed, while when the other winning slot is won, either a jackpot game consisting of more than the predetermined number of rounds or a jackpot game consisting of less than the predetermined number of rounds is executed with a predetermined probability by lottery or the like.
[0162] 3-4. Game status Next, the game states that the pachinko game machine PY can control will be described. The pachinko game machine PY has a jackpot game state in which a jackpot game is being played, and a non-jackpot game state in which a jackpot game is not being played. The non-jackpot game state includes a normal game state, which is a basic base game state, and a specific game state that is more advantageous to the player than the normal game state. The elements that are "advantageous to the player" in the specific game state include the jackpot probability and the ease of opening the second start hole 12. That is, the jackpot probability and the ease of opening the second start hole 12 can be associated with the specific game state.
[0163] The fact that the probability of winning a jackpot is favorable to the player means that the probability of winning a jackpot is higher than in the normal game state, making it easier to win a jackpot. Also, the fact that the ease of opening the second start hole 12 is favorable to the player means that the ease of opening the second start hole 12 is higher than in the normal game state, making the opening time of the second start hole 12 longer per unit time.
[0164] The specific game states can be set to three types: a first specific game state in which both the probability of winning a jackpot and the opening time per unit time of the second start port 12 are advantageous to the player, a second specific game state in which only the probability of winning a jackpot is advantageous to the player, and a third specific game state in which only the opening time per unit time of the second start port 12 is advantageous to the player. Note that it is also possible to install only some of the three specific game states in the pachinko game machine PY, without installing all of these three types of specific game states.
[0165] Here, as a partial gaming state focusing on the jackpot probability, a state in which the jackpot probability is higher than in the normal gaming state and is advantageous to the player in terms of the jackpot probability is called a "high probability state." In contrast, a state in which the jackpot probability is the normal probability in the normal gaming state and is not advantageous to the player in terms of the jackpot probability is called a "normal probability state."
[0166] In addition, as a partial game state focusing on the opening time of the second start hole 12 per unit time, a state in which the opening time of the second start hole 12 per unit time is longer than the normal game state and the ease of opening the second start hole 12 is advantageous to the player is called a "time-saving state." In contrast, a state in which the opening time of the second start hole 12 per unit time is the opening time in the normal game state and the ease of opening the second start hole 12 is not advantageous to the player is called a "non-time-saving state."
[0167] Here, the non-time-saving state and the time-saving state will be explained in detail. As mentioned above, in the time-saving state, the electric chute 12D is opened for a longer period of time per unit time than in the non-time-saving state. In other words, in the time-saving state, it is easier to win the second starting hole 12 than in the non-time-saving state. Here, a specific method for making it easier to win the second starting hole 12 in the time-saving state than in the non-time-saving state will be explained.
[0168] For example, by making the time-saving state a state in which the normal map variation time is more likely to be shorter than in the non-time-saving state, it is possible to make it easier to win the second starting hole 12 in the time-saving state. For example, as described above, regardless of the result of the winning judgment, in the time-saving state, the normal map variation time (5.0 seconds) is determined to be shorter than the normal map variation time (30.0 seconds) determined in the non-time-saving state. As a result, the number of times the normal map lottery is executed per unit time is greater in the time-saving state. In this case, regardless of the difference between the non-time-saving state and the time-saving state, if the probability of winning in the winning judgment and the opening time of the electric chute 12D in one auxiliary play are the same, the opening time of the electric chute 12D per unit time is longer by the number of times the normal map lottery is executed per unit time.
[0169] In addition, by making the time-saving state a state in which the opening time of the electric chute 12D in one auxiliary game is likely to be longer than in the non-time-saving state, it is possible to make it easier to win the second starting hole 12 in the time-saving state. For example, as described above, in the non-time-saving state, the electric chute 12D is opened for 0.2 seconds in one auxiliary game, whereas in the time-saving state, the electric chute 12D is opened for a total of 5.0 seconds in one auxiliary game. In this case, regardless of the difference between the non-time-saving state and the time-saving state, if the probability of winning in the hit judgment and the normal map fluctuation time are the same, the number of times the auxiliary game is performed per unit time will be the same, so that the opening time of the electric chute 12D in one auxiliary game will be longer by the amount that the opening time of the electric chute 12D in one auxiliary game is longer.
[0170] Furthermore, by making the time-saving state a state in which a hit is more likely to be determined in a hit judgment than in a non-time-saving state, it is possible to make it easier to win the second starting hole 12 in the time-saving state. For example, as described above, in the non-time-saving state, a hit is determined in a hit judgment with a probability of 6600 / 65536, whereas in the time-saving state, a hit is determined in a hit judgment with a probability of 59936 / 65536. In this case, regardless of the difference between the non-time-saving state and the time-saving state, if the opening time of the electric chute 12D and the normal chart fluctuation time in one auxiliary game are the same, the probability of a hit being determined in the hit judgment is higher, so the number of hit judgments per unit time increases, and the opening time of the electric chute 12D per unit time becomes longer.
[0171] In this way, the three conditions that it is easier to win a jackpot in the time-saving state than in the non-time-saving state, that the normal game time is easier to shorten, and that the opening time of the electric chute 12D in one auxiliary game is easier to be long are met, so that in the time-saving state, the opening time of the electric chute 12D per unit time is longer than in the non-time-saving state, making it easier to win a prize in the second starting hole 12. As a result, the so-called "base", which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a jackpot without significantly reducing the number of game balls owned compared to the normal game state. In other words, it can be said that the time-saving state is more advantageous for the player than the non-time-saving state.
[0172] In the time-saving state, it is acceptable for only some of the three conditions to be met in order to lengthen the opening time per unit time of the second starting hole 12. Ultimately, in the time-saving state, the opening time per unit time of the electric chute 12D is longer than in the non-time-saving state, so that it is easier to win at the second starting hole 12.
[0173] In addition, in the time-saving state, a special chart change pattern with a short special chart change time may be selected more easily than in the non-time-saving state, so that the number of times the special chart variable display is executed per unit time is small, or the average special chart change time is low. As a result, in the time-saving state, the pace at which the reserved special chart is consumed is faster, and effective winning (winning that can be stored as reserved special chart) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.
[0174] In the following, the first specific gaming state will be referred to as the "high probability high base gaming state", the second specific gaming state as the "high probability low base gaming state", and the third specific gaming state as the "low probability high base gaming state" in relation to the advantageous content of each specific gaming state to the player. Furthermore, the normal gaming state will be referred to as the "low probability low base gaming state".
[0175] Thus, the low-probability, low-base gaming state can be said to be a gaming state controlled by the normal probability state and the non-time-saving state. Similarly, the low-probability, high-base gaming state can be said to be a gaming state controlled by the normal probability state and the time-saving state, the high-probability, low-base gaming state can be said to be a gaming state controlled by the high probability state and the non-time-saving state, and the high-probability, high-base gaming state can be said to be a gaming state controlled by the high probability state and the time-saving state.
[0176] In this way, the pachinko game machine PY can be controlled in a low probability low base game state, a low probability high base game state, a high probability low base game state, a high probability high base game state, and a jackpot game state. In the jackpot game state, the big prize winning port 14 is open for a long time, and a large amount of game balls can be obtained, so the jackpot game state can also be said to be an advantageous game state for the player. Therefore, the jackpot game state and the specific game state can also be said to be "advantageous game states" that are more advantageous to the player than the normal game state.
[0177] The high probability high base game state and the high probability low base game state are game states that are more advantageous to the player than the low probability low base game state in that the probability of winning is higher than the normal probability state. The high probability high base game state and the low probability high base game state are game states that are more advantageous to the player than the low probability low base game state in that the ease of winning in the second start port 12 is higher than in the non-time-saving state. Furthermore, in the big win game state, the big win port 14, which has more winning balls per win than the first start port 11 and the second start port 12, opens, so the big win game state is a game state that is more advantageous to the player than the low probability low base game state.
[0178] When the power supply of the pachinko game machine PY is turned on, the normal game state is set first. The big win game state is set by the stop display of the big win symbol. On the other hand, the special game state is set by winning the big win and playing the big win game. Next, the setting of the special game state will be explained.
[0179] 3-5. Setting specific game states The pachinko game machine PY can set a new specific game state when the big win game ends. In other words, after the big win game, the game can be controlled and progressed in the specific game state. The duration of this specific game state can be set appropriately. For example, the specific game state can be made to continue until the next big win is won. In addition, the duration for which the specific game state can continue can also be limited.
[0180] When the duration of the specific game state is limited, the specific game state can be terminated when the termination condition for the duration is satisfied. Then, when the specific game state is terminated, the normal game state can be set. Also, for the high-probability high-base game state, when the termination condition is satisfied, the low-probability high-base game state or the high-probability low-base game state can be set. In this case, the newly set low-probability high-base game state or the high-probability low-base game state may be continued until the next big win is won. Also, the same or different termination condition may be set for the newly set low-probability high-base game state or the high-probability low-base game state, and when the termination condition is satisfied, the normal game state may be set.
[0181] In addition, the termination condition for the duration of the specific game state can be set appropriately. For example, the number of times the special chart variable display is executed can be set as the termination condition. In addition, the termination condition is not limited to the number of times the special chart variable display is executed, but can be set to the elapsed time after the big win game, the number of game balls shot after the big win game, the number of times passing through the gate 13 after the big win game, or the derivation of the result of the termination in a lottery (so-called "fall lottery") on whether or not to terminate the specific game state. Furthermore, these elements may be set as the termination condition alone, or may be set in combination.
[0182] These termination conditions may be set to the same for all specific game states that can be set after a big win game, or may be set for some of the specific game states that can be set. Furthermore, the termination conditions may be different for each specific game state.
[0183] Furthermore, the specific game state controlled after the jackpot game, the presence or absence of the end condition, and the contents of the end condition can be associated with the jackpot symbol type related to the jackpot game. For example, when the jackpot symbol type is set as described above, as shown in FIG. 15(B), the game may be controlled in a high probability high base game state after the end of the jackpot game related to the jackpot symbol A, the jackpot symbol B, and the jackpot symbol D. Here, the high probability high base game state can be continued until the jackpot is won without setting an end condition. Furthermore, the game may be controlled in a low probability high base game state after the end of the jackpot game related to the jackpot symbol C and the jackpot symbol E. Here, an end condition can be set for the low probability high base game state, and the end condition can be set to 100 times of special symbol variable display. Note that the relationship between the jackpot type symbol and the specific game state controlled after the jackpot game, the presence or absence of the end condition, and the contents of the end condition are only examples, and are not limited to these.
[0184] Also, focusing on the gaming profit of the jackpot, a jackpot in which the game proceeds in a high probability state after the jackpot game is also called a "high probability jackpot". Furthermore, a jackpot in which the game proceeds in a high probability state and time-saving state after the jackpot game is also called a "variable jackpot". In addition, a jackpot in which the game proceeds in a normal probability state and time-saving state after the jackpot game is also called a "time-saving jackpot".
[0185] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY will be described with reference to Figures 16 to 32. Note that, for the purposes of effect, the pachinko gaming machine PY is associated with a baseball story as a theme featuring a main character and an enemy character.
[0186] 4-1.Performance mode First, the presentation mode will be explained. The presentation mode is a category of presentation (or a higher-level conceptual attribute). The pachinko game machine PY can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.
[0187] The customer waiting performance mode can be set when the special chart variable display is not performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state" and "high probability high base game state", and is a performance mode indicating a standby state in which the special chart variable display is not performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in FIG. 16(A), a customer waiting demo video G100 introducing the pachinko game machine PY is displayed on the display unit 50a. In addition, when the customer waiting demo video G100 is displayed and the first performance button 41k is operated, a setting screen G101 for setting the performance of the pachinko game machine PY is displayed as shown in FIG. 16(B). The settings related to the performance include the volume setting of the sound output from the speaker 52, the brightness setting of the display unit 50a, and the frequency setting of the performance to be executed. The items of the settings related to the performance can be set appropriately. In addition, the setting screen G101 can be prevented from being displayed during the customer waiting demo video G100 by the player's operation.
[0188] The normal presentation mode can be set in the "low probability low base game state" and is a presentation mode that indicates a normal game state. In addition, a plurality of lower presentation modes belonging to the normal presentation mode can be provided. For example, a first normal presentation mode, a second normal presentation mode, a third normal presentation mode, etc. can be provided as lower hierarchical presentation modes belonging to the normal presentation mode.
[0189] In the following, the lower-level presentation modes belonging to the presentation modes are also referred to as "presentation stages". Accordingly, the first normal presentation mode is also referred to as the "first normal presentation stage", the second normal presentation mode is also referred to as the "second normal presentation stage", and the third normal presentation mode is also referred to as the "third normal presentation stage". In addition, unless there are special circumstances, the presentation mode that is set when the special chart variation display is started for the first time after the power of the pachinko game machine PY is turned on is basically the first normal presentation stage (first normal presentation mode). However, the type of presentation mode that is set for the first time is not particularly limited and may be changed as appropriate.
[0190] In this way, when multiple performance stages belonging to the normal performance mode are provided, the performance stages can be switched in sequence repeatedly when a predetermined switching condition is met. The switching condition can be set appropriately, but for example, the switching condition can be set to a predetermined number of special chart variable performances being performed without winning a jackpot. Furthermore, the switching condition can be set to a specific performance, such as a special chart variable performance based on a SP reach miss variation.
[0191] In addition, as described later, a reach may occur in the special chart change performance, but the special chart change performance can be divided into the entire section of the special chart change performance when the reach does not occur, the front part before the reach is established when the reach occurs, and the rear part after the reach is established when the reach occurs. The front part is composed of the "normal change" described above.
[0192] In the first part of the first normal production stage, the display unit 50a displays a background image (FIG. 17(A): first normal background image G111) that mainly shows the scenery of the city. In the first part of the second normal production stage, the display unit 50a displays a background image (FIG. 17(B): second normal background image G112) that mainly shows the grounds of a baseball field. In the first part of the third normal production stage, the display unit 50a displays a background image (FIG. 17(C): third normal background image G113) that mainly shows the inside of a restaurant. On the other hand, in the latter parts of the first to third normal production stages, the first normal background image G111, the second normal background image G112, and the third normal background image G113 are not displayed, and a dedicated background image according to the type of reach in the normal production mode is displayed.
[0193] In addition, the dedicated background image corresponding to the type of reach in the normal presentation mode may be a background image common to the normal presentation mode regardless of the type of presentation stage, or may be a different background image for each presentation stage.
[0194] Also, the normal presentation mode may be set in the "high probability low base game state", and the normal presentation mode may be set as a presentation mode indicating a non-time-saving state. Alternatively, a predetermined presentation mode different from the normal presentation mode may be set only in the "high probability low base game state". Furthermore, a predetermined presentation mode different from the normal presentation mode may be set in the low probability low base game state and the high probability low base game state that occur under certain conditions.
[0195] The probability variation presentation mode can be set in the "high probability high base game state" and is a presentation mode that indicates a high probability high base game state. In the first part of the probability variation presentation mode, for example, as shown in FIG. 17(D), a background image (probability variation background image G120) representing the universe is displayed on the display unit 50a, and probability variation BGM is output from the speaker 52. In addition, in the latter part of the probability variation presentation mode, a dedicated background image according to the type of reach in the probability variation presentation mode is displayed.
[0196] The time-saving performance mode can be set in the "low probability high base game state" or the "high probability high base game state", and is a performance mode that indicates that the game is in either the low probability high base game state or the high probability high base game state, and is at least in the time-saving state. In the first part of the time-saving performance mode, for example, as shown in FIG. 17(E), a background image showing the sky (time-saving background image G130) is displayed on the display unit 50a, and time-saving BGM is output from the speaker 52. In addition, in the second part of the time-saving performance mode, a dedicated background image according to the type of reach in the time-saving performance mode is displayed.
[0197] In addition, the time-saving presentation mode is set only in a low-probability, high-based game state, and can also be set as a presentation mode indicating that the game state is a low-probability, high-based game state.
[0198] In addition, for either or both of the probability variation presentation mode and the time-saving presentation mode, similarly to the normal presentation mode, a plurality of presentation stages for that presentation mode may be provided, and when a predetermined switching condition is met, the presentation stage may be switched.
[0199] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in the "jackpot game state", and is a presentation mode that indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of a jackpot game, as shown in FIG. 18(A), a jackpot opening presentation is performed in which an opening image G1 suggesting the start of a jackpot game and a right-hit image G2 encouraging a "right hit" are displayed on the display unit 50a. In addition, during the opening, a background image (opening background image G200) according to the type of jackpot game is displayed on the display unit 50a as a jackpot opening presentation, against the background of the opening image G1 and the right-hit image G2.
[0200] In the big win presentation mode, during a round play in a big win game, as shown in Fig. 18(B), the display unit 50a displays the right hit image G2 continuously from the opening, and displays a round image G3 indicating the number of rounds and a number of prize balls image G4 indicating the number of prize balls paid out. In addition, during a round play, as a round presentation, a background image (round background image G201) corresponding to the type of big win game is displayed on the display unit 50a in the background of the right hit image G2, the round image G3, and the number of prize balls image G4, and BGM corresponding to the type of big win game is output from the speaker 52.
[0201] Furthermore, during the ending of the jackpot game, as shown in Fig. 18(C), the display unit 50a displays an ending image G5 suggesting the presentation mode set after the jackpot game and a total number of prize balls image G6 suggesting the total number of prize balls paid out, to perform a jackpot ending presentation. In addition, during the ending, the display unit 50a displays a background image (ending background image G202) according to the type of jackpot game as the background of the ending image G5 or the total number of prize balls image G6.
[0202] In the following description, the jackpot opening effect, the round effect, and the jackpot ending effect are collectively referred to as "jackpot game effects" as effects executed in a jackpot game. That is, the jackpot game effects are performed in a jackpot effect mode.
