Game machine

The gaming machine addresses the lack of player interest and advantageous game states by incorporating a game board with variable display features and displacement mechanisms, resulting in a more engaging and profitable gaming experience.

JP2025075052AActive Publication Date: 2025-05-14UNIVERSAL ENTERTAINMENT CORP
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2025023845
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-17
Publication Date
2025-05-14
Estimated Expiration
2040-08-07

AI Technical Summary

Technical Problem

Existing gaming machines lack features that enhance player interest and provide a highly advantageous game state.

Method used

A gaming machine with a game board featuring a selected area, a predetermined passing area, and a displacement member that can be displaced into different states, allowing for variable display of identification information and control of advantageous game states, including a jackpot state.

Benefits of technology

The gaming machine provides new opportunities for players by creating a more engaging and advantageous game state, enhancing player interest and potentially increasing profitability.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025075052000001_ABST
    Figure 2025075052000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of providing a player with new interest.SOLUTION: A type 1 / type 2 mixed machine includes: a first start pocket 2120; a second start pocket 2140; a special electric accessory 2133 that is opened when winning a special pattern 1 lottery with entry of game balls into the first start pocket 2120 as an opportunity; a V winning device 2150 that is opened when winning a special pattern 2 lottery with entry of game balls into the second start pocket 2140 as an opportunity, and also has a V attacker 2152; and a normal electric accessory 2146 allowing game balls to easily enter the second start pocket 2140. In the type 1 / type 2 mixed machine, a passage gate 2126, the V winning device 2150, the special electric accessory 2133, and the normal electric accessory 2146 are disposed in this order in a flow-down direction of game balls.SELECTED DRAWING: Figure 60
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Conventionally, a gaming machine is known that performs a lottery when a predetermined condition is satisfied, and variably displays a pattern based on the result of the lottery. When the result of the lottery is displayed as a specific display result indicating a specific result, the gaming machine is controlled to a gaming state advantageous to the player. In addition, there is a gaming machine that has advantageous gaming states including a big win gaming state that is controlled when the specific result is a big win, and a small win gaming state that is controlled when the specific result is a small win and that is less profitable for the player than the big win gaming state.

[0003] In addition, in recent years, gaming machines of this type have been introduced that are equipped with a favorable gaming state in which the time for which the above-mentioned patterns are variable displayed is shortened (time-saving state), and a specific result frequently results in a small win, thereby granting the player a predetermined benefit (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP2019-76136A Summary of the Invention [Problem to be solved by the invention]

[0005] Incidentally, there is a demand for greater entertainment value in gaming machines equipped with advantageous gaming state functions.

[0006] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide a gaming machine that solves these problems and is equipped with a highly entertaining and advantageous gaming state function. [Means for solving the problem]

[0007] The present invention provides the following gaming machine. A game board having a game area in which a game medium can roll; A selection area provided in the game area; A predetermined passing area provided in the play area; a displacement member that is displaceable between a first state and a second state in which the game medium can be guided more easily than in the first state; A specific passing area provided in the game area; A specific starting area provided in the game area; an identification information display control means capable of variably displaying the identification information and then statically displaying the identification information; A specific game state control means capable of controlling the game state to a specific game state advantageous to a player, the selection area is capable of allowing the game medium that has passed through the specific passing area to pass through the predetermined passing area; The displacement member is displaceable to a second state in response to the game medium passing through the predetermined passing area, the specific starting area is capable of passing the game medium when the game medium is guided by the displacement member being displaced to the second state, The specific game state control means is capable of controlling the game medium to a specific game state in response to the game medium passing through the specific start area, A predetermined displacement pattern is provided as a displacement pattern of the displacement member, During a period during which an operation according to a predetermined displacement pattern is possible, the first state can be maintained for a longer time than the second state. A gaming machine characterized by: Effect of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine that can give players a new interest. [Brief description of the drawings]

[0009] [Figure 1]1 is an example of a perspective view showing the external appearance of a first pachinko gaming machine when viewed diagonally from above and in the front right direction. [Diagram 2] 1 is an example of an exploded perspective view of the first pachinko gaming machine when viewed diagonally from above and to the front right. [Diagram 3] 1 is an example of a perspective view showing the external appearance of a first pachinko gaming machine when viewed diagonally from above and to the rear right. [Figure 4] 1 is an example of a front view showing the appearance of a game board unit of a first pachinko game machine. [Diagram 5] FIG. 2 is an example of a front view showing an LED unit of the first pachinko gaming machine. [Figure 6] 1 is an example of a block diagram showing a control circuit of a first pachinko gaming machine. [Figure 7] 1 is an example of a game flow of a first pachinko gaming machine. [Figure 8] 13 is an example of a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. [Figure 9] 13 is an example of a special symbol winning determination table in the first pachinko gaming machine. [Figure 10] 13 is an example of a special symbol determination table in the first pachinko gaming machine. [Figure 11] 13 is an example of a jackpot type determination table in the first pachinko gaming machine. [Figure 12] 13 is an example of a variation pattern table of a special symbol in a first pachinko gaming machine, in which (A) is a variation pattern table of a special symbol for a low start, and (B) is a variation pattern table of a special symbol for a high start. [Figure 13] 1 is a flowchart (part 1) showing an example of a main control process in the first pachinko gaming machine. [Figure 14] 13 is a flowchart (part 2) showing an example of a main control process in the first pachinko gaming machine. [Figure 15] 11 is a flowchart (part 3) showing an example of a main control process in the first pachinko gaming machine. [Figure 16]11 is a flowchart (part 4) showing an example of a main control process in the first pachinko gaming machine. [Figure 17] 11 is a flowchart showing an example of an initial setting process at start-up in the first pachinko gaming machine. [Figure 18] 11 is a flowchart showing an example of a power cut process in the first pachinko gaming machine. [Figure 19] 11 is a flowchart showing an example of a special symbol control process in the first pachinko gaming machine. [Figure 20] 13 is a flowchart showing an example of a special symbol management process in the first pachinko gaming machine. [Figure 21] 11 is a flowchart showing an example of a special symbol variable display start process in the first pachinko gaming machine. [Figure 22] 13 is a flowchart (part 1) showing an example of a special symbol variable display ending process in the first pachinko gaming machine. [Diagram 23] 13 is a flowchart (part 2) illustrating an example of a special symbol variable display ending process in the first pachinko gaming machine. [Figure 24] 13 is a flowchart showing an example of a special symbol game determination process in the first pachinko gaming machine. [Diagram 25] 13 is a flowchart showing an example of a special symbol game determination process in the first pachinko gaming machine. [Figure 26] 13 is a flowchart showing an example of a special symbol game ending process in the first pachinko gaming machine. [Figure 27] 11 is a flowchart showing an example of a special prize opening preparation process in the first pachinko gaming machine. [Figure 28] 11 is a flowchart showing an example of a special prize opening control process in the first pachinko gaming machine. [Figure 29] 11 is a flowchart showing an example of a jackpot end process in the first pachinko gaming machine. [Diagram 30] 11 is a flowchart showing an example of a normal symbol control process in the first pachinko gaming machine. [Diagram 31] 11 is a flowchart showing an example of an external maskable interrupt process in the first pachinko gaming machine. [Diagram 32] 11 is a flowchart showing an example of a system timer interrupt process in the first pachinko gaming machine. [Diagram 33] 11 is a flowchart showing an example of a setting control process in the first pachinko gaming machine. [Diagram 34] 11 is a flowchart showing an example of a setting change process in the first pachinko gaming machine. [Diagram 35] 11 is a flowchart showing an example of a setting confirmation process in the first pachinko gaming machine. [Diagram 36] 13 is a flowchart showing an example of a first normal game pre-processing in the first pachinko gaming machine. [Figure 37] 13 is a flowchart showing an example of a second normal game pre-processing in the first pachinko gaming machine. [Figure 38] 11 is a flowchart showing an example of a switch input detection process in the first pachinko gaming machine. [Figure 39] 11 is a flowchart showing an example of an abnormal state monitoring process in the first pachinko gaming machine. [Diagram 40] 11 is a flowchart showing an example of a sub-control circuit process in the first pachinko gaming machine. [Diagram 41] 11 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. [Diagram 42] 13 is an example of a timing chart of a signal of "prize ball information 1" among the signals outputted to the outside of the first pachinko gaming machine. [Diagram 43] 1 is a table showing an example of an overview of errors in a first pachinko gaming machine. [Diagram 44] 11 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. [Diagram 45] 13 is an example of a front view showing the appearance of a game board unit of the second pachinko game machine. FIG. [Diagram 46]FIG. 13 is an example of a block diagram showing a control circuit of a second pachinko gaming machine. [Figure 47] 13 is an example of a special symbol winning determination table in the second pachinko gaming machine. [Figure 48] 13 is an example of a special symbol determination table in the second pachinko gaming machine. [Figure 49] 13 is an example of a jackpot type determination table in the second pachinko gaming machine. [Figure 50] 13 is an example of a special symbol variation pattern table in the second pachinko gaming machine. [Figure 51] 13 is a flowchart showing an example of a special symbol control process in the second pachinko gaming machine. [Figure 52] 13 is a flowchart showing an example of a special symbol management process in the second pachinko gaming machine. [Figure 53] 13 is a flowchart showing an example of a special symbol variable display start process in the second pachinko gaming machine. [Figure 54] 13 is a flowchart showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 55] 13 is a flowchart showing an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 56] 13 is a flowchart showing an example of a special symbol game ending process in the second pachinko gaming machine. [Figure 57] 13 is a flowchart showing an example of a special prize opening preparation process in the second pachinko gaming machine. [Figure 58] 13 is a flowchart showing an example of a special prize opening control process in the second pachinko gaming machine. [Figure 59] 13 is a flowchart showing an example of a jackpot end process in the second pachinko gaming machine. [Figure 60] FIG. 13 is an example of a front view showing the appearance of a game board unit of the third pachinko game machine. [Figure 61] FIG. 13 is an example of a block diagram showing a control circuit of a third pachinko gaming machine. [Figure 62] 13 is an example of a special symbol winning determination table in the third pachinko gaming machine. [Figure 63] 13 is an example of a special symbol determination table in the third pachinko gaming machine. [Figure 64] 13 is an example of a jackpot type determination table in the third pachinko gaming machine. [Figure 65] 13 is an example of a special symbol variation pattern table in the third pachinko gaming machine. [Figure 66] 13 is a flowchart showing an example of a special symbol control process in the third pachinko gaming machine. [Figure 67] 13 is a flowchart showing an example of a special symbol management process in the third pachinko gaming machine. [Figure 68] 13 is a flowchart showing an example of a special symbol variable display start process in the third pachinko gaming machine. [Figure 69] 13 is a flowchart showing an example of a special symbol variable display ending process in the third pachinko gaming machine. [Figure 70] 13 is a flowchart showing an example of a special symbol game determination process in the third pachinko gaming machine. [Figure 71] 13 is a flowchart showing an example of a special symbol game ending process in the third pachinko gaming machine. [Figure 72] A flowchart showing an example of a V winning device opening preparation process in the third pachinko gaming machine. [Figure 73] A flowchart showing an example of a V winning device opening control process in the third pachinko gaming machine. [Figure 74] 13 is a flowchart showing an example of a special prize opening preparation process in the third pachinko gaming machine. [Figure 75] 13 is a flowchart showing an example of a special prize opening control process in the third pachinko gaming machine. [Figure 76] 13 is a flowchart showing an example of a jackpot end process in the third pachinko gaming machine. [Figure 77]This is an example of a time chart showing the relationship between the opening timing of the jackpot opening and the opening timing of the specific area in a specific round of play during execution of an extended example of a jackpot game control process, showing (A) a case where the opening mode of the specific area is the first opening mode, (B) a case where the opening mode of the specific area is the second opening mode, and (C) a case where the opening mode of the specific area is the third opening mode. [Figure 78] 13 is an example of a special symbol determination table in an extended example. [Figure 79] This is an example of a jackpot type determination table in an extended example. [Figure 80] This is another example of a time chart showing the relationship between the opening timing of the large prize opening and the opening timing of the specific area in a specific round of play during execution of the extended example of the large prize game control processing, showing (A) the case where the opening mode of the specific area is the first opening mode, and (B) the case where the opening mode of the specific area is the second opening mode. [Figure 81] FIG. 13 is a front view showing an example of the appearance of a game board unit 3010 provided in a fourth pachinko gaming machine. [Figure 82] 13 is a front view showing a schematic diagram of the main internal structure of the start winning gimmick unit 3150. FIG. [Figure 83] An explanatory diagram showing the distribution operation of game balls by the distribution device 3506. [Figure 84] A front view showing the sorting operation of game balls by the sorting device 3506. [Figure 85] 13 is an explanatory diagram showing the appearance of the start winning feature unit 3150 when the distribution device 3506 distributes game balls to the first operating mechanism 3511 side. FIG. [Figure 86] 13 is an explanatory diagram showing the appearance of the start winning feature unit 3150 when the distribution device 3506 distributes the game balls to the second operating mechanism 3512 side. [Figure 87] FIG. 13 is an example of a block diagram showing a control circuit of the fourth pachinko gaming machine. [Figure 88] This is a time chart showing the operation pattern of the normal electric device 3146 and the distribution pattern of the distribution device 3506 when the normal pattern lottery is won. [Figure 89] This is a time chart showing the state transitions of the normal electric device 3146, the distribution device 3506, the second non-electric device operation switch 3515, the second non-electric device 3441, and the big win opening 3131 for a big win when a normal prize is won under normal conditions. [Figure 90] 13 is a flowchart (part 3) showing an example of a main control process in the fourth pachinko gaming machine. [Figure 91] 13 is a flowchart showing an example of a distribution device control process in the fourth pachinko gaming machine. [Figure 92] 13 is a flowchart showing an example of variable display start processing of normal symbols in the fourth pachinko gaming machine. [Figure 93] 13 is a flowchart showing an example of an opening pattern setting process in the fourth pachinko gaming machine. [Figure 94] FIG. 11 is an explanatory diagram showing the transition of game states in the fourth pachinko gaming machine. [Figure 95] FIG. 11 is an explanatory diagram showing the transition of the game state during a small hit RUSH in the fourth pachinko gaming machine. [Figure 96] An explanatory diagram showing the transition of the game state at the end of the small hit RUSH in the fourth pachinko gaming machine. [Figure 97] FIG. 13 is an explanatory diagram showing an example of a presentation screen in the fourth pachinko gaming machine. [Figure 98] FIG. 13 is an explanatory diagram showing an example of a presentation screen in the fourth pachinko gaming machine. [Figure 99] FIG. 13 is an explanatory diagram showing an example of a presentation screen in the fourth pachinko gaming machine. [Figure 100] FIG. 13 is an explanatory diagram showing an example of a presentation screen in the fourth pachinko gaming machine. [Figure 101] FIG. 13 is an example of a front view showing the appearance of a game board unit of the fifth pachinko game machine. [Figure 102] FIG. 13 is an example of a block diagram showing a control circuit of the fifth pachinko gaming machine. [Figure 103] 13 is a flowchart showing an example of a command analysis process in the fifth pachinko gaming machine. [Figure 104] 13 is a flowchart showing an example of processing performed when a special symbol game end command is received in the fifth pachinko gaming machine. [Figure 105] FIG. 13 is an explanatory diagram showing an example of a presentation screen in the fifth pachinko gaming machine. [Fig. 106] FIG. 13 is an explanatory diagram showing an example of a presentation screen in the fifth pachinko gaming machine. [Figure 107] FIG. 13 is an explanatory diagram showing an example of a presentation screen in the fifth pachinko gaming machine. [Figure 108] FIG. 13 is an explanatory diagram showing the transition of the game state of variant 1 of the fifth pachinko gaming machine. [Fig. 109] FIG. 13 is an explanatory diagram showing the transition of the game state of variant 2 of the fifth pachinko gaming machine. [Figure 110] FIG. 13 is an explanatory diagram showing the transition of the game state of variant 3 of the fifth pachinko gaming machine. [Figure 111] FIG. 13 is an explanatory diagram showing a game board unit of variant 4 of the fifth pachinko gaming machine. [Figure 112] FIG. 13 is an explanatory diagram showing the transition of the game state in variant 4 of the fifth pachinko gaming machine. [Figure 113] 13 is a flowchart showing a variation pattern determination process in variant 5 of the fifth pachinko gaming machine. [Fig. 114] FIG. 13 is an explanatory diagram showing an example of a presentation screen in variant 5 of the fifth pachinko gaming machine. [Figure 115] FIG. 13 is an explanatory diagram showing an example of a presentation screen in variant 5 of the fifth pachinko gaming machine. [Fig. 116] FIG. 13 is an explanatory diagram showing an example of a presentation screen in variant 5 of the fifth pachinko gaming machine. [Figure 117] A flowchart showing an example of a big win end process in a sixth pachinko gaming machine. [Figure 118] FIG. 13 is an explanatory diagram showing the flow of a game using the sixth pachinko gaming machine. [Figure 119] FIG. 13 is an explanatory diagram showing an example of a presentation screen in the sixth pachinko gaming machine. [Figure 120]FIG. 13 is an explanatory diagram showing an example of a presentation screen in the sixth pachinko gaming machine. [Figure 121] FIG. 13 is an explanatory diagram showing an example of a presentation screen in the sixth pachinko gaming machine. [Figure 122] An explanatory diagram showing the transition of the game state of variant 1 of the sixth pachinko gaming machine. [Figure 123] FIG. 13 is an explanatory diagram showing a schematic configuration of a game board unit according to a second modified example of the sixth pachinko game machine. [Figure 124] This is an explanatory diagram showing an example of the special chart change when entering the second time-saving game state (b time-saving) in variant example 2 of the sixth pachinko game machine, or the special chart change resulting in a two-round normal jackpot. [Fig. 125] FIG. 13 is an explanatory diagram showing a schematic configuration of a game board unit relating to variant 3 of the sixth pachinko game machine. [Fig. 126] 13 is an explanatory diagram showing the configuration and operation of a rotating device 185 according to a third modified example of the sixth pachinko gaming machine. FIG. [Figure 127] FIG. 13 is an explanatory diagram showing an example of an effect screen displayed on the display device 7 in the third modified example of the sixth pachinko gaming machine. [Figure 128] FIG. 13 is an explanatory diagram showing the transition of the game state in variant 5 of the sixth pachinko gaming machine. [Figure 129] FIG. 13 is an explanatory diagram showing the transition of the game state in variant 6 of the sixth pachinko gaming machine. [Fig. 130] FIG. 13 is an explanatory diagram showing the transition of the game state in variant 7 of the sixth pachinko gaming machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] As examples of gaming machines according to an embodiment of the present invention, a first pachinko gaming machine, a second pachinko gaming machine, and a third pachinko gaming machine will be described.

[0011] In this specification, unless otherwise specified, the front side of the pachinko machine is defined as the front direction, the back side of the pachinko machine is defined as the rear direction, the left side when viewed from the front is the left direction, the right side when viewed from the front is the right direction, the top side of the pachinko machine is defined as the up direction, the bottom side of the pachinko machine is defined as the down direction, the clockwise direction when viewed from the front is defined as the rightward direction, and the counterclockwise direction is defined as the leftward direction.

[0012] Both the first and second pachinko gaming machines are so-called type 1 pachinko gaming machines called digital pachinko. Of these, the first pachinko gaming machine is a pachinko gaming machine that can variably display a first special symbol and a second special symbol in parallel. The second pachinko gaming machine is a pachinko gaming machine that variably displays only one of the first and second special symbols without variably displaying the first and second special symbols in parallel.

[0013] The third type of pachinko machine is a type 1 / 2 mixed machine that combines a type 1 machine called a digital pachinko machine and a type 2 machine called a feather machine. The third type of pachinko machine described in this specification also has a first special symbol and a second special symbol, but this specification will explain an example in which the first special symbol and the second special symbol are not displayed in parallel, but only one of them is displayed in a variable manner. However, this is not intended to exclude type 1 / 2 mixed pachinko machines in which the first special symbol and the second special symbol can be displayed in parallel.

[0014] In this specification, when the term "special design" is used, it means both the first special design and the second special design, unless otherwise specified.

[0015] In addition, the term "variable display" in this specification is a concept that includes both "variable display" in which the pattern is displayed by changing, and "stop display" in which the pattern is displayed by stopping, and the operation from the start of the variable display to the stop display is called one "variable display". When the variable display pattern is stopped and displayed (hereinafter also referred to as "derivation"), the result of the special pattern hit determination process (hereinafter also referred to as "special pattern lottery") and the result of the normal pattern hit determination process (hereinafter also referred to as "normal pattern lottery") described later are determined. Note that although the pattern appears to be stopped, there are cases where the pattern is displayed in a state where the result of the special pattern hit determination process or the normal pattern hit determination process is not determined (for example, a state where it is temporarily stopped), and such a state is included in the variable display. Note that even if the pattern is temporarily stopped, for example, the result of the special pattern hit determination process or the normal pattern hit determination process is not determined at this point, so the pattern can be displayed again by changing.

[0016] In addition, in this specification, when explaining the first pachinko gaming machine, the second pachinko gaming machine, and the third pachinko gaming machine, the case where the number of special symbols is two (first special symbol, second special symbol) is taken as an example. However, for the second pachinko gaming machine and the third pachinko gaming machine, the number of special symbols may be one.

[0017] [1. The first pachinko machine] First, the first pachinko gaming machine will be described.

[0018] [1-1. Appearance] Fig. 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from the front right upper side. Fig. 2 is an example of an exploded perspective view of the first pachinko gaming machine when viewed from the front right upper side. Fig. 3 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from the rear right upper side.

[0019] [1-1-1.Basic configuration] As shown in Figs. 1 to 3, the first pachinko game machine includes an outer frame 2, a base door 3, a glass door 4, a tray unit 5, a launching device 6, a display device 7 (see Fig. 2), a payout unit 8 (see Figs. 2 and 3), a board unit 9 (see Figs. 2 and 3), and a game board unit 10 (see Fig. 2). In addition, an LED unit 160 (see Fig. 2) is provided at the lower right of the game board unit 10. Here, the outer frame 2, the base door 3, the glass door 4, the tray unit 5, the launching device 6, the display device 7, the payout unit 8, and the board unit 9 will be briefly described, and the game board unit 10 and the LED unit 160 will be described in detail later. Note that the above parentheses indicate reference drawings for configurations not shown in Fig. 1.

[0020] (Outer frame) The outer frame 2 is a frame body having a generally rectangular shape when viewed from the front, and has an opening 21 penetrating in the front-rear direction. This outer frame 2 is fixedly attached to an island facility of an amusement park. A hinge (no reference number) is provided on the front side of, for example, the left end of the outer frame 2, and the base door 3 is supported on this hinge. This makes it possible to rotate the base door 3 forward relative to the outer frame 2 with the hinge as an axis.

[0021] In addition, the outer frame 2 is required to have high strength since it supports many components such as the payout unit 8, the board unit 9, the display device 7, the game board unit 10, the glass door 4, and the plate unit 5, which will be described later, via the base door 3. On the other hand, in order to enhance the presentation effect, for example, there is a demand for the display device 7 (see FIG. 2) and the game board unit 10 to be enlarged. Therefore, by forming the outer frame 2 from, for example, a thin metal plate, it is possible to enlarge the display device 7 and the game board unit 10 while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, it is possible to reduce the weight.

[0022] (Base door) The base door 3 has, for example, a dispensing unit 8 and a base unit 9 attached to its back side and supports these.

[0023] A game board unit 10 is fitted on the front side of the base door 3. In addition, hinges (without reference numbers) are provided at the top end, the middle part below the vertical center, and the bottom end of the base door 3, for example, on the front side of the left end, and the glass door 4 is supported by the hinges at the top end and the middle part, and the plate unit 5 is supported by the hinges at the middle part and the bottom end, respectively. In this way, the glass door 4 and the plate unit 5 can be rotated forward together or individually relative to the base door 3, with the hinges as axes.

[0024] The launching device 6 is fixedly attached, for example, to the lower right side of the front surface of the base door 3, and speakers 32 (see FIG. 2) are fixedly attached, for example, to the left and right of the upper side. From the speakers 32, for example, sound effects of characters displayed on the display device 7, music, sound effects, voice notifications, error notifications, and other sound effects are output.

[0025] Furthermore, a locking device (not shown) is provided on the opposite side (i.e., the right end) of the base door 3 to the hinge. This locking device has the function of locking the base door 3 to the outer frame 2 and locking the glass door 4 to the base door 3.

[0026] (Glass door) The glass door 4 is a frame-shaped member in which an opening 41 is formed. A transparent protective glass 43 (see FIG. 2) is attached to this opening 41 from the rear side. When the glass door 4 is closed to the base door 3, a game area 105 (see FIG. 4 described later) formed in the game board unit 10 and the protective glass 43 face each other. In this way, with the glass door 4 closed to the base door 3, the game area 105 can be visually confirmed from the front, and game balls flowing down the game area 105 can be prevented from flying out forward.

[0027] The protective glass 43 may be a plurality of pieces of glass (for example, two pieces) attached with a gap between them, or a plurality of pieces of glass may be unitized with a gap between them. Furthermore, if the protective glass 43 is a unitized glass, a light guide plate, for example, may be provided between the pieces of glass. The protective glass 43 is not limited to being made of glass, and may be made of, for example, a transparent resin.

[0028] In addition, an operation unit 66 that can be operated by, for example, a player to receive a gaming information service (for example, "Unimemo (registered trademark)") is provided below the glass door 4. This operation unit 66 can also function as an operation unit that can be operated by the manager of the gaming facility on the hall menu screen.

[0029] Further, a speaker cover 45 is provided on the upper part of the glass door 4, which is disposed in front of the above-mentioned speaker 32. Furthermore, a large number of LED groups 46 used for light-emitting effects and the like are disposed on the periphery of the opening 41 of the glass door 4, and an LED cover is provided in front of these LED groups 46. Strictly speaking, the reference numeral 46 shown in Figs. 1 and 2 is an LED cover, but for convenience, it will be described as the LED group 46. The LED group 46 is, for example, a light-emitting means for use in light-emitting effects such as announcements and light-emitting effects in various variations, but is not limited to LEDs as long as such light-emitting effects and the like can be performed, and may be, for example, liquid crystal or a lamp.

[0030] (Dish unit) The dish unit 5 is a unit consisting of an upper dish 51 and a lower dish 52. The dish unit 5 is located at the front lower part of the base door 3, below the glass door 4. As described above, the dish unit 5 is configured to be rotated relative to the base door 3 to open and close, so that, for example, when balls become jammed, an amusement arcade staff member can clear the jam. Note that the dish unit 5 does not necessarily have to have an upper dish 51 and a lower dish 52, and may be configured as an integrated dish.

[0031] The upper tray 51 is provided so as to be capable of storing game balls, and the game balls stored in the upper tray 51 are launched from the launching device 6 toward the game area 105 (see FIG. 4 described later). The upper tray 51 is provided with a payout outlet 53 and a performance button 54. The game balls to be lent or the game balls to be paid out as prize balls are paid out from the payout outlet 53 to the upper tray 51. The performance button 54 is what is called a "CHANCE button" or a "push button". The performance button 54 may have a predetermined performance function in addition to an operation function operated by a player. The predetermined performance function corresponds to, for example, a function of vibrating or protruding upward based on the result of a hit determination process of a special pattern. In addition, the function of the operation unit 66 may also be used.

