Game machine

The gaming machine enhances gameplay variety by incorporating a RAM clearing operation and variable symbol displays to create challenging and engaging transitions between game states, addressing the lack of novelty in existing pachinko machines.

JP2025109402APending Publication Date: 2025-07-25SANSEI R&D KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024003269
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-12
Publication Date
2025-07-25

AI Technical Summary

Technical Problem

Existing pachinko gaming machines lack novel gameplay properties, particularly in the transition from low-probability very short states to more favorable game states, leading to repetitive and uninteresting gameplay experiences.

Method used

A gaming machine with game control means that allows for an advantageous gaming state based on a predetermined determination process, featuring a RAM clearing operation, variable symbol displays, and a special short-time state that is difficult to exit, enhancing gameplay variety.

Benefits of technology

The solution provides a novel gameplay experience by offering unpredictable and engaging transitions between game states, increasing player interest and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025109402000001_ABST
    Figure 2025109402000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of providing novel game properties.SOLUTION: A Pachinko game machine 1 includes: a microcomputer 81 for game control capable of controlling the game machine to a normal time-shortening state advantageous to a player on the basis of a result of jackpot determination processing; and a RAM clear switch 152. The microcomputer 81 for game control can control the game machine to a normal game state on the basis of a depressing operation of the RAM clear switch 152, and can control the game machine to a slight time-shortening state that is harder to be shifted to the normal time-shortening state than the normal game state. The game machine is set so that the game state is not substantially shifted from the slight time-shortening state to the normal game state.SELECTED DRAWING: Figure 56
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine typified by a pachinko gaming machine or the like.

Background Art

[0002] As an example of a gaming machine, in a pachinko gaming machine, as described in Patent Document 1 below, there is one that is controlled to a normal gaming state, a low-probability short state (advantageous gaming state), and a low-probability very short state (special short state). In this pachinko gaming machine, the low-probability very short state is more difficult to shift to the low-probability short state than the normal gaming state, and it is an unfavorable gaming state for the player.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above-described pachinko gaming machine, in the low-probability very short state (special short state), the number of short times is set to 99 times or 500 times. Therefore, when the number of short times is exhausted in the low-probability very short state, it is possible to shift to an advantageous normal gaming state. However, the game property (specification) of shifting from the low-probability very short state to the normal gaming state by exhausting the number of short times is common, and there is room for improvement.

[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a gaming machine capable of providing a novel game property.

Means for Solving the Problems

[0006] The gaming machine of the present invention is game control means capable of controlling to an advantageous gaming state advantageous to a player based on the result of a predetermined determination process, In a gaming machine comprising an operable RAM clearing operation means, the game control means is capable of variably displaying an identification symbol indicating the result of the determination process, is controllable to a normal game state based on the operation of the RAM clearing operation means when the power is turned on, is controllable to a special short-time state that is more difficult to shift to the advantageous game state than the normal game state, and is characterized in that it is set so that it is substantially impossible to shift from the special short-time state to the normal game state.

Effect of the Invention

[0007] According to the present invention, it is possible to provide a novel gameplay.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

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

Embodiments for Carrying Out the Invention

[0009] 1. Structure of the gaming machine A pachinko gaming machine PY1 which is an embodiment of the present invention will be described with reference to the drawings. In the following description, the left - right direction of each part of the pachinko gaming machine PY1 is described in accordance with the left - right direction for the player facing the pachinko gaming machine PY1. Also, the front direction of each part of the pachinko gaming machine PY1 is described as the direction approaching the player facing the pachinko gaming machine PY1, and the rear direction of each part of the pachinko gaming machine PY1 is described as the direction away from the player facing the pachinko gaming machine PY1.

[0010] As shown in FIG. 1, the pachinko gaming machine PY1 of the first form includes a gaming machine frame 2. The gaming machine frame 2 includes an outer frame 22, an inner frame 21, and a front door 23 (front frame). The outer frame 22 is a vertically rectangular frame body forming the outer part of the pachinko gaming machine PY1. The inner frame 21 is arranged inside the outer frame 22 and is a vertically rectangular frame body for attaching the game board 1 described later. The front door 23 is arranged on the front side of the outer frame 22 and the inner frame 21 and is a vertically rectangular one for protecting the game board 1. The front door 23 is the part facing the player and is decorated in various ways.

[0011] The gaming machine frame 2 is configured with a hinge portion 24 on the left end side. Due to this hinge portion 24, the front door 23 is rotatable with respect to the outer frame 22 and the inner frame 21 respectively, and the inner frame 21 is rotatable with respect to the outer frame 22 and the front door 23 respectively. An opening is formed in the center of the front door 23, and a transparent transparent plate is attached to the opening so that the player can visually recognize the gaming area 6 (see FIG. 3) described later. The transparent plate is a glass plate in this embodiment, but it may be a transparent synthetic resin plate. That is, the transparent plate only needs to be able to visually recognize the gaming area 6 from the front. Further, the front door 23 is provided with a handle 72k (gaming ball driving means) for driving a gaming ball toward the gaming area 6 with a firing intensity corresponding to the rotation angle.

[0012] A storage device 25 (see FIG. 5) described later is provided at the lower part of the inner frame 21. A predetermined number of gaming balls are stored in the storage device 25. After the stored gaming balls are fired toward the gaming area 6 (see FIG. 3), they flow down through the gaming area 6 and return to the storage device 25 again. In this way, the gaming balls stored in the storage device 25 are enclosed inside the pachinko machine PY1 and circulate without being discharged to the outside of the pachinko machine PY1.

[0013] That is, this pachinko machine PY1 is a gaming machine (so-called "enclosed pachinko") in which the gaming balls enclosed inside can circulate and enter the gaming area 6 again after flowing down through the gaming area 6. Therefore, unlike a gaming machine (so-called "non-enclosed pachinko") in which the gaming balls housed inside are discharged to the outside after flowing down through the gaming area, a mechanism (such as a prize ball payout device, a prize ball motor, an upper tray, a lower tray, etc.) for paying out gaming balls to the player is not required. As a result, the configuration of the lower part of this pachinko machine PY1 can be made more compact than that of a conventional non-enclosed pachinko. In this pachinko machine PY1, since an upper tray or a lower tray for storing gaming balls is not provided on the front door 23, the player cannot touch the gaming balls.

[0014] As shown in FIG. 2, on the lower part 23x (operation mechanism part) of the front door 23, there are provided an effect button (input part) 40k and a select button 42k that can be operated by the player during effects executed as the game progresses. The select button (cross key) 42k is composed of an upward button, a downward button, a leftward button, and a rightward button. Further, on the front door 23, there are provided a decorative frame lamp 56 (see FIG. 1) and a speaker 610 that outputs sound (not shown in FIG. 1).

[0015] Also, in this pachinko gaming machine PY1, as shown in FIG. 2, a call switch 41k is provided at the lower part 23x of the front door 23. The call switch 41k is an operation means (call operation means) that can be pressed by the player, and a call sensor 41a (see FIG. 9) built in the call switch 41k detects the press operation. This call switch 41k (specific sensor) is of an alternate operation type that continuously outputs a detection signal by the call sensor 41a unless it is pressed again after the press operation.

[0016] The call switch 41k includes a smoke lens and a call LED disposed inside the smoke lens. When the power is turned on for this pachinko gaming machine PY1, the call LED enters a lighting (emitting light) state and continues to light. Thereby, the characters of "call switch" marked on the smoke lens can be made to appear to the player as if they are lit in red, allowing the player to recognize that the call switch 41k is in a usable state.

[0017] On the other hand, when the call switch 41k is pressed, the call LED enters a blinking state. Thereby, the characters of "call switch" marked on the smoke lens can be made to appear to the player as if they are blinking in red, allowing the player to recognize that the call switch 41k is in a state of being in use. After that, if the call switch 41k is pressed again, the call LED will return to the lighting state.

[0018] In this embodiment, as will be described later, when the call switch 41k is pressed, a signal (call signal) related to the detection by the call sensor 41a is transmitted to a hall computer 230 (see FIG. 16) provided outside the pachinko gaming machine PY1. As a result, the hall computer 230 notifies an employee in the game hall (hall) by wireless communication that the call switch 41k of the pachinko gaming machine PY1 has been pressed. Consequently, it is possible to call an employee in the game hall. That is, it is possible to call an employee in the game hall by pressing the call switch 41k provided in the pachinko gaming machine PY1 without pressing the call button of the data counter provided on the upper part of the pachinko gaming machine PY1.

[0019] Note that the call switch 41k in this embodiment is configured as an alternate operation type that continues to output a detection signal by the call sensor 41a unless it is pressed again after being pressed, but it may be configured as a momentary operation type that outputs a detection signal by the call sensor 41a only at the moment of being pressed.

[0020] In the pachinko gaming machine PY1, as shown in FIG. 1, a game ball number display 180 is provided on the center front of the lower part 23x of the front door 23. The game ball number display 180 displays the number of game balls that the player can currently use as the number of balls in hand. That is, the number of balls in hand is the number of game balls that the player can use for the game. The game ball number display 180 is composed of six 7-segment displays arranged horizontally so that 6-digit numbers or characters (Roman letters) can be displayed. That is, as shown in FIG. 6, the game ball number display 180 includes, in order from left to right, a first light-emitting area 181, a second light-emitting area 182, a third light-emitting area 183, a fourth light-emitting area 184, a fifth light-emitting area 185, and a sixth light-emitting area 186. And the six light-emitting areas 181 to 186 each have eight light-emitting parts (LED elements) LA1 to LA8, LA9 to LA16, LA17 to LA24, LA25 to LA32, LA33 to LA40, and LA41 to LA48. In FIG. 1, "2500" is shown on the game ball number display 180, which means that the player can currently launch 2500 game balls toward the game area 6. As will be described later, the display control of the game ball number display 180 is executed by a frame control microcomputer 171 (see FIG. 9).

[0021] The game board 1 shown in FIG. 3 is attached to the inner frame 21 of the game machine frame 2. As shown in FIG. 3, a game area 6 is formed on the game board 1 through which the game balls launched by the operation of the handle 72k flow down. The game balls launched by the operation of the handle 72k pass between the inner rail 62 and the outer rail 63 and head toward the game area 6. Also, a large number of decorative panel lamps 54 are provided on the game board 1. A plurality of game nails for guiding the game balls are protruding in the game area 6. The game board 1 is an integrated unit of a plate-like member arranged on the front side and a back unit (a unit for attaching various control boards, an image display device 50, a harness, etc., which will be described later) arranged on the back side.

[0022] Near the center of the game area 6, an image display device 50 (effect display means, image display means) which is a liquid crystal display device is provided. Note that the image display device may be another image display device such as an organic EL display device. On the display screen 50a (display unit) of the image display device 50, there is an effect symbol display area for variably displaying an effect symbol EZ (decorative symbol) synchronized with the variable display of the first special symbol and the second special symbol described later. Note that the effect for displaying the effect symbol EZ is called an effect symbol variation effect. The effect symbol variation effect may also be referred to as a "decorative symbol variation effect" or simply a "variation effect".

[0023] The effect symbol display area is composed of, for example, three effect symbol display areas of "left", "center", and "right". The left effect symbol EZ1 is displayed in the left effect symbol display area, the middle effect symbol EZ2 is displayed in the middle effect symbol display area, and the right effect symbol EZ3 is displayed in the right effect symbol display area. Each of the effect symbols EZ is composed of a plurality of symbols representing numbers from, for example, "1" to "8". The image display device 50 clearly displays the results of the variable display of the first special symbol and the second special symbol (that is, the result of the big win lottery) displayed by the first special symbol display 81a and the second special symbol display 81b described later by the combination of the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3.

[0024] For example, when winning a big win, the effect symbol is stopped and displayed as a triple such as "777". Also, when losing, the effect symbol is stopped and displayed as a scattered combination such as "637". This makes it easy for the player to grasp the progress of the game. That is, generally, the player grasps the result of the big win lottery not by the first special symbol display 81a or the second special symbol display 81b, but by the image display device 50. Note that the position of the effect symbol display area does not have to be fixed. Also, as an aspect of the variable display of the effect symbol, there is, for example, an aspect of scrolling in the vertical direction.

[0025] In addition to the effect symbol variation performance using the effect symbol EZ as described above, the image display device 50 displays on the display screen 50a an jackpot effect that is performed in parallel with the jackpot game, a demo effect (customer waiting effect) for waiting for customers, and the like. In the effect symbol variation performance, in addition to the effect symbol EZ such as numbers, effect images other than the effect symbol EZ such as background images and character images are also displayed.

[0026] Further, on the display screen 50a of the image display device 50, there is a hold icon display area for displaying a hold icon HA (effect hold image) according to the number of holds of the first special figure hold and the second special figure hold described later. By displaying the hold icon HA, the number of holds of the first special figure hold displayed on the first special figure hold indicator 83a described later and the number of holds of the second special figure hold displayed on the second special figure hold indicator 83b described later can be clearly shown to the player.

[0027] Near the center of the game area 6 and in front of the image display device 50, a center frame 61 (inner wall portion) is arranged. At the lower part of the center frame 61, a stage 61s is formed that can guide a game ball rolling on the upper surface to the first starting port 11 described later. In addition, a warp 61w is provided on the left part of the center frame 61 to allow game balls to flow in from the entrance and flow out to the stage 61s from the exit. Further, on the upper part of the center frame 61, a board movable body 55k that can move up and down is provided. The board movable body 55k is movable from the origin position above the display screen 50a to an effect position that overlaps the center of the display screen 50a in the front-rear direction.

[0028] Below the image display device 50 in the game area 6, a first starting winning device 11D having a first starting port 11 with a constant ease of ball entry for game balls is provided. The first starting port 11 (ball entry port) is also referred to as the first ball entry port, the fixed ball entry port, the first starting winning port, and the first starting area. The first starting winning device 11D is also referred to as the first ball entry means, the fixed ball entry means, and the first starting winning device. The winning of a game ball into the first starting port 11 triggers a lottery for the first special symbol (jackpot lottery, that is, acquisition and determination of jackpot random numbers, etc.).

[0029] Below the first starting port 11 in the game area 6, there is provided a normal variable winning device (commonly known as a "denchu") 12D having a second starting port 12. The second starting port 12 (the ball entry port) is also referred to as the second ball entry port, the variable ball entry port, the second starting winning port, and the second starting area. The denchu 12D is also referred to as the second ball entry means, the variable ball entry means, and the second starting winning device. The winning of a game ball into the second starting port 12 serves as an opportunity for the lottery of the second special symbol (the jackpot lottery).

[0030] The denchu 12D includes a denchu opening / closing member 12k (the ball entry port opening / closing member) that takes an open state and a closed state, and opens and closes the second starting port 12 by the operation of the denchu opening / closing member 12k. The denchu opening / closing member 12k is driven by a denchu solenoid 12s described later. When the denchu opening / closing member 12k is in the open state, it becomes possible for a game ball to enter the second starting port 12, and when it is in the closed state, it becomes impossible for a game ball to enter the second starting port 12. That is, the second starting port 12 is a starting port whose ease of entry of a game ball can be changed. Note that the denchu does not necessarily have to make it impossible for a game ball to enter the second starting port when it is in the closed state, as long as it makes it easier for a game ball to enter the second starting port when the denchu opening / closing member is in the open state than when it is in the closed state.

[0031] Also, to the right of the first starting port 11 in the game area 6, there is provided a big winning device (special electric accessory) 14D having a big winning port 14. The big winning port 14 (the special ball entry port) is also referred to as the special winning port. Also, the big winning device 14D is also referred to as an attacker (AT), special winning means, and special variable winning device. The big winning device 14D includes an AT opening / closing member 14k (the special winning port opening / closing member) that takes an open state and a closed state, and opens and closes the big winning port 14 by the operation of the AT opening / closing member 14k. The AT opening / closing member 14k is driven by an AT solenoid 14s described later. The big winning port 14 allows a game ball to enter only when the AT opening / closing member 14k is in the open state.

[0032] On the right side of the center frame 61, a gate 13 through which the game balls can pass is provided. The gate 13 is also referred to as a passage opening or a passage area. The passage of the game balls through the gate 13 serves as an opportunity to execute a normal symbol lottery (i.e., obtaining and determining a normal symbol random number (winning random number)) that determines whether to open the electric chute 12D. Further, a plurality of general winning openings 10 are provided at the lower part of the game area 6. Also, at the lowermost part of the game area 6, an out port 19 is provided to discharge the game balls that have been launched into the game area 6 but have not won in any of the winning openings.

[0033] In the game area 6 where various winning openings and the like are arranged in this way, there are a left game area 6L (first game area, predetermined game area) on the left side from the center in the left - right direction and a right game area 6R (second game area) on the right side. The way of shooting the game balls so that the game balls flow down in the left game area 6L is called left - shooting. On the other hand, the way of shooting the game balls so that the game balls flow down in the right game area 6R is called right - shooting. In the pachinko game machine PY1 of this embodiment, the flow path through which the game balls flow down when playing with left - shooting is called the first flow path R1, and the flow path through which the game balls flow down when playing with right - shooting is called the second flow path R2.

[0034] On the first flow path R1, a first starting port 11, a general winning opening 10, an electric chute 12D, and an out port 19 are provided. By shooting the game balls so that they flow down the first flow path R1, the player can aim to win at the first starting port 11 or the general winning opening 10. Since no gate is arranged on the first flow path R1, the electric chute 12D is not opened when playing with left - shooting.

[0035] On the other hand, on the second flow path R2, a gate 13, a general winning opening 10, a big winning device 14D, an electric chute 12D, and an out port 19 are provided. By shooting the game balls so that they flow down the second flow path R2, the player can aim to pass through the gate 13 or win at the general winning opening 10, the second starting port 12, and the big winning opening 14.

[0036] In addition, in this pachinko gaming machine PY1, one discharge path (not shown) is provided outside the game area 6. This discharge path communicates with any of the general winning opening 10, the first start opening 11, the electric chute 12D (the second start opening 12), the big winning opening 14, and the out opening 19. Therefore, the game balls that enter the general winning opening 10, the first start opening 11, the electric chute 12D (the second start opening 12), the big winning opening 14, and the out opening 19 will surely pass through the discharge path outside the game area 6. A discharge port sensor 15a (see FIG. 9) capable of detecting game balls is provided in the discharge path, and the game balls that have passed through the discharge path head towards a storage device 25 (see FIG. 5) described later. In this way, the game balls launched towards the game area 6 enter any of the general winning opening 10, the first start opening 11, the electric chute 12D (the second start opening 12), the big winning opening 14, and the out opening 19, and then pass through the discharge path and are detected by the discharge port sensor 15a. After that, the game balls that have passed through the discharge path will be stored in the storage device 25.

[0037] Also, as shown in FIG. 3, display devices 8 are arranged at the lower right part of the game board 1. As shown in FIG. 4, the display devices 8 include a first special symbol display 81a that variably displays a first special symbol, a second special symbol display 81b that variably displays a second special symbol, and a normal symbol display 82 that variably displays a normal symbol (ordinary symbol). The first special symbol is also referred to as the first special figure or special figure 1, and the second special symbol is also referred to as the second special figure or special figure 2. Also, the normal symbol is also referred to as the ordinary symbol.

[0038] In addition, the display devices 8 include a first special figure hold display 83a that displays the stored number of the operation hold (the first special figure hold) of the first special figure display 81a, a second special figure hold display 83b that displays the stored number of the operation hold (the second special figure hold) of the second special figure display 81b, and a normal symbol hold display 84 that displays the stored number of the operation hold (the normal symbol hold) of the normal symbol display 82.

[0039] The variable display of the first special symbol is triggered by the winning of a game ball in the first start port 11. The variable display of the second special symbol is triggered by the winning of a game ball in the second start port 12. In the following description, the first special symbol and the second special symbol may be collectively referred to as special symbols (special figures, identification symbols). Also, the first special figure display 81a and the second special figure display 81b may be collectively referred to as the special figure display 81. Further, the first special figure hold display 83a and the second special figure hold display 83b may be collectively referred to as the special figure hold display 83. Also, the first special figure hold and the second special figure hold may be collectively referred to as the special figure hold.

[0040] The special figure display 81 (identification symbol display means) notifies the result of a lottery (special symbol lottery, jackpot lottery) based on winning in the first start port 11 or the second start port 12 by variably displaying (fluctuating display) the special symbol and then stopping the display. The special symbol to be stopped (stopped symbol, special symbol derived and displayed as the display result of the variable display) is one special symbol selected from a plurality of types of special symbols by the special symbol lottery. When the stopped symbol is a predetermined specific special symbol (special symbol in a specific stop mode, that is, jackpot symbol), a jackpot game (an example of a special game) is conducted to open the big winning port 14 in an opening pattern corresponding to the type of the stopped specific special symbol (that is, the type of the winning jackpot). The opening pattern of the big winning port in the special game will be described later.

[0041] Specifically, the special symbol display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special symbol according to the result of the jackpot lottery based on its lighting pattern. For example, when winning a jackpot (one of multiple types of jackpots described later), it displays a jackpot symbol where the LEDs at the 1st, 2nd, 5th, and 6th positions from the left are lit, such as "○○●●○○●●" (○: lit, ●: unlit). Also, when losing, it displays a losing symbol where only the rightmost LED is lit, such as "●●●●●●●○". It is also possible to adopt a mode where all LEDs are turned off as the losing symbol. Note that the losing symbol is not a specific special symbol. Also, before the special symbol stops being displayed, the special symbol is variably displayed for a predetermined variable time, and the mode of the variable display is, for example, a mode where each LED lights up so that light repeatedly flows from left to right. Note that the mode of the variable display can be anything, such as all LEDs flashing simultaneously as long as each LED is not in a stopped display (lit display in a specific mode).

[0042] In this pachinko gaming machine PY1, when there is a winning (entry) of a game ball into the first start port 11 or the second start port 12, the values of various random numbers such as the jackpot random number obtained for the winning (numerical information, determination information) are temporarily stored in a special symbol hold memory unit 105 described later. Specifically, if it is a winning in the first start port 11, it is stored as the first special symbol hold in the first special symbol hold memory unit 105a described later, and if it is a winning in the second start port 12, it is stored as the second special symbol hold in the second special symbol hold memory unit 105b described later. There is an upper limit to the number of special symbol holds that can be stored in each special symbol hold memory unit 105, and the upper limit value in this embodiment is "4" respectively.

[0043] The special figure reservation stored in the special figure reservation memory unit 105 is consumed when the variable display of the special symbol based on the special figure reservation becomes possible. The consumption of the special figure reservation means determining a jackpot random number or the like corresponding to the special figure reservation and executing a variable display of the special symbol to show the determination result. Therefore, in this pachinko gaming machine PY1, when the variable display of the special symbol based on the winning of a game ball in the first start port 11 or the second start port 12 cannot be immediately performed after the winning, that is, even when a winning occurs during the execution of the variable display of the special symbol or during the execution of a special game, the right to conduct a jackpot lottery for the winning can be reserved up to a predetermined number.

[0044] And the number of such special figure reservations is displayed on the special figure reservation display 83. Specifically, the special figure reservation display 83 is each composed of, for example, 4 LEDs, and the number of special figure reservations is displayed by lighting the LEDs corresponding to the number of special figure reservations.

[0045] The variable display of the normal symbol is triggered by the passage of a game ball through the gate 13. The normal symbol display 82 notifies the result of the normal symbol lottery based on the passage of the game ball through the gate 13 by performing a variable display (fluctuating display) of the normal symbol and then stopping the display. The normal symbol to be stopped (the normal symbol at the stop, the normal symbol derived as the display result of the variable display) is one normal symbol selected from a plurality of types of normal symbols by the normal symbol lottery. When the stopped normal symbol is a predetermined specific normal symbol (the normal symbol in a predetermined stop mode, that is, the normal winning symbol), an auxiliary game is performed to open the second start port 12 in an opening pattern corresponding to the current game state. The opening pattern of the second start port 12 will be described later.

[0046] Specifically, the normal symbol display 82 is composed of, for example, two LEDs (see Fig. 4), and displays normal symbols corresponding to the results of the normal symbol lottery according to their lighting modes. For example, when the lottery result is a win, it displays a normal win symbol where both LEDs are lit, such as "○○" (○: lit, ●: unlit). When the lottery result is a loss, it displays a normal loss symbol where only the right LED is lit, such as "●○". It is also possible to adopt a mode where all LEDs are turned off as a normal loss symbol. Note that the normal loss symbol is not a specific normal symbol. Before the normal symbol stops being displayed, the normal symbol is variably displayed for a predetermined variable time, and the mode of the variable display is, for example, a mode where both LEDs alternately light up. Note that the mode of the variable display can be anything, such as all LEDs flashing simultaneously as long as each LED is not in a stopped display (lit display in a specific mode).

[0047] In this pachinko gaming machine PY1, when a game ball passes through gate 13, the value of the normal symbol random number (win random number) obtained for that passage is temporarily stored as a normal symbol hold in the normal symbol hold memory unit 106 described later. There is an upper limit to the number of normal symbol holds that can be stored in the normal symbol hold memory unit 106, and the upper limit value in this embodiment is "4".

[0048] The normal symbol hold stored in the normal symbol hold memory unit 106 is consumed when variable display of the normal symbol based on that normal symbol hold becomes possible. Consuming a normal symbol hold means determining the normal symbol random number (win random number) corresponding to that normal symbol hold and executing variable display of the normal symbol to show the determination result. Therefore, in this pachinko gaming machine PY1, when variable display of the normal symbol based on the passage of a game ball through gate 13 cannot be performed immediately after that passage, that is, even when there is a winning during the execution of variable display of the normal symbol or during the execution of an auxiliary game, the right to conduct the normal symbol lottery for that passage can be retained with a predetermined number as the upper limit.

[0049] Then, the number of general drawing holds is displayed on the general drawing hold display 84. Specifically, the general drawing hold display 84 is composed of, for example, four LEDs, and the number of general drawing holds is displayed by lighting the LEDs corresponding to the number of general drawing holds.

[0050] Next, based on FIG. 5, the storage device 25 will be described, and the case where the game balls stored in the storage device 25 are launched toward the game area 6 will be described. The storage device 25 stores the game balls that have finished flowing down the game area 6 at the lower part of the inner frame 21, and launches the stored game balls toward the game area 6 based on the rotation operation of the handle 72k.

[0051] As shown in FIG. 5(A), the storage device 25 includes a storage unit 25a capable of storing a predetermined number of game balls, and a hitting hammer 25b capable of hitting the game balls stored in the storage unit 25a one by one with a launch intensity corresponding to the rotation angle of the handle 72k. The game balls hit by the hitting hammer 25b pass through a launch path HR extending upward from the storage unit 25a and head toward the game area 6. The launch path HR communicates with the storage unit 25a of the storage device 25 at the lower end and communicates with the game area 6 at the upper end.

[0052] As shown in FIG. 3, the upper end of the inner rail 62 forms the boundary between the upper end of the launch path HR and the game area 6, and a backflow prevention member 64 is provided at the upper end of the inner rail 62. The backflow prevention member 64 allows the entry of game balls from the launch path HR into the game area 6, while preventing the entry (backflow) of game balls from the game area 6 into the launch path HR, and is rotatably assembled to the upper end of the inner rail 62 with the lower end as a fulcrum. Specifically, when the game ball moves from the launch path HR toward the game area 6, the backflow prevention member 64 rotates to the right from the state shown in FIG. 2 to allow the game ball to enter the game area 6. On the other hand, when the game ball moves from the game area 6 toward the launch path HR, the backflow prevention member 64 cannot rotate to the left from the state shown in FIG. 2, thus preventing the entry (backflow) of the game ball into the launch path HR.