[0203] 4-2. Special chart change performance Next, the special chart variation performance will be explained. When the variable display of the special chart is started, the pachinko game machine PY executes the special chart variation performance based on the special chart variation pattern related to the variable display of the special chart and the special chart lottery result (the big win determination result, the big win pattern type determination result, the reach determination result, and the special chart variation pattern determination result).
[0204] In the special pattern variation performance, the display unit 50a displays the variation of the performance pattern superimposed on a predetermined background image. In the variation display of the performance pattern, the performance pattern changes and then stops. In other words, after the special pattern variation time and the variation display of the performance pattern are performed, the variation stops and the performance pattern is displayed as stopped. And basically, the result of the special pattern lottery is announced by the display of the stopped performance pattern.
[0205] In addition, in the special chart variation performance performed on the display unit 50a, it is possible to use images other than the variation display of the performance pattern. Furthermore, in addition to the image display device 50 including the display unit 50a, it is possible to perform special chart variation performance using various performance devices such as a speaker 52, a frame lamp 53, a board moving device 55, a first performance button device 41, and a second performance button device 42.
[0206] Next, in the special chart variable performance executed according to the special chart variable display, the performance pattern displayed on the display unit 50a will be explained. The performance pattern is also identification information for indicating the special chart lottery result, and multiple types are provided. In detail, one of the components of the performance pattern constitutes identification information for indicating the special chart lottery result, and multiple types of performance patterns are provided depending on the difference in the identification information.
[0207] For example, as shown in FIG. 19(A), nine performance patterns can be provided by configuring the numbers 1 to 9. The performance pattern including the number "1" is designated as performance pattern G10a. Similarly, the performance patterns including the numbers "2" to "9" are designated as performance patterns G10b to G10e. For convenience, when individual performance patterns are treated without distinction, they are collectively referred to as "performance pattern G10."
[0208] In addition, the number parts of the performance patterns G10c and G10g relating to "3" and "7" are red, and the number parts of the performance patterns G10a, G10b, G10d, G10e, G10f, G10h, and G10i relating to "1", "2", "4", "5", "6", "8", and "9" are blue. That is, color is included in the components of the performance pattern G10. Note that the configuration of the performance pattern G10 and what is set as the identification information may be changed appropriately. For example, other components such as characters associated with each number may be added to the performance pattern G10.
[0209] Next, the effect pattern display area for displaying the effect pattern G10 will be described. For example, as shown in Fig. 19(B), the left side, center, and right side of the display unit 50a divided horizontally into three approximately equal parts can be the left effect pattern area 50b1, the middle effect pattern area 50b2, and the right effect pattern area 50b3. The effect pattern G10 is displayed in each of the left effect pattern area 50b1, the middle effect pattern area 50b2, and the right effect pattern area 50b3.
[0210] And, mainly in the first part of the special chart change performance, the performance pattern G10 displayed in the left performance pattern area 50b1 is collectively referred to as "left performance pattern EZ1", the performance pattern G10 displayed in the middle performance pattern area 50b2 is collectively referred to as "middle performance pattern EZ2", and the performance pattern G10 displayed in the right performance pattern area 50b3 is collectively referred to as "right performance pattern EZ3". That is, the performance pattern G10 consisting of the numbers 1 to 9 is displayed in the left performance pattern area 50b1, the middle performance pattern area 50b2, and the right performance pattern area 50b3 in common, but when distinguishing the performance pattern G10 by the relative display position, it is written as the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3.
[0211] As described later, in the special chart variation performance, the performance symbols EZ1 to EZ3 are displayed in a variable manner, but ultimately, the performance symbols EZ1 to EZ3 are displayed in a manner that indicates the special chart lottery result (jackpot determination result, jackpot pattern type, reach determination result). When a jackpot is announced as the special chart lottery result, the performance symbols EZ1 to EZ3 are displayed in a stopped manner so that three performance symbols G10 of the same number are lined up horizontally (so-called "double numbers"). Therefore, in the following, the performance symbols G10 consisting of the same numbers that constitute the performance symbols EZ1 to EZ3 that are displayed in a stopped manner when announcing a jackpot are referred to as "jackpot performance symbols". For example, when the performance symbols EZ1 to EZ3 are displayed in a stopped manner as "7·7·7", the jackpot performance symbol is "performance symbol G10g", and when they are displayed in a stopped manner as "9·9·9", the jackpot performance symbol is "performance symbol G10i". Furthermore, the jackpot performance symbols may be abbreviated by the numbers included in the performance symbols. For example, if the jackpot performance symbol is "performance symbol G10g", the jackpot performance symbol will be "7", and if the jackpot performance symbol is "performance symbol G10i", the jackpot performance symbol will be "9". As described later, in the special chart variation performance, the special chart lottery result is completely displayed when the performance symbols EZ1 to EZ3 are definitely stopped and displayed. However, basically, in the middle of the special chart variation performance, the performance symbols EZ1 to EZ3 are provisionally displayed (provisionally displayed) before the performance symbols EZ1 to EZ3 are definitely displayed. This is because the contents of the performance symbols EZ1 to EZ3 that were once provisionally displayed may change. For example, after the performance symbols EZ1 to EZ3 are temporarily displayed in a manner indicating a certain jackpot (relatively disadvantageous to the player), they may be changed to a manner indicating another jackpot (relatively advantageous to the player). Therefore, when the performance symbols EZ1 to EZ3 are temporarily displayed in a manner indicating a jackpot in this way for the first time (before being changed), the performance symbols G10 consisting of the same numbers that constitute the performance symbols EZ1 to EZ3 are also called "jackpot performance symbols".
[0212] In addition, in the special chart variation performance, the variation display of the performance symbols EZ1 to EZ3 is performed, but in the middle of the variation display of the performance symbols EZ1 to EZ3, a reach may be performed in which the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped (provisionally stopped) with the performance symbol G10 of the same number. As described later, a reach is a performance that suggests that there is a possibility of a jackpot game state, and the reaching increases the chance of a jackpot. Therefore, the performance symbol G10 consisting of the same number that constitutes the left performance symbol EZ1 and the right performance symbol EZ3 related to the reach is called a "reach performance symbol." For example, when the left performance symbol EZ1 and the right performance symbol EZ3 are temporarily stopped with the performance symbol G10a of "1", the reach performance symbol is "performance symbol G10a", and when they are temporarily stopped with the performance symbol G10a of "3", the reach performance symbol is "performance symbol G10c". Furthermore, the reach performance pattern may be abbreviated by the number included in the performance pattern. For example, if the reach performance pattern is "performance pattern G10a", the reach performance pattern is abbreviated as "1", and if the reach performance pattern is "performance pattern G10c", the reach performance pattern is abbreviated as "3".
[0213] Also, as shown in FIG. 19(B), a small pattern area 50c for variably displaying small patterns can be provided in a section at the left end (lower left corner) of the lower end of the display section 50a. In the small pattern area 50c, the small patterns can be variably displayed according to the variable display of the special pattern. The design of the small patterns can be set appropriately, but for example, the number part of the performance pattern G10 can be reduced as it is.
[0214] In addition, in Figure 19 (B), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly shown with dotted lines, but this is written to indicate the extent of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed.
[0215] As described above, the special chart variation performance flow includes normal variation, N reach, L reach, SP reach, and battle performance. Here, some of these will be described.
[0216] 4-2-1. Normal fluctuation In the pachinko game machine PY, in the special chart variation performance, it is possible to perform a normal variation first. The normal variation functions as a performance that suggests that the variable display of the special chart has started. Next, the normal variation will be specifically explained. As small symbols, the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 corresponding to the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 are variably displayed in the small symbol area 50c.
[0217] For example, as shown in Fig. 20(A), in the display unit 50a, the left performance pattern EZ1, the middle performance pattern EZ2, and the right performance pattern EZ3 are displayed in a stopped state, and the left small pattern KZ1, the middle small pattern KZ2, and the right small pattern KZ3 are displayed in a stopped state, and the special pattern is not displayed in a variable manner. When the special pattern variable display starts from the state of waiting for the special pattern variable display, as shown in Fig. 20(B), the special pattern variable display starts with the start. Specifically, the variable display of the performance patterns EZ1 to EZ3 starts, and the variable display of the left small pattern KZ1, the middle small pattern KZ2, and the right small pattern KZ3 starts.
[0218] The display mode of the variable display of the performance symbols EZ1 to EZ3 and the display mode of the variable display of the small symbols KZ1 to KZ3 can be made different. For example, the variable display of the performance symbols EZ1 to EZ3 can be made by scrolling each of the performance symbols EZ1 to EZ3 from the top to the bottom of the display unit 50a, and the variable display of the small symbols KZ1 to KZ3 can be made by replacing each of the small symbols KZ1 to KZ3 one after another at a fixed position. In addition, the display mode of the variable display of the performance symbols EZ1 to EZ3 and the display mode of the variable display of the small symbols KZ1 to KZ3 can be made the same.
[0219] Also, the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are displayed changing at high speed immediately after the start of the changing display. While the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are displayed changing at high speed, the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are basically displayed with transparency that allows the images on the background side such as the background images G111 to G114 to be easily seen.
[0220] If the special chart change pattern of the variable display of the special chart is a special chart change pattern of a no-reach miss (for example, a normal miss change), a reach does not occur, and with the end of the variable display of the special chart (stop display of the special chart), the stop display of the performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3 is performed with a miss number (so-called "barake number") specific to a no-reach miss.
[0221] For example, as the performance patterns EZ1 to EZ3 stop, first, as shown in Figure 20(C), the left performance pattern EZ1 temporarily stops (temporarily stops) at approximately the center in the vertical direction, then, as shown in Figure 20(D), the right performance pattern EZ3 temporarily stops (temporarily stops) at approximately the center in the vertical direction, and further, as shown in Figure 20(E), the middle performance pattern EZ2 temporarily stops (temporarily stops) at approximately the center in the vertical direction.
[0222] Finally, the performance symbols EZ1 to EZ3, which are temporarily stopped (provisionally stopped) in a horizontal line in the approximate vertical center position, stop completely all at once as shown in Fig. 20(F), and the stop is confirmed (the performance symbols EZ1 to EZ3 are displayed as stopped). When the performance symbols EZ1 to EZ3, which were temporarily stopped (provisionally stopped), stop completely with a sparse pattern, that is, when the performance symbols EZ1 to EZ3 are displayed as definitely stopped, the three small symbols KZ1 to KZ3 stop all at once with the same sparse pattern as the performance symbols EZ1 to EZ3, and the small symbols KZ1 to KZ3 are also displayed as stopped.
[0223] In addition, the fact that the performance symbols EZ1 to EZ3 are temporarily stopped means that the performance symbols EZ1 to EZ3 do not move significantly like a scroll display, but rather sway slightly or move back and forth slightly in place. Therefore, strictly speaking, the state in which the performance symbols EZ1 to EZ3 are temporarily stopped and the state in which the performance symbols EZ1 to EZ3 are definitely stopped are different, but these temporary stop displays and definite stop displays are sometimes broadly referred to as "stop displays." Also, in the example of FIG. 20, when the performance symbols EZ1 to EZ3 are stopped and displayed, the performance symbols stop in the order of left performance symbol EZ1 → right performance symbol EZ3 → center performance symbol EZ2, but the order (method) of stopping is not limited to this and can be set appropriately.
[0224] Reach Next, the establishment of a reach will be explained. Even if the special chart variable display pattern of the special chart is a reach-with-miss special chart variable pattern (for example, N miss variation), basically, in the same manner as the above-mentioned reach-without-miss case, in the display unit 50a, as shown in Fig. 21(A), the performance symbols EZ1 to EZ3 are definitely displayed as still, and the small symbols KZ1 to KZ3 are displayed as still, and the variable display of the special chart starts, and as shown in Fig. 21(B), the variable display of the performance symbols EZ1 to EZ3 starts, and the variable display of the small symbols KZ1 to KZ3 starts.
[0225] After that, after a predetermined time has elapsed, as shown in FIG. 21(C), the left performance symbol EZ1 relating to the number "5" stops provisionally (temporarily) at approximately the center in the vertical direction, and then, as shown in FIG. 21(D), the right performance symbol EZ3 relating to the same number "5" stops provisionally (temporarily) in a horizontal line at approximately the center in the vertical direction, and a reach is established. When a reach is established, an image (reach establishment suggestion image) G11 indicating that a reach has been established is displayed. Note that even if a reach is established with the left performance symbol EZ1 and the right performance symbol EZ3, the variable display of the small symbols KZ1 to KZ3 continues.
[0226] Furthermore, in the example of FIG. 21, when a reach is achieved, the performance symbols temporarily stop (provisionally stop) in the order of left performance symbol EZ1 → right performance symbol EZ3, but the order (method) of the temporary stops is not limited to this and can be set appropriately. The number of the performance symbols that make up the reach is also not limited to "5". The position where the symbols temporarily stop (provisionally stop) is also not limited to approximately the center position in the vertical direction. The direction in which the performance symbols that make up the reach are lined up is also not limited to the horizontal direction and may be other directions such as diagonal directions.
[0227] In this way, the entire period of the special chart change performance in the case of a miss without a reach and the section from the start of the special chart change performance to the time of the reach being established in the case of a reach can be set as a normal change. However, the time until the reach is established can be appropriately set based on the special chart change pattern, etc. Furthermore, it is also possible to execute various notice performances such as the so-called "pseudo consecutive", cut-in notice, and dialogue notice before the reach is established. Alternatively, it is also possible to enter a so-called "zone" before the reach is established.
[0228] 4-2-3.N Reach The pachinko game machine PY can perform N-reach when a reach is established after a normal fluctuation. N-reach is a performance that suggests that the result of the special drawing may be a "jackpot" and functions as a performance to make the player expect a jackpot. Next, N-reach will be specifically explained.
[0229] When a reach is established, an N reach is performed from that point, as shown in Fig. 21(D), for example. In an N reach, the state when the reach is established is maintained for a predetermined time (for example, 10 seconds) as shown in Fig. 22(A). When an N reach is started, the medium performance pattern EZ2, which is changing (scrolling) at high speed in the normal mode, gradually slows down as shown in Fig. 22(B).
[0230] When the special pattern change pattern of the variable display of the special pattern is a special pattern change pattern with reach and miss (for example, N miss change), the center performance pattern EZ2 is temporarily stopped (provisionally stopped) at the approximately center position in the vertical direction from the state where the reach is established, and the stop display of the performance pattern indicating the miss is performed. At this time, since the reach is established, the center performance pattern EZ2 consisting of a number different from the number that constitutes the reach ("4" in FIG. 22(C-1)) is temporarily stopped as shown in FIG. 22(C-1). Then, with the end of the variable display of the special pattern (stop display of the special pattern), the provisional stop state becomes a complete stop state as shown in FIG. 22(D-1), and the stop display of the left performance pattern EZ1, the center performance pattern EZ2, and the right performance pattern EZ3 is performed with a miss eye specific to the reach and miss.
[0231] In addition, when the performance symbols EZ1 to EZ3 that were temporarily stopped (provisionally stopped) completely stop with a miss that is specific to a reach-with-miss, that is, when the stop display of the performance symbols EZ1 to EZ3 is performed, the three small symbols KZ1 to KZ3 stop all at once with the same miss that is specific to a reach-with-miss as the performance symbols EZ1 to EZ3, and the stop display of the small symbols KZ1 to KZ3 is also performed. Note that the contents of the N reach can be changed or added as appropriate.
[0232] If the special chart change performance does not end with the N reach, when the remaining unstopped middle performance pattern EZ2 changes again at high speed, as shown in Figure 22 (C-2), the entire display section 50a will gradually turn white, and after whitening out, it may develop (switch) to an L reach or SP reach, as shown in Figure 22 (D-2).
[0233] 4-2-4.L reach The pachinko game machine PY can perform an L reach after an N reach. The L reach is an effect that suggests that the result of the special drawing is more likely to be a "jackpot" than the N reach, and functions as an effect to make the player expect a jackpot. The established reach is maintained even in the L reach, but for example, as shown in FIG. 23(A), at the start of the L reach, the effect patterns EZ1 and EZ3 that constitute the reach are reduced and moved to a predetermined position that does not overlap with the small pattern area 50c on the display unit 50a (for example, the left effect pattern EZ1 is at the top left of the display unit 50a, and the right effect pattern EZ3 is at the top right of the display unit 50a).
[0234] Also, at the start of an L reach, for example, as shown in Fig. 23(A), a background image dedicated to the L reach (background image for L reach G114) is displayed on the display unit 50a. The background image for L reach G114 is composed of a video in which a specific story unfolds. The content of the story of the video related to the background image for L reach G114 can be set appropriately, but in a basic embodiment, it is composed of the content that the main character confesses his love to a girl.
[0235] When the L reach background image G114 is displayed, it starts with a scene in which the main character is waiting for a girl at a certain meeting place, as shown in Fig. 23(A). Then, as shown in Fig. 23(B), the girl appears at the meeting place. At this time, the middle performance pattern EZ2 appears in the approximate center of the display unit 50a, with the performance pattern of the number "5" that constitutes the reach and the performance pattern of the number "4" that does not constitute the reach, and slowly rotates from the back side to the front side and back again to the back side.
[0236] While the number "4" and number "5" performance symbols continue to rotate, the Suri related to the L reach background image G114 progresses. Then, as shown in FIG. 23(C), the scene where the main character confesses his love to the girl is reached. At this time, the number "5" performance symbol constituting the reach and the number "4" performance symbol not constituting the reach collide with each other in an attempt to knock each other away, approximately at the center of the display unit 50a. Since the number "5" performance symbol constitutes the reach and the number "4" performance symbol does not constitute the reach, when the number "4" performance symbol is knocked away and the number "5" performance symbol remains, the stop display of the performance symbols EZ1 to EZ3 in a mode indicating a big win is established, whereas when the number "5" performance symbol is knocked away and the number "4" performance symbol remains, the stop display of the performance symbols EZ1 to EZ3 in a mode indicating a reach miss is established. Therefore, the scene in Figure 23 (C) is the final stage of the L reach, and constitutes a branching point (the so-called "win / lose branching point") where either a presentation suggesting a jackpot (jackpot suggestion presentation) or a presentation suggesting a miss (miss suggestion presentation) will be executed.