[0032] The lower tray 52 is mainly for storing game balls that have overflowed from the upper tray 51. The lower tray 52 is provided with a payout outlet 55 that communicates with the upper tray 51, and game balls that have overflowed from the upper tray 51 are paid out from the payout outlet 55 to the lower tray 52.

[0033] An opening (no reference number) that can be opened and closed by the player is formed on the bottom surface of the lower tray 52. ​​When the opening formed on the bottom surface of the lower tray 52 is opened, the game balls stored in the lower tray 52 can be transferred to a ball box placed below the lower tray 52. ​​When a so-called per-machine counting system is provided on each machine, not only is the ball box unnecessary, but the game balls counted by the per-machine counting system can be stored and the stored game balls can be used again for play.

[0034] (Launch Device) The launching device 6 is for launching game balls stored in the upper tray 51 toward the game area 105 (see FIG. 4 described later). The launching device 6 is disposed at the lower right front portion of the base door 3 and at the lower right portion of the tray unit 5. The launching device 6 includes a panel body 61, a drive device (not shown) and a launching handle 62.

[0035] The panel body 61 is provided so that when the tray unit 5 is closed relative to the base door 3, the tray unit 5 and the launching device 6 fixedly attached to the base door 3 appear integrated in appearance.

[0036] The launch handle 62 is configured to be rotatable clockwise or counterclockwise, and is disposed on the front side of the panel body 61. The drive device is disposed on the back side of the panel body 61, and is configured, for example, by a launch solenoid (not shown). When the launch handle 62 is operated by a player, the game ball is launched by the operation of the drive device. Note that when operating the launch handle 62, the greater the amount of clockwise rotation (amount of operation), the stronger the launch strength of the game ball.

[0037] The game balls launched from the launching device 6 located at the lower right of the tray unit 5 roll in an arc along a guide rail 110 (see FIG. 4 described below) via a launching rail (not shown) and are launched into the game area 105 (see FIG. 4 described below). The location of the launching device 6 is not limited to the lower right of the tray unit 5, but may be the lower left of the tray unit 5. In this case, the launching rail is not necessary, and the area below the glass door 4 can be effectively utilized, thereby increasing versatility.

[0038] (display device) The display device 7 (see FIG. 2) has a display area for displaying various effect images related to the game, and is attached so that the display area faces the opening of the game panel 100. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, a display device composed of electroluminescence, or may be a device that projects images using a projection device such as a projector. In the display area of ​​the display device 7, for example, an effect identification pattern (for example, a decorative pattern) is variably displayed to display the result of a hit determination process of a special pattern, an effect image according to the result of a hit determination process of a special pattern, an effect image during a big win game state, a demo effect image, an effect image showing the pending status of the variable display of a special pattern, and the like are displayed. In this embodiment, the display device 7 is attached to the game board unit 10, but the display device 7 may be attached to the base door 3 as long as the display area of ​​the display device 7 is arranged to face the opening of the game panel 100.

[0039] In this embodiment, one display device 7 is provided for displaying the various performance images described above, but it is also possible to provide multiple (e.g., two) display devices and use these multiple display devices to display the performance images.

[0040] (Payment unit) The payout unit 8 (see Figures 2 and 3) is disposed on the rear side of the base door 3, and is composed of a ball passage 81, a payout device 82, etc. Game balls are supplied to the ball passage 81 from a storage tank 80 (see Figures 2 and 3). Game balls are supplied to the storage tank 80 from an island facility (not shown). When a payout condition is met, the payout device 82 pays out a predetermined number of game balls from the game balls supplied to the ball passage 81 from the storage tank 80, for example, to the upper tray 51. In addition, a power switch 95 is provided on the rear side of the payout unit 8, as shown in Figure 3.

[0041] (Board unit) The board unit 9 (see Figs. 2 and 3) is disposed on the rear side of the base door 3. The board unit 9 is provided with various control boards and the like.

[0042] Specifically, as shown in Figure 3, the board unit 9 is provided with a main control board 91 on which a main control circuit 200 (see Figure 6 described below) is implemented, a sub-control board 92 on which a sub-control circuit 300 (see Figure 6 described below) is implemented, a payout / launch control board 93 on which a payout / launch control circuit 400 (see Figure 6 described below) that controls the payout / launch of game balls is implemented, and a power supply board on which a power supply circuit 450 (see Figure 6 described below) that supplies power is implemented.

[0043] In Figure 3, for convenience, the main control board 91, the sub control board 92, the dispensing / launching control board 93 and the power supply board 94 are indicated by reference symbols, but these boards are all housed in a board case.

[0044] In this embodiment, the sub-control board 92 is configured as a one-board board (a board on which one control LSI or multiple LSIs are provided). However, this is not limited to this, and the sub-control board 92 may be configured with multiple boards by forming all or part of the display control circuit 304, audio control circuit 305, LED control circuit 306, and role control circuit 307 (all of which are shown in FIG. 6) described later on separate boards.

[0045] [1-1-2. Game board unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 included in the first pachinko gaming machine.

[0046] 4, the game board unit 10 mainly includes a game panel 100 in which a game area 105 is formed in which a launched game ball can roll down, a guide rail 110, a center role 115 arranged in the approximate center of the game area 105, a first start port 120, a general winning port 122, a passing gate unit 125, a special electric role unit 130, a second start port 140A, 140B, a normal electric role unit 145, a small winning unit 150, an LED unit 160, an outlet 178, and a back unit (not shown) arranged behind the game board unit 10. As mentioned above, the LED unit 160 will be described later.

[0047] (Game panel) An opening (no reference number) is formed in the gaming panel 100 at a position facing the display area of ​​the display device 7. In addition, a guide rail 110 is provided on the front surface of the gaming panel 100, and gaming nails (no reference number) and the like are planted therein. A gaming ball launched from the launching device 6 (see Figs. 1 and 2) flies out from the guide rail 110 toward the gaming area 105, collides with the gaming nails, etc., and flows downward below the gaming area 105 while changing its direction of travel.

[0048] In addition, a back unit (not shown) provided with a decorative body to enhance the presentation effect is disposed behind the game panel 100. The game panel 100 is made of transparent resin so that the decorative body provided on the back unit can be seen from the front. In this case, the entire game panel 100 may be made of a transparent material, or, for example, only the part where the decorative body provided on the back unit can be seen from the front may be made of a transparent material. In addition, the game panel 100 may be made of a material that does not have a transparent part (for example, wood), and a transparent material may be provided in a part to enhance the presentation effect.

[0049] In this embodiment, the game panel 100 is made of transparent resin so that the rear unit can be seen from the front, but the entire game panel 100 may be made transparent, or only a portion of it may be made transparent.

[0050] (Guide rail) The guide rail 110 is composed of an arc-shaped outer rail and an inner rail (both of which have no reference numbers). The play area 105 is defined by the guide rail 110. The outer rail and the inner rail have the function of guiding the game balls launched from the launching device 6 to the upper part of the play area 105.

[0051] (Center role) The center role 115 is configured to be fitted into an opening of the game panel 100, and is provided with an arc-shaped center rail 116 at its upper part. Game balls shot toward the game area 105 are distributed to the left and right by the center rail 116.

[0052] In this first pachinko game machine, the area of ​​the game area 105 to the left of the center role 115 is referred to as the left area 106, and the area to the right of the center role 115 is referred to as the right area 107. The definitions of the left area and the right area are the same for the second and third pachinko game machines described later.

[0053] A game ball launched by the launching device 6 toward the game area 105 flows down the left area 106 or the right area 107. A game ball flowing down the left area 106 or the right area 107 flows downward while changing its direction of travel due to collision with game pegs or the like planted in the game panel 100. When the amount of operation of the launching handle 62 is small, the launched game ball flows down the left area 106. On the other hand, when the amount of operation of the launching handle 62 is large, the launched game ball flows down the right area 107.

[0054] In this specification, as the operation mode (hitting method) of the launch handle 62, a hitting method in which the game ball is launched so as to flow down the left side area 106 is referred to as a "left hit", and a hitting method in which the game ball is launched so as to flow down the right side area 107 is referred to as a "right hit". In this way, the player can hit the game ball toward either the left side area 106 or the right side area 107.

[0055] In addition, the center role 115 has a warp entrance 117 formed on the outer periphery on the left side, through which the game ball flowing down the left area 106 can enter. The game ball that enters the warp entrance 117 is configured to be guided to a stage 118 formed in the center role 115. The stage 118 is formed in front of and below the display area of ​​the display device 7 so that the game ball can roll in the left-right direction. The stage 118 may be formed in multiple stages, such as an upper stage and a lower stage.

[0056] A chance entrance 119 into which game balls can enter is formed at the rear side of the stage 118, approximately at the center in the left-right direction, and game balls that enter the chance entrance 119 are configured to be released directly above the first start opening 120. Therefore, game balls that enter the chance entrance 119 have a higher probability of entering (passing) the first start opening 120 than game balls that do not enter the warp entrance 117 or game balls that enter the warp entrance 117 but do not enter the chance entrance 119.

[0057] (First starting point) The first starting hole 120 is disposed below the display area of ​​the display device 7, and is disposed so that a game ball hit from the left can win (a game ball hit from the right has difficulty or is impossible to win). When a game ball wins in the first starting hole 120, it is detected by a first starting hole switch 121 (see FIG. 6 described later). It is also possible that a game ball hit from the right can win in the first starting hole 120. Also, instead of or in addition to the above-mentioned first starting hole 120, a first starting hole that allows a game ball hit from the right to win (a game ball hit from the left has difficulty or is impossible to win) may be provided.

[0058] When the first start hole switch 121 (see FIG. 6 described later) detects the entry (passage) of a game ball into the first start hole 120, various data related to the first special symbol (for example, various random numbers such as a random number value for determining a big win of the first special symbol, a random number value for the symbol of the first special symbol, a random number value for determining a reach of the first special symbol, and a random number value for selecting a performance of the first special symbol) are extracted, and the various extracted data are stored up to a predetermined number (for example, up to 4). When the start condition is established, the various stored data are used for the hit determination process of the first special symbol. When a game ball enters the first start hole 120, for example, three prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the first start hole 120 is not limited to this.

[0059] In this specification, the entry of a game ball into the first start hole 120 is referred to as the start entry of the first special symbol, and various data related to the first special symbol (for example, various random numbers such as a random number value for determining a jackpot of the first special symbol, a random number value for the symbol of the first special symbol, a random number value for determining a reach of the first special symbol, and a random number value for selecting a performance of the first special symbol) is referred to as the start information of the first special symbol. In addition, storing the start information of the first special symbol until the start condition is established is referred to as reservation, and the reserved start information of the first special symbol is also referred to as the "reserved ball of the first special symbol." The same applies to the second special symbol.

[0060] (General prize entry) The general winning openings 122 are arranged in a plurality of locations on the lower left side of the game area 105, and are arranged so that a game ball hit from the left can win a prize (a game ball hit from the right has difficulty or cannot win a prize). When a game ball wins a general winning opening 122, it is detected by a general winning opening switch 123 (see FIG. 6 described later).

[0061] When the general prize opening switch 123 (see Figure 6 described below) detects the entry (passage) of a game ball into the general prize opening 122, for example, four prize balls are paid out, but the number of prize balls paid out based on the entry of a game ball into the general prize opening 122 is not limited to four.

[0062] In addition, in this embodiment, the general winning opening 122 is positioned so that it is difficult or impossible for a gaming ball hit from the right to win, but this is not necessarily limited to this, and instead of or in addition to the above-mentioned general winning opening 122, a general winning opening through which a gaming ball hit from the right can win may be provided.

[0063] (Passing gate unit) The passing gate unit 125 is located in the right area 107 and is a unitary body that integrates a passing gate 126 that is configured to allow almost all game balls hit to the right to pass through, and a passing gate switch 127 (see Figure 6 described below) that detects the passage of the game ball through the passing gate 126.

[0064] When the passing gate switch 127 detects the passage of a gaming ball through the passing gate 126, various data related to the normal symbols (e.g., random number values ​​for determining whether the normal symbols are a winning symbol, etc.) are extracted, and the extracted various data are stored up to a predetermined number (e.g., up to four). The stored various data are used for the winning determination process for the normal symbols. Note that even if the passing gate switch 127 detects the passage of a gaming ball through the passing gate unit 125, no prize balls are paid out. The passing gate unit 125 may be disposed in the left area 106 instead of or in addition to the right area 107.

[0065] Also, the pass gate 126 may function as a trigger for activating the consecutive operation device of the accessory. That is, the condition for transition from a non-jackpot gaming state (for example, a normal gaming state, etc.) to a jackpot gaming state is that both the condition device and the consecutive operation device of the accessory are activated, but when a stop display mode (symbol combination) indicating a jackpot is derived, the condition device may be activated but the consecutive operation device of the accessory may not be activated. Then, on the premise that the condition device is activated, the consecutive operation device of the accessory may be activated by the passage of a gaming ball through the pass gate 126, that is, the detection of a gaming ball by the pass gate switch 127 (see FIG. 6 described later), thereby transitioning to the jackpot gaming state.

[0066] In this specification, the passage of a gaming ball through the passing gate 126 is referred to as a start passing, and various data related to the normal symbol extracted by the passing of the gaming ball through the passing gate 126 (for example, a random number value for determining whether the normal symbol is a winning symbol, etc.) is referred to as the start information of the normal symbol. In addition, storing the start information of the normal symbol until the start condition is satisfied is referred to as reservation, and the reserved start information of the normal symbol is also referred to as a "reserved ball of the normal symbol."

[0067] (Special electric feature unit) The special electric accessory unit 130 is a unit body that integrates a big winning hole 131 for a big winning, a big winning hole count switch 132 (see FIG. 6 described later) for detecting the entry (passage) of a game ball into the big winning hole 131 for a big winning, and a special electric accessory 133. The special electric accessory unit 130 is disposed in the approximately lower right part of the game area 105, below the passage gate unit 125.

[0068] The big win opening 131 for a big win is arranged so that a game ball hit from the right can win (a game ball hit from the left has difficulty or cannot win). However, this is not limited to this, and instead of or in addition to the big win opening 131 for a big win, a big win opening for a big win that can win a game ball hit from the left may be arranged, or a big win opening for a big win that can win a game ball may be arranged above the center role 115.

[0069] The big win opening 131 for big win is an opening that is opened so that a predetermined number (for example, 10) of game balls can enter (pass) when the game is controlled to a big win game state that is advantageous to the player. When the big win opening count switch 132 for big win (see FIG. 6 described later) detects the entry of a game ball into the big win opening 131 for big win, for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the big win opening 131 for big win is not limited to 10.

[0070] The special electric device 133 includes a special electric shutter 134 that can move forward and backward, and a special electric solenoid 135 (see FIG. 6 described later) that operates the special electric shutter 134. The special electric device 133, i.e., the special electric shutter 134, is configured to be able to transition between an open state in which the game ball can enter (pass) through the big prize opening 131 for a big win or an easy state, and a closed state in which the game ball cannot enter (pass) through the big prize opening 131 for a big win or a difficult state. The transition from the closed state to the open state of the big prize opening 131 for a big win is performed over a predetermined number of rounds. In other words, the big prize game state is a game state in which a large number of game balls can be paid out as prize balls by performing a round game in which the big prize opening 131 for a big win transitions from a closed state to an open state for a predetermined period over multiple rounds.

[0071] (Second starting point) In this embodiment, the second starting holes 140A and 140B are arranged in the game area 105 as the second starting holes, and both of these second starting holes 140A and 140B are designed so that a game ball hit to the right can win (a game ball hit to the left is difficult or impossible to win). However, this is not limited to this, and a game ball hit to the left may be able to win in the second starting hole 140A and / or the second starting hole 140B.

[0072] When the game ball enters the second start hole 140A, it is detected by the second start hole switch 141A (see FIG. 6 described later). When the game ball enters the second start hole 140B, it is detected by the second start hole switch 141B (see FIG. 6 described later). Regardless of whether the game ball enters the second start hole 140A or 140B, it triggers the winning determination process for the second special symbol.

[0073] When the second start port switch 141A, 141B (see FIG. 6 described later) detects the entry (passage) of a game ball into the second start port 140A, 140B, the start information of the second special pattern is extracted, and the extracted start information is reserved up to a predetermined number (for example, up to 4). The reserved start information is used for the winning determination process of the second special pattern. When a game ball enters the second start port 140A, for example, three prize balls are paid out. On the other hand, when a game ball enters the second start port 140B, for example, one prize ball is paid out. However, the number of prize balls paid out based on the entry of a game ball into the second start port 140A, 140B is not limited to this.

[0074] In this embodiment, two flow paths 107a, 107b are formed on the downstream side of the flow direction of the game ball that is hit from the right but does not enter the big winning opening 131 for the big win. The game ball that is hit from the right and does not enter the big winning opening 131 for the big win and flows further downstream is sorted by the branching nail 108 shown in FIG. 4 to the upper flow path 107a or the lower flow path 107b.

[0075] The second starting port 140A is arranged so that game balls distributed to the upper flow-down path 107a can win, and most of the game balls flowing down the upper flow-down path 107a can win. However, it is not essential to configure most of the game balls flowing down the upper flow-down path 107a to win at the second starting port 140A. For example, it may be configured so that almost no game balls can be expected to win at the second starting port 140A, or it may be configured so that a predetermined expected value (for example, about one-third to one-fifth) of the game balls flowing down the upper flow-down path 107a can win. In addition, the game balls that flow down the upper flow-down path 107a but do not win at the second starting port 140A are configured to be discharged outside the machine from the outlet 178.

[0076] The second starting hole 140B is positioned so that the gaming balls distributed to the downward flow path 107b can enter the hole, and the details thereof will be described later in the explanation of the normal electric role unit 145.

[0077] (Normal electric accessory unit) The normal electric accessory unit 145 is disposed on the lower flow path 107b side, and is a unit body that integrates a winning hole through which a predetermined number of game balls are paid out as prize balls when game balls enter (pass through), a switch that detects the entry of game balls into this winning hole, and a normal electric accessory 146. In this embodiment, the winning hole is the second start hole 140B, and the switch is the second start hole switch 141B. However, it is not essential that the winning hole is the second start hole 140B, and for example, the first start hole may be the winning hole.

[0078] The normal electric device 146 includes a normal power shutter 147 that can move back and forth, and a normal power solenoid 148 (see FIG. 6 described later) that operates the normal power shutter 147. The normal electric device 146, i.e., the normal power shutter 147, is configured to be able to transition between an open state in which the game ball can enter (pass through) the second start hole 140B or is easy, and a closed state in which the game ball cannot enter the second start hole 140B or is difficult. Note that instead of the normal power shutter 147 that can move back and forth in the forward and backward directions, a movable member consisting of, for example, a pair of blade members, known as a so-called electric tulip, may be used. The movable member is not limited to a pair, and may include a blade type, a door type, a protruding plate type, and the like.

[0079] (Small hit unit) The small win unit 150 is a unitary body that integrates a small win large prize opening 151, a small win large prize opening count switch 152 (see Figure 6 described below) that detects the entry (passage) of a game ball into the small win large prize opening 151, a small win shutter 153 that can move back and forth, and a small win solenoid 154 that can operate this small win shutter 153.

[0080] The small win shutter 153 is configured to be able to transition between an open state in which it is possible or easy for a game ball to enter (pass through) the large prize opening 151 for small wins, and a closed state in which it is impossible or difficult for a game ball to enter the large prize opening 151 for small wins, by moving it back and forth.

[0081] When the small win large prize opening 151 is opened and a game ball enters the small win large prize opening, the winning game ball is detected by the small win large prize opening count switch 152 (see FIG. 6 described later). When the small win large prize opening count switch 152 detects a game ball, for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the small win large prize opening 151 is not limited to 10.

[0082] In addition, the small winning unit 150 is disposed on the lower flow path 107b downstream of the normal electric role unit 145. Therefore, when the second starting port 140B is opened by the operation of the normal electric role 146, even if the small winning large winning port 151 is opened, the game ball that flows down the lower flow path 107b will enter the second starting port 140B provided upstream before reaching the small winning large winning port 151, making it difficult (or impossible) to enter the small winning large winning port 151.

[0083] In this embodiment, the large prize opening 131 for a large win and the large prize opening 151 for a small win are provided separately, but this is not limited to this, and the large prize opening that is opened when the large win game control process is executed and the large prize opening that is opened when the small win game control process is executed may be the same large prize opening.

[0084] (Outlet) The outlet 178 is for discharging game balls that have been shot toward the game area 105 but have not won any of the various winning holes (for example, the first start hole 120, the second start hole 140A, 140B, the big winning hole 131 for big wins, the general winning hole 122, etc.) to the outside of the machine. This outlet 178 is provided on the most downstream side of the game area 105 so that both game balls hit from the left and game balls hit from the right can be discharged to the outside of the machine. However, in addition to the above-mentioned outlet 178, an outlet may be provided at a position other than the most downstream side, for example, between multiple general winning holes 122 or between the normal electric role unit 145 and the small winning unit 150, so that game balls flowing down the game area 105 can be discharged to the outside of the machine.

[0085] (Back unit) The back unit (not shown) has a decorative body, and is provided on the rear side of the transparent game panel 100 as described above. This back unit is equipped with a group of performance-use props 58 such as movable props controlled by a sub-control circuit 300 (see FIG. 6 described later). The group of performance-use props 58 are arranged around the display area of ​​the display device 7. At least one or more props or prop-use prop constituent members constituting the props among the group of performance-use props 58 function as a performance-use prop that can operate based on the result of a hit determination process for a special symbol.

[0086] [1-1-3. LED unit] The LED unit 160 is disposed at the lower right of the game board unit 10, outside the game area 105 (see Figs. 4 and 5). The LED unit 160 is a unit body in which various display sections are integrated.

[0087] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko gaming machine.

[0088] As shown in Figure 5, the LED unit 160 includes a normal pattern display unit 161, a reserve display unit for normal patterns 162, a first special pattern display unit 163, a second special pattern display unit 164, a reserve display unit for first special patterns 165, and a reserve display unit for second special patterns 166.

[0089] (Normal pattern display section) The normal symbol display unit 161 displays the result of the normal symbol winning judgment process, and is equipped with normal symbol display LEDs 161a and 161b. When the conditions for starting the variable display of the normal symbol (hereinafter referred to as the "normal symbol starting conditions") are met, the variable display of the normal symbol is started, in which the normal symbol display LEDs 161a and 161b alternately turn on and off. When a predetermined time has elapsed since the variable display of the normal symbol started, the variable display of the normal symbol stops, and the result of the normal symbol winning judgment process is derived.

[0090] When the result of the winning judgment process of the normal symbol is a winning normal symbol, the combination of the lighting and extinguishing of the normal symbol display LEDs 161a and 161b becomes a specific stop display mode. For example, when the result of the winning judgment process of the normal symbol is a winning normal symbol, the normal symbol display LED 161a lights up and the normal symbol display LED 161b turns off. On the other hand, when the result of the winning judgment process of the normal symbol is a loss, for example, the normal symbol display LED 161a turns off and the normal symbol display LED 161b lights up. However, the stop display mode of the normal symbol display LEDs 161a and 161b indicating the result of the winning judgment process of the normal symbol is not limited to this. Then, when the normal symbol is stopped and displayed in a specific stop display mode, it is determined that the normal electric role 146 is operated, and the normal electric shutter 147 is driven to open and close in a predetermined pattern, making it easy for the game ball to enter (pass) into the second starting hole 140B.

[0091] (Regular pattern reserved display section) The reserved display unit 162 for normal symbols displays the number of reserved variable displays of normal symbols (hereinafter referred to as the "reserved number of normal symbols") when the variable display of normal symbols is reserved, and is equipped with reserved display LEDs 162a and 162b for normal symbols. The above "variable display of normal symbols is reserved" refers to the state from when the passage of the game ball through the passing gate 126 is detected and various data related to the normal symbols (for example, random number values ​​for determining whether the normal symbols are hit, etc.) are extracted until the start condition of the normal symbols is established. The start condition of the normal symbols is established when at least the following is satisfied: the normal symbols are not being displayed variably, and the variable display of the normal symbols is reserved.

[0092] The normal symbol reserved display unit 162 displays the number of reserved balls of the normal symbol variable display by a combination of the on / off of the normal symbol reserved display LEDs 162a and 162b. For example, when the number of reserved balls of the normal symbol is one, the normal symbol reserved display LED 162a is lit and the normal symbol reserved display LED 162b is turned off. When the number of reserved balls of the normal symbol is two, both the normal symbol reserved display LEDs 162a and 162b are lit. When the number of reserved balls of the normal symbol is three, the normal symbol reserved display LED 162a flashes and the normal symbol reserved display LED 162b is lit. When the number of reserved balls of the normal symbol is four, both the normal symbol reserved display LEDs 162a and 162b flash. However, the display mode of the normal symbol reserved display LEDs 162a and 162b, which indicate the number of reserved balls of the normal symbol, is not limited to this.

[0093] (Special design display section) The special symbol display unit displays the result of the special symbol winning judgment process, and includes a first special symbol display unit 163 and a second special symbol display unit 164. The first special symbol display unit 163 includes a first special symbol display LED group 163a consisting of, for example, eight LEDs. Similarly, the second special symbol display unit 164 also includes a second special symbol display LED group 164a consisting of, for example, eight LEDs.

[0094] When the condition for starting the variable display of the first special symbol (hereinafter referred to as the "start condition of the first special symbol") is satisfied, the variable display of the first special symbol is started in which the first special symbol display LED group 163a alternately or mutually turns on and off. When a predetermined time has elapsed since the variable display of the first special symbol was started, the variable display of the first special symbol is stopped, and the result of the winning determination process of the first special symbol is derived.

[0095] When the result of the hit determination process of the first special symbol is a jackpot, a combination of on / off of the first special symbol display LED group 163a (e.g., eight LEDs) constituting the first special symbol display unit 163 becomes a specific stop display mode. Then, when the first special symbol display unit 163 is stopped and displayed in a specific stop display mode, a transition to a jackpot game state is determined.

[0096] When the condition for starting the variable display of the second special symbol (hereinafter referred to as the "start condition of the second special symbol") is satisfied, the variable display of the second special symbol is started in which the second special symbol display LED group 164a alternately or mutually turns on and off. When a predetermined time has elapsed since the variable display of the second special symbol was started, the variable display of the second special symbol is stopped, and the result of the winning determination process of the second special symbol is derived.

[0097] If the result of the hit determination process of the second special symbol is a jackpot, the combination of on / off of the second special symbol display LED group 164a (e.g., eight LEDs) constituting the second special symbol display unit 164 becomes a specific stop display mode. Then, when the second special symbol display unit 164 is displayed in a specific stop display mode, a transition to a jackpot game state is determined.

[0098] (Special design reserved display section) The special pattern reserved display unit displays the number of reserved variable displays of special patterns (hereinafter referred to as the "reserved number of special patterns") when variable displays of special patterns are reserved, and is provided with a first special pattern reserved display unit 165 and a second special pattern reserved display unit 166.

