Game machine
The gaming machine addresses the issue of overlooked performances by introducing variable games with specific prize openings, detection means, and performance control units, thereby enhancing player engagement and interest.
Patent Information
- Application Number
- JP2023178773
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-17
- Publication Date
- 2025-04-30
AI Technical Summary
The diversification of game performances in pachinko machines has led to performances being overlooked, resulting in a lack of improved fun and engagement for players.
A gaming machine that enables variable games by varying the design, includes specific prize openings, detection means, number display units, and performance control units to enhance player interaction and engagement.
The solution improves player interest and engagement by providing dynamic game experiences, allowing players to win game media and enjoy suggestive performances indicating the expected level of derivation in the variable game.
Smart Images

Figure 2025068775000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, in a pachinko game machine, which is a type of game machine, various effects are executed in the effect section. For example, in the game machine described in Patent Document 1, as one of the effects, a movable body effect can be executed using an upper movable body provided on the upper part of the front frame. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-15175 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in recent gaming machines, the types of effects have become more diverse, and as a result, it is not uncommon for the effects to be overlooked, which can prevent a player from adequately increasing their interest in the game. [Means for solving the problem]
[0005] The gaming machine that solves the above problem is capable of executing a variable game by varying symbols, and capable of acquiring a gaming medium upon the establishment of an acquisition condition for the gaming medium, and is equipped with a specific winning port into which the gaming medium can be won, specific detection means capable of detecting the gaming medium that has won in the specific winning port, a specific number display unit that displays a specific number according to the number of acquired gaming media, a presentation unit that can execute a presentation, and a presentation control means that controls the presentation unit, wherein the acquisition condition is established upon the detection of the gaming medium by the specific detection means, the presentation unit is capable of executing a suggestive presentation that suggests the likelihood of a specific symbol being derived in the variable game, the presentation unit and the specific number display unit are arranged in the same direction with the specific winning port as a reference, and the specific number display unit is capable of updating the display of the specific number even when the suggestive presentation is being executed in the presentation unit. Effect of the Invention
[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view showing a pachinko gaming machine. [Diagram 2] FIG. 2 is a front view showing the game board. [Diagram 3] 3(a) and 3(b) are explanatory diagrams showing an example of the display content of the game ball count display section. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Diagram 5] FIG. 5 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 6] FIG. 6 is a flowchart showing the pre-light emission effect determination process. [Figure 7] 7(a) to 7(c) are explanatory diagrams showing light emission modes of the pre-light emission performance. [Figure 8]8(a) to 8(c) are timing charts showing a specific example of changes in the display content of the game ball count display section. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] An embodiment of a pachinko gaming machine will be described below. 1, in an island facility (game island), pachinko gaming machines 10, which are an example of gaming machines, and management units 100, which are an example of management devices, are installed alternately. The management units 100 are provided next to the pachinko gaming machines 10.
[0009] The management unit 100 will now be described. The management unit 100 has a medium insertion section 101 into which a card-type or coin-type management medium can be inserted. The management medium can store the remaining amount of money deposited and the number of managed game balls P1. The number of managed game balls P1 indicates the number of game balls owned by the player. The management unit 100 has a cash insertion section 102 into which cash can be inserted. The amount deposited into the cash insertion section 102 is stored in the management medium.
[0010] The management unit 100 includes an operation panel 110 that can be operated by a player. As an example, the operation panel 110 includes a ball lending operation section, a payout operation section, a return operation section, a managed game ball number display section, and a balance display section. The ball lending operation section is operated when increasing the number of game balls P2 managed by the pachinko game machine 10 based on the balance stored in the management medium. The number of game balls P2 indicates the number of game balls owned by the player. The payout operation section is operated when increasing the number of game balls P2 based on the managed game ball number P1. The return operation section is operated when receiving the return of the management medium. The managed game ball number display section displays the managed game ball number P1. The managed game ball number P1 and the number of game balls P2 indicate the number of game media electronically managed. The balance display section displays the remaining amount of the payment.
[0011] The management unit 100 includes a management unit control board 120. The management unit control board 120 includes a CPUa and a memory 120b. The CPU 120a executes a management unit control program to perform a predetermined process. The memory 120b stores the management unit control program. The memory 120b stores various information that is rewritten during operation of the management unit 100.
[0012] The management unit 100 includes a communication terminal 120d. The management unit control board 120 is connected to the pachinko gaming machine 10 via the communication terminal 120d. The management unit control board 120 is configured to be able to input various types of control information output by the pachinko gaming machine 10. The CPU 120a outputs a connection signal to the pachinko gaming machine 10 as an example of the various types of control information.
[0013] The management unit 100 includes an external communication terminal (not shown) for connecting to an external device. As an example, the external device (not shown) may be a hall computer installed in the game center. The external device may be a management computer capable of communicating with server equipment installed in a data center outside the game center via a network. In this case, it is preferable that the management computer and the management unit 100 are connected so as to be able to communicate with each other.
[0014] The process executed by the management unit 100 will now be described. When a management medium is inserted into the medium insertion unit 101, the CPU 120a of the management unit control board 120 reads out the remaining amount stored in the management medium and the number of managed game balls P1. The CPU 120a adds the amount inserted into the cash insertion unit 102 to the remaining amount. When the remaining amount is not 0 and the ball lending operation unit is operated, the CPU 120a subtracts a prescribed amount from the remaining amount stored in the management medium, and outputs to the pachinko game machine 10 the award information capable of specifying the award of the number of game balls corresponding to the prescribed amount.
[0015] When the payout operation section is operated while the managed game ball number P1 is 1 or more, the CPU 120a subtracts a predetermined number from the managed game ball number P1 stored in the managed medium, and outputs grant information capable of identifying the grant of the predetermined number of game balls to the pachinko gaming machine 10. When the CPU 120a inputs counting information from the pachinko gaming machine 10, it adds the number of game balls identifiable from the counting information to the managed game ball number P1 stored in the managed medium. The CPU 120a controls the game ball number display section to display the managed game ball number P1 at that time. The CPU 120a controls the balance display section to display the balance at that time. When the return operation section is operated, the CPU 120a ejects the managed medium from the medium insertion section 101.
[0016] The pachinko gaming machine 10 will be described. As shown in Figs. 1 and 2, as an example, the pachinko gaming machine 10 is configured to be able to electronically manage gaming balls. As an example, the pachinko gaming machine 10 is configured to circulate a predetermined number of gaming balls inside the machine. Not limited to this, the pachinko gaming machine 10 may be a non-circulating gaming machine. The pachinko gaming machine 10 may be configured to be able to receive a supply of gaming balls from an island facility (not shown) and to return gaming balls to the island facility. The pachinko gaming machine 10 is configured to be able to manage the number of gaming balls P2.
[0017] The pachinko gaming machine 10 includes a frame 11 and a game board 20 held by the frame 11. The game board 20 has a game area 21a in which game balls flow down. The frame 11 will be described. The frame 11 includes an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to the island equipment using nails or the like. The middle frame 13 holds the game board 20. The front frame 14 includes a protective glass 14a. The protective glass 14a covers the game area 21a of the game board 20. The front frame 14 includes a front panel 14b. The front panel 14b is disposed on the front side of the front frame 14. The front panel 14b is an example of a component that constitutes the front frame 14. A part of the front panel 14b is partitioned by a decorative frame 14c. As an example, the decorative frame 14c is a rectangular frame-shaped groove formed on the surface of the front panel 14b. Not limited to this, the decorative frame 14c may be a design applied to the surface of the front panel 14b by any paint, for example. In this embodiment, the decorative frame 14c corresponds to a boundary mark that partitions a part of the pachinko game machine 10.
[0018] The middle frame 13 is supported so as to be openable and closable relative to the outer frame 12. The front frame 14 is supported so as to be openable and closable relative to the middle frame 13. The frame 11 is equipped with a locking device 11A. The locking device 11A can be locked and unlocked using a matching key. The middle frame 13 can be opened relative to the outer frame 12 when the locking device 11A is unlocked. The front frame 14 can be opened relative to the middle frame 13 when the locking device 11A is unlocked.
[0019] The frame 11 includes a firing operation unit 15. The firing operation unit 15 is configured to be capable of performing an operation to fire game balls. As an example, the firing operation unit 15 is provided on the front side of the middle frame 13. As an example, the firing operation unit 15 is a handle type. The pachinko game machine 10 is configured to shoot game balls with a firing strength corresponding to the amount of operation of the firing operation unit 15. As an example, the firing operation unit 15 includes a handle lever that can be rotated, a touch sensor D01, a firing stop switch D02, and a handle volume D03 (see FIG. 4). The touch sensor D01 outputs a touch signal when a player holds the firing operation unit 15 and the player's finger touches an electric ring (not shown). The firing stop switch D02 outputs a stop signal when a firing stop button protruding to the side of the firing operation unit 15 is pressed. When the handle lever is rotated, the handle volume D03 outputs a volume signal of a voltage corresponding to the amount of rotation.
[0020] The frame 11 includes a ball count display unit 16a. As an example, the ball count display unit 16a is provided on the front panel 14b. In particular, in this embodiment, the ball count display unit 16a is provided within an area defined by the decorative frame 14c of the front panel 14b.
[0021] As shown in FIG. 3, the game ball number display unit 16a can execute various notifications. Specifically, the game ball number display unit 16a can display the game ball number P2 as an example of various notifications (FIG. 3(a)). In this embodiment, the game ball number P2 corresponds to a specific number according to the number of acquired game media. That is, in this embodiment, the game ball number display unit 16a corresponds to a specific number display unit that displays a specific number according to the number of acquired game media. In addition, the game ball number display unit 16a can execute an error notification during the setting of an error as an example of various notifications (FIG. 3(b)). Specifically, the game ball number display unit 16a can display an error code indicating that an error is being set.
[0022] As shown in FIG. 1, the frame 11 includes a counting switch 16b. As an example, the counting switch 16b is provided on the front panel 14b. The counting switch 16b allows a counting operation when the counting switch 16b is in a predetermined countable state. The counting switch 16b outputs a counting signal when a counting operation is performed. The frame 11 includes a counting notification unit 16c. As an example, the counting notification unit 16c is provided on the front panel 14b. In particular, in this embodiment, the counting switch 16b and the counting notification unit 16c are provided within an area partitioned by the decorative frame 14c of the front panel 14b.
[0023] The frame 11 is equipped with an audio production device 17, an example of which is a speaker. As an example, the audio production device 17 is disposed on the front side of the front frame 14. The audio production device 17 can execute a production that outputs a predetermined audio (hereinafter referred to as an audio production). The audio production device 17 can also execute an announcement that outputs a predetermined audio (hereinafter referred to as an audio announcement). For example, the predetermined audio is a piece of music, a sound effect, or the voice of a person reading a predetermined character string.
[0024] The frame 11 includes a light-emitting performance device 18. The light-emitting performance device 18 can perform a performance (hereinafter referred to as a light-emitting performance) by turning on, blinking, and turning off a light-emitting unit, such as an LED. The light-emitting performance device 18 can also perform a notification (hereinafter referred to as a light-emitting notification) by turning on, blinking, and turning off the light-emitting unit. In this embodiment, the light-emitting unit of the light-emitting performance device 18 includes a first light-emitting unit 18a and a second light-emitting unit 18b. The first light-emitting unit 18a is a light-emitting unit disposed on the front panel 14b. As an example, the first light-emitting unit 18a is a light-emitting unit in the shape of a substantially square frame provided so as to surround the periphery of the game ball number display unit 16a. In particular, in this embodiment, the first light-emitting unit 18a is provided within an area partitioned by the decorative frame 14c of the front panel 14b. In this embodiment, the first light-emitting unit 18a corresponds to a performance unit capable of performing a performance. The second light-emitting portion 18b is a light-emitting portion disposed in a portion other than the front panel 14b on the front side of the front frame 14. As an example, the second light-emitting portion 18b is provided on the front frame 14 to the right and left of the game board 20.
[0025] The frame 11 includes a frame control board 82 and a launch control board 83. The frame control board 82 and the launch control board 83 are fixed to the rear side of the middle frame 13. That is, each control board 82, 83 is mounted on the frame. Each control board 82, 83 is located in a position that cannot be accessed unless the locking device 11A is unlocked and the middle frame 13 is opened. The electrical configuration of each control board 82, 83 will be described later. The frame 11 includes a power supply unit 99. The power supply unit 99 is fixed to the rear side of the middle frame 13. The power supply unit 99 is located in a position that cannot be accessed unless the locking device 11A is unlocked and the middle frame 13 is opened.
[0026] The frame 11 is provided with a distribution mechanism 40 for game balls. 2, the game ball distribution mechanism 40 includes a collection mechanism 41, a circulation mechanism 42, and a launch mechanism 43. As an example, the collection mechanism 41, the circulation mechanism 42, and the launch mechanism 43 are provided in the inner frame 13. The operations of the collection mechanism 41, the circulation mechanism 42, and the launch mechanism 43 are controlled by a frame control board 82 and a launch control board 83.