[0237] At the winning / losing branch point, when the special chart change pattern of the variable display of the special chart is a big win change (L big win change), as shown in FIG. 24(A-1), a smiling girl is displayed close up on the display unit 50a, and then, as shown in FIG. 24(B-1), the main character who is happy about the successful confession is displayed, and a predetermined sound effect is output from the speaker 52. At this time, the left performance pattern EZ1 and the right performance pattern EZ3 of the number "5" that constitute the reach are displayed in a temporary stop mode in the center of the display unit 50a, along with the number "5" that constitutes the reach. That is, the performance patterns EZ1 to EZ3 are displayed temporarily stopped in a mode that indicates a big win.
[0238] The display of the main character who is happy about the successful confession and the output of a predetermined sound effect constitute a big win suggestion performance. After the big win suggestion performance, as shown in FIG. 24 (C-1), the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are displayed in a stopped state in a manner indicating a big win.
[0239] On the other hand, after the winning / losing branch point, if the special chart change pattern of the variable display of the special chart is a reach-with-miss change (L miss change), the big win suggestion effect is not performed, and after a girl with a sad expression is displayed close-up on the display unit 50a in the L reach background image G114 as shown in FIG. 24(A-2), the main character who is disappointed after failing to confess is displayed as shown in FIG. 24(B-2). At this time, the left effect pattern EZ1 and right effect pattern EZ3 of the number "5" that constitutes the reach are displayed in a temporary stop mode in the center of the display unit 50a, along with the center effect pattern EZ2 of the number "5" that does not constitute the reach. That is, the effect patterns EZ1 to EZ3 are displayed temporarily stopped in a manner indicating a reach miss.
[0240] The display of the main character who is disappointed after failing to confess constitutes a failure suggestion performance. After the failure suggestion performance, as shown in FIG. 24(C-2), the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are displayed as a failure for the reach.
[0241] 4-2-5. SP Reach In addition, the pachinko game machine PY can perform an SP reach after an N reach. The SP reach is an effect that suggests that the result of the special drawing is more likely to be a "jackpot" than the L reach, and functions as an effect to make the player expect a jackpot. The established reach is maintained even in the SP reach, but for example, as shown in FIG. 25(A), at the start of the SP reach, the effect patterns EZ1 and EZ3 that constitute the reach are reduced and moved to a predetermined position that does not overlap with the small pattern area 50c in the display unit 50a (for example, the left effect pattern EZ1 is at the top left of the display unit 50a, and the right effect pattern EZ3 is at the top right of the display unit 50a).
[0242] Also, at the start of the SP reach, for example, as shown in FIG. 25(A), a background image dedicated to the SP reach (background image G115 for SP reach) is displayed on the display unit 50a. The background image G115 for SP reach is composed of a video in which a predetermined story unfolds. The content of the story of the video related to the background image G115 for SP reach can be set appropriately, but in a basic embodiment, it is composed of a content in which a main character faces off against an enemy character who is the rival of the main character. The main character is a baseball pitcher, the enemy character is a baseball batter, and the two characters face off in the roles of pitcher and batter in a baseball game.
[0243] When the SP reach background image G115 is displayed, first, as shown in Fig. 25(A), an enemy character appears, and then, as shown in Fig. 25(B), an image (SP reach start title image) G12 indicating that the SP reach has started is displayed in the center of the display unit 50a. The SP reach start title image G12 is composed of a title image G12a "In Fig. 25(B) "Strike out the enemy batter XX!!" indicating the title of the SP reach, and an effect image G12b that enhances the title image G12a.
[0244] Next, as shown in Fig. 25(C), a scene is displayed in which the main character and the enemy character face off against each other. After that, in the background image G115 for SP reach, as shown in Fig. 26(A), the main character throws the ball, as shown in Fig. 26(B), the ball moves toward the enemy character, as shown in Fig. 26(C), and the enemy character starts swinging the bat, as shown in Fig. 26(C). Next, as shown in Fig. 26(D), the ball and the bat approach each other, and a scene is reached in which the showdown between the main character and the enemy character is about to be concluded. This scene constitutes a branching point (win / lose branching point) where the main character wins the showdown between the pitcher and the batter, suggesting a big win, or loses, suggesting a miss.
[0245] After this winning / losing branch point, if the special chart change pattern of the variable display of the special chart is a big win change (SP big win change), as shown in Fig. 27(A-1), the enemy character strikes out and wins the match, and then, as shown in Fig. 27(B-1), the main character strikes out the enemy character and lets out a roar on the mound, and a predetermined sound effect is output from the speaker 52. At this time, the performance patterns EZ1 to EZ3 are temporarily stopped and displayed in a manner that indicates a big win.
[0246] The display of the main character who wins the battle and shouts a roar, and the output of a predetermined sound effect constitute the big win suggestion performance. After the big win suggestion performance, as shown in FIG. 27 (C-1), the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 are displayed in a stopped state in a manner indicating a big win.
[0247] On the other hand, after the winning / losing turning point, if the special chart variable display pattern is a reach miss variation (SP miss variation), the big win suggestion performance is not performed, and in the SP reach background image G115, as shown in Figure 27 (A-2), the enemy character hits a home run and loses the showdown, and as shown in Figure 27 (B-2), the main character is dejected on the mound. At this time, the performance patterns EZ1 to EZ3 are temporarily stopped and displayed in a manner indicating a reach miss.
[0248] The display of the main character who is dejected after losing the match constitutes the failure suggestion effect. After the failure suggestion effect, as shown in FIG. 27(C-2), the stop display of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is performed with a failure number for the reach.
[0249] As described with reference to Figs. 20 to 27, the performance symbols EZ1 to EZ3 are provisionally displayed as stopped (provisional stop display) before being definitely displayed as stopped. Therefore, the provisional display (provisional stop display) of the performance symbols EZ1 to EZ3 functions as a performance that suggests that the performance symbols EZ1 to EZ3 will definitely be displayed as stopped. However, after the performance symbols EZ1 to EZ3 are provisionally displayed as stopped (provisional stop display), the performance symbols EZ1 to EZ3 may be displayed again in a variable manner. For example, after the performance symbols EZ1 to EZ3 are provisionally displayed as stopped (provisional stop display) in a reach performance such as SP reach in a manner indicating a miss, the performance symbols EZ1 to EZ3 may be displayed again in a variable manner to perform a performance of whether or not a big win will occur (so-called "revival performance"). In addition, in a reach effect such as an SP reach, the effect patterns EZ1 to EZ3 may be temporarily displayed (provisional stopped display) in a manner indicating a jackpot with a relatively low gaming profit, and then the effect patterns EZ1 to EZ3 may be displayed again in a variable manner to determine whether or not they will change to a manner indicating a jackpot with a relatively high gaming profit (a so-called "re-lottery effect").
[0250] Next, we will explain the movable body performance and operation performance performed in the special chart variation performance. The movable body performance and operation performance may be performed as part of the above-mentioned SP reach, L reach, and N reach, as well as the big win game performance, etc., or may be performed independently of these performances. First, we will explain the movable body performance.
[0251] 4-3.Movable object production The pachinko game machine PY can perform a moving body performance involving the movement of a moving body at a predetermined timing in a predetermined performance such as a special chart change performance or a big win game performance. The moving body performance is a performance using a moving device such as the board moving device 55, and functions as a performance suggesting the expectation of a big win or the development to a SP reach.
[0252] For example, when the movable body performance functions as a performance suggesting the development to SP Reach, as shown in FIG. 28(A), when the special chart variation performance develops from N Reach to SP Reach, first, as shown in FIG. 28(B), the board movable device 55 operates, and the board movable body 55k descends to the operating position in front view and is held at that position for a predetermined time. Furthermore, at this time, an effect image G13 accompanying the operation of the board movable body 55k is also displayed on the entire display unit 50a. Then, as shown in FIG. 28(C), the effect image G13 is erased, the board movable body 55k rises to the standby position, and the board movable device 55 returns to the normal standby state. When the board movable device 55 returns to the normal standby state, it develops to SP Reach. The operation contents of the movable device in the movable body performance can be appropriately changed or added.
[0253] 4-4.Operation direction Next, the operation presentation will be explained. The pachinko game machine PY can perform operation presentations including operation prompting presentations and operation result presentations corresponding to the operation of the first presentation button 41k, the second presentation button 42k, etc., at a predetermined timing in a predetermined presentation such as a special chart variation presentation or a big win game presentation. The operation prompting presentation is a presentation that prompts the player to operate the operation means, and the operation result presentation is a presentation that is performed according to the operation of the operation means in the operation prompting presentation, and each of them functions as a presentation that makes the player expect a big win.
[0254] For example, as mentioned above, when a win / lose branching point is reached in an L reach or SP reach, a period during which pressing the first performance button 41k is valid (valid operation period) occurs, and with the occurrence of this valid operation period, an effect is performed that encourages the operation of the first performance button 41k (operation promotion effect), as shown in Figure 29 (A).
[0255] In the operation prompting performance, a first performance button operation prompting performance image G14 is displayed on the display unit 50a. The first performance button operation prompting performance image G14 includes an image (operation target image) G14a representing the first performance button 41k that is the operation target, an image (press operation image) G14b representing the operation mode (i.e., press operation) of the first performance button 41k, and an image (operation valid period remaining time image) G14c representing the remaining time of the operation valid period (operation valid period) related to the operation of the first performance button 41k.
[0256] The remaining valid operation period image G14c is made up of a curved progress bar, and changes over time so that the player can easily understand the remaining time of the valid operation period. Figure 29(B) shows the state where the valid operation period has started and 1 / 3 of the valid operation period has passed.
[0257] When the special chart change pattern of the variable display of the special chart is a jackpot change (SP jackpot change), an operation result display is performed after the first performance button 41k is pressed during the valid operation period, or after the remaining time of the valid operation period runs out without the first performance button 41k being operated during the valid operation period.
[0258] As an operation result presentation, for example, as shown in FIG. 29(C), the board moving device 55 is operated, the board moving body 55k descends to the operating position, and is held at that position for a predetermined time, while the rotating member 55k1 rotates for a predetermined time. In this way, the operation result presentation also includes a moving body presentation. Furthermore, at this time, as an operation result presentation, an effect image G13 accompanying the operation of the board moving body 55k is displayed on the entire display unit 50a. Then, as shown in FIG. 29(D), the effect image G13 is erased, the rotation of the rotating member 55k1 stops, and the board moving body 55k rises, thereby ending the operation result presentation. When the operation result presentation ends, a big win suggestion presentation is performed.
[0259] On the other hand, when the special chart change pattern of the variable display of the special chart is a reach miss change (SP miss change), even if the first performance button 41k is pressed during the operation valid period, or even if the remaining time of the performance button operation valid period runs out without the first performance button 41k being pressed, the operation result performance is not performed, and a miss indication performance is performed.
[0260] In addition, the operation result performance is not limited to the operation of the board movable device 55 or the display of the effect image G13, but can be changed or added as appropriate. In addition, the operation performance is not limited to the special chart change performance, but can also be executed in the big win performance.
[0261] 4-5. Predictive performance Next, a pre-reading performance that can be executed before the special chart variable display that is the target of the special chart reservation is executed will be explained. The pachinko game machine PY can perform a pre-reading performance for the special chart 1 reservation or the special chart 2 reservation for which a jackpot judgment has not been performed, based on the result of the pre-reading judgment, at any timing of the special chart variable performance. The pre-reading performance is a performance that suggests the jackpot expectation for the special chart 1 reservation or the special chart 2 reservation, and functions as a performance that makes the player expect a jackpot before the variable display of the special chart corresponding to that reservation. As an example of a pre-reading performance, there is a reservation change notice using a reservation performance that shows the special chart reservation. Here, the reservation performance and the reservation change notice performed in the normal performance mode will be explained.
[0262] The reserved performance is performed in a reserved display area 50d formed in a horizontally long rectangular shape in a section at the approximately center of the lower end of the display unit 50a, as shown in Fig. 30 (A). The reserved display area 50d is composed of a first area 50d1, a second area 50d2, a third area 50d3, and a fourth area 50d4, which are obtained by dividing the reserved display area 50d into four approximately equal areas in the left-right direction. That is, in the reserved display area 50d, the first area 50d1 to the fourth area 50d4 are arranged in order from the left end to the right end.
[0263] In the first area 50d1, a reserved icon representing a reserved special drawing 1 that occurs first among reserved special drawing 1 reservations and that performs special drawing 1 variable display first based on the special drawing 1 related random number corresponding to the reserved special drawing 1 is displayed. Similarly, in the second area 50d2 to the fourth area 50d4, a reserved icon representing a reserved special drawing 1 that occurs second to fourth among reserved special drawing 1 reservations and that performs special drawing 1 variable display second to fourth based on the special drawing 1 related random number corresponding to the reserved special drawing 1 is displayed.
[0264] In the following, the special drawing 1 reservation corresponding to the reservation icon displayed in the first area 50d1 is referred to as "special drawing 1 reservation in reservation order 1". Similarly, the special drawing 1 reservations corresponding to the reservation icons displayed in the second area 50d2, the third area 50d3, and the fourth area 50d4 are referred to as "special drawing 1 reservation in reservation order 2", "special drawing 1 reservation in reservation order 3", and "special drawing 1 reservation in reservation order 4". In other words, the existing special drawing 1 reservations are referred to as "reservation order 1" to "reservation order 4" in the order in which they occurred.
[0265] In addition, the display area 50e is formed to the left of the reserved display area 50d. In the display area 50e, the icon representing the currently executed special chart 1 change display is displayed. Therefore, the object indicated by the icon displayed in the display area 50e is different from the object indicated by the reserved icon displayed in the reserved display area 50d, and strictly speaking, it is not included in the "reserved performance" corresponding to the special chart 1 reservation, but since the display of the reserved icon and the display of the icon are related, in the following, the display of the reserved icon and the display of the icon are collectively referred to as "reserved performance". In addition, the reserved icon and the icon are collectively referred to as "icon". Furthermore, the currently executed special chart 1 change display indicated by the icon is also referred to as "the change".
[0266] In addition, in Figure 30 (A), the hold display area 50d and the display area 50e are shown with dashed lines, and the first area 50d1 to the fourth area 50d4 are shown with dashed lines, but this is written to indicate the range of the hold display area 50d, the first area 50d1 to the fourth area 50d4, and the display area 50e, and is not actually displayed.
[0267] Next, a specific example of the reserved performance will be described. In the following description, the variable display of the small symbols KZ1 to KZ3 will be omitted. As a premise, it is assumed that the special chart 1 variable display is in progress (special chart variable display is in progress) and the number of reserved special charts 1 (U1) is "2". Under this situation, as shown in FIG. 30(B), the reserved icon HA2 representing the special chart 1 reserved that occurred first among the currently reserved special chart 1 reserved (special chart 1 reserved in reserved order 1) is displayed in the first area 50d1 not shown in the above, and the reserved icon HA3 representing the special chart 1 reserved that occurred next to the special chart 1 reserved represented by the reserved icon HA2 (special chart 1 reserved in reserved order 2) is displayed in the second area 50d2 not shown in the above. In addition, the icon HA1 representing the currently executed special chart 1 variable display is displayed in the display area 50e not shown in the above. The display mode of the icons HA1 to HA3 displayed in FIG. 30(B) is the normal mode.
[0268] In this way, in the reserved performance, the reserved special symbols are displayed in the order in which the reserved special symbols 1 are generated, from the left end to the right of the reserved display area 50d. In other words, the variable display of the reserved special symbols, in other words, the variable display of the unexecuted special symbols based on the special symbol-related judgment information stored in the special symbol reserved memory unit 105, is displayed individually as a reserved icon.
[0269] Then, as shown in FIG. 30(C), when the stop display of the performance patterns EZ1 to EZ3 is performed, the icon HA1 that represented the special pattern variable display that was being performed until that point is erased. Subsequently, when the variable display of the special pattern (special pattern variable display) is started based on the special pattern 1 reservation that represents the reservation icon HA2, the reservation icon HA2 and the reservation icon HA3 shift. Specifically, the reservation icon HA2 that was displayed in the first area 50d1 (not shown) moves to the display area 50e (not shown), and the reservation icon HA3 that was displayed in the second area 50d2 (not shown) moves to the first area 50d1 (not shown). That is, the reservation icon HA2 and the reservation icon HA3 that were displayed shift one to the left. This is because the variable display of the special pattern corresponding to the reservation icon HA2 is started, and the special pattern 1 reservation represented by the reservation icon HA3 becomes the special pattern 1 reservation that occurred first among the currently reserved special pattern 1 reservations, and becomes the special pattern variable display that will be started next, so that the reservation icon HA2 and the reservation icon HA3 are adapted to the situation.
[0270] In addition, the reserved icon HA2 displayed in the display area 50e represents the special pattern 1 variable display being executed, so when it is displayed in the display area 50e, it becomes the icon HA2. That is, as a word before "icon", the icon displayed in the reserved display area 50d is "reserved", and the icon displayed in the display area 50e is "relevant". In other words, when a reserved icon is displayed, if the start condition of the variable display of the special pattern is established for the reserved special pattern indicated by the reserved icon, the reserved icon corresponding to the variable display of the special pattern related to the establishment of the start condition is displayed as the icon.
[0271] In addition, when the icon changes from the reserved icon to the relevant icon, in other words, when the icon moves from the reserved display area 50d to the relevant display area 50e, the size of the icon may remain the same or may be enlarged. In Fig. 30(C), the icon is enlarged to about twice the size when it moves from the reserved display area 50d to the relevant display area 50e.