[0099] The reserved display unit 165 for the first special symbol displays the reserved number of the first special symbol when the variable display of the first special symbol is reserved, and includes reserved display LEDs 165a and 165b for the first special symbol. The phrase "the variable display of the first special symbol is reserved" refers to a state in which the entry (passage) of a game ball into the first start hole 120 is detected and various data related to the first special symbol (for example, various random numbers such as a random number value for determining a big win of the first special symbol, a random number value for the pattern of the first special symbol, a random number value for determining the reach of the first special symbol, and a random number value for selecting a performance used when determining the variation pattern of the first special symbol) is extracted, until the start condition of the first special symbol is established. The start condition of the first special symbol will be described later.

[0100] The first special symbol reserved display unit 165 displays the reserved number of the variable display of the first special symbol by a combination of lighting and extinguishing of the first special symbol reserved display LEDs 165a and 165b. For example, when the reserved number of the first special symbol is one, the first special symbol reserved display LED 165a is lit and the first special symbol reserved display LED 165b is extinguished. When the reserved number of the first special symbol is two, both the first special symbol reserved display LEDs 165a and 165b are lit. When the reserved number of the first special symbol is three, the first special symbol reserved display LED 165a flashes and the first special symbol reserved display LED 165b is lit. When the reserved number of the first special symbol is four, both the first special symbol reserved display LEDs 165a and 165b flash. However, the display mode of the first special symbol reserved display LEDs 165a, 165b, which indicate the reserved number of first special symbols, is not limited to this.

[0101] The reserved display unit 166 for the second special symbol displays the reserved number of the second special symbol when the variable display of the second special symbol is reserved, and includes reserved display LEDs 166a and 166b for the second special symbol. The phrase "the variable display of the second special symbol is reserved" refers to a state in which the entry (passage) of the game ball into the second start hole 140A or 140B is detected and various data related to the second special symbol (for example, various random numbers such as a random number value for determining a big win of the second special symbol, a random number value for the pattern of the second special symbol, a random number value for determining the reach of the second special symbol, and a random number value for selecting a performance used when determining the variable pattern of the second special symbol) is extracted, until the start condition of the second special symbol is established. The start condition of the second special symbol will be described later.

[0102] The second special symbol reserved display unit 166 displays the reserved number of the variable display of the second special symbol by a combination of lighting and extinguishing of the second special symbol reserved display LEDs 166a and 166b. For example, when the reserved number of the second special symbol is one, the second special symbol reserved display LED 166a is lit and the second special symbol reserved display LED 166b is extinguished. When the reserved number of the second special symbol is two, both the second special symbol reserved display LEDs 166a and 166b are lit. When the reserved number of the second special symbol is three, the second special symbol reserved display LED 166a flashes and the second special symbol reserved display LED 166b is lit. When the reserved number of the second special symbol is four, both the second special symbol reserved display LEDs 166a and 166b flash. However, the display mode of the second special symbol reserved display LEDs 166a, 166b, which indicate the reserved number of second special symbols, is not limited to this.

[0103] [1-2. Electrical configuration] Next, the control circuit of the first pachinko gaming machine will be described with reference to Fig. 6. Fig. 6 is an example of a block diagram showing the control circuit of the first pachinko gaming machine.

[0104] As shown in FIG. 6, the first pachinko game machine is mainly composed of a main control circuit 200 that controls the game, a sub-control circuit 300 that controls the presentation according to the progress of the game, a payout / launch control circuit 400, and a power supply circuit 450.

[0105] [1-2-1. Main control circuit] The main control circuit 200 controls, for example, processes executed when the power is turned on and processes related to game operations, and is equipped with a main CPU 201, a main ROM 202 (read-only memory), a main RAM 203 (read / write memory), an initial reset circuit 204, and a backup capacitor 207, and is housed in a main board case (not shown).

[0106] A main ROM 202, a main RAM 203, an initial reset circuit 204, etc. are connected to the main CPU 201. The main CPU 201 has built-in functions such as a watchdog timer (WDT) that monitors operations and a function for preventing fraud.

[0107] The main ROM 202 stores programs for controlling the operation of the first pachinko gaming machine by the main CPU 201, various tables, etc. The main CPU 201 has a function of executing various processes according to the programs stored in the main ROM 202.

[0108] The main RAM 203 is provided with a storage area for storing various data necessary for the progress of the game. The main RAM 203 has a function of storing various flags and variable values ​​as a temporary storage area for the main CPU 201. Note that, although a RAM is used as the temporary storage area for the main CPU 201 in this embodiment, the present invention is not limited to this, and any readable and writable storage medium may be used.

[0109] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary.

[0110] The backup capacitor 207 has a function of temporarily supplying power to the main RAM 203 so that data stored in the main RAM 203 is not lost in the event of a power outage or the like.

[0111] Furthermore, the main control circuit 200 also includes an I / O port 205 that is communicably connected to various devices, and a command output port 206 that is connected to the sub-control circuit 300 so as to be able to output various commands.

[0112] In addition, various devices are connected to the main control circuit 200. For example, the above-mentioned normal symbol display unit 161, normal symbol reserved display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol reserved display unit 165, second special symbol reserved display unit 166, normal power solenoid 148, special power solenoid 135, and small win solenoid 154 are connected to the main control circuit 200. In addition to these, the performance display monitor 170 and error notification monitor 172 are also connected to the main control circuit 200. The main control circuit 200 can control the operation of these devices by sending signals via the I / O port 205.

[0113] The performance display monitor 170 displays performance display data and setting values ​​(described later) under the control of the main CPU 201. The performance display data is data indicating the ratio of game balls paid out in a game state other than a jackpot game state to a predetermined number (e.g., 60,000 balls) of game balls shot, and is also called a base value.

[0114] An error code is displayed on the error notification monitor 172. In addition to the error code, for example, in the case of a pachinko game machine with a setting function described later, the error notification monitor 172 can also display a setting change code indicating that a setting change process is in progress, a setting confirmation code indicating that a setting confirmation process is in progress, etc. Note that, as the setting change code, a symbol that is not normally displayed on the special symbol display device (for example, a setting change symbol indicating that a setting change is in progress) may be displayed.

[0115] The main control circuit 200 is also connected to the first start port switch 121, the second start port switches 141A, 141B, the pass gate switch 127, the big win large prize port count switch 132, the general prize port switch 123, and the small win large prize port count switch 152. When these switches are detected, a detection signal is output to the main control circuit 200 via the I / O port 205.

[0116] Furthermore, the main control circuit 200 is connected to a calling device (not shown) having a function to call a hall attendant and a function to display the number of jackpots, an external terminal board 184 used when transmitting data to a hall computer 186 that manages the pachinko machines in the entire hall, a setting key 174 that is operated when changing or checking a setting value in the case of a pachinko machine with a setting function described later, a backup clear switch 176 that can clear the backup data stored in the main RAM 203 according to the operation of the manager of the game center, etc. In this embodiment, the backup clear switch 176 also serves as a switch for changing a setting value described later, but is not limited to this, and a setting switch for changing a setting value may be provided.

[0117] Moreover, it is preferable that the setting key 174 and the backup clear switch 176 are housed in a specified case so that they cannot be easily touched by a third party (for example, a player) other than the manager of the game arcade. "Inside a specified case" includes not only a case in which the setting key 174 and the backup clear switch 176 cannot be touched unless the case is opened, but also a case in which notches are provided only at the locations corresponding to the setting key 174 and the backup clear switch 176, and a case in which the manager of the game arcade can touch the setting key 174 and / or the backup clear switch 176 when the pachinko machine is rotated from the island equipment using a key managed by the manager of the game arcade to expose the back surface.

[0118] In this embodiment, the setting key 174 and the backup clear switch 176 are connected to the main control circuit 200, but this is not limiting and may be configured to be connected to, for example, the payout / launch control circuit 400 or the power supply circuit 450. In this case as well, it is preferable to prevent third parties other than the arcade manager from easily touching the setting key 174 and the backup clear switch 176.

[0119] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes a sub-CPU 301, a program ROM 302, a work RAM 303, a display control circuit 304, a sound control circuit 305, an LED control circuit 306, a role-playing device control circuit 307, and a command input port 308. The sub-control circuit 300 executes effects according to the progress of the game in response to commands from the main control circuit 200. Although not shown in Fig. 6, the sub-control circuit 300 is also connected to effect buttons 54 (see Fig. 1) that can be operated by the player.

[0120] The program ROM 302 stores programs for controlling the game presentation of the first pachinko game machine by the sub CPU 301, various tables, etc. The sub CPU 301 has a function of executing various processes according to the programs stored in the program ROM 302. In particular, the sub CPU 301 performs control related to the game presentation according to various commands transmitted from the main control circuit 200.

[0121] The work RAM 303 has a function of storing various flags and variable values ​​as a temporary storage area for the sub CPU 301 .

[0122] The display control circuit 304 is a circuit for controlling display in the display device 7. The display control circuit 304 includes an image data processor (hereinafter referred to as VDP), an image data ROM in which data for generating various types of image data is stored, a frame buffer for temporarily storing image data, a D / A converter for converting image data into an image signal, and the like.

[0123] The display control circuit 304 temporarily stores image data to be displayed on the display device 7 in a frame buffer in response to an image display command from the sub-CPU 301. The image data to be displayed on the display device 7 includes various image data related to the game, such as decorative pattern image data showing decorative patterns, background image data, and performance image data.

[0124] Then, the display control circuit 304 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal, and supplies the converted image signal to the display device 7 at a predetermined timing. When the image signal is supplied to the display device 7, an image related to the image signal is displayed on the display device 7. In this way, the display control circuit 304 can control the display device 7 to display an image related to the game.

[0125] The audio control circuit 305 is a circuit for controlling the audio generated from the speaker 32. The audio control circuit 305 includes a sound source IC for controlling the audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.

[0126] The sound source IC controls the sound output from the speaker 32. In response to a sound generation command from the sub CPU 301, the sound source IC selects one piece of sound data from a plurality of pieces of sound data stored in the sound data ROM. The sound source IC also reads out the selected sound data from the sound data ROM, converts the sound data into a predetermined sound signal, and supplies the converted sound signal to the AMP. The AMP amplifies signals such as sound and sound effects output from the speaker 32.

[0127] The LED control circuit 306 is a circuit for controlling the LED group 46 including decorative LEDs, etc. The LED control circuit 306 includes a drive circuit for supplying an LED control signal, a decoration data ROM in which a plurality of types of LED decoration patterns are stored, and the like.

[0128] The role control circuit 307 is a circuit for controlling the operation of each role (for example, one or more roles among the performance role group 58). The role control circuit 307 includes a drive circuit for supplying a drive signal to each role, a role data ROM in which operation patterns are stored, and the like.

[0129] In addition, the reel control circuit 307 selects one of the multiple operation patterns stored in the reel data ROM in response to a reel operation command from the sub-CPU 301. The selected operation pattern is read from the reel data ROM, and a drive signal corresponding to the read operation pattern is supplied to control the mechanical operation of each reel. In addition, the lighting circuit selects one of the multiple lighting patterns stored in the reel data ROM in response to a lighting command from the sub-CPU 301. The selected lighting pattern is read from the reel data ROM, and a lighting control signal corresponding to the read lighting pattern is supplied to control the lighting operation of each reel.

[0130] The command input port 308 is connected to the command output port 206 and receives various commands sent from the main control circuit 200 .

[0131] The payout / launch control circuit 400 controls the payout of prize balls and loan balls, and is connected to a payout device 82 capable of paying out game balls, a launch device 6 capable of launching game balls, a card unit 180 capable of executing control related to ball lending, and the like.

[0132] When the payout / launch control circuit 400 receives a prize ball control command transmitted from the main control circuit 200, it transmits a prescribed signal to the payout device 82, and controls the payout device 82 to pay out game balls.

[0133] A ball lending operation panel 182 is connected to the card unit 180. The ball lending operation panel 182 is provided with a ball lending button for receiving a ball lending, and a loan / return button for receiving the return of a ball lending card in which cache data is stored (both not shown). For example, when a player performs a ball lending operation, a loan ball control signal corresponding to the ball lending operation is transmitted to the card unit 180. The payout / launch control circuit 400 controls the payout device 82 to pay out game balls based on the loan ball control signal transmitted from the card unit 180. The operation panel 182 is often provided on the pachinko game machine side, but may be provided on the card unit 180 side.

[0134] In addition, when the launch handle 62 is rotated clockwise, the payout / launch control circuit 400 supplies power to a launch solenoid (not shown) in accordance with the rotation angle (amount of rotation), thereby controlling the launch of the game ball.

[0135] The power supply circuit 450 is a power supply circuit created to supply the power supply voltage required for playing a game to the main control circuit 200, the sub control circuit 300, the payout / launch control circuit 400, and the like.

[0136] A power switch 95 and the like are connected to the power supply circuit 450. The power switch 95 is turned on when supplying necessary power to the pachinko game machine (more specifically, the main control circuit 200, the sub control circuit 300, the payout / launch control circuit 400, etc.).

[0137] [1-3. Game flow] Next, the game flow of the first pachinko game machine will be described with reference to Fig. 7. Fig. 7 is an example of the game flow of the first pachinko game machine. Note that the game flow shown in Fig. 7 is not a control flow but a flow that can be grasped from the outside.

[0138] As shown in FIG. 7, in a pachinko game, a game ball is launched by a user operation such as a player, and when the game ball enters various winning holes (for example, the first starting hole 120, etc.), a payout control process of the game ball is performed. Pachinko games include a special symbol game using a special symbol and a normal symbol game using a normal symbol. The special symbol game is, for example, a game in which a hit determination process of a special symbol is performed based on the winning of a game ball into the starting holes 120, 140A, 140B, and whether or not to transition to a big win game state is determined. In addition, the normal symbol game is, for example, a game in which a hit determination process of a normal symbol is performed based on the passage of a game ball into the passing gate 126, and whether or not to open a winning hole (in this embodiment, the second starting hole 140B) is determined by operating the normal electric role 146. In this specification, a "special symbol game" may be referred to as a "game," however, "game" is a term used in a broad sense, and for example, normal symbol games and games with effects that use operation units such as the effect button 54 (see, for example, Figure 1) are also included in "game."

[0139] In this specification, one special symbol game is defined as the period from when the variable display of the special symbol starts to when the variable display ends and the result of the special symbol hit determination process is displayed (derived) (more specifically, until the special symbol determination time has elapsed). However, if the game is controlled to a big hit game state or a small hit game state after the result of the special symbol hit determination process is derived, one special symbol game is defined as the period until the big hit game state or the small hit game state ends.

[0140] When the stop display mode indicating a jackpot in the special symbol game is derived to the first special symbol display unit 163 or the second special symbol display unit 164, the game is controlled to a jackpot game state. In the jackpot game state, a round game is executed in which the jackpot big prize winning hole 131 is opened for a predetermined time (for example, up to 30000 msec) by the operation of the special electric device 133, and the possibility of winning in the jackpot big prize winning hole 131 is relatively increased.

[0141] In addition, when a stop display mode indicating a normal pattern win is output to the normal pattern display unit 161 in a normal pattern game, the normal electric device 146 is operated to open a winning hole (for example, the second starting hole 140B in this embodiment), and the possibility of winning through the second starting hole 140B, for example, is relatively increased.

[0142] It should be noted that games that can be executed in a pachinko game are not limited to special symbol games and normal symbol games, and new games different from these may also be executable.

[0143] Below, an overview of the game flow of the special symbol game and the normal symbol game will be explained.

[0144] [1-3-1. Special symbol game] As shown in Figure 7, the special pattern game mainly includes a special pattern start winning process which is carried out when there is a winning (passing through) of the first start port 120 or the second start port 140A, 140B, and a special pattern control process which is carried out based on the establishment of the start conditions for the special pattern.

[0145] When a game ball enters the first start hole 120 or the second start hole 140A, 140B, a special symbol start winning process is performed. In this special symbol start winning process, various data related to the special symbol (e.g., various random numbers such as a random number value for jackpot determination, a random number value for pattern, a random number value for reach determination, and a random number value for performance selection) are extracted (obtained) from various counters for special symbols (e.g., a counter for jackpot determination, a counter for pattern determination, etc.). Each extracted random number value is reserved as start information. This special symbol start winning process is performed even when the special symbol control process is being executed.

[0146] In addition, in the special symbol control process, it is determined whether or not the start condition of the special symbol is satisfied. When the start condition of the special symbol is satisfied, a special symbol hit determination process is performed to determine whether or not there is a "big hit" by referring to a random number value for determining a big hit extracted from a counter for determining a big hit of the special symbol. After that, a stop symbol determination process is performed to determine a stop symbol. In the stop symbol determination process, the special symbol to be stopped is determined by referring to the random number value for determining a symbol extracted from the counter for determining a symbol of the special symbol and the result of the hit determination process of the special symbol.

[0147] In this embodiment, if the probability variable flag is on, the probability variable control is executed. In the above-mentioned special symbol winning judgment process, if the probability variable flag is off, it is judged to be a "jackpot" with a relatively low probability, and if the probability variable flag is on, it is judged to be a "jackpot" with a relatively high probability. Hereinafter, in this specification, the probability of being judged to be a "jackpot" is referred to as the "jackpot probability."

[0148] The probability variable flag is one of the management flags stored in the main RAM 203, and is a flag for managing whether or not probability variable control is executed. When the probability variable flag is on, the game proceeds in a game state in which probability variable control is executed (for example, in this embodiment, a high probability time-shortened game state or a high probability non-time-shortened game state). On the other hand, when the probability variable flag is off, the game proceeds in a game state in which probability variable control is not executed (for example, a normal game state or a low probability time-shortened game state).

[0149] Next, a process for determining the variation pattern of the special symbol is performed. In this process, a random number is extracted from the variation pattern determination counter, and the variation pattern (variable display pattern) of the special symbol is determined by referring to the random number, the result of the hit determination process of the special symbol described above, and the special symbol to be stopped and displayed. Then, a process for controlling the variable display of the special symbol is performed based on the result of the variation pattern determination process of the special symbol.

[0150] When the variation pattern of the special symbol is determined, a presentation pattern determination process is then performed to determine a presentation pattern. Then, based on the result of the presentation pattern determination process, a presentation control process is performed for display presentation such as decorative symbols and character presentations displayed in the display area of ​​the display device 7, and sound presentation such as voice and sound effects output from the speaker 32. The presentation control process is performed by the sub-CPU 301.

[0151] Then, when the special symbol variable display control process and the presentation control process are completed and it is a jackpot, a jackpot game control process is performed. The jackpot game control process is a process executed in the jackpot game state. When the jackpot game state ends, the special symbol game ends, and a game state transition control process to a game state that is not a jackpot is performed. In this case, the game state transitions according to the type of jackpot. For example, when the jackpot type is one in which both the probability variable flag and the time-saving flag are set to on, the game state transitions to the probability variable time-saving game state after the jackpot game state ends.

[0152] On the other hand, if the winning combination is not a big win, that is, if the winning combination is a miss, the special symbol game ends. Although not shown in FIG. 7, if the winning combination is a small win, a small win game control process is performed.

[0153] Then, each time the starting condition for the special symbol is satisfied, various processes of the special symbol control process described above are repeated.

[0154] In addition, if a game ball enters the start hole 120, 140A, or 140B during the special symbol control process, the special symbol start winning process is executed. Also, the start information of the special symbol extracted when the game ball enters the start hole 120, 140A, or 140B (for example, various data such as random numbers for jackpot determination, random numbers for special symbols, random numbers for reach determination, and random numbers for performance selection) is reserved until the start condition of the special symbol is established.

[0155] In addition, in the first pachinko game machine, the start information of the special symbols can be reserved up to a maximum of eight in total, consisting of four pieces of start information of the first special symbol and four pieces of start information of the second special symbol, but the number of start information of the special symbols that can be reserved is not limited to this. For example, the start information of the first special symbol may be reserved more than the start information of the second special symbol, or the start information of the second special symbol may be reserved more than the start information of the first special symbol.

[0156] 7, a pre-reading function may be provided that performs a pre-reading judgment to judge whether or not a special symbol will win (whether or not a "jackpot" will be won) and a variation pattern prior to the hit judgment process of the special symbol based on the start information extracted when the game ball enters (passes) the start holes 120, 140A, and 140B between the start entry of the special symbol and the establishment of the start condition of the special symbol, and performs a predetermined performance based on the result of this pre-reading judgment. Note that the above-mentioned pre-reading judgment may be performed before or after the start information extracted by the entry of the game ball into the start holes 120, 140A, and 140B is reserved.

[0157] [1-3-2. Normal symbol game] As shown in FIG. 7, the normal pattern game mainly includes a normal pattern start passing process which is performed when the game ball passes through the passing gate 126, and a normal pattern control process which is performed based on the establishment of the normal pattern start condition.

[0158] When the game ball passes through the passing gate 126, a normal symbol start passing process is executed. In this normal symbol start passing process, start information of the normal symbol (for example, a random number value for determining whether or not a normal symbol is hit, etc.) is extracted (obtained) from a winning determination counter for the normal symbol, and the extracted start information is reserved.

[0159] In addition, in the normal symbol control process, the main CPU 201 judges whether the start condition of the normal symbol is satisfied. When starting the variable display of the normal symbol, the main CPU 201 refers to the normal symbol hit judgment random number value extracted from the hit judgment counter for the normal symbol, executes the normal symbol hit judgment process to determine whether the normal symbol is a hit, and then executes the variation pattern determination process. In this process, the result of the normal symbol hit judgment process is referred to, and the variation pattern of the normal symbol is determined.

[0160] Next, the main CPU 201 executes a variable display control process for controlling the variable display of the normal symbols and a performance control process for performing a predetermined performance, referring to the result of the normal symbol winning judgment process and the determined normal symbol variation pattern. Note that the performance control process may not be executed.

[0161] Then, when the variable display control process and the performance control process of the normal symbol are completed, the main CPU201 judges whether or not the normal winning symbol indicating "normal winning" has been derived to the normal symbol display unit 161 (see FIG. 6). When it is judged that the stop display mode indicating the normal winning has been derived, the main CPU201 executes the normal symbol winning game control process. In this normal symbol winning game control process, the normal electric role 146 (see FIG. 4 and FIG. 6) is operated, and the winning hole (for example, in this embodiment, the second start hole 140B (see FIG. 4)) is opened so that the winning (passing) of the game ball is possible or easy. On the other hand, when it is judged that the stop display mode indicating the normal winning has not been derived, the main CPU201 does not execute the normal symbol winning game control process and ends the normal symbol control process.

[0162] In addition, in a game state where the time-saving control is not executed (for example, a normal game state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time-saving control corresponds to at least one of the following controls: special symbol shortening control for shortening the variable display time of the special symbol, and electric support control for increasing the frequency of opening the winning hole (for example, the second starting hole 140B in this embodiment) by operating the normal electric role device 146, compared to when the time-saving control is not executed. This time-saving control may be a control that performs both the special symbol shortening control and the electric support control, or a control that performs only one of the special symbol shortening control and the electric support control.

[0163] Then, each time the starting condition for the normal symbol is satisfied, various processes of the normal symbol control process described above are repeated.

[0164] In addition, when the game ball passes through the passage gate 126 during the normal symbol control process, the normal symbol start passing process is executed. In addition, the start information of the normal symbol (for example, a random number value for determining whether the normal symbol is a hit, etc.) extracted when the game ball passes through the passage gate 126 is reserved until the start condition of the normal symbol is established.

[0165] The variable display of the normal symbols is started in the order in which they are reserved, and when the start condition of the normal symbols is established, the variable display is executed for the start information that was reserved first among the start information of the reserved normal symbols.

[0166] In addition, the method for extracting various random number values ​​(for example, the random number value for determining a jackpot for the first special pattern, the pattern random number value for the first special pattern, the random number value for determining a reach for the first special pattern, the random number value for determining a jackpot for the second special pattern, the pattern random number value for the second special pattern, the random number value for determining a reach for the second special pattern, and the random number value for determining a hit for a normal pattern, etc.) may use a soft random number method that generates random number values ​​within a specified range (width) by executing a program by the main CPU 201, or a hard random number method that extracts random number values ​​from a counter in a random number generator in which random numbers are updated at a specified period.

[0167] [1-4. Basic specifications] Next, the basic specifications of the first pachinko gaming machine will be described with reference to Figs.

[0168] In the first pachinko game machine, a normal game state in which neither the probability variable control nor the time-saving control is executed, a high probability time-saving game state in which both the probability variable control and the time-saving control are executed, a high probability non-time-saving game state in which the probability variable control is executed but the time-saving control is not executed, and a low probability time-saving game state in which the probability variable control is not executed but the time-saving control is executed are prepared, and the main CPU 201 can progress the game in any of these game states. However, the game state progressed by the control of the main CPU 201 is not limited to this, and any of the normal game state, the high probability time-saving game state, the high probability non-time-saving game state, and the low probability time-saving game state may not be progressed. For example, the game may be progressed in any of the normal game state, the high probability time-saving game state, and the low probability time-saving game state, and the game may not be progressed in the high probability non-time-saving game state.

[0169] In this embodiment, left hitting is recommended in the normal game state, and right hitting is recommended in the high probability time-saving game state, the high probability non-time-saving game state, and the low probability time-saving game state. The sub-CPU 301 executes control to display the recommended hitting method, for example, in the display area of ​​the display device 7.

[0170] [1-4-1. Jackpot probability for each setting] Fig. 8 is an example of a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. As shown in Fig. 8, in the first pachinko gaming machine, the setting key 174 or the backup clear switch 176 (see Fig. 6 for both) can be used to set one of a plurality of setting values, for example, setting 1 to setting 6. In the case of such a pachinko gaming machine with a setting function, the jackpot probability differs according to the setting value, and the main CPU 201 executes a special symbol winning judgment process based on the set setting value.

[0171] Specifically, the probability of winning in a game state where the probability variable flag is off and the probability variable control is not executed (for example, in the normal game state and the low probability time-saving game state in this embodiment), regardless of whether the first special symbol hit determination process or the second special symbol hit determination process is executed, is, for example, about 1 in 319 in setting 1, about 1 in 314 in setting 2, about 1 in 309 in setting 3, about 1 in 304 in setting 4, about 1 in 299 in setting 5, and about 1 in 294 in setting 6. In addition, the probability of winning in a game state where the probability variable flag is on and the probability variable control is executed (for example, in the high probability time-saving game state and the high probability non-time-saving game state in this embodiment), is about 1 in 77 in setting 1, about 1 in 76 in setting 2, about 1 in 75 in setting 3, about 1 in 74 in setting 4, about 1 in 73 in setting 5, and about 1 in 72 in setting 6. Although the small hit probability is not shown in FIG. 8, it may be different depending on the setting value, or it may be a common probability for settings 1 to 6.

[0172] In addition, in this embodiment, the probability of a jackpot is different for each setting value, but this is not limited to this. For example, the probability of a jackpot may be the same for multiple setting values, such as a common jackpot probability for settings 1 and 2, a common jackpot probability for settings 3 and 4, and a common jackpot probability for settings 5 ​​and 6.

[0173] In this embodiment, the probability of winning a jackpot is different depending on the setting value, but if the degree of advantage for the player differs depending on the setting value, the target that differs depending on the setting value is not necessarily limited to the probability of winning a jackpot. For example, in a pachinko game machine that is controlled to a jackpot game state when a game ball enters a specific winning hole, the probability of winning a prize in the specific winning hole may be made different depending on the setting value. Note that it is not essential that the pachinko game machine be a pachinko game machine with a setting function.

