Game machine
Patent Information
- Application Number
- JP2025036999
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-10
- Publication Date
- 2025-09-29
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack features that enhance convenience for players, including efficient game value management and awarding mechanisms.
The gaming machine incorporates a game value storage means, a game execution means, a game value awarding means, an updating means, and an output means, along with a first and second execution means, to manage and award game values in a way that enhances player convenience.
This configuration allows for improved convenience by enabling efficient game value management, awarding, and updating, thereby enhancing the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, a lottery such as a win is conducted based on the establishment of predetermined start conditions. For example, there is a gaming machine that grants a predetermined gaming value to a player according to the establishment of predetermined acquisition conditions when winning a win (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] It is necessary to improve the convenience of gaming machines and the like as exemplified above, and there is still room for improvement in this regard.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of suitably improving the convenience of the gaming machine.
Means for Solving the Problems
[0006] In order to achieve this object, the gaming machine according to claim 1 includes: a game value storage means capable of storing game value information usable in a game; a game execution means capable of executing a game by using the game value information stored in the game value storage means; a game value awarding means capable of awarding a game value to a player by means of a game executed by the game execution means; an updating means capable of updating the game value information stored in the game value storage means based on the game value awarded by the game value awarding means; and an output means capable of outputting the game value information stored in the game value storage means. The game execution means includes a first execution means capable of executing a game operation for executing a game by using the game value information stored in the game value storage means, and a second execution means capable of executing a game operation for executing a game without using the game value information stored in the game value storage means.
Advantages of the Invention
[0007] According to the gaming machine of claim 1, there is provided a gaming machine including: a game value storage means capable of storing game value information usable in a game; a game execution means capable of executing a game by using the game value information stored in the game value storage means; a game value awarding means capable of awarding a game value to a player by means of a game executed by the game execution means; an updating means capable of updating the game value information stored in the game value storage means based on the game value awarded by the game value awarding means; and an output means capable of outputting the game value information stored in the game value storage means. The game execution means includes a first execution means capable of executing a game operation for executing a game by using the game value information stored in the game value storage means, and a second execution means capable of executing a game operation for executing a game without using the game value information stored in the game value storage means. As a result, there is an effect that the convenience of the gaming machine can be suitably enhanced.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] <First Embodiment> Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, with reference to FIGS. 1 to 60, a first embodiment when the present invention is applied to a pachinko machine (hereinafter simply referred to as a "pachinko machine") 10 and a card unit 300 will be described. FIG. 1 is a front view of the pachinko machine 10 and the card unit 300 in the first embodiment, FIG. 2 is a front view showing a state where the front frame 14 is removed from the pachinko machine 10, FIG. 3 is a rear view of the pachinko machine 10, and FIG. 4 is a front view of the game board 13 of the pachinko machine 10. Note that, for convenience, FIG. 2 shows the configuration within the game area on the surface of the game board 13 as blank.
[0010] As shown in FIG. 1, the pachinko machine 10 includes an outer frame 11 whose outer shell is formed by a wooden frame assembled in a substantially rectangular shape, and an inner frame 12 formed in substantially the same outer shape as the outer frame 11 and supported so as to be openable and closable with respect to the outer frame 11 (hereinafter, the outer frame 11 and the inner frame 12 may be collectively referred to simply as the "frame"). On the outer frame 11, metal hinges 18 are attached at two upper and lower positions on the left side in the front view (see FIG. 1) to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable to the front side with the side where the hinge 18 is provided as the axis of opening and closing.
[0011] A game board 13 (see FIG. 4) having a large number of nails and winning holes (ball entry holes) 63, 64, 65, 71, etc. is detachably attached to the inner frame 12 from the back side. A pinball game is performed by balls flowing down the front surface of this game board 13. Note that, on the inner frame 12, a ball launch unit 112a (see FIG. 6) that launches balls into the front area of the game board 13 and a launch rail 24 (see FIG. 2) that guides the balls launched from the ball launch unit 112a to the front area of the game board 13 are attached. Details of the game board 13 will be described later with reference to FIG. 4.
[0012] On the front side of the inner frame 12, a front frame 14 that covers the upper front surface thereof and a lower unit 15 that covers the lower side thereof are provided. In order to support the front frame 14 and the lower unit 15, metal hinges 19 are attached at two upper and lower positions on the left side in the front view (see FIG. 1), and the front frame 14 and the lower unit 15 are supported so as to be openable and closable toward the front side with the side where the hinge 19 is provided as the axis of opening and closing. Note that the locking of the inner frame 12 and the locking of the front frame 14 are each released by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation.
[0013] The front frame 14 is assembled with decorative resin parts, electrical parts, etc., and a window portion 14c formed in a substantially elliptical shape is provided at a substantially central portion thereof. On the back side of the front frame 14, a glass unit 16 having two plate glasses is disposed, and the front surface of the game board 13 can be visually recognized on the front side of the pachinko machine 10 through the glass unit 16.
[0014] On the front frame 14, an upper tray 17 for storing balls is formed in a substantially box shape that projects forward and has an open upper surface, and balls that can be used based on prize balls, lent balls, etc. are discharged into this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward slope on the right side in the front view (see FIG. 1), and the balls put into the upper tray 17 are guided to the ball launching unit 112a (see FIG. 6) by this slope.
[0015] Here, the pachinko machine 10 of the first embodiment does not receive balls (circulating balls) used in the game from the island facility or discharge the balls used in the game to the island facility, but instead prepares a predetermined number (50 in the first embodiment) of balls in the pachinko machine 10 in advance and circulates the balls in the pachinko machine 10 for use in the game. It is configured as a so-called in-machine circulation type pachinko game machine. This in-machine circulation type pachinko machine 10 does not have a conventional payout device, and does not directly lend or pay out balls to the player, but digitizes the lent balls and prize balls (as points) and gives them to the player.
[0016] This in-flight circulation type pachinko machine 10 can eliminate the need for a large-scale mechanism of a conventional island facility, that is, a mechanism that collects balls from each pachinko machine 10 installed in the island facility, washes the collected balls, and redistributes them to each pachinko machine 10 again. Therefore, in a hall where the pachinko machine 10 is introduced, the cost related to the island facility can be reduced. In addition, it is not necessary to stop all the pachinko machines 10 installed in the island facility for inspection and maintenance of the island facility, and inspection and maintenance can be performed for each pachinko machine 10, so the operating rate of the pachinko machine 10 can be increased.
[0017] Also, in the pachinko machine 10 of the first embodiment, a non-magnetic ball that cannot be attracted by a magnet, for example, an austenitic stainless steel ball, is used as a game ball (hereinafter simply referred to as "ball"). This prevents illegal acts such as a player changing the flow direction of the ball using a magnet, or illegal acts such as holding the ball without letting it flow down in the game area described later and performing some kind of tampering on the ball when the game area is opened.
[0018] The upper side of the upper tray 17 when viewed from the front is covered by a cover made of resin (for example, ABS resin), and the cover is configured to be non-openable and non-removable from the front side of the pachinko machine 10. This is configured so that a player cannot touch the balls stored in the upper tray 17, the ball circulation device 130, and the fur ball passage 132 (see FIG. 2). Therefore, it is possible to suppress any illegal acts (for example, illegal acts such as replacing the ball with an iron ball or applying oil to the ball to change the movement of the ball in the game area) by the player on the balls stored in the upper tray 17, the ball circulation device 130, or the fur ball passage 132.
[0019] On the left side of the upper plate 17 when viewed from the front, a frame button 22 is provided. The frame button 22 is a button that is pressed by the player, for example, when changing the stage of an effect displayed by a third symbol display device 81 (see FIG. 4) described later. Further, the frame button 22 is also used as an operation button for allowing the player to select the content of the preview display executed in the variable display of the third symbol (hereinafter, the variable display of the third symbol is referred to as "variable effect").
[0020] The variable effect is an effect displayed by a third symbol display device 81 (see FIG. 4) described later. As will be described later, it is executed when a ball launched into the front area of the game board 13 wins a specific winning opening (for example, the first start opening 64 or the second start opening 71 (see FIG. 4) described later). After the symbols (the third symbols described later) are variably displayed for a predetermined time and then stopped and displayed, the result of the lottery (whether it is a big win or not) for the said winning is presented to the player according to the combination of the stopped symbols.
[0021] Furthermore, the stage is an effect mode that gives unity to various effects displayed by a third symbol display device 81 (see FIG. 4) described later. In this pachinko machine 10, three stages, namely, "street stage", "empty stage", and "island stage", are provided. Various effects such as the above-described variable effect and "reach display" executed during the variable effect are designed to be performed in accordance with the themes given to each stage.
[0022] The "reach display" refers to the display just before the "big win display" indicating the occurrence of a big win in the variable effect executed by a third symbol display device 81 (see FIG. 4) described later. Specifically, it refers to the state where the third symbols in the left symbol column Z1 and the right symbol column Z3 (see FIG. 5) described later stop at the same symbol and the middle symbol column Z2 (see FIG. 5) has not yet stopped and continues to vary.
[0023] In the pachinko machine 10 of the present embodiment, as "reach display", roughly speaking, there are an element of a single unit that constitutes the effect of "normal reach" (hereinafter, an element of a single unit that constitutes the effect is referred to as a "variable element"), an element of "super reach" that is developed and executed from the variable element of the "normal reach" and has a higher jackpot expectation than the variable element of the "normal reach", and an element of "special reach" that is also developed and executed from the variable element of the "normal reach" and has a higher jackpot expectation than the variable element of the "super reach".
[0024] The stage change is performed when the frame button 22 is pressed by the player during a period when no variable effect is being performed (that is, during the demo display) or during the variable element of "high-speed change" in which the third symbol is rapidly changed so that it cannot be visually recognized by the player in the variable effect. And each time the frame button 22 is operated, it is repeatedly changed in the order of "street stage" → "empty stage" → "island stage" → "street stage" → ···. Also, immediately after the power is turned on, the "street stage" is set as the initial stage.
[0025] Also, when the variable element of "normal reach" is started in the variable effect performed by the third symbol display device 81 (see FIG. 4) described later, when developing from the variable element of "normal reach" to the variable element of "super reach" or the variable element of "special reach", a selection screen of the variable element of "super reach" or the variable element of "special reach" may be configured to be displayed on the third symbol display device 81 in the variable element of the "normal reach".
[0026] Specifically, on the selection screen, a plurality of candidates that can be selected as variable elements of "Super Reach" or variable elements of "Special Reach" are displayed. While the selection screen is being displayed, if the frame button 22 is pressed by the player, the selected candidate is configured to be changed. Then, based on the production candidate selected when developing into the variable element of "Super Reach" or the variable element of "Special Reach", the variable element of "Super Reach" or the variable element of "Special Reach" is determined, and according to the determination, the variable element of "Super Reach" and the variable element of "Special Reach" are executed by the third symbol display device 81.
[0027] In the first embodiment, it is configured as a button to be pressed for the frame button 22. However, instead of the frame button 22, it may be configured by an operation lever that can be tilted by the player in a predetermined direction (for example, forward, backward, right, and left with respect to the pachinko machine 10) with respect to the pachinko machine 10. Then, based on the direction in which the operation lever is tilted, the production stage may be selected and changed, or the variable element of "Super Reach" or the variable element of "Special Reach" may be determined.
[0028] Also, although the frame button 22 is configured to be arranged on the front side in the side view of the upper plate 17, the arrangement position of the frame button 22 may be any position as long as it is a position where the player can press it. For example, it may be arranged on the upper surface side of the upper plate 17, or may be arranged in the vicinity (upper surface or side surface) of the lower plate 50 described later.
[0029] On the front frame 14, light emitting means such as various lamps are provided around its periphery (for example, corner portions). These light emitting means are configured to change the light emitting mode by lighting or flashing according to changes in the game state during a big win or a predetermined "Reach display", etc., and play a role in enhancing the production effect during the game. Around the periphery of the window portion 14c, there are provided electrical decoration parts 29 to 33 incorporating light emitting means such as light emitting diodes (Light Emitting Diodes. Hereinafter abbreviated as "LED").
[0030] In the pachinko machine 10, these lighting decoration parts 29 to 33 function as effect lamps such as jackpot lamps. During a jackpot or "reach display", each lighting decoration part 29 to 33 lights up or blinks by the lighting or blinking of the built-in LEDs, notifying that it is during a jackpot or during the "reach display" just before a jackpot. Also, on the upper left part of the front frame 14 when viewed from the front, a display lamp 34 in which light-emitting means such as an LED is built in is provided, which can display during the payout of prize balls and during the occurrence of an error.
[0031] On the lower side of the right lighting decoration part 32, a small window 35 is formed by attaching a transparent resin from the back side so that the back side of the front frame 14 can be visually recognized, and a certificate or the like attached to the sticking space K1 (see FIG. 4) in front of the game board 13 is made visible from the front of the pachinko machine 10. Also, in the pachinko machine 10, in order to create a more magnificent atmosphere, a plating member 36 made of acrylonitrile butadiene styrene (hereinafter abbreviated as "ABS") resin plated around the lighting decoration parts 29 to 33 is attached.
[0032] Below the window part 14c, a ball lending operation part 40 is arranged. The ball lending operation part 40 is provided with a credit number display part 41, a credit transfer button 42, and a card return button 43. When the ball lending button 309 provided on the card unit 300 described later arranged on the side of the pachinko machine 10 is operated with a bill, a card, etc. inserted into the card unit 300, ball lending is performed according to the operation. Specifically, the credit number display part 41 is an area where the remaining number of balls that can be used for the game (the number of balls held obtained. Hereinafter, it may be referred to as the "credit ball number") is displayed, and the built-in LED lights up and the remaining ball number information is displayed numerically.
[0033] The credit transfer button 42 is a button for transferring the number of credit balls (internally stored) displayed on the credit number display section 41 to the member card 700 (see FIG. 8) being inserted into the card unit 300. When the credit transfer button 42 is pressed by the player while there are credit balls, depending on the pressing mode, the number of credit balls stored on the pachinko machine 10 side is configured to be transferred to the member card 700. In the pachinko machine 10 of the first embodiment, when the pressing time of the credit transfer button 42 is less than "0.5 seconds" (hereinafter, the pressing mode of less than "0.5 seconds" may be referred to as "single press"), the number of credit balls stored in the pachinko machine 10 is transferred to the member card 700 by "1 ball", and when the pressing time of the credit transfer button 42 is "0.5 seconds" or more (hereinafter, the pressing mode of "0.5 seconds" or more may be referred to as "long press"), the number of credit balls stored in the pachinko machine 10 is transferred to the member card 700 by "125 balls" (the number of balls equivalent to 500 yen) every communication timing of the card unit 300. Note that the transfer of the number of credit balls will be described in detail in FIG. 14. Note that the credit transfer button 42 may be provided on the card unit 300.
[0034] The card return button 43 is a button for ejecting the member card 700 (see FIG. 8) inserted into the card unit 300. When the card return button 43 is pressed by the player while the member card 700 is inserted into the card unit 300, after clearing the number of credit balls (transferring them to the member card 700), the member card 700 is ejected from the card unit 300. Note that the card return button 43 may be provided on the card unit 300.
[0035] Here, the details of the card unit 300 will be described. The card unit 300 is provided in a one-to-one correspondence with each pachinko machine 10, is arranged on the left side (or right side) of the corresponding pachinko machine 10, and is electrically connected to the pachinko machine 10. The pachinko machine 10 is configured to be able to lend balls to the player within the range of the amount of bills inserted into the corresponding card unit 300 or the savings data (remaining ball data) stored in the membership card 700 (see FIG. 8) being inserted. Then, the player can play the game on the pachinko machine 10 with the lent balls (loaned balls) and the balls (prize balls) paid out (awarded) by the game as the balls in hand.
[0036] The card unit 300 is provided with at least a card unit (hereinafter, the card unit may be referred to as "CU") side card information display device 308 capable of displaying the state of the card unit 300, the stored content of the membership card 700 being inserted, etc., a ball loan button 309, a card insertion slot 311 for inserting or ejecting the membership card 700 and a guest card (not shown), and a bill insertion slot 312 for inserting bills. Note that at least the device or function of the CU side information display device 308 and the ball loan button 309 may be configured to be mounted on the pachinko machine 10.
[0037] Above the front view of the CU side card information display device 308, a ball loan button 309 for obtaining loaned balls is disposed. When the ball loan button 309 is operated by the player, as long as there is amount data in the membership card 700 or there are credit ball numbers, for each preset loan amount unit (for example, corresponding to 500 yen) in the card unit 300, according to the preset loan rate (for example, "1 ball" of loaned balls = 4 yen), the loaned balls are added to the credit storage unit 213b (see FIG. 8) on the pachinko machine 10 side.
[0038] Specifically, for example, in the card unit 300, when the lending amount unit is set to 500 yen and the lending rate is set to 4 yen per ball, if the player operates the ball lending button 309, "125 balls" will be lent to the player. Also, when the lending amount unit is set to 500 yen and the lending rate is set to 2 yen per ball, and the player operates the ball lending button 309, "250 balls" will be lent to the player. Further, when the lending amount unit is set to 500 yen and the lending rate is set to 1 yen per ball, and the player operates the ball lending button 309, "500 balls" will be lent to the player.
[0039] The lending rate is transmitted and set from the hall computer 500 (see FIG. 8) to the card unit 300 in advance. For example, when the card unit 300 is powered on, a signal indicating that the membership card 700 has been powered on is transmitted to the hall computer 500. The hall computer 500 that has received the signal transmits a rate signal related to the lending rate corresponding to the card unit 300 to the card unit 300. Then, the card unit 300 that has received the rate signal stores the lending rate specified by the rate signal in a predetermined area of the RAM 303 (see FIG. 8) in the card unit, thereby setting the lending rate. This set lending rate (ball unit price) is displayed on the CU-side card information display device 308. By checking the lending rate displayed on the CU-side card information display device 308, the player can know the ball unit price (exchange rate) of the lent balls in the pachinko machine 10 corresponding to the card unit 300.
[0040] Also, the lending amount unit is also transmitted from the hall computer 500 (see FIG. 8) to the card unit 300 in advance and set. For example, when the card unit 300 is powered on, a signal indicating that the card unit 300 has been powered on is transmitted to the hall computer 500. The hall computer 500 that has received the signal transmits the above-described rate signal to the card unit 300 and also transmits an amount unit signal related to the lending amount unit corresponding to the card unit 300 to the card unit 300. Then, the card unit 300 that has received the amount unit signal stores the lending amount unit specified by the amount unit signal in a predetermined area of the RAM 303 (see FIG. 8) in the card unit 300, thereby setting the lending amount unit. This set lending amount unit is displayed on the CU-side card information display device 308. By checking the lending amount unit displayed on the CU-side card information display device 308, the player can know the lending amount unit in the pachinko machine 10 corresponding to the card unit 300.
[0041] The membership card 700 (see Fig. 8) is a gaming recording medium issued to players who have registered as members in the gaming hall, and the guest card (not shown) is a gaming recording medium issued to general players who have not registered as members in the gaming hall. The membership card 700 and the guest card are composed of IC cards, and record the gaming value owned by the player (for example, the number of credit balls) and the cash data corresponding to the inserted banknotes. The guest card is always provided in the card unit 300, and serves as an alternative to the membership card 700 for players who do not have the membership card 700. When a player inserts banknotes into the banknote insertion slot 312 while the membership card 700 is not inserted into the card insertion hole 311, the guest card provided in the card unit 300 is configured to record the amount data corresponding to the banknotes. Since the function of the guest card is equivalent to the functions other than the member ID of the membership card 700, the description of the guest card will be omitted in the following explanation. Also, although the invention according to the first embodiment will be described using the membership card 700, the present invention will naturally be established with a guest card having the same functions as the membership card 700.
[0042] When the membership card 700 is inserted into the card insertion hole 311 by the player, the card unit 300 checks the validity (not being fraudulent) of the inserted membership card 700 with respect to the hall computer 500 (both shown in Fig. 6) via the hall combobox 400 described later. When the validity is confirmed in this check, lending balls to the player is possible within the range of the amount data (balance data) stored in the membership card 700, and firing balls is possible within the range of the number of credit balls stored in the membership card 700.
[0043] In addition, in this embodiment, when the membership card 700 or the guest card is not provided inside the card unit 300, an error state is configured in which the player is prohibited from inserting bills. By configuring in this way, if the membership card 700 or the guest card is not inserted into the card unit 300, the player cannot insert a bill into the bill insertion slot 312, and the error state is released and the player can insert a bill into the card unit 300 only in a normal state. Therefore, the amount data corresponding to the bill can always be recorded on the membership card 700 or the guest card. The error state where the membership card 700 or the guest card is not provided inside the card unit 300 is configured to be resolved when the player inserts the membership card 700 into the card insertion hole 311 or when the staff of the game hall inserts the guest card into the card insertion hole 311.
[0044] In the lower unit 15 located below the upper plate 17, a firing handle 51 operated by the player to drive a ball into the front surface of the game board 13 is disposed. Inside the firing handle 51, there are a touch sensor 51a for permitting the driving of the ball firing unit 112a (see FIG. 6), a push-button type stop switch 51b for stopping the firing of the ball during the period of the pressing operation, and a variable resistor (not shown) for detecting the amount of rotational operation of the firing handle 51 based on the change in electrical resistance.
[0045] When the firing handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes corresponding to the operation amount, and the ball is fired with a strength corresponding to the resistance value of the variable resistor that changes according to the amount of rotational operation of the firing handle 51. Thus, the ball is driven into the front surface of the game board 13 with a jump amount corresponding to the player's operation. Also, when the firing handle 51 is not being operated by the player, the touch sensor 51a and the stop switch 51b are turned off.
[0046] Next, as shown in FIG. 2, the inner frame 12 is mainly composed of a resin base 12a having a rectangular outer shape. A substantially circular window hole 52 is formed in the central portion of the resin base 12a. A game board 13 (see FIG. 4) is detachably attached to the rear side of the resin base 12a. The game board 13 is composed of a square plywood, and its peripheral portion is attached in a state of being in contact with the back side of the resin base 12a (inner frame 12). Therefore, substantially the central portion of the front surface portion of the game board 13 is exposed to the front side of the inner frame 12 through the window hole 52 of the resin base 12a.
[0047] A substantially rectangular small window 47 is provided at the lower right portion of the window hole 52 in the resin base 12a. A sticking space K1 (see FIG. 4) is provided at the lower right corner of the game board 13 (see FIG. 4) as described later. Seals or the like stretched in the sticking space K1 can be visually recognized through the small window 47 when the game board 13 is attached to the rear side of the resin base 12a. Also, it is possible to attach seals or the like from this small window 47.
[0048] In the inner frame 12, below the area where the game board 13 (see FIG. 4) is attached, there are mainly arranged a ball launching unit 112a for launching balls into the front area of the game board 13, a launching rail 24 for guiding the balls immediately after being launched from the ball launching unit 112a to the front area of the game board 13, a far ball passage 132 into which far balls recovered as far balls can flow, an out ball passage 133 into which balls used in the game and recovered from the front area of the game board 13 can flow, a ball circulation device 130 for conveying the balls flowing into the far ball passage 132 or the out ball passage 133 to the upper plate 17 of the front frame 14 (both see FIG. 1), and a ball feeding unit 112c for sending out the balls conveyed to the upper plate 17 by the ball circulation device 130 to the ball launching unit 112a side according to the operation mode of the launching handle 51 (see FIG. 1).
[0049] The ball launching unit 112a includes a launching solenoid 112b and an electromagnet (not shown), and the launching solenoid 112b and the electromagnet are driven by a launching control device 112 (see FIG. 6) described later. The launching control device 112 receives an instruction of launching permission from a frame overall control device 111 described later, detects that the player is touching the launching handle 51 (see FIG. 1) by a touch sensor 51a (see FIG. 1), and, on the condition that a stop switch 51b (see FIG. 1) for stopping the ball launching is off (not operated), excites the launching solenoid 112b corresponding to the amount of rotation of the launching handle 51, and launches the ball at regular intervals (for example, "0.6 seconds") with a strength corresponding to the amount of rotation of the launching handle 51.
[0050] The launching rail 24 is attached and fixed to the resin base 12a via a metal plate at the rear thereof, and is configured to linearly extend at a predetermined launching angle (ejection angle). Therefore, the ball launched by the ball launching unit 112a along with the rotation operation of the launching handle 51 (see FIG. 1) is first ejected obliquely upward along the launching rail 24, and then guided to the game area through a ball guiding passage formed by two rails 61, 62 (see FIG. 4) provided on the game board 13 (see FIG. 4) described later.
[0051] A gap with a predetermined interval is formed between the launching rail 24 and an outer rail 62 (see FIG. 4) provided on the game board 13 (see FIG. 4), and a far ball passage 132 is formed below this gap. This far ball passage 132 is connected to the ball circulation device 130. When the ball launched from the ball launching unit 112a does not reach the return ball prevention member 68 (see FIG. 4) and returns in the reverse direction through the ball guiding passage as a far ball, the far ball is discharged and stored in the far ball passage 132.
[0052] A foul ball switch 131 is provided in the foul ball passage 132. The foul ball switch 131 detects the ball flowing into the foul ball passage 132, and the detection result is output to a frame control device 111 (see FIG. 6) described later. The frame control device 111 counts the balls stored in the upper tray 17, the ball circulation device 130, etc., the launched balls, and the foul balls. When the ball passing through the foul ball passage 132 is detected by the foul ball switch 131, it means that one of the player's balls was launched but did not reach the game area and was not effectively used and returned to the foul ball passage 132. Then, the number of the player's balls (the value of the credit storage unit 213b shown in FIG. 8, or the value of the transitional storage unit 213c) is incremented by "1".
[0053] In the first embodiment, the ball data for adding a foul ball is configured to be different depending on whether it is the timing when the player transfers the balls owned to the card unit 300 (that is, during credit transfer). Specifically, when a foul ball is detected by the foul ball switch 131 during the normal game period when credit transfer is not in progress, it is configured to add "1" to the credit storage unit 213b (see FIG. 8) (see S1609 in FIG. 50). On the other hand, when a foul ball is detected by the foul ball switch 131 during credit transfer, it is configured to add "1" to the transitional storage unit 213c (see FIG. 8) (see S1611 in FIG. 50).
[0054] If the ball data is added to the credit storage unit 213b, which is the data during transfer to the card unit 300, when the launched ball becomes a foul ball during credit transfer, the addition and subtraction processes may overlap, making the process complicated, or there may be a risk of unintended errors (such as discrepancies in the counting results). Therefore, like the pachinko machine 10 of the first embodiment, by configuring the foul balls during credit transfer to be added to the transitional storage unit 213c, which is different from the credit storage unit 213b where subtraction processing is performed, the occurrence of the above problems can be prevented.