[0272] Then, from this situation, when the game ball enters the first starting hole 11 and a special chart 1 reservation occurs, as shown in Figure 30 (E), in response to the occurrence of the special chart 1 reservation, a new reservation icon HA4 is displayed in the second area 50d2 (not shown) described above.
[0273] In this way, when the first starting port 11 is won and the special chart 1 related random number is obtained, one common icon is displayed. This icon is erased when the special chart 1 variable display based on the winning is completed, but while it is displayed, it exists with different names (reserved icon and the icon in question) depending on the state (reserved state and active state) of the special chart 1 variable display.
[0274] As mentioned above, the start winning command includes winning / losing information and special chart change pattern information. The pachinko game machine PY can display the reserved icon in a normal mode or a special mode based on this winning / losing information and special chart change pattern information. Displaying the reserved icon in a special mode is called "reserved change notice."
[0275] When the display mode of the reserved icon is a special mode, that is, when a reserved change notice is made, the player can have hope that he may win a big win with the variable display of the special pattern corresponding to the reserved icon. Next, a specific example of the reserved change notice will be explained. As a specific example of the reserved change notice, it is assumed that the display mode of the reserved icon HA4 shown in FIG. 30(E) becomes a special mode.
[0276] As one type of reserved change notice, there is a reserved notice type in which a special mode is set immediately after the reserved icon is displayed, in other words, a reserved change notice is given when a special chart 1 reserved occurs (when a ball enters the first starting hole 11). For example, as shown in FIG. 31(A), when a game ball enters the first starting hole 11 from the situation before the reserved icon HA4 is displayed (the situation in FIG. 30(D)) and a special chart 1 reserved occurs, the reserved icon HA4 in the normal mode is displayed in the second area 50d2 (not shown) in response to the occurrence of the special chart 1 reserved, as in the case of FIG. 30(E). In the drawing, the reserved icon in the normal mode appears to be completely still, but in reality, it may be configured to be completely still, or the display position may not move but may be configured to lightly shake on the spot.
[0277] Immediately thereafter, as shown in Fig. 31(B), the display mode of the hold icon HA4 changes from the normal mode to a special mode (gray in Fig. 31(B)) (a hold change notice is given). Note that in the example of Fig. 31, the hold icon HA4 is displayed in the normal mode for a moment immediately after it is displayed, but it may be displayed in the special mode and the period during which it is displayed in the normal mode may be eliminated.
[0278] Another type of reserved change notice is a reserved change notice type in which the reserved icon becomes a special mode when it moves, in other words, a reserved change notice is given when the reserved special chart 1 is shifted. For example, as shown in FIG. 32(A), from the situation before the reserved icon HA4 is displayed (the situation in FIG. 30(D)), when a game ball enters the first starting hole 11 and the reserved special chart 1 occurs, as shown in FIG. 32(B), the reserved icon HA4 in the normal mode (white in FIG. 32(B)) is displayed in the second area 50d2 not shown in the figure, in response to the occurrence of the reserved special chart 1.
[0279] Then, as shown in Fig. 32(C), when the stop display of the performance symbols EZ1 to EZ3 is performed, the icon HA2 that represented the special symbol variable display that was being performed until just before that is erased. Next, when the variable display of the special symbol (special symbol variable performance) is started based on the special symbol 1 reservation represented by the reservation icon HA3, as shown in Fig. 32(D), the reservation icon HA3 displayed in the first area 50d1 moves to the display area 50e not shown, and the reservation icon HA4 displayed in the second area 50d2 moves to the first area 50d1 not shown. Here, when the reservation icon HA4 moves from the second area 50d2 to the first area 50d1, its display mode changes from the normal mode to the special mode (gray in Fig. 32(D)) (reservation notice is performed).
[0280] In addition, a plurality of types of special modes related to the reserved change notice can be provided, so that the probability of winning a jackpot can be different depending on the type of special mode. For example, the display mode of the reserved icon is associated with the color of the reserved icon, and white, green, red, and gold are set as the display modes of the reserved icon. Here, white is the normal mode, and green, red, and gold are the special modes. The probability of winning a jackpot indicated by the display mode of the reserved icon can be set in the order of white < green < red < gold.
[0281] The pre-reading performance can be performed for both or either of the special chart 1 reserve and the special chart 2 reserve. The pre-reading performance is not limited to the display mode of the reserve icon HA, and can be performed using a performance device other than the image display device 50, such as an image other than the reserve icon HA on the display unit 50a, such as a background image, a sound output from the speaker 52, light emission by the frame lamp 53, and an operation by the board movable device 55. Furthermore, as a performance mode of the pre-reading performance, in addition to a performance mode that continues without interruption from the time it is executed, such as a reserve change notice by the reserve icon HA, until the special chart change display starts, a performance mode that is executed intermittently and continuously, such as every time the stop display of the performance pattern is performed or every time the change display of the performance pattern starts, may be used.
[0282] 5. Game control by the game control microcomputer 101 [Game control main processing] Next, the control of the game by the game control microcomputer 101 will be described with reference to Fig. 33 to Fig. 42. The flowchart for controlling the game described below is an example. The order of execution of multiple processes in the flowchart can be changed as appropriate or executed in parallel as long as no contradiction occurs in the process contents.
[0283] Moreover, counters, timers, flags, statuses, buffers, etc., which appear in the game control by the game control microcomputer 101 described below, are provided in the game RAM 104. Moreover, the initial value of the counter is "0", the initial value of the flag is "0" or "OFF", and the initial value of the status is "1".
[0284] When the power of the pachinko game machine PY is turned on, the game control microcomputer 101 provided in the game control board 100 reads out and executes the game control main processing program shown in Fig. 33 from the game ROM 103. As shown in the figure, in the game control main processing, first, power-on processing (S001) is performed.
[0285] In the power-on process, the game control microcomputer 101 first sets permission for access to the game RAM 104. This enables writing and reading of information to and from the game RAM 104. Next, the game control microcomputer 101 determines whether or not a RAM clear switch 192 mounted on the game control board 100 has been specifically operated (whether or not it is ON).
[0286] If the RAM clear switch 192 is not specifically operated, the game control microcomputer 101 then determines whether the power interruption flag is ON. The power interruption flag is a flag that indicates the occurrence of a power interruption, and is turned ON in the power interruption monitoring process described later.
[0287] If the power failure flag is ON, the game control microcomputer 101 calculates a checksum and compares it with the checksum calculated at the time of power failure. The checksum is calculated by treating the game information stored in the game RAM 104 as numerical values.
[0288] If the checksum values match, the game control microcomputer 101 determines that the memory contents of the game RAM 104 are normal, and performs setting management of the work area of the game RAM 104 when power is restored. In this setting process, power restoration information is read from the game ROM 103, and this power restoration information is set in the work area of the game RAM 104. After that, the game control microcomputer 101 turns off the power-off flag and performs power-on command setting process.
[0289] In the power-on command setting process, the game control microcomputer 101 performs a setting process for outputting a power-on command to the performance control board 120 after a predetermined time (for example, 3 seconds) has elapsed. Specifically, a timer is set to a predetermined time until the power-on command is output, and the timer starts subtracting the time set thereto. When the subtracted timer value becomes "0", the predetermined time has elapsed, and the power-on command is set to a predetermined output buffer of the game RAM 104. As a result, the set power-on command is output to the performance control board 120 in an output process (S101) to be described later. Furthermore, the power recovery information includes information indicating the game state at the time of the power failure. Therefore, the game control microcomputer 101 sets a command (game state designation command) indicating the game state at the time of the power failure, which is included in the power recovery information, to a predetermined output buffer together with the power-on command. As a result, the set game state designation command is output to the performance control board 120 together with the power-on command in an output process (S101) to be described later.
[0290] Furthermore, if the power-off flag is not ON, the game control microcomputer 101 clears all game information stored in the game RAM 104 because there is a possibility that the power has not been properly cut off, or if the RAM clear switch 192 has been specifically operated. After that, the game control microcomputer 101 performs initial setting of the working area of the game RAM 104. In this initial setting process, the initial setting information read from the game ROM 103 is set in the working area of the game RAM 104. Next, the game control microcomputer 101 outputs a RAM clear notification command to the performance control board 120 to notify that the RAM has been cleared, and performs a power-on command setting process.
[0291] After the power-on process, the gaming control microcomputer 101 prohibits interrupts (S002) and executes a normal / special symbol main random number update process (S003). In this normal / special symbol main random number update process (S003), the counter values of various random numbers related to normal symbol-related determination information and special symbol-related determination information are updated by incrementing them by 1. The counters (random number counters) related to various random numbers are means for generating random numbers in a software manner. When the counter value (random number counter value) of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. In addition, at least a part of each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0292] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). During the interrupt permitted period, the game control side timer interrupt process (S005) can be executed. The game control side timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the game CPU 102, for example, at a 4 msec cycle. That is, the game control side timer interrupt process (S005) is executed at a 4 msec cycle. Then, during the period from when the game control side timer interrupt process (S005) is completed to when the game control side timer interrupt process (S005) is next started, the update process of the counter values of various random numbers by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that, if an interrupt pulse is input to the game CPU 102 when the interrupt is prohibited, the game control side timer interrupt process (S005) is not started immediately, but is started after the interrupt is permitted (S004).
[0293] [Game control timer interrupt processing] Next, the game control timer interrupt process (S005) will be described. As shown in Fig. 34, in the game control timer interrupt process (S005), first, the output process (S101) is executed. In the output process (S101), commands and the like set in the output buffer provided in the game RAM 104 of the game control board 100 in each process described below are output to the performance control board 120, the payout control board 170, and the like.
[0294] In the input process (S102) that follows the output process (S101), the game control microcomputer 101 receives a detection signal from a lower tray full switch that detects whether the surplus ball storage hole 35A is full, and stores it in the output buffer of the game RAM 104 as lower tray full data.
[0295] The normal and special symbol main random number update process (S103) that is performed next is the same as the normal and special symbol main random number update process (S003) that is performed in the game control main process of Fig. 33. That is, the update process of the counter values of various random numbers related to the normal symbol related judgment information and the special symbol related judgment information is performed both during the execution period of the game control 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 game control side timer interrupt process (S005)).
[0296] Following the normal symbol / special symbol main random number update process (S103), the game control microcomputer 101 performs a sensor detection process (S104), then a normal action process (S105), and then a special action process (S106). The sensor detection process, the normal action process, and the special action process will be described later.
[0297] Next, the game control microcomputer 101 executes other processing (S107) and ends the game control timer interrupt processing (S005). As the other processing (S107), a power off monitoring process when the power is cut off, an update of a timer provided in the game RAM 104, etc. are performed. As another processing (S107), a payout control process is performed to pay out prize balls to a player. In the payout control process, a check is made to see whether the prize ball counter for the first start port 11, the prize ball counter for the second start port 12, the prize ball counter for the big prize port 14, and the prize ball counter for the general prize port 10 exceed "0", and if they exceed "0", a prize ball request signal is sent to the payout control board 170. Then, when the prize ball signal is sent, an update process is performed to subtract "1" from the prize ball counter related to the signal.
[0298] The game control microcomputer 101 then repeatedly executes steps S002 to S004 of the game control main process until the next interrupt pulse is input to the game CPU 102, and when the interrupt pulse is input (approximately 4 msec later), it again executes the game control timer interrupt process (S005). In the output process (S101) of the game control timer interrupt process (S005) executed again, the game control microcomputer 101 outputs commands and the like that were set in the output buffer of the game RAM 104 in the previous game control timer interrupt process (S005).
[0299] [Sensor detection processing] Next, the sensor detection process will be described with reference to Figs. 35 and 36. In the sensor detection process (S104), first, it is determined whether or not a game ball has entered the general winning opening 10, that is, whether or not a game ball has been detected by the general winning opening sensor 10a (S201). If a game ball has not entered the general winning opening 10 (NO in S201), the process proceeds to step S203, and if a game ball has entered the general winning opening 10 (YES in S201), a general winning opening prize ball process is performed to pay out a predetermined number of prize balls to the game ball (S202). In the general winning opening prize ball process, the number of prize balls corresponding to the winning of the general winning opening 10 ("3" in the basic embodiment) is added to the prize ball counter for the general winning opening 10.
[0300] In step S203, it is determined whether the game ball has passed through the gate 13, that is, whether the game ball has been detected by the gate sensor 13a. If the game ball has not passed through the gate 13 (NO in S203), the process proceeds to step S207. On the other hand, if the game ball has passed through the gate 13 (YES in S203), it is determined whether the normal operation status is 1, which will be described later, in other words, whether neither the normal pattern variable display nor the auxiliary game is being performed (S204). If the normal operation status is not 1 (NO in S204), the process proceeds to step S207, and if the normal operation status is 1 (YES in S204), the normal pattern random number indicated by the counter value of the normal pattern random number counter (label-TRND-F) is acquired as normal pattern related judgment information (S205), and the acquired normal pattern related judgment information is stored in the normal pattern reservation memory unit 86 provided in the game RAM 104 (S206), and the process proceeds to step S207.
[0301] In step S207, it is determined whether or not a game ball has entered the second start hole 12, that is, whether or not a game ball has been detected by the second start hole sensor 12a. If a game ball has not entered the second start hole 12 (NO in S207), the process proceeds to step S214. If a game ball has entered the second start hole 12 (YES in S207), a second start hole prize ball process is performed to pay out a predetermined number of prize balls to the game ball (S208). In the second start hole prize ball process, the number of prize balls corresponding to the entry into the second start hole 12 ("2" in the basic embodiment) is added to the prize ball counter for the second start hole 12.
[0302] Next, it is determined whether the number of reserved special figures 2 (specifically, the value of the counter (special figure 2 reserved number counter) that counts the number of reserved special figures 2 provided in the gaming RAM 104) is "4" (upper limit memory number) or more (S209). If the number of reserved special figures 2 is "4" or more (YES in S209), proceed to step S214, but if the number of reserved special figures 2 is not "4" or more (less than "4") (NO in S209), a special figure 2 reserved number addition process is performed (S210). In the special figure 2 reserved number addition process, the special figure 2 reserved number counter is added by "1" and the special figure 2 reserved number indicated by the special figure 2 reserved indicator 83b is increased by "1".
[0303] Next, special chart 2 related judgment information consisting of a special pattern random number counter (label-TRND-T), a jackpot pattern type random number counter (label-TRND-OS), a reach random number counter (label-TRND-RC), and a special chart change pattern random number counter (label-TRND-HP) is obtained and stored in a special chart related judgment information buffer provided in the game RAM 104 (S211).
[0304] Next, a second look-ahead judgment process is performed (S212). In the second look-ahead judgment process, the second start winning command is specified by comparing the current game state and the special chart 2 related judgment information obtained in step S211 with the second look-ahead judgment table shown in FIG. 14, and the specified second start winning command is set in the output buffer of the game RAM 104.
[0305] Next, the game control microcomputer 101 stores the special chart 2 related judgment information acquired in step S211 in the special chart 2 reservation memory unit 105b (S213).
[0306] Next, in step S214, it is determined whether or not a game ball has entered the first start hole 11, that is, whether or not a game ball has been detected by the first start hole sensor 11a. If a game ball has not entered the first start hole 11 (NO in S214), the process proceeds to step S221. If a game ball has entered the first start hole 11 (YES in S214), a first start hole prize ball process is performed to pay out a predetermined number of prize balls to the game ball (S215). In the first start hole prize ball process, the number of prize balls corresponding to the entry into the first start hole 11 ("4" in the basic embodiment) is added to the prize ball counter for the first start hole 11.
[0307] Next, it is determined whether the number of reserved special charts 1 (specifically, the value of a counter (special chart 1 reserved number counter) that counts the number of reserved special charts 1 provided in the gaming RAM 104) is "4" (upper limit memory number) or more (S216). If the number of reserved special charts 1 is "4" or more (YES in S216), the process proceeds to step S221, but if the number of reserved special charts 1 is not "4" or more (is less than "4") (NO in S216), a special chart 1 reserved number addition process is performed (S217). In the special chart 1 reserved number addition process, the special chart 1 reserved number counter is added by "1" and the number of reserved special charts 1 indicated by the special chart 1 reserved indicator 83a is increased by "1".
[0308] Next, special chart 1 related judgment information consisting of a special pattern random number counter (label-TRND-T), a jackpot pattern type random number counter (label-TRND-OS), a reach random number counter (label-TRND-RC), and a special chart change pattern random number counter (label-TRND-HP) is obtained and stored in a special chart related judgment information buffer provided in the game RAM 104 (S218).
[0309] Next, the first look-ahead judgment process is performed (S219). In the first look-ahead judgment process, the first start winning command is specified by comparing the current game state and the special chart 1 related judgment information obtained in step S218 with the first look-ahead judgment table shown in FIG. 13, and the specified first start winning command is set in the output buffer of the game RAM 104.
[0310] Next, the game control microcomputer 101 stores the special chart 1 related judgment information acquired in step S218 in a memory area of the special chart 1 reservation memory unit 105a corresponding to the current number of special chart 1 reservations (S220).
[0311] In step S221, it is determined whether or not a game ball has entered the large prize opening 14, that is, whether or not a game ball has been detected by the large prize opening sensor 14a. If a game ball has not entered the large prize opening 14 (NO in S221), the sensor detection process is terminated. If a game ball has entered the large prize opening 14 (YES in S221), it is determined whether or not the counter value of the large prize opening entry counter provided in the game RAM 104 is "9" or more (S222). The large prize opening entry counter is a counter for counting the number of balls that have entered the large prize opening 14 in one round of a big win game. The large prize opening entry counter is cleared each time each round of a game ends. In the basic embodiment, the number of balls that can enter the large prize opening 14 in one round of a game (the specified number of balls that can be entered) is set to "10". Therefore, the process of step S222 is performed.