[0174] [1-4-2. Special symbol winning judgment table] 9 is an example of a special symbol winning judgment table stored in the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. The special symbol winning judgment table shown in FIG. 9 is an example of the case of setting 1 shown in FIG.

[0175] The special symbol winning judgment table is a table referred to in the winning judgment process of the special symbol, that is, a table referred to when determining by lottery whether it is a "jackpot", a "small win" or a "miss" based on the random number value for winning judgment obtained when the game ball enters the first starting hole 120 or the second starting hole 140A, 140B. In this embodiment, the lottery objects in the winning judgment process of the first special symbol are only "jackpot" and "miss". In contrast, the lottery objects in the winning judgment process of the second special symbol are "jackpot", "small win" and "miss". However, the lottery objects in the winning judgment process of the first special symbol may include "small win".

[0176] As described above, the random number value for jackpot determination is a random number value used in the process of determining whether or not a special symbol is hit. In this embodiment, the random number value for jackpot determination is extracted from 0 to 65535 (65536 types). However, the range of the generated random number value is not limited to the above.

[0177] In this embodiment, in the hit determination process of the first special symbol, a "hit" or a "miss" is determined based on the extracted random number value for hit determination. In the hit determination table of the first special symbol, the relationship between the range (width) of the random number value for hit determination determined as a "hit" and the corresponding hit determination value data, and the relationship between the range (width) of the random number value for hit determination determined as a "miss" and the corresponding miss determination value data are specified for each value of the probability variable flag (0 or 1).

[0178] In this specification, when the value of the probability variable flag is "0", the probability variable flag is off, and when the value of the probability variable flag is "1", the probability variable flag is on.

[0179] In addition, in the hit determination process of the second special symbol, a "hit", a "small hit" or a "miss" is determined based on the extracted random number value for hit determination. In the hit determination table of the second special symbol, for each value of the probability variable flag (0 or 1), the relationship between the range (width) of the random number value for hit determination determined as a "hit" and the corresponding hit determination value data, the relationship between the range (width) of the random number value for hit determination determined as a "small hit" and the corresponding small hit determination value data, and the relationship between the range (width) of the random number value for hit determination determined as a "miss" and the corresponding miss determination value data are specified.

[0180] In this embodiment, if the probability variable flag is off during the hit determination process of the first special symbol and the extracted random number value for the hit determination is any one of 0 to 204, it is determined as a "hit" and the hit / loss determination value data is determined as "hit determination value data". Also, if the probability variable flag is off during the hit determination process of the first special symbol and the extracted random number value for the hit determination is not any one of 0 to 204, it is determined as a "miss" and the determination value data is determined as "miss determination value data".

[0181] In addition, if the probability variable flag is on during the hit determination process of the first special symbol and the extracted random number value for the hit determination is any one of 0 to 850, it is determined as a "hit" and the determination value data is determined as "hit determination value data." In addition, if the probability variable flag is on during the hit determination process of the first special symbol and the extracted random number value for the hit determination is not any one of 0 to 850, it is determined as a "miss" and the determination value data is determined as "miss determination value data."

[0182] Similarly, if the probability variable flag is off during the hit determination process of the second special symbol and the extracted random number value for the hit determination is any of 0 to 204, it is determined as a "hit" and the determination value data is determined as "hit determination value data". Also, if the probability variable flag is off during the hit determination process of the second special symbol and the extracted random number value for the hit determination is any of 205 to 22049, it is determined as a "small hit" and the determination value data is determined as "small hit determination value data". Furthermore, if the probability variable flag is off during the hit determination process of the second special symbol and the extracted random number value for the hit determination is not any of 0 to 22049, it is determined as a "miss" and the determination value data is determined as "miss determination value data".

[0183] In addition, if the probability variable flag is on during the hit determination process of the second special symbol and the extracted random number value for the hit determination is any of 0 to 850, it is determined as a "big hit" and the determination value data is determined as "big hit determination value data". In addition, if the probability variable flag is on during the hit determination process of the second special symbol and the extracted random number value for the hit determination is any of 851 to 22695, it is determined as a "small hit" and the determination value data is determined as "small hit determination value data". In addition, if the probability variable flag is on during the hit determination process of the second special symbol and the extracted random number value for the hit determination is not any of 0 to 22695, it is determined as a "miss" and the determination value data is determined as "miss determination value data".

[0184] [1-4-3. Special symbol determination table] FIG. 10 is an example of a special symbol determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.

[0185] The special symbol determination table is a table that is referenced when selecting a "hit symbol selection command" and a "symbol designation command" that determine the stop symbol based on the symbol random number value of the special symbol acquired when the game ball enters the first start hole 120 or the second start hole 140A, 140B and the hit / miss determination value data described above. The "hit symbol selection command" is a command for designating a winning symbol determined according to the type of big win when the result of the hit determination process of the special symbol is a big win, and the "symbol designation command" is a command for designating a symbol to be displayed when the variable display of the special symbol stops. The symbol random number value of the special symbol is extracted from, for example, 0 to 99 (100 types).

[0186] According to the special symbol determination table shown in FIG. 10, when the jackpot determination value data is obtained as a result of the hit determination process of the first special symbol, for example, the hit-time selection symbol command and the symbol designation command are selected as follows. That is, when the symbol random number value of the first special symbol is 0 or 1, "z0" is selected as the hit-time selection symbol command, and "zA1" is selected as the symbol designation command. When the symbol random number value of the first special symbol is any of 2 to 9, "z1" is selected as the hit-time selection symbol command, and "zA1" is selected as the symbol designation command. When the symbol random number value of the first special symbol is any of 10 to 59, "z2" is selected as the hit-time selection symbol command, and "zA2" is selected as the symbol designation command. When the symbol random number value of the first special symbol is any of 60 to 99, "z3" is selected as the hit-time selection symbol command, and "zA2" is selected as the symbol designation command.

[0187] In addition, when miss judgment value data is obtained as a result of the hit judgment process of the first special symbol, even if the symbol random number value of the first special symbol is any value between 0 and 99, the hit time selection symbol command is not selected, and the symbol designation command "zA3" is selected.

[0188] In addition, when the jackpot determination value data is obtained as a result of the hit determination process of the second special symbol, for example, the hit-time selection symbol command and the symbol designation command are selected as follows. That is, when the symbol random number value of the second special symbol is any of 0 to 29, "z4" is selected as the hit-time selection symbol command, and "zA4" is selected as the symbol designation command. In addition, when the symbol random number value of the second special symbol is any of 30 to 59, "z5" is selected as the hit-time selection symbol command, and "zA5" is selected as the symbol designation command. In addition, when the symbol random number value of the second special symbol is any of 60 to 99, "z6" is selected as the hit-time selection symbol command, and "zA5" is selected as the symbol designation command.

[0189] In addition, when small win determination value data is obtained as a result of the hit determination process for the second special pattern, regardless of whether the pattern random number value of the special pattern is 0 to 99, "z7" is selected as the pattern selection command when a hit occurs, and "zA6" is selected as the pattern designation command.

[0190] When the small win determination value data is obtained as a result of the hit determination process of the second special symbol, the main CPU 201 executes a small win game control process. In the small win game control process, for example, the small win shutter 153 (see FIG. 6) is operated to execute control so that the small win big winning hole 151 (see FIG. 4) can be opened so that the game ball can enter (pass) the small win big winning hole 151 or can be easily opened, and the prize ball can be paid out.

[0191] In addition, if the result of the hit determination process for the second special symbol is "miss," even if the symbol random number value of the special symbol is any value between 0 and 99, the hit selection symbol command is not selected, and the symbol designation command "zA7" is selected.

[0192] In this embodiment, the winning / losing judgment value data is determined based on the extracted random number value for jackpot judgment by referring to the winning judgment table for the special symbol (see FIG. 9), and then the winning / losing judgment value data is determined based on the extracted random number value for jackpot judgment by referring to the special symbol judgment table (see FIG. 10), and the winning / losing symbol command and the symbol designation command are determined based on the symbol random number value of the special symbol, so-called two-stage lottery is performed, but this is not limited to this. For example, the winning / losing of the special symbol, the winning / losing symbol command and the symbol designation command may be determined based on the extracted random number value for jackpot judgment and the symbol random number value of the special symbol, so-called one-stage lottery may be performed.

[0193] [1-4-4. Jackpot Type Determination Table] 11 is an example of a jackpot type determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko game machine. The jackpot type determination table is referenced when determining the type of jackpot, such as the number of rounds to be executed in the jackpot game state, the value of the probability variable flag, the number of probability variable times, the value of the time-saving flag, and the number of time-saving times, in response to the winning selection symbol command determined in response to the symbol random number value of the special symbol.

[0194] In this specification, as in the case of the special bonus flag, when the value of the time-saving flag is "0", the time-saving flag is off, and when the value of the time-saving flag is "1", the time-saving flag is on.

[0195] In this embodiment, if the result of the hit determination process of the first special symbol is "jackpot", the type of jackpot is determined as follows. For example, if the hit selection symbol command is "z0", the number of rounds is determined to be "10", the probability variable flag is on, the number of probability variable times is "10000", and the time-saving flag is off. Also, if the hit selection symbol command is "z1", the number of rounds is determined to be "10", the probability variable flag is on, the number of probability variable times is "10000", the time-saving flag is on, and the number of time-saving times is "10000". Also, if the hit selection symbol command is "z2", the number of rounds is determined to be "4", the probability variable flag is on, the number of probability variable times is "10000", the time-saving flag is on, and the number of time-saving times is "10000". Furthermore, if the symbol command selected at the time of winning is "z3", the number of rounds is set to "4", the special mode flag is set to off, the time-saving flag is set to on, and the number of time-saving times is set to "50".

[0196] Also, if the result of the hit determination process for the second special symbol is a "jackpot," the type of jackpot is determined as follows. For example, if the symbol command selected at the time of hit is "z4," the number of rounds is determined to be "10," the probability variable flag is on, the number of probability variable times is "10,000," and the time-saving flag is off. Also, if the symbol command selected at the time of hit is "z5," the number of rounds is determined to be "10," the probability variable flag is on, the number of probability variable times is "10,000," the time-saving flag is on, and the number of time-saving times is "10,000." Furthermore, if the symbol command selected at the time of hit is "z6," the number of rounds is determined to be "10," the probability variable flag is off, the time-saving flag is on, and the number of time-saving times is "50."

[0197] However, the types of jackpots shown in Fig. 11 are examples and are not limited to these. When the value of the probability flag is determined to be "0", the probability number of times is not determined, but the probability number of times may be set to "0" in the sense that the probability control is not executed.

[0198] The number of times the special mode is activated is 10,000, and this is intended to allow the special mode control to be continuously executed until a special pattern hit determination process executed in the game state after the end of the special mode game state determines that a jackpot has occurred (i.e., the next jackpot).

[0199] [1-4-5. Special symbol variation pattern table] Fig. 12 shows an example of a variation pattern table of special symbols of the first pachinko game machine, which is (A) a variation pattern table of special symbols for low start, and (B) a variation pattern table of special symbols for high start. The "Performance Content" column in Fig. 12 is shown for convenience. The main CPU 201 determines the variation pattern of the first special symbol when it is based on the entry of a game ball into the first start hole 120, and determines the variation pattern of the second special symbol when it is based on the entry of a game ball into the second start holes 140A, 140B.

[0200] In a normal game state in which left-handed play is recommended, the variation pattern of the special symbols is determined by referring to a variation pattern table of special symbols for low starts shown in FIG. 12(A), for example.

[0201] On the other hand, in a game state in which right-hitting is recommended, i.e., a high-probability time-saving game state, a high-probability non-time-saving game state, or a low-probability time-saving game state, the variation pattern of the special symbol is determined by referring to the variation pattern table of the special symbol for a high start shown, for example, in Figure 12 (B).

[0202] As shown in Figures 12(A) and (B), the variation pattern of the special symbol is determined based on the type of the special symbol, the result of the special symbol hit determination process (win or lose), the reach determination random number value, and the performance selection random number value. However, it is not limited to this, and may be determined based on other values ​​instead of or in addition to any of the above.

[0203] The random number value for reach determination is selected from, for example, 0 to 249 (250 types), and the random number value for effect selection is selected from, for example, 0 to 99 (100 types). However, the range of the generated random number value is not limited to the above.

[0204] When the special symbol variation pattern is determined by referring to the special symbol variation pattern table for high start, the expected number of times the special symbol is variably displayed per unit time is larger than when the special symbol variation pattern is determined by referring to the special symbol variation pattern table for low start. In particular, when the special symbol variation pattern is determined by referring to the special symbol variation pattern table for low start, the second special symbol is variably displayed for an extremely long time, for example, about 600,000 msec (for example, long variation A to C). On the other hand, when the special symbol variation pattern is determined by referring to the special symbol variation pattern table for high start, the second special symbol is variably displayed for an extremely short time, for example, 1,000 msec (for example, super-fast variation).

[0205] The main CPU 201 transmits the determined variation pattern information to the sub CPU 301. The sub CPU 301 controls the display effects displayed in the display area of ​​the display device 7 and the sound effects output from the speaker 32 based on the variation pattern information transmitted from the main CPU 201.

[0206] Although not shown in FIG. 12, for example, the range of the random number value for effect selection may be changed for each set value, so that the variation pattern (variable display time) of the determined special symbol may be different.

[0207] In addition, in this embodiment, for example, in a normal game state, the variation pattern of the special pattern is determined by referring to a variation pattern table of special patterns for a low start, and, for example, in a high-probability time-saving game state, a high-probability non-time-saving game state, or a low-probability time-saving game state, the variation pattern of the special pattern is determined by referring to a variation pattern table of special patterns for a high start, but this is not limited to this.

[0208] [1-5. Main control processing] Next, the contents of various processes (various modules) executed by the main CPU 201 of the main control circuit 200 will be described with reference to FIGS. [1-5-1. Main control main processing] Next, the main processing (main control main processing) executed by the main CPU 201 will be described with reference to Figures 13 to 16. Figures 13 to 16 are flow charts showing an example of the main control main processing in the first pachinko gaming machine.

[0209] The main CPU 201 first determines whether the power interruption signal is at a high level (S11). Although not shown, it goes without saying that the main CPU 201 sets a stack pointer and an address of an interrupt vector table prior to S11.

[0210] If it is determined in S11 that the power interruption signal is not at a high level (if the determination in S11 is NO), the main CPU 201 repeats the determination process in S11.

[0211] On the other hand, if it is determined in S11 that the power interruption signal is at a high level (if the determination in S11 is YES), the main CPU 201 transfers the process to S12.

[0212] In S12, the main CPU 201 performs flag management processing of the backup clear switch 176 and the setting key 174 (S12). In this processing, a process of saving the on / off state of the backup clear switch 176 and the on / off state of the setting key 174 is performed. That is, the on / off states of the backup clear switch 176 and the setting key 174 are stored in a start control flag area in the main RAM 203. Also, in this processing, the game permission flag is set to off. After executing the processing of S12, the main CPU 201 shifts the processing to S13.

[0213] In S13, the main CPU 201 performs a wait process. In this process, the sub-control circuit 300 waits for startup. In this case, the startup wait time (wait period) is, for example, 12000.07 msec. After executing the process of S13, the main CPU 201 shifts the process to S14.

[0214] In addition, while waiting for the sub-control circuit 300 to start up, the main CPU 201 may perform, for example, checking an interrupt request signal, outputting a WDT when an interrupt request signal is generated, and outputting various sensor initialization signals at predetermined timing.

[0215] In S14, the main CPU 201 determines whether the power interruption before the start (previous time) was normal or not. In this process, it is determined whether the power interruption was normal or abnormal based on the value stored in the power interruption detection flag area in the main RAM 203.

[0216] If it is determined in S14 that the power interruption was not normal (if NO is determined in S14), the main CPU 201 transfers the process to S18.

[0217] On the other hand, if it is determined in S14 that the power interruption was normal (YES in S14), the main CPU 201 calculates a checksum value of a work area stored in the main RAM 203 (S15), and then performs a comparison process of the checksum value of the work area (S16). After executing the process of S16, the main CPU 201 shifts the process to S17.

[0218] In S17, the main CPU 201 determines whether the collation result is abnormal or not.

[0219] If it is determined in S17 that the collation result is not abnormal, that is, is normal (NO in S17), the main CPU 201 transfers the process to S22. Note that the process after S22 will be described later.

[0220] On the other hand, if it is determined in S17 that the collation result is abnormal, that is, that the result is not normal (YES in S17), the main CPU 201 shifts the process to S18.

[0221] In S18, the main CPU 201 determines whether or not at least one of the setting key 174 and the backup clear switch 176 is off. That is, if both the setting key 174 and the backup clear switch 176 are on, the determination is NO, and if both the setting key 174 and the backup clear switch 176 are off or if either one of the setting key 174 and the backup clear switch 176 is off, the determination is YES.

[0222] If it is determined in S18 that at least one of the setting key 174 and the backup clear switch 176 is not OFF, that is, that both are ON (NO in S18), the main CPU 201 moves the process to S21. The process of S21 will be described later.

[0223] On the other hand, if it is determined in S18 that at least one of the setting key 174 and the backup clear switch 176 is off (YES in S18), the main CPU 201 moves the process to S19.

[0224] In S19, the main CPU 201 sets the security signal of the external terminal to ON. After executing the process of S19, the main CPU 201 shifts the process to S20.

[0225] In S20, the main CPU 201 performs an error display process on the performance display monitor 170 (see FIG. 6). This process sets data for displaying an error in the output port of the I / O port 205 that outputs a signal to the performance display monitor 170. This causes a specified LED in the performance display monitor 170 to light up, displaying an error. After executing the process of S20, the main CPU 201 enters an endless loop.

[0226] In this way, if the previous power outage was not normal, or if the comparison result of the checksum value of the working area stored in the main RAM 203 is not normal, game play will not be possible on the first pachinko game machine until it is determined that both the setting key 174 and the backup clear switch 176 are on.

[0227] Next, the process of S21 will be described. In S21, the main CPU 201 stores a value indicating a setting change in the startup control flag area in the main RAM 203. This process is performed at the time of abnormal startup, and is for storing the value indicating a setting change again. After executing the process of S21, the main CPU 201 shifts the process to S22.

[0228] In S22, the main CPU 201 performs a process of clearing the XINT detection flag area and the power interruption detection flag area in the main RAM 203 (S22). After executing the process of S22, the main CPU 201 shifts the process to S23.

[0229] In S23, the main CPU 201 performs an activation state determination process. In this process, the current activation state (power interruption recovery / setting change / setting confirmation / RAM clear) is determined based on the value of the activation control flag stored in the activation control flag area in the main RAM 203. After executing the process of S23, the main CPU 201 shifts the process to S24.

[0230] In S24, the main CPU 201 performs a RAM setting process at startup. In this process, a clear process (e.g., construction of a work area and address setting, etc.) is performed for a work area (volatile area) in the main RAM 203 that manages flags, etc. This process is performed both when power is restored after a power outage and when initialization is performed, and the backup area is not cleared. After executing the process of S24, the main CPU 201 moves the process to S25.

[0231] In S25, the main CPU 201 performs startup initial setting processing. In this processing, the initial setting processing is performed according to the current startup state (power interruption recovery / setting change / setting confirmation / RAM clear). Details of the startup initial setting processing will be described later with reference to Fig. 17. After executing the processing of S25, the main CPU 201 shifts the processing to S26.

[0232] In S26, the main CPU 201 performs an interrupt disable process. After executing the process of S26, the main CPU 201 shifts the process to S27.

[0233] In S27, the main CPU 201 performs a power cut process. After executing the process of S27, the main CPU 201 shifts the process to S28. Details of the power cut process will be described later with reference to FIG.

[0234] In S28, the main CPU201 performs an update process of the initial value random number. In this process, the update process of the initial value random number of various random number counters (for example, a random number counter for determining a jackpot of a special symbol, etc.) is performed. After executing the process of S28, the main CPU201 shifts the process to S29.

[0235] In S29, the main CPU 201 determines whether or not a game is permitted. This determination process is performed based on the value of the game permission flag.

[0236] When it is determined in S29 that the game is not permitted (when S29 is determined to be NO), the main CPU 201 shifts the process to S30.

[0237] On the other hand, when it is determined in S29 that the game is permitted (when the determination in S29 is YES), the main CPU 201 shifts the process to S31.

[0238] In S30, the main CPU 201 performs an interrupt permission process. After executing the process of S30, the main CPU 201 returns the process to S26 and performs the processes from S26 onward.

[0239] In S31, the main CPU 201 executes a register save process. After executing the process of S31, the main CPU 201 shifts the process to S32.

[0240] In S32, the main CPU 201 executes a performance display monitor tabulation calculation process. In this process, various base values ​​are calculated and updated. This process is also executed using an area separate from (outside) the work area in the main RAM 203. After executing the process of S32, the main CPU 201 shifts the process to S33.

[0241] In S33, the main CPU 201 performs a process of restoring the registers saved in S31. After executing the process of S33, the main CPU 201 shifts the process to S34.

[0242] In S34, the main CPU 201 performs an interrupt permission process. After executing the process of S34, the main CPU 201 shifts the process to S35.

[0243] In S35, the main CPU 201 determines whether or not the system cycle time has elapsed. The system cycle time is, for example, 6 msec, which is three times the interrupt cycle (for example, 2 msec).

[0244] If it is determined in S35 that the system cycle time has not elapsed (if a NO determination is made in S35), the main CPU 201 returns the process to S26 and performs the processes from S26 onwards.

[0245] On the other hand, if it is determined in S35 that the system cycle time has elapsed (YES in S35), the main CPU 201 transfers the process to S36.

[0246] In S36, the main CPU 201 performs a process of subtracting 1 from the value of the interrupt counter stored in the interrupt counter area of ​​the main RAM 203 three times. This process resets the value of the interrupt counter that manages the interrupt prohibited section in the main control main process. After executing the process of S36, the main CPU 201 shifts the process to S37.

[0247] In this embodiment, an interrupt inhibition section (processing section of S26 to S35) of, for example, 6 msec is provided in the main control process before various processes related to game control (for example, processes of S37 to S44) described later are executed. Therefore, in this embodiment, various processes related to game control (described later) are executed, for example, every 6 msec (every system cycle). In this embodiment, an example in which the interrupt inhibition section is three times the interrupt cycle has been described, but the present invention is not limited to this.

[0248] In S37, the main CPU 201 performs a process of updating the system timer. The system timer is a timer that manages a system period (e.g., 6 msec). The value of the system timer is stored in a system period management timer area in a working area of ​​the main RAM 203. After executing the process of S37, the main CPU 201 shifts the process to S38.

[0249] In S38, the main CPU 201 performs a main control command transmission / reception process. In this process, a command transmission / reception process for payout control is mainly performed. After executing the process of S38, the main CPU 201 shifts the process to S39.

[0250] In S39, the main CPU 201 executes a special symbol control process. In this process, a process related to a special symbol game is performed. Details of this special symbol control process will be described later with reference to Fig. 19. After executing the process of S39, the main CPU 201 shifts the process to S40.

[0251] In S40, the main CPU 201 performs normal symbol control processing. In this processing, processing related to the normal symbol game is performed. Details of this normal symbol control processing will be described later with reference to Fig. 30. After executing the processing of S40, the main CPU 201 shifts the processing to S41.

[0252] In S41, the main CPU 201 performs a game action display unit control process. In this process, a setting process of display data to be output to each display section (for example, the first special symbol display section 163, the second special symbol display section 164, etc.) of the LED unit 160 is performed. After executing the process of S41, the main CPU 201 shifts the process to S42.

[0253] In S42, the main CPU 201 performs a game information data generation process. In this process, control process of the external terminal board pulse signal, output data setting process, test firing signal generation process, etc. are performed. The test firing signal generation process is performed using an area other than (outside) the working area in the main RAM 203. After executing the process of S42, the main CPU 201 shifts the process to S43.

[0254] In S43, the main CPU 201 performs a port output process. In this process, output data is set (transferred) to the command output port 206 (see FIG. 6). After executing the process of S43, the main CPU 201 shifts the process to S44.

[0255] In S44, the main CPU201 performs a status monitoring process. In this process, a launch position determination process, a game abnormality detection determination process, a payout abnormality detection determination process, and the like are performed. In the launch position determination process, if there is a change in the launch position (for example, a right hit or a left hit), a launch position command is reserved for transmission. In the game abnormality detection determination process, if there is an abnormality, a game abnormality detection command is reserved for transmission. In the payout abnormality detection determination process, if there is an abnormality, a payout abnormality detection command is reserved for transmission. After executing the process of S44, the main CPU201 returns the process to S26 and performs the processes from S26 onwards.

[0256] [1-5-2. Initial setting process at startup] Next, a startup initial setting process performed at S25 in the main control main process (see Figs. 13 to 16) will be described with reference to Fig. 17. Fig. 17 is a flow chart showing an example of the startup initial setting process in the first pachinko gaming machine.

[0257] The main CPU 201 first performs a process of loading a start control flag (S51). After executing the process of S51, the main CPU 201 shifts the process to S52.

[0258] In S52, the main CPU 201 determines whether or not the value of the startup control flag is a value indicating recovery from power interruption.

[0259] When it is determined in S52 that the value of the start control flag is not a value indicating recovery from power interruption (NO in S52), the main CPU 201 transfers the process to S54.

[0260] On the other hand, when it is determined in S52 that the value of the start control flag is a value indicating power interruption recovery (YES determination in S52), the main CPU 201 transfers the process to S53.

[0261] In S53, the main CPU 201 performs a second normal game pre-processing. Details of this second normal game pre-processing will be described later with reference to FIG. 37. When the second normal game pre-processing is performed, the game permission flag is set to ON, and the game is permitted. After executing the process of S53, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIG. 13 to FIG. 16).

[0262] In S54, the main CPU 201 determines whether the value of the start-up control flag is a value indicating a setting change or a setting confirmation.

[0263] If it is determined in S54 that the value of the startup state flag is not a value indicating a setting change or setting confirmation, that is, a value indicating RAM clear (NO in S54), the main CPU 201 transfers the process to S56.

[0264] On the other hand, if it is determined in S54 that the value of the activation status flag is a value indicating a setting change or setting confirmation (YES in S54), the main CPU 201 transfers the process to S55.

[0265] In S55, the main CPU201 executes a process for reserving transmission of a setting operation command. The setting operation command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. After executing the process of S55, the main CPU201 ends the startup initial setting process and returns the process to the main control main process (see FIG. 13 to FIG. 16).

[0266] In S56, the main CPU 201 performs a first normal game pre-processing. Details of this first normal game pre-processing will be described later with reference to FIG. 36. When the first normal game pre-processing is performed, the game permission flag is set to ON, and the game is permitted. After performing the process of S56, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIG. 13 to FIG. 16).

[0267] [1-5-3. Electrical cut processing] Next, the power cut processing performed in S27 in the main control main processing (see Figs. 13 to 16) will be described with reference to Fig. 18. Fig. 18 is a flow chart showing an example of the power cut processing in the first pachinko gaming machine.

[0268] The main CPU 201 first determines whether or not the XINT detection flag is on (S61).