[0027] The collection mechanism 41 guides the game balls discharged from the game board 20 to the circulation mechanism 42. The collection mechanism 41 is configured by combining a passage extending downward or a passage inclined downward. As shown by arrows Y1 and Y2, when the game balls are received by the collection mechanism 41 from the game board 20, they reach the circulation mechanism 42 by flowing down the passage constituting the collection mechanism 41. The circulation mechanism 42 transports the game balls received from the collection mechanism 41 in a predetermined direction. As an example, the circulation mechanism 42 lifts the game balls. The circulation mechanism 42 includes a transport section 42A that transports the game balls. The transport section 42A includes a transport passage extending along a predetermined direction, a screw housed in the transport passage, and a transport motor 42a that rotates the screw (see FIG. 4). As shown by arrow Y3, the game balls transported by the circulation mechanism 42 reach the launch mechanism 43.
[0028] As shown by the arrow Y4, the launching mechanism 43 can launch the game balls transported by the circulation mechanism 42 so that they reach the game area 21a of the game board 20. The launching mechanism 43 performs an operation for launching the game balls. As an example, the launching mechanism 43 includes a supply unit 43A that performs a supply operation to supply the game balls, and a shot-out unit 43B that performs a shot-out operation (launching operation) to shoot out the game balls supplied from the supply unit 43A. The supply unit 43A supplies the game balls transported by the transport unit 42A to the shot-out unit 43B by cutting them out one by one. The supply unit 43A has a supply member (movable piece) configured to be able to perform an operation of supplying the game balls one by one, a supply solenoid 43a that drives the supply member, and a supply sensor D19 that detects the game balls to be supplied (see FIG. 4). The game balls dispensed one by one from the supply unit 43A flow into the striking position of the striking unit 43B. As an example, the supply sensor D19 detects the game balls upstream (on the circulation mechanism 42) of the supply member. When the supply sensor D19 detects a game ball, it outputs a supply signal. The striking unit 43B strikes the game balls that have flowed into the striking position toward the game area 21a. The striking unit 43B has a firing hammer that strikes the game balls at the striking position, and a firing solenoid 43b that drives the firing hammer (see FIG. 4).
[0029] The flow of the game balls in the distribution mechanism 40 will be described. As shown by the arrow Y4, the game balls are launched by the launching part 43B of the launching mechanism 43. The game balls can reach the game area 21a. When the game balls reach the game area 21a, they enter a winning hole or an out hole that opens in the game area 21a. As shown by the arrow Y1, the game balls are discharged from an outlet (not shown) formed in the game board 20 to the collection mechanism 41. Game balls (so-called foul balls) that are launched by the launching mechanism 43 but do not reach the game area 21a also flow into the collection mechanism 41. As shown by the arrow Y2, the game balls pass through the collection mechanism 41 and reach the circulation mechanism 42. The game balls are transported by the circulation mechanism 42. As shown by the arrow Y3, the game balls return to the launching mechanism 43 and are launched again.
[0030] The game board 20 will now be described. The game board 20 has a display presentation device 19, a game control board 80, and a presentation control board 81. The display presentation device 19, the game control board 80, and the presentation control board 81 are provided on the rear part of the game board 20. In other words, the display presentation device 19, the game control board 80, and the presentation control board 81 are mounted on the game board 20.
[0031] As shown in FIG. 2, the game board 20 has a square-shaped game board 21. A game area 21a that is substantially circular in front view is defined on the front of the game board 21. Nails, windmills, and the like are arranged in the game area 21a. A display window 21b is formed in the approximate center of the game area 21a so as to penetrate the game board 21 in the front-rear direction. A shot passage 21c that guides game balls shot by operating the shot operation unit 15 to the game area 21a is formed on the left side of the game area 21a. The game area 21a and the shot passage 21c are covered by a protective glass 14a.
[0032] The game board 20 is equipped with an information display device 30. As an example, the information display device 30 is provided on the game board 20. The information display device 30 displays various information. As an example, the information display device 30 includes a first special symbol display section 31, a second special symbol display section 32, a first hold display section 33, a second hold display section 34, a normal symbol display section 35, and a normal hold display section 36. As an example, the display sections 31 to 36 are arranged together in a portion of the game board 20 that is visible to the player, but this is not limited thereto, and some or all of them may be arranged in different portions.
[0033] The special symbol display units 31 and 32 can execute a special symbol variable game (hereinafter, referred to as a special game) in which a predetermined symbol is variably displayed and a special symbol is finally stopped and displayed. The special symbol is a symbol for notifying the result of an internal lottery (a lottery for a special symbol hit). The special symbol includes a big win symbol and a losing symbol. The special symbol may include a small win symbol. In the pachinko game machine 10, when a big win is won in the lottery for a special symbol hit, the big win symbol is stopped and displayed in a special game, and a big win game is awarded after the special game for the big win is ended. The big win game will be described later. In the following description, the special game executed in the first special symbol display unit 31 is referred to as a "first special game", and the special game executed in the second special symbol display unit 32 is referred to as a "second special game".
[0034] The first hold display unit 33 displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first hold number). The second hold display unit 34 displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second hold number).
[0035] The normal symbol display unit 35 can execute a normal game in which a predetermined symbol is variably displayed and finally a normal symbol is statically displayed. The normal symbol is a symbol for notifying the result of an internal lottery (a lottery for a winning normal symbol). The normal symbols include a normal winning symbol and a normal losing symbol. In the pachinko game machine 10, when a normal winning symbol is won in the lottery for a winning normal symbol, the normal winning symbol is statically displayed in the normal game, and a normal winning game is awarded after the normal game ends.
[0036] The regular hold display unit 36 displays information that can identify the number of regular games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. The information display device 30 may include a right hit display unit that displays information instructing a right hit, and a round display unit that notifies the upper limit number of rounds.
[0037] A plurality of winning holes 23 are formed on the game board 20. The plurality of winning holes 23 open to the game area 21a so that game balls can enter. The plurality of winning holes 23 include a first start hole 23A, a second start hole 23B, a big winning hole 23C, and a normal winning hole 23D. The plurality of winning holes may include winning holes different from these winning holes 23.
[0038] The first start opening 23A is a winning opening into which a game ball is inserted to establish the winning condition of a prize ball and the reservation condition of a first special game. In this embodiment, the first start opening 23A corresponds to a specific winning opening into which a game medium can be won. As an example, the first start opening 23A is located below the display and performance device 19. The first start opening 23A is always open so that a game ball can be inserted. The game board 20 is provided with a first start sensor D11 as a winning sensor for detecting a game ball that has entered the first start opening 23A (see FIG. 5). That is, in this embodiment, the winning condition of a prize ball is established when the game ball is detected by the first start sensor D11. In this embodiment, the first start sensor D11 corresponds to a specific detection means capable of detecting a game medium that has entered a specific winning opening. As an example, the number of prize balls that can be won when the condition for winning the prize balls is met as a result of the game ball entering the first starting hole 23A is three.
[0039] The second starting hole 23B is a winning hole through which the game ball enters in order to achieve the winning condition of the prize ball and the reservation condition of the second special game. As an example, the second starting hole 23B is located to the right of the first starting hole 23A. The second starting hole 23B is provided with a normal opening and closing piece 23Ba, which is, for example, in the form of a door. The normal opening and closing piece 23Ba is a so-called "normal electric device." When a normal winning game is not awarded, the second starting hole 23B is closed so that the game ball cannot be entered or is difficult to enter. When a normal winning game is awarded, the second starting hole 23B is opened so that the game ball can be entered or is easy to enter. The game board 20 is provided with a normal solenoid SL1 as a means for opening the second starting hole 23B (see FIG. 5). The game board 20 also includes a second start sensor D12 that detects a game ball that has entered the second start hole 23B as a winning sensor (see FIG. 5). That is, in this embodiment, the condition for winning a prize ball is met when the game ball is detected by the second start sensor D12. As an example, the number of prize balls that can be won when the condition for winning a prize ball is met when the game ball enters the second start hole 23B is met is one.
[0040] The big prize opening 23C is an opening through which the game ball enters in order to establish the conditions for winning the prize ball. As an example, the big prize opening 23C is located at the lower right of the display and performance device 19. The big prize opening 23C is provided with a special opening and closing piece 23Ca, which is, for example, in the form of a door. The special opening and closing piece 23Ca is a so-called "special electric device." When a big prize game is not awarded, the big prize opening 23C is closed so that the game ball cannot enter or is difficult to enter. When a big prize game is awarded, the big prize opening 23C is opened so that the game ball can enter or is easy to enter. The game board 20 is provided with a special solenoid SL2 as a means for opening the big prize opening 23C (see FIG. 5). The game board 20 is also provided with a count sensor D13 as a winning sensor for detecting the game ball that has entered the big prize opening 23C (see FIG. 5). That is, in this embodiment, the condition for winning the prize ball is met when the game ball is detected by the count sensor D13. As an example, the number of prize balls that can be won when the condition for winning the prize ball is met when the game ball enters the big winning hole 23C is 15.
[0041] The normal winning opening 23D is a winning opening through which a game ball enters in order to establish the winning condition of a prize ball. As an example, the normal winning opening 23D is located at the lower left of the display and performance device 19 and at the lower right of the display and performance device 19. The normal winning opening 23D is always open so that a game ball can enter. The game board 20 is provided with a normal sensor D14 as a winning sensor that detects a game ball that has entered the normal winning opening 23D (see FIG. 5). That is, in this embodiment, the winning condition of a prize ball is established when the game ball is detected by the normal sensor D14. As an example, the number of prize balls that can be acquired when the winning condition of a prize ball is established when a game ball enters the normal winning opening 23D is established, is two.
[0042] The game board 20 includes a gate 24. As an example, the gate 24 is in the right area of the game area 21a, above the second start opening 23B and the big prize opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter the gate. The gate 24 has a gate sensor D15 as a winning sensor that detects game balls that have entered the gate opening 24a (see FIG. 5). The gate 24 is an entry opening through which game balls are allowed to enter in order to establish the starting conditions for the normal game. Even if a game ball enters the gate 24, the conditions for winning prize balls are not established.
[0043] The game board 20 is formed with an outlet 25. As an example, the outlet 25 opens at the bottom of the game area 21a. When a game ball does not enter any of the first start opening 23A, the second start opening 23B, the big winning opening 23C, and the normal winning opening 23D, the game ball enters the outlet 25. The multiple winning openings 23 and the outlet 25 can be understood as discharge openings for discharging game balls from the game area 21a, or as return openings for returning game balls from the game area 21a. When a game ball enters the multiple winning openings 23 or the outlet 25, it is discharged from the game board 20. A game ball discharged from the game area 21a of the game board 20 is a so-called "out ball".
[0044] The display performance device 19 will now be described. The display and performance device 19 has an image display area 19a capable of displaying an image. The display and performance device 19 is attached to the rear surface of the game board 21 so that the image display area 19a can be viewed through the display window 21b. As an example, the display and performance device 19 is a liquid crystal display. The display and performance device 19 can execute a performance (hereinafter referred to as a display performance) that displays a predetermined image. The display and performance device 19 can execute a notification (hereinafter referred to as a display notification) that displays a predetermined image. For example, the predetermined image is an image such as a performance pattern, a character, a landscape, a letter (character string), a number, and a symbol. In the following description, when the performance pattern, character, etc. are simply referred to as "displaying", it means that the character, etc. is displayed as an image.
[0045] The audio production device 17, the light-emitting production device 18, and the display production device 19 constitute the production equipment ES, which is an example of a production execution means that executes a predetermined performance (see FIG. 1). The audio production device 17, the light-emitting production device 18, and the display production device 19 can all execute a predetermined notification. Thus, the production equipment ES is an example of a notification means that can perform a predetermined notification. The production devices included in the production equipment ES are not limited to the audio production device 17, the light-emitting production device 18, and the display production device 19, and may be configured by omitting some of these production devices. In addition to these production devices, or instead of one or more that can be selected arbitrarily, the production equipment ES may include a movable production device that executes a movable performance, and may include a vibration production device that executes a vibration performance.
[0046] The display effects by the display effect device 19 include an effect pattern change game (hereinafter referred to as an effect game) using multiple rows of effect patterns. In the effect game, multiple rows of effect patterns are displayed in a changeable manner, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is displayed in a stopped manner. The effect patterns are patterns decorated with characters, patterns, etc., and are patterns for diversifying the display effects. As an example, the effect game is performed by changing (scrolling) the effect patterns of the left pattern row, the center pattern row, and the right pattern row in a predetermined direction. The effect game may include a reach effect that is performed by forming a reach. The effect game is started together with the special game and ended together with the special game. In the effect game, a pattern combination according to the special pattern displayed in a stopped manner in the special game is displayed in a stopped manner. When a big win pattern is displayed in a special game, a big win pattern combination is displayed in a stopped manner in the effect game. When a losing pattern is displayed in a special game, a losing pattern combination is displayed in a stopped manner in the effect game. In the following description, the special game and the effect game executed together with the special game are collectively referred to as a “variable game.” In this manner, the display effect device 19 constituting the effect device ES can perform a variable display of symbols.
[0047] Here, the positional relationship of each member in the pachinko gaming machine 10 of this embodiment will be described. As described above, in this embodiment, the front panel 14b is provided with the game ball number display unit 16a, the counting switch 16b, the counting notification unit 16c, and the first light-emitting unit 18a. That is, in this embodiment, the game ball number display unit 16a and the first light-emitting unit 18a are provided in the same component. In particular, in this embodiment, the game ball number display unit 16a, the counting switch 16b, the counting notification unit 16c, and the first light-emitting unit 18a are provided in an area defined by the decorative frame 14c of the front panel 14b. That is, in this embodiment, the game ball number display unit 16a and the first light-emitting unit 18a are provided in the same area surrounded by a boundary display that defines a part of the pachinko gaming machine 10.