[0312] If the counter value of the large prize opening winning counter is "11" or more (YES in S222), the sensor detection process is terminated. If the counter value of the large prize opening winning counter is not "11" or more, that is, is less than "11" (NO in S222), the counter value of the large prize opening winning counter is incremented by "1" (S223), a large prize opening winning ball process is performed to pay out a predetermined number of winning balls to the player (S224), and the sensor detection process is terminated. In the large prize opening winning ball process, the number of winning balls corresponding to the winning at the large prize opening 14 ("9" in the basic embodiment) is incremented to the prize ball counter for the large prize opening 14. In addition, when a game ball wins at the large prize opening 14 (YES in S221), the game control microcomputer 101 may transmit a command (large prize opening winning command) specifying that a winning at the large prize opening 14 has occurred to the performance control board 120. In addition, in the large prize opening ball processing (S224), the game control microcomputer 101 may be configured to send a command (large prize opening ball command) to the performance control board 120 specifying that a prize ball based on a win in the large prize opening 14 has been paid out.
[0313] It should be noted that a sensor other than the sensors 10a to 14a may be provided as a sensor capable of detecting a gaming ball, and processing other than the processing shown in FIGS. 35 and 36 may be performed based on the detection of a gaming ball by that sensor.
[0314] [Normal operation process] Next, the normal operation process for controlling the normal display 82 and the electric chute 12D will be described. As shown in FIG. 37, the process for the normal display 82 and the electric chute 12D is divided into four statuses (stages). And, "normal operation status = 1, 2, 3, 4" is assigned to each of these statuses. In the normal operation process (S105), the game control microcomputer 101 first checks the "normal operation status" (S1101). If the "normal operation status" is "1", it performs the normal symbol waiting process (S1102), if the "normal operation status" is "2", it performs the normal symbol change process (S1103), if the "normal operation status" is "3", it performs the normal symbol determination process (S1104), and if the "normal operation status" is "4", it performs the auxiliary game control process (S1105). Note that the "normal operation status" is initially set to "1".
[0315] The normal symbol standby process (S1102) is a process performed during standby when the normal symbol variable display and auxiliary play are not being performed. In the normal symbol standby process (S1102), a win determination is performed based on the normal symbol random number stored in the normal symbol reserve memory unit 86. Furthermore, a normal symbol fluctuation pattern determination is performed based on the current game state to determine the normal symbol fluctuation pattern, and the normal symbol display 82 starts to display the normal symbol fluctuation for the normal symbol fluctuation time according to the determined normal symbol fluctuation pattern, and the normal operation status is changed to "2". In addition, the game control microcomputer 101 sets a normal symbol fluctuation start command according to the normal symbol fluctuation pattern determination result in the output buffer of the game RAM 104 when the normal symbol fluctuation display starts.
[0316] The normal pattern change process (S1103) is a process that is performed when the normal pattern is changing. In the normal pattern change process (S1103), it is determined whether the normal pattern change time has elapsed since the normal pattern change display started (whether to end the normal pattern change display), and if it is determined that the normal pattern change time has elapsed, the normal pattern is stopped based on the winning judgment result, and the normal operation status is changed to "3". In addition, the game control microcomputer 101 sets a normal pattern change stop command in the output buffer of the game RAM 104 when the normal pattern change display starts.
[0317] The normal symbol determination process (S1104) is a process performed when the normal symbol is displayed. In the normal symbol determination process (S1104), it is determined whether a predetermined stop time (for example, 0.8 seconds) has elapsed since the normal symbol being displayed has been displayed (whether to end the normal symbol display), and if it is determined that the predetermined stop time has elapsed, it is determined whether the normal symbol being displayed is a winning symbol. If it is not a winning symbol (if the normal symbol being displayed is a losing symbol), the normal operation status is changed to "1". On the other hand, if a winning symbol is displayed, the normal operation status is changed to "4" and the auxiliary game is started based on the current game state and the auxiliary game control table. Furthermore, the game control microcomputer 101 sets an auxiliary game start command in the output buffer of the game RAM 104 at the start of the auxiliary game.
[0318] The auxiliary game control process (S1105) is a process that is performed when an auxiliary game is being played. In the auxiliary game control process (S1105), the auxiliary game is controlled based on the current game state and the auxiliary game control table. Then, when the auxiliary game ends, the normal operation status is changed to "1".
[0319] [Special Action Processing] Next, the special operation process related to the control of the special chart display 81, the special chart reserve display 83, and the big prize device 14D will be described. As shown in Fig. 38, the process related to the special chart display 81, the special chart reserve display 83, and the big prize device 14D is divided into five statuses (stages). And, "special operation status = 1, 2, 3, 4, 5" is assigned to each of these statuses. The game control microcomputer 101 first checks the "special operation status" (S1501).
[0320] The game control microcomputer 101 performs special symbol waiting processing (S1502) when the "special operation status" is "1", performs special symbol variation processing (S1503) when the "special operation status" is "2", performs special symbol determination processing (S1504) when the "special operation status" is "3", performs big win game control processing (S1505) when the "special operation status" is "4", and performs game state setting processing (S1506) when the "special operation status" is "5". The "special operation status" is initially set to "1".
[0321] The special symbol standby process (S1502) is a process carried out during standby when the special symbol is not being displayed or a big win game is not being played. The special symbol standby process will be described in detail later.
[0322] The special symbol variation process (S1503) is a process that is performed when the special symbol is variably displayed. The special symbol variation process will be described in detail later.
[0323] The special symbol determination process (S1504) is a process that is performed when the special symbol is displayed stationary. The special symbol determination process will be described in detail later.
[0324] The jackpot game control process (S1505) is a process performed in the jackpot game. The game control microcomputer 101 performs the jackpot game control process to perform the jackpot game according to the jackpot game control table. When the jackpot game ends, the special action status is changed to "5". When each round game starts, a round number designation command indicating the order of the round game is set in the output buffer of the game RAM 104. When all round games end and an ending starts, an ending command indicating an ending according to the jackpot pattern related to the jackpot game is set in the output buffer of the game RAM 104. The state in which the game control microcomputer 101 sets the special action status "4" and controls the jackpot game is called a "jackpot game state", and the state in which the special action status "4" is set is called a "jackpot game state".
[0325] The game state setting process (S1506) is a process for setting a game state to be controlled after a jackpot game when the jackpot game ends. For example, if the game is to be controlled in a high probability state after the jackpot game, a high probability flag is set to ON in the high probability flag area of the game RAM 104 to set the high probability state. Furthermore, if the duration of the high probability state is to be limited at this time, the duration is also set. For example, if the end condition of the high probability state is the number of times that the special chart variable display is executed, the number of times (hereinafter, referred to as the "high probability specified number of times") is set in a high probability remaining number counter provided in the game RAM 104. Furthermore, if the game is to be controlled in a time-saving state after the jackpot game, a time-saving flag is set to ON in the time-saving flag area of the game RAM 104 to set the time-saving state. Furthermore, if the duration of the time-saving state is to be limited at this time, the duration is also set. For example, when the condition for terminating the time-saving state is the number of times the special chart variable display is executed, that number (hereinafter referred to as the “prescribed number of times for time-saving”) is set in a remaining number of times for time-saving counter provided in the game RAM 104 .
[0326] In addition, the game control microcomputer 101 sets a game state command indicating the game state after the big win game in the output buffer of the game RAM 104 in the game state setting process.
[0327] [Special pattern waiting process] Next, the special symbol waiting process will be described with reference to FIG. 39. In the special symbol waiting process (S1502), first, it is determined whether the number of reserved special symbols 2 is "0" (S1601). If the number of reserved special symbols 2 is "0" (YES in S1601), that is, if there is no memory of the special symbol 2 related judgment information acquired due to winning the second starting port 12, it is determined whether the number of reserved special symbols 1 is "0" (S1608). Then, if the number of reserved special symbols 1 is also "0" (YES in S1608), that is, if there is no memory of the special symbol 1 related judgment information acquired due to winning the first starting port 11, it is determined whether the customer waiting flag is ON (S1618). Here, if the customer waiting flag is ON (YES in S1618), the special symbol waiting process is terminated, and if the customer waiting flag is not ON (NO in S1618), the customer waiting command is set in the output buffer (S1619), the customer waiting flag is turned ON (S1620), and the special symbol waiting process is terminated. Note that the fact that the customer waiting flag is ON means that no games related to special symbols such as special symbol variable display and big win games are being played, and this game state in which the customer waiting flag is ON is called the "customer waiting state".
[0328] In addition, if the number of reserved special chart 2 is "0" but the number of reserved special chart 1 is not "0" (YES in S1601 and NO in S1608), that is, if there is no special chart 2 related judgment information but there is one or more memories of special chart 1 related judgment information obtained due to winning at the first starting port 11, a special chart 1 judgment process (S1609) and a special chart 1 change pattern judgment process (S1610) are performed.
[0329] In the special pattern 1 determination process (S1609), the earliest special pattern random number stored in the special pattern 1 reserved memory unit 105a is read out, and a determination is made as to whether it is a jackpot or a miss (jackpot determination) based on the jackpot determination table associated with the game status.
[0330] Here, if the result of the jackpot determination is a jackpot, the jackpot symbol type random number is read out and the jackpot symbol type is determined based on the first jackpot symbol type determination table (jackpot symbol type determination). Then, jackpot symbol data representing the jackpot symbol type is set in a special symbol buffer provided in the gaming RAM 104, and a symbol designation command representing the jackpot symbol type is set in an output buffer provided in the gaming RAM 104.
[0331] Also, if the result of the big win determination is "miss", miss pattern data indicating a miss is set in a special pattern buffer, and a pattern designation command indicating a miss is set in an output buffer.
[0332] Next, the special chart 1 fluctuation pattern determination process (S1610) will be described with reference to Fig. 40. In the special chart 1 fluctuation pattern determination process, first, it is determined whether or not the current time is not reduced (S1651). If the current time is not reduced (YES in S1651), the special chart 1 fluctuation pattern determination table for the non-time-saving state is selected (S1652) and then the process proceeds to step S1654. If the current time is not reduced (NO in S1651), the special chart 1 fluctuation pattern determination table for the time-saving state is selected (S1653) and then the process proceeds to step S1654.
[0333] In step S1654, the game control microcomputer 101 judges whether the jackpot judgment result is a "jackpot". If it is not a jackpot (NO in S1654), proceed to step S1655. If it is a jackpot (YES in S1654), select a special pattern 1 variation table for the jackpot pattern from the special pattern 1 variation pattern judgment tables selected in either step S1652 or step S1653 (S1659), and then proceed to step S1660.
[0334] In step S1655, the game control microcomputer 101 performs reach judgment. In reach judgment, the reach random number is read and the reach random number is compared with a reach judgment table corresponding to the current game state (non-time-saving state / time-saving state) to judge whether there is a reach or not.
[0335] The game control microcomputer 101 next judges whether the result of the reach judgment in step S1655 is "reach" or not (S1656). If there is a reach (YES in S1656), select a special chart 1 variation pattern judgment table for reach-with miss from the special chart 1 variation pattern judgment table selected in either step S1652 or step S1653 (S1658) and then proceed to step S1660. If there is no reach (NO in S1656), check the current number of special chart 1 reserved, and select a special chart 1 variation pattern judgment table for no reach-with miss according to the number of special chart 1 reserved from the special chart 1 variation pattern judgment table selected in either step S1652 or step S1653 (S1657) and then proceed to step S1660.
[0336] In step S1660, the game control microcomputer 101 reads out the special symbol variation pattern random number, and compares the special symbol variation pattern random number with the special symbol 1 variation pattern determination table selected in any of steps S1657 to S1659 to perform special symbol 1 variation pattern determination to determine the special symbol 1 variation pattern. Next, the game control microcomputer 101 sets a special symbol 1 variation start command indicating the determined special symbol 1 variation pattern in the output buffer (S1661), sets the special symbol variation time according to the determined special symbol 1 variation pattern in the special operation timer (S1662), ends the special symbol 1 variation pattern determination process, and returns the process to the special symbol standby process.
[0337] The timer for special operation is updated by 4 ms in other processes in the game control timer interrupt process. In addition, the special pattern 1 variation start command that is set includes information on the type of special pattern (that it is special pattern 1) and information on the result of the special pattern variation pattern determination performed in the special pattern 1 variation pattern determination process (S1610) (information on the special pattern variation pattern including the presence or absence of a reach and information on the special pattern variation time).
[0338] Next, the game control microcomputer 101 starts displaying the variation of the special chart 1 on the special chart 1 display device 81a based on the special chart variation time corresponding to the special chart 1 variation pattern determined in step S1610 (S1611).
[0339] Next, the game control microcomputer 101 shifts the storage location (storage area) of various counter values in the special figure 1 reserved storage unit 105a from the current position to the side to be read, and clears the storage area (the storage area farthest from the side to be read) corresponding to the first reserved item in the special figure 1 reserved storage unit 105a (S1612). In this way, the special figure 1 reserved items are consumed in the order in which they were reserved.
[0340] Next, the game control microcontroller 101 decrements the special chart 1 reserved number counter by "1" (S1613), decreases the special chart 1 reserved number indicated by the special chart 1 reserved display 83a by "1" (S1614), and changes the special operation status to "2" (S1615).
[0341] The game control microcomputer 101 then determines whether the customer waiting flag is ON or not (S1616), and if it is ON (YES in S1616), it turns the customer waiting flag OFF (S1617) and ends the special pattern waiting process, and if it is not ON (NO in S1616), it ends the special pattern waiting process without executing step S1617.
[0342] In addition, in step S1601, if the number of reserved special charts 2 is not "0" (NO in S1601), that is, if there is one or more memories of special chart 2 related judgment information acquired due to winning in the second starting port 12, a special chart 2 judgment process (S1602) and a special chart 2 fluctuation pattern judgment process (S1603) are performed. The special chart 2 judgment process (S1602) and the special chart 2 fluctuation pattern judgment process (S1603) are basically the same processing contents as the special chart 1 judgment process (S1609) and the special chart 1 fluctuation pattern judgment process (S1610).
[0343] The special chart 2 determination process (S1602) is basically the same as the special chart 1 determination process (S1609), except that the table used in the jackpot determination is the second jackpot determination table, and the table used in the jackpot pattern type determination is the second jackpot pattern type determination table, so the explanation is omitted. In addition, the special chart 2 variation pattern determination process (S1603) is basically the same as the special chart 1 variation pattern determination process (S1610), except that the table used in the special chart 2 variation pattern determination is the special chart 2 variation pattern determination table, so the explanation is omitted.
[0344] Next, the game control microcomputer 101 starts displaying the variation of the special chart 2 on the special chart 2 display device 81b based on the special chart variation time corresponding to the special chart variation pattern determined in step S1603 (S1604).
[0345] Next, the game control microcomputer 101 shifts the storage location (storage area) of various counter values in the special figure 2 reserved storage unit 105b from the current position to the side to be read, and clears the storage area (the storage area farthest from the side to be read) corresponding to the fourth reserved item in the special figure 2 reserved storage unit 105b (S1605). In this way, the special figure 2 reserved items are consumed in the order in which they were reserved.
[0346] Next, the game control microcontroller 101 decrements the special chart 2 reserved number counter by "1" (S1606), decreases the special chart 2 reserved number indicated by the special chart 2 reserved display 83b by "1" (S1607), changes the special operation status to "2" (S1615), and proceeds to step S1616.
[0347] As described above, in the basic embodiment, the display of the special pattern based on the special pattern 1 reservation is performed only when the special pattern 2 reservation is "0" (YES in S1601). In other words, the consumption of the special pattern 2 reservation is executed in priority to the consumption of the special pattern 1 reservation. And in the basic embodiment, the lottery based on the special pattern 2 reservation makes it easier for the player to win a jackpot pattern that is more profitable for the player than the lottery based on the special pattern 1 reservation. The consumption of the special pattern 1 reservation may be executed in priority to the consumption of the special pattern 2 reservation. Also, the consumption of the special pattern 1 reservation and the consumption of the special pattern 2 reservation may be performed in the order in which the reservation occurred, regardless of the type of the special pattern.
[0348] [Special pattern change processing] Next, the special symbol variation process will be described with reference to Fig. 41. In the special symbol variation process, the game control microcomputer 101 first determines whether or not the special symbol variation display is to be ended, that is, whether or not the special symbol variation time set in the special operation timer in step S1603 or step S1610 has elapsed (special operation counter = 0) (S1701). If the special symbol variation display is not to be ended (NO in S1701), the special symbol variation process is ended, and if the special symbol variation display is to be ended (YES in S1701), the special symbol display device 81 is caused to end the special symbol variation display and to stop display the special symbol according to the symbol data (jackpot symbol data or loss special symbol data) set in the special symbol buffer in step S1602 or step S1609 (S1702).
[0349] Next, a preset special pattern determination time (e.g., 0.8 seconds) is set in the special operation timer (S1703), a special pattern change stop command indicating that the special pattern change display has ended is set in the output buffer (S1704), the special operation status is changed to "3" (S1705), and the special pattern change processing is terminated.
[0350] [Special design confirmation process] Next, the special symbol determination process will be described with reference to Fig. 42. In the special symbol determination process (S1504), the game control microcomputer 101 first determines whether or not to end the stopped display of the special symbol, that is, whether or not the special symbol determination time set in the special action timer in step S1703 has elapsed (special action counter = 0) (S1751). If the stopped display of the special symbol is not to be ended (NO in S1751), the special symbol determination process is ended, and if the stopped display of the special symbol is to be ended (YES in S1751), it determines whether or not the current state is a normal probability state (high probability flag is OFF) (S1752).