[0055] Below the front view of the out port 66 (see Fig. 4) of the game board 13, there is an out ball passage 133 into which balls that have been driven into the game area and won in each winning port 64 etc. (see Fig. 4), or balls that have flowed into the out port 66 without winning in each winning port 64 etc., can flow. This out ball passage 133 is connected to the foul ball passage 132 and the ball circulation device 130. When the ball launched from the ball launch unit 112a penetrates the return ball prevention member 68 (see Fig. 4) and is driven into the game area, the safe balls that have won in each winning port 64 etc., or the out balls that have flowed into the out port 66, are respectively discharged and stored in the out ball passage 133.
[0056] As described above, the ball circulation device 130 is for conveying the balls stored in the foul ball passage 132 and the out ball passage 133 back to the upper tray 17 again. In the first embodiment, 50 balls are stored inside the pachinko machine 10, and the player is made to play the game while circulating these 50 balls. When the game is not being played, they are stored in the upper tray 17, the ball circulation device 130, the foul ball passage 132, and the out ball passage 133.
[0057] This ball circulation device 130 is provided with a spiral-shaped rotating body. By rotating the rotating body by a rotation motor (not shown), the balls stored in the foul ball passage 132 and the out ball passage 133 are configured to be conveyed to the upper tray 17. Around the rotating body, an exchangeable abrasive material (for example, a material such as felt. Not shown.) is disposed at a position where it can contact the balls conveyed by the rotating body, and the balls conveyed by the rotating body are configured to be polished by this abrasive material. This abrasive material is configured to be rotatably driven in synchronization with the above-mentioned rotating body by an abrasive material drive motor (not shown), and is configured to be able to polish by rubbing the dirt etc. of the balls conveyed by the rotating body. Note that the contact position between the ball and the abrasive material may be configured to be different by varying the gear ratio between the rotation motor and the abrasive material drive motor.
[0058] The ball feeding unit 112c includes at least a ball feeding solenoid 112d (see FIG. 6) that drives a ball feeding mechanism, and a ball feeding switch 112e that can detect the balls sent from the upper tray 17 to the ball launching unit 112a when the ball feeding solenoid 112d is driven. The ball feeding solenoid 112d is driven at regular intervals (for example, "0.6 seconds") when the firing handle 51 is operated, and when the ball feeding solenoid 112d is driven, the balls stored in the upper tray 17 are configured to be guided one by one to the ball launching unit 112a side. Note that the driving timing of the ball feeding solenoid 112d and the driving timing of the firing solenoid 112b may be configured to be synchronized, or may be configured to be driven with a time shift (for example, after "0.3 seconds").
[0059] The ball feeding switch 112e is arranged at a position where it can detect the balls sent from the ball feeding unit 112c to the ball launching unit 112a. When a ball is detected by the ball feeding switch 112e, one ball of the player's held balls (ball data stored in the credit storage unit 213b) is subtracted. That is, the pachinko machine 10 of the first embodiment is configured such that the player's held balls are subtracted at the timing when the balls are sent from the upper tray to the ball launching unit 112a side, rather than at the timing of firing the balls.
[0060] With the above configuration, foul balls, out balls, and safe balls are supplied again to the ball launching unit 112a via the foul ball passage 132, the out ball passage 133, the ball circulation device 130, the upper tray 17, and the ball feeding unit 112c, and are configured to be launched toward the front area of the game board 13 in response to the operation of the firing handle 51 (see FIG. 1).
[0061] Next, as shown in FIG. 3, on the back side of the pachinko machine 10, there are mainly provided control board units 90, 91 and a back pack unit 94. The control board unit 90 is unitized by mounting a main board (main control device 110), an audio lamp control board (audio lamp control device 113), and a display control board (display control device 114). The control board unit 91 is unitized by mounting a frame integrated control board (frame integrated control device 111), a firing control board (firing control device 112), a power supply board (power supply device 115), and a card unit connection board 116.
[0062] The back pack unit 94 is unitized by a back pack 92 that forms a protective cover portion and an external terminal board 23 for externally outputting various game data of the pachinko machine 10 to a host computer 500 (see FIG. 6). In addition, each control board is mounted with a micro-processing unit (hereinafter abbreviated as "MPU") as a one-chip microcomputer that controls each control, a port for communicating with various devices, a random number generator used in various lotteries, a clock pulse generation circuit used when performing time counting and synchronization, etc., as required.
[0063] Note that the main control device 110, the audio lamp control device 113, the display control device 114, the frame integrated control device 111, the firing control device 112, the power supply device 115, and the card unit connection board 116 are respectively housed in board boxes 100 to 104. The board boxes 100 to 104 include a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house each control device and each board.
[0064] In addition, the substrate box 100 (main control device 110) and the substrate box 102 (frame integrated control device 111 and emission control device 112) are connected in a non-openable manner (connected by a caulking structure) by a sealing unit (not shown) between the box base and the box cover. Further, a sealing tape (not shown) is attached across the connection part between the box base and the box cover. This sealing tape is made of a brittle material, and if an attempt is made to peel off the sealing tape to open the substrate boxes 100 and 102, or if an attempt is made to forcibly open the substrate boxes 100 and 102, it will be cut between the box base side and the box cover side. Therefore, by checking the sealing unit or the sealing tape, it is possible to know whether the substrate boxes 100 and 102 have been opened.
[0065] The frame integrated control device 111 is provided with a ball removal button 120, and the emission control device 112 is provided with an operation knob 121 of a variable resistor. The ball removal button 120 is operated, for example, to eliminate a ball jamming error inside the inner frame 12 such as a ball jam in the ball circulation device 130 (see FIG. 2) (return to the normal state). The operation knob 121 is operated to adjust the emission force of the emission solenoid 112b (see FIG. 2).
[0066] The main control device 110 is provided with at least a setting key 141 into which a dedicated key (not shown) for setting change can be inserted, a setting change switch 142 that can change setting values such as the jackpot probability by being operated with the dedicated key inserted into the setting key 141, a RAM erase switch 143 that returns the pachinko machine 10 to the initial state by being operated when the power is turned on, a probability display device 144 that can display the set setting values, a ball number display section 145 that displays the ball data that can be used for the game (that is, the number of credit balls stored in the credit storage section 213b), and a role ratio monitor 146 that can display the winning ratio (bonus ball awarding ratio. So-called, accessory ratio.) to each winning port 64 etc. with respect to the number of ball emissions. Note that the details of the setting key 141, the setting change switch 142, the RAM erase switch 143, the probability display device 144, the ball number display section 145, and the role ratio monitor 146 will be described later.
[0067] Next, the specific configuration of the game board 13 will be described with reference to FIG. 4. First, as shown in FIG. 4, the game board 13 is formed by attaching a variable display device unit 80 having a large number of nails, windmills, and rails 61 and 62 for guiding balls, a general winning opening 63 where a player can obtain a predetermined number of prize balls when a ball enters, a variable winning device 65 that is opened when a jackpot of the third symbol occurs, a first starting opening 64 that serves as a lottery trigger for a first special symbol, which is one of the third symbols (so-called special symbols), a second starting opening 71 that serves as a lottery trigger for a second special symbol, which is one of the third symbols, a through gate 67 that serves as a lottery trigger for a second symbol (so-called normal symbol), a normal electric winning combination 72 that allows a ball to enter the second starting opening 71 when it is in an open state, a third symbol display device 81, and a second symbol display device 83, etc., to a wooden base board 60 that has been cut and processed into a substantially square shape when viewed from the front. The peripheral portion thereof is attached to the back side of the inner frame 12.
[0068] The general winning opening 63, the first starting opening 64, the variable winning device 65, the through gate 67, the second starting opening 71, the normal electric winning combination 72, and the variable display device unit 80 are disposed in through holes formed in the base board 60 by routing and are fixed from the front side of the game board 13 with wood screws or the like. Also, the central portion of the front surface of the game board 13 can be viewed from the front side of the inner frame 12 through the window portion 14c (see FIG. 1) of the front frame 14. Hereinafter, the configuration of the game board 13 will be mainly described with reference to FIG. 4.
[0069] On the front surface of the game board 13, an outer rail 62 formed by bending a strip-shaped metal plate into a substantially arc shape is erected, and at an inner position of the outer rail 62, an arc-shaped inner rail 61 formed of a strip-shaped metal plate similar to the outer rail 62 is erected. The inner rail 61 and the outer rail 62 surround the outer periphery of the front surface of the game board 13, and the front and back are surrounded by the game board 13 and the glass unit 16 (see FIG. 1), so that a game area where a game is played by the behavior of the balls is formed on the front surface of the game board 13. The game area is a substantially circular area (an area where winning openings and the like are arranged and the launched balls flow down) formed by partitioning on the front surface of the game board 13 by two rails 61 and 62 and an arc member 70.
[0070] The two rails 61 and 62 are provided to guide the balls launched from the ball launching unit 112a (see FIG. 6) to the upper part of the game board 13. A return ball prevention member 68 is attached to the tip portion of the inner rail 61 (the upper left part of FIG. 4), preventing a situation where a ball once guided to the upper part of the game board 13 returns into the ball guide passage again. A return rubber 69 is attached to the tip portion of the outer rail 62 (the upper right part of FIG. 4) at a position corresponding to the maximum flight portion of the ball. A ball launched with a momentum above a predetermined level hits the return rubber 69 and bounces back toward the central part while its momentum is attenuated (hereinafter, the act of launching a ball with a momentum such as hitting the return rubber 69 and passing the ball through the right side in the front view of the variable display device unit 80 is referred to as "right hitting game", while the act of passing the launched ball through the left side in the front view of the variable display device unit 80 is referred to as "left hitting game"). In the first embodiment, in the left hitting game, a ball can enter or is likely to enter the first starting port 64, while it is difficult or impossible for a ball to enter the variable prize device 65, the through gate 67, and the second starting port 71. Also, in the right hitting game, a ball can enter or is likely to enter the variable prize device 65, the through gate 67, and the second starting port 71, while it is difficult or impossible for a ball to enter the first starting port 64.
[0071] Also, between the tip portion on the lower right side of the inner rail 61 and the tip portion on the upper right side of the outer rail 62, a resin arc member 70 formed by providing an arc connecting the rails on the inner surface side is driven into and fixed to the base plate 60.
[0072] In the upper right part in the front view of the game area (the upper right part of FIG. 4), a special symbol display device 37 provided with a state LED group 37a, a special LED group 37b, and a right hitting notification lamp 37c, which are light emitting means composed of a plurality of LEDs, is arranged. The special symbol display device 37 performs variable displays of a first special symbol and a second special symbol according to each control performed by a main control device 110 (see FIG. 6) described later (hereinafter, the variable displays of both special symbols are referred to as "dynamic display"), and also displays the game state of the pachinko machine 10.
[0073] The status LED group 37a indicates the number of balls on hold (balls for which variable display has not been executed) among the balls that have won (entered the ball) through the first start port 64 or the second start port 71, which will be described later, by means of the lighting state. Also, the number of jackpot rounds (hereinafter, the round may be simply referred to as "R") and error displays are also indicated by the lighting state of the status LED group 37a corresponding to that state. Note that the status LED group 37a is configured such that the emission colors (for example, red, green, blue) of the respective LEDs are different, and various game states of the pachinko machine 10 can be suggested with a small number of LEDs by the combination of their emission colors.
[0074] Note that the "round" in the case of a jackpot refers to the period from when the big winning port opening / closing plate 65a, which opens and closes the variable winning device 65, which will be described later to divide the number of jackpot prize balls, is opened until it is closed. In the pachinko machine 10 of the first embodiment, one "round" is configured to be executed when 30 seconds have elapsed since the start of the opening of the big winning port opening / closing plate 65a, or when 10 balls win during the opening of the big winning port opening / closing plate 65a.
[0075] The special LED group 37b is composed of a total of 12 LEDs, including an upper LED group 37b1 composed of 6 LEDs and a lower LED group 37b2 also composed of 6 LEDs. The upper LED group 37b1 dynamically displays a first special symbol indicating the determination result of the first lottery game executed based on the entry of a ball into the first start port 64. Also, the lower LED group 37b2 dynamically displays a second special symbol indicating the determination result of the second lottery game executed based on the entry of a ball into the second start port 71.
[0076] Specifically, in the upper LED group 37b1, dynamic display (in the first embodiment, the LEDs from the uppermost LED of the upper LED group 37b1 are lit one by one in order downwards, and the repeated display of the lighting pattern) is performed until the variable time (dynamic display time) determined based on the winning of a ball in the first start port 64 provided at the center of the game board 13 elapses, and then it stops and is displayed as a symbol indicating the determination result (in the first embodiment, any one of a total of 64 stop symbols by the combination of the lighting patterns of the 6 LEDs).
[0077] Also, in the lower LED group 37b2, until the variable time (dynamic display time) determined based on winning at the second start port 71 provided on the right side of the game board 13 elapses, dynamic display (in the first embodiment, the LEDs from the uppermost LED to the lower LEDs of the lower LED group 37b2 are lit one by one in order, and the repeated display of the lighting pattern) is performed, and then, a symbol indicating the determination result (in the first embodiment, any one of 64 stop symbols by the combination of the lighting patterns of 6 LEDs) is stopped and displayed.
[0078] In any of the LED groups 37b1 and 37b2, when the determination result is a miss, only the leftmost LED is lit, and when the determination result is a big win, each LED group is lit in a lighting pattern corresponding to the type (category) of the big win. Details of the stop patterns of each LED group will be described later.
[0079] In this pachinko machine 10, a win or loss determination (big win lottery) as to whether it is a big win or not is performed for the balls entering the first start port 64 or the second start port 71. When it is determined to be a big win in each win or loss determination, the type of the big win is also determined according to the winning ports 64 and 71 where the balls won, and the variable prize device 65 is driven to open and close according to each big win type.
[0080] As the types of big wins determined in the first embodiment, based on winning at the first start port 64 or the second start port 71, "10-round certain variable big win (hereinafter, may be referred to as 'certain variable A')" and "5-round short-time big win (hereinafter, may be referred to as'short-time A')" are prepared (see FIG. 19).
[0081] Here, the "normal gaming state" refers to a gaming state that is not a "probability variation state" or a "time shortening state", where the jackpot probability of each special symbol and the winning probability of the normal symbol are in a normal state (i.e., a low probability state) and the release of the normal electric role 72 is in a short time. That is, in the "normal gaming state", the jackpot probability of each special symbol is lower than that in the "probability variation state", and the winning probability of the normal symbol is lower than that in the "probability variation state" and the "time shortening state", and the release time of the normal electric role 72 is also configured to be short.
[0082] Details will be described later. In the case of the "normal gaming state", when a so-called right-handed game is played, it is not a gaming state where a ball is likely to win in the second start port 71 (hereinafter, the state where a ball is likely to win in the second start port 71 may be referred to as the "winning assistance state"), but the most disadvantageous gaming state for the player. In the "normal gaming state", when a ball fired in a right-handed game is detected (for example, detection of the passage of the ball through the through gate 67, etc.), in order to suggest to the player and the hall staff that a non-rewarded game is being executed, a predetermined alarm (for example, voice output of "Please return to the left-handed game" or display of "Please return to the left-handed game" on the third symbol display device 81, etc.) is configured to be output. By configuring in this way, it is possible to suppress the continuous execution of a non-rewarded right-handed game in the "normal gaming state" and realize the game characteristics according to the game specifications.
[0083] Next, the "time shortening state" refers to a state where the jackpot probability of each special symbol is in a low probability state similar to the "normal gaming state", but the winning probability of the normal symbol increases and a so-called "time shortening function" is provided in which the variable display time of the normal symbol (hereinafter, the variable display of the normal symbol is referred to as the "variable display") is shortened. In this "time shortening state", the normal electric role 72 provided on the right side of the front view of the variable display device unit 80 is likely to be in an open state. As a result, the winning assistance function is activated, and a ball fired in a right-handed game is likely to enter the second start port 71.
[0084] That is, in the "time - shortening state", although the big - hit probability of the special symbol is the same as that in the "normal gaming state", the hit by the normal symbol is more likely to be derived in a shorter time than in the "normal gaming state", and the open state of the normal electric winning combination 72 becomes longer. Therefore, in the "time - shortening state", since it is easy to make the ball launched by the right - hand hitting game win at the second starting port 71, it is possible to play a game while obtaining a prize ball (for example, 1 ball / win) based on the win at the second starting port 71 and suppressing the decrease of the held balls.
[0085] In the pachinko machine 10 of the first embodiment, in the "time - shortening state", until the dynamic display of the special symbol for a predetermined number of times (200 times in the first embodiment) is executed after the start of the "time - shortening state", the hit probability of the normal symbol becomes a high - probability state. And after the dynamic display of the special symbol for the above - mentioned predetermined number of times is executed, it is configured to shift from the "time - shortening state" to the above - mentioned "normal gaming state".
[0086] In addition, in the "time - shortening state" or the "probability - variation state" described later, when it is detected that a ball has been launched by the left - hand hitting game (for example, detection of the ball winning at the first starting port 64, etc.), in order to suggest to the player and the hall staff that a non - encouraged game is being executed, it is configured to output a predetermined alarm (for example, voice output of "Please hit with the right hand", display of "Please hit with the right hand", etc.). By configuring in this way, it is possible to suppress the continuous execution of the non - encouraged left - hand hitting game in the "time - shortening state" or the "probability - variation state", and to realize the game play as per the game specifications.
[0087] Next, in the "probability - variation state", after the big - hit ends, it is a high - probability state where the big - hit probability of each subsequent special symbol increases as an added value, the hit probability of the normal symbol increases, and the winning - assistance function of the normal electric winning combination 72 is activated.
[0088] That is, the "probability variation state" is a state in which a jackpot result by a special symbol is likely to be derived, a winning result by a normal symbol is likely to be derived, and further, a state in which the open state of the normal electric role 72 becomes long. Therefore, in the "probability variation state", since the ball launched by the right hitting game is likely to win the second starting port 71, the dynamic display of the second special symbol can be continuously executed, and the game can be played while obtaining a prize ball (for example, 1 ball / winning) based on the winning of the second starting port 71 and suppressing the decrease of the held balls. Therefore, in the "probability variation state", it is possible to play the game in a state where a jackpot game (special game state) based on the dynamic display of the second special symbol is likely to occur.
[0089] In the pachinko machine 10 of the first embodiment, in the "probability variation state", the probability of the jackpot of the special symbol becomes a high probability state until winning the jackpot again in the dynamic display of the next special symbol determined in advance after the start of the "probability variation state". And after going through the jackpot game state based on the jackpot in the dynamic display of the next special symbol, after the end of the jackpot, it is configured to shift to a game state (that is, the "probability variation state" or the "time shortening state") according to the jackpot type. Therefore, when entering the "probability variation state", it can be set as a "continuous winning" state in which the next jackpot is substantially guaranteed.
[0090] Note that "continuous winning" means that a favorable state occurs again from a state that is clearly advantageous to the player. In the first embodiment, in the "probability variation state" or the "time shortening state" in which the right hitting game is performed, it refers to a state (situation) in which the player continues to win any jackpot without shifting to the "normal game state". Therefore, if a jackpot is won during the "probability variation state" or the "time shortening state" in which the right hitting game can be performed, it corresponds to "continuous winning", and during the "normal game state" after the end of the "probability variation state" or the "time shortening state", it becomes a state where the so-called "continuous winning" is interrupted, and winning a jackpot in the "normal game state" (so-called, first jackpot) does not correspond to the jackpot in "continuous winning" either.
[0091] Here, the display modes of the special LED groups 37b for each big win type will be described. As the stop display (lighting display) of the upper LED group 37b1 for the first special symbol, there is 1 display pattern corresponding to a loss, 32 display patterns corresponding to the big win type "Probability Variable A", and 31 display patterns corresponding to the big win type "Time Short A", for a total of 64 display patterns. And each display pattern has no specific regularity for each big win type, and random display patterns are associated in advance. Therefore, when a player sees the display pattern of the upper LED group 37b1, while they can recognize the stop display of a loss, it is configured to be difficult to identify whether it is the stop display of the big win type "Probability Variable A" or "Time Short A".
[0092] Also, as the stop display (lighting display) of the lower LED group 37b2 for the second special symbol, there is 1 display pattern corresponding to a loss, 32 display patterns corresponding to the big win type "Probability Variable A", and 31 display patterns corresponding to the big win type "Time Short A", for a total of 64 display patterns. And each display pattern, similar to the upper LED group 37b1, has no specific regularity for each big win type, and random display patterns are associated in advance. Therefore, when a player sees the display pattern of the lower LED group 37b2, while they can recognize the stop display of a loss, it is configured to be difficult to identify whether it is the stop display of the big win type "Probability Variable A" or "Time Short A".
[0093] By configuring it in this way, even when each big win type is displayed in the stop display of the special LED group 37b of the special symbol display device 37, if the player does not grasp all the big win types corresponding to each stop display, it becomes difficult for the player to recognize the selected big win type. For this reason, it is made difficult to identify which big win type it is only from the display result of the variable effect, and a game property is created that makes the player guess which big win type it is, and the interest of the game can be improved.
[0094] The right-hit notification lamp 37c of the special symbol display device 37 is a lamp for suggesting a game state in which the launch of a ball in a right-hit game is encouraged. This right-hit notification lamp 37c is in an off state in the "normal game state" where the left-hit game is encouraged and the right-hit game is not encouraged. On the other hand, it is in an on state in the "probability variation state" or "time shortening state" where the right-hit game is encouraged, or during a jackpot game. The player can recognize whether it is a state where a right-hit game should be played by checking the right-hit game suggestion display on this right-hit notification lamp 37c and the third symbol display device 81.
[0095] In the game area of the game board 13, a plurality of general winning holes 63 are arranged, and when a ball wins a prize, 3 to 15 balls are paid out as bonus balls.
[0096] Also, in the central part of the game area, a variable display device unit 80 is arranged. In the variable display device unit 80, with the entry of a ball into the first start hole 64 or the second start hole 71 (hereinafter, the entry of a ball into the first start hole 64 or the second start hole 71 may be referred to as "start winning") as a trigger, while synchronizing with the dynamic display of the first special symbol or the second special symbol in the special symbol display device 37, a third symbol display device 81 composed of a liquid crystal display (hereinafter simply abbreviated as "display device") that performs a variable display effect of the third symbol is provided, and a second symbol display device 83 composed of LEDs capable of performing a variable display of the normal symbol with the passage of a ball through the through gate 67 as a trigger (hereinafter, regarding the second symbol display device 83, for convenience of explanation, it may be referred to as the "normal symbol display device 83"). Further, in the variable display device unit 80, a center frame 86 is arranged so as to surround the outer periphery of the third symbol display device 81.
[0097] The third symbol display device 81 is composed of a large-sized 17-inch liquid crystal display, and the display content is controlled by a display control device 114 (see FIG. 6) described later, so that, for example, three symbol columns Z1 to Z3 on the left, middle, and right (see FIG. 5) are displayed.
[0098] Each symbol column Z1 to Z3 (see FIG. 5) is composed of a plurality of symbols, and these symbols scroll vertically for each of the symbol columns Z1 to Z3 so that the third symbol is variably displayed on the display screen of the third symbol display device 81. The third symbol display device 81 of the first embodiment is commonly used in the first lottery game of the first special symbol and the second lottery game of the second special symbol. While the display of the game state accompanying the control of the main control device 110 is performed by the special symbol display device 37, a decorative display corresponding to the display of the special symbol display device 37 is performed using the third symbol of the third symbol display device 81. Note that, instead of the display device, for example, the third symbol display device 81 may be configured using a reel, an LED, or the like.
[0099] Here, with reference to FIG. 5, the display content of the third symbol display device 81 will be described. FIG. 5 is a drawing for explaining the display screen of the third symbol display device 81. FIG. 5(a) is a diagram schematically showing the area division setting and the effective line setting of the display screen, and FIG. 5(b) is a diagram illustrating an actual display screen.
[0100] The third symbol is composed of 10 types of main symbols numbered from "0" to "9". Each main symbol is configured by attaching numbers from "0" to "9" on the rear symbol made of a wooden box. Among them, the main symbols with odd numbers ("1", "3", "5", "7", "9") have large numbers almost covering the front surface of the wooden box. On the other hand, the main symbols with even numbers ("0", "2", "4", "6", "8") have accessory symbols imitating characters such as a saw, a furoshiki, and a helmet almost covering the front surface of the wooden box. Even numbers are added in small green characters on the lower right side of the accessory symbol and are displayed in front of the accessory symbol.
[0101] In addition, in the pachinko machine 10 of the first embodiment, when the lottery result of any special symbol by the main control device 110 (see FIG. 6) described later is a big win, a variation effect in which the same main symbols are aligned is performed, and a big win occurs after the variation effect ends. For example, when winning the big win type "probability variation B", mainly, a variation effect in which the main symbols with odd numbers, that is, the main symbols with the numbers "1", "3", "5", "7", or "9" are aligned is performed. On the other hand, when winning the big win type "time shortening A", mainly, a variation effect in which the main symbols with even numbers, that is, the main symbols with the numbers "0", "2", "4", "6", or "8" are aligned is performed.
[0102] In the pachinko machine 10 of the first embodiment, when winning the big win type "probability variation A", all the main symbols are configured to be able to appear. Specifically, for example, even when winning the big win type "probability variation A", there may be a case where a variation effect in which the same main symbols with the numbers "2" or "8" are aligned is performed. By configuring in this way, for example, at the stop timing of the variation effect, the content of the game value that can be given cannot be determined, and by performing an upgrade effect during the big win, etc., the variations of the game can be enriched and the interest of the game can be improved.
[0103] As shown in FIG. 5(a), the display screen of the third symbol display device 81 is roughly divided into three parts in the vertical direction. The lower 2 / 3 is composed of a main display area Dm for performing a variation effect on the third symbol and a cockpit display area Db for displaying the number of reserved balls, etc., and the upper 1 / 3 other than that is a sub-display area Ds for displaying a preview effect, characters, etc.
[0104] The main display area Dm is divided into three display areas Dm1 to Dm3 on the left, middle, and right. The left symbol column Z1 is displayed in the display area Dm1, the middle symbol column Z2 is displayed in the display area Dm2, and the right symbol column Z3 is displayed in the display area Dm3.
[0105] In each symbol column Z1 to Z3, the above-described third symbol is displayed in a specified order. That is, in each symbol column Z1 to Z3, the main symbols are arranged in ascending (or descending) order of numbers, and a variation effect is performed by scrolling from top to bottom periodically for each of the symbol columns Z1 to Z3. Note that the number arrangements in the respective symbol columns Z1 to Z3 may be configured to be different from each other. For example, in the left symbol column Z1, the numbers of the main symbols may be arranged so as to appear in descending order, while in the middle symbol column Z2 and the right symbol column Z3, the numbers of the main symbols may be arranged so as to appear in ascending order.
[0106] Also, in the main display area Dm, the third symbol is displayed in three upper, middle, and lower stages for each of the symbol columns Z1 to Z3. The middle part of this main display area Dm is set as the effective line L1, and in the variation effect, the third symbol is stopped and displayed on the effective line L1 in the order of the left symbol column Z1 → the right symbol column Z3 → the middle symbol column Z2. If the combination of jackpot symbols (combination of the same main symbols) is aligned on the effective line L1 when the third symbol stops, a jackpot video is displayed as a jackpot.
