Game machine
The gaming machine addresses the need for enhanced player engagement by varying game ball entry difficulty and determining different game outcomes, leading to more engaging and rewarding gameplay experiences.
Patent Information
- Application Number
- JP2023219309
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-26
- Publication Date
- 2025-07-08
AI Technical Summary
Existing gaming machines lack the ability to further enhance player interest as the diversification of games has advanced, necessitating a more engaging gameplay experience.
The gaming machine incorporates variable mechanisms to adjust the ease of game ball entry into starting areas, determining different game outcomes, and setting winning states based on these entries, allowing for enhanced player engagement through varied gaming states and potential winnings.
This configuration enhances player interest by providing diverse gaming states and opportunities for increased winnings, thereby improving overall gameplay experience.
Smart Images

Figure 2025102088000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as this type of gaming machine, a win / loss lottery for determining whether to execute a special game is performed based on the entry of a game ball into a start winning opening provided in a game area, and a special symbol indicating the result of the win / loss lottery is determined. At the same time, a variable display of the special symbol is executed, and a stop display of a specific symbol (big win symbol) indicating that the result of the above win / loss lottery is to execute a special game (winning a big win) is performed, thereby executing a special game in which a large number of prize balls can be obtained. Such a gaming machine is known. In such a gaming machine, in order to enhance the player's interest, a plurality of gaming states with different degrees of advantage are provided. When a predetermined specific symbol is determined, the gaming state after the end of the special game is set to a gaming state with a different degree of advantage (for example, a time-saving gaming state, etc.). In recent years, in order to enhance the player's interest, in the above win / loss lottery, in addition to the lottery result indicating the execution of a special game, as a gaming profit different from the execution of a special game, it is possible to derive a specific lottery result indicating the setting of a gaming state with a different degree of advantage (time-saving gaming state) without going through a special game. By performing a stop display of a special symbol (time-saving symbol) indicating the specific lottery result, a gaming machine has also been devised that sets a predetermined gaming state and a gaming state with a different degree of advantage without going through a special game (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the gaming machine as described above, although it is possible to enhance the player's interest, in recent years as the diversification of games has advanced, the emergence of a gaming machine capable of providing a gameplay that can further enhance the player's interest has been desired.
[0005] Therefore, the present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of enhancing the player's interest.
Means for Solving the Problems
[0006] In order to achieve the above object, the present invention is configured as follows. (1) The gaming machine according to the present invention includes variable means that can be displaced to a first operating state in which it is relatively easy for a game ball to enter a predetermined starting area, or a second operating state in which it is relatively difficult for the game ball to enter the predetermined starting area, and a first determination result in which the execution of a big winning opening game in which a predetermined big winning opening is opened is associated based on the entry of the game ball into the predetermined starting area, or a second determination result and a third determination result in which the non-execution of the big winning opening game is associated, and determination means capable of deriving any one of them, execution means for executing the big winning opening game based on the derivation of the first determination result, and setting means capable of executing a setting related to a winning easy state in which the variable means is more likely to be in the first operating state than in a predetermined normal state. The winning easy state has a first winning easy state that can be set based on the execution of the big winning opening game, a second winning easy state and a third winning easy state different from the first winning easy state. The setting means can set the third winning easy state when the second determination result is derived in the first winning easy state or the second winning easy state, and can set the second winning easy state when the third determination result is derived in the first winning easy state or the third winning easy state. The second winning easy state is more advantageous than the third winning easy state.
Effects of the Invention
[0007] According to the present invention, it is possible to provide a gaming machine capable of enhancing the player's interest.
Brief Description of the Drawings
[0008]
Figure 1
Figure 2
Figure 3A
Figure 3B
Figure 3C
Figure 3D
Figure 3E
Figure 3F
Figure 3G
Figure 3H
Figure 3I
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Figure 34
Figure 35
Figure 36
Figure 37
Figure 38
Figure 39
Figure 40
Figure 41
Figure 42
Figure 43
Figure 44
Figure 45
Figure 46
Figure 47
Figure 48
Figure 49
Figure 50
Figure 51
Figure 52
Figure 53
Figure 54
Figure 55
Figure 56
Figure 57
Figure 58
Figure 59
Figure 60
Figure 61
Figure 62
Figure 63
Figure 64
Figure 65
Figure 66
Figure 67
Figure 68
Figure 69
Figure 70
Figure 71
Figure 72
Figure 73
Figure 74
Figure 75
Figure 76
Figure 77
Figure 78
Figure 79
Figure 80
Figure 81
Figure 82
Figure 83
Figure 84
Figure 85
Figure 86
Figure 87
Figure 88
Figure 89
Figure 90
Figure 91
Figure 92
Figure 93
Figure 94
Figure 95
Figure 96
Figure 97
Figure 98
Figure 99
Figure 100
Figure 101
Figure 102
Figure 103
Figure 104
Figure 105
Figure 106
Figure 107
Figure 108
Figure 109
Figure 110
Figure 111
Figure 112
Figure 113
Figure 114
Figure 115
Figure 116
Figure 117
Figure 118
Figure 119
Figure 120
Figure 121
Figure 122
Figure 123
Figure 124
【Figure 125]] It is a flowchart showing an overview of the process after the normal symbol stops in the main control board of the pachinko machine according to the sixth form.
【Figure 126]] It is a diagram showing an example of the variable effects and other effect modes of the pachinko machine according to the sixth form.
【Figure 127]] It is a diagram showing an example of a variable effect and other effect modes of a pachinko machine according to the sixth embodiment.
【Figure 128]] It is a diagram showing an example of a variable effect and other effect modes of a pachinko machine according to the sixth embodiment.
【Figure 129]] It is a diagram for explaining various setting contents of a pachinko machine according to the seventh embodiment.
【Figure 130]] It is a diagram for explaining various setting contents of a pachinko machine according to the seventh embodiment.
【Figure 131]] It is a state transition diagram showing the transition to each game state of a pachinko machine according to the seventh embodiment.
【Figure 132]] It is a flowchart showing an outline of a special symbol variation stop process on the main control board of a pachinko machine according to the seventh embodiment.
【Figure 133]] It is a flowchart showing an outline of a remaining special symbol variation count update process on the main control board of a pachinko machine according to the seventh embodiment.
【Figure 134]] It is a flowchart showing an outline of a remaining small win winning count update process on the main control board of a pachinko machine according to the seventh embodiment.
【Figure 135]] It is a flowchart showing an outline of a remaining time shortening winning count update process on the main control board of a pachinko machine according to the seventh embodiment.
【Figure 136]] It is a flowchart showing an outline of a game state control process on the main control board of a pachinko machine according to the seventh embodiment.
【Figure 137]] It is a diagram showing an example of a variable effect and other effect modes of a pachinko machine according to the seventh embodiment.
【Figure 138]] It is a diagram showing an example of a variable effect and other effect modes of a pachinko machine according to the seventh embodiment.
【Figure 139]] It is a diagram showing an example of a variable effect and other effect modes of a pachinko machine according to the seventh embodiment.
【Figure 140]] It is a diagram showing an example of a variable effect and other effect modes of a pachinko machine according to the seventh embodiment.
【Figure 141]] It is a diagram showing an example of a variable effect and other effect modes of a pachinko machine according to the seventh embodiment.
【Figure 142]] It is a diagram for explaining various setting contents of the pachinko machine according to the eighth embodiment.
【Figure 143]] It is a diagram for explaining various setting contents of the pachinko machine according to the eighth embodiment.
【Figure 144]] It is a state transition diagram showing the transition to each game state of the pachinko machine according to the eighth embodiment.
【Figure 145]] It is a diagram showing an example of a variable effect and other effect modes of the pachinko machine according to the eighth embodiment.
【Figure 146]] It is a diagram showing an example of a variable effect and other effect modes of the pachinko machine according to the eighth embodiment.
【Figure 147]] It is a diagram showing an example of a variable effect and other effect modes of the pachinko machine according to the eighth embodiment.
【Figure 148]] It is a diagram showing an example of a variable effect and other effect modes of the pachinko machine according to the eighth embodiment.
【Figure 149]] It is a diagram showing an example of a variable effect and other effect modes of the pachinko machine according to the eighth embodiment.
Embodiments for Carrying Out the Invention
[0009] (First Embodiment) Hereinafter, the first embodiment of the present invention will be described with reference to the drawings. (External Configuration of Pachinko Machine P) The gaming machine according to this embodiment is a pachinko machine P that uses game balls as gaming media. Although not particularly shown, in the game hall where the pachinko machine P is installed, a plurality of pachinko machines P are arranged side by side in the installation area of the gaming machine called an island, and a game ball lending device for lending out game balls is installed adjacent to each pachinko machine P. In addition, each pachinko machine P is connected to the corresponding game ball lending device R. The game ball lending device R can insert a storage medium (card) in which value information necessary for inserting paper money and lending out game balls is stored. Then, after inserting paper money (or inserting a card) into the game ball lending device R and performing a predetermined operation on the pachinko machine P, it is possible to receive the lending of game balls from the game ball lending device R.
[0010] As shown in FIG. 1 or FIG. 2, the pachinko machine P according to this embodiment is a rectangular frame fixed to an island, and includes a machine frame 1 having a hollow portion (not particularly shown), and a rectangular frame that is attached to the machine frame 1 by a hinge mechanism (not particularly shown) so as to be openable and closable, and has a hollow portion (not particularly shown). A main body frame 2, and a front door 3 that is attached to the main body frame 2 by a hinge mechanism (not particularly shown) so as to be openable and closable, and has an opening (not particularly shown) formed in the front surface.
[0011] As shown in FIG. 1, a speaker as an audio output device 10 is provided at the lower left portion of the machine frame 1. In addition, a game board 11 for forming a game area 12 is accommodated in the hollow portion of the main body frame 2. Further, on the front door 3, a transparent plate 4 that covers the opening, an upper tray 6 and a saucer 7 that are located below the transparent plate 4 and can receive game balls, and an operation handle 5 that is attached to the right side of the saucer 7 and is used to perform a shooting operation of the game balls, and speakers as audio output devices 10, each of which is attached to the upper left and upper right of the transparent plate 4, are provided. As shown in FIG. 1, a front door effect lamp DL that performs an effect by emitting light in various colors and light emission patterns is provided on the outer periphery of the front door 3, and a state notification lamp EL that notifies various states generated by the establishment of predetermined generation conditions by emitting light in various colors is provided at the upper left portion of the outer periphery of the front door 3. Both the front door effect lamp DL and the state notification lamp EL are configured by LEDs capable of emitting light in a plurality of colors.
[0012] In this pachinko machine P, when the main body frame 2 is closed with respect to the machine frame 1 and further the front door 3 is closed, the transparent plate 4 is positioned with a gap in front of the game board 11. As a result, the game board 11 located behind can be visually recognized through the transparent plate 4.
[0013] In addition, the upper tray 6 is configured to guide game balls lent out by the game ball lending device R and prize balls paid out from the pachinko machine P. The upper tray 6 can receive a predetermined amount of game balls. When the upper tray 6 is full of game balls, the game balls lent out or paid out thereafter are guided to the saucer 7. Although not particularly shown, a discharge hole for discharging the stored game balls and an opening / closing plate capable of opening and closing the discharge hole are provided on the bottom surface of the saucer 7. In a normal state, although the discharge hole is closed by the opening / closing plate, by moving the opening / closing lever 8 (see FIG. 1) attached integrally with the opening / closing plate in the lateral direction, the opening / closing plate also moves in the same direction, and the discharge hole is opened. Thereby, the game balls can be dropped from the discharge hole and discharged outside the saucer 7.
[0014] In addition, the operation handle 5 is formed so that a player can rotate it in a predetermined direction. When the player rotates the operation handle 5, the game balls received in the upper tray 6 are sent to a launching device (not particularly shown), and the game balls are launched toward the game area 12 by the launching device with an intensity corresponding to the rotation angle of the operation handle 5. The game balls launched in this way are guided by a pair of rails 13a, 13b fixed to the game board 11 and ascend to reach the game area 12.
[0015] The game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 with the main body frame 2 and the front door 3 closed with respect to the machine frame 1, and is partitioned into a substantially circular shape by a pair of rails 13a, 13b fixed to the game board 11, and is an area where game balls can flow down. As shown in FIG. 3A, this game area 12 is composed of a first game area 12a which is the area on the left side as seen from the player facing the pachinko machine P, and a second game area 12b which is the area on the right side as seen from the player facing the pachinko machine P. These two game areas 12 are designed such that the possibility of the game ball entering differs depending on the launching intensity of the launching device. Specifically, when the launching intensity of the launching device is less than a predetermined intensity (an intensity such that the game ball launched by the launching device does not reach the highest point of the game area 12), the game ball enters the first game area 12a. On the other hand, when the launching intensity of the launching device is equal to or greater than the predetermined intensity (an intensity such that the game ball launched by the launching device can reach the highest point of the game area 12), the game ball enters the second game area 12b.
[0016] Here, the rails 13a and 13b will be described in detail. The game board 11 is a plate-shaped member that is substantially rectangular when viewed from the front (see FIG. 3A). As described above, a pair of rails 13a and 13b are provided on the board surface of the game board 11. Hereinafter, the outer rail 13a (the rail closer to the outer periphery of the game board 11) among the rails 13a and 13b will also be referred to as the outer rail 13a, and the inner rail 13b (the rail farther from the outer periphery of the game board 11) will also be referred to as the inner rail 13b.
[0017] The outer rail 13a is a long, thin metal plate-shaped member having a width larger than the diameter of the game ball (see FIG. 3A), and is attached (supported) along the base surface of a rail base (not particularly shown) installed on the board surface of the game board 11. The rail base is a plate-shaped member that is substantially C-shaped when viewed from the front. When installed on the board surface of the game board 11, it opens downward to the right and is cut out in an arc shape centered on the substantially central portion of the game area 12 (game board 11) (that is, an arc shape that protrudes to the left). The cutout surface formed by this cutout serves as the base surface. The outer rail 13a is arranged in an arc shape that protrudes to the left starting from a position to the left of the lower central part of the game board 11 and extending to the left end, upper end, and upper right end of the game board 11 (see FIG. 2) by being attached to the base surface.
[0018] The inner rail 13b is a long, thin plate-shaped member made of synthetic resin having substantially the same width as the outer rail 13a. It is erected on the playing board surface of the game board 11 so as to face the outer rail 13a with a gap larger than the diameter of the game ball. Starting from a position slightly to the left of the lower center of the game board 11, it is arranged in an arc shape that bulges to the left from near the left end to near the upper left end of the game board 11. And, by having the front surface of the space portion sandwiched between the outer rail 13a and the inner rail 13b face the back surface of the transparent plate 4b, a guiding passage 640 through which the game ball launched by the launching device can pass is formed (see FIGS. 3D to 3G). This guiding passage 640 communicates with the game area 12 and guides the game ball launched by the launching device to the game area 12. Also, at the upper end of the inner rail 13b (the tip of the inner rail 13b, in other words, the boundary portion between the guiding passage 640 and the game area 12), a backflow prevention portion 700 for preventing the game ball that has entered the game area 12 from returning to the guiding passage 640 is provided.
[0019] As shown in FIGS. 3B and 3C, the backflow prevention portion 700 includes a rotating portion 710, a case portion 730 in which the rotating portion 710 is disposed, and a cover plate 750 that covers the case portion 730 with the rotating portion 710 disposed therein. The rotating portion 710 is attached to the case portion 730 and the cover plate 750 so as to be rotatable while being sandwiched between the case portion 730 and the cover plate 750.
[0020] The case portion 730 includes a thin plate-shaped base plate 731 made of synthetic resin fixed to the game board 11, and a thin plate-shaped side plate 732 erected from a portion corresponding to approximately the right half of the outer peripheral edge of the base plate 731 (approximately the right half of the base plate 731 in the state of being fixed to the game board 11). The base plate 731 and the side plate 732 form a space S that opens in the front direction of the game board 11 and the direction of the guiding passage 640 (see FIG. 3C). The base plate 731 is provided with a cylindrical boss 731a that is located at the upper end thereof (the upper end of the base plate 731 in a state fixed to the game board 11) and stands upright from the base plate 731, a cylindrical base-side bearing portion 731b that is located below the boss 731a (slightly above the center of the base plate 731) and stands upright from the base plate 731, a substantially fan-shaped guide groove 731c that is located below the base-side bearing portion 731b (slightly below the center of the base plate 731) and penetrates the base plate 731, and an elongated rod-shaped engaging pin 731d that is located below the guide groove 731c (at the lower end portion of the base plate 731) and stands upright from the base plate 731 (see FIG. 3C).
[0021] The cover plate 750 is a thin plate-shaped member made of synthetic resin that covers the opening in the front direction of the game board 11 in the case portion 730. The cover plate 750 is provided with a screw hole 750a that is disposed at a position corresponding to the boss 731a of the base plate 731 in a state of covering the above-described opening and penetrates the cover plate 750, a cylindrical cover-side bearing portion 750b that is disposed at a position corresponding to the base-side bearing portion 731b of the base plate 731 on the back surface of the cover plate 750 (the surface facing the base plate 731 in a state of covering the above-described opening) and stands upright from the back surface of the cover plate 750, and an engaging hole 750c that is disposed at a position corresponding to the engaging pin 731d of the base plate 731 in a state of covering the above-described opening and penetrates the cover plate 750 (see FIG. 3C).
[0022] The rotating portion 710 is a member having a "く"-shaped outer shape, and includes a substantially elliptical columnar rotating base 711 made of synthetic resin that is rotatably attached to the base plate 731 and the cover plate 750, and a thin plate-shaped rotating valve 712 made of synthetic resin that projects from the vicinity of the upper end of the rotating base 711 (the vicinity of the upper end of the rotating base 711 in a state attached to the case portion 730) (see FIG. 3C). In a state where the rotating portion 710 is attached to the case portion 730, the rotating base 711 is located within the space S of the case portion 730 and is rotatable within this space S while being sandwiched between the base plate 731 and the cover plate 750, and the rotating valve 712 projects outside the space S through the opening in the direction of the guiding passage 640 in the case portion 730 and is rotatable along with the rotating base 711.
[0023] The pivoting base 711 includes a substantially elliptical base bottom surface 711a facing the base plate 731 in a state of being attached to the case portion 730, a base side surface 711b standing upright from the outer peripheral edge of the base bottom surface 711a, and a substantially elliptical base top surface 711c located at the standing end of the base side surface 711b and facing the base bottom surface 711a with the base side surface 711b interposed therebetween (see FIG. 3C). Also, at positions corresponding to the base-side bearing portion 731b of the base plate 731 and the cover-side bearing portion 750b of the cover plate 750 in the pivoting base 711 in a state of being attached to the case portion 730, a shaft hole 711d penetrating from the base top surface 711c to the base bottom surface 711a is provided, and at a position corresponding to the guide groove 731c of the base plate 731, a guide pin (not particularly shown) protruding in the direction from the base bottom surface 711a toward the base plate 731 is provided. Also, the length from the base bottom surface 711a to the base top surface 711c is slightly shorter than the length from the surface of the base plate 731 of the case portion 730 to the standing end of the side plate 732. As a result, when the pivoting portion 710 is attached to the case portion 730, the pivoting base 711 is housed in the space S in a state of being sandwiched between the base plate 731 and the cover plate 750.
[0024] The pivoting valve 712 is a substantially rectangular thin plate-shaped member extending vertically upward from the upper left end of the base side surface 711b of the pivoting base 711 in a state of being attached to the case portion 730, and includes a guide passage side surface 712a facing the direction of the guide passage 640 (opposing the guide passage 640), a game area side surface 712b facing the game area 12 (opposing the game area 12) and opposing the guide passage side surface 712a, a downwardly inclined upper end surface 712c extending from the upper end edge of the guide passage side surface 712a to the upper end edge of the game area side surface 712b, and a protruding piece 712d protruding from a substantially central portion in the longitudinal direction (vertical direction) of the game area side surface 712b toward the game area 12 (see FIG. 3C). The length from the base side surface 711b to the upper end edge of the guide passage side surface 712a is longer than the length from the base side surface 711b to the upper end edge of the game area side surface 712b. Also, when the rotating base 711 is attached to the case portion 730, the rotating valve 712 protrudes from the space S into the guiding passage 640 through the opening in the direction of the guiding passage 640 in the case portion 730. In a normal state, it extends vertically upward within the guiding passage 640, and the tip of the rotating valve 712 is positioned slightly below the outer rail 13a (see Fig. 3D). That is, the length from the base side surface 711b of the rotating base 711 to the tip of the rotating valve 712 is such that, in a normal state when the rotating base 711 is attached to the case portion 730, it can substantially shield the guiding passage 640.
[0025] When attaching the above-described rotating portion 710 to the above-described case portion 730 and the cover plate 750, first, align the base side bearing portion 731b of the base plate 731 with the shaft hole 711d of the rotating base 711, and arrange the rotating portion 710 on the case portion 730 such that the guide pin of the rotating base 711 is inserted into the guide groove 731c of the base plate 731. Next, insert an elongated shaft pin 760 with a length extending from the base side bearing portion 731b to the cover side bearing portion 750b of the cover plate 750 through the shaft hole 711d of the rotating base 711. Then, align the boss 731a of the base plate 731 with the screw hole 750a of the cover plate 750, align the cover side bearing portion 750b with the tip of the shaft pin 760 protruding from the shaft hole 711d of the rotating base 711, and further arrange the cover plate 750 such that the engaging pin 731d of the base plate 731 is inserted into the engaging hole 750c of the cover plate 750. Finally, by screwing a screw 764 into the boss 731a and the screw hole 750a from the surface (the surface facing the back of the cover plate 750) side of the cover plate 750, the rotating base 711 is sandwiched between the base plate 731 and the cover plate 750 (with the cover plate 750 covering the opening in the front direction of the game board 11 in the case portion 730), and the rotating portion 710 is attached to the case portion 730 and the cover plate 750 (see Fig. 3C and Fig. 3D, etc.).
[0026] Then, as described above, when the rotating part 710 is attached to the case part 730 and the cover plate 750, one end of the shaft pin 760 is locked to the base-side bearing part 731b, and the other end is locked to the cover-side bearing part 750b. Thus, the rotating base part 711 is supported in a state of being sandwiched between the base plate 731 and the cover plate 750 so as to be rotatable about the shaft pin 760 as the axis. Here, as described above, the rotating base part 711 is a substantially elliptical columnar member, the rotating valve 712 extending from the rotating base part 711 is a thin plate-like member, and the rotating base part 711 is a heavier member than the rotating valve 712. Accordingly, when the rotating part 710 is attached to the case part 730 and the cover plate 750, normally, although the rotating base part 711 is biased by its own weight to rotate counterclockwise about the shaft pin 760, it stays in a state where the guide pin inserted into the guide groove 731c of the base plate 731 abuts against the left end of the guide groove 731c. At this time, the rotating valve 712 extends vertically upward in the guiding passage 640, and the guiding passage 640 is substantially shielded by the rotating valve 712 (see FIG. 3D). On the other hand, when a game ball launched by the launching device and rising in the guiding passage 640 contacts the guiding passage side surface 712a of the rotating piece 712, the rotating base part 711 rotates clockwise about the shaft pin 760 until the game area side surface 712b of the rotating piece 712 abuts against the side surface of the boss 731a on the base plate 731, against its own weight. Further, in a state where the game area side surface 712b abuts against the side surface of the boss 731a, the rotating valve 712 extends in the upper right direction (the upper end direction of the game area 12), and the guiding passage 640 is opened (see FIG. 3E).
[0027] Next, the rotation of the rotary valve 712 and the prevention of backflow of the game balls that have entered the game area 12 by the rotary valve 712 into the guiding passage 640 will be described in detail. In the following, the normal state when the rotating part 710 is attached to the case part 730 and the cover plate 750 (when the rotary valve 712 extends vertically upward) may be referred to as the "non-rotating state", and the state where the rotating base 711 rotates and the game area 712b abuts against the side surface of the boss 731a may be referred to as the "rotating state", and the state between when the rotating base 711 reaches the rotating state from the non-rotating state (the state when the rotating base 711 is rotating) may be referred to as the "rotating state".
[0028] As described above, in the non-rotating state, the rotary valve 712 extends vertically upward in the guiding passage 640, and the distance from the tip of the rotary valve 712 at this time (the upper edge of the upper end of the guiding passage side surface 712a) to the outer rail 13a is shorter than the diameter of the game ball. Furthermore, it is the shortest among the distances from the tip of the rotary valve 712 to the outer rail 13a during the period from the non-rotating state to the rotating state. Also, as described above, in the rotating state, the rotary valve 712 extends obliquely upward to the right, and the distance from the tip of the rotary valve 712 at this time to the outer rail 13a is longer than the diameter of the game ball. Furthermore, it is the longest among the distances from the tip of the rotary valve 712 to the outer rail 13a during the period from the non-rotating state to the rotating state.