[0351] If the game control microcomputer 101 is not currently in the normal probability state (NO in S1752), it proceeds to step S1757, and if currently in the normal probability state (YES in S1752), it judges whether or not it is in the time-saving state (time-saving flag is ON) (S1753). If not currently in the time-saving state (NO in S1753), the game control microcomputer 101 proceeds to step S1757, and if currently in the time-saving state (YES in S1753), it subtracts "1" from the value of the time-saving remaining number counter that measures the remaining number of times (time-saving remaining number) of variable display of special patterns that can be executed in the time-saving state (S1754), and judges whether or not the value of the time-saving remaining number counter is "0" (S1755). If the value of the remaining time-saving count counter (remaining number of time-saving times) is not "0" (NO in S1755), proceed to step S1757; if the value of the remaining time-saving count counter (remaining number of time-saving times) is "0" (YES in S1755), transition from the time-saving state to a non-time-saving state (turn off the time-saving flag) (S1756), and proceed to step S1757.
[0352] Next, the game control microcomputer 101 checks the current game state, sets the game state command indicating the game state in the output buffer (S1757), and judges whether the currently displayed special symbol is a jackpot symbol or not (S1758). If it is not a jackpot symbol (NO in S1758), the special operation status is changed to "1" (S1762), and the special symbol determination process is completed. If it is a jackpot symbol (YES in S1758), the game state is reset (the normal game state is set. Specifically, the high probability flag and the time-saving flag are turned OFF, and the values of the high probability remaining number counter and the time-saving remaining number counter are set to "0") (S1759).
[0353] Next, the game control microcomputer 101 performs a jackpot game preparation process (S1760), changes the special operation status to "4" (S1761), and ends the special symbol determination process. In the jackpot game preparation process, the game control microcomputer 101 sets a jackpot game control table corresponding to the type of jackpot symbol in a predetermined area of the game RAM 104. In addition, a jackpot opening flag indicating that an opening corresponding to the stopped jackpot symbol is in progress is turned ON in a predetermined area of the game RAM 104, and a predetermined opening time (the time from the start of the jackpot game to the start of one round) is set in a special operation timer according to the type of jackpot symbol. Furthermore, an opening command indicating the type of jackpot symbol is set in an output buffer of the game RAM 104 according to the type of jackpot symbol. The opening command corresponding to the type of jackpot symbol indicates that a jackpot game (opening of the jackpot game) corresponding to the type of the stopped jackpot symbol is started.
[0354] 6. Control of the performance by the performance control board 120 [Main processing for performance control] Next, the control of the performance by the performance control board 120 will be described using the flowcharts of Figures 43 to 47. The flowcharts for controlling the performance described below are only examples. The order of execution of multiple processes in the flowcharts can be changed as appropriate or executed in parallel, as long as no contradiction occurs in the process contents.
[0355] In addition, counters, timers, flags, buffers, etc., which appear in the following description of the control of the performance by the performance control board 120, are provided in the performance RAM 124. When the power of the pachinko game machine PY is turned on, the performance control microcomputer 121 provided in the performance control board 120 reads out the program of the sub-control main processing shown in Fig. 43 from the performance ROM 123 and executes it.
[0356] As shown in the figure, in the main processing for performance control, first, power-on processing is performed in response to power-on (S4001). In the power-on processing, for example, settings of the performance CPU 122, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.
[0357] Next, interrupts are prohibited (S4002), and random number seed update processing is executed (S4003). In the random number seed update processing (S4003), the values of various random number counters for determining effects are updated to make judgments regarding various effects. The random numbers for determining effects include various random numbers for determining stop pattern patterns, which will be described later, and random numbers for determining special pattern variation effect patterns, etc., to determine the contents of the effects.
[0358] As an example, the method of updating the random number counter for judging various effects can be the same as the random number update process performed by the game control board 100 described above. When updating, the random number value may be incremented by 2 instead of incrementing by 1. This is also the same as the random number update process performed by the game control board 100 described above.
[0359] When the random number seed update process is completed, a command transmission process is executed (S4004). In the command transmission process, various commands (such as a special chart variation performance start command, a customer waiting start command, an opening performance start command, a round performance start command, and an ending performance start command, which will be described later) stored in the output buffer in the performance RAM 124 of the performance control board 120 are transmitted to the image control board 140.
[0360] The image control board 140 that has received the command displays an image on the display unit 50a in accordance with the received command (executing various effects by image). In addition, the effect control board 120 outputs sound from the speaker 52 via the sound control circuit 161 (executing various effects by sound) along with the various effects performed by the image control board 140, causes the frame lamp 53 to emit light via the sub-drive board 162 (executing various effects by light emission), and operates the board movable body 55k (executing various effects by operation). The various effects include special chart change effects, big win game effects (big win opening effects, round effects, big win ending effects), customer waiting effects, operation effects, and pre-reading effects.
[0361] The performance control microcomputer 121 then permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are permitted, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012). The 1 ms timer interrupt processing (S4011) and 10 ms timer interrupt processing (S4012) will be described later.
[0362] The reception interrupt process (S4010) is executed every time a strobe signal, i.e., any of the various commands sent from the game control board 100, is input to the external INT input section of the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S101) of the game control board 100 in a reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0363] [1ms timer interrupt processing] Next, the 1 ms timer interrupt processing will be explained using Fig. 44. The 1 ms timer interrupt processing (S4011) is executed every time an interrupt pulse with a 1 msec period is input to the performance control board 120. In the 1 ms timer interrupt processing (S4011), the performance control microcomputer 121 first performs input processing (S4101). In the input processing, the performance control microcomputer 121 creates first performance button switch data based on the detection signal from the first performance button sensor 41a. The performance control microcomputer 121 creates second performance button switch data based on the detection signal from the second performance button sensor 42a.
[0364] Next, the performance control microcomputer 121 performs light emission data output processing (S4102). In the light emission data output processing, the performance control microcomputer 121 outputs the light emission data created in the light emission data creation processing (S4203) in the 10 ms timer interrupt processing described later to the sub-drive board 162 in order to make the frame lamp 53 emit light at a timing that matches the image-based performance, etc. In other words, the performance control microcomputer 121 makes the frame lamp 53 emit light in a predetermined light emission mode according to the light emission data.
[0365] Next, the performance control microcomputer 121 performs a movable device control process (S4103). In the movable device control process, the performance control microcomputer 121 creates or outputs drive data (data for driving the board movable body 55k) to drive the board movable body 55k at a predetermined timing. In other words, the performance control microcomputer 121 drives the board movable body 55k in a predetermined operating mode according to the drive data.
[0366] Next, the performance control microcomputer 121 performs a timer update process (S4104). In the timer update process, various timers provided in the performance RAM 124, which will be described later, are updated in order to manage and control the time related to various predetermined performances. In this process, the timers provided in the performance RAM 124 are updated by 1 msec.
[0367] Then, the performance control microcomputer 121 performs watchdog timer processing to reset the watchdog timer (S4105), and ends the 1 ms timer interrupt processing.
[0368] [10ms timer interrupt processing] Next, the 10 ms timer interrupt process will be explained using Fig. 45. The 10 ms timer interrupt process (S4012) is executed every time an interrupt pulse with a 10 msec period is input to the performance control board 120. In the 10 ms timer interrupt process, the performance control microcomputer 121 first performs a received command analysis process (S4201) that analyzes the commands stored in the receive buffer in step S4010. The received command analysis process will be explained in detail in the basic embodiment described later.
[0369] Next, the performance control microcomputer 121 performs a voice control process (S4202). In the voice control process, based on the performance contents indicated by the special chart variable performance data set in the performance RAM 124, voice data (data for controlling the output of the voice from the speaker 52) is created and output to the voice control circuit 161.
[0370] Next, the performance control microcomputer 121 performs a light emission data creation process (S4203). In the light emission data creation process, light emission data is created based on the performance contents indicated by the special chart variation performance data set in the performance RAM 124.
[0371] [Received command analysis process] Next, the received command analysis process will be explained with reference to Figures 46 and 47. In the received command analysis process, the performance control microcomputer 121 first judges whether or not it has received a start winning command (first start winning command or second start winning command) from the game control board 100, in other words, whether or not it has stored the start winning command in the receiving buffer (S4301). If it has received the start winning command (YES in S4301), the performance control microcomputer 121 proceeds to step S4302, whereas if it has not received the start winning command (NO in S4301), it proceeds to step S4303.
[0372] In step S4302, the microcomputer 121 for controlling the performance performs a start winning process in response to the game ball winning in the first start hole 11 or the second start hole 12. In the start winning process, the received start winning command is stored in the start winning command reservation memory unit 125 in the RAM 124 for performance. Next, the microcomputer 121 for controlling the performance analyzes the stored start winning command and determines whether or not to execute a look-ahead performance indicating the expectation of a big win. The look-ahead performance includes a reservation change notice that displays a reservation icon in a special manner, as well as a continuous notice performance that is performed over a series of consecutive special pattern changes. When it is determined that these look-ahead performances are to be executed, a look-ahead performance start command for executing the determined performance is set in the output buffer of the RAM 124 for performance.
[0373] When the look-ahead performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and performs the look-ahead performance by image on the display unit 50a of the image display device 50. In addition, while the look-ahead performance by image is being performed by the image control board 140, the performance control microcomputer 121 can output sound from the speaker 52 via the sound control circuit 161 (execute the look-ahead performance by sound) according to the look-ahead performance content indicated by the look-ahead performance start command sent to the image control board 140, and can also light up the frame lamp 53 via the sub-drive board 162 (execute the look-ahead performance by light emission) and operate the board movable body 55k (execute the look-ahead performance by operation).
[0374] In step S4303, the performance control microcomputer 121 judges whether or not a symbol designation command has been received from the game control board 100, in other words, whether or not the symbol designation command has been stored in the reception buffer. If the performance control microcomputer 121 has not received a symbol designation command (NO in S4303), it proceeds to step S4305, whereas if it has received a symbol designation command (YES in S4303), it stores the symbol designation command in the symbol designation command storage unit 126 in the performance RAM 124 (S4304).
[0375] In step S4305, the microcomputer 121 for effect control judges whether or not it has received a special chart change start command from the game control board 100, in other words, whether or not it has stored the special chart change start command in the reception buffer. If it has not received the special chart change start command (NO in S4305), it proceeds to step S4307, whereas if it has received the special chart change start command (YES in S4305), it determines the effect contents of the special chart change effect and performs special chart change effect start processing (S4306) to start the special chart change effect.
[0376] In the special symbol variation performance start process, the performance control microcomputer 121 first stores a special symbol variation start command in the special symbol variation start command memory unit 127 in the performance RAM 124. Next, based on the contents of the stopped special symbol (type of big win symbol, losing special symbol) indicated by the symbol designation command already stored in step S4304 and the special symbol variation pattern indicated by the special symbol variation start command, a stop symbol pattern determination table is selected for performing stop symbol determination for determining the performance symbols EZ1 to EZ3 and small symbols KZ1 to KZ3 to be stopped and displayed. A plurality of stop symbol pattern determination tables are provided in association with the special symbols and the special symbol variation patterns. Therefore, the performance control microcomputer 121 selects one stop symbol pattern determination table associated with the stopped special symbol and the special symbol variation pattern. In each stopping symbol pattern determination table, the values of the random numbers for determining the stopping symbol pattern (stopping symbol pattern determination values) are allocated to the multiple performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 so as to have a predetermined allocation rate (%). Next, the performance control microcomputer 121 obtains the value indicated by the random number counter for determining the stopping symbol pattern as the random number for determining the stopping symbol pattern, and performs the stopping symbol pattern determination based on the obtained random number for determining the stopping symbol pattern.
[0377] In the stop pattern determination, the performance control microcomputer 121 collates the acquired random number for determining the stop pattern with the selected stop pattern table, determines the performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3 to be displayed, and sets data representing the determined performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3 in a predetermined area of the performance RAM 124. For example, if the special pattern variation pattern is a no-reach miss variation, a combination of the performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3 is selected so as to be a so-called "variable pattern". Also, if the special pattern variation pattern is a reach miss variation, a combination of the performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3 is selected so that the left performance pattern EZ1 and the right performance pattern EZ3 are the same, and the center performance pattern EZ2 is different from them. Furthermore, if the special symbol variation pattern is a big win variation, a combination of the performance symbols EZ1 to EZ3 and the small symbols KZ1 to KZ3 is selected so as to form a so-called "double number" according to the performance mode and the type of the big win symbol.
[0378] Next, the microcomputer 121 for performance control selects a special chart change performance pattern determination table for performing a special chart change performance pattern determination for determining a special chart change performance pattern to which the performance content of the special chart change performance corresponds, based on the currently-present performance mode and the special chart change pattern indicated by the special chart change start command. A plurality of special chart change performance pattern determination tables are provided in association with the performance mode and the special chart change pattern. Thus, the microcomputer 121 for performance control selects one special chart change performance pattern determination table associated with the special chart change pattern. In each special chart change performance pattern determination table, the value of the special chart change performance pattern determination random number (special chart change performance pattern determination value) is allocated to one or more special chart change performance patterns so as to be a predetermined allocation rate (%). Next, the microcomputer 121 for performance control acquires the value indicated by the special chart change performance pattern determination random number counter as a special chart change performance pattern determination random number, and performs a special chart change performance pattern determination based on the acquired special chart change performance pattern determination random number.
[0379] In determining the special chart change performance pattern, the performance control microcomputer 121 compares the acquired random number for determining the special chart change performance pattern with the selected special chart change performance pattern table, determines the special chart change performance pattern, sets data representing the determined special chart change performance pattern (special chart change performance pattern data) in a specified area of the performance RAM 124, and also sets a special chart change performance start command indicating the special chart change performance pattern in the output buffer of the performance RAM 124.
[0380] When the special chart change performance start command set in the output buffer of the performance RAM 124 is sent to the image control board 140 by the command sending process (S4004), the image CPU 141 of the image control board 140 reads out a predetermined performance image from the image ROM 142 and performs a special chart change performance using an image on the display unit 50a of the image display device 50.
[0381] The special chart variation start command also includes information on the performance flow associated with the special chart variation pattern indicated by the special chart variation start command. The special chart variation start command also includes the special chart variation performance by sound output from the speaker 52, the special chart variation performance by light emission by the frame lamp 53, and the special chart variation performance by the operation of the board movable body 55k, in addition to the special chart variation performance by image performed by the image display device 50.
[0382] In addition, while the special chart change performance by image is being performed by the image control board 140, the performance control microcomputer 121 outputs sound from the speaker 52 via the voice control circuit 161 (executes the special chart change performance by sound) in accordance with the special chart change performance content indicated by the special chart change performance start command sent to the image control board 140, and also causes the frame lamp 53 to light up via the sub-drive board 162 (executes the special chart change performance by light emission), and operates the board movable body 55k (executes the special chart change performance by movement).
[0383] In step S4307, the microcomputer 121 for effect control judges whether or not it has received a special chart variation stop command from the game control board 100, in other words, whether or not it has stored the special chart variation stop command in the reception buffer. If the microcomputer 121 for effect control has not received the special chart variation stop command (NO in S4307), it proceeds to step S4309, whereas if it has received the special chart variation stop command (YES in S4307), it performs special chart variation performance end processing (S4308) to end the special chart variation performance (stop the variation display of the performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3 and perform a stop display).
[0384] In the special chart variation performance end process, the performance control microcomputer 121 analyzes the special chart variation stop command, and based on the analysis result, sets a special chart variation performance end command for appropriately ending the special chart variation performance (stopping the variable display of the performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3) in the output buffer of the performance RAM 124. When the image control board 140 receives the special chart variation performance end command, it ends the special chart variation performance being executed (stops the varying performance patterns EZ1 to EZ3 and the small patterns KZ1 to KZ3).
[0385] In step S4309, the microcomputer 121 for performance control judges whether or not a game status command has been received from the game control board 100, in other words, whether or not the game status command has been stored in the receiving buffer. If the microcomputer 121 for performance control has not received a game status command (NO in S4309), it proceeds to step S4311, whereas if the microcomputer 121 has received a game status command (YES in S4309), it analyzes the game status command, identifies the game status represented by the game status command, and performs a game status setting process to set the game status (S4310).
[0386] In the game state setting process, the performance control microcomputer 121 sets a game state flag corresponding to the game state indicated by the game state command in the game state flag area of the performance RAM 124. For example, if the game state indicated by the game state command is a normal game state, the performance control microcomputer 121 sets the game state flag "00H" in the game state flag area of the performance RAM 124. Also, if the game state indicated by the game state command is a high probability high base game state, the performance control microcomputer 121 sets the game state flag "01H" in the game state flag area of the performance RAM 124. Furthermore, if the game state indicated by the game state command is a low probability high base game state, the performance control microcomputer 121 sets the game state flag "02H" in the game state flag area of the performance RAM 124.
[0387] In step S4311, the performance control microcomputer 121 judges whether or not a customer waiting command has been received from the game control board 100, in other words, whether or not the customer waiting command has been stored in the reception buffer. If the performance control microcomputer 121 has not received a customer waiting command (NO in S4311), it proceeds to step S4313, whereas if it has received a customer waiting command (YES in S4311), it performs customer waiting performance standby processing (S4312) and ends the received command analysis processing.
[0388] In the customer waiting performance standby process, the performance control microcomputer 121 sets a customer waiting performance timer to a standby time (customer waiting performance standby time: for example, 30 seconds) from when the performance pattern is stopped and displayed until the customer waiting performance is started. The performance control microcomputer 121 can determine whether or not this standby time has elapsed, and when it determines that the standby time has elapsed, sets a customer waiting performance start command for starting the customer waiting performance in the output buffer of the performance RAM 124.
[0389] In step S4313, the performance control microcomputer 121 judges whether or not an opening command has been received from the game control board 100, in other words, whether or not the opening command has been stored in the receiving buffer. If the performance control microcomputer 121 has not received an opening command (NO in S4313), it proceeds to step S4315, whereas if it has received an opening command (YES in S4313), it performs a jackpot opening performance start process associated with the start of the opening of the jackpot game (S4314).
[0390] In the jackpot opening performance start process, the performance control microcomputer 121 analyzes the opening command and, based on the analysis result, determines whether or not to execute a jackpot opening performance corresponding to the opening of the jackpot game that is about to be executed, and if so, selects the performance content of the jackpot opening performance (jackpot opening performance pattern) and sets in the output buffer of the performance RAM 124 a jackpot opening performance start command for starting a jackpot opening performance with the selected jackpot opening performance pattern.