[0107] The sub-display area Ds is provided horizontally above the main display area Dm and is further equally divided into three small areas Ds1 to Ds3 in the left-right direction. The small areas Ds1 to Ds3 are areas for displaying characters and preview effect images, respectively. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of expectation of hitting the jackpot as a result of the variation display performed in the main display area Dm.
[0108] The cockpit display area Db is an area for displaying the number of hold balls, which is the number of balls that have entered the first start port 64 or the second start port 71 corresponding to the special symbol set for each gaming state and for which the variation display (variation effect) has not been executed (hold balls).
[0109] In the small area Ds3 on the right of the sub-display area Ds, a fourth symbol display area 87 for special figure 1 that can change in synchronization with the dynamic display of the first special symbol and the number of hold balls, and a fourth symbol display area 88 for special figure 2 that can change in synchronization with the dynamic display of the second special symbol and the number of hold balls are configured to be displayable.
[0110] In the fourth figure handle display area 87 for Special Figure 1, there is a reserved number display 87a for Special Figure 1 that displays the reserved number of the dynamic display of the first special symbol in numbers, and a variable area 87b for Special Figure 1 that can change in synchronization with the execution of the dynamic display (variable effect) of the first special symbol.
[0111] The reserved number display 87a for Special Figure 1 is configured to be able to display the reserved number of the dynamic display of the first special symbol in numerical symbols within the range of "0" to "4". Specifically, when the reserved number display 87a for Special Figure 1 displays "0", it indicates that the reserved number of the dynamic display of the first special symbol is 0; when the reserved number display 87a for Special Figure 1 displays "1", it indicates that the reserved number of the dynamic display of the first special symbol is 1; when the reserved number display 87a for Special Figure 1 displays "2", it indicates that the reserved number of the dynamic display of the first special symbol is 2; when the reserved number display 87a for Special Figure 1 displays "3", it indicates that the reserved number of the dynamic display of the first special symbol is 3; when the reserved number display 87a for Special Figure 1 displays "4", it indicates that the reserved number of the dynamic display of the first special symbol is 4.
[0112] That is, the reserved number display 87a of the fourth figure display area 87 for Special Figure 1 is displayed to match the content of the reserved ball number of the dynamic display of the first special symbol in the state LED group 37a of the special symbol display device 37 described above, and is also displayed to match the content of the reserved ball number of the reserved symbol display area Db1 for Special Figure 1 described later.
[0113] The variable area 87b for Special Figure 1 is a display area for showing the execution and result of the dynamic display of the first special symbol, and is configured such that the display color of the square symbol can change. Specifically, when the dynamic display of the first special symbol is being executed, the display color of the square symbol in the variable area 87b for Special Figure 1 changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it changes again in the order of white → red → ··· and repeats the change during the execution of the dynamic display of the first special symbol. And when the dynamic display of the first special symbol stops, the square symbol in the variable area 87b for Special Figure 1 is displayed in the display color corresponding to the lottery result of the dynamic display.
[0114] More specifically, when the square symbol in the variable area 87b for Special Figure 1 stops in white, it indicates that the dynamic display of the first special symbol is a loss, and when the square symbol in the variable area 87b for Special Figure 1 stops in red, it is configured to indicate that the dynamic display of the first special symbol is a big win. That is, the square symbol in the variable area 87b for Special Figure 1 is displayed so as to correspond to the display content of the upper LED group 37b1 of the special symbol display device 37 described above, and is configured to be synchronized with the display content of the main display area Dm.
[0115] The fourth symbol display area 88 for Special Figure 2 is composed of a remaining number display 88a for Special Figure 2 that displays the remaining number of the dynamic display of the second special symbol in numbers, and a variable area 88b for Special Figure 2 that can change in synchronization with the execution of the dynamic display (variable effect) of the second special symbol.
[0116] The remaining number display 88a for Special Figure 2 is configured to be able to display numeric symbols in the range of "0" to "4" for the remaining number of the dynamic display of the second special symbol. Specifically, when the remaining number display 88a for Special Figure 2 displays "0", it indicates that the remaining number of the dynamic display of the second special symbol is 0, and when the remaining number display 88a for Special Figure 2 displays "1", it indicates that the remaining number of the dynamic display of the second special symbol is 1, when the remaining number display 88a for Special Figure 2 displays "2", it indicates that the remaining number of the dynamic display of the second special symbol is 2, when the remaining number display 88a for Special Figure 2 displays "3", it indicates that the remaining number of the dynamic display of the second special symbol is 3, and when the remaining number display 88a for Special Figure 2 displays "4", it indicates that the remaining number of the dynamic display of the second special symbol is 4.
[0117] That is, the remaining number display 88a for the fourth symbol display area 88 for Special Figure 2 is displayed so as to match the content of the remaining number of balls of the dynamic display of the second special symbol in the state LED group 37a of the special symbol display device 37 described above, and is also displayed so as to match the content of the remaining number of balls in the remaining symbol display area Db2 described later.
[0118] The variable area 88b for Special Figure 2 is a display area for executing and showing the results of the dynamic display of the second special symbol. Similar to the variable area 87b for Special Figure 1, the display color of the square symbols is configured to be changeable. Specifically, when the dynamic display of the second special symbol is being executed, the display color of the square symbols in the variable area 88b for Special Figure 2 changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple. After purple, the changes repeat in the order of white → red → ··· during the execution of the dynamic display of the second special symbol. When the dynamic display of the second special symbol stops, the square symbols in the variable area 88b for Special Figure 2 are displayed in the display color corresponding to the lottery result of the dynamic display.
[0119] More specifically, when the square symbol in the variable area 88b for Special Figure 2 stops in white, it indicates that the dynamic display of the second special symbol was a miss. When the square symbol in the variable area 88b for Special Figure 2 stops in red, it is configured to indicate that the dynamic display of the second special symbol was a big win. That is, the square symbols in the variable area 88b for Special Figure 2 are displayed corresponding to the display content of the lower LED group 37b2 of the special symbol display device 37 described above, and are configured to be synchronized with the display content of the main display area Dm.
[0120] On the display screen of the third symbol display device 81, as shown in FIG. 5(b), for example, a total of 3 main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, videos are displayed in the left small area Ds1 and the right small area Ds3, and displays indicating a state that is more likely to transition to a big win than normal, and firing modes encouraged according to the gaming state are suggested to the player. In the central small area Ds2, usually, a predetermined character (a boy wearing a headband in this embodiment) performs a predetermined action, sometimes performs a special action different from the predetermined action, or the color of the boy's usually black hair or the color of the usually white headband changes, or another character appears, etc., and a preview effect is performed.
[0121] In the pachinko machine 10 of the first embodiment, while the variable effect (dynamic display) of the third symbol corresponding to the first special symbol or the second special symbol is being performed on the third symbol display device 81 (special symbol display device 37), if a ball enters the first start port 64, the number of times of ball entry (number of held balls) is held up to a maximum of 4 times. The number of held balls is indicated by the special symbol display device 37 and is also shown in the first held symbol display area Db1 of the first held symbol corresponding to the first special symbol in the cockpit display area Db, specifically in the first to fourth held symbol display areas Db1a to Db1d of the special figure 1. In the first to fourth held symbol display areas Db1a to Db1d of the special figure 1, one held symbol (the "○" symbol (white circle symbol) in the normal display mode) is displayed for each held ball (number of held balls is 1 time) of the first special symbol, and the number of held balls is displayed according to the number of held symbols displayed in the first to fourth held symbol display areas Db1a to Db1d of the special figure 1.
[0122] That is, in the first to fourth held symbol display areas Db1a to Db1d of the special figure 1, when one held symbol is displayed in the first held symbol display area Db1a of the special figure 1, it indicates that the number of held balls of the first special symbol is 1 time; when a total of 2 held symbols are displayed, one each in the first and second held symbol display areas Db1a and Db1b of the special figure 1, it indicates that the number of held balls of the first special symbol is 2 times; when a total of 3 held symbols are displayed, one each in the first to third held symbol display areas Db1a to Db1c of the special figure 1, it indicates that the number of held balls of the first special symbol is 3 times; when a total of 4 held symbols are displayed, one each in the first to fourth held symbol display areas Db1a to Db1d of the special figure 1, it indicates that the number of held balls of the first special symbol is 4 times. Also, when no held symbol is displayed in the first to fourth held symbol display areas Db1a to Db1d of the special figure 1, it indicates that the number of held balls of the first special symbol is 0 times and there is no variable effect being held.
[0123] Also, when a ball enters the second start port 71 while the third symbol display device 81 (special symbol display device 37) is performing a variation effect (dynamic display) of the third symbol corresponding to the first special symbol or the second special symbol, the number of balls entering (number of held balls) is held up to a maximum of 4 times. The number of held balls is indicated by the special symbol display device 37 and is also shown in the second held symbol display area Db2 of the cockpit display area Db corresponding to the second special symbol, in the first to fourth held symbol display areas Db2a to Db2d of the special figure 2. In the first to fourth held symbol display areas Db2a to Db2d of the special figure 2, one held symbol (the "○" symbol (white circle symbol) in the normal display mode) is displayed for each held ball (number of held balls is 1 time) of the second special symbol, and the number of held balls is displayed according to the number of held symbols displayed in the first to fourth held symbol display areas Db2a to Db2d of the special figure 2.
[0124] That is, in the first to fourth held symbol display areas Db2a to Db2d of the special figure 2, when one held symbol is displayed in the first held symbol display area Db2a of the special figure 2, it indicates that the number of held balls of the second special symbol is 1 time; when a total of 2 held symbols are displayed, one each in the first and second held symbol display areas Db2a and Db2b of the special figure 2, it indicates that the number of held balls of the second special symbol is 2 times; when a total of 3 held symbols are displayed, one each in the first to third held symbol display areas Db2a to Db2c of the special figure 2, it indicates that the number of held balls of the second special symbol is 3 times; when a total of 4 held symbols are displayed, one each in the first to fourth held symbol display areas Db2a to Db2d of the special figure 2, it indicates that the number of held balls of the second special symbol is 4 times. Also, when no held symbol is displayed in the first to fourth held symbol display areas Db2a to Db2d of the special figure 2, it indicates that the number of held balls of the second special symbol is 0 times and there is no variation effect being held.
[0125] In the pachinko machine 10 of the first embodiment, the first lottery game of the first special symbol and the second lottery game of the second special symbol are not executed simultaneously, but only one of the lottery games is executed. Further, in the pachinko machine 10 of the first embodiment, when any of the lottery games being executed ends, if the hold balls of the first special symbol and the hold balls of the second special symbol are stored respectively, the second lottery game of the second special symbol is configured to be executed preferentially over the first lottery game of the first special symbol (so-called, special symbol 2 priority variation). Note that the lottery games may be executed in the order of winning, or the first lottery game of the first special symbol and the second lottery game of the second special symbol may be configured to be executed simultaneously.
[0126] An execution symbol display area Db0 is provided in the central portion of the cockpit display area Db, where an execution symbol indicating that a variation effect is being executed in the main display area Dm is displayed. This execution symbol display area Db0 is provided in the central portion of the cockpit display area Db, that is, on the right side of the first hold symbol display area Db1a of the special symbol 1 and on the left side of the first hold symbol display area Db2a of the special symbol 2, and is configured to display an execution symbol larger than each of the hold symbols displayed in each of the hold symbol display areas Db1a to Db1d, Db2a to Db2d. Further, in this execution symbol display area Db0, the hold symbol that was displayed in the first hold symbol display area Db1a of the special symbol 1 or the first hold symbol display area Db2a of the special symbol 2 moves (shifts) and is displayed as an execution symbol.
[0127] The execution symbol displayed in the execution symbol display area Db0 is erased when the variable effect ends. Along with the erasure of the execution symbol, the displayed hold symbol moves and is displayed as the hold symbol on the lower side (right side if it is the first special symbol, left side if it is the second special symbol). Specifically, for example, in a situation where there is no hold symbol for the second special symbol and there are four hold symbols for the first special symbol, when the execution symbol displayed in the execution symbol display area Db0 is erased upon the end of the variable effect of the first special symbol or the second special symbol, the hold symbol displayed in the first hold symbol display area Db1a of Special Figure 1 moves (shifts) and is displayed as the execution symbol in the execution symbol display area Db0. Also, the hold symbol displayed in the second hold symbol display area Db1b of Special Figure 1 moves (shifts) and is displayed as the hold symbol in the first hold symbol display area Db1a of Special Figure 1. Furthermore, the hold symbol displayed in the third hold symbol display area Db1c of Special Figure 1 moves (shifts) and is displayed as the hold symbol in the second hold symbol display area Db1b of Special Figure 1. Also, the hold symbol displayed in the fourth hold symbol display area Db1d of Special Figure 1 moves (shifts) and is displayed as the hold symbol in the third hold symbol display area Db1c of Special Figure 1.
[0128] Also, for example, in a situation where there are four hold symbols for the second special symbol, when the execution symbol displayed in the execution symbol display area Db0 is erased upon the end of the variable effect of the first special symbol or the second special symbol, the hold symbol displayed in the first hold symbol display area Db2a of Special Figure 2 moves (shifts) and is displayed as the execution symbol in the execution symbol display area Db0. Also, the hold symbol displayed in the second hold symbol display area Db2b of Special Figure 2 moves (shifts) and is displayed as the hold symbol in the first hold symbol display area Db2a of Special Figure 2. Furthermore, the hold symbol displayed in the third hold symbol display area Db2c of Special Figure 2 moves (shifts) and is displayed as the hold symbol in the second hold symbol display area Db2b of Special Figure 2. Also, the hold symbol displayed in the fourth hold symbol display area Db2d of Special Figure 2 moves (shifts) and is displayed as the hold symbol in the third hold symbol display area Db2c of Special Figure 2.
[0129] In the first embodiment, the number of hold balls for the variable effect based on the ball entry into the first start port 64 or the second start port 71 is configured to be held up to a maximum of 4 times each. However, the maximum number of hold balls is not limited to 4 times, and it may be set to 3 times or less, or 5 times or more (for example, 8 times) each. Further, instead of displaying the hold symbol in the cockpit display area Db, the number of hold balls may be displayed numerically on a part of the third symbol display device 81, or the area divided into four parts may be made different in the manner corresponding to the number of hold balls (for example, color or lighting pattern). Further, since the number of hold balls is indicated by the special symbol display device 37, it is not necessary to display the number of hold balls on the third symbol display device 81. Furthermore, four hold lamps indicating the number of hold balls may be provided in the variable display device unit 80 for each of the maximum hold numbers of the first special symbol and the second special symbol, and the number of hold balls may be displayed according to the number of lit hold lamps.
[0130] Returning to FIG. 4, the description will be continued. A through gate 67 is provided on the right side in the front view of the variable display device unit 80. A through hole (not shown) for the ball to pass through is provided in the through gate 67 in the vertical direction. When the ball passes through this through gate 67, a normal symbol switch (not shown) provided in the through hole is turned on, and a hit lottery for the normal symbol is performed by the main control device 110 due to the turn-on. Note that this through gate 67 only serves as a lottery trigger for the variable display of the normal symbol, and no payout such as prize balls is made even when the ball passes through. Note that a normal winning port capable of obtaining a lottery trigger for the normal symbol may be provided, and it may be configured to obtain a lottery trigger for the normal symbol and pay out a predetermined number of prize balls.
[0131] A normal electric accessory 72 is disposed on the right side in the lateral direction in the front view of the variable display device unit 80. This normal electric accessory 72 mainly includes a retractable plate 72a and a normal electric accessory solenoid (not shown) that drives the retractable plate 72a to retract and protrude.
[0132] The main control device 110 (see Fig. 6) of the first embodiment normally maintains the protruding plate 72a of the normal electric member 72 in a protruding state, covering the upper side in the front view of the second starting port 71, thereby preventing the balls from flowing into the second starting port 71. When winning a hit in the variable display of the normal symbol, the above-mentioned normal electric member solenoid (not shown) is driven for a predetermined time, and the protruding plate 72a of the normal electric member 72 is driven from the protruding state into a submerged state in the game board 13 for a predetermined time, so that the balls can flow into the second starting port 71, and the balls flowing down the right side in the front view of the variable display device unit 80 during the right-handed game are easily configured to win the second starting port 71, that is, it is configured to be in a winning assistance state.
[0133] In addition, in the pachinko machine 10 of the first embodiment, according to the game state, the probability of winning a hit in the variable display of the normal symbol is configured to change. Specifically, in the "normal game state", the winning probability of the normal symbol is set to a low probability state (for example, 0 / 100), and it is made difficult to win a hit in the variable display of the normal symbol than in the "probability variation state" and the "time shortening state", so that it is difficult to make the protruding plate 72a of the normal electric member 72 in a submerged state (open state), and it is configured to be difficult to win the second starting port 71 than in the "probability variation state" and the "time shortening state". On the other hand, in the "probability variation state" or the "time shortening state", the winning probability of the normal symbol is set to a high probability state (for example, 99 / 100), and it is made easier to win a hit in the variable display of the normal symbol than in the "normal game state", so that it is easy to make the protruding plate 72a of the normal electric member 72 in a submerged state (open state), and it is configured to be able to easily win the second starting port 71.
[0134] In the pachinko machine 10 of the first embodiment, in the high-probability state of the normal symbol, since the variable display derives a win with a high probability (i.e., 99%), in the "probability fluctuation state" and the "time shortening state" where the normal symbol is in the high-probability state, many of the balls launched in the right-handed game are configured to be able to win at the second start port 71. On the other hand, in the low-probability state of the normal symbol, since the variable display can (or cannot) derive a win with a low probability (i.e., 0%), the balls launched in the right-handed game are configured to hardly win at the second start port 71. As a result, in the "probability fluctuation state" and the "time shortening state", it becomes possible to play the game while winning the balls launched in the right-handed game at the second start port 71. By paying out the winning balls based on the win at the second start port 71, the player can play the game while suppressing the decrease of their own balls compared to the "normal game state".
[0135] Note that instead of changing the winning probability of the normal symbol from the "normal game state" like the "probability fluctuation state" or the "time shortening state", according to the game state of the pachinko machine 10, it may be possible to change the time when the appearance / disappearance plate 72a of the normal electric role 72 sinks (is opened), or the number of times the appearance / disappearance plate 72a of the normal electric role 72 sinks (is opened) in one win. Specifically, in the "probability fluctuation state" or the "time shortening state", the time when the appearance / disappearance plate 72a of the normal electric role 72 sinks may be made longer than in the "normal game state", or the number of times the appearance / disappearance plate 72a of the normal electric role 72 sinks in one win may be made more than in the "normal game state". Also, in the "probability fluctuation state" or the "time shortening state", at least two of the increase in the winning probability of the normal symbol, the lengthening of the sinking time of the appearance / disappearance plate 72a of the normal electric role 72, and the increase in the number of times the appearance / disappearance plate 72a of the normal electric role 72 sinks may be performed simultaneously.
[0136] The normal symbol display device 83 performs variable display that alternately lights up the symbol "○" and the symbol "×" as the display symbols (normal symbols) every time the ball passes through the through gate 67. In the pachinko machine 10, when the variable display in the normal symbol display device 83 stops at a predetermined symbol (the symbol "○" in the first embodiment), the normal electric device 72 provided above the front view of the second start port 71 is in an operating state for a predetermined time, and when it stops at a symbol other than the predetermined symbol (the symbol "×" in the first embodiment), the normal electric device 72 is in a non-operating state (the closed state is maintained).
[0137] The number of balls retained in the through gate 67 is retained up to a maximum of 4 times, and the number of retained balls is also lit and displayed on the second symbol retention lamp 84 (hereinafter, for the sake of convenience in explanation, may be referred to as the "normal symbol retention lamp 84"). Four normal symbol retention lamps 84 are provided for the maximum number of retained balls, and are arranged symmetrically left and right below the third symbol display device 81. Then, the number of retained balls is displayed by the number of lit normal symbol retention lamps 84.
[0138] In addition, the variable display of the normal symbol is performed by switching the lighting and non-lighting of a plurality of lamps in the normal symbol display device 83 as in the first embodiment, but it may also be performed using a part of the special symbol display device 37 or the third symbol display device 81. Similarly, the lighting of the normal symbol retention lamp 84 may be performed by a part of the third symbol display device 81. Also, the passage of the through gate 67 is not limited to a maximum of 4 times for the number of retained balls, and may be set to 3 times or less, or 5 times or more (for example, 8 times). Further, since the number of retained balls is indicated by the special symbol display device 37, it may not be lit and displayed by the normal symbol retention lamp 84.
[0139] Below the variable display device unit 80, a first starting port 64 into which a ball can enter is provided. Around this first starting port 64, gaming pins and the like are implanted so that about 6 balls (so-called, S1 = 6) shot in the left-handed game are awarded per minute. When a ball enters the first starting port 64, a first starting port switch (not shown) provided on the back side of the game board 13 is turned on, and due to the turning on of the first starting port switch, the main control device 110 (see FIG. 6) conducts a lottery for the first special symbol jackpot. Then, the dynamic display according to the lottery result is shown by the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37, and a variable effect based on the first special symbol is executed by the third symbol display device 81. Note that the first starting port 64 also serves as one of the winning ports from which 4 balls are paid out as prize balls when a ball enters.
[0140] On the right side in the front view of the variable display device unit 80, a second starting port 71 into which a ball can enter only when the normal electric role 72 is in the open state is provided. Around this second starting port 71, gaming pins are implanted so that when the normal electric role 72 is in the open state, about 50 to 60 balls shot in the right-handed game are awarded per minute. When a ball enters the second starting port 71, a second starting port switch (not shown) provided on the back side of the game board 13 is turned on, and due to the turning on of the second starting port switch, the main control device 110 (see FIG. 6) conducts a lottery for the second special symbol jackpot. Then, the display according to the lottery result is shown by the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37, and a variable effect based on the second special symbol is executed by the third symbol display device 81. Note that the second starting port 71 also serves as one of the winning ports from which 1 ball is paid out as a prize ball when a ball enters.
[0141] A horizontally long rectangular large prize opening is provided in the approximate center of the variable prize winning device 65 at the lower right side of the front view of the game board 13. In the pachinko machine 10 of the first embodiment, when the lottery of the first special symbol or the second special symbol in the main control device 110 (see FIG. 6) results in a jackpot, after a predetermined time (variable time) has elapsed, the special LED group 37b of the special symbol display device 37 is turned on to display a stop symbol corresponding to the jackpot (for example, three of the same symbol (such as "777")), thereby indicating the occurrence of a jackpot game. After that, the large prize opening opening plate 65a provided in the variable prize winning device 65 is opened according to the type of jackpot, and the game state transitions to a special game state (jackpot game) in which the ball is likely to enter the large prize opening. In this special game state, the special prize opening plate 65a, which is normally closed, is opened until a predetermined condition is met (for example, until "30 seconds" have elapsed or until 10 balls have won).
[0142] When the large prize opening opening plate 65a is opened, it closes when a predetermined time has elapsed since it was opened or when a predetermined number of winnings are detected, and after it is closed, the large prize opening opening plate 65a is opened again. The opening and closing operation of the large prize opening opening plate 65a can be repeated up to, for example, 10 times (10 rounds). The state in which this opening and closing operation is being performed is one form of a special game state (big win state) that is advantageous to the player, and by making a ball win in the variable winning device 65, the player is paid out a larger number of prize balls than usual as a grant of game value (game value).
[0143] At the left and right corners of the lower side of the game board 13, there are provided attachment spaces K1 for attaching stamps, identification labels, etc., and the stamps, etc. affixed to the attachment spaces K1 can be viewed through a small window 35 in the front frame 14 (see Figure 1).
[0144] Furthermore, an out port 66 is provided on the game board 13. Balls that have not entered any of the winning ports (ball entry ports) 63, 64, 65, 71 are guided through the out port 66 to the out ball passage 133 (see FIG. 2). A large number of nails are implanted on the game board 13 to appropriately disperse and adjust the falling direction of the balls, and various members (effect devices) such as windmills are arranged. Note that the balls that have won at each winning port 63, 64, 65, 71 are also guided to the out ball passage 133, similar to the balls that have passed through the out port 66, and are conveyed again to the upper tray 17 (see FIG. 1) via the ball circulation device 130 (see FIG. 2).
[0145] Next, with reference to FIGS. 6, 7, and 8, the electrical configurations of the pachinko machine 10, the card unit 300, the hall combobox 400, the hall computer 500, the external management server 600, and each game machine manufacturer A to C will be described. FIG. 6 is an overall block diagram showing the electrical configurations of the pachinko machine 10, the card unit 300, the hall combobox 400, the hall computer 500, the external management server 600, and each game machine manufacturer A to C, and is mainly a block diagram showing the electrical configuration between the pachinko machine 10 and the card unit 300. Further, FIG. 7 is a block diagram showing the electrical configurations of the pachinko machine 10, the card unit 300, the hall combobox 400, and the hall computer 500, and is mainly a block diagram showing the electrical configuration of the main control device 110. Furthermore, FIG. 8 is a block diagram showing the electrical configurations of the pachinko machine 10, the card unit 300, the membership card 700, the hall combobox 400, and the hall computer 500, and is mainly a block diagram showing the electrical configuration of the frame integrated control device 111.
[0146] First, as shown in FIG. 6, the pachinko machine 10 mainly includes a main control device 110 capable of executing various controls related to the game, a frame integrated control device 111 configured to be capable of two-way communication with the main control device 110, a firing control device 112 configured to be capable of receiving commands from the frame integrated control device 111, a voice lamp control device 113 configured to be capable of receiving commands from the main control device 110, a display control device 114 configured to be capable of two-way communication with the voice lamp control device 113, a third symbol display device 81 configured to be capable of receiving commands from the display control device 114, a power supply device 115 capable of supplying driving power to the main control device 110, the frame integrated control device 111, etc., and an external terminal board 23 capable of outputting various signals from the main control device 110 and the frame integrated control device 111 to the hall computer 500.
[0147] The main control device 110, the voice lamp control device 113, the display control device 114, the third symbol display device 81, and their peripheral devices are arranged on the back side of the game board 13 (see FIG. 4), and the frame integrated control device 111, the firing control device 112, the power supply device 115 (external terminal board 23), and their peripheral devices are arranged on the back side of the inner frame 12 (outer frame 11).
[0148] The frame integrated control device 111 is mainly electrically connected to the main control device 110, the firing control device 112, the power supply device 115, the credit number display unit 41, the credit transfer button 42, the card return button 43, the ball circulation device 130, the far ball switch 131, the ball feed switch 112e of the ball feed unit 112c, and is also electrically connected to the security board 305 of the card unit 300. The firing control device 112 is electrically connected to the frame integrated control device 111, the ball firing unit 112a provided with the firing solenoid 112b, and the ball feed unit 112c provided with the ball feed solenoid 112d and the ball feed switch 112e.