[0029] In the non-rotating state, when the game ball launched by the launching device and rising in the guiding passage 640 contacts the guiding passage side surface 712a of the rotating piece 712, the rotating base 711 rotates until it reaches the rotating state. As described above, in this rotating state, the distance from the tip of the rotary valve 712 to the outer rail 13a is longer than the diameter of the game ball, and the guiding passage 640 is opened. As a result, the game ball that has contacted the guiding passage side surface 712a will enter the game area 12. After the game ball enters the game area 12, the force generated by the contact of the game ball with the side surface 712a of the guiding passage is released, and promptly, the rotating base 711 rotates counterclockwise due to its own weight and enters a non-rotating state. In this non-rotating state, since the guiding pin is in contact with the left end of the guiding groove 731c, the rotating base 711 cannot rotate further counterclockwise. Also, the distance from the tip of the rotating valve 712 to the outer rail 13a is shorter than the diameter of the game ball, and the guiding passage 640 is substantially shielded by the rotating valve 712. Then, even if the game ball that has entered the game area 12 contacts, for example, a windmill or a nail and heads from the game area 12 toward the guiding passage 640, it will contact the game area side surface 712b of the rotating valve 712, and the entry into the guiding passage 640 will be blocked. Thus, in the non-rotating state, the rotating valve 712 prevents the game ball that has entered the game area 12 from returning to the guiding passage 640.
[0030] Also, in the rotating state during the transition from the rotating state to the non-rotating state, there may be a situation where a game ball (hereinafter also referred to as a returning game ball) BB that has entered the game area 12 but attempts to return into the guiding passage 640 contacts a game ball (hereinafter also referred to as an entering game ball) BG that is launched by the launching device, ascends in the guiding passage 640, and attempts to enter the game area 12 (see FIGS. 3F and 3G).
[0031] In this state of contact during rotation, the entering game ball BG is in contact with the guiding passage side surface 712a of the rotating valve 712, the outer rail 13a, and the returning game ball BB, and the returning game ball BB is in contact with the tip of the rotating valve 712, the outer rail 13a, and the entering game ball BG (see FIGS. 3F and 3G). Also, in this state of contact during rotation, the distance from the tip of the rotary valve 712 to the outer rail 13a is longer than the distance from the tip of the rotary valve 712 to the outer rail 13a in the non-rotating state and shorter than the distance from the tip of the rotary valve 712 to the outer rail 13a in the rotating state. Further, the distance D1 from the tip of the rotary valve 712 to the outer rail 13a is shorter than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a (see Fig. 3G). Furthermore, in this state of contact during rotation, the tip of the rotating piece 712 is positioned on the upper left side of the lowest point P of the returning game ball BB (that is, above and to the left of the lowest point P of the returning game ball BB) (see Fig. 3G).
[0032] When the returning game ball BB tries to return into the guiding passage 640 after the incoming game ball BG and the returning game ball BB come into contact in this state of contact during rotation, since the returning game ball BB contacts the tip of the rotary valve 712 from the direction of the game area 12, the rotary valve 712 that has contacted this returning game ball BB tries to rotate counterclockwise and displace to the non-rotating state. Then, as it displaces toward the non-rotating state, the distance from the tip of the rotary valve 712 to the outer rail 13a gradually becomes shorter, and the guiding passage 640 will be shielded by the rotary valve 712. Therefore, in this case, although the incoming game ball BG ascending in the guiding passage 640 flows down (flows backward) through the ascending guiding passage 640, it becomes difficult for the returning game ball BB to return into the guiding passage 640. Thus, when it is in the state of contact during rotation and the incoming game ball BG and the returning game ball BB come into contact at the boundary portion between the guiding passage 640 and the game area 112, it is possible to prevent the returning game ball BB from returning to the guiding passage 640 and to prevent a situation where both the incoming game ball BG and the returning game ball BB flow down through the guiding passage 640.
[0033] In addition, in the above-described contact state during rotation, if the distance D1 from the tip of the rotary valve 712 to the outer rail 13a is longer than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a, after the incoming game ball BG and the returning game ball BB come into contact, the returning game ball BB is likely to enter the gap between the tip of the rotary valve 712 and the outer guide rail 13a. And if the returning game ball BB enters this gap, the rotary valve 712 will rotate clockwise due to the returning game ball BB, and will try to displace into the rotating state. Then, along with the displacement toward the rotating state, the distance from the tip of the rotary valve 712 to the outer rail 13a gradually becomes longer, and the guiding passage 640 opens, so a situation will occur where the returning game ball BB returns into the guiding passage 640. In the pachinko machine P according to this embodiment, in the above-described contact state during rotation, since the distance D1 from the tip of the rotary valve 712 to the outer rail 13a is shorter than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a, the occurrence of the above-described situation can be suppressed.
[0034] Next, return to the description of the game area 12. In the game area 12, as shown in FIGS. 2 and 3A, there are a windmill and a number of pins for making the flow direction of the game balls irregular, a general winning opening 14 into which game balls can enter, a first starting winning opening 15 and a second starting winning opening 16 as starting areas, a gate 20 through which game balls can pass, an attacker device 17 that operates when a predetermined condition is satisfied, an out port 19 that guides game balls outside the game area 12, and an effect display device 21, a board surface effect lamp GL, a right hitting notification lamp RL (not particularly shown), and a device effect device YS that perform various effects and various suggestions (notifications) along with the progress of the game. In FIG. 3A, only some of the pins are shown, and the other pins are omitted.
[0035] As shown in FIG. 3A, the general winning opening 14 is provided at a position slightly to the left from the lower center of the game area 12. When a game ball enters the general winning opening 14, a predetermined number (five in this embodiment) of prize balls are paid out. Note that the number and installation position of the general winning openings 14 are not particularly limited.
[0036] As shown in FIG. 3A, the first start winning opening 15 is provided at a position slightly lower than the center of the game area 12. In the pachinko machine P according to this embodiment, only the game balls flowing down in the first game area 12a can enter the first start winning opening 15, and the game balls flowing down in the second game area 12b cannot enter.
[0037] As shown in FIG. 3A, the gate 20 is provided in the upper part of the second game area 12b (a position slightly above the center of the right part of the game area 12). In the pachinko machine P according to this embodiment, only the game balls flowing down in the second game area 12b can pass through the gate 20, and the game balls flowing down in the first game area 12a cannot pass through the gate 20. Further, almost all of the game balls that enter the second game area 12b are configured to pass through the gate 20. When the game ball passes through the gate 20, a lottery for a normal symbol described later is performed. And when the result of the lottery of the normal symbol is a winning, a movable piece 16b described later protrudes for a predetermined time.
[0038] Below the gate 20, as shown in FIG. 3A, the second start winning opening 16 and a flat plate-shaped movable piece 16b (normal electric accessory) that can protrude and retract with respect to the game board 11 are provided side by side. The upper surface of the movable piece 16b is formed to be inclined downward from the right end to the left end in a state of protruding from the game board 11. Immediately below the gate 20, the right end of the movable piece 16b is located, and the second start winning opening 16 is arranged to the left of the left end of the movable piece 16b. The second start winning opening 16 has a cup shape that opens upward, and the game balls that reach the opening enter the second start winning opening 16. Further, in the pachinko machine P according to this embodiment, the time (hereinafter also referred to as the opening arrival time) until the game ball at the right end of the upper surface of the movable piece 16b reaches the opening of the second start winning opening 16 is configured to be approximately 0.3 seconds. And in a state where the movable piece 16b protrudes from the game board 11 (hereinafter also referred to as the protruding state), the upper surface of this movable piece 16b functions as a guide member that guides the game ball to the opening of the second starting winning opening 16 (see Fig. 4(b)). On the other hand, in a state where the movable piece 16b is immersed in the game board 11 (hereinafter also referred to as the immersed state), the movable piece 16b cannot guide the game ball to the opening of the second starting winning opening 16 (see Fig. 4(a)). Also, only the game balls flowing down in the second game area 12b can enter the second starting winning opening 16, and the game balls flowing down in the first game area 12a cannot enter.
[0039] Note that the second starting winning opening 16 and the movable piece 16b are not limited to the above-described configuration. For example, with respect to the second starting winning opening 16, as the movable piece 16b, a blade member that can rotate in the left-right direction around an axis perpendicular to the game board 11 and can open and close the second starting winning opening 16 may be provided. Specifically, when the movable piece 16b (blade member) is closed, the second starting winning opening 16 is in a closed state, and it is impossible for the game ball to enter the second starting winning opening 16. On the other hand, when the movable piece 16b opens, the second starting winning opening 16 is in an open state, and by functioning as a guide member that guides the game ball toward the second starting winning opening 16, it may be possible for the game ball to enter the second starting winning opening 16. Also, the movable piece 16b may be a lid member that rotates in the front-rear direction around an axis horizontal to the game board 11 to open and close the second starting winning opening 16, or a shutter member that slides in the vertical direction to open and close the second starting winning opening 16.
[0040] Note that the installation positions of the first starting winning opening 15 and the second starting winning opening 16 are not particularly limited. For example, the first starting winning opening 15 and the second starting winning opening 16 may be arranged at positions where it is easy for the game balls flowing down in any of the game areas 12 (the first game area 12a, the second game area 12b) to enter.
[0041] When a game ball enters the first start winning opening 15 or the second start winning opening 16, a predetermined number of prize balls are paid out, and a winning or losing lottery (hereinafter also referred to as the winning or losing of the big win) for determining whether or not a big win described later is won, and whether or not to give a short-time game state described later (hereinafter also referred to as the winning or losing of short-time awarding) is conducted. According to the result of the winning or losing lottery, one special symbol is determined from a plurality of predetermined special symbols. A plurality of types of special symbols that can be determined are provided, and according to the type of the determined special symbol, game benefits such as the execution of a special game advantageous to the player and the awarding of a short-time game state (setting of the short-time game state JT1 or JT2 described later) are given. In addition, the number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 or the second start winning opening 16 is not particularly limited as long as it is one or more, and can be any number. Also, between the first start winning opening 15 (the start winning opening without the movable piece 16b) and the second start winning opening 16 (the start winning opening with the movable piece 16b), the number of prize balls may be the same or different. In the pachinko machine P according to this embodiment, the number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 is three, and the number of prize balls paid out based on the entry of a game ball into the second start winning opening 16 is one.
[0042] As shown in FIG. 3A, the attacker device 17 is provided substantially at the center of the right part of the game area 12 (below the second start winning opening 16 and the movable piece 16b). This attacker device 17 includes a large winning opening 18 into which a game ball can enter, and an opening and closing door 18b that opens and closes the large winning opening 18. In the normal state, since the opening and closing door 18b is closed and the large winning opening 18 is closed, it is impossible for a game ball to enter the large winning opening 18. However, when the above-mentioned special game is executed, the opening and closing door 18b opens and the large winning opening 18 is opened, so that it becomes possible for a game ball to enter the large winning opening 18. Specifically, during the above-mentioned special game, a round game in which the large winning opening 18 is opened is executed a plurality of times. When one game ball enters the large winning opening 18, a predetermined number (15 in this embodiment) of prize balls are paid out. Also, as shown in FIG. 3A, game balls flowing down the second game area 12b can enter the large winning opening 18, while game balls flowing down the first game area 12a cannot enter. Although not particularly shown, nails, windmills, etc. are arranged so that almost all game balls flowing down the second game area 12b can reach the large winning opening 18, except for those that have entered the second start winning opening 16. Therefore, as long as the large winning opening 18 is in an open state, if game balls are continuously launched, the game balls will enter the large winning opening 18.
[0043] Furthermore, as shown in FIGS. 5(a) and 5(b), inside the attacker device 17, a rolling path 51 is provided along which game balls that have entered the large winning opening 18 can roll leftward. This rolling path 51 branches into an upper passage 52 and a lower passage 53 at a predetermined position in the rolling direction. A general area 58 into which game balls that have entered the large winning opening 18 can enter is provided at the end of the upper passage 52, and a specific area 57 into which game balls that have entered the large winning opening 18 can enter is provided at the end of the lower passage 53 (see FIGS. 5(a) and 5(b)).
[0044] Also, as shown in FIGS. 5(a) and 5(b), at the position where the rolling path 51 branches into the upper passage 52 and the lower passage 53, a diverting member 59 for diverting game balls to either the upper passage 52 or the lower passage 53 is provided. This diverting member 59 is rotatable about an axis perpendicular to the game board 11 and is displaceable between a first position where the path to the upper passage 52 is opened and the path to the lower passage 53 is blocked, and a second position where the path to the upper passage 52 is blocked and the path to the lower passage 53 is opened. Then, game balls that have entered the large winning opening 18 enter the upper passage 52 and then enter the general area 58 when the diverting member 59 is in the first position, and enter the lower passage 53 and then enter the specific area 57 when the diverting member 59 is in the second position.
[0045] Also, although not particularly shown, the attacker device 17 is provided with a specific area discharge port for discharging the game balls that have entered the specific area 57 to the outside of the big winning opening 18 (the back side of the game board 11), and a general area discharge port for discharging the game balls that have entered the general area 58 to the outside of the big winning opening 18 (the back side of the game board 11).
[0046] In addition, in the pachinko machine P according to this embodiment, for each type of special symbol determined at the time of winning a jackpot, the opening / closing mode (opening / closing pattern) of the opening / closing door 18b and the operation mode (operation pattern) of the sorting member 59 in the round game executed during the above-mentioned special game are set. And, in the pachinko machine P according to this embodiment, when a predetermined number (one in this embodiment) of game balls enter the specific area 57 during a specific round game, the game state after the end of the special game is set to a high-probability game state that is a game state advantageous to the player and a high-probability short-time game state that is a combined game state of the short-time game state JT2 described later. On the other hand, when a predetermined number of game balls do not enter the specific area 57 during a specific round game (that is, when all the game balls that have entered the big winning opening 18 have entered the general area 58), the game state after the end of the special game is set to a low-probability short-time game state LJT2 that is a combined game state of a low-probability game state and the short-time game state JT2. The opening / closing pattern of the opening / closing door 18b, the operation pattern of the sorting member 59, and the setting of the game state will be described in detail later. Note that, as described above, in the round game during the special game, instead of setting the game state after the end of the special game to the high-probability short-time game state or the low-probability short-time game state LJT2 based on whether a predetermined number of game balls have entered the specific area 57, the game state after the end of the special game may be set to the high-probability short-time game state or the low-probability short-time game state LJT2 according to the type of special symbol determined when a big win is selected. For example, when a big win is selected, when a specific special symbol is determined, the game state after the end of the special game is set to the high-probability short-time game state, but when a special symbol other than the specific special symbol is determined, the game state after the end of the special game may be set to the low-probability short-time game state LJT2 or the normal game state. In this way, when the game state after the end of the special game is determined according to the type of special symbol, it is not necessary to provide the above-mentioned specific area 57.
[0047] As shown in FIG. 3A, the out port 19 is provided at the lowermost part of the game area 12 and receives game balls that have not entered any of the general winning port 14, the first start winning port 15, the second start winning port 16, and the big winning port 18. Then, the game balls received by the out port 19 are guided to the back side of the game board 11 and collected.
[0048] As shown in FIG. 3A, the effect display device 21 is provided substantially at the center of the game area 12. In the pachinko machine P according to this embodiment, a liquid crystal display device is used as the effect display device 21. The effect display device 21 is provided with a display unit 21a for displaying images such as moving images and still images. In addition to the background image being displayed on the display unit 21a, the effect symbols 50 (dummy symbols) are variably displayed, and a variable effect for notifying the player of the result of the winning or losing lottery is performed according to the stop display mode of each effect symbol 50. Also, during special games, on the display unit 21a, an opening effect executed at the start of the special game, a round game effect executed during the round games described later, and an ending effect executed after all round games have ended (at the end of the special game) (hereinafter, the opening effect, the round game effect, and the ending effect are collectively referred to as the in-special-game effect) are performed. In the opening effect, an opening image is displayed, in the round game effect, a round game image is displayed, and in the ending effect, an ending image is displayed. Note that the effect display device 21 is not limited to a liquid crystal display device. For example, a drum-type display device that performs various displays using a plurality of drums with patterns attached to the outer periphery may be used.
[0049] As shown in FIG. 2, the board effect lamp GL is provided above the game area 12 and is a device that performs effects and suggestions by emitting light in various colors and emission patterns. The board effect lamp GL is composed of LEDs capable of emitting light in a plurality of colors. Note that the installation position and the number of installed board effect lamps GL are not particularly limited. Although not particularly shown, the right-hit notification lamp RL is provided on the right side of the effect display device 21 and is composed of an LED capable of lighting and extinguishing.
[0050] The accessory effect device YS is a device that performs effects by operating in a predetermined manner. The accessory effect device YS of this embodiment is a disc-shaped structure as shown in FIG. 2, and can be displaced (moved) up and down within a range from an initial position corresponding to the upper center of the game area 12 to a movable position corresponding to above the center of the game area 12 by a drive motor M (not particularly shown). Further, the accessory effect device YS can be rotated clockwise or counterclockwise by a rotation motor RM (not particularly shown) at the movable position. The accessory effect device YS normally stays at the initial position, and is displaced to the movable position at various timings (for example, during the execution of the reach development effect described later), and at this movable position, an accessory rotation effect that rotates (operates in a predetermined manner) clockwise or counterclockwise is performed. Also, in the pachinko machine P according to this embodiment, the above-mentioned initial position is a position above the upper center of the effect display device 21, and the above-mentioned movable position is the position of the upper center of the effect display device 21. That is, although the accessory effect device YS is configured not to overlap the effect display device 21 at the initial position where it normally stays, at the movable position, it sandwiches a predetermined gap with the effect display device 21 and overlaps on its front surface. Thereby, normally, it is possible to prevent the variable effect executed by the effect display device 21 from being obstructed by the accessory effect device YS, and to ensure the visibility of the variable effect. On the other hand, since the accessory rotation effect is performed when the accessory effect device YS is displaced to the movable position, the player can be made to pay attention to the accessory rotation effect. Further, when the accessory effect device YS is in the movable position, it overlaps with a later-described activation warning character image displayed on the display unit 21a on its front surface, and the activation warning character image becomes difficult or impossible to visually recognize by the accessory effect device YS. Note that the effects executed by the accessory effect device YS are not limited to the accessory rotation effect. For example, a lamp such as an LED may be provided on the accessory effect device YS, and an effect in which this lamp lights up in a predetermined manner may be executed. The pachinko machine P according to this embodiment includes, as an effect device, in addition to the effect display device 21, a speaker as the above-described audio output device 10, and a lamp (see FIG. 1) as an effect lighting device 23 that performs effects by emitting light in various colors and lighting patterns. Note that the effect device is not limited to these, and for example, an effect prop device that moves in various timings and manners may be provided.
[0051] At a position in front of the upper tray 6, there is provided an effect operation device 9 that enables a player to operate to advance or switch effects executed during a game or during standby. The effect operation device 9 includes an operation dial 9a that is a circular ring-shaped frame body and can be rotated, and an operation button 9b that is fitted into the operation dial 9a and can be pressed. When a predetermined effect is being executed by the effect display device 21, when the operation dial 9a is rotated or the operation button 9b is pressed, various effects such as variable effects proceed or the display switches to a different one. Note that the effect operation device 9 is not limited to the operation dial 9a, the operation button 9b, etc., and a cross key or the like that enables input in the up, down, left, and right directions may be provided. Also, an effect operation device 9 such as the operation dial 9a and the operation button 9b may be provided, and the above-described cross key may be provided separately.
[0052] Also, as shown in FIG. 3A, at the lower right part of the game board 11 and outside the game area 12, as a device for displaying various situations regarding the game, a first special symbol display device 30, a second special symbol display device 31, a first special symbol hold display device 38, a second special symbol hold display device 39, a normal symbol display device 32, and a normal symbol hold display device 33 are provided.
[0053] Also, as described above, although the pachinko machine P according to this embodiment is electrically connected to the game ball lending device R, operations on the game ball lending device R such as lending out game balls and discharging cards can be accepted by the pachinko machine P. Therefore, as shown in FIG. 1, the pachinko machine P is provided with a value information display device 35 for displaying value information (remaining balance information) stored in a card, a ball lending button 36 that can be pressed, and a card return button 37 that can be pressed.
[0054] Also, on the back side of the game board 11, as shown in FIG. 3H, a main control board 100 that stores setting values and control states of the pachinko machine P to be described later and controls the basic operation of the game of the pachinko machine P is mounted in a transparent box-shaped main control board case 150, and a firing payout control board 200 that controls the firing of game balls and the payout of bonus balls is mounted in a transparent box-shaped firing payout control board case 250, and a sub-control board 300 that controls various effects is mounted in a transparent box-shaped sub-control board case 350, and a game ball lending control board 400 that relays operations to the game ball lending device R is mounted in a transparent box-shaped game ball lending control board case 450.
[0055] Also, on the back side of this game board 11, a power supply board 600 for supplying power to each board is provided, and a power switch 650 is provided on this power supply board 600. The power switch 650 can be switched between on and off. When the power switch 650 is turned on, power is supplied from the power supply board 600 to each board, and when the power switch 650 is turned off, the supply of power from the power supply board 600 to each board stops. In this specification, it is also said that when the power switch 650 is turned on and power is supplied, it is "the power is on", and when the power switch 650 is turned off and the supply of power stops, it is "the power is off".
[0056] (Configuration of the control means of the pachinko machine P) Next, the control means for controlling the operation of the pachinko machine P will be described. As shown in FIG. 6, the above-described control means is composed of a main control board 100, a launch payout control board 200, a sub-control board 300, a game ball lending control board 400, and a power supply board 600. Also, as shown in FIG. 6, the launch payout control board 200 and the sub-control board 300 are connected to the main control board 100, and the game ball lending control board 400 is connected to the launch payout control board 200. Further, an external information terminal board 500 for transmitting various external signals (hereinafter also referred to as external information) during the game progress to the outside of the pachinko machine P (for example, a hall computer in a game parlor, etc.) is connected to the main control board 100 and the launch payout control board 200. In addition, a power supply board 600 is connected to each board.
[0057] (Overview of the main control board 100) As described above, the main control board 100 stores set values, the control state of the pachinko machine P, etc., and controls the games performed in the pachinko machine P. Specifically, special figure games (win / loss lottery, determination of special symbols, variable display of special symbols (hereinafter also referred to as variable display of special symbols), etc.) started when a game ball enters the first start winning opening 15 or the second start winning opening 16, general figure games (ordinary symbol lottery, variable display of ordinary symbols (hereinafter also referred to as variable display of ordinary symbols), etc.) started when a game ball passes through the gate 20, and the above-described special games, etc. are controlled.
[0058] Also, in the pachinko machine P according to this embodiment, as a setting regarding the balls put out, only one stage of set value 1 is defined, and a win / loss random number determination table 110 used in the win / loss lottery described later is provided corresponding to this set value 1. As for the settings related to the payout of balls, not only one level but also multiple levels, for example, six levels from setting value 1 to setting value 6, may be defined. When multiple levels are defined for the settings related to the payout of balls, the probability of winning the jackpot in the win / loss lottery can be set to be different according to the difference in these setting values. For example, it can be set such that the probability of winning the jackpot is higher for setting value 6 than for setting value 1. Since the higher the probability of winning the jackpot, the higher the possibility of obtaining prize balls, by changing the setting value, the amount of prize balls paid out assumed in the pachinko machine P changes. The win / loss random number determination table 110 used in the win / loss lottery is provided corresponding to each of the setting values 1 to 6, and when the setting value is changed, the entire win / loss random number determination table 110 provided for each setting value is changed accordingly. As will be described later, the main control board 100 is provided with a RAM clear switch 109 and a setting switch 108. In the pachinko machine P according to this embodiment, when the front door 3 is open and the power is turned on with both the RAM clear switch 109 and the setting switch 108 turned on, it shifts to a setting change state in which the setting value can be changed. And during this setting change state, the setting value can be changed by operating the RAM clear switch 109. In the pachinko machine P according to this embodiment, as described above, since only one level of setting value 1 is defined for the settings related to the payout of balls, even if the RAM clear switch 109 is operated during the setting change state, the setting value remains at 1 (that is, the setting value is not changed). Note that, regardless of whether the pachinko machine has only one stage of settings related to the payout balls or multiple stages of settings related to the payout balls, it is configured so that the same controls and processes can be executed for the set values (i.e., a common processing program (module) for the controls and processes related to the set values is provided). However, for example, in a pachinko machine like the present embodiment where there is only one stage of settings related to the payout balls, even if the RAM clear switch 109 is pressed during the setting change state as described above, the set value is not changed, etc. Depending on the number of stages of settings provided, some controls and processes are executed or not executed differently. In this specification, various controls and processes related to the set values are described on the premise of a pachinko machine having multiple stages of settings related to the payout balls, and the differences in the controls and processes in the case where there is only one stage of settings related to the payout balls as in the present embodiment are supplementarily explained as necessary.
[0059] Also, when the power of the pachinko machine P according to the present embodiment is on, it stays in any one of the four control states: a playable state where the game can be executed, a setting confirmation state where the set set value can be confirmed, a setting change state where the set set value can be changed, and a game stop state where the execution of the game, the confirmation, and the change of the set value are impossible. And when the control state of the pachinko machine P is the setting change state, by performing the above-described pressing operation of the RAM clear switch 109, the set set value can be changed (switched). Note that, as described above, in the pachinko machine P according to the present embodiment, since only one stage of set value 1 is defined, the set value is not changed even if the RAM clear switch 109 is pressed during the setting change state. The storage and change of the set value, the control state set when the power is turned on, etc. will be described in detail later.
[0060] As shown in FIG. 3I, the main control board 100 in this form is a rectangular plate-shaped board, which is a single-sided board (one-layer board) with a wiring pattern provided only on one side. Note that the main control board 100 may adopt a double-sided board (two-layer board) with wiring patterns provided on both sides.
[0061] Also, as shown in FIG. 3I, on the surface of the main control board 100, there are a one-chip type main IC 104 that integrally constitutes a main CPU 101, a main ROM 102, and a main RAM 103, other multiple ICs, a main information display device 105, a connector 106, a test dedicated output terminal 107, a setting switch 108, a RAM clear switch 109, etc.
[0062] The main CPU 101 is a device that performs various arithmetic processes. The main ROM 102 is a device (Read Only Memory) having a storage area for storing spec codes indicating the specs of the pachinko machine P (types of high and low winning probabilities of big wins, methods for determining the game state after the end of special games, etc.), control programs necessary for games, tables, etc. (such as a win / loss random number determination table 110, a special symbol random number determination table 111, etc., which will be described later). The main RAM 103 is a device (Read Write Memory) that can store the above-mentioned set values, the control state of the pachinko machine P, various data related to the progress of the game, etc., and has a readable and writable storage area used for temporarily storing data during arithmetic processing by the main CPU 101. Based on signals from various sensors and timers, which will be described later, the main CPU 101 reads out the control programs and tables stored in the main ROM 102 and performs arithmetic processing. It also controls various devices connected to the main CPU 101 and performs processes such as sending commands to other boards (sub-control board 300, etc.) based on the results of the arithmetic processing.
[0063] Also, although not particularly illustrated, the storage area of the main RAM 103 in this embodiment is roughly divided into a used area that is an area between a predetermined start address (for example, F00H (alphanumeric characters with "H" appended at the end are in hexadecimal notation; the same applies hereinafter)) and a predetermined end address (for example, F200H), and an unused area that is an area between a specific start address (for example, F300H) and a specific end address (for example, F400H) that is a predetermined distance (for example, 16 bytes) or more away from the end address of the used area.
[0064] Also, although not particularly illustrated, in the used area, four areas, namely a first area, a second area, a third area, and a fourth area, are arranged in order from a predetermined start address to a predetermined end address. In the first area, set values and a game machine status flag indicating the control status during stay (playable state, setting confirmation state, setting change state, game stop state) are stored. Also, in the second area, a checksum of the main RAM 103 calculated when the power is turned off and a backup flag for determining whether there is an abnormality in the backup process of the main RAM 103 performed when the power is turned off are stored. Also, in the third area, information on errors generated in the pachinko machine P and the like is stored. Also, in the fourth area, various data related to the progress of the game (information on the special symbols in fluctuation described later, the launch position of the game balls (game area 12 where the game balls are launched), the first special symbol reservation number, the second special symbol reservation number, the high probability hit count, the time shortening count, execution phase data indicating the progress of the special symbol game, the general symbol reservation number, general symbol execution phase data indicating the progress of the general symbol game, information indicating that the special symbols are not in fluctuation, etc.) are stored. Note that the data stored in the fourth area is not limited to these. For example, in a pachinko machine P set such that a special fluctuation pattern is determined when the number of fluctuations after the end of a special game reaches a specific number, information on the above-mentioned specific number and the like may be stored.
[0065] In addition, in the unused area, data such as the number of balls launched and the number of bonus balls paid out after the game starts in the initial state after factory shipment is stored. Specifically, the total number of bonus balls based on the entry of game balls into the general winning hole 14, the first start winning hole 15, the second start winning hole 16, and the big winning hole 18 (hereinafter referred to as the total number of bonus balls), the total number of bonus balls based on the entry of game balls into the big winning hole 18 (hereinafter referred to as the total number of bonus balls for special electric accessory), the total number of bonus balls based on the entry of game balls into the first start winning hole 15, the second start winning hole 16, and the big winning hole 18 (hereinafter referred to as the total number of bonus balls for accessories), etc. are stored. And in this unused area, information related to the game such as the ball output rate, the special electric accessory ratio, the accessory ratio, etc. is calculated based on the data such as the number of balls launched and the number of bonus balls described above. Here, the ball output rate is the ratio of the total number of bonus balls to the number of balls launched, and is a value calculated by the total number of bonus balls / the number of balls launched. Also, the special electric accessory ratio is the ratio of the total number of bonus balls for special electric accessories to the total number of bonus balls, and is a value calculated by the total number of bonus balls for special electric accessories / the total number of bonus balls. Also, the accessory ratio is the ratio of the total number of bonus balls for accessories to the total number of bonus balls, and is a value calculated by the total number of bonus balls for accessories / the total number of bonus balls.
[0066] Note that the data stored in the unused area is not limited to these. For example, the total number of bonus balls based on the entry of game balls into the general winning hole 14 may be stored. Also, in this specification, the data such as the number of balls launched and the number of bonus balls paid out stored in the above-mentioned unused area is also referred to as "game performance data", and the information related to the game such as the ball output rate described above is also referred to as "game performance display information".
[0067] In addition, in the pachinko machine P according to this embodiment, in a specific area in the unused area, a difference ball count value used for operation stop control based on the difference ball count (hereinafter also referred to as difference ball operation stop control) described later, difference ball operation stop control phase data for setting various states related to the difference ball operation stop control (activation warning before state, activation warning state, activation notice state, activation state) described later, test signal information described later, and activation security information described later are stored. Note that the difference ball count value, the difference ball operation stop control phase data, the test signal information, and the activation security information may be stored not in the unused area but, for example, in the first area or the fourth area of the used area. The difference ball operation stop control will be described in detail later.
[0068] The main information display device 105 is a device for displaying various information, and is composed of four 7-segment displays with decimal points arranged side by side. The main information display device 105 in this embodiment does not incorporate a processing device such as a CPU that performs independent arithmetic processing on the received data, and only performs display based on the data received from the main IC 104. Specifically, during the setting confirmation state or the setting change state, the set values stored in the used area (the first area) of the main RAM 103 are displayed. Also, during the playable state, the game performance display information stored in the unused area of the main RAM 103 is displayed. Further, during the game stop state or when an error occurs in the pachinko machine P, a code indicating that is displayed. Note that the main information display device 105 may be composed not of a 7-segment display but of a liquid crystal display, a dot matrix display, or the like. Also, the main information display device 105 may incorporate other devices as long as it does not incorporate a device that independently processes the data received from the main IC 104. For example, it may incorporate a driver circuit or the like for controlling the operation of the main information display device 105.
[0069] The connector 106 is for connecting various harnesses, cables, etc., and a plurality of them are provided on the surface of the main control board 100. In addition, the dedicated test output terminal 107 is a terminal for outputting test signals used during type tests, and is provided on the surface of the main control board 100. Here, the type test is a test for determining whether the pachinko machine P conforms to predetermined rules, and the test signal is a signal used during the type test. In the pachinko machine P according to this embodiment, various test signals are generated by the main CPU 101 at various timings, and the generated test signals can be output from the dedicated test output terminal 107 to the outside of the pachinko machine P. Specifically, a test computer (not particularly shown) is used for the type test, and this test computer is provided with a dedicated receiving terminal (not particularly shown) that can be connected to the dedicated test output terminal 107. When the above-mentioned receiving terminal is connected to the dedicated test output terminal 107, the test signal generated by the main CPU 101 and output from the dedicated test output terminal 107 is input to the test computer outside the pachinko machine P via this receiving terminal. The output of the test signal will be described in detail later.
[0070] In addition, the setting switch 108 is referred to for setting the control state (game playable state, setting confirmation state, setting change state, game stop state) when the power is turned on. The setting switch 108 is provided with an operation part (not particularly shown) having a keyhole, and is formed so that a rotation operation is possible with a predetermined key inserted into this keyhole. Normally, the setting switch 108 is off, but when a rotation operation is performed, the setting switch 108 turns on. In addition, the RAM clear switch 109 is used for clearing various data stored in the main RAM 103 and changing setting values. The RAM clear switch 109 is provided with a push button 109a (see FIG. 3I) that can be pushed. When the push button 109a is not pushed, the RAM clear switch 109 is off, but when the push button 109a is pushed, the RAM clear switch 109 turns on.
[0071] In the pachinko machine P according to this embodiment, when the power is turned on from off (when power is restored after a power failure), the control state in which it stayed before the power was turned off (immediately before the power failure occurred), the on or off state of the setting switch 108 at the time when the power is turned on (when power is restored), the on or off state of the RAM clear switch 109, the on or off state of the main body frame opening detection sensor 2a described later (that is, the opening or closing of the main body frame 2), the presence or absence of an abnormality in the backup process of the main RAM 103 performed when the power is turned off, and the presence or absence of an abnormality in the main RAM 103, one of the control states is set. And by operating the push button 109a during the setting change state (when the RAM clear switch 109 is turned on), the set value can be changed (switched). As described above, the set value is stored in the used area of the main RAM 103, and when the set value is changed, the set value stored in the used area of this main RAM 103 will be changed.
[0072] In the main RAM 103 in this embodiment, in addition to the above-described game performance data and set values, various data related to the progress of the game (the first special figure reservation number, the second special figure reservation number, the execution phase data indicating the progress of the special figure game, the general figure reservation number, the general figure execution phase data indicating the progress of the general figure game, etc., which will be described later) are stored. Note that the devices and electronic components provided on the surface of the main control board 100 are not limited to those described above. For example, a switch or the like for executing the display of various information on the main information display device 105 and switching the display content may be provided. Also, in the pachinko machine P according to this embodiment, both the clearing of the data stored in the main RAM 103 and the change of the set value are performed by operating the RAM clear switch 109, but it is not limited thereto. For example, a setting change switch independent of the RAM clear switch 109 may be provided. The RAM clear switch 109 may be set to be used for clearing the data stored in the main RAM 103, and the setting change switch may be set to be used for changing the set value.
[0073] Also, as shown in FIG. 6, on the main control board 100, there are a general winning opening detection sensor 14a for detecting that a game ball has entered the general winning opening 14, a first start winning opening detection sensor 15a for detecting that a game ball has entered the first start winning opening 15, a second start winning opening detection sensor 16a for detecting that a game ball has entered the second start winning opening 16, a big winning opening detection sensor 18a for detecting that a game ball has entered the big winning opening 18, a gate detection sensor 20a for detecting that a game ball has passed through the gate 20, a setting switch 108, a RAM clear switch 109, a magnetic detection sensor 70a for detecting the magnetism directed towards the game board 11, a radio wave detection sensor 71a for detecting the radio waves irradiated to specific locations (such as the first start winning opening 15, the second start winning opening 16, the big winning opening 18, etc.) of the game board 11, a vibration detection sensor 72 for detecting the vibration caused by illegal acts such as shaking the pachinko machine P, and a specific area detection sensor 57a for detecting that a game ball has entered the specific area 57, which are connected. And the detection signals output from these respective detection sensors and the signals indicating the on or off of each switch are input to the main control board 100. Note that the sensors connected to the main control board 100 are not limited to these. For example, a general area detection sensor for detecting that a game ball has entered the general area 58 may be provided.
[0074] Note that when the magnetic detection sensor 70a detects magnetism, it turns on and outputs a magnetic detection signal to the main control board 100. During the detection of magnetism, the magnetic detection signal is continuously output. And when the magnetic detection sensor 70a stops detecting magnetism, it turns off and stops outputting the magnetic detection signal to the main control board 100. Also, on the main control board 100, when a magnetic detection signal is input from the magnetic detection sensor 70a, it is determined that a main control magnetic error has occurred. In addition, when the radio wave detection sensor 71a detects a radio wave, it turns on and outputs a radio wave detection signal to the main control board 100. During the detection of the radio wave, the radio wave detection signal is continuously output. Then, when the radio wave detection sensor 71a stops detecting the radio wave, it turns off and stops outputting the radio wave detection signal to the main control board 100. Also, when the main control board 100 receives a radio wave detection signal from the radio wave detection sensor 71a, it determines that a main control radio wave error has occurred. In addition, when the vibration detection sensor 72 detects that the pachinko machine P is vibrating, it turns on and outputs a vibration detection signal to the main control board 100. During the detection of the vibration, the vibration detection signal is continuously output. Then, when the vibration detection sensor 72 stops detecting the vibration of the pachinko machine P, it turns off and stops outputting the vibration detection signal to the main control board 100. Also, when the main control board 100 receives a vibration detection signal from the vibration detection sensor 72, it determines that a main control vibration error has occurred.
[0075] In addition, the big winning opening detection sensor 18a is provided midway along the path from the big winning opening 18 to the big winning opening discharge port. In the pachinko machine P according to this embodiment, the time from when a game ball enters the big winning opening 18 until the game ball is detected by the big winning opening detection sensor 18a is about 0.5 seconds.
[0076] Furthermore, connected to the main control board 100 as devices to be controlled are a movable piece solenoid 16c that drives the protrusion and retraction of the movable piece 16b provided in the second start winning opening 16, a big winning opening solenoid 18c that drives the opening and closing of the opening and closing door 18b of the big winning opening 18, a sorting member solenoid 59c that displaces the sorting member 59, a first special symbol display device 30, a second special symbol display device 31, a normal symbol display device 32, a first special symbol reservation display device 38, a second special symbol reservation display device 39, a normal symbol reservation display device 33, and a main information display device 105. Then, by the main control board 100 driving each solenoid, protrusion and retraction control of the movable piece 16b provided in the second start winning opening 16, opening and closing control of the big winning opening 18, and displacement control of the sorting member 59 are performed, and also display control of each display device is performed.
[0077] (Overview of the Launch and Payout Control Board 200) The launch and payout control board 200 mainly controls the payout of bonus balls based on the entry of game balls into various winning openings, the payout of lent game balls based on predetermined operations by the player, and the launch of game balls. As shown in FIG. 6, the launch and payout control board 200 includes a payout CPU 201, a payout ROM 202, and a payout RAM 203, and is connected so as to be capable of two-way communication with the main control board 100.
[0078] Also, as shown in FIG. 6, on the launch and payout control board 200, as devices for controlling the launch of game balls, there are a touch sensor 5a that detects when the player touches the operation handle 5, an operation volume 5b that detects the operation angle (rotation angle) of the operation handle 5, a launch stop switch 5c that stops the launch of game balls, a ball feed solenoid 60 that sends the game balls received in the upper tray 6 to a launch device (not shown), a launch motor 61 that launches game balls, and a launched ball detection sensor 64 that detects when a game ball is launched by the launch motor 61. Control signals output from the touch sensor 5a, the operation volume 5b, and the launch stop switch 5c are input to the launch and payout control board 200.
[0079] When the control state of the pachinko machine P is the playable state and the state related to the differential ball operation stop control described below is the pre-activation warning state, activation warning state, or pre-activation notice state, when the player touches the operation handle 5 and performs a rotation operation, control signals from the touch sensor 5a and the operation volume 5b (hereinafter also referred to as rotation operation signals) are input to the emission payout control board 200, and control is performed to energize the ball feed solenoid 60 and the emission motor 61 to emit the pachinko balls. While the ball feed solenoid 60 and the emission motor 61 are energized, pachinko balls are continuously emitted at intervals of 0.6 seconds (that is, at a firing pace of 100 balls per minute). Then, when the contact of the player with the operation handle 5 is released or the rotation operation of the operation handle 5 stops, the input of the rotation operation signal to the emission payout control board 200 stops, and the control to emit the pachinko balls also stops. Also, even when a rotation operation signal is input to the emission payout control board 200, when a control signal from the emission stop switch 5c (hereinafter also referred to as an emission stop control signal) is input to the emission payout control board 200, control is performed to stop the energization of the ball feed solenoid 60 and the emission motor 61 and stop the emission of the pachinko balls. Note that when the control state of the pachinko machine P is the game stop state, or when the control state of the pachinko machine P is the playable state and the state related to the differential ball operation stop control is the activation state, even if a rotation operation signal is input to the emission payout control board 200, the ball feed solenoid 60 and the emission motor 61 are not energized, and control to emit the pachinko balls is not performed. Also, when the control state of the pachinko machine P is the game stop state, or when the control state of the pachinko machine P is the playable state, regardless of the state related to the ball shooting operation stop control (that is, regardless of whether the state related to the ball shooting operation stop control is the pre-warning state before activation, the warning state of activation, the pre-announcement state of activation, or the activation state), when a rotation operation signal is input to the launch payout control board 200, the handle operation command is transmitted to the main control board 100, and when the input of the rotation operation signal stops, the transmission of the handle operation command to the main control board 100 is stopped. That is, while the rotation operation signal is being input (while the player touches the operation handle 5 and performs a rotation operation), the handle operation command is continuously transmitted to the main control board 100. Note that as a device for launching the game balls, instead of the launch motor 61, a rotary solenoid may be used.
[0080] Also, as shown in FIG. 6, on the launch payout control board 200, as devices for controlling the payout of the game balls, there are connected a payout motor 62 for paying out the game balls stored in a game ball storage section (not particularly shown) and a payout count switch 63 for detecting and counting the paid-out game balls. Also, although not particularly shown, the payout count switch 63 has a built-in payout radio wave detection sensor for detecting the radio wave irradiated to the switch. When the launch payout control board 200 receives the bonus ball designation command transmitted from the main control board 100, the launch payout control board 200 controls the payout motor 62 to pay out a predetermined number of game balls (bonus balls) based on this bonus ball designation command. At this time, the number of the paid-out game balls is counted by the payout count switch 63, and it is possible to determine whether a predetermined number of game balls have been paid out.
[0081] In addition, the launch payout control board 200 in this embodiment transmits a payout bonus ball signal to the external information terminal board 500 as an external signal to be transmitted outside the pachinko machine P, based on the fact that a game ball has actually been paid out by the payout motor 62 (the game ball has been counted by the payout count switch 63). As a result, the payout bonus ball signal is transmitted to the outside of the pachinko machine P (an external information display device that displays information such as the number of variable times and jackpot times, a hall computer, etc.) via the external information terminal board 500, and the number of game balls actually paid out can be grasped by a device outside the pachinko machine P. Note that the external signal related to the payout of game balls (bonus balls) is not limited to the payout bonus ball signal. For example, instead of a signal based on the actual payout of game balls, a received bonus ball signal based on receiving a bonus ball designation command from the main control board 100 may be transmitted to the external information terminal board 500. Thereby, even in a device outside the pachinko machine P, the number of game balls scheduled to be paid out based on the received bonus ball designation command may be grasped.
[0082] Furthermore, as shown in FIG. 6, the launch payout control board 200 is connected to a main body frame open detection sensor 2a that detects the open state of the main body frame 2, a front door open detection sensor 3a that detects the open state of the front door 3, a tray full detection sensor 7a that detects the full state of the tray 7, an out sensor 19a that detects a game ball that is received into the out port 19 or enters each winning port and is guided to the back side of the game board 11 via the out passage, and an out port radio wave detection sensor 71b that detects radio waves irradiated to the out port 19.
[0083] The main body frame open detection sensor 2a turns on when it detects that the main body frame 2 is open, and outputs a main body frame open detection signal to the launch payout control board 200. While the main body frame 2 is open, the main body frame open detection signal is continuously output. Then, when the main body frame open detection signal is input, the launch payout control board 200 transmits a main body frame open command to the main control board 100. On the other hand, when the main body frame opening detection sensor 2a no longer detects that the main body frame 2 is open, it turns off and stops outputting the main body frame opening detection signal. When the input of the main body frame opening detection signal stops, the ejection control board 200 determines that the main body frame 2 has been closed and stops transmitting the main body frame opening command to the main control board 100.
[0084] When the front door opening detection sensor 3a detects that the front door 3 is open, it turns on and outputs a door opening detection signal to the ejection control board 200. While the front door 3 is open, the door opening detection signal is continuously output. When the ejection control board 200 receives the door opening detection signal, it transmits a door opening command to the main control board 100. On the other hand, when the front door opening detection sensor 3a no longer detects that the front door 3 is open, it turns off and stops outputting the door opening detection signal. When the input of the door opening detection signal stops, the ejection control board 200 determines that the front door 3 has been closed and stops transmitting the door opening command to the main control board 100.
[0085] The tray full detection sensor 7a is provided at a predetermined position of the tray 7. When a predetermined amount or more of game balls paid out as prize balls are stored in the tray 7 and it becomes full, the stored game balls reach the above-mentioned predetermined position. When the tray full detection sensor 7a detects that the game balls have reached the above-mentioned predetermined position, it turns on and outputs a tray detection signal to the ejection control board 200. While the stored game balls reach the above-mentioned predetermined position, the tray detection signal is continuously output. When the ejection control board 200 receives the tray detection signal, it transmits a tray full command to the main control board 100. On the other hand, when the tray full detection sensor 7a no longer detects that the game balls have reached the above-mentioned predetermined position, it turns off and stops outputting the tray detection signal to the ejection control board 200. When the input of the tray detection signal stops, the ejection control board 200 determines that the full state of the tray 7 has been released and stops transmitting the tray full command to the main control board 100.
[0086] The out sensor 19a is provided in the out passage. Further, each time the out sensor 19a detects a game ball that is received at the out port 19 or enters a winning port and passes through the out passage, it turns on and outputs an out signal to the emission payout control board 200. Then, each time the out signal is input, the emission payout control board 200 transmits an out command to the main control board 100.
[0087] The out port radio wave detection sensor 71b is provided at a predetermined position around the out port 19. In addition, when the out port radio wave detection sensor 71b detects radio waves, it turns on and outputs a radio wave detection signal to the emission payout control board 200, and while radio waves are being detected, the radio wave detection signal is continuously output. On the other hand, when the out port radio wave detection sensor 71b stops detecting radio waves, it turns off and stops outputting the radio wave detection signal to the emission payout control board 200.
[0088] As described above, the payout radio wave detection sensor is built into the payout count switch 63. In addition, when the payout radio wave detection sensor detects radio waves, it turns on and outputs a radio wave detection signal to the emission payout control board 200, and while radio waves are being detected, the radio wave detection signal is continuously output. On the other hand, when the payout radio wave detection sensor stops detecting radio waves, it turns off and stops outputting the radio wave detection signal to the emission payout control board 200.
[0089] Also, as described above, a game ball lending control board 400 that relays operations to the game ball lending device R is connected to the emission payout control board 200. As shown in FIG. 6, a value information display device 35, a ball lending switch 36a that detects a pressing operation of the ball lending button 36, and a card return switch 37a that detects a pressing operation of the card return button 37 are connected to the emission payout control board 200 via the game ball lending control board 400. Note that these devices may be directly connected to the emission payout control board 200 instead of being connected to the emission payout control board 200 via the game ball lending control board 400.
[0090] When a card (i.e., a card with a remaining balance) storing value information enabling the lending of game balls is inserted into and recognized by the game ball lending device R, a value information signal indicating the value information is transmitted from the game ball lending device R to the value information display device 35 via the launch payout control board 200 and the game ball lending control board 400. As a result, the value information corresponding to the received value information signal is displayed on the value information display device 35.
[0091] Also, when a card storing value information enabling the lending of game balls is inserted into the game ball lending device R and recognized, and the ball lending button 36 is pressed while in the recognized state, a detection signal output from the ball lending switch 36a is transmitted to the game ball lending device R via the game ball lending control board 400 and the launch payout control board 200. Upon receiving the above detection signal, the game ball lending device R performs a process of subtracting predetermined value information from the stored value information, and transmits a lending payout command for paying out a number (for example, 125) of game balls corresponding to the subtracted value information as lent balls to the launch payout control board 200. At the same time, a subtraction command corresponding to the subtracted value information is transmitted to the value information display device 35 via the launch payout control board 200 and the game ball lending control board 400. Then, upon receiving the lending payout command, the launch payout control board 200 performs control to pay out a number (for example, 125) of game balls corresponding to the subtracted value information. Also, upon receiving the subtraction command, the value information display device 35 performs an update display to the value information after subtraction.
[0092] Also, when the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the launch payout control board 200, and the launch payout control board 200 transmits a return request signal requesting the return of the card to the game ball lending device R. Then, when the game ball lending device R receives the return request signal, control is performed to eject the card by the game ball lending device R.
[0093] In addition, when a card in which value information enabling lending out of game balls is not stored (i.e., a card with no remaining balance) is inserted into the game ball lending device R, or when, as a result of subtracting predetermined value information by pressing the ball lending button 36, all of the value information stored in the card has disappeared (i.e., when the remaining balance of the card has disappeared), the game ball lending device R may perform control to eject the card.
[0094] As described above, in the launch payout control board 200, both control of payout of prize balls based on entry of game balls into various winning openings (general winning opening 14, first start winning opening 15, second start winning opening 16, big winning opening 18) and control of payout of game balls (lent balls) lent out based on the operation of the player are performed.
[0095] Also, in the pachinko machine P according to this embodiment, as errors related to devices connected to the launch payout control board 200 (hereinafter also referred to as payout-related errors), there is a possibility of occurrence of a ball depletion error, a full error, a payout count switch error, a ball jam error, an excessive prize ball error, a payout radio wave error, a payout motor error, and a door opening error. And in the launch payout control board 200, based on the operating status of the above-described switches connected to the launch payout control board 200, various signals output from the above-described sensors connected to the launch payout control board 200 to the launch payout control board 200, etc., among the payout-related errors, determination (detection of occurrence) of the occurrence of a ball depletion error, a full error, a payout count switch error, a ball jam error, an excessive prize ball error, a payout radio wave error, and a payout motor error is performed. Note that in this specification, the determination of the occurrence of an error not only means specifically determining the occurrence of an error based on the operating status of a switch and detection by various sensors (for example, a payout radio wave detection sensor, a main body frame opening detection sensor 2a, etc.), but also means that detection of the operating status of a switch and detection by various sensors have been performed.
[0096] A ball shortage error is an error that occurs when there are no game balls stored in the game ball storage section. In the emission payout control board 200, when the payout motor 62 is operating to pay out game balls, but the game balls are not counted by the payout counting switch 63 for a predetermined period, it is determined that a ball shortage error has occurred. When a ball shortage error occurs, a ball shortage error command indicating that fact is transmitted from the emission payout control board 200 to the main control board 100, enabling the main control board 100 to recognize the occurrence of the ball shortage error.
[0097] A full tray error is an error that occurs when the tray 7 is in a full state. In the emission payout control board 200, when a tray detection signal is input, it is determined that a full tray error has occurred. When a full tray error occurs, a full tray error command indicating that fact is transmitted from the emission payout control board 200 to the main control board 100, enabling the main control board 100 to recognize the occurrence of the full tray error.
[0098] A payout counting switch error is an error that occurs when the payout counting switch 63 does not operate due to a disconnection of the harness or the like. In the emission payout control board 200, when the operation of the payout counting switch 63 cannot be confirmed, it is determined that a payout counting switch error has occurred. When a payout counting switch error occurs, a payout counting switch error command indicating that fact is transmitted from the emission payout control board 200 to the main control board 100, enabling the main control board 100 to recognize the occurrence of the payout counting switch error.
[0099] A ball jamming error is an error that occurs when an abnormal operation occurs in the payout motor 62. In the emission payout control board 200, when the payout motor 62 has received an operation signal but does not operate, it is determined that a ball jamming error has occurred. When a ball jamming error occurs, a ball jamming error command indicating that fact is transmitted from the emission payout control board 200 to the main control board 100, enabling the main control board 100 to recognize the occurrence of the ball jamming error.
[0100] An over-award ball error occurs when game balls are paid out even though no award ball designation command has been received, or when more game balls are paid out than the number of game balls scheduled to be paid out based on the received award ball designation command. In the launch payout control board 200, when the number of game balls paid out despite not being scheduled reaches a predetermined number (for example, 10), it is determined that an over-award ball error has occurred. When an over-award ball error occurs, an over-award ball error command indicating the same is transmitted from the launch payout control board 200 to the main control board 100, enabling the main control board 100 to recognize the occurrence of the over-award ball error.
[0101] A payout radio wave error is an error that occurs when radio wave irradiation is detected. In the launch payout control board 200, when a radio wave detection signal is input from the out-port radio wave detection sensor 71b or the payout radio wave detection sensor, it is determined that a payout radio wave error has occurred. When a payout radio wave error occurs, a payout radio wave error command indicating the same is transmitted from the launch payout control board 200 to the main control board 100, enabling the main control board 100 to recognize the occurrence of the payout radio wave error.
[0102] A payout motor error is an error that occurs when the payout motor 62 does not operate due to a disconnection in the harness or the like. In the launch payout control board 200, when the operation of the payout motor 62 cannot be confirmed, it is determined that a payout motor error has occurred. When a payout motor error occurs, a payout motor error command indicating the same is transmitted from the launch payout control board 200 to the main control board 100, enabling the main control board 100 to recognize the occurrence of the payout motor error.
[0103] Among the payout-related errors, a door open error is an error that occurs when the main body frame 2 or the front door 3 is open. Here, as described above, both the main body frame opening detection sensor 2a that detects the opening of the main body frame 2 and the front door opening detection sensor 3a that detects the opening of the front door 3 are connected to the ejection control board 200. However, the determination of the occurrence of a door opening error is made not by the ejection control board 200 but by the main control board 100. Specifically, when the main control board 100 receives at least one of the main body frame opening command transmitted from the ejection control board 200 when a main body frame opening detection signal is input to the ejection control board 200, or the front door opening command transmitted from the ejection control board 200 when a front door opening detection signal is input to the ejection control board 200, the main control board 100 determines that a door opening error has occurred. When it is determined that a door opening error has occurred, the main control board 100 transmits an ejection stop command for stopping the control of the game ball ejection operation to the ejection control board 200. Thereby, during the occurrence of the door opening error, the ejection control board 200 performs control to stop the game ball ejection operation.
[0104] Note that among the ejection-related errors, the errors whose occurrence is determined by the main control board 100 are not limited to the door opening error, and the occurrence of other errors may also be determined by the main control board 100.
[0105] Also, in the main control board 100, the occurrence of errors related to the devices connected to the main control board 100 (such as the above-mentioned main control radio wave error, main control magnetic error, main control vibration error, abnormal winning error that occurs when too many game balls enter the first start winning opening 15, the second start winning opening 16, and the big winning opening 18, illegal winning error that occurs when a game ball enters the big winning opening 18 except during the execution of a special game, etc., hereinafter also referred to as main control related errors) is also determined. Then, in the main control board 100, when the occurrence of a payout-related error other than the door opening error is detected, or when it is determined that a door opening error or a main control-related error has occurred, the main CPU 101 transmits an error indication command indicating the occurred error to the sub-control board 300. As a result, the sub-control board 300 can also detect the occurrence of various errors, and can display an error indication image corresponding to the occurred error on the effect display device 21, light up various lamps (the panel effect lamp GL, the front door effect lamp DL, the status notification lamp EL) in a manner corresponding to the occurred error, or output an error indication voice corresponding to the occurred error from the voice output device 10, so that the occurred error is suggested. Also, when the cause of the error disappears and the occurred error is cleared, the main control board 100 detects or determines the clearance of the occurred error, for example, by no longer receiving the command used for error determination. Then, when the clearance of the occurred error is detected or when it is determined that the occurred error has been cleared, the main CPU 101 transmits an error clearance command indicating the clearance of the error to the sub-control board 300. As a result, the sub-control board 300 can also detect the clearance of the occurred error and can end the suggestion of the occurred error.
[0106] (Overview of the sub-control board 300) The sub-control board 300 controls the effects executed during the game, standby, etc. As shown in FIG. 6, this sub-control board 300 includes a sub-CPU 301 that performs various arithmetic processes, a sub-ROM 302 that stores a control program for executing the effects, data, tables, etc. necessary for the execution of the effects, and a sub-RAM 303 that is used as a temporary storage area during the arithmetic processes, and is connected so as to be communicable in one direction from the main control board 100 to the sub-control board 300.
[0107] Also, the sub-CPU 301 reads out the control program stored in the sub-ROM 302 based on commands transmitted from the main control board 100 and signals from timers, performs arithmetic processing, and transmits commands for execution of effects to an image control board (not particularly shown), an audio control board (not particularly shown), a lighting control board (not particularly shown) for controlling lighting of various lamps, and an operation control board (not particularly shown) for controlling displacement of the accessory effect device YS and accessory rotation effects. Note that in the pachinko machine P according to this embodiment, as described above, the audio control board and the lighting control board are provided separately, but a single board (audio-lighting control board) integrating the functions of these boards may be provided, and this board may control both audio output and lighting of the illumination.
[0108] Also, an effect display device 21 is connected to the sub-control board 300 via an image control board, an audio output device 10 and a cross key detection sensor 25a for detecting a pressing operation of the cross key 25 are connected via an audio control board. Further, various lamps (front door effect lamp DL, status notification lamp EL, panel effect lamp GL, right-shot notification lamp RL), a rotation operation detection sensor 9c for detecting a rotation operation of the operation dial 9a, and a pressing operation detection sensor 9d for detecting a pressing operation of the operation button 9b are connected to the sub-control board 300 via a lighting control board. Furthermore, a drive motor M and a rotation motor RM are connected to the sub-control board 300 via an operation control board.
[0109] Although not particularly shown, the image control board includes an image CPU, an image ROM, an image RAM, etc. Image data such as symbols and backgrounds to be displayed on the effect display device 21 is stored in the image ROM of this image control board. Then, based on the command transmitted from the sub-control board 300, the image CPU stores the image data read from the image ROM in the image RAM, thereby controlling the image display by the effect display device 21.
[0110] Although not particularly shown, the voice control board includes a sound chip (CPU), a sound ROM, a sound RAM, etc. The sound ROM stores sound data such as the sound output from the voice output device 10 and BGM. Then, based on the command transmitted from the sub-control board 300, the sound data read from the sound ROM is stored in the sound RAM to control the voice output from the voice output device 10.
[0111] Based on commands from the sub-control board 300 (commands related to the execution of various effects and various suggestions, etc.), the lighting and extinguishing of various lamps (front door effect lamp DL, status notification lamp EL, panel effect lamp GL, right punch notification lamp RL) are controlled. Also, when a rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a or a pressing operation detection signal output from the pressing operation detection sensor 9d based on the pressing operation of the operation button 9b is input to the decoration control board, a predetermined command is transmitted to the sub-control board 300.
[0112] Based on commands from the sub-control board 300, the operation control board controls the driving of the drive motor M and the rotation motor RM. Then, when the drive motor M is driven, the effect prop device YS is displaced vertically within the range between the initial position and the movable position, and when the rotation motor RM is driven, a prop rotation effect (an effect of rotating clockwise or counterclockwise) by the effect prop device YS is performed at the movable position.
[0113] (Overview of the power supply board 600) The power supply board 600 supplies power to each board such as the main control board 100, the emission payout control board 200, and the sub-control board 300. A backup power supply is provided on this power supply board 600. In addition, the pachinko machine P according to this embodiment is provided with a power-off detection circuit for detecting the voltage value of the power supplied from the power supply board 600. When the voltage value of the supplied power becomes equal to or lower than a predetermined value (for example, when the power switch 650 is turned off or an unexpected power failure occurs), this power supply detection circuit determines that a power-off has occurred and transmits a power-off occurrence signal to the main control board 100. When the voltage value becomes larger than the predetermined value (for example, when the power switch 650 is turned on or when recovering from an unexpected power failure), it is determined that the power-off has been recovered, and the transmission of the power-off occurrence signal to the main control board 100 is stopped.
[0114] When the main CPU 101 of the main control board 100 detects a power-off occurrence signal (when a power-off has occurred), it prohibits access to the main RAM 103, calculates the checksum of the main RAM 103 (used area and unused area) and sets the backup flag, and performs backup processing for holding various data (set values, game machine state flags indicating control states, test signal information, checksum, backup flag, error information, various data related to the progress of the game (reserved number of the first special figure, reserved number of the second special figure, execution phase data indicating the progress of the special figure game, reserved number of the general figure, general figure execution phase data indicating the progress of the general figure game), game performance data) stored in the storage area of the main RAM 103. When the power-off occurrence signal is no longer detected (when recovering from the power-off), by comparing the checksum calculated at the time of the power-off occurrence with the checksum calculated at the time of recovery from the power-off and checking the backup flag set at the time of the power-off occurrence, it is determined whether there is an inconsistency between the stored data of the main RAM 103 at the time of the power-off occurrence and the stored data of the main RAM 103 at the time of recovery from the power-off (that is, whether an abnormality has occurred in the above-described backup processing). Then, the processing at the time of power-off recovery is executed.
[0115] Here, in order to prevent the processing at the time of power failure from becoming complicated, the sub-control board 300 in this embodiment is not provided with a power failure detection circuit, and the backup processing as described above is not performed on the sub-control board 300. Therefore, when returning from a power failure, the sub-CPU 301 controls the effect based on the various commands transmitted from the main CPU 101, so that an appropriate effect can be executed at that time.
[0116] Further, when the main CPU 101 stops detecting the power failure signal (returns from the power failure), when the playable state or the setting change state described later is set, at this time, and when the setting confirmation state described later is set, at the time when the setting confirmation state ends, the main CPU 101 transmits an initial processing execution signal for executing the initial processing for stopping the accessory effect device YS at the initial position to the sub-control board 300. Then, when this initial processing execution signal is received, the initial processing of the accessory effect device YS is executed on the sub-control board 300. Specifically, when this initial processing is executed, after the accessory effect device YS moves to the movable position, it moves to the initial position. Also, in the pachinko machine P according to this embodiment, the time from the start to the end of the initial processing is 25 seconds.
[0117] (Outline of the game of the pachinko machine P) Next, the game in the pachinko machine P of this embodiment will be described based on various tables stored in the main ROM 102. As described above, in the pachinko machine P of this embodiment, the special figure game and the general figure game proceed in parallel. Also, as the game states when proceeding with these two games, any game state in which either a low-probability game state (so-called non-probability variation state) or a high-probability game state (so-called probability variation state) is combined with either a non-time-limited game state or a time-limited game state is set. Further, in the pachinko machine P according to this embodiment, as the time-limited game state, two time-limited game states, namely, the time-limited game state JT1 and the time-limited game state JT2, are provided, and either one of the time-limited game states can be set. Specifically, in the pachinko machine P according to this embodiment, a normal game state which is a game state combining a low-probability game state and a non-time-limit game state, a low-probability time-limit game state LJT1 which is a game state combining a low-probability game state and a time-limit game state JT1, a low-probability time-limit game state LJT2 which is a game state combining a low-probability game state and a time-limit game state JT2, or a high-probability time-limit game state which is a game state combining a high-probability game state and a time-limit game state JT2 is set.
[0118] Here, the low-probability game state and the high-probability game state are game states set such that the probabilities of winning a jackpot by a win / loss lottery described later are different from each other. In the high-probability game state, the probability of winning a jackpot by a win / loss lottery is set to a higher value than that in the low-probability game state. That is, it is easier to win a jackpot by a win / loss lottery in the high-probability game state than in the low-probability game state.
[0119] In the non-time-limit game state, the time-limit game state JT1, and the time-limit game state JT2, the frequency of game balls entering the second start winning opening 16 (the difficulty of ball entry, in other words, the frequency of the win / loss lottery based on the entry of game balls into the second start winning opening 16) is set to predetermined contents respectively. In the pachinko machine P according to this embodiment, the time-limit game state JT2 is set such that the movable piece 16b is more likely to be maintained in the protruding state (that is, it is easier for game balls to enter the second start winning opening 16) than in the non-time-limit game state and the time-limit game state JT1. Also, although there are some differences as described later, both the non-time-limit game state and the time-limit game state JT1 are set such that the movable piece 16b is hardly maintained in the protruding state (that is, it is hardly possible for game balls to enter the second start winning opening 16). Note that in the initial state immediately after factory shipment or after the execution of the abnormality initialization process and the normal initialization process described later, the normal game state is set.
[0120] In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 enters the first start winning opening 15 or the second start winning opening 16, a winning or losing lottery is conducted, and a special symbol associated with the result of the winning or losing lottery is determined. In the winning or losing lottery in this embodiment, first, a determination of whether or not a big win is achieved is made. When a determination result that the player has not won a big win (hereinafter also referred to as non-winning of a big win) is derived, next, a determination of whether or not to grant time shortening (whether or not to grant a time shortening game state, in other words, whether or not to set a time shortening game state) is made. If a determination result that the time shortening game state is not granted (hereinafter also referred to as non-winning of time shortening grant) is derived, it is a loss. And when a determination result that the player has won a big win is derived by this winning or losing lottery (that is, when the player wins a big win), a special game is executed in which the big winning opening 18 is opened and it becomes possible to let a game ball enter the big winning opening 18. Further, after the end of the special game, the game state is set to either the low probability time shortening game state LJT2 or the high probability time shortening game state. That is, after the end of the special game, it shifts to either the low probability time shortening game state LJT2 or the high probability time shortening game state.
[0121] Also, when a determination result that a time shortening game state is to be granted (hereinafter also referred to as winning of time shortening grant) is derived by the above-described winning or losing lottery, as will be described later, either time shortening symbol J1 or J2 is determined as a special symbol (hereinafter also referred to as time shortening symbol) associated with the winning of time shortening grant. In the pachinko machine P according to this embodiment, when the short-time symbol J1 is determined in the normal game state, the short-time game state JT1 is set without changing the low-probability game state. That is, when winning the short-time award by the above-mentioned success or failure lottery in the normal game state and the short-time symbol J1 is determined, the low-probability game state remains unchanged, and the non-short-time game state is changed to the short-time game state JT1, thereby shifting to the low-probability short-time game state LJT1. Also, when the short-time symbol J2 is determined in the normal game state, the short-time game state JT2 is set without changing the low-probability game state. That is, when winning the short-time award by the above-mentioned success or failure lottery in the normal game state and the short-time symbol J2 is determined, the low-probability game state remains unchanged, and the non-short-time game state is changed to the short-time game state JT2, thereby shifting to the low-probability short-time game state LJT2. On the other hand, when losing by the above-mentioned success or failure lottery in the normal game state (not winning the jackpot and not winning the short-time award), the game state remains the normal game state. Thus, in the pachinko machine according to this embodiment, in the normal game state, the short-time game state (short-time game state JT1 (low-probability short-time game state LJT1) or short-time game state JT2 (low-probability short-time game state LJT2)) can be set without going through the winning of the jackpot and the execution of the special game. That is, the game state can be changed without going through the winning of the jackpot and the execution of the special game.
[0122] Also, in the pachinko machine P according to this embodiment, even during a game state other than the normal game state (that is, during the low-probability short-time game state LJT1, during the low-probability short-time game state LJT2, during the high-probability short-time game state (during the short-time game state)), the success or failure of the short-time award is determined by the above-mentioned success or failure lottery and it is possible to win the short-time award, and when winning the short-time award, the short-time symbol J1 or J2 can be determined. However, in the pachinko machine P according to this embodiment, even if a time-limit award is won and the time-limit symbols J1 or J2 are determined during a game state other than the normal game state, a new time-limit game state based on the determination is not set, and the game state set at the time of the determination is maintained. That is, even if a time-limit award is won during the low-probability time-limit game state LJT1, the low-probability time-limit game state LJT2, or the high-probability time-limit game state, the time-limit game state based on the winning is not newly set, and the currently set low-probability time-limit game state LJT1, low-probability time-limit game state LJT2, or high-probability time-limit game state continues. Thus, in the pachinko machine according to this embodiment, in a game state other than the normal game state, unlike the normal game state, a new time-limit game state is not set without going through the winning of a jackpot and the execution of a special game.
[0123] Note that the determination of whether a time-limit award is given may be made only in the winning or losing lottery during the normal game state, rather than in the winning or losing lottery during all game states. That is, although it is possible to win a time-limit award by the winning or losing lottery during the normal game state, it may be made so that a time-limit award is not won by the winning or losing lottery during a game state other than the normal game state. In this case, during a game state other than the normal game state, since a time-limit award is not won, a new time-limit game state is not set without going through the winning of a jackpot and the execution of a special game.
[0124] Here, in the pachinko machine P according to this embodiment, the game balls flowing down in the first game area 12a can enter the first start winning opening 15. In addition, the game balls flowing down in the second game area 12b can pass through the gate 20, enter the second start winning opening 16, and enter the big winning opening 18. During the normal game state and the low-probability short game state LJT1, the player is made to launch the game ball (so-called left launch) towards the first game area 12a so that the game ball enters the first starting winning opening 15. During the low-probability short game state LJT2, the high-probability short game state, and the special game, the player is made to launch the game ball (so-called right launch) towards the second game area 12b so that the game ball enters the big winning opening 18, or the game ball passes through the gate 20 and enters the second starting winning opening 16. That is, during the normal game state and the low-probability short game state LJT1, the player is mainly made to play the game in the first game area 12a, and during the low-probability short game state LJT2 and the high-probability short game state, the player is mainly made to play the game in the second game area 12b. Specifically, when the low-probability short game state LJT2 or the high-probability short game state is set, or when the special game is started, a right launch suggestion (for example, display of a right launch suggestion image such as "→→→ Right launch" on the display unit 21a of the effect display device 21, lighting of a right launch notification lamp RL that prompts the player to launch the game ball towards the second game area 12b, etc.) that prompts the player to launch the game ball towards the second game area 12b is performed. Also, when the normal game state is set, a left launch suggestion (for example, display of a left launch suggestion image such as "←←← Left launch" on the display unit 21a of the effect display device 21, turning off of the above-mentioned right launch notification lamp RL, etc.) that prompts the player to launch the game ball towards the first game area 12a is performed. In the pachinko machine P according to this embodiment, when the short-time symbol J1 is determined in the normal game state, the low-probability short game state LJT1 is set, but when the low-probability short game state LJT1 is set, the above-mentioned left launch suggestion is not performed.
[0125] The win / loss lottery is performed based on various random numbers obtained when the game ball enters the first starting winning opening 15 or the second starting winning opening 16, and various tables stored in the main ROM 102 for determining the random numbers. Here, the pachinko machine P according to this embodiment has, as random numbers related to the win / loss lottery and the determination of special symbols, a win / loss random number used for determining the result of the win / loss lottery (winning a jackpot, winning a time reduction, or losing), a special symbol random number used for determining the type of special symbol, and a variable pattern random number used for determining a variable pattern command described later. In the pachinko machine P according to this embodiment, the above-described win / loss random number uses a hardware random number built into the main control board 100. This win / loss random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence makes a full cycle, and the start value is changed every time the system is reset. The variable pattern command is for determining the pattern (variable time, mode) of a variable effect capable of notifying the result of the win / loss lottery. The random number used for determining the variable pattern command is not limited to the above, and for example, other random numbers may be used in addition to this random number.
[0126] When a game ball enters the first start winning opening 15 or the second start winning opening 16, random number values are respectively obtained for the above-described random numbers, and each random number value is stored in the hold storage area of the main RAM 103. This hold storage area is composed of a first hold storage area for storing each random number value (hereinafter referred to as the first special symbol random number) of the random numbers related to the win / loss lottery and the determination of special symbols, which is obtained by the entry of a game ball into the first start winning opening 15, and a second hold storage area for storing each random number value (hereinafter referred to as the second special symbol random number) of the random numbers related to the win / loss lottery and the determination of special symbols, which is obtained by the entry of a game ball into the second start winning opening 16. And these hold storage areas are each composed of a total of four storage areas from the first storage unit to the fourth storage unit, and can store a total of four sets of first special symbol random numbers and a total of four sets of second special symbol random numbers.
[0127] Also, in the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15, the first special drawing random numbers are sequentially stored from the first storage unit in the first hold storage area. For example, in a state where no first special drawing random number is stored in any storage unit of the first hold storage area, when a game ball enters the first start winning opening 15, the first special drawing random number obtained on this occasion is stored in the first storage unit of the first hold storage area. Further, in a state where the first special drawing random number is stored in the first storage unit of the first hold storage area, when a game ball enters the first start winning opening 15, the first special drawing random number obtained on this occasion is stored in the second storage unit of the first hold storage area. Further, in a state where the first special drawing random numbers are stored in the first and second storage units of the first hold storage area, when a game ball enters the first start winning opening 15, the first special drawing random number obtained on this occasion is stored in the third storage unit of the first hold storage area. Further, in a state where the first special drawing random numbers are stored in the first to third storage units of the first hold storage area, when a game ball enters the first start winning opening 15, the first special drawing random number obtained on this occasion is stored in the fourth storage unit of the first hold storage area. And, in a state where the first special drawing random numbers are stored in the first to fourth storage units of the first hold storage area, when a game ball enters the first start winning opening 15, the first special drawing random number related to this ball entry is not stored.
[0128] Similarly, when a game ball enters the second start winning opening 16, the second special drawing random numbers are sequentially stored from the first storage unit in the second hold storage area. Since the specific storage process is the same as that of the above-described first special drawing random number storage, the description thereof is omitted. Further, in the pachinko machine P according to this embodiment, the number of sets of the first special drawing random numbers stored in the first hold storage area (hereinafter also referred to as the first hold number) is stored in a first hold number counter (not particularly shown), and the number of sets of the second special drawing random numbers stored in the second hold storage area (hereinafter also referred to as the second hold number) is stored in a second hold number counter (not particularly shown). In this specification, as described above, the storage of the first special figure random number and the second special figure random number in the hold memory area is also referred to as "hold" or "hold memory", and the first hold number and the second hold number are also simply referred to as "hold numbers".
[0129] And the pachinko machine P according to this embodiment has a win / loss random number determination table 110 for determining the result of the win / loss lottery, a special symbol random number determination table 111 for determining the type of the special symbol, a special electric accessory operation table 112 for controlling the special game executed when winning a jackpot, a game state setting table 113 for setting the game state after winning the time shortening (after the time shortening symbol J1 or J2 is determined) or after the end of the special game, a variation pattern table 114 for determining the variation pattern command, and a stop display time table 115 for determining the stop display time for stopping the display of the special symbol after the variation display of the special symbol ends. Note that the tables related to the win / loss lottery and the like are not limited to these, and when it is necessary to perform determination or decision based on random numbers, tables may be provided as appropriate.
[0130] The win / loss random number determination table 110 is for determining the result of the win / loss lottery (winning a jackpot, winning the time shortening, or losing), and roughly includes a low probability determination table 110a referred to in the low probability game state (normal game state, low probability time shortening game state LJT1, low probability time shortening game state LJT2), and a high probability determination table 110b referred to in the high probability game state (high probability time shortening game state). In the pachinko machine P according to this embodiment, as described above, only one level of setting value 1 is defined as the setting related to the number of balls put out, and only one type corresponding to the setting value 1 is provided for the low probability determination table 110a and the high probability determination table 110b.
[0131] In the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15 or the second start winning opening 16, one success or failure random number is acquired within the numerical range of 0 to 65535. Then, depending on the game state at the time of performing the success or failure lottery, either the low probability determination table 110a or the high probability determination table 110b of the success or failure random number determination table 110 is selected, and the success or failure lottery is performed based on the acquired success or failure random number and the selected success or failure random number determination table 110.
[0132] As shown in FIG. 7(a), according to the low probability determination table 110a, when the success or failure random number is 1000 to 1217, it is determined as a big win, and when the success or failure random number is 3000 to 6275, it is determined as a win with shortening of the game time. When the success or failure random number is any other number (0 to 999, 1218 to 2999, 6276 to 65535), it is determined as a loss. Therefore, the probability of winning a big win in this low probability determination table 110a is approximately 1 / 300, and the probability of winning with shortening of the game time is approximately 1 / 20.
[0133] As shown in FIG. 7(b), according to the high probability determination table 110b, when the success or failure random number is 1000 to 2309, it is determined as a big win, and when the success or failure random number is 3000 to 6275, it is determined as a win with shortening of the game time. When the success or failure random number is any other number (0 to 999, 2310 to 2999, 6276 to 65535), it is determined as a loss. Therefore, the probability of winning a big win in this high probability determination table 110b is approximately 1 / 50, and the probability of winning with shortening of the game time is approximately 1 / 20. That is, the high probability determination table 110b is set such that the probability of winning a big win is approximately six times that of the low probability determination table 110a. Also, in either the low probability determination table 110a or the high probability determination table 110b, the probability of winning with shortening of the game time is set to be the same.
[0134] In addition, the numerical range of the win / loss random number determined as a jackpot win in the low-probability determination table 110a is set to be included in the numerical range of the win / loss random number determined as a jackpot win in the high-probability determination table 110b (specifically, the lower limit value in the numerical range determined as a jackpot win is the same, and the upper limit value is different). That is, the win / loss random number determined as a jackpot win in the low-probability determination table 110a will also be determined as a jackpot win in the high-probability determination table 110b. Note that in the pachinko machine P according to this embodiment, as described above, the lower limit value in the numerical range of the win / loss random number determined as a jackpot win is the same, and the upper limit value is different, but it is not limited to this, and it may be set such that the upper limit value is the same and the lower limit value is different.
[0135] In addition, the numerical range of the win / loss random number determined as a short-time award win in the low-probability determination table 110a and the numerical range of the win / loss random number determined as a short-time award win in the high-probability determination table 110b are outside the numerical range of the win / loss random number determined as a jackpot win, and are set such that the upper limit value and the lower limit value of the numerical range are the same. As a result, in both the low-probability determination table 110a and the high-probability determination table 110b, the probability of winning a short-time award is set to be the same.
[0136] Also, in the pachinko machine P according to this embodiment, both the numerical range determined as a jackpot win and the numerical range determined as a short-time award win are configured by a range of consecutive numerical values, but it is not limited to this, and it may be configured by a discontinuous numerical range including a losing numerical value in between.
[0137] Note that when multiple levels are defined as settings related to the payout balls, when comparing the high-probability determination table and the low-probability determination table corresponding to the same set value, the high-probability determination table may be set such that the probability of winning a jackpot is higher than that of the low-probability determination table. Similarly, in both the high-probability determination table and the low-probability determination table corresponding to the same set value, the probability of winning the time shortening award may be set to be the same.
[0138] The special symbol random number determination table 111 is for determining the type of the special symbol. As shown in FIGS. 8(a) and (b), it includes a first start winning opening determination table 111a that is referred to when a winning or losing lottery is performed by the first special figure random number, and a second start winning opening determination table 111b that is referred to when a winning or losing lottery is performed by the second special figure random number. In the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15 or the second start winning opening 16, one special symbol random number is acquired within the numerical range of 0 to 199. Then, when the above-mentioned winning or losing lottery is performed, according to the start winning opening into which the game ball has entered, one of the special symbol random number determination tables 111, that is, the first start winning opening determination table 111a or the second start winning opening determination table 111b, is selected, and based on the acquired special symbol random number and the selected special symbol random number determination table 111, the type of the special symbol is determined.
[0139] In the pachinko machine P according to this embodiment, six types of jackpot symbols (X1, X2, X3, X4, X5, X6) are provided as the special symbols (hereinafter also referred to as jackpot symbols) determined when a jackpot is won. Also, two types of time shortening symbols (J1, J2) are provided as the special symbols (time shortening symbols) determined when a time shortening award is won. Further, two types of losing symbols (Z1, Z2) are provided as the special symbols (hereinafter also referred to as losing symbols) determined in the case of a loss.
[0140] As shown in FIG. 8(a), according to the first start winning opening determination table 111a, when a jackpot is won, if the special symbol random number is 0 to 99, the jackpot symbol X1 is determined; if the special symbol random number is 100 to 193, the jackpot symbol X2 is determined; if the special symbol random number is 194 to 199, the jackpot symbol X3 is determined. That is, in this first start winning opening determination table 111a, when a jackpot is won, the probability that the jackpot symbol X1 is determined is 50%, the probability that the jackpot symbol X2 is determined is 47%, and the probability that the jackpot symbol X3 is determined is 3%. Also, when a time shortening award is won, if the special symbol random number is 0 to 169, the time shortening symbol J1 is determined; if the special symbol random number is 170 to 199, the time shortening symbol J2 is determined. That is, in this first start winning opening determination table 111a, when a time shortening award is won, the probability that the time shortening symbol J1 is determined is 85%, and the probability that the time shortening symbol J2 is determined is 15%.
[0141] As shown in FIG. 8(b), according to the second start winning opening determination table 111b, when a jackpot is won, if the special symbol random number is 0 to 39, the jackpot symbol X4 is determined; if the special symbol random number is 40 to 139, the jackpot symbol X5 is determined; if the special symbol random number is 140 to 199, the jackpot symbol X6 is determined. That is, in this second start winning opening determination table 111b, when a jackpot is won, the probability that the jackpot symbol X4 is determined is 20%, the probability that the jackpot symbol X5 is determined is 50%, and the probability that the jackpot symbol X5 is determined is 30%. Also, when a time shortening award is won, if the special symbol random number is 0 to 169, the time shortening symbol J1 is determined; if the special symbol random number is 170 to 199, the time shortening symbol J2 is determined. That is, in this second start winning opening determination table 111b, similar to the first start winning opening determination table 111a, when a time shortening award is won, the probability that the time shortening symbol J1 is determined is 85%, and the probability that the time shortening symbol J2 is determined is 15%.
[0142] Also, when losing in the win / loss lottery based on the first special drawing random number, the losing symbol Z1 is determined without performing the above-mentioned lottery based on the special symbol random number. Further, when losing in the win / loss lottery based on the second special drawing random number, the losing symbol Z2 is determined without performing the above-mentioned lottery based on the special symbol random number. That is, the special symbol random number determination table 111 is referred to when winning a jackpot or winning a time reduction, and is not referred to when losing.
[0143] The special electric accessory operation table 112 is for controlling the special game executed when winning a jackpot, and is referred to for operating the big winning opening solenoid 18c and the distribution member solenoid 59c during the execution of the special game. In the pachinko machine P according to this embodiment, as shown in FIGS. 9(a) to 9(c), as the special electric accessory operation table 112, a first operation table 112a referred to when winning a jackpot and the big winning symbol X1 or X4 is determined, a second operation table 112b referred to when winning a jackpot and the big winning symbol X2 or X5 is determined, and a third operation table 112c referred to when winning a jackpot and the big winning symbol X3 or X6 is determined are provided.
[0144] Specifically, when winning a jackpot and the big winning symbol X1 or X4 is determined, the special game is executed with reference to the first operation table 112a shown in FIG. 9(a). According to this first operation table 112a, the round game that ends when either the condition that the big winning opening 18 is opened for 29.0 seconds or the condition that 10 game balls enter the big winning opening 18 is satisfied is executed 3 times in total for 1 to 3 rounds. Also, during the execution of each round game, the opening / closing door 18b is displaced from the closed position to the open position and positioned at the open position for 29.0 seconds, and then displaced from the open position to the closed position (opening / closing pattern), so that the big winning opening 18 is opened only once, and the time for closing the big winning opening 18 (that is, the interval time) between each round game is set to 2.0 seconds. Furthermore, as shown in FIG. 9(a), when the jackpot symbol X1 or X4 is determined, during each round game of the 1st round and the 3rd round, the distribution member 59 operates in such a manner (operation pattern) that it stays (is positioned) at the first position. Further, during the round game of the 2nd round as well, the distribution member 59 operates in such a manner that it stays at the first position.
[0145] Also, when winning the jackpot and the jackpot symbol X2 or X5 is determined, a special game is executed with reference to the second operation table 112b shown in FIG. 9(b). According to this second operation table 112b, round games that end under the same conditions as the above-mentioned first operation table 112a are executed three times in total, from 1 round to 3 rounds. The opening / closing pattern and the interval time of the opening / closing door 18b are also set to the same content as the first operation table 112a. Also, as shown in FIG. 9(b), when the jackpot symbol X2 or X5 is determined, during each round game of the 1st round and the 3rd round, similar to the case when the jackpot symbol X1 or X4 is determined, the distribution member 59 operates in such a manner that it stays at the first position. In contrast, during the round game of the 2nd round, the distribution member 59 operates in such a manner that it stays at the second position.
[0146] Also, when winning the jackpot and the jackpot symbol X3 or X6 is determined, a special game is executed with reference to the third operation table 112c shown in FIG. 9(c). According to this third operation table 112c, round games that end under the same conditions as the above-mentioned first operation table 112a and the second operation table 112b are executed ten times in total, from 1 round to 10 rounds. The opening / closing pattern and the interval time of the opening / closing door 18b are set to the same content as the first operation table 112a and the second operation table 112b. Also, as shown in FIG. 9(c), when the big hit symbol X3 or X6 is determined, during each round of the game in the 1st round, 3rd round, and 4th to 10th rounds, the distribution member 59 operates in a manner of staying at the first position, similar to the case when the big hit symbols X1, X2, X4, or X5 are determined. Further, during the 2nd round of the game, the distribution member 59 operates in a manner of staying at the second position, similar to the case when the big hit symbols X2 or X5 are determined.
[0147] As described above, in the pachinko machine P according to this embodiment, when the big hit symbols X2, X3, X5, or X6 are determined, in the 2-round game (specific game round), the big winning opening 18 is continuously opened for 29.0 seconds, and since the distribution member 59 stays at the second position, as long as the game ball is launched toward the second game area 12b, the game ball can enter the big winning opening 18 and surely enter a predetermined number (one in this embodiment) of game balls into the specific area 57. On the other hand, when the big hit symbols X1 or X4 are determined, in the 2-round game, although the big winning opening 18 is continuously opened for 29.0 seconds, since the distribution member 59 stays at the first position, even if the game ball enters the big winning opening 18, all the game balls will enter the general area 58, and it is impossible to make the game ball enter the specific area 57.
[0148] The game state setting table 113 is for setting the game state after the end of the special game when the special game is executed, and the game state after the winning of time shortening is given and the time shortening symbol J1 or J2 is determined in the normal game state. In the pachinko machine P according to this embodiment, when a special game is executed, the game state after the end of the special game is set according to whether or not a predetermined number of game balls have entered the specific area 57 during the special game. Further, when a winning of time shortening is determined and the time shortening symbol J1 or J2 is determined in the normal game state, the game state corresponding to the determined time shortening symbol is set. Further, in the pachinko machine P according to this embodiment, as will be described later, whether or not a game ball can enter the specific area 57 is set corresponding to the type of the determined jackpot symbol, and substantially, it is determined by the determined jackpot symbol whether or not to shift to the high-probability time shortening game state after the end of the special game based on the determination.
[0149] In the pachinko machine P according to this embodiment, as shown in FIGS. 10(a) to 10(d), as the game state setting table 113, there are provided a first game state setting table 113a that is referred to when a predetermined number of game balls have entered the specific area 57 during the special game, a second game state setting table 113b that is referred to when a predetermined number of game balls have not entered the specific area 57 during the special game, a third game state setting table 113c that is referred to when a winning of time shortening is determined and the time shortening symbol J1 is determined in the normal game state, and a fourth game state setting table 113d that is referred to when a winning of time shortening is determined and the time shortening symbol J2 is determined in the normal game state.
[0150] Specifically, as shown in FIG. 10(a), when a predetermined number of game balls have not entered the specific area 57 during the special game, the game state after the end of the special game is set to the low-probability game state and is set to the time shortening game state JT2. That is, the low-probability time shortening game state LJT2 is set after the end of the special game. Further, the number of continuous times of the time shortening game state (hereinafter, also referred to as the time shortening number) is set to 100 times. In this case, after the special game ends, the low-probability short-time game state LJT2 continues until the results of the winning or losing lottery are derived 100 times (until the number of fluctuations of the special symbol reaches 100) without winning the jackpot. Then, if all 100 results of the winning or losing lottery during the low-probability short-time game state LJT2 are other than winning the jackpot (that is, winning the short-time award or losing), the short-time game state JT2 is changed from the low-probability game state to a non-short-time game state, and thus the game state is changed to the normal game state. Note that in the pachinko machine P according to this embodiment, since the probability of winning the jackpot in the low-probability game state is approximately 1 / 300 (see Fig. 7(a)), it is not always the case that the jackpot is won during the low-probability short-time game state LJT2.
[0151] As shown in Fig. 10(b), when a predetermined number of game balls enter the specific area 57 during the special game, the game state after the end of the special game is set to the high-probability short-time game state and the short-time game state JT2. That is, the high-probability short-time game state is set after the end of the special game. Also, both the number of continuous times of the high-probability game state (hereinafter also referred to as the high-probability number of times) and the short-time number of times are set to 10,000 times. In this case, after the special game ends, the high-probability short-time game state continues until the results of the winning or losing lottery are derived 10,000 times (until the number of fluctuations of the special symbol reaches 10,000) without winning the jackpot. Then, if all 10,000 results of the winning or losing lottery during the high-probability short-time game state are other than winning the jackpot, the high-probability game state is changed to the low-probability game state, and the short-time game state JT2 is changed from the short-time game state to a non-short-time game state, and thus the game state is changed to the normal game state. Note that in the pachinko machine P according to this embodiment, the probability of winning the jackpot in the high-probability game state is approximately 1 / 50 (see Fig. 7(b)), and substantially, the above-mentioned high-probability short-time game state continues until the jackpot is won again.
[0152] Here, in the pachinko machine P according to this embodiment, as described above, when a jackpot is won and the jackpot symbols X2, X3, X5, or X6 are determined, the sorting member 59 stays at the second position during two rounds of the special game based on the determination. Therefore, as long as the game ball is launched into the second game area 12b to make the game ball enter the big winning opening 18, a predetermined number of game balls always enter the specific area 57. That is, in the pachinko machine P according to this embodiment, when the jackpot symbols X2, X3, X5, or X6 are determined, as long as the game ball is launched into the second game area 12b, a high-probability short-game state is set in principle. However, even when the jackpot symbols X2, X3, X5, or X6 are determined, if, for example, an abnormality such as the big winning opening 18 not opening occurs and a predetermined number of game balls do not enter the specific area 57 during the special game based on the determination, the game state after the end of the special game is set to the low-probability short-game state LJT2.
[0153] Also, as described above, when a jackpot is won and the jackpot symbols X1 or X4 are determined, the sorting member 59 stays at the first position during any round of the special game based on the determination. Therefore, even if the game ball enters the big winning opening 18, a predetermined number of game balls do not enter the specific area 57. That is, in the pachinko machine P according to this embodiment, when the jackpot symbols X1 or X4 are determined, a low-probability short-game state LJT2 is set in principle. However, even when the jackpot symbols X1 or X4 are determined, if, for example, an abnormality such as the sorting member 59 staying at the second position occurs and a predetermined number of game balls enter the specific area 57 during the special game based on the determination, the game state after the end of the special game is set to the high-probability short-game state.
[0154] As shown in FIG. 10(c), when a winning of time shortening is determined and the time shortening symbol J1 is determined in the normal game state, after the variable display of the time shortening symbol J1 as a special symbol ends and the stop display time described below for stopping the display of the special symbol elapses, the low-probability game state remains as it is, and the non-time shortening game state is changed to the time shortening game state JT1. That is, when the variable display of the time shortening symbol J1 ends and the stop display time elapses, the low-probability time shortening game state LJT1 is set. Also, the number of times of time shortening is set to 10,000 times. In this case, until the result of the win / loss lottery is derived 10,000 times without winning a jackpot (until the number of variable displays of the special symbol reaches 10,000 times), the low-probability time shortening game state LJT1 continues. Then, if the result of the win / loss lottery during the low-probability time shortening game state LJT1 is not a jackpot in all 10,000 times, the low-probability game state remains as it is, and the time shortening game state JT1 is changed to the non-time shortening game state, so that the game state is changed to the normal game state. Note that in the pachinko machine P according to this embodiment, as described above, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see FIG. 7(a)), and substantially, until winning a jackpot again, the above-described low-probability time shortening game state LJT1 continues.
[0155] As shown in FIG. 10(d), when a winning of time shortening is determined and the time shortening symbol J2 is determined in the normal game state, after the variable display of the time shortening symbol J2 as a special symbol ends and the above-described stop display time elapses, the low-probability game state remains as it is, and the non-time shortening game state is changed to the time shortening game state JT2. That is, when the variable display of the time shortening symbol J2 ends and the stop display time elapses, the low-probability time shortening game state LJT2 is set. Also, the number of times of time shortening is set to 10,000 times. In this case, the low-probability short-game state LJT2 continues until the results of the winning or losing lottery are derived 10,000 times without winning the jackpot (until the number of fluctuations of the special symbol reaches 10,000 times). Then, if all 10,000 results of the winning or losing lottery during the low-probability short-game state LJT2 are other than winning the jackpot, the short-game state JT2 is changed from the short-game state to a non-short-game state while the low-probability game state remains the same, and thus the game state is changed to the normal game state. Note that in the pachinko machine P according to this embodiment, as described above, the probability of winning the jackpot in the low-probability game state is approximately 1 / 300 (see Fig. 7(a)), and substantially, the above-described low-probability short-game state LJT2 continues until winning the jackpot again.
[0156] Here, as described above, in the pachinko machine P according to this embodiment, even in game states other than the normal game state (low-probability short-game state LJT1, low-probability short-game state LJT2, high-probability short-game state), there may be a winning of short-game awarding and the short-game symbol J1 or J2 may be determined. In this case, the currently set game state continues as it is.
[0157] Also, the timing for setting the game state to the low-probability short-game state LJT1 or LJT2 when winning the short-game awarding in the normal game state is not limited to the point in time when the above-described stop display time has elapsed, and it may be any point in time from the start to the end of the above-described variable display of the short-game symbol (for example, the start point, any point during the variable display, the end point, etc.).
[0158] As described above, the variation pattern table 114 is for determining the variation pattern command. In the pachinko machine P according to this embodiment, when the special symbol is determined as described above, a variation pattern command is determined based on the result of the determination. As described above, the variation pattern command is for determining the variation pattern of the variation effect, and the mode and variation time of the variation effect (the variation time of the variation display of the special symbol) are determined by the variation pattern command. Note that in the pachinko machine P according to this embodiment, the variation effect is divided into a first half part and a second half part, and both the mode and variation time of the first half part of the variation effect and the mode and variation time of the second half part of the variation effect are determined by the variation pattern command. Specifically, the determined variation pattern command is transmitted from the main control board 100 to the sub-control board 300, and the sub-control board 300 determines the specific mode of the variation effect (for example, an image displayed on the display unit 21a, etc.) based on the received variation pattern command.
[0159] Also, in the pachinko machine P according to this embodiment, a plurality of types of variation pattern commands are provided, and each variation pattern command is associated with a variation pattern table 114. And for each variation pattern table 114, the type and determination ratio of the determined variation pattern command are set.
[0160] The pachinko machine P according to this embodiment includes, as the variation pattern table 114, a table MP1 referred to during a normal game state, a table MP2 referred to during a low-probability short-time game state LJT1, a table MP3 referred to during a low-probability short-time game state LJT2, and a table MP4 referred to during a high-probability short-time game state (see FIGS. 11 and 12).
[0161] Then, when a game ball enters the first start winning opening 15 or the second start winning opening 16, one variation pattern random number is acquired within the numerical range of 0 to 249, and based on this acquired variation pattern random number, the special symbol determined as described above, the current hold number (the first hold number or the second hold number), and the variation pattern table 114 corresponding to the current game state, a variation pattern command is determined.
[0162] Here, during the normal game state or during the low-probability short game state LJT1, in order to allow the player to play the game in the first game area 12a, in principle, the game ball enters the first start winning opening 15, and the entry of the game ball into the second start winning opening 16 is irregular. However, regardless of whether the game ball enters either the first start winning opening 15 or the second start winning opening 16, the variation pattern command is determined using the same variation pattern table 114 according to the current game state. When the low-probability short game state LJT2 ends and the normal game state is set, there may be a case where the second special figure random number obtained based on the entry of the game ball into the second start winning opening 16 during the low-probability short game state LJT2 is stored. For this second special figure random number, the variation pattern command is determined using the variation pattern table 114 according to the normal game state. Similarly, during the low-probability short game state LJT2 or during the high-probability short game state, in order to allow the player to play the game in the second game area 12b, in principle, the game ball enters the second start winning opening 16, and the entry of the game ball into the first start winning opening 15 is irregular. However, regardless of whether the game ball enters either the first start winning opening 15 or the second start winning opening 16, the variation pattern command is determined using the same variation pattern table 114 according to the current game state. Also, when determining the variation pattern command based on the entry of the game ball into the first start winning opening 15, the first hold number at that time is referred to, and when determining the variation pattern command based on the entry of the game ball into the second start winning opening 16, the second hold number at that time is referred to.
[0163] Note that as the variation pattern table 114, separate tables may be provided for each of the current game state and the type of start winning opening into which the game ball has entered (the first start winning opening 15 (the first special figure random number), the second start winning opening 16 (the second special figure random number)). That is, the variation pattern command may be determined by referring to the variation pattern table 114 according to the current game state and the start winning opening into which the game ball has entered.
[0164] As shown in Fig. 11(a), according to the table MP1 referred to during the normal gaming state, when a losing symbol Z1 or Z2 is determined (i.e., the result of the win / loss lottery is a loss), and the current number of holds (first hold number, second hold number) is 0 or 1, when the variation pattern random number is 0 to 219, a variation pattern command "00H" associated with a variation pattern called "13 - second variation" (a variation pattern where the variation time of the first half is set to 0 seconds and the variation time of the second half is set to 13 seconds) is determined; when the variation pattern random number is 220 to 239, a variation pattern command "02H" associated with a variation pattern called "20 - second variation" (a variation pattern where the variation time of the first half is set to 13 seconds and the variation time of the second half is set to 7 seconds) is determined; when the variation pattern random number is 240 to 249, a variation pattern command "03H" associated with a variation pattern called "60 - second variation" (a variation pattern where the variation time of the first half is set to 13 seconds and the variation time of the second half is set to 47 seconds) is determined.
[0165] Also, when a losing symbol Z1 or Z2 is determined and the current number of holds is 2 or more, when the variation pattern random number is 0 to 219, a variation pattern command "01H" associated with a variation pattern called "3 - second variation" (a variation pattern where the variation time of the first half is set to 0 seconds and the variation time of the second half is set to 3 seconds) is determined; when the variation pattern random number is 220 to 239, a variation pattern command "02H" associated with a variation pattern of "20 - second variation" is determined; when the variation pattern random number is 240 to 249, a variation pattern command "03H" associated with a variation pattern of "60 - second variation" is determined.
[0166] Also, when a jackpot symbol X1, X2, X3, X4, X5, or X6 is determined (i.e., the result of the win / loss lottery is a jackpot win), regardless of the current number of holds, when the variation pattern random number is 0 to 24, a variation pattern command "0AH" associated with a variation pattern of "20 - second variation" is determined; when the variation pattern random number is 25 to 249, a variation pattern command "0BH" associated with a variation pattern of "60 - second variation" is determined.
[0167] Also, when the short-time symbol J1 is determined, regardless of the number of pending bets at the current time, when the variation pattern random number is 0 to 249 (that is, regardless of what value the variation pattern random number is), the variation pattern command "0EH" with the "13-second variation" variation pattern associated is determined. Also, when the short-time symbol J2 is determined, regardless of the number of pending bets at the current time, when the variation pattern random number is 0 to 249, the variation pattern command "0FH" with the "13-second variation" variation pattern associated is determined.
[0168] As shown in FIG. 11(b), according to the table MP2 referred to during the low-probability short-time game state LJT1, when the losing symbol Z1 or Z2 is determined and the number of pending bets at the current time is 0 or 1, when the variation pattern random number is 0 to 219, the variation pattern command "10H" with the "13-second variation" variation pattern associated is determined; when the variation pattern random number is 220 to 239, the variation pattern command "12H" with the "20-second variation" variation pattern associated is determined; when the variation pattern random number is 240 to 249, the variation pattern command "13H" with the "60-second variation" variation pattern associated is determined.
[0169] Also, when the losing symbol Z1 or Z2 is determined and the number of pending bets at the current time is 2 or more, when the variation pattern random number is 0 to 219, the variation pattern command "11H" with the "3-second variation" variation pattern associated is determined; when the variation pattern random number is 220 to 239, the variation pattern command "12H" with the "20-second variation" variation pattern associated is determined; when the variation pattern random number is 240 to 249, the variation pattern command "13H" with the "60-second variation" variation pattern associated is determined.
[0170] Also, when the jackpot symbols X1, X2, X3, X4, X5, or X6 are determined, regardless of the current number of holds, when the variable pattern random number is 0 to 24, the variable pattern command "1AH" associated with the "20-second variation" variable pattern is determined, and when the variable pattern random number is 25 to 249, the variable pattern command "1BH" associated with the "60-second variation" variable pattern is determined.
[0171] Also, when the time-saving symbol J1 or J2 is determined, regardless of the current number of holds, when the variable pattern random number is 0 to 249, the variable pattern command "1CH" associated with the "13-second variation" variable pattern is determined.
[0172] As shown in FIG. 12(a), according to the table MP3 referred to during the low-probability time-saving game state LJT2, when the losing symbol Z1 or Z2 is determined and the current number of holds is 0 or 1, when the variable pattern random number is 0 to 219, the variable pattern command "20H" associated with the "13-second variation" variable pattern is determined, when the variable pattern random number is 220 to 239, the variable pattern command "22H" associated with the "20-second variation" variable pattern is determined, and when the variable pattern random number is 240 to 249, the variable pattern command "23H" associated with the "45-second variation" variable pattern (the variation time of the first half is 13 seconds and the variation time of the second half is 32 seconds) is determined.
[0173] Also, when the losing symbol Z1 or Z2 is determined and the current number of holds is 2 or more, when the variable pattern random number is 0 to 219, the variable pattern command "21H" associated with the "2-second variation" variable pattern (the variable pattern set with the variation time of the first half being 0 seconds and the variation time of the second half being 2 seconds) is determined, when the variable pattern random number is 220 to 239, the variable pattern command "22H" associated with the "20-second variation" variable pattern is determined, and when the variable pattern random number is 240 to 249, the variable pattern command "23H" associated with the "45-second variation" variable pattern is determined.
[0174] Also, when the jackpot symbols X1, X2, X3, X4, X5 or X6 are determined, regardless of the number of holds at the current time, when the variable pattern random number is 0 to 24, the variable pattern command "2AH" with the "20 - second variation" variable pattern associated is determined; when the variable pattern random number is 25 to 249, the variable pattern command "2BH" with the "45 - second variation" variable pattern associated is determined.
[0175] Also, when the short - time symbol J1 or J2 is determined and the number of holds at the current time is 0 or 1, when the variable pattern random number is 0 to 219, the variable pattern command "2CH" with the "13 - second variation" variable pattern associated is determined; when the variable pattern random number is 220 to 239, the variable pattern command "2EH" with the "20 - second variation" variable pattern associated is determined; when the variable pattern random number is 240 to 249, the variable pattern command "2FH" with the "45 - second variation" variable pattern associated is determined. Also, when the short - time symbol J1 or J2 is determined and the number of holds at the current time is 2 or more, when the variable pattern random number is 0 to 219, the variable pattern command "2DH" with the "2 - second variation" variable pattern associated is determined; when the variable pattern random number is 220 to 239, the variable pattern command "2EH" with the "20 - second variation" variable pattern associated is determined; when the variable pattern random number is 240 to 249, the variable pattern command "2FH" with the "45 - second variation" variable pattern associated is determined.
[0176] As shown in FIG. 12(b), according to the table MP4 referred to during the high-probability short game state, when a losing symbol Z1 or Z2 is determined and the number of holds at the current time is 0 or 1, if the variation pattern random number is 0 to 219, a variation pattern command "30H" associated with a "13-second variation" variation pattern is determined; if the variation pattern random number is 220 to 239, a variation pattern command "32H" associated with a "20-second variation" variation pattern is determined; if the variation pattern random number is 240 to 249, a variation pattern command "33H" associated with a "45-second variation" variation pattern is determined.
[0177] Also, when a losing symbol Z1 or Z2 is determined and the number of holds at the current time is 2 or more, if the variation pattern random number is 0 to 219, a variation pattern command "31H" associated with a variation pattern of "1-second variation" (a variation pattern with the variation time of the first half set to 0 seconds and the variation time of the second half set to 1 second) is determined; if the variation pattern random number is 220 to 239, a variation pattern command "32H" associated with a "20-second variation" variation pattern is determined; if the variation pattern random number is 240 to 249, a variation pattern command "33H" associated with a "45-second variation" variation pattern is determined.
[0178] Also, when a jackpot symbol X1, X2, X3, X4, X5, or X6 is determined, regardless of the number of holds at the current time, if the variation pattern random number is 0 to 24, a variation pattern command "3AH" associated with a "20-second variation" variation pattern is determined; if the variation pattern random number is 25 to 249, a variation pattern command "3BH" associated with a "45-second variation" variation pattern is determined.
[0179] Also, when the short-time symbol J1 or J2 is determined and the number of holds at the current time is 0 or 1, if the variable pattern random number is 0 to 219, the variable pattern command "3CH" with the variable pattern of "13-second variation" associated is determined; if the variable pattern random number is 220 to 239, the variable pattern command "3EH" with the variable pattern of "20-second variation" associated is determined; if the variable pattern random number is 240 to 249, the variable pattern command "3FH" with the variable pattern of "45-second variation" associated is determined. Also, when the short-time symbol J1 or J2 is determined and the number of holds at the current time is 2 or more, if the variable pattern random number is 0 to 219, the variable pattern command "3DH" with the variable pattern of "1-second variation" associated is determined; if the variable pattern random number is 220 to 239, the variable pattern command "3EH" with the variable pattern of "20-second variation" associated is determined; if the variable pattern random number is 240 to 249, the variable pattern command "3FH" with the variable pattern of "45-second variation" associated is determined.
[0180] The variable pattern command determined as above is transmitted to the sub-control board 300, and based on the variable pattern command, the specific mode of the first half of the variable effect and the specific mode of the second half of the variable effect are determined. Then, the variable effect is executed according to the specific mode determined in this way, and the sum of the variable time of the first half and the variable time of the second half set in the variable pattern command is the time from the start to the end of the variable effect (the variable display of the special symbol). For example, when the determined variable pattern command is "02H" (the variable time of the first half is 13 seconds and the variable time of the second half is 7 seconds), the total value of 20 seconds (= 13 seconds + 7 seconds) of the variable time of the first half and the variable time of the second half is the variable time of the entire variable effect (the entire variable display of the special symbol). In addition, for the variable pattern commands of "00H", "01H", "0EH", "0FH", "10H", "11H", "1CH", "20H", "21H", "2CH", "2DH", "30H", "31H", "3CH", "3DH", "0 seconds" is defined as the variable time for the first half. When these variable pattern commands are determined, during the corresponding variable time for the second half, the entire variable effect is executed in a manner defined according to the variable pattern command.
[0181] Also, based on the above-mentioned variable time, a variable effect is performed on the effect display device 21, and a variable display of a special symbol is performed on the special symbol display device (the first special symbol display device 30 or the second special symbol display device 31). Specifically, when the start winning opening into which the game ball has entered is the first start winning opening 15, the first special symbol display device 30 is blinked during the above-mentioned variable time. When the start winning opening into which the game ball has entered is the second start winning opening 16, the second special symbol display device 31 is blinked during the above-mentioned variable time. Then, after the elapse of the variable time and until the stop display time described later elapses, the determined special symbol is stopped and displayed.
[0182] Note that regarding the mode of the variable effect, instead of determining either the mode of the first half or the mode of the second half of the variable effect based on the variable pattern command, other commands are determined in addition to the variable pattern command, and the mode of the first half of the variable effect is determined based on one of the commands, and the mode of the second half of the variable effect is determined based on another command. Also, the variable effect may be divided not only into the first half and the second half but into more parts, and the mode of each part may be determined based on the corresponding command.
[0183] The stop display time table 115 is for determining the stop display time for stopping and displaying the special symbol after the variable display of the special symbol ends, as described above. In this stop display time table 115, the stop display time is determined according to the current game state (the game state at the time of executing the win / loss lottery) and the type of special symbol determined as described above. The main CPU 101 refers to this stop display time table 115 and determines the stop display time according to the current game state and the determined special symbol. Then, when the variable display of the special symbol ends (stops), the special symbol will be stopped and displayed until the determined stop display time elapses. As shown in FIG. 13, according to the stop display time table 115, when the current game state is the normal game state, if a losing symbol Z1 or Z2 is determined, a stop display time of 0.5 seconds is determined; if a big win symbol X1, X2, X3, X4, X5, or X6 is determined, a stop display time of 0.5 seconds is determined; and if a time-saving symbol J1 or J2 is determined, a stop display time of 20 seconds is determined. Also, when the current game state is the low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, or the high-probability time-saving game state, if a losing symbol Z1 or Z2 is determined, if a big win symbol X1, X2, X3, X4, X5, or X6 is determined, and if a time-saving symbol J1 or J2 is determined, in each case, a stop display time of 0.5 seconds is determined.
[0184] Next, the processing related to the normal symbol game will be described. In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 passes through the gate 20, a lottery for a normal symbol is performed to determine whether to operate the movable piece 16b to project the movable piece 16b. When a win occurs in this lottery for the normal symbol, the movable piece 16b is in a projected state for a predetermined operating time. Therefore, the game ball flowing down to the upper right end of the movable piece 16b is guided to the second start winning opening 16, and it becomes possible for the game ball to enter the second start winning opening 16. This lottery for the normal symbol is performed based on a win determination random number obtained when the game ball passes through the gate 20 and a win determination random number determination table 116 stored in the main ROM 102 for determining the random number.
[0185] When the game ball passes through gate 20, the above-mentioned winning determination random number is acquired, and up to four of the random number values are stored in the general pattern holding memory area of the main RAM 103. Specifically, this general pattern holding memory area is composed of a total of four memory units from the first memory unit to the fourth memory unit, and is stored starting from the first memory unit in the order of passing through gate 20. Also, when the winning determination random number is already stored in some memory units, the winning determination random number is stored in the memory unit with the smallest number among the empty memory units. And when four winning determination random numbers are already stored in the general pattern holding memory area, even if the game ball passes through gate 20, the winning determination random number related to this passing is not stored in the general pattern holding memory area. In the pachinko machine P according to this embodiment, a hardware random number built into the main control board 100 is used as the winning determination random number. This winning determination random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence makes a full cycle, and the start value is changed every time the system is reset. Also, in the pachinko machine P according to this embodiment, the number of winning determination random numbers stored in the general pattern holding memory area (hereinafter also referred to as the general pattern holding number) is stored in a general pattern holding number counter (not particularly shown).
[0186] The winning determination random number determination table 116 is for determining whether it is a winning by lottery of the normal symbol. As shown in FIGS. 14(a) to (c), it includes a first determination table 116a referred to during the non-time-reduced game state (that is, during the normal game state), a second determination table 116b referred to during the time-reduced game state JT1 (that is, during the low-probability time-reduced game state LJT1), and a third determination table 116c referred to during the time-reduced game state JT2 (that is, during the low-probability time-reduced game state LJT2 or the high-probability time-reduced game state). Although not particularly shown, the first determination table 116a is also referred to during the special game. In the pachinko machine P according to this embodiment, when a game ball passes through the gate 20, one winning determination random number is acquired within the numerical range of 0 to 65535. Then, if the game state at the time of performing the normal symbol lottery is a non-time-saving game state, the first determination table 116a is selected, and the normal symbol lottery is performed based on the acquired winning determination random number and the selected first determination table 116a. Further, if the game state at the time of performing the normal symbol lottery is the time-saving game state JT1, the second determination table 116b is selected, and the normal symbol lottery is performed based on the acquired winning determination random number and the selected second determination table 116b. Further, if the game state at the time of performing the normal symbol lottery is the time-saving game state JT2, the third determination table 116c is selected, and the normal symbol lottery is performed based on the acquired winning determination random number and the selected third determination table 116c.
[0187] As shown in FIG. 14(a), according to the first determination table 116a, when the winning determination random number is 1 to 65500, it is determined as a win, and when the winning determination random number is other than this (0, 65501 to 65535), it is determined as a loss. Therefore, the probability of winning in this first determination table 116a is approximately 99 / 100. As shown in FIG. 14(b), according to the second determination table 116b, similar to the first determination table 116a, when the winning determination random number is 1 to 65500, it is determined as a win, and when the winning determination random number is other than this (0, 65501 to 65535), it is determined as a loss. Therefore, the probability of winning in this second determination table 116b is also approximately 99 / 100, similar to the first determination table 116a. As shown in FIG. 14(c), according to the third determination table 116c, similar to the first determination table 116a and the second determination table 116b, when the winning determination random number is 1 to 65500, it is determined as a win, and when the winning determination random number is other than this (0, 65501 to 65535), it is determined as a loss. Therefore, the probability of winning in this third determination table 116c is also approximately 99 / 100, similar to the first determination table 116a and the second determination table 116b. As described above, in the pachinko machine P according to this embodiment, the probability of winning by the lottery of the normal symbol is set to be the same in any gaming state. Note that when winning by the lottery of the normal symbol, a winning symbol is determined, and when losing, a losing symbol is determined.
[0188] In addition, the pachinko machine P according to this embodiment includes a normal symbol variation pattern determination table 117 and a movable piece operation control table 118 as tables for determining the variation pattern of the normal symbol and controlling the operation of the movable piece 16b.
[0189] The normal symbol variation pattern determination table 117 is for determining the variation pattern of the normal symbol. As described above, when the lottery of the normal symbol is performed by the game ball passing through the gate 20, the variation pattern of the normal symbol is determined based on this normal symbol variation pattern determination table 117. In the pachinko machine P according to this embodiment, as shown in FIG. 15, when the gaming state is a non-time-limited gaming state, a variation pattern of the normal symbol with a variation time of 10 seconds is determined. When the gaming state is a time-limited gaming state JT1, a variation pattern of the normal symbol with a variation time of 9.5 seconds, which is slightly shorter than the non-time-limited gaming state, is determined. When the gaming state is a time-limited gaming state JT2, a variation pattern of the normal symbol with a variation time of 1 second, which is extremely shorter than the non-time-limited gaming state and the time-limited gaming state JT1, is determined. Although not particularly shown, during a special game, similar to the non-time-limited gaming state, a variation pattern of the normal symbol with a variation time of 10 seconds is determined. Then, when the variation pattern of the normal symbol is determined, the normal symbol display device 32 (see FIG. 3A) blinks for the variation time set in this variation pattern of the normal symbol. When winning by the lottery of the normal symbol and a winning symbol is determined, the normal symbol display device 32 lights up, and when losing and a losing symbol is determined, the normal symbol display device 32 turns off. In this specification, the blinking display of the normal symbol display device 32 is referred to as "variation of the normal symbol", and the lighting or extinguishing of the normal symbol display device 32 is referred to as "stop display of the normal symbol", "stop of variation of the normal symbol", "stop of variation of the normal symbol", etc.
[0190] Also, the movable piece operation control table 118 is referred to in order to control the operation of the movable piece 16b provided in the second start winning opening 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 lights up, the movable piece 16b operates in a manner defined in the movable piece operation control table 118. Specifically, when the game state is a non-time-limited game state, as shown in FIG. 16, the movable piece solenoid 16c is energized for 0.05 seconds (= 0.05 seconds × 1 time), so that the movable piece 16b is in a protruding state for 0.05 seconds. Also, when the game state is the time-limited game state JT1, as shown in FIG. 16, the movable piece solenoid 16c is energized for 0.08 seconds (= 0.08 seconds × 1 time), so that the movable piece 16b is in a protruding state for 0.08 seconds, which is slightly longer than the non-time-limited game state. Also, when the game state is the time-limited game state JT2, as shown in FIG. 16, the movable piece solenoid 16c is energized for 3 seconds (= 3 seconds × 1 time), so that the movable piece 16b is in a protruding state for 3 seconds, which is longer than the non-time-limited game state and the time-limited game state JT1. Although not particularly shown, during a special game, the movable piece 16b is in a protruding state for 0.05 seconds, similar to the non-time-limited game state.
[0191] As described above, during the non-time-limited game state (normal game state), in the normal symbol lottery executed when the game ball passes through gate 20, it is a winning result with a very high probability, and there are many opportunities for the movable piece 16b to be in the protruding state. However, since the variation time of the normal symbol is 10 seconds and the operating time of the movable piece 16b is 0.05 seconds, the time from when the movable piece 16b is in the retracted state to when it becomes the protruding state is long (the interval from when it is in the protruding state to when it becomes the protruding state again is long), and the time during which the movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time during which it is maintained in this protruding state is shorter than approximately 0.3 seconds, which is the above-described opening arrival time (the time until the game ball at the right end of the upper surface of the movable piece 16b reaches the opening of the second start winning opening 16). Therefore, during the non-time-limited game state, almost the movable piece 16b is in the retracted state, and even if it becomes the protruding state, the game ball at the right end of the upper surface of the movable piece 16b returns to the retracted state before reaching the opening of the second start winning opening 16. Therefore, in principle, it is impossible for the game ball that has entered the second game area 12b to enter the second start winning opening 16.
[0192] Also, during the time-limited game state JT1 (during the low-probability time-limited game state LJT1), since the probability of winning in the normal symbol lottery is the same as that during the non-time-limited game state, similar to the non-time-limited game state, there are many opportunities for the movable piece 16b to be in the protruding state. However, since the variation time of the normal symbol is 9.5 seconds and the operating time of the movable piece 16b is 0.08 seconds, similar to the non-time-limited game state, the time from when the movable piece 16b is in the retracted state to when it becomes the protruding state is long, and the time during which the movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time during which it is maintained in this protruding state is shorter than the above-described opening arrival time (approximately 0.3 seconds). Therefore, although there are some differences in terms of the variation time of the normal symbol and the operating time of the movable piece 16b between the non-time-limited game state and the time-limited game state JT1, during the time-limited game state JT1 as well, almost the movable piece 16b is in the retracted state, and even if it becomes the protruding state, the game ball at the right end of the upper surface of the movable piece 16b returns to the retracted state before reaching the opening of the second start winning opening 16. Therefore, in principle, it is impossible for the game ball that has entered the second game area 12b to enter the second start winning opening 16.
[0193] On the other hand, during the short-time game state JT2 (including the low-probability short-time game state LJT2 and the high-probability short-time game state), since the probability of winning in the ordinary symbol lottery is the same as that in the non-short-time game state and the short-time game state JT1, similar to the non-short-time game state and the short-time game state JT1, there are many opportunities for the movable piece 16b to be in the protruding state. And, since the variation time of the ordinary symbol is 1 second, which is shorter than that in the non-short-time game state and the short-time game state JT1, and the operating time of the movable piece 16b is 3 seconds, which is longer than that in the non-short-time game state and the short-time game state JT1, the time from the retracted state to the protruding state of the movable piece 16b is shorter, and the time for the movable piece 16b to be maintained in the protruding state is longer than in the non-short-time game state and the short-time game state JT1. Furthermore, the time for maintaining this protruding state is longer than the above-mentioned opening arrival time (about 0.3 seconds). Therefore, during the short-time game state JT2, the period in which the movable piece 16b is in the protruding state becomes longer, and the game ball at the upper right end of the upper surface of the movable piece 16b can be guided to the opening of the second start winning opening 16. Thus, the game balls that enter the second game area 12b can enter the second start winning opening 16 with a high frequency.
[0194] As described above, in the pachinko machine P according to this embodiment, in any of the non-short-time game state, the short-time game state JT1, and the short-time game state JT2, although the probability of winning by the ordinary symbol lottery is generally set extremely high, by varying the variation time of the ordinary symbol and the operating time of the movable piece 16b, the possibility of a game ball entering the second start winning opening 16 changes. In the pachinko machine P according to this embodiment, in both the non-short-time game state and the short-time game state JT1, although it is impossible for a game ball to enter the second start winning opening 16, during the short-time game state JT2, a game ball can enter the second start winning opening 16 with a high frequency. Therefore, during the short-time game state JT2 (including the low-probability short-time game state LJT2 and the high-probability short-time game state), since prize balls based on the entry of game balls into the second start winning opening 16 can be frequently obtained, while suppressing the decrease of game balls as the game progresses compared to the non-short-time game state (normal game state) and the short-time game state JT1 (low-probability short-time game state LJT1), more opportunities for win-lose lottery per predetermined time can be obtained.
[0195] In addition, in the pachinko machine P according to this embodiment, during the short-time game state JT2, control is performed so that the average variation time of the special symbol becomes shorter compared to the non-short-time game state and the short-time game state JT1 (operation of the so-called special symbol variation shortening function) (see FIGS. 11 and 12). As a result, combined with the change in the frequency of the game balls entering the second start winning opening 16 described above, during the short-time game state JT2, compared to the non-short-time game state and the short-time game state JT1, the win / loss lottery and the variation display of the special symbol are more likely to be executed. That is, the frequency of executing the win / loss lottery (in other words, the frequency of executing the variation display of the special symbol) changes.
[0196] Note that in order to change the possibility of game balls entering the second start winning opening 16, the execution frequency of the win / loss lottery, and the variation display of the special symbol for each game state, for each game state, one or a plurality of elements that determine the performance of the normal pattern game (the probability of winning in the normal symbol lottery, the variation time of the normal symbol, the operation time of the movable piece 16b) may be set to different contents, or all elements may be set to different contents. Also, while all elements that determine the performance of the normal pattern game are set to the same content in any game state, the average variation time of the special symbol may be set to be different for each game state.
[0197] (Outline of the processing when power is restored after power failure in the main control board 100) As described above, when the power of the pachinko machine P is turned on from off (when power is restored after a power failure), the main CPU 101 of the main control board 100 determines the control state that was staying before the power was turned off (immediately before the power failure occurred), the on or off state of the setting switch 108 at the time when the power is turned on (when power is restored), the on or off state of the RAM clear switch 109, the on or off state of the main body frame opening detection sensor 2a (opening or closing of the main body frame 2), the occurrence or non-occurrence of an abnormality in the backup process of the main RAM 103 performed when the power is turned off (hereinafter referred to as backup abnormality), and the occurrence or non-occurrence of an abnormality in the main RAM 103 (hereinafter referred to as RAM abnormality), and sets one of the control states accordingly.
[0198] (Occurrence and cancellation of backup abnormality and RAM abnormality in main control board 100) Here, the occurrence and cancellation of backup abnormality and RAM abnormality in main control board 100 will be described. At the time of power failure recovery, if there is an inconsistency between the stored data in main RAM 103 at the time of power failure and the stored data in main RAM 103 at the time of power failure recovery, it is determined that a backup abnormality has occurred. If the above inconsistency does not occur, it is determined that no backup abnormality has occurred. This backup abnormality is likely to occur due to transient causes (for example, when data reading or retention fails due to a temporary abnormality in any device). Also, when a new main ROM 102, main RAM 103, etc. are attached and the power of pachinko machine P is turned on, since the backup process has not been executed before this, a backup abnormality will surely occur.
[0199] Also, when data reading and writing are impossible within the used area of main RAM 103, it is determined that a RAM abnormality has occurred. In pachinko machine P according to this embodiment, only the used area is the object of determination of the occurrence of RAM abnormality. When data reading and writing are impossible in the unused area, it is not determined that a RAM abnormality has occurred. Note that not only the used area but also both the used area and the unused area may be the object of determination of the occurrence of RAM abnormality. And when set in this way, when data reading and writing are impossible in at least one of the used area and the unused area, it may be determined that a RAM abnormality has occurred, and the processes described later (initialization process at the time of abnormality, setting of game stop state) may be performed. This RAM abnormality is likely to occur because an abnormality has occurred in the hardware itself, such as chip damage, and replacement or repair of main RAM 103 is required.
[0200] When a backup abnormality occurs during power failure recovery, an abnormality initialization process is executed and a game stop state based on the occurrence of the backup abnormality is set, except when the following setting change conditions are met. When a RAM abnormality occurs during power failure recovery, an abnormality initialization process is executed and a game stop state based on the occurrence of the RAM abnormality is set. When both a backup abnormality and a RAM abnormality occur, an abnormality initialization process is executed and a game stop state based on the occurrence of the RAM abnormality is set with priority given to the RAM abnormality over the backup abnormality. As will be described later, in the abnormality initialization process executed when a game stop state is set, all data stored in the main RAM 103 (that is, all data stored in the used area and unused area, specifically, setting values, game machine state flags, test signal information, checksum, backup flag, error information, various data related to the progress of the game, game performance data) is cleared.
[0201] When a game stop state based on the occurrence of a backup abnormality is set, at the time of power failure recovery, a setting change state is set by satisfying the setting change conditions (specifically, the setting switch 108 is on, the RAM clear switch 109 is on, and the main body frame open detection sensor 2a is on) for setting the control state to the setting change state, and then the game playable state is set when the setting switch 108 is turned off. On the other hand, when the setting change conditions are not met, the game remains in the game stop state. When a game stop state based on the occurrence of a RAM abnormality is set, at the time of power failure recovery, a setting change state is set by satisfying the setting change conditions in a state where the RAM abnormality has been cleared (when the main RAM 103 has been replaced or repaired and there is no RAM abnormality), and then the game playable state is set when the setting switch 108 is turned off. On the other hand, when the RAM abnormality has not been cleared at the time of power failure recovery or when the setting change conditions are not met, the game remains in the game stop state. That is, in the pachinko machine P according to this embodiment, when a game stop state is set based on the occurrence of a backup abnormality or a RAM abnormality, even if the power is turned on again, the game playable state is not directly set. Instead, through a setting change state set by turning on the power in a state where the setting change conditions are satisfied, the game playable state is set (transitioned to the game playable state).
[0202] (Setting of control state at power failure recovery) Hereinafter, the control state set at power failure recovery will be specifically described with reference to FIGS. 17 to 18. (1) When, at power failure recovery, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, no backup abnormality has occurred, and no RAM abnormality has occurred In this case, as shown in FIG. 17, regardless of whether the control state immediately before the power failure was the game playable state, the setting change state, the setting confirmation state, or the game stop state, the control state immediately before the power failure is set at power failure recovery. That is, the control state at power failure recovery remains the control state that was staying immediately before the power failure. Also, when the control state immediately before the power failure was the game playable state and a special game was in progress, the special game is resumed at power failure recovery. Note that in the pachinko machine P according to this embodiment, in principle, it stays in the setting change state or the setting confirmation state only while the setting switch 108 is on. In the above case, when the control state immediately before the power failure was the setting change state, the setting change state is set at power failure recovery, and when the control state immediately before the power failure was the setting confirmation state, the setting confirmation state is set at power failure recovery. However, since the setting switch 108 is off, the game playable state is set (changed to the game playable state) immediately after the setting change state or the setting confirmation state is set.
[0203] (2) When, at power failure recovery, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, no backup abnormality has occurred, and no RAM abnormality has occurred Also in this case, as shown in FIG. 17, regardless of whether the control state immediately before the power failure was the playable state, the setting change state, the setting confirmation state, or the game stop state, the control state immediately before the power failure is set at the time of power failure recovery. Further, when the control state immediately before the power failure was the playable state and a special game was in progress, the special game is resumed at the time of power failure recovery. Also in this case, when the setting change state or the setting confirmation state is set at the time of power failure recovery, the playable state is not set immediately thereafter.
[0204] (3) When, at the time of power failure recovery, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, and there is no occurrence of backup abnormality or RAM abnormality In this case, as shown in FIG. 17, when the control state immediately before the power failure was the playable state or the setting confirmation state, at the time of power failure recovery, normal initialization processing is performed based on the fact that the RAM clear switch 109 is on, and the playable state is set. Also, when the control state immediately before the power failure was the setting change state, normal initialization processing is performed at the time of power failure recovery, and the setting change state is set. Also, when the control state immediately before the power failure was the game stop state, the game stop state is set at the time of power failure recovery. Also, as will be described later, in the normal initialization processing executed based on the fact that the RAM clear switch 109 is on, the data stored in the second to fourth areas in the used area of the main RAM 103 (that is, the checksum, backup flag, error information, various data related to the progress of the game) is cleared. Therefore, when the control state immediately before the power failure was the playable state, if a hold was stored or during the variable display of special symbols or normal symbols, the stored hold is cleared and the variable display of special symbols or normal symbols is reset. When a special game was in progress, this special game is also reset. Also, when the control state immediately before the power-off is the setting change state and the setting value is being changed, the setting value is not cleared in the above-described normal initialization process. Therefore, even in the setting change state set after the power-off return, the setting value being changed immediately before the power-off (the setting value stored in the main RAM 103) is maintained as it is. Then, the playable state is set immediately after the setting change state is set. As a result, the setting change state ends, and the setting value being changed will be determined as described later.
[0205] (4) When, at the time of power-off return, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, and there is no occurrence of backup abnormality and no occurrence of RAM abnormality Also in this case, as shown in FIG. 17, when the control state immediately before the power-off is the playable state or the setting confirmation state, normal initialization processing is performed at the time of power-off return, and the playable state is set. Also, when the control state immediately before the power-off is the setting change state, normal initialization processing is performed at the time of power-off return, and the setting change state is set. Also, when the control state immediately before the power-off is the game stop state, the game stop state is set at the time of power-off return. Also, when the control state immediately before the power-off is the playable state and there is a stored hold or during the variable display of the special symbol or the normal symbol, the stored hold is cleared, and the variable display of the special symbol or the normal symbol is reset. When in the middle of a special game, this special game is also reset. Also, when the control state immediately before the power-off is the setting change state and the setting value is being changed, even in the setting change state set after the power-off return, the setting value being changed immediately before the power-off is maintained as it is. And since the playable state is not set immediately after the setting change state is set and the setting change state does not end, the setting value being changed is not determined at this point.
[0206] (5) When, at the time of power-off return, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, and there is no occurrence of backup abnormality and no occurrence of RAM abnormality In this case, as shown in FIG. 17, regardless of whether the control state immediately before the power failure was the playable state, the setting change state, the setting confirmation state, or the game stop state, the control state immediately before the power failure is set at the time of power failure recovery. Also, when the control state immediately before the power failure was the playable state and a special game was in progress, the special game is resumed at the time of power failure recovery. Also, the playable state is set immediately after the setting change state or the setting confirmation state is set.
[0207] (6) When, at the time of power failure recovery, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, and there is no occurrence of backup abnormality or RAM abnormality In this case, as shown in FIG. 17, when the control state immediately before the power failure was the playable state or the setting confirmation state, the setting confirmation state is set at the time of power failure recovery. Also, when the control state immediately before the power failure was the setting change state, the setting change state is set at the time of power failure recovery. Also, when the control state immediately before the power failure was the game stop state, the game stop state is set at the time of power failure recovery. Also, when the control state immediately before the power failure was the playable state and a special game was in progress, the setting confirmation state is set at the time of power failure recovery, and then the special game is resumed when the setting switch 108 is turned off. Also, the playable state is not set immediately after the setting change state is set.
[0208] (7) When, at the time of power failure recovery, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, and there is no occurrence of backup abnormality or RAM abnormality In this case, as shown in FIG. 17, when the control state immediately before the power failure was the playable state or the setting confirmation state, normal initialization processing is performed at the time of power failure recovery, and the playable state is set. Also, when the control state immediately before the power failure was the setting change state, normal initialization processing is performed at the time of power failure recovery, and the setting change state is set. Further, when the control state immediately before the power failure was the game stop state, the game stop state is set at the time of power failure recovery. Also, when the control state immediately before the power failure was the playable state and there was a stored hold or during the variable display of the special symbol or the normal symbol, the stored hold is cleared, and the variable display of the special symbol or the normal symbol is reset. When in the middle of a special game, this special game is also reset. Also, when the control state immediately before the power failure was the setting change state and the setting value was being changed, even in the setting change state set after the power failure recovery, the setting value being changed immediately before the power failure is maintained as it is. Then, the playable state is set immediately after the setting change state is set. As a result, the setting change state ends, and the setting value being changed is finalized.
[0209] (8) When at the time of power failure recovery, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, and there is no occurrence of backup abnormality or RAM abnormality In this case, as shown in FIG. 17, regardless of whether the control state immediately before the power failure was the playable state, the setting confirmation state, or the game stop state, normal initialization processing is executed at the time of power failure recovery, and the setting change state is set. Also, when the control state immediately before the power failure was the playable state and there was a stored hold or during the variable display of the special symbol or the normal symbol, the stored hold is cleared, and the variable display of the special symbol or the normal symbol is reset. When in the middle of a special game, this special game is also reset. Also, when the control state immediately before power-off is the setting change state and the setting value is being changed, the setting value being changed immediately before power-off is maintained as it is even in the setting change state set after power-off recovery. And since the playable state is not set immediately after the setting change state is set and the setting change state does not end, the setting value being changed is not determined at this point.
[0210] (9) When power-off recovery occurs and there is a backup abnormality but no RAM abnormality (except when the setting switch 108, the RAM clear switch 109, and the main body frame open detection sensor 2a are all on) That is, when power-off recovery occurs and the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, there is a backup abnormality, and no RAM abnormality, when the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, there is a backup abnormality, and no RAM abnormality, when the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, there is a backup abnormality, and no RAM abnormality, when the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, there is a backup abnormality, and no RAM abnormality, when the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, there is a backup abnormality, and no RAM abnormality, when the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, there is a backup abnormality, and no RAM abnormality, when the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, there is a backup abnormality, and no RAM abnormality, in any of these cases, regardless of whether the control state immediately before power-off is the playable state, the setting change state, the setting confirmation state, or the game stop state, at the time of power-off recovery, the abnormal initialization process is executed and the game stop state based on the occurrence of the backup abnormality is set (see Figure 17).
[0211] (10) When, upon power failure recovery, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, there is a backup abnormality, and there is no RAM abnormality In this case, as shown in FIG. 17, regardless of whether the control state immediately before the power failure was the playable state, the setting change state, the setting confirmation state, or the game stop state, upon power failure recovery, the initialization process during abnormality is executed, and the setting change state is set. Also, when the control state immediately before the power failure was the playable state, if there was a reservation stored or during the variable display of the special symbol or the normal symbol, the stored reservation is cleared, and the variable display of the special symbol or the normal symbol is reset. When in the middle of a special game, this special game is also reset. Also, in the pachinko machine P according to this embodiment, in this case (when there is a backup abnormality upon power failure recovery), in the initialization process during abnormality executed upon power failure recovery, the clearing of the set value is also performed. Therefore, when the control state immediately before the power failure was the setting change state and the set value was being changed, in the setting change state set after the power failure recovery, the set value being changed immediately before the power failure (the set value stored in the main RAM 103) is not maintained, and the set value stored in the main RAM 103 is changed to a set value predetermined as the initial value (in this embodiment, "1"). Note that the playable state is not set immediately after the setting change state is set, and the setting change state does not end, so the set value is not determined at this point.
[0212] (11) When, upon power failure recovery, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, there is no backup abnormality, and there is a RAM abnormality In this case, as shown in FIG. 18, regardless of whether the control state immediately before the power failure was the playable state, the setting change state, the setting confirmation state, or the game stop state, upon power failure recovery, the initialization process during abnormality is executed, and the game stop state based on the occurrence of the RAM abnormality is set. In addition, in the pachinko machine P according to this embodiment, when no backup abnormality has occurred, there are cases where, despite the occurrence of a RAM abnormality, the fact cannot be discovered (detected). Further, the determination target for the occurrence of a RAM abnormality is only the used area, and if data reading and writing are impossible in the unused area, it is not determined that a RAM abnormality has occurred. Thus, when a RAM abnormality cannot be discovered or when it is not determined that a RAM abnormality has occurred, as if no RAM abnormality has occurred, control state settings at power-off recovery are performed in the same manner as in case (1) above.
[0213] (12) When, at power-off recovery, the setting switch 108 is ON, the RAM clear switch 109 is OFF, the main body frame open detection sensor 2a is OFF, no backup abnormality has occurred, and a RAM abnormality has occurred Also in this case, as shown in FIG. 18, when the control state immediately before power-off is any of the playable state, setting change state, setting confirmation state, and game stop state, at power-off recovery, initialization processing at the time of abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Also, when a RAM abnormality cannot be discovered or when it is not determined that a RAM abnormality has occurred, as if no RAM abnormality has occurred, control state settings at power-off recovery are performed in the same manner as in case (2) above.
[0214] (13) When, at power-off recovery, the setting switch 108 is OFF, the RAM clear switch 109 is ON, the main body frame open detection sensor 2a is OFF, no backup abnormality has occurred, and a RAM abnormality has occurred Also in this case, as shown in FIG. 18, when the control state immediately before power-off is any of the playable state, setting change state, setting confirmation state, and game stop state, at power-off recovery, initialization processing at the time of abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Also, when a RAM abnormality cannot be discovered or when it is not determined that a RAM abnormality has occurred, as if no RAM abnormality has occurred, control state settings at power-off recovery are performed in the same manner as in case (3) above.
[0215] (14) When, upon power failure recovery, the setting switch 108 is ON, the RAM clear switch 109 is ON, the main body frame open detection sensor 2a is OFF, no backup abnormality has occurred, and a RAM abnormality has occurred Even in this case, as shown in FIG. 18, when the control state immediately before the power failure was any of the playable state, setting change state, setting confirmation state, and game stop state, upon power failure recovery, the initialization process during abnormality is executed, and a game stop state based on the occurrence of the RAM abnormality is set. Also, when the RAM abnormality could not be detected or when it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state at the time of power failure recovery is set in the same manner as in the case of (4) above.
[0216] (15) When, upon power failure recovery, the setting switch 108 is OFF, the RAM clear switch 109 is OFF, the main body frame open detection sensor 2a is ON, no backup abnormality has occurred, and a RAM abnormality has occurred Even in this case, as shown in FIG. 18, when the control state immediately before the power failure was any of the playable state, setting change state, setting confirmation state, and game stop state, upon power failure recovery, the initialization process during abnormality is executed, and a game stop state based on the occurrence of the RAM abnormality is set. Also, when the RAM abnormality could not be detected or when it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state at the time of power failure recovery is set in the same manner as in the case of (5) above.
[0217] (16) When, upon power failure recovery, the setting switch 108 is ON, the RAM clear switch 109 is OFF, the main body frame open detection sensor 2a is ON, no backup abnormality has occurred, and a RAM abnormality has occurred Even in this case, as shown in FIG. 18, when the control state immediately before the power failure was any of the playable state, setting change state, setting confirmation state, and game stop state, upon power failure recovery, the initialization process during abnormality is executed, and a game stop state based on the occurrence of the RAM abnormality is set. Also, when a RAM abnormality cannot be detected or when it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state at power-off recovery is set in the same manner as in the case of (6) above.
[0218] (17) When, at power-off recovery, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred Also in this case, as shown in FIG. 18, regardless of whether the control state immediately before power-off was a playable state, a setting change state, a setting confirmation state, or a game stop state, at power-off recovery, an initialization process at the time of abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Also, when a RAM abnormality cannot be detected or when it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state at power-off recovery is set in the same manner as in the case of (7) above.
[0219] (18) When, at power-off recovery, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred Also in this case, as shown in FIG. 18, regardless of whether the control state immediately before power-off was a playable state, a setting change state, a setting confirmation state, or a game stop state, at power-off recovery, an initialization process at the time of abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Also, when a RAM abnormality cannot be detected or when it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state at power-off recovery is set in the same manner as in the case of (8) above. Thus, in the pachinko machine P according to this embodiment, when a RAM abnormality occurs, even when the setting change conditions are satisfied, a game stop state is set with priority over the setting change state.
[0220] (19) When, at power-off recovery, a backup abnormality has occurred and a RAM abnormality has occurred That is, when power-off recovery occurs, if the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, there is a backup abnormality, and there is no RAM abnormality, in any of these cases, regardless of whether the control state immediately before the power-off was a playable state, a setting confirmation state, or a game stop state, at the time of power-off recovery, an abnormal-time initialization process is executed, and a game stop state based on the occurrence of a RAM abnormality is set with priority over the game stop state based on the occurrence of a backup abnormality (see Fig. 18).
[0221] Then, when the setting confirmation state or the setting change state is set by executing the above-described processes (1) to (19), the setting value stored in the main RAM 103 is displayed on the main information display device 105. Also, when the playable state is set, playable state display information based on the game performance data stored in the main RAM 103 is displayed on the main information display device 105. Further, when the game stop state is set, a code indicating that the game stop state is set is displayed on the main information display device 105. In addition, when the playable state is set immediately after the setting confirmation state or the setting change state is set, the setting value is displayed on the main information display device 105 for an instant, and then the playable state display information is displayed in accordance with the setting of the playable state.
[0222] Also, when the setting confirmation state or the setting change state is set based on the setting switch 108 being on, then, when the setting switch 108 is turned off thereafter, a process of switching the setting confirmation state or the setting change state being set to the playable state is executed, and the playable state is set. And when the playable state is set, the display on the main information display device 105 also switches to the corresponding content.
[0223] Also, in a pachinko machine in which multi-stage settings are provided, during the setting of the setting change state, on the condition that the main body frame opening detection sensor 2a detects the opening of the main body frame 2, each time the push button 109a is pressed and the RAM clear switch 109 is turned on, the setting value stored in the main RAM 103 is changed by one step. Specifically, the setting value stored in the main RAM 103 is changed to a value incremented by 1. For example, in a pachinko machine P provided with setting values from “1” to “6” (six - stage setting), when the setting value stored in the main RAM 103 is “2” and the push button 109a is pressed while the main body frame 2 is open, the setting value stored in the main RAM 103 will be changed to “3”. And each time the push button 109a is pressed while the main body frame 2 is open, the setting value stored in the main RAM 103 will be changed as “4” → “5” → “6”, and after “6”, it will be changed to “1”. Note that each time the setting value stored in the main RAM 103 is changed, the display of the setting value on the main information display device 105 is also changed. And when the setting switch 108 is turned off, thereafter, the change of the setting value stored in the main RAM 103 becomes impossible. That is, at this point, the setting value stored in the main RAM 103 is determined as a new setting value. Note that in the pachinko machine P according to this embodiment, since only one - stage setting is provided, even if the push button 109a is pressed, the setting value will not be changed. Also, the display of the setting value on the main information display device 105 will not be changed.
[0224] (Processing when an abnormal setting value occurs) In the pachinko machine P according to this embodiment, when noise or the like occurs, a situation may occur where the setting value stored in the used area of the main RAM 103 is rewritten to an abnormal value (for example, a value other than “1”). Thus, when a situation where the stored setting value becomes an abnormal value (hereinafter also referred to as setting - value abnormality) occurs, it is impossible to perform a jackpot lottery based on an appropriate setting value, which may seriously affect the progress of the game. Therefore, in the pachinko machine P according to this embodiment, when the main CPU 101 determines whether a setting value abnormality has occurred at the time when the above-described jackpot lottery or normal symbol lottery is performed during a playable state, it performs a setting value abnormality determination process. And when it is determined in this setting value abnormality determination process that a setting value abnormality has occurred, the above-described initialization process at the time of abnormality is executed, and a game stop state based on the occurrence of the setting value abnormality is set. In addition, in the pachinko machine P according to this embodiment, since the next jackpot lottery and the variable display of special symbols are not performed during the execution of a special game, the setting value abnormality determination process based on the jackpot lottery can be executed only when the special game is not being executed. On the other hand, since the normal symbol lottery is performed both when the special game is not being executed and when it is being executed, the setting value abnormality determination process based on the normal symbol lottery can be executed both when the special game is not being executed and when it is being executed.
[0225] When a game stop state based on the occurrence of a setting value abnormality is set, at the time of power failure recovery, a setting change state is set by satisfying the setting change condition, and then a playable state is set when the setting switch 108 is turned off. On the other hand, when the setting change condition is not satisfied, the game stop state remains. That is, when a game stop state based on the occurrence of a setting value abnormality is set, similar to the case when a game stop state based on the occurrence of a backup abnormality or a RAM abnormality is set, even if the power is turned on again, the playable state is not directly set. Instead, through the setting change state set by turning on the power in a state where the setting change condition is satisfied, the playable state is set.
[0226] (Normal initialization process, initialization process at the time of abnormality, clear process) In the pachinko machine P according to this embodiment, when a game stop state is set based on the occurrence of a backup abnormality, a RAM abnormality, or a setting value abnormality, the initialization process at the time of abnormality is executed. Also, when a backup abnormality occurs at the time of power failure recovery and a setting change state is set by satisfying the setting change condition, the initialization process at the time of abnormality is also executed. In this initialization process during an abnormality, as described above, all the data stored in the main RAM 103 (all the data stored in the used area and unused area, specifically, set values, game machine state flags, test signal information, checksum, backup flag, error information, various data related to the progress of the game, game performance data, etc.) is cleared. In addition, when a game stop state is set based on the occurrence of a backup abnormality, RAM abnormality, or set value abnormality, then, subsequently, since a setting change state is set, "1" may be automatically stored in the used area of the main RAM 103 as the default set value.
[0227] Also, at the time of power failure recovery, when the RAM clear switch 109 is on and a control state other than the game stop state (game playable state, setting change state, setting confirmation state) is set, except for the case where the abnormality-time initialization process is executed as described above (when a backup abnormality occurs at the time of power failure recovery and the setting change state is set by satisfying the setting change conditions), the normal initialization process is executed. In this normal initialization process, as described above, the data (checksum, backup flag, error information, various data related to the progress of the game) stored in the second to fourth areas in the used area of the main RAM 103 is cleared. Also, at the time of power failure recovery, when the RAM clear switch 109 is off and the game playable state or the setting confirmation state is set, a clear process for clearing a part of the main RAM 103 is executed. In this clear process, the data (that is, checksum, backup flag, error information) stored in the second and third areas in the used area of the main RAM 103 is cleared. In addition, hereinafter, the abnormality-time initialization process and the normal initialization process may be collectively referred to simply as RAM clear.
[0228] (Outline of various controls when a game stop state is set based on the occurrence of a set value abnormality, backup abnormality, or RAM abnormality) As described above, in the pachinko machine P according to this embodiment, when noise or the like occurs during a playable state and a special drawing game, a normal drawing game, or a special game is being executed, a setting value abnormality may occur, and in such a case, a game stop state based on the occurrence of the setting value abnormality may be set. Further, during the above-described situation, for example, when an instantaneous power failure (i.e., momentary interruption) occurs and the power is restored (when the power is restored after interruption), a backup abnormality or a RAM abnormality may occur in the main control board 100, and in such a case, a game stop state based on the occurrence of the backup abnormality or the RAM abnormality may also be set. In the pachinko machine P according to this embodiment, when staying in the game stop state due to the above-described setting being performed based on the occurrence of a setting value abnormality, a backup abnormality, or a RAM abnormality, the special drawing game, the normal drawing game, and the special game that were being executed during the playable state before the game stop state was set are not performed, and the game does not progress.
[0229] Specifically, when in a playable state and the state related to the differential ball operation stop control described later is the pre-activation warning state, the activation warning state, or the activation notice state, when a rotation operation of the operation handle 5 is performed, control for launching a game ball is performed by the launch payout control board 200. On the other hand, in the game stop state, even if a rotation operation of the operation handle 5 is performed, control for launching a game ball by the launch payout control board 200 is not performed. That is, when in a playable state and the state related to the differential ball operation stop control described later is the pre-activation warning state, the activation warning state, or the activation notice state, when a rotation operation of the operation handle 5 is performed, a game ball is launched. However, in the game stop state, even if a rotation operation of the operation handle 5 is performed, the game ball is not launched. Here, in the pachinko machine P according to this embodiment, when each control state (playable state, setting confirmation state, setting change state, game stop state) is set, the main CPU 101 of the main control board 100 transmits a state setting command indicating that each control state has been set to the launch payout control board 200 and the sub-control board 300. As a result, the launch payout control board 200 and the sub-control board 300 can also grasp the set control state.
[0230] Also, in the game stop state, the main CPU 101 of the main control board 100 is configured not to detect the entry of game balls into the first start winning opening 15 or the second start winning opening 16, or the passage of game balls through the gate 20. As a result, even if a game ball enters the first start winning opening 15 or the second start winning opening 16, no jackpot lottery is conducted based on such entry, and even if a game ball passes through the gate 20, no normal symbol lottery is conducted based on such passage. Also, no new prize balls, no reservation storage of new special symbol random numbers, and no reservation storage of new normal symbol random numbers occur. Also, when a special symbol variable display, a normal symbol variable display, or a special game is being executed during the playable state, if the game stop state is set, the main CPU 101 of the main control board 100 stops the special symbol variable display, the normal symbol variable display, and the execution of the special game. In this way, in the game stop state, the main CPU 101 of the main control board 100 performs the above-described control, and thus the game does not proceed.
[0231] Also, when in the playable state and in the pre-activation warning state, activation warning state, or activation notice state, if a game ball enters the first start winning opening 15 or the second start winning opening 16, from a predetermined start time point (for example, the start time point of the special symbol variable display) after such entry to a predetermined end time point (for example, the time point when a predetermined time (for example, 3000 ms) has elapsed from the predetermined start time point), the main CPU 101 of the main control board 100 controls to transmit a winning signal to the outside of the pachinko machine P as an external signal via the external information terminal board 500. Also, when in the playable state and in the pre-activation warning state, activation warning state, or activation notice state, if a jackpot is won, from a predetermined start time point (for example, the start time point of the special game based on the winning of the jackpot) after such winning to a predetermined end time point (for example, the end time point of the special game based on the winning of the jackpot), the main CPU 101 of the main control board 100 controls to transmit a jackpot signal to the outside of the pachinko machine P as an external signal via the external information terminal board 500. As a result, even for devices outside the pachinko machine P, it has become possible to grasp the variable display of special symbols, the winning of a big win, etc. based on the entry of game balls into the first start winning opening 15 and the second start winning opening 16.
[0232] On the other hand, in the game stop state, since the game does not progress as described above, the control of transmitting external signals such as the above-mentioned winning signals and big win signals to the outside of the pachinko machine P by the main CPU 101 of the main control board 100 is also restricted. For example, when the game stop state occurs during the transmission of the above-mentioned winning signal, the main CPU 101 of the main control board 100 stops the variable display of the special symbol, and the main CPU 101 cannot stop the transmission of the winning signal being executed, and the winning signal remains in the transmitted state. Also, when the game stop state occurs when the above-mentioned winning signal has not been transmitted, even if a game ball enters the first start winning opening 15 or the second start winning opening 16 thereafter, the main CPU 101 of the main control board 100 does not detect the entry, and the main CPU 101 cannot start the transmission of the above-mentioned winning signal. Also, when the game stop state occurs during the transmission of the above-mentioned big win signal, the main CPU 101 of the main control board 100 stops the execution of the special game, and the main CPU 101 cannot stop the transmission of the big win signal being executed, and the big win signal remains in the transmitted state. Also, when the game stop state occurs when the above-mentioned big win signal has not been transmitted, thereafter, since the main CPU 101 of the main control board 100 does not start the special game, the main CPU 101 does not start the transmission of the above-mentioned big win signal.
[0233] Also, when the game stop state is set, the main CPU 101 of the main control board 100 causes an error code to be displayed on the main information display device 105, transmits a state setting command (hereinafter also referred to as a game stop command) indicating that the game stop state is set to the sub-control board 300, generates a security signal indicating that the game stop state is set as an external signal, and outputs the security signal to the outside of the pachinko machine P via the external information terminal board 500. When the sub-control board 300 receives a game stop command, a predetermined game stop state setting suggestion image is displayed on the effect display device 21, a predetermined game stop state suggestion sound is output from the audio output device 10, and the front door effect lamp DL, the status notification lamp EL, and the panel effect lamp GL are lit or turned off according to a predetermined lighting pattern, thereby suggesting that the game stop state has been set. In addition, the security signal output to the outside of the pachinko machine P can be received by a hall computer or an external display device for displaying various information. Thus, the hall computer can grasp that the game stop state has been set, and the external display device can suggest that the game stop state has been set.
[0234] (Outline of control of the movable piece 16b and the opening / closing door 18b during the game stop state) Furthermore, in the pachinko machine P according to this embodiment, during the game stop state, the operation of the movable piece 16b of the second start winning opening 16 and the opening / closing door 18b of the big winning opening 18 is restricted. Specifically, in the game stop state, the main CPU 101 of the main control board 100 controls not to operate the movable piece solenoid 16c that drives the movable piece 16b of the second start winning opening 16 to protrude and retract, and also controls not to operate the big winning opening solenoid 18c that drives the opening / closing door 18b of the big winning opening 18 to open and close.
[0235] As a result, for example, when the movable piece 16b of the second start winning opening 16 protrudes during the playable state, the movable piece 16b retracts when the game stop state is set, and the retracted state of the movable piece 16b is maintained during the game stop state. Also, for example, when the opening / closing door 18b of the big winning opening 18 is open during the playable state, the opening / closing door 18b closes when the game stop state is set, and the closed state of the opening / closing door 18b is maintained during the game stop state. Also, for example, if the game stop state is set after a winning in the normal symbol lottery during the playable state and before the movable piece 16b of the second start winning opening 16 protrudes, the movable piece 16b does not protrude and remains immersed during the game stop state. Also, for example, if the special game is being executed during the playable state, after a predetermined round game ends and the opening / closing door 18b of the big winning opening 18 closes, and then the game stop state is set before the next round game starts and the opening / closing door 18b opens, the opening / closing door 18b is not opened and remains closed during the game stop state.
[0236] (Outline of control related to payout of game balls during game stop state) In the pachinko machine P according to this embodiment, during the game stop state, the main CPU 101 performs the above-described control so that the game does not proceed. On the other hand, during the game stop state, although the control to launch the game balls by the launch payout control board 200 is stopped, the control to pay out the game balls by the launch payout control board 200 is not stopped.
[0237] Specifically, after the main CPU 101 of the main control board 100 transmits a prize ball designation command to the effect that a corresponding number of prize balls are to be paid out based on the entry of game balls into the general winning opening 14, the first start winning opening 15, the second start winning opening 16, or the big winning opening 18 to the launch payout control board 200 (that is, after the launch payout control board 200 receives the prize ball designation command), even if the game stop state is set, the control to pay out the game balls by the launch payout control board 200 is executed.
[0238] Thereby, for example, when prize balls are being sequentially paid out due to the entry of game balls into the big winning opening 18 during the execution of the special game (that is, the playable state), even if the game stop state is set, all the prize balls based on the above-described entry are paid out. That is, even those prize balls that were obtained by the entry of game balls into the big winning opening 18 before the game stop state was set but whose payout was not yet completed at the time when the game stop state was set are all paid out. Thus, in the pachinko machine P according to this embodiment, when a game ball enters any winning opening during a playable state and a game stop state is set during the payout of bonus balls based on the ball entry, the progress of the game by the main control board 100 and the launching of game balls by the launch payout control board 200 stop. However, the payout of bonus balls by the launch payout control board 200 continues without stopping even during the game stop state.
[0239] Similarly, after the player presses the ball loan button 36 and the game ball lending device R transmits a ball lending payout command for paying out a predetermined number of game balls as loan balls to the launch payout control board 200, even if a game stop state is set, the control of the payout of game balls by the launch payout control board 200 is executed. Thereby, when a game stop state is set even while a predetermined number of game balls (loan balls) are being paid out by pressing the ball loan button 36, all of the predetermined number of game balls will be paid out. That is, even if the ball loan button 36 is pressed before the game stop state is set and the payout of game balls is started, all of the game balls that have not yet been completely paid out at the time when the game stop state is set are also paid out.
[0240] Also, in the pachinko machine P according to this embodiment, even during the game stop state, the operations of the game ball lending device R, the value information display device 35, the ball loan switch 36a, and the card return switch 37a are not restricted, and the transmission of signals and commands from these devices and the reception of signals and commands by these devices are not restricted either. Thereby, in the pachinko machine P according to this embodiment, even when the ball loan button 36 is pressed during the game stop state, all of the predetermined number of game balls are paid out.
[0241] Also, in the pachinko machine P according to this embodiment, even during the game stop state, the display of value information on the value information display device 35 continues. Further, even when the ball lending button 36 is pressed during the game stop state, since the game ball lending device R transmits a subtraction command to the value information display device 35, the value information on the value information display device 35 is updated and displayed even during the game stop state. Furthermore, even when the card return button 37 is pressed during the game stop state, since the card return switch 37a transmits a return request signal to the game ball lending device R, even during the game stop state, control for discharging the card is performed by the game ball lending device R.
[0242] (Outline of determination of payout-related errors during game stop state) In the pachinko machine P according to this embodiment, among payout-related errors, for out-of-balls error, full-ball error, payout count switch error, ball jam error, excessive prize ball error, radio wave error, and payout motor error, determination of occurrence (detection of occurrence) is performed on the launch payout control board 200. Also, among payout-related errors, for door open error, determination of occurrence (detection of occurrence) is performed on the main control board 100.
[0243] Here, when the game is in a playable state and the states related to the differential ball operation stop control described later are the pre-activation warning state, activation warning state, and activation notice state, determination of the occurrence of the corresponding errors is performed on both the main control board 100 and the launch payout control board 200. On the other hand, during the game stop state, the main CPU 101 of the main control board 100 only determines the occurrence of the door open error, and does not determine the occurrence of other errors (the above-described main control-related errors) determined by the main control board 100. Specifically, even during the game stop state, when the main body frame 2 or the front door 3 is opened, a main body frame opening detection signal or a front door opening detection signal is input to the firing payout control board 200, and thereby a main body frame opening command or a front door opening command is transmitted from the firing payout control board 200 to the main control board 100. When the main control board 100 receives the main body frame opening command or the front door opening command, the main CPU 101 determines that a door opening error has occurred. On the other hand, even during the game stop state, for example, when magnetism is directed at the game board 11, the magnetic detection sensor 70a detects the magnetism and outputs a magnetic detection signal to the main control board 100. However, even when the magnetic detection signal is input to the main control board 100, the main CPU 101 does not determine that a main control magnetic error has occurred. Therefore, during the game stop state, even if magnetism is directed at the game board 11, no main control magnetic error will occur. Similarly, for example, when the game board 11 is irradiated with radio waves, the radio wave detection sensor 71a detects the radio waves and outputs a radio wave detection signal to the main control board 100. However, even when the radio wave detection signal is input to the main control board 100, the main CPU 101 does not determine that a main control radio wave error has occurred. Therefore, during the game stop state, even if the game board 11 is irradiated with radio waves, no main control radio wave error will occur. That is, during the game stop state, even if an event that causes a main control related error occurs, the main CPU 101 does not determine that a main control related error has occurred, so no main control related error will occur.
[0244] As described above, even during the game stop state, if it is determined that a door opening error has occurred, the main CPU 101 transmits an error suggestion command corresponding to the door opening error to the sub-control board 300. From the above, even during the game stop state, if the main body frame 2 or the front door 3 is opened, it is determined that a door opening error has occurred, and the effect display device 21, various lamps, and the audio output device 10 suggest that a door opening error has occurred.
[0245] Also, during the game stop state, the payout CPU 201 of the payout control board 200 does not determine the occurrence of any errors. Therefore, during the game stop state, the occurrence of a ball-out error, a full-ball error, a payout count switch error, a ball-jam error, an excessive bonus ball error, a payout radio wave error, or a payout motor error is not determined. Specifically, during the game stop state, for example, even if the payout motor 62 is operating, but the counting of game balls by the payout count switch 63 has not been performed for a predetermined period, the payout CPU 201 does not determine that a ball-out error has occurred. Therefore, during the game stop state, even if the counting of game balls is not performed for a predetermined period, a ball-out error does not occur. And since the payout CPU 201 does not determine that a ball-out error has occurred, a ball-out error command is not transmitted from the payout control board 200 to the main control board 100, and the main control board 100 does not recognize that a ball-out error has occurred. Similarly, during the game stop state, for example, when radio waves are irradiated to the out port 19, the out port radio wave detection sensor 71b detects the radio waves and outputs a radio wave detection signal to the payout control board 200. However, even if a radio wave detection signal is input to the payout control board 200, the payout CPU 201 does not determine that a payout radio wave error has occurred. Therefore, during the game stop state, even if radio waves are irradiated to the out port 19, a payout radio wave error does not occur. And since the payout CPU 201 does not determine that a payout radio wave error has occurred, a payout radio wave error command is not transmitted from the payout control board 200 to the main control board 100, and the main control board 100 does not recognize that a payout radio wave error has occurred. That is, during the game stop state, even if an event that causes a ball-out error, a full-ball error, a payout count switch error, a ball-jam error, an excessive bonus ball error, a payout radio wave error, or a payout motor error occurs, the payout CPU 201 does not determine the occurrence of these errors, so these errors do not occur. Also, in the main control board 100, the occurrence of these errors is not recognized.
[0246] Even during the game stop state, the payout CPU 201 of the launch payout control board 200 may continue to determine the occurrence of a ball depletion error, a full ball error, a payout count switch error, a ball jam error, an excessive bonus ball error, a payout radio wave error, and a payout motor error.
[0247] (Outline of external signal transmission from the pachinko machine P to the outside during the game stop state) As described above, in the pachinko machine P according to this embodiment, control for transmitting external signals such as winning signals and jackpot signals to the outside of the pachinko machine P is performed by the main CPU 101 of the main control board 100, and control for transmitting external signals such as payout bonus ball signals to the outside of the pachinko machine P is performed by the payout CPU 201 of the launch payout control board 200. Here, during the playable state and when in the pre-activation warning state, activation warning state, or activation notice state, both control for transmitting external signals such as winning signals and jackpot signals by the main CPU 101 and control for transmitting external signals such as payout bonus ball signals by the payout CPU 201 are performed. On the other hand, during the game stop state, as described above, control for transmitting external signals such as winning signals and jackpot signals by the main control board 100 is restricted.
[0248] Also, during the game stop state, control for transmitting external signals such as payout bonus ball signals by the launch payout control board 200 is continuously performed without being restricted. Specifically, for example, even if the game stop state is set during the transmission of an external signal such as a payout bonus ball signal by the payout CPU 201, the transmission of the external signal by the payout CPU 201 ends after a predetermined time has elapsed. Also, for example, if game balls are paid out after the game stop state is set and the number of paid-out game balls reaches a predetermined number, the payout CPU 201 transmits a payout bonus ball signal, and the transmission of the payout bonus ball signal by the payout CPU 201 ends after a predetermined time has elapsed.
[0249] (Overview of Control When the Setting Change State or Setting Confirmation State is Set) In the pachinko machine P according to this embodiment, when the setting change state or the setting confirmation state is set, even if the rotation operation of the operation handle 5 is performed, the game ball is not launched, and the main CPU 101 of the main control board 100 does not detect the entry of the game ball into the first start winning port 15 or the second start winning port 16 or the passage of the game ball through the gate 20 of the game ball, and stops the variable display of the special symbol, the variable display of the normal symbol, and the execution of the special game. As a result, similar to the game stop state, the game does not proceed in the setting change state or the setting confirmation state. Further, in the setting change state or the setting confirmation state, the main CPU 101 of the main control board 100 controls so as not to operate the movable piece solenoid 16c that drives the movable piece 16b of the second start winning port 16 to protrude and retract, and also controls so as not to operate the big winning port solenoid 18c that drives the opening and closing door 18b of the big winning port 18 to open and close. As a result, similar to the game stop state, during the setting change state or the setting confirmation state, the movable piece 16b remains retracted and the opening and closing door 18b remains closed. Further, in the setting change state or the setting confirmation state, similar to the game stop state, the main CPU 101 of the main control board 100 only determines the occurrence of the door release error, and does not determine the occurrence of other errors (the above-described main control related errors) determined in the main control board 100.
[0250] Furthermore, during the setting change state or the setting confirmation state, similar to the game stop state, although the payout of the game ball by the launch payout control board 200 continues, the occurrence of a ball shortage error, a full ball error, a payout count switch error, a ball jam error, an excessive prize ball error, a payout radio wave error, and a payout motor error is not determined, and the control of the transmission of external signals such as the payout prize ball signal to the outside of the pachinko machine P is not restricted. During the setting change state or the setting confirmation state, the payout of game balls by the launch payout control board 200 may be stopped, or the determination of the occurrence of a ball shortage error, a full ball error, a payout count switch error, a ball jam error, an excessive bonus ball error, a payout radio wave error, or a payout motor error may be continuously performed, or the control of the transmission of external signals such as payout bonus ball signals to the outside of the pachinko machine P may be restricted.
[0251] (Outline of the difference ball operation stop control (operation stop control based on the number of difference balls)) In the pachinko machine P according to this embodiment, in order to prevent a situation in which the number of game balls acquired by the player during the game becomes excessive and the probability of winning becomes too high, based on the fact that the number of difference balls from a predetermined calculation start time reaches a predetermined operation stop number (95,000 in this embodiment) during the playable state, the main CPU 101 executes an operation stop control (difference ball operation stop control) to stop the operation of the pachinko machine P.
[0252] The number of difference balls is the difference between the bonus balls paid out based on the entry of game balls into each winning opening (general winning opening 14, first start winning opening 15, second start winning opening 16, big winning opening 18) (bonus balls paid out based on the detection of game balls by the general winning opening detection sensor 14a, the first start winning opening detection sensor 15a, the second start winning opening detection sensor 16a, and the big winning opening detection sensor 18a) and the game balls launched by the player and entering each winning opening or received at the out opening 19 (game balls detected by the out sensor 19a, in other words, game balls used in the game).
[0253] As described above, in the pachinko machine P according to this embodiment, a difference ball count value used for determining the number of difference balls is stored in a specific area in the unused area provided in the main RAM 103. The difference ball count value stored in this specific area is reset when power failure recovery occurs without any specific error in states other than the activation notice state and activation state described below (pre-activation warning state, activation warning state) (when the power is turned off and on), and is not reset when power failure recovery occurs in a state where a specific error has occurred. That is, in the pre-activation warning state or activation warning state, when power failure recovery occurs in a state where a specific error has occurred, the difference ball count value stored at the time of power failure is maintained. Also, the above-mentioned difference ball count value is reset by performing an initialization process (normal initialization process) associated with the setting of the setting change state in the activation notice state and activation state. And when reset, the initial value (100000 in this form) is set to the difference ball count value. In addition, in the pachinko machine P according to this form, as a specific error, an error that significantly affects the progress of the game (for example, a main control radio wave error that may induce malfunction of the main CPU 101, an illegal winning error that may cause a failure of the big winning opening 18, etc.) is defined. The specific error is not limited to this, and for example, an error that sets the game stop state when it occurs may be used.
[0254] The difference ball count value is incremented by the number of prize balls scheduled to be paid out based on each ball entry (each time a game ball is detected by the general winning opening detection sensor 14a, the first start winning opening detection sensor 15a, the second start winning opening detection sensor 16a, or the big winning opening detection sensor 18a), and decremented by 1 each time a game ball is detected by the out sensor 19a. When the difference ball count value is 0, even if detected by the out sensor 19a, the difference ball count value remains 0 without being decremented. And when the difference ball count value reaches a second reference value (195000 in this form) described below, it means that the number of difference balls has reached a predetermined number of operation stop (95000).
[0255] In addition, in the pachinko machine P according to the present embodiment, as described above, each time a game ball enters a winning opening, the number of prize balls to be paid out based on the ball entry is added to the difference ball count value. However, the present invention is not limited to this, and each time a prize ball is actually paid out based on the entry of a game ball into a winning opening, the number of the paid-out prize balls may be added to the difference ball count value. Also, as described above, each time a game ball is detected by the out sensor 19a, the difference ball count value is decremented by 1. However, the present invention is not limited to this, and each time the launched game ball reaches the game area 12, the difference ball count value may be decremented by 1. That is, each time a game ball is used in the game, the difference ball count value may be decremented by 1. Further, as described above, in the activation notice state and the activation state, the difference ball count value was reset by performing an initialization process (normal initialization process) associated with the setting of the setting change state. However, the present invention is not limited to this, and when the RAM clear switch 109 is on at the time of power failure recovery and the playable state is set, the difference ball count value may be reset by performing an initialization process (that is, a normal initialization process that is executed without the setting of the setting change state). Alternatively, it may be reset by performing an initialization process at the time of abnormality. Also, as described above, in the state before activation warning and the activation warning state, the difference ball count value was reset by power failure recovery. However, the present invention is not limited to this, and similar to the activation notice state and the activation state, the difference ball count value may be reset by performing an initialization process (normal-time initialization process) associated with the setting of the setting change state. Alternatively, when the RAM clear switch 109 is on at the time of power failure recovery and the playable state is set, the difference ball count value may be reset by performing an initialization process (normal initialization process that is executed without the setting of the setting change state). Alternatively, it may be reset by performing an initialization process at the time of abnormality.
[0256] In addition, in the pachinko machine P according to this embodiment, as various states related to the control of the difference ball operatio...
Claims
Claim 1 Variable means displaceable to a first operating state in which the entry of a game ball into a predetermined starting area is relatively easy, or a second operating state in which the entry of a game ball into the predetermined starting area is relatively difficult; Determining means capable of deriving either a first determination result associated with the execution of a big winning opening game in which a predetermined big winning opening is opened based on the entry of a game ball into a predetermined starting area, or a second determination result and a third determination result associated with non-execution of the big winning opening game; Execution means for executing a big winning opening game based on the derivation of the first determination result; Setting means capable of executing a setting related to a winning easy state in which the variable means is more likely to be in the first operating state than in a predetermined normal state; and The winning easy state has a first winning easy state that can be set based on the execution of the big winning opening game, a second winning easy state different from the first winning easy state, and a third winning easy state; The setting means is capable of setting the third winning easy state when the second determination result is derived in the first winning easy state or the second winning easy state; is capable of setting the second winning easy state when the third determination result is derived in the first winning easy state or the third winning easy state; and The second winning easy state is more advantageous than the third winning easy state. A gaming machine characterized by this.
Citation Information
Patent Citations
Game machine
JP2021078994A
Game machine
JP2021108678A
Game machine
JP2022170908A