[0391] In step S4315, the performance control microcomputer 121 judges whether or not a round number designation command has been received from the game control board 100, in other words, whether or not the round number designation command has been stored in the reception buffer. If the round number designation command has not been received (NO in S4315), the process proceeds to step S4317, whereas if the round number designation command has been received (YES in S4315), the process performs round performance start processing associated with the start of round play (S4316).
[0392] In the round presentation start process, the presentation control microcomputer 121 analyzes the round number designation command and determines whether or not to execute a round presentation corresponding to the round game that is about to start, and if so, selects the presentation content of the round presentation (round presentation pattern) and sets a round presentation start command corresponding to the selected round presentation pattern in the output buffer of the presentation RAM 124.
[0393] In step S4317, the performance control microcomputer 121 judges whether or not an ending command has been received from the game control board 100, in other words, whether or not the ending command has been stored in the receiving buffer. If an ending command has not been received (NO in S4317), the received command analysis process is terminated, whereas if an ending command has been received (YES in S4317), the jackpot ending performance start process (S4318) associated with the start of the ending of the jackpot game and the performance mode setting process (S4319) are performed before the received command analysis process is terminated.
[0394] In the jackpot ending presentation start process, the presentation control microcomputer 121 analyzes the ending command and determines whether or not to execute a jackpot ending presentation corresponding to the ending of the jackpot game to be executed, and if so, selects the presentation content of the jackpot ending presentation (jackpot ending presentation pattern) and sets a jackpot ending presentation start command corresponding to the selected jackpot ending presentation pattern in the output buffer of the presentation RAM 124.
[0395] In addition, in the presentation mode setting process, the presentation control microcomputer 121 performs a process (processing for controlling the presentation mode) to set the presentation mode after a jackpot game based on the analysis results of the ending command, specifically, the jackpot pattern indicated by the ending command.
[0396] For example, when the jackpot symbol indicated by the jackpot ending command is jackpot symbol A or jackpot symbol D, the microcomputer 121 for performance control sets the probability variable performance mode, which indicates a high probability high base game state. Then, the microcomputer 121 sets a performance mode flag indicating the probability variable performance mode to ON in a predetermined area of the RAM 124 for performance, and sets a probability variable performance mode start command indicating that the probability variable performance mode is set in the output buffer of the RAM 124 for performance. When the probability variable performance mode start command set in the output buffer of the RAM 124 for performance is sent to the image control board 140 by the command sending process (S4004), the CPU 141 for image control board 140 displays the probability variable background image G120 as the background image and outputs the probability variable BGM as the BGM at the timing when the ending ends.
[0397] Furthermore, when the jackpot symbol indicated by the jackpot ending command is jackpot symbol B, jackpot symbol C, or jackpot symbol E, the performance control microcomputer 121 sets a time-saving performance mode in which it is difficult or impossible to distinguish whether the state is a high probability high base game state or a low probability high base game state. Then, the performance control microcomputer 121 turns on a performance mode flag indicating the time-saving performance mode in a predetermined area of the performance RAM 124, and sets a time-saving performance mode start command indicating the setting of the time-saving performance mode in the output buffer of the performance RAM 124. When the time-saving performance mode start command set in the output buffer of the performance RAM 124 is transmitted to the image control board 140 by the command transmission process (S4004), the image CPU 141 of the image control board 140 displays the time-saving background image G130 as the background image and outputs the time-saving BGM as the BGM at the timing when the ending ends.
[0398] First Embodiment Next, a first embodiment of the present invention will be described based on the basic embodiment of the present invention described above. In the following, the first embodiment will be mainly described with respect to the differences from the basic embodiment. Also, the same reference numerals and terms are used for the same configurations as the basic embodiment or the similar corresponding configurations.
[0399] The pachinko game machine PY1 of the first embodiment is configured as an enclosed game machine (so-called "Sma-Pachi (registered trademark)") in which a predetermined number of game balls (for example, 45 balls) are enclosed as game media and circulate inside without being discharged to the outside, and players cannot basically touch the game balls. In the pachinko game machine PY1, regardless of whether the game balls enter (or pass through) the various winning holes 10, 11, 12, and 14 where game balls can be acquired as prize balls or pass through the outlet 19 without winning, the game balls that are launched and enter the game area 6 and flow down in the game area 6 are collected, and the collected game balls are launched again to circulate the game balls inside.
[0400] In the following, a game ball that enters (or passes through) the various winning ports 10, 11, 12, and 14 and is discharged outside the game area 6 is referred to as a "safe ball," and a game ball that does not enter and passes through the outlet 19 and is discharged outside the game area 6 is referred to as an "out ball." Furthermore, safe balls and out balls are sometimes collectively referred to as "discharged balls."
[0401] In the pachinko game machine PY1, game balls are set (supplied) to a predetermined launch position and then launched by the launching device 72 toward the play area 6, but there are cases where the launched game balls do not reach the play area 6 and return toward the predetermined launch position. In this case, the game balls returning toward the predetermined launch position are not returned to the predetermined launch position as they are, but are collected as foul balls from a predetermined foul ball collection port formed in the launch area 7. In the pachinko game machine PY1, foul balls are collected and then launched again, just like sale balls and out balls (discharged balls). In other words, safe balls, out balls, and foul balls constitute game balls that are used cyclically inside the pachinko game machine PY1.
[0402] Incidentally, the card unit CU is installed to the left of the pachinko game machine PY1 with almost no gap between them. The card unit CU and the pachinko game machine PY1 are connected to be able to communicate in both directions. FIG. 48 is a front view showing a set of the pachinko game machine PY1 and the card unit CU in a schematic manner. As shown in FIG. 48, the front of the card unit CU is provided with a bill insertion slot 401, a card insertion slot 402, a card display unit 403, a ball loan button 404k, a replay button 405k, and a return button 406k.
[0403] The bill insertion slot 401 is configured to allow the insertion of bills. The card insertion slot 402 is configured to allow the insertion and removal of an IC card serving as a recording medium. The IC card is configured to allow the credit balance and the number of saved balls to be recorded separately (in a distinguishable manner). The card display unit 403 is configured to allow the display of valuable information such as the credit balance and the number of saved balls recorded on the IC card. The ball lending button 404k is configured to allow a pressing operation for lending balls. The replay button 405k is configured to allow a pressing operation for replaying. The return button 406k is configured to allow a pressing operation for returning the IC card.
[0404] The card unit CU reads and rewrites valuable information such as the credit balance and number of balls stored on the IC card inserted into the card insertion slot 402. Note that the card unit CU is configured from a commercially available general (conventional) lending machine (commonly known as "Sand"), so detailed explanations regarding the control of the card unit CU will be omitted.
[0405] A protruding base 34 that protrudes forward is provided on the lower front surface of the front door 23. Since the pachinko game machine PY1 is an enclosed game machine, the protruding base 34 is not open like the upper tray 34 of the pachinko game machine PY according to the basic embodiment, but is sealed, and is structured so that the player cannot come into contact with the game balls.
[0406] FIG. 49 is a plan view of the protruding stand 34. As shown in FIG. 49, a first performance button 41k configured to be pressed is arranged at approximately the center in the left-right direction on the top surface of the protruding stand 34 toward the front. On the top surface of the protruding stand 34, to the right of the first performance button 41k, a ball number display 300 and a count button 301k are arranged adjacent to each other. The ball number display 300 displays the number of balls held. The count button 301k is configured to be pressed. Although details will be described later, the number of balls held stored in the pachinko game machine PY1 is transferred to the IC card in response to the operation of the count button 301k.
[0407] The number of balls held is the number of game balls (game balls that can be shot or used) that the player owns inside the pachinko game machine PY1, in other words, the number of game balls that are completed within the pachinko game machine PY1. The number of saved balls is the number of game balls (game balls that can be shot or used) that the player owns outside the pachinko game machine PY1, in other words, the number of game balls that are left outside the pachinko game machine PY1 and left in a game parlor.
[0408] A lock 302 for holding and releasing the closed state of the front door 23 (locking and unlocking the front door 23) is provided at the right end of the pachinko game machine PY1. The lock 302 has a cylinder structure and can be locked and unlocked with a dedicated key held by the game establishment.
[0409] The second effect button 42k (second effect button device 42) installed in the pachinko game machine PY of the basic embodiment is not installed in the pachinko game machine PY1. In addition, the front door 23 is provided with a speaker 52 and a frame lamp 53 having a configuration different from that of the basic embodiment. The frame lamp 53 includes an upper frame lamp 53U arranged on the upper side and a lower frame lamp 53D arranged on the lower side.
[0410] Although detailed description is omitted, the pachinko game machine PY1 is equipped with a grinding device 303 and a lifting device 304 in order to circulate game balls inside. The grinding device 303 and the lifting device 304 are disposed at the bottom of the inner frame 22. All of the discharged balls that have passed through the general winning opening 10, the first starting opening 11, the second starting opening 12, the big winning opening 14, and the out opening 19 and discharged to the outside of the game area 6 are collected in a collection passage (not shown).
[0411] The recovery passage is configured in a straight line or a gentle curve so that even if multiple game balls flow in at the same time, they can be organized and transported one ball at a time in order and at a constant speed. The recovery passage is connected to a storage passage (not shown) in which the game balls circulating inside are finally stored. Therefore, the game balls collected in the recovery passage then flow into the storage passage. Game balls collected as foul balls also flow into the storage passage. The game balls (discharged balls and foul balls) that flow into the storage passage are polished by the polishing device 303. The polished game balls are finally set (supplied) to a predetermined launch position by the lifting device 304. The game balls set (supplied) to the predetermined launch position are launched by the launching device 72.
[0412] Next, the electrical configuration of the pachinko game machine PY1 will be described. The pachinko game machine PY1 does not have the payout control board 170 in the basic embodiment, but has a frame control board 180. The frame control board 180 mainly controls the circulation of game balls, such as launching, grinding, and lifting of game balls, and also controls and manages the number of balls held. Figure 50 is a block diagram mainly showing the electrical configuration related to the game control board 100 and the frame control board 180, and Figure 51 is a block diagram mainly showing the electrical configuration related to the performance control board 120. Note that in Figure 50, descriptions of devices such as various display devices and various sensors connected to the game control board 100 are omitted.
[0413] 50, the frame control board 180 is connected to a power supply board 190 and is supplied with power from the power supply board 190. The frame control board 180 is also connected to the game control board 100 so as to be able to communicate in both directions. Therefore, signals (data and information) can be transmitted from the game control board 100 to the frame control board 180, and signals (data and information) can be transmitted from the frame control board 180 to the game control board 100.
[0414] The frame control board 180 is equipped with a frame control one-chip microcomputer (hereinafter, "frame control microcomputer") 181 that controls and manages the circulation of game balls and the number of balls held according to a program. Therefore, the frame control board 180 can be positioned as a control unit that controls and manages the circulation of game balls and the number of balls held.
[0415] The frame control microcomputer 181 includes a frame control ROM 183 which stores programs and tables for controlling the circulation of game balls and controlling and managing the number of balls held, a frame control RAM 184 which is used as a work memory, and a frame control CPU 182 which executes the programs stored in the frame control ROM 183.
[0416] The frame control ROM 183 stores a program for controlling the circulation of game balls and controlling and managing the number of balls held. The frame control RAM 184 is provided with a ball number counter 185 that counts the number of balls held. The ball number counter 185 also functions as a storage unit that stores data indicating the number of balls held (ball number data).
[0417] The frame control board 180 is connected to the launching device 72, the polishing device 303, and the lifting device 304. Although explanations regarding the control of the launching of game balls by the launching device 72, the polishing of game balls by the polishing device 303, and the lifting of game balls by the lifting device 304 will be omitted, the frame control microcomputer 181 appropriately controls the launching device 72, the polishing device 303, and the lifting device 304 to launch, polish, and lift game balls.
[0418] Various sensors are connected to the frame control board 180 via a predetermined relay board (not shown). When the various sensors detect an object to be detected, they output a signal indicating the detection to the frame control board 180. The various sensors connected to the frame control board 180 include a count button sensor 301a, a discharged ball detection sensor 310a, a shot ball detection sensor 311a, a foul ball detection sensor 312a, a magnetic sensor 313a, and a door open detection sensor 23a.
[0419] When the counting button sensor 301a detects that the counting button 301k has been pressed, it outputs a signal (counting button operation detection signal) indicating that the counting button 301k has been pressed to the frame control board 180. In detail, the counting button sensor 301a continuously outputs the counting button operation detection signal to the frame control board 180 while the counting button 301k is being pressed. Therefore, when the counting button sensor 301a detects the pressing of the counting button 301k, it turns the counting button operation detection signal ON (starts outputting the counting button operation detection signal), and when it no longer detects the pressing of the counting button 301k, it turns the counting button operation detection signal OFF (ends outputting the counting button operation detection signal). The counting button 301k and the counting button sensor 301a together constitute the "counting button device 301."
[0420] The discharged ball detection sensor 310a is provided in a recovery passage that collects game balls (discharged balls) that pass through the general winning opening 10, the first starting opening 11, the second starting opening 12, the big winning opening 14, and the out opening 19 and are discharged to the outside of the game area 6. The discharged ball detection sensor 310a can detect the discharged ball, and when it detects the discharged ball, it outputs a signal (discharged ball detection signal) indicating that a discharged ball has occurred to the frame control board 180. Note that the safe ball is a game ball that passes through the general winning opening 10, the first starting opening 11, the second starting opening 12, and the big winning opening 14 and is discharged to the outside of the game area 6, and the out ball is a game ball that passes through the out opening 19 and is discharged to the outside of the game area 6, so the number of discharged balls is the sum of the safe balls and the out balls, and basically matches the number of game balls that entered the game area 6.
[0421] The shot ball detection sensor 311a can detect a game ball (shot ball) shot from a predetermined shot position toward the play area 6, and when it detects a shot ball, it outputs a signal (shot ball detection signal) indicating that a shot ball has been generated to the frame control board 180. The shot ball detection sensor 311a is disposed so as not to detect a game ball that has been shot but is unable to reach the play area 6 and is moving (backflowing) toward the predetermined shot position.
[0422] The foul ball detection sensor 312a can detect a game ball (foul ball) that has been shot but has not reached the play area 6 and has moved (flowed backward) toward a predetermined launch position and has been collected. When a foul ball is detected, a signal (foul ball detection signal) indicating that a foul ball has been generated is output to the frame control board 180. Although detailed explanations are omitted, the foul ball is collected from a foul ball collection port (not shown) formed between the boundary between the play area 6 and the launch area 7 and the predetermined launch position from which the game ball is launched by the launch device 72. The foul ball collection port is configured to allow the game ball to pass toward the play area 6 without interfering with the game ball that has been shot toward the play area 6, and to collect the game ball that has been shot but has not reached the play area 6 and has returned toward the predetermined launch position. The foul ball detection sensor 312a is provided in the foul ball collection port.
[0423] The magnetic sensor 313a is configured to be able to detect a change in the magnetic field, and is placed behind the first starting hole 11 so that the player cannot see it. When the magnetic sensor 313a detects a change in the magnetic field, it outputs a signal (magnetic field change detection signal) indicating that a change in the magnetic field has occurred to the frame control board 180. This makes it possible to detect, for example, fraud in which a player attaches a gaming ball to a magnet from outside the pachinko game machine PY1 through the transparent plate 23t, guides the gaming ball to the first starting hole 11, and causes the ball to win in the first starting hole 11.
[0424] The door open detection sensor 23a can detect that the front door 23 is open, and when it detects the opening, it outputs to the frame control board 180 a signal (door open detection signal) indicating that the front door 23 is open.
[0425] Also, held ball count display 300 is connected to frame control board 180. Held ball count display 300 is configured to be able to input a predetermined signal output from frame control board 180. Held ball count display 300 consists of six 7-segment LEDs arranged side by side in the left-right direction. In other words, held ball count display 300 can display the held ball count stored in frame control board 180 as a maximum of six digits.
[0426] The frame control CPU 182 reflects the counter value of the number of balls held counter 185 on the number of balls held display 300. As described later, basically, when the frame control CPU 182 updates (adds / subtracts) the counter value of the number of balls held counter 185, it promptly updates (adds / subtracts) the number of balls held displayed on the number of balls held display 300 with the same content. In other words, the number of balls held represented by the counter value of the number of balls held counter 185 is the same as the number of balls held displayed by the number of balls held display 300. Therefore, the number of balls held represented by the counter value of the number of balls held counter 185 constitutes the number of balls held managed by the pachinko game machine PY1, and the number of balls held displayed by the number of balls held display 300 constitutes the number of balls held that the player can recognize. Therefore, the number of balls held represented by the counter value of the ball number counter 185 is sometimes referred to as the "master number of balls held," and the number of balls held displayed by the ball number display 300 is sometimes referred to as the "display number of balls held." However, the counter value of the ball number counter 185 (master number of balls held) is positioned as the number of balls held at the current time for the pachinko game machine PY1. Therefore, the master number of balls held is sometimes simply referred to as the "number of balls held."
[0427] The card unit CU is connected to the frame control board 180 so as to be able to communicate bidirectionally. Therefore, signals (data and information) can be transmitted from the card unit CU to the frame control board 180, and signals (data and information) can be transmitted from the frame control board 180 to the card unit CU.
[0428] Various sensors are provided inside the card unit CU. The various sensors include a ball lending button sensor 404a, a replay button sensor 405a, and a return button sensor 406a. The ball lending button sensor 404a detects that the ball lending button 404k has been pressed. The replay button sensor 405a detects that the replay button 405k has been pressed. The return button sensor 406a detects that the return button 406k has been pressed.