[0149] As shown in FIG. 8, the frame control device 111 is equipped with an MPU 211 which is an arithmetic unit. The MPU 211 is provided with a read only memory (hereinafter abbreviated as "ROM") 212 that stores various control programs and fixed value data executed by the MPU 211, and a random access memory (hereinafter abbreviated as "RAM") 213 which is a memory for temporarily storing various data etc. when executing the control programs stored in the ROM 212. In addition, various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit are built in.
[0150] In the RAM 213, at least a launch permission flag 213a, a credit storage unit 213b, a transfer-in progress storage unit 213c, a bonus ball buffer 213d, a credit transfer flag 213e, a long-press flag 213f, a specified number of balls flag 213g, a card return in progress flag 213h, and a remaining balls launch counter 213i are provided.
[0151] The launch permission flag 213a is a flag for permitting (allowing) the launch of a ball in the on state and restricting (stopping) the launch of a ball in the off state. This launch permission flag 213a is set to off as an initial value when the pachinko machine 10 is powered on. And when the electrical connection with the card unit 300 is normal and a launch permission command is received from the card unit 300, it is set to on (S1207 in FIG. 46). On the other hand, when the electrical connection with the card unit 300 is not normal (for example, when the card unit connection board 116 is not connected to the card unit 300, etc.), it is set to off (refer to S1209 in FIG. 46). Also, when the card return button 43 is operated by the player and the membership card 700 is being returned from the card unit 300, that is, when the player interrupts the game and the held ball data in the credit storage unit 213b described later is being transferred to the held ball data storage unit 303c of the card unit 300, it is set to off (refer to S1308 in FIG. 47).
[0152] In the pachinko machine 10 of the first embodiment, even when the firing handle 51 is rotated and operated by a player by a predetermined amount, if the firing permission flag 213a is not turned on, the firing solenoid 112b of the ball firing unit 112a is not driven, and the ball is not fired into the game area or the like. By configuring in this way, when the card unit 300 is not normally connected or the membership card 700 is being returned, by not firing the ball, it is possible to prevent the occurrence of an abnormal count of the balls held by the player and construct an appropriate gaming environment.
[0153] The credit storage unit 213b is a storage area for storing the held ball data for the player to play the game in the pachinko machine 10. This credit storage unit 213b is cleared to "0" as an initial value when the power of the pachinko machine 10 is turned on, and when a ball lending signal is received from the card unit 300 (see S1401: Yes in FIG. 48), "125", which is the ball lending data for 500 yen, is added. Also, when the credit transfer flag 213e, which will be described later, is not turned on in a state where the bonus ball data is stored in the bonus ball buffer 213d, which will be described later (see S1404: No in FIG. 48), a value corresponding to the bonus ball data stored in the bonus ball buffer 213d is added to the credit storage unit 213b (see S1405 in FIG. 48). Further, when a ball is detected by the foul ball switch 131 (see S1607 in FIG. 50), since the fired ball does not reach the game area and is not used in the game, when the credit transfer flag 213e is set to off (S1608: No in FIG. 50), "1" is added to the value of the credit storage unit 213b (see S1609 in FIG. 50).
[0154] On the one hand, when the player operates the firing handle 51 and the ball stored in the upper tray 17 (see FIG. 1) is sent out one by one to the ball firing unit 112a side by the ball feeding unit 112c and detected by the ball feeding switch 112e, on the condition that the credit transfer flag 213e is not on (see S1511: No in FIG. 49), "1" is subtracted from the value in the credit storage unit 213b (see S1512 in FIG. 49).
[0155] Also, when the player operates the credit transfer button 42, the value in the credit storage unit 213b is subtracted by "1" or "125" according to the operation mode. Specifically, when the player presses the credit transfer button 42 once (that is, when the pressing is released within a pressing time of less than "0.5 seconds"), "1" is subtracted (see S1820 in FIG. 52). Also, when the player presses the credit transfer button 42 for a long time (that is, when it is continuously pressed for "0.5 seconds" or more), "125" is subtracted at the communication timing with the card unit 300 (in the first embodiment, every "0.3 seconds") (see S1805 in FIG. 52). By configuring in this way, when the number of held balls stored in the credit storage unit 213b is extremely large (for example, 1000 shots, etc.), it is not necessary to press the credit transfer button 42 by the number of held balls, and when the game is interrupted (ended), the value in the credit storage unit 213b can be quickly and easily transferred to the card unit 300 (member card 700).
[0156] Furthermore, when the player operates the card return button 43, the value in the credit storage unit 213b is subtracted by "125" each at the communication timing with the card unit 300 (in the first embodiment, every "0.3 seconds") (see S1805 in FIG. 52).
[0157] Note that when the credit storage unit 213b outputs a ball transfer signal to the card unit 300 by pressing the credit transfer button 42 or the card return button 43, the value corresponding to the ball transfer signal is subtracted (see S1805, S1808, S1820 in FIG. 52).
[0158] During the transfer, the memory unit 213c is a storage area for storing holding ball data corresponding to the bonus balls acquired by the balls launched while the value of the credit storage unit 213b is being transferred to the card unit 300 in the pachinko machine 10, that is, while the credit transfer button 42 is being pressed. This memory unit 213c is cleared to "0" as an initial value when the pachinko machine 10 is powered on. When the credit transfer flag 213e described later is on (see S1404: Yes in FIG. 48) and the bonus ball data is stored in the bonus ball buffer 213d described later, a value corresponding to the bonus ball data stored in the bonus ball buffer 213d is added to the memory unit 213c during transfer (see S1406 in FIG. 48). Further, when a ball is detected by the foul ball switch 131 (see S1607 in FIG. 50), it means that the launched ball has not reached the game area and has not been used in the game. Therefore, when the credit transfer flag 213e is set to on (S1608: Yes in FIG. 50), "1" is added to the value of the memory unit 213c during transfer (see S1611 in FIG. 50).
[0159] On the other hand, when the player operates the launch handle 51 and one ball stored in the upper tray 17 (see FIG. 1) is sent out to the ball launch unit 112a side by the ball feed unit 112c and is detected by the ball feed switch 112e, "1" is subtracted from the value of the memory unit 213c during transfer on the condition that the credit transfer flag 213e is on (see S1511: Yes in FIG. 49) (see S1513 in FIG. 49).
[0160] Further, when the credit transfer button 42 is operated by the player, the value in the transfer memory unit 213c is decremented by "1" or "125" according to the operation mode. Specifically, when the credit transfer button 42 is pressed once by the player (that is, when the pressing is released within a pressing time of less than "0.5 seconds"), "1" is decremented (see S1824 in FIG. 52). Also, when the credit transfer button 42 is long-pressed by the player (that is, when it is continuously pressed for "0.5 seconds" or more), "125" is decremented at the communication timing with the card unit 300 (in the first embodiment, every "0.3 seconds") (see S1811 in FIG. 52).
[0161] Note that when the transfer memory unit 213c outputs a ball transfer signal to the card unit 300 by pressing the credit transfer button 42 or the card return button 43, the value corresponding to the ball transfer signal is decremented (see S1811 and S1813 in FIG. 52).
[0162] In this way, by performing the addition and subtraction of the held balls due to the bonus balls and the launched balls during the credit transfer by the transfer memory unit 213c different from the credit memory unit 213b, the addition and subtraction due to the bonus balls or the launched balls generated during the transfer of the held ball data from the pachinko machine 10 to the card unit 300 do not need to be performed by the credit memory unit 213b during the transfer process. Therefore, the occurrence of complicated processing regarding the credit memory unit 213b during the credit transfer can be suppressed, and the occurrence of counting abnormalities and the like can be suppressed in advance.
[0163] The bonus ball buffer 213d is a buffer for temporarily storing the bonus ball number information based on the bonus ball command received from the main control device 110. This bonus ball buffer 213d is configured to write the bonus ball number information indicated by the bonus ball command when receiving the bonus ball command from the main control device 110 (see S1211 in FIG. 46). On the other hand, when the held ball data based on the bonus ball number information stored in the bonus ball buffer 213d is added to the credit memory unit 213b or the transfer memory unit 213c, the bonus ball buffer 213d is cleared to "0" (see S1408 in FIG. 48).
[0164] The credit transfer flag 213e is a flag for determining whether or not the credit transfer button 42 is being pressed by the player. This credit transfer flag 213e is set to off as an initial value when the pachinko machine 10 is powered on. Then, it is set to on while the credit transfer button 42 is being pressed by the player (see S1302 in FIG. 47).
[0165] In the pachinko machine 10 of the first embodiment, at the timing when the addition / subtraction process of the player's held ball data occurs, the on / off state of this credit transfer flag 213e is determined, and based on the determination result, the addition / subtraction process of the held ball data to the credit storage unit 213b or the storage unit during transfer 213c is configured to be executed. Specific processing will be described later.
[0166] The long-press flag 213f is a flag for determining whether or not the credit transfer button 42 is continuously pressed by the player for "0.5 seconds" or more, that is, whether or not it is in a long-press state. This long-press flag 213f is set to off as an initial value when the pachinko machine 10 is powered on. Then, when the credit transfer button 42 is pressed by the player for "0.5 seconds" or more, it is set to on (see S1304 in FIG. 47). On the other hand, when the pressed state of the credit transfer button 42 is released (when it becomes a non-pressed state), this long-press flag 213f is set to off (see S1305 in FIG. 47).
[0167] The specified number of balls flag 213g is a flag for determining whether or not the value of the credit storage unit 213b becomes less than "1000" during the long-press of the credit transfer button 42.
[0168] In the pachinko machine 10 of the first embodiment, it is configured to be able to perform a game by firing balls even during credit transfer. However, when the number of balls held by the player is less than a predetermined number (less than "1000 balls" in the first embodiment), the firing of balls during credit transfer is restricted (prohibited). This is because when the player has a certain number of balls (for example, 10,000 balls, etc.), when transferring the held balls to the card unit 300 side, even if the credit transfer button 42 is long-pressed, at most "125 balls" can be transferred every communication timing with the card unit 300 (that is, "0.3 seconds"). Therefore, if transferring "10,000 balls" of held balls to the card unit 300, it will take at least "10,000 balls" ÷ "125 balls" × "0.3 seconds" = "24 seconds". Here, in the pachinko machine 10 of the first embodiment, the firing of balls is allowed even during credit transfer, and it is configured to be able to fully enjoy the game in the pachinko machine 10 until the end.
[0169] However, if the firing of balls is allowed even when the remaining number of held balls is small, for example, when the remaining number of held ball data is close to "0", it may be possible to transfer the remaining credit immediately after the ball feed and before the ball sent by the ball feed switch 112e is detected, resulting in a discrepancy between the actual number of held balls and the number of balls used in the game, and there is a risk of causing unexpected losses to the game hall.
[0170] Therefore, in the pachinko machine 10 of the first embodiment, while allowing the ball to be launched even during credit transfer, when the remaining credit count reaches a predetermined number (less than "1000 balls" in the first embodiment), the ball launch during credit transfer is restricted so that the ball cannot be launched. By configuring in this way, it is possible to suppress the overlap (before and after) of credit transfer and ball launch at the timing when the remaining credit count is very small, and prevent a discrepancy between the actual number of held balls and the number of balls used in the game. Thus, it is possible to prevent the game hall from suffering unexpected disadvantages and construct an appropriate game environment. Also, when the remaining credit count, which is eight times the number of credit balls (i.e., "125 balls") that can be output at one output timing (i.e., "1000 balls"), is reached, the ball feeding process (and launch process) during credit transfer is configured to be restricted. Thereby, after providing at least a time allowance of more than a plurality of output timings of credit information, it is possible to suppress the overlap (before and after) of credit transfer and ball launch and prevent a discrepancy between the actual number of held balls and the number of balls used in the game.
[0171] The card return in - progress flag 213h is a flag for determining whether the card return button 43 has been pressed by the player. This card return in - progress flag 213h is set to off as an initial value when the pachinko machine 10 is powered on. And when the player presses the card return button 43, it is set to on (see S1307 in FIG. 47). In the pachinko machine 10 of the first embodiment, when this card return in - progress flag 213h is turned on, that is, when the player presses the card return button 43 (even if not continuously pressed), the held ball data stored in the credit storage unit 213b (and the in - transfer storage unit 213c) is transferred to the card unit 300 side. The card return in - progress flag 213h set to on is turned off when both the values of the credit storage unit 213b and the in - transfer storage unit 213c become "0", and when the value of the remaining ball launch counter 213i described later is not a value greater than "0", that is, when the value of the remaining ball launch counter 213i becomes "0" or less (see S1312 in FIG. 47).
[0172] The remaining ball launch counter 213i is a counter for launching the balls that have already been sent to the ball launch unit 112a when the player interrupts the game by pressing the card return button 43. When the pachinko machine 10 is powered on, the initial value of this remaining ball launch counter 213i is set to "0". When the values of both the credit storage unit 213b and the transitional storage unit 213c become "0" and the card return flag 213h is on, the value of "2" is set to the remaining ball launch counter 213i (see S1817 in FIG. 52). In the pachinko machine 10 of the first embodiment, when the value of this remaining ball launch counter 213i is greater than "0", even when the launch handle 51 is not operated by the player, when the launch timing arrives (i.e., every "0.6 seconds"), the value of the remaining ball launch counter 213i is decremented by "1" (see S1606 in FIG. 50), and the launch solenoid 112b is configured to be driven (see S1603 in FIG. 50).
[0173] With such a configuration, even when the player tries to interrupt the game and the card return button 43 is pressed, and even if the balls have already been sent out to the ball launch unit 112a side, the balls guided to the ball launch unit 112a side are launched, used in the game or treated as foul balls, thus suppressing any unexpected disadvantages to the player. In the pachinko machine 10 of the first embodiment, when launching balls based on the value of the remaining ball launch counter 213i, the balls are always launched with an intensity (for example, the intensity of a right-handed launch) that ensures they reach the game area and are configured to be used in the game. Note that the configuration of the remaining ball launch counter 213i may be adopted in a conventional pachinko machine 10, that is, a pachinko machine 10 that can launch the balls stored in the upper tray 17 and the player can replenish the balls in the upper tray 17. Specifically, for example, when the player returns the operation of the launch handle 51 to the initial position, the rotation operation of the launch handle 51 is not being performed. In this state, the value of the remaining ball launch counter 213i (for example, "2") may be set, and the launch solenoid 112b may be driven (so-called dry fire) for the number of times corresponding to the value of the remaining ball launch counter 213i. Also, although the value of the remaining ball launch counter 213i is set to "2" and configured to be able to perform the so-called dry fire twice, the value set in the remaining ball launch counter 213i can be arbitrarily changed. Specifically, the value of the remaining ball launch counter 213i may be set to "1" and configured to perform the so-called dry fire once, or the value of the remaining ball launch counter 213i may be set to "3" or more and configured to perform the so-called dry fire three or more times.
[0174] An input / output port 215 is connected to the MPU 211 of the frame control device 111 via a bus line 214 composed of an address bus and a data bus. The following are connected to the input / output port 215 respectively: the main control device 110, the power supply device, the credit number display unit 41, the credit transfer button 42, the card return button 43, the ball circulation device 130, the foul ball switch 131, the launch control device 112, and the ball feed switch 112e in the ball feed unit 112c.
[0175] When the ball launch is permitted, the launch control device 112 controls the ball launch unit 112a so that the hitting strength of the ball corresponds to the amount of rotation operation of the launch handle 51, and controls the ball feed unit 112c so that the balls stored in the upper tray 17 (see FIG. 1) are conveyed to the ball launch unit 112a side according to the rotation operation of the launch handle 51.
[0176] The ball launch unit 112a includes a launch solenoid 112b and an electromagnet (not shown), and the launch solenoid 112b and the electromagnet are permitted to be driven when predetermined conditions are met. Specifically, it is detected by the touch sensor 51a (see FIG. 1) that the player is touching the launch handle 51, and on the condition that the stop switch 51b (see FIG. 1) for stopping the ball launch is off (not operated), the launch solenoid 112b is excited corresponding to the amount of rotation of the launch handle 51, and the ball is launched with a strength corresponding to the operation amount of the launch handle 51.
[0177] The ball feed unit 112c includes a ball feed solenoid 112d and an electromagnet (not shown), and a ball feed switch 112e. The ball feed solenoid 112d and the electromagnet are permitted to be driven when predetermined conditions are met. Specifically, it is detected by the touch sensor 51a (see FIG. 1) that the player is touching the launch handle 51, and on the condition that the stop switch 51b (see FIG. 1) for stopping the ball launch is off (not operated), the ball feed solenoid 112d is excited so that a deviation occurs in the drive timing with respect to the amount of rotation of the launch handle 51 compared to the drive timing of the launch solenoid 112b (for example, "0.3 seconds" after the drive of the launch solenoid 112b), and the balls stored in the upper tray 17 (see FIG. 1) are sent out (conveyed) one by one to the ball launch unit 112a side. The ball sent out by the ball feed solenoid 112d is detected by the ball feed switch 112e immediately (within "0.1 second" in the first embodiment), and the guide passage (not shown) of the ball feed unit 112c and the ball feed switch 112e are configured.
[0178] In the pachinko machine 10 of the first embodiment, every time a ball is detected by the ball feed switch 112e, the player's held balls (i.e., the values in the credit storage unit 213b or the transfer storage unit 213c) are updated (subtracted). This is because the balls guided to the ball launch unit 112a side by the ball feed unit 112c flow down while rolling through the above-mentioned guide passage, and thus the flow rate of the balls is configured to be relatively slow. As a result, it is easy for the ball feed switch 112e to detect the balls (and it is difficult for detection errors, etc. to occur). Although it is also conceivable to detect the balls launched by the launch solenoid 111b and update (subtract) the player's held balls, the balls launched by the launch solenoid 112b are usually faster than the balls sent out by the ball feed solenoid 112d. Therefore, depending on the detection site, there is a possibility that detection errors may occur. Therefore, since the player's held balls can be accurately counted by the balls sent out by the ball feed solenoid 112d, it is possible to suppress the player from suffering unexpected disadvantages.
[0179] Next, the card unit 300 is equipped with an MPU 301 which is an arithmetic unit. The MPU 301 includes a read only memory (hereinafter abbreviated as "ROM") 302 that stores various control programs and fixed value data executed by the MPU 301, and a random access memory (hereinafter abbreviated as "RAM") 303 which is a memory for temporarily storing various data, etc. when executing the control programs stored in the ROM 302. In addition, various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit are built in.
[0180] In the RAM 303, at least when a membership card 700 (see FIG. 8) is inserted into the card insertion slot 311 (see FIG. 1), there are provided a game history storage unit 303a for temporarily storing game history data of the player recorded on the membership card 700, a cash data storage unit 303b for temporarily storing the cash data held by the player recorded on the membership card 700, and a held ball data storage unit 303c for temporarily storing the held ball data (credit ball number data) held by the player recorded on the membership card 700.
[0181] When the membership card 700 (see FIG. 8) is inserted, the game history information stored in the game history storage unit 702 (see FIG. 8) of the membership card 700 is stored in the game history storage unit 303a, and the result of the game played on the pachinko machine 10 corresponding to the card unit 300 into which the membership card 700 is inserted is stored. Then, when the membership card 700 is ejected, the game history information stored in the game history storage unit 303a is recorded in the game history storage unit 702 of the membership card 700.
[0182] When the membership card 700 (see FIG. 8) is inserted, the cash data stored in the cash data storage unit 703 (see FIG. 8) of the membership card 700 is stored in the cash data storage unit 303b. Also, when a bill is inserted into the bill insertion slot 312 (see FIG. 1) while the membership card 700 is inserted into the card unit 300, the cash data corresponding to the bill is added to the cash data storage unit 303b. On the other hand, when the ball lending button 309 is operated, on the condition that there is no held ball data in the held ball data storage unit 303c described later, the process related to ball lending is executed, and the preset value for the lent balls is subtracted from the cash data storage unit 303b. Then, when the membership card 700 is ejected, the cash data stored in the cash data storage unit 303b is recorded in the cash data storage unit 703 of the membership card 700.
[0183] When the membership card 700 (see Fig. 8) is inserted, the held ball data storage unit 303c stores the held ball data stored in the held ball data storage unit 704 (see Fig. 8) of the membership card 700. Also, when the membership card 700 is inserted into the card unit 300 and the credit transfer button 42 or the card return button 43 of the pachinko machine 10 is operated, the held ball data (credit) corresponding to the operation mode is added to the held ball data storage unit 303c. On the other hand, when the ball lending button 309 is operated, a process related to lending balls is executed, and a preset value for the lent balls is subtracted from the held ball data storage unit 303c. Then, when the membership card 700 is ejected, the held ball data stored in the held ball data storage unit 303c is recorded in the held ball data storage unit 704 of the membership card 700.
[0184] An input / output port 304 is connected to the MPU 301 of the card unit 300 via a bus line composed of an address bus and a data bus. Connected to the input / output port 304 are, in addition to the security board 305, a card reader 306 capable of reading and writing the membership card 700 inserted into the card insertion slot 311, a bill reader 307 capable of reading the bills inserted into the bill insertion slot 312, a CU-side card information display device 308 capable of displaying the state of the card unit 300 and various information stored in the membership card 700, and a ball lending button 309. Also, the card unit 300 is electrically connected to be able to transmit and receive signals, etc., to and from the hall combobox 400 installed in the game hall, in addition to the above peripheral devices.
[0185] The security board 305 of the card unit 300 is electrically connected to be serially communicable with the frame control device 111, and is a security monitoring function unit of the card unit 300, having a function of monitoring fraud, abnormalities in the pachinko machine 10, and fraud and abnormalities in the card unit 300. On the security board 305, there are provided a communication control chip (not shown) for controlling communication (serial communication) between the security board 305 and the frame control device 111, and a security chip (not shown) for monitoring the security of the pachinko machine 10. The security chip is provided with a fraud detection unit (not shown), and the fraud detection unit performs fraud detection by monitoring an addition request for lent balls or the like notified from the card unit 300 side to the pachinko machine 10 side, and is configured to notify the hall computer 500 or the like to that effect when fraud is detected. By configuring in this way, when any fraudulent act or abnormality occurs in the pachinko machine 10 or the card unit 300, a signal indicating that fraud or the like has been detected is immediately output toward the hall computer 500 (hall combobox 400).
[0186] The hall combobox 400 is configured to be able to store the game history of each pachinko machine 10 corresponding to the card unit 300 via the card unit 300 installed in the game hall. Further, the hall combobox 400 is configured to be able to output game history information and the like received from each card unit 300 to the hall computer 500. Furthermore, the hall combobox 400 is configured to be able to perform data communication with an external management server 600 installed outside the game hall via communication means such as the Internet, and game machine manufacturers A to C pre-registered in the game hall can view game history information and the like stored in the hall combobox 400 from the outside via the Internet and the external management server 600.
[0187] More specifically, the game hall issues accounts (ID and password) to the pre-registered game machine manufacturers A to C, and when accessing the hall combobox 400 from the game machine manufacturers A to C, the above account authentication is performed. When the authentication result is correct, the game history information and the like stored in the hall combobox 400 can be browsed by the game machine manufacturers A to C. In this case, it may be configured to be able to browse only the game history information of the pachinko machines 10 corresponding to the game machine manufacturers A to C, that is, the pachinko machines 10 of the game machine manufacturers A to C as the sales sources, or it may be configured to be able to browse the game history information of each pachinko machine 10 installed in the game hall regardless of the sales source. Note that the game history information and the like that can be browsed by the game machine manufacturers A to C may be configured to be able to confirm the entire history, or may be configured to be able to browse the limited game history information and the like limited by the game hall (for example, at least one or more pieces of information such as non-business information excluding sales (number of loan balls) and gross profit, information on accessory ratios, information on cheating games, and information on operation rates).
[0188] The hall computer 500 is electrically connected to each pachinko machine 10 and the hall combobox 400 respectively, receives game information from each pachinko machine 10, and is configured to be able to recognize the game state, game results (number of big wins and small wins), number of prize balls, presence or absence of abnormalities, etc. in each pachinko machine 10. At the same time, it receives the game history information from the hall combobox 400 and is configured to be able to recognize the number of loan balls, game history, game state, game results, number of prize balls, presence or absence of abnormalities, etc. in each card unit 300. In this way, by receiving the information from each pachinko machine 10 and the information from each card unit 300 respectively, it becomes possible to accurately grasp the state of any of the devices 10 and 300.
[0189] In addition, the hall computer 500 is configured to be able to issue accounts necessary for the authentication of gaming machine manufacturers A to C from the hall combox 400, and when an inquiry (such as login) is generated from gaming machine manufacturers A to C to the hall combox 400 via the external management server 600, it is configured to be able to output an authentication result corresponding to the inquiry from the hall combox 400 to the hall combox 400. Thereby, when gaming machine manufacturers A to C view gaming history information, etc. of the gaming hall via the external management server 600, they can view the above gaming history information, etc. only when the authentication of the hall computer 500 is properly performed.
[0190] Here, with reference to FIGS. 9 to 12, the content and timing of transmission and reception of commands and responses in the member card 700, the card unit 300, the pachinko machine 10, the hall combox 400, and the hall computer 500 will be described. Also, with reference to FIG. 13, the content and timing of transmission and reception of commands and responses in gaming machine manufacturers A to C, the external management server 600, the hall combox 400, and the hall computer 500 will be described.
[0191] FIG. 9 is a diagram showing the exchange of information among the pachinko machine 10, the membership card 700, the card unit 300, the hall combobox 400, and the hall computer 500 when the membership card 700 is inserted into the card unit 300, when the ball lending button 309 is pressed, or when the credit transfer button 42 is pressed. FIG. 10 is a diagram showing the exchange of information among the pachinko machine 10, the membership card 700, the card unit 300, the hall combobox 400, and the hall computer 500 when the firing handle 51 is operated, when each winning port switch 64 or the like is detected, or when the foul ball switch 131 is detected. Further, FIG. 11 is a diagram showing the exchange of information among the pachinko machine 10, the membership card 700, the card unit 300, the hall combobox 400, and the hall computer 500 when the firing handle 51 is operated when the credit transfer button 42 is pressed. FIG. 12 is a diagram showing the exchange of information among the pachinko machine 10, the membership card 700, the card unit 300, the hall combobox 400, and the hall computer 500 when the firing handle 51 is operated when the card return button 43 is pressed. Further, FIG. 13 is a diagram showing the exchange of information among game machine manufacturers A to C, the external management server 600, the hall combobox 400, and the hall computer 500 when there is an inquiry about the game history from game machine manufacturers A to C.
[0192] First, referring to FIG. 9, the actions when the membership card 700 is inserted into the card insertion hole 311 of the card unit 300, that is, the exchange of information in the <membership card insertion> action, the actions when the ball lending button 309 is operated by the player, that is, the exchange of information in the <ball lending button pressed> action, the actions when the credit transfer button 42 is single-pressed (i.e., pressed for less than "0.5 seconds") by the player, that is, the exchange of information in the <credit transfer button pressed (single-press)> action, and the actions when the credit transfer button 42 is long-pressed (i.e., pressed for "0.5 seconds" or more) by the player, that is, the exchange of information in the <credit transfer button pressed (long-press)> action will be described.