[0048] In addition, in this embodiment, the decorative frame 14c of the front panel 14b is located to the lower left of the first starting hole 23A when the pachinko game machine 10 is viewed from the front. That is, in this embodiment, the game ball number display unit 16a and the first light emitting unit 18a are provided in the same direction with the first starting hole 23A as a reference.
[0049] We will explain about jackpot games. In the jackpot game, a predetermined performance is first performed for a predetermined time (hereinafter, referred to as the opening time). For example, the predetermined performance is an opening performance that allows the start of the jackpot game to be recognized. In the jackpot game, after the opening time has elapsed, a round game in which the large prize winning hole 23C is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition in which a predetermined upper limit number of game balls enters, or a time condition in which a predetermined upper limit time has elapsed, is met. In the round game, the large prize winning hole 23C is opened in a predetermined opening mode (opening pattern). In each round game, a round performance is performed. In the jackpot game, when the final round game ends, a predetermined performance is performed for a predetermined time (hereinafter, referred to as the ending time). For example, the predetermined performance is an ending performance that allows the end of the jackpot game to be recognized. The jackpot game ends with the ending time having elapsed.
[0050] The functions of the pachinko gaming machine 10 will now be described. The pachinko gaming machine 10 is equipped with a probability fluctuation function (hereinafter, referred to as a probability fluctuation function). The probability variation function is a function for varying the probability of winning a jackpot in a special pattern winning lottery (hereinafter referred to as the jackpot probability). The pachinko game machine 10 has a low probability state in which the probability variation function does not operate, and a high probability state in which the probability variation function operates, as states in which the jackpot probability can differ. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an advantageous state for the player. The high probability state is what is known as a "probability variation state (probability variation state)."
[0051] The pachinko game machine 10 is equipped with a ball entry assistance function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 23B. The pachinko game machine 10 has a low ball entry rate state in which the ball entry assist function does not operate, and a high ball entry rate state in which the ball entry assist function operates, as states in which the ball entry rate into the second starting hole 23B can be different. In the high ball entry rate state, the probability that the game ball will enter the second starting hole 23B is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that the game ball will enter the second starting hole 23B increases, making it easier for the game ball to enter the second starting hole 23B, which is an advantageous state for the player (easy ball entry state). The high ball entry rate state is the so-called "electric support state", and the low ball entry rate state is the so-called "non-electric support state".
[0052] For example, the high ball entry rate state can be realized by performing one of three controls that are arbitrarily selected from the three controls described below, or by combining a plurality of controls. The first control is a normal symbol variation time shortening control that shortens the variation time of the normal game compared to the low ball entry rate state. The second control is a normal symbol probability variation control that varies the probability of winning the normal winning lottery (normal winning probability) to a higher probability than the low ball entry rate state. The third control is an opening time extension control that makes the total opening time of the second start port 23B in one normal winning game longer than the low ball entry rate state. The opening time extension control may be at least one of a control that increases the number of openings of the second start port 23B in one normal winning game compared to the low ball entry rate state, and a control that makes the opening time of the second start port 23B in one normal winning game longer than the low ball entry rate state. The high ball entry rate state may be realized by combining a fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to the low ball winning rate state. When the special symbol fluctuation time shortening control is performed, the high ball winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and the low ball winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).
[0053] The game state is determined by the combination of whether or not the probability variation function is activated and whether or not the ball-scoring assistance function is activated. In the following explanation, a game state that is a low probability state and a low ball-scoring rate state is referred to as a "low probability low ball-scoring rate state," and a game state that is a high probability state and a low ball-scoring rate state is referred to as a "high probability low ball-scoring rate state." In addition, a game state that is a low probability state and a high ball-scoring rate state is referred to as a "low probability high ball-scoring rate state," and a game state that is a high probability state and a high ball-scoring rate state is referred to as a "high probability high ball-scoring rate state."
[0054] The pachinko gaming machine 10 is equipped with a complete function. The complete function is a function that stops the operation of the pachinko game machine 10 before the reference number (value) so that the number of balls dispensed from the pachinko game machine 10 does not exceed the reference number. The activation condition of the complete function is established when the difference ball PC during one day of business reaches an activation reference number (95,000 balls) that is set to a number less than the reference number (100,000 balls as an example). The difference ball PC is the difference between the number of out balls (the number of game balls fired) and the number of safe balls (the number of game balls paid out). As an example, the difference ball PC may be counted by subtracting 1 from the difference ball PC every time a game ball is fired, and adding the number of prize balls set for the winning hole 23 to the difference ball PC every time a game ball enters the winning hole. As an example, the difference ball PC may be counted by subtracting 1 from the difference ball PC when a game ball is fired when the difference ball PC is 0 or less, or may not be counted by subtracting 1 from the difference ball PC. That is, the difference in balls PC may be the total difference in balls during business hours of one day, or the maximum difference in balls during business hours of one day. The number of out balls may be the number of game balls that have reached the game area 21a, or may be the number of game balls obtained by adding the number of game balls to the number of foul balls.
[0055] The electrical configuration of the pachinko gaming machine 10 will be described. 4, the pachinko gaming machine 10 includes a plurality of control boards. The plurality of control boards include a game control board 80, a performance control board 81, a frame control board 82, and a launch control board 83.
[0056] The game control board 80 and the performance control board 81 are connected so as to be able to output control information (signals, control commands, messages, etc.) in one direction from the game control board 80 to the performance control board 81. The game control board 80 executes a predetermined process and outputs control information to the performance control board 81. The performance control board 81 executes a predetermined process based on the control information input from the game control board 80. The game control board 80 and the frame control board 82 are connected so as to be able to output control information in both directions. The frame control board 82 and the launch control board 83 are connected so as to be able to output control information in both directions. The frame control board 82 executes a predetermined process and outputs control information to the game control board 80 and the launch control board 83. The launch control board 83 operates in a predetermined procedure and outputs control information to the frame control board 82. The frame control board 82 of the pachinko gaming machine 10 and the management unit control board 120 of the management unit 100 are connected via a connection terminal board 98 provided in the pachinko gaming machine 10 so as to be able to output control information in both directions.
[0057] The pachinko gaming machine 10 includes a power supply unit 99. As an example, the power supply unit 99 is provided on the back side of the middle frame 13. The power supply unit 99 receives power from outside the machine, converts the input voltage into a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 99 supplies power to the supply solenoid 43a, the launch solenoid 43b, various sensors, and switches. The power supply unit 99 includes a main switch 99a. The pachinko gaming machine 10 is configured to be powered on by starting power supply to the power supply unit 99 while the main switch 99a is on, or by turning on the main switch 99a while power is being supplied.
[0058] The game control board 80 will now be described in detail. As shown in FIG. 5, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, and a random number generating circuit 80d. The CPU 80a executes a game control program to execute processing related to the progress of the game. The ROM 80b stores the game control program, judgment values used for various judgments and lotteries, and tables. The ROM 80b stores a plurality of types of variation patterns. The variation pattern is information that can specify the variation time from the start to the end of the special game. The variation pattern is information that can specify the variation content (performance content) of the performance game performed during the execution of the special game. As an example, the variation pattern includes a big win variation pattern and a miss variation pattern. As an example, the performance game based on the big win variation pattern has a variation content in which a big win pattern combination is stopped and displayed after a reach performance or without a reach performance. As an example, the performance game based on the miss variation pattern has a variation content in which a miss pattern combination is stopped and displayed after a reach performance or without a reach performance.
[0059] The RAM 80c stores various information that is rewritten according to the processing results of the CPU 80a. For example, the information stored in the RAM 80c is a flag, a counter, a timer, etc. The RAM 80c is an example of a means capable of storing information. The random number generating circuit 80d generates a hardware random number. The game control board 80 may be configured to be capable of generating a software random number by the random number generating process by the CPU 80a.
[0060] The game control board 80 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. The CPU 80a can input detection signals output by each of the sensors D11-D15 when they detect a game ball. The game control board 80 is connected to each of the display units 31-36. The CPU 80a can control the display contents of each of the display units 31-36. The game control board 80 is connected to each of the solenoids SL1, SL2. The CPU 80a can control the opening state of the second start opening 23B and the large prize opening 23C by controlling the operation of each of the solenoids SL1, SL2.
[0061] The performance control board 81 will now be described in detail. The performance control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes a performance control program to perform processing related to the performance. The ROM 81b stores the performance control program and a judgment value used in a predetermined lottery. The ROM 81b stores display performance data used for display performance, light emission performance data used for light emission performance, and audio performance data used for audio performance. The RAM 81c stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RAM 81c includes a flag, a counter, and a timer. The performance control board 81 is configured to be able to generate software random numbers by random number generation processing by the CPU 81a. The performance control board 81 may include a random number generation circuit and be able to generate hardware random numbers.
[0062] The performance control board 81 is connected to the display performance device 19. The CPU 81a is capable of controlling the display contents of the display performance device 19. The performance control board 81 is connected to the audio performance device 17. The CPU 81a is capable of controlling the output contents of the audio performance device 17. The performance control board 81 is connected to the light-emitting performance device 18. The CPU 81a is capable of controlling the light-emitting mode of the light-emitting performance device 18. In other words, the CPU 81a is capable of controlling the light-emitting mode of the first light-emitting unit 18a and the second light-emitting unit 18b. In this embodiment, the CPU 81a corresponds to a performance control means that controls the performance unit.
[0063] The frame control board 82 will now be described in detail. As shown in Fig. 4, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, a performance display monitor 82d, a ball removal switch 82e, a game ball clear switch 82g, a RAM clear switch 82h, a backup power supply 82j, a backup circuit 82k, and a launch permission circuit 82m. The CPU 82a executes a frame control program to perform processing related to the operation of the mechanism mounted on the middle frame 13. The ROM 82b stores the frame control program and the like. The RAM 82c stores various information that is rewritten during the operation of the pachinko game machine 10. For example, the information stored in the RAM 82c includes flags, counters, and timers.
[0064] The performance display monitor 82d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of valid balls during normal play. Normal play is a game in a low probability low ball entry rate state and when no jackpot game is being played. A valid ball is a game ball that has reached the play area 21a among the game balls shot from the shooting mechanism 43 (shooting section). The base value is calculated by the formula "total number of winning balls during normal play ÷ total number of valid balls during normal play × 100".
[0065] The ball removal switch 82e is operated to bring about a state in which game balls inside the machine can be discharged outside the machine (hereinafter referred to as the ball removal state). The ball removal state is a state in which game balls can be discharged from the distribution mechanism 40. The game ball clear switch 82g is operated to initialize the number of game balls P2 stored as data in the RAM 82c to 0 (zero). The RAM clear switch 82h is operated to initialize the information stored in the RAM 80c and the information stored in the RAM 82c (hereinafter referred to as RAM clear). The RAM clear switch 82h outputs a RAM clear signal when pressed.
[0066] The backup power supply 82j supplies backup power to the RAM 82c of the frame control board 82 and the RAM 80c of the game control board 80 in a state where the power supply from the outside is cut off (hereinafter, referred to as power cut). Each RAM 80c, 82c can retain the memory contents of the RAM 80c, 82c at the time of power cut even after the power cut by receiving the backup power. Not limited to this, one or both of the RAMs 80c, 82c may be non-volatile memory so that information can be retained even after the power cut. The information to be backed up includes the number of game balls P2, game information, and performance information. As an example, the game information is information related to the progress of the game, such as the first reserved number, the second reserved number, and the special pattern. As an example, the game information includes a complete flag, which is information indicating the operation of the complete function. As an example, the performance information is information necessary for calculating the base value. The difference ball PC is not included in the information to be backed up. The difference ball PC is initialized when the power is cut off.
[0067] When the supply voltage falls below the specified voltage, the backup circuit 82k outputs a power interruption detection signal to the CPU 80a and the CPU 82a. The launch permission circuit 82m is a circuit for outputting a signal (hereinafter referred to as a launch permission signal) that can specify that the launch control board 83 is in a launch permission state that allows the launch of game balls. The output conditions of the launch permission signal will be described later.
[0068] The frame control board 82 is connected to the counting switch 16b. The CPU 82a is configured to be able to input the counting signal output by the counting switch 16b. The frame control board 82 is connected to the supply sensor D19. The CPU 82a is configured to be able to input the supply signal output by the supply sensor D19. When the frame control board 82 inputs the supply signal, it outputs the supply signal to the game control board 80.
[0069] The frame control board 82 is connected to the game ball count display unit 16a. The CPU 82a is configured to be able to control the display contents of the game ball count display unit 16a. The frame control board 82 is connected to the transport unit 42A (transport motor 42a). The CPU 82a is configured to be able to control the transport operation of the transport unit 42A. The frame control board 82 is connected to the supply unit 43A (supply solenoid 43a). The CPU 82a controls the supply of electricity to the supply solenoid 43a, thereby displacing the supply member (movable piece) and causing the game balls to be supplied.
[0070] The frame control board 82 is connected to the management unit 100. The CPU 82a is configured to be able to input various telegrams output by the management unit control board 120. The connection signal output by the management unit 100 is input from the connection terminal board 98 to the launch permission circuit 82m without passing through the CPU 82a. The launch permission circuit 82m also receives a launch stop signal output by the game control board 80, etc.
[0071] The launch control board 83 will now be described in detail. The launch control board 83 includes a launch control circuit 83a for controlling the operation of the shooting section 43B of the launch mechanism 43. The launch control circuit 83a outputs a drive signal to the launch solenoid 43b based on a control signal input from the frame control board 82 and signals input from sensors and switches. The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to input a touch signal, a stop signal, and a volume signal. The launch control board 83 is connected to the launch solenoid 43b. The launch control circuit 83a outputs a drive signal to the launch solenoid 43b, which drives the launch solenoid 43b and causes the launch hammer to strike the game ball.
[0072] The launch control circuit 83a has a pulse clock generating unit, an operation determining unit, a delay circuit, a timing pulse generating unit, and a solenoid driving unit. The pulse clock generating unit generates a pulse signal at a predetermined cycle tb (for example, 600 ms). When the operation enabling condition is satisfied, the operation determining unit outputs an operation signal to the timing pulse generating unit via the delay circuit. When the operation enabling condition is not satisfied, the operation determining unit does not output an operation signal. The operation enabling condition is satisfied when the launch permission signal from the frame control board 82 is in the ON state, the stop signal from the launch stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. When the operation determining unit stops outputting the operation signal, it outputs an operation stop signal to the frame control board 82. When the operation stop signal is input, the frame control board 82 (CPU 82a) outputs predetermined information (hereinafter, referred to as a blank shot generation command) to the game control board 80.
[0073] When an operating signal is input, the delay circuit outputs the operating signal as is to the timing pulse generating section. The delay circuit is configured to output the operating signal for a predetermined period (hereinafter, referred to as a special period ta) even after the input of the operating signal has stopped. In other words, the delay circuit delays the timing of the end of output of the operating signal. As an example, the special period ta is a period twice as long as the generation period tb of the pulse signal by the pulse clock generating section. However, the special period ta may be a period the same length as the generation period tb of the pulse signal, or a period more than twice as long.
[0074] When the timing pulse generating unit receives an operation signal, it combines the operation signal with the pulse signal received from the pulse clock generating unit, and outputs a firing timing pulse to the solenoid driving unit. Each time the solenoid driving unit receives a firing timing pulse, it supplies a driving current having a voltage corresponding to the volume signal (voltage) received from the handle volume D03 to the firing solenoid 43b as the driving signal. This causes the firing solenoid 43b to be driven with a strength corresponding to the amount of rotation of the handle lever, and the game ball is fired. Therefore, the generation period tb of the pulse signal is the firing period tb of the game ball.
[0075] When the operable condition is satisfied, the launch control circuit 83a outputs a subtraction reference signal to the frame control board 82 each time the launch solenoid 43b is driven. When the operable condition is not satisfied, the launch control circuit 83a does not output a subtraction reference signal to the frame control board 82 even if the launch solenoid 43b is driven. On the other hand, when the CPU 82a of the frame control board 82 inputs the subtraction reference signal, it controls the energization of the supply solenoid 43a, displaces the supply member (movable piece), and operates to supply one game ball. As a result, one game ball is cut out from the supply unit 43A and flows into the striking position of the striking unit 43B. As described above, the operation signal is output for the special period ta even after the operable condition is not satisfied and the subtraction reference signal is no longer output. Therefore, even if the operable condition is not satisfied, the launch solenoid 43b operates once or more in the special period ta, and so-called "blank shot" can be executed.
[0076] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame side power cut processing will be described. When the CPU 82a receives the power interruption detection signal output by the backup circuit 82k, the CPU 82a executes the frame side power interruption process. In the frame side power interruption process, the CPU 82a calculates a checksum value of the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter, referred to as a backup flag) capable of identifying that the frame side power interruption process has been normally executed in the RAM 82c. The CPU 82a then waits until the power is completely interrupted. The various information stored in the RAM 82c at the time of power interruption is retained even after the power interruption by the backup power described above.
[0077] The frame side power-on process will now be described. When the voltage supplied to the frame control board 82 reaches a voltage required for the operation of the CPU 82a upon power-on and the CPU 82a starts up, the CPU 82a judges whether the backed-up information is normal. Specifically, the CPU 82a judges whether a backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and judges whether the calculated checksum value matches the checksum value calculated in the frame-side power-off process. The CPU 82a judges that the information is normal when the backup flag is stored and the checksum values match, whereas it judges that the information is abnormal when they do not. When the CPU 82a judges that the backed-up information is abnormal, the CPU 82a initializes the number of game balls P2 and the game information stored in the RAM 82c. The CPU 82a does not initialize the performance information. After that, the CPU 82a returns based on the initialized or backed-up number of game balls P2, the game information, and the performance information, and executes the frame-side normal process described later.
[0078] On the other hand, when the backed up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82g is operated based on whether the game ball clear signal is in the on state. When the game ball clear switch 82g is operated, the CPU 82a initializes the number of game balls P2. The CPU 82a does not initialize the game information and performance information. When the game ball clear switch 82g is not operated, the CPU 82a does not initialize the number of game balls P2. The CPU 82a does not initialize the game information and performance information.
[0079] The CPU 82a judges whether the RAM clear switch 82h has been operated based on whether the RAM clear signal has been input. When the RAM clear switch 82h has been operated, the CPU 82a initializes the game information stored in the RAM 82c. The CPU 82a does not initialize the number of game balls P2 and the performance information. When the RAM clear switch 82h has not been operated, the CPU 82a does not initialize the game information. That is, the performance information is not initialized in either the situation where the number of game balls P2 is initialized or the situation where the game information is initialized. After that, the CPU 82a returns based on the initialized or backed up number of game balls P2, the game information, and the performance information, and executes the frame side normal processing.
[0080] The frame side normal processing of the frame control board 82 will be described. The game ball count information generation process, which is part of the normal frame-side processing, will be described below. When the CPU 82a receives the acquired prize ball number information from the game control board 80, it adds the acquired prize ball number that can be determined from the acquired prize ball number information to the number of game balls P2. The acquired prize ball number information is control information that is output by the game control board 80 when the conditions for winning prize balls are met in response to a win at a specific winning port, and is configured to be able to determine the number of prize balls set at the winning port.
[0081] When the CPU 82a inputs the award information from the management unit 100, it adds the number of award balls indicated in the award information to the number of game balls P2. When the CPU 82a detects that one game ball has been supplied from the supply unit 43A to the shot unit 43B by the supply sensor D19, it subtracts one from the number of game balls P2. Not limited to this, the CPU 82a may subtract the number of game balls P2 in response to the driving of the launch solenoid 43b. As described above, when the CPU 82a inputs a subtraction reference signal, it controls the energization of the supply solenoid 43a, displaces the supply member (movable piece), and performs an operation of supplying one game ball. As a result, one game ball is cut out from the supply unit 43A and flows into the striking position of the shot unit 43B. The CPU 82a controls the game ball number display unit 16a to display the number of game balls P2 at each time. When the number of game balls P2 becomes 0 as a result of the subtraction, the CPU 82a outputs a zero number of game balls signal to the launch permission circuit 82m. In this manner, the CPU 82a updates the number of game balls P2 in response to the operation of the launch mechanism 43.
[0082] When the CPU 82a is in the countable state, the CPU 82a transitions to a counting execution state in which game balls equivalent to the game ball number P2 are transferred to the outside of the machine while the counting signal is being input from the counting switch 16b. As an example, the countable state is a state in which the necessary power is supplied and the game ball number P2 is not 0. When the CPU 82a is in the countable state, the CPU 82a controls the light emitter built into the counting notification unit 16c so that the counting notification unit 16c is lit. When the CPU 82a is in the counting execution state, the CPU 82a outputs a counting signal to the emission permission circuit 82m. As will be described in detail later, the CPU 82a outputs the counting information to the management unit 100 based on the input state of the counting signal. The CPU 82a subtracts the number of counted balls that can be specified from the counting information from the number of game balls. In other words, the CPU 82a transfers the management of the number of game balls to the management unit 100. The CPU 82a controls the game ball count display unit 16a so as to display the updated game ball count P2.
[0083] The difference ball monitoring process, which is part of the normal frame side processing, will be explained below. The difference ball monitoring process is a process for monitoring whether the operating conditions of the complete function are satisfied. When the CPU 82a inputs the number of winning prize balls information from the game control board 80, it adds the number of winning prize balls that can be specified from the number of winning prize balls information to the difference ball PC. As an example, the management of the difference ball PC is performed by updating the reference value counter stored in the RAM 82c. When the difference ball PC is 1 or more, the CPU 82a subtracts 1 from the difference ball PC when it detects that one game ball has been supplied from the supply unit 43A to the throwing unit 43B by the supply sensor D19. When the difference ball PC is 0, the CPU 82a does not subtract 1 from the difference ball PC even if it detects that one game ball has been supplied from the supply unit 43A to the throwing unit 43B. Not limited to this, an out ball sensor that detects a game ball discharged from the game board 20 may be provided in the recovery mechanism 41, and the difference ball PC may be subtracted by 1 each time one game ball is detected by the out ball sensor. In this case, the game balls detected by the out ball sensor do not include foul balls, but may include foul balls.
[0084] When the difference ball PC reaches the activation reference number (for example, 95,000 balls) as a result of the update, the CPU 82a activates the complete function. As an example, the CPU 82a stores a complete flag in the RAM 82c. The CPU 82a outputs a game stop signal to the launch permission circuit 82m while the complete flag is stored. The CPU 82a outputs a complete command to the game control board 80. Note that the CPU 82a also outputs a complete command to the game control board 80 when it returns with the complete flag stored after power is turned on and starts normal frame side processing. The complete flag is included in the game information stored in the RAM 82c, and is therefore stored and held until it is initialized in response to the operation of the RAM clear switch 82h.
[0085] The frame side error processing of the frame side normal processing will be described. The frame-side error processing is a process for detecting the occurrence of an error and setting the error. In the following description, when an error is referred to as "setting," it means that information (such as a flag) capable of identifying the error is stored in a storage means such as a RAM. When an error is referred to as "cancelling the setting," it means that information capable of identifying the error is erased from a storage means such as a RAM. When the CPU 82a sets an error, it outputs control information capable of identifying the occurrence of the error (hereinafter referred to as an error occurrence command) to the game control board 80. When the CPU 82a cancels the setting of an error, it outputs control information capable of identifying the resolution of the error (hereinafter referred to as an error resolution command) to the game control board 80.
[0086] When the number of game balls P2 exceeds the predetermined number of balls Z1, the CPU 82a sets a game ball number over error. That is, the game ball number over error is an error that is set when the number of game balls P2 displayed on the game ball number display unit 16a exceeds a predetermined number of balls Z1. In this embodiment, the predetermined number of balls Z1 corresponds to a prescribed number. When the number of game balls P2 becomes equal to or less than the predetermined number of balls Z1, the CPU 82a cancels the setting of the game ball number over error. As an example, the predetermined number of balls Z1 is 30,000 balls. The number of game balls P2 can be reduced by, for example, operating the counting switch 16b to output a part of the number of game balls P2 to the management unit 100 as the number of counted balls.
[0087] The error notification process of the frame side normal process will be described. The CPU 82a controls the game ball number display unit 16a to display an error code, which is an example of information that can identify the error, while an error is being set. The error code is information unique to each error. For example, an error code of [E99] is set for an error with too many game balls. When the error being set is released, the CPU 82a controls the game ball number display unit 16a to end the display of the error code corresponding to the released error. In this embodiment, the display of the error code for the error with too many game balls by the game ball number display unit 16a corresponds to a notification of an excess of a specified number.
[0088] The CPU 82a controls the performance display monitor 82d to display an error code. The CPU 82a alternates between displaying the error code and displaying the base value (performance information) at predetermined time intervals. When multiple types of errors are set, the CPU 82a displays multiple types of error codes and the base value in sequence at predetermined time intervals. Without being limited to this, the CPU 82a may be configured to display the error code but not the base value. When the error being set is released, the CPU 82a controls the performance display monitor 82d to end the display of the error code. In this embodiment, the display of the error code of the game ball number over error by the performance display monitor 82d corresponds to a notification of an excess of a specified number.
[0089] The CPU 82a starts displaying the error code on the performance display monitor 82d and displaying the error code on the number of game balls display unit 16a at the same timing or approximately the same timing. Not limited to this, the display of the error code may be started on the performance display monitor 82d after it is started on the number of game balls display unit 16a. The types of error codes that can be displayed on the performance display monitor 82d and the types of error codes that can be displayed on the number of game balls display unit 16a may be the same or different.
[0090] Various processes performed by the game control board 80 (CPU 80a) will be described. The main side power cutoff process will now be described. When the CPU 80a receives the power interruption detection signal output by the backup circuit 82k, it executes the main side power interruption process. In the main side power interruption process, the CPU 80a calculates a checksum value of the RAM 80c and stores the calculated checksum value in the RAM 80c. The CPU 80a also stores a backup flag in the RAM 80c. The CPU 80a then waits until the power is completely interrupted. The various information stored in the RAM 80c at the time of the power interruption is retained even after the power interruption by the backup power mentioned above. The CPU 80a outputs a launch stop signal to the frame control board 82 (launch permission circuit 82m) from the start of the main side power interruption process until the power is completely interrupted.
[0091] The main power-on process will now be described. When the CPU 80a of the game control board 80 is started with power-on, it executes the main side power-on process. The CPU 80a judges whether the backed up information is normal or not. For example, the CPU 80a judges whether the backup flag is stored in the RAM 80c. The CPU 80a calculates the checksum value of the RAM 80c and judges whether the calculated checksum value matches the checksum value calculated in the main side power-off process. The CPU 80a judges that the information is normal if the backup flag is stored and the checksum values match, and judges that the information is abnormal if they do not. If the backed up information is judged to be abnormal, the CPU 80a initializes the game information stored in the RAM 80c. The CPU 80a outputs control information (hereinafter, referred to as an initialization command) that can specify that the game information has been initialized to the performance control board 81. After that, the CPU 80a ends the main side power-on process.
[0092] When the backed up information is judged to be normal, the CPU 80a judges whether or not a RAM clear signal is input from the RAM clear switch 82h via the frame control board 82. The RAM clear switch 82h may be provided on the game control board 80, or may be provided on a control board different from the game control board 80. When the RAM clear signal is input, the CPU 80a initializes the game information stored in the RAM 80c. In this case, the CPU 80a outputs an initialization command to the performance control board 81. On the other hand, when the RAM clear signal is not input, the CPU 80a outputs control information (hereinafter, referred to as a power recovery command) that can specify that the game will be restored based on the backed up game information to the performance control board 81. After that, the CPU 80a ends the main side power-on process.
[0093] The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the start of the main power-on process to the end of the main power-on process. That is, when the main power-on process ends, the output of the firing stop signal is stopped. The output of the firing stop signal ends simultaneously with the output of the power recovery command or the initialization command, or immediately after the output of the power recovery command or the initialization command. Then, when the CPU 80a ends the main power-on process, it permits the timer interrupt process. That is, if the game information has been initialized, the timer interrupt process is executed based on the game information after initialization. In this case, the CPU 80a executes various processes based on a state in which the first reserved number and the second reserved number are both zero, neither the first special game nor the second special game is being executed, and no big win game has been awarded. If the game information has not been initialized, the timer interrupt process is executed based on the backed-up game information. In this case, if the first reserved number and the second reserved number are the reserved numbers at the time of power loss, and if either the first special game or the second special game was being executed at the time of power loss, the CPU 80a returns to the process of executing that special game, and if a jackpot game was being awarded at the time of power loss, the CPU 80a returns to the process of awarding the jackpot game.
[0094] The CPU 80a executes a special symbol input process, a special symbol start process, etc. as a timer interrupt process performed every predetermined control period (for example, 4 ms). The processes realized as timer interrupt processes also include a big win game process, a state transition process, and a process for main side error processing, which will be described later.
[0095] The special symbol input process will be described. The CPU 80a judges whether the game ball has entered the first start hole 23A based on whether a detection signal has been input from the first start sensor D11. When the game ball has entered the first start hole 23A, the CPU 80a judges whether the first reserved number stored in the RAM 80c is less than the upper limit number (for example, 4). When the first reserved number is less than the upper limit number, the CPU 80a adds 1 to the first reserved number and updates it. Next, the CPU 80a controls the first reserved display unit 33 to display information that can identify the updated first reserved number. The CPU 80a outputs control information that can identify the updated first reserved number to the performance control board 81. The reserved condition of the first special game is established when the game ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.
[0096] Next, the CPU 80a acquires the random numbers generated by the random number generating circuit 80d, and stores random number information based on the acquired random numbers in the RAM 80c. For example, the random numbers are winning random numbers used in the lottery for winning special symbols, winning symbol random numbers used in determining winning symbols, and variation pattern random numbers used in determining variation patterns. The CPU 80a stores the random number information so that it is possible to identify that the random number information is for the first special game and the storage order of the random number information. The random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method. By storing the random number information used for the special game in the RAM 80c, the pachinko game machine 10 can suspend the execution of the special game until the start condition of the special game is satisfied. That is, the CPU 80a can suspend the first special game when the suspension condition of the first special game is satisfied. In this embodiment, the CPU 80a corresponds to a game suspension means.
[0097] The CPU 80a executes a look-ahead process based on the acquired various random numbers for the first special game. In the look-ahead process, the CPU 80a predetermines the variable content of the first special game. That is, in this embodiment, the CPU 80a corresponds to a predetermining means for predetermining the variable content of the special game before the start condition is established. As an example, the CPU 80a specifies whether the acquired winning random number is a value that will win a jackpot lottery (jackpot determination) described later. In the look-ahead process, the CPU 80a may specify which winning pattern the value of the winning symbol random number is a value that will win. In the look-ahead process, the CPU 80a may specify which variable pattern the value of the variation pattern random number is a value that will win. The CPU 80a transmits control information (hereinafter, referred to as a look-ahead command) that can specify the variable content of the first special game that has been read in advance to the performance control board 81.
[0098] When the random number information for the first special game is stored in the RAM 80c, the CPU 80a judges whether the game ball has entered the second start port 23B based on whether a detection signal has been input from the second start sensor D12 when the game ball has not entered the first start port 23A and when the first reserved number is not less than the upper limit number. When the game ball has entered the second start port 23B, the CPU 80a judges whether the second reserved number stored in the RAM 80c is less than the upper limit number (4 as an example). When the second reserved number is less than the upper limit number, the CPU 80a adds 1 to the second reserved number and updates it. The CPU 80a controls the second reserved display unit 34 to display information that can identify the second reserved number after the addition. The CPU 80a outputs control information that can identify the updated second reserved number to the performance control board 81. The reservation condition for the second special game is established when the game ball is detected by the second start sensor D12 when the second reserved number is less than the upper limit number.
[0099] Next, the CPU 80a acquires random numbers generated within the game control board 80, and stores random number information based on the acquired random numbers in the RAM 80c. The CPU 80a stores the random number information so that it is possible to identify that the random number information is used for the second special game, and the storage order of the random number information. Through such processing, the CPU 80a can reserve the second special game when the reservation condition for the second special game is met.
[0100] When random number information for the second special game is stored in the RAM 80c, if the game ball has not entered the second starting hole 23B, and if the second reserved number is not less than the upper limit number, the CPU 80a terminates the special pattern input process.
[0101] The special symbol start process will be described. First, the CPU 80a judges whether the start condition of the special game is established. The CPU 80a judges it as positive when neither a jackpot game nor a special game is being played, whereas it judges it as negative when a jackpot game or a special game is being played. When the start condition of the special game is not established, the CPU 80a ends the special symbol start process. When the start condition of the special game is established, the CPU 80a judges whether the second reserved number is greater than zero. When the second reserved number is zero, the CPU 80a judges whether the first reserved number is greater than zero. When the first reserved number is zero, the CPU 80a ends the special symbol start process.
[0102] If the first reserved number is greater than zero, the CPU 80a performs a process to execute the first special game. Specifically, the CPU 80a updates the first reserved number by subtracting 1. The CPU 80a controls the first reserved display unit 33 to display information that can identify the first reserved number after subtraction. The CPU 80a outputs control information that can identify the updated first reserved number to the performance control board 81. The CPU 80a acquires the random number information stored first from the random number information for the first special game from the RAM 80c. The CPU 80a performs a jackpot lottery (jackpot determination) for determining whether or not a jackpot is won as a winning lottery for a special pattern, using a winning random number identified from the acquired random number information. The CPU 80a performs a jackpot lottery with a jackpot probability according to the current probability state (whether or not the probability variable function is activated). As an example, the jackpot lottery may be performed based on whether or not the value of the winning random number is a value that indicates a jackpot.
[0103] When a jackpot is won, the CPU 80a performs a jackpot variation process. In the jackpot variation process, the CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be specified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of jackpot variation patterns. After that, the CPU 80a ends the special pattern start process.
[0104] If the jackpot is not won, the CPU 80a performs a loss variation process. In the loss variation process, the CPU 80a determines a loss symbol to be stopped and displayed in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be specified from the random number information, and determines a variation pattern from among a plurality of loss variation patterns. After that, the CPU 80a ends the special symbol start process.
[0105] If the second reserved number is greater than zero, the CPU 80a performs a process for executing a second special game. The process for executing a second special game is the process for executing a first special game, except that the "first special game" is replaced with the "second special game" and the "first reserved number" is replaced with the "second reserved number," so a detailed description thereof will be omitted. In other words, the CPU 80a performs subtraction of the second reserved number, a jackpot lottery, and any of the variable processes based on the result of the jackpot lottery, and then ends the special symbol start process.
[0106] The CPU 80a outputs a variation start command and a special symbol command to the performance control board 81 in the jackpot variation process and the loss variation process. The variation start command is control information capable of identifying the variation pattern determined in each variation process and the start of the variation game. The special symbol command is control information capable of identifying the special symbol determined in each variation process. The variation start command and the special symbol command are different control information when the variation process of the first special game is executed and when the variation process of the second special game is executed.
[0107] When the special symbol start process is ended, the CPU 80a executes the first special game or the second special game by a process separate from the special symbol start process. That is, in this embodiment, the CPU 80a corresponds to a game start means capable of starting a reserved special game when a start condition is met. As an example, when the CPU 80a executes the first special game, it controls the first special symbol display unit 31 to start a variable display of a predetermined symbol. The CPU 80a measures a variable time set in a variable pattern. When the variable time set in a variable pattern has elapsed, the CPU 80a controls the first special symbol display unit 31 to stop displaying the special symbol determined in the special symbol start process. In addition, when the variable time set in a variable pattern has elapsed, the CPU 80a outputs control information (hereinafter, referred to as a variable end command) capable of identifying the end of the variable game to the performance control board 81.
[0108] As an example, when the CPU 80a executes the second special game, the CPU 80a controls the second special symbol display unit 32 to start the variable display of a predetermined symbol. The CPU 80a measures the variable time set in the variable pattern. When the variable time set in the variable pattern has elapsed, the CPU 80a controls the second special symbol display unit 32 to stop displaying the special symbol determined in the special symbol start process. In addition, when the variable time set in the variable pattern has elapsed, the CPU 80a outputs a variable end command to the performance control board 81.
[0109] The big win game processing will be explained. The jackpot game process is a process for awarding a jackpot game. When the CPU 80a stops and displays a jackpot pattern in a special game, the CPU 80a executes the jackpot game process after the end of the jackpot special game. The CPU 80a specifies the type of jackpot game based on the jackpot pattern (type of jackpot) determined in the special pattern start process. The CPU 80a is configured to award the specified type of jackpot game.
[0110] First, the CPU 80a outputs control information (hereinafter, referred to as an opening command) capable of identifying the start of the opening time to the performance control board 81. When the opening time has elapsed, the CPU 80a performs processing for executing a round game. As an example, the CPU 80a controls the special solenoid SL2 using the identified opening control data for the big win game to open the big win opening 23C. When the number of game balls detected by the count sensor D13 reaches the above-mentioned upper limit number or the above-mentioned upper limit time has elapsed, the CPU 80a controls the special solenoid SL2 to close the big win opening 23C, thereby ending the round game. The CPU 80a repeats such processing for executing a round game until the upper limit number of round games set for the big win game is completed. The CPU 80a outputs control information (hereinafter, referred to as a round command) capable of identifying the start of a round game to the performance control board 81 every time a round game is started. When the final round of play ends, the CPU 80a outputs control information capable of identifying the start of the ending time (hereinafter, referred to as an ending start command) to the performance control board 81. When the ending time has elapsed, the CPU 80a ends the big win game. The CPU 80a may output control information capable of identifying the elapse of the ending time (hereinafter, referred to as an ending end command) to the performance control board 81.
[0111] The state transition process will now be described. As an example, when the CPU 80a ends a jackpot game based on the first jackpot pattern among the jackpot patterns, it sets a high probability flag in the RAM 80c. That is, the CPU 80a controls to a high probability state. After the jackpot game based on the first jackpot pattern ends, the CPU 80a does not erase the probability flag until the next jackpot game is awarded. As an example, when the CPU 80a ends a jackpot game based on a second jackpot pattern different from the first jackpot pattern, it does not set a high probability flag in the RAM 80c. That is, the CPU 80a controls to a low probability state. When the CPU 80a starts a jackpot game and the high probability flag is set, it erases the high probability flag. That is, the CPU 80a controls to a low probability state during a jackpot game.
[0112] As an example, the CPU 80a sets an operation flag in the RAM 80c when a jackpot game based on the first jackpot symbol or the second jackpot symbol ends. That is, the CPU 80a controls to a high ball entry rate state. After the jackpot game based on the second jackpot symbol ends, the CPU 80a counts the number of times the special game is executed after the jackpot game ends by updating the value of the execution counter stored in the RAM 80c every time the special game is started. As an example, the CPU 80a erases the operation flag stored in the RAM 80c when a special game in which the number of times the special game is executed after the jackpot game ends reaches the activation number ends. That is, the CPU 80a controls to a low ball entry rate state when the special game that has been activated ends after the jackpot game based on the second jackpot symbol ends. Note that the CPU 80a does not erase the activation flag until the next jackpot game is awarded after the jackpot game based on the first jackpot symbol ends. When the CPU 80a starts a big win game and the operation flag is set, the CPU 80a erases the operation flag. That is, the CPU 80a controls the big win game to a low ball entry rate state.
[0113] In addition, when the CPU 80a inputs an empty shot generation command, it outputs predetermined control information (hereinafter, referred to as an empty shot notification command) to the performance control board 81. When the CPU 80a inputs a complete command, it outputs predetermined control information (hereinafter, referred to as a complete notification command) to the performance control board 81. The CPU 80a generates a game stop state. As an example, the CPU 80a disables the detection of game balls by the first start sensor D11, the second start sensor D12, and the gate sensor D15. That is, the CPU 80a does not increase the first reserved number even if it inputs a detection signal from the first start sensor D11. The CPU 80a does not increase the second reserved number even if it inputs a detection signal from the second start sensor D12. The CPU 80a does not increase the reserved number of normal games even if it inputs a detection signal from the gate sensor D15. The CPU 80a controls the normal solenoid SL1 to close the second start port 23B. The CPU 80a controls the special solenoid SL2 to close the big prize opening 23C.
[0114] The various processes executed by the performance control board 81 (CPU 81a) will be described. The sub-side power-on process will now be described. When the CPU 81a is started up following power-on, it waits until an initialization command or a power restoration command is input. When the CPU 81a receives the initialization command or the power restoration command, it executes a sub-side power-on process.
[0115] When the CPU 81a inputs the initialization command, it controls some or all of the performance devices 17-19 constituting the performance equipment ES to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification includes displaying information capable of identifying the execution of a RAM clear (hereinafter referred to as RAM clear information) such as the character string "RAM clear" on the display performance device 19. When a predetermined time (e.g., 30 seconds) has elapsed since the start of the RAM clear notification, the CPU 81a controls the performance equipment ES to end the RAM clear notification. When the CPU 81a inputs the initialization command, it controls the display performance device 19 to display a predetermined background image and a combination of predetermined performance patterns.
[0116] When the CPU 81a inputs a power restoration command, the CPU 81a controls some or all of the performance devices 17 to 19 constituting the performance equipment ES to execute a power restoration notification. As an example, the power restoration notification includes displaying information that can identify non-execution of RAM clearing (hereinafter, referred to as power restoration information), such as the character string "Power restoration in progress", on the display performance device 19. When a predetermined time (e.g., 30 seconds) has elapsed since the start of the power restoration notification, the CPU 81a controls the performance equipment ES to end the power restoration notification. Not limited to this, the CPU 81a may be configured not to execute the power restoration notification. When the CPU 81a inputs a power restoration command, the CPU 81a controls the display performance device 19 to display a predetermined background image and a combination of performance patterns different from the combination of the predetermined performance patterns.
[0117] When the CPU 81a receives an initialization command or a power recovery command, it executes various normal processes at predetermined control intervals (for example, every 108 ms). The normal processes include sub-side error processing, big win effect processing, and effect game processing.
[0118] The big win presentation process will now be described. The big win presentation process is a process for executing a presentation during a big win game (hereinafter referred to as a big win presentation). When an opening command is input, the CPU 81a controls the presentation device ES including the display presentation device 19 to execute an opening presentation. When a round command is input, the CPU 81a controls the presentation device ES including the display presentation device 19 to execute a round presentation. When an ending start command is input, the CPU 81a controls the presentation device ES including the display presentation device 19 to execute an ending presentation. When an ending end command is input, the CPU 81a controls the presentation device ES including the display presentation device 19 to end the ending presentation.
[0119] The effect game process will now be described. The effect game process is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 81a inputs a variation start command and a special symbol command, the CPU 81a controls the effect device ES including the display effect device 19 to execute an effect game. Specifically, when the CPU 81a inputs a variation start command, the CPU 81a selects an effect pattern (effect content) of the effect game based on a variation pattern that can be specified from the command. When the CPU 81a inputs a special symbol command, the CPU 81a determines a symbol combination to be stopped and displayed in the effect game based on a special symbol that can be specified from the command. When a jackpot symbol can be specified from the special symbol command, the CPU 81a determines a jackpot symbol combination. When a losing symbol can be specified from the special symbol command, the CPU 81a determines a losing symbol combination. When a reach effect is executed, the CPU 81a determines a losing symbol combination including a reach.
[0120] The CPU 81a controls the display effect device 19 so as to start the variable display of the effect symbols in each symbol row in response to the input of the variation start command. That is, the CPU 81a starts the effect game.
[0121] When a predetermined timing arrives after starting the performance game, the CPU 81a causes the symbol combination to be temporarily stopped and displayed, and causes the symbol combination to be confirmed and stopped when a variation end command is input. The CPU 81a may also cause the symbol combination to be confirmed and stopped when a variation time set in the variation pattern elapses, regardless of the variation end command. In this case, the variation end command may be omitted.
[0122] When the CPU 81a inputs a look-ahead command, the CPU 81a stores information (hereinafter, referred to as look-ahead information) capable of identifying the variable content of the first special game that can be identified from the command in the RAM 81c. The CPU 81a can identify the variable content of the first special game that is on hold by referring to the look-ahead information stored in the RAM 81c. The variable content that can be identified from the look-ahead information includes the result of the big win lottery. The variable content that can be identified from the look-ahead information may include the type of winning symbol or the type of variable pattern.
[0123] In the case of a low ball entry rate state, the CPU 81a can execute a look-ahead performance based on the look-ahead information. The look-ahead performance is a performance that suggests the expectation that a jackpot pattern will be derived in the first special game in which the reserved condition is established, and is a performance that is executed before the start condition of the first special game in which the reserved condition is established is established. In the following description, the expectation that a jackpot pattern will be derived in the special game is simply referred to as "jackpot expectation." As an example, the look-ahead performance of this embodiment includes a pre-light-emitting performance that is performed by making the first light-emitting section 18a emit light in a predetermined light-emitting mode. The pre-light-emitting performance corresponds to a suggestion performance that suggests the expectation that a specific pattern will be derived in a variable game.
[0124] Here, a pre-light-emitting effect determination process for determining whether or not to execute the pre-light-emitting effect will be described. The CPU 81a executes the pre-light-emitting effect determination process when a look-ahead command capable of identifying the variable content of the first special game is input during a low ball entry rate state.
[0125] As shown in FIG. 6, when the CPU 81a inputs a look-ahead command, it determines whether an error is being notified (step S1). Specifically, the CPU 81a determines that an error is being notified when an error code is displayed on the game ball number display unit 16a. When an error is being notified (step S1: YES), the CPU 81a ends the pre-light-emitting performance determination process without deciding to execute a pre-light-emitting performance. That is, when the game ball number P2 is not displayed on the game ball number display unit 16a, the CPU 81a controls so as not to execute the pre-light-emitting performance. In other words, the first light-emitting unit 18a does not execute the pre-light-emitting performance during a specific period when the game ball number P2 is not displayed on the game ball number display unit 16a.
[0126] If no error is being notified (step S1: NO), the CPU 81a determines whether the first reserved number is 1 or more (step S2). If the first reserved number is 0 (step S2: NO), the CPU 81a ends the pre-light-emitting performance determination process without determining whether to execute the pre-light-emitting performance.
[0127] On the other hand, if the first reserved number is 1 or more (step S2: YES), the CPU 81a executes a pre-light-emitting performance determination lottery to determine whether or not to execute a pre-light-emitting performance (step S3). In the pre-light-emitting performance determination lottery, the CPU 81a determines whether or not to execute a pre-light-emitting performance based on the variable content that can be specified from the look-ahead command. At this time, the CPU 81a determines whether or not to execute a pre-light-emitting performance so that the expectation of a big win is higher when the pre-light-emitting performance is executed than when it is not executed. In order to increase the expectation of a big win when the pre-light-emitting performance is executed, it is preferable to allocate the judgment value in the pre-light-emitting performance determination lottery so that the determination ratio of the overall decision ratio when the execution of the pre-light-emitting performance is determined to be a big win is higher than the determination ratio of the overall decision ratio when the execution of the pre-light-emitting performance is not determined. If the pre-light-emitting performance determination lottery is not won (step S3: NO), the CPU 81a ends the pre-light-emitting performance determination process without deciding to execute the pre-light-emitting performance.
[0128] On the other hand, if the pre-light-emitting effect determination lottery is won (step S3: YES), the CPU 81a determines the light-emitting mode of the first light-emitting part 18a in the pre-light-emitting effect. As shown in FIG. 7, in this embodiment, there are multiple types of light emission modes of the first light-emitting unit 18a in the pre-light-emitting performance. The first light-emitting unit 18a is turned off when the pre-light-emitting performance is not being executed (FIG. 7(a)). The first light-emitting unit 18a emits light in either the first light-emitting mode (FIG. 7(b)) or the second light-emitting mode (FIG. 7(c)) in the pre-light-emitting performance. In this embodiment, the first light-emitting mode and the second light-emitting mode are light-emitting modes in which the first light-emitting unit 18a emits light in different colors. In addition, in this embodiment, the first light-emitting mode and the second light-emitting mode are light-emitting modes in which the first light-emitting unit 18a emits light for different lengths of time. That is, in this embodiment, the pre-light-emitting performance by the first light-emitting mode and the pre-light-emitting performance by the second light-emitting mode have different lengths of time during which the performance is executed. In other words, in this embodiment, there are multiple lengths of time during which the pre-light-emitting performance is executed. Specifically, the pre-light-emitting performance by the first light-emitting mode is executed over the first performance time. In addition, the pre-light-emission performance in the second light-emission mode is executed for a second performance time that is longer than the first performance time.
[0129] The CPU 81a determines the light-emitting mode of the first light-emitting unit 18a in the pre-light-emitting performance based on the variable content that can be specified from the look-ahead command. At this time, the CPU 81a determines the light-emitting mode of the first light-emitting unit 18a in the pre-light-emitting performance so that the expected probability of a jackpot is higher when the pre-light-emitting performance is executed in the second light-emitting mode than when the pre-light-emitting performance is executed in the first light-emitting mode. In order to increase the expected probability of a jackpot when the pre-light-emitting performance is executed in a predetermined light-emitting mode, it is preferable to distribute the judgment value in the lottery for determining the light-emitting mode of the pre-light-emitting performance so that the determination ratio of the jackpot is higher in the total determination ratio at which the predetermined light-emitting mode is determined as the light-emitting mode of the pre-light-emitting performance.
[0130] 6, when the light emitting state of the first light emitting unit 18a in the pre-light emitting performance is determined, the CPU 81a ends the pre-light emitting performance determination process. Next, when the CPU 81a determines to execute the pre-light emitting performance in the pre-light emitting performance determination process, the CPU 81a controls the execution of the pre-light emitting performance by causing the first light emitting unit 18a to emit light in the light emitting state determined in the pre-light emitting performance determination process.
[0131] Below, a specific example of the flow of a game when a pre-light-emission effect is executed will be described together with the control of each control CPU. First, a specific example of the flow of a game when a pre-light-emitting effect is executed in the first light-emitting mode will be described.
[0132] As shown in FIG. 8(a), at time t0, the game ball number display unit 16a displays "2500" as the game ball number P2. Next, the game ball is supplied from the supply unit 43A to the shooting unit 43B with the launch of the game ball. In this case, the game ball is detected by the supply sensor D19, and the game ball number P2 stored in the RAM 82c of the frame control board 82 is decremented by 1 (time t1). As a result, the game ball number P2 displayed on the game ball number display unit 16a is updated to "2499". Furthermore, the game ball enters the first start hole 23A. In this case, the game ball is detected by the first start sensor D11, and the game ball number P2 stored in the RAM 82c is incremented by the number of prize balls determined according to the first start hole 23A (time t2). As a result, in this example, the number of game balls P2 displayed on the game ball number display unit 16a is updated to "2502."
[0133] In addition, when the hold condition of the first special game is established as a result of the first start sensor D11 detecting a game ball, the CPU 80a of the game control board 80 outputs a look-ahead command capable of identifying the variable content of the first special game to the CPU 81a of the performance control board 81. The CPU 81a executes a pre-light-emitting performance determination process as a result of inputting the look-ahead command. In this example, it is determined that the pre-light-emitting performance is to be executed in the first light-emitting mode. In this case, the CPU 81a controls the first light-emitting unit 18a to execute the pre-light-emitting performance in the first light-emitting mode.
[0134] Furthermore, in this example, it is assumed that the game ball is supplied from the supply unit 43A to the shooting unit 43B in association with the launch of the game ball during the execution of the pre-light emission performance. In this case, too, the game ball count P2 stored in the RAM 82c is decremented by 1 (time t3) in response to the detection of the game ball by the supply sensor D19. That is, in this example, the game ball count P2 displayed on the game ball count display unit 16a is updated to "2501".
[0135] Then, the CPU 81a controls the first light-emitting unit 18a to end the pre-light-emitting performance when the first performance time has elapsed since the start of the pre-light-emitting performance in the first light-emitting mode (time t4). After that, in this example, it is assumed that the game ball is supplied from the supply unit 43A to the shooting unit 43B in association with the launch of the game ball after the pre-light-emitting performance ends. In this case, too, the game ball count P2 stored in the RAM 82c is decremented by 1 when the game ball is detected by the supply sensor D19 (time t5). That is, in this example, the game ball count P2 displayed on the game ball count display unit 16a is updated to "2500".
[0136] Next, a specific example of the flow of a game when a pre-light-emitting effect is executed in the second light-emitting mode will be described. As shown in FIG. 8(b), at time t10, the game ball number display unit 16a displays "2500" as the game ball number P2. Next, when the game ball is detected by the supply sensor D19 triggered by the game ball being supplied from the supply unit 43A to the shooting unit 43B with the launch of the game ball, the game ball number P2 displayed on the game ball number display unit 16a is decremented by 1 (time t11), as in the example shown in FIG. 8(a). Furthermore, when the game ball is detected by the first start sensor D11 triggered by the game ball entering the first start hole 23A, the game ball number P2 displayed on the game ball number display unit 16a is incremented by the number of prize balls determined according to the first start hole 23A (time t12), as in the example shown in FIG. 8(a).
[0137] In addition, when the first start sensor D11 detects a game ball and the hold condition of the first special game is established, the pre-light-emitting effect determination process is executed in the same manner as the example shown in Fig. 8(a). In this example, it is determined that the pre-light-emitting effect is to be executed in the second light-emitting mode. In this case, the CPU 81a controls the first light-emitting unit 18a to execute the pre-light-emitting effect in the second light-emitting mode.
[0138] Furthermore, when the game ball is detected by the supply sensor D19 as a result of the game ball being supplied from the supply unit 43A to the launch unit 43B during the execution of the pre-light-emitting performance, the game ball number P2 displayed on the game ball number display unit 16a is decremented by 1 (time t13), as in the example shown in FIG. 8(a). Also, in this example, it is assumed that the game ball enters the first start hole 23A during the execution of the pre-light-emitting performance. In this case, too, the game ball number P2 displayed on the game ball number display unit 16a is incremented by the number of prize balls determined according to the first start hole 23A as a result of the game ball being detected by the first start sensor D11 (time t14). That is, in this example, the game ball number P2 displayed on the game ball number display unit 16a is updated to "2504".
[0139] Then, the CPU 81a controls the first light-emitting unit 18a to end the pre-light-emitting performance when the second performance time has elapsed since the pre-light-emitting performance in the second light-emitting mode was started (time point t15).
[0140] In this manner, in this embodiment, even during the execution of the pre-light-emitting performance, the display content of the number of game balls P2 by the game ball number display unit 16a is updated in response to the detection of game balls by the supply sensor D19 or the detection of game balls by the first start sensor D11. Also, although not shown, even during the execution of the pre-light-emitting performance, the display content of the number of game balls P2 by the game ball number display unit 16a is updated in response to the operation of the ball lending operation unit of the operation panel 110 of the management unit 100 or the operation of the counting switch 16b. That is, in the game ball number display unit 16a, the display of the number of game balls P2 can be updated even when the pre-light-emitting performance is being executed in the first light-emitting unit 18a.
[0141] Next, a specific example of the flow of a game when an error is notified on the game ball count display unit 16a will be described. As shown in FIG. 8(c), at time t20, the game ball number display unit 16a displays "30000" as the game ball number P2. Here, it is assumed that a game ball has entered the first start opening 23A. In this case, the game ball number P2 stored in the RAM 82c is incremented by the number of prize balls determined according to the first start opening 23A when the game ball is detected by the first start sensor D11 (time t21). As a result, at time t21, the game ball number P2 stored in the RAM 82c exceeds the predetermined ball number Z1, so the CPU 82a of the frame control board 82 sets a game ball number over error. Then, when the CPU 82a sets the game ball number over error, it controls the game ball number display unit 16a to display the error code [E99] indicating the game ball number over error.
[0142] In this example, it is assumed that a game ball enters the first start port 23A while the game ball count display unit 16a is reporting an error. In this case, the game ball count P2 stored in the RAM 82c is incremented by the number of prize balls determined according to the first start port 23A when the game ball is detected by the first start sensor D11 (time t22). At this time, since the error code indicating the game ball count over error is displayed on the game ball count display unit 16a, the display of the game ball count display unit 16a is not updated when the game ball count P2 stored in the RAM 82c is updated. Although not shown, even if the game ball count P2 stored in the RAM 82c is subtracted, the error code indicating the game ball count over error continues to be displayed on the game ball count display unit 16a while the game ball count P2 exceeds the predetermined ball count Z1. In other words, when an error notification is being executed in the game ball count display unit 16a, the display of the game ball count display unit 16a will not be updated until the error being set is cleared, even if the game ball count P2 stored in RAM 82c is updated.
[0143] Thereafter, in this example, the number of game balls P2 stored in the RAM 82c is updated to the predetermined number of balls Z1 or less (time t23) as a trigger of the operation of the counting switch 16b. For example, in this example, the number of game balls P2 stored in the RAM 82c is updated to "29756". In this case, the CPU 82a ends the display of the error code indicating the game ball over error and controls the game ball number display unit 16a to display the game ball number P2 stored in the RAM 82c.
[0144] Next, when the game ball is detected by the supply sensor D19 as a result of the game ball being supplied from the supply unit 43A to the shooting unit 43B in association with the launch of the game ball, the game ball number P2 displayed on the game ball number display unit 16a is decremented by 1 (time t24), as in the example shown in Fig. 8(a). Furthermore, when the game ball is detected by the first start sensor D11 as a result of the game ball entering the first start hole 23A, the game ball number P2 displayed on the game ball number display unit 16a is incremented by the number of prize balls determined according to the first start hole 23A (time t25), as in the example shown in Fig. 8(a).
[0145] In addition, when the first start sensor D11 detects a game ball and the hold condition of the first special game is established, the pre-light-emitting effect determination process is executed in the same manner as the example shown in Fig. 8(a). In this example, it is determined that the pre-light-emitting effect is to be executed in the first light-emitting mode. In this case, the CPU 81a controls the first light-emitting unit 18a to execute the pre-light-emitting effect in the first light-emitting mode.
[0146] Then, the CPU 81a controls the first light-emitting unit 18a to end the pre-light-emitting performance when the first performance time has elapsed since the start of the pre-light-emitting performance in the first light-emitting mode (time point t26).
[0147] As described above, in this embodiment, while the game ball count display unit 16a is reporting an error, the pre-light-emitting effect is not executed even if the hold condition for the first special game is established as a result of the detection of a game ball by the first start sensor D11. Also, in this embodiment, while the game ball count display unit 16a is reporting an error, the display on the game ball count display unit 16a is not updated even if the game ball count P2 stored in the RAM 82c is updated.
[0148] The effects of this embodiment will be described. (1) A player who aims to acquire game balls in a game may pay attention to the game ball number display unit 16a that displays the game ball number P2 indicating the number of game balls owned by the player. Here, according to this embodiment, the pre-light-emitting effect is executed by the first light-emitting unit 18a disposed near the game ball number display unit 16a, so that the pre-light-emitting effect is prevented from being overlooked, and the player's interest in the game can be improved.
[0149] (2) In particular, the game ball number display unit 16a and the first light-emitting unit 18a are both disposed on the front panel 14b. That is, the game ball number display unit 16a and the first light-emitting unit 18a are disposed on the same component in the pachinko gaming machine 10, so that the pre-light-emitting effect is less likely to be overlooked compared to when they are disposed on separate components.
[0150] (3) Furthermore, since the game ball count display unit 16a and the first light-emitting unit 18a are both provided within an area partitioned by the decorative frame 14c, it is possible to further prevent the pre-light-emitting effect from being overlooked.
[0151] (4) In this embodiment, when a game ball enters the first starting hole 23A, the condition for winning a prize ball is met, so the player may pay attention to the game ball number display unit 16a on which the game ball number P2 is displayed. Here, the pre-light-emitting effect may be executed when the game ball enters the first starting hole 23A and the hold condition for the first special game is met. The game ball number display unit 16a and the first light-emitting unit 18a are both provided in the same direction with the first starting hole 23A as a reference. According to this, when the player shifts his / her gaze to the game ball number display unit 16a in response to the game ball entering the first starting hole 23A, the pre-light-emitting effect can be executed by the first light-emitting unit 18a provided in the same direction with the first starting hole 23A as a reference, so that the pre-light-emitting effect can be further prevented from being overlooked.
[0152] (5) The pre-light-emitting effect is an effect that is easily overlooked by the player because it is executed before the start condition of the first special game, which suggests the likelihood of a jackpot in the pre-light-emitting effect, is met. In this embodiment, the pre-light-emitting effect is executed by the first light-emitting unit 18a provided near the game ball count display unit 16a, thereby preventing the pre-light-emitting effect from being overlooked and increasing the player's interest in the game.
[0153] (6) In particular, since there are multiple lengths of the period during which the pre-light-emitting effect is executed, if the period during which the pre-light-emitting effect is executed is relatively short, there is a higher possibility that the pre-light-emitting effect will be overlooked by the player. In this embodiment, the pre-light-emitting effect is executed by the first light-emitting unit 18a provided near the game ball number display unit 16a, so that the pre-light-emitting effect is prevented from being overlooked, and the player's interest in the game can be increased.
[0154] (7) When the number of game balls P2 stored in the RAM 82c of the frame control board 82 exceeds the predetermined number of balls Z1, an over-number-of-game-balls error is set. When an over-number-of-game-balls error is set, an error code indicating an over-number-of-game-balls error is displayed on the number-of-game-balls display unit 16a. This can create an opportunity for players who do not pay much attention to the number of game balls P2 to pay attention to the number-of-game-balls display unit 16a, and can prevent players from missing the pre-light-emitting effect executed by the first light-emitting unit 18a provided near the number-of-game-balls display unit 16a.
[0155] (8) Some players may not pay attention to the game ball count display unit 16a because the game ball count P2 is not displayed on the game ball count display unit 16a while an error is being notified. Here, in this embodiment, when the game ball count P2 is not displayed on the game ball count display unit 16a, the pre-light-emitting effect is not executed, so that it is possible to prevent the pre-light-emitting effect from being overlooked even though it has been executed.
[0156] The above-described embodiment can be modified as follows: The above-described embodiment and the following modified examples can be combined with each other to the extent that no technical contradiction occurs.
[0157] The manner in which the ball count display unit 16a notifies an error may be changed as appropriate. For example, the ball count display unit 16a may display the same error code for multiple types of errors. Also, there may be errors for which no error code is displayed on the ball count display unit 16a.
[0158] The game ball number display unit 16a may be able to display the game ball number P2 even during the error setting. In this case, the game ball number display unit 16a may switch between displaying the error code and displaying the game ball number P2 at a predetermined time interval, or may not display the error code. In this case, the game ball number display unit 16a may be able to update the display of the game ball number P2 even during the error setting.
[0159] The number of game balls display unit 16a may be configured not to update the display of the number of game balls P2 while the pre-light-emitting performance is being executed. The number of game balls P2 displayed on the game ball number display unit 16a may be a number according to the number of acquired game media, and may be the number of acquired game media itself, or may be a number obtained by adding or subtracting an arbitrary number from the number of acquired game media. For example, the number of game balls P2 may be a number obtained by subtracting the number of game media that are inserted into the winning slot to establish the acquisition condition of the game media from the number of acquired game media. The game ball number display unit 16a may also display the number of game media acquired within a predetermined period. For example, the game ball number display unit 16a may display the number of game media acquired during one jackpot game. The game ball number display unit 16a may also display the number of game media acquired within a period spanning multiple jackpot games. That is, the game ball number display unit 16a may display the number of game media acquired during a so-called consecutive win. In these cases, the number displayed on the game ball number display unit 16a based on the number of game media acquired within a predetermined period corresponds to a specific number according to the number of game media acquired.
[0160] The game ball number display unit 16a may be capable of displaying information other than the game ball number P2 and the error code. For example, when the complete function is activated, the game ball number display unit 16a may be capable of displaying information indicating that the complete function has been activated.
[0161] The specific configuration of the game ball number display unit 16a may be changed as appropriate. For example, the game ball number display unit 16a may be a liquid crystal display device that displays images. Even if an error is not being notified, the number of game balls P2 may not be displayed on the number of game balls display unit 16a. For example, the number of game balls P2 may not be displayed on the number of game balls display unit 16a for a predetermined period after the power supply to the pachinko game machine 10 is started. In addition, when a predetermined number of boards, such as the frame control board 82 and the management unit control board 120, are not connected correctly, the number of game balls P2 may not be displayed on the number of game balls display unit 16a. In addition, when the complete function is activated, the number of game balls P2 may not be displayed on the number of game balls display unit 16a until the complete flag is erased in response to the operation of the RAM clear switch 82h. In these cases, the pre-light-emitting performance by the first light-emitting unit 18a may not be executed during the period when the number of game balls P2 is not displayed on the number of game balls display unit 16a.
[0162] The specific number display unit that displays a specific number according to the number of acquired game media does not have to be the game ball number display unit 16a. For example, a specific number according to the number of acquired game media may be displayed in a predetermined display area of the image display area 19a of the display and effect device 19. That is, a predetermined display area of the image display area 19a of the display and effect device 19 may be a specific number display unit that displays a specific number according to the number of acquired game media.
[0163] The performance time of the pre-light-emitting effect may be changed as appropriate. For example, the performance time of the pre-light-emitting effect may be the same when it is executed in the first light-emitting mode and when it is executed in the second light-emitting mode. That is, the performance time of the pre-light-emitting effect may be one type. In addition, the performance time of the pre-light-emitting effect may be determined regardless of the light-emitting mode of the first light-emitting unit 18a in the pre-light-emitting effect. For example, the performance time of the pre-light-emitting effect may be different depending on the remaining time of the special game being executed when it is decided to execute the pre-light-emitting effect.
[0164] The timing of the pre-light-emitting effect may be changed as appropriate. For example, it may be executed when the next variable game starts after the pre-light-emitting effect determination process ends. In this case, the pre-light-emitting effect determination process may determine the execution of the pre-light-emitting effect on the condition that the first reserved number is 2 or more.
[0165] The pre-light-emitting effect may be executable for the second special game. In this case, the CPU 80a of the game control board 80 may output a look-ahead command capable of identifying the variable content of the second special game to the CPU 81a of the effect control board 81 when the reservation condition for the second special game is established. The CPU 81a may control to enable the pre-light-emitting effect to be executed when the look-ahead command capable of identifying the variable content of the second special game is input during a high ball entry rate state.
[0166] The timing of executing the pre-light-emitting effect determination process may be changed as appropriate. For example, the CPU 81a of the effect control board 81 may execute the pre-light-emitting effect determination process during a jackpot game. In this case, the CPU 81a may determine whether or not to execute the pre-light-emitting effect in the pre-light-emitting effect determination process depending on whether or not there is a special game in which a jackpot pattern is derived among the special games on hold during a jackpot game. That is, the pre-light-emitting effect may be executed as a suggestion effect that suggests that a special game in which a jackpot pattern is derived is included among the special games on hold during a jackpot game. According to this, the pre-light-emitting effect can suggest the expectation that a jackpot pattern will be derived for the special game on hold during a jackpot game.
[0167] The type of light emission state of the first light-emitting unit 18a in the pre-light-emitting performance may be changed as appropriate. For example, the light emission state of the first light-emitting unit 18a in the pre-light-emitting performance may be one type. In other words, in the pre-light-emitting performance, the first light-emitting unit 18a may always be illuminated in the same light-emitting state. In other words, the type of performance state of the suggestion performance may be changed as appropriate.
[0168] The first light-emitting unit 18a may be capable of executing a pre-light-emitting effect even during a period when the number of game balls P2 is not displayed on the number-of-game balls display unit 16a. For example, the first light-emitting unit 18a may be capable of executing a pre-light-emitting effect during a period when an error code is displayed on the number-of-game balls display unit 16a.
[0169] The first light-emitting unit 18a may be capable of executing a different effect from the pre-light-emitting effect, instead of or in addition to the pre-light-emitting effect. For example, the first light-emitting unit 18a may be capable of executing an effect suggesting the expectation that a jackpot symbol will be derived in a special game being executed. In addition, when the present invention is embodied in a gaming machine having a special symbol different from a jackpot symbol as a symbol that can be derived in a special game, the first light-emitting unit 18a may be capable of executing an effect suggesting the expectation that a special symbol will be derived in a special game being held. In this case, the special symbol may be a small win symbol that is a trigger for generating a small win game in which the large winning hole 23C is opened, or a time-saving symbol that is a trigger for controlling the state to a high ball entry rate without granting a winning game.
[0170] The first light-emitting unit 18a may be provided at a position that is in the field of view when the player at least visually recognizes the game ball number display unit 16a, and the specific positions of the game ball number display unit 16a and the first light-emitting unit 18a may be changed as appropriate. For example, one or both of the game ball number display unit 16a and the first light-emitting unit 18a may not be provided within the area partitioned by the decorative frame 14c. For example, the game ball number display unit 16a and the first light-emitting unit 18a may be provided in different directions based on the first starting hole 23A as long as they are provided on the same part. Also, the game ball number display unit 16a and the first light-emitting unit 18a may be provided on different parts as long as they are provided in the same direction based on the first starting hole 23A. Also, the game ball number display unit 16a and the first light-emitting unit 18a may be provided in the same direction based on a member different from the first starting hole 23A. As a component different from the first starting hole 23A, for example, the second starting hole 23B, the big winning hole 23C, the display performance device 19, etc. may be adopted.
[0171] The decorative frame 14c may be provided across multiple components. The present invention may be embodied in a pachinko gaming machine 10 that does not have a decorative frame 14c. The specific configuration of the first light-emitting section 18a may be changed as appropriate. For example, the first light-emitting section 18a may be a light-emitting section that is configured with a plurality of light-emitting bodies.
[0172] The effect section that executes the suggestive effect does not have to be the first light-emitting section 18a. For example, a suggestive effect that suggests the likelihood of a jackpot may be executed in a specific display area of the image display area 19a of the display effect device 19. That is, a specific display area of the image display area 19a of the display effect device 19 may be the effect section that executes the suggestive effect.
[0173] The number of the predetermined number of balls Z1 when setting the game ball over error may be changed as appropriate. For example, the predetermined number of balls Z1 may be the same as the activation reference number for activating the complete function.
[0174] The types of errors that the pachinko gaming machine 10 can detect may be changed as appropriate. The error notification may be performed by a device other than the ball count display unit 16a and the performance display monitor 82d. For example, the error notification may be performed by the display and effect device 19. In this case, the error notification may be prevented from being performed by either or both of the ball count display unit 16a and the performance display monitor 82d.
[0175] The present invention may be embodied in a pachinko gaming machine 10 that does not have a probability varying function. Also, the present invention may be embodied in a gaming machine that does not have a ball entry assist function. The pachinko game machine 10 may adopt a specification that provides a high probability state until the next big win game, a specification that provides a high probability state until a fall lottery is won (so-called fall machine), or a specification that provides a high probability state until a specified number of variable games are completed (so-called ST machine). The pachinko game machine 10 may adopt a specification that provides a high probability state on the condition that the game ball passes through a predetermined area (so-called "V area") (so-called V-variable machine). The pachinko game machine 10 may be a specification that combines the fall machine specification and the V-variable machine specification.
[0176] In addition to the big win lottery, a small win lottery may be held as a winning lottery for a special symbol. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time may be controlled to be in an improved state (so-called small win RUSH) compared to a normal game state (for example, a low probability low ball entry rate state).
[0177] The pachinko game machine 10 may adopt a specification classified as the second type, also called the "wing type" or "airplane type." In this type of pachinko game machine, when a game ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the game ball that entered the ball entry device enters the special prize hole, generating a big win game.
[0178] The specific configuration of the game board 20 may be changed arbitrarily. The CPU 80a, the ROM 80b, the RAM 80c, and the random number generation circuit 80d may be configured on a single chip.
[0179] The performance control board 81 may be a sub-general control board, and a display control board that specializes in controlling the display performance device 19, a light-emitting control board that specializes in controlling the light-emitting performance device 18, and a sound control board that specializes in controlling the sound performance device 17 may be provided separately from the performance control board 81. Such a sub-general control board and boards that control other performances may be collectively referred to as a sub-board. Also, in an embodiment, a single board may be equipped with CPU 80a and CPU 81a. Also, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.
[0180] The pachinko gaming machine 10 is configured as a gaming machine that internally manages the number of gaming balls P2, but the predetermined medium may be actual gaming balls. In this case, the pachinko gaming machine 10 includes a ball tray for storing gaming balls, an ejection button that can be operated to eject gaming balls from the ball tray, and an ejection sensor that detects gaming balls ejected from the ball tray. The pachinko gaming machine 10 may output counting information that can identify the result (number of gaming balls) detected by the ejection sensor to the management unit 100.
[0181] The gaming machine may be embodied as a rotary gaming machine (hereinafter, referred to as a slot machine). The slot machine has a plurality of reels, a bet button, a start lever, and a stop button. A plurality of symbols are arranged on each reel. The slot machine electronically manages the number of gaming media. In the slot machine, the number of gaming media can be decreased and the number of bets can be increased by operating the bet button. In the slot machine, when the number of bets is a specified number of bets, a variable game can be executed by operating the start lever. In the slot machine, the right to the variable game can be acquired in a second situation in which a specific event occurs in exchange for the consumption of the medium. The variable game is executed by spinning a plurality of reels. In the slot machine, the spinning of each reel can be stopped by operating the stop button. Then, the slot machine awards various benefits (prizes) according to the combination of symbols displayed by the stopping of each reel.
[0182] The technical ideas that can be understood from this embodiment and its modifications will be described. (Appendix 1) A gaming machine capable of playing a variable game by varying symbols and capable of winning a gaming medium upon the establishment of a condition for winning the gaming medium, the gaming machine comprising: a specific winning port into which the gaming medium can be won; specific detection means capable of detecting the gaming medium that has won the specific winning port; a specific number display unit that displays a specific number according to the number of gaming media won; a presentation unit that can execute a presentation; and presentation control means that controls the presentation unit, the winning condition being established upon the detection of the gaming medium by the specific detection means, the presentation unit being capable of executing a suggestive presentation that suggests the likelihood of a specific pattern being derived in the variable game, the presentation unit and the specific number display unit being arranged in the same direction with the specific winning port as a reference, and the specific number display unit being capable of updating the display of the specific number even when the suggestive presentation is being executed in the presentation unit.
[0183] (Appendix 2) A gaming machine as described in Appendix 1, comprising a game hold means capable of putting the variable game on hold when a hold condition is satisfied, a game start means capable of starting the held variable game when a start condition is satisfied, and a pre-determination means for pre-determining the variable content of the variable game before the start condition is satisfied, wherein the suggestive performance is an effect executed based on the result of a pre-determination by the pre-determination means, and is executed before the start condition of the variable game is satisfied, which suggests the expectation that a specific pattern will be derived in the suggestive performance, and the length of the period during which the suggestive performance is executed can be varied.
[0184] (Appendix 3) A gaming machine as described in Appendix 1 or Appendix 2, which is capable of issuing a notification of an excess of a specified number when the specific number displayed on the specific number display unit exceeds a predetermined specified number. [Explanation of symbols]
[0185] D01...Touch sensor D02...Fire stop switch D03...Handle volume D11...First start sensor (specific detection means) D12...Second start sensor D13...Count sensor D14...Normal sensor D15...Gate sensor D19...Supply sensor ES...Performance device P1...Number of managed game balls P2...Number of game balls (specific number) PC...Difference balls SL1...Normal solenoid SL2...Special solenoid ta...Special period tb...Fire cycle, generation cycle Z1...Specified number of balls (prescribed number) 10...Pachinko game machine 11...Frame 11A...Locking device 12...Outer frame 13...Middle frame 14...Front frame 14a...Protective glass 14b...Front panel 14c...Decorative frame (Border display) 15...Fire operation section 16a...Number of game balls display section (specific number display section) 16b...Counting switch 16c...Counting notification section 17...Audio performance device 18...Light-emitting performance device 18a...First light-emitting section (performance section) 18b...Second light-emitting section 19...Display performance device 19a...Image display area 20...Game board 21...Game board 21a...Game area 21b...Display window 21c...Shoot-out passage 23...Winning hole 23A...First start hole (specific winning hole) 23B...Second start hole 23Ba...Normal opening and closing piece 23C...Large winning hole 23Ca...Special opening and closing piece 23D...Normal winning hole 24...Gate 24a...Gate opening 25...Out opening 30...Information display device 31...First special pattern display section 32...Second special pattern display section 33...First reserved display section 34...Second reserved display section 35...Normal pattern display section 36...Normal reserved display section 40...Distribution mechanism 41...Collection mechanism 42...Circulation mechanism 42A...Transportation section 42a...Transportation motor 43...Firing mechanism 43A...Supply section 43a...Supply solenoid 43B...Firing section 43b...Firing solenoid 80...Game control board 80a...CPU (game hold means, game start means, advance judgment means) 80b...ROM 80c...RAM 80d...Random number generation circuit 81...Performance control board 81a...CPU (performance control means) 81b...ROM 81c...RAM 82...Frame control board 82a...CPU 82b...ROM 82c...RAM 82d...Performance display monitor 82e...Ball removal switch 82g...Game ball clear switch 82h...RAM clear switch 82j...Backup power supply 82k...Backup circuit 82m...Firing permission circuit 83...Firing control board 83a...Firing control circuit 98...Connection terminal board 99...Power supply unit 99a…Main switch100: Management unit 101: Medium insertion section 102: Cash insertion section 110: Operation panel 120: Management unit control board 120a: CPU 120b: Memory 120d: Communication terminal
Claims
[Claim 1] A gaming machine capable of executing a variable game in which symbols are varied and capable of acquiring gaming media when a condition for acquiring gaming media is met, A specific winning port into which the gaming medium can be won; A specific detection means capable of detecting a gaming medium that has won in the specific winning port; a specific number display unit that displays a specific number corresponding to the number of acquired game media; A directing unit capable of executing a directing operation; A performance control means for controlling the performance unit, The acquisition condition is established when the game medium is detected by the specific detection means, The performance unit is capable of executing a suggestion performance that suggests an expectation degree that a specific symbol will be derived in the variable game, The performance unit and the specific number display unit are provided in the same direction with respect to the specific winning port, A gaming machine characterized in that the specific number display unit is capable of updating the display of the specific number even when the suggestive presentation is being executed in the presentation unit.
Citation Information
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