[0269] When it is determined in S61 that the XINT detection flag is not on (when a NO determination is made in S61), the main CPU 201 ends the power cut processing, and returns the processing to the main control main processing (see FIGS. 13 to 16).

[0270] On the other hand, if it is determined in S61 that the XINT detection flag is on (YES in S61), the main CPU 201 transfers the process to S62.

[0271] In S62, the main CPU 201 performs a process of calculating a checksum value. After executing the process of S62, the main CPU 201 shifts the process to S63.

[0272] In S63, the main CPU 201 stores the checksum value and the value of the power interruption detection flag in corresponding predetermined storage areas in the main RAM 203. In this case, they are stored in the backup area of ​​the main RAM 203. After executing the process of S63, the main CPU 201 shifts the process to S64.

[0273] In S64, the main CPU 201 clears the XINT detection flag. After executing the process of S64, the main CPU 201 executes a RAM access inhibition value setting process (S65). After executing the process of S65, the main CPU 201 shifts the process to S66.

[0274] In S66, the main CPU 201 repeats the CPU reset wait process until power is cut off.

[0275] [1-5-4. Special symbol control processing] Next, the special symbol control process executed by the main CPU 201 will be described with reference to Fig. 19. Fig. 19 and Fig. 20 are a flow chart showing an example of the special symbol control process executed in S39 in the main control main process (see Figs. 13 to 16) in the first pachinko gaming machine.

[0276] As shown in Fig. 19, the main CPU 201 first loads the control state number of the second special symbol in S71. The control state number of the special symbol is a number indicating the state (status) of the control process related to the variable display of each special symbol (special symbol game). After executing the process of S71, the main CPU 201 shifts the process to S72.

[0277] Although not shown, when executing the special symbol control process, the main CPU 201 performs an address setting process to set the addresses of the working areas, etc. of each special symbol in the main RAM 203 in a predetermined register prior to the process of S71.

[0278] Although not shown, the main CPU 201 also performs a process of checking the reserved number of the first special symbol and the reserved number of the second special symbol when executing the special symbol control process. If the reserved number of the first special symbol is "0" for a certain period of time or more, the main CPU 201 performs a demo display command transmission reservation process for the first special symbol, and if the reserved number of the second special symbol is "0" for a certain period of time or more, the main CPU 201 performs a demo display command transmission reservation process for the second special symbol. The demo display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. If the sub-control circuit 300 receives the demo display command, the sub-CPU 301 performs a demo display performance if the demo display command is a demo display command for the main special symbol. The main special symbol will be described in the sub-control process described later.

[0279] In S72, the main CPU 201 determines whether or not it is time to start variable display of the second special symbol, based on the control state number of the second special symbol loaded in S71.

[0280] When it is determined in S72 that it is not the timing to start the variable display of the second special symbol (when S72 is NO), that is, when any process related to the second special symbol is being executed, the main CPU 201 transfers the process to S73. For example, during the execution of the big win game control process based on the result of the hit determination process of the second special symbol, NO is determined in S72.

[0281] On the other hand, when it is determined in S72 that it is time to start variable display of the second special symbol (when S72 is determined as YES), the main CPU 201 shifts the process to S74.

[0282] In S73, the main CPU 201 executes a special symbol management process. Details of this special symbol management process will be described later with reference to Fig. 20. After executing the process of S73, the main CPU 201 shifts the process to S74.

[0283] In S74, the main CPU 201 loads the control state number of the first special symbol. After executing the process of S74, the main CPU 201 shifts the process to S75.

[0284] In S75, the main CPU 201 determines whether or not it is time to start variable display of the first special symbol, based on the control state number of the first special symbol loaded in S74.

[0285] When it is determined in S75 that the timing for starting the variable display of the first special symbol is not yet reached (when S75 is determined as NO), that is, when any process related to the first special symbol is being executed, the main CPU 201 transfers the process to S76. For example, during the execution of the big win game control process based on the result of the hit determination process of the first special symbol, NO is determined in S75.

[0286] On the other hand, when it is determined in S75 that it is time to start variable display of the first special symbol (when S75 is determined as YES), the main CPU 201 shifts the process to S77.

[0287] In S76, the main CPU 201 executes the special symbol management process. As described above, the details of the special symbol management process will be described later with reference to Fig. 20. After executing the process of S76, the main CPU 201 shifts the process to S77.

[0288] In S77, the main CPU 201 loads the control state number of the second special symbol. After executing the process of S77, the main CPU 201 shifts the process to S78.

[0289] In S78, the main CPU 201 determines whether or not it is time to start variable display of the second special symbol, based on the control state number of the second special symbol loaded in S77.

[0290] When it is determined in S78 that it is not the timing to start variable display of the second special symbol (when NO is determined in S78), the main CPU 201 shifts the process to S80.

[0291] On the other hand, if it is determined in S78 that it is time to start the variable display of the second special pattern (if S78 is determined as YES), that is, if no processing related to the second special pattern has been executed and variable display can be started, the main CPU 201 transfers the processing to S79.

[0292] In S79, the main CPU 201 executes the special symbol management process. As described above, the details of the special symbol management process will be described later with reference to Fig. 20. After executing the process of S79, the main CPU 201 shifts the process to S80.

[0293] In S80, the main CPU 201 loads the control state number of the first special symbol. After executing the process of S80, the main CPU 201 shifts the process to S81.

[0294] In S81, the main CPU 201 determines whether or not it is time to start variable display of the first special symbol, based on the control state number of the first special symbol loaded in S80.

[0295] When it is determined in S81 that it is not time to start variable display of the first special symbol (when S81 is determined as NO), the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see Figs. 13 to 16).

[0296] On the other hand, if it is determined in S81 that it is time to start variable display of the first special pattern (if S81 is determined as YES), that is, if no processing related to the first special pattern has been executed and variable display can be started, the main CPU 201 transfers processing to S82.

[0297] In S82, the main CPU 201 performs the special symbol management process. As described above, the details of the special symbol management process will be described later with reference to Fig. 20. After executing the process of S82, the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see Figs. 13 to 16).

[0298] It is preferable that the main CPU 201 sets an interrupt prohibited section and performs the above-mentioned special symbol control process (S71 to S82) within the interrupt prohibited section.

[0299] In this manner, in this embodiment, the special pattern management process described below is executed in the following order of priority: when any process related to the second special pattern is being executed, when any process related to the first special pattern is being executed, when no process related to the second special pattern is being executed and variable display can be started, when no process related to the first special pattern is being executed and variable display can be started.

[0300] [1-5-5. Special design management processing] Next, the special symbol management process executed by the main CPU 201 in S73, S76, S79, and S82 in the special symbol control process (see FIG. 19) will be described with reference to Fig. 20. Fig. 20 is a flowchart showing an example of the special symbol management process in the first pachinko game machine.

[0301] For example, when the special pattern management process is called and executed at S73 or S79 during the special pattern control process, the second special pattern is the target of processing, and when the special pattern management process is called and executed at S76 or S82 during the special pattern control process, the first special pattern is the target of processing.

[0302] 20, the numbers ("0" to "5") in parentheses to the right of each process are the control state numbers of the special symbols to be processed. The main CPU 201 progresses the special symbol game by executing each process corresponding to the control state number.

[0303] First, the main CPU 201 determines whether or not the waiting time for the special symbol is 0 (S91).

[0304] When it is determined in S91 that the waiting time for the special symbol is not 0 (when S91 is determined as NO), the main CPU 201 ends the special symbol management process, and returns the process to the special symbol control process (see FIG. 19).

[0305] On the other hand, when it is determined in S91 that the waiting time for the special symbol is 0 (YES in S91), the main CPU 201 shifts the process to S92.

[0306] In S92, the main CPU 201 loads the control state number of the special symbol. After executing the process of S92, the main CPU 201 shifts the process to S93. The main CPU 201 performs the process of S93 and subsequent processes based on the control state number read in the process of S92.

[0307] In S93, the main CPU201 performs a special symbol variable display start process. This process of S93 is performed when the control state number of the special symbol is "0". Details of this special symbol variable display start process will be described later with reference to Fig. 21. If the control state number of the special symbol is not "0", the main CPU201 shifts the process to S94.

[0308] In S94, the main CPU201 performs special symbol variable display end processing. This S94 processing is performed when the control state number of the special symbol is "1". Details of this special symbol variable display end processing will be described later with reference to Figures 22 and 23. If the control state number of the special symbol is not "1", the main CPU201 moves the processing to S95.

[0309] In S95, the main CPU201 performs a special symbol game determination process. This process of S95 is performed when the control state number of the special symbol is "2". Details of this special symbol game determination process will be described later with reference to Figs. 24 and 25. If the control state number of the special symbol is not "2", the main CPU201 shifts the process to S96.

[0310] In S96, the main CPU201 performs a large prize opening preparation process. This process of S96 is performed when the control state number of the special symbol is "3". Details of this large prize opening preparation process will be described later with reference to FIG. 27. If the control state number of the special symbol is not "3", the main CPU201 moves the process to S97.

[0311] In S97, the main CPU201 performs a special prize opening control process. This process in S97 is performed when the control state number of the special symbol is "4." Details of this special prize opening control process will be described later with reference to FIG. 28. If the control state number of the special symbol is not "4," the main CPU201 moves the process to S98.

[0312] In S98, the main CPU 201 performs a big win end process. This process in S98 is performed when the control state number of the special symbol is "5." Details of this big win end process will be described later with reference to FIG.

[0313] After completing the processes of S93 to S98, the main CPU 201 returns the process to the special symbol control process (see FIG. 19). If the special symbol management process is called in S73 during the special symbol control process, the main CPU 201 returns the process to S74, if it is called in S76, the process returns to S77, if it is called in S79, the process returns to S80, and if it is called in S82, the special symbol control process also ends.

[0314] [1-5-6. Special pattern variable display start processing] Next, a special symbol variable display start process executed by the main CPU 201 in S93 during the special symbol management process (see FIG. 20) will be described with reference to Fig. 21. Fig. 21 is a flowchart showing an example of the special symbol variable display start process in the first pachinko game machine.

[0315] In addition, when the special symbol variable display start process is called in S93 during the special symbol management process for the first special symbol, the first special symbol is the target of processing. Similarly, when the special symbol variable display start process is called in S93 during the special symbol management process for the second special symbol, the second special symbol is the target of processing.

[0316] As shown in FIG. 21, the main CPU 201 first determines whether or not the control state number of the special symbol is "0" (S101).

[0317] When it is determined in S101 that the control state number of the special symbol is not "0" (when S101 is determined as NO), the main CPU201 ends the special symbol variable display start process, and returns the process to the special symbol management process (see FIG. 20).

[0318] On the other hand, when it is determined in S101 that the control state number of the special symbol is "0" (YES in S101), the main CPU 201 shifts the process to S102.

[0319] In S102, the main CPU 201 judges whether the special symbol pause flag is off. The special symbol pause flag is a flag that stops the progress of the game so as not to proceed to the next process. Therefore, in this S102, even if S101 is judged as YES (i.e., even if the start condition of the special symbol is established), if the special symbol pause flag is not off, that is, is on (S102 is judged as NO), the special symbol variable display start process is not progressed and is ended.

[0320] If it is determined in S102 that the special symbol pause flag is not OFF, i.e., ON (NO in S102), the special symbol variable display start process does not proceed as described above, and the main CPU201 ends the special symbol variable display start process. After that, the main CPU201 returns the process to the special symbol management process (see FIG. 20).

[0321] On the other hand, when it is determined in S102 that the special symbol pause flag is OFF (YES in S102), the main CPU 201 shifts the process to S103.

[0322] In S103, the main CPU 201 performs a shift process of the start information of the special symbol. After executing the process of S103, the main CPU 201 shifts the process to S104.

[0323] In S104, the main CPU201 performs a special symbol hit determination process. In this process, a special symbol hit determination table (see FIG. 6) is referenced, and a special symbol hit determination is performed using a random number value for determining whether the special symbol is a big hit. In this embodiment, it is determined whether the special symbol is a big hit, a small hit, or a miss. In the special symbol hit determination process, first, a process is performed to determine whether the special symbol is a big hit, and if it is determined that the special symbol is not a big hit in this process, a process is performed to determine whether the special symbol is a small hit, and if it is determined that the special symbol is not a small hit in this process, it is determined that the special symbol is a miss. After executing the process of S104, the main CPU201 moves the process to S105.

[0324] In S105, the main CPU201 performs a special symbol determination process. This process is a process for determining or deciding the stop symbol of the special symbol corresponding to the result (for example, big win, small win, or miss) of the special symbol hit determination process (S104). In this process, the special symbol determination table (see FIG. 10) is referenced, and the above-mentioned "hit time selection symbol command" or "symbol designation command" is determined using the symbol random number value of the special symbol. In this embodiment, since there is only one type of miss, if the hit determination process of the special symbol is a miss, there is no need to determine the stop symbol. After executing the process of S105, the main CPU201 moves the process to S106.

[0325] In S106, the main CPU201 performs a jackpot type determination process. This process is a process for determining or deciding the type of jackpot when the result of the special symbol hit determination process is, for example, a jackpot. In this process, the jackpot type determination table (see FIG. 11) is referenced, and the type of jackpot is determined according to the "hit time selection symbol command" determined in the special symbol determination process (S105). In this embodiment, the jackpot type is set to multiple types, but the jackpot type may be one. Furthermore, instead of or in addition to the multiple types of jackpot, multiple types of other hits (for example, small hits) may be provided, or multiple types of misses may be provided. After executing the process of S106, the main CPU201 moves the process to S107.

[0326] In S107, the main CPU201 performs a process for determining the variation pattern of the special symbol. This process is a process for judging or determining the variation pattern of the special symbol. In this process, the variation pattern of the special symbol is determined by referring to the variation pattern table (see FIG. 12), for example, according to the type of the special symbol, the result of the special symbol hit judgment process (S104), the random number value for reach judgment and / or the random number value for performance selection. In this embodiment, in a normal game state in which left hitting is recommended, the variation pattern of the special symbol is determined by referring to the variation pattern table of the special symbol for low start (see FIG. 12(A)), and in a game state in which right hitting is recommended (for example, a high probability time-saving game state, a high probability non-time-saving game state, a low probability time-saving game state), the variation pattern of the special symbol is determined by referring to the variation pattern table of the special symbol for high start (see FIG. 12(B)). After executing the process of S107, the main CPU201 transfers the process to S108.

[0327] In S108, the main CPU201 performs a variable display time setting process for the special symbol. In this process, the change pattern table (see FIG. 12) is referenced, and the change time corresponding to the change pattern determined in the change pattern determination process for the special symbol (S107) is determined as the change time for the special symbol. After executing the process of S108, the main CPU201 shifts the process to S109.

[0328] In S109, the main CPU201 performs a process of setting the control state number of the special symbol to "1". In this way, by performing a process of setting the control state number of the special symbol to "1" and switching the control state number, after the special symbol variable display start process ends, a special symbol variable display end process (see S94 in FIG. 20) is performed. After executing the process of S109, the main CPU201 shifts the process to S110.

[0329] In S110, the main CPU 201 performs a game state designation parameter setting process. In this process, for example, update process of parameters related to the game state (for example, the number of times of the probability change remaining, the number of times of the time reduction remaining, etc.) stored in a predetermined area in the main RAM 203 is performed. After executing the process of S110, the main CPU 201 shifts the process to S111.

[0330] In S111, the main CPU 201 performs a game status management process. In this process, the main CPU 201 mainly performs an update process of various flags related to the management of the game status (for example, a probability change flag, a time-saving flag, etc.). After executing the process of S111, the main CPU 201 shifts the process to S112.

[0331] In S112, the main CPU 201 performs a transmission reservation process for the special symbol effect start command. The special symbol effect start command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process.

[0332] In addition, it is preferable that the main CPU 201 sets an interrupt prohibited section and performs the above-mentioned special pattern variable display start processing (particularly the game state management processing (S111) and the special pattern performance start command transmission reservation processing (S112)) within the interrupt prohibited section.

[0333] [1-5-7. Special pattern variable display end processing] Next, a special symbol variable display end process executed by the main CPU 201 in S94 during the special symbol management process (see FIG. 20) will be described with reference to Fig. 22 and Fig. 23. Fig. 22 and Fig. 23 are a flow chart showing an example of the special symbol variable display end process in the first pachinko game machine.

[0334] In addition, when the special symbol variable display end process is called in S94 during the special symbol management process in which the first special symbol is the processing target, the first special symbol is the processing target. Similarly, when the special symbol variable display end process is called in S94 during the special symbol management process in which the second special symbol is the processing target, the second special symbol is the processing target. In addition, in the special symbol variable display end process described below, the special symbol that is the processing target is simply referred to as the "special symbol," and the special symbol that is not the processing target is referred to as the "other special symbol."

[0335] First, the main CPU 201 determines whether or not the control state number of the special symbol is "1" (S121).

[0336] When it is determined in S121 that the control state number of the special symbol is not "1" (when S121 is determined as NO), the main CPU201 ends the special symbol variable display ending process, and returns the process to the special symbol management process (see FIG. 20).

[0337] On the other hand, when it is determined in S121 that the control state number of the special symbol is "1" (YES determination in S121), the main CPU 201 shifts the process to S122.

[0338] In S122, the main CPU 201 loads the special symbol pause flag value. After executing the process of S122, the main CPU 201 shifts the process to S123.

[0339] In S123, the main CPU 201 determines whether or not the special symbol pause flag is OFF based on the special symbol pause flag value loaded in S122.

[0340] When it is determined in S123 that the special symbol pause flag is not OFF, that is, is ON (NO in S123), the main CPU 201 ends the special symbol variable display end process, and returns the process to the special symbol management process (see FIG. 20).

[0341] On the other hand, when it is determined in S123 that the special symbol pause flag is OFF (YES in S123), the main CPU 201 shifts the process to S124.

[0342] In S124, the main CPU201 sets the control state number of the special symbol to "2." In this way, by switching the control state number by performing the process of setting the control state number of the special symbol to "2," the special symbol game determination process (see S95 in FIG. 20) is performed after the special symbol variable display end process is completed. After executing the process of S124, the main CPU201 shifts the process to S125.

[0343] In S125, the main CPU201 performs a transmission reservation process for a special symbol effect stop command. In this process, a process for stopping the variable display of the special symbol is also performed. The special symbol effect stop command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process during the next system timer interrupt process (see S242 in FIG. 32 described later). After executing the process of S125, the main CPU201 shifts the process to S126.

[0344] In S126, the main CPU201 adds 1 to the value of the determined symbol counter. The determined symbol counter is a counter for counting the number of times a special symbol is determined (the number of times a special symbol game is executed), and the count value is stored in a predetermined area in the main RAM203. For example, a counter for managing the number of games of a special symbol game played under a specific state such as the number of times of remaining probability bonus or the number of times of remaining time reduction may be provided, but the number of games of a special symbol game played under a specific state may be managed by the determined symbol counter. After executing the process of S126, the main CPU201 shifts the process to S127.

[0345] In S127, the main CPU 201 determines whether or not the result of the special symbol winning determination process (see S104 in FIG. 21) is a small winning.

[0346] In S127, when it is determined that the result of the special symbol winning determination process (see S104 in FIG. 21) is not a small winning (NO in S127), the main CPU 201 shifts the process to S129.

[0347] On the other hand, in S127, when the result of the special symbol winning determination process (see S104 in FIG. 21) is determined to be a small winning (YES determination in S127), the main CPU 201 shifts the process to S128.

[0348] In S128, the main CPU 201 sets a special symbol pause flag for the other special symbol. By performing this process, it is possible to prevent the variable display of the other special symbol from starting or stopping during the execution of the small win game control process. After executing the process of S128, the main CPU 201 shifts the process to S129.

[0349] In S129, the main CPU 201 determines whether or not the result of the special symbol winning determination process (see S104 in FIG. 21) is a big win.

[0350] In S129, if the result of the special pattern hit determination process (see S104 in Figure 21) is determined to be not a jackpot (if S129 is a NO determination), the main CPU 201 ends the special pattern variable display end process and returns the process to the special pattern management process (see Figure 20).

[0351] On the other hand, in S129, when the result of the special symbol winning determination process (see S104 in FIG. 21) is determined to be a big win (YES determination in S129), the main CPU 201 shifts the process to S130.

[0352] In S130, the main CPU 201 sets a special symbol pause flag for the other special symbol. By performing this process, it is possible to prevent the variable display of the other special symbol from starting during the execution of the big win game control process. After executing the process of S130, the main CPU 201 shifts the process to S131.

[0353] In S131, the main CPU 201 determines whether or not the other special symbol is being variably displayed (S131).

[0354] When it is determined in S131 that the other special symbol is not being variably displayed (when S131 is determined as NO), the main CPU 201 ends the special symbol variable display ending process, and returns the process to the special symbol management process (see FIG. 20).

[0355] On the other hand, when it is determined in S131 that the other special symbol is being variably displayed (YES in S131), the main CPU 201 shifts the process to S132.

[0356] In S132, the main CPU 201 increments the value of the determined symbol number counter by 1. After executing the process of S132, the main CPU 201 shifts the process to S133.

[0357] In S133, the main CPU 201 sets a variable display stop flag. When this process is performed, a test firing signal is output to the outside. This test firing signal is a signal indicating that the other special symbol has been forcibly stopped as a miss. After performing the process of S133, the main CPU 201 moves the process to S134.

[0358] In S134, the main CPU201 forcibly changes the hit flag of the other special symbol to a miss and sets it. By performing this process, if the result of the hit determination process (see S104 in FIG. 21) of the special symbol to be processed is a big hit, the other special symbol is forcibly stopped as a miss even if the other special symbol is being variably displayed and the result of the hit determination process of this other special symbol is a big hit. After performing the process of S134, the main CPU201 moves the process to S135.

[0359] In S135, the main CPU 201 executes a process of clearing a working area related to the variable display of the other special symbol. After executing the process of S135, the main CPU 201 shifts the process to S136.

[0360] In S136, the main CPU 201 performs a process of setting a predetermined confirmation waiting time in the timer of the other special symbol. In this process, the confirmation waiting time is set so that when the special symbol stops in a stop display mode indicating a big win, the other special symbol stops in a stop display mode indicating a loss. After executing the process of S136, the main CPU 201 shifts the process to S137.

[0361] In S137, the main CPU 201 sets the control state number of the other special symbol to “2.” After executing the process of S137, the main CPU 201 shifts the process to S138.

[0362] In S138, the main CPU 201 executes a game state designation parameter setting process. After executing the process of S138, the main CPU 201 shifts the process to S139.

[0363] In S139, the main CPU201 executes a transmission reservation process for the other special symbol effect stop command. The other special symbol effect stop command that is reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. After executing the process of S139, the main CPU201 ends the special symbol variable display end process and returns the process to the special symbol management process (see FIG. 20).

[0364] In this way, in the special pattern variable display termination processing of this embodiment, if the special pattern pause flag is not set for the special pattern being processed, and the result of the hit determination processing for this special pattern (see S104 in Figure 21) is a jackpot, and the other special pattern is being variably displayed, processing is performed to forcibly change the variable display of the other special pattern to a miss.

[0365] [1-5-8. Special symbol game judgment processing] Next, a special symbol game determination process executed by the main CPU 201 in S95 during the special symbol management process (see FIG. 20) will be described with reference to Fig. 24 and Fig. 25. Fig. 24 and Fig. 25 are a flow chart showing an example of the special symbol game determination process in the first pachinko game machine.

[0366] In addition, when this special symbol game judgment process is called in S95 during the special symbol management process for the first special symbol, the first special symbol is the object of processing. Similarly, when the special symbol game judgment process is called in S95 during the special symbol management process for the second special symbol, the second special symbol is the object of processing.

[0367] First, the main CPU 201 determines whether the control state number of the special symbol is "2" (S141).

[0368] When it is determined in S141 that the control state number of the special symbol is not "2" (when S141 is determined as NO), the main CPU201 ends the special symbol game determination process, and returns the process to the special symbol management process (see FIG. 20).

[0369] On the other hand, when it is determined in S141 that the control state number of the special symbol is "2" (YES determination in S141), the main CPU 201 shifts the process to S142.

[0370] In S142, the main CPU 201 determines whether or not a big win has occurred, that is, whether or not the stopped special symbols are in a stopped display mode that indicates a big win.

[0371] In S142, if it is determined that the reel is not a jackpot, i.e., the stopped special symbols are not in a stop display mode that indicates a jackpot (if S142 is a NO judgment), the main CPU201 transfers the process to S143. On the other hand, if it is determined that the reel is a jackpot, i.e., the stopped special symbols are in a stop display mode that indicates a jackpot (if S142 is a YES judgment), the main CPU201 transfers the process to S145.

[0372] In S143, the main CPU 201 determines whether or not a small win has occurred, that is, whether or not the stopped special symbols are in a stopped display mode indicating a small win.

[0373] In S143, when it is determined that the special symbol is not a small win, that is, when it is determined that the stopped special symbol is a stop display mode indicating a loss (when NO is determined in S143), the main CPU 201 shifts the process to S144.

[0374] In S144, the main CPU 201 performs a special symbol game end process. This special symbol game end process will be described later with reference to Fig. 26. When the main CPU 201 performs the special symbol game end process, it ends the special symbol game determination process and returns the process to the special symbol management process (see Fig. 20).

[0375] On the other hand, in S143, when it is determined that it is a small win, that is, when it is determined that the stopped special symbol is a stopped display mode indicating a small win (when S143 is determined as YES), the main CPU 201 shifts the process to S145.

[0376] In S145, the main CPU 201 performs start setting processing for the big win game control processing or the small win game control processing. In this processing, signals outputted to, for example, the hall computer 186 (see FIG. 6 for both) or the island computer (not shown) via the external terminal board 184 are generated and updated. The signals generated and updated in this processing are signals related to the special symbols that are the processing targets of the special symbol game determination processing. After performing the processing of S145, the main CPU 201 shifts the processing to S146. The signals outputted to, for example, the hall computer 186 or the island computer via the external terminal board 184 will be described later.

[0377] In S146, the main CPU 201 performs a process of setting round display LED data. After that, the main CPU 201 performs processes such as a process of setting an upper limit value of the number of times the large prize opening (for example, the large prize opening 131 for large prize or the small prize opening 151 for small prize) to be opened (S147), a process of setting a large prize signal to the external terminal board 184 (S148), a process of setting the control state number of the special symbol to "3" (S149), a process of setting a game state designation parameter (S150), and a process of reserving the transmission of a large prize start display command (S151). Note that by performing a process of setting the control state number of the special symbol to "3" (S149) to switch the control state number, a process of preparing to open the large prize opening (see S96 in FIG. 20) is performed after the special symbol game judgment process is completed. After that, the main CPU 201 ends the special symbol game determination process, and returns the process to the special symbol management process (see FIG. 20).

[0378] It is preferable that the main CPU 201 sets an interrupt prohibited section and performs the above-mentioned special symbol game determination process (S141 to S151) within the interrupt prohibited section.

[0379] [1-5-9. Special symbol game end processing] Next, a special symbol game end process executed by the main CPU 201 in S144 during the special symbol game determination process (see Figs. 24 and 25) will be described with reference to Fig. 26. Fig. 26 is a flowchart showing an example of the special symbol game end process in the first pachinko game machine.