[0193] <Member Card Insertion> When a player inserts the player-owned member card 700 into the card insertion slot 311 of the card unit 300, first, the member ID information stored in the member ID 701 of the member card 700 is transmitted to the card unit 300. Then, by inputting user information such as a password previously registered by the player to the card unit 300, the member ID information and the user information (card insertion signal) are transmitted to the hall computer 500 via the hall combobox 400. In this case, the member ID information and the user information are encrypted and transmitted, so that the hall combobox 400 cannot decrypt the member ID and the user information, and is configured to be decryptable only by the hall computer 500. By configuring in this way, the hall combobox 400 cannot grasp the member ID and the user information, and it is possible to prevent the leakage of the player's personal information, etc. from the externally accessible hall combobox.
[0194] When the hall computer 500 receives the member ID information and the user information from the card unit 300 via the hall combobox 400, it performs authentication processing such as determining whether the information is pre-registered, and the authentication result information (card authentication signal) is transmitted to the card unit 300 via the hall combobox 400. This authentication result information is encrypted and transmitted in the same manner as the member ID information and the user information.
[0195] When the card unit 300 receives the authentication result information from the hall computer 500 via the hall combobox 400, it executes processing based on the authentication result information. Specifically, when the authentication result information is valid, the game history information, cash data, and held ball data stored in the game history storage unit 702, cash data storage unit 703, and held ball data storage unit 704 of the membership card 700 are written to the game history storage unit 303a, cash data storage unit 303b, and held ball data storage unit 303c of the card unit 300, respectively (see S2007 in FIG. 54). As a result, various information stored in the membership card 700 is transferred to the card unit 300.
[0196] <Press the ball loan button> When the membership card 700 is inserted into the card unit 300 and there is data corresponding to "125 balls" or more in the cash data storage unit 303b or the held ball data storage unit 303c, credit information for "125 balls" is transmitted from the card unit 300 to the pachinko machine 10, and at the same time, similar credit information is transmitted from the card unit 300 to the hall computer 500 via the hall combobox 400. When the pachinko machine 10 receives the credit information for "125 balls", it executes a process of adding "125 balls" to the value of the credit storage unit 213b of the frame integrated control device 111 (see S1402 in FIG. 48). In addition, when the hall computer 500 receives the credit information, it subtracts the value corresponding to the credit information from the data corresponding to the pre-registered membership card 700. If there is no data corresponding to "125 balls" in the cash data storage unit 303b or the held ball data storage unit 303c, credit information corresponding to the remaining number of balls is transmitted to the pachinko machine 10, and the pachinko machine 10 that receives the credit information is configured to execute a process of adding the ball number data corresponding to the credit information to the value of the credit storage unit 213b of the frame integrated control device 111.
[0197] <Press the credit transfer button (single press)> When the membership card 700 is inserted into the card unit 300 and the credit transfer button 42 is pressed with a single press (i.e., less than "0.5 seconds"), the credit ball count corresponding to the single press (i.e., the ball count for "1 ball") is subtracted from the credit storage unit 213b (or the in-transition storage unit 213c) of the frame control device 111 (see S1820 or S1821 in Fig. 52), and the credit information (transfer signal) for "1 ball" is transmitted to the card unit 300. When the card unit 300 receives the credit information (transfer signal) for "1 ball", it adds the ball count corresponding to the credit information (transfer signal) to the held ball data storage unit 303c and transmits the credit information (transfer signal) to the hall computer 500 via the hall combox 400 (see S2108 and S2109 in Fig. 55). When the hall computer 500 receives the credit information via the hall combox 400, it stores the ball data corresponding to the credit information in association with the member ID.
[0198] <Credit Transfer Button Press (Long Press)> When the membership card 700 is inserted into the card unit 300 and the credit transfer button 42 is pressed with a long press (i.e., "0.5 seconds" or more), the credit ball count corresponding to the long press (i.e., the ball count for "125 balls") is subtracted from the credit storage unit 213b or the in-transition storage unit 213c of the frame control device 111 (see S1805 or S1811 in Fig. 52), and the credit information (transfer signal) for "125 balls" is transmitted to the card unit 300. When the card unit 300 receives the credit information (transfer signal) for "125 balls", it adds the ball count corresponding to the credit information (transfer signal) to the held ball data storage unit 303c and transmits the credit information (transfer signal) to the hall computer 500 via the hall combox 400 (see S1806 in Fig. 52). When the hall computer 500 receives the credit information via the hall combox 400, it stores the ball data corresponding to the credit information in association with the member ID.
[0199] In addition, when there is no data corresponding to the balls of "125 balls" in the credit memory unit 213b or the memory unit 213c during transition, credit information (transfer signal) corresponding to the remaining number of balls is transmitted to the card unit 300. When the card unit 300 receives credit information (transfer signal) of "125 balls" or less than "125 balls", the number of balls corresponding to the credit information (transfer signal) is added to the held ball data storage unit 303c, and the credit information (transfer signal) is transmitted to the hall computer 500 via the hall combobox 400 (see S2108 and S2109 in FIG. 55).
[0200] Here, with reference to FIG. 14, the transfer timing and the number of transferred balls of the credit balls corresponding to the communication timing between the frame control device 111 and the card unit 300 when the credit transfer button 42 is pressed will be described. FIG. 14 is a timing chart showing the transfer timing and the number of transferred balls when the credit transfer button 42 is pressed in the frame control device 111 and the card unit 300.
[0201] As shown in FIG. 14, the frame control device 111 (pachinko machine 10) and the card unit 300 are configured to be able to transmit and receive data at regular communication timings (at intervals of "0.3 seconds" in the first embodiment). Here, when the credit transfer button 42 is pressed (i.e., single-pressed) for a pressing time of "0.2 seconds", credit information for "one ball" is transmitted from the frame control device 111 to the card unit 300 at the next communication timing after the pressing ends. Also, when the credit transfer button 42 is pressed (i.e., single-pressed) for a pressing time of "0.3 seconds", even if a communication timing arrives during the "0.3 seconds", credit information for "one ball" is not transmitted from the frame control device 111 to the card unit 300 at that communication timing, and credit information for "one ball" is transmitted from the frame control device 111 to the card unit 300 at the next communication timing after the pressing of the "0.3 seconds" ends. Further, when the credit transfer button 42 is pressed (i.e., single-pressed twice) twice at intervals of "0.1 seconds" during the above communication timing, credit information for "two balls" is transmitted from the frame control device 111 to the card unit 300 at the next communication timing after the last pressing.
[0202] Next, when the credit transfer button 42 is pressed (i.e., long-pressed) for a pressing time of "0.5 seconds", even if a communication timing arrives during the "0.5 seconds", credit information is not transmitted from the frame control device 111 to the card unit 300 at that communication timing, and credit information for "125 balls" is transmitted from the frame control device 111 to the card unit 300 at the next communication timing after the pressing of the "0.5 seconds" ends.
[0203] Next, when the credit transfer button 42 is pressed (i.e., long-pressed) for a pressing time of "1.5 seconds", even if the communication timing arrives during the first "0.5 seconds" of the "1.5 seconds", the credit information is not transmitted from the frame control device 111 to the card unit 300 at this communication timing. After the above "0.5 seconds" have elapsed, the credit information for "125 balls" is transmitted from the frame control device 111 to the card unit 300 at the next arriving communication timing. Also, if the next communication timing is included within the above "1.5 seconds" after transmitting the credit information for the first "125 balls", each time the communication timing arrives, the credit information for "125 balls" is transmitted from the frame control device 111 to the card unit 300. Here, depending on the pressing start timing of the credit transfer button 42, even for the same "1.5 seconds", the number of transferred credits differs depending on the number of times the communication timing is included within the "1.5 seconds" (for example, 3 times of "375 balls" and 2 times of "250 balls").
[0204] Next, referring to FIG. 10, the actions when the firing handle 51 is operated by the player, that is, the information exchange and the driving or detection modes of various devices in the action of <firing handle rotation>, and the actions when a ball is detected by various winning port switches (not shown), that is, the information exchange in the action of <detection by various winning port switches>, and the actions when a ball is detected by the foul ball switch 131, that is, the information exchange in the action of <detection by foul ball switch>, will be described.
[0205] <firing handle rotation> When the value of the credit storage unit 213b or the in-transition storage unit 213c is greater than "0" and the firing handle 51 is rotated by a predetermined amount by the player, a ball feeding process is executed in which the balls stored in the upper tray 17 (see FIG. 1) are fed out as "one ball" to the ball firing unit 112a side (see S1509 in FIG. 49). When the ball fed out by the ball feeding process is detected by the ball feed switch 112e, a credit subtraction process of subtracting "1" from the value of the credit storage unit 213b or the in-transition storage unit 213c is performed (S1512 or S1513 in FIG. 49). Then, on the condition that the firing handle 51 is operated and the firing timing (every "0.6 seconds" in the first embodiment) has arrived, the firing solenoid 112b is driven to fire the ball (see S1603 in FIG. 50).
[0206] <Detection of various winning port switches> Next, when the balls fired into the game area by the firing solenoid 112b are detected by the respective winning ports 63, 64, 65, 71, the ball data corresponding to the number of prize balls according to the winning winning ports 63, 64, 65, 71 is added to the credit storage unit 213b or the in-transition storage unit 213c (see S1405 or S1406 in FIG. 48).
[0207] <Detection of foul ball switch> Next, when the ball fired by the firing solenoid 112b does not reach the game area and is detected as a foul ball by the foul ball switch 131, the ball data for "one ball" is added to the credit storage unit 213b or the in-transition storage unit 213c (see S1609 or S1610 in FIG. 50).
[0208] Next, with reference to FIG. 11, in the situation where the credit transfer button 42 is being long-pressed by the player, the action when the player further operates the firing handle 51, that is, the information exchange in the <Credit transfer button pressed (long press)> action will be described.
[0209] <Credit transfer button pressed (long press)> When the credit transfer button 42 is pressed and held (i.e., for "0.5 seconds" or more) while the membership card 700 is inserted into the card unit 300, the credit number of balls corresponding to the long press (i.e., the number of balls for "125 balls") is subtracted from the credit storage unit 213b or the in-transition storage unit 213c of the frame control device 111 (see S1805 or S1811 in FIG. 52), and credit information (transfer signal) for "125 balls" is transmitted to the card unit 300. When the card unit 300 receives the credit information (transfer signal) for "125 balls", it adds the number of balls corresponding to the credit information (transfer signal) to the held ball data storage unit 303c and transmits the credit information (transfer signal) to the hall computer 500 via the hall combox 400 (see S1806 in FIG. 52). When the hall computer 500 receives the credit information via the hall combox 400, it stores the ball data corresponding to the credit information in association with the member ID.
[0210] And when the firing handle 51 is rotated by the player while the credit transfer button 42 is continuously being pressed, it is determined whether the value in the credit storage unit 213b is less than "1000", that is, whether there is held ball data equal to or more than the specified number of balls. While there is held ball data equal to or more than the specified number of balls, the ball feeding process by the ball feeding unit 112c is permitted along with the rotation operation of the firing handle 51, and the firing of balls by the ball firing unit 112a is permitted (see S1507: Yes in FIG. 49). On the other hand, if it is determined in the above determination that there is no held ball data equal to or more than the specified number of balls, even if the firing handle 51 is in the open position, the ball feeding process by the ball feeding unit 112c is restricted (prohibited), the feeding of balls to the ball firing unit 112a side is suppressed, and as a result, the firing of balls by the ball firing unit 112a can be restricted (prohibited).
[0211] Here, referring to FIG. 15, the transfer timing of the credit ball count, the number of transferred balls, the remaining credit ball count, and the shootability according to the communication timing between the frame control device 111 and the card unit 300 when the credit transfer button 42 is pressed will be described. FIG. 15 is a timing chart showing the transfer timing, the number of transferred balls, the remaining credit ball count, and the shootability when the credit transfer button 42 is pressed in the frame control device 111 and the card unit 300. In FIG. 15, the situation when the credit transfer button 42 is long-pressed by the player from a state where the remaining credit count is "2000 balls" will be described.
[0212] As shown in FIG. 15, when the credit transfer button 42 is long-pressed by the player in a state where the held ball data stored in the credit storage unit 213b stores "2000 balls", after "0.5 seconds" or more have elapsed since the pressing of the credit transfer button 42 started, credit information for "125 balls" is transmitted to the card unit 300 at the next communication timing, and the remaining credit ball count becomes "1875 balls". In this state, since the held ball data stored in the credit storage unit 213b has "1000 balls" or more, which is the specified number for the launch restriction, in this state, the ball feeding process by the ball feeding unit 112c is permitted, and by rotating the launch handle 51, the balls stored in the upper tray 17 (see FIG. 1) by the ball feeding unit 112c are sent out to the ball launch unit 112a side, and the balls become in a state where they can be launched by the launch solenoid 112b. Then, while the credit transfer button 42 is continuously pressed, credit information for "125 balls" is continuously transmitted to the card unit 300 at each communication timing, and the remaining credit ball count also becomes "1750 balls" → "1625 balls" → "1500 balls" → "1375 balls" → "1250 balls" → "1125 balls" → "1000 balls".
[0213] And when the remaining credit balls reach "1,000 balls", that is, when the value in the credit memory unit 213b is not greater than "1,000", since the specified number of the firing limit has been reached, the ball feeding process by the ball feeding unit 112c is restricted (prohibited). Even if a turning operation is being performed on the firing handle 51, the ball feeding unit 112c does not operate, so the balls stored in the upper tray 17 are not guided toward the ball firing unit 112a side. Even in this state, while the credit transfer button 42 continues to be pressed, the ball feeding process (firing process) is restricted, and credit information for "125 balls" is continuously transmitted to the card unit 300 at each communication timing. The remaining credit balls also change as "875 balls" → "750 balls" → "625 balls" → "500 balls" → "375 balls" → "250 balls" → "125 balls" → "0 balls". By configuring it in this way, it is possible to suppress the overlap (before and after) of credit transfer and ball firing at the timing when the remaining credit is very small, and prevent a discrepancy between the actual number of held balls and the number of balls used in the game. Therefore, it is possible to prevent the game hall from suffering unexpected disadvantages and construct a proper game environment.
[0214] Returning to FIG. 11, the description will continue. After that, while the credit transfer button 42 continues to be pressed, in a state where ball firing is restricted (prohibited), every time the communication timing arrives, credit information for "125 balls" is transmitted from the frame control device 111 to the card unit 300. When the value in the credit memory unit 213b becomes "0", even if the credit transfer button 42 continues to be pressed, the transmission of credit information stops, and the transfer of credit information from the frame control device 111 to the card unit 300 is completed. When the card unit 300 receives credit information from the frame control device 111, it adds the number of balls corresponding to the credit information (transfer signal) to the held ball data storage unit 303c and transmits the credit information (transfer signal) to the hall computer 500 via the hall combox 400 (see S1806 in FIG. 52).
[0215] Next, referring to FIG. 12, the actions when the card return button 43 is operated by the player, that is, the information transfer and the driving or detection modes of various devices in the <Card Return Button Pressed> action will be described.
[0216] <Card Return Button Pressed> When the card return button 43 is pressed while the membership card 700 is inserted into the card unit 300, if the values of both the credit storage unit 213b and the in-transition storage unit 213c of the frame control device 111 are "0", "2" is set to the value of the remaining ball launch counter 213i. While the value of the remaining ball launch counter 213i is greater than "0", the discharge process of the membership card 700 is not performed, and until the value of the remaining ball launch counter 213i becomes "0", the ball feeding process is not performed, and the launch process according to the launch timing (that is, driving of the launch solenoid 112b) is executed (see S1604 to S1606, S1603 in FIG. 50). Thereby, even when the player tries to interrupt the game and the card return button 43 is pressed, even if the ball has already been sent to the ball launch unit 112a side, the ball guided to the ball launch unit 112a side is launched, used in the game or processed as a foul ball, and it is possible to suppress the occurrence of unexpected disadvantages to the player.
[0217] When the value of the remaining ball launch counter 213i becomes "0", since there is no data regarding the balls held by the player on the pachinko machine 10 side, a card discharge signal (and game history information, etc. The same applies hereinafter) is transmitted to the card unit 300 (see S1313 in FIG. 47). When the card unit 300 receives the card discharge signal from the frame control device 111, it transmits the game history data to the membership card 700 and stores the game history and the like in the game history storage unit 702 of the membership card 700, and also transmits the game history data to the hall combobox 400. This game history data is output in a state that can be read by the hall combobox 400 without encryption.
[0218] When the hall combobox 400 receives game history data from the card unit 300, it stores the data in a predetermined storage area provided in advance for the pachinko machine 10 corresponding to the game history data, and transmits the game history data to the hall computer 500. As a result, when there is an inquiry request such as a game history from the external management server 600, it is possible to output data corresponding to the game history and the like stored in the storage area. Also, at the time of card return, by collectively storing the game history data during the period when the membership card 700 is inserted in the hall combobox 400 at the time of card return, there is no need for the card unit 300 and the hall combobox 400 to communicate constantly, so the processing load on each of the card unit 300 and the hall combobox 400 can be reduced.
[0219] When the hall computer 500 receives game history data from the hall combobox 400, it updates and stores the game history data in the data corresponding to the membership card 700 registered in advance, and collates it with the game history data of the corresponding pachinko machine 10 to determine whether an abnormality or the like has occurred. As a result, by collating the game information output from the pachinko machine 10 side and the game history data from the card unit 300 (hall combobox 400) respectively, it is possible to more accurately determine fraud and abnormalities, and it is possible to take appropriate and prompt fraud prevention and abnormality countermeasures.
[0220] <Press card return button> Next, when the card return button 43 is pressed while the membership card 700 is inserted into the card unit 300, if the value in the credit storage unit 213b of the frame integrated control device 111 is "2000", first, the credit ball count for "125 balls" is subtracted from the credit storage unit 213b of the frame integrated control device 111 (see S1805 in FIG. 52), and at the communication timing that comes next after the card return button 43 is pressed, credit information (transfer signal) for "125 balls" is transmitted to the card unit 300. When the card unit 300 receives the credit information (transfer signal) for "125 balls", it adds the number of balls corresponding to the credit information (transfer signal) to the held ball data storage unit 303c, and transmits the credit information (transfer signal) to the hall computer 500 via the hall combox 400 (see S1806 in FIG. 52). When the hall computer 500 receives the credit information via the hall combox 400, it stores the ball data corresponding to the credit information in association with the member ID.
[0221] At this time, even if the player rotates the firing handle 51, the ball feeding process is restricted (prohibited) because the card is being returned. Therefore, when the card return button 43 is pressed even once, unlike the long press of the credit transfer button 42, the firing of the ball is restricted and the game cannot be played.
[0222] Here, referring to FIG. 16, the transfer timing of the credit ball count, the number of transferred balls, the remaining credit ball count, and the firing availability according to the communication timing between the frame integrated control device 111 and the card unit 300 when the card return button 43 is pressed will be described. FIG. 16 is a timing chart showing the transfer timing, the number of transferred balls, the remaining credit ball count, and the firing availability when the card return button 43 is pressed in the frame integrated control device 111 and the card unit 300. In FIG. 16, similar to FIG. 15, the situation when the card return button 43 is operated by the player from a state where the remaining credit is "2000 balls" will be described.
[0223] As shown in FIG. 16, when the card return button 43 is pressed by the player while the holding ball data stored in the credit storage unit 213b stores data for "2000 balls", credit information for "125 balls" is transmitted to the card unit 300 at the next communication timing after the pressing of the credit storage unit 213b starts, and the remaining credit ball count becomes "1875 balls". In this state, since the card is being returned, the ball feeding process by the ball feeding unit 112c is restricted (prohibited). Even if a rotation operation is performed on the firing handle 51, the ball feeding unit 112c does not operate, so the balls stored in the upper tray 17 are not guided toward the ball firing unit 112a side. Then, while the ball feeding process (firing process) is restricted, credit information for "125 balls" continues to be transmitted to the card unit 300 at each communication timing, and the remaining credit ball count also becomes "1750 balls" → "1625 balls" → "1500 balls" → "1375 balls" → "1250 balls" → "1125 balls" → "1000 balls" → "875 balls" → "750 balls" → "625 balls" → "500 balls" → "375 balls" → "250 balls" → "125 balls" → "0 balls".
[0224] After that, when the values of both the credit storage unit 213b (and the transition storage unit 213c) of the frame control device 111 become "0", the value of the remaining ball firing counter 213i is set to "2". While the value of the remaining ball firing counter 213i is greater than "0", the discharge process of the membership card 700 is not performed. Until the value of the remaining ball firing counter 213i becomes "0", the ball feeding process is not performed, and the firing process according to the firing timing (i.e., driving of the firing solenoid 112b) is executed (see S1604~S1606, S1603 in FIG. 50).
[0225] Next, with reference to FIG. 13, the actions when there is an inquiry (access) to the game hall from game machine manufacturers A to C via the Internet and the external management server 600 for game history information and the like, that is, the exchange of information in the <Game History Confirmation> action will be explained.
[0226] <Game History Confirmation> First, when manufacturer information such as a manufacturer ID and password is sent from any of gaming machine manufacturers A to C to the external management server 600, the external management server 600 performs an authentication process based on the manufacturer information such as the manufacturer ID and password. When the authentication process is properly performed on the external management server 600, then the manufacturer information such as the manufacturer ID and password is sent to the hall combobox 400 of the gaming hall. The hall combobox 400 inquires whether the received manufacturer information such as the manufacturer ID and password is proper. When the hall computer 500 receives the manufacturer information such as the manufacturer ID and password from the hall combobox 400, the hall computer 500 performs an authentication process as to whether the manufacturer information is related to a gaming machine manufacturer registered in advance, and when the authentication result is valid, the hall computer 500 sends the authentication result to the hall combobox 400. When the hall combobox 400 receives that the authentication result is valid from the hall computer 500, the hall combobox 400 transmits only the game history data of the pachinko machines 10 corresponding to gaming machine manufacturers A to C stored in the hall combobox 400 (for example, when an inquiry is made from gaming machine manufacturer A, only the game history of the pachinko machines 10 sold by gaming machine manufacturer A) to the external management server 600. When the external management server 600 receives the game history data from the hall combobox 400, by sending the game history data to any of the gaming machine manufacturers A to C that made the inquiry, it becomes possible for the corresponding gaming machine manufacturers A to C to grasp the game history of the pachinko machines 10 sold by themselves installed in the gaming hall. As a result, in gaming machine manufacturers A to C, the game history of the pachinko machines 10 installed in the gaming hall can be grasped at any time, so that it becomes possible to grasp the operating state of the pachinko machines 10 and any abnormalities (for example, more game values are given than expected, game results different from those expected occur frequently, etc.), and it becomes possible to discover fraud and abnormalities at an early stage. Also, it becomes possible to obtain information useful for product development by grasping the preferences and gaming styles preferred by players.
[0227] Returning to FIG. 7, the description will be continued. As shown in FIG. 7, the main control device 110 of the pachinko machine 10 is equipped with an MPU 201 as a one-chip microcomputer which is an arithmetic device. The MPU 201 is provided with a ROM 202 that stores various control programs and fixed-value data executed by the MPU 201, a RAM 203 which is a memory for temporarily storing various data etc. when executing the control programs stored in the ROM 202, and in addition, various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit are built in.
[0228] In addition, in order to instruct operations to sub-control devices such as the frame integrated control device 111 and the voice lamp control device 113, various commands are transmitted from the main control device 110 to the sub-control device by the data transmission / reception circuit. Such commands are configured to be transmissible bidirectionally between the main control device 110 and the frame integrated control device 111, while being transmitted only unidirectionally from the main control device 110 to the voice lamp control device 113.
[0229] The main control device 110 executes main processes of the pachinko machine 10 such as jackpot lottery, setting of dynamic display and variation effects of each special symbol in the special symbol display device 37 and the third symbol display device 81, and lottery of the display result of variable display of the normal symbol in the normal symbol display device 83. The RAM 203 is provided with a counter buffer 203c for storing various counters for controlling these processes.
[0230] Also, as shown in FIG. 7, the ROM 202 stores at least a jackpot random number table 202a, a jackpot type table 202b, a reservation number table 202c, a stop pattern table 202d, a variation pattern table 202e, a jackpot release table 202f, a normal symbol hit random number table 202g, a normal symbol variation table 202h, and a normal electric role release table 202i. The main control device 110 executes the above main controls by using various counters stored in the RAM 203 and various tables stored in the ROM 202.
[0231] Here, referring to FIG. 17, counters and the like provided in the RAM 203 of the main control device 110 will be described. These counters and the like are used by the MPU 201 of the main control device 110 to perform jackpot lottery, setting of dynamic display of the special symbol display device 37, setting of variable effects of the third symbol display device 81, lottery of display results of variable display in the normal symbol display device 83, and the like. Also, in the description of various counters, referring to FIGS. 18 to 26, various tables stored in the ROM 202 of the main control device 110 and transitions of game states and the like will be described.
[0232] For jackpot lottery, setting of dynamic display of the special symbol display device 37, and setting of variable effects of the third symbol display device 81, a jackpot random number counter C1 used for jackpot lottery, a jackpot type counter C2 used for selecting the stop type of jackpot symbols, a stop pattern selection counter C3 used for selecting the effect mode of variable effects, a first initial value random number counter CINI1 used for setting the initial value of the jackpot random number counter C1, and a variable type counter CS1 used for selecting variable patterns are used.
[0233] Also, for the lottery of the normal symbol display device 83, a normal win counter C4 is used, and a second initial value random number counter CINI2 is used for setting the initial value of the normal win counter C4.
[0234] Each of these counters is a loop counter that is incremented by 1 to the previous value each time it is updated and returns to "0" after reaching the maximum value.
[0235] Each counter is updated at intervals of, for example, "4 milliseconds", which is the execution interval of the timer interrupt process (see FIG. 30). Also, some counters are updated irregularly during the main process (see FIG. 29), and their updated values are appropriately stored in the counter buffer 203c set in a predetermined area of the RAM 203. Although details will be described later, the RAM 203 is provided with a first reserved ball storage area 203d composed of four reserved areas (first reserved areas 1 to 4) related to the first special symbol and a second reserved ball storage area 203e composed of four reserved areas (second reserved areas 1 to 4) related to the second special symbol. In each of these areas, the values of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 are stored in accordance with the timing of the ball entry into the first start port 64 or the second start port 71.
[0236] Each counter will be described in detail. The jackpot random number counter C1 is configured to be incremented by 1 in sequence within a predetermined range (for example, "0 to 9999") and return to "0" after reaching the maximum value (for example, "9999" in the case of a counter that can take values from "0 to 9999"). In particular, when the update of the jackpot random number counter C1 completes one cycle, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the jackpot random number counter C1, and the update of the jackpot random number counter C1 is performed from that initial value.