[0053] As shown in FIG. 5(A) here, a return flow path MR that branches downward and extends is provided in the launch path HR. The upper end of the return flow path MR communicates with the launch path HR, and the lower end of the return flow path MR communicates with the storage portion 25a of the storage device 25. A backflow prevention member 26 is provided at a portion where the upper end of the return flow path MR and the launch path HR merge.

[0054] The backflow prevention member 26 allows the entry of the game ball from the upstream side HR1 of the launch path HR to the downstream side HR2 of the launch path HR, while preventing the entry (backflow) of the game ball from the downstream side HR2 of the launch path HR to the upstream side HR1 of the launch path HR. Further, when the game ball flows downward through the downstream side HR2 of the launch path HR, the backflow prevention member 26 guides the game ball to the return flow path MR while preventing the entry of the game ball to the upstream side HR1 of the launch path HR. As shown in FIG. 5(A), the backflow prevention member 26 is rotatably assembled to the lower wall portion of the launch path HR with the lower end as a fulcrum. Also, the backflow prevention member 26 is configured to maintain a posture extending in the vertical direction (the state shown in FIG. 5(A)) by the biasing force of a biasing member (not shown).

[0055] Therefore, normally, when the game ball stored in the storage portion 25a is struck by the hitting mallet 25b, it is launched upward toward the launch path HR as shown in FIG. 5(B). At this time, after the game ball passes through the upstream side HR1 of the launch path HR, the backflow prevention member 26 is rotated leftward as shown in FIG. 5(B) from the posture extending in the vertical direction. Thereby, the game ball can enter the downstream side HR2 of the launch path HR. Thereafter, while maintaining the launched momentum, the game ball enters the game area 6 from the upper end of the launch path HR. Note that after rotating leftward as shown in FIG. 5(B), the backflow prevention member 26 immediately returns to the posture extending in the vertical direction (the state shown in FIG. 5(A)) by the biasing force of a biasing member (not shown).

[0056] On the other hand, in an irregular situation, although the game ball enters from the upstream side HR1 of the firing path HR to the downstream side HR2 of the firing path HR, the game ball may not be able to enter the game area 6 because the momentum of the game ball when fired (struck) is weak. In this case, the game ball flows downward on the downstream side HR2 of the firing path HR and tries to enter the upstream side HR1 of the firing path HR. However, as shown in Fig. 5(C), the game ball cannot enter the upstream side HR1 of the firing path HR because the backflow prevention member 26 cannot rotate to the right from the vertically extended posture. Therefore, the game ball is guided by the backflow prevention member 26 toward the return flow path MR and returns to the storage section 25a through the return flow path MR. In this way, the game ball (so-called "far ball") that has been fired from the storage device 25 but cannot enter the game area 6 can always return to the storage device 25 by passing through the return flow path MR.

[0057] Next, the increase and decrease of the number of game balls displayed on the game ball number display 180 (see Fig. 1) (the number of game balls that the player can use for the game at the current time) will be described. As shown in Fig. 5(A), a fired ball detection sensor 16a is arranged at the upper end of the upstream side HR1 of the firing path HR. The fired ball detection sensor 16a detects the game ball passing through the upper end of the upstream side HR1 of the firing path HR. Therefore, every time a game ball is fired from the storage device 25, the game ball is detected by the fired ball detection sensor 16a. In this case, the number of game balls displayed on the game ball number display 180 will decrease by one ball each time a game ball is fired.

[0058] By the way, as described above, a far ball may occur because the momentum of the game ball when fired is weak. In this case, since the far ball has not entered the game area 6, it has not participated in the game. However, even for a far ball, since the game ball is detected by the fired ball detection sensor 16a, the number of game balls decreases by "1". In this way, there is a risk of disadvantaging the player due to the far ball.

[0059] Therefore, as shown in Fig. 5(A), a return ball detection sensor 17a is arranged in the return flow path MR. The return ball detection sensor 17a detects game balls (return balls, foul balls) passing through the return flow path MR. Therefore, when a foul ball occurs, as described above, the foul ball will surely pass through the return flow path MR, so it is possible to detect the foul ball with the return ball detection sensor 17a. And when a game ball is detected by the return ball detection sensor 17a, the number of held balls is increased by "1". In this way, when a foul ball occurs, after the number of held balls is decreased by "1", the number of held balls is increased by "1", so that it is possible not to give an adverse effect to the player. Note that the return ball detection sensor 17a is composed of a photo sensor, but the configuration of the sensor can be appropriately changed as long as it can detect game balls passing through the return flow path MR.

[0060] Also, game balls that enter the general winning opening 10 are detected by the general winning opening sensor 10a. In this case, assuming that the player has obtained prize balls, the number of game balls is increased by "5". Game balls that enter the first starting opening 11 are detected by the first starting opening sensor 11a. In this case, assuming that the player has obtained prize balls, the number of game balls is increased by "3". Game balls that enter the second starting opening 12 are detected by the second starting opening sensor 12a. In this case, assuming that the player has obtained prize balls, the number of game balls is increased by "2". Game balls that enter the big winning opening 14 are detected by the big winning opening sensor 14a. In this case, assuming that the player has obtained prize balls, the number of game balls is increased by "15". Note that the increase in the number of held balls (number of prize balls) based on the entry of game balls into the above-mentioned respective winning openings (general winning opening 10, first starting opening 11, second starting opening 12, big winning opening 14) is merely an example and can be appropriately changed.

[0061] Next, based on FIG. 1, the dedicated external unit 200 installed to the left of the pachinko gaming machine PY1 will be described. The dedicated external unit 200 (external unit) accepts a visitor card (general card) or a membership card, and is configured to be able to transmit and receive (communicate) information to and from the pachinko gaming machine PY1. The visitor card is issued to general players who are not member-registered, and can store the number of gaming balls (number of gaming balls) that can be used for gaming. And the visitor card has a prepaid function. The membership card is issued to players who have registered as members at the game parlor, and can store the number of gaming balls (number of gaming balls) that can be used for gaming. And the membership card has a prepaid function and enables the player to use the gaming balls (stored balls) deposited at the game parlor before the previous day.

[0062] As shown in FIG. 1, the dedicated external unit 200 (external unit) has a card slot 205 at the lower part for inserting or ejecting a visitor card or a membership card. When a visitor card is inserted into the card slot 205, the dedicated external unit 200 reads the number of gaming balls stored in the visitor card and also reads the prepaid balance. Also, when a membership card is inserted into the card slot 205, the dedicated external unit 200 reads the number of gaming balls stored in the membership card and also reads the prepaid balance. Further, through communication with the hall computer 230 (see FIG. 16), the number of gaming balls (number of stored balls) deposited by the member-registered player at the game parlor before the previous day can be grasped.

[0063] Also, as shown in FIG. 1, the dedicated external unit 200 has a bill insertion slot 201 at the upper part for inserting bills, and has a data display 202 below the bill insertion slot 201. When a bill is inserted into the bill insertion slot 201, the dedicated external unit 200 can lend the player the number of gaming balls corresponding to the amount. The data display 202 can display the prepaid balance, the remaining amount of the bills inserted into the bill insertion slot 201, and other various information.

[0064] Also, as shown in FIG. 1, the dedicated external unit 200 has a replay button 203 below the data display 202. When the replay button 203 is pressed while the dedicated external unit 200 is reading the number of game balls stored in a card (visitor card or membership card), part or all of the read number of game balls is deducted. Then, when the dedicated external unit 200 transmits the information on the deducted number of game balls to the pachinko gaming machine PY1 as information related to lending, the number of game balls is displayed on the game ball display 180 of the pachinko gaming machine PY1 in a state where the previously shown number of game balls and the deducted number of game balls are added. Also, when the replay button 203 is pressed while the dedicated external unit 200 knows the number of stored balls, part or all of the known number of stored balls is deducted. Then, when the dedicated external unit 200 transmits the information on the deducted number of stored balls to the pachinko gaming machine PY1 as information related to lending, the number of game balls is displayed on the game ball display 180 of the pachinko gaming machine PY1 in a state where the previously shown number of game balls and the deducted number of stored balls are added. Note that when the replay button 203 is pressed while the dedicated external unit 200 is reading the number of game balls stored in the card and knows the number of stored balls, the number of game balls stored in the card is preferentially deducted.

[0065] Also, as shown in FIG. 1, the dedicated external unit 200 has a ball lending button 204 below the replay button 203. When the ball lending button 204 is pressed while the dedicated external unit 200 is reading the prepaid balance stored in a card (visitor card or membership card), the read prepaid balance is deducted and converted into information on the number of game balls. Then, the dedicated external unit 200 transmits the converted information on the number of game balls to the pachinko gaming machine PY1 as information related to lending. As a result, the number of game balls is displayed on the game ball display 180 of the pachinko gaming machine PY1 in a state where the previously shown number of game balls and the converted number of game balls are added.

[0066] In addition, as shown in FIG. 1, the dedicated external unit 200 has a card return button 206 below the card slot 205. The card return button 206 is to be pressed when the player finishes the game. When the card return button 206 is pressed, the dedicated external unit 200 causes the card (visitor card or membership card) to store the information on the number of stored balls it holds and the information on the remaining prepaid balance it has read. Then, the dedicated external unit 200 returns the card with the newly stored number of game balls (number of stored balls) from the card slot 205.

[0067] Here, in this pachinko gaming machine PY1, as shown in FIG. 2, a counting button 43k is provided on the right side of the lower part 23x of the front door 23. The counting button 43k is for executing a counting process of storing, in the card (visitor card or membership card) inserted into the dedicated external unit 200, a part of the number of game balls (1 ball or 250 balls in this form) or all (the number of balls held when it is less than 250 balls) displayed on the game ball number display 180. As will be described in detail later, when the counting button 43k is pressed for an extremely short time, the number of game balls displayed on the game ball number display 180 is decreased by 1, and when the counting button 43k is continuously pressed (for 500 msec or more), the number of game balls displayed on the game ball number display 180 is decreased by 250 every 0.3 seconds (300 msec). At this time, the information on the decreased number of game balls is transmitted as information related to counting to the dedicated external unit 200. Then, the dedicated external unit 200 stores the received information on the number of game balls in the card in an overwritten state.

[0068] 2. Electrical Configuration of the Gaming Machine Next, based on FIGS. 9 and 10, the electrical configuration of the pachinko gaming machine PY1 will be described. As shown in FIGS. 9 and 10, the pachinko gaming machine PY1 includes a game control board 100 (main control board) that controls game benefits such as jackpot lottery and transition of game states, a production control board 120 (sub-control board) that controls production related to the production executed as the game progresses, a frame control board 170 that controls the number of game balls, and the like. Note that the game control board 100 and the frame control board 170 constitute a main control unit. In addition, the game control board 100 and the frame control board 170 can each be referred to as a main board capable of executing control processing that affects the result of the game. The production control board 120, together with an image control board 140, an audio control board 161, and a sub-drive board 162 described later, constitutes a sub-control unit. Note that the sub-control unit only needs to include at least the production control board 120 and be able to control game productions using production means (such as an image display device 50, a speaker 610, a panel lamp 54, a panel movable body 55k, a frame lamp 56, etc.).

[0069] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 (power supply unit) inputs an external AC24V power supply and generates power supplies of various voltages (DC5V, DC12V, DC18V, DC24V, DC37V) necessary for the operation of the pachinko gaming machine PY1 based on the AC24V power supply. The power supply board 190 supplies the generated power to the game control board 100, the production control board 120, and the frame control board 170, and also supplies it to other devices via these boards.

[0070] The power supply board 190 is provided with a RAM clear switch 191 (RAM clear operation means) that can be pressed. The RAM clear switch 191 is for erasing game-related information (such as information on game states such as high-probability states, and information such as the result of special drawing reservation and jackpot winning determination) stored in the game RAM (Random Access Memory) 104 of the game control microcomputer 101 described later.

[0071] The power supply board 190 is provided with a backup power supply circuit 192. When power is not supplied to the pachinko gaming machine PY1, the backup power supply circuit 192 supplies power to the game RAM (Random Access Memory) 104 of the game control board 100 and the effect RAM 124 of the effect control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the game control board 100 and the effect RAM 124 of the effect control board 120 is retained even when the power supply of the pachinko gaming machine PY1 is interrupted. Also, a power switch 195 is connected to the power supply board 190. The power supply can be switched on / off by operating the power switch 195. Note that a backup power supply circuit for the game RAM 104 of the game control board 100 may be provided on the game control board 100, or a backup power supply circuit for the effect RAM 124 of the effect control board 120 may be provided on the effect control board 120.

[0072] As shown in FIG. 9, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 for controlling the progress of the game of the pachinko gaming machine PY1 according to a program is mounted on the game control board 100. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores a program for controlling the progress of the game and the like, a game RAM 104 used as a work memory, a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103, and a game I / O (Input / Output) port 118 for inputting and outputting data and signals. The game RAM 104 is provided with the above-described special drawing reservation storage unit 105 (the first special drawing reservation storage unit 105a and the second special drawing reservation storage unit 105b) and the general drawing reservation storage unit 106. Note that the game ROM 103 may be external.

[0073] Various sensors and solenoids are connected to the game control board 100 via the relay board 110. Therefore, signals are input to the game control board 100 from each sensor, and signals are output from the game control board 100 to each solenoid. Specifically, the sensors include a general winning port sensor 10a, a first start port sensor 11a, a second start port sensor 12a, a gate sensor 13a, a big winning port sensor 14a, a discharge port sensor 15a, and a magnetic sensor 28a.

[0074] The general winning port sensor 10a is provided inside the general winning port 10 and detects the game balls that have won in the general winning port 10. The first start port sensor 11a is provided inside the first start port 11 and detects the game balls that have won in the first start port 11. The second start port sensor 12a is provided inside the second start port 12 and detects the game balls that have won in the second start port 12. The gate sensor 13a is provided inside the gate 13 and detects the game balls that have passed through the gate 13. The big winning port sensor 14a is provided inside the big winning port 14 and detects the game balls that have won in the big winning port 14.

[0075] The discharge port sensor 15a is provided outside the game area 6 and inside a discharge path (not shown), and detects the game balls passing through the discharge path. All the game balls (number of launched balls) that have flowed down the game area 6 will be detected by this discharge port sensor 15a. The magnetic sensor 28a is provided on the game board 1 and detects the magnetism generated when a player uses a magnet or the like to illegally make a game ball win in various winning ports 10, 11, 12, 14.

[0076] Also, as for the solenoids, an electric chute solenoid 12s and an AT solenoid 14s are connected. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute 12D. The AT solenoid 14s drives the AT opening / closing member 14k of the big winning device 14D.

[0077] Furthermore, a special figure display 81 (first special figure display 81a and second special figure display 81b), a general figure display 82, a special figure hold display 83 (first special figure hold display 83a and second special figure hold display 83b), and a general figure hold display 84 are connected to the game control board 100. That is, the display control of these displays 8 is performed by the game control microcomputer 101.

[0078] In addition, the game control board 100 transmits various commands and signals to the frame control board 170 and receives various commands and signals from the frame control board 170 for monitoring the number of game balls (monitoring of payouts). A dedicated external unit 200 outside the pachinko game machine PY1 is connected to the frame control board 170, and a launch device 72 is connected via a launch control circuit 175. The launch device 72 includes a handle 72k (see FIG. 1).

[0079] Here, as shown in FIG. 7, the game control board 100 is disposed inside the inner frame 21 and on the rear side (back side) of the game board 1. That is, the game control board 100 is disposed inside (front side) of a transparent rear case 25X on the rear side of the rear unit and is not attached to the game machine frame 2. Therefore, the game control board 100 can be said to be a board - side board attached to the game board 1 rather than a frame - side board attached to the game machine frame 2. The game control board 100 is housed inside a transparent main board case 100A so as to ensure the visibility of the game control microcomputer 101. Note that the effect control board 120, the image control board 140, the sub - drive board 162, and the audio control board 161 are also board - side boards attached to the game board 1.

[0080] On the other hand, the frame control board 170 (frame-side board) is disposed below the back case 25X and below the inner frame 21. That is, the frame control board 170 is not attached to the game board 1 inside the inner frame 21 (pachinko machine frame 2). Therefore, the frame control board 170 can be said to be a frame-side board attached to the pachinko machine frame 2, rather than a board-side board attached to the game board 1. The frame control board 170 is housed inside a transparent frame board case 170A so as to ensure the visibility of the frame control microcomputer 171. Note that the power supply board 190 is also a frame-side board attached to the pachinko machine frame 2.

[0081] As shown in FIG. 9, a game ball number display 180 (see FIG. 1) is connected to the frame control board 170. Then, the frame control board 170 controls the number of game balls displayed on the game ball number display 180 based on a bonus ball command transmitted from the game control microcomputer 101, a detection signal from the launched ball detection sensor 16a, a detection signal from the returned ball detection sensor 17a, and various signals transmitted from the dedicated external unit 200. Note that this pachinko game machine PY1 does not drive a bonus ball motor of a bonus ball payout device to pay out bonus balls or pay out loan balls, like a non-enclosed pachinko machine.

[0082] The frame control board 170 implements a one-chip microcomputer for frame control (hereinafter referred to as "frame control microcomputer") 171 that can execute display control of the number of game balls according to a program. The frame control microcomputer (payout control means, game ball number control means) 171 includes a frame ROM 173 that stores a program for controlling the display of the number of game balls, a frame RAM 174 used as a work memory, a frame CPU 172 that executes the program stored in the frame ROM 173, and a frame I / O port (input / output circuit) 176 for inputting and outputting data and signals. Note that the frame ROM 173 may be external.

[0083] In addition, an emission ball detection sensor 16a, a return ball detection sensor 17a, a radio wave sensor 18a, a frame opening sensor 2a (specific sensor), a calling sensor 41a, and a counting button sensor 43a are connected to the frame control board 170. The emission ball detection sensor 16a is provided on the upstream side of the emission path HR (see Fig. 5(A)) and detects a game ball passing through the upstream side of the emission path HR. By this emission ball detection sensor 16a, all the game balls launched from the storage device 25 toward the game area 6 are detected (see Fig. 5(B)). The return ball detection sensor 17a is provided in the return flow path MR (see Fig. 5(A)) and detects a game ball passing through the return flow path MR. By this return ball detection sensor 17a, the game balls that have become foul balls among the game balls launched toward the game area 6 are detected (see Fig. 5(C)).

[0084] The radio wave sensor 18a is provided in the vicinity of the emission ball detection sensor 16a and the return ball detection sensor 17a and detects unauthorized radio waves. That is, as described above, when a game ball launched from the storage device 25 toward the game area 6 is detected by the emission ball detection sensor 16a, the number of game balls displayed on the game ball number display 180 is decreased by "1". However, if the emission ball detection sensor 16a malfunctions due to unauthorized radio waves, there is a possibility that the emission ball detection sensor 16a cannot detect the game balls launched toward the game area 6. On the other hand, when a game ball passing through the return flow path MR is detected by the return ball detection sensor 17a, the number of game balls displayed on the game ball number display 180 is increased by "1". However, if the return ball detection sensor 17a malfunctions due to unauthorized radio waves, there is a possibility that the return ball detection sensor 17a erroneously detects even though the game ball has not passed through the return flow path MR. Therefore, in order to address the above problems, the radio wave sensor 18a can detect unauthorized radio waves that cause the emission ball detection sensor 16a or the return ball detection sensor 17a to malfunction.

[0085] The frame opening sensor 2a is provided at the hinge portion 24 of the gaming machine frame 2 and detects the opening of the inner frame 21 of the front door 23 or the opening of the inner frame 21 with respect to the outer frame 22. Hereinafter, if at least one of the opening of the inner frame 21 of the front door 23 and the opening of the inner frame 21 with respect to the outer frame 22 is detected, it is considered that the opening of the gaming machine frame 2 has been detected. Note that a frame opening sensor for detecting the opening of the inner frame 21 of the front door 23 and a sensor for detecting the opening of the inner frame 21 with respect to the outer frame 22 may be provided separately. The call sensor 41a is provided at the call switch 41k (see FIG. 2) and detects a pressing operation on the call switch 41k. The count button sensor 43a is provided at the count button 43k (see FIG. 2) and detects a pressing operation on the count button 43k.

[0086] Also, as shown in FIG. 7, a frame board display 300 is arranged on the frame control board 170. As will be described in detail later, the frame board display 300 displays the left hit base as a performance display, the number of game balls that the player can use at the current time, and an error code as an error display. The frame board display 300 is composed of six 7-segment displays arranged horizontally so that six-digit numbers or characters (Roman letters) can be displayed. That is, as shown in FIG. 8, the frame board display 300 includes, in order from left to right, a first lighting area 301, a second lighting area 302, a third lighting area 303, a fourth lighting area 304, a fifth lighting area 305, and a sixth lighting area 306. And the six lighting areas 301 to 306 have eight lighting parts (LED elements) LB1 to LB8, LB9 to LB16, LB17 to LB24, LB25 to LB32, LB33 to LB40, and LB41 to LB48. Note that in FIG. 8, “bL35” is shown in the frame board display 300, which means that the value of the left hit base during measurement is “35 (%)”. The display control of the frame board display 300 is executed by the frame control microcomputer 171 (see FIG. 9) in the same manner as the display control of the game ball number display 180.

[0087] Next, the launcher 72 will be described. When the player operates the handle 72k (see FIG. 1) of the launcher 72, the touch switch 72a detects the contact with the handle 72k, and the launch volume 72b detects the amount of rotation of the handle 72k. Then, the launch solenoid 72s is driven so that the game ball is launched with a strength corresponding to the magnitude of the detection signal of the launch volume 72b, and the game ball is launched toward the launch path HR by the hitting hammer 25b (see FIG. 5(B)). In this pachinko gaming machine PY1, a game ball is launched about once every 0.6 seconds.

[0088] As shown in FIGS. 9 and 10, the game control board 100 transmits various commands to the effect control board 120. The connection between the game control board 100 and the effect control board 120 is a unidirectional communication connection that allows only the transmission of signals from the game control board 100 to the effect control board 120. That is, a unidirectional circuit (for example, a circuit using a diode), not shown, as a communication direction regulating means is interposed between the game control board 100 and the effect control board 120.

[0089] As shown in FIG. 10, an effect control one-chip microcomputer (hereinafter referred to as "effect control microcomputer") 121 for controlling the effects of the pachinko gaming machine PY1 according to a program is mounted on the effect control board 120. The effect control microcomputer 121 includes an effect ROM 123 that stores programs and the like for controlling effects as the game progresses, an effect RAM 124 used as a work memory, an effect CPU 122 that executes the programs stored in the effect ROM 123, and an effect I / O port 138 for inputting and outputting data and signals. Note that the effect ROM 123 may be external.

[0090] As shown in FIG. 10, an image control board 140, an audio control board 161 (audio control circuit), and a sub-drive board 162 (sub-drive circuit) are connected to the effect control board 120. An image display device 50 is connected to the image control board 140, and a speaker 610 is connected to the audio control board 161. Further, a tray lamp 54, a tray movable body 55k, and a frame lamp 56 are connected to the sub-drive board 162.

[0091] As shown in FIG. 10, the effect control microcomputer 121 (effect control means) of the effect control board 120 causes the image CPU 141 of the image control board 140 to control the image display device 50 based on the command received from the game control board 100. The image control board 140 includes an image ROM 142 that stores programs for controlling image display and the like, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image ROM 142 stores still image data and moving image data to be displayed on the image display device 50, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including effect symbols), and background images.

[0092] Also, based on the command received from the game control board 100, the effect control microcomputer 121 outputs sounds, music, sound effects, etc. from the speaker 610 via the audio control board 161. The acoustic data such as the sound output from the speaker 610 is stored in the effect ROM 123 of the effect control board 120. Note that a CPU may be mounted on the audio control board 161, and in that case, the CPU may be made to execute audio control. Further, in this case, a ROM may be mounted on the audio control board 161, and the acoustic data may be stored in the ROM. Also, the speaker 610 may be connected to the image control board 140, and the image CPU 141 of the image control board 140 or a dedicated audio CPU provided on the image control board 140 may be made to execute audio control. Further, in this case, the acoustic data may be stored in the image ROM 142 of the image control board 140.

[0093] Also, as shown in FIG. 10, the effect control microcomputer 121 controls the lighting of lamps such as the frame lamp 56 and the panel lamp 54 via the sub-drive board 162 based on the command received from the game control board 100. Specifically, the effect control microcomputer 121 creates light emission pattern data (data that determines the light emission mode of each lamp, such as lighting / extinguishing and emission color, also referred to as lamp drive data), and controls the light emission of each lamp according to the light emission pattern data. Note that the data stored in the effect ROM 123 of the effect control board 120 is used to create the light emission pattern data.

[0094] Furthermore, the effect control microcomputer 121 controls the drive of the panel movable body 55k via the sub-drive board 162 based on the command received from the game control board 100. Specifically, the effect control microcomputer 121 creates operation pattern data (also referred to as drive data) that determines the operation mode of the panel movable body 55k, and performs drive control of the motor for driving the panel movable body 55k according to the operation pattern data. The data stored in the effect ROM 123 of the effect control board 120 is used to create the operation pattern data.

[0095] Note that a CPU may be mounted on the sub-drive board 162. In this case, the CPU may be made to perform lighting control of the lamps and drive control of the panel movable body 55k. Furthermore, in this case, a ROM may be mounted on the sub-drive board 162, and data related to the light emission pattern and the operation pattern may be stored in the ROM.

[0096] In addition, an input unit detection sensor (a performance button detection sensor) 40a and a select button detection sensor 42a are connected to the performance control board 120. The input unit detection sensor 40a detects that the input unit 40k (see FIG. 1) has been pressed. When the input unit 40k is pressed, a detection signal is output from the input unit detection sensor 40a to the performance control board 120. The select button detection sensor 42a detects that the select button 42k (see FIG. 1) has been pressed. When the select button 42k is pressed, a detection signal is output from the select button detection sensor 42a to the performance control board 120.

[0097] Note that FIGS. 9 and 10 are functional block diagrams for explaining the electrical configuration of the pachinko gaming machine PY1. It is not the case that only the boards shown in FIGS. 9 and 10 are provided. Therefore, excluding the game control board 100, any plurality of the boards shown in FIGS. 9 and 10 may be configured as one board, or one board shown in FIGS. 9 and 10 may be configured as a plurality of boards.

[0098] 3. Explanation of Jackpots, etc. In the pachinko gaming machine PY1 of this embodiment, as a result of the jackpot lottery (special symbol lottery), there are "jackpot" and "miss". When it is a "jackpot", a "jackpot symbol" is stopped and displayed on the special symbol display 81. When it is a "miss", a "losing symbol" is stopped and displayed on the special symbol display 81. When winning the jackpot, a "jackpot game" is executed to open the big winning opening 14 in an opening pattern corresponding to the type of the stopped special symbol (the type of jackpot). The jackpot game is also called a special game.

[0099] In the present form, a jackpot game includes multiple rounds of round games (unit release games), an opening (also denoted as OP) before the start of the first round game, and an ending (also denoted as ED) after the end of the last round game. Each round game starts upon the end of the OP or the end of the previous round game and ends upon the start of the next round game or the start of the ED. The closing time (interval time) of the big winning opening between round games is included in the opening round game before the closing.

[0100] There are multiple types of jackpots. The types of jackpots are as shown in FIG. 11. As shown in FIG. 11, there is a distinction between a probability-variable jackpot and a normal jackpot. A probability-variable jackpot is a jackpot that controls the game state after the jackpot game to a high-probability state, which will be described later. A normal jackpot is a jackpot that controls the game state after the jackpot game to a normal-probability state (low-probability state), which will be described later.

[0101] Also, there are 10R jackpots, 6R jackpots, and 3R jackpots. As shown in FIG. 11, a 10R jackpot is a jackpot that opens the big winning opening 14 from 1R to 10R for a maximum of 29.5 seconds per 1R. Also, a 6R jackpot is a jackpot that opens the big winning opening 14 from 1R to 6R for a maximum of 29.5 seconds per 1R. Also, a 3R jackpot is a jackpot that opens the big winning opening 14 from 1R to 3R for a maximum of 29.5 seconds per 1R. In each round, the game balls can win (enter the ball) into the big winning opening 14 up to the winning upper limit number (10 in the present form).

[0102] Thus, as shown in FIG. 11, the jackpots that can be won in the lottery of Special Figure 1 in the special drawing are of two types: 10R probability-variable jackpot 1 (hereinafter also simply referred to as "probability-variable jackpot 1") and 3R normal jackpot 1 (hereinafter also simply referred to as "normal jackpot 1"). When winning the 10R probability-variable jackpot 1, "Special Figure 1 - Jackpot Symbol A" is stopped and displayed on the first special figure display 81a. When winning the 3R normal jackpot 1, "Special Figure 1 - Jackpot Symbol B" is stopped and displayed on the first special figure display 81a.

[0103] In addition, for the jackpot that can be won in the lottery of Special Figure 2 (the lottery of the second special symbol), as shown in FIG. 11, there are two types: 10R Probability-Variable Jackpot 2 (hereinafter also simply referred to as "Probability-Variable Jackpot 2") and 6R Normal Jackpot 2 (hereinafter also simply referred to as "Normal Jackpot 2"). When winning the 10R Probability-Variable Jackpot 2, "Special Figure 2_Jackpot Symbol A" is stopped and displayed on the second special figure display 81b. When winning the 6R Normal Jackpot 2, "Special Figure 2_Jackpot Symbol B" is stopped and displayed on the second special figure display 81b.

[0104] Regardless of which jackpot is won, after the jackpot game, it is controlled to be in the time-saving state. However, in this embodiment, there are two types of time-saving states: the normal time-saving state and the micro time-saving state. When controlled to be in the normal time-saving state, it is controlled to be in the electric support control state (high base state). The electric support control state, when controlled in association with the high probability state, is set to a very large number of times such as 10,000 times for the time-saving count, and continues substantially until the next jackpot win. The time-saving count refers to the upper limit execution count of the variable display of the special symbol in the time-saving state. On the other hand, when controlled to be in the micro time-saving state, the time-saving count is set to 500 times.

[0105] Thus, in this embodiment, as shown in FIG. 11, when winning the Special Figure 1_Jackpot Symbol A, after the jackpot game, it is controlled to be in the high probability state and the electric support control state (high base state), and the time-saving count is not consumed until the next jackpot win. Hereinafter, the high probability state and the electric support control state are also referred to as the "high probability high base state (high probability time-saving state)". On the other hand, when winning the Special Figure 1_Jackpot Symbol B, after the jackpot game, it is controlled to be in the normal probability state and the micro time-saving state, and the time-saving count is set to 500 times. Hereinafter, the normal probability state and the micro control state are also referred to as the "low probability micro time-saving state". Therefore, in the low probability micro time-saving state, when the 500 times of the time-saving count is consumed, it is controlled to be in the normal probability state and the non-time-saving state, that is, the normal game state.

[0106] Also, as shown in FIG. 11, when winning the jackpot on the special symbol A in the special drawing 2, after the jackpot game, it is controlled to a high probability state and an electric support control state (high base state), and the shortened time count is not consumed until winning the next jackpot. On the other hand, when winning the jackpot on the special symbol B in the special drawing 2, after the jackpot game, it is controlled to a normal probability state and a slightly shortened time state, and the shortened time count is set to 500 times. Therefore, in the low probability and slightly shortened time state, when the 500 times of the shortened time count are consumed, it is controlled to the normal probability state and the non-shortened time state, that is, the normal game state.

[0107] As shown in FIG. 11, in the jackpot allocation rate in the lottery of the special drawing 1 and the lottery of the special drawing 2, the probability of a probability variable jackpot is 80% and the probability of a normal jackpot is 20% for both. However, as described above, when winning the normal jackpot based on the lottery of the special drawing 1, it is the 3R normal jackpot 1, while when winning the normal jackpot based on the lottery of the special drawing 2, it is the 6R normal jackpot 2. Therefore, the lottery of the special drawing 2 is more advantageous for the player than the lottery of the special drawing 1.

[0108] Also, in this embodiment, when it is determined as a loss as a result of the special symbol lottery, the type of the losing symbol is determined. As shown in FIG. 13(B), there are two types of losing symbols determined by the lottery of the special drawing 1 (the losing symbols stopped and displayed on the first special drawing display 81a), and there is one type of losing symbol determined by the lottery of the special drawing 2 (the losing symbols stopped and displayed on the second special drawing display 81b). Specifically, in the lottery of the special drawing 1, it is determined as "Special Drawing 1 - Losing Symbol A" or "Special Drawing 1 - Losing Symbol B". Also, in the lottery of the special drawing 2, it is determined as "Special Drawing 2 - Losing Symbol A".

[0109] "Special Loss Symbol A in Special Figure 2" is a normal loss. That is, even if "Special Loss Symbol A in Special Figure 2" is stopped and displayed, the gaming state does not change. In contrast, "Special Loss Symbol A in Special Figure 1" and "Special Loss Symbol B in Special Figure 1" are special losses (an example of a specific determination result). A special loss (specific result) is a loss that triggers a transition to a time-saving state (a normal time-saving state or a micro time-saving state). When a special loss is incurred, without going through a jackpot game, it can be controlled to a time-saving state (a normal time-saving state or a micro time-saving state).

[0110] Specifically, when being controlled in the normal gaming state, if Special Loss Symbol A in Special Figure 1 is drawn, without going through a jackpot game, as shown in Fig. 13(B), it is controlled to a low-probability time-saving state (normal probability state and normal time-saving state). In this low-probability time-saving state, the time-saving count is set to a very large number such as 10,000 times, and it continues substantially until the next jackpot win. On the other hand, when being controlled in the normal gaming state, if Special Loss Symbol B in Special Figure 1 is drawn, without going through a jackpot game, as shown in Fig. 13(B), it is controlled to a low-probability micro time-saving state (normal probability state and micro time-saving state). In this low-probability micro time-saving state, the time-saving count is set to 500 times.

[0111] However, when a special loss is drawn while being controlled in a non-time-saving state (normal gaming state), it will transition to a time-saving state (normal time-saving state or micro time-saving state). But if a special loss is drawn while being controlled in a time-saving state (normal time-saving state or micro time-saving state), it is treated as a normal loss and the gaming state does not change. Thus, in this embodiment, the gaming state changes only when a special loss is drawn, and it is limited to the normal gaming state (non-time-saving state) at most.

[0112] As shown in FIG. 13(B), if the lottery of Special Figure 1 is executed, Special Figure 1 Losing Symbol A is drawn at a distribution rate of 20%, and Special Figure 1 Losing Symbol B is drawn at a distribution rate of 80%. Therefore, in the lottery of Special Figure 1, since it will always result in a special loss, if it is controlled to the normal game state, just one execution of the lottery of Special Figure 1 will cause a transition to the low-probability short state or the low-probability very short state. On the other hand, if the lottery of Special Figure 2 is executed, Special Figure 2 Losing Symbol A will surely be drawn, and it will not result in a special loss.

[0113] Here, in this pachinko gaming machine PY1, the lottery for determining whether it is a big win is conducted based on the "big win random number", and the lottery for the type of the winning big win is conducted based on the "winning type random number". Also, in the case of a loss, the lottery for the type of loss is conducted based on the "winning type random number". As shown in FIG. 12(A), the big win random number takes values in the range from 0 to 65535. The winning type random number takes values in the range from 0 to 99. In addition to the big win random number and the winning type random number, there are also a "reach random number" and a "variation pattern random number" for the random numbers obtained based on winning in the first start port 11 or the second start port 12.

[0114] The reach random number is a random number that determines whether to generate a reach in the effect symbol variation effect indicating the result when the result of the big win determination is a loss. A reach is a state where among a plurality of effect symbols, the effect symbol that is being variably displayed remains one, and depending on which symbol the variably displayed effect symbol stops and is displayed as, it becomes a combination of effect symbols indicating a big win (for example, the state of "7↓7"). Note that the effect symbol that is stopped and displayed in the reach state may be displayed as slightly shaking within the display screen 50a, or may be displayed as repeating expansion and contraction. This reach random number takes values in the range from 0 to 255.

[0115] The variable pattern random number is a random number for determining a variable pattern including a variable time. The variable pattern random number takes values in the range from 0 to 99. Also, among the random numbers obtained based on passing through gate 13, there is the normal symbol random number (winning random number) shown in FIG. 12(B). The normal symbol random number is a random number for a lottery (normal symbol lottery) to determine whether to perform an auxiliary game that opens the electric chute 12D. The normal symbol random number takes values in the range from 0 to 65535.

[0116] 4. Explanation of game states Next, the game states of the pachinko machine PY1 of this embodiment will be described. The special symbol display 81 and the normal symbol display 82 of the pachinko machine PY1 each have a probability variation function and a variation time shortening function. The state in which the probability variation function of the special symbol display 81 is operating is called the "high probability state", and the state in which it is not operating is called the "normal probability state (non-high probability state, low probability state)". In the high probability state, the big win probability is higher than that in the normal probability state. That is, the big win determination is made using a big win determination table in which the value of the big win random number determined as a big win is more than the big win determination table used in the normal probability state (see FIG. 13(A)). That is, when the probability variation function of the special symbol display 81 operates, the probability that the display result (i.e., the stop symbol) of the variable display of the special symbol by the special symbol display 81 becomes a big win symbol is higher than when it is not operating.

[0117] Also, the state in which the variation time shortening function of the special symbol display 81 is operating is called the "time shortening state", and the state in which it is not operating is called the "non-time shortening state". In the time shortening state, the variation time of the special symbol (the time from the start of the variable display to the derived display of the display result) is shorter than that in the non-time shortening state. That is, the determination of the variation pattern is performed using a special symbol variation pattern table defined so that a variation pattern with a shorter variation time is selected more often than in the non-time shortening state (see FIG. 14). That is, when the variation time shortening function of the special symbol display 81 operates, a shorter variation time is more likely to be selected as the variation time of the variable display of the special symbol than when it is not operating.

[0118] However, in this embodiment, as described above, there are two types of time-saving states: the normal time-saving state and the micro time-saving state. When the types of time-saving states are different, the settings of various parameters related to the ease of winning the electric reel 12D, such as the variation pattern of the normal symbol and the release pattern of the electric reel 12D, are different. Specifically, in this embodiment, as shown in FIG. 13(D), the winning probability of the normal symbol lottery in the time-saving state (micro time-saving state, normal time-saving state) is the same as the winning probability of the normal symbol in the non-time-saving state. Specifically, in this embodiment, in any of the game states of the non-time-saving state, the micro time-saving state, and the normal time-saving state, the probability determined to be a win in the normal symbol lottery is set to 65535 / 65536. That is, in any game state, the normal symbol lottery is almost determined to be a win. Note that it may be configured such that the winning probability of the normal symbol lottery in the time-saving state is higher than that in the non-time-saving state (in other words, the probability variation function of the normal symbol display 42 operates in the time-saving state).

[0119] Also, in the time-saving state (micro time-saving state, normal time-saving state), as shown in FIG. 13(E), the variation time of the normal symbol becomes shorter than that in the non-time-saving state. Specifically, in this embodiment, the variation time of the normal symbol is 60000 ms in the non-time-saving state, 59000 ms in the micro time-saving state, and 1000 ms (1 second) in the normal time-saving state. That is, in the time-saving state, the variation time shortening function of the normal symbol display 42 operates. Note that the stop time of the normal symbol is 500 ms (0.5 second) in any game state.

[0120] Also, in the time-saving state (micro time-saving state, normal time-saving state), as shown in FIG. 13(F), the release time of the electric reel 22 in the auxiliary game becomes longer than that in the non-time-saving state. Specifically, in this embodiment, the release time of the electric reel 22 is 0.05 seconds per time in the non-time-saving state, 0.1 seconds per time in the micro time-saving state, and 2.5 seconds per time in the normal time-saving state. That is, in the time-saving state, the release time extension function of the electric reel 22 operates.

[0121] Also, in the time-saving state, as shown in Fig. 13(F), the number of times the electric chute 22 is opened in the auxiliary game may be more than that in the non-time-saving state. Specifically, in this embodiment, the number of times the electric chute 22 is opened is 1 time in the non-time-saving state and the micro-time-saving state, but 2 times in the normal time-saving state. That is, only in the normal time-saving state, the function of increasing the number of times the electric chute 22 is opened is activated.

[0122] Here, in the non-time-saving state, although the normal symbol lottery is almost a win if executed, the variation time of the normal symbol is as long as 60000 ms (60 seconds), and the opening of the electric chute 22 in the auxiliary game is a very short 0.05-second opening once. Therefore, in the non-time-saving state, even if the game is played with a right-handed shot (a way of hitting the game ball that can pass through the gate 28), it is almost impossible to win the electric chute 22.

[0123] On the other hand, in the normal time-saving state, if the normal symbol lottery is executed, it is almost a win, the variation time of the normal symbol is also short at 1000 ms (1 second), and the opening of the electric chute 22 in the auxiliary game is two 2.5-second openings, which is long enough. Therefore, in the normal time-saving state, by playing the game with a right-handed shot, winning the electric chute 22 can occur frequently. That is, it can be said that the normal time-saving state is a game state (a state where it is easy to score) where it is easier to win the electric chute 22 compared to the non-time-saving state (a state where it is not easy to score).

[0124] On the other hand, in the micro-time-saving state, although the normal symbol lottery is almost a win if executed, the variation time of the normal symbol is as long as 59000 ms (59 seconds), and the opening of the electric chute 22 in the auxiliary game is a short 0.1-second opening once. Therefore, in the micro-time-saving state, although various parameters related to the ease of winning the electric chute 22 (the winning probability of the normal symbol lottery, the variation time and stop time of the normal symbol, the opening pattern of the electric chute 22) are set to be easier to win the electric chute 22 compared to the non-time-saving state, even if the game is played with a right-handed shot, it is almost impossible to win the electric chute 22.

[0125] In such a very short time limit state, even if the player makes a right hit, it is impossible to expect a winning in the electric chute 22. Therefore, the player advances the game by making a left hit (see Fig. 10). On the other hand, in the normal game state, since a winning in the electric chute 22 frequently occurs by making a right hit, the player advances the game by making a right hit and by the lottery of Special Figure 2 (see Fig. 10). In this pachinko gaming machine PY1, the game is played by making a right hit even during the big win game.

[0126] The very short time limit state can be said to be a game state with a setting that makes it easier to win in the electric chute 22 compared to the non-time limit state, similar to the normal short time limit state. However, it is a game state where it is more difficult to win in the electric chute 22 than the normal short time limit state. Also, in the very short time limit state, since a winning in the electric chute 22 cannot be expected, it is a game state with a property closer to the non-time limit state than the normal short time limit state. The player advances the game by making a left hit and by the lottery of Special Figure 1 (see Fig. 15).

[0127] Incidentally, in the normal short time limit state, the base, which is the ratio of the number of prize balls to the number of balls fired, becomes higher compared to the non-time limit state. Therefore, the normal short time limit state is also called the "high base state", and the non-time limit state is also called the "low base state". In the high base state, it is possible to aim for a big win without significantly reducing the number of game balls in hand. Note that the high base state is a state in which so-called electric support control (control that supports winning in the second start port 21 by the electric chute 22) is being executed. Therefore, the high base state is also called the electric support control state. Also, the low base state is also called the non-electric support control state. The base in the very short time limit state is slightly higher than that in the non-time limit state and is almost the same as the non-time limit state.

[0128] Note that the short time limit state only needs to be such that due to the operation of one or more of the probability variation function of the normal symbol display 42, the function of shortening the variation time of the normal symbol display 42, the function of extending the opening time of the electric chute 22, and the function of increasing the number of openings of the electric chute 22, it becomes easier for the game balls to win in the second start port 21 related to the electric chute 22 than when these functions are not operating, and it is not necessary for all of these functions to operate.

[0129] Next, the determination of the variation pattern of the special symbol (special drawing variation pattern) will be described. The pachinko gaming machine 1 determines the special drawing variation pattern according to different special drawing variation pattern determination tables in the non-time-saving state, the slight time-saving state, and the normal time-saving state (see Fig. 14). As shown in Fig. 14, the special drawing variation pattern determination table in the time-saving state (normal time-saving state, slight time-saving state) is a table in which variation patterns with shorter variation times are more likely to be selected compared to the special drawing variation pattern determination table in the non-time-saving state.

[0130] Specifically, in the normal time-saving state, the lottery for special drawing 2 is mainly carried out by hitting the right, and the special drawing variation pattern determination table for the normal time-saving state shown in Fig. 14 is used. In the special drawing variation pattern determination table for the normal time-saving state, any one of the variation patterns P41 - P44, P51 - P56 is determined as the variation pattern of special drawing 2.

[0131] In the slight time-saving state, the lottery for special drawing 1 is mainly carried out by hitting the left, and the special drawing variation pattern determination table for the slight time-saving state shown in Fig. 14 is used. In the special drawing variation pattern determination table for the slight time-saving state, any one of the variation patterns P21 - P24, P31 - P36 is determined as the variation pattern of special drawing 1. When these variation patterns are selected, a variation effect accompanied by a normal reach or various SP reaches may be executed using the variation time.

[0132] On the other hand, in the non-time-saving state (normal gaming state), the lottery for special drawing 1 is mainly carried out by hitting the left, and the special drawing variation pattern determination table for the non-time-saving state shown in Fig. 14 is used. In the special drawing variation pattern determination table for the non-time-saving state, any one of the variation patterns P1 - P4, P11 - P16 is determined as the variation pattern of special drawing 1. When these variation patterns are selected, except when winning the jackpot, a variation effect accompanied by a special SP reach is always executed using the variation time. This is because if the lottery for special drawing 1 is executed in the non-time-saving state, except when winning the jackpot, it will always result in a special loss.

[0133] In addition, when playing the pachinko gaming machine PY1 for the first time, the gaming state after power-on or the gaming state after power-on accompanied by RAM clearing is a normal probability state, a non-time-limited state, and a low-base state. This gaming state is particularly referred to as the "low-probability non-time-limited state" or the "low-probability low-base state" or the "normal gaming state". Also, the state during the execution of a special game (big win game) is referred to as the "special game state" or the "big win game state". Furthermore, the state controlled to be in at least one of the high-probability state and the time-limited state (high-base state) shall be referred to as the "privilege game state".

[0134] Next, based on FIG. 15, the game flow of this embodiment will be described. As shown in FIG. 15, in this pachinko gaming machine PY1, the gaming state, excluding the big win game state (special game state), includes a normal gaming state (normal probability state and non-time-limited state), a low-probability micro-time-limited state (normal probability state and micro-time-limited state), a low-probability time-limited state (normal probability state and normal time-limited state), and a high-probability time-limited state (high-probability state and normal time-limited state).

[0135] First, when controlled to be in the low-probability micro-time-limited state, since it is almost impossible to expect a ball to enter the electric chute 12D, the game progresses by hitting the left flipper. Then, the lottery in Special Figure 1 is executed, and there is a probability of about 1 / 320 to aim for a big win (see FIG. 13(A)). Note that in the lottery of Special Figure 1, it will always be a special loss (see FIG. 13(B)), but in the micro-time-limited state, the special loss is treated as a normal loss. That is, in the low-probability micro-time-limited state, even if a special loss is drawn, the gaming state does not change. In this low-probability micro-time-limited state, the number of time-limited times is set to 500 times. Therefore, by executing the variable display of the special symbol 500 times, it is possible to shift to the normal gaming state (normal probability state and non-time-limited state). From the above, it can be said that the low-probability micro-time-limited state is a gaming state with a long gaming time.

[0136] When it is controlled in the normal gaming state, since it is almost impossible for balls to enter the electric chute 12D, the game progresses by hitting the left side. Then, when the lottery in Special Figure 1 is executed, it will always result in a special loss (see Fig. 13(B)). In this case, with a distribution rate of 20%, Special Figure 1 - Loss Symbol A will be drawn, and without going through a jackpot game, it will shift to the low - probability short - time state. On the other hand, with a distribution rate of 80%, Special Figure 1 - Loss Symbol B will be drawn, and without going through a jackpot game, it will shift to the low - probability very - short - time state. As described above, the normal gaming state can be said to be a gaming state where the time during which the game is played is very short.

[0137] When it is controlled in the low - probability short - time state, since balls can frequently enter the electric chute 12D, the game progresses by hitting the right side. Then, when the lottery in Special Figure 2 is executed, there is a probability of about 1 / 320 of aiming for a jackpot win. However, in the low - probability short - time state, since it is the normal short - time state, a special figure variation pattern with a short time for the variation display of the special symbol is likely to be selected (see Fig. 14). Therefore, the lottery in Special Figure 2 is executed quickly. Also, in the low - probability short - time state, the normal short - time state (electric support control state) continues until the next jackpot win (see Fig. 11). Thus, in the lottery of Special Figure 2, a jackpot win is always guaranteed. With a distribution rate of 80%, it wins on Special Figure 2 - Jackpot Symbol A, and with a distribution rate of 20%, it wins on Special Figure 2 - Jackpot Symbol B. In this way, if it wins on Special Figure 2 - Jackpot Symbol A, it will be controlled to the high - probability short - time state after the jackpot game, and if it wins on Special Figure 2 - Jackpot Symbol B, it will be controlled to the low - probability very - short - time state after the jackpot game.

[0138] When controlled in the high-probability short state, since the entry into the electric tube 12D can be expected frequently, the game progresses with a right-handed shot. Then, the lottery in Special Figure 2 is executed, aiming for a jackpot win with a probability of about 1 / 40 (see Fig. 13(A)). And in the high-probability short state, since it is the normal short state, a special figure variation pattern with a short time for the variation display of the special symbols is likely to be selected (see Fig. 14). Therefore, the lottery in Special Figure 2 is executed quickly. Also, in the high-probability short state, the normal short state (electric support control state) continues until the next jackpot win (see Fig. 11). Thus, in the lottery of Special Figure 2, a jackpot win is always guaranteed, winning the Special Figure 2 - Jackpot Symbol A with an allocation rate of 80% and winning the Special Figure 2 - Jackpot Symbol B with an allocation rate of 20%. In this way, if winning the Special Figure 2 - Jackpot Symbol A, it is controlled to the high-probability short state after the jackpot game, and if winning the Special Figure 2 - Jackpot Symbol B, it is controlled to the low-probability very short state after the jackpot game.

[0139] As described above, in this embodiment, it can be said that the game states are advantageous to the player in the order of high-probability short state > low-probability short state > normal game state > low-probability very short state. And as described above, if the lottery in Special Figure 1 is executed in the normal game state, it can immediately shift to the low-probability short state where the next jackpot win is guaranteed with a probability of 20%. On the other hand, in the very short state, even if the lottery in Special Figure 1 is executed, it cannot necessarily shift to the low-probability short state. Therefore, in the normal game state and the very short state where a left-handed shot is made, the low-probability very short state is a game state that is disadvantageous to the player compared to the normal game state and is set so that the playing time becomes longer.

[0140] 5. Communication between the Pachinko gaming machine and the dedicated external unit Next, based on FIG. 16, the communication between the pachinko gaming machine PY1 and the dedicated external unit 200 will be described. In this pachinko gaming machine PY1 which is an enclosed pachinko machine, as shown in FIG. 16, the frame control board 170 communicates with a dedicated external unit 200 provided outside the pachinko gaming machine PY1. The frame control board 170 is provided with a dedicated PIF (parallel interface) circuit 179 for performing serial communication with the dedicated external unit 200. Further, the dedicated external unit 200 includes a dedicated PIF circuit 209 for performing serial communication with the frame control board 170, an SC board 210 responsible for security, and a control unit 250. The control unit 250 has a CPU as a control center, a ROM that stores programs and control data for the CPU to operate, and a RAM that functions as a work area for the CPU.

[0141] Note that in Fig. 16, the illustration of the bill insertion slot 201 (see Fig. 1), data display 202, replay button 203, ball lending button 204, card slot 205, and card return button 206 provided in the above-described dedicated external unit 200 is omitted. In the control unit 250, when a bill is inserted into the bill insertion slot 201, information on the amount corresponding to the bill is input. Also, in the control unit 250, when the replay button 203 is pressed, a detection signal based on the pressing operation is input. Further, in the control unit 250, when the ball lending button 204 is pressed, a detection signal based on the pressing operation is input. Additionally, in the control unit 250, when a card is inserted into the card slot 205, the number of game balls and prepaid balance stored in the card can be read. Then, the control unit 250 performs display control of the prepaid balance, the remaining amount of the bills inserted into the bill insertion slot 201, and various other information on the data display 202. Moreover, in the control unit 250, when the card return button 206 is pressed, the information on the number of stored balls held and the prepaid balance read can be stored in a card (visitor card or membership card). Then, the control unit 250 returns the card in which the new number of game balls (number of stored balls) is stored from the card slot 205.

[0142] Also, as shown in Fig. 16, in the game arcade YG, an HC (hall computer) BOX 220, a hall computer 230, and a management computer 240 are provided. The HC BOX 220 converts information from the pachinko game machine PY1 from a serial signal to a parallel signal and transmits it to the hall computer 230. That is, the HC BOX connects the existing hall computer 230 that receives parallel signals and the dedicated external unit 200 that outputs serial signals. The management computer 240 communicates with the dedicated external unit 200 and also communicates with a game machine information center (not shown) outside the game arcade YG.

[0143] As shown in FIG. 16, the frame control board 170 and the dedicated external unit 200 transmit and receive (communicate) information through serial communication. Specifically, the control unit 250 of the frame control board 170 and the dedicated external unit 200 performs communication in a message format through asynchronous serial communication (UART (Universal Asynchronous Receiver / Transmitter) communication) via the dedicated PIF circuits 179, 209 and the SC board 210. The dedicated PIF circuits 179 and 209 are connected to each other by a dedicated PIF cable 260. Also, when the control unit 250 of the frame control board 170 and the dedicated external unit 200 communicate (transmit and receive) information through asynchronous serial communication, the communication speed (communication rate) is set to 31250 bps (see FIG. 49). That is, between the frame control board 170 and the control unit 250 of the dedicated external unit 200, communication is always performed at a communication speed of 31250 bps by asynchronous serial communication.

[0144] Next, based on FIG. 17, the information transmitted from the dedicated external unit 200 to the frame control board 170 will be described. As shown in FIG. 17, the information transmitted from the dedicated external unit 200 to the frame control board 170 is only one type of information related to lending. The information related to lending transmitted to the frame control board 170 includes, as its content, information on the number of lent balls related to lending to the player. And the transmission timing of the information related to lending is when the ball lending button 204 (see FIG. 1) or the replay button 203 (see FIG. 1) is pressed. As described above, when the player presses the ball lending button 204 or the replay button 203 of the dedicated external unit 200, the dedicated external unit 200 (control unit 250) transmits the information related to lending (a message with the number of lent balls as a unit) to the frame control board 170 through asynchronous serial communication.

[0145] Next, based on FIG. 18, the information transmitted from the frame control board 170 to the dedicated external unit 200 will be described. As shown in FIG. 18, the information transmitted from the frame control board 170 to the dedicated external unit 200 includes three types: (1) information related to lending, (2) information related to counting, and (3) gaming machine information.

[0146] First, the information related to lending transmitted to the dedicated external unit 200 includes, as its content, information (receiving result) indicating that the frame control board 170 has received information related to lending from the dedicated external unit 200. And the transmission timing of the information related to lending is 50 milliseconds after receiving the information related to lending from the dedicated external unit 200. As described above, when the player presses the ball lending button 204 of the dedicated external unit 200, 50 milliseconds later, the frame control board 170 transmits the information related to lending (a telegram indicating the receiving result of the number of lent balls) to the dedicated external unit 200 by asynchronous serial communication.

[0147] The information related to counting transmitted to the dedicated external unit 200 includes, as its content, information on the number of game balls related to the counting process (counted ball number). Note that the counting process is the process of counting a part (1 ball or 250 balls) or all of the number of game balls displayed on the game ball number display 180 when storing them in the card as described above. And the transmission timing of the information related to counting is a 300 - millisecond cycle, which is the communication cycle between the frame control board 170 and the dedicated external unit 200. As described above, when the player presses the counting button 43k, the frame control board 170 transmits the information related to counting (a telegram with the counted ball number as the unit) to the dedicated external unit 200 by asynchronous serial communication every 300 milliseconds in the communication cycle.

[0148] As shown in FIG. 18, the gaming machine information to be transmitted to the dedicated external unit 200 is classified into three types according to the content included. First, there is gaming machine information that includes gaming machine installation information as the content. The gaming machine installation information is information indicating which gaming machine is installed for model management by the hall computer 230 (see FIG. 16) or the like. The transmission timing of the gaming machine information that includes the gaming machine installation information as the content is a cycle of 60 seconds from when the power is turned on. Therefore, the frame control board 170 transmits the gaming machine installation information (information indicating which gaming machine is installed) to the dedicated external unit 200 by asynchronous serial communication at 60 - second intervals.

[0149] Second, there is gaming machine information that includes gaming machine performance information as the content. The gaming machine performance information indicates what kind of performance the gaming machine is exhibiting. Specifically, as one of the gaming machine performance information, there is the number of game balls acquired per minute in this pachinko gaming machine PY1. The number of game balls acquired per minute (specific acquired ball number) is the total number of bonus balls acquired by the player when 100 game balls are launched. Note that the gaming machine performance information is not limited to the number of game balls acquired per minute, and may be the number of game balls acquired during a specific period other than one minute (specific acquired ball number), and can be changed as appropriate. For example, as the number of game balls acquired in 10 minutes, the total number of bonus balls acquired by the player when 1000 game balls are launched may be used as one of the gaming machine performance information. The transmission timing of the gaming machine information that includes the gaming machine performance information as the content is a cycle of 180 seconds from when the power is turned on. Therefore, the frame control board 170 transmits the gaming machine installation information (the number of game balls acquired per minute) to the dedicated external unit 200 by asynchronous serial communication at 180 - second intervals.

[0150] Thirdly, there is gaming machine information including hall computer information and unauthorized monitoring information. The hall computer information is information for the hall computer 230 (see FIG. 16) to grasp the gaming status of this pachinko gaming machine PY1, and the unauthorized monitoring information is information for the control unit 250 to conduct unauthorized monitoring. The transmission timing of the gaming machine information including the hall computer information and the unauthorized monitoring information is at a cycle of 300 milliseconds from when the power is turned on. Therefore, the frame control board 170 transmits the hall computer information and the unauthorized monitoring information to the dedicated external unit 200 by asynchronous serial communication at intervals of 300 milliseconds.

[0151] As described above, in this embodiment, the frame control board 170 and the dedicated external unit 200 are connected by an asynchronous serial communication port, and information related to lending, information related to counting, and gaming machine information are transmitted through the common (same) asynchronous serial communication port. However, the information transmitted from the dedicated external unit 200 to the frame control board 170 is only the information related to lending (see FIG. 17). On the other hand, the information transmitted from the frame control board 170 to the dedicated external unit 200 is the information related to lending, the information related to counting, and the gaming machine information (see FIG. 18). In this way, even when the frame control board 170 and the dedicated external unit 200 communicate (transmit and receive) through a common asynchronous serial communication port, it is possible to make it difficult for unauthorized access from the outside to this pachinko gaming machine PY1 by limiting (reducing) the information transmitted from the dedicated external unit 200.

[0152] By the way, in a conventional non-enclosed pachinko machine, the hall computer information (information for grasping the gaming status) and the unauthorized monitoring information (information for conducting unauthorized monitoring) are transmitted to the outside by parallel communication via an external terminal board provided on the gaming machine frame. That is, each wiring for transmitting a signal indicating a big win, each wiring for transmitting a signal indicating the gaming state, each wiring for transmitting a signal indicating an error or unauthorized access, etc. are connected to the external terminal board one by one, and the hall computer information and the unauthorized monitoring information (information for conducting unauthorized monitoring) are transmitted from the external terminal board to the external unit by parallel communication.

[0153] On the other hand, in this pachinko machine PY1, as described above, not only the information related to lending and the information related to counting but also the game machine information (especially hall control information and illegal monitoring information) are transmitted by asynchronous serial communication (using the common (same) asynchronous serial communication port). This is based on the following reasons. In newly developed enclosed pachinko machines, serial communication is basically considered as a method for transmitting information externally from the perspective of reducing the number of wirings. Moreover, if the information related to lending, the information related to counting, and the game machine information (especially hall control information and illegal monitoring information) are transmitted externally using separate wirings, it will be inefficient. In particular, if we try to transmit hall control information and illegal monitoring information, which have a large amount of data, externally by parallel communication, the number of wirings will become very large as in the case of conventional non-enclosed pachinko machines. Therefore, from the perspective of reducing the number of wirings and improving efficiency, all the information related to lending, the information related to counting, and the game machine information are transmitted to an external unit (dedicated external unit 200) using the common (same) asynchronous serial communication port.

[0154] Next, based on FIG. 19, the details of the hall control information and illegal monitoring information defined by each manufacturer will be described. The hall control information and illegal monitoring information are transmitted as serial signals from the frame control board 170 to the dedicated external unit 200. Here, each manufacturer predetermines (allocates) the information included in the hall control information and illegal monitoring information as a unified standard. Therefore, in FIG. 19, the information (contents) included in the hall control information and illegal monitoring information as a unified standard are shown.

[0155] As shown in FIG. 19, the hall control information and illegal monitoring information are divided into four types of data: data indicating the main control state 1, data indicating the main control state 2, data indicating the game machine error state, and data indicating the illegal detection state. Each of the four types of data is composed of 1 byte (a total of 8 bits from the "0" bit to the "7" bit).

[0156] In the data indicating the main control state 1, in the 0th bit, for all jackpots, it indicates whether it has been determined as a jackpot. Also, in the 1st bit, it indicates whether it has been determined as a specific jackpot (for example, a jackpot that can transition to a high-probability state after a jackpot game). Further, in the 2nd bit, it indicates whether it has been determined as a jackpot that can transition to a time-saving state after a jackpot game. Also, from the 3rd bit to the 7th bit, they are used to respectively indicate the information of the gaming machine state signals 1 to 5. Note that the information of the gaming machine state signals 1 to 5 is transmitted from the control unit 250 to the hall computer 230 via the HCBOX 220.

[0157] In the data indicating the main control state 2, in the 0th bit, it indicates whether it is in the jackpot game state. Also, in the 1st bit, it indicates whether it is in the high-probability state. Further, in the 2nd bit, it indicates whether it is in the time-saving state. Also, the 3rd bit is unused. Also, from the 4th bit to the 7th bit, they are used to respectively indicate the information of the gaming machine state signals 6 to 9. Note that the information of the gaming machine state signals 6 to 9 is transmitted from the control unit 250 to the hall computer 230 via the HCBOX 220.

[0158] In the data indicating the gaming machine error state, from the 0th bit to the 4th bit, information on the error content occurring in this pachinko gaming machine PY1 is included. Examples of the error content include ball jams, abnormal winnings at the big winning opening 14 (winning at the big winning opening 14 even though it is not in the big win gaming state), right strikes during the normal gaming state, etc. Also, the 5th bit is unused. Further, the 6th bit indicates whether the error has occurred in the frame control board 170 or the game control board 100. Specifically, if the 6th bit is 0, it indicates that an error has occurred in the frame control board 170, and if the 6th bit is 1, it indicates that an error has occurred in the game control board 100. Also, the 7th bit indicates whether only error notification is to be performed or both error notification and output to the hall computer 230 are to be performed. Specifically, if the 7th bit is 0, it indicates that only error notification is to be performed, and if the 7th bit is 1, it indicates that both error notification and output to the hall computer 230 are to be performed. Note that in the data indicating the gaming machine error state, if all bits from the 0th bit to the 7th bit are 0, it indicates that no error has occurred.

[0159] In the data indicating the fraud detection state, from the 0th bit to the 5th bit, it is used to indicate the information of the board surface fraud signals 1 to 6 respectively. That is, from the 0th bit to the 5th bit, it indicates at which position on the game board 1 the fraud has occurred. Also, the 6th bit is unused. Further, the 7th bit is unused. As described above, the hall computer information and fraud monitoring information, which consist of the data indicating the main control state 1, the data indicating the main control state 2, the data indicating the gaming machine error state, and the data indicating the fraud detection state, can be referred to as "information related to the progress of the game".

[0160] Incidentally, in the pachinko gaming machine PY1, as shown in FIG. 2, a calling switch 41k is provided on the gaming machine frame 2 (lower part 23x of the front door 23). Therefore, when the calling switch 41k is pressed, it is preferable that information related to the detection of the calling sensor 41a (see FIG. 16) can be transmitted to the hall computer 230 via the dedicated external unit 200 in order to call an employee in the game hall. Therefore, the problem is how to transmit the information related to the detection of the calling sensor 41a to the dedicated external unit 200.

[0161] In this case, for example, a dedicated wiring for connecting the frame control board 170 and the dedicated external unit 200 is provided, and the frame control board 170 that has received the detection signal from the calling sensor 41a transmits the information related to the detection of the calling sensor 41a to the dedicated external unit 200 via the dedicated wiring. However, in this method, connecting the dedicated wiring to the frame control board 170 forces a hard configuration change of the frame control board 170, which is not efficient.

[0162] Therefore, in this embodiment, in the hall computer information and the fraud monitoring information (see FIG. 19) defined as unified standards, unused bits are used to include the information related to the detection of the calling sensor 41a. Further, as shown in FIG. 19, in the hall computer information and the fraud monitoring information (see FIG. 19), information related to the detection of the frame opening sensor 2a is not allocated. Therefore, the information related to the detection of the frame opening sensor 2a is also included in the hall computer information and the fraud monitoring information using unused bits.

[0163] Specifically, FIG. 20 shows the information (contents) included in the hall computer information and the fraud monitoring information of this embodiment. As shown in FIG. 20, in the data indicating the gaming machine error state, the 5th bit indicates whether the gaming machine frame 2 is open (whether the frame opening sensor 2a has detected the opening of the gaming machine frame 2). That is, if the 5th bit is "0", it indicates that the gaming machine frame 2 is closed, and if the 5th bit is "1", it indicates that the gaming machine frame 2 is open.

[0164] Also, as shown in FIG. 20, in the data indicating the fraud detection state, the 7th bit indicates whether or not the call switch 41k has been pressed (whether or not the call sensor 41a has detected the pressing operation of the call switch 41k). That is, if the 7th bit is "0", it indicates that the call switch 41k has not been pressed, and if the 7th bit is "1", it indicates that the call switch 41k has been pressed.

[0165] As described above, in this pachinko game machine PY1, regardless of the hall control information and fraud monitoring information defined as unified standards (see FIG. 19), unused bits are used to allocate information related to the detection of the call sensor 41a (hereinafter appropriately referred to as "call information") and information related to the detection of the frame opening sensor 2a (hereinafter appropriately referred to as "frame opening information") (see FIG. 20). As a result, when the frame control board 170 transmits game machine information including hall control information and fraud monitoring information to the dedicated external unit 200 in asynchronous serial communication at a cycle of 300 msec (see FIG. 18), it is possible to transmit the call information and the frame opening information together. As a result, there is no need to connect dedicated wiring for transmitting the call information and dedicated wiring for transmitting the frame opening information to the frame control board 170 respectively. In this way, it is possible to transmit the call information and the frame opening information to the dedicated external unit 200 without making a hardware change to the frame control board 170.

[0166] 6. Display on the game ball number display Next, the display on the game ball number display 180 will be described. As shown in FIG. 1, the game ball number display 180 (display means) is provided as a 7-segment display on the central front surface of the lower part 23x of the front door 23, and enables the player to grasp the number of game balls (held balls) available at the current time. The display of the number of game balls performed by this game ball number display 180 is a game display related to the game. By the way, in a 7-segment display, generally, it does not become full-color and mainly displays numbers or Roman letters in red. Therefore, in the game ball number display 180, if only the number of game balls is displayed in red, it lacks interest and the appearance as the display of the number of game balls is ordinary.

[0167] Therefore, in this embodiment, the game ball number display 180 is configured to be able to display the number of game balls in full color. Specifically, as shown in FIG. 21, a light emission driver DRV whose driving is controlled by the frame control microcomputer 171 is provided. The light emission driver DRV controls the light emission in the six light emission regions 181 to 186 of the game ball number display 180 to be full color. Hereinafter, based on FIG. 21, the connection between the light emission driver DRV and the first light emission region 181 of the game ball number display 180 will be described as a representative.

[0168] As shown in FIG. 21, the light emission driver DRV includes input terminals IN1 to IN24 from the first input terminal IN1 to the twenty-fourth input terminal IN24 corresponding to the first light emission region 181. Each of the input terminals IN1 to IN24 is a cathode terminal, and the output level ("H" level or "L" level) of each of the input terminals IN1 to IN24 is switched by the frame control microcomputer 171.

[0169] Further, in the first light-emitting region 181 of the game ball number display 180, the first light-emitting unit LA1 is composed of a red light-emitting diode RE1, a green light-emitting diode GR1, and a blue light-emitting diode BL1. Each of the light-emitting diodes RE1, GR1, and BL1 is connected to a power supply voltage Vc of 5V that is common to the anodes. Also, each of the light-emitting diodes RE1, GR1, and BL1 is connected to the first input terminal IN1, the second input terminal IN2, and the third input terminal IN3 via resistors, respectively.

[0170] Similarly, the second light-emitting unit LA2 is composed of a red light-emitting diode RE2, a green light-emitting diode GR2, and a blue light-emitting diode BL2. Each of the light-emitting diodes RE2, GR2, and BL2 is connected to a power supply voltage Vc of 5V that is common to the anodes. Also, each of the light-emitting diodes RE2, GR2, and BL2 is connected to the fourth input terminal IN4, the fifth input terminal IN5, and the sixth input terminal IN6 via resistors, respectively. For the third light-emitting unit LA3 to the eighth light-emitting unit LA8, since they are as shown in FIG. 21, the description thereof is omitted. Also, regarding the connection between the first light-emitting region 181 and the light-emitting driver DRV, it is as shown in FIG. 21, but since the connection between the second light-emitting region 182 to the sixth light-emitting region 186 and the light-emitting driver DRV is the same, the description thereof is omitted.

[0171] Next, a method for displaying the game ball number display 180 in full color will be described. For example, when only the first light-emitting unit LA1 in the first light-emitting region 181 emits light in white and the remaining light-emitting units LA2 to LA8 are turned off, the frame control microcomputer 171 controls the output levels of the first input terminal IN1, the second input terminal IN2, and the third input terminal IN3 to be at the "L" level, while controlling the output levels of the remaining input terminals IN4 to IN24 to be at the "H" level. As a result, in the first light-emitting unit LA1, the red light-emitting diode RE1, the green light-emitting diode GR1, and the blue light-emitting diode BL1 emit light. As a result, the red light emission, the green light emission, and the blue light emission are mixed, and the first light-emitting unit LA1 appears to emit light in white.

[0172] For example, when only the second light-emitting unit LA2 of the first light-emitting region 181 emits light in blue and the remaining light-emitting units LA1, LA3 to LA8 are turned off, the frame control microcomputer 171 controls the output level of the sixth input terminal IN6 to be at the "L" level while controlling the output levels of the remaining input terminals IN1 to IN5, IN7 to IN24 to be at the "H" level. As a result, only the blue light-emitting diode BL2 emits light in the second light-emitting unit LA2. Consequently, it appears that the second light-emitting unit LA2 is emitting light in blue.

[0173] For example, when only the third light-emitting unit LA3 of the first light-emitting region 181 emits light in red and the remaining light-emitting units LA1, LA2, LA4 to LA8 are turned off, the frame control microcomputer 171 controls the output level of the seventh input terminal IN7 to be at the "L" level while controlling the output levels of the remaining input terminals IN1 to IN6, IN8 to IN24 to be at the "H" level. As a result, only the red light-emitting diode RE3 emits light in the third light-emitting unit LA3. Consequently, it appears that the third light-emitting unit LA3 is emitting light in red.

[0174] For example, when only the fourth light-emitting part LA4 of the first light-emitting region 181 emits light in a rainbow color and the remaining light-emitting parts LA1 to LA3, LA5 to LA8 are turned off, the frame control microcomputer 171 first controls the output level of the tenth input terminal IN10 to be at the "L" level, while controlling the output levels of the remaining input terminals IN1 to IN9, IN11 to IN24 to be at the "H" level. Then, after a very short time has elapsed, the frame control microcomputer 171 controls the output level of the eleventh input terminal IN11 to be at the "L" level, while controlling the output levels of the remaining input terminals IN1 to IN10, IN12 to IN24 to be at the "H" level. Then, after a very short time has elapsed, the frame control microcomputer 171 controls the output level of the twelfth input terminal IN12 to be at the "L" level, while controlling the output levels of the remaining input terminals IN1 to IN11, IN13 to IN24 to be at the "H" level. Thereafter, similarly, the output level of the tenth input terminal IN10 being at the "L" level ⇒ the output level of the eleventh input terminal IN11 being at the "L" level ⇒ the output level of the twelfth input terminal IN12 being at the "L" level is repeated every very short time. As a result, in the fourth light-emitting part LA4, the light emission of the red light-emitting diode RE4 ⇒ the light emission of the green light-emitting diode GR4 ⇒ the light emission of the blue light-emitting diode BL4 is switched every very short time, and light is emitted so that the hue (type of color) changes. As a result, it can be made to appear as if the fourth light-emitting part LA4 is emitting light in a rainbow color.

[0175] As described above, by appropriately switching the output levels of the input terminals IN1 to IN24, the frame control microcomputer 171 can cause the first light-emitting region 181 to emit light in full color. Similarly, the second light-emitting region 182 to the sixth light-emitting region 186 can also emit light in full color.

[0176] Here, in this embodiment, the display color of the number of game balls displayed on the game ball number display 180 is changed according to the game state. In FIG. 22, the relationship between the game state and the display color of the game ball number display 180 is shown. As shown in FIG. 22, when in the normal game state, the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180 to blue. Also, when in the low-probability short state, the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180 to white as the default. Also, when in the low-probability state, the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180 to green. Also, when in the high-probability short state, the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180 to red. Also, when in the jackpot game state, the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180 to rainbow color.

[0177] Incidentally, in conventional gaming machines, default colors such as white are used to suggest that the probability of winning a jackpot is extremely low. Also, blue is used to suggest that the probability of winning a jackpot is low. Also, red is used to suggest that the probability of winning a jackpot is high. Also, rainbow color is used to suggest that winning a jackpot is certain. In this way, the player comes to understand that the situation (state) is advantageous in the order of white ⇒ blue ⇒ green ⇒ red ⇒ rainbow color.

[0178] In contrast, in this pachinko gaming machine PY1, the gaming states become more advantageous for the player in the order of low-probability short-time state ⇒ normal gaming state ⇒ low-probability short-time state ⇒ high-probability short-time state ⇒ jackpot gaming state. Therefore, as shown in FIG. 22, by linking the gaming states with different degrees of advantage to the display color of the game ball number display 180, it is possible for the player to easily grasp the number of game balls shown on the game ball number display 180 and also to easily understand which gaming state the machine is controlled to be in. In particular, since the rainbow color has conventionally been used to suggest that the winning of the jackpot has been confirmed, when the rainbow color is displayed on the game ball number display 180, the player can easily understand the relationship that the machine is controlled to be in the best jackpot gaming state (during the execution of the jackpot game).

[0179] Subsequently, based on FIG. 23, an example of the transition of the display color on the game ball number display 180 when the gaming state changes will be described. As a prerequisite, it is assumed that the machine is controlled to be in the low-probability short-time state and the number of game balls available for the player at the current time is "2000" balls. In this case, as shown in FIG. 23, on the game ball number display 180, "2000" is displayed in white. At this time, by looking at the game ball number display 180, the player can recognize that the number of game balls is 2000 balls and also that the machine is in the low-probability short-time state.

[0180] Assume that the player wins the 10R certain variable jackpot 1 (see Fig. 11) in the lottery shown in Fig. 1 of the special drawings. In this case, when the jackpot game based on winning the 10R certain variable jackpot 1 starts, the display color of the number of game balls displayed on the game ball number display 180 changes from white to rainbow color. In this way, by showing the player that the display color of the game ball number display 180 is rainbow color, it is possible to strongly make the player aware that they are in an advantageous jackpot game state. After that, with the execution of the jackpot game, each time a game ball wins the big winning opening 14, the number of game balls displayed on the game ball number display 180 increases. At this time, for the player, it is possible to give a great sense of exhilaration by showing the rainbow color together with the increasing number of game balls on the game ball number display 180. And when the 10R round game ends, since the player obtains about 1500 prize balls, as shown in Fig. 23, on the game ball number display 180, "3500" is displayed in rainbow color.

[0181] Subsequently, when the jackpot game ends, it is controlled to the high probability short time state. As a result, the display color of the number of game balls displayed on the game ball number display 180 changes from rainbow color to red color. In this way, by showing the player that the display color of the game ball number display 180 is red color, although it is not more advantageous than the jackpot game state, it is possible to strongly make the player aware that it is still a sufficiently advantageous high probability short time state. And in the high probability short time state, since it is a high base state, the number of balls held by the player (the number of game balls) hardly decreases. Therefore, as shown in Fig. 23, on the game ball number display 180, "3450" is displayed in red color. In this way, when red color is displayed on the game ball number display 180, while it is in the high probability short time state and the number of game balls hardly decreases, it is possible to make the player have the impression that it is still a sufficiently advantageous situation.

[0182] Assume that the player wins the 6R normal big win 2 (see Fig. 11) in the lottery shown in Fig. 2 of the special drawings. In this case, when the big win game based on the win of the 6R normal big win 2 is started, the display color of the number of game balls displayed on the game ball number display 180 changes from red to rainbow color. Thereby, it is possible to give the player a sense of exhilaration by being controlled again into the big win game state. Then, when the 6R round game ends, since the player obtains about 900 prize balls, as shown in Fig. 23, on the game ball number display 180, "4350" is displayed in rainbow color.

[0183] Subsequently, when the big win game ends, it is controlled into the low probability and short time state. As a result, the display color of the number of game balls displayed on the game ball number display 180 changes from rainbow color to white. In this way, by showing the player that the display color of the game ball number display 180 has become white, it is possible to make the player aware that the game has been controlled into the low probability and short time state and the so-called rush state has ended.

[0184] As described above, the display color of the number of game balls displayed on the game ball number display 180 changes according to the game states with different degrees of advantage for the player. Thereby, it is possible to provide a novel interestingness using the game ball number display 180. In particular, since the player frequently looks at the game ball number display 180 during the game, it is possible to recognize both the number of game balls and which game state the game is being controlled into. Therefore, when being controlled into an advantageous big win game state or a high probability and short time state, by showing rainbow color or red together with the number of game balls on the game ball number display 180, it is possible to give a great sense of exhilaration. And as shown in Fig. 23, on the game ball number display 180, the display color changes colorfully such as white ⇒ rainbow color ⇒ red ⇒ rainbow color ⇒ white, so it is possible to enhance the appearance of the display of the number of game balls.

[0185] 7. Display on the frame board display Next, the display on the frame substrate display 300 will be described. As shown in FIG. 7, the frame substrate display 300 (specific display) is arranged on the frame control substrate 170, and three display items are switched and displayed in order. As shown in FIG. 24, the three display items (multiple types of display items) are the game ball number display (ball number display item), the base display (performance display item), and the error display (abnormal display item). The game ball number display on the frame substrate display 300 indicates the number of game balls available at the current time (the number of balls held). As described above, the same value as the number of game balls displayed on the game ball number display 180 (see FIG. 1) will also be displayed on the frame substrate display 300. Note that in the frame substrate display 300 of this embodiment, unlike the game ball number display 180 described above, numbers or characters are not displayed in full color, but are displayed in a single color (red).

[0186] Next, the base display shown in FIG. 24 will be described with reference to FIG. 25. Conventionally, in the base display, the normal base, which is the ratio of the total number of prize balls obtained by the player in the normal game state (normal total prize balls) to the number of balls launched by the player in the normal game state (normal launched balls), is displayed. However, in this pachinko gaming machine PY1, there are the following problems when displaying the normal base.

[0187] In this embodiment, as shown in FIG. 15, as a gaming state of performing a left shot, in addition to the normal game state, there is a low-probability short-time state. As described above, in the low-probability short-time state, the player aims to win a jackpot with a probability of about 1 / 320, and the gaming time is long. On the other hand, in the normal game state, if the lottery in FIG. 1 is executed once, it will always shift to the low-probability short-time state or the low-probability short-time state due to a special loss, so the gaming time is very short.

[0188] Here, even if a player plays for a long time, since the time spent playing in the normal game state is short, the value of the normal total prize balls for obtaining the normal base is very small, and the value of the normal number of launched balls for obtaining the normal base is also very small. Therefore, the normal base does not become the value of the ratio of the total prize balls, which is a sufficiently large value, and the total number of launched balls, which is a sufficiently large value, and becomes a value with a very large variation depending on the game situation. Thus, the normal base calculated based on the normal game state where the playing time is very short is not suitable as a value for determining whether this pachinko machine PY1 is normal.

[0189] Therefore, in this embodiment, as the base display, instead of displaying the normal base, the left-shot base is displayed. The left-shot base is the ratio of the total prize balls (left-shot total prize balls) obtained by the player in the game state where left shots are made and the number of launched balls (left-shot launched balls) launched by the player in the game state where left shots are made. In other words, it is the ratio of the added value of the normal total prize balls and the total prize balls (very short-time total prize balls) obtained by the player in the very short-time state and the added value of the normal number of launched balls and the number of launched balls (very short-time launched balls) launched by the player in the very short-time state. More specifically, the left-shot base as a percentage is calculated by dividing the left-shot total prize balls (the added value of the normal total prize balls and the very short-time total prize balls) by the left-shot launched balls (the added value of the normal number of launched balls and the normal total prize balls) and multiplying by 100.

[0190] In this way, for the left-shot base, since the very short-time low-probability state is a game state where the playing time is long, it becomes the value of the ratio of the total prize balls, which is a sufficiently large value, and the total number of launched balls, which is a sufficiently large value. Therefore, the left-shot base does not become a value with a very large variation depending on the game situation and becomes a suitable value for determining whether this pachinko machine PY1 is normal.

[0191] In this pachinko gaming machine PY1, only the left-hit base is calculated, and in the right two digits (the fifth lighting area 305 and the sixth lighting area 306 (see FIG. 8)) of the frame board display 300, only the left-hit base is displayed. That is, the base in the low-probability short state, the base in the high-probability short state, and the base in the jackpot gaming state are not calculated, and in the frame board display 300, the base in the low-probability short state, the base in the high-probability short state, and the base in the jackpot gaming state are not displayed. Here, the left-hit base is calculated by the game control microcomputer 101, and the information of the calculated left-hit base is sequentially transmitted from the game control board 100 to the frame control board 170. Thereby, the frame control microcomputer 171 is configured to display the left-hit base on the frame board display 300 based on the received left-hit base information. And as shown in FIG. 25, the frame control microcomputer 171 displays the value of the left-hit base in two digits in the right two digits (the fifth lighting area 305 and the sixth lighting area 306 (see FIG. 8)) of the frame board display 300.

[0192] Here, the game control microcomputer 101 is configured to always count the total number of left-shot bonus balls (the total number of micro short-time bonus balls, the total number of normal bonus balls), the number of left-shot launched balls (the number of micro short-time launched balls, the number of micro short-time launched balls), and the total number of launched balls since the power is turned on. The total number of launched balls refers to the number of launched balls fired by the player in all game states including the micro short-time state, the normal game state, the low-probability short-time state, the high-probability short-time state, and the big win game state. The information on the total number of left-shot bonus balls, the information on the number of left-shot launched balls, and the information on the total number of launched balls that are counted are stored in the game RAM 104 (see FIG. 9). However, even if the RAM clear switch 191 is pressed at the time of power-on, the information on the total number of left-shot bonus balls, the information on the number of left-shot launched balls, and the information on the total number of launched balls are not erased. Therefore, the left-shot base, which is the ratio of the total number of left-shot bonus balls to the number of left-shot launched balls, will be calculated without being affected by power-off or RAM clearing. Also, the information on the total number of launched balls will be counted without being affected by power-off or RAM clearing. Further, the information on the total number of left-shot bonus balls, the information on the number of left-shot launched balls, and the information on the total number of launched balls counted by the game control microcomputer 101 are sequentially transmitted from the game control board 100 to the frame control board 170.

[0193] Regardless of the game state (micro short state, normal game state, low probability short state, high probability short state, jackpot game state), the game control microcomputer 101 displays the left hitting base value in the right two digits (the fifth lighting area 305 and the sixth lighting area 306 (see FIG. 8)) of the frame board display 300. Here, the left hitting base is calculated by dividing every 60,000 total number of balls fired. That is, the left hitting base calculated from when the power is first turned on after factory shipment until the total number of balls fired reaches 60,000 becomes the first left hitting base. After that, when the total number of balls fired exceeds 60,001, the value that was the first left hitting base is stored as the previous left hitting base. And the left hitting base calculated from when the total number of balls fired is 60,001 to 120,000 becomes the current left hitting base. After that, when the total number of balls fired exceeds 120,001, the value that was the previous left hitting base is stored as the two-previous left hitting base, and the value that was the current left hitting base is stored as the previous left hitting base. And the left hitting base calculated from when the total number of balls fired is 120,001 to 180,000 becomes the current left hitting base.

[0194] After that, when the total number of balls fired exceeds 180,001, the value that was the two-previous left hitting base is stored as the three-previous left hitting base, the value that was the previous left hitting base is stored as the two-previous left hitting base, and the value that was the current left hitting base is stored as the previous left hitting base. And the left hitting base calculated from when the total number of balls fired is 180,001 to 240,000 becomes the current left hitting base. After that, when the total number of balls fired exceeds 240,001, the value that was the three-previous left hitting base is erased, the value that was the two-previous left hitting base is stored as the three-previous left hitting base, the value that was the previous left hitting base is stored as the two-previous left hitting base, and the value that was the current left hitting base is stored as the previous left hitting base. And the left hitting base calculated from when the total number of balls fired is 240,001 to 300,000 becomes the current left hitting base. Similarly hereafter, the left hitting base is calculated every 60,000 total number of balls fired, and the values up to the three-previous left hitting base are stored.

[0195] In this way, the game control microcomputer 101 can store in the game RAM 104, at most, the current normal base, the normal base from one turn before, the normal base from two turns before, and the normal base from three turns before. In this case, when the game control microcomputer 101 displays the base on the frame board display 300, it switches and displays the current normal base ⇒ the normal base from one turn before ⇒ the normal base from two turns before ⇒ the normal base from three turns before ⇒ the current normal base every 5 seconds.

[0196] Specifically, on the frame board display 300, when "bL" is shown in the middle two digits (the third display area 330 and the fourth display area 340 (see Fig. 8)), the current left-handed base is displayed in the right two digits (the fifth display area 350 and the sixth display area 360). Therefore, a person who sees "bL" in the middle two digits can understand that the value shown in the right two digits (left-handed base) is the current left-handed base.

[0197] After the display of the current left-handed base is finished, on the frame board display 300, "b1" is shown in the middle two digits and the normal base from one turn before is displayed in the right two digits. Therefore, a person who sees "b1" in the middle two digits can understand that the value shown in the right two digits (left-handed base) is the left-handed base from one turn before.

[0198] After the display of the left-handed base from one turn before is finished, on the frame board display 300, "b2" is shown in the middle two digits and the left-handed base from two turns before is displayed in the right two digits. Therefore, a person who sees "b2" in the middle two digits can understand that the value shown in the right two digits (left-handed base) is the left-handed base from two turns before.

[0199] After the display of the left-handed base from two turns before is finished, on the frame board display 300, "b3" is shown in the middle two digits and the left-handed base from three turns before is displayed in the right two digits. Therefore, a person who sees "b3" in the middle two digits can understand that the value shown in the right two digits (left-handed base) is the left-handed base from three turns before.

[0200] After the display of the left-handed base three times ago ends, in the frame substrate display 300, as described above, "bL" is shown in the middle two digits, and the current left-handed base is displayed in the right two digits, and this is repeated in the same way thereafter.

[0201] Also, in the frame substrate display 300, when the total number of balls fired is 300 or less after the power is first turned on after factory shipment, "--" is displayed in the right two digits. That is, when the total number of balls fired is 300 or less, the value of the left-handed base is not displayed, and after the total number of balls fired exceeds 300, the value of the left-handed base is displayed. In this way, when the total number of balls fired is 300 or less, it is possible to avoid displaying a left-handed base value with low reliability because the value of the denominator of the left-handed base (the number of left-handed balls fired) is too small. Note that even when the total number of balls fired is 300 or less, in the middle two digits of the frame substrate display 300, the display of "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" is repeated every 5 seconds.

[0202] Also, in the frame substrate display 300, when the number of left-handed balls fired is 6000 or less after the power is first turned on after factory shipment, "bL", "b1", "b2", "b3" shown in the middle two digits are in a blinking mode. After that, when the number of left-handed balls fired exceeds 6000 after the power is first turned on after factory shipment, "bL", "b1", "b2", "b3" shown in the middle two digits are in a lit mode. In this way, when the person checking the left-handed base on the frame substrate display 300 sees the blinking mode in the middle two digits, it is possible to let them know that the value of the left-handed base shown in the right two digits is still not fully converged. In other words, when the person checking the left-handed base sees the lit mode in the middle two digits, it is possible to let them know that the value of the left-handed base shown in the right two digits is a value that has converged to a certain extent.

[0203] In this embodiment, as described above, the game control microcomputer 101 (game control board 100) calculates the left hitting base based on the total number of left hitting prize balls and the number of left hitting launched balls, and transmits the information of the left hitting base to the frame control board 170. Then, the frame control microcomputer 171 of the frame control board 170 displays the left hitting base on the frame board display 300 based on the received information of the left hitting base. Thus, for the game control microcomputer that conventionally calculated the normal base, the control program for calculating the base changes. On the other hand, for the frame control microcomputer 171, since it does not calculate the left hitting base, the control program does not change.

[0204] Here, when configuring the new pachinko machine PY1, there may be a case where only the game board 1 is replaced without replacing the game machine frame 2 with respect to the conventional pachinko machine. In this case, if the frame control microcomputer 171 is configured to calculate the left hitting base, not only the game board 1 needs to be replaced, but also the frame control board 170 equipped with the frame control microcomputer 171 capable of calculating the left hitting base needs to be replaced. On the contrary, in this embodiment, the game control board 100 equipped with the game control microcomputer 101 capable of calculating the left hitting base is produced, and the game board 1 incorporating this game control board 100 is replaced. Therefore, it is not necessary to replace the frame control board 170 provided in the game machine frame 2. Therefore, when configuring the new pachinko machine PY1, it is possible to cope with only the replacement of the game board 1.

[0205] In this embodiment, the game control microcomputer 101 determines whether to display "--" in the right two digits of the frame board display 300 or to display the left shooting base based on the total number of balls launched. Therefore, the frame control microcomputer 171 is configured to display "--" in the right two digits of the frame board display 300 or to display the left shooting base based on an instruction from the game control microcomputer 101. Further, the game control microcomputer 101 determines which of "bL + current left shooting base", "b1 + left shooting base one time before", "b2 + left shooting base two times before", and "b3 + left shooting base three times before" to display in the middle two digits and the right two digits of the frame board display 300 based on the total number of balls launched and the switching timing. Therefore, the frame control microcomputer 171 is configured to display "bL + current left shooting base" ⇒ "b1 + left shooting base one time before" ⇒ "b2 + left shooting base two times before" ⇒ "b3 + left shooting base three times before" in the middle two digits and the right two digits of the frame board display 300 based on an instruction from the game control microcomputer 101. Also, the game control microcomputer 101 determines which of the lighting mode or the blinking mode of the identifiers (bL, b1, b2, b3) to display in the middle two digits of the frame board display 300 based on the number of left shooting balls. Therefore, the frame control microcomputer 171 displays the identifiers (bL, b1, b2, b3) in the middle two digits of the frame board display 300 in the lighting mode or the blinking mode based on an instruction from the game control microcomputer 101. Here, when the bases one time before, two times before, and three times before are not totaled, the identifiers (bL, b1, b2, b3) in the middle two digits of the frame board display 300 will be displayed in the blinking mode, and this blinking mode of the identifiers is also performed by the frame control microcomputer 171 based on an instruction from the game control microcomputer 101.

[0206] Next, the error display shown in FIG. 24 will be described with reference to FIG. 26. The error display is to show a 4-digit error code on the frame substrate display 300. The error code is a code representing the error content, and the error code table shown in FIG. 26 is stored in advance in the frame ROM 173 of the frame control microcomputer 171. Then, the frame control microcomputer 171 is based on the detection signals of each sensor connected to the frame control board 170 (the detection signal by the frame opening sensor 2a, the detection signal by the radio wave sensor 18a, the detection signal by the calling sensor 41a) and the information of the detection signals of each sensor transmitted from the game control board 100 (the information of the detection signal by the magnetic sensor 28a), and the error code table shown in FIG. 26, to determine whether there is an error code. And when there is an error code, the frame control microcomputer 171 displays a 4-digit error code in the middle two digits and the right two digits (the third lighting area 303 to the sixth lighting area 306) of the frame substrate display 300 as an error display.

[0207] For example, it is assumed that the frame opening sensor 2a detects the opening of the game machine frame 2 due to the opening of the game machine frame 2. In this case, the detection signal by the frame opening sensor 2a is transmitted to the frame control board 170. Thereby, the frame control microcomputer 171 obtains the error code "E001" based on the detection signal by the frame opening sensor 2a and the error code table shown in FIG. 26. As a result, when the frame control microcomputer 171 performs an error display, it displays "E001" on the frame substrate display 300 (see FIG. 24). Similarly, when there is a detection by the radio wave sensor 18a, the error code "E002" is displayed on the frame substrate display 300, and when there is a detection by the calling sensor 41a, the error code "E004" is displayed on the frame substrate display 300.

[0208] Also, for example, assume that unauthorized magnetism has been detected near the magnetic sensor 28a. In this case, the detection signal from the magnetic sensor 28a is transmitted to the game control board 100. Then, the game control microcomputer 101 transmits the information of the received detection signal from the magnetic sensor 28a to the frame control board 170. As a result, the frame control microcomputer 171 obtains the error code "E003" based on the information of the detection signal from the magnetic sensor 28a and the error code table shown in FIG. 26. Consequently, when performing an error display, the frame control microcomputer 171 causes the frame board display 300 to display "E003".

[0209] By the way, as shown in FIG. 24, on the frame board display 300, three display items, namely the game ball number display, the base display, and the error display, are switched and displayed in order. And each display item is displayed for 5000 msec (5 seconds). Note that in the base display, as described with reference to FIG. 25, there is a display order. Therefore, for example, assume that after the game ball number display, as the base display, the value of the left base being measured at present before the total number of launched balls reaches 60000 balls is displayed for 5000 msec. In this case, thereafter, after 5000 msec of error display and 5000 msec of game ball number display, in the next base display, the value of the left base one time before is displayed for 5000 msec. Subsequently, after 5000 msec of error display and 5000 msec of game ball number display, in the next base display, the value of the left base two times before is displayed for 5000 msec. Subsequently, after 5000 msec of error display and 5000 msec of game ball number display, in the next base display, the value of the left base three times before is displayed for 5000 msec, and this is repeated similarly thereafter.

[0210] Here, as shown in FIG. 24, in the frame substrate display 300, if, after displaying the number of game balls for 5000 milliseconds, immediately (instantaneously), it switches to the base display. Then, after displaying the base display for 5000 milliseconds, immediately (instantaneously), it switches to the error display. Then, after displaying the error display for 5000 seconds, immediately (instantaneously), it switches to the display of the number of game balls and repeats thereafter. In the case of such a switching method, there is a problem that it is difficult to understand the switching from one display item (for example, the display of the number of game balls) to another display item (for example, the base display).

[0211] That is, for a person looking at the frame substrate display 300, for example, when it instantaneously switches from the display of the number of game balls to the base display, it is difficult to understand what the base display immediately after the switch indicates. In particular, in the display of the number of game balls, the same value of the number of game balls is not always displayed for 5000 milliseconds, and in the base display, the same value of the left-handed base is not always displayed for 5000 milliseconds either. Therefore, immediately after instantaneously switching from the display of the number of game balls to the base display, for a person looking at the frame substrate display 300, there is a possibility that they may simply feel that only the value of the number of game balls has changed and may not clearly recognize that the display has switched to the base display. Similarly, immediately after instantaneously switching from the base display to the error display, for a person looking at the frame substrate display 300, there is a possibility that they may simply feel that only the value of the left-handed base has changed and may not clearly recognize that the display has switched to the error display.

[0212] Therefore, in this embodiment, in order to address the above problems, as shown in FIG. 27, in the frame substrate display 300, when switching from one display item to another, the display is turned off for 500 milliseconds. The off state means a state in which all the lighting parts LB1 to LB48 (see FIG. 8) in the lighting areas 301 to 306 of the frame substrate display 300 are turned off. In this way, the frame control microcomputer 171 causes the frame substrate display 300 to display the number of game balls for 5000 milliseconds and then enter the off state for a short period of 500 milliseconds. After that, the frame control microcomputer 171 starts the base display, performs the base display for 5000 milliseconds, and then enters the off state for a short period of 500 milliseconds. After that, the frame control microcomputer 171 starts the error display, performs the error display for 5000 milliseconds, and then enters the off state for a short period of 500 milliseconds. After that, the frame control microcomputer 171 starts the game ball number display and repeats the process in the same manner thereafter.

[0213] In this way, in the frame substrate display 300, when switching from one display item to another, by sandwiching the off state for 500 milliseconds, it is possible to make the switching of the display items easier to understand. That is, for a person looking at the frame substrate display 300, for example, after the game ball number display is performed for 5000 milliseconds, the off state can be seen before the base display is started. This off state can make it easier to recognize that the game ball number display has ended and to understand that the newly displayed value is the value of the left-handed base.

[0214] In particular, in the game ball number display, even if the value of the game ball number changes during the 5000 milliseconds, when switching to the base display, the display is turned off for 500 milliseconds. Therefore, for a person looking at the frame substrate display 300, it is possible to clearly recognize the difference between when the value of the game ball number changes and when switching to the base display. Similarly, in the base display, even if the value of the left-handed base changes during the 5000 milliseconds, when switching to the error display, the display is turned off for 500 milliseconds. Therefore, for a person looking at the frame substrate display 300, it is possible to clearly recognize the difference between when the value of the left-handed base changes and when switching to the error display.

[0215] Here, in the frame substrate display 300, the time (500 milliseconds) for entering the off state will be described. The longer the time for entering the off state, the more advantageous it is for the switching of display items to be more understandable. On the other hand, the longer the time for entering the off state, the more disadvantageous it is that the display time for the display items that should originally be shown is relatively reduced. Therefore, in this embodiment, considering the balance between the above advantages and disadvantages, after displaying the number of game balls for 5000 milliseconds, only 500 milliseconds, which is one-tenth of the 5000 milliseconds, is set to the off state. Similarly hereinafter, after displaying the base display for 5000 milliseconds, only 500 milliseconds, which is one-tenth of the 5000 milliseconds, is set to the off state. Also, after displaying the error display for 5000 milliseconds, only 500 milliseconds, which is one-tenth of the 5000 milliseconds, is set to the off state. In this way, it is possible to make the switching of display items understandable without relatively greatly reducing the display time for the display items that should originally be shown, such as the number of game balls display, the base display, and the error display.

[0216] Also, in this embodiment, the frame control microcomputer 171 is configured to change the number of display items to be displayed on the frame substrate display 300 depending on whether there is an error code or not. That is, as described above, the frame control microcomputer 171 determines whether there is an error code based on the detection signals of each sensor connected to the frame control board 170 and the information of the detection signals of each sensor transmitted from the game control board 100, and the error code table shown in FIG. 26.

[0217] Then, when there is an error code, as shown in FIG. 27, the display of the number of game balls for 5000 milliseconds ⇒ the off state for 500 milliseconds ⇒ the base display for 5000 milliseconds ⇒ the off state for 500 milliseconds ⇒ the error display for 5000 milliseconds ⇒ the off state for 500 milliseconds ⇒ the display of the number of game balls for 5000 milliseconds is repeated. On the other hand, when there is no error code, as shown in FIG. 28, the display of the number of game balls for 5000 milliseconds ⇒ the off state for 500 milliseconds ⇒ the base display for 5000 milliseconds ⇒ the off state for 500 milliseconds ⇒ the display of the number of game balls for 5000 milliseconds is repeated.

[0218] Thus, in this embodiment, when there is no error (abnormality) in the pachinko gaming machine PY1, as shown in FIG. 28, since no error code is displayed on the frame board display 300, unnecessary display on the frame board display 300 is omitted, and the time for grasping the display items (number of game balls display, base display) excluding the error display can be relatively lengthened. On the other hand, only when there is an error in the pachinko gaming machine PY1, as shown in FIG. 27, an error display is made, so that the error display can be made prominent. Moreover, there is a light-off mode for 500 milliseconds before the error display and a light-off mode for 500 milliseconds after the error display, which makes it possible to make the error display easier to grasp.

[0219] 8. Counting Process Next, based on FIGS. 29 to 33, the counting process performed by the frame control microcomputer 171 will be described. As described above, based on the player pressing the counting button 43k (see FIG. 2), a counting process is executed to store part (1 ball or 250 balls in this embodiment) or all (the number of game balls when it is less than 250 balls) of the number of game balls displayed on the game ball number display 180 in a card (visitor card or membership card) inserted in the dedicated external unit 200.

[0220] The operation of pressing the counting button 43k is mainly divided into a single-press operation (hereinafter simply referred to as "single-press") of pressing the counting button 43k for an extremely short time and a long-press operation (hereinafter simply referred to as "long-press") of continuously pressing the counting button 43k for 500 milliseconds or more. FIG. 29 shows an example of the transition of the game ball number display 180 when the counting button 43k is single-pressed. As shown in FIG. 29, the frame control board 170 (frame control microcomputer 171) can transmit information related to counting (a telegram with the counted number of balls as a unit) to the dedicated external unit 200 at a communication cycle of 300 milliseconds indicated by time T1 to time T6 (see FIG. 18) with respect to the dedicated external unit 200. Also, it is assumed that "10,000" is displayed on the game ball number display 180 as the number of balls held.

[0221] As shown in FIG. 29, when the counting button 43k is single-pressed immediately after time T1, the frame control microcomputer 171 performs a one-ball counting process of counting only one ball at time T2. Specifically, at time T2, the frame control microcomputer 171 transmits information related to the counting of one ball to the dedicated external unit 200 and switches the "10000" displayed on the game ball number display 180 to "9999". Also, assume that the counting button 43k is single-pressed twice between time T3 and time T4. Even in this case, the frame control microcomputer 171 does not perform a two-ball counting process but a one-ball counting process of counting only one ball at time T5. Therefore, at time T5, the frame control microcomputer 171 transmits information related to the counting of one ball to the dedicated external unit 200 and switches the "9999" displayed on the game ball number display 180 to "9998". In this way, when the counting button 43k is single-pressed, even if continuous pressing (continuous single-pressing) is performed within a very short time (300 milliseconds), basically, the balls are counted one by one.

[0222] Next, the case where the counting button 43k is long-pressed will be described. FIG. 30 shows an example of the transition of the game ball number display 180 when the counting button 43k is long-pressed. As shown in FIG. 30, when the long-press on the counting button 43k is started immediately after time T1, at time T2, the counting button 43k has not been pressed for 500 milliseconds or more yet. Therefore, at time T2, the frame control microcomputer 171 does not determine that the long-press on the counting button 43k is being executed and does not execute the counting process. Note that at time T2, since the single-press on the counting button 43k is not being executed either, the one-ball counting process is not executed.

[0223] Thereafter, at time T3, since the count button 43k has already been pressed for 500 milliseconds or more, the frame control microcomputer 171 determines that a long press on the count button 43k is being executed, and performs a 250-ball count process of counting only 250 balls. Specifically, at time T3, the frame control microcomputer 171 transmits information related to the count of 250 balls to the dedicated external unit 200, and switches the "10000" displayed on the game ball number display 180 to "9750". In this embodiment, when the frame control microcomputer 171 subtracts the value displayed on the game ball number display 180 by the 250-ball count process, it is displayed on the game ball number display 180 so as to be subtracted by 3 balls every 3 milliseconds. Thus, it does not seem to the player that the number of balls in hand is subtracted by 250 balls at once, but rather seems to be subtracted by 3 balls at high speed.

[0224] Subsequently, at time T4, since the long press on the count button 43k continues, the frame control microcomputer 171 performs a 250-ball count process. Therefore, at time T4, the "9750" displayed on the game ball number display 180 is switched to "9500". Subsequently, at time T5, since the long press on the count button 43k continues, the frame control microcomputer 171 performs a 250-ball count process. Therefore, at time T5, the "9500" displayed on the game ball number display 180 is switched to "9250".

[0225] Here, it is assumed that the long press on the count button 43k is stopped immediately before time T6. In this case, at time T6, since the frame control microcomputer 171 determines that the long press on the count button 43k is not being executed, it does not execute the 250-ball count process. Therefore, at time T6, the display of "9250" displayed on the game ball number display 180 is maintained. Thus, when the count button 43k is long pressed, basically, 250 balls are counted every 300 milliseconds during the period when the long press is executed.

[0226] By the way, conventionally, for example, in order to perform the counting process until the number of held balls changes from "10000" to "0", it is necessary to execute the 250-ball counting process 40 times. Therefore, in this case, the player had to continuously press and hold the counting button 43k for at least 300 msec × 40 times = 12 seconds. Further, for example, in order to perform the counting process until the number of held balls changes from "30000" to "0", the player had to continuously press and hold the counting button 43k for 12 seconds × 3 = 36 seconds. Thus, when the number of held balls is large, there is a problem that the time required to press and hold the counting button 43k until the number of held balls becomes "0" becomes long, and the operation burden on the player is large.

[0227] Therefore, in this embodiment, the long press on the counting button 43k is divided into a short long press and a long long press, and the following measures are taken. First, the short long press means that the counting button 43k is pressed (long pressed) for 500 msec or more and less than 4000 msec. Also, the long long press means that the counting button 43k is pressed (long pressed) for 4000 msec or more.

[0228] When a short long press on the counting button 43k is executed, as described with reference to FIG. 30, the frame control microcomputer 171 executes the 250-ball counting process every 300 msec during the period in which the short long press is executed. That is, when a short long press is executed, if the player stops pressing the counting button 43k, the subsequent counting process is also stopped.

[0229] On the other hand, when a long long press on the counting button 43k is executed, even if the long press on the counting button 43k is stopped, the frame control microcomputer 171 can execute the 250-ball counting process every 300 msec until the number of held balls becomes "0". That is, after the player presses and holds the counting button 43k for 4000 msec or more (long long press), even if the player stops pressing and holding the counting button 43k halfway, the counting process is automatically executed until the number of held balls becomes "0".

[0230] Based on FIG. 31, the transition of the game ball number display 180 when the count button 43k is long-pressed will be described. As shown in FIG. 31, assume that the long-press on the count button 43k starts immediately after time T1 and the long-press on the count button 43k is stopped immediately after time T15. In this case, immediately before time T15, the count button 43k has been long-pressed for 4000 ms, and the situation where the long-press on the count button 43 has been executed occurs.

[0231] In this situation, as shown in FIG. 31, from time T2 to time T15, the frame control microcomputer 171 executes the 250-ball counting process every 300 ms. Therefore, at time T14, "7000" is displayed on the game ball number display 180, and at time T15, "6750" is displayed on the game ball number display 180. Then, the frame control microcomputer 171 determines that the count button 43k has been long-pressed immediately before time T15. As a result, even if the long-press on the count button 43 is stopped immediately after time T15, hereafter, the 250-ball counting process will be executed every 300 ms. That is, even after time T15, the counting process will be executed every 300 ms.

[0232] As a result, even though the player is not pressing the counting button, the game ball number display 180 executes a counting process of 250 balls every 300 milliseconds, such as "6750" ⇒ "6500" ⇒ "6250" ⇒ "6000". Then, at time T41, "250" is displayed on the game ball number display 180, and at time T42, "0" is displayed on the game ball number display 180. In this way, when the counting button 43k is long-pressed, even if the player stops the long-press on the counting button 43k midway, it is possible to continue the 250-ball counting process until the number of held balls becomes "0". As a result, for example, when the number of held balls is "30000", the player only needs to long-press the counting button 43k for at least 4000 milliseconds (long-press), and then it is possible to execute the counting process until the number of held balls becomes "0" without long-pressing the counting button 43k anymore. That is, unlike the conventional method, it is not necessary to continuously long-press the counting button 43k for about 36 seconds from "30000" to "0" for the number of held balls, and it is possible to reduce the operation burden on the player.

[0233] Here, there may be a case where, after the counting button 43k is long-pressed and the player stops the long-press operation on the counting button 43k, the player wants to cancel the automatic counting process before the number of held balls becomes "0". In this case, the player can cancel the automatic counting process by operating the counting button 43k after stopping the long-press operation on the counting button 43k. Below, based on FIG. 32, the transition of the game ball number display 180 when the counting button 43k is single-pressed after being long-pressed will be described.

[0234] As shown in FIG. 32, it is assumed that a long press on the count button 43k is started immediately after time T1 and the long press on the count button 43k is stopped immediately after time T15. In this case, similar to the case shown in FIG. 31, even if the count button 43k is not long pressed, the frame control microcomputer 171 executes a 250-ball count process every 300 milliseconds, and at time T41, "250" is displayed on the game ball number display 180. Here, it is assumed that the count button 43k is single-pressed between time T41 and time T42. In this case, the frame control microcomputer 171 will stop executing the automatic count process and will not execute the 250-ball count process at time T42. Therefore, at time T42, the display of "250" shown on the game ball number display 180 is maintained. In this way, it is possible for the player to stop the automatic count process before the number of balls in hand reaches "0" even after long pressing the count button 43k and then releasing the long press on the count button 43.

[0235] Note that in the example shown in FIG. 32, the case where the automatic count process is stopped by single-pressing the count button 43k after the long press on the count button 43k is released has been described. However, the operation on the count button 43k for stopping the automatic count process is not limited to single-pressing and may be a long press.

[0236] Also, in this embodiment, even after the long press on the counting button 43k is released, if the frame control microcomputer 171 determines that there is an abnormality in the pachinko gaming machine PY1, the automatic counting process is aborted. For example, as shown in FIG. 32, assume that the long press on the counting button 43k starts immediately after time T1 and is aborted immediately after time T15. Then, assume that between time T41 and time T42, the frame control microcomputer 171 determines that there is an abnormality in the communication between the pachinko gaming machine PY1 and the dedicated external unit 200. In this case, the frame control microcomputer 171 will abort the execution of the automatic counting process, and at time T42, the display of "250" shown on the game ball number display 180 will be maintained. Thus, even after the counting button 43 is long-pressed and then the long press on the counting button 43 is released, if it is determined that there is an abnormality in the pachinko gaming machine PY1, the automatic counting process is aborted.

[0237] In the above description, the case where the frame control microcomputer 171 aborts the automatic counting process when it determines that there is an abnormality in the communication between the pachinko gaming machine PY1 and the dedicated external unit 200 after the long press on the counting button 43 is released has been explained. However, the abnormality when the automatic counting process is aborted is not limited to the abnormality in the communication between the pachinko gaming machine PY1 and the dedicated external unit 200. Therefore, after the long press on the counting button 43 is released, the frame control microcomputer 171 will also abort the automatic counting process even when it determines that there are cases such as frame opening, radio wave fraud, magnetic fraud, or during a call (pressing operation on the call switch 41k) as shown in FIG. 26.

[0238] By the way, in this embodiment, the operation means for short pressing and the operation means for long pressing are the same counting button 43k. On the other hand, as the operation means for long pressing, it is conceivable to provide a dedicated operation means different from the counting button 43k for short pressing. However, when providing a dedicated operation means for long pressing, there are the following problems. That is, in this pachinko game machine PY1, even when the player fires a game ball by rotating the handle 72k, the counting process (S3006) by the frame control microcomputer 171 can be executed. Therefore, when the player is rotating the handle 72k, that is, during the game, it may happen that the player accidentally operates the dedicated operation means for long pressing. In this case, the player's number of reserve balls suddenly becomes "0" during the game, and the game is interrupted. Therefore, in this embodiment, in order to make it difficult to cause the above problems (in order to make it difficult to accidentally operate the dedicated operation means for long pressing), the operation means for short pressing and the operation means for long pressing are made to share the same counting button 43k.

[0239] 9. Operation of the game control microcomputer Next, based on FIGS. 33 and 34, the operation of the game control microcomputer 101 will be described.

[0240] [Main Control Main Process] When the game control board 100 is powered on, the game control microcomputer 101 reads and executes the program of the main control main process shown in FIG. 33 from the game ROM 103. As shown in FIG. 33, in the main control main process, the power-on process is performed (S001). In the power-on process (S001), if the game control microcomputer 101 receives the information of the detection signal from the RAM clear switch 191, it erases the stored information stored in the game RAM 104. However, at this time, the game control microcomputer 101 does not erase the information on the number of left-shot fired balls, the total number of left-shot winning balls, and the total number of left-shot fired balls. Also, when the game control microcomputer 101 executes RAM clear, it sets a RAM clear notification command in the game RAM 104 in order to notify the effect control board 120 of the RAM clear.

[0241] Following the power-on process (S001), interrupts are prohibited (S002), and the normal symbol and special symbol main random number update process is executed (S003). In this normal symbol and special symbol main random number update process (S003), the various random number counter values shown in FIG. 12 are incremented by 1 and updated. Each random number counter value returns to "0" when it reaches the upper limit value and is incremented again. When the normal symbol and special symbol main random number update process (S003) ends, interrupts are permitted (S004). While interrupts are permitted, the main-side timer interrupt process (S005) can be executed. The main-side timer interrupt process (S005) is executed based on an interrupt pulse that is repeatedly input to the game CPU 102, for example, at a cycle of 4 msec. That is, it is executed, for example, at a cycle of 4 msec. Then, after the main-side timer interrupt process (S005) ends and before the next main-side timer interrupt process (S005) starts, the update process of various counter values by the normal symbol and special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the game CPU 102 while in the interrupt-prohibited state, the main-side timer interrupt process (S005) is not started immediately and is started after interrupts are permitted (S004).

[0242] [Main-side Timer Interrupt Processing] The game control microcomputer 101 repeats the main-side timer interrupt processing (S005) shown in FIG. 34 at short intervals, for example, every 4 msec. This main-side timer interrupt processing (S005) corresponds to control processing that affects the result of the game. First, the game control microcomputer 101 performs a random number update process (S101) to update random numbers such as the jackpot random number used for the jackpot lottery, the hit type random number for determining the type of jackpot, the reach random number for determining whether to enter the reach state in the effect symbol variation effect, the variation pattern random number for determining the variation pattern, and the normal symbol random number (winning random number) used for the normal symbol lottery.

[0243] Next, the game control microcomputer 101 performs input processing (S102). In the input processing (S102), mainly detection signals detected by various sensors (general winning port sensor 10a, first start port sensor 11a, second start port sensor 12a, gate sensor 13a, big winning port sensor 14a, discharge port sensor 15a, magnetic sensor 28a (see FIG. 9)) attached to the pachinko game machine PY1 are read, and a prize ball command for paying out prize balls according to the type of winning port is set in the output buffer of the game RAM 104. As a result, the set prize ball command is transmitted to the frame control board 170 by the output processing (S108) described later.

[0244] Subsequently, the game control microcomputer 101 executes start port sensor detection processing (S103), special operation processing (S104), and normal operation processing (S105). In the start port sensor detection processing (S103), if there is a winning detection by the first start port sensor 11a or the second start port sensor 12a, random numbers (jackpot random number, hit type random number, reach random number, and variation pattern random number (see FIG. 12(A))) such as the jackpot random number are acquired on the condition that the reserved memory corresponding to the start port with the winning detection is less than 4. Also, if there is a passage detection by the gate sensor 13a, the normal symbol random number (see FIG. 12(B)) is acquired on the condition that the normal symbol reservation is less than 4.

[0245] In the special operation process (S104), a random number such as a jackpot random number obtained in the start port sensor detection process (S103) is determined using a jackpot determination table (see Fig. 13(A)), a winning type determination table (not shown), a reach determination table (see Fig. 13(C)), and a special figure variation pattern determination table (see Fig. 14). Then, a special symbol display (variable display and stop display) is performed to show the result of the jackpot lottery. When starting the variable display of this special symbol, a variable start command including information on the variable pattern of the variable display of the special symbol is set in the output buffer of the game RAM 104. Also, when starting the stop display of the special symbol, a variable stop command is set in the output buffer of the game RAM 104. If a jackpot is won as a result of the determination of the jackpot random number, a jackpot game is performed in which the big winning opening 14 is opened according to a predetermined opening pattern (opening time, number of openings, see Fig. 11) corresponding to the type of jackpot.

[0246] When starting the opening in the execution of the jackpot game, the game control microcomputer 101 sets an opening command including information on the type of the winning jackpot symbol in the output buffer of the game RAM 104. Also, when starting the round game, a round designation command is set in the output buffer of the game RAM 104. Also, when starting the ending, an ending command is set in the output buffer of the game RAM 104. Also, in the special operation process (S104), when the game state is changed, etc., a game state designation command including information on the game state is set in the output buffer of the game RAM 104. Also, in the special operation process (S104), when there is no storage of a random number such as a jackpot random number, a customer waiting standby command for causing the effect control microcomputer 121 to execute a customer waiting effect is set.

[0247] In the normal operation process (S105), it is determined using the normal symbol random number obtained in the start port sensor detection process (S103) and the normal symbol winning determination table (see FIG. 13(D)), and the variation time of the normal symbol according to the game state is selected using the normal symbol variation pattern selection table (see FIG. 13(E)). Then, the display (variation display and stop display) of the normal symbol for notifying the determination result of the normal symbol lottery is performed. As a result of the determination of the normal symbol random number, if it wins the normal winning symbol, an auxiliary game is performed to open the electric chute 12D according to a predetermined opening pattern (opening time, number of opening times, see FIG. 13(F)) according to the game state.

[0248] Next, the game control microcomputer 101 executes an illegal detection process (S106). In the illegal detection process (S106), for example, it is determined whether or not a detection signal from the magnetic sensor 28a is received. If received, information on the detection signal from the magnetic sensor 28a is set in the game RAM 104. As a result, the information on the detection signal from the magnetic sensor 28a is transmitted to the frame control board 170 by the output process (S108) described later.

[0249] Subsequently, the game control microcomputer 101 executes left-handed base arithmetic processing (S107). In the left-handed base arithmetic processing (S107), in the short-time state, based on the detection signals from the general winning port sensor 10a, the first start port sensor 11a, and the second start port sensor 12a, the total number of short-time bonus balls is calculated. Also, in the short-time state, based on the detection signal from the discharge port sensor 15a, the number of short-time fired balls is calculated. Further, in the normal game state, based on the detection signals from the general winning port sensor 10a, the first start port sensor 11a, and the second start port sensor 12a, the total number of normal bonus balls is calculated. Also, in the normal game state, based on the detection signal from the discharge port sensor 15a, the number of normal fired balls is calculated. Thus, the game control microcomputer 101 sequentially calculates the left-handed base, which is the ratio of the total number of left-handed bonus balls (short-time total bonus balls, normal total bonus balls) to the number of left-handed fired balls (short-time fired balls, short-time fired balls). Specifically, the left-handed base is calculated by dividing the total number of left-handed bonus balls by the number of left-handed fired balls and multiplying by 100. Note that the game control microcomputer 101 sequentially counts the total number of fired balls based on the detection signal from the discharge port sensor 15a in all game states.

[0250] Then, the game control microcomputer 101 executes output processing (S108) to end this process. In the output processing (S108), in each of the above processes, commands and the like set in the game RAM 104 are output to the effect control board 120, and commands and the like set in the game RAM 104 are output to the frame control board 170. Therefore, due to the output processing (S108), the game state designation command is output to the frame control board 170. As a result, the frame control microcomputer 171 can grasp the current game state. Also, due to the output processing (S108), information on the value of the left-handed base, information on the value of the total number of fired balls, information on the number of left-handed fired balls, information on the detection signal from the magnetic sensor 28a, information on winning a big hit (big hit signal), etc. are also output to the frame control board 170.

[0251] 10. Operation of the effect control microcomputer Next, based on FIGS. 35 to 37, the operation of the effect control microcomputer 121 will be described.

[0252] [Sub-control main process] When the power is turned on, the effect control microcomputer 121 provided on the effect control board 120 reads and executes the program of the sub-control main process shown in FIG. 35 from the effect ROM 123. As shown in FIG. 35, in the sub-control main process, it is determined whether the sub-side power-off flag is ON and whether the content of the effect RAM 124 is normal (S1001). The sub-side power-off flag is a flag indicating the occurrence of a power-off. If the determination result in step S1001 is NO, that is, when the sub-side power-off flag is not ON, or even if the sub-side power-off flag is ON but the content of the effect RAM 124 is not normal, the effect RAM 124 is initialized (S1002), and the process proceeds to step S1003.

[0253] On the other hand, if the determination result in step S1001 is YES, that is, when the sub-side power-off flag has become ON due to a power-off but the content of the effect RAM 124 is kept normal, then it is subsequently determined whether a RAM clear notification command has been received (S1011). If a RAM clear notification command has been received (YES in S1011), the game RAM 104 on the game control board 100 has been cleared. Therefore, the effect RAM 124 on the effect control board 120 is cleared (S1002), and the process proceeds to step S1003. In contrast, if a RAM clear notification command has not been received (NO in S1011), the process proceeds to step S1003 without clearing the effect RAM 124.

[0254] In step S1003, other initial settings are performed. In other initial settings, for example, settings of the effect CPU 122, SIO, PIO, CTC (a circuit for managing interrupt time), etc. are performed. Also, if the sub-side power-off flag is ON, it is turned off.

[0255] In step S1004, interrupts are prohibited. Next, a random number seed update process is executed (S1005). In the random number seed update process (S1005), the values of various effect determination random number counters are updated. When the random number seed update process (S1005) ends, a command transmission process is executed (S1006). In the command transmission process (S1006), various commands stored in the output buffer in the effect RAM 124 of the effect control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command executes various effects (such as variable effects, opening effects, round effects, and jackpot effects including ending effects) using the image display device 50 according to the command. The effect control microcomputer 121 then permits interrupts (S1007). Thereafter, steps S1004 to S1007 are looped. While interrupts are permitted, execution of the sub-side power-off monitoring process (S1012), reception interrupt process (S1008), 1ms timer interrupt process (S1009), and 10ms timer interrupt process (S1010) becomes possible.

[0256] [1ms Timer Interrupt Process] The 1ms timer interrupt process (S1009) is executed each time an interrupt pulse with a 1msec period is input to the effect control board 120. As shown in FIG. 36, in the 1ms timer interrupt process (S1009), first, an input process is performed (S1201). In the input process (S1201), switch data (edge data and level data) is created based on detection signals from the input unit detection sensor 40a (see FIG. 10) and the select button detection sensor 42a (see FIG. 10).

[0257] Subsequently, a lamp data output process is performed (S1202). In the lamp data output process (S1202), set lamp data (data for controlling the lighting of the frame lamp 56 and the panel lamp 54) is output to the sub-drive board 162 in order to light the frame lamp 56 and the panel lamp 54 at a timing suitable for the effect. Thereby, the sub-drive board 162 controls the lighting of the frame lamp 56 and the panel lamp 54.

[0258] Next, drive control processing (S1203) is performed. In the drive control processing (S1203), drive data is created and output to drive the board movable body 55k at a timing suitable for the effect. That is, the board movable body 55k is driven in a predetermined operation mode according to the drive data. Then, watchdog timer processing (S1204) for resetting the watchdog timer is performed to end this processing.

[0259] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S1010) is executed each time an interrupt pulse with a period of 10 msec is input to the effect control board 120. As shown in FIG. 37, in the 10ms timer interrupt processing (S1010), first, received command analysis processing is performed (S1301). In the received command analysis processing (S1301), the effect control microcomputer 121 determines whether a variation start command has been received from the game control microcomputer 101. If it has been received, variation effect pattern selection processing is executed. Also, in the received command analysis processing (S1301), it is determined whether an opening command has been received from the game control microcomputer 101. If it has been received, opening effect selection processing is executed. Further, if a round designation command has been received, round effect selection processing is executed, and if an ending command has been received, ending effect selection processing is executed.

[0260] Following the received command analysis processing (S1301), the effect control microcomputer 121 performs switch state acquisition processing (S1302) to store the switch data created in the 1ms timer interrupt processing as switch data for the 10ms timer interrupt processing in the effect RAM 124. Next, switch processing (S1303) for setting the display content of the display screen 50a and the like is performed based on the switch data stored in the switch state acquisition processing (S1302).

[0261] After that, the production control microcomputer 121 performs lamp processing (S1304). In the lamp processing (S1304), it creates lamp data (data for controlling the lighting of the frame lamp 56 and the panel lamp 54) and manages the time of the light emission production, etc. Subsequently, it performs voice control processing (S1305). In the voice control processing (S1305), it creates voice data (data for controlling the output of the voice from the speaker 610), outputs it to the voice control board 161, and manages the time of the voice production, etc. As a result, the voice suitable for the production to be executed is output from the speaker 610. Then, it executes other processes such as updating various production determination random numbers (S1306) and ends this process.

[0262] 11. Operation of the Frame Control Microcomputer [Frame Control Timer Interrupt Processing] Next, the operation of the frame control microcomputer 171 will be described based on FIGS. 38 to 43. The frame control microcomputer 171 executes frame control timer interrupt processing every time an interrupt pulse with a period of several msec (3 msec in this embodiment) is input to the frame control board 170. As shown in FIG. 38, in the frame control timer interrupt processing, the frame control microcomputer 171 first executes input processing (S3001) to be described later. Next, it executes game control board output processing for outputting a signal (command, etc.) set in the frame RAM 174 to the game control board 100 (S3002). In this pachinko game machine PY1, since it is an enclosed pachinko and there is no prize ball payout device, the frame control microcomputer 171 does not need to execute prize ball motor control processing for driving the prize ball motor of the prize ball payout device.

[0263] Subsequently, the frame control microcomputer 171 executes dedicated external unit output processing (S3003) for transmitting information related to lending, information related to counting, and gaming machine information (gaming machine installation information, gaming machine performance information, hall control information, and cheating monitoring information) shown in FIG. 18 to the dedicated external unit 200 via asynchronous serial communication. In the dedicated external unit output processing (S3003), as shown in FIG. 18, the transmission timing of the information related to lending is 50 milliseconds after receiving the information related to lending from the dedicated external unit 200; the transmission timing of the information related to counting is a cycle of 300 milliseconds; the transmission timing of the gaming machine information including the gaming machine installation information is a cycle of 60 seconds; the transmission timing of the gaming machine information including the gaming machine performance information (including the information on the number of gaming balls obtained per minute measured in the one-minute gaming ball acquisition count processing described later in step S3120) is a cycle of 180 seconds; and the transmission timing of the gaming machine information including the hall control information and the cheating monitoring information is a cycle of 300 milliseconds.

[0264] Next, the frame control microcomputer 171 executes the frame board display processing described later (S3004). Subsequently, it executes the display color setting processing described later (S3005). Then, it executes the counting processing described later (S3006). After that, it executes other processing (S3007) and ends this processing.

[0265] [Input Processing] As shown in FIG. 39, in the input processing (S3001), first, the frame control microcomputer 171 determines whether it has received information related to lending (see FIG. 17) from the dedicated external unit 200 (S3101). If not received (NO in S3101), the process proceeds to step S3105. On the other hand, if received (YES in S3101), it executes a gaming ball number setting process (S3102) for newly setting the number of gaming balls (held ball number) to be displayed on the gaming ball number display 180 based on the information on the number of lent balls included in the information related to lending. As a result, on the gaming ball number display 180, the gaming ball number is newly displayed in a state where the previously shown gaming ball number and the number of lent balls are added together.

[0266] In step S3105, it is determined whether a detection signal from the launched ball detection sensor 16a has been received. If not received (NO in S3105), since the player has not launched a game ball, the process proceeds to step S3107. On the other hand, if received (YES in S3105), a game ball count subtraction process is executed to decrease the number of game balls displayed on the game ball count display 180 by "1" (S3106), and the process proceeds to step S3107.

[0267] In step S3107, it is determined whether a detection signal from the return ball detection sensor 17a has been received. If not received (NO in S3107), the game ball has not passed through the return flow path MR and no foul ball has occurred. Therefore, in this case, the process immediately proceeds to step S3109. On the other hand, if received (YES in S3107), a foul ball has occurred. Therefore, in this case, a game ball count addition process is executed to increase the number of game balls displayed on the game ball count display 180 by "1" (S3108), and the process proceeds to step S3109. In this way, even if a foul ball occurs, it is possible to prevent the player's number of game balls from substantially decreasing and causing a disadvantage to the player.

[0268] In step S3109, it is determined whether a bonus ball command has been received from the game control board 100. If not received (NO in S3109), the process proceeds to step S3112 shown in FIG. 40. On the other hand, if received (YES in S3109), a bonus ball command analysis process is executed to analyze the information included in the bonus ball command (information on the number of bonus balls, information that can distinguish which winning port the ball has won) (S3110). Next, based on the analysis result of the bonus ball command, a game ball count addition process is executed to increase the number of game balls displayed on the game ball count display 180 (S3111), and the process proceeds to step S3112 shown in FIG. 40.

[0269] As shown in FIG. 40, in step S3112, based on the reception status of the detection signal by the frame opening sensor 2a, it is determined whether the frame opening sensor 2a is in the ON state. If it is determined that the frame opening sensor 2a is not in the ON state (NO in S3112), the process proceeds to step S3114. On the other hand, if it is determined that the frame opening sensor 2a is in the ON state (YES in S3112), the frame opening flag is set to ON (S3113), and the process proceeds to step S3114. The frame opening flag is a flag indicating that the gaming machine frame 2 is open.

[0270] In step S3114, based on the reception status of the detection signal by the frame opening sensor 2a, it is determined whether the frame opening sensor 2a is in the OFF state. If it is determined that the frame opening sensor 2a is not in the OFF state (remains in the ON state) (NO in S3114), the process proceeds to step S3116. On the other hand, if it is determined that the frame opening sensor 2a is in the OFF state (YES in S3114), the frame opening flag is set to OFF (S3115), and the process proceeds to step S3116. In this way, based on the ON or OFF of the frame opening flag, the frame control microcomputer 171 sets the 5th bit in the data indicating the gaming machine error state (see FIG. 20) to "0" or "1".

[0271] In step S3116, based on the reception status of the detection signal by the call sensor 41a, it is determined whether the call sensor 41a is in the ON state. If it is determined that the call sensor 41a is not in the ON state (NO in S3116), the process proceeds to step S3118. On the other hand, if it is determined that the call sensor 41a is in the ON state (YES in S3116), the call flag is set to ON (S3117), and the process proceeds to step S3118. The call flag is a flag indicating that the call switch 41k has been pressed.

[0272] In step S3118, based on the reception status of the detection signal by the calling sensor 41a, it is determined whether the calling sensor 41a is in the OFF state. If it is determined that the calling sensor 41a is not in the OFF state (remains in the ON state) (NO in S3118), the process proceeds to step S3120. On the other hand, if it is determined that the calling sensor 41a is in the OFF state (YES in S3118), the calling flag is set to OFF (S3119), and the process proceeds to step S3120. In this way, based on the ON or OFF state of the calling flag, the frame control microcomputer 171 sets the 7th bit in the data indicating the fraud detection state (see FIG. 20) to "0" or "1".

[0273] In step S3120, the frame control microcomputer 171 measures the number of game balls obtained per minute, which is the total number of prize balls obtained by the player when 100 game balls are launched. Specifically, the frame control microcomputer 171 sequentially monitors whether it is the period during which 100 game balls are launched through the game ball number subtraction process in step S3106 (monitors constantly since power-on). And when it is determined that it is the period during which 100 game balls are launched, the value by which the number of game balls has increased in the game ball number addition process in step S3111 is calculated during the period when the 100 game balls are launched. In this way, the frame control microcomputer 171 constantly calculates the value by which the number of game balls has increased during the period when 100 game balls are launched since power-on, and measures (calculates) the number of game balls obtained per minute. In this way, the information on the number of game balls obtained per minute that is measured is transmitted to the dedicated external unit 200 through the dedicated external unit output process (S3003) described above. Then, in step S3121, other input processes (processes based on detection signals from other sensors, etc.) are executed to end this process.

[0274] [Frame substrate display processing] The frame substrate display processing (S3004) is a process for the frame control microcomputer 171 to control the display on the frame substrate display 300 (see FIGS. 27 and 28). In this frame substrate display processing (S3004), the frame control microcomputer 171 uses the display flag. When the value of the display flag is "1", it performs the game ball number display shown in FIG. 27. When the value of the display flag is "2", it shows the extinguishing mode after the game ball number display. When the value of the display flag is "3", it performs the base display shown in FIG. 27. When the value of the display flag is "4", it shows the extinguishing mode after the base display. When the value of the display flag is "5", it performs the error display shown in FIG. 27. When the value of the display flag is "6", it controls to show the extinguishing mode after the error display.

[0275] Specifically, as shown in FIG. 41, in step S3200, it is determined whether the value of the display flag is "1". If it is "1" (YES in S3200), the frame control microcomputer 171 executes a game ball number display setting process to display the same number of game balls as the number of game balls displayed on the game ball number display 180 on the frame substrate display 300 (S3201). Then, it is determined whether 5000 msec, which is the display time of the game ball number display, has elapsed (S3202). If 5000 msec has not elapsed (NO in S3202), this process ends. On the other hand, if 5000 msec has elapsed (YES in S3202), the value of the display flag is set to "2" (S3203), and this process ends. In this way, the game ball number display is executed on the frame substrate display 300 for 5000 msec (see FIG. 27).

[0276] Also, in step S3200, if the value of the display flag is not "1" (NO in S3200), then subsequently, it is determined whether the value of the display flag is "2" (S3204). If it is "2" (YES in S3204), a turn-off setting process for turning off all the lit portions LB1 to LB48 (see FIG. 8) of the frame substrate display 300 is executed (S3205). Then, it is determined whether 500 milliseconds has elapsed (S3206). If 500 milliseconds has not elapsed (NO in S3206), since the turn-off mode continues, this process ends. On the other hand, if 500 milliseconds has elapsed (YES in S3206), the value of the display flag is set to "3" (S3207), and this process ends. In this way, after the display of the number of game balls for 5000 milliseconds, on the frame substrate display 300, it enters the turn-off mode for only a short period of 500 milliseconds (see FIG. 27).

[0277] Also, in step S3204, if the value of the display flag is not "2" (NO in S3204), then subsequently, it is determined whether the value of the display flag is "3" (S3208). If it is "3" (YES in S3208), the frame control microcomputer 171 executes a base display setting process for performing a base display (any one of "bL.", "b1", "b2.", "b3." and the display with the left-handed base) on the frame substrate display 300 (S3209). Then, it is determined whether 5000 milliseconds, which is the display time of the base display, has elapsed (S3210). If 5000 milliseconds has not elapsed (NO in S3210), this process ends. On the other hand, if 5000 milliseconds has elapsed (YES in S3210), the value of the display flag is set to "4" (S3211), and this process ends. In this way, the base display is executed on the frame substrate display 300 for 5000 milliseconds (see FIG. 27).

[0278] Also, in step S3208, if the value of the display flag is not "3" (NO in S3208), the process proceeds to step S3212 shown in FIG. 42, and it is determined whether the value of the display flag is "4". If it is "4" (YES in S3212), a turning-off setting process for turning off all the lighting portions LB1 to LB48 (see FIG. 8) of the frame substrate display 300 is executed (S3213). Then, it is determined whether 500 milliseconds has elapsed (S3214). If 500 milliseconds has not elapsed (NO in S3214), since the turning-off mode continues, this process ends. On the other hand, if 500 milliseconds has elapsed (YES in S3214), the value of the display flag is set to "5" (S3215), and this process ends. In this way, after the base display for 5000 milliseconds, the frame substrate display 300 enters the turning-off mode for only a short period of 500 milliseconds (see FIG. 27).

[0279] Also, in step S3212, if the value of the display flag is not "4" (NO in S3212), subsequently, it is determined whether the value of the display flag is "5" (S3216). If it is "5" (YES in S3216), the frame control microcomputer 171 determines whether there is an error code based on the detection signal from the frame release sensor 2a, the detection signal from the radio wave sensor 18a, the detection signal from the calling sensor 41a, and the information of the detection signal from the magnetic sensor 28a transmitted from the game control board 100, and the error code table shown in FIG. 26 (S3217). If it is determined that there is an error code (YES in S3217), an error display setting process for displaying the error code is executed on the frame substrate display 300 (S3218). Then, it is determined whether 5000 milliseconds, which is the display time of the error display, has elapsed (S3219). If 5000 milliseconds has not elapsed (NO in S3219), this process ends. On the other hand, if 5000 milliseconds has elapsed (YES in S3219), the value of the display flag is set to "6" (S3220), and this process ends. In this way, when there is an error code, the error display is executed on the frame substrate display 300 for 5000 milliseconds (see FIG. 27).

[0280] On the other hand, in step S3217, if it is determined that there is no error code (NO in S3217), without executing the error display setting process in step S3218, in step S3221, the value of the display flag is set to "1" and this process ends. After that, since the value of the display flag is "1", as described above, the game ball number display is executed again for 5000 msec. In this way, when there is no error code, as shown in FIG. 28, no error display is executed, and the game ball number display for 5000 msec ⇒ the light-off mode for 500 msec ⇒ the base display for 5000 msec ⇒ the light-off mode for 500 msec is repeated.

[0281] Also, in step S3216, if the value of the display flag is not "5" (NO in S3216), it is determined whether the value of the display flag is "6". If it is not "6" (NO in S3222), this process ends. On the other hand, if it is "6" (YES in S3222), a light-off setting process for turning off all the lighting parts LB1 to LB48 (see FIG. 8) of the frame board display 300 is executed (S3223). Then, it is determined whether 500 msec has elapsed (S3224). If 500 msec has not elapsed (NO in S3224), since the light-off mode continues, this process ends. On the other hand, if 500 msec has elapsed (YES in S3224), the value of the display flag is set to "1" (S3225) and this process ends. In this way, when the error display is executed for 5000 msec, then, in the frame board display 300, it is in the light-off mode for only a short time of 500 msec (see FIG. 27). And the value of the display flag becomes "1", and as described above, the game ball number display is executed again for 5000 msec.

[0282] [Display Color Setting Process] The display color setting process (S3005) is a process in which the frame control microcomputer 171 sets the display color of the number of game balls displayed on the game ball number display 180. As shown in FIG. 43, in the display color setting process (S3005), first, the frame control microcomputer 171 determines whether the current game state is in the extremely short time state based on the game state designation command transmitted from the game control board 100 (S3301). If it is in the extremely short time state (YES in S3301), a white display setting process is executed to set the display color of the number of game balls displayed on the game ball number display 180 to white (see FIG. 22) (S3302), and this process ends. As a result, since the game ball number display 180 shows the number of game balls in white, it is possible to make the player aware of the number of game balls while also making them aware that it is in the extremely short time game state.

[0283] If it is determined in step S3301 that it is not in the extremely short time state (NO in S3301), then subsequently, it is determined whether it is in the normal game state (S3303). If it is in the normal game state (YES in S3303), a blue display setting process is executed to set the display color of the number of game balls displayed on the game ball number display 180 to blue (see FIG. 22) (S3304), and this process ends. As a result, since the game ball number display 180 shows the number of game balls in blue, it is possible to make the player aware of the number of game balls while also making them aware that it is in the normal game state.

[0284] If it is determined in step S3303 that it is not in the normal game state (NO in S3303), then subsequently, it is determined whether it is in the low probability extremely short time state (S3305). If it is in the low probability extremely short time state (YES in S3305), a green display setting process is executed to set the display color of the number of game balls displayed on the game ball number display 180 to green (see FIG. 22) (S3306), and this process ends. As a result, since the game ball number display 180 shows the number of game balls in green, it is possible to make the player aware of the number of game balls while also making them aware that it is in the low probability extremely short time state.

[0285] Also, when it is determined in step S3303 that the state is not the low-probability short state (NO in S3305), subsequently, it is determined whether it is the high-probability short state (S3307). If it is the high-probability short state (YES in S3307), a red display setting process is executed to set the display color of the number of game balls displayed on the game ball number display 180 to red (see FIG. 22) (S3308), and this process ends. Thereby, on the game ball number display 180, since the number of game balls in red is shown, it is possible to make the player aware of the number of game balls while also making the player aware that it is the high-probability short state.

[0286] Also, when it is determined in step S3307 that it is not the high-probability short state (NO in S3307), it means that it is the jackpot game state. Therefore, in this case, a rainbow display setting process is executed to set the display color of the number of game balls displayed on the game ball number display 180 to rainbow (see FIG. 22) (S3309), and this process ends. Thereby, on the game ball number display 180, since the number of game balls in rainbow is shown, it is possible to make the player aware of the number of game balls while also making the player aware that it is the jackpot game state (during the execution of the jackpot game).

[0287] [Counting Process] The counting process (S3006) is a process for the frame control microcomputer 171 to execute a 250-ball counting process (S3407)(S3409) or a 1-ball counting process (S3410) based on the pressing operation of the counting button 43k. As shown in FIG. 44, in the counting process (S3006), first, the frame control microcomputer 171 determines whether there is an abnormality in this pachinko game machine PY1 (S3401). Here, the abnormality of this pachinko game machine PY1 refers to an abnormality in the communication between the frame control board 170 and the dedicated external unit 200, the frame opening shown in FIG. 26, radio wave irregularity, magnetic irregularity, an abnormality during a call (a pressing operation on the call switch 41k), and the like.

[0288] If there is no abnormality in the pachinko gaming machine PY1 (NO in S3401), then, subsequently, it is determined whether the long-press flag is ON and the count button 43k has been operated (S3402). The long-press flag indicates that the count button 43k has been long-pressed. If the long-press flag is OFF or the count button 43k has not been operated (NO in S3402), it is determined whether the count button 43k has been long-pressed for 4000 ms or more (S3403). If the count button 43k has been long-pressed for 4000 ms or more (YES in S3403), the long-press flag is turned ON (S3404), and the process proceeds to step S3405. In this way, the frame control microcomputer 171 sequentially monitors whether the long-press operation has occurred. On the other hand, if the count button 43k has not been long-pressed for 4000 ms or more (NO in S3403), step S3404 is skipped and the process proceeds to step S3405.

[0289] In step S3405, the frame control microcomputer 171 determines whether it is a communication cycle of 300 ms for the dedicated external unit 200. If it is not a communication cycle of 300 ms (NO in S3405), since it is not the timing to execute the 250-ball count process (S3407)(S3409) or the 1-ball count process (S3410), this process ends. On the other hand, if it is a communication cycle of 300 ms (YES in S3405), it is determined whether the long-press flag is ON (S3406). If the long-press flag is ON (YES in S3406), the 250-ball count process is executed (S3407), and this process ends.

[0290] As a result, after a long press on the count button 43k is executed, regardless of whether the long press on the count button 43k continues or not, the 250 - ball counting process can be executed at a communication cycle of 300 ms until the number of balls in hand becomes "0". And at this time, the frame control microcomputer 171 subtracts 3 at every 3 m seconds so that the value displayed on the game ball number display 180 is decreased by 250. Note that when the frame control microcomputer 171 executes the 250 - ball counting process (S3407), if the numerical value displayed on the game ball number display 180 is less than 250, the counting process is executed by the numerical value displayed on the game ball number display 180, and at the same time, it subtracts 3 at every 3 m seconds until the value displayed on the game ball number display 180 becomes "0".

[0291] Also in step S3406, if the frame control microcomputer 171 determines that the long - press flag is not ON (NO in S3406), then it subsequently determines whether it is a long press of 500 ms or more on the count button 43k (S3408). If it is a long press of 500 ms or more on the count button 43k (YES in S3408), it executes the 250 - ball counting process (S3409) and ends this process. As a result, since the long press on the count button 43k is being executed at a communication cycle of 300 ms, the 250 - ball counting process (S3409) is executed. And at this time, the frame control microcomputer 171 subtracts 3 at every 3 m seconds so that the value displayed on the game ball number display 180 is decreased by 250. When the frame control microcomputer 171 executes the 250 - ball counting process (S3409), if the numerical value displayed on the game ball number display 180 is less than 250, the counting process is executed by the numerical value displayed on the game ball number display 180, and at the same time, it subtracts 3 at every 3 m seconds until the value displayed on the game ball number display 180 becomes "0".

[0292] Also in step S3408, if the frame control microcomputer 171 determines that the count button 43k is not being long-pressed for 500 ms or more (NO in S3408), it then determines whether the count button 43k is being single-pressed (S3410). If the count button 43k is not being single-pressed (NO in S3410), this process ends. On the other hand, if the count button 43k is being single-pressed (YES in S3410), the one-ball counting process is executed (S3411), and this process ends. As a result, since the single-press of the count button 43k is being executed in a communication cycle of 300 ms, the one-ball counting process is executed. And at this time, the frame control microcomputer 171 causes the value displayed on the game ball number display 180 to be displayed as being decreased by 1.

[0293] Also in step S3401, if the frame control microcomputer 171 determines that there is an abnormality in the pachinko game machine PY1 (YES in S3401), it proceeds to step S3412. That is, if it determines that there is an abnormality such as communication abnormality between the frame control board 170 and the dedicated external unit 200, frame opening shown in FIG. 26, radio wave irregularity, magnetic irregularity, being in a call (pressing operation on the call switch 41k), etc., it proceeds to step S3412. Also in step S3402, if the frame control microcomputer 171 determines that the long-press flag is ON and the count button 43k has been operated (YES in S3402), it proceeds to step S3412. That is, if the situation is that after a long-press on the count button 43k, the count button 43k is operated, it proceeds to step S3402.

[0294] In step S3402, the long press flag is turned off to end this process. Thus, when the 250 - ball counting process (S3407) is automatically executed until the number of balls in hand becomes "0", if there are abnormalities such as communication abnormalities between the frame control board 170 and the dedicated external unit 200, the frame opening shown in FIG. 26, radio wave irregularities, magnetic irregularities, or being in a call (pressing operation on the call switch 41k), it is possible to abort the automatic 250 - ball counting process (S3407). Also, when the 250 - ball counting process (S3407) is automatically executed until the number of balls in hand becomes "0", if an operation is performed on the count button 43k, it is possible to abort the automatic 250 - ball counting process (S3407). Note that if there is an abnormality in this pachinko game machine PY1, the 250 - ball counting processes (S3407)(S3409) and the 1 - ball counting process (S3411) will not be executed regardless of whether the automatic 250 - ball counting process (S3407) is being executed or not.

[0295] Incidentally, in a situation where the number of balls in hand of the player is 250 or less, it may be possible for the launch of the game ball and the counting process (the 250 - ball counting processes in steps S3407 and S3409, the 1 - ball counting process in step S3411) until the number of balls in hand becomes zero to be executed simultaneously. In this case, if the counting process (the 250 - ball counting processes in steps S3407 and S3409, the 1 - ball counting process in step S3411) until the number of balls in hand becomes zero is executed with priority over the process when the game ball is launched, the process when the game ball is launched immediately after the number of balls in hand becomes zero will be executed. As a result, a situation will occur where the game ball cannot be launched contrary to the player's intention.

[0296] Therefore, in this embodiment, when the frame control microcomputer 171 executes the process when a game ball is launched and the counting process (the 250-ball counting process in steps S3407 and S3409, the 1-ball counting process in step S3411) for reducing the number of held balls to zero simultaneously (at the same timing), it gives priority to the process when a game ball is launched. Specifically, as described above, the frame control microcomputer 171 executes the frame control timer interrupt process shown in FIG. 38 every 3 msec, and after executing the input process S3001 shown in FIG. 39, it executes the counting process (S3006) shown in FIG. 44. Therefore, after the game ball number subtraction process (S3106, see FIG. 39) for subtracting the number of held balls when a game ball is launched is executed, the 250-ball counting process (S3407, S3409) or the 1-ball counting process (S3411) is always executed. Thus, even when the launch of a game ball and the counting process (the 250-ball counting process in steps S3407 and S3409, the 1-ball counting process in step S3411) for reducing the number of held balls to zero are executed simultaneously, the process (game ball number subtraction process (S3106)) when a game ball is launched immediately after the number of held balls becomes zero is not executed, and it is possible to prevent a situation where a game ball cannot be launched.

[0297] 12. Effects of this embodiment As described in detail above, according to the pachinko gaming machine PY1 of this embodiment (the first embodiment), in both the normal gaming state and the very short time state, the game progresses such that game balls flow down into the left gaming area 6L. In this case, the total number of left-shot prize balls for obtaining the left-shot base includes the total number of very short time prize balls obtained by the player in the very short time state, and the number of left-shot launched balls for obtaining the left-shot base includes the number of very short time launched balls launched by the player in the very short time state. Thereby, even when there is a very short time state in which the game is played in the same manner as in the normal gaming state, it is possible to appropriately determine whether the pachinko gaming machine PY1 is normal.

[0298] According to the pachinko gaming machine PY1 of this embodiment, the short-time state is set such that the playing time is longer than that in the normal gaming state. Therefore, if the total number of left-hit winning balls for obtaining the left-hit base does not include the total number of short-time winning balls obtained by the player in the short-time state, and the number of left-hit fired balls for obtaining the left-hit base does not include the number of short-time fired balls fired by the player in the short-time state, the variation in the value of the left-hit base will become extremely large. Thus, by including the total number of short-time winning balls in the total number of left-hit winning balls for obtaining the left-hit base and including the number of short-time fired balls in the number of left-hit fired balls for obtaining the left-hit base, it is possible to suppress the variation in the value of the left-hit base.

[0299] Incidentally, when configuring a new pachinko gaming machine, there may be a case where only the game board 1 is replaced without replacing the game machine frame 2. In this case, if the frame control board 170 (frame control microcomputer 171) is configured to calculate the left-hit base based on the total number of left-hit winning balls including the total number of short-time winning balls and the number of left-hit fired balls including the number of short-time fired balls, not only the game board 1 needs to be replaced, but also the frame control board 170 provided on the game machine frame 2 needs to be replaced. Therefore, according to this pachinko gaming machine PY1, the game control microcomputer 101 of the game control board 100 calculates the left-hit base based on the total number of left-hit winning balls including the total number of short-time winning balls and the number of left-hit fired balls including the number of short-time fired balls. Therefore, when configuring a new pachinko gaming machine PY1, it can be dealt with by replacing only the game board 1 equipped with a new game control board 100 without replacing the frame control board 170 provided on the game machine frame 2.

[0300] According to the pachinko gaming machine PY1 of this embodiment, although the frame control board 170 does not measure (calculate) the left-hit base, it sequentially measures (calculates) the total number of game balls obtained by the player per minute (specific obtained ball number), which is the total number of winning balls obtained by the player when 100 game balls are fired. Thereby, the frame control board 170 can transmit the total number of game balls obtained per minute to the dedicated external unit 200. That is, the frame control board 170 can include the total number of game balls obtained per minute as game machine performance information transmitted to the dedicated external unit 200.

[0301] Also, according to the pachinko gaming machine PY1 of this embodiment, when a long press on the count button 43k is performed for less than 4000 milliseconds (when a short long press is executed), 250 balls counting process (S3409) is executed every 300 milliseconds from the start to the release of the long press on the count button 43k (see FIG. 30). On the other hand, when a long press on the count button 43k is performed for 4000 milliseconds or more (when a long long press is executed), even if the long press on the count button 43k is released, 250 balls counting process (S3407) is executed every 300 milliseconds (see FIG. 31). In this way, it is possible to reduce the operation burden on the player by continuing the 250 balls counting process executed every 300 milliseconds without continuously performing a long press on the count button 43k for a long time.

[0302] Also, according to the pachinko gaming machine PY1 of this embodiment, after a long press on the count button 43k is performed for 4000 milliseconds or more, if the long press operation on the count button 43k is released and then the count button 43k is operated, the 250 balls counting process executed every 300 milliseconds is stopped (see FIG. 32). In this way, after automatically making the 250 balls counting process (S3407) be executed every 300 milliseconds, it is possible for the player to arbitrarily stop the 250 balls counting process (S3407) executed every 300 milliseconds.

[0303] Also, according to the pachinko gaming machine PY1 of this embodiment, after a long press on the count button 43k is performed for 4000 milliseconds or more, if the long press on the count button 43k is released and then there is an abnormality in the pachinko gaming machine PY1, the 250 balls counting process (S3407) executed every 300 milliseconds is stopped. In this way, after automatically making the 250 balls counting process (S3407) be executed every 300 milliseconds, for example, when there is a communication abnormality, it is possible to stop the 250 balls counting process (S3407) executed every 300 milliseconds.

[0304] Also, according to the pachinko gaming machine PY1 of this embodiment, when a long press on the count button 43k is performed for 4000 milliseconds or more (when a long long press is executed), even if the long press on the count button 43k is released, the 250-ball counting process (S3407) is executed every 300 milliseconds until the number of held balls becomes zero. In this way, it is possible to execute the 250-ball counting process (S3407) until the number of held balls becomes zero without continuously performing a long press on the count button 43k for a long time, and it is possible to reduce the operation burden on the player.

[0305] Also, according to the pachinko gaming machine PY1 of this embodiment, when the frame control microcomputer 171 simultaneously executes the game ball number subtraction process (S3106) shown in FIG. 39 and the counting process shown in FIG. 44 (specifically, the 250-ball counting process shown in steps S3407 and S3409, and the 1-ball counting process shown in step S3411), the game ball number subtraction process (S3106) shown in FIG. 39 is preferentially executed. Thereby, even if the firing of the game ball and the counting process (the 250-ball counting process in steps S3407 and S3409, and the 1-ball counting process in step S3411) until the number of held balls becomes zero occur simultaneously, it is possible to fire the game ball.

[0306] By the way, a configuration can be considered in which the 250-ball counting process is executed every 300 milliseconds until the number of held balls becomes zero just by simply pressing the count button 43k. However, in the case of this configuration, it becomes impossible to count an arbitrary number of held balls only while the player is performing a long press on the count button 43k. Also, if the player accidentally operates the count button 43k during the game, the number of held balls will become zero unintentionally and the game will be interrupted. Therefore, by providing a short long press on the count button 43k and a long long press on the count button 43k as in this embodiment, it is possible to achieve both counting an arbitrary number of held balls only while the player is performing a long press on the count button 43k and preventing an accidental operation on the count button 43.

[0307] <Second Embodiment> Next, the pachinko machine 1 of the second embodiment will be described. However, in the second embodiment, the description will focus on the differences from the pachinko machine PY1 of the first embodiment. The pachinko machine 1 of the second embodiment is configured as a so-called one-type-two-type hybrid machine, different from the pachinko machine PY1 of the first embodiment which is configured as a so-called one-type game machine.

[0308] As shown in FIG. 45, the pachinko machine 1 of the second embodiment includes a game machine frame 50 and a game board 2 attached within the game machine frame 50. On the front frame 51 of the game machine frame 50, there are provided a handle 60 for firing a game ball with a firing intensity corresponding to the rotation angle, a hitting ball supply tray (upper tray) 61 for storing game balls, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be fully accommodated in the hitting ball supply tray 61. Also, on the front frame 51, there are provided an effect button 63 and a select button 64 (see the plan view within the dashed line in FIG. 45) that can be operated by the player during effects executed as the game progresses. Further, on the front frame 51, there are provided a decorative frame lamp 66 and a speaker 67.

[0309] On the game board 2, a game area 3 through which the game balls fired by the operation of the handle 60 flow down is formed surrounded by rail members 4. Also, on the game board 2, a decorative board lamp 5 (see FIG. 49) is provided. In the game area 3, a plurality of game nails (not shown) for guiding the game balls project.

[0310] Near the center of the game area 3, an image display device 7 (predetermined display means), which is a liquid crystal display device, is provided. On the display screen 7a (display unit) of the image display device 7, there is an effect symbol display area for performing variable display of effect symbols (decorative symbols) 8L, 8C, 8R synchronized with the variable display (variable display) of the first special symbol and the second special symbol described later. The effect symbol display area consists of, for example, three display areas of "left", "center", and "right". The left effect symbol 8L is displayed in the left display area, the middle effect symbol 8C is displayed in the middle display area, and the right effect symbol 8R is displayed in the right display area. Each of the effect symbols consists of a plurality of symbols representing numbers from, for example, "1" to "9". The image display device 7 clearly displays the results of the variable display of the first special symbol and the second special symbol (that is, the result of the jackpot lottery) displayed by the first special symbol display 41a and the second special symbol display 41b (see FIG. 47) later, according to the combination of the left, middle, and right effect symbols.

[0311] For example, when winning the jackpot, the effect symbol is stopped and displayed as a triple such as "777". Also, when winning a minor prize, the effect symbol is stopped and displayed with a predetermined chance combination such as "246". Also, when losing (ordinary loss), the effect symbol is stopped and displayed with a scattered combination such as "263". This makes it easy for the player to grasp the progress of the game. That is, generally, the player grasps the result of the jackpot lottery not by the first special symbol display 41a or the second special symbol display 41b, but by the image display device 7. Note that the positions of the display areas of the effect symbols 8L, 8C, 8R do not have to be fixed. Also, as a mode of the variable display of the effect symbols, there is, for example, a mode of scrolling in the vertical direction. Also, it is possible to arbitrarily change which combination of effect symbols is stopped and displayed according to each lottery result, and it is also possible to stop and display the effect symbol with a scattered combination when winning a minor prize.

[0312] The image display device 7 displays, on the display screen 7a, in addition to the effect symbol variation performance (also referred to as "decoration symbol variation performance" or simply "variation performance") using the effect symbols as described above, a jackpot effect that is carried out in parallel with the jackpot game, a demo effect for waiting customers, and the like. In the effect symbol variation performance, in addition to effect symbols such as numbers, effect images other than effect symbols, such as background images and character images, are also displayed.

[0313] Also, on the display screen 7a of the image display device 7, there are a first effect reservation display area for displaying an effect reservation 9A according to the number of stored first special figure reservations to be described later, and a second effect reservation display area for displaying an effect reservation 9B according to the number of stored second special figure reservations to be described later. By displaying the effect reservation, it is possible to clearly show to the player the number of stored first special figure reservations displayed on the first special figure reservation display 43a to be described later and the number of stored second special figure reservations displayed on the second special figure reservation display 43b (see FIG. 47).

[0314] Near the center of the game area 3 and in front of the image display device 7, a center decoration 10 is arranged. At the lower part of the center decoration 10, a stage part 11 is formed that can guide a game ball rolling on the upper surface to a first starting port 20 to be described later. Also, at the left part of the center decoration 10, a warp part 12 is provided that allows a game ball to flow in from an entrance and flow out to the stage part 11 from an exit. Further, at the upper part of the center decoration 10, a decorative member 13 representing characters, figures, etc. is arranged.

[0315] Below the image display device 7 in the game area 3, a fixed winning device 19 having a first starting port 20 with a constant ease of entry of game balls is provided. The first starting port 20 is also referred to as a first starting winning port, a fixed starting port, a fixed ball entry port, or a first ball entry port. The winning of a game ball into the first starting port 20 serves as an opportunity for a lottery of the first special symbol (jackpot lottery, that is, acquisition and determination of jackpot random numbers, etc.).

[0316] In addition, a normal variable winning device (so-called electric chute) 22 equipped with a second starting hole 21 is provided to the upper right of the first starting hole 20. The second starting hole 21 is also called the second starting winning hole, variable starting hole, variable ball entry hole, or second ball entry hole. The entry of a game ball into the second starting hole 21 triggers the drawing of a second special symbol (a big win drawing, i.e., the acquisition and determination of a big win random number, etc.).

[0317] The electric chute 22 is provided with a movable member (ball entry opening / closing member) 23 that can move back and forth, and the second starting opening 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (see FIG. 4). The second starting opening 21 allows game balls to enter only when the movable member 23 is open (i.e., when the movable member 23 is in an open state). In other words, the game ball cannot enter the second starting opening 21 when the movable member 23 is closed (i.e., when the movable member 23 is in a closed state). Note that the second starting opening 21 does not have to be completely unable to enter when the movable member 23 is closed, so long as it is more difficult for the game ball to enter the opening when the movable member 23 is closed than when the movable member 23 is open.

[0318] In addition, below the first starting hole 20 in the game area 3, a first large prize device 31 having a first large prize hole 30 is provided. The first large prize device 31 is also called a first special variable prize device or other special prize means, and the first large prize hole 30 is also called other special prize hole. The first large prize device 31 has an opening / closing member (other special prize hole opening / closing member) 32 that can be opened and closed, and opens and closes the first large prize hole 30 by operating the opening / closing member 32. The opening / closing member 32 is driven by a first large prize hole solenoid 33 (see FIG. 4). The first large prize hole 30 allows game balls to enter only when the opening / closing member 32 is open (i.e., when in the open state).

[0319] On the right side of the first major winning opening 30 in the game area 3, a second major winning device 36 having a second major winning opening 35 is provided. The second major winning device 36 is also referred to as a second special variable winning device or a special winning means, and the second major winning opening 35 is also referred to as a special winning opening. The second major winning device 36 includes an opening and closing member (special winning opening opening and closing member) 37 that takes an open state and a closed state, and opens and closes the second major winning opening 35 by the operation of the opening and closing member 37. The opening and closing member 37 is a retractable type that moves forward and backward, and is driven by a second major winning opening solenoid 38 (see FIG. 4). The second major winning opening 35 allows game balls to enter only when the opening and closing member 37 is open (that is, in the open state).

[0320] More specifically, as shown in FIG. 46, inside the second major winning device 36, a specific area (V area) 39 and a non-specific area 70 through which game balls that have passed through the second major winning opening 35 can pass are formed. In the second major winning device 36, a second major winning opening sensor 35a for detecting the winning of game balls into the second major winning opening 35 is arranged upstream of the specific area 39 and the non-specific area 70. Also, in the specific area 39, a specific area sensor 39a for detecting the passage of game balls into the specific area 39 is arranged. Further, in the non-specific area 70, a non-specific area sensor 70a for detecting the passage of game balls into the non-specific area 70 is arranged. The second major winning device 36 also includes a distribution member 71 that distributes game balls that have passed through the second major winning opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71. The distribution member 71 takes a first state (passage allowable state) in which game balls are distributed to the specific area 39 when the distribution member solenoid 73 is energized, and takes a second state (passage blocking state) in which game balls are distributed to the non-specific area 70 when the distribution member solenoid 73 is de-energized.

[0321] As shown by the two-dot chain line in FIG. 46, the distribution member 71 is in a passage allowable state in which the passage of game balls into the specific area 39 is allowed when the distribution member solenoid 73 is energized. When the distribution member 71 is in the passage allowable state, the game balls that have won in the second major winning opening 35 pass through the specific area 39 after passing through the second major winning opening sensor 35a. This route of the game balls is referred to as the first route.

[0322] In addition, as shown by the broken line in FIG. 46, when the solenoid 73 of the vibration member 71 is de-energized, the vibration member 71 is in a passage-blocking state that prevents the game balls from passing through to the specific area 39. When the vibration member 71 is in the passage-blocking state, the game balls that have won in the second major winning opening 35 roll on the vibration member 71 after passing through the second major winning opening sensor 35a and pass through the non-specific area 70. This route of the game balls is referred to as the second route.

[0323] In the pachinko gaming machine 1, the passage of the game balls through the specific area 39 triggers the execution of the jackpot game described later. That is, in this embodiment, a jackpot lottery is also conducted based on whether the game balls pass through the specific area 39. The jackpot won by winning the above-described first special symbol lottery or second special symbol lottery is referred to as the first type of jackpot, and the jackpot won by the passage of the game balls through the specific area 39 is referred to as the second type of jackpot. In addition, the jackpot game executed by winning the first type of jackpot is referred to as the first type of jackpot game, and the jackpot game executed by winning the second type of jackpot is referred to as the second type of jackpot game. The first type of jackpot is also referred to as a direct hit jackpot.

[0324] As shown in FIG. 45, above the second start opening 21 in the game area 3, a gate 28 through which the game balls can pass is provided. The passage of the game balls through the gate 28 triggers the execution of a normal symbol lottery (i.e., obtaining and determining a normal symbol random number (winning random number)) to determine whether to open the electric chute 22.

[0325] Furthermore, a normal winning opening 27 is provided at the lower left part of the game area 3. In addition, at the lowermost part of the game area 3, an out port 6 is provided for discharging the game balls that have not won in any of the winning openings after being launched into the game area 3 outside the game area 3.

[0326] In the gaming area 3 where various winning openings and the like are arranged in this way, there are a left gaming area (first gaming area) 3A on the left side of the center in the left - right direction and a right gaming area (second gaming area) 3B on the right side. The way of shooting the game ball so that the game ball flows down in the left gaming area 3A is called left - shooting. On the other hand, the way of shooting the game ball so that the game ball flows down in the right gaming area 3B is called right - shooting. In the pachinko gaming machine 1 of this embodiment, the flow path through which the game ball flows down when playing with left - shooting is called the first flow path R1, and the flow path through which the game ball flows down when playing with right - shooting is called the second flow path R2.

[0327] On the first flow path R1, a first starting port 20, a first big winning device 31, and an out port 6 are provided. The player aims to win the first starting port 20 by shooting the game ball so that it flows down the first flow path R1.

[0328] On the other hand, on the second flow path R2, a gate 28, an electric chute 22, a second big winning device 36, the first big winning device 31, and an out port 6 are provided. The player aims to pass through the gate 28, win the second starting port 21 related to the electric chute 22, the first big winning port 30, or the second big winning port 35 by shooting the game ball so that it flows down the second flow path R2.

[0329] In this embodiment, the gate 28, the electric chute 22, and the second big winning device 36 are unitized and can be attached to and detached from the game board 2 as one structure. Also, the fixed winning device 19 and the first big winning device 31 are unitized and can be attached to and detached from the game board 2 as one structure.

[0330] Also, as shown in FIGS. 45 and 47, display devices 40 are arranged at the lower right part of the game board 2. The display devices 40 include a first special symbol display 41a for variably displaying a first special symbol (Special Figure 1, an example of an identification symbol), a second special symbol display 41b for variably displaying a second special symbol (Special Figure 2, an example of an identification symbol), and a normal symbol display 42 for variably displaying normal symbols. The display devices 40 also include a first special figure hold display 43a for displaying the stored number of the operation hold (first special figure hold) of the first special symbol display 41a, and a second special figure hold display 43b for displaying the stored number of the operation hold (second special figure hold) of the second special symbol display 41b. The first special figure hold is also referred to as the special figure 1 hold, and the second special figure hold is also referred to as the special figure 2 hold.

[0331] The variable display of the first special symbol is triggered by the winning of a game ball into the first start port 20. The variable display of the second special symbol is triggered by the winning of a game ball into the second start port 21. In the following description, the first special symbol and the second special symbol may be collectively referred to as special symbols (special figures). Also, the first special symbol display 41a and the second special symbol display 41b may be collectively referred to as the special symbol display 41. Further, the first special figure hold display 43a and the second special figure hold display 43b may be collectively referred to as the special figure hold display 43.

[0332] In the special symbol display 41, after variably displaying (fluctuating display) the special symbol (identification information) and then stopping the display, the result of the lottery (special symbol lottery, jackpot lottery) based on winning the first start port 20 or the second start port 21 is notified. The special symbol to be stopped and displayed (stopped symbol, special symbol derived and displayed as the display result of variable display) is one special symbol selected from a plurality of types of special symbols by the special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) in a predetermined jackpot stop mode, a jackpot game is played in which the first big winning port 30 is opened in an opening pattern corresponding to the type of the stopped jackpot symbol (that is, the type of the winning jackpot). Also, when the stopped symbol is a special symbol (small jackpot symbol) in a predetermined small jackpot stop mode, a small jackpot game is played in which the second big winning port 35 is opened in an opening pattern corresponding to the type of the stopped small jackpot symbol (that is, the type of the winning small jackpot). Note that the opening patterns of the big winning ports (the first big winning port 30 and the second big winning port 35) in the jackpot game and the small jackpot game will be described later.

[0333] Specifically, the special symbol display 41 is composed of, for example, eight LEDs arranged horizontally, and displays special symbols corresponding to the result of the jackpot lottery according to its lighting pattern. For example, when winning a jackpot (one of multiple types of jackpots described later), it displays a jackpot symbol where the LEDs at the 1st, 2nd, 5th, and 6th positions from the left are lit, such as "○○●●○○●●" (○: lit, ●: unlit). Also, when winning a minor prize (one of multiple types of minor prizes described later), it displays a minor prize symbol where the LEDs at the 5th and 6th positions from the left are lit, such as "●●●●○○●●". Further, when it is a loss (one of multiple types of losses described later), it displays a loss symbol where only the rightmost LED is lit, such as "●●●●●●●○". Note that an aspect of turning off all the LEDs may be adopted as one of the loss symbols. Also, before the special symbol is stopped and displayed, the special symbol is variably displayed (variable display) for a predetermined variable time, and the aspect of the variable display is, for example, an aspect where each LED lights up so that light repeatedly flows from left to right. Note that the aspect of the variable display can be appropriately changed, such as all the LEDs flashing simultaneously if they are not stopped and displayed (lit display in a specific aspect).

[0334] In this pachinko gaming machine 1, when a game ball wins in the first start port 20 or the second start port 21, the values of various random numbers such as the jackpot random number obtained for the win (judgment information) are temporarily stored in the special figure hold memory unit 85 (see FIG. 4). Specifically, if it is a win in the first start port 20, it is stored as the first special figure hold in the first special figure hold memory unit 85a (see FIG. 48), and if it is a win in the second start port 21, it is stored as the second special figure hold in the second special figure hold memory unit 85b (see FIG. 4). There is an upper limit to the number of special figure holds that can be stored in each special figure hold memory unit 85, and the upper limit value (upper limit storage number, upper limit hold number) in this embodiment is "4" for the first special figure hold memory unit 85a and "4" for the second special figure hold memory unit 85b.

[0335] The reserved special symbols stored in the reserved special symbols memory unit 85 are consumed when the variable display of the special symbols based on the reserved special symbols becomes possible. The consumption of reserved special symbols means that the jackpot random number corresponding to the reserved special symbols is determined, and the variable display of the special symbols is executed to show the result of the determination. Therefore, in this pachinko game machine 1, even if the variable display of the special symbols based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be executed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbols or during the special game (jackpot game or small jackpot game), the right to the jackpot lottery for the winning can be reserved up to a predetermined number. In other words, this form of pachinko game machine 1 is equipped with a holding means capable of holding the execution of a jackpot determination process (predetermined determination process) based on a ball entering the first start hole 20 (fixed start hole), and a holding means capable of holding the execution of a jackpot determination process (predetermined determination process) based on a ball entering the second start hole 21 (variable start hole).

[0336] The number of reserved special drawings is displayed on the reserved special drawing display 43. Specifically, the first reserved special drawing display 43a and the second reserved special drawing display 43b are composed of four LEDs. Each reserved special drawing display 43 displays the number of reserved special drawings by lighting up the LEDs corresponding to the number of reserved special drawings.

[0337] The variable display of the normal symbol is triggered by the passage of the gaming ball through the gate 28. The normal symbol display device 42 notifies the result of the normal symbol lottery based on the passage of the gaming ball through the gate 28 by displaying the normal symbol as a stopped symbol after variably displaying (variably displaying) the normal symbol. The stopped normal symbol (normal stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. If the stopped normal symbol is a predetermined specific normal symbol (normal winning symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0338] Specifically, the normal symbol display 42 is composed of, for example, two LEDs (see Fig. 47), and displays normal symbols corresponding to the results of the normal symbol lottery according to their lighting states. For example, when the lottery result is a win, it displays a normal winning symbol where both LEDs are lit, such as "○○" (○: lit, ●: unlit). When the lottery result is a loss, it displays a normal losing symbol where only the right LED is lit, such as "●○". It is also possible to adopt a mode where all LEDs are turned off as the normal losing symbol. Before the normal symbol stops being displayed, variable display (changeable display) of the normal symbol is performed for a predetermined variable time, and the mode of the variable display is, for example, a mode where both LEDs light up alternately. Note that the mode of the variable display can be appropriately changed, such as all LEDs flashing simultaneously if each LED is not in a stopped display (lit display in a specific mode).

[0339] In addition, in this pachinko gaming machine 1, when the variable display of the normal symbol based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, when there is a passage through the gate 28 during the execution of the variable display of the normal symbol or during the execution of the auxiliary game, it is configured not to acquire the normal symbol random number based on that passage. That is, it is configured not to store the operation hold (normal symbol hold) of the normal symbol display 42. Note that it may be configured to be able to store the normal symbol hold in a predetermined storage area in the RAM 84 (see Fig. 48) up to a predetermined upper limit number (for example, "4"). In this case, the normal symbol hold stored in the RAM 84 is consumed when the variable display of the normal symbol based on that normal symbol hold becomes possible. The consumption of the normal symbol hold means determining the normal symbol random number corresponding to that normal symbol hold and executing the variable display of the normal symbol to show the determination result. Also in this case, it is advisable to provide a normal symbol hold display for displaying the number of stored normal symbol holds.

[0340] Next, based on FIGS. 48 and 49, the electrical configuration of the pachinko gaming machine 1 of the second embodiment will be described. As shown in FIGS. 48 and 49, the pachinko gaming machine 1 includes a main control board (game control board) 80 that controls game benefits such as jackpot lottery and transition of game states, a sub-control board (effect control board) 90 that controls effects executed as the game progresses, a payout control board 110 that controls the payout of game balls, and the like. The main control board 80 constitutes the main control unit, and the sub-control board 90, together with an image control board 100, a lamp control board 107, and an audio control board 106 described later, constitutes the sub-control unit 99. Note that the sub-control unit 99 only needs to include at least the sub-control board 90 and be capable of controlling various effects using effect means (image display device 7, panel lamp 5, frame lamp 66, speaker 67, panel movable body 15, etc.).

[0341] The pachinko gaming machine 1 also includes a power supply board 150. The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 110, and supplies necessary power to other devices via these boards. The power supply board 150 is provided with a backup power supply circuit 151. The backup power supply circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later, when power is not supplied to the pachinko gaming machine 1. Therefore, the information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when the power of the pachinko gaming machine 1 is cut off. In addition, a power switch 155 is connected to the power supply board 150. The power supply is switched on / off by the ON / OFF operation of the power switch 155. Note that a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, or a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.

[0342] Also, the power supply board 150 is provided with a RAM clear switch (RAM clear operation means) 152 for causing the CPU 82 to clear the information stored in the RAM 84 of the game control microcomputer 81 described later. The RAM clear switch 152 is provided on the power supply board 150 arranged on the back side of the pachinko game machine 1. Therefore, unless it is a casino employee or the like who can open the game machine frame 50, the RAM clear switch 152 cannot be operated. That is, the RAM clear switch 152 can be said to be an operation means that cannot be substantially operated by the player. The RAM clear switch 152 is a tact switch. When the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81. The state in which the RAM clear switch 152 is being pressed is referred to as the ON state of the RAM clear switch 152, and the state in which the RAM clear switch 152 is not being pressed is referred to as the OFF state of the RAM clear switch 152.

[0343] As shown in FIG. 48, a one-chip microcomputer for game control (hereinafter referred to as "game control microcomputer") 81 for controlling the progress of the game of the pachinko game machine 1 according to a program is mounted on the main control board 80. The game control microcomputer 81 includes a ROM 83 that stores a program for controlling the progress of the game, etc., a RAM 84 used as a work memory, a CPU 82 that executes the program stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals. The ROM 83 may be external. The RAM 84 is provided with the above-described special figure retention storage section 85 (first special figure retention storage section 85a and second special figure retention storage section 85b).

[0344] In addition, as shown in FIG. 48, various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid. Specifically, as sensors, a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a first big winning port sensor 30a, a second big winning port sensor 35a, a specific area sensor 39a, a non-specific area sensor 70a, and a normal winning port sensor 27a are connected.

[0345] The first start port sensor 20a is provided in the first start port 20 and detects a game ball that has won in the first start port 20. The second start port sensor 21a is provided in the second start port 21 and detects a game ball that has won in the second start port 21. The gate sensor 28a is provided in the gate 28 and detects a game ball that has passed through the gate 28. The first big winning port sensor 30a is provided in the first big winning port 30 and detects a game ball that has won in the first big winning port 30. The second big winning port sensor 35a is provided in the second big winning port 35 and detects a game ball that has won in the second big winning port 35. The specific area sensor 39a is provided in the specific area 39 within the second big winning port 35 and detects a game ball that has passed through the specific area 39. The non-specific area sensor 70a is provided in the non-specific area 70 within the second big winning port 35 and detects a game ball that has passed through the non-specific area 70. The normal winning port sensor 27a is provided in each of the normal winning ports 27 and detects a game ball that has won in the normal winning port 27.

[0346] In addition, as solenoids, an electric chute solenoid 24, a first big winning port solenoid 33, a second big winning port solenoid 38, and a distribution member solenoid 73 are connected. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first big winning port solenoid 33 drives the opening / closing member 32 of the first big winning device 31. The second big winning port solenoid 38 drives the opening / closing member 37 of the second big winning device 36. The distribution member solenoid 73 drives the distribution member 71 of the second big winning device 36.

[0347] Further, a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol hold display 43a, and a second special symbol hold display 43b are connected to the main control board 80. That is, the display control of these displays 40 is performed by the game control microcomputer 81.

[0348] The main control board 80 also transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. A prize ball payout device 120 and a card unit 135 (installed adjacent to the pachinko gaming machine 1 and enabling ball lending based on information such as an inserted prepaid card) are connected to the payout control board 110, and a firing device 112 is connected via a firing control circuit 111. The handle 60 (see FIG. 45) is included in the firing device 112.

[0349] Based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1, the payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls or to pay out lent balls. The paid-out prize balls and lent balls are detected by the prize ball sensor 122 for counting. When the player operates the handle 60 (see FIG. 45) of the firing device 112, the touch switch 114 detects contact with the handle 60, and the firing volume 115 detects the amount of rotation of the handle 60. Then, the firing motor 113 is driven so that the game ball is fired with a strength corresponding to the magnitude of the detection signal of the firing volume 115. In this pachinko gaming machine 1, a game ball is fired about once every 0.6 seconds.

[0350] Also, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode), not shown in the figure, as a communication direction restricting means, is interposed between the main control board 80 and the sub-control board 90.

[0351] As shown in FIG. 49, on the sub-control board 90, a one-chip microcomputer for performance control (hereinafter referred to as "performance control microcomputer") 91 that controls the performance of the pachinko game machine 1 according to a program is mounted. The performance control microcomputer 91 includes a ROM 93 that stores a program and the like for controlling the performance as the game progresses, a RAM 94 used as a work memory, a CPU 92 that executes the program stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. Note that the ROM 93 may be external.

[0352] Also, as shown in FIG. 49, an image control board 100, a voice control board 106, and a lamp control board 107 are connected to the sub-control board 90. The performance control microcomputer 91 of the sub-control board 90 causes the CPU 102 of the image control board 100 to perform display control of the image display device 7 based on the command received from the main control board 80. The RAM 104 of the image control board 100 is a memory for developing image data. The ROM 103 of the image control board 100 stores still image data and moving image data to be displayed on the image display device 7, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including performance symbols) and background images. The CPU 102 of the image control board 100 reads out the image data from the ROM 103 based on the command from the performance control microcomputer 91. Then, display control is executed based on the read image data.

[0353] Also, the effect control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on the commands received from the main control board 80. The acoustic data such as the voice output from the speaker 67 is stored in the ROM 93 of the sub-control board 90. Note that a CPU may be mounted on the voice control board 106, and in that case, the CPU may execute voice control. Further, in this case, a ROM may be mounted on the voice control board 106, and the acoustic data may be stored in the ROM. Also, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute voice control. Further, in this case, the acoustic data may be stored in the ROM 103 of the image control board 100.

[0354] Also, the effect control microcomputer 91 performs lighting control of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on the commands received from the main control board 80. Specifically, the effect control microcomputer 91 creates light emission data (data that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, also referred to as lamp data), which determines the lighting / extinguishing and light emission color, etc., and controls the light emission of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission data. Note that the data stored in the ROM 93 of the sub-control board 90 is used to create the light emission data.

[0355] Furthermore, the effect control microcomputer 91 operates the board movable body 15 connected to the lamp control board 107 via the relay board 108 based on the command received from the main control board 80. Note that although the board movable body 15 is not shown in FIG. 45, it is a movable gimmick provided on the center decorative body 10. Specifically, the effect control microcomputer 91 creates operation pattern data (also referred to as drive data) that determines the operation mode of the board movable body 15, and controls the operation of the board movable body 15 according to the operation pattern data. The data stored in the ROM 93 of the sub-control board 90 is used to create the operation pattern data. Note that a CPU may be mounted on the lamp control board 107. In this case, the CPU may execute the lighting control of the lamp and the operation control of the board movable body 15. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data related to the light emission pattern and the operation pattern may be stored in the ROM.

[0356] In addition, an effect button detection switch (SW) 63a and a select button detection switch 64a are connected to the sub-control board 90. The effect button detection switch 63a detects that the effect button 63 (see FIG. 1) has been pressed. When the effect button 63 is pressed, a detection signal is output from the effect button detection switch 63a to the sub-control board 90. The select button detection switch 64a detects that the select button 64 (see FIG. 1) has been pressed. When the select button 64 is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.

[0357] Note that FIGS. 48 and 49 are functional block diagrams for explaining the electrical configuration of the pachinko gaming machine 1. It is not the case that only the boards shown in FIGS. 48 and 49 are provided. Excluding the main control board 80, any plurality of the boards shown in FIGS. 48 and 49 may be configured as one board, or one board shown in FIGS. 48 and 49 may be configured as a plurality of boards.

[0358] Next, the main game played by the pachinko machine 1 of the second form will be described. The pachinko machine 1 obtains special figure-related random numbers based on winning a prize at the first start port 20 or the second start port 21. As shown in FIG. 50(A), the special figure-related random numbers include jackpot random numbers, symbol type random numbers, reach random numbers, and variation pattern random numbers. The jackpot random number is used for determining whether a jackpot is won or whether a minor win is won. The jackpot random number takes a value in the range from 0 to 65535. The symbol type random number is used for determining the type of jackpot symbol, the type of minor win symbol, and the type of losing symbol. The symbol type random number takes a value in the range from 0 to 999.

[0359] Also, the reach random number is a random number that determines whether to generate a reach in a variation effect that shows the result when the result of the win / loss determination is a loss. A reach is a state in which among a plurality of effect symbols, the effect symbol that is being variably displayed remains as the last one, and depending on which symbol the variably displayed effect symbol stops and is displayed as, it becomes a combination of effect symbols that indicates a jackpot win (for example, the state of "7↓7"). Note that the effect symbol that is stopped and displayed in the reach state may be displayed as slightly shaking within the display screen 7a, or may be displayed as repeatedly expanding and contracting. The reach random number takes a value in the range from 0 to 255.

[0360] Also, the variation pattern random number is a random number for determining a variation pattern including the variation time. The variation pattern random number takes a value in the range from 0 to 99. Note that a random number is also referred to as determination information.

[0361] Also, the pachinko machine 1 obtains a normal symbol random number (winning random number) shown in FIG. 50(B) based on a game ball passing through the gate 28. The normal symbol random number is a random number for a lottery (normal symbol lottery) for determining whether to perform an auxiliary game for opening the electric chute 22. The normal symbol random number takes a value in the range from 0 to 65535.

[0362] The pachinko gaming machine 1 determines whether it is a jackpot or not, and whether it is a minor win or not, by judging the jackpot random number obtained based on winning the first start port 20 or the second start port 21 according to the jackpot determination table shown in Fig. 51(A). As shown in Fig. 51(A), in the lottery of the first special symbol (special symbol 1) based on winning the first start port 20 and the lottery of the second special symbol (special symbol 2) based on winning the second start port 21, the winning probability of the jackpot is the same, but the winning probability of the minor win is different. In the lottery of special symbol 1, the winning probability of the minor win is zero, and in the lottery of special symbol 2, the winning probability of the minor win is about 1 / 100. That is to say, it can be said that the lottery of special symbol 2 is more likely to win the minor win than the lottery of special symbol 1. Note that in the lottery of special symbol 1, it may also be configured to be able to win the minor win. In this case, it is desirable to set the winning probability of the minor win in the lottery of special symbol 1 lower than the winning probability of the minor win in the lottery of special symbol 2.

[0363] When the pachinko gaming machine 1 determines that it has won the jackpot, it determines the type of the jackpot symbol by judging the symbol type random number according to the jackpot symbol type determination table shown in Fig. 51(B). In the lottery of special symbol 1, it is determined to be "special symbol 1_jackpot symbol A" at a rate of 50%, and it is determined to be "special symbol 1_jackpot symbol B" at a rate of 50%. On the other hand, in the lottery of special symbol 2, it is determined to be "special symbol 2_jackpot symbol C" at a rate of 100%. If the types of the winning jackpot symbols are different, the opening pattern of the big winning port in the one-kind jackpot game and the settings related to the game state after the jackpot game are different (see Fig. 53). This point will be described later.

[0364] Also, when the pachinko gaming machine 1 determines that it has won the minor win, it determines the type of the minor win symbol by judging the symbol type random number according to the minor win symbol type determination table shown in Fig. 51(C). Specifically, in the lottery of special symbol 2, it is determined to be "special symbol 2_minor win symbol a" at a rate of 80%, and it is determined to be "special symbol 2_minor win symbol b" at a rate of 20%. If the types of the winning minor win symbols are different, the opening pattern of the big winning port in the minor win game and the two-kind jackpot game, and the settings related to the game state after the jackpot game are different (see Fig. 53). This point will be described later.

[0365] Also, when the pachinko gaming machine 1 determines that it has not won either a big win or a small win (i.e., when it determines a loss), it determines the type of losing symbol by determining the symbol type random number according to the losing symbol type determination table shown in FIG. 51(D). In the lottery of Special Figure 1, it is determined as "Special Figure 1 - Losing Symbol A" at a rate of 20%, and as "Special Figure 1 - Losing Symbol B" at a rate of 80%. The difference in the type of losing symbol affects the settings regarding the gaming state after the losing symbol stops being displayed (see FIG. 53). Note that this point will be described later.

[0366] Also, when the pachinko gaming machine 1 determines a loss, it determines whether to reach the effect symbols 8L, 8C, 8R in the variable effect by determining the reach random number according to the reach determination table shown in FIG. 51(E). The probability of being determined to have a reach varies depending on whether the gaming state is the time-saving state described later. The probability of being determined to have a reach is higher when it is not in the time-saving state than when it is in the time-saving state.

[0367] Next, the types of big wins, small wins, and losses will be described in detail based on FIGS. 52 and 53. As described above, the results of the special symbol lottery (the lottery of Special Figure 1 or Special Figure 2) include "big win", "small win", and "loss". In the case of a "big win", the "big win symbol" stops being displayed on the special symbol display 41. The big win symbols include "Special Figure 1 - Big Win Symbol A", "Special Figure 1 - Big Win Symbol B", and "Special Figure 2 - Big Win Symbol C". Also, in the case of a "small win", the "small win symbol" stops being displayed on the special symbol display 41. The small win symbols include "Special Figure 2 - Small Win Symbol a" and "Special Figure 2 - Small Win Symbol b". In the case of a "loss", the "losing symbol" stops being displayed on the special symbol display 41. The losing symbols include "Special Figure 1 - Losing Symbol A", "Special Figure 1 - Losing Symbol B", and "Special Figure 2 - Losing Symbol C".

[0368] When winning a jackpot in the special symbol lottery, a "jackpot game" is executed to open the first big winning port 30 in an opening pattern corresponding to the type of jackpot symbol stopped and displayed. When winning a minor jackpot, a "minor jackpot game" is executed to open the second big winning port 35 in an opening pattern corresponding to the type of minor jackpot symbol s...

Claims

【Claim 1】 A gaming machine comprising: gaming control means capable of controlling to an advantageous gaming state favorable to a player based on the result of a predetermined determination process; and operable RAM clear operation means, wherein the gaming control means is capable of variably displaying an identification symbol indicating the result of the determination process, is capable of controlling to a normal gaming state based on the operation of the RAM clear operation means accompanying the power-on, is capable of controlling to a special short-time state that is more difficult to shift to the advantageous gaming state than the normal gaming state, and is set such that it is substantially impossible to shift from the special short-time state to the normal gaming state.

Citation Information

Patent Citations

  • Game machine

    JP2023078655A