[0429] The ball lending button 404k and the ball lending button sensor 404a together constitute the "ball lending button device 404." Similarly, the replay button 405k and the replay button sensor 405a together constitute the "replay button device 405," and the return button 406k and the return button sensor 406a together constitute the "return button device 406."
[0430] 51, in addition to the start winning command reservation memory unit 125, the performance RAM 124 is provided with a ball lending duration timer 128 and a ball lending execution count counter 129. The ball lending duration timer 128 measures the ball lending duration, which will be described later. The ball lending execution count counter 129 measures the number of times ball lending is executed (the number of times the ball lending button 404k is operated) until the ball lending duration reaches a predetermined time (specific time: 10 seconds).
[0431] Next, an increase and decrease in the number of balls held will be explained. As mentioned above, the pachinko game machine PY1 is configured as an enclosed game machine, so game balls are not physically dispensed to the player. Therefore, the pachinko game machine PY1 is configured to be able to hold game balls electronically (as data) for the player inside the pachinko game machine PY1. Holding game balls electronically (as data) inside the pachinko game machine PY1 means that the number of balls held is "1" or more, specifically, the counter value of the held ball counter 185 is "1" or more.
[0432] The number of balls indicated by the ball number data recorded on the IC card is also regarded as the game balls that the player can use for playing. Therefore, to be precise, or depending on how it is perceived (broadly speaking), the sum of the number of balls (master number of balls) indicated by the counter value (number of balls stored in the frame control RAM 184) of the ball number counter 185 and the number of balls indicated by the ball number data recorded on the IC card is the total number of game balls electronically held by the player (the total number of game balls that the player can use for playing). However, in the following, unless otherwise specified, the number of balls (master number of balls) indicated by the counter value (number of balls stored in the frame control RAM 184) of the ball number counter 185 is regarded as the number of game balls electronically held by the player in the pachinko game machine PY1 (the number of game balls that the player can use for playing).
[0433] Additionally, the electronic game balls that make up the number of possessed balls are referred to as "possessed balls," and the electronic game balls that make up the number of saved balls are referred to as "saved balls." Therefore, a situation where the number of possessed balls is ≥ 1 is a situation where "there are balls possessed / there are balls remaining," and a situation where the number of possessed balls = 0 (< 1) is a situation where "there are no balls possessed / there are no balls remaining." Similarly, a situation where the number of saved balls is ≥ 1 is a situation where "there are saved balls / there are saved balls remaining," and a situation where the number of saved balls is = 0 (< 1) is a situation where "there are no saved balls / there are no saved balls remaining."
[0434] Incidentally, when a player tries to start a new game on the pachinko game machine PY1, it is assumed that the number of balls held is "0". Obviously, a game cannot be started when the number of balls held is "0". Therefore, in this case, it is first necessary to increase the number of balls held (to a state where the number of balls held is "1" or more / where there are balls held) by lending a ball or by replaying. A ball can be loaned by operating the ball lending button 404k when there is a credit balance remaining on the issued IC card. A replay can be executed by operating the replay button 405k when there are balls remaining on the issued IC card.
[0435] The IC card is issued when a bill is inserted into the card unit CU. When a bill is inserted, the card unit CU records credit balance data indicating the amount of the bill on the IC card, and the IC card is issued. Naturally, at this point, the number of stored balls indicated by the stored balls data recorded on the IC card is "0".
[0436] When an IC card having credit balance data recorded thereon indicating that there is a credit balance is inserted and the ball lending button 404k is operated, the card unit CU subtracts an amount corresponding to one ball lending (e.g., 500 yen) from the credit balance indicated by the credit balance data, and outputs a signal (ball lending request signal) to the frame control board 180 requesting the lending of a predetermined number of game balls corresponding to one ball lending (number of balls lent: e.g., 125 balls), in other words, an increase in the number of balls held by the number of balls lent.
[0437] The amount of money that can be used for one ball loan is set to an amount that can be divided evenly by the amount of the inserted bill. Therefore, if there is a credit balance on the IC card, the amount of money that can be used for one ball loan will never exceed the credit balance.
[0438] When a ball loan request signal is input, the frame control CPU 182 adds the number of loaned balls to the counter value (counted number of balls in possession) of the ball number counter 185 at that time. In other words, the number of balls in possession is increased by the number of loaned balls. Therefore, for example, if a ball is loaned when the number of balls in possession is "0", the number of balls in possession changes from "0" to the number of loaned balls.
[0439] Furthermore, when a ball lending request signal is input, the frame control CPU 182 transmits a command (ball lending designation command) indicating that a ball lending has been performed (that the ball lending button 404k has been operated) to the game control board 100. Then, when the game control microcomputer 101 receives the ball lending designation command, it immediately transmits the ball lending designation command to the performance control board 120. As will be described later, the performance control microcomputer 121 may execute a performance (excessive ball lending designation, ball lending advance notice designation) according to the ball lending based on the ball lending designation command.
[0440] When the replay button 405k is operated while an IC card is inserted that has stored ball number data recorded on it indicating that there are stored balls (stored ball number ≧1), the card unit CU first determines whether the number of stored balls is greater than or equal to the upper limit number for one replay (replay upper limit number: for example, 200).
[0441] Then, if the number of stored balls indicated by the stored ball number data is equal to or greater than the upper replay limit number (e.g., 200), the card unit CU subtracts the upper replay limit number from the number of stored balls indicated by the stored ball number data, and outputs a signal (first replay request signal) to the frame control board 180 requesting to replay the upper replay limit number of game balls, in other words, to increase the upper replay limit number (e.g., 200) and the number of balls held.
[0442] On the other hand, if the number of saved balls indicated by the saved ball number data is less than the upper limit number for replay (for example, 200), the card unit CU sets the number of saved balls indicated by the saved ball number data to "0" and outputs a signal (second replay request signal) requesting a replay of the number of saved balls (remaining number for replay) indicated by the saved ball number data up to that point to the frame control board 180. In the following, the first replay request signal and the second replay request signal are collectively referred to as the "replay request signal."
[0443] When the first replay request signal is input, the frame control CPU 182 adds the upper limit number of replays indicated by the first replay request signal to the counter value of the number of balls held counter 185. In other words, the number of balls held has increased by the upper limit number of replays. On the other hand, when the second replay request signal is input, the frame control CPU 182 adds the remaining number of replays indicated by the second replay request signal to the counter value of the number of balls held counter 185. In other words, the number of balls held has increased by the remaining number of replays. Therefore, for example, if a replay is performed when the number of balls held is "0", the counter value of the number of balls held counter 185 changes from "0" to the upper limit number of replays or the remaining number of replays.
[0444] When a replay request signal is input, the frame control CPU 182 does not transmit a command indicating that a replay has been performed (that the replay button 405k has been operated) to the game control board 100, as in the case of a ball lending request signal being input. In other words, the game control microcomputer 101 and the performance control microcomputer 121 can recognize that a ball lending has been performed, but cannot recognize that a replay has been performed.
[0445] The pachinko game machine PY1 is configured to be able to lend balls and replay even when there are balls in hand (number of balls in hand ≧1). That is, when a ball is lent while there are balls in hand (number of balls in hand ≧1), the frame control CPU 182 adds the number of lent balls to the counter value of the number of balls in hand counter 185 at that time (increases the number of lent balls and number of balls in hand). On the other hand, when a replay is performed while there are balls in hand (number of balls in hand ≧1), the frame control CPU 182 adds the upper limit number of replays or the remaining number of replays to the counter value of the number of balls in hand counter 185 at that time (increases the upper limit number of replays or the remaining number of replays and number of balls in hand).
[0446] When a game ball is shot (when a shot ball detection signal is input), the frame control CPU 182 subtracts "1" from the counter value of the ball number counter 185 (decreases the number of balls held by one).
[0447] When a game ball is collected from the foul ball collection port and a foul ball occurs (when a foul ball detection signal is input), the frame control CPU 182 adds "1" to the counter value of the ball holding counter 185 (increases the number of balls held by one).
[0448] When a game ball wins (a safe ball occurs), the frame control CPU 182 adds the number of prize balls corresponding to the winning port into the counter value of the ball count counter 185 (increases the number of balls held). The number of prize balls corresponding to the winning port can be set appropriately, but for example, in the first embodiment, the number of prize balls for the general winning port 10 is set to 10, the number of prize balls for the first starting port 11 is set to 4, the number of prize balls for the second starting port 12 is set to 1, and the number of prize balls for the large winning port 14 is set to 15.
[0449] When the sensors 10a, 11a, 12a, and 14a corresponding to the various winning ports detect a win, they output the respective detection signals to the game control board 100. Then, when the detection signal relating to a win is input, the game control board 100 sets a command indicating the number of winning balls (a prize ball number designation command) in the output buffer of the game RAM 104 in the prize ball processing (general winning port prize ball processing (S202), second starting port prize ball processing (S208), first starting port prize ball processing (S215), and large winning port prize ball processing (S224)) relating to the various winning ports in the sensor detection processing (S104).
[0450] The set prize ball number designation command is transmitted to the frame control board 180 in the output process (S101) of the game control side timer interrupt process (S005). That is, information regarding the number of prize balls is transmitted from the game control board 100 to the frame control board 180. Then, when the frame control CPU 182 receives the prize ball number designation command, it adds the number of prize balls indicated by the prize ball number designation command to the counter value of the held ball number counter 185 (increases the held ball number by the number of prize balls indicated by the prize ball number designation command).
[0451] Furthermore, when the operation of the counting button 301k is detected (when the counting button operation detection signal is input), the frame control CPU 182 starts measuring the time (counting operation time) that has elapsed since the operation was started. Then, when the operation of the counting button 301k is no longer detected, the frame control CPU 182 ends measuring the counting operation time. Therefore, the frame control CPU 182 is measuring the time from when the counting operation detection signal is turned ON to when it is turned OFF.
[0452] Then, when the operation of the counting button 301k ends before 0.5 seconds have elapsed since the start of the measurement of the counting operation time (the measurement ends before 0.5 seconds of the counting operation time), if the number of balls held at that point is one or more, the frame control CPU 182 subtracts "1" from the counter value of the held ball number counter 185 at the end of the measurement (decreases the number of held balls by one). Also, at this time, the frame control CPU 182 outputs a signal (first stored ball number increase signal) indicating that the number of stored balls is to be increased by one to the card unit CU.
[0453] In addition, if the operation of the counting button 301k is completed within 0.5 seconds from the start of measurement of the counting operation time (the measurement ends with the counting operation time being less than 0.5 seconds), and the number of balls held at that point is less than one (zero), the frame control CPU 182 will maintain the counter value of the ball number counter 185 and will not output any signal to the outside.
[0454] When the counting operation time reaches 0.5 seconds, if the number of balls held at that time is less than 250, the frame control CPU 182 sets the counter value of the held ball number counter 185 to "0" (sets the number of held balls to 0) at that time. Also, at this time, the frame control CPU 182 outputs a signal (second saved ball number increase signal) to the card unit CU indicating that the number of saved balls should be increased by the number of held balls (remaining held balls) remaining at that time.
[0455] On the other hand, when the counting operation time reaches 0.5 seconds, if the number of balls held at that time is 250 or more, the frame control CPU 182 subtracts "250" from the counter value of the held ball number counter 185 during that time (decreases the number of held balls by 250). Also, at this time, the frame control CPU 182 outputs a signal (third saved ball number increase signal) indicating that the number of saved balls is to be increased by 250 to the card unit CU.
[0456] When the counting operation time is 0.5 seconds or more, the frame control CPU 182 subtracts the remaining number of balls held from the counter value of the ball number counter 185 at that time (decreases the number of balls held by the remaining number of balls held) in a 0.5 second cycle if the number of balls held is less than 250, and outputs a second saved ball number increase signal to the card unit CU, while if the number of balls held is 250 or more, it subtracts "250" from the counter value of the ball number counter 185 (decreases the number of balls held by 250) and outputs a third saved ball number increase signal to the card unit CU.
[0457] That is, after the counting operation time measurement starts, the frame control CPU 182 checks whether the number of balls held at that time is 250 or more at 0.5 second intervals, provided that the counting button 301k is being operated. If the number of balls held is less than 250, the frame control CPU 182 subtracts the number of remaining balls held from the counter value of the ball number counter 185 at that time (reducing the number of balls held by the remaining number of balls held) and outputs a second saved ball number increase signal to the card unit CU. On the other hand, if the number of balls held is 250 or more, the frame control CPU 182 subtracts "250" from the counter value of the ball number counter 185 (reducing the number of balls held by 250) and outputs a third saved ball number increase signal to the card unit CU.
[0458] In the following, the timing that occurs every 0.5 seconds after the start of the measurement of the counting operation time while the counting button 301k is being operated is referred to as the "held ball number determination transition timing." If the counting operation time is 0.5 seconds or more and the measurement of the counting elapsed time ends at a timing other than the held ball number determination transition timing, the frame control CPU 182 maintains the counter value of the held ball number counter 185 (does not change the held ball number).
[0459] When the first saved ball number increase signal is input, the card unit CU increases the number of saved balls related to the saved ball number data recorded on the IC card by "1". Similarly, when the second saved ball number increase signal is input, the card unit CU increases the number of saved balls related to the saved ball number data recorded on the IC card by the remaining number of balls indicated by the second saved ball number increase signal. Also, when the third saved ball number increase signal is input, the card unit CU increases the number of saved balls related to the saved ball number data recorded on the IC card by "250". That is, by operating the counting button 301k, there are cases where the number of held balls decreases by one and the number of saved balls increases by one, the number of held balls decreases by the remaining number of held balls and the number of saved balls increases by the remaining number of held balls, and the number of held balls decreases by 250 and the number of saved balls increases by 250. Therefore, the number of held balls decreases by operating the counting button 301k, and the number of saved balls increases by the same amount as the decrease. As mentioned above, the number of balls held is the number of gaming machines that the player owns inside the pachinko gaming machine PY1 that can be used, and the number of saved balls is the number of gaming machines that the player owns outside the pachinko gaming machine PY1 that can be used, so by operating the counting button 301k, the number of balls held according to the operation mode is transferred (shifted) to the outside of the pachinko gaming machine PY1 (to the IC card). Hereinafter, this pair of the same number of reduction in the number of held balls and increase in the number of saved balls (transfer) is referred to as "transfer of usable gaming balls to the outside."
[0460] In the following, the first saved ball number increase signal, the second saved ball number increase signal, and the third saved ball number increase signal are collectively referred to as the "saved ball number increase signal." In addition, an operation of the count button 301k with a counting operation time of less than 0.5 seconds, in other words, an operation of the count button 301k that reduces the number of balls held by one, is referred to as a "short press," and an operation of the count button 301k with a counting operation time of 0.5 seconds or more, in other words, an operation of the count button 301k that reduces the number of balls held by at least two or more, is referred to as a "long press." In addition, regarding a series of long presses, a long press until the first timing for determining the number of balls held arrives is referred to as a "long press for one time," a long press until the second timing for determining the number of balls held arrives is referred to as a "long press for two times," and a long press until the mth timing for determining the number of balls held arrives (m is an integer of 3 or more) is referred to as a "long press for m times."
[0461] Furthermore, when the frame control CPU 182 updates (adds / subtracts) the counter value of the held ball count counter 185, it causes the held ball count display 300 to update the held ball count (displayed held ball count) displayed by the held ball count display 300 with the same content at approximately the same timing. Therefore, for example, when the frame control CPU 182 adds the number of lent balls to the counter value of the held ball count counter 185 based on a ball loan, it causes the held ball count display 300 to add the number of lent balls to the displayed held ball count at approximately the same timing. Furthermore, when the frame control CPU 182 adds the replay upper limit number or the replay remaining number to the counter value of the held ball count counter 185 based on a replay, it causes the held ball count display 300 to add the replay upper limit number or the replay remaining number to the displayed held ball count at approximately the same timing. Similarly, when the frame control CPU 182 subtracts 1, the remaining number of balls, or 250 from the counter value of the ball count counter 185 based on the external transfer of a usable game ball, it causes the ball count display 300 to subtract 1, the remaining number of balls, or 250 from the displayed number of balls at approximately the same timing. Furthermore, when the frame control CPU 182 adds the number of prize balls related to a prize ball to the counter value of the ball count counter 185 based on a prize ball, it causes the ball count display 300 to add the number of prize balls to the displayed number of balls at approximately the same timing. Furthermore, when the frame control CPU 182 adds "1" to the counter value of the ball count counter 185 based on the shooting of a foul ball, it causes the ball count display 300 to add "1" to the displayed number of balls at approximately the same timing. Furthermore, when the frame control CPU 182 subtracts "1" from the counter value of the ball count counter 185 based on the release of a game ball, it causes the ball count display 300 to subtract "1" from the displayed number of balls at approximately the same timing.
[0462] Next, the response process of the pachinko game machine PY1 based on the detection of a change in the magnetic field by the magnetic sensor 313a will be described....
Claims
1. A gaming machine configured to execute a specific game in which a game medium can be acquired when a specific result is derived by executing a specific determination based on the establishment of an execution condition as a result of a game medium being used by a player, the specific determination comprising: A specific storage means for storing a usable number of game media, which is the number of game media that a player can use on the gaming machine; A specific control means for controlling the number of available game media; A performance control means capable of executing a performance, the specific control means is capable of increasing the number of available game media stored in the specific storage means by a predetermined number in response to a predetermined operation means being operated; The gaming machine is characterized in that the presentation control means may, when an increase in the number of available gaming media based on operation of the specified operating means exceeds a specified threshold within a specified period of time, execute a specific presentation corresponding to the increase.
2. 2. The gaming machine according to claim 1, The predetermined operation means includes a first operation means and a second operation means, The gaming machine is characterized in that the presentation control means executes the specific presentation when an increase in the number of available game media based on operations to the first operating means exceeds the specified threshold within the specified period, and does not execute the specific presentation when an increase in the number of available game media based on operations to the second operating means exceeds the specified threshold within the specified period.
Citation Information
Patent Citations
Game machine
JP2022086538A