[0237] The first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the jackpot random number counter C1. That is, for example, when the jackpot random number counter C1 is a loop counter that can take values from "0 to 9999", the first initial value random number counter CINI1 is also a loop counter in the range of "0 to 9999". This first initial value random number counter CINI1 is updated once every execution of the timer interrupt process (see FIG. 30) and is repeatedly updated within the remaining time of the main process (see FIG. 29).
[0238] The value of the jackpot random number counter C1 is updated, for example, periodically (in the first embodiment, once every timer interrupt process (see FIG. 30)). Then, at the timing when the ball wins a prize (starting prize) at the first start port 64, it is stored in the jackpot random number counter storage area 203d1 of any one of the first to fourth hold areas of the first hold ball storage area 203d corresponding to the first start port 64 (first special symbol). Also, at the timing when the ball wins a prize (starting prize) at the second start port 71, it is stored in the jackpot random number counter storage area 203e1 of any one of the second to fourth hold areas of the second hold ball storage area 203e corresponding to the second start port 71 (second special symbol).
[0239] The value of the random number at which the jackpot random number counter C1 becomes a jackpot is set by a jackpot random number table 202a corresponding to each special symbol stored in the ROM 202 of the main control device 110. That is, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of the hold area of the first hold ball storage area 203d matches the value of the random number at which a jackpot is set by the jackpot random number table 202a corresponding to the first special symbol, it is determined as a jackpot. Also, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of the hold area of the second hold ball storage area 203e matches the value of the random number at which a jackpot is set by the jackpot random number table 202a corresponding to the second special symbol, it is determined as a jackpot.
[0240] Here, referring to FIG. 18, the details of the jackpot random number table 202a corresponding to each special symbol will be described respectively. FIG. 18 is a schematic diagram schematically showing an example of the jackpot random number table 202a corresponding to the first special symbol and the second special symbol stored in the ROM 202.
[0241] The jackpot random number table 202a of the first embodiment is divided into two types for each set value: one for the low probability state used when the game state is the low probability state of the special symbol, and one for the high probability state used when the game state is the high probability state of the special symbol with a higher probability of hitting the jackpot than the low probability state of the special symbol.
[0242] And for each set value, the number of jackpot random numbers included in each of the low probability state and the high probability state is set differently. Also, the increase in the number of jackpot random numbers required to shift from the low probability state to the high probability state is filled in from the number of losing random numbers corresponding to losses. That is, when increasing the number of jackpot random numbers to shift from the low probability state to the high probability state, the number of losing random numbers is decreased, and the decreased amount is configured to be assigned as the number of jackpot random numbers. In this way, by varying the number of jackpot random numbers according to the game state, the probability of hitting the jackpot is changed between the low probability state and the high probability state.
[0243] In this way, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random numbers from the low probability state to the high probability state of the first special symbol and the second special symbol is configured to be compensated from the number of losing random numbers for all set values. That is, the increase in the number of jackpot random numbers accompanying the setting change, and the increase in the number of jackpot random numbers accompanying the change from the low probability state to the high probability state for each setting, are compensated by decreasing the number of losing random numbers and assigning the decreased amount to the jackpot random numbers. By configuring in this way, it becomes possible to calculate the payout rate for each set value by considering only the increase in the number of jackpot random numbers, and it is possible to suppress an increase in man-hours during the design of the game specifications.
[0244] Also, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random values accompanying the setting change is filled from the role of the most frequent random value other than the jackpot random value that can be obtained when staying most easily during the game among the jackpot random counters C1 (that is, the losing random value). By configuring in this way, for example, in the first special symbol in which execution is encouraged in the "normal game state" with a high staying rate, it is possible to make it difficult to determine the setting from the number of appearances of the losing role, which is the most frequent role in the variation effect of the first special symbol. Therefore, the setting discrimination element by the player can be made only the appearance ratio of the jackpot with a lower appearance probability than the losing role, and it is difficult for the setting value of the pachinko machine 10 to be seen through. As a result, even with a low setting (that is, setting value 1, etc.), the game can be continued without letting the player see through the setting, and the operation of the pachinko machine 10 can be promoted.
[0245] As shown in FIG. 18, in the jackpot random number table 202a of the first embodiment, when the setting value is "1", the number of values (jackpot random values) of the jackpot random counter C1 that result in a jackpot in the low probability state in the jackpot random number table 202a is 32, and the values "0 to 31" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the low probability state (that is, "normal game state" or "time shortening state") of each special symbol with the setting value "1" is set to 32 / 10000 = 0.32 / 100 (that is, 0.32%).
[0246] On the other hand, when the setting value is "1", the number of random values (jackpot random values) that result in a jackpot in the high probability state in the jackpot random number table 202a is 300, and the values "0 to 299" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the high probability state (that is, "probability variation state") of each special symbol with the setting value "1" is 300 / 10000 = 3.00 / 100 (that is, 3.00%), and the high probability state of the special symbol is set to be about 10 times more likely to result in a jackpot than the low probability state.
[0247] Therefore, when the setting value is "1", the number of random numbers that result in a loss in the low-probability state in the jackpot random number table 202a (losing random number values) is 9,968, which are the remaining values other than the jackpot random number values, and the values "32 to 9,999" are defined (set) in the jackpot random number table 202a. Also, the number of random numbers that result in a loss in the high-probability state (losing random number values) is 9,700, which are the remaining values other than the jackpot random number values, and the values "300 to 9,999" are defined (set) in the jackpot random number table 202a. That is, the losing probability in the low-probability state (i.e., "normal game state" or "time-saving state") of each special symbol with a setting value of "1" is set to 9,968 / 10,000 = 99.68 / 100 (i.e., 99.68%), and the losing probability in the high-probability state (i.e., "probability variation state") of each special symbol is set to 9,700 / 10,000 = 97.00 / 100 (i.e., 97.00%).
[0248] That is, in the case of the setting value "1", while configuring to compensate for the increase in the number of jackpot random number values in the high-probability state of each special symbol by reducing the number of losing random number values in the "normal game state" where the stay rate is the highest in the game, the increase in the number of jackpot random number values from the low-probability state to the high-probability state is configured to be within the range of the number of losing random number values in the "normal game state" (i.e., 9,968 or less).
[0249] Next, when the setting value is "2", the number of values of the jackpot random number counter C1 (jackpot random number values) that result in a jackpot in the low-probability state in the jackpot random number table 202a is 34, and the values "0 to 33" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the low-probability state (i.e., "normal game state" or "time-saving state") of each special symbol with a setting value of "2" is set to 34 / 10,000 = 0.34 / 100 (i.e., 0.34%).
[0250] On the other hand, when the setting value is "2", the number of random numbers that result in a jackpot in the high-probability state in the jackpot random number table 202a (jackpot random numbers) is 302, and the values "0 to 301" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the high-probability state (i.e., the "probability variation state") of each special symbol with a setting value of "2" is 302 / 10000 = 3.02 / 100 (i.e., 3.02%), and the high-probability state of the special symbol is set to be about 10 times more likely to hit the jackpot than the low-probability state.
[0251] Therefore, when the setting value is "2", the number of random numbers that result in a loss in the low-probability state in the jackpot random number table 202a (losing random numbers) is the remaining 9966 numbers other than the jackpot random numbers, and the values "34 to 9999" are defined (set) in the jackpot random number table 202a. Also, the number of random numbers that result in a loss in the high-probability state (losing random numbers) is the remaining 9698 numbers other than the jackpot random numbers, and the values "303 to 9999" are defined (set) in the jackpot random number table 202a. That is, the loss probability in the low-probability state (i.e., the "normal game state" or the "time-saving state") of each special symbol with a setting value of "2" is set to be 9966 / 10000 = 99.66 / 100 (i.e., 99.66%), and the loss probability in the high-probability state (i.e., the "latent probability variation state" or the "probability variation state") of each special symbol is set to be 9698 / 10000 = 96.98 / 100 (i.e., 96.98%).
[0252] That is, in the setting value "2", while configuring to make up for the increase in the number of jackpot random numbers in the high-probability state of each special symbol by decreasing the number of losing random numbers in the "normal game state" where the stay rate is the highest in the game, the increase from the low-probability state to the high-probability state and the increase in the number of jackpot random numbers due to the change in the setting value are within the range of the number of losing random numbers in the "normal game state" (i.e., 9966 or less).
[0253] Therefore, the set value "2" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the set value "1" (low probability state: 0.32% → 0.34%, high probability state: 3.00% → 3.02%). It can be said that it is a setting in which jackpot games are more likely to occur than in the case of the set value "1".
[0254] Next, when the set value is "3", the number of values (jackpot random numbers) of the jackpot random number counter C1 that result in a jackpot in the low probability state in the jackpot random number table 202a is 36, and the values "0 to 35" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the low probability state (i.e., "normal game state" or "time shortening state") of each special symbol with a set value of "3" is set to 36 / 10000 = 0.36 / 100 (i.e., 0.36%).
[0255] On the other hand, when the set value is "3", the number of random numbers (jackpot random numbers) that result in a jackpot in the high probability state in the jackpot random number table 202a is 304, and the values "0 to 303" are defined (set) in the jackpot random number table 202a. That is, the jackpot probability in the high probability state (i.e., "probability variation state") of each special symbol with a set value of "3" is 304 / 10000 = 3.04 / 100 (i.e., 3.04%). The high probability state of the special symbol is set to be about 10 times more likely to result in a jackpot than the low probability state.
[0256] Therefore, when the setting value is "3", the number of random numbers that result in a loss in the low-probability state in the jackpot random number table 202a (losing random number values) is 9,964, which are the remaining values other than the jackpot random number values, and the values "35 to 9,999" are defined (set) in the jackpot random number table 202a. Also, the number of random numbers that result in a loss in the high-probability state (losing random number values) is 9,696, which are the remaining values other than the jackpot random number values, and the values "304 to 9,999" are defined (set) in the jackpot random number table 202a. That is, the loss probability in the low-probability state (i.e., "normal game state" or "time-saving state") of each special symbol with a setting value of "3" is set to 9,964 / 10,000 = 99.64 / 100 (i.e., 99.64%), and the loss probability in the high-probability state (i.e., "probability variation state") of each special symbol is set to 9,696 / 10,000 = 96.96 / 100 (i.e., 96.96%).
[0257] That is, in the setting value "3", while configuring to make up for the increase in the number of jackpot random number values in the high-probability state of each special symbol by reducing the number of losing random number values in the "normal game state" with the highest staying rate in the game, the increase in the number of jackpot random number values from the low-probability state to the high-probability state and the increase due to the change in the setting value are configured to be within the range of the number of losing random number values in the "normal game state" (i.e., 9,964 or less).
[0258] Therefore, it can be said that the setting value "3" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the setting value "2" (low-probability state: 0.34% → 0.36%, high-probability state: 3.02% → 3.04%), and it is a setting where jackpot games are more likely to occur than in the case of the setting value "2".
[0259] As described above, the jackpot random number table 202a is configured so that the increase in the number of jackpot random numbers in the "probability fluctuating state" is compensated for by the number of miss random numbers in the "normal game state" or the "time-shortened state", while being within the range of the number of miss random numbers in the "normal game state" or the "time-shortened state". By configuring in this way, it becomes possible to calculate the payout rate for each setting value by considering only the increase in the jackpot random number value, and it is possible to suppress the increase in the number of steps when designing the game specifications.
[0260] Here, the game mode in each game state in the pachinko machine 10 of the first embodiment, and the transition conditions and transition destinations of the game state in each game state will be described with reference to Fig. 19. Fig. 19 is a list explaining the transition trigger to the game state, the jackpot probability of the special symbol, the hit probability of the normal symbol, the recommended ball launch mode, the main winning destination, the change time of the first special symbol, the change time of the second special symbol, and the right hit possibility in each game state.
[0261] As shown in Figure 19, the trigger for transition to the "normal game state" is the initial state at the time of factory shipment and the initial state when the RAM is cleared, or when the dynamic display of special symbols in the "time-shortened state" is executed 200 times (the so-called end of electric support; see Figure 20).
[0262] In this "normal game state", as described above, the probability of a big win of the special symbol is low, and the probability of a win of the normal symbol is also low. In addition, in the "normal game state", left-handed play is encouraged, and the ball shot in the left-handed play can mainly enter the first starting hole 64. The time period during which the dynamic display of the first special symbol 1 changes is within the range of "5 seconds to 190 seconds", and the time period during which the dynamic display of the second special symbol 1 changes is within the range of "5 seconds to 190 seconds" (see Figures 21 to 24 described later). In addition, when a right-handed play is performed in the "normal game state", the launch mode is detected by the through gate 67, etc., and a right-handed play prohibition notification is executed by the audio output device 226 (see Figure 7) or the like to suppress the launch in the right-handed play based on the detection.
[0263] Next, the trigger for the transition to the "probability fluctuation state" is winning the jackpot type "probability variation A" (see Fig. 20).
[0264] Also, in the "probability fluctuation state", as described above, the jackpot probability of the special symbol is in a high-probability state, and the winning probability of the normal symbol is also in a high-probability state. Furthermore, in the "probability fluctuation state", the right-handed game is encouraged, and the ball launched in the right-handed game can win at the second start port 71 where the winning assistance function is activated. And the variation time of the dynamic display of 1 of the first special symbol is performed in the range of "3 seconds to 120 seconds", and the variation time of the dynamic display of 1 of the second special symbol is performed in the range of "3 seconds to 120 seconds" (see Figs. 21 to 24 described later). Note that in this "probability fluctuation state", since the right-handed game is encouraged, even if the ball passes through the through gate 67, the above right-handed prohibition notification is not executed.
[0265] Next, the trigger for the transition to the "time shortening state" is winning the jackpot type "time shortening A" (see Fig. 20).
[0266] In this "time shortening state", as described above, the jackpot probability of the special symbol is in a low-probability state, while the winning probability of the normal symbol is in a high-probability state. Furthermore, in the "time shortening state", similar to the "probability fluctuation state", the right-handed game is encouraged, and the ball launched in the right-handed game can win at the second start port 71 where the winning assistance function is activated. And the variation time of the dynamic display of 1 of the second special symbol is performed in the range of "3 seconds to 10 seconds", and the variation time of the dynamic display of 1 of the first special symbol is performed in the range of "3 seconds to 10 seconds" (see Figs. 21 to 24 described later). Note that in this "time shortening state", since the right-handed game is encouraged, the above right-handed prohibition notification is not executed.
[0267] Returning to FIG. 17, the description will be continued. The jackpot type counter C2 determines the jackpot type when a jackpot occurs. It is incremented by 1 in sequence within a predetermined range (for example, "0 to 99") and returns to "0" after reaching the maximum value (for example, "99" in the case of a counter that can take values from "0 to 99"). The value of the jackpot type counter C2 is updated, for example, periodically (in the first embodiment, once per timer interrupt process (see FIG. 30)).
[0268] And at the timing when the ball wins in the first start port 64, among the first to fourth areas of the first hold area 203d of the RAM 203 provided corresponding to the first start port 64, it is stored in the jackpot type counter storage area 203d2 of the same first hold area where the jackpot random number counter C1 is stored. Also, at the timing when the ball wins in the second start port 71, among the first to fourth areas of the second hold area 203e of the RAM 203 provided corresponding to the second start port 71, it is stored in the jackpot type counter storage area 203e2 of the same second hold area where the jackpot random number counter C1 is stored.
[0269] Here, for example, if the value of the jackpot random number counter C1 stored in the first hold area within the first hold ball storage area 203d or the second hold ball storage area 203e is not a random number for a jackpot (jackpot random number value), that is, if it is a random number for a loss (loss random number value), the variation pattern in the variation effect and the type of the stop symbol (hereinafter referred to as "stop type") will be those for a loss. On the other hand, if the value of the jackpot random number counter C1 stored in the first hold area within the first hold ball storage area 203d or the second hold ball storage area 203e is a random number for a jackpot (jackpot random number value), the variation pattern and the stop type in the variation effect will be those for a jackpot. In this case, the variation pattern and the stop type for that jackpot are determined corresponding to the jackpot type indicated by the value of the jackpot type counter C2 stored in the same hold area.
[0270] As described above, the value of the jackpot type counter C2 in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the jackpot type is determined based on the jackpot type counter C2 and the jackpot type table 202b stored in the ROM202.
[0271] Here, referring to FIG. 20, the jackpot type table 202b corresponding to each special symbol will be described. FIG. 20 is a diagram schematically showing an example of the jackpot type table 202b corresponding to the first special symbol and the second special symbol stored in the ROM202.
[0272] As shown in FIG. 20, the jackpot type table 202b is a table provided in common for the first special symbol and the second special symbol, and in which the values of the jackpot type counter C2 are associated.
[0273] In the pachinko machine 10 of the first embodiment, as the jackpot type, after a jackpot with a maximum number of rounds of 10 rounds, until the next jackpot by a special symbol occurs, the jackpot type "probability variation state (so-called loop type)" in which both the jackpot probability of the special symbol and the hit probability of the normal symbol are in a high probability state, and after a jackpot with a maximum number of rounds of 5 rounds, although the jackpot probability of the special symbol is in a low probability state, until the dynamic display of the special symbol is executed 200 times, the jackpot type "time shortening state" in which the hit probability of the normal symbol is in a high probability state are provided.
[0274] In the jackpot type table 202b, for each jackpot type, the possible values of the jackpot type counter C2 that determines the jackpot type are associated.
[0275] In the example of the jackpot type table 202b shown in FIG. 20, when a jackpot of the first special symbol or the second special symbol occurs in the "normal gaming state", "probability variation state", or "time shortening state", the value "0 to 64" of the jackpot type counter C2 is associated with the jackpot type "probability variation A", and the value "65 to 99" of the jackpot type counter C2 is associated with the jackpot type "probability variation A".
[0276] Therefore, in the winning or losing lottery of the first special symbol or the second special symbol in all gaming states, when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage areas 203d1 and 203e1 of either the first reserved ball storage area 203d or the second reserved ball storage area 203e is a value that results in a jackpot, the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage areas 203d2 and 203e of the same first reserved area can be selected (temporarily. Once. The same applies hereinafter) from the jackpot type table 202b. For example, if the value of the jackpot type counter C2 is "7", the jackpot type "probability variation A" can be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "time shortening A" can be selected.
[0277] Therefore, when winning the jackpot in the dynamic display of the first special symbol or the second special symbol, the jackpot type "probability variation A" will be selected at a rate of 65%, and the jackpot type "time shortening A" will be selected at a rate of 35%.
[0278] Returning to FIG. 17, the description of various counters will be continued. The stop pattern selection counter C3 is configured to be incremented by "1" in order within the range of, for example, "0 to 99", and to return to "0" after reaching the maximum value (that is, "99").
[0279] In the first embodiment, the rough presentation modes of the variable presentations at the time of a big win and a loss displayed on the third symbol display device 81 are selected based on the number of queued variable presentations and the value of the stop pattern selection counter C3. Further, in the pachinko machine 10 of the first embodiment, there are prepared a long pattern (hereinafter sometimes referred to as "long") in which a relatively long variable time is likely to be selected for each presentation mode, a middle pattern (hereinafter sometimes referred to as "middle") in which a variable time shorter than the long pattern is likely to be selected, and a short pattern (hereinafter sometimes referred to as "short") in which a variable time shorter than the middle pattern is likely to be selected.
[0280] Specifically, any one of six presentation modes can be selected: a "non-reach (long)" presentation mode in which "reach display" does not occur, a "non-reach (middle)" or "non-reach (short)" presentation mode, a "normal reach" presentation mode in which only the variable elements of "normal reach" are executed as "reach display", a "super reach" presentation mode in which the variable elements of "super reach" are executed by developing from the variable elements of the "normal reach", and a "special reach" presentation mode in which the variable elements of "special reach" are executed by developing from the variable elements of the "normal reach".
[0281] Here, each presentation mode will be described in detail. Among the presentation modes, the "non-reach (long)" presentation mode, the "non-reach (middle)" presentation mode, and the "non-reach (short)" presentation mode (hereinafter, the "non-reach (long)" presentation mode, the "non-reach (middle)" presentation mode, and the "non-reach (short)" presentation mode may be collectively referred to as the "non-reach" presentation mode) are presentation modes in which, on the third symbol display device 81 where three symbol columns Z1 to Z3 vary as a variable presentation of special symbols, after a variable element of "high-speed variation" in which each of the symbol columns Z1 to Z3 is shuffled at high speed is performed, the same third symbol does not stop in the two symbol columns Z1 and Z3 that stop first, and "reach display" does not occur.
[0282] Note that the variable element of "high-speed variation" refers to, for example, in the variation effect of the third symbol performed by the third symbol display device 81, the variable element in which the third symbols displayed in each symbol column Z1 to Z3 (see FIG. 5) are scrolled downward at high speed in the vertical direction of the display screen. In this "high-speed variation", an effect is executed in which the third symbol is varied so that the player cannot clearly recognize the display content of the third symbol, and the stop results of the previous stopped variation effect are irregularly mixed (shuffled).
[0283] In the pachinko machine 10 of the first embodiment, after the variable element of "high-speed variation" is performed, the variable element of "low-speed variation" is configured to be performed except for a specific effect mode ("non-reach (short)" effect mode).
[0284] The variable element of "low-speed variation" refers to, in the variation effect of the third symbol performed by the third symbol display device 81, the variable element in which the third symbol is scrolled downward at a low speed at a speed visible to the player after the variable element of the above "high-speed variation". In this variable element of "low-speed variation", while allowing the player to recognize the display content of the third symbol, each symbol column Z1 to Z3 (see FIG. 5) is stopped and displayed in order. When the same third symbol stops in the two symbol columns (for example, the left symbol column Z1 and the right symbol column Z3) that are stopped and displayed first, it is considered that a "reach display" has occurred and it develops into a variable element of "normal reach", while when different third symbols stop in the two symbol columns Z1 and Z3 that are stopped and displayed first, the remaining symbol column Z2 is stopped and displayed to end the variation effect. Details of each variable element including the variable element of "high-speed variation" or the variable element of "low-speed variation" will be described later.
[0285] Therefore, in the "Non-Reach (Long)" and "Non-Reach (Middle)" presentation modes, after the variation elements of "High-Speed Variation" are performed, the variation elements of "Low-Speed Variation" are performed, and each symbol column Z1 to Z3 stops in order. Different third symbols stop on the two symbol columns Z1 and Z3 that stop first, and the remaining one symbol column Z2 stops, and one variation presentation ends. On the other hand, in the "Non-Reach (Short)" presentation mode, after "High-Speed Variation" is performed, the variation elements of "Low-Speed Variation" are not performed. After the end of the variation elements of the "High-Speed Variation", each symbol column Z1 to Z3 stops simultaneously. Different third symbols stop on the two symbol columns Z1 and Z3 (for example, the two symbol columns that stop first in the "Non-Reach (Long)" presentation mode), and the other symbol column Z2 also stops, and one variation presentation ends.
[0286] Among the presentation modes, the "Normal Reach" presentation mode is one of the "Reach Displays" in which, in the variation presentation of the third symbol in the third symbol display device 81, immediately after the same third symbol stops on the two symbol columns Z1 and Z3 that stop and display first, the variation elements of "Normal Reach" are executed and do not develop into other "Reach Displays", that is, the variation elements of "Super Reach" or the variation elements of "Special Reach".
[0287] Among the presentation modes, the "Super Reach" presentation mode is one of the "Reach Displays" in which the variation elements of "Super Reach" are executed by developing from the variation elements of "Normal Reach".
[0288] Among the presentation modes, the "Special Reach" presentation mode is one of the "Reach Displays" in which the variation elements of "Special Reach" are executed by developing from the variation elements of "Normal Reach".
[0289] The value of the stop pattern selection counter C3 is updated, for example, periodically (in the first embodiment, once for each timer interrupt process (see FIG. 30)). And at the timing when the ball wins in the first start port 64, it is stored in the stop pattern selection counter storage area 203d3 of the first hold area where the big win random number counter C1 is stored among the first hold first to fourth areas provided in the first hold ball storage area 203d corresponding to the first start port 64. Also, at the timing when the ball wins in the second start port 71, it is stored in the stop pattern selection counter storage area 203e3 of the second hold area where the big win random number counter C1 is stored among the second hold first to fourth areas provided in the second hold ball storage area 203e corresponding to the second start port 71.
[0290] In the pachinko machine 10 of the first embodiment, the stop pattern table 202d that refers to the value of the stop pattern selection counter C3 is configured to be different according to the success or failure of the variable effect, the current game state, and the number of variable effects (number of held balls) of both special symbols currently on hold. That is, a plurality of types of stop pattern tables 202d are provided and configured to be selected according to the number of variable effects (number of held balls) of both special symbols during standby.
[0291] Also, in the first embodiment, when determining the detailed variable pattern of the variable effect, first, based on the hold number table 202c provided in the ROM 202, any stop pattern table 202d corresponding to the success or failure of the variable effect, the current game state, and the current number of variable effects (number of held balls) is selected. Then, based on the selected stop pattern table 202d and the value of the stop pattern selection counter C3, an effect mode, which is a rough mode of the variable effect, is selected. After that, based on the selected effect mode and the value of the variable type counter CS1 described later, the detailed variable pattern (variable time) of the variable effect is determined.
[0292] The plurality of provided stop pattern tables 202d are set such that the range of the random number values of the stop pattern selection counter C3 for which the presentation mode is selected is different for each stop pattern table 202d. The reason for preparing a plurality of these stop pattern tables 202d is to change the selection ratio of the presentation modes of the variable presentation according to the success or failure of the variable presentation, the gaming state, and the number of hold balls. That is, (1) whether a jackpot occurs in the variable presentation of the acquired third symbol, (2) whether the current gaming state of the pachinko machine 10 is a "probability variation state", a "time shortening state", or a "normal gaming state", and (3) how many hold balls of the variable presentation are reserved, in order to change the selection ratio of the presentation modes.
[0293] As a first reason, this is to change the expectation level of hitting the jackpot for each presentation mode. That is, by configuring the selection ratios of the stop patterns, that is, the "non-reach" presentation mode, the "normal reach" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode, to be different between the case of winning the jackpot lottery and the case of losing the jackpot lottery, the expectation level of hitting the jackpot for each presentation mode is changed. Specifically, for example, when winning the jackpot lottery, it is configured to easily select the "super reach" presentation mode or the "special reach" presentation mode, and when not winning the jackpot lottery, it is configured to easily select the "non-reach" presentation mode or the "normal reach" presentation mode.
[0294] By configuring in this way, the "super reach" presentation mode and the "special reach" presentation mode can be made into presentations that are likely to result in a jackpot, the "normal reach" presentation mode and the "non-reach" presentation mode can be made into presentations that are unlikely to result in a jackpot or do not result in a jackpot, and the jackpot expectation levels for each presentation mode can be differentiated. Therefore, when a presentation that is likely to result in a jackpot appears in the variable presentation, while the presentation that is likely to result in a jackpot is being performed, it suggests to the player that there is a high possibility of a jackpot occurring, enhancing the interest of the game.