[0380] First, the main CPU 201 sets the control state number of the special symbol to "0" (S161). When the process of setting the control state number of the special symbol to "0" is performed in this manner, the execution of the next special symbol game becomes possible. After executing the process of S161, the main CPU 201 shifts the process to S162.

[0381] In S162, the main CPU201 performs a special symbol game state designation parameter setting process. After that, the main CPU201 performs a special symbol game end command transmission reservation process (S163). The special symbol game end command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. Then, after the process of S163, the main CPU201 ends the special symbol game end process and the special symbol game determination process, and returns the process to the special symbol management process (see FIG. 20).

[0382] [1-5-10. Preparation for opening the large prize hole] Next, referring to Fig. 27, a special prize opening preparation process executed by the main CPU 201 in S96 during the special symbol management process (see Fig. 20) will be described. Fig. 27 is a flow chart showing an example of the special prize opening preparation process in the first pachinko game machine.

[0383] In addition, when this large prize opening preparation process is called in S96 during the special symbol management process in which the first special symbol is the processing target, the first special symbol is the processing target. Similarly, when this large prize opening preparation process is called in S96 during the special symbol management process in which the second special symbol is the processing target, the second special symbol is the processing target.

[0384] First, the main CPU 201 determines whether the control state number of the special symbol is "3" (S171).

[0385] If it is determined in S171 that the control state number of the special symbol is not "3" (if S171 is a NO determination), the main CPU 201 ends the large prize opening preparation process, and returns the process to the special symbol management process (see FIG. 20).

[0386] On the other hand, when it is determined in S171 that the control state number of the special symbol is "3" (YES determination in S171), the main CPU 201 shifts the process to S172.

[0387] In S172, the main CPU201 loads the large prize opening counter value. When the large prize opening counter is in the large prize game control process, it corresponds to a counter that counts the number of round games executed in the large prize game state, and when the small prize game control process is in the small prize game control process, it corresponds to a counter that counts the number of small prize game control process. The count value of the large prize opening counter (large prize opening counter value) is stored in a predetermined area in the main RAM203. After executing the process of S172, the main CPU201 shifts the process to S173.

[0388] In S173, the main CPU 201 judges whether the number of times a large prize opening (for example, the large prize opening 131 for a large prize winning or the small prize opening 151 for a small prize winning) is opened is the upper limit. In this embodiment, the upper limit of the number of rounds, which is the number of times the large prize opening 131 for a large prize winning is opened in a large prize winning state, is, for example, 4 rounds or 10 rounds as shown in the large prize type determination table (see FIG. 11). On the other hand, the upper limit of the number of times the large prize opening 151 for a small prize winning is opened in a small prize winning state is, for example, 1 time.

[0389] When it is determined in S173 that the number of times the special prize opening has been opened has reached the upper limit (when the determination in S173 is YES), the main CPU 201 transfers the process to S174.

[0390] In S174, the main CPU201 sets the control state number of the special symbol to "5." In this way, by performing the process of setting the control state number of the special symbol to "5" (S174) and switching the control state number, the big win end process (see S98 in FIG. 20) is performed after the big prize opening preparation process is completed. After executing the process of S174, the main CPU201 shifts the process to S175.

[0391] In S175, the main CPU201 performs a game state designation parameter setting process. After that, the main CPU201 performs a process of reserving the transmission of a big win end display command (S176). The big win end display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. Then, after the process of S176, the main CPU201 ends the big win opening preparation process and returns the process to the special symbol management process (see FIG. 20).

[0392] Returning to S173, if it is determined that the number of times the special prize opening has been opened is not the upper limit (NO in S173), the main CPU 201 shifts the process to S177.

[0393] In S177, the main CPU 201 performs a process of adding 1 to the special prize opening number counter value. After executing the process of S177, the main CPU 201 shifts the process to S178.

[0394] In S178, the main CPU201 performs a process of selecting the big prize opening to be opened. In this process, if the big prize game control process is being executed, the big prize opening 131 for big prizes (see FIG. 4) is selected as the big prize opening to be opened, and if the small prize game control process is being executed, the small prize opening 151 (see FIG. 4) is selected as the big prize opening to be opened. After executing the process of S178, the main CPU201 shifts the process to S179.

[0395] In S179, the main CPU 201 performs various setting processes related to the large prize opening. In this process, for example, the opening count of the large prize openings (large prize opening 131 for large prizes, large prize opening 151 for small prizes), the maximum opening time of the large prize openings, the maximum number of winning balls into the large prize openings, the number of winning balls when winning balls enter the large prize openings, etc. are set. The opening count of the large prize opening corresponds to the number of rounds when the large prize opening control process is executed, and corresponds to the opening count of the small prize opening 151 when the small prize opening control process is executed. It is not intended to exclude the case where the large prize opening is opened multiple times in one round or small prize opening control process. However, in this case, it is preferable to perform the control for managing the number of rounds and the control for managing the opening and closing count of the large prize opening as separate processes. After executing the process of S179, the main CPU 201 transfers the process to S180.

[0396] In this embodiment, the maximum opening time of the large prize winning port is set to, for example, a maximum of 30,000 msec when the large prize winning control process is executed, and is set to, for example, a maximum of 1,800 msec when the small prize winning control process is executed. The maximum number of winning balls into the large prize winning port is set to, for example, a maximum of 10 balls when the large prize winning control process is executed, and is set to, for example, a maximum of 5 balls when the small prize winning control process is executed. The number of winning balls when the large prize winning port is entered is set to, for example, 10 balls for both the large prize winning port 131 for the large prize winning port and the large prize winning port 151 for the small prize winning port. However, the values ​​set in the various setting processes related to the large prize winning port are not limited to the above.

[0397] In S180, the main CPU 201 performs a large prize opening / closing control process. In this process, a process of generating data for controlling the opening / closing of the large prize openings (large prize opening 131 for large prize winning, large prize opening 151 for small prize winning) is performed. After executing the process of S180, the main CPU 201 shifts the process to S181.

[0398] In S181, the main CPU201 sets the control state number of the special symbol to "4." In this way, by performing the process of setting the control state number of the special symbol to "4" (S181) and switching the control state number, the special prize opening opening control process (see S97 in FIG. 20) is performed after the special prize opening preparation process is completed. After executing the process of S181, the main CPU201 shifts the process to S182.

[0399] In S182, the main CPU 201 executes a game state designation parameter setting process. After executing the process of S182, the main CPU 201 shifts the process to S183.

[0400] In S183, the main CPU201 executes a transmission reservation process for the large prize opening display command. The large prize opening display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. After executing the process of S183, the main CPU201 ends the large prize opening preparation process and returns the process to the special symbol management process (see FIG. 20).

[0401] [1-5-11. Large prize opening control process] Next, the special prize opening control process executed by the main CPU 201 in S97 during the special symbol management process (see FIG. 20) will be described with reference to Fig. 28. Fig. 28 is a flow chart showing an example of the special prize opening control process in the first pachinko game machine.

[0402] In addition, when this large prize opening control process is called in S97 during the special symbol management process for the first special symbol, the first special symbol is the object of processing. Similarly, when the large prize opening control process is called in S97 during the special symbol management process for the second special symbol, the second special symbol is the object of processing.

[0403] First, the main CPU 201 determines whether the control state number of the special symbol is "4" (S191).

[0404] If it is determined in S191 that the control state number of the special symbol is not "4" (if S191 is a NO determination), the main CPU201 ends the big prize opening control process, and returns the process to the special symbol management process (see FIG. 20).

[0405] On the other hand, when it is determined in S191 that the control state number of the special symbol is "4" (YES determination in S191), the main CPU 201 shifts the process to S192.

[0406] In S192, the main CPU 201 judges whether the number of game balls that have entered the large prize openings (large prize opening 131 for large prize winning, large prize opening 151 for small prize winning) is the maximum number of winning balls. In this process, it is judged whether the value counted by the large prize opening winning counter (for example, the large prize opening count switch 132 for large prize winning, the large prize opening count switch 152 for small prize winning (see FIG. 6 for both)) that counts the number of game balls that have entered the large prize openings is equal to or greater than the maximum number of winning balls. The large prize opening winning counter value counted by the large prize opening winning counter is stored in a predetermined area in the main RAM 203.

[0407] In S192, if it is determined that the number of game balls that have entered the large prize openings (large prize opening 131 for large wins, large prize opening 151 for small wins) is not the maximum number of winning balls (if S192 is a NO judgment), the main CPU 201 transfers the processing to S193.

[0408] On the other hand, in S192, if it is determined that the number of game balls that have entered the large prize openings (large prize opening 131 for large prizes, large prize opening 151 for small prizes) is greater than or equal to the maximum number of winning balls (if S192 is determined to be YES), the main CPU 201 transfers the processing to S194.

[0409] In S193, the main CPU 201 judges whether the maximum opening time of the big prize winning hole (big prize winning hole 131 for big prize winning, small prize winning hole 151 for small prize winning) has elapsed. In this process, it is judged whether the maximum opening time set in the big prize winning hole related various setting process (see S179 in FIG. 27) has elapsed.

[0410] If it is determined in S193 that the maximum opening time of the large prize opening (large prize opening 131 for large win, large prize opening 151 for small win) has not elapsed (if S193 is determined as NO), the main CPU 201 terminates the large prize opening opening control process and returns the process to the special pattern management process (see Figure 20).

[0411] On the other hand, if it is determined in S193 that the maximum opening time of the large prize openings (large prize opening 131 for large prizes, large prize opening 151 for small prizes) has elapsed (if S193 is a YES judgment), the main CPU 201 transfers the process to S194.

[0412] In S194, the main CPU 201 performs a process of closing the big prize openings (the big prize opening 131 for big win and the big prize opening 151 for small win). After executing the process of S194, the main CPU 201 shifts the process to S195.

[0413] In S195, the main CPU201 performs a process to set the control state number of the special symbol to "3." In this way, by performing the process to set the control state number of the special symbol to "3" (S195) and switching the control state number, the special prize opening opening preparation process (see S96 in FIG. 20) is performed again after the special prize opening control process is completed. After executing the process of S195, the main CPU201 shifts the process to S196.

[0414] In S196, the main CPU 201 executes a game state designation parameter setting process. After executing the process of S196, the main CPU 201 shifts the process to S197.

[0415] In S197, the main CPU201 performs a process of reserving transmission of an inter-round display command. The inter-round display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in a performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. Then, after the process of S197, the main CPU201 ends the big prize opening control process and returns the process to the special symbol management process (see FIG. 20).

[0416] [1-5-12. Jackpot end processing] Next, the big win end process executed by the main CPU 201 in S98 during the special symbol management process (see FIG. 20) will be described with reference to Fig. 29. Fig. 29 is a flowchart showing an example of the big win end process in the first pachinko game machine.

[0417] In addition, if this jackpot end process is called in S98 during the special symbol management process for the first special symbol, the first special symbol is the target of processing. Similarly, if the jackpot end process is called in S98 during the special symbol management process for the second special symbol, the second special symbol is the target of processing.

[0418] First, the main CPU 201 determines whether or not the control state number of the special symbol is "5" (S201).

[0419] When it is determined in S201 that the control state number of the special symbol is not "5" (when S201 is determined as NO), the main CPU201 ends the big win end process and also ends the special symbol management process (see FIG. 20), and returns the process to the special symbol control process (see FIG. 19). In this case, the process returns to the process from which the special symbol management process was called.

[0420] On the other hand, when it is determined in S201 that the control state number of the special symbol is "5" (when the determination in S201 is YES), the main CPU 201 transfers the process to S202.

[0421] In S202, the main CPU201 executes a special symbol game end setting process. In this process, the values ​​of various flags (e.g., a probability change flag, a time-saving flag, etc.) are set or reset, and the values ​​of various counters (e.g., a probability change counter, a time-saving counter, a symbol confirmation number counter, a large prize opening number counter, a large prize opening prize counter, etc.) are set or reset. The special symbol pause flag is reset in the special symbol game end setting process (S202). After executing the process of S202, the main CPU201 shifts the process to S203.

[0422] In S203, the main CPU201 executes the special symbol game end process. In this process, the special symbol game end process described with reference to Fig. 26 is executed. After executing the process of S203, the main CPU201 ends the big win end process and the special symbol management process (see Fig. 20), and returns the process to the special symbol control process (see Fig. 19). In this case, as described above, the process returns to the process from which the special symbol management process was called.

[0423] In addition, it is preferable that the main CPU 201 sets an interrupt prohibited section and performs the above-mentioned jackpot end processing within the interrupt prohibited section.

[0424] [1-5-13. Normal pattern control processing] Next, with reference to FIG. 30, a description will be given of the normal symbol control process executed by the main CPU 201 in S40 in the main control main process (see FIGS. 13 to 16).

[0425] Fig. 30 is a flow chart showing an example of normal symbol control processing in the first pachinko gaming machine. The numbers ("0" to "4") written in parentheses to the right of each process in the flow chart shown in Fig. 30 are control state numbers of normal symbols. The main CPU 201 progresses the normal symbol game by executing each process corresponding to the control state number of the normal symbol.

[0426] The main CPU 201 first determines whether or not the waiting time for the normal symbol is 0 (S211).

[0427] When it is determined in S211 that the waiting time for the normal symbol is not 0 (when S211 is a NO determination), the main CPU201 ends the normal symbol control process, and returns the process to S41 (see FIG. 16).

[0428] On the other hand, when it is determined in S211 that the waiting time for the normal symbol is 0 (when the determination in S211 is YES), the main CPU 201 shifts the process to S212.

[0429] In S212, the main CPU 201 loads the control state number of the normal symbol (S212). After executing the process of S212, the main CPU 201 shifts the process to S213. The main CPU 201 performs the process of S213 and subsequent processes based on the control state number read in the process of S212.

[0430] In S213, the main CPU 201 performs variable display start processing of the normal symbol. This processing of S213 is performed when the control state number of the normal symbol is "0". If the control state number of the normal symbol is not "0", the main CPU 201 transfers the processing to S214.

[0431] In S214, the main CPU201 performs variable display end processing of the normal symbol. This S214 processing is performed when the control state number of the normal symbol is "1". In this processing, the main CPU201 performs various processing when ending the variable display of the normal symbol. If the control state number of the normal symbol is not "1", the main CPU201 transfers the processing to S215.

[0432] In S215, the main CPU201 performs a normal symbol gameplay determination process. This S215 process is performed when the control state number of the normal symbol is "2". In this normal symbol gameplay determination process, a determination process is performed for the derived result of the normal symbol (for example, whether the normal symbol is a win or a miss). If the control state number of the normal symbol is not "2", the main CPU201 transfers the process to S216.

[0433] In S216, the main CPU 201 performs a normal electric role release process. This S216 process is performed when the control state number of the normal symbol is "3". In this process, for example, the opening process of the normal electric role 146 is performed in a predetermined manner. If the control state number of the normal symbol is not "3", the main CPU 201 transfers the process to S217.

[0434] In S217, the main CPU 201 performs normal symbol winning end processing. This S217 processing is performed when the control state number of the normal symbol is "4". When the main CPU 201 ends this normal symbol winning end processing, it ends the normal symbol control processing and returns the processing to the main control main processing (see FIG. 13 to FIG. 16).

[0435] In this embodiment, the random numbers for determining whether a normal symbol wins are generated in a range (width) of, for example, 0 to 255, and 0 to 255 is used as the normal symbol winning judgment value data. The probability of winning a normal symbol is determined by the number of normal symbol winning judgment value data relative to the total number of random numbers for determining whether a normal symbol wins. For example, the probability of winning a normal symbol is 255 / 256 in this embodiment. This probability of winning a normal symbol is the same or almost the same when the time-saving control is executed and when the time-saving control is not executed. However, the variable display of the normal symbol is executed for a relatively long time, for example, 600 sec, in a game state in which the time-saving control is not executed, whereas it is executed for a relatively short time, for example, 1 sec, in a game state in which the time-saving control is executed. In this way, when the time-saving control is executed, the frequency of execution of the normal electric accessory release process, i.e., the frequency of the game ball entering the second starting hole 140A, 140B, is increased.

[0436] [1-5-14.External Maskable Interrupt Processing] Next, an external maskable interrupt process executed under the control of the main CPU 201 will be described with reference to Fig. 31. This process is an interrupt process executed in response to an external interrupt request generated, for example, when power is interrupted. Fig. 31 is a flow chart showing an example of the external maskable interrupt process in the first pachinko game machine.

[0437] The main CPU 201 first performs a process of saving the protected register (S221). After executing the process of S221, the main CPU 201 shifts the process to S222.

[0438] In S222, the main CPU 201 reads the state of a predetermined input port of the I / O port 205. The above-mentioned predetermined input port is an input port to which the state of, for example, a power interruption detection line, a backup clear switch line, a sensor abnormality detection line, a radio wave sensor line, an open detection line, a magnetic sensor line, a vibration sensor line, a solenoid monitoring sensor line, etc. is set. After executing the process of S222, the main CPU 201 shifts the process to S223.

[0439] In S223, the main CPU 201 determines whether or not a power interruption has been detected.

[0440] If it is determined in S223 that a power interruption has not been detected (if S223 is a NO judgment), the main CPU 201 transfers the process to S225. On the other hand, if it is determined in S223 that a power interruption has been detected (if S223 is a YES judgment), the main CPU 201 transfers the process to S224.

[0441] In S224, the main CPU 201 sets (turns on) the XINT detection flag. The XINT detection flag is a flag indicating power interruption, and the value of the XINT detection flag is stored in an XINT detection flag area in a work area of ​​the main RAM 203. After executing the process of S2224, the main CPU 201 shifts the process to S225.

[0442] In S225, the main CPU 201 performs a process of restoring the protection register saved in S221. After executing the process of S225, the main CPU 201 shifts the process to S226.

[0443] In S226, the main CPU 201 performs an interrupt permission process. After performing this process, the main CPU 201 ends the external maskable interrupt process.

[0444] [1-5-15. System timer interrupt processing] Next, a system timer interrupt process executed by the main CPU 201 at an interrupt period of, for example, 2 msec will be described with reference to Fig. 32. Fig. 32 is a flow chart showing an example of the system timer interrupt process executed in the first pachinko game machine.

[0445] First, the main CPU 201 performs a process of saving the protection register (S231).

[0446] Next, the main CPU201 judges whether the XINT detection flag is off (S232). If it is judged that the XINT detection flag is not off (i.e., a power interruption is detected) (if NO is judged in S232), the main CPU201 transfers the process to S246. On the other hand, if it is judged that the XINT detection flag is off (i.e., a power interruption is not detected) (if YES is judged in S232), the main CPU201 transfers the process to S233.

[0447] In S233, the main CPU 201 performs an interrupt permission process. After that, the main CPU 201 performs a process of reading the state of the input port of the I / O port 205 (S234), and moves the process to S235.

[0448] In S235, the main CPU 201 judges whether or not the game is permitted. In this process, the main CPU 201 judges whether or not the game is permitted based on, for example, the value of a start-up control flag. The start-up control flag is a flag for judging whether the start-up state at the time of power-on is one of power-off recovery, setting change, setting check, RAM clear, etc. For example, if the power is restored, it is judged that the game is permitted, and if the setting is changed, setting is checked, RAM is cleared, etc., it is judged that the game is not permitted.

[0449] The startup control flag is configured by a combination of on / off information of the backup clear switch 176 and the setting key 174 when the power is turned on. For example, when the power is turned on, if both the backup clear switch 176 and the setting key 174 are off, it is determined that power has been restored, if both the backup clear switch 176 and the setting key 174 are on, it is determined that the setting has been changed, if the backup clear switch 176 is off and the setting key 174 is on, it is determined that the setting has been confirmed, and if the backup clear switch 176 is on and the setting key 174 is off, it is determined that the RAM has been cleared.

[0450] If it is determined in S235 that the game is not permitted (if S235 is determined as NO), the main CPU201 performs a setting control process (S236). In this setting control process, a setting change process or a setting confirmation process is performed. That is, in this embodiment, the setting change process and the setting confirmation process are performed within a system timer interrupt process that is performed at a 2 msec cycle, for example, and are performed when the game is not permitted, that is, when the game is not permitted. Details of the setting control process (S236) will be described later with reference to FIG. 33. After executing the setting control process (S236), the main CPU201 shifts the process to S246.

[0451] In addition, if the game is not permitted (if S235 is judged as NO), it is preferable that the main CPU 201 prohibits the launch of game balls from the launching device 6 (see Figure 6), disables various switches except for specific switches (e.g., setting key 174, backup clear switch 176, etc.), and prohibits the payout of prize balls from the payout device 82.

[0452] On the other hand, when it is determined in S235 that the game is permitted (when the determination in S235 is YES), the main CPU 201 shifts the process to S237.

[0453] In S237, the main CPU 201 executes a process of incrementing the value of the interrupt counter by 1. The interrupt counter is a counter for counting (managing) interrupt prohibited sections during the main control main process (see Figs. 13 to 16), and the count value of the interrupt counter is stored in an interrupt counter area in a work area of ​​the main RAM 203. After executing the process of S237, the main CPU 201 shifts the process to S238.

[0454] In S238, the main CPU 201 performs an update process of the interrupt cycle timer. After executing the process of S238, the main CPU 201 shifts the process to S239. The interrupt cycle timer is a timer for managing an interrupt cycle (e.g., 2 msec), and the count value of the interrupt cycle timer is stored in an interrupt cycle management timer area in a working area of ​​the main RAM 203.

[0455] In S239, the main CPU201 performs a random number update process. In this random number update process, various random number counters (for example, a random number counter for determining a jackpot of a special symbol, etc.) are updated. In this way, by performing the random number update process at a predetermined cycle (2 msec in this embodiment), it is possible to ensure the reliability of various random numbers, which are an important factor related to the number of balls dispensed. After executing the process of S239, the main CPU201 transfers the process to S240.

[0456] In S240, the main CPU 201 performs a switch input detection process. Details of this switch input detection process will be described later with reference to Fig. 38. After executing the process of S240, the main CPU 201 shifts the process to S241.

[0457] In S241, the main CPU201 executes a winning information command setting process. In this process, a transmission reservation process for a performance control command (winning information command) is performed. After executing the process of S241, the main CPU201 shifts the process to S242.

[0458] In S242, the main CPU 201 performs a performance control command transmission process. In this process, a command that is reserved for transmission is transmitted from the main control circuit 200 to the sub-control circuit 300. After executing the process of S242, the main CPU 201 shifts the process to S243.

[0459] In S243, the main CPU 201 executes a register save process. After executing the process of S243, the main CPU 201 shifts the process to S244.

[0460] In S244, the main CPU201 performs a performance display monitor control process. In this process, game judgment process, prize ball addition judgment process, display content update process of the performance display monitor 170, etc. are performed. The data stored in this process is stored in an area (outside the area) separate from the work area in which data necessary for the progress of the game is stored, that is, in an area that is backed up and where the data is not cleared even if the RAM is cleared, for example. After executing the process of S244, the main CPU201 shifts the process to S245.

[0461] In S245, the main CPU 201 performs a process of restoring the registers saved in S243. After executing the process of S245, the main CPU 201 shifts the process to S246.

[0462] In S246, the main CPU 201 performs a process of restoring the protection register that was saved in S231, and ends the system timer interrupt process.

[0463] [1-5-16. Setting control processing] Next, the setting control process performed in S236 during the system timer interrupt process (see Fig. 32) will be described with reference to Fig. 33. Fig. 33 is a flow chart showing an example of the setting control process in the first pachinko gaming machine.

[0464] As shown in FIG. 33, the main CPU 201 first determines whether or not the value of the start-up control flag indicates a setting change (S251).

[0465] If it is determined in S251 that the value of the start control flag is a value indicating a setting change (YES in S251), the main CPU201 performs a setting change process (S252). Details of this setting change process will be described later with reference to Fig. 34. After executing the setting change process (S252), the main CPU201 shifts the process to S255.

[0466] On the other hand, if it is determined in S251 that the value of the start-up control flag does not indicate a setting change (NO in S251), the main CPU 201 transfers the process to S253.

[0467] In S253, the main CPU 201 determines whether or not the value of the start-up control flag is a value indicating setting confirmation.

[0468] If it is determined in S253 that the value of the start control flag is a value indicating setting confirmation (YES in S253), the main CPU201 performs setting confirmation processing (S254). Details of this setting confirmation processing will be described later with reference to Fig. 35. After executing the setting confirmation processing (S254), the main CPU201 shifts the processing to S255.

[0469] On the other hand, if it is determined in S253 that the value of the start control flag is not a value indicating confirmation of the setting, that is, if it is determined that the RAM is to be cleared (NO in S253), the main CPU 201 transfers the process to S257.

[0470] In S255, the main CPU 201 executes a setting operation display process. In this process, a display process of the currently set setting value is performed. After executing the process of S255, the main CPU 201 shifts the process to S256.

[0471] In S256, the main CPU 201 performs a performance control command transmission process. In this process, commands (initialization commands, power interruption recovery commands, or setting operation commands) reserved for transmission in the setting change process (S252), setting confirmation process (S254), or startup initial setting process (S25) are transmitted to the sub-control circuit 300. After executing the process of S256, the main CPU 201 shifts the process to S257.

[0472] In S257, the main CPU 201 performs output processing of a WDT (watchdog timer). In this processing (WDT output processing), a WDT clear register address read processing, a WDT clear processing, and a WDT restart processing are performed in this order. Although not described in other processing, this WDT output processing is performed as appropriate. Then, after the processing of S257, the main CPU 201 ends the setting control processing, and returns the processing to the system timer interrupt processing (see FIG. 32).

[0473] [1-5-17. Setting change processing] Next, the setting change process performed in S252 in the setting control process (see Fig. 33) will be described with reference to Fig. 34. Fig. 34 is a flow chart showing an example of the setting change process in the first pachinko gaming machine.

[0474] The main CPU 201 first determines whether the backup clear switch 176 has been pressed (S261). This process is performed by reading out information set in the input port of the I / O port 205.

[0475] If it is determined in S261 that the backup clear switch 176 has not been pressed (if S261 is a NO judgment), the main CPU 201 transfers the process to S263. On the other hand, if it is determined that the backup clear switch 176 has been pressed (if S261 is a YES judgment), the main CPU 201 transfers the process to S262.

[0476] In S262, the main CPU 201 performs a process of updating the set value within the range. After executing the process of S262, the main CPU 201 shifts the process to S263.

[0477] In this embodiment, in the setting change process, the setting value can be changed by operating the backup clear switch 176. However, instead of or in addition to this, for example, a setting switch may be provided so that the setting value can be changed by operating this setting switch.

[0478] In S263, the main CPU 201 determines whether or not the setting key 174 has been turned off (S263).

[0479] If it is determined in S263 that the setting key 174 has not been turned off (if S263 is a NO judgment), the main CPU 201 ends the setting change process and returns the process to the setting control process (see FIG. 33). On the other hand, if it is determined in S263 that the setting key 174 has been turned off (if S263 is a YES judgment), the main CPU 201 transfers the process to S264.

[0480] In S264, the main CPU201 performs a first normal game pre-processing. Details of this first normal game pre-processing will be described later with reference to FIG. 36. As described above, when this first normal game pre-processing is performed, the play permission flag is set to ON, and the game is permitted. After the first normal game pre-processing (S264) is executed, the main CPU201 ends the setting change processing, and returns the processing to the setting control processing (see FIG. 33).

[0481] [1-5-18. Setting confirmation process] Next, the setting confirmation process performed in S253 in the setting control process (see Fig. 33) will be described with reference to Fig. 35. Fig. 35 is a flow chart showing an example of the setting confirmation process in the first pachinko gaming machine.

[0482] The main CPU 201 first determines whether or not the setting key 174 has been turned off (S271). This determination process is performed in the same manner as the process of S263 in the setting change process described above (see FIG. 34).

[0483] If it is determined in S271 that the setting key 174 is not turned off (if a NO determination is made in S271), the main CPU 201 ends the setting confirmation process, and returns the process to the setting control process (see FIG. 33).

[0484] On the other hand, when it is determined in S271 that the setting key 174 has been turned off (when S271 is determined as YES), the main CPU201 performs a second normal game pre-processing (S272). Details of this second normal game pre-processing will be described later with reference to FIG. 37. As described above, when this second normal game pre-processing is performed, the play permission flag is set to ON, and the game is permitted. After the second normal game pre-processing (S272) is executed, the main CPU201 ends the setting confirmation process and returns the process to the setting control process (see FIG. 33).

[0485] [1-5-19. First normal game pre-processing] Next, the first normal game pre-processing performed at S264 during the setting change processing (see FIG. 34) will be described with reference to FIG. 36. FIG. 36 is a flow chart showing an example of the first normal game pre-processing in the first pachinko game machine. Note that this first normal game pre-processing is also performed as the initial setting processing when the power failure recovery, setting change, or setting confirmation is not performed in the startup initial setting processing (see FIG. 17), that is, when the RAM is cleared.

[0486] The main CPU 201 first performs an initialization RAM setting process (S281). In this process, a clear process (for example, construction of a working area and address setting, etc.) of an area in the main RAM 203 where backup data is stored when power is cut off (hereinafter referred to as a "backup area") is performed. Note that the area where data is stored in the performance display monitor control process (see S244 in FIG. 32) is not cleared. In this process, initial data is generated, and the generated initial data is stored in the constructed working area in the main RAM 203. That is, the data backed up when power is cut off is erased, and the game state can be returned to the initialized state. Note that, although not shown, in this process, the game state is returned to the initialized state, making it possible to start playing, and the game permission flag is set to ON, resulting in a game permission state. After executing the initialization RAM setting process (S281), the main CPU 201 shifts the process to S282.

[0487] In S282, the main CPU201 executes a transmission reservation process for an initialization command. The initialization command reserved for transmission in this process is transmitted to the sub-control circuit 300 in a performance control command transmission process (S256) in the setting control process (see FIG. 33). When the process of S282 is executed, the main CPU201 ends the first normal game pre-processing. When this first normal game pre-processing is ended, the play permission flag is set to ON, and the game is permitted.

[0488] [1-5-20. Second normal game pre-processing] Next, referring to Fig. 37, the second normal game pre-processing performed at S272 in the setting confirmation process (see Fig. 35) will be described. Fig. 37 is a flow chart showing an example of the second normal game pre-processing in the first pachinko game machine. Note that this second normal game pre-processing is also executed as the initial setting process at the time of power interruption recovery in the startup initial setting process (see Fig. 17).

[0489] The main CPU 201 first performs a RAM setting process when power is restored (S291). In this process, for example, data stored in the backup area in the main RAM 203 is read out, and the read out data is stored in the work area in the main RAM 203 that has been constructed. The above data is, for example, various information required for proceeding with the game, such as game state information, the on / off state of the hit flag of the special symbol or the normal symbol, and the reserved number information. That is, by restoring the data backed up at the time of power failure to the work area in the main RAM 203 again, it is possible to return to the same game state as before the power failure. Although not shown, in this process, it is possible to start playing by returning to the same game state as before the power failure, and the game permission flag is set to on, and the game is permitted. After executing the RAM setting process when power is restored (S291), the main CPU 201 shifts the process to S292.

[0490] In S292, the main CPU 201 determines whether the probability variable flag is on. This process is performed by reading data stored in the work area in the main RAM 203.

[0491] When it is determined in S292 that the probability variable flag is not on (when S292 is determined as NO), the main CPU 201 shifts the process to S294.

[0492] On the other hand, if it is determined in S292 that the probability variable flag is on (if S292 is determined as YES), the main CPU 201 transfers the process to S293.

[0493] In S293, the main CPU201 sets the probability variable notification flag to ON. This is performed to notify the state of the probability variable flag when the power is restored. When the probability variable notification flag is ON, the main CPU201 controls, for example, a probability variable notification LED (not shown) to be lit. This makes it possible to know from the outside whether the probability variable flag is ON or not when the power is restored. After executing the process of S293, the main CPU201 transfers the process to S294.

[0494] In S294, the main CPU201 executes a process for reserving the power interruption recovery command. The power interruption recovery command reserved for transmission in this process is transmitted to the sub-control circuit 300 in a performance control command transmission process (S256) in the setting control process (see FIG. 33). When the process of S294 is executed, the main CPU201 ends the second normal game pre-processing.

[0495] [1-5-21. Switch input detection process] Next, the switch input detection process performed in S240 during the system timer interrupt process (see FIG. 32) will be described with reference to Fig. 38. Note that Fig. 38 is a flow chart showing an example of the switch input detection process in the first pachinko game machine.

[0496] The main CPU 201 first performs an abnormal state monitoring process (S301). Details of this abnormal state monitoring process will be described later with reference to Fig. 39. After executing the process of S301, the main CPU 201 shifts the process to S302.

[0497] In S302, the main CPU 201 performs a normal symbol related switch check process. This process is performed by reading information set in the input port of the I / O port 205. After executing the process of S302, the main CPU 201 shifts the process to S303.

[0498] In S303, the main CPU 201 performs a special symbol-related switch check process. This process is performed by reading information set in the input port of the I / O port 205. If the first start port switch 121 or / and the second start port switch 141A, 141B are on, a reserved addition command for the start information of the first special symbol or / and the start information of the second special symbol is scheduled for transmission. In this case, for example, when a look-ahead performance is executed, a specific reserved addition command that can be identified as a reserved for execution of the look-ahead performance is transmitted. After executing the process of S303, the main CPU 201 transfers the process to S304.

[0499] In S304, the main CPU 201 performs a prize ball related switch check process. This process is performed by reading the information set in the input port of the I / O port 205. If the prize ball related switch is on, a prize ball payout command is scheduled for transmission. After executing the process of S304, the main CPU 201 ends the switch input detection process and returns the process to the system timer interrupt process (see FIG. 32).

[0500] [1-5-22. Abnormal state monitoring process] Next, the abnormal state monitoring process performed in S301 in the switch input detection process (see Fig. 38) will be described with reference to Fig. 39. Fig. 39 is a flow chart showing an example of the abnormal state monitoring process in the first pachinko gaming machine.

[0501] The main CPU 201 first performs abnormal state monitoring pre-processing (S311). In this process, abnormality detection information (for example, information from various sensors set in the input ports of the I / O port 205) is updated. After executing the process of S311, the main CPU 201 shifts the process to S312.

[0502] In S312, the main CPU 201 performs a general-purpose abnormality detection judgment process. In this process, a judgment process is performed on whether or not there is an abnormality for each of a plurality of monitoring items that are targets of the abnormality detection judgment. After executing the process of S312, the main CPU 201 shifts the process to S313.

[0503] In S313, the main CPU 201 performs an induction magnetic field monitoring process. In this process, it is determined whether an induction magnetic field is detected, and if an induction magnetic field is detected, the induction magnetic field detection information flag is set to ON. After the process of S313, the main CPU 201 ends the abnormal state monitoring process and returns the process to the switch input detection process (see FIG. 38).

[0504] [1-6. Sub-control processing] Next, the contents of various processes executed by the sub-CPU 301 of the sub-control circuit 300 will be described with reference to FIG.

[0505] FIG. 40 is a flowchart showing an example of the sub-control circuit processing in the first pachinko gaming machine.

[0506] 40, the sub CPU 301 first performs an initialization process (S321). In this initialization process, for example, RAM access permission, work area initialization, hardware initialization, device initialization, application initialization, backup restoration initialization, etc. are performed. When this process ends, the sub CPU 301 moves the process to S322.

[0507] In S322, the sub CPU 301 performs a read process of the command input port 308 (see FIG. 6). This process is performed by reading a command transmitted from the main control circuit 200 (see FIG. 6) that is set in the command input port 308. When this process ends, the sub CPU 301 shifts the process to S323.

[0508] In S323, the sub CPU 301 executes a command analysis process. In this process, the command read in the process of S322 is analyzed. When this process ends, the sub CPU 301 shifts the process to S324.

[0509] In S324, the sub CPU301 executes a performance mode determination process. In this process, the sub CPU301 generates an animation request including designation information for the performance content, and generates various requests (e.g., a drawing request, a sound request, a lamp request, and a role request) for operating various performance devices based on the generated animation request. When this process ends, the sub CPU301 transfers the process to S325.

[0510] In S325, the sub CPU301 executes drawing control processing. In this processing, the sub CPU301 transmits a drawing request to the display control circuit 304 (see FIG. 6). The display control circuit 304 performs drawing control for displaying an image in the display area of ​​the display device 7 based on the message (drawing request) transmitted from the sub CPU301. When this processing ends, the sub CPU301 shifts the processing to S326.

[0511] In S326, the sub CPU 301 executes audio control processing. In this processing, the sub CPU 301 transmits a sound request to the audio control circuit 305. The audio control circuit 305 performs audio control for outputting audio from the speaker 32 based on the message (sound request) transmitted from the sub CPU 301. When this processing ends, the sub CPU 301 shifts the processing to S327.

[0512] In S327, the sub CPU 301 executes an LED control process. In this process, the sub CPU 301 transmits an LED request to the LED control circuit 306. The LED control circuit 306 performs light emission control for lighting or blinking all or a part of the LEDs constituting the LED group 46 based on the message (LED request) transmitted from the sub CPU 301. When this process ends, the sub CPU 301 shifts the process to S328.

[0513] In S328, the sub CPU301 executes a reel control process. In this process, the sub CPU301 transmits a reel request to the reel control circuit 307. The reel control circuit 307 performs drive control for operating performance drive motors (not shown) for all or some of the reels that make up the performance reel group 58 (see Figs. 1, 2, and 6) based on the message (reel request) transmitted from the sub CPU301. When this process ends, the sub CPU301 ends the sub control circuit main process.

[0514] In addition, although the first pachinko game machine can variably display the first special symbol and the second special symbol in parallel, the sub-CPU 301 sets either one of the first special symbol and the second special symbol as the main special symbol and the other as the sub-special symbol, and mainly controls the presentation of the main special symbol. In this embodiment, in a normal game state in which left-hand hitting is recommended, the first special symbol is set as the main special symbol, and in a game state in which right-hand hitting is recommended (high-probability time-saving game state, high-probability non-time-saving game state, low-probability time-saving game state), the second special symbol is set as the main special symbol. Then, the sub-CPU 301 performs variable display of the decorative symbol and display presentation of characters, etc., for the main special symbol, and sound presentation, etc., for the main special symbol. For example, when the result of the hit determination process of the sub-special symbol is, for example, a big hit, etc., the presentation of the main special symbol may be performed while the presentation of the sub-special symbol is performed.

[0515] [1-7. Small Hit Rush] In the first pachinko gaming machine described above, a so-called small win rush can be realized. The small win rush will be described below.

[0516] In the first pachinko game machine, as described above, a normal game state, a high probability time-saving game state, a high probability non-time-saving game state, and a low probability time-saving game state are prepared, and the main CPU 201 controls the game state to one of these game states. As described above, in the normal game state, left-handed hitting is recommended, so that the first special symbol game based on the entry of a game ball into the first start hole 120 is mainly executed. In the other game states (high probability time-saving game state, high probability non-time-saving game state, and low probability time-saving game state), right-handed hitting is recommended, so that the second special symbol game based on the entry of a game ball into the second start hole 140A, 140B is mainly executed. In addition, when the winning hole included in the normal electric role unit 145 is set as the first starting hole, the first special pattern game is mainly executed in any one of the normal game state, the high probability time-saving game state, and the low probability time-saving game state, and the second special pattern game is mainly executed in the high probability non-time-saving game state.

[0517] In this embodiment, in the high-probability non-time-limited game state, the frequency with which game balls enter the large winning port 151 for small wins is increased compared to other game states (e.g., normal game state, high-probability time-limited game state, low-probability time-limited game state), resulting in a small win rush in which the expected value of the game value (e.g., number of winning balls) paid out per number of balls fired per unit time can exceed 1.

[0518] Here, an example of the mechanism of the small win rush will be described. First, the game ball hit to the right passes through the passing gate 126. In the high probability non-time-saving game state, the electric support control that operates the normal electric device 146 to increase the frequency of opening the winning port (for example, the second start port 140B in this embodiment) is not executed. In addition, the big win big win winning port 131 is not opened unless the big win game control process is executed, so the frequency of the second start port 140B being opened in the high probability non-time-saving game state is lower than the game state in which the time-saving control is executed. Therefore, if the small win big win winning port 151 is opened, the game ball hit to the right and distributed to the downward flow path 107b can win the small win big win winning port 151. When the game ball wins the small win big win winning port 151, for example, 10 prize balls are paid out as described above. In addition, the game ball that is hit to the right and distributed to the upper flow path 107a can win in the second start port 140A. When the game ball wins in the second start port 140A, 140B, not only is a stop display mode that indicates a small win with a relatively high probability of 1 in 3 (approximately) as shown in the hit determination table for the special symbol (see FIG. 9), but also a super-fast fluctuation (for example, variable display time 1000 msec) is executed as shown in the fluctuation pattern table for the special symbol for the high start (see FIG. 12(B)), so that the frequency of the game ball winning in the large winning port 151 for small wins is increased compared to other game states (for example, normal game state, high probability time-saving game state, low probability time-saving game state). In this way, it is possible to realize a small win rush in which the expected value of the game value (for example, the number of winning balls, etc.) paid out for the number of shot balls per unit time may exceed 1.

[0519] On the other hand, in a game state where time-saving control is executed (for example, a high-probability time-saving game state or a low-probability time-saving game state), the second start port 140B is opened by executing the electric support control, and most of the game balls that are hit to the right and distributed to the downward flow path 107b enter the second start port 140B. Therefore, even if the small win large winning port 151 is open, the expectation value of the game ball entering the small win large winning port 151 is low. Moreover, as described above, even if a game ball enters the second start port 140B, for example, only one prize ball is paid out. When a game ball that is hit to the right and distributed to the upper flow path 107a enters the second starting hole 140A, for example, three prize balls are paid out, but only about one-third to one-fifth of the game balls that are hit to the right and distributed to the upper flow path 107a enter the second starting hole 140A. In this way, in a game state in which the time-saving control is executed, the expected value of the game value (for example, the number of prize balls, etc.) paid out for the number of shot balls per unit time does not exceed 1.

[0520] In addition, in the normal game state, left-handed hitting is recommended, but if right-handed hitting is performed, when the game ball hit from the right passes through the passing gate 126 and a stop display mode indicating a normal pattern win is derived, the normal electric device 146 is activated, and the game ball enters the second start port 140B, which may open the large winning port 151 for small wins. However, in the normal game state, the variation pattern of the special pattern is determined by referring to the variation pattern table of the special pattern for low start (see FIG. 12(A)), so even if the game ball enters the second start port 140A, 140B, the variable display of the second special pattern is performed in one of the long variation A to C, which has an extremely long variation time, and the frequency with which the large winning port 151 for small wins is opened is extremely low. Therefore, there is no practical benefit for the player to hit from the right in the normal game state. In addition, if the winning hole included in the normal electric role unit 145 is the first starting hole, the probability of hitting a normal pattern in the normal game state may be set to 0, for example, so that there is no practical benefit to hitting to the right.

[0521] In this embodiment, the small win rush is configured to occur in a high probability non-time-saving game state, but this is not limited to this. For example, the small win rush may occur in a high probability time-saving game state in which the special symbol shortening control is executed to shorten the variable display time of the special symbol without executing the electric support control.

[0522] [1-8. Signals output to outside the aircraft] Next, a signal output from the external terminal board 184 (see FIG. 6) to the outside of the first pachinko game machine (for example, the hall computer 186 (see FIG. 6), the island computer (not shown) provided on each island) will be described. Note that, in this embodiment, a signal output to the outside of the first pachinko game machine will be described, but it may be possible to input a signal from outside the first pachinko game machine.

[0523] In this embodiment, the external terminal board 184 (see FIG. 6) has CH1 to CH12 as connectors for outputting signals to the outside of the first pachinko game machine. The signals output from each CH of the external terminal board 184 to the outside of the first pachinko game machine are, for example, various signals such as "prize ball information 1", "door / frame open", "external information 1" to "external information 8", "prize ball information 2" and "security". However, the types of signals output from each CH to the outside of the first pachinko game machine are not limited to these, and there may be other signals output to the outside of the machine in addition to these signals, or any of these signals may be configured not to be output.

[0524] Fig. 41 is a table showing an example of the output conditions of signals outputted to the outside of the first pachinko gaming machine. As shown in Fig. 41, a signal of "prize ball information 1" is outputted from CN1, a signal of "door / frame open" is outputted from CH2, signals of "external information 1" to "external information 8" are outputted from CH3 to CH10, a signal of "prize ball information 2" is outputted from CH11, and a signal of "security" is outputted from CH12. The output conditions of signals from the first pachinko gaming machine to the outside of the machine are as shown in Fig. 41.

[0525] Next, an example of a timing chart of a signal outputted to the outside of the first pachinko game machine will be explained using the signal of "prize ball information 1" as an example. As shown in Fig. 41, in this embodiment, the signal of "prize ball information 1" is outputted for 120 msec every 10 prize balls paid out.

[0526] FIG. 42 is an example of a timing chart of the signal of "prize ball information 1" among the signals outputted to the outside of the first pachinko gaming machine.

[0527] As shown in Fig. 42, the payout detection switch (not shown) turns from off to on each time one prize ball is paid out. As described above, in this embodiment, when a game ball enters a large prize opening (large prize opening 131 for large prize or large prize opening 151 for small prize (see Fig. 4 for both)), for example, 10 prize balls are paid out, when a game ball enters a start opening (first start opening 120 or second start opening 140A (see Fig. 4 for both)), for example, 3 prize balls are paid out, and when a game ball enters a general prize opening 122 (see Fig. 4), for example, 4 prize balls are paid out.

[0528] Then, the main CPU 201 (see FIG. 6) outputs the signal of "prize ball information 1" to the outside of the first pachinko game machine for, for example, 120 msec every time 10 prize balls are paid out. More specifically, the main CPU 201 outputs the signal of "prize ball information 1" for, for example, 120 msec at the timing when the payout detection switch of the 10th prize ball is turned on, starting from the previous output of the signal of "prize ball information 1". Note that outputting the signal of "prize ball information 1" at the timing when the payout detection switch of the 10th prize ball is turned on is merely an example, and it may be any time between when the payout detection switch of the 10th prize ball is turned on and when it is turned off. Also, outputting the signal of "prize ball information 1" every time 10 prize balls are paid out or for 120 msec is merely an example, and the output timing and output time of the signal of "prize ball information 1" can be set appropriately.

[0529] Next, an example of a "security" signal, which is one of the signals outputted to the outside of the first pachinko gaming machine, will be described. The "security" signal is a signal that is mainly outputted when an error occurs.

[0530] Figure 43 is a table showing an example of an overview of errors in the first pachinko gaming machine, and more specifically, for each error name, the table shows the trigger for occurrence in the main control circuit 200, the trigger for release in the main control circuit 200 (see Figure 6), the output time of the ``security'' signal (shown as ``security signal'' in Figure 43), and any notes.

[0531] The outline of errors shown in Fig. 43 is an example, and only some of them may be judged as errors, or, for example, those not shown in Fig. 43 may be judged as errors. Examples of errors that are judged as errors that are not shown in Fig. 43 include a solenoid monitoring sensor error when a solenoid monitoring sensor (not shown) is on or off for a predetermined time or more, a large prize opening entry / ejection abnormality error when there is a game ball that has not been discharged inside the large prize opening (large prize opening 131 for a large win or large prize opening 151 for a small win (both see Fig. 4)) or when a prize has been won inside the large prize opening when the large prize opening is not open, and a vibration sensor error when the vibration sensor is on for a predetermined time. In addition, for example, if a specific area is provided within the large winning opening 131 for a jackpot, and the special rate control is executed after the end of the jackpot game control based on the game ball passing through the specific area while the jackpot game control is being executed, it is preferable to configure it so that an error is judged to be an abnormality in passing through the specific area, or if the game ball passes through the specific area even though there are no game balls yet to be ejected inside the large winning opening 131 for a jackpot.

[0532] When the main CPU 201 (see FIG. 6) determines that an error has occurred, it transmits an fraud detection related command to the sub CPU 301 (see FIG. 6). The sub CPU 301 that receives the fraud detection related command executes notification control according to the content of the error.

[0533] Below, the control by the main CPU 201 and the sub CPU 301 (see FIG. 6 for both) will be briefly described, taking as an example a case where an abnormal winning error occurs in the big win port for a big win.

[0534] As shown in Fig. 43, for example, after the initial power-on, if one winning is detected before the first big win opening 131 (see Fig. 4) is opened, the main CPU201 (see Fig. 6) determines that a big win opening abnormal winning error has occurred and outputs a "security" signal for 12 seconds. Also, it transmits a fraud detection related command indicating that a big win opening abnormal winning error has occurred to the sub-CPU301 (see Fig. 6).

[0535] In this embodiment, as shown in Fig. 43, the output time of the "security" signal is 12 seconds regardless of the type of error, so that an external device (for example, hall computer 186 (see Fig. 6) or island computer (not shown)) can know that an error has occurred by receiving the "security" signal, but cannot know the content of the error. However, this is not limited to the above, and for example, the output time of the "security" signal may be changed depending on the content of the error, so that an external device that receives the "security" signal can know the content of the error.

[0536] When the sub-CPU301 (see Figure 6) receives a fraud detection-related command indicating, for example, an abnormal winning error at the big win port, it executes all or part of the notification control shown below, and when, for example, 30 seconds have passed since receiving the fraud detection-related command, it terminates the notification control shown below. Notification control to display, for example, the text "Abnormal winning error at the big prize port" on the display device 7 (see FIG. 6 for both) via the display control circuit 304. Notification control to output a voice such as "There is an abnormal winning error at the large prize port" from a speaker (see FIG. 6 for both) via a voice control circuit 305. Notification control for outputting, for example, a beep from a speaker via a voice control circuit 305. Notification control for lighting up all of the LEDs 46 (see FIG. 6, for example) in red via the LED control circuit 306.

[0537] If a power outage occurs, for example, before 30 seconds have elapsed since the fraud detection-related command was received, the sub-CPU 301 ends the above-mentioned notification control.

[0538] In addition, for example, if the sub-CPU 301 receives a fraud detection related command indicating an abnormal winning error at the large prize winning port for a jackpot while executing the above-mentioned notification control indicating the occurrence of an abnormal winning error at the large prize winning port for a jackpot, the sub-CPU 301 re-executes the above-mentioned notification control.

[0539] Next, the signals output from the first pachinko gaming machine according to the game status will be described with reference to Fig. 44. Fig. 44 is a table showing an example of signals output from the first pachinko gaming machine according to the game status. In Fig. 44, signals that are output are indicated by ◯, and signals that are not output are indicated by ×.

[0540] As shown in Fig. 44, in this embodiment, the signals output are different depending on the state of the game controlled by the main CPU 201. For example, during a normal game state (other than during a big win or small win, other than during a probability change or time reduction), no signal is output, during a low-probability time-reduction game state (other than during a big win or small win), the signals "External Information 3" and "External Information 7" are output, during a high-probability time-reduction game state (other than during a big win or small win), the signals "External Information 3", "External Information 5", and "External Information 7" are output, and during a high-probability non-time-reduction game state (other than during a big win or small win), the signals "External Information 3" and "External Information 6" are output.

[0541] In this way, by varying the signal output according to the game status controlled by the main CPU 201, an external device capable of receiving the signal (for example, a hall computer 186 (see FIG. 6) or an island computer (not shown)) can grasp the game status of the pachinko game machine to which the external information is sent.

[0542] In this embodiment, as shown in Fig. 44, the signal output during the small win game control process (in the normal game state) is the same as the signal output during the normal game state (other than during a big win or small win, other than during a probability change or time reduction). Similarly, the signal output during the small win game control process (in the low probability time reduction game state) is the same as the signal output during the low probability time reduction game state (other than during a big win or small win), the signal output during the small win game control process (in the high probability time reduction game state) is the same as the signal output during the high probability time reduction game state (other than during a big win or small win), and the signal output during the small win game control process (in the high probability non-time reduction game state) is the same as the signal output during the high probability non-time reduction game state (other than during a big win or small win). That is, an external device capable of receiving a signal (for example, the hall computer 186 (see FIG. 6) or an island computer (not shown)) cannot know whether or not the small win game control process is being executed in the pachinko game machine to which the external information is sent. However, instead of this, the signal output during the small win game control process may be made different from the signal output when the small win game control process is not being executed, so that the external device capable of receiving a signal may know whether or not the small win game control process is being executed in the pachinko game machine to which the external information is sent.

[0543] Also, during the low probability time-saving game state (other than during a big win, other than during a small win), during the high probability time-saving game state (other than during a big win, other than during a small win), during the small win game control process (low probability time-saving game state), and during the small win game control process (high probability time-saving game state) shown in Fig. 44 are signals output during the execution of time-saving control. In this case, it may be considered that the time-saving control is being executed when both the electric support control and the special chart shortening control are being executed, or it may be considered that the time-saving control is being executed when only the electric support control is being executed among the electric support control and the special chart shortening control, or it may be considered that the time-saving control is being executed when only the special chart shortening control is being executed among the electric support control and the special chart shortening control.

[0544] [2. The second pachinko machine] Next, the second pachinko game machine will be described. As described above, the second pachinko game machine is a so-called type 1 pachinko game machine called Digi Pachi. However, the second pachinko game machine is different from the first pachinko game machine in that the first special symbol and the second special symbol are not displayed in parallel, but only one of them is displayed in a variable manner. Therefore, the game board unit and the electrical configuration are also different from the first pachinko game machine.

[0545] In the following, when describing the second pachinko game machine, we will omit as much as possible descriptions of the functions, shapes, and positions that are common to the first pachinko game machine, such as the basic configuration of the outer frame 2 and base door 3, and the signals output from the external terminal board 1184 (see Figure 46) to outside the second pachinko game machine (for example, the hall computer 1186 (see Figure 46) and the island computers (not shown) provided on each island).

[0546] In describing the second pachinko game machine, the configuration described with reference to the drawings used in describing the first pachinko game machine will be described using the same reference numerals and step numbers as the first pachinko game machine. However, in describing the second pachinko game machine, the configuration described with reference to the drawings newly adopted in describing the second pachinko game machine will be described using reference numerals and step numbers different from those of the first pachinko game machine, even if the configuration has functions and the like in common with the first pachinko game machine.

[0547] By the way, as for pachinko gaming machines in which the first special pattern and the second special pattern are not variable-displayed in parallel, but only one of them is variable-displayed, there are pachinko gaming machines in which, when the variable display of the first special pattern and the variable display of the second special pattern are reserved, the start condition of the second special pattern is established in priority over the start condition of the first special pattern (hereinafter referred to as a "priority variable machine"), and pachinko gaming machines in which the start conditions are established in the order of winning, including the first start port and the second start port (hereinafter referred to as a "sequential variable machine").

[0548] In a priority variable machine, the starting conditions for the first special pattern are met when certain requirements are all met, such as neither the first special pattern nor the second special pattern being in a variable display, the game not being in a jackpot game state or the like, the variable display of the second special pattern not being on hold, and the variable display of the first special pattern being on hold. The starting conditions for the second special pattern are met when certain requirements are all met, such as neither the first special pattern nor the second special pattern being in a variable display, the game not being in a jackpot game state or the like, and the variable display of the second special pattern being on hold.

[0549] In addition, in a sequential variable machine, the start condition for the first special pattern is met when at least all of the following are satisfied: neither the first special pattern nor the second special pattern is in variable display, the variable display of the first special pattern is on hold, and the earliest reservation is a reservation for the variable display of the first special pattern; and the start condition for the second special pattern is met when at least all of the following are satisfied: neither the first special pattern nor the second special pattern is in variable display, the variable display of the second special pattern is on hold, and the earliest reservation is a reservation for the variable display of the second special pattern.

[0550] The following will use a priority variable machine as an example.

[0551] [2-1. Game board unit] The game board unit 1010 of the second pachinko game machine will be described with reference to Fig. 45. This game board unit 1010 is also disposed behind the protective glass 43 (see Fig. 2) and in front of the base door 3 (see Fig. 2) in the same manner as the first pachinko game machine.

[0552] 45 is an example of a front view showing the appearance of a game board unit 1010 provided in a second pachinko game machine. On the front side of the game board unit 1010, a game area 1105 is formed in which a launched game ball can roll down.

[0553] Note that the various components (e.g., the first starting hole 1120, etc.) arranged in the play area 1105 of the second pachinko game machine have some in common with the various components arranged in the play area 105 of the first pachinko game machine, but they will be explained again in detail.

[0554] As shown in Fig. 45, the game board unit 1010 mainly includes a game panel 1100 in which a game area 1105 is formed in which a launched game ball can roll down, a guide rail 1110, a center role 1115 arranged in the approximate center of the game area 1105, a first start port 1120, a general winning port 1122, a passing gate unit 1125, a special electric role unit 1130, a second start port 1140, a normal electric role unit 1145, an LED unit 1160, an outlet port 1178, and a back unit (not shown). The LED unit 1160 is the same as the LED unit 160 of the first pachinko game machine, and a description thereof will be omitted in this second pachinko game machine.

[0555] (Game panel) An opening (no reference number) is formed in the gaming panel 1100 at a position facing the display area of ​​the display device 1007. In addition, a guide rail 1110 is provided on the front surface of the gaming panel 1100, and gaming nails (no reference number) and the like are planted therein. A gaming ball launched from the launching device 6 (see Figs. 1 and 2) flies out from the guide rail 1110 toward the gaming area 1105, collides with the gaming nails, etc., and flows downward toward the bottom of the gaming area 1105 while changing its traveling direction.

[0556] In addition, a back unit (not shown) provided with a decorative body to enhance the presentation effect is disposed behind the gaming panel 1100. The gaming panel 1100 is made of transparent resin so that the decorative body provided on the back unit can be seen from the front. In this case, the entire gaming panel 1100 may be made of a transparent material, or, for example, only the part where the decorative body provided on the back unit can be seen from the front may be made of a transparent material. In addition, the gaming panel 1100 may be made of a material that does not have a transparent part (for example, wood), and a transparent material may be provided in a part to enhance the presentation effect.

[0557] (Guide rail) The guide rail 1110 is composed of an arc-shaped outer rail and an inner rail (both of which have no reference numbers) similar to the first pachinko game machine. The play area 1105 is partitioned (defined) by the guide rail 1110. The outer rail and the inner rail have the function of guiding the game balls launched from the launching device 1006 (see FIG. 46 described later) to the upper part of the play area 1105.

[0558] (Center role) The center device 1115 is configured to be fitted into an opening (without reference number) of the game panel 1100, and is provided with an arc-shaped center rail 1116 on the upper side. Game balls shot toward the game area 1105 are distributed to the left and right by the center rail 1116.

[0559] A game ball launched by the launching device 1006 toward the game area 1105 flows down the left area 1106 or the right area 1107. A game ball flowing down the left area 1106 or the right area 1107 flows downward while changing its direction of travel due to collision with game pegs or the like planted in the game panel 1100. When the amount of operation of the launching handle 62 (see Figs. 1 and 2) is small, the launched game ball flows down the left area 1106. On the other hand, when the amount of operation of the launching handle 62 (see Fig. 1) is large, the launched game ball flows down the right area 1107.

[0560] In addition, the center role 1115 has a warp entrance 1117 formed on the outer periphery on the left side, through which a game ball flowing down the left area 1106 can enter. The game ball that enters the warp entrance 1117 is configured to be guided to a stage 1118 formed in the center role 1115. The stage 1118 is formed in front of the lower side of the display area of ​​the display device 1007 so that the game ball can roll in the left and right directions. The stage 1118 may be formed in multiple stages, such as an upper stage and a lower stage.

[0561] A chance entrance 1119 into which a game ball can enter is formed at the rear side of the stage 1118, approximately at the center in the left-right direction, and the game ball that enters the chance entrance 1119 is configured to be released directly above the first start opening 1120. Therefore, the game ball that enters the chance entrance 1119 has a higher probability of entering (passing) the first start opening 1120 than a game ball that does not enter the warp entrance 1117 or a game ball that enters the warp entrance 1117 but does not enter the chance entrance 1119.

[0562] (First starting point) The first starting hole 1120 is disposed below the display area of ​​the display device 1007, and is disposed so that a game ball hit from the left can win (a game ball hit from the right has difficulty or is impossible to win). When a game ball wins in the first starting hole 1120, it is detected by a first starting hole switch 1121 (see FIG. 46 described later). It is also possible that a game ball hit from the right can win in the first starting hole 1120. Also, instead of or in addition to the above-mentioned first starting hole 1120, a first starting hole that allows a game ball hit from the right to win (a game ball hit from the left has difficulty or is impossible to win) may be provided.

[0563] When the first start hole switch 1121 (see FIG. 46 described later) detects the entry (passage) of a gaming ball into the first start hole 1120, start information for the first special pattern is extracted, and the extracted start information is held for a predetermined number (for example, up to four). When the start conditions are met, the held start information is used for a winning determination process for the first special pattern. When a gaming ball enters the first start hole 1120, for example, three prize balls are paid out. However, the number of prize balls paid out based on the entry of a gaming ball into the first start hole 1120 is not limited to this.

[0564] (General Prize Winners) A plurality of general winning openings 1122 are arranged at the lower left of the display area of ​​the display device 1007, and are arranged so that a game ball hit from the left can win a prize (a game ball hit from the right has difficulty or cannot win a prize). When a game ball wins in any of the plurality of general winning openings 1122, it is detected by a general winning opening switch 1123 (see FIG. 46 described later).

[0565] When the general prize opening switch 1123 (see Figure 46 described below) detects the entry (passage) of a game ball into the general prize opening 1122, for example, four prize balls are paid out, but the number of prize balls paid out based on the entry of a game ball into the general prize opening 1122 is not limited to four.

[0566] In addition, in this embodiment, the general winning opening 1122 is positioned so that it is difficult or impossible for a gaming ball hit from the right to win, but this is not necessarily limited to this, and instead of or in addition to the above-mentioned general winning opening 1122, a general winning opening through which a gaming ball hit from the right can win may be provided.

[0567] (Passing gate unit) The passing gate unit 1125 is a unit body that integrates a passing gate 1126 that is arranged in the right area 1107 and is configured so that a game ball hit from the right can pass through it, and a passing gate switch 1127 (see FIG. 46 described later) that detects the passing of the game ball to the passing gate 1126, and is arranged in the right area 1107 and is configured so that a game ball hit from the right can pass through it. When the passing of the game ball to the passing gate 1126 is detected, start information of the normal pattern is extracted, and the extracted start information is reserved up to a predetermined number (for example, up to 4). The reserved various data are used for the winning judgment process of the normal pattern. Note that even if the passing gate switch 1127 detects the passing of the game ball to the passing gate unit 1125, the winning ball is not paid out. The passing gate unit 1125 may be arranged in the left area 1106 instead of or in addition to the right area 1107.

[0568] (Special electric feature unit) The special electric accessory unit 1130 is a unit body that integrates a big winning hole 1131, a count switch 1132 (see FIG. 46 described later) that detects the winning (passage) of a game ball into the big winning hole 1131, and a special electric accessory 1133. The special electric accessory unit 1130 is disposed below the passing gate unit 1125 in the right side area 1107.

[0569] The big prize opening 1131 is arranged so that a game ball hit from the right can win (a game ball hit from the left has difficulty or cannot win). However, this is not limited to this, and instead of or in addition to the big prize opening 1131 described above, a big prize opening that can win a game ball hit from the left may be arranged, or a big prize opening that can win a game ball may be arranged above the center role 1115.

[0570] The big prize opening 1131 is an opening that is opened to allow a predetermined number of game balls (for example, 10 balls) to enter (pass through) when the game is controlled to a big win game state that is advantageous to the player. When the entry of a game ball into the big prize opening 1131 is detected by the count switch 1132 (see FIG. 46 described later), for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the big prize opening 1131 is not limited to 10.

[0571] The special electric device 1133 includes a special electric shutter 1134 that can move forward and backward, and a special electric solenoid 1135 (see FIG. 46 described later) that operates the special electric shutter 1134. The special electric device 1133, i.e., the special electric shutter 1134, is configured to be able to transition between an open state in which the game ball can enter (pass) the large prize opening 1131 or easily, and a closed state in which the game ball cannot enter (pass) the large prize opening 1131 or is difficult to enter. In the large prize game state, the transition from the closed state to the open state is performed over a predetermined number of rounds. In other words, the large prize game state is a game state in which a large number of game balls can be paid out as prize balls by performing a round game in which the large prize opening 1131 transitions from a closed state to an open state over a predetermined period over multiple rounds.

[0572] (Second starting point) The second starting hole 1140 is disposed in the left area 1106 (more specifically, below the left side of the first starting hole 1120). However, the second starting hole 1140 is configured such that it is difficult or impossible for a game ball hit to the left to win, for example, due to a game nail, and the game ball hit to the right is guided to the vicinity of the second starting hole 1140 so that it can win. However, it is not essential to configure the second starting hole 1140 in this way, and it may be provided in the right area 1107 so that, for example, a game ball hit to the right can win. The second starting hole 1140 may also be configured such that a game ball hit to the left can win.

[0573] When a game ball enters the second start hole 1140, it is detected by the second start hole switch 1141 (see FIG. 46 described later). When the second start hole switch 1141 (see FIG. 46 described later) detects the entry (passage) of a game ball into the second start hole 1140, the start information of the second special pattern is extracted, and the extracted start information is reserved up to a predetermined number (for example, up to 4). When the start condition is established, the reserved start information is used for the hit determination process of the second special pattern. When a game ball enters the second start hole 1140, for example, three prize balls are paid out. On the other hand, when a game ball enters the second start hole 1140, for example, one prize ball is paid out. However, the number of prize balls paid out based on the entry of a game ball into the second start hole 1140 is not limited to this.

[0574] (Normal electric accessory unit) The normal electric accessory unit 1145 is disposed in the left area 1106 (more specifically, below the left side of the first starting hole 1120), and is a unit body that integrates a winning hole through which a predetermined number of game balls are paid out as prize balls when a game ball enters (passes through), a switch that detects the entry of the game ball into this winning hole, and a normal electric accessory 1146. In this embodiment, the winning hole is the second starting hole 1140, and the switch is the second starting hole switch 1141.

[0575] The normal electric device 1146 includes a normal power movable member 1147, also known as an electric chute, and a normal power solenoid 1148 (see FIG. 46 described below) that operates the normal power movable member 1147. The normal electric device 1146, i.e., the normal power movable member 1147, is configured to be able to transition between an open state in which it is possible or easy for a game ball to enter (pass through) the second starting hole 1140, and a closed state in which it is impossible or difficult for a game ball to enter the second starting hole 1140. Note that instead of the normal power movable member 1147, also known as an electric chute, for example, a shutter that can be moved forward and backward may be used.

[0576] (Outlet) The outlet 1178 is for discharging game balls that have been shot toward the game area 1105 but have not won any of the various winning holes (for example, the first start hole 1120, the second start hole 1140, the big winning hole 1131, and the general winning hole 1122, etc.) to the outside of the machine. This outlet 1178 is provided on the most downstream side of the game area 1105 so that both game balls hit to the left and game balls hit to the right can be discharged to the outside of the machine. However, in addition to the above-mentioned outlet 1178, an outlet may be provided at a position other than the most downstream side, for example, between multiple general winning holes 1122, so that game balls flowing down the game area 1105 can be discharged to the outside of the machine.

[0577] (Back unit) The back unit (not shown) is used to decorate the game board unit 1010, as in the first pachinko game machine, and is provided on the rear side of the game panel 1100. This back unit is arranged around the display area of ​​the display device 1007, and is equipped with a group of performance-use accessories 1058, such as movable accessories, controlled by the sub-control circuit 1300. At least one of the performance-use accessory group 1058 or a performance-use accessory component constituting the accessory functions as a performance-use accessory that can be operated based on the result of the hit determination process of the special symbol.

[0578] [2-2. Electrical configuration] Next, the control circuit of the second pachinko game machine will be described with reference to Fig. 46. Fig. 46 is an example of a block diagram showing the control circuit of the second pachinko game machine. Note that the control circuit of the second pachinko game machine has some parts in common with the control circuit of the first pachinko game machine, but the control circuit will be described again in its entirety.

[0579] As shown in FIG. 46, the second pachinko game machine, like the first pachinko game machine, is mainly composed of a main control circuit 1200 that controls the game, a sub-control circuit 1300 that controls the presentation according to the progress of the game, a payout / launch control circuit 1400, and a power supply circuit 1450.

[0580] [2-2-1. Main control circuit] The main control circuit 1200 includes a main CPU 1201, a main ROM 1202 (read only memory), a main RAM 1203 (read and write memory), an initial reset circuit 1204, a backup capacitor 1207, etc., and is housed in a main board case (not shown).

[0581] A main ROM 1202, a main RAM 1203, an initial reset circuit 1204, etc. are connected to the main CPU 1201. The main CPU 1201 has built-in functions such as a WDT for monitoring operations and a function for preventing fraud.

[0582] The main ROM 1202 stores programs for controlling the operation of the second pachinko game machine by the main CPU 1201, various tables, etc. The main CPU 1201 has a function of executing various processes according to the programs stored in the main ROM 1202.

[0583] The main RAM 1203 is provided with a storage area for storing various data necessary for the progress of the game, and this main RAM 1203 has a function for storing various flags and variable values ​​as a temporary storage area for the main CPU 1201. Note that, although in this embodiment, RAM is used as the temporary storage area for the main CPU 1201, the present invention is not limited to this and any readable and writable storage medium may be used.

[0584] The initial reset circuit 1204 monitors the main CPU 1201 and outputs a reset signal as necessary.

[0585] The backup capacitor 1207 has a function of temporarily supplying power to the main RAM 1203 so that data stored in the main RAM 1203 is not lost in the event of a power outage or the like.

[0586] Furthermore, the main control circuit 1200 also includes an I / O port 1205 that is communicably connected to various devices, and a command output port 1206 that is connected to the sub-control circuit 1300 so as to be able to output various commands.

[0587] In addition, various devices are connected to the main control circuit 1200. For example, the main control circuit 1200 is connected to the normal symbol display unit 1161, the normal symbol reserved display unit 1162, the first special symbol display unit 1163, the second special symbol display unit 1164, the first special symbol reserved display unit 1165, the second special symbol reserved display unit 1166, the normal power solenoid 1148, and the special power solenoid 1135. In addition to these, the main control circuit 1200 is also connected to the performance display monitor 1170 and the error notification monitor 1172. The main control circuit 1200 can control the operation of these devices by sending signals via the I / O port 1205.

[0588] The performance display monitor 1170 displays performance display data, setting values, etc. under the control of the main CPU 1201. The performance display data is data indicating, for example, the ratio of game balls paid out in a game state other than a jackpot game state to a predetermined number (for example, 60,000) of game balls shot, and is also called a base value.

[0589] An error code is displayed on the error notification monitor 1172. In addition to the error code, for example, in the case of a pachinko game machine with a setting function, the error notification monitor 1172 can display a setting change code indicating that a setting change process is in progress, a setting confirmation code indicating that a setting confirmation process is in progress, etc. Note that, as the setting change code, a symbol that is not normally displayed on the special symbol display device (for example, a setting change symbol indicating that a setting change is in progress) may be displayed.

[0590] The first start port switch 1121, the second start port switch 1141, the pass gate switch 1127, the count switch 1132, and the general winning port switch 1123 are also connected to the main control circuit 1200. When these switches are detected, a detection signal is sent to the main control circuit 1200 via the I / O port 1205.

[0591] Furthermore, the main control circuit 1200 is connected to a calling device (not shown) having a function to call a hall attendant and a function to display the number of jackpots, an external terminal board 1184 used when transmitting data to a hall computer 1186 that manages the pachinko machines in the entire hall, a setting key 1174 operated when changing or checking a setting value if the pachinko machine has a setting function, and a backup clear switch 1176 capable of clearing backup data stored in the main RAM 1203 according to an operation by a gaming center manager. Note that if the pachinko machine has a setting function, the backup clear switch 1176 may also be used as a switch for changing the setting value, or a setting switch for changing the setting value may be provided.

[0592] Moreover, it is preferable that the setting key 1174 and the backup clear switch 1176 are housed in a specified case so that they cannot be easily touched by a third party (for example, a player) other than the manager of the game arcade. "Inside a specified case" includes not only a case in which the setting key 1174 and the backup clear switch 1176 cannot be touched unless the case is opened, but also a case in which notches are provided only at the locations corresponding to the setting key 1174 and the backup clear switch 1176, and a case in which the manager of the game arcade can touch the setting key 1174 and / or the backup clear switch 1176 when the pachinko machine is rotated from the island equipment using a key managed by the manager of the game arcade to expose the back surface.

[0593] In this embodiment, the setting key 1174 and the backup clear switch 1176 are connected to the main control circuit 1200, but the present invention is not limited to this and may be configured to be connected to, for example, the payout / launch control circuit 1400 or the power supply circuit 1450. In this case as well, it is preferable to prevent third parties other than the person in charge of the gaming facility from easily touching the setting key 1174 or the backup clear switch 1176.

[0594] [2-2-2. Sub-control circuit] The sub-control circuit 1300 includes a sub-CPU 1301, a program ROM 1302, a work RAM 1303, a display control circuit 1304, a sound control circuit 1305, an LED control circuit 1306, a role control circuit 1307, and a command input port 1308. The sub-control circuit 1300 executes effects according to the progress of the game in response to commands from the main control circuit 1200. Although not shown in FIG. 46, like the first pachinko game machine, the sub-control circuit 1300 is also connected to an effect button 54 (see FIG. 1) that can be operated by the player.

[0595] The program ROM 1302 stores programs for controlling the game presentation of the second pachinko game machine by the sub CPU 1301, various tables, etc. The sub CPU 1301 has a function of executing various processes according to the programs stored in the program ROM 1302. In particular, the sub CPU 1301 performs control related to the game presentation according to various commands transmitted from the main control circuit 1200.

[0596] The work RAM 1303 has a function of storing various flags and variable values ​​as a temporary storage area for the sub CPU 1301 .

[0597] The display control circuit 1304 is a circuit for controlling display in the display device 1007. The display control circuit 1304 includes a VDP, an image data ROM in which data for generating various types of image data is stored, a frame buffer for temporarily storing image data, a D / A converter for converting image data into an image signal, and the like.

[0598] The display control circuit 1304 temporarily stores image data to be displayed on the display device 1007 in a frame buffer in response to an image display command from the sub CPU 1301. The image data to be displayed on the display device 1007 includes various image data related to the game, such as decorative symbol image data showing decorative symbols, background image data, and performance image data.

[0599] Then, the display control circuit 1304 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal, and supplies the converted image signal to the display device 1007 at a predetermined timing. When the image signal is supplied to the display device 1007, an image related to the image signal is displayed on the display device 1007. In this way, the display control circuit 1304 can control the display device 1007 to display an image related to a game.

[0600] The audio control circuit 1305 is a circuit for controlling the audio generated from the speaker 1032. The audio control circuit 1305 includes a sound source IC for controlling the audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.

[0601] The sound source IC controls the sound output from the speaker 1032. In response to a sound generation command supplied from the sub CPU 1301, the sound source IC selects one piece of sound data from a plurality of pieces of sound data stored in the sound data ROM. The sound source IC also reads out the selected sound data from the sound data ROM, converts the sound data into a predetermined sound signal, and supplies the converted sound signal to the AMP. The AMP amplifies signals such as sound and sound effects output from the speaker 1032.

[0602] The LED control circuit 1306 is a circuit for controlling the LED group 1046 including decorative LEDs, etc. The LED control circuit 1306 includes a drive circuit for supplying an LED control signal, a decoration data ROM in which a plurality of types of LED decoration patterns are stored, and the like.

[0603] The role control circuit 1307 is a circuit for controlling the operation of each role (for example, one or more roles among the performance role group 1058). The role control circuit 1307 includes a drive circuit for supplying a drive signal to each role, a lighting circuit for supplying a lighting control signal, a role data ROM in which operation patterns and lighting patterns are stored, and the like.

[0604] In addition, the reel control circuit 1307 selects one of the multiple operation patterns stored in the reel data ROM in response to a reel operation command from the sub-CPU 1301. The selected operation pattern is read from the reel data ROM, and a drive signal corresponding to the read operation pattern is supplied to control the mechanical operation of each reel. In addition, the lighting circuit selects one of the multiple lighting patterns stored in the reel data ROM in response to a lighting command from the sub-CPU 1301. The selected lighting pattern is read from the reel data ROM, and a lighting control signal corresponding to the read lighting pattern is supplied to control the lighting operation of each reel.

[0605] The command input port 1308 is connected to the command output port 1206 and receives various commands sent from the main control circuit 1200 .

[0606] The payout / launch control circuit 1400 controls the payout of prize balls and loan balls from the pachinko game machine, and is connected to a payout device 1082 for paying out game balls, a launch device 1006 for launching game balls, a card unit 1180 capable of executing control related to ball lending, and the like.

[0607] When the payout / launch control circuit 1400 receives a prize ball control command supplied from the main control circuit 1200, it transmits a predetermined signal to the payout device 1082 and controls the payout device 1082 to pay out game balls.

[0608] A ball lending operation panel 1182 is connected to the card unit 1180. The ball lending operation panel 1182 is provided with a ball lending button for receiving a ball lending and a loan / return button for receiving the return of a ball lending card in which cache data is stored (both not shown). For example, when a player performs a ball lending operation, a loan ball control signal corresponding to the ball lending operation is transmitted to the card unit 1180. The payout / launch control circuit 1400 controls the payout device 1082 to pay out game balls based on the loan ball control signal transmitted from the card unit 1180. The operation panel 1182 is often provided on the pachinko game machine side, but may be provided on the card unit 1180 side.

[0609] In addition, when the launch handle 62 (see Figures 1 and 2) is rotated clockwise, the payout / launch control circuit 1400 supplies power to a launch solenoid (not shown) in accordance with the rotation angle (amount of rotation), thereby controlling the launch of the game ball.

[0610] The power supply circuit 1450 is a power supply circuit created to supply the power supply voltage required for playing a game to the main control circuit 1200, the sub control circuit 1300, the payout / launch control circuit 1400, and the like.

[0611] A power switch 1095 and the like are connected to the power supply circuit 1450. The power switch 1095 is turned on when supplying necessary power to the pachinko game machine (more specifically, the main control circuit 1200, the sub control circuit 1300, the payout / launch control circuit 1400, etc.).

[0612] [2-3. Basic specifications] Next, the basic specifications of the second pachinko gaming machine will be described with reference to Figures 47 to 50. The second pachinko gaming machine may be a pachinko gaming machine with a setting function, but the description of the setting function will be omitted below.

[0613] The second pachinko game machine has a normal game state in which neither special probability control nor time-saving control is executed, a high probability time-saving game state in which both special probability control and time-saving control are executed, and a low probability time-saving game state in which special probability control is not executed but time-saving control is executed, and the main CPU 1201 is capable of progressing the game in any of these game states.

[0614] In this embodiment, left hitting is recommended in the normal game state, and right hitting is recommended in the high probability time-saving game state and the low probability time-saving game state. The sub-CPU 1301 executes control to display the recommended hitting method, for example, in the display area of ​​the display device 1007.

[0615] [2-3-1. Special symbol winning judgment table] FIG. 47 is an example of a special symbol winning determination table stored in the main ROM 1202 of the main control circuit 1200 provided in the second pachinko gaming machine.

[0616] The special symbol winning judgment table is a table referred to in the winning judgment process of the special symbol, that is, a table referred to when determining a "jackpot" or a "loss" by lottery based on a random number value for jackpot judgment obtained when a gaming ball enters the start hole 1120, 1140. In this embodiment, the lottery objects are only "jackpot" and "loss", and other lottery objects (for example, small win) are not included, but when a gaming ball enters the first start hole 1120 or / and the second start hole 1140, other lottery objects may be determined.

[0617] As described above, the random number value for jackpot determination is a random number value used in the process of determining whether or not a special symbol is hit. In this embodiment, the random number value for jackpot determination is extracted from 0 to 65535 (65536 types). However, the range of the generated random number value is not limited to the above.

[0618] In this embodiment, in the hit determination process of the special symbol, a "hit" or a "miss" is determined based on the extracted random number for hit determination. In the hit determination table for the special symbol, for both the first special symbol and the second special symbol, the relationship between the range (width) of the random number for hit determination determined...

Claims

[Claim 1] A game board having a game area in which a game medium can roll; A selection area provided in the game area; A predetermined passing area provided in the play area; a displacement member that is displaceable between a first state and a second state in which guiding of the game medium is easier than in the first state; A specific passing area provided in the game area; A specific starting area provided in the game area; an identification information display control means capable of variably displaying the identification information and then statically displaying the identification information; A specific game state control means capable of controlling the game state to a specific game state advantageous to a player, the selection area is capable of allowing the game medium that has passed through the specific passing area to pass through the predetermined passing area; The displacement member is displaceable to a second state in response to the game medium passing through the predetermined passing area, the specific starting area is capable of passing the game medium when the game medium is guided by the displacement member being displaced to the second state, The specific game state control means is capable of controlling the game medium to a specific game state in response to the game medium passing through the specific start area, A predetermined displacement pattern is provided as a displacement pattern of the displacement member, During a period during which an operation according to a predetermined displacement pattern is possible, the first state can be maintained for a longer time than the second state. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2018089297A

  • Game machine

    JP2019216787A

  • Game machine

    JP2020108439A

  • Method for manufacturing photomask and photomask

    JP2025023841A

  • Game machine

    JP2019076136A