[0295] In the pachinko machine 10 of the first embodiment, specifically, when the obtained lottery result is a jackpot, it is configured to select the general content of the variable effect (stop pattern), which is an effect mode that makes it easier to select an effect likely to result in a jackpot and makes it difficult to select an effect less likely to result in a jackpot, based on the stop pattern table 202d. On the other hand, when the obtained lottery result is a loss, it is configured to select the effect mode (stop pattern) of the variable effect based on the stop pattern table 202d, which makes it difficult to select an effect likely to result in a jackpot and makes it easier to select an effect less likely to result in a jackpot. Thereby, when notifying the player of the lottery result of the third symbol in the variable effect, if an effect likely to result in a jackpot is being executed, a jackpot is likely to occur in that variable effect, and if an effect less likely to result in a jackpot is being executed, a jackpot is less likely to occur in that variable effect. By providing a difference in the jackpot expectation value for each effect mode (stop pattern), the interest of the game can be enhanced during the execution of the variable effect.
[0296] Further, as a second reason, it is to minimize the waste balls (so-called non-lottery of special symbols due to overflow winning) based on the ball entry into the first start port 64 when the waiting count of the variable effect of the first special symbol has reached the upper limit, or based on the ball entry into the second start port 71 when the waiting count of the variable effect of the second special symbol has reached the upper limit.
[0297] Specifically, the maximum number of waiting times for the variation effects of the first special symbol and the second special symbol is set to a maximum of 4 times each, and since the variation effect is executed for at least a certain period of time, in a gaming state where balls are likely to enter the second starting port 71 in the "probability variation state" and the "time shortening state", it is easy to reach the maximum number of stored balls of the second special symbol. In these gaming states, if a variation effect with a long variation time is selected, balls frequently enter the second starting port 71 in a state where the maximum number of stored balls of the second special symbol has been reached. Despite the fact that balls have entered the second starting port 71, the lottery opportunity for the second special symbol cannot be obtained. Also, even in the "normal gaming state", when a variation effect with a long variation time is selected in a state where the maximum number of stored balls of the first special symbol has been reached, the number of stored balls of the first special symbol is not consumed during the execution of the variation effect. Therefore, even if a ball enters the first starting port 64 during that time, the lottery opportunity for the first special symbol cannot be obtained. In such a state, the player determines that no gaming value can be obtained even if a ball is made to enter the first starting port 64, and stops firing the ball and interrupts the game until the variation effect is consumed and the number of stored balls can be obtained again. When the game is interrupted, the operation rate of the pachinko machine 10 decreases, which affects the operation of the game parlor.
[0298] Therefore, in the pachinko machine 10 of the first embodiment, in a gaming state where it is easy to reach the maximum number of stored balls of the third symbol (the first special symbol or the second special symbol), or when the number of stored balls is close to (or equal to) the maximum number of stored balls, the production mode of the variation effect is selected based on the stop pattern table 202d in which a short variation time is likely to be selected. Thereby, it is possible to suppress the entry of balls into the first starting port 64 or the second starting port 71 in a state where the maximum number of stored balls of the third symbol (the first special symbol or the second special symbol) has been reached.
[0299] Furthermore, as a third reason, by setting a long execution time to delay the end of the variable effect, the state in which the variable effect is being executed is maintained for a long time. Specifically, when the number of balls on hold for the variable effect is small (or none), if a ball is not newly entered into either the first starting port 64 or the second starting port 71 within the variable time of the variable effect being executed, the next variable effect cannot be started, and a demo screen or the like must be displayed on the third symbol display device 81. When the variable effect is not performed on the third symbol display device 81 despite the player shooting balls to play the game, the player cannot obtain the interest related to the jackpot lottery that the player desires, and the player will become bored with the game. In addition, since the player recognizes that the pachinko machine 10 is one in which it is difficult for a ball to enter the first starting port 64 or the second starting port 71 because the variable effect is not being performed on the third symbol display device 81, the player may judge that it is a difficult-to-obtain game value machine and stop playing on that pachinko machine 10.
[0300] Therefore, in the pachinko machine 10 of the first embodiment, when the number of balls on hold for the variable effect is small, the production mode of the variable effect is configured to be selected based on the stop pattern table 202d in which a long variable time is likely to be selected. Thereby, it is configured to be difficult to cause a situation where the variable effect is not being performed on the third symbol display device 81, and the execution state of the variable effect on the third symbol display device 81 can be maintained for a long time.
[0301] Note that in the "probability variation state" or "time shortening state", left-handed play is not encouraged as a game specification. However, even when such non-encouraged play (i.e., left-handed play) is performed, the game value obtained by the player is set lower than when encouraged play (i.e., right-handed play) is performed. For this reason, since it is not a game mode disadvantageous to the game hall, no special penalty is provided.
[0302] Here, with reference to FIG. 21, the details of the hold number table 202c will be described. FIG. 21 is a diagram schematically showing the hold number table 202c corresponding to the first special symbol and the second special symbol.
[0303] As described above, in the pachinko machine 10 of the first embodiment, when performing a variation effect of the first special symbol or the second special symbol based on a ball entering the first start port 64 or the second start port 71, the success or failure of the variation effect, the game state at that time, and the total number of holds of the variation effect of the first special symbol or the second special symbol at that time are used to refer to the hold number table 202c, and one of the stop pattern tables 202d1 to 202d2 is configured to be selected. Then, a rough effect mode of the variation effect is determined based on one of the selected stop pattern tables 202d1 to 202d2 and the value of the stop pattern selection counter C3.
[0304] Specifically, as shown in the hold number table 202c of FIG. 21, when a loss is extracted in the "normal game state" and the number of hold balls of the first special symbol or the second special symbol is "1 to 3", the A table 202d1 (see FIG. 22(a)) of the stop pattern table 202d is selected. Also, when a loss is extracted in the "normal game state" and the number of hold balls of the first special symbol or the second special symbol is "4", the B table 202d2 (see FIG. 22(b)) of the stop pattern table 202d is selected. On the other hand, when a jackpot is extracted in the "normal game state", regardless of the number of hold balls, the C table 202d3 (see FIG. 22(c)) of the stop pattern table 202d is selected.
[0305] Next, when a loss is extracted in the "probability variation state" or the "time shortening state" and the number of hold balls of the first special symbol or the second special symbol is "1", the D table 202d4 (see FIG. 23(a)) of the stop pattern table 202d is selected. Also, when a loss is extracted in the "probability variation state" or the "time shortening state" and the number of hold balls of the first special symbol or the second special symbol is "2 to 4", the E table 202d5 (see FIG. 23(b)) of the stop pattern table 202d is selected. On the other hand, when a jackpot is extracted in the "probability variation state" or the "time shortening state", regardless of the number of hold balls, the F table 202d6 (see FIG. 23(c)) of the stop pattern table 202d is selected.
[0306] That is, in the "normal gaming state", when not winning a jackpot in the dynamic display of the first special symbol or the second special symbol (i.e., a loss), based on the number of hold balls of the first special symbol or the second special symbol at that time, it is configured to select Table A 202d1 or Table B 202d2 of the stop pattern table 202d. On the other hand, in the "normal gaming state", when winning a jackpot in the dynamic display of the first special symbol or the second special symbol, regardless of the number of hold balls at that time, Table C 202d3 of the stop pattern table 202d is configured to be selected.
[0307] Also, in the "probability variation state" or "time shortening state", when not winning a jackpot in the dynamic display of the first special symbol or the second special symbol (i.e., a loss), based on the number of hold balls of the first special symbol or the second special symbol at that time, it is configured to select Table D 202d4 or Table E 202d5 of the stop pattern table 202d. On the other hand, in the "probability variation state" or "time shortening state", when winning a jackpot in the dynamic display of the first special symbol or the second special symbol, regardless of the number of hold balls at that time, Table F 202d6 of the stop pattern table 202d is configured to be selected.
[0308] In addition, when winning a jackpot in the "normal gaming state", "probability variation state" or "time shortening state", the stop pattern table 202d may be configured to be different according to the number of hold balls. For example, when the number of hold balls is large when winning a jackpot, it may be configured to be able to select the stop pattern table 202d where a relatively short variation pattern is likely to be selected.
[0309] In this case, for example, in each effect mode in which the "reach display" is executed, it is configured to select an effect mode in which only the time of the variable element part of the "high-speed variation" is changed from 10 seconds to only 5 seconds. By configuring in this way, for example, when starting the variable effect in a state where the maximum number of held balls of the first special symbol is 4 times, even if the variable element of the "high-speed variation" is performed in 5 seconds, at the time when the variable element of the "high-speed variation" in the 5 seconds ends (the time recognized as the variable element of the "high-speed variation" in 5 seconds), the "reach display" may occur in the variable effect. Therefore, even when the variable element of the "high-speed variation" in 5 seconds is performed, by configuring so that an effect mode in which the "reach display" other than the "non-reach (short)" effect mode is executed is executed, it is possible to make it unclear whether the variable effect will be a big win or a loss at the time of executing the variable element of the "high-speed variation" in 5 seconds.
[0310] Next, with reference to FIGS. 22 and 23, each stop pattern table 202d will be described. FIG. 22(a) is a diagram schematically showing an example of the A table 202d1 of the stop pattern table 202d, FIG. 22(b) is a diagram schematically showing an example of the B table 202d2 of the stop pattern table 202d, and FIG. 22(c) is a diagram schematically showing an example of the C table 202d3 of the stop pattern table 202d. Further, FIG. 23(a) is a diagram schematically showing an example of the D table 202d4 of the stop pattern table 202d, FIG. 23(b) is a diagram schematically showing an example of the E table 202d5 of the stop pattern table 202d, and FIG. 23(c) is a diagram schematically showing an example of the F table 202d6 of the stop pattern table 202d.
[0311] As shown in FIG. 22(a), in the A table 202d1 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to each “non-reach (long)” presentation mode is set from “0” to “74”, the range of the stop pattern selection counter C3 corresponding to the “normal reach” presentation mode is set from “75” to “94”, the range of the stop pattern selection counter C3 corresponding to the “super reach” presentation mode is set from “95” to “97”, and the range of the stop pattern selection counter C3 corresponding to the “special reach” presentation mode is set to “98” and “99”.
[0312] Note that in the A table 202d1, no value of the stop pattern selection counter C3 is assigned to the “non-reach (middle)” presentation mode and the “non-reach (short)” presentation mode, and it is set so that neither the “non-reach (middle)” presentation mode nor the “non-reach (short)” presentation mode is selected.
[0313] Next, as shown in FIG. 22(b), in the B table 202d2 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the “non-reach (middle)” presentation mode is set from “0” to “74”, the range of the stop pattern selection counter C3 corresponding to the “normal reach” presentation mode is set from “75” to “94”, the range of the stop pattern selection counter C3 corresponding to the “super reach” presentation mode is set from “95” to “97”, and the range of the stop pattern selection counter C3 corresponding to the “special reach” presentation mode is set to “98” and “99”.
[0314] Note that in the B table 202d2, no value of the stop pattern selection counter C3 is assigned to the “non-reach (long)” presentation mode and the “non-reach (short)” presentation mode, and it is set so that neither the “non-reach (long)” presentation mode nor the “non-reach (short)” presentation mode is selected.
[0315] That is, in Table A 202d1, the selection ratios are set such that the "Non-Reach (Long)" performance mode is 75%, the "Normal Reach" performance mode is 20%, the "Super Reach" performance mode is 3%, and the "Special Reach" performance mode is 2%. Also, in Table B 202d2, the selection ratios are set such that the "Non-Reach (Middle)" performance mode is 75%, the "Normal Reach" performance mode is 20%, the "Super Reach" performance mode is 3%, and the "Special Reach" performance mode is 2%.
[0316] That is, in Table A 202d1, the "Non-Reach (Long)" performance mode is selected, and in Table B 202d2, the "Non-Reach (Middle)" performance mode is selected instead of the "Non-Reach (Long)" performance mode. On the other hand, in Table A 202d1 and Table B 202d2, for each "Reach Display", they are configured to be selected at the same ratio.
[0317] Therefore, since Table A 202d1 and Table B 202d2 are selected such that only the long or middle performance mode is different in the "Non-Reach" performance mode, it can be said that the variation time of the selected variable performance in Table A 202d1 is relatively likely to be longer compared to Table B 202d2. In other words, it can be said that the variation time of the selected variable performance in Table B 202d2 is likely to be shorter compared to Table A 202d1.
[0318] In this way, in the "Normal Game State" where left-handed games are encouraged, when a losing lottery result is extracted, the performance mode of the variable performance is selected based on the number of held balls of the variable performance on hold. For example, when the number of held balls of the variable performance is large, the "Non-Reach (Middle)" performance mode with a relatively short variable performance time is selected. Thereby, when the number of held balls of the variable performance is large, the execution time of the executed variable performance can be shortened, and the number of executions of the variable performance can be increased, thereby improving the execution efficiency of the variable performance.
[0319] Also, for example, when the number of balls held in the variable display is small, in order to ensure the ball entry time into the first start port 64 or the second start port 71, a "non-reach (long)" display mode with a longer variable display time than the "non-reach (middle)" display mode is selected. As a result, since a "non-reach (long)" display mode with a longer variable display time than when the "non-reach (middle)" display mode is selected can be performed, it becomes easier to ensure the ball entry time into the first start port 64, and by increasing the possibility of a new start winning occurring during the execution time of the variable display in the third symbol display device 81, the situation where the variable display is being executed can be maintained.
[0320] In the first embodiment, in the selection of the display mode in the losing variable display, the stop pattern table 202d selected based on the number of balls held in the variable display is configured to be different. However, the variable display determined based on the ball entry into the first start port 64 or the second start port 71 and the variable display determined based on the start of the variable display based on the ball entry are configured such that substantially the same display mode is selected.
[0321] Specifically, for example, in the case of a losing variable display, it is configured such that either the A table 202d1 or the B table 202d2 is selected based on the number of balls held in the variable display. However, in the A table 202d1 and the B table 202d2, the values of the stop pattern selection counter C3 assigned to the "non-reach (long)" display mode, the "non-reach (middle)" display mode, the "normal reach" display mode, the "super reach" display mode, or the "special reach" display mode are set to be the same respectively.
[0322] That is, based on the number of held balls in the variable performance, only whether the "non-reach (long)" performance mode or the "non-reach (middle)" performance mode in the "non-reach" performance mode is selected differs, and only the time of the variable element of "high-speed variation" is different, but substantially the same performance mode is selected. Therefore, the performance mode selected at the start winning and the performance mode selected at the start of the variation are substantially the same (of the same type) even when the game state transitions (for example, the number of held balls increases). As a result, even when a preview notice such as "held change notice" is given based on the performance mode selected at the start winning, the content of the executed variable performance is substantially the same (of the same type), and in the variable performance targeted by the preview notice, a performance that does not conflict with the content of the preview notice can be executed.
[0323] Next, as shown in FIG. 22(c), in the C table 202d3 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "normal reach" performance mode is set to "0" to "4", the range of the stop pattern selection counter C3 corresponding to the "super reach" performance mode is set to "5" to "39", and the range of the stop pattern selection counter C3 corresponding to the "special reach" performance mode is set to "40" to "99".
[0324] Note that the C table 202d3 is the stop pattern table 202d selected at the jackpot, and "reach display" always occurs, so the "non-reach" performance mode is not selected.
[0325] Therefore, in the variation presentation at the time of a big win, the selection ratio is high in the order of "Special Reach" presentation mode > "Super Reach" presentation mode > "Normal Reach" presentation mode. In the variation presentation at the time of a loss, the selection ratio is high in the order of "Normal Reach" presentation mode > "Super Reach" presentation mode > "Special Reach" presentation mode. Therefore, the big win expectancy at the appearance of each "Reach Display" is configured such that the possibility of the appearance of the big win display result is high in the order of "Special Reach" presentation mode > "Super Reach" presentation mode > "Normal Reach" presentation mode. Thereby, the expectancy for a big win can be shown to the player according to the type of the presentation mode of the variation presentation, and the player can experience a sense of exhilaration for a big win according to the presentation mode of the variation presentation executed by the player.
[0326] Next, as shown in FIG. 23(b), in the D table 202d4 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to each "Non-Reach (Middle)" presentation mode is set to "0" to "89", and the range of the stop pattern selection counter C3 corresponding to the "Normal Reach" presentation mode is set to "90" to "99".
[0327] In the D table 202d4, values of the stop pattern selection counter C3 are not allocated to the "Non-Reach (Long)" presentation mode, the "Non-Reach (Short)" presentation mode, the "Super Reach" presentation mode, and the "Special Reach" presentation mode, and it is set such that none of the "Non-Reach (Long)" presentation mode, the "Non-Reach (Short)" presentation mode, the "Super Reach" presentation mode, and the "Special Reach" presentation mode are selected.
[0328] Next, as shown in FIG. 23(b), in the E table 202d5 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "Non-Reach (Short)" presentation mode is set to "0" to "89", and the range of the stop pattern selection counter C3 corresponding to the "Normal Reach" presentation mode is set to "90" to "99".
[0329] Note that in the E table 202d5, values of the stop pattern selection counter C3 are not assigned to the "non-reach (long)" presentation mode, "non-reach (middle)" presentation mode, "super reach" presentation mode, and "special reach" presentation mode, and all of the "non-reach (long)" presentation mode, "non-reach (middle)" presentation mode, "super reach" presentation mode, and "special reach" presentation mode are set not to be selected.
[0330] That is, in the D table 202d4, the selection ratio is set such that the "non-reach (middle)" presentation mode is 90% and the "normal reach" presentation mode is 10%. Also, in the E table 202d5, the selection ratio is set such that the "non-reach (short)" presentation mode is 90% and the "normal reach" presentation mode is 10%.
[0331] That is, in the D table 202d4, the "non-reach (middle)" presentation mode is selected, and in the E table 202d5, the "non-reach (short)" presentation mode is selected instead of the "non-reach (middle)" presentation mode. On the other hand, in the D table 202d4 and the E table 202d5, the "normal reach" presentation mode is configured to be selected at the same ratio.
[0332] Therefore, since the D table 202d4 and the E table 202d5 are selected such that only the middle presentation mode or the short presentation mode is different in the "non-reach" presentation mode, it can be said that the variation time of the variable presentation selected by the D table 202d4 is relatively likely to be longer than that of the E table 202d5. In other words, it can be said that the variation time of the variable presentation selected by the E table 202d5 is likely to be shorter than that of the D table 202d4.
[0333] In this way, in the "probability variation state" or "time shortening state" where right-handed games are encouraged, when a losing lottery result is extracted, the presentation mode of the variation presentation is configured to be selected based on the number of held balls of the variation presentation on hold. For example, when the number of held balls of the variation presentation is large, a "non-reach (short)" presentation mode with a relatively short variation presentation time is selected. Thereby, when the number of held balls of the variation presentation is large, the execution time of the executed variation presentation is shortened and the number of executions of the variation presentation is increased, so that the execution efficiency of the variation presentation can be improved.
[0334] Also, for example, when the number of held balls of the variation presentation is small, in order to ensure the ball entry time into the second start port 71 (or the first start port 64), a "non-reach (middle)" presentation mode with a longer variation presentation time than the "non-reach (short)" presentation mode is selected. Thereby, since a "non-reach (middle)" presentation mode with a longer variation presentation time than when the "non-reach (short)" presentation mode is selected can be performed, it becomes easier to ensure the ball entry time into the second start port 71 (the first start port 64), and by increasing the possibility of a new start winning occurring during the execution time of the variation presentation in the third symbol display device 81, the situation where the variation presentation is being executed can be maintained.
[0335] In the first embodiment, in the selection of the presentation mode in the losing variation presentation, the stop pattern table 202d selected based on the number of held balls of the variation presentation is configured to be different, but the determination of the variation presentation based on the ball entry time into the first start port 64 or the second start port 71 and the determination of the variation presentation based on the start time of the variation presentation based on the ball entry are configured such that substantially the same presentation mode is selected.
[0336] Specifically, for example, in the case of a losing variation effect, one of the D table 202d4 or the E table 202d5 is configured to be selected based on the number of held balls of the variation effect. However, in the D table 202d4 and the E table 202d5, the values of the stop pattern selection counter C3 assigned to the "non-reach (middle)" effect mode or the "non-reach (short)" effect mode, or the "normal reach" effect mode are set to be the same respectively.
[0337] That is, based on the number of held balls of the variation effect, only whether the "non-reach (middle)" effect mode or the "non-reach (short)" effect mode in the "non-reach" effect mode is selected is different, and only the time of the variation element of "high-speed variation" is different, but substantially the same effect mode is selected. Therefore, even when the game state transitions (for example, the number of held balls increases), the effect mode selected at the start winning and the effect mode selected at the start of the variation are substantially the same (of the same type). As a result, even when a preview such as a "held change notice" is given based on the effect mode selected at the start winning, the content of the executed variation effect is substantially the same (of the same type), and in the variation effect targeted by the preview, an effect that does not conflict with the content of the preview can be executed.
[0338] Next, as shown in FIG. 23(c), in the F table 202d6 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "normal reach" effect mode is set from "0" to "19", the range of the stop pattern selection counter C3 corresponding to the "super reach" effect mode is set from "20" to "49", and the range of the stop pattern selection counter C3 corresponding to the "special reach" effect mode is set from "50" to "99".
[0339] Note that the F table 202d6 is the stop pattern table 202d selected at the time of a big win, and "reach display" always occurs, so the "non-reach" effect mode is not selected.
[0340] Therefore, as shown in the C table 202d3 and the F table 202d6, in the variable effect at the time of a big win, the selection ratios are high in the order of "Special Reach" effect mode > "Super Reach" effect mode > "Normal Reach" effect mode. As shown in the A table 202d1, the B table 202d2, the D table 202d4, and the E table 202d5, in the variable effect at the time of a loss, the selection ratios are set to be high in the order of "Normal Reach" effect mode > "Super Reach" effect mode > "Special Reach" effect mode. Therefore, the jackpot expectation degree at the appearance of each "Reach display" is configured such that the possibility of the appearance of the jackpot display result is high in the order of "Special Reach" effect mode > "Super Reach" effect mode > "Normal Reach" effect mode. Thereby, the expectation degree for the jackpot can be shown to the player according to the effect mode of the variable effect, and the player can experience a sense of exhilaration for the jackpot according to the effect mode of the variable effect executed by the player.
[0341] Based on the above, by determining the effect mode of the variable effect to be executed based on the success or failure of the variable effect, the game state at that time, and the number of reserved balls of the variable effect at that time, it is possible to select an effect mode that increases the execution efficiency of the variable effect by shortening the execution time of the variable effect and increasing the number of executions of the variable effect based on the situation in which the game is being played.
[0342] In addition, when there are a large number of hold balls in the variable display (for example, "4"), when "Reach display" is selected, a stop pattern table 202d with shortened production elements of "high-speed variation" for each "Reach display" may be provided. Further, it may be configured to select a production mode based on the total number of holds of the first special symbol and the second special symbol. Furthermore, when there are a large number of hold balls in the variable display, a stop pattern table 202d omitting the production elements of "low-speed variation" in each production mode may be provided. Furthermore, a stop pattern table 202d with completely different selection rates for each production mode may be provided according to the number of hold balls in the variable display. However, when the selection rates of the production modes differ according to the number of hold balls in the variable display, when performing a preview such as "hold change notice", the number of hold balls at the time of preview execution determination and the number of hold balls at the time of execution of the variable display targeted by the preview may be different. In such a case, since processing for maintaining the consistency between the content of the preview and the content of the variable display is required, the processing becomes complicated.
[0343] Returning to FIG. 17, the description will be continued. The variable type counter CS1 is configured to be incremented by "1" in order within the range of, for example, "0 to 9", and return to "0" after reaching the maximum value (that is, "9"). The value of the variable type counter CS1 is updated once each time the timer interrupt process (see FIG. 30) described later is executed once, and is repeatedly updated within the remaining time in the main process (see FIG. 29). Then, at the timing when the ball wins the first start port 64, the value of the jackpot type counter C2 at that time is stored in the variable type counter storage area 203d4 of the first hold area in which the jackpot random number counter C1 is stored among the first to fourth hold areas of the first hold ball storage area 203d of the RAM 203 provided corresponding to the first start port 64. Also, at the timing when the ball wins the second start port 71, the value of the jackpot type counter C2 at that time is stored in the variable type counter storage area 203e4 of the second hold area in which the jackpot random number counter C1 is stored among the first to fourth hold areas of the second hold ball storage area 203e of the RAM 203 provided corresponding to the second start port 71.
[0344] This variable type counter CS1 is used to determine the detailed variation time (coarse variation pattern) of the variable effect. That is, in the effect mode selected by the stop pattern table 202d and the stop pattern selection counter C3 of the main control device 110, the MPU201 of the main control device 110 determines the detailed variation time based on the value of the variable type counter CS1 and the variable pattern table 202e stored in the ROM202. The voice lamp control device 113 and the display control device 114 determine the reach type of the third symbol displayed on the third symbol display device 81 and the detailed symbol variation mode based on the variation time determined by the variable type counter CS1, and also determine the presence or absence of the execution of the preview effect and the execution mode of the preview effect.
[0345] In this way, the MPU201 of the main control device 110 selects the coarse variation pattern of the variable effect and determines only the variation time. By configuring in this way, in the MPU201 of the main control device 110, it is not necessary to perform control such as detailed preview lottery required for executing the variable effect, so the processing of the MPU201 related to the variable effect can be reduced. Also, it is not necessary to prepare commands for all variation patterns of the variable effect in the main control device 110, and the ROM capacity of the main control device 110 can be reduced.
[0346] Also, in the voice lamp control device 113 and the display control device 114, by determining the detailed variation pattern in the variable effect based on the variation time (coarse variation pattern) determined by the main control device 110, the degree of freedom in selecting the variable effect can be increased. Furthermore, in the pachinko machine 10 where the gaming state changes moment by moment, it becomes possible to select or change the content of the variable effect at any time in response to the change, and an appropriate effect can be executed according to the gaming state.
[0347] Here, referring to FIG. 24, the details of the variation pattern table 202e will be described. The pachinko machine 10 has, as the variation pattern table 202e, a losing variation pattern table 202e1 used when the first special symbol or the second special symbol loses, and a jackpot variation pattern table 202e2 used when the first special symbol or the second special symbol wins the jackpot.
[0348] FIG. 24(a) is a diagram schematically showing an example of the losing variation pattern table 202e1 stored in the ROM 202, and FIG. 24(b) is a diagram schematically showing an example of the jackpot variation pattern table 202e2 stored in the ROM 202. As shown in FIG. 24, each variation pattern table 202e1, 202e2 is grouped based on the selected effect mode.
[0349] Specifically, as the effect mode at the time of losing, it is divided into those for "E0: non-reach (long)" referred to when the "non-reach (long)" effect mode is determined, those for "E1: non-reach (middle)" referred to when the "non-reach (middle)" effect mode is determined, those for "E2: non-reach (short)" referred to when the "non-reach (short)" effect mode is determined, those for "E4: normal reach" referred to when the "normal reach" effect mode is determined, those for "E5: super reach" referred to when the "super reach" effect mode is determined, and those for "E6: special reach" referred to when the "special reach" effect mode is determined.
[0350] Also, as the effect mode at the time of winning the jackpot, it is divided into those for "E4: normal reach" referred to when the "normal reach" effect mode is determined, those for "E5: super reach" referred to when the "super reach" effect mode is determined, and those for "E6: special reach" referred to when the "special reach" effect mode is determined.
[0351] And the value of the variation type counter CS1 is associated with each of the divided groups.
[0352] In the first embodiment, when the value of the jackpot random number counter C1 stored in the hold area having the first hold ball storage area 203d corresponding to the first special symbol is not a value corresponding to a jackpot (jackpot random number value), that is, when it is a losing value, the hold number table 202c is referred to, and based on the gaming state at that time and the number of hold balls at that time, the stop pattern table 202d is selected, and an effect mode is selected based on the value of the stop pattern selection counter C3 stored in the same hold area and the stop pattern table 202d. Then, based on the selected effect mode, a group to be referred to in the losing variation pattern table 202e1 for special figure 1 is determined. In the group of the losing variation pattern table 202e1 for special figure 1, the variation pattern (variation time) associated with the value of the variation type counter CS1 stored in the same hold area is determined as the variation pattern in the variation effect held in that hold area.
[0353] In the losing variation pattern table 202e1 referred to when the first special symbol or the second special symbol loses, for "E0: non-reach · long", there is prepared one variation pattern (variation time. Hereinafter, it is of course possible to replace "variation pattern" with "variation time") of "15 seconds" for the entire variation time of "variation element of 'high-speed variation (long)' + variation element of 'low-speed variation'".
[0354] In the example shown in FIG. 24(a), the association between the variation pattern in "E0: non-reach · long" and the value of the variation type counter CS1 is "0 to 9" for the "variation element of 'high-speed variation (long)' + variation element of 'low-speed variation'", and only the "variation element of 'high-speed variation (long)' + variation element of 'low-speed variation'" is set to be selectable.
[0355] That is, when the "non-reach (long)" performance mode is selected in the losing variation pattern table 202e1 referred to during the execution of the variation performance of the first special symbol or the second special symbol, for all possible values ("0 to 9") that the variation type counter CS1 can take, 'the variation elements of "high-speed variation (long)" + the variation elements of "low-speed variation"' are associated. That is, in the case of the "non-reach (long)" performance mode in the variation performance of the first special symbol or the second special symbol, 'the variation elements of "high-speed variation (long)" + the variation elements of "low-speed variation"' are always selected as the variation pattern.
[0356] Here, each variation element constituting the variation pattern will be described. A variation element is a part that constitutes one variation performance, and one variation performance is constituted by combining each variation element. In the pachinko machine 10 of the first embodiment, as variation elements, there are provided a variation element of "high-speed variation", a variation element of "low-speed variation", a variation element of "normal reach", a variation element of "super reach", a variation element of "special reach", and a variation element of "re-variation".
[0357] The variation element of "high-speed variation" is a variation element that scrolls and varies at high speed so that the player cannot clearly recognize the content of the third symbol. When the "non-reach (long)" performance mode or the like is selected, this variation element of "high-speed variation" is performed for "10 seconds" at the beginning of the variation performance (hereinafter, may be referred to as "high-speed variation (long)"). When the "non-reach (middle)" performance mode or the like is selected, it is performed for "5 seconds" at the beginning of the variation performance (hereinafter, may be referred to as "high-speed variation (middle)"). When the "non-reach (short)" performance mode or the like is selected, it is performed for "3 seconds" at the beginning of the variation performance (hereinafter, may be referred to as "high-speed variation (short)"). When this variation element of "high-speed variation" ends, the variation element of "low-speed variation" described later is started (executed), or the variation performance ends as it is.
[0358] The variable element of "slow fluctuation" is a variable element that starts after the execution of the variable element of "fast fluctuation" for "10 seconds" and shows whether or not a "reach display" is generated by scrolling and fluctuating the third symbol so that it can be visually recognized. This variable element of "slow fluctuation" is not executed when the "non-reach (middle)" production mode or the "non-reach (short)" production mode is selected, and is executed for "5 seconds" after the variable element of "fast fluctuation" when the "non-reach (long)" production mode, the "normal reach" production mode, the "super reach" production mode, or the "special reach" production mode is selected.
[0359] That is, in the "non-reach (middle)" production mode or the "non-reach (short)" production mode, after the variable element of "fast fluctuation" is performed, each symbol column of the third symbol display device 81 is configured to stop rapidly (so-called, vit stop) without passing through the variable element of "slow fluctuation". Note that when this variable element of "slow fluctuation" ends, the variable effect may end as it is.
[0360] Therefore, in the pachinko machine 10 of the first embodiment, the "non-reach (long)" production mode is configured with a variable effect in a variable pattern including the variable element of "fast fluctuation" for "10 seconds" and the variable element of "slow fluctuation" for "5 seconds". Also, the "non-reach (middle)" production mode is configured with a variable effect in a variable pattern of only the variable element of "fast fluctuation" for "5 seconds". Further, the "non-reach (short)" production mode is configured with a variable effect in a variable pattern of only the variable element of "fast fluctuation" for "3 seconds".
[0361] The variable element of "normal reach" is a variable element that shows whether or not a big win occurs depending on the variable result of the remaining symbol columns when the same symbol (hereinafter, may be referred to as the "reach forming symbol") stops and is displayed in the two symbol columns that stop first in the variable element of "slow fluctuation". This variable element of "normal reach" is performed for "5 seconds" after the variable element of "slow fluctuation" when the "normal reach" production mode or the like is selected.
[0362] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Normal Reach", there are prepared a pattern that directly shows a "Loss Display", a pattern that directly shows a "Big Hit Display", a pattern that develops into the variable element of "Super Reach", a pattern that develops into the variable element of "Special Reach", and a pattern that executes the variable element of "Re-variation" after temporarily showing a "Loss Display".
[0363] The variable element of "Super Reach" develops and is executed when, in the variable element of "Normal Reach", the "Loss Display" does not stop and the variation of the remaining symbol columns continues, and it is a variable element that shows whether a big hit occurs by performing a predetermined effect (for example, "Battle effect") on the third symbol display device 81. This variable element of "Super Reach" is performed "40 seconds" after the execution of the variable element of "Normal Reach".
[0364] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Super Reach", there are prepared a pattern that directly shows a "Loss Display", a pattern that directly shows a "Big Hit Display", and a pattern that executes the variable element of "Re-variation" after temporarily showing a "Loss Display".
[0365] The variable element of "Special Reach" develops and is executed when, in the variable element of "Normal Reach", the "Loss Display" does not stop and the variation of the remaining symbol columns continues, and it is a variable element that shows whether a big hit occurs by performing a special effect (for example, "Competition effect") different from the above-mentioned predetermined effect on the third symbol display device 81. This variable element of "Special Reach" is performed "160 seconds" after the execution of the variable element of "Normal Reach".
[0366] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Special Reach", there are prepared a pattern that directly shows a "Loss Display", a pattern that directly shows a "Big Hit Display", and a pattern that "re-variates" after temporarily showing a "Loss Display".
[0367] Note that although it is configured to develop into the variable element of "Super Reach" or the variable element of "Special Reach" after the execution of the variable element of "Normal Reach", instead of this configuration, when the reach formation symbol stops after "Low-speed Variation", it may be configured to directly develop into the variable element of "Super Reach" or the variable element of "Special Reach" without going through the variable element of "Normal Reach". Also, it may be configured such that the variable element of "Special Reach" is performed after the execution of the variable element of "Super Reach".
[0368] The variable element of "Re-variation" develops and is executed after "Loss Display" once appears in any "Reach Display", and it is the variable element that presents "Big Win Display". This variable element of "Re-variation" is performed for "10 seconds" after any "Reach Display".
[0369] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Re-variation", a pattern for presenting "Big Win Display" is prepared.
[0370] Also, this variable element of "Re-variation" is configured to occur only when winning a big win game. That is, in the case of "Loss Display", the variable element of "Re-variation" is configured not to be executed. This is because the variable element of "Re-variation" is a variable element that changes a temporarily stopped "Loss Display" to any "Big Win Display", and if it is performed in the case of a "Loss Display" that has not won a big win, there will be a discrepancy in the presentation. Therefore, this variable element of "Re-variation" is configured to be selected only in the big win variable pattern table 202e2 (see Fig. 24(b)) and not selected in the loss variable pattern table 202e1 (see Fig. 24(a)).
[0371] In addition to the above-described variable elements, variable elements that execute so-called "pseudo-continuous" variable elements may be configured. As the variable elements of this "pseudo-continuous", variable elements are those in which the start of the variable effect occurs multiple times (pseudo-stop occurs once) within one variable effect. Specifically, in each symbol column Z1 to Z3 of the third symbol display device 81, a variable element of "high-speed variation" is started and switched to a variable element of "low-speed variation", and then the variable effect in all symbol columns Z1 to Z3 is terminated and a predetermined stop result (for example, pseudo-continuous chance symbol "677") is displayed. This is a variable element in which an effect of a unit is performed. After the variable element of this "pseudo-continuous" and after the variable element of "low-speed variation", when the above-described predetermined stop result stops, a variable element of "high-speed variation" starts again from the stop result, and an effect as if a variable effect has started again is executed. In this case, the variable element of this "pseudo-continuous" is executed additionally without using the player's held ball data and without using the number of held balls held.
[0372] Next, in the losing variable pattern table 202e1, for "E1: non-reach middle", one variable pattern of only the variable element of "high-speed variation (medium)" with an overall variable time of "5 seconds" is prepared.
[0373] In the example shown in FIG. 24(a), the association between the variable pattern in "E1: non-reach middle" and the value of the variable type counter CS1 is "0 to 9" for only the variable element of "high-speed variation (medium)", and only the variable element of "high-speed variation (medium)" is set to be selectable.
[0374] That is, when the "non-reach (middle)" effect mode is selected in the losing variable pattern table 202e1 referred to when executing the variable effect of the first special symbol or the second special symbol, only the variable element of "high-speed variation (medium)" is associated with all possible values ( "0 to 9") that the variable type counter CS1 can take. That is, in the case of the "non-reach (middle)" effect mode in the variable effect of the first special symbol or the second special symbol, only the variable element of "high-speed variation (medium)" is always selected as the variable pattern.
[0375] Next, in the losing variation pattern table 202e1, for "E2: non-reach short", there is one variation pattern with a total variation time of "3 seconds" for only the variation element of "high-speed variation (short)".
[0376] In the example shown in FIG. 24(a), the association between the variation pattern in "E2: non-reach short" and the value of the variation type counter CS1 is "0 to 9" for only the variation element of "high-speed variation (short)", and only the variation element of "high-speed variation (short)" is set to be selectable.
[0377] That is, when the "non-reach (short)" effect mode is selected in the losing variation pattern table 202e1 referred to when executing the variation effect of the first special symbol or the second special symbol, only the variation element of "high-speed variation (short)" is associated with all possible values (from "0 to 9") that the variation type counter CS1 can take. In other words, in the case of the "non-reach (short)" effect mode in the variation effect of the first special symbol or the second special symbol, only the variation element of "high-speed variation (short)" is always selected as the variation pattern.
[0378] Next, in the losing variation pattern table 202e1, for "E4: normal reach", there is one variation pattern with a total variation time of "20 seconds" for the variation element of "high-speed variation (long)" + the variation element of "low-speed variation" + the variation element of "normal reach".
[0379] In the example shown in FIG. 24(a), the association between the variation pattern in "E4: normal reach" and the value of the variation type counter CS1 is "0 to 9" for the variation element of "high-speed variation (long)" + the variation element of "low-speed variation" + the variation element of "normal reach", and only the variation element of "high-speed variation (long)" + the variation element of "low-speed variation" + the variation element of "normal reach" is set to be selectable.
[0380] That is, when the "Normal Reach" effect mode is selected in the losing variation pattern table 202e1 referred to during the execution of the variation effect of the first special symbol or the second special symbol, for all possible values ("0 to 9") that the variation type counter CS1 can take, {'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach"'} are associated. That is, in the case of the "Normal Reach" effect mode in the variation effect of the first special symbol or the second special symbol, {'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach"'} are always selected as the variation pattern.
[0381] Next, in the losing variation pattern table 202e1, for "E5: Super Reach", one variation pattern of {'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach" + Variation elements of "Super Reach"'} with a total variation time of "60 seconds" is prepared.
[0382] In the example shown in FIG. 24(a), the association between the variation pattern in "E5: Super Reach" and the value of the variation type counter CS1 is "0 to 9" for {'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach" + Variation elements of "Super Reach"'}, and only the {'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach" + Variation elements of "Super Reach"'} are set to be selectable.
[0383] That is, when the "Super Reach" effect mode is selected in the losing variation pattern table 202e1 referred to during the execution of the variation effect of the first special symbol or the second special symbol, for all possible values ("0 to 9") that the variation type counter CS1 can take, 'the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach"' are associated. That is, in the case of the "Super Reach" effect mode in the variation effect of the first special symbol or the second special symbol, 'the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach"' are always selected as the variation pattern.
[0384] Next, in the losing variation pattern table 202e1, for "E6: Special Reach", one variation pattern of 'the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach"' with a total variation time of "180 seconds" is prepared.
[0385] In the example shown in FIG. 24(a), the association between the variation pattern in "E6: Special Reach" and the value of the variation type counter CS1 is "0 to 9" for 'the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach"', and only the 'the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach"' are set to be selectable.
[0386] That is, when the "Special Reach" effect mode is selected in the losing variation pattern table 202e1 referred to during the execution of the variation effect of the first special symbol or the second special symbol, for all possible values ("0 to 9") that the variation type counter CS1 can take, {'variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Special Reach"'} are associated. That is, in the case of the "Special Reach" effect mode in the variation effect of the first special symbol or the second special symbol, {'variation elements of "High-speed variation (long)" + variation elements of "Low-speed variation" + variation elements of "Normal Reach" + variation elements of "Special Reach"'} are always selected as the variation pattern.
[0387] Note that since the variation pattern at the time of losing of the first special symbol or the second special symbol is determined as the variation pattern with the effect mode as it is, it may be configured to determine the variation pattern without using the variation type counter CS1. Also, although only the variation type counter CS1 is used for selection, a plurality of variation type counters may be used in combination for selection (such as selection of the presence or absence of a preview display).
[0388] Next, with reference to FIG. 24(b), the jackpot variation pattern table 202e2 referred to at the time of a jackpot of the first special symbol or the second special symbol will be described. In the first embodiment, when the value of the jackpot random number counter C1 stored in the hold area having the first hold ball storage area 203d corresponding to the first special symbol or the second hold ball storage area 203e corresponding to the second special symbol is a jackpot value, the stop pattern table 202d is selected based on the game state at that time, and the effect mode is selected based on the value of the stop pattern selection counter C3 stored in the same hold area and the stop pattern table 202d. Then, based on the selected effect mode, the group (group) to be referred to in the jackpot variation pattern table 202e2 is determined. In the group (group) of the jackpot variation pattern table 202e2, the variation pattern (variation time) associated with the value of the variation type counter CS1 stored in the same hold area is determined as the variation pattern in the variation effect held in that hold area.
[0389] In the big win variable pattern table 202e2, for "E4: Normal Reach", two variable patterns are prepared for selection: one with a total variation time of "20 seconds" which is the sum of the variation elements of "High-speed variation (long)", "Low-speed variation", and "Normal Reach", and the other with a total variation time of "30 seconds" which is the sum of the variation elements of "High-speed variation (long)", "Low-speed variation", "Normal Reach", and "Re-variation". The value of the variation type counter CS1 is associated with each variable pattern.
[0390] In the example shown in Fig. 24(b), the association between the variable pattern in "E4: Normal Reach" and the value of the variation type counter CS1 is "0 to 2" for the sum of the variation elements of "High-speed variation (long)", "Low-speed variation", and "Normal Reach", and "3 to 9" for the sum of the variation elements of "High-speed variation (long)", "Low-speed variation", "Normal Reach", and "Re-variation".
[0391] That is, when the "Normal Reach" effect mode is selected in the big win variable pattern table 202e2 referred to during the execution of the variable effect of the first special symbol or the second special symbol, the variable pattern of the sum of the variation elements of "High-speed variation (long)", "Low-speed variation", and "Normal Reach" is set to be selected at a rate of 30%, and the variable pattern of the sum of the variation elements of "High-speed variation (long)", "Low-speed variation", "Normal Reach", and "Re-variation" is set to be selected at a rate of 70%.
[0392] Therefore, in the "Normal Reach" performance mode selected during a big win in Special Figure 1 or Special Figure 2, the variation pattern of 'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach" + Variation elements of "Re-variation"' is likely to be selected (70% of the total). Also, by configuring it so that the variation pattern of 'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach"' is also selected, a gaming property where a big win can be expected from any variation pattern can be provided.
[0393] Next, in the big win variation pattern table 202e2, for "E5: Super Reach", two variation patterns are prepared for selection: one with a total variation time of "60 seconds" of 'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach" + Variation elements of "Super Reach"', and the other with a total variation time of "70 seconds" of 'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach" + Variation elements of "Super Reach" + Variation elements of "Re-variation"'. The value of the variation type counter CS1 is associated with each variation pattern.
[0394] In the example shown in Fig. 24(b), the association between the variation pattern in "E5: Super Reach" and the value of the variation type counter CS1 is "0 - 3" for 'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach" + Variation elements of "Super Reach"', and "4 - 9" for 'Variation elements of "High-speed variation (long)" + Variation elements of "Low-speed variation" + Variation elements of "Normal Reach" + Variation elements of "Super Reach" + Variation elements of "Re-variation"'.
[0395] That is, when the "Super Reach" performance mode is selected in the big win variable pattern table 202e2 referred to during the execution of the variable performance of the first special symbol or the second special symbol, the variable pattern of 'Variable elements of "High-speed variation (long)" + Variable elements of "Low-speed variation" + Variable elements of "Normal Reach" + Variable elements of "Super Reach"' is 40%, and the variable pattern of 'Variable elements of "High-speed variation (long)" + Variable elements of "Low-speed variation" + Variable elements of "Normal Reach" + Variable elements of "Super Reach" + Variable elements of "Re-variation"' is set to be selected at a ratio of 60%.
[0396] Therefore, in the "Super Reach" performance mode selected during the big win of FIG. 1 or FIG. 2, the variable pattern of 'Variable elements of "High-speed variation (long)" + Variable elements of "Low-speed variation" + Variable elements of "Normal Reach" + Variable elements of "Super Reach" + Variable elements of "Re-variation"' is likely to be selected (60% of the total). Also, by configuring the variable pattern of 'Variable elements of "High-speed variation (long)" + Variable elements of "Low-speed variation" + Variable elements of "Normal Reach" + Variable elements of "Super Reach"' to be selectable as well, a gaming property that allows expecting a big win from any variable pattern can be provided.
[0397] Next, in the big win variable pattern table 202e2, for "E6: Special Reach", two variable patterns are prepared for selection: one with a total variable time of "180 seconds" of 'Variable elements of "High-speed variation (long)" + Variable elements of "Low-speed variation" + Variable elements of "Normal Reach" + Variable elements of "Special Reach"', and the other with a total variable time of "190 seconds" of 'Variable elements of "High-speed variation (long)" + Variable elements of "Low-speed variation" + Variable elements of "Normal Reach" + Variable elements of "Special Reach" + Variable elements of "Re-variation"', and the value of the variable type counter CS1 is associated with each variable pattern.
[0398] In the example shown in FIG. 24(b), the association between the variation pattern in "E6: Special Reach" and the value of the variation type counter CS1 is "0 to 4" for {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach"}, and "5 to 9" for {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach" + the variation elements of "Re-variation"}.
[0399] That is, when the "Special Reach" effect mode is selected in the jackpot variation pattern table 202e2 referred to during the execution of the variation effect of the first special symbol or the second special symbol, the variation pattern of {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach"} is set to be selected at a rate of 50%, and the variation pattern of {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach" + the variation elements of "Re-variation"} is set to be selected at a rate of 50%.
[0400] Therefore, in the "Special Reach" effect mode selected during the jackpot of the first special symbol or the second special symbol, the variation pattern of {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Special Reach"} and the variation pattern of {the variation elements of "High-speed variation (long)" + the variation elements of "Low-speed variation" + the variation elements of "Normal Reach" + the variation elements of "Super Reach" + the variation elements of "Re-variation"} are selected equally (50% each). As a result, a game playability can be provided where a jackpot can be expected equally with any variation pattern.
[0401] By configuring in this way, when winning the jackpot, by configuring so that a relatively long variation pattern is likely to be selected, the content of the variation effect in which the jackpot occurs can be enriched, thereby improving the interest of the game. Also, when not winning the jackpot, that is, in the case of a loss, by configuring so that a relatively short variation pattern such as a "non-reach" effect mode is likely to be selected, the content of the variation effect at the time of loss can be shortened, and the variation effect can be efficiently digested.
[0402] Returning to FIG. 17, the description will be continued. The normal pattern win counter C4 is configured as a loop counter that is incremented by 1 in order within a range of, for example, "0 to 99", and returns to "0" after reaching the maximum value (that is, "99"). Also, when the normal pattern win counter C4 makes one round, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the normal pattern win counter C4.
[0403] Note that the second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the normal pattern win counter C4 (value = "0 to 99"), and is updated once per timer interrupt process (see FIG. 30) and is repeatedly updated within the remaining time of the main process (see FIG. 29).
[0404] The value of the normal pattern win counter C4 is updated, for example, periodically (once per timer interrupt process in the first embodiment), and at the timing when it is detected that the ball has passed through the through gate 67, it is stored in any one of the normal pattern hold first to fourth areas provided in the normal pattern hold ball storage area 203i of the RAM 203. Then, the data is sequentially shifted to the normal pattern hold ball execution area 203j in the order stored in the normal pattern hold ball storage area 203i, and a win determination is made for the value of the normal pattern win counter C4 stored in the normal pattern hold ball execution area 203j.
[0405] The value of the random number corresponding to the normal symbol is set (for example, 0 / 100 in the low probability state, 99 / 100 in the high probability state, etc.) by the normal symbol hit random number table 202g stored in the ROM 202 of the main control device 110 for each gaming state, and when the value of the normal symbol hit counter C4 stored in the normal symbol hold ball execution area 203j of the RAM 203 matches the value of the random number corresponding to the hit set by the normal symbol hit random number table 202g, it is determined as a hit. Then, according to the gaming state, the normal symbol variation table 202h is referred to, and the variable display time of the normal symbol is set (for example, in the non - operating state of the winning assistance function, it is 10 seconds in the "normal gaming state", and 5 seconds in the "probability variation state" or "time shortening state" when the winning assistance function is operating, etc.). After the elapse of the variable display time in the normal symbol display device 83, the symbol "○" is lit and displayed as the stop symbol (normal symbol). Thereafter, according to the gaming state, the normal electric role release table 202i is referred to, and the release time of the normal electric role 72 is set (for example, in the non - operating state of the winning assistance function, it cannot be released without winning in the "normal gaming state", and in the "probability variation state" or "time shortening state" when the winning assistance function is operating, it is "1 second" × 2 times, etc.). During the release time, the appearance and disappearance plate 72a of the normal electric role 72 is released, and during that time, the second start port 71 is configured to be able to receive balls.
[0406] On the other hand, when the value of the normal symbol hit counter C4 stored in the normal symbol hold area does not match the value of the random number corresponding to the hit set by the normal symbol hit random number table 202g, it is determined as a miss. Then, according to the gaming state, the normal symbol variation table 202h is referred to and the variable display time is set. After the elapse of the variable display time in the normal symbol display device 83, the symbol "×" is lit and displayed as the stop symbol (normal symbol). Note that the normal symbol hit random number table 202g, the normal symbol variation table 202h, and the normal electric role release table 202i will be described later in FIG. 26.
[0407] Returning to FIG. 7, the description will be continued. In addition to the counter buffer 203c shown in FIG. 17, the RAM 203 has a stack area for storing the contents of the internal registers of the MPU 201 and the return destination address of the control program executed by the MPU 201, and a work area (working area) for storing various flags, counters, values of input / output (hereinafter abbreviated as "I / O"), etc. Note that the RAM 203 is configured such that a backup voltage is supplied from the power supply device 115 even after the power of the pachinko machine 10 is turned off, and the data stored in the RAM 203 can be held (backed up). All the data stored in the RAM 203 is backed up.
[0408] When the power is cut off due to a power failure or the like, the stack pointer and the values of each register at the time of the power cut-off (including the occurrence of a power failure; the same applies hereinafter) are stored in the RAM 203. On the other hand, when the power is turned on (including the power-on due to the restoration of power from a power failure; the same applies hereinafter), the state of the pachinko machine 10 is restored to the state before the power cut-off based on the information stored in the RAM 203. Writing to the RAM 203 is executed at the time of power cut-off by the main process (see FIG. 29), and the restoration of each value written in the RAM 203 is executed in the startup process (see FIG. 27) at the time of power-on. Note that the NMI terminal of the MPU 201 is configured such that a power failure signal SG1 from the power failure monitoring circuit 252 is input at the time of power cut-off due to the occurrence of a power failure or the like. When the power failure signal SG1 is input to the MPU 201, the NMI interrupt process (see FIG. 43) as the process at the time of power failure is immediately executed.
[0409] The RAM 203 further has at least a first reserved ball number counter 203a, a second reserved ball number counter 203b, a first reserved ball storage area 203d, a second reserved ball storage area 203e, a reserved ball execution area 203f, a general diagram reserved ball number counter 203g, a general diagram reserved ball storage area 203i, and a general diagram reserved ball execution area 203j.
[0410] The first reserved ball count counter 203a is a counter that counts the number of reserved balls (number of waiting times) of the dynamic display of the first special symbol (the variable effect of the third symbol corresponding to the first special symbol performed by the third symbol display device 81) performed by the special symbol display device 37 based on the entry of balls into ...
Claims
[Claim 1] a first game value storage means capable of storing first game value information relating to a game; a second game value storage means capable of storing second game value information different from the first game value information; a game execution means for executing a game by using the first game value information; updating means for updating the first gaming value information; A gaming machine including a game value granting means capable of granting a game value to a player by a game performed by the game execution means, The update means The first game value information is configured to be updateable based on the game value awarded by the game value awarding means, The gaming machine includes: a limiting means for limiting a game to be played by the game execution means; At least, in a situation where the first game value information can be updated by the update means while a game is being executed by the game execution means, when a predetermined situation occurs in which the value of the first game value information falls within a predetermined range greater than 0, the execution of a game by the game execution means can be restricted by the restriction means, The predetermined range includes at least a first value and a second value other than the first value. A gaming machine characterized by: