Game machine
The gaming machine uses a performance control system with specific action and text images to enhance player engagement and enjoyment by encouraging operation, addressing the lack of effective promotion in existing systems.
Patent Information
- Application Number
- JP2024054642
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-28
- Publication Date
- 2025-10-10
Smart Images

Figure 2025152644000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] For example, in the gaming machine described in Patent Document 1 below, an operation promotion effect is executed to encourage the operation of an effect button (operation means). Specifically, in the operation promotion effect, a button image showing the effect button and an arrow image to encourage the operation of pressing the effect button are displayed. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-023934 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the gaming machine of the above-mentioned Patent Document 1, the operation promotion effect showing the button image and the arrow image was ordinary and did not stimulate the player's desire to operate the operation means (effect button). Therefore, there was room for improvement in the game interest in the operation promotion effect.
[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]
[0006] The gaming machine of the present invention comprises: an operable operating means; In a gaming machine equipped with a performance control means capable of controlling performance, The performance control means After the operation means is operated, a post-operation effect can be executed in which a specific action moving image showing a specific object performing a specific action is displayed, This gaming machine is characterized by being capable of executing an operation promotion effect that encourages operation of the operating means while displaying a text image suggesting that the specific object in the post-operation effect will perform the specific action before the operating means is operated. [Effects of the Invention]
[0007] According to the present invention, it is possible to increase interest in games. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] A front view showing the second large prize device and other details. [Figure 4] FIG. [Figure 5] (A) is a front view of the performance unit when the above-board movable device and the below-board movable device are in standby state, and (B) is a front view of the performance unit when the above-board movable device and the below-board movable device are activated. [Figure 6] FIG. 2 is a block diagram showing the electrical configuration of the main control board. [Figure 7] FIG. 10 is a block diagram showing the electrical configuration of the performance control board. [Figure 8] FIG. 2 is a perspective view showing the back side of the gaming machine. [Figure 9] FIG. 2 is a front view showing a 7-segment display. [Figure 10] (A) is a table showing random numbers related to the general map, and (B) is a table showing random numbers related to the special map. [Figure 11] (A) is a winning determination table, (B) is a normal game fluctuation pattern determination table, and (C) is an auxiliary game control table. [Figure 12](A) is a jackpot determination table, (B) is a jackpot symbol type determination table, and (C) is a reach determination table. [Figure 13] This is a table for determining the variation pattern of Special Chart 1. [Figure 14] This is a table for determining the variation pattern of Special Chart 2. [Figure 15] This is a look-ahead determination table. [Figure 16] This is a jackpot game control table. [Figure 17] FIG. [Figure 18] FIG. 10 is an explanatory diagram showing a specific example of a presentation mode. [Figure 19] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 20] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 21] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 22] An explanatory diagram showing a specific example of a hold effect. [Figure 23] An explanatory diagram showing a specific example of a movable object effect. [Figure 24] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 25] A diagram showing the over-prize ball prevention function. [Figure 26] A diagram showing the resetting of the difference in the number of balls. [Figure 27] (A) is a diagram showing the presentation mode when there is an excess ball abnormality, and (B) is a diagram showing the presentation mode when there is a magnetic detection abnormality. [Figure 28] 10A is a diagram showing an over-prize ball notification image, and FIG. 10B is a diagram showing a game stop notification image. [Figure 29] (A) is a diagram showing a purple-bordered image displayed when the game is in a high-probability, high-base state, and (B) is a diagram showing a red-bordered image displayed when the game is in a high-probability, high-base state. [Figure 30](A) is a diagram showing the state when the special reset switch is pressed, and (B) is a diagram showing the state when one hour has passed since the waiting time for customers. [Figure 31] 10 is a flowchart of a main control process. [Figure 32] 10 is a flowchart of a main-side timer interrupt process. [Figure 33] 10 is a flowchart of an input process. [Figure 34] 10 is a flowchart of the difference ball number measurement process. [Figure 35] 10 is a flowchart of a special action process. [Figure 36] 10 is a flowchart of a special symbol waiting process. [Figure 37] 10 is a flowchart of a customer waiting measurement process. [Figure 38] 10 is a flowchart of a jackpot determination process. [Figure 39] 10 is a flowchart of a fluctuation pattern determination process. [Figure 40] 10 is a flowchart of a fluctuation pattern determination process. [Figure 41] This is a flowchart of processing during special pattern change. [Figure 42] 10 is a flowchart of a special symbol determination process. [Figure 43] 10 is a flowchart of a game status management process. [Figure 44] 10 is a flowchart of special electric device processing. [Figure 45] 10 is a flowchart of a game status setting process. [Figure 46] 10 is a flowchart of an output process. [Figure 47] 10 is a flowchart of an outer end signal output process. [Figure 48] 10 is a flowchart of a sub-control main process. [Figure 49] 10 is a flowchart of a 1m timer interrupt process. [Figure 50] 10 is a flowchart of a 10m timer interrupt process. [Figure 51] A figure showing the main game ball number display effect and the sub game ball number display effect. [Figure 52] This figure shows that when the Battle SP Reach effect is started, the main game ball count display effect is no longer executed. [Figure 53] FIG. 10 is a diagram showing a performance promoting the arrival of an ally character. [Figure 54] A figure showing the case where the fourth ally character descent effect is executed. [Figure 55] FIG. 10 is a diagram showing a case where a battle victory effect or a battle defeat effect is executed. [Figure 56] A figure showing that the main game ball count display effect is no longer executed when the effect setting image is displayed. [Figure 57] FIG. 10 is a diagram showing that the main game ball count display effect is no longer executed when a game stop image is displayed. [Figure 58] This figure shows that when the error removal method image is displayed, the main game ball count display effect is no longer executed. [Figure 59] FIG. 10 is a front view of a game board unit according to a third embodiment. [Figure 60] (A) is a diagram showing the performance pattern of the first pre-reading pattern mode relating to the third form, (B) is a diagram showing the performance pattern of the second pre-reading pattern mode relating to the third form, (C) is a diagram showing the performance pattern of the third pre-reading pattern mode relating to the third form, and (D) is a diagram showing the performance pattern of the fourth pre-reading pattern mode relating to the third form. [Figure 61] 10 is an execution lottery table for the logo pre-reading zone according to the third embodiment. [Figure 62] FIG. 10 is an explanatory diagram showing the execution timing of the LOGO pre-read zone in the third embodiment. [Figure 63] FIG. 10 is an explanatory diagram showing the execution timing of the LOGO pre-read zone in the third embodiment. [Figure 64] FIG. 10 is a diagram showing how the LOGO pre-read zone of the third embodiment is executed. [Figure 65] FIG. 10 is a diagram showing how the first LOGO pre-read zone of the third embodiment is executed. [Figure 66] FIG. 10 is a diagram illustrating the execution of the second LOGO pre-read zone in the third embodiment. [Figure 67] FIG. 10 is a diagram showing how the third LOGO pre-read zone of the third embodiment is executed. [Figure 68] FIG. 10 is a diagram showing how the fourth LOGO pre-read zone of the third embodiment is executed. [Figure 69] FIG. 10 is a diagram showing the state in which execution of the LOGO pre-read zone in the third mode is completed. [Figure 70] A figure showing the display pattern of the normal pattern mode when the first normal display mode related to the fourth form is set. [Figure 71] A figure showing the presentation pattern of the special pattern mode when the first normal presentation mode relating to the fourth form is set. [Figure 72] This is a special chart change presentation pattern selection table when the first normal presentation mode of the fourth form is set. [Figure 73] This is a timing chart of normal miss fluctuations when the first normal presentation mode related to the fourth form is set. [Figure 74] A figure showing how a pattern change effect is executed in a special pattern change effect when the first normal effect mode relating to the fourth form is set. [Figure 75] This is a timing chart of normal miss fluctuations when the first normal presentation mode is set in a modified example of the fourth form. [Figure 76] A figure showing how a pattern change effect is executed in a special pattern change effect when the first normal effect mode related to a modified example of the fourth form is set. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the gaming machine of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will be omitted as a general rule. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and omit or abbreviate the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs. Furthermore, in any of the flowcharts described below, the execution order of multiple processes in any of the steps may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.
[0010] 1. Structure of the gaming machine The pachinko gaming machine PY1 of this embodiment will be described. First, the structure of the pachinko gaming machine PY1 will be described using Figures 1 to 5. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.
[0011] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. The front door 23 further includes a gaming board mounting frame 2A to which a gaming board unit YU (described later) is attached, and a front frame 23m that is rotatably supported on the gaming board mounting frame 2A via hinges 2B. The front frame 23m can be opened and closed relative to the gaming board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the gaming board 1 attached to the gaming board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko gaming machine PY1 is installed in a gaming parlor (game parlor), a player standing in front of the pachinko gaming machine PY1 can see the game area 6 formed on the gaming board 1 through the transparent plate 23t. The transparent plate 23t may be a transparent glass plate, a transparent synthetic resin plate, etc. It is sufficient that the playing area 6 can be seen from the front of the pachinko gaming machine PY1.
[0012] A handle 72k that can be rotated to launch game balls is provided at the lower right of the front of the front frame 23m. The amount by which the handle 72k is rotated (rotation angle) corresponds to the magnitude (launch strength) of the force applied to the game ball to launch it (the amount by which the launch device 72, described below, drives the launch solenoid). Therefore, the game balls are launched with a launch strength that corresponds to the rotation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 is formed on the top surface of the lower decorative body 36 to store game balls supplied to the handle 72k. In addition, a lower tray 35 is provided at the lower center of the front of the lower decorative body 36 to store surplus game balls that cannot be accommodated in the upper tray 34.
[0013] An operable first input device (hereinafter referred to as "normal button") 40 is provided on the upper surface of the lower decorative body 36, forward of the upper tray 34. The normal button 40 is composed of, for example, a button with a depression surface, a lever with a grip, etc. In addition, an operable second input device (hereinafter referred to as "special button") 41 is provided on the right decorative body 32, which is formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 is composed of, for example, a button with a depression surface, a lever with a grip, etc.
[0014] Additionally, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed to protrude forward from the top of the surface of the front frame 23m. The speaker 52 (sound output means) consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. Furthermore, illuminating frame lamps 53 are provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Furthermore, movable frame movable devices 58 are attached to the upper left and right edges of the front frame 23m as presentation devices intended to enhance the enjoyment of the game. The frame movable devices 58 consist of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.
[0015] The positions and number of components and devices provided in the gaming machine frame 2 can be changed as appropriate within the scope that does not interfere with the game.
[0016] Next, the game board unit YU will be described mainly with reference to Figures 2 to 5. The game board unit YU has a game board 1 and a presentation unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. An opening 1A that is approximately circular when viewed from the front is formed in the approximate center of the game board 1. A substantially ring-shaped inner wall portion 1B is formed to protrude forward along the opening 1A to define a game area 6 into which game balls can flow. In addition, a substantially ring-shaped outer wall portion 1C is formed to protrude forward also on the outside of the inner wall portion 1B to define the game area 6.
[0017] A play area 6 surrounded by an inner wall 1B, an outer wall 1C, etc. is formed on the front surface of the game board 1. That is, the front surface of the game board 1 is divided into the play area 6 and other areas by the inner wall 1B and the outer wall 1C.
[0018] The play area 6 is an area where game balls released by operating the handle 72k can flow down, and is provided for playing games on the pachinko game machine PY1. Numerous game nails (not shown) protrude from the play area 6. The game nails form paths that appropriately guide game balls that enter the play area 6 and flow down the play area 6 to the first start opening 11, the second start opening 12, the general prize opening 10, the gate 13, the first big prize opening 14, and the second big prize opening 15, which will be described later.
[0019] The game area 6 is provided with a first start winning device 11D having a first start hole 11 through which a game ball can enter, and a second start winning device (a so-called "electric chute") 12D which enables or disables the ball from entering the second start hole 12.
[0020] The first start winning device 11D is stationary. Therefore, the ease with which the game ball enters the first start opening 11 remains constant (unchanging). The entry of a game ball into the first start opening 11 triggers a lottery for a first special symbol (hereinafter referred to as "Special Symbol 1") (obtaining and determining a random number related to Special Symbol 1, described below; hereinafter referred to as "Special Symbol 1 lottery") and the variable display of Special Symbol 1. In addition, when a game ball enters the first start opening 11, a predetermined number of game balls (for example, four) are paid out as prize balls.
[0021] The electric chute 12D is equipped with an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is normally (in a normal state) in a closed position, making it impossible or extremely difficult for a gaming ball to enter the second starting hole 12. When a special state is entered, the electric chute opening / closing member 12k moves to an open position, making it possible for a gaming ball to enter the second starting hole 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also referred to as the "open state" of the second starting hole 12 or the electric chute 12D, and only when in the open state is a gaming ball able to enter the second starting hole 12. On the other hand, the electric chute opening / closing member 12k in the closed position is also referred to as the "closed state" of the second starting hole 12 or the electric chute 12D. In addition, when the second starting hole 12 or the electric chute 12D is in the "open state," it is also referred to as "the electric chute 12D is open," and when the electric chute 12D is in the "closed state," it is also referred to as "the electric chute 12D is closed."
[0022] The entry of a gaming ball into the second starting hole 12 triggers the lottery for the second special symbol (hereinafter referred to as "Special Symbol 2") (obtaining and determining the special symbol 2-related random number described below: hereinafter referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2. In addition, when a gaming ball enters the second starting hole 12, a predetermined number of gaming balls (for example, four) are paid out as prize balls.
[0023] In addition, a general winning opening 10 into which game balls can enter is provided in the game area 6. When a game ball enters the general winning opening 10, a predetermined number of game balls (for example, three) are paid out as prize balls.
[0024] In addition, the gaming area 6 is provided with a gate 13 through which the gaming ball can pass. The passage of the gaming ball through the gate 13 triggers the drawing of a regular symbol (hereinafter referred to as "regular symbol") (i.e., the acquisition and determination of a regular symbol random number: hereinafter referred to as "regular symbol drawing") and the variable display of the regular symbol. The electric chute 12D is opened when the auxiliary game is executed. In other words, the auxiliary game is a game that involves the opening of the electric chute 12D.
[0025] In addition, the gaming area 6 is provided with a first special prize device 14D (hereinafter also referred to as "normal AT 14D") in which a first special prize opening 14 into which gaming balls can enter is formed.
[0026] The first large prize winning device 14D is equipped with a normal AT opening / closing member 14k that can be operated between an open state and a closed state. The first large prize winning opening 14 is opened and closed by operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that blocks the first large prize winning opening 14, making it impossible or extremely difficult for a gaming ball to enter the first large prize winning opening 14. When the normal AT opening / closing member 14k is operated to the open state, it becomes possible for a gaming ball to enter the first large prize winning opening 14. In this way, a gaming ball can enter the first large prize winning opening 14 only when the normal AT opening / closing member 14k is in the open state. When a gaming ball enters the first large prize winning opening 14, a predetermined number of gaming balls (e.g., 15) are paid out as prize balls.
[0027] In addition, the game area 6 is provided with a guide stage 12g that guides the game ball to the second starting port 12. The game ball rolling on the upper surface of the guide stage 12g can flow down toward the second starting port 12.
[0028] The gaming area 6 is also provided with a second large prize device 15D (hereinafter also referred to as "VAT 15D") having a second large prize opening 15 through which a gaming ball can enter. The second large prize device 15D is equipped with an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally blocks the second large prize opening 15, making it impossible or extremely difficult for a gaming ball to enter the second large prize opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in the open state, it becomes easy for a gaming ball to enter the second large prize opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize opening 15 is also referred to as a "closed state." In this way, the second large prize opening 15 is opened and closed by the operation of the VAT opening / closing member 15k. When a gaming ball enters the second large winning hole 15, a predetermined number of gaming balls (for example, 15 balls) are paid out as prize balls.
[0029] Here, second large prize winning device 15D will be described in detail using Figure 3. Inside second large prize winning device 15D, there is provided gate-shaped second large prize winning opening sensor 15a that detects a gaming ball that has entered second large prize winning opening 15 and allows the gaming ball to pass downward.
[0030] A specific area 16 and a non-specific area 17 through which gaming balls can pass (enter) are provided downstream of the second large winning opening sensor 15a. Gaming balls that pass through the second large winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate, and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.
[0031] When the sorting solenoid 16s is not energized, the sorting member 16k is in a first state (passage-blocking state: in a front view of FIG. 3(A), the left end of the sorting member 16k is located slightly to the right of the left end of the specific area 16, and the sorting member 16k covers the specific area 16 directly above) in which it prevents the passage of game balls into the specific area 16. When the sorting member 16k is in the first state, after a game ball enters the second large prize opening 15 passes through the second large prize opening sensor 15a, it is impossible or extremely difficult for the game ball to pass through the specific area 16, and the game ball passes through the non-specific area 17. The route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.
[0032] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass (enter) the specific area 16 (passage-permitting state: when viewed from the front in FIG. 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific area 16, and the distribution member 16k does not cover the specific area 16 directly above, leaving the area directly above the specific area 16 open). When the distribution member 16k is in the second state, a game ball that has entered the second large prize opening 15 can easily pass through the specific area 16 after passing through the second large prize opening sensor 15a. The route of the game ball flowing down from the second large prize opening 15 to the specific area 16 is called the second route.
[0033] Basically, the distributing member 16k is maintained in the first state. That is, the first state can be said to be the normal state of the distributing member 16k. Then, only in a predetermined round of play (for example, 10 rounds), the distributing solenoid 16s is energized and the distributing member 16k can be changed to the second state.
[0034] The specific area 16 and the non-specific area 17 are provided with a specific area sensor 16a and a non-specific area sensor 17a that detect a gaming ball that has passed through (entered) each area 16, 17 and allow the gaming ball to pass downward.
[0035] It is possible to provide only one of the first special prize winning device 14D and the second special prize winning device 15D, as long as it does not interfere with the game.
[0036] In addition, at approximately the bottom of the game area 6, two outlets 19 are provided for discharging game balls that have been shot into the game area 6 but have not won in any of the winning holes to the outside of the game area 6. In addition, the game board 1 is provided with an illuminating board lamp 54.
[0037] The play area 6 through which the game ball can flow can be divided into a left play area (first play area) on the left side of the center in the left-right direction, and a right play area (second play area) on the right side. The operation mode of the handle 72k that launches the game ball so that it flows down the left play area is called a "left hit." On the other hand, the operation mode of the handle 72k that launches the game ball so that it flows down the right play area is called a "right hit." In the pachinko game machine PY1, the flow path through which the game ball can flow when launched by a left hit is called the first flow path R1, and the flow path through which the game ball can flow when launched by a right hit is called the second flow path R2. The first flow path R1 and the second flow path R2 are also formed by a number of game nails, etc.
[0038] A first start opening 11 and two general winning openings 10 are provided on the first flow path R1. Therefore, a player can aim to win a prize in the first start opening 11 or the general winning opening 10 by hitting the ball from the left so that the game ball flows down the first flow path R1. Meanwhile, a second start opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15 are provided on the second flow path R2. Therefore, a player can aim to win a prize in the second start opening 12, the first large winning opening 14, or the second large winning opening 15 by hitting the ball from the right so that the game ball flows down the second flow path R2.
[0039] In addition, game balls that do not enter any of the winning holes (first start hole 11, second start hole 12, general winning hole 10, first large winning hole 14, and second large winning hole 15) are guided and discharged to the outlet hole 19. In addition, the number of winning balls that enter each winning hole can be set appropriately.
[0040] In addition, displays 8 are arranged below and to the left of the play area 6 formed on the front of the game board 1 (in the area other than the play area 6). As shown in Figure 4, the displays 8 include a special chart 1 display 81a that variably displays special chart 1, a special chart 2 display 81b that variably displays special chart 2, and a general chart display 82 that variably displays general charts. In addition, the displays 8 include a special chart 1 reserve display 83a that displays the special chart 1 reserve number (U1: the number of reserved special chart 1 variable displays by the special chart 1 display 81a) described below, and a special chart 2 reserve display 83b that displays the special chart 2 reserve number (U2: the number of reserved special chart 2 variable displays by the special chart 2 display 81b) described below.
[0041] The variable display of special chart 1 is executed when a special chart 1 lottery is held in response to a game ball entering the first starting gate 11. The variable display of special chart 2 is executed when a special chart 2 lottery is held in response to a game ball entering the second starting gate 12. In the following explanation, special chart 1 and special chart 2 are collectively referred to as special charts, and special chart 1 lottery and special chart 2 lottery are collectively referred to as special chart lotteries. Furthermore, special chart 1 display 81a and special chart 2 display 81b are collectively referred to as special chart display 81. Furthermore, special chart 1 reserve display 83a and special chart 2 reserve display 83b are collectively referred to as special chart reserve display 83.
[0042] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed variably and then displayed stationary. The stationary special symbol (stationary special symbol, special symbol derived and displayed as a result of the display of the variable display) is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stationary special symbol is a predetermined specific special symbol (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is played in which the jackpot slots (first jackpot slot 14 and second jackpot slot 15) are opened.
[0043] The special symbol display 81 is composed of, for example, eight horizontally arranged LEDs (Light Emitting Diodes), and displays a special symbol according to the result of the special symbol lottery depending on the lighting state of the LEDs. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described below), the special symbol display 81 displays a jackpot symbol consisting of the first, second, fifth, and sixth LEDs from the left lit, such as "□□■■□□■■" (□: lit, ■: unlit). Also, if the result of the special symbol lottery is a loss, the special symbol display 81 displays a loss symbol consisting of only the rightmost LED lit, such as "■■■■■■■□." The lighting state of the LEDs corresponding to the result of the special symbol lottery is not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to indicate a loss symbol.
[0044] Furthermore, in the variable display of the special symbol, the special symbol is displayed for a predetermined variable time before being displayed in a static manner. The variable display of the special symbol is, for example, a manner in which each LED lights up so that light flows repeatedly from left to right. The variable display of the special symbol is not particularly limited, and may be set appropriately, such as all LEDs flashing simultaneously, unless each LED is displayed in a static manner (illuminated in a specific manner).
[0045] In the pachinko gaming machine PY1, when a gaming ball enters the first starting hole 11 or the second starting hole 12, various random numbers (examples of numerical information and judgment information) for conducting special drawing lottery and the like may be acquired. These various random numbers are temporarily stored as special drawing reserves in the special drawing reserve memory unit 105 described below. Note that, hereinafter, the various random numbers acquired upon the entry of a gaming ball into the first starting hole 11 are referred to as "special drawing 1-related random numbers," and the various random numbers acquired upon the entry of a gaming ball into the second starting hole 12 are referred to as "special drawing 2-related random numbers." Here, the special drawing 1-related random numbers are stored as special drawing 1 reserves in the special drawing reserve memory unit 105a within the special drawing reserve memory unit 105. Meanwhile, the special drawing 2-related random numbers are stored as special drawing 2 reserves in the special drawing reserve memory unit 105b within the special drawing reserve memory unit 105. An upper limit (for example, 4) can be set for the number of special drawing 1 reservations (special drawing 1 reservation number) that can be stored in the special drawing 1 reservation memory unit 105a and the number of special drawing 2 reservations (special drawing 2 reservation number) that can be stored in the special drawing 2 reservation memory unit 105b. Note that, hereinafter, special drawing 1 reservations and special drawing 2 reservations are collectively referred to as "special drawing reservations," and the number of special drawing 1 reservations and the number of special drawing 2 reservations are collectively referred to as "special drawing reservation numbers." In addition, special drawing 1-related random numbers and special drawing 2-related random numbers are collectively referred to as "special drawing-related random numbers."
[0046] In the pachinko gaming machine PY1, if the variable display of the special symbol is not performed immediately after the gaming ball enters the first starting hole 11 or the second starting hole 12, specifically, if a prize is won while the variable display of the special symbol is being performed or during the execution of a jackpot game, the variable display of the special symbol (or the right to draw a special symbol) for that prize can be reserved. The reserved special symbol stored in the special symbol reservation memory unit 105 is consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. In other words, the consumption of the reserved special symbol means determining the special symbol-related random number, etc. corresponding to that reserved special symbol and executing the variable display of the special symbol to show the determination result.
[0047] The number of reserved special drawings is displayed on the reserved special drawing display 83. Each of the reserved special drawing 1 display 83a and the reserved special drawing 2 display 83b is composed of, for example, four LEDs, and the number of reserved special drawings can be displayed by lighting up the LEDs corresponding to the number of reserved special drawings.
[0048] Furthermore, the variable display of the normal map notifies the result of the normal map lottery. In the variable display of the normal map, the normal map is displayed variably and then stopped. The stopped and displayed normal map (stop normal map, normal map derived and displayed as a display result of the variable display) is one normal map selected from multiple types of normal maps by the normal map lottery. If the stopped and displayed normal map is a specific normal map determined in advance (a normal map with a predetermined stopping pattern, i.e., a winning pattern), an auxiliary game is played in which the second starting hole 12 (electric chute 12D) is opened.
[0049] The normal map display 82 is composed of, for example, two LEDs, and displays a normal map according to the result of the normal map lottery depending on how they are lit. If the result of the normal map lottery is a win, the normal map display 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: unlit). If the result of the normal map lottery is a loss, the normal map display 82 displays a losing pattern consisting of only the right LED lit, such as "■□". A mode in which all LEDs are unlit may also be adopted to indicate a losing pattern. The lighting mode of the LEDs corresponding to the result of the normal map lottery is not limited and can be set as appropriate.
[0050] In addition, before the normal map is displayed as stopped, the normal map is displayed as a variable display for a predetermined variable time. The variable display mode of the normal map is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode of the normal map is not particularly limited, and if each LED is not displayed as stopped (lighted up in a specific mode), it may be set appropriately, such as all LEDs flashing at once.
[0051] In the pachinko gaming machine PY1, when a gaming ball passes through gate 13, a normal symbol random number (an example of numerical information or judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve memory unit 106, which will be described later, on the condition that the normal symbol variable display or auxiliary game is not being executed. It is possible to set an upper limit (for example, four) on the number of normal symbol reserves (normal symbol reserve number) that can be stored in the normal symbol reserve memory unit 106. In the following, the normal symbol random number acquired when a gaming ball passes through gate 13 is also referred to as a "normal symbol-related random number."
[0052] Next, the presentation unit 1U attached to the back of the game board 1 will be explained using Figure 5. The presentation unit 1U is a unit made up of multiple devices that mainly perform presentations. The presentation unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as "above-board movable device") 55, and a second board movable device (hereinafter referred to as "below-board movable device") 56.
[0053] The image display device 50 is configured by, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, or the like, and is provided with a display screen 50a capable of displaying patterns and the like.
[0054] The above-board movable device 55 is disposed in front of the display screen 50a, is movable along the display screen 50a, and includes a decorated above-board movable body 55k. The below-board movable device 56 is disposed in front of the display screen 50a, is movable along the display screen 50a, and includes a decorated below-board movable body 56k.
[0055] 5(A) shows a schematic diagram of the state in which the above-board movable body 55k and the below-board movable body 56k are held in a normal standby state (initial position) in which they are not in operation. When the drive source of the above-board movable device 55 is driven, the above-board movable body 55k moves downward (descends), and when the drive source of the below-board movable device 56 is driven, the below-board movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the lowered above-board movable body 55k or the raised below-board movable body 56k, making the image display device 50 difficult to see.
[0056] The positions and number of components and devices provided on the game board unit YU can be changed as appropriate within the scope that does not interfere with the game.
[0057] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine PY1 will be described with reference to Figures 6 to 9. As shown in Figures 6 to 7, the pachinko gaming machine PY1 is provided with a game control board (hereinafter also referred to as the "main control board") 100 that controls game profits (progress of the game) such as special symbol lottery, variable display of special symbols, jackpot game, setting of game states described later, normal symbol lottery, variable display of normal symbols, and supplementary games, a performance control board (hereinafter also referred to as the "sub-control board") 120 that controls performances such as game performances (special symbol variable performances, hold performances, jackpot game performances) according to the progress of the game by the main control board 100, customer waiting performances, and operation promotion performances that encourage operation during the period (operation valid period) when operation of the normal button 40 or the special button 41 is valid, and a payout control board 170 that controls payout of game balls, etc., located further back than the image display device 50 of the gaming board 1 (see Figure 8). The main control board 100 can be positioned as a game control unit that controls the game. The effect control board 120 can be positioned as an effect control unit that controls the effects, together with the image control board 140, lamp control circuit 151, and audio control circuit 161 described below. The effect control unit only needs to be equipped with at least the effect control board 120 and be able to control game effects, customer waiting effects, and operation prompt effects using effect means (image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, etc.).
[0058] The pachinko gaming machine PY1 also includes a power supply board 190. The power supply board 190 supplies power to the main control board 100, the presentation control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a depressible RAM clear switch 191. The RAM clear switch 191 (specific operation means) causes the gaming CPU 102 to clear (hereinafter referred to as "RAM clear") game information (e.g., game status information such as high probability status, number of reserved special symbols, and jackpot determination results) stored in the gaming RAM 104 of the gaming control microcomputer 101 (described later) when the machine is powered on. As shown in FIG. 8, the RAM clear switch 191 is provided on the power supply board 190 located on the back side of the pachinko gaming machine PY1. Therefore, the RAM clear switch 191 cannot be operated by anyone other than an amusement parlor employee who can open or close the front door 23. In other words, the RAM clear switch 191 can be said to be an operating means that cannot be operated by a player. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcomputer 101. In this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided on the main control board 100 or a dedicated board, for example.
[0059] The power supply board 190 is also 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 104 of the main control board 100 and the presentation RAM 124 of the presentation control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the main control board 100 and the presentation RAM 124 of the presentation control board 120 is retained even when power is cut off to the pachinko gaming machine PY1. A power switch 193 is also connected to the power supply board 190. The power supply is turned on and off by turning the power switch 193 on or off. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, and a backup power supply circuit for the presentation RAM 124 of the presentation control board 120 may be provided on the presentation control board 120.
[0060] 6, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 that controls the progress of a game on the pachinko game machine PY1 according to a program is mounted on the main control board 100. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs, tables, etc. for controlling the progress of a game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0061] The gaming ROM 103 stores programs for performing main control main processing and main timer interrupt processing, which will be described later. The gaming ROM 103 also stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a look-ahead determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, an auxiliary game control table, and the like, which will be described later. The gaming ROM 103 may be external.
[0062] The gaming RAM 104 is provided with the special symbol reserve memory unit 105 and the regular symbol reserve memory unit 106 described above. The gaming RAM 104 is also provided with a non-erasable memory unit 107, which is provided with a total number of winning balls memory unit 107a, a total number of shot balls memory unit 107b, and a difference in number of balls memory unit 107c. The non-erasable memory unit 107 is designed so that the gaming CPU 102 does not erase the stored contents even when RAM clear is executed. The non-erasable memory unit 107 (total number of winning balls memory unit 107a, total number of shot balls memory unit 107b, difference in number of balls memory unit 107c) will be described in detail later.
[0063] The main control board 100 is also provided with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operation means) (see FIG. 8). As shown in FIG. 9, the 7-segment display 300 is a so-called 4-segment display with a total of 32 illuminated (light-emitting) elements. Specifically, the 7-segment display 300 is provided with, from left to right, a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340. Each of the four display areas 310, 320, 330, and 340 has eight illuminated elements (LED elements) LB1-LB8, LB9-LB16, LB17-LB24, and LB25-LB32, respectively, to represent the digits "0" through "9." Display control of the 7-segment display 300 is performed by a game control microcomputer 101.
[0064] The setting key cylinder 180 functions as an operating means for setting a setting value corresponding to the probability of determining a jackpot. With a setting key (not shown) inserted, the setting key cylinder 180 is rotated between an initial position and a rotation position. Therefore, in the present pachinko gaming machine PY1, by rotating the setting key cylinder 180 to the rotation position and turning on the power while pressing the RAM clear switch 191, the machine can transition to a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1." However, the present pachinko gaming machine PY1 has only one setting value, "1." Therefore, the setting value cannot be changed from "1." Note that, when the setting mode is set, rotating the setting key cylinder 180 from the rotation position to the standby position ends the setting mode and executes RAM clearing.
[0065] The main control board 100 is also provided with a special reset switch 181 that can be pressed. As shown in FIG. 8, the special reset switch 181 is provided on the main control board 100 located on the back side of the pachinko gaming machine PY1. Therefore, only an employee of the gaming parlor who can open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 can be said to be an operating means that cannot be operated by a player. The function of the special reset switch 181 will be described in detail later. The main control board is also equipped with a gaming I / O (Input / Output) port unit 118 for inputting and outputting data and signals.
[0066] The main control board 100 is connected to various sensors MS and various actuators MA via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.
[0067] The various sensors MS connected to the main control board 100 include a first start port sensor that detects game balls that have entered the first start port 11, a second start port sensor that detects game balls that have entered the second start port 12, a general prize port sensor that detects game balls that have entered the general prize port 10, a gate sensor that detects game balls that have passed through gate 13, a first large prize port sensor that detects game balls that have entered the first large prize port 14, a second large prize port sensor 15a that detects game balls that have entered the second large prize port 15, a specific area sensor 16a that detects game balls that have passed through the specific area 16 (entered the specific area 16), and a non-specific area sensor 17a that detects game balls that have passed through the non-specific area 17 (entered the non-specific area 17).
[0068] The various sensors MS also include an outlet sensor that detects all game balls (total number of balls fired) flowing down the game area 6. Game balls that flow down outside the game area 6 pass through an outlet path (not shown) located at the bottom of the game board mounting frame 2 and are discharged to the outside of the pachinko game machine PY1. For this reason, the outlet sensor is located within the outlet path. The various sensors MS also include a magnetic sensor that detects illegal magnetism. The magnetic sensor detects the magnetic field generated when a player uses a magnet or the like to illegally place game balls into the various winning holes 10, 11, 12, and 14. When each of the above sensors detects a game ball, it outputs a signal corresponding to the detection content to the main control board 100.
[0069] The various sensors MS also include a front door open sensor that detects the opening of the front door 23 relative to the outer frame 22, and a front frame sensor that detects the opening of the front frame 23m relative to the game board mounting frame 2A. When the front door open sensor detects the opening of the front door 23, it outputs a signal corresponding to the detection content to the main control board 100. When the front frame sensor detects the opening of the front frame 23m, it outputs a signal corresponding to the detection content to the main control board 100. The type and number of sensors connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0070] Furthermore, the various actuators MA connected to the main control board 100 include an electric chute solenoid that drives electric chute opening / closing member 12k of electric chute 12D, a first large prize opening solenoid that drives normal AT opening / closing member 14k of first large prize device 14D, a second large prize opening solenoid that drives VAT opening / closing member 15k of second large prize device 15D, and a distribution solenoid 16s that drives distribution member 16k of distribution device 16D. Note that the type and number of actuators connected to the main control board 100 can be changed as appropriate as long as it does not interfere with gameplay.
[0071] Furthermore, displays 8 (special chart display 81, regular chart display 82, and special chart reserved display 83) are connected to the main control board 100. The display control of these displays 8 is performed by a game control microcomputer 101.
[0072] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (which is installed adjacent to the pachinko gaming machine PY1 and enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, as well as to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).
[0073] Based on signals from the game control microcomputer 101 and signals from the connected card unit CU, the payout control board 170 pays out prize balls or pays out loan balls using the prize ball payout device 73 or loan ball payout device 74. The number of game balls to be paid out is output to the payout control board 170.
[0074] The launching device 72 is also provided with a touch switch capable of detecting contact of a player or other person with the handle 72k (see FIG. 1). When the player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. A launch volume knob capable of detecting the rotation angle (operation amount) of the handle 72k is also connected to the launching device 72. The launching device 72 drives a launch solenoid so that gaming balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko gaming machine PY1, when the rotation operation of the handle 72k is maintained, one gaming ball is launched approximately every 0.6 seconds.
[0075] The payout control board 170 is also connected to the external terminal board 160. That is, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits the outer end signal sent from the main control board 100 to an external unit GU (such as a data counter or hall computer) provided outside the pachinko gaming machine PY1. Information contained in the outer end signal includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating an error or fraud (abnormality). Note that the external terminal board 160 transmits the outer end signal to the external unit GU via parallel communication, but the outer end signal may also be transmitted via asynchronous serial communication (a common asynchronous serial communication port). Furthermore, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may be connected to the external terminal board 160 via a board other than the dispensing control board 170 (for example, a relay board), or the main control board 100 and the external terminal board 160 may be connected directly.
[0076] Furthermore, the main control board 100 transmits various commands containing information related to the game to the performance control board 120 as the game progresses. Based on the various commands sent from the main control board 100, the performance control board 120 can grasp the progress of the game (the content of the game control) by the main control board 100. The connection between the main control board 100 and the performance control board 120 is a unidirectional communication connection that only allows signals to be sent from the main control board 100 to the performance control board 120. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 100 and the performance control board 120 as a means for restricting the direction of communication.
[0077] 7, a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PY1 according to a program is mounted on the performance control board 120. The performance control microcomputer 121 includes a performance ROM 123 that stores programs and the like for controlling performance as the game progresses using the main control board 100, a performance RAM 124 used as a work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.
[0078] The performance ROM 123 also stores programs for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, etc. The performance ROM 123 may be external.
[0079] The effect control board 120 also includes an effect I / O port unit 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. The RTC 139 operates on power supplied from a predetermined island power supply device (not shown) when the pachinko gaming machine PY1 is supplied with power. When power is not supplied from the island power supply device, the RTC 139 operates on power supplied from a backup power circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the pachinko gaming machine PY1 is not powered on. A backup power circuit for the RTC 139 may be provided on the effect control board 120. The backup power circuit may include a circuit including a capacitor and an internal battery (such as a button battery).
[0080] An image control board 140 is connected to the performance control board 120. The performance control microcomputer 121 of the performance control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100. The connection between the performance control board 120 and the image control board 140 is a two-way communication connection that allows signals to be sent both from the performance control board 120 to the image control board 140 and from the image control board 140 to the performance control board 120.
[0081] The image control board 140 includes an image ROM 142 storing programs for image control, 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 control board 140 also includes a CGROM 145 storing image data to be displayed on the image display device 50, a VRAM 146 used for expanding the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CGROM 145 stores, for example, image data for displaying images on the image display device 50 (still image data and video data, specifically, image data for characters, items, figures, letters, numbers, symbols, etc. (including effect designs), background images, etc.).
[0082] The VDP 144 reads image data from the CGROM 145 and displays it in a display area in the VRAM 146 in accordance with a display list created by the image CPU 141 based on instructions from the performance control microcomputer 121. The VDP 144 then appropriately combines the displayed image data and draws an image in the frame buffer in the VRAM 146. The image drawn in the frame buffer is then output as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display screen 50a.
[0083] The display list is made up of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameter information such as the type of image to be drawn, the position at which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0084] The performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, i.e., in accordance with the progress of the game by the main control board 100.
[0085] Audio data such as the sound output from the speaker 52 is stored in the performance ROM 123 of the performance control board 120. The audio control circuit 161 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute audio control. In this case, a ROM may be mounted on the board and audio data may be stored in the ROM. The speaker 52 may also be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be made to execute audio control. In this case, the audio data may also be stored in the image ROM 142 of the image control board 140.
[0086] In addition, various switches serving as input sections, various actuators SA serving as drive sources, and various lamps SL are connected to the performance control board 120 via a predetermined relay board (not shown). Signals output by the various switches are input to the performance control board 120. The performance control board 120 also outputs signals to the various actuators SA. The performance control board 120 also controls the lighting of the various lamps SL via a lamp control circuit 151 based on commands received from the main control board 100.
[0087] The various switches connected to the performance control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. Each detection switch 40a, 41a outputs a signal to the performance control board 120 according to the detection content. The type and number of switches connected to the performance control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0088] The various actuators SA connected to the performance control board 120 include motors that drive the above-board movable device 55, the below-board movable device 56, the frame movable device 58, etc., and can drive the motors to cause each movable device to perform a predetermined operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device, and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the performance control board 120 can be changed as appropriate as long as it does not interfere with gameplay.
[0089] The various lamps SL connected to the performance control board 120 include a frame lamp 53, a board lamp 54, etc., and cause each lamp to emit light. In detail, the performance control microcomputer 121 creates light emission pattern data (data that determines the on / off state, light color, etc., also called lamp data) that determines the light emission mode of each lamp, and controls the emission of each lamp according to the light emission pattern data. Note that data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.
[0090] A CPU may be mounted on the lamp control circuit 151 as a circuit board. In this case, the CPU may be configured to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may be mounted on the circuit board, and data related to lighting patterns and operation patterns may be stored in the ROM. The type and number of lamps connected to the performance control board 120 may be changed as appropriate as long as it does not interfere with gameplay.
[0091] 3. Main games played on gaming machines Next, the main games played on the pachinko gaming machine PY1 will be described with reference to FIGS.
[0092] 3-1. Games related to regular maps First, we will explain the game related to the normal map. When a launched game ball passes through gate 13, pachinko game machine PY1 performs a normal map lottery. When the normal map lottery is performed, the normal map display 82 displays a variable normal map (a variable display followed by a static display). Here, the statically displayed normal map includes winning and losing patterns. Note that the losing normal map patterns are also called "losing normal maps" to distinguish them from the losing special map patterns described below. When a winning pattern is statically displayed, an auxiliary game is executed, and the game related to passing through gate 13 ends. On the other hand, when a losing normal map is statically displayed, no auxiliary game is played, and the game related to passing through gate 13 ends. In addition, hereinafter, when a game ball passes through gate 13 when the variable normal map display or auxiliary game is not being performed, it is referred to as "the establishment of the normal map variation start condition."
[0093] When the pachinko gaming machine PY1 performs this series of games (regular symbol lottery, variable display of regular symbols, auxiliary games), it acquires regular symbol-related random numbers when the regular symbol variation start conditions are met. The acquired regular symbol-related random numbers include regular symbol random numbers, as shown in Figure 10(A). Regular symbol random numbers are random numbers (determination information) used to determine whether a win has occurred. Each random number has an appropriate range.
[0094] 3-1-1. Hit detection The hit determination is a determination to determine whether or not a win has occurred (whether or not a supplementary game is executed) using one or more hit determination tables as shown in FIG. 11(A). The hit determination table can be associated with the game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between a hit determination table used in the non-time-saving state (a non-time-saving hit determination table) and a hit determination table used in the time-saving state (a time-saving hit determination table). In each hit determination table, a determination value of the normal symbol random number (normal symbol random number value) is assigned to the hit determination result, which is a win or a miss. Therefore, the pachinko gaming machine PY1 compares the acquired normal symbol random number with the hit determination table to determine whether or not a win has occurred. Then, based on the hit determination result, a normal symbol variation pattern determination is performed to perform a variable display of the normal symbol. If the hit determination result is a win, the winning symbol is basically displayed stationary in the variable display of the normal symbol. On the other hand, if the result of the winning judgment is a loss, the loss normal map is basically displayed as a static image on the variable display of the normal map. Also, the probability of winning can be changed as appropriate.
[0095] 3-1-2. Normal map changes The map fluctuation pattern determination is a determination to determine the map fluctuation pattern using one or more map fluctuation pattern determination tables as shown in Figure 11 (B). The map fluctuation pattern is identification information regarding predetermined items related to the variable display of the map, such as the map fluctuation time.
[0096] The normal map fluctuation pattern determination table can be associated with the game state. That is, as the normal map fluctuation pattern determination table, it is possible to distinguish between a normal map fluctuation pattern determination table used in a non-time-saving state (non-time-saving normal map fluctuation pattern determination table) and a normal map fluctuation pattern determination table used in a time-saving state (time-saving normal map fluctuation pattern determination table).
[0097] Each normal map fluctuation pattern determination table stores one normal map fluctuation pattern, which is the result of the normal map fluctuation pattern determination, for each stopped normal map. In other words, the pachinko gaming machine PY1 can vary the normal map fluctuation time between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing normal map (a losing normal map) is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 30 seconds is determined for the variable display of the normal map. Also, in the time-saving state, when a losing normal map is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map, and when a winning pattern is stopped and displayed, a normal map fluctuation pattern with a normal map fluctuation time of, for example, 5 seconds is determined for the variable display of the normal map. The variable display of the normal map with the normal map fluctuation time corresponding to the normal map fluctuation pattern determined by this determination is performed by the normal map display 82. In addition, the time for these map fluctuations can be changed as appropriate. In this way, the hit determination and map fluctuation pattern determination are performed, and the map display 82 displays the map in a variable manner.
[0098] 3-1-3. Supplementary games The auxiliary game is executed when the winning symbol is displayed (derived) as a stop symbol in the variable display of the normal symbol (the result of the normal symbol lottery).
[0099] The auxiliary game includes various elements that make up the auxiliary game (auxiliary game components), namely, the number of times the electric chute 12D opens and the opening time for each opening. Each of these elements is associated with a game state. The pachinko gaming machine PY1 controls the auxiliary game using one or more auxiliary game control tables, such as those shown in FIG. 11(C), based on the game state. The auxiliary game control tables are associated with the game state. Each auxiliary game control table stores auxiliary game components. The number of times the electric chute 12D opens and the opening time for each of these elements can be changed as appropriate.
[0100] The pachinko gaming machine PY1 can vary the opening time of the electric chute 12D between the auxiliary game in the non-time-shortened state and the auxiliary game in the time-shortened state. For example, in the auxiliary game in the non-time-shortened state, the electric chute 12D is opened for a first opening time (a time during which it is difficult to get the game ball to enter the electric chute 12D (e.g., 0.08 seconds)). Note that, hereinafter, the auxiliary game in the non-time-shortened state is also referred to as a "short-open auxiliary game." Also, in the auxiliary game in the time-shortened state, the electric chute 12D is opened for a second opening time (a time during which it is easy to get the game ball to enter the electric chute 12D (e.g., 3.00 seconds)) that is longer than the first opening time. Note that, hereinafter, the auxiliary game in the time-shortened state is also referred to as a "long-open auxiliary game."
[0101] 3-2. Games related to special charts Next, we will explain the game related to the special symbol. When a launched game ball enters the first starting hole 11, the pachinko game machine PY1 performs a special symbol 1 lottery. When the special symbol 1 lottery is performed, the special symbol 1 display 81a displays a variable special symbol 1 (a variable display followed by a static display) to notify the result of the special symbol 1 lottery. Here, the statically displayed special symbol 1 includes a jackpot symbol and a losing symbol. In other words, the results of the special symbol 1 lottery include a jackpot and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on that winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not performed, and the game based on that winning is ended.
[0102] Similarly, the pachinko gaming machine PY1 conducts a special drawing for the 2nd symbol when a launched game ball enters the second starting hole 12. When the special drawing for the 2nd symbol is conducted, the special drawing for the 2nd symbol is displayed variably (variably displayed and then statically displayed) on the special drawing for the 2nd symbol display 81b to notify the result of the special drawing for the 2nd symbol. Here, the statically displayed special drawing for the 2nd symbol includes a jackpot symbol and a losing symbol. In other words, the results of the special drawing for the 2nd symbol include a jackpot symbol and a losing symbol. When a jackpot symbol is displayed statically, a jackpot game is executed, a new game state is set, and the game based on the winning is ended. On the other hand, when a losing symbol is displayed statically, the jackpot game is not conducted, and the game based on the winning is ended.
[0103] In the following, the entry of a game ball into the first start hole 11 is referred to as "the fulfillment of the first start condition," and the entry of a game ball into the second start hole 12 is referred to as "the fulfillment of the second start condition." Furthermore, the "fulfillment of the first start condition" and the "fulfillment of the second start condition" are collectively referred to as "the fulfillment of the start condition." Furthermore, the losing special symbols are also referred to as "losing special symbols" to distinguish them from the losing regular symbols mentioned above.
[0104] When the pachinko gaming machine PY1 performs this series of games (special symbol lottery, variable display of special symbols, jackpot game, and game state setting), it acquires special symbol-related random numbers when the start conditions are met and performs various judgments on the random numbers. The acquired special symbol-related random numbers include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers, as shown in Figure 10(B). The special symbol random numbers are random numbers used to make jackpot judgments. The jackpot symbol type random numbers are random numbers used to make jackpot symbol type judgments. The reach random numbers are random numbers used to make reach judgments. The special symbol variation pattern random numbers are random numbers used to make special symbol variation pattern judgments. Each random number has an appropriate range. The random numbers are also sometimes called judgment information.
[0105] 3-2-1.Jackpot Judgment The jackpot determination is a determination to determine whether or not a jackpot has occurred (whether or not a jackpot game is executed) using one or more jackpot determination tables such as those shown in Fig. 12(A). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether the state is the normal probability state or the high probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).
[0106] In each jackpot determination table, a special symbol random number determination value (special symbol random number value) is assigned to the jackpot and miss results of the jackpot determination. The pachinko gaming machine PY1 compares the acquired special symbol random number with the jackpot determination table to determine whether it is a jackpot or a miss. As shown in FIG. 12(A), the high-probability jackpot determination table has more special symbol random number determination values that determine a jackpot than the normal-probability jackpot determination table. In addition, the probability of winning a jackpot can be changed as needed.
[0107] 3-2-2.Jackpot symbol type determination The jackpot symbol type determination is a determination for determining the type of jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in Fig. 12(B) when the result of the jackpot determination is a jackpot. It is possible to associate each type of jackpot symbol with the content of the jackpot, in other words, the components of the jackpot that are made up of the gaming benefits given to the player.
[0108] The jackpot symbol type determination table can be associated with the type of special symbol that is variably displayed, in other words, the type of starting gate from which the winning that resulted from the jackpot symbol type determination (that generated the jackpot symbol type determination) occurred. In other words, as the jackpot symbol type determination table, it is possible to distinguish between a jackpot symbol type determination table (first jackpot symbol type determination table) used when performing the variable display of special symbol 1 and a jackpot symbol type determination table (second jackpot symbol type determination table) used when performing the variable display of special symbol 2.
[0109] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, a determination value of the jackpot symbol type random number (jackpot symbol type random number value) is assigned to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY1 checks the acquired jackpot symbol type random number against the jackpot symbol type determination table to determine the type of jackpot symbol. Then, in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number value is assigned appropriately to various jackpot symbols. Also, the assignment rate of the jackpot symbol type can be changed as appropriate. Also, the types of jackpot symbols can be increased or decreased as appropriate.
[0110] 12(B), the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 1 can be set to 50% for jackpot symbol X and 50% for jackpot symbol Y, and the allocation rate of the jackpot symbol type determined by the jackpot symbol type for special symbol 2 can be set to 100% for jackpot symbol Z. In this way, it is possible to make the allocation rate of the jackpot symbol type different between the special symbol 1 lottery, which is held when a gaming ball enters the first starting hole 11, and the special symbol 2 lottery, which is held when a gaming ball enters the second starting hole 12.
[0111] 3-2-3.Reach Judgment The reach judgment is a judgment to determine whether or not to generate a reach in the special chart change effect (hereinafter simply referred to as "change effect") described below, using one or more reach judgment tables such as those shown in Figure 12 (C) when the result of the jackpot judgment is a miss.
[0112] The reach determination table can be associated with the game state. That is, it is possible to distinguish between a reach determination table used in a non-time-shortening state (a reach determination table for non-time-shortening) and a reach determination table used in a time-shortening state (a reach determination table for time-shortening).
[0113] In each reach determination table, reach random number determination values (reach success random number values) are assigned to the reach determination results of "reach (reach occurs)" and "no reach (reach does not occur)." Therefore, the pachinko gaming machine PY1 checks the acquired reach random number against the reach determination table to determine whether there is a reach or not (whether a reach will occur). As shown in FIG. 12(C), it is possible to make the number of reach success random number values that are determined to be "reach (reach occurs)" different between the non-time-saving reach determination table and the time-saving reach determination table. Note that, hereinafter, "reach (reach occurs)," which is performed on the assumption that the result of the jackpot determination is a "miss," is sometimes referred to as "reach success miss," and "no reach (reach does not occur)" is sometimes referred to as "no-reach miss."
[0114] 3-2-4. Special chart changes The special symbol variation pattern determination is a determination to determine the variation pattern of the variable display of the special symbol (special symbol variation pattern) using one or more special symbol variation pattern determination tables (special symbol variation pattern determination tables) as shown in Figures 13 and 14, and is performed whether the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information for identifying predetermined items such as the special symbol variation time and the presentation flow (presentation content) of the special symbol variation presentation described below. Note that the special symbol variation pattern can include identification information regarding the results of the jackpot determination and the reach determination, in addition to the special symbol variation time and the presentation flow (presentation content) of the special symbol variation presentation. It is possible to use multiple types of special symbol variation patterns, each with different identification information, as the special symbol variation pattern, and the number of such patterns can be changed as appropriate.
[0115] The special symbol variation pattern determination table can be associated with the type of special symbol that performs the variable display to be determined, in other words, the type of starting gate where the winning that resulted from the special symbol variation pattern determination was made. In other words, as the special symbol variation pattern determination table, it is possible to distinguish between the special symbol variation pattern determination table used when performing the variable display of special symbol 1 (special symbol 1 variation pattern determination table: Figure 13) and the special symbol variation pattern determination table used when performing the variable display of special symbol 2 (special symbol 2 variation pattern determination table: Figure 14).
[0116] Each special chart fluctuation pattern determination table can also be associated with a game state. That is, as the special chart 1 fluctuation pattern determination table, it is possible to distinguish between a special chart 1 fluctuation pattern determination table used in a non-time-saving state (special chart 1 fluctuation pattern determination table for non-time-saving) and a special chart 1 fluctuation pattern determination table used in a time-saving state (special chart 1 fluctuation pattern determination table for time-saving). On the other hand, as for the special chart 2 fluctuation pattern determination table, it is similarly possible to distinguish between a special chart 2 fluctuation pattern determination table used in a non-time-saving state (special chart 2 fluctuation pattern determination table for non-time-saving) and a special chart 2 fluctuation pattern determination table used in a time-saving state (special chart 2 fluctuation pattern determination table for time-saving).
[0117] In addition, each special symbol variation pattern determination table associated with a game state can also be associated with a jackpot determination result, a jackpot symbol type determination result, or a reach determination result. That is, the non-time-saving special symbol 1 variation pattern determination table and the non-time-saving special symbol 2 variation pattern determination table each have a jackpot (for each jackpot symbol type), a reach-with-miss, and a reach-without-miss, etc. Similarly, the time-saving special symbol 1 variation pattern determination table and the time-saving special symbol 2 variation pattern determination table each have a jackpot (for each jackpot symbol type), a reach-with-miss, and a reach-without-miss, etc.
[0118] Furthermore, the special chart 1 variation pattern determination table for each no-reach miss can also be associated with the number of reserved special charts. For example, it is possible to distinguish between a special chart 1 variation pattern determination table for no-reach misses used when the number of reserved special charts (U1) is 0 to 2 and a special chart 1 variation pattern determination table for no-reach misses used when the number of reserved special charts (U1) is 3 to 4. Furthermore, the special chart 2 variation pattern determination table for each no-reach miss can also be associated with the number of reserved special charts. For example, it is possible to distinguish between a special chart 2 variation pattern determination table for no-reach misses used when the number of reserved special charts (U2) is 0 to 2 and a special chart 2 variation pattern determination table for no-reach misses used when the number of reserved special charts (U2) is 3 to 4.
[0119] Then, the special symbol display device 81 performs variable display of the special symbol for the special symbol variation time according to the special symbol variation pattern determined by each special symbol variation pattern determination. Then, when the jackpot symbol is stopped and displayed as the display result (the result of the special symbol lottery) in the variable display of the special symbol, the next variable display of the special symbol is not immediately performed, and the jackpot game is subsequently executed.
[0120] In addition, each special chart change pattern can be associated with a special chart change performance flow as shown in the second column from the right in the table of Figures 13 to 14.
[0121] As shown in the rightmost columns of the tables in Figures 13 and 14, the special chart variation patterns are sometimes given names in association with the special chart (jackpot determination result) and the content of the special chart variation presentation. For example, a special chart variation pattern related to a jackpot is called a "jackpot variation." On the other hand, a special chart variation pattern in which an SP reach, which is a type of reach, occurs among a reach-and-miss is called an "SP miss variation," a special chart variation pattern in which an L reach, which is a type of reach, occurs among a reach-and-miss is called an "L miss variation," a special chart variation pattern in which a reach-and-miss ends the special chart variation presentation with an N reach, which is a type of reach, is called an "N miss variation," and a special chart variation pattern related to a miss without a reach is called a "normal miss variation."
[0122] 3-2-5. Prediction The pachinko gaming machine PY1 performs a look-ahead determination using one or more look-ahead determination tables such as those shown in FIG. 15 based on the acquired special symbol-related random numbers. Look-ahead determinations include, for example, determining whether a special symbol random number is determined to be a jackpot in a jackpot determination, determining which jackpot symbol type a jackpot symbol type a jackpot symbol type random number is determined to be, and determining which special symbol variation pattern a special symbol variation pattern random number is determined to be in a special symbol variation pattern determination. The look-ahead determination table can be associated with the type of start gate associated with the start winning. In other words, the look-ahead determination table can be distinguished between a look-ahead determination table (first look-ahead determination table) for when a winning ball enters the first start gate 11 and a look-ahead determination table (second look-ahead determination table) for when a winning ball enters the second start gate 12.
[0123] The look-ahead determination table can also be associated with the game state. That is, it is possible to distinguish between a look-ahead determination table used in a non-time-saving state (non-time-saving look-ahead determination table) and a look-ahead determination table used in a time-saving state (time-saving look-ahead determination table).
[0124] That is, the look-ahead judgment table can be distinguished between a first look-ahead judgment table used in a non-time-saving state, a first look-ahead judgment table used in a time-saving state, a second look-ahead judgment table used in a non-time-saving state, and a second look-ahead judgment table used in a time-saving state. Note that it is possible to change as appropriate what judgments are included in the look-ahead judgment.
[0125] 3-3. Jackpot games Next, we will explain the jackpot game. The jackpot game includes multiple rounds of play accompanied by the opening and closing of the jackpot opening (first jackpot opening 14 or second jackpot opening 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of play, and an ending (also referred to as ED) from the end of the final round of play until the end of the jackpot game. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play or the start of the ending. It is also possible to have no OP or ED. Note that, hereinafter, a predetermined number of rounds of play (in a predetermined order) will simply be referred to as a "round." For example, the first round of play will be referred to as "1st round (1R)," and the tenth round of play will be referred to as "10th round (10R)."
[0126] The elements that make up such a jackpot game (jackpot game components) include the number of rounds of play, the number of times the jackpot opening port (first jackpot opening port 14 or second jackpot opening port 15) opens during each round of play, the type of jackpot opening port and its opening time (opening pattern), the time it remains closed until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special symbol is displayed, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables such as those shown in FIG. 16. The jackpot game control table stores jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games as jackpot games.
[0127] 16, for example, from the 1st round to the 9th round, a round game is played in which the first major prize opening 14 is open for a maximum of 29.5 seconds, or a round game is played in which the first major prize opening 14 is open for a maximum of 0.1 seconds. Then, in the 10th round (final round), a round game is played in which the second major prize opening 15 is open for a maximum of 29.5 seconds, or a round game is played in which the second major prize opening 15 is open for a maximum of 0.1 seconds. Furthermore, in each round game, when a predetermined number of game balls (for example, 10 balls) are detected by the major prize opening sensor, the round game is ended even before the maximum opening time of the major prize openings 14, 15 has elapsed.
[0128] The number of times and duration of each element can be changed as appropriate. The jackpot game can be played using both the first jackpot slot 14 and the second jackpot slot 15, or using only one of them.
[0129] Here, the specific area 16 will be described in detail. The specific area 16 is controlled by the distribution member 16k to assume a closed state in which a prize cannot be won and an open state in which a prize can be won. Therefore, the operating mode of the distribution member 16k can be referred to as the opening / closing mode of the specific area 16. Hereinafter, the operating mode of the distribution member 16k will also be referred to as the "opening / closing mode of the specific area 16." In this way, the distribution member 16k is controlled in a certain operating mode (the specific area 16 is in a certain opening / closing mode). The difficulty (ease) of allowing a gaming ball to enter the specific area 16 in a jackpot game is set by combining the certain operating mode of the distribution member 16k (the certain opening / closing mode of the specific area 16) with the opening / closing mode of the second large prize opening 15 in a jackpot game. Hereinafter, the open state of the specific area 16 will also be referred to as the "V-open state."
[0130] For 15 seconds after the second large prize opening begins to open, the distribution solenoid 16s is energized and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second large prize opening 15 is open for a maximum of 29.5 seconds, it is easy for the gaming ball to pass through the specific area 16 (to enter the specific area 16) due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing for which the distribution member 16k is controlled to the second state. On the other hand, in a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds, it is nearly impossible (difficult) for the gaming ball to pass through the specific area 16 (to enter the specific area 16) due to the relationship between the opening time and timing of the second large prize opening 15 and the time and timing for which the distribution member 16k is controlled to the second state. In this way, it is possible to execute two types of jackpot games: one in which the VAT opening / closing member 15k and the distributing member 16k operate in a first opening pattern (V-long opening pattern) that makes it easy for the gaming ball to pass through the specific area 16 (hereinafter also referred to as "V passage"), and another in which the VAT opening / closing member 15k and the distributing member 16k operate in a second opening pattern (V-short opening pattern) that makes it difficult or impossible for the gaming ball to pass through the specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distributing member 16k operate in the V-long opening pattern is called a "V-long jackpot." On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distributing member 16k operate in the V-short opening pattern is called a "V-short jackpot."
[0131] 3-4. Game status Next, the game states will be explained. As shown in FIG. 17, the pachinko game machine PY1 can be set to one of the following game states: a "low-probability low base game state," a "low-probability high base game state," a "high-probability low base game state," a "high-probability high base game state," and a "jackpot game state." The "low-probability low base game state" can be abbreviated as the "low-probability low base state," the "low-probability high base game state" as the "low-probability high base state," the "high-probability low base game state" as the "high-probability low base state," and the "high-probability high base game state" as the "high-probability high base state." The game states include a state related to the probability of determining a "jackpot" in the jackpot determination and a state related to the ease of opening the electric chute 12D. The former includes a normal probability state and a high probability state. The latter includes a non-time-saving state and a time-saving state.
[0132] The normal probability state is set in a "low probability, low base game state" or a "low probability, high base game state," in which the probability of a jackpot being determined in a jackpot determination is normal. The high probability state is set in a "high probability, low base game state" or a "high probability, high base game state," in which the probability of a jackpot being determined in a jackpot determination is higher than the normal probability. Therefore, the high probability state can be said to be a state that is more advantageous to the player than the normal probability state. When the pachinko gaming machine PY1 is first turned on, the normal probability state is set. Then, by winning a jackpot, it is possible to switch from the normal probability state to the high probability state. For example, during a jackpot game, it is possible to switch to the high probability state by the game ball passing through the specific area 16. It is also possible to switch to the high probability state depending on the type of jackpot symbol. The high probability state can be switched from the high probability state to the normal probability state by a predetermined number of jackpot determinations being made without winning a jackpot, or by winning the next jackpot.
[0133] The non-time-saving state is set in a "low-probability, low-base game state," a "high-probability, low-base game state," or a "jackpot game state." The time-saving state is set in a "low-probability, high-base game state" or a "high-probability, high-base game state," and is a game state in which the opening time of the electric chute 12D during one supplementary game is more likely to be longer than in a non-time-saving state. For example, in the time-saving state, the opening time of the electric chute 12D is longer (e.g., 3.00 seconds) than in a non-time-saving state (e.g., 0.08 seconds). In addition, in the time-saving state, a special symbol variation pattern determination table can be used to determine the special symbol variation pattern, which is determined so that a special symbol variation pattern with a shorter special symbol variation time is selected more frequently than in a non-time-saving state (see Figures 13 and 14). As a result, in the time-saving state, the pace of consumption of reserved special symbols increases, making it easier for a valid win (a win that can be stored as reserved special symbols) to occur in the starting slot. This allows for smooth gameplay and the aim of winning a jackpot.
[0134] In addition, the time-saving state can make it easier for the normal map variation time to be shorter than the non-time-saving state. For example, in the time-saving state, the normal map variation time (5 seconds) is determined, which is shorter than the normal map variation time (30 seconds) determined in the non-time-saving state. Therefore, the time-saving state has more normal map lottery executions per unit time.
[0135] In addition, the time-saving state can be more likely to be determined as a hit in the hit determination than the non-time-saving state. For example, in the time-saving state, a hit is determined with a higher probability (e.g., 59936 / 65536) than the probability of a hit being determined in the non-time-saving state (e.g., 6600 / 65536). Therefore, the time-saving state has a higher number of hits determined in the hit determination per unit time.
[0136] In this way, in the time-saving mode, the electric chute 12D is open for a longer period of time per unit of time than in the non-time-saving mode, making it easier for game balls to enter the second starting slot 12 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, in the time-saving mode with a high base, players can aim for a jackpot without significantly reducing the number of game balls they have. Therefore, it can be said that the time-saving mode is more advantageous to players than the non-time-saving mode.
[0137] When the pachinko gaming machine PY1 is first powered on, it is set to the non-time-shortening state. Then, for example, the time-shortening state can be set by winning a jackpot. The time-shortening state can be changed from the time-shortening state to the non-time-shortening state by performing a predetermined number of jackpot determinations without winning a jackpot, or by winning the next jackpot.
[0138] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win, the normal map fluctuation time is more likely to be shorter, and the opening time of the electric chute 12D in one supplementary game is more likely to be longer. There are three points about the game related to the normal map that are set to be advantageous to the player. However, these points that are set to be advantageous to the player may be only a part of them.
[0139] After the pachinko gaming machine PY1 is first powered on, the gaming state is a "low probability, low base gaming state" in which a normal probability state and a non-time-saving state are set. This gaming state is also called the "normal gaming state." In the "jackpot gaming state," a win determination is performed but a jackpot determination is not performed, so a non-time-saving state is set upon the start of a jackpot game. It is also possible to use all or some of the gaming states described above. The gaming states other than the normal gaming state, such as a "high probability, high base state," a "high probability, low base state," a "low probability, high base state," a "high probability state," a "time-saving state," a "high base state," and a "jackpot gaming state," can be called "benefit gaming states" in which a bonus is granted to the player.
[0140] 4. Main effects of gaming machines Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS.
[0141] 4-1.Performance mode First, we will explain the presentation mode. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: a customer waiting presentation mode, a normal presentation mode, a probability variation presentation mode, a time-saving presentation mode, and a big win presentation mode.
[0142] The customer waiting presentation mode can be set when the special symbol variation presentation is not being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a presentation mode that indicates a customer waiting state (standby state) in which the special symbol variation presentation is not being performed. When the customer waiting presentation mode is set, the customer waiting presentation is performed. For example, as shown in FIG. 18 (A-1), in the customer waiting presentation, a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display screen 50a. Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is displayed, a presentation setting image G101 for setting the presentation of the pachinko gaming machine PY1 is displayed, as shown in FIG. 18 (A-2). Settings related to the effects include the volume setting for the sound output from the speaker 52, the brightness setting for the display screen 50a ("light intensity setting"), and custom settings ("custom settings") that allow you to select the frequency of the effects to be executed and the probability of winning (expected probability of winning).
[0143] The normal presentation mode can be set when a special symbol variation presentation is being performed in a "low probability low base game state" or a "high probability low base game state," and is a presentation mode that indicates a non-time-saving state. The normal presentation mode includes, for example, a first normal presentation mode in which a background image (daytime normal background image G102) representing a daytime mountain scene is displayed on the display screen 50a as shown in FIG. 18(B-1), a second normal presentation mode in which a background image (evening normal background image G103) representing an evening mountain scene is displayed on the display screen 50a as shown in FIG. 18(B-2), and a third normal presentation mode in which a background image (nighttime normal background image G104) representing a nighttime mountain scene is displayed on the display screen 50a as shown in FIG. 18(B-3). The modes can be switched based on one condition: one or more special symbol variation presentations being performed without winning a jackpot. Furthermore, each of the first to third normal presentation modes has a normal early presentation mode before the reach is established in the special chart variation presentation, and a normal late presentation mode after the reach is established. In the normal early presentation mode, one of the daytime normal background image G102, the evening normal background image G103, and the nighttime normal background image G104 is displayed on the display screen 50a, while in the normal late presentation mode, a dedicated background image according to the type of reach is displayed. In addition, a special presentation mode that is set only in the "high probability low base game state" may be provided.
[0144] The probability variable presentation mode is a presentation mode that can be set when a special symbol variation presentation is being performed in a "high probability, high base game state," and is a presentation mode that indicates a high probability state and a time-saving state. In the probability variable presentation mode, for example, as shown in FIG. 18 (B-4), a background image representing space (probability variable background image G105) is displayed on the display screen 50a. Furthermore, the probability variable presentation mode includes a probability variable pre-stage presentation mode before a reach is achieved in the special symbol variation presentation, and a probability variable post-stage presentation mode after the reach is achieved. In the probability variable pre-stage presentation mode, the probability variable background image G105 is displayed on the display screen 50a, while in the probability variable post-stage presentation mode, a dedicated background image according to the type of reach is displayed.
[0145] The time-saving presentation mode is a presentation mode that can be set when a special symbol variation presentation is being performed in a "low-probability, high-base game state," and is a presentation mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving presentation mode, for example, as shown in FIG. 18 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display screen 50a. Furthermore, the time-saving presentation mode includes a time-saving early presentation mode before a reach is achieved in the special symbol variation presentation, and a time-saving late presentation mode after the reach is achieved. In the time-saving early presentation mode, the time-saving background image G106 is displayed on the display screen 50a, while in the time-saving late presentation mode, a dedicated background image corresponding to the type of reach is displayed.
[0146] The jackpot presentation mode is a presentation mode that can be set when a jackpot game is being played in a "jackpot game state" and indicates that a jackpot game is being played. In the jackpot presentation mode, for example, during the opening of a jackpot game, as shown in FIG. 18(C-1), a jackpot opening presentation is performed on the display screen 50a, in which an opening image G107 suggesting the start of the jackpot game and a right-hit image G108 encouraging a "right hit" are displayed. During a round of a jackpot game, as shown in FIG. 18(C-2), a round presentation is performed on the display screen 50a, in which a round image G109 indicating the number of rounds and a prize ball number image G110 indicating the number of prize balls paid out are displayed. During the ending of a jackpot game, as shown in FIG. 18(C-3), a jackpot ending presentation is performed on the display screen 50a, in which an ending image G111 suggesting the presentation mode to be set after the jackpot game and a total prize ball number image G112 suggesting the total number of prize balls paid out during the jackpot game state are displayed.
[0147] The types of presentation modes can be changed or added as appropriate.
[0148] 4-2. Special chart change performance Next, the special symbol variation effect (also simply referred to as "variation effect") will be explained. When the variable display of the special symbol begins, the pachinko gaming machine PY1 executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery results (jackpot determination result, jackpot symbol type determination result, reach determination result, and special symbol variation pattern determination result). In the special symbol variation effect, the display screen 50a displays a variation of the effect symbol superimposed on a predetermined background image. The effect symbol is composed of, for example, numeral symbols 1 to 9, and in the variation display of the effect symbol, the effect symbol varies with the start of the variable display of the special symbol and stops with the end of the variable display of the special symbol. In other words, after the variation display of the effect symbol is performed for the special symbol variation time, the variation stops and the effect symbol is displayed as a still image. The result of the special symbol lottery is then announced by the display of the still image of the effect symbol.
[0149] In addition, in the special chart variation performance, in addition to the display of the variation of the performance pattern, it is possible to perform other performances using various performance devices such as the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other performances even after the display of the performance pattern has stopped.
[0150] 4-2-1.Performance pattern display area As shown in Figure 19(A), the display screen 50a of the image display device 50 can be divided horizontally into three approximately equal sections: left, center, and right. The left display area 50b1 is an area that displays the left display area EZ1 when the display area is stopped during the special display variation. Similarly, the center display area 50b2 and the right display area 50b3 are areas that display the center display area EZ2 and the right display area EZ3.
[0151] 19(A), a small symbol area 50c can be provided in a section at the left end (upper left corner) of the upper end of the display screen 50a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when variable display of special symbols is performed. The small symbols KZ1, KZ2, and KZ3 are, for example, composed of number symbols 1 to 9.
[0152] In Figure 19(A), the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c are clearly shown with dotted lines, but this is written to indicate the range of the left performance pattern area 50b1, the middle performance pattern area 50b2, the right performance pattern area 50b3, and the small pattern area 50c, and is not actually displayed.
[0153] 4-2-2.Normal fluctuations The pachinko gaming machine PY1 can first perform a normal variation in the special chart variation effect. The normal variation functions as an effect that indicates that the variable display of the special chart has begun.
[0154] When the variable display of the special symbol starts, for example, as shown in Figure 19(A), on the display screen 50a, the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 (hereinafter also referred to as "effect symbol EZ1, EZ2, EZ3" or "effect symbol EZ") are displayed in a static state, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are displayed in a static state, and the variable display of the special symbol is not performed, and from a state in which the variable display of the special symbol is waiting, as shown in Figure 19(B), with the start, the variable display of the effect symbols EZ1, EZ2, EZ3 begins, and the variable display of the small symbols KZ1, KZ2, KZ3 begins. Note that "↓" in Figure 19 indicates that the variable display of the symbol is in progress. Then, when the special symbol variation pattern of the variable display of this special symbol is, for example, "normal miss variation," as shown in Figure 19(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in Figure 19(D), the effect symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern suggesting a miss (so-called barakeme). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display all at once in a stopping pattern suggesting a miss. There are several types of stopping patterns suggesting a miss, such as "1·1·2" and "2·4·6," in which the left and right symbols are not the same. On the other hand, when the special symbol variation pattern of the variable display of the special symbol is a special symbol variation pattern with a reach, such as "N miss variation," as shown in Figure 19 (C-2), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in the same stopping mode (so-called reach eyes), and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, and KZ3 continues, and a reach effect is performed according to the special symbol variation pattern. Note that the stopping order and stopping mode of the effect symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0155] 4-2-3.N Reach The pachinko gaming machine PY1 can perform N-reach when a reach is achieved during normal variation. N-reach is a presentation that suggests that the result of the jackpot determination may be a "jackpot," and functions as a presentation to make players look forward to a jackpot.
[0156] In the N reach, as shown in FIG. 20(A), the reach-established state is maintained for a predetermined time (e.g., 10 seconds), and as shown in FIG. 20(B), the speed of change of the center effect symbol EZ2 gradually slows down. When the special symbol change pattern of the variable display of the special symbol is, for example, "N miss change," the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a stop mode suggesting a reach miss (a so-called reach miss), as shown in FIG. 20(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped in a stop mode suggesting a reach miss. There are several types of stop modes suggesting a reach miss, such as "7·6·7" and "5·3·5," where the left and right symbols are the same but the center symbol is different from the left and right symbols. On the other hand, when the special chart variable display pattern is, for example, "N jackpot variation," the display stops in a manner suggesting a jackpot (so-called double numbers) as shown in Figure 20 (C-2). There are several types of stop patterns suggesting a jackpot, such as "7·7·7" and "2·2·2," in which the left, right, and center symbols are identical. At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a manner suggesting a jackpot. The effects of the N reach are not limited to the gradual deceleration of the center effect symbol EZ2, but can be changed or added as appropriate.
[0157] 4-2-4. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the jackpot determination is more likely to be a "jackpot" than an N reach, and functions as a presentation to make the player expect a jackpot.
[0158] In the SP reach, after the N reach, for example, as shown in FIG. 21(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display screen 50a, and an image indicating the start of the SP reach (SP reach start title image) G1 is displayed in the center of the display screen 50a. After that, as shown in FIG. 21(B), a special SP reach effect (e.g., a battle effect) is performed. When the final stage of the special reach effect is reached, if the special symbol variation pattern of the variable display of the special symbol is, for example, "SP jackpot variation," as shown in FIG. 21(C-1), an effect suggesting a jackpot (e.g., a display showing the main character rejoicing after winning the battle) is performed on the display screen 50a, and the effect symbols EZ1, EZ2, and EZ3 are displayed in a stop mode suggesting a jackpot (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed in a stop mode suggesting a jackpot. On the other hand, when the special chart variation pattern of the variable display of the special chart is, for example, "SP Miss Variation," as shown in FIG. 19 (C-2), an effect suggesting a miss (for example, a display in which the enemy character is happy about winning the battle) is performed, and the effect symbols EZ1, EZ2, and EZ3 are displayed stopped in a manner suggesting a reach miss. At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a manner suggesting a miss. The effect content of the SP reach can be changed or added as appropriate.
[0159] Here, we will explain in detail the possibility that the effect symbols EZ1, EZ2, and EZ3 for each reach will stop in a manner indicating a jackpot (jackpot expectation, winning expectation). The jackpot expectation for each reach is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of an N reach is set to 10% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," and the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a "miss" and 100% when the result of the jackpot determination is a "jackpot," it is possible to set the jackpot expectation for an SP reach higher than the jackpot expectation for an N reach. Furthermore, if SP Reach A and SP Reach B are executable as SP reaches, and the execution probability of SP Reach A is set to 2% when the result of the jackpot determination is a "miss" and 20% when the result of the jackpot determination is a "jackpot," and the execution probability of SP Reach B is set to 2% when the result of the jackpot determination is a "miss" and 30% when the result of the jackpot determination is a "jackpot," then it is possible to set the jackpot expectation rate of SP Reach B higher than that of SP Reach A. In this way, it is possible to set the jackpot expectation rate by appropriately setting the execution probability according to the result of the jackpot determination.
[0160] 4-3. Hold icon display area As shown in Figure 22(A), the display screen 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and a hold icon HA can be displayed in each display area 50d1, 50d2, 50d3, 50d4 depending on the number of special chart 1 holds or the number of special chart 2 holds. For example, if the number of special chart 1 holds is "1," the hold icon HA is displayed in the first display area 50d1, and if the number of special chart 1 holds is "2," the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.
[0161] In addition, near the reserved icon display area 50d, it is possible to provide the icon display area 50e consisting of one display area, as shown in Fig. 22 (A). The icon display area 50e can display the reserved icon TA that is the same as or different from the reserved icon HA in response to the start of the special chart variation performance.
[0162] The number of display areas constituting the reserved icon display area 50d can be changed as appropriate. Also, the reserved icon display area 50d can be a display area that displays both the reserved number of special chart 1 and the reserved number of special chart 2, or a display area that displays only one of them.
[0163] 4-3-1.Hold performance The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect can notify the player of the number of special chart 1 holds or special chart 2 holds.
[0164] In the reserved performance, when the number of reserved special charts 1 is "0", if a game ball enters the first starting hole 11, the special chart change performance starts, and for example, as shown in Fig. 22 (B), the icon TA is displayed in the icon display area 50e. Then, if two more game balls enter the first starting hole 11 during the special chart change performance, as shown in Fig. 20 (C), the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d, and the player is notified that the number of reserved special charts 1 is "2". After that, when the special chart change performance ends and a new special chart change performance begins, as shown in Figure 20 (D), the reserve icon HA that was displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA that was displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, and the player is notified that the number of reserved special charts 1 is "1".
[0165] 4-4. Preview performance The pachinko gaming machine PY1 can perform a notice performance at any timing during the special chart variation performance. The notice performance is a performance using the image display device 50, speaker 52, frame lamp 53, board lamp 54, movable devices 55, 56, 58, buttons 40, 41, etc., and can suggest the results of the jackpot determination and the special chart variation pattern determination.
[0166] 4-4-1. Movable object production The pachinko gaming machine PY1 can perform a movable body effect as a preview effect using the movable devices 55, 56, and 58. The movable body effect is an effect in which the movable devices 55, 56, and 58 are activated, and functions as an effect to make the player expect a big win.
[0167] In the movable body effect, for example, when an N reach progresses to an SP reach, as shown in FIG. 23(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable device 55k and the under-board movable device 56k move so that they overlap on the display screen 50a as seen by the player, suggesting that the game will progress to an SP reach. At this time, an effect image is displayed in the space on the display screen 50a that does not overlap with the on-board movable device 55k and the under-board movable device 56k. Then, as shown in FIG. 23(B), the on-board movable device 55k and the under-board movable device 56k return to their normal standby state (initial position), and the game progresses to an SP reach. Note that the movable body effect is not limited to suggesting a progress to an SP reach, and can be modified or added as appropriate. Furthermore, the operation of the movable device in the movable body effect can be modified or added as appropriate.
[0168] 4-4-2. Operation direction The pachinko gaming machine PY1 can perform, as a preview effect, an operation effect using the normal button 40 or the special button 41. The operation effect is an effect in which the player operates the normal button 40 or the special button 41, and functions as an effect to make the player expect a jackpot.
[0169] In the operation presentation, for example, in the case of an SP reach, a period (a button operation valid period) occurs during which pressing the special button 41 is valid, and with the occurrence of this button operation valid period, a presentation (a button operation prompt presentation) is presented to prompt the player to operate the special button 41, as shown in FIG. 24(A). In the button operation prompt presentation, a button operation prompt image G3 is displayed on the display screen 50a. The button operation prompt image G3 includes an image (a special button image G31) that resembles the special button 41, an image (a press operation image G32) that shows the operation mode of the special button 41 (i.e., the press operation), and an image (a remaining valid operation period image G33) that shows the remaining time of the button operation valid period. The remaining valid operation period image G33 is composed of a generally curved progress bar, and changes over time so that the player can easily understand the remaining time of the valid operation period. Thereafter, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated, the on-board movable device 55 is actuated as shown in Fig. 24(B), and the on-board movable body 55k moves to overlap the display screen 50a as seen by the player, indicating the likelihood of a jackpot. Note that the operation effects are not limited to the actuation of the on-board movable device 55, and can be changed or added as appropriate.
[0170] 4-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect for the special chart 1 reserve or special chart 2 reserve for which the special chart lottery has not yet been held as a notice effect. The pre-reading effect functions as an effect to suggest in advance the result of the special chart lottery for the special chart 1 reserve or special chart 2 reserve.
[0171] In the pre-reading effect, for example, if the result of the pre-reading judgment for the special chart 1 reserve is a "jackpot," the reserve icon HA, which is normally displayed as a "circle," may be displayed as a "☆" in the reserve icon display area 50d, as shown in FIG. 22(C). Also, if the result of the pre-reading judgment is a "miss," the reserve icon HA may be displayed as a "☆" as a so-called false effect. The pre-reading effect can be performed on both or either the special chart 1 reserve and the special chart 2 reserve. Furthermore, it is not limited to changing the display mode of the reserve icon HA, and it can be changed or added as appropriate. For example, it is also possible to change the stop mode of the effect symbols EZ1, EZ2, and EZ3 in the special chart variation effect.
[0172] 5. Display on 7-segment display Next, the display on the 7-segment display 300 (see FIG. 9) will be described. The 7-segment display 300 displays the normal base, which is the ratio between the total number of normal prize balls acquired by the player in normal game mode and the number of normal shot balls fired by the player in normal game mode, as a percentage (%). Note that the 7-segment display 300 does not display bases other than the normal base (the time-saving base, which is the ratio between the total number of time-saving prize balls acquired by the player in time-saving mode and the number of time-saving shot balls fired by the player in time-saving mode, and the jackpot base, which is the ratio between the total number of jackpot prize balls acquired by the player in jackpot game mode and the number of jackpot shot balls fired by the player in jackpot game mode).
[0173] Here, the game control microcomputer 101 is configured to constantly count the number of balls fired normally, the total number of prize balls fired normally, and the total number of balls fired. The total number of balls fired refers to the number of balls fired by the player in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The total number of balls fired is calculated by the game control microcomputer 101 counting detections of the outlet sensor. The number of balls fired normally is calculated by the game control microcomputer 101 counting detections of the outlet sensor only in the normal game state. The total number of prize balls normally is calculated by the game control microcomputer 101 counting the number of prize balls paid out in the normal game state.
[0174] Information on the number of normal shot balls, the total number of normal prize balls, and the total number of shot balls counted for display on the 7-segment display 300 is stored in a specific memory area (not shown) of the non-erasable memory unit 107 (see FIG. 6) of the game RAM 104. Therefore, even if RAM is cleared, the information on the number of normal shot balls, the total number of normal prize balls, and the total number of shot balls is maintained (not erased). In this way, even if RAM is cleared, the game control microcomputer 101 can calculate the normal base using the number of normal shot balls and the total number of normal prize balls at the time of power-off. The game control microcomputer 101 then displays the normal base value in the right two digits of the 7-segment display 300 (the third display area 330 and the fourth display area 340 (see FIG. 9)) regardless of the game state (normal game state, jackpot game state, high-probability high base state, low-probability high base state, etc.).
[0175] Here, the normal base is calculated in increments of 60,000 total shots. In other words, the normal base calculated from the time the power is first turned on after shipping from the factory until the total number of shots reaches 60,000 becomes the initial normal base. After that, when the total number of shots exceeds 60,001, the value that was the initial normal base is stored as the previous normal base. Then, the normal base calculated from the time the total number of shots goes from 60,001 to 120,000 becomes the current normal base. After that, when the total number of shots goes beyond 120,001, the value that was the previous normal base is stored as the normal base two shots ago, and the value that was the current normal base is stored as the previous normal base. Then, the normal base calculated from the time the total number of shots goes from 120,001 to 180,000 becomes the current normal base.
[0176] After that, when the total number of shots exceeds 180,001, the value that was the normal base two shots ago is stored as the normal base three shots ago, the value that was the normal base one shot ago is stored as the normal base two shots ago, and the value that was the current normal base is stored as the normal base one shot ago.The normal base calculated from the time the total number of shots goes from 18,0001 to 240,000 becomes the current normal base.After that, when the total number of shots exceeds 240,001, the value that was the normal base three shots ago is erased, the value that was the normal base two shots ago is stored as the normal base three shots ago, the value that was the normal base one shot ago is stored as the normal base two shots ago, and the value that was the current normal base is stored as the normal base one shot ago.The normal base calculated from the time the total number of shots goes from 240,001 to 300,000 becomes the current normal base.Thereafter, the normal base is calculated in the same manner every time the total number of shots reaches 60,000, and the values for the normal base up to three shots ago are stored.
[0177] In this way, the game control microcomputer 101 can store a maximum of the current normal base, the normal base one time ago, the normal base two times ago, and the normal base three times ago in the non-erasable memory section 107 of the game RAM 104. In this case, the game control microcomputer 101 switches the display on the 7-segment display 300 every five seconds between the current normal base ⇒ the normal base one time ago ⇒ the normal base two times ago, ⇒ the normal base three times ago ⇒ the current normal base.
[0178] Specifically, on the 7-segment display 300, when "bL" is displayed in the left two digits (first display area 310 and second display area 320 (see FIG. 9)), the current normal base is displayed in the right two digits (third display area 330 and fourth display area 340). Therefore, a person who sees "bL" in the left two digits can understand that the value (normal base) displayed in the right two digits is the current normal base.
[0179] Then, five seconds after the display of the current normal base begins, the 7-segment display 300 displays "b1" in the two left digits and the previous normal base in the two right digits. Therefore, a person who sees "b1" in the two left digits can understand that the value (normal base) displayed in the two right digits is the previous normal base.
[0180] Then, five seconds after the start of displaying the previous normal base, the 7-segment display 300 displays "b2" in the two left digits and the normal base two digits before that in the two right digits. Therefore, a person who sees "b2" in the two left digits can understand that the value (normal base) displayed in the two right digits is the normal base two digits before that.
[0181] Then, five seconds after the start of displaying the normal base two times before, the 7-segment display 300 displays "b3" in the two left digits and the normal base three times before in the two right digits. Therefore, a person who sees "b3" in the two left digits can understand that the value (normal base) displayed in the two right digits is the normal base three times before.
[0182] Then, after five seconds have passed since the display of the third previous normal base began, the 7-segment display 300 will show "bL" in the two left digits and the current normal base in the two right digits, as described above, and the same process will be repeated thereafter.
[0183] Furthermore, if the total number of balls fired is 300 or less after the power is first turned on after shipping, the 7-segment display 300 displays "--" in the two rightmost digits. In other words, if the total number of balls fired is 300 or less, the normal base value is not displayed, and once the total number of balls fired exceeds 300, the normal base value is displayed. In this way, when the total number of balls fired is 300 or less, the denominator value of the normal base (the normal number of balls fired) is too small, avoiding the display of an unreliable normal base value. Even if the total number of balls fired is 300 or less, the leftmost two digits of the 7-segment display 300 will repeatedly display "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" every 5 seconds.
[0184] Furthermore, in the 7-segment display 300, if the number of normal shot balls is 6,000 or less after the power is first turned on after shipping, the left two digits "bL," "b1," "b2," and "b3" will flash. Thereafter, if the number of normal shot balls exceeds 6,000 after the power is first turned on after shipping, the left two digits "bL," "b1," "b2," and "b3" will light up. In this way, when the left two digits flash, a person checking the normal base on the 7-segment display 300 can understand that the normal base value indicated by the right two digits has not yet sufficiently converged. In other words, when the left two digits light up, a person checking the normal base can understand that the normal base value indicated by the right two digits has converged to a certain extent.
[0185] Furthermore, when the 7-segment display 300 transitions to the setting mode after power-on, the set value ("1") is displayed in the fourth display area 340. Thereafter, when the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode ends and the set value ("1") is no longer displayed in the fourth display area 340. In this way, the set value is displayed in the fourth display area 340 of the 7-segment display 300 only while the setting mode is set.
[0186] Furthermore, the 7-segment display 300 performs an initial display after power is turned on and before the normal base display starts. As described above, when the setting mode is entered after power is turned on, the initial display is executed after the setting mode ends. In the initial display on the 7-segment display 300, all of the lighting portions LB1 to LB32 (see FIG. 9) included in the first display area 310 to the fourth display area 340 are lit. In other words, "8.8.8.8." is displayed on the 7-segment display 300. In this way, the initial display executed on the 7-segment display 300 immediately after power is turned on indicates that the 7-segment display 300 is operating normally.
[0187] 6. Over-winning ball prevention function Next, the over-prize ball prevention function will be explained. In the present pachinko gaming machine PY1, the game control microcomputer 101 is capable of activating the over-prize ball prevention function to prevent excessive awarding of prize balls to a player. Specifically, the over-prize ball prevention function disables gameplay when the difference in the number of balls is 80,000 (a reference number) or more. Here, the difference in the number of balls (specific measurement number) refers to the difference between the total number of prize balls and the total number of shot balls. The total number of prize balls refers to the number of prize balls a player will win (pay out to a player) in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). Note that the total number of prize balls refers to the total number of prize balls that the game control microcomputer 101 plans to pay out to a player, but it may also refer to the total number of prize balls actually paid out to a player. As described above, the total number of shot balls refers to the number of shot balls a player has fired in all game states.
[0188] The game control microcomputer 101 counts the total number of winning balls as needed after the power is turned on, and information on the counted total number of winning balls is stored in a total winning ball number memory section 107a (see FIG. 6) provided in the non-erasable memory section 107 of the game RAM 104. The game control microcomputer 101 also counts the total number of shot balls as needed after the power is turned on, and information on the counted total number of shot balls is stored in a total shooting ball number memory section 107b (see FIG. 6) provided in the non-erasable memory section 107 of the game RAM 104. The game control microcomputer 101 also subtracts the total number of shot balls from the total number of winning balls as needed after the power is turned on to calculate the difference in the number of winning balls, and information on the calculated difference in the number of winning balls is stored in a difference in the number of winning balls memory section 107c (see FIG. 6) provided in the non-erasable memory section 107 of the game RAM 104.
[0189] Therefore, even if RAM clear is executed, the game control microcomputer 101 does not erase the information on the total number of winning balls, the total number of shot balls, and the difference in the number of balls stored in the non-erasable memory unit 107. In this way, the game control microcomputer 101 can calculate the difference in the number of balls across dates using the total number of winning balls at the time of power cut and the total number of shot balls at the time of power cut. Note that if the value of the total number of shot balls is greater than the value of the total number of winning balls, the game control microcomputer 101 treats the difference in the number of balls as a negative value.
[0190] In this embodiment, when the excess prize ball prevention function is activated, the game control microcomputer 101 not only stops the game control process related to the game (the process of steps S102 to S108 described later, see FIG. 32), but also stops the launch control process for launching game balls (the process of step 109 described later, see FIG. 32). Therefore, even if the player rotates the handle 72k, the game balls are not launched, and the player can immediately notice that the game is not playable. Note that when the excess prize ball prevention function is activated, the game control microcomputer 101 stops the game control process, thereby no longer receiving signals corresponding to the detection contents from the various sensors MS, no longer executing display control of the displays 8 and the 7-segment display 300, no longer operating the various actuators MA, and no longer outputting an external end signal to the external terminal board 160 via the payout control board 170.
[0191] After the excess prize ball prevention function is activated, the situation in which game play cannot be performed continues until the power is cut off. In this embodiment, the excess prize ball prevention function is released on the condition that RAM clear is executed. That is, after the excess prize ball prevention function is activated, an employee of the gaming parlor turns off the power by turning the power switch 193 OFF. Then, when turning the power switch 193 ON to turn the power on, the employee presses the RAM clear switch 191. By executing RAM clear, the gaming control microcomputer 101 can execute game control processing and launch control processing related to game play. Thus, in this embodiment, after the excess prize ball prevention function is activated, game play cannot be resumed simply by turning the power OFF and ON (re-inserting), but game play can be resumed by executing RAM clear.
[0192] Next, the timing at which the excessive prize ball prevention function operates will be explained based on Figure 25. The excessive prize ball prevention function operates when the game state transitions from an advantageous game state that is advantageous to the player to a normal game state, provided that the difference in the number of balls is 80,000 or more. In other words, the excessive prize ball prevention function does not necessarily operate when the difference in the number of balls reaches 80,000. In this embodiment, the advantageous game state refers to a high-probability, high-base state after a jackpot game, or a low-probability, high-base state after a jackpot game.
[0193] For example, suppose the difference in the number of balls reaches 70,000 during the jackpot gaming state shown in FIG. 25(A). Of course, at this time, the excess prize ball prevention function does not activate. Next, suppose the difference in the number of balls reaches 80,000 during the jackpot gaming state shown in FIG. 25(B). At this time, the excess prize ball prevention function does not activate. Subsequently, even when transitioning from this jackpot gaming state to a high-probability, high-base state occurs, the excess prize ball prevention function does not activate. Then, as shown in FIG. 25(C), when transitioning from the high-probability, high-base state occurs, the excess prize ball prevention function activates. Thus, in this embodiment, gameplay does not stop during the jackpot gaming state or the high-probability, high-base state, and the player can end gameplay at a convenient time when the advantageous gaming state ends.
[0194] In this embodiment, the information on the difference in the number of balls is stored in the difference in the number of balls storage unit 107c of the non-deletion storage unit 107, and the difference in the number of balls is not reset (cleared) by turning the power off and on. And as mentioned above, even if RAM clearing is performed when the power is turned on, the difference in the number of balls is not reset. This is based on the following reason.
[0195] Even during business hours, the pachinko gaming machine PY1 may experience situations where the power is turned off and on (restarted) or the RAM is cleared due to bugs, malfunctions, or serious fraud. In such situations, if the number of balls is reset by restarting the power or clearing the RAM, the purpose of the over-prize ball prevention function would be defeated. In other words, if a bug, malfunction, or serious fraud occurs, it could give an unfair advantage to a player who resumes play after the over-prize ball prevention function has been disabled. Therefore, in this embodiment, to prevent players from receiving the above-mentioned unfair advantage, the number of balls is not reset by restarting the power or clearing the RAM.
[0196] Next, the conditions for resetting the difference in ball count will be explained based on FIG. 26. In this embodiment, there are two reset conditions for resetting the difference in ball count. The first reset condition is that the special reset switch 181 is pressed, as shown in FIG. 26(A). In other words, when the game control microcomputer 101 receives a signal based on the special reset switch 181 being pressed, it clears the information on the difference in ball count stored in the difference in ball count memory unit 107c of the non-deletion memory unit 107. When the information on the difference in ball count stored in the difference in ball count memory unit 107c is reset (cleared), the information on the total number of prize balls stored in the total number of prize balls memory unit 107a and the information on the total number of shot balls stored in the total number of shot balls memory unit 107b are also reset, but hereinafter this will simply be referred to as "the difference in ball count being reset (cleared)." In addition, Figure 26(A) shows a case where the difference in the number of balls is reset when the special reset switch 181 is pressed while waiting for customers, but regardless of the game state (for example, the normal game state), the difference in the number of balls is reset when the special reset switch 181 is pressed.
[0197] The second reset condition is that the customer waiting state continues for one hour (predetermined time), as shown in Figure 26 (A). In other words, if no game is played for one hour after the state shifts to the customer waiting state, the game control microcomputer 101 clears the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c of the non-deletion memory unit 107. The customer waiting state is a game state in which no game is played and the special symbol remains stopped and displayed.
[0198] The two reset conditions mentioned above are provided for the following reasons. For example, as shown in Figures 26(A) and 26(B), suppose that a player's play results in a difference of 70,000 balls in the jackpot game state. The player then transitions from the jackpot game state to the high-probability, high-base state and then to the normal game state, and the player then ends the game. In this case, if the difference in balls increases slightly (within 10,000), the excess prize ball prevention function may be activated, putting the player at a great disadvantage.
[0199] Therefore, in this embodiment, as shown in FIG. 26(A), the difference in the number of balls is reset by pressing the special reset switch 181. This allows an arcade employee to reset the difference in the number of balls at any time after a player has finished playing by pressing the special reset switch 181. Also, as shown in FIG. 26(B), if the waiting state continues for one hour, it is determined that the player has finished playing, and the difference in the number of balls is automatically reset. This allows the difference in the number of balls to be reset without placing a burden on arcade employees to perform the reset operation. In this way, by setting the above two reset conditions, it is possible to prevent the next player from being put at a significant disadvantage by having the excess prize ball prevention function activated immediately after starting play.
[0200] Next, the presentation mode when the excessive prize ball prevention function is activated will be explained based on FIG. 27(A). When the excessive prize ball prevention function is activated, as shown in FIG. 27(A), the display screen 50a displays an error cancellation method image ERX against a red background, indicating "Error X, excessive prize ball abnormality, please clear RAM." A game stop sound is also output from the speaker 52. Furthermore, all frame lamps 53 light up in white, and all board lamps 54 are turned off. Thus, the presentation mode shown in FIG. 27(A) allows the player to immediately recognize that the game cannot be played. The presentation mode shown in FIG. 27(A) continues until the power is cut off. The presentation mode shown in FIG. 27(A) is canceled when RAM is cleared, but continues even if the power is simply turned back on.
[0201] Here, we will explain what happens when an illegal magnetism is detected in this pachinko gaming machine PY1. When an illegal magnetism is detected by the magnetic sensor, the magnetic sensor outputs a signal corresponding to the magnetic detection to the main control board 100. As a result, the game control microcomputer 101 stops the game control process and the launch control process related to the game, just as when the excess prize ball prevention function is activated. In this way, the situation in which the game cannot be played due to the magnetic detection continues until the power is cut off. However, in this case, unlike when the excess prize ball prevention function is activated, the game control microcomputer 101 can execute the game control process and the launch control process related to the game by turning the power off and on (re-applying the power).
[0202] Next, the presentation mode when an illegal magnetism is detected will be explained based on FIG. 27(B). When an illegal magnetism is detected by the magnetic sensor, as shown in FIG. 27(B), an error cancellation method image ER1 is displayed on the display screen 50a against a red background, indicating "Error 1: Magnetic Field Detection Abnormal. Please Restart the Power Supply." A game stop sound is also output from the speaker 52. Furthermore, all frame lamps 53 are lit in white, and all board lamps 54 are turned off. Comparing the presentation mode when the excessive prize ball prevention function is activated (see FIG. 27(A)) and the presentation mode when an illegal magnetism is detected (see FIG. 27(B)), they are identical except for the cancellation method image. Therefore, it is possible to easily make game parlor employees or players aware that both when an illegal magnetism is detected and when the excessive prize ball prevention function is activated are situations in which game play is impossible.
[0203] Next, the presentation mode when the difference in the number of balls reaches 70,000 will be explained based on FIG. 28(A). As a prerequisite, assume that the difference in the number of balls reaches 70,000 at the timing shown in FIG. 25(A). First, as shown in FIG. 28(A), the round image G109 and the prize ball count image G110 are displayed on the display screen 50a. Then, when the difference in the number of balls reaches 70,000, a purple-bordered image EFa is displayed on the edge of the display screen 50a, and an over-prize ball warning image KY indicating "10,000 balls remaining and an over-prize ball abnormality" is displayed at the bottom of the display screen 50a. The display of the purple-bordered image EFa and the over-prize ball warning image KY allows the player to understand that the over-prize ball prevention function is approaching activation. The display of the purple-bordered image EFa continues even after the jackpot game state ends, but the display of the over-prize ball warning image KY ends when the jackpot game state ends. The over-prize ball prediction image KY may be configured to continue to be displayed even after the big win gaming state has ended.
[0204] Next, the presentation mode when the difference in the number of balls reaches 80,000 will be explained based on FIG. 28(B). As a prerequisite, assume that the difference in the number of balls reaches 80,000 at the timing shown in FIG. 25(B). As shown in FIG. 28(B), the round image G109 and the prize ball count image G110 are displayed on the display screen 50a. When the difference in the number of balls reaches 80,000, a red-bordered image EFb is displayed on the edge of the display screen 50a, and a game stop notice image KH indicating "game stopped due to rush end" is displayed at the bottom of the display screen 50a. The display of the red-bordered image EFb and the game stop notice image KH allows the player to understand that the game is approaching a stop and when the game will stop. The display of the red-bordered image EFb continues even after the jackpot game state ends, but the display of the game stop notice image KH ends when the jackpot game state ends. The game stop notice image KH may be kept displayed even after the big win game state has ended.
[0205] Here, after the difference in the number of balls reaches 70,000 at the timing shown in FIG. 25(A), the presentation mode in the high probability high base state is as shown in FIG. 29(A). That is, as shown in FIG. 29(A), the display screen 50a displays the background image G105 for the probability change, and the presentation pattern EZ is displayed variably. Then, a purple-bordered image EFa is displayed at the edge of the display screen 50a. This purple-bordered image EFa allows the player to play while understanding that the difference in the number of balls has reached 70,000.
[0206] Also, after the difference in the number of balls reaches 80,000 at the timing shown in Figure 25 (B), the presentation mode in the high probability high base state is as shown in Figure 29 (B). That is, as shown in Figure 29 (B), the display screen 50a displays the background image G105 for the probability change, and the presentation pattern EZ is displayed variably. Then, a red-bordered image EFb is displayed at the edge of the display screen 50a. This red-bordered image EFb allows the player to play while understanding that the difference in the number of balls has reached 80,000.
[0207] Next, as shown in FIG. 26(A), we will explain the presentation mode when the difference in balls is reset by pressing the special reset switch 181. In this case, an arcade employee opens the front door 23 relative to the outer frame 22 and presses the special reset switch 181. Therefore, the front door opening sensor detects the opening of the front door 23, and the display screen 50a displays an error cancellation method image ER2 indicating "Error 2: Please close the front door" as shown in FIG. 30(A). At this time, a difference in balls reset notification image CLS indicating "Difference in balls has been reset" is displayed at the bottom of the display screen 50a. This allows arcade employees to understand that the difference in balls has been reset.
[0208] Next, as shown in Figure 26 (B), we will explain the presentation mode when the waiting state for customers continues for one hour. In this case, the display screen 50a displays a waiting demo video image G100. At this time, a ball difference reset notification image CLS indicating "ball difference number has been reset" is displayed at the bottom of the display screen 50a. This makes it possible for the employees of the gaming facility to understand that the ball difference number has been reset.
[0209] 7. Operation of the gaming control microcomputer [Main Control Main Processing] Next, the operation of the game control microcomputer 101 will be explained based on Figures 31 to 47. Note that counters, timers, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcomputer 101 are provided in the game RAM 104. When the power to the pachinko game machine PY1 is turned on, the game control microcomputer 101 provided on the main control board 100 reads out and executes the main control main processing program shown in Figure 31 from the game ROM 103. As shown in the figure, in the main control main processing, first, power-on processing is performed (step S001).
[0210] In the power-on processing (S001), initial settings are performed, such as stack setting, constant setting, interrupt time setting, gaming CPU 102 setting, SIO, PIO, CTC (circuit for managing interrupt time) setting, setting the working area of gaming RAM 104 when power is restored, and resetting various flags, status, counters, etc. The initial value of the flag is "0" or "OFF," the initial value of the status is "1," and the initial value of the counter is "0." Note that the power-on processing (S001) is executed only once after power is turned on, and is not executed thereafter.
[0211] Furthermore, in the power-on process (S001), the game control microcomputer 101 executes RAM clear when it receives a signal based on the pressing operation of the RAM clear switch 191. When RAM clear is executed, game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, the number of reserved special symbols, the result of the jackpot judgment, etc.) is erased. However, even if RAM clear is executed, the information on the total number of prize balls stored in the total prize ball number memory unit 107a, the information on the total number of shot balls stored in the total shot ball number memory unit 107b, and the information on the difference in number of balls stored in the difference in number of balls memory unit 107c are not cleared.
[0212] In this power-on processing (S001), if the game stop flag described below is ON and RAM clearing is performed, it switches to OFF. On the other hand, if RAM clearing is not performed while the game stop flag is ON, it will remain ON. In other words, simply turning the power back on does not change the state of the game stop flag. Thus, whether or not game play will resume depends on whether or not RAM clearing is performed after the game stop flag is turned ON by the activation of the excess prize ball prevention function.
[0213] Following the power-on process (S001), interrupts are disabled (S002), and the normal and special symbol main random number update process (S003) is executed. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. The initial value of each random number counter may be a value other than "0" and may be changed randomly. Each random number may also be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0214] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the gaming CPU 102, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, from the time the main timer interrupt process (S005) is completed until the next main timer interrupt process (S005) is started, the update process of various counter values by the normal symbol / special symbol main random number update process (S003) is repeatedly executed.
[0215] [Main-side timer interrupt processing] Next, the main-side timer interrupt processing (S005) will be explained. As shown in FIG. 32, in the main-side timer interrupt processing (S005), first, it is determined whether or not the game stop flag is ON (S101). The game stop flag is turned ON when the excess prize ball prevention function is activated. If the game stop flag is ON (YES in S101), the processing of steps S102 to S113 is skipped. This makes it impossible to play the game. On the other hand, if the game stop flag is OFF (NO in S101), then the input processing described later is executed (S102).
[0216] Next, the normal symbol / special symbol main random number update process is executed (S103). The normal symbol / special symbol main random number update process (S103) is the same as the normal symbol / special symbol main random number update process (S003) executed in the main control main process of Fig. 31. Next, the sensor detection process is executed (S104).
[0217] In the sensor detection process (S104), the general winning slot sensor process, the gate sensor process, the second starting slot sensor process, the first starting slot sensor process, the first large winning slot sensor process, the second large winning slot sensor process, the specific area sensor process, and the outlet sensor process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the gaming RAM 104.
[0218] In the general prize opening sensor process, it is determined whether or not a gaming ball has been detected by the general prize opening sensor, and a command for the general prize opening sensor is generated according to the result of the process.
[0219] In the gate sensor processing, it is determined whether or not a gaming ball has been detected by the gate sensor. If it is determined that a gaming ball has been detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol reserve memory unit 106 provided in the gaming RAM 104. Note that if a predetermined number of normal symbol random numbers (for example, four) have been stored in the normal symbol reserve memory unit 106, the newly acquired normal symbol random number is not stored. Furthermore, a command for the gate sensor is generated according to the result of this processing.
[0220] In the second start hole sensor process, it is determined whether or not a gaming ball has been detected by the second start hole sensor. If it is determined that a gaming ball has been detected, a special symbol 2-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 2-related random number is stored in the special symbol 2 reserve memory unit 105b provided in the gaming RAM 104. The special symbol 2 reserve memory unit 105b has multiple storage areas from area 1 to area n (n is an integer of 2 or more), and the acquired special symbol 2-related random numbers are stored in order from area 1. Note that if special symbol 2-related random numbers have been stored up to area n, the newly acquired special symbol 2-related random number is not stored. In addition, a second look-ahead determination is performed using the acquired special symbol 2-related random number and a second look-ahead determination table. In addition, depending on the result of the processing, a command for the second start port sensor is generated, which includes a special chart 2 reserve number command representing the number of special chart 2 related random numbers (special chart 2 reserve number) stored in the special chart 2 reserve memory unit 105b and a second start winning command representing the result of the second pre-reading judgment.
[0221] In the first start gate sensor process, it is determined whether or not a gaming ball has been detected by the first start gate sensor. If it is determined that a gaming ball has been detected, a special symbol 1-related random number consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter is acquired, and the acquired special symbol 1-related random number is stored in the special symbol 1 reserve memory unit 105a provided in the gaming RAM 104. The special symbol 1 reserve memory unit 105a has multiple storage areas from area 1 to area n (n is an integer of 2 or more), and the acquired special symbol 1-related random numbers are stored in order from area 1. Note that if special symbol 1-related random numbers have been stored up to area n, newly acquired special symbol 1-related random numbers are not stored. In addition, a first pre-reading judgment is performed using the acquired special symbol 1-related random number and a first pre-reading judgment table. In addition, depending on the result of the processing, a command for the first start port sensor is generated, which includes a special chart 1 hold number command representing the number of special chart 1 related random numbers (special chart 1 hold number) stored in the special chart 1 hold memory unit 105a and a first start winning command representing the result of the first pre-reading judgment.
[0222] In the first big prize opening sensor process, it is determined whether or not a gaming ball has been detected by the first big prize opening sensor, and a command for the first big prize opening sensor is generated according to the result of the process.
[0223] In the second large prize opening sensor process, it is determined whether or not a gaming ball has been detected by the second large prize opening sensor, and a command for the second large prize opening sensor is generated according to the result of the process.
[0224] In the specific area sensor process, it is determined whether or not a gaming ball has been detected by the specific area sensor, and a command for the specific area sensor is generated according to the result of the process.
[0225] In the outlet sensor process, it is determined whether or not a gaming ball has been detected by the outlet sensor.
[0226] The game control microcomputer 101 executes a normal operation process (S105) after the sensor detection process (S104) shown in Fig. 32. In the normal operation process (S105), a normal symbol waiting process, a normal symbol variation process, a normal symbol determination process, and an auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0227] The normal symbol standby process is a process that is performed during standby when the variable display of the normal symbol and auxiliary play are not being performed. In the normal symbol standby process, a win determination is made based on the normal symbol random number stored in the normal symbol reserve memory unit 106. In addition, a normal symbol variation pattern determination is made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated that includes information regarding the results of the win determination and the normal symbol variation pattern. Then, the normal symbol display device 82 is caused to start variable display of the normal symbol based on the normal symbol variation time associated with the determined normal symbol variation pattern.
[0228] The normal pattern change process is a process performed during the variable display of the normal map. In the normal pattern change process, the normal map is stopped based on the result of the hit determination as the normal map change time elapses since the variable display of the normal map started. Then, a normal map change stop command is generated to indicate the end of the variable display of the normal map.
[0229] The normal symbol determination process is a process that is performed when a normal symbol is displayed. In the normal symbol determination process, it is determined whether the normal symbol displayed is a winning symbol or not depending on whether a predetermined stop time (for example, 0.8 seconds) has passed since the normal symbol display started. If a winning symbol is displayed, an auxiliary game is started based on the current game state and the auxiliary game control table, and an auxiliary game start command indicating the start of the auxiliary game is generated.
[0230] The auxiliary game control process is performed when an auxiliary game is being played. The auxiliary game control process controls the auxiliary game based on the current game state and the auxiliary game control table. Furthermore, an auxiliary game control command is generated according to the result of the process.
[0231] The game control microcomputer 101 executes a normal operation process (S105) shown in Fig. 32, followed by a difference ball count measurement process (S106) and a special operation process (S107) to be described later. Then, a sorting device control process for controlling the sorting device 16D is executed (S108).
[0232] Next, the game control microcomputer 101 executes a launch control process for controlling the launch of the game ball (S109). That is, by executing the launch control process (S109), the player can launch the game ball by rotating the handle 72k. On the other hand, if the launch control process (S109) is not executed, the player cannot launch the game ball even by rotating the handle 72k.
[0233] Next, the game control microcomputer 101 executes a 7-segment display control process for controlling the display of the 7-segment display 300 (S110). Next, it executes an error process for determining an error (fraud) due to magnetic detection or an error due to the opening of the front door 23 or the front frame 23m (S111). In the error process (S111), it is determined whether or not an illegal magnetism has been detected by the magnetic sensor. Then, a command for the magnetic sensor is generated according to the result of the process. Also in the error process (S111), it is determined whether or not the front door 23 or the front frame 23m is open by the front door sensor or the front frame sensor. Then, a command for opening the frame is generated according to the result of the process.
[0234] Next, the game control microcomputer 101 executes the output process described later (S112). Subsequently, other processes are executed (S113). As the other processes (S113), for example, the special chart reserved display 83 is controlled to a display mode that indicates the number based on the number of reserved special charts, or the timer is updated.
[0235] Then, the game control microcomputer 101 executes a power cutoff monitoring process when the power is cut off (S114), and ends this process. In the power cutoff monitoring process (S114), when the game control microcomputer 101 determines that the power will be cut off due to a drop in the monitoring voltage, it stores game information, information on the total number of winning balls, information on the total number of shot balls, information on the difference in the number of balls, information on the game stop flag, etc. in a predetermined storage area of the game RAM 104. After that, it sets a prohibition setting for access to the game RAM 104.
[0236] [Input Processing] As shown in FIG. 33, in the input processing (S102), first, it is determined whether the special reset switch 181 is ON, i.e., whether a signal based on the pressing operation of the special reset switch 181 has been received (S201). If it is not ON (NO in S201), the process proceeds to step S204. On the other hand, if it is ON (YES in S201), the non-deletion clearing process (S202) is executed. In the non-deletion clearing process (S202), the information on the total number of prize balls stored in the total prize ball number memory unit 107a, the information on the total number of shot balls stored in the total shot ball number memory unit 107b, and the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c are cleared. Note that even if the non-deletion clearing process (S202) is executed, the information on the total number of shot balls stored in the specific memory area (not shown) of the non-deletion memory unit 107 is not cleared. This information on the total number of shot balls is used for display on the 7-segment display 300, as described above.
[0237] Following step S202, a non-deletion clear command is set in the output buffer of the gaming RAM 104 (S203), and the process proceeds to step S204. When the non-deletion clear command is sent to the performance control board 120, a difference ball reset notification image CLS is displayed at the bottom of the display screen 50a, as shown in Figure 30 (A). In step S204, other processing is performed, and the process ends. In other processing (S204), the gaming control microcomputer 101, for example, receives a detection signal from a lower tray full switch that detects whether the lower tray 35 is full, and stores this in the output buffer of the gaming RAM 104 as lower tray full data.
[0238] [Difference in Number of Balls Measurement Process] As shown in FIG. 34, in the difference in number of balls measurement process (S106), first, a total prize ball count process is executed (S301) to count the total number of prize balls to be paid out to the player. Information on the counted total number of prize balls is stored in total prize ball number memory unit 107a (see FIG. 6). Next, a total shot ball count process is executed (S302) to count the total number of shot balls based on detection by the outlet sensor. Information on the counted total number of shot balls is stored in total shot ball number memory unit 107b (see FIG. 6). Then, a difference in number of balls calculation process is executed (S303) to calculate the difference in number of balls by subtracting the total number of shot balls from the total number of prize balls. Information on the calculated difference in number of balls is stored in difference in number of balls memory unit 107c (see FIG. 6).
[0239] Next, in step S304, it is determined whether the over-prize ball notification flag is OFF. The over-prize ball notification flag indicates that the difference in the number of balls is 70,000 or more. If it is ON (NO in S304), proceed to step S308. On the other hand, if it is OFF (YES in S304), it is determined whether the difference in the number of balls is 70,000 or more (S305). If it is less than 70,000 (NO in S305), proceed to step S308. On the other hand, if it is 70,000 or more (YES in S305), the over-prize ball notification flag is turned ON (S306), and the over-prize ball notification command is set in the output buffer of the gaming RAM 104. As a result, when the over-prize ball notification command is sent to the performance control board 120, a purple-bordered image EFa and an over-prize ball notification image KY are displayed on the display screen 50a, as shown in FIG. 28(A).
[0240] Next, in step S308, it is determined whether the over-prize ball flag is OFF. The over-prize ball flag indicates that the difference in the number of balls is 80,000 or more. If it is ON (NO in S308), this process is terminated. On the other hand, if it is OFF (YES in S308), it is determined whether the difference in the number of balls is 80,000 or more (S309). If it is less than 80,000 (NO in S309), this process is terminated. On the other hand, if it is 80,000 or more (YES in S309), the over-prize ball flag is turned ON (S310), and the over-prize ball notice flag is turned OFF (S311). Then, the over-prize ball notice command is set in the output buffer of the gaming RAM 104, and this process is terminated. As a result, when the over-prize ball notice command is sent to the performance control board 120, a red-bordered image EFb and a game stop notice image KH are displayed on the display screen 50a, as shown in FIG. 28(B).
[0241] [Special Operation Processing] As shown in Figure 35, in the special operation processing (S107), the processing related to the special chart display 81 and the large prize device (first large prize device 14D, second large prize device 15D) is divided into four stages, and "special operation status 1, 2, 3, 4" is assigned to each of these stages. Then, if the "special operation status" is "1" (YES in S1301), the game control microcomputer 101 performs special symbol standby processing (S1302); if the "special operation status" is "2" (NO in S1301, YES in S1303), it performs special symbol changing processing (S1304); if the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305), it performs special symbol determination processing (S1306); and if the "special operation status" is "4" (NO in all of S1301, S1303, and S1305), it performs special electric accessory processing (S1307). The special operation status is initially set to "1".
[0242] [Special Symbol Waiting Process] As shown in FIG. 36, in the special symbol waiting process (S1302), first, it is determined whether the number of reserved balls in the second starting port 12 (i.e., the number of reserved balls in special symbol 2) is "0" (S1401). If the number of reserved balls in special symbol 2 is "0" (YES in S1401), that is, if there is no memory of a random number counter value group acquired as a result of winning at the second starting port 12, it is determined whether the number of reserved balls in the first starting port 11 (i.e., the number of reserved balls in special symbol 1) is "0" (S1407). Then, if the number of reserved balls in special symbol 1 is also "0" (YES in S1407), that is, if there is no memory of a random number counter value group acquired as a result of winning at the first starting port 11, it is determined whether the customer waiting flag is ON (S1416). The customer waiting flag indicates a customer waiting state. If it is ON (YES in S1416), the customer waiting measurement process described later is executed (S1419), and this process ends. On the other hand, if it is OFF (NO in S1416), the customer waiting command is set in the output buffer of the gaming RAM 104 (S1417), and the customer waiting flag is set ON (S1418), and this process ends.
[0243] If the number of reserved balls for the special symbol 2 is not "0" in step S1401 (NO in S1401), that is, if there is one or more stored random number counter values (reserved information for the special symbol 2) acquired as a result of winning the second starting hole 12, the special symbol 2 jackpot determination process (S1402) and the special symbol 2 variation pattern selection process (S1403) are performed. The game control microcomputer 101 then decrements the number of reserved balls for the special symbol 2 by 1 (S1404). The storage location (memory area) of the various counter values in the special symbol 2 reserved memory unit 105b is then shifted one position toward the read side from the current position, and the memory area corresponding to the first reserved ball in the special symbol 2 reserved memory unit 105b is cleared (S1405). The game control microcomputer 101 then executes the special symbol 2 variation start process (S1406) and proceeds to step S1413. In the special symbol 2 variation start processing (S1406), the special operation status is set to "2" and a variation start command is set in the output buffer of the gaming RAM 104 to start the variable display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start processing (S1406) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination processing (S1402) and information on the variation pattern set in the special symbol 2 variation pattern selection processing (S1403) (information including information on the variation time).
[0244] Furthermore, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1401 and NO in S1407), i.e., there is no reserved information for special chart 2 but there is one or more stored random number counter values (reserved information for special chart 1) acquired as a result of winning at the first starting gate 11, the game control microcomputer 101 performs the special chart 1 jackpot determination process (S1408) and the special chart 1 variation pattern selection process (S1409), which will be described later. The game control microcomputer 101 then decrements the number of reserved balls for special chart 1 by 1 (S1410). The storage location (memory area) for various counter values in the special chart 1 reserved memory unit 105a is then shifted one position toward the side from which the balls are read, and the memory area corresponding to the fourth reserved ball in the special chart 1 reserved memory unit 105a (the memory area farthest from the side from which the balls are read) is cleared (S1411). In this way, the reserved balls for the first special chart are consumed in the order in which they were reserved. Next, the game control microcomputer 101 executes the special symbol 1 variation start process (S1412) and proceeds to step S1413. In the special symbol 1 variation start process (S1412), the special operation status is set to "2" and a variation start command is set in the output buffer of the game RAM 104, and the variation display of the first special symbol begins. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the special symbol 1 jackpot determination process (S1408) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1409) (information including variation time information).
[0245] In step S1413, it is determined whether the customer waiting flag is ON, and if it is ON, the customer waiting flag is turned OFF (S1414). Then, a customer waiting counter clear process is executed to clear (reset) the value of the customer waiting counter to "0" (S1415), and this process ends. The customer waiting counter is provided in the gaming RAM 104 and is used to measure the time that the customer waiting state continues. Note that the value of the customer waiting counter is cleared by restarting the power, regardless of whether RAM clearing is executed or not.
[0246] [Customer Waiting Measurement Process] As shown in FIG. 37, the customer waiting measurement process (S1419) first executes a customer waiting counter increment process (S1420) to increment the value of the customer waiting counter. This allows the gaming control microcomputer 101 to determine the duration of the customer waiting state based on the value of the customer waiting counter. Next, the microcomputer 101 determines whether the customer waiting state has continued for one hour or more. If it determines that the state has not continued (NO in S1421), the process ends. On the other hand, if it determines that the state has continued (YES in S1421), the process executes a non-deletion clear process (S1422), similar to the process in step S202 described above (see FIG. 33). This clears the information on the total number of prize balls stored in the total prize ball count memory unit 107a, the information on the total number of shot balls stored in the total shot ball count memory unit 107b, and the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c.
[0247] Next, the non-deletion clear command is set in the output buffer of the gaming RAM 104 (S1423), and this process ends. When the non-deletion clear command is sent to the performance control board 120, a difference ball number reset notification image CLS is displayed at the bottom of the display screen 50a, as shown in Figure 30 (B).
[0248] [Special symbol 2 jackpot determination process (special symbol 1 jackpot determination process)] The special symbol 2 jackpot determination process (S1402) and the special symbol 1 jackpot determination process (S1408) have the same processing flow, so they will be explained together based on Figure 38. As shown in Figure 38, in the special symbol 2 jackpot determination process (S1402) or the special symbol 1 jackpot determination process (S1408), first, a special symbol random number (jackpot random number) is read as a determination value (S1501). In detail, in the special symbol 2 jackpot determination process (S1402), the special symbol random number stored in the first memory area (i.e., the memory area corresponding to the first of the second special symbol reservations) of the special symbol 2 reservation memory unit 105b of the gaming RAM 104 is read. In addition, in the special chart 1 jackpot determination process (S1408), the special pattern random number stored in the first memory area (i.e., the memory area corresponding to the first of the first special chart reservations) of the special chart 1 reservation memory unit 105a of the gaming RAM 104 is read out.
[0249] Next, the jackpot determination table (FIG. 12(A)) is set (S1502). Next, it is determined whether or not the probability variable flag is ON, i.e., whether or not the state is high probability (S1503). If the state is not high probability (NO in S1503), i.e., if the state is normal probability state (non-high probability state), it is determined whether or not there is a jackpot based on the table for normal probability state (jackpot determination value is "1000" to "1219") in the jackpot determination table (FIG. 12(A)) (S1504). On the other hand, if the state is high probability state (YES in S1503), it is determined whether or not there is a jackpot based on the table for high probability state (jackpot determination value is "1000" to "2499") in the jackpot determination table (FIG. 12(A)) (S1505).
[0250] If the result of the jackpot determination (S1504, S1505) is a "jackpot," a jackpot symbol type random number is read out, and the jackpot type is determined based on the jackpot symbol type determination table shown in FIG. 12(B) (S1506). After determining the jackpot type (S1506), the jackpot flag is turned ON (S1507), and special symbol stop symbol data corresponding to the jackpot type is set in the jackpot type buffer provided in the gaming RAM 104 (S1508), and the process ends. On the other hand, if the result of the jackpot determination (S1504, S1505) is a "miss," special symbol stop symbol data (01H) corresponding to the miss symbol is set (S1508), and the process ends.
[0251] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1403) and the special chart 1 variation pattern selection process (S1409) have the same processing flow, so they will be explained together based on Figures 39 and 40. As shown in Figure 39, in the special chart 2 variation pattern selection process (S1403) or the special chart 1 variation pattern selection process (S1409), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1601).
[0252] If it is not in the time-saving state (NO in S1601), that is, if it is in the non-time-saving state, it is then determined whether the jackpot flag is ON (S1602). If it is ON (YES in S1602), the non-time-saving state jackpot normal table (the part of the special chart variation pattern determination table shown in FIG. 13 or FIG. 14 that corresponds to the non-time-saving state and jackpot) is referenced, and a special chart variation pattern is selected based on the special chart variation pattern random number (S1603).
[0253] In step S1602, if the jackpot flag is not ON, it is determined whether the reach random number is a reach establishment random number value (S1604). As shown in FIG. 12(C), the reach establishment random number value is "0" to "29" in the non-time-shortened state, and "0" to "9" in the time-shortened state. In other words, the time-shortened state makes it more difficult to reach when missing than the non-time-shortened state. This is because the speed at which the reserved special chart is consumed is increased by selecting more no-reach misses with short variable times in the time-shortened state.
[0254] If the reach random number is a reach establishment random number value (YES in S1604), that is, if there is a reach but a miss, the reach but a miss table during non-time-saving state (the part of the special chart change pattern determination table shown in Figure 13 or Figure 14 that corresponds to the non-time-saving state and reach but a miss) is referenced, and a special chart change pattern is selected based on the special chart change pattern random number (S1605).
[0255] On the other hand, if the reach random number is not the reach establishment random number value (NO in S1604), that is, in the case of a miss without a reach, the non-time-saving state no-reach miss table (the part of the special symbol change pattern determination table shown in FIG. 13 or 14 that corresponds to the non-time-saving state and no-reach miss) is referenced, and a special symbol change pattern is selected based on the special symbol change pattern random number (S1606). In this no-reach miss, a shortened change function according to the number of reserved balls is activated. In other words, when the number of reserved balls for the special symbol is "3" or "4", a special symbol change pattern with a shorter special symbol change time is selected compared to when the number of reserved balls for the special symbol is "0" to "2" (see FIG. 13 or 14).
[0256] Also, in step S1601, if it is determined that the game state is in the time-shortened state (YES in S1601), as shown in Figure 40, processing (S1607 to S1611) is performed in the same manner as steps S1602 to S1606 above, except that the special chart fluctuation pattern determination table to be referenced is the table in the time-shortened state (the part of the special chart fluctuation pattern determination table shown in Figure 13 or Figure 14 that corresponds to the time-shortened state).
[0257] That is, if it is a jackpot, a special chart variation pattern is selected based on the special chart variation pattern random number by referring to the part of the time-saving state and corresponding to the jackpot in Figure 13 or Figure 14 (S1608). Also, if it is a miss with reach, a special chart variation pattern is selected based on the special chart variation pattern random number by referring to the part of the time-saving state and corresponding to the miss with reach in Figure 13 or Figure 14 (S1610). Also, if it is a miss without reach, a special chart variation pattern is selected based on the special chart variation pattern random number by referring to the part of the time-saving state and corresponding to the miss without reach in Figure 13 or Figure 14 (S1611).
[0258] After selecting the special symbol variation pattern as described above, the selected special symbol variation pattern is set (S1612) as shown in Fig. 39, and this process ends. The information on the special symbol variation pattern set in step S1612 is included in the variation start command set in step S1406 or S1412 in the special symbol standby process (S1302), and is sent to the performance control board 120 by the output process (S112).
[0259] [Special symbol variation processing] As shown in Figure 41, in the special symbol variation processing (S1304), first, it is determined whether the special symbol variation time (special symbol variation time determined according to the special symbol variation pattern selected in step S1403 or S1409, see Figure 13 or Figure 14) has elapsed (S1801). If it has not elapsed (NO in S1801), this processing is immediately terminated. This allows the special symbol variation display to continue.
[0260] On the other hand, if the special symbol variation time has elapsed (YES in S1801), a variation stop command is set (S1802), and the special operation status is set to "3" (S1803). Then, other processing is performed, such as stopping the special symbol variation display at a symbol (jackpot symbol or losing symbol) according to the set special symbol stop symbol data (S1804), and this processing ends.
[0261] [Special Symbol Determination Process] As shown in FIG. 42, in the special symbol determination process (S1306), first, it is determined whether the stop time of the special symbol (the stop time determined according to the special symbol variation pattern selected in step S1403 or S1409) has elapsed (S1901). If it has not elapsed (NO in S1901), this process is immediately terminated. This allows the special symbol to continue to be displayed as a stopped symbol. On the other hand, if the stop time has elapsed (YES in S1901), the game status management process described below is performed (S1902).
[0262] Next, it is determined whether the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an opening pattern (see FIG. 16 for details) corresponding to the type of jackpot won is set (S1904). At this time, the value of a round counter that counts the number of unit opening games (round games) executed during the jackpot game is set to the number of rounds corresponding to the type of jackpot won. The setting of the opening pattern (setting of data corresponding to the opening pattern) may be performed for each round.
[0263] Following step S1904, the game control microcomputer 101 performs a game state reset process (S1905). In the game state reset process (S1905), if the probability variable flag is ON, the probability variable flag is turned OFF, and if the time-saving flag is ON, the flag is turned OFF. In other words, while the jackpot game is being played, the game is controlled to a normal probability state and a non-time-saving state. After that, to start the jackpot game, a jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special action status is set to "4" (S1908), and this process ends.
[0264] Also, if the jackpot flag is not ON in step S1903 (NO in S1903), the jackpot game will not start, so the special action status is set to "1" (S1909) and this process ends.
[0265] [Game Status Management Process] As shown in FIG. 43, in the game status management process (S1902), first, it is determined whether the probability variable flag is ON (S2001). If it is ON (YES in S2001), the value of the probability variable counter, which counts the number of times the special symbol has changed during the high probability state, is decreased by 1 (S2002), and it is determined whether the value of the probability variable counter is "0" (S2003). If it is "0" (YES in S2003), the probability variable flag is turned OFF (S2004), and the process proceeds to step S2005. If the determination result in step S2001 or S2003 is NO, the process immediately proceeds to step S2005.
[0266] In step S2005, it is determined whether the time-saving flag is ON. If it is ON (YES in S2005), the value of the time-saving counter, which counts the number of times the special symbol changes during the time-saving state, is decremented by 1 (S2006), and it is determined whether the value of the time-saving counter is "0" (S2007). If it is "0" (YES in S2007), the time-saving flag is turned OFF (S2008), and the process proceeds to step S2009. If the determination result in step S2005 or S2007 is NO, the process proceeds to step S2012.
[0267] In step S2009, it is determined whether the over-prize ball flag is ON. In other words, it is determined whether the difference in the number of balls is 80,000 or more. If the over-prize ball flag is not ON (NO in S2009), the process proceeds to step S2012. On the other hand, if the over-prize ball flag is ON (YES in S2009), the game stop flag is turned ON (S2010) and the process proceeds to step S2011. In this way, when the difference in the number of balls is 80,000 or more and the high probability high base state or low probability low base state has ended, the game becomes unplayable.
[0268] In step S2011, the game stop notification command is set in the output buffer of the game RAM 104, and the process proceeds to step S2012. When the game stop notification command is sent to the performance control board 120, an error release method image ERX is displayed on the display screen 50a, as shown in Fig. 27(A). In addition, a game stop sound is output from the speaker 52. Furthermore, all frame lamps 53 are lit in white, and all board lamps 54 are turned off.
[0269] In step S2012, a game state designation command including information on the current game state (information on whether the special rate flag and time-saving flag are ON or OFF), the value of the special rate counter and the value of the time-saving counter, etc. is set in the output buffer of the game RAM 104, and this process is terminated.
[0270] [Special Electric Device Processing (Jackpot Game)] The special electric device processing is a process for executing a jackpot game. As shown in FIG. 44, the special electric device processing (S1307) first determines whether the jackpot end flag is ON (S2701). The jackpot end flag is a flag indicating that the opening of all the big prize devices (first big prize device 14D, second big prize device 15D) has ended in the jackpot game currently being executed.
[0271] If the jackpot end flag is not ON (NO in S2701), it is determined whether the large prize opening (first large prize opening, second large prize opening 15) is currently open (i.e., whether first large prize device 14D or second large prize device 15D is currently open) (S2702). If it is not currently open (NO in S2702), it is determined whether the time has come to open the large prize opening, i.e., whether the opening time for the jackpot has passed and it is time to start opening first large prize opening 14, or whether the interval time between openings has passed and it is time to start the next opening (S2703).
[0272] If the determination result in step S2703 is NO, the process ends as is. On the other hand, if the determination result in step S2703 is YES, it is determined whether or not the currently executing jackpot game is a jackpot game based on a V-long jackpot (see FIG. 16) (S2704). If it is not a V-long jackpot (NO in S2704), the process proceeds to step S2707. However, if it is a V-long jackpot (YES in S2704), it is determined whether or not it is time to start the 10th round, which allows passage to the specific area 16 (S2705). If it is not time to start the 10th round (NO in S2705), the process proceeds directly to step S2707. On the other hand, if it is time to start the 10th round (YES in S2705), the process performs V valid period setting processing (S2706).
[0273] In the V valid period setting process (S2706), the period during which the second large prize opening 15 is open and the few seconds after the second large prize opening 15 is closed in the 10th round of a V-long jackpot are set as the V valid period during which detection of a gaming ball by the specific area sensor 16a is determined to be valid. In this embodiment, periods other than this (including when a jackpot game is not being played) are set as the V invalid period during which detection of a gaming ball by the specific area sensor 16a is determined to be invalid. Here, determining that detection of a gaming ball by the specific area sensor 16a is valid means that the V flag is turned ON based on detection of a gaming ball by the specific area sensor 16a. Also, determining that detection of a gaming ball by the specific area sensor 16a is invalid means that the V flag is not turned ON even if a gaming ball is detected by the specific area sensor 16a.
[0274] In step S2707, the large prize openings (first large prize opening 14, second large prize opening 15) are opened according to an opening pattern (see FIG. 16) corresponding to the type of large prize. The distribution member 16k always moves in a constant manner from the start of the first round of play. In the opening pattern for a V-long large prize, the AT opening / closing member 14k is opened in the 10th round so that the game ball that has entered the second large prize opening 15 can pass through the specific area 16 with ease. In contrast, in the opening pattern for a V-short large prize, the opening timing of the AT opening / closing member 14k relative to the operation of the distribution member 16k is set so that the game ball cannot pass through the specific area 16 even if it has entered the second large prize opening 15 in the 10th round.
[0275] Next, in step S2708, a round designation command transmission determination process is performed, and this process ends. In the round designation command transmission determination process (S2708), it is determined whether the opening of the special prize openings (first special prize opening 14, second special prize opening 15) in step S2703 is the first opening in one round of play, and if so, a round designation command including information on the number of rounds of the currently running special prize game is set in the output buffer of the game RAM 104. Note that in this embodiment, the special prize openings are not opened multiple times during one round of play. Therefore, in this step S2708, a round designation command is always set.
[0276] In step S2702 of the special electric device processing (S1307), if the large prize openings (first large prize opening 14, second large prize opening 15) are open, it is determined whether the closing conditions for the large prize openings are met (S2709). In this embodiment, the closing conditions are met when either the number of prizes won by the large prize openings in that round of play reaches the specified maximum number of prizes (10 prizes per round in this embodiment), or the time for closing the large prize openings has arrived (i.e., a specified opening time (see FIG. 16) has elapsed since the large prize openings were opened). If the closing conditions for the large prize openings are not met (NO in S2709), the processing ends.
[0277] On the other hand, if the closing conditions for the major prize openings (first major prize opening 14, second major prize opening 15) are met (YES in S2709), the major prize openings are closed (blocked) (S2710). Then, it is determined whether one round of play (round interval) has ended (S2711). If it has not ended (NO in S2711), the processing ends. On the other hand, if the round of play has ended (YES in S2711), the value of the round counter is decremented by 1 (S2712), and it is determined whether the value of the round counter is "0" (S2713). If it is not "0" (NO in S2713), the processing ends as is to start the next round of play.
[0278] On the other hand, if it is "0" (YES in S2713), the jackpot ending command is set (S2714) and the jackpot ending is started (S2715) as the jackpot ending process to end the jackpot game. Then, the jackpot ending flag is set (S2716) and the process ends.
[0279] Also, if the jackpot end flag is ON in step S2701 (YES in S2701), the final round has ended, so it is determined whether the ending time for the jackpot game has elapsed (S2717). If the ending time has not elapsed (NO in S2717), this process ends. On the other hand, if the ending time has elapsed (YES in S2717), the jackpot end flag is turned OFF (S2718). Then, a game status setting process (described later) is performed (S2719). Next, the jackpot flag is turned OFF (S2720). Next, the special action status is set to "1" (S2721), and this process ends.
[0280] [Game Status Setting Process] As shown in FIG. 45, the game status setting process (S2719) first determines whether the V flag is ON (whether a V win occurred during the V valid period) (S2801). If it is ON (YES in S2801), the probability variable flag is turned ON (S2802), and the time-saving flag is turned ON (S2803). This results in control of the high probability high base state after the jackpot game. Next, the probability variable counter is set to "160" (S2804), and the time-saving counter is set to "160" (S2805), and the process proceeds to step S2808. This results in control of the high probability high base state, where the ST count is 160 and the time-saving count is 160.
[0281] On the other hand, if it is determined in step S2801 that the V flag is not ON (NO in S2801), the time-saving flag is turned ON (S2806). In other words, the probability variable flag is not turned ON at this time. As a result, after the jackpot game, the game is controlled to a low-probability, high-base state. Next, the time-saving counter is set to "100" (S2807), and the program proceeds to step S2808. In other words, as a result, the game is controlled to a low-probability, high-base state where the number of time-saving times is 100.
[0282] In step S2808, the game control microcomputer 101 sets a game state designation command including the currently set game state information (ON or OFF of the probability variable flag, ON or OFF of the time-saving flag, the probability variable counter value, and the time-saving counter value information) in the output buffer of the game RAM 104. In this way, the game state setting process (S2719) is completed.
[0283] [Output Processing] As shown in Fig. 46, in the output processing (S112), the outer edge signal output processing (described later) is executed (S3001). Subsequently, as other output processing (S3002), the commands etc. set in the output buffer of the gaming RAM 104 in each of the above-mentioned processes are output to the performance control board 120 and the payout control board 170, and this processing is completed.
[0284] [Outer End Signal Output Processing] As shown in FIG. 47, in the outer end signal output processing (S3001), it is determined whether the over-prize ball notification flag is ON (S3101). In other words, it is determined whether the difference in the number of balls has reached 70,000. If the over-prize ball notification flag is not ON (NO in S3101), proceed to step S3103. On the other hand, if the over-prize ball notification flag is ON (YES in S3101), execute the outer end signal output processing for over-prize ball notification (S3102) and proceed to step S3102. In the outer end signal output processing for over-prize ball notification (S3102), an outer end signal indicating that the difference in the number of balls has reached 70,000 (hereinafter referred to as the "outer end signal for over-prize ball notification") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the outer end signal for over-prize ball notification to the external unit GU (data counter, hall computer, etc.) via parallel communication. As a result, it is possible for the employees of the gaming parlor who are monitoring the hall computer to be aware of the situation in which the excess prize ball prevention function may be activated when the remaining number of balls in the pachinko gaming machine PY1 increases slightly (within 10,000).
[0285] In step S3103, it is determined whether the over-prize ball flag is ON. In other words, it is determined whether the difference in the number of balls has reached 80,000. If the over-prize ball flag is not ON (NO in S3103), proceed to step S3105. On the other hand, if the over-prize ball flag is ON (YES in S3103), execute the over-prize ball outer end signal output process (S3104) and proceed to step S3105. In the over-prize ball outer end signal output process (S3104), an outer end signal indicating that the difference in the number of balls has reached 80,000 (hereinafter referred to as the "over-prize ball outer end signal") is sent from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 sends the over-prize ball notification outer end signal to the external unit GU by parallel communication. As a result, it is possible for the employees of the gaming facility monitoring the hall computer to understand that the difference in the number of balls in this pachinko gaming machine PY1 has reached 80,000, and that the game will become impossible to play once the high probability high base state or the low probability low base state ends.
[0286] In step S3105, it is determined whether the game stop flag is ON. In other words, it is determined whether the game is no longer playable. If the game stop flag is not ON (NO in S3107), the process proceeds to step S3107. On the other hand, if the game stop flag is ON (YES in S3105), the process executes a game stop outer edge signal output process (S3106) and proceeds to step S3107. In the game stop outer edge signal output process (S3106), an outer edge signal indicating that the game is no longer playable due to the activation of the excess prize ball prevention function (hereinafter referred to as the "game stop outer edge signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the game stop outer edge signal to the external unit GU via parallel communication. As a result, it is possible for the employees of the gaming parlor who are monitoring the hall computer to be aware of the situation in which the game cannot be played due to the activation of the excess prize ball prevention function in this pachinko gaming machine PY1.
[0287] In step S3107, it is determined whether the non-deletion clearing process shown in step S203 or the non-deletion clearing process shown in step S1422 has been executed. That is, it is determined whether the information on the total number of prize balls stored in the total prize ball count memory unit 107a, the information on the total number of shot balls stored in the total shot ball count memory unit 107b, and the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c have been cleared. If the non-deletion clearing process has not been executed (NO in S3107), the process proceeds to step S3109. On the other hand, if the non-deletion clearing process has been executed (YES in S3107), the process executes a reset outer edge signal output process (S3108), and the process proceeds to step S3109. In the reset outer edge signal output process (S3108), an outer edge signal indicating that the difference in the number of balls has been reset (hereinafter referred to as the "reset outer edge signal") is sent from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits a reset outer end signal to the external unit GU via parallel communication. As a result, it is possible for an arcade employee monitoring the hall computer to understand that the number of balls difference has been reset in the pachinko gaming machine PY1. A dedicated signal line is connected to the main control board 100, and via this dedicated signal line, an over-prize ball notification outer end signal, an over-prize ball outer end signal, a game stop outer end signal, and a reset outer end signal are transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170.
[0288] 8. Operation of the performance control microcomputer Next, the operation of the performance control microcomputer 121 will be described with reference to Figures 48 to 50. Note that counters, timers, flags, buffers, etc. that appear in the description of the operation of the performance control microcomputer 121 are provided in the performance RAM 124.
[0289] [Sub-control main processing] When the power of the pachinko gaming machine PY1 is turned on, the performance control microcomputer 121 reads out the program of the sub-control main processing shown in Fig. 48 from the performance ROM 123 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the performance CPU 122, setting of the SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0290] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for effect determination, which are used to make determinations regarding various effects, are updated. As an example, the method for updating the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the main control board 100 described above. When updating, the random number values may be incremented by 2 instead of by 1. This is also true for the random number update process performed by the main control board 100 described above.
[0291] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in the performance RAM 124 of the performance control board 120 are transmitted to the image control board 140. The image control board 140, which has received the command, displays an image on the display screen 50a in accordance with the received command (executes various performances using images). In addition to the various performances performed by the image control board 140, the performance control board 120 also outputs sound from the speaker 52 via the audio control circuit 161 (executes various sound performances using sound), lights up the frame lamp 53 and the board lamp 54 via the lamp control circuit 151 (executes various light-emitting performances using light), and operates the movable devices 55, 56, and 58 (executes various movable body performances using movement). In this way, various effects (variation effects, hold effects, movable body effects, operation effects, pre-reading effects, other preview effects, opening effects associated with special games, open game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.
[0292] The performance control microcomputer 121 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).
[0293] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 100 are input to the performance control microcomputer 121. In the reception interrupt process (S4010), the performance control microcomputer 121 stores the various commands sent and received by the output process (S112) of the main control board 100 in the reception buffer of the performance RAM 124. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0294] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 ms period is input to the performance control board 120. In the 1 ms timer interrupt processing (S4011), as shown in Figure 49, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in sequence.
[0295] The input process (S4101) detects operations on player-operable operating units such as the normal button detection switch 40a and the special button detection switch 41a, and sets commands and creates performance data according to the detection results. The light emission data output process (S4102) references light emission data (lamp data) based on the performance data created in the input process (S4101) and the performance data creation process (S4204) described below, in order to illuminate lamps such as the frame lamp 53 and the board lamp 54 at timings that match the image-based performance, etc. Then, the lamp control circuit 151 is controlled based on the light emission data. In other words, the performance control microcomputer 121 illuminates the frame lamp 53, the board lamp 54, etc. in a predetermined lighting mode according to the light emission data. In the movable body control process (S4103), drive data is referenced to perform movable body effects that operate movable devices 55, 56, and 58 at predetermined timings based on performance data created in the input process (S4101) and the performance data creation process (S4204) described below. Then, the lamp control circuit 151 is controlled based on the drive data. In other words, the performance control microcomputer 121 operates movable devices 55, 56, and 58 in a predetermined operating mode in accordance with the drive data. In the watchdog timer process (S4104), a reset setting of the watchdog timer is performed.
[0296] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a 10 ms period is input to the performance control board 120. As shown in Fig. 50, the 10 ms timer interrupt processing (S4012) sequentially performs received command analysis processing (S4201), performance timer update processing (S4202), audio control processing (S4203), and performance data creation processing (S4204).
[0297] In the received command analysis process (S4201), the command stored in the receive buffer of the performance RAM 124 by the receive interrupt process (S4010) is analyzed, and processing according to the command (for example, selection of a performance, setting of a performance mode, setting of a command, etc.) is performed. In the performance timer update process (S4202), a timer for measuring the time related to each performance is updated. For example, in the performance timer update process (S4202), the start timing and end timing of the effective operation period of an operation unit such as the normal button 40 or the special button 41 are measured. In the audio control process (S4203), audio data (data for controlling the audio output from the speaker 52) is created and the audio control circuit 161 is controlled based on the processing results of the input process (S4101) and the received command analysis process (S4201). In the performance data creation process (S4204), performance data is created based on the processing results of the received command analysis process (S4201).
[0298] Here, an example of processing when the performance control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the performance control microcomputer 121 is a fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 121 determines in the received command analysis process (S4201) that it has received a fluctuation start command, it selects a fluctuation performance pattern (sub-fluctuation pattern) based on the special chart fluctuation pattern indicated by the command, sets information about the sub-fluctuation pattern, and sets a fluctuation performance start command including information about the sub-fluctuation pattern in the output buffer, as processing when the fluctuation start command is received. For example, if the special chart fluctuation pattern indicated by the fluctuation start command is an SP fluctuation (a fluctuation pattern associated with an SP reach), it selects a sub-fluctuation pattern that performs an SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. Thereafter, various processes (such as command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), and sound control process (S4203)) are executed to realize a variation effect corresponding to the selected sub-variation pattern. Note that the flow of processing related to the realization of such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-reading effects, so-called advance notice effects associated with the relevant variations, and control of the effect mode.
[0299] 9. Effects of this form As explained above, according to the pachinko gaming machine PY1 of this embodiment (first embodiment), when the difference in the number of balls is 80,000 or more and the high-probability high base state or the low-probability low base state ends, the game becomes unplayable. Therefore, for the player, the game is not suddenly stopped in the middle of a jackpot gaming state or in the middle of a high-probability high base state or a low-probability high base state, and there is no particular disadvantage. In this way, it is possible to provide a pachinko gaming machine PY1 that allows the player to stop playing at a time when it is easy to stop playing, without awarding excessive prize balls.
[0300] Furthermore, with the pachinko gaming machine PY1 of this embodiment, when the difference in the number of balls is 80,000 or more and the high base state (high probability high base state, low probability high base state) ends, the game becomes unplayable. Therefore, it is possible for the player to stop playing before the situation where the balls in hand decrease after the high base state ends. In other words, after transitioning from the high base state to the normal game state, the total number of balls fired increases, and it is possible that the difference in the number of balls will fall below 80,000. Therefore, to prevent the above situation from occurring, it is possible to stop playing when the high base state ends.
[0301] However, if a player stops playing before the difference in ball count reaches 80,000, and a player who starts playing later starts playing and the difference in ball count exceeds 80,000 immediately, a terrible situation will occur. Therefore, according to the pachinko gaming machine PY1 of this embodiment, the measured difference in ball count is reset based on the establishment of a reset condition that is not triggered by power-on. Specifically, the difference in ball count is reset when the special reset switch 181 is pressed or when the waiting state continues for one hour. This prevents a player who starts playing later from stopping play immediately after starting, thereby preventing a terrible situation from occurring.
[0302] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, when an employee of the gaming parlor presses the RAM clear switch 191 when the power is turned on, the gaming information (for example, information on the gaming state such as a high probability state, the number of reserved special symbols, the result of the jackpot judgment, etc.) is erased, but the information on the difference in the number of balls stored in the difference in the number of balls memory unit 107c is not erased. Therefore, even in a situation where gaming information must be erased during business hours due to a malfunction or the like, it is possible to prevent the measured difference in the number of balls from being erased.
[0303] Furthermore, according to the pachinko gaming machine PY1 of this embodiment, as described above, even if RAM clearing is performed, the measured difference in the number of balls is not erased. However, the measured difference in the number of balls can be erased by an employee of the gaming parlor pressing the special reset switch 181. In this way, the employee of the gaming parlor can erase the measured difference in the number of balls at any time.
[0304] 10. Example of changes Modified examples will be described below. In the description of the modified examples, the same components as those in the pachinko gaming machine PY1 of the above embodiment will be assigned the same reference numerals and will not be described again. Of course, the components of the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the modified examples below may be appropriately deleted unless they are described as essential in this specification.
[0305] In the above embodiment (first embodiment), the machine is configured as a so-called V-probability machine (a gaming machine controlled to a high-probability state based on the passage of a gaming ball into the specific area 16 (V area)). However, it may also be configured as a gaming machine in which transition to a high-probability state is determined based on the type of jackpot symbol that is won. Furthermore, in the above embodiment, the machine is configured as a so-called ST machine (a gaming machine in which the high-probability state ends depending on the number of times the special symbol changes). However, it may also be configured as a gaming machine in which, once controlled to a high-probability state, control continues to the high-probability state until the start of the next jackpot game (a so-called probability loop type machine), or a drop-off machine (a gaming machine in which the high-probability state ends based on the lottery results). Furthermore, the machine may be configured as a gaming machine in which, when a small jackpot is won in a special symbol lottery, a small jackpot game is executed in which the large prize opening is open for a maximum of 1.8 seconds. In this case, the machine may be configured as a gaming machine in which a jackpot game (type 2 jackpot game) is executed when a gaming ball that entered the large prize opening during the small jackpot game passes through a specific area within the large prize opening. It may also be configured as a type 1 / type 2 jackpot game in which a jackpot game (type 1 jackpot game) is played when a jackpot is won in the lottery for a special pattern, and a jackpot game (type 2 jackpot game) is played when the game ball passes through a specific area in the jackpot opening.
[0306] In the above embodiment, when the difference in the number of balls is 80,000 or more and the game state transitions from a high-probability high base state (advantageous game state) to a normal game state (see Figure 25), or when the game state transitions from a low-probability high base state (advantageous game state) to a normal game state, the excessive prize ball prevention function is activated. However, it does not have to be when the game state transitions from an advantageous game state to a normal game state, and the excessive prize ball prevention function may simply be activated when the advantageous game state ends. For example, the excessive prize ball prevention function may be activated when the game state transitions from a high-probability high base state (advantageous game state) to a low-probability high base state, or when the game state transitions from a high-probability high base state to a high-probability low base state.
[0307] In the above-described embodiment, the timing for the excessive prize ball prevention function to be activated was when the high-probability, high-base state ended or when the low-probability, high-base state ended. However, the excessive prize ball prevention function may be activated only when the high-probability, high-base state ended. In this case, it is possible to stop the game only when the so-called "rush state (consecutive winning period)" ends. Furthermore, for example, the excessive prize ball prevention function may be activated when the difference in the number of balls is 80,000 or more and the game transitions to a customer waiting state, or when the customer waiting state continues for a certain period of time. Furthermore, for example, the excessive prize ball prevention function may be activated when the difference in the number of balls is 80,000 or more and the jackpot game state ends. Furthermore, for example, the excessive prize ball prevention function may be activated when the difference in the number of balls is 80,000 or more.
[0308] In the above-described embodiment, the difference in the number of balls is reset (erased) when the first reset condition (see FIG. 26(A)) that the special reset switch 181 (special operation means) is pressed or the second reset condition (see FIG. 26(B)) that the customer waiting state continues for one hour (predetermined time) is met. However, the reset conditions are not limited to those described above and can be changed as appropriate. For example, as described above, if the excessive prize ball prevention function is activated when the jackpot game state ends or when the difference in the number of balls reaches 80,000 or more, as shown in FIG. 52(A), the difference in the number of balls may be reset when the game transitions from the high-probability, high-base state (advantageous game state) to the normal game state. In this case, the difference in the number of balls is reset when the so-called "rush state (consecutive winning period)" ends, and therefore the excessive prize ball prevention function can be activated only when the difference in the number of balls reaches 80,000 (the reference number) during a single rush state. In addition to the high probability high base state and the low probability high base state, when the game shifts from an advantageous game state such as a jackpot game state or a high probability low base state to a normal game state, the number of balls difference may be reset. Also, the number of balls difference may be reset by pressing the RAM clear switch 191 or rotating the setting key cylinder 180.
[0309] Also, for example, as shown in FIG. 52(B), the difference in ball count may be reset when the normal game state continues for a specific time (e.g., one hour). In this case, if the normal game state continues for a specific time (e.g., one hour), it means that the situation advantageous to the player has not continued for a while. Therefore, in this case, by resetting the difference in ball count, it is possible to prevent the difference in ball count from exceeding 80,000 for a while. Note that the above-mentioned specific time is not limited to one hour and can be changed as appropriate. Also, for example, the difference in ball count may be reset when the number of times the special symbol changes in the normal game state reaches a specific number. Also, for example, the difference in ball count may be reset simply by turning the power OFF and ON (re-powering the power ON).
[0310] In the above embodiment, when the difference in the number of balls reaches 80,000 (the reference number), the situation in which the game may stop is indicated by the presentation mode shown in Fig. 28(B). However, the presentation mode indicating the situation in which the game may stop is not limited to the presentation mode shown in Fig. 28(B) and can be changed as appropriate. For example, the situation in which the game may stop may be indicated by a special voice from the speaker 52 (e.g., "The difference in the number of balls is 80,000") or a special light-emitting mode of the light-emitting means such as the board lamp 54 and the frame lamp 53.
[0311] In the above embodiment, when the excess prize ball prevention function is activated, the situation in which the game cannot be executed is indicated by the presentation mode shown in Fig. 27(A). However, the presentation mode indicating the situation in which the game cannot be executed is not limited to the presentation mode shown in Fig. 27(A) and can be changed as appropriate. For example, an image indicating "Game cannot be executed" may be displayed on the display screen 50a, or a special sound (e.g., "Game cannot be executed") may be output from the speaker 52.
[0312] In the above embodiment, the excessive prize ball prevention function is activated on the condition that the difference in the number of balls (specific measurement number) is 80,000 (reference number) or more. However, the difference in the number of balls (reference number) that serves as the reference for the activation of the excessive prize ball prevention function is not limited to 80,000, but may be 50,000, 100,000, 120,000, or the like, and can be changed as appropriate.
[0313] In the above embodiment, the specific measurement number that triggers the over-prize ball prevention function is the difference between the total number of prize balls and the total number of shot balls. However, the specific measurement number can be changed as appropriate as long as it is based on the number of prize balls awarded to the player, from the perspective of not awarding excessive prize balls. For example, the specific measurement number may be the difference in the number of prize balls limited to a certain game state, such as a jackpot game state, or a certain period, such as a consecutive win period. Furthermore, the specific measurement number may be the total number of prize balls in all game states, the total number of prize balls limited to a certain game state, such as a jackpot game state, or the total number of prize balls limited to a certain period, such as a consecutive win period. Furthermore, the specific measurement number may be a base number across all game states, a base limited to a certain game state, such as a jackpot game state, or a base limited to a certain period, such as a consecutive win period.
[0314] <Second form> Next, a pachinko gaming machine PY1 of the second embodiment will be described with reference to Figures 51 to 58. The pachinko gaming machine PY1 of the first embodiment described above is a non-enclosed type pachinko machine, in which game balls housed inside the game machine frame 2 flow down the game area 6 and are then discharged to the outside of the game machine frame 2 (pachinko gaming machine PY1). In contrast, the pachinko gaming machine PY1 of the second embodiment is an enclosed type pachinko machine, in which game balls enclosed inside flow down the game area 6 and then circulate and enter the game area 6 again. Therefore, the pachinko gaming machine PY1 of the second embodiment does not have mechanisms (prize ball payout device 73, prize ball motor, upper tray 34, lower tray 35) for paying out game balls to a player, and the player cannot touch the game balls.
[0315] Furthermore, in the pachinko gaming machine PY1 of the second form, like the pachinko gaming machine PY1 of the first form, the excess ball prevention function is configured to be activated when the difference in the number of balls reaches 80,000 (reference number) or more, but differs in the following respects. That is, in the second form, when the difference in the number of balls reaches 80,000 or more during a jackpot gaming state, the excess ball prevention function is configured to be activated when the jackpot gaming state ends. Also, in the second form, the difference in the number of balls is reset simply by turning the power OFF and ON (returning the power ON), regardless of whether RAM clearing is performed or not.
[0316] In the pachinko gaming machine PY1 of the second form, as shown in Fig. 51(A), the number of game balls is displayed on the display screen 50a of the image display device 50. The number of game balls refers to the number of game balls that the player can use in a game, and also refers to the number of balls that the player has in hand. In the second form, a main game ball number display effect showing the number of game balls is executed in an upper right display area 50a1 (first display unit) in the upper right part of the display screen 50a, and a sub game ball number display effect showing the number of game balls is also executed in a lower left display area 50a2 (second display unit) in the lower left part of the display screen 50a.
[0317] In the main game ball count display effect executed in the upper right display area 50a1, a main game ball count image MD1 is displayed, showing a frame and indicating the number of game balls inside the frame. The numbers (number of game balls) shown in the main game ball count image MD1 are more decorated than simple, standard numbers. In this way, the main game ball count display effect shows the number of game balls to the player in an easy-to-understand manner using the frame and decorated numbers shown in the main game ball count image MD1. Note that the main game ball count image MD1 shown in FIG. 50(A) shows "2500," indicating that the number of game balls (number of game balls) currently available for the player to use in a game is "2500."
[0318] On the other hand, in the sub game ball count display effect executed in the lower left display area 50a2, the sub game ball count image MD2 is displayed. The numbers (number of game balls) shown in the sub game ball count image MD2 are simple, standard numbers that are smaller and less noticeable than the numbers shown in the main game ball count image MD1. In this way, the sub game ball count display effect makes it more difficult for the player to grasp the number of game balls than the main game ball count display effect, and as an effect showing the number of game balls, the sub game ball count display effect is auxiliary to the main game ball count display effect.
[0319] On the display screen 50a, the main game ball count display effect prominently shows the number of game balls using the main game ball count image MD1, but depending on the type of effect image that starts to be displayed, the main game ball count image MD1 may get in the way. That is, while developers want to draw the player's attention to the effect image that starts to be displayed, if the main game ball number image MD1 remains displayed, the player may feel annoyed by the number of game balls shown by the main game ball number image MD1.
[0320] Therefore, in the second form, when a predetermined effect image starts to be displayed while the main game ball number display effect and the sub game ball number display effect are being executed, the main game ball number display effect stops, while the sub game ball number display effect continues to be executed. In other words, when the main game ball number image MD1 is displayed in the upper right display area 50a1 and the sub game ball number image MD2 is displayed in the lower left display area 50a2, if a predetermined effect image is displayed, the main game ball number image MD1 becomes hidden, while the sub game ball number image MD2 continues to be displayed. In this way, even when the main game ball number display effect stops being executed due to the display of the predetermined effect image, it is possible to draw the player's attention to the predetermined effect image while the sub game ball number display effect indicates the number of game balls remaining.
[0321] The sub game ball number display effect (display of the sub game ball number image MD2) is configured to continue to be executed from the time the power is turned on to the pachinko gaming machine PY1 until it is turned off. In contrast, the main game ball number display effect (display of the main game ball number image MD1) is sometimes executed and sometimes not executed from the time the power is turned on to the pachinko gaming machine PY1 until it is turned off, and is not executed while a predetermined effect image is being displayed, as described above.
[0322] Here, in the second mode, after a normal reach, a battle SP reach effect (reach effect) showing a battle between the main character and the enemy character may be executed, and a predetermined effect image is a battle SP reach image (reach effect image) that is displayed during the execution of the battle SP reach effect. The fact that the main game ball count display effect is not executed when the battle SP reach image (the image from the start of the display of the main character transformation image SK to the end of the display of the battle victory image WI or the battle defeat image LO) is displayed will be described in detail later. Another predetermined effect image is an effect setting image G101 (setting image) for setting the effects of the pachinko gaming machine PY1. The fact that the main game ball count display effect is not executed when the effect setting image G101 is displayed will be described in detail later. Another predetermined effect image is a game stop image CP3 (unplayable image) that is displayed when the excess prize ball prevention function is activated. The fact that the main game ball count display effect is not executed when the game stop image CP3 is displayed will be described in detail later. Furthermore, as a predetermined effect image, there is an error reset method image ER1 (error image) that is displayed when an illegal magnetism is detected. When the error reset method image ER1 is displayed, the main game ball count display effect is not executed, as will be described in detail later.
[0323] Next, the descending operation prompting effect, which is a feature of the second mode, will be explained. The descending operation prompting effect is one of the operation prompting effects that prompt pressing of the normal button 40 (operation means). Before explaining the descending operation prompting effect, the ally character selection effect will first be explained below. The ally character selection effect is an effect that may be executed during the execution of the battle SP reach effect, and functions as a chance-up effect that suggests an increase in the expected probability of winning a jackpot. Specifically, the ally character selection effect is an effect in which an ally character (specific object) that will fight alongside the main character against the enemy character is selected from among the first ally character, the second ally character, the third ally character, and the fourth ally character. In this way, when one ally character is selected in the ally character selection effect, the battle SP reach effect indicates that the selected ally character and the main character will fight the enemy character (see Figure 54(B)).
[0324] When the ally character selection effect begins, as shown in FIG. 53(A), a first ally character image MK1 representing the first ally character (specific object) is displayed on the left side of the display screen 50a, a second ally character image MK2 representing the second ally character (specific object) is displayed on the right side of the display screen 50a, a third ally character image MK3 representing the third ally character (specific object) is displayed on the top side of the display screen 50a, and a fourth ally character image MK4 representing the fourth ally character (specific object) is displayed on the bottom side of the display screen 50a. Furthermore, an ally character text image MM displaying the words "Four Ally Characters" is displayed in the center of the display screen 50a, and the ally character text image MM clearly indicates that four ally characters are appearing. When the ally character selection effect begins in this manner, a descending operation prompt effect (see FIG. 53(B)), which will be described later, is displayed, indicating that one ally character has been selected.
[0325] Here, the ally character selection effect suggests that the probability of winning a jackpot varies depending on the selected ally character. Specifically, in the ally character selection effect, if the first ally character is selected, the probability of winning a jackpot is suggested to be 30%, if the second ally character is selected, the probability of winning a jackpot is suggested to be 40%, if the third ally character is selected, the probability of winning a jackpot is suggested to be 50%, and if the fourth ally character is selected, the probability of winning a jackpot is suggested to be 60%. In this way, a player who understands that the ally character selection effect has started will most likely expect that the fourth ally character will be selected out of the four ally characters. Note that even if the battle SP reach effect is executed, the ally character selection effect is not necessarily executed. However, once the ally character selection effect is executed, one of the four ally characters will always be selected.
[0326] In the second form, when an ally character is selected in the ally character selection performance, it is displayed that the selected ally character will descend (perform a specific action) (see FIG. 54(A)). In this way, when an ally character is selected, the action of that ally character descending is performed, thereby enhancing the performance effect compared to when the selected ally character is simply displayed. Then, in this ally character selection performance, before an ally character is selected, a descend operation prompting operation to press the normal button 40 (see FIG. 53(B)) is executed.
[0327] Here, in the past, in the push prompt effect that encourages the player to press the operating means, generally only an image showing a button and an image of the text "Press!" As a result, the push prompt effect only made the player focus on pressing the operating means, and gave the player a mundane impression.
[0328] Therefore, in the second mode, as shown in FIG. 53(B), in the descending operation prompting effect, a normal button image BT representing the normal button 40 and a descending character image MG (character image) representing the character "descend" are displayed. Also, during the execution of the descending operation prompting effect, just as when the ally character selection effect is started (see FIG. 53(A)), a first ally character image MK1 is displayed on the left side of the display screen 50a, a second ally character image MK2 is displayed on the right side of the display screen 50a, a third ally character image MK3 is displayed on the top of the display screen 50a, and a fourth ally character image MK4 is displayed on the bottom of the display screen 50a. The normal button image BT indicates the normal button, and also shows a progress bar indicating the valid period during which the effect control microcomputer 121 accepts pressing of the normal button 40. In this way, the normal button image BT prompts the player to press the normal button 40.
[0329] As shown in FIG. 53(B), the descending character image MG is displayed so as to overlap the normal button image BT in front of it (toward the player), and the character indicating "descend" prompts the player to descend after the normal button 40 is pressed. In other words, the display of the descending character image MG suggests in advance that the ally character displayed after the descending prompt effect will perform the action of descending. In this way, the display of the descending character image MG reminds the player, just before pressing the normal button 40, that the selected ally character will descend after pressing the normal button 40 (see FIG. 54(A)). As a result, compared to the case where a character image saying "Press!" is displayed as in the conventional press prompt effect, the player can see the action that will occur after pressing the normal button 40, which can stimulate the player's desire to press the normal button 40.
[0330] 53(B), during the execution of the descending operation prompting effect, the first ally character image MK1 (specific target image) representing the first ally character, the second ally character image MK2 (specific target image) representing the second ally character, the third ally character image MK3 (specific target image) representing the third ally character, and the fourth ally character image MK4 (specific target image) representing the fourth ally character are displayed so as to sway up and down, respectively. This indicates that the first ally character, the second ally character, the third ally character, and the fourth ally character are waiting to perform some kind of action. In other words, by the first ally character image MK1, the second ally character image MK2, the third ally character image MK3, and the fourth ally character image MK4 swaying up and down, it is possible to emphasize to the player that the first ally character, the second ally character, the third ally character, and the fourth ally character will perform some kind of action (descend) after the descending operation prompting effect.
[0331] Next, an example of the effect when the Battle SP Reach effect is executed will be described with reference to Figures 51 to 55. As a prerequisite, it is assumed that the number of game balls is 2500 and the variable display of the first special symbol has started in the normal game state. At this time, the effect control microcomputer 121 executes the Battle SP Reach effect based on the special symbol 1 variable start command transmitted from the game control microcomputer 101, and also selects a variable effect pattern for the variable effect to execute the ally character selection effect. As a result, the effect control microcomputer 121 executes the effect shown in Figures 51 to 55 using the image display device 50.
[0332] As shown in Figure 51(A), the display screen 50a displays a normal daytime background image G102, and as the first special symbol begins to change, the effect symbols EZ1, EZ2, and EZ3 begin to change. At this time, a main game ball count image MD1 showing "2500" is displayed in the upper right display area 50a1 as the main game ball count display effect, and a sub game ball count image MD2 showing "2500" is displayed auxiliary in the lower left display area 50a2 as the sub game ball count display effect. This allows the player to play the game while knowing that the current number of game balls is 2500, mainly through the main game ball count display effect.
[0333] Then, as shown in FIG. 51(B), the display screen 50a changes to a reach mode in which the effect symbols EZ1, EZ2, and EZ3 indicate "7↓7." In this way, a reach is established, and thereafter, a reach effect is performed. Here, even when a reach is established, the main game ball number display effect is executed in the upper right display area 50a1, and the sub game ball number display effect is executed in the lower left display area 50a2. After that, since this is a variable effect that executes a battle SP reach effect, an SP reach development effect is executed as the start of the battle SP reach effect.
[0334] Specifically, as shown in FIG. 52(A), in the SP reach development effect, a main character transformation image SK is displayed on the display screen 50a, showing the main character brandishing a sword before transformation. When the SP reach development effect is executed to start the battle SP reach effect, the main game ball count display effect is no longer executed in the upper-right display area 50a1, while the sub game ball count display effect continues to be executed in the lower-left display area 50a2. In other words, the main game ball count image MD1 showing "2500" is hidden, while the sub game ball count image MD2 showing "2500" is displayed so as to overlap with it in front of the main character transformation image SK (toward the player). This allows the player to enjoy the main character transformation image SK without being obstructed by the main game ball count image MD1, while the continued display of the sub game ball count image MD2 ensures the display of the game ball count. As shown in Figure 52(A), with the start of the Battle SP Reach performance, a left performance pattern EZ1 indicating "7" is displayed in the upper left corner of the display screen 50a, and a right performance pattern EZ3 indicating "7" is displayed in the upper right corner of the display screen 50a.
[0335] 52(B), an enemy character appearance effect is executed on the display screen 50a, showing an enemy character fighting against the transformed main character. Specifically, in the enemy character appearance effect, an enemy character appearance image TK indicating the appearance of an enemy character is displayed with the words "Defeat the enemy character!". Note that even during the execution of the enemy character appearance effect, the main game ball count image MD1 is not displayed in the upper right display area 50a1, while the sub game ball count image MD2 continues to be displayed in the lower left display area 50a2.
[0336] 53(A), the ally character selection effect begins, with a first ally character image MK1 displayed on the left side of the display screen 50a, a second ally character image MK2 displayed on the right side of the display screen 50a, a third ally character image MK3 displayed on the top side of the display screen 50a, and a fourth ally character image MK4 displayed on the bottom side of the display screen 50a. By executing the ally character selection effect, which is a chance-up effect, in this manner, it is possible to give the player a sense of excitement. Even during the execution of the ally character selection effect, the main game ball count image MD1 is not displayed in the upper right display area 50a1, while the sub game ball count image MD2 continues to be displayed in the lower left display area 50a2.
[0337] 53(B), a descending operation prompting effect is executed, and a normal button image BT indicating the normal button 40 and a descending character image MG indicating the character "descend" are displayed on the display screen 50a. In this way, by displaying the descending character image MG indicating the character "descend" instead of the character "PRESS!", it is possible to make the player imagine that an ally character will descend and appear when the normal button 40 is pressed. Compared to when the character "PRESS!" is displayed, this makes the player want to make the ally character descend sooner, and stimulates the player's desire to press the normal button 40.
[0338] 53(B), while the descending operation prompting effect is being executed, the first ally character image MK1, the second ally character image MK2, the third ally character image MK3, and the fourth ally character image MK4 are displayed so as to sway up and down. This makes the player imagine that the first ally character, the second ally character, the third ally character, and the fourth ally character will perform some kind of action (descend), further stimulating the player's desire to press the normal button 40. Note that even while the descending operation prompting effect is being executed, the main game ball number image MD1 is not displayed in the upper right display area 50a1, while the sub game ball number image MD2 continues to be displayed in the lower left display area 50a2.
[0339] Here, it is assumed that the player presses the normal button 40 during the execution of the descending operation prompting effect. In this case, it is assumed that the effect control microcomputer 121 accepts the pressing of the normal button 40 and executes a fourth ally character descending effect (post-operation effect) indicating that the fourth ally character has descended, as shown in FIG. 54(A). Specifically, in the fourth ally character descending effect, the first ally character, the second ally character, and the third ally character are not displayed, and a fourth ally character descending dynamic image MK4a is displayed indicating that the fourth ally character is descending from the top of the display screen 50a toward the center of the display screen 50a. This gives the player a sense of elation that the fourth ally character with the highest probability of winning the jackpot has been selected, and can provide the player with a novel gaming experience in that the "descending" action that the player had in mind before pressing the normal button 40 has been performed. Even while the fourth ally character descent effect is being performed, the main game ball count image MD1 is not displayed in the upper right display area 50a1, while the sub game ball count image MD2 continues to be displayed in the lower left display area 50a2.
[0340] The above description was given using an example where the player presses the normal button 40 within the effective operation period of the descent operation prompt effect. However, even if the player does not press the normal button 40 within the effective operation period of the descent operation prompt effect, the fourth ally character descent effect shown in Fig. 54(A) is executed when the effective operation period ends. Also, the above description was given using an example where the fourth ally character descent effect is executed after the descent operation prompt effect, but the first ally character descent effect, the second ally character descent effect, or the third ally character descent effect may be executed after the descent operation prompt effect.
[0341] When the first ally character descending effect (first post-operation effect) is executed, a first ally character descending dynamic image (not shown) is displayed, indicating that the first ally character is descending from the top of the display screen 50a toward the center of the display screen 50a. When the second ally character descending effect (second post-operation effect) is executed, a second ally character descending dynamic image (not shown) is displayed, indicating that the second ally character is descending from the top of the display screen 50a toward the center of the display screen 50a. When the third ally character descending effect is executed, a third ally character descending dynamic image (not shown) is displayed, indicating that the third ally character is descending from the top of the display screen 50a toward the center of the display screen 50a.
[0342] 54(B), a joint fighting effect is executed, showing the transformed main character and the descended ally character fighting together. Specifically, in the joint fighting effect, a main character image SZ showing the transformed main character is displayed on the left side of the display screen 50a, and a fourth selected character image MK4b showing the selected fourth ally character and the words "fourth ally character" is displayed on the right side of the display screen 50a. Note that even during the joint fighting effect, the main game ball count image MD1 is not displayed in the upper right display area 50a1, while the sub game ball count image MD2 continues to be displayed in the lower left display area 50a2.
[0343] 55(A), a battle effect is executed in which the transformed main character and the fourth ally character fight against the enemy character. Specifically, in the battle effect, a battle image VS is displayed, which shows the transformed main character and the fourth ally character fighting together to defeat the enemy character. Note that even during the execution of the battle effect, the main game ball count image MD1 is not displayed in the upper right display area 50a1, while the sub game ball count image MD2 continues to be displayed in the lower left display area 50a2.
[0344] After that, the game branches into two cases: a battle victory effect shown in FIG. 55(B-1) is executed, and a battle defeat effect shown in FIG. 55(B-2) is executed. That is, if a jackpot is won in the lottery for the first special symbol, a battle victory image WI, indicating that the transformed main character and the fourth ally character have defeated the enemy character, is displayed on the display screen 50a as a battle victory effect, as shown in FIG. 55(B-1). This allows the player to understand that they have won a jackpot. On the other hand, if the lottery for the first special symbol is a loss, a battle defeat image LO, indicating that the transformed main character and the fourth ally character have been defeated by the enemy character, is displayed on the display screen 50a as a battle defeat effect, as shown in FIG. 55(B-2). This allows the player to understand that they have lost. Furthermore, even when the battle victory effect or the battle defeat effect is being executed, the main game ball count image MD1 is not displayed in the upper right display area 50a1, while the sub game ball count image MD2 continues to be displayed in the lower left display area 50a2.
[0345] Then, when the battle victory effect shown in FIG. 55(B-1) is executed, the display screen 50a displays the normal daytime background image G102, and the effect symbols EZ1, EZ2, and EZ3 are definitely stopped in the "777" jackpot mode (double number) as shown in FIG. 55(C-1). At this time, the sub game ball count image MD2 is displayed in the lower left display area 50a2, and the main game ball count image MD1, which had been hidden, is displayed in the upper right display area 50a1. In other words, the main game ball count display effect, which had been suspended, is resumed. In this way, by resuming the main game ball count display effect after the battle SP reach image (the image from the start of the display of the main character transformation image SK to the end of the display of the battle victory image WI), which is intended to draw the player's attention, the player can more easily grasp the number of game balls remaining than when only the sub game ball count display effect is executed.
[0346] On the other hand, when the battle defeat effect shown in FIG. 55(B-2) is executed, the display screen 50a subsequently displays the normal daytime background image G102, and the effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a "767" reach-miss pattern, as shown in FIG. 55(C-2). At this time, the sub game ball count image MD2 is displayed in the lower left display area 50a2, and the main game ball count image MD1, which had been hidden, is displayed in the upper right display area 50a1. In other words, the main game ball count display effect, which had been suspended, is resumed. In this way, after the battle SP reach-miss image (the image from the start of the display of the main character transformation image SK to the end of the display of the battle defeat image LO), which is intended to draw the player's attention, is ended, the main game ball count display effect is resumed, making it easier for the player to grasp the number of game balls remaining compared to when only the sub game ball count display effect is executed.
[0347] Next, a case where the main game ball count display effect is no longer executed when the effect setting image G101 is displayed will be described with reference to FIG. 56. In the customer waiting state, as shown in FIG. 56(A), a customer waiting demo moving image G100 is displayed on the display screen 50a as a customer waiting effect. At this time, a main game ball count image MD1 showing "1230" is displayed in the upper right display area 50a1 as the main game ball count display effect, and a sub game ball count image MD2 showing "1230" is displayed in the lower left display area 50a2 as the sub game ball count display effect. Thus, during the customer waiting effect, the player can understand that the current number of game balls is 1230 mainly through the main game ball count display effect. Here, it is assumed that the player presses the normal button 40 while the customer waiting demo moving image G100 shown in FIG. 56(A) is displayed.
[0348] In this case, as shown in FIG. 56(B), a presentation setting image G101 for setting the presentation of the pachinko gaming machine PY1 is displayed. When the presentation setting image G101 is displayed, the main game ball count display presentation is no longer executed in the upper right display area 50a1, while the sub game ball count display presentation continues to be executed in the lower left display area 50a2. In other words, the main game ball count image MD1 showing "1230" is hidden, while the sub game ball number image MD2 showing "1230" is displayed so as to overlap with the presentation setting image G101 in front of it (toward the player). This allows the player to set various presentation settings of the pachinko gaming machine PY1 without being obstructed by the main game ball number image MD1, while the continued display of the sub game ball number image MD2 ensures the display of the number of game balls.
[0349] If the player wishes to set (change) the volume (volume level) while the effect setting image G101 shown in FIG. 56(B) is displayed, the player places the cursor on the "Volume Setting" item and presses the normal button 40. This causes a volume setting image (not shown) for setting the volume to be displayed on the display screen 50a. Even while this volume setting image is displayed, the main game ball count display effect is not being executed in the upper right display area 50a1, while the sub game ball count display effect continues to be executed in the lower left display area 50a2. If the customer waiting effect is executed or the variable effect starts after the player has finished setting the volume, the main game ball count display effect that was suspended will be resumed in the upper right display area 50a1.
[0350] Furthermore, if a player wishes to customize the frequency of effects to be executed or the likelihood of a jackpot (expected win probability) while the effect setting image G101 shown in FIG. 56(B) is displayed, the player can move the cursor to the "Custom Settings" item and press the normal button 40. This causes an effect customization image (not shown) for customizing the effects to be displayed on the display screen 50a. While this effect customization image is displayed, the main game ball count display effect is not being executed in the upper right display area 50a1, while the sub game ball count display effect continues to be executed in the lower left display area 50a2. If a customer waiting effect is executed or a variable effect is started after the player has finished customizing the settings, the suspended main game ball count display effect will be resumed in the upper right display area 50a1.
[0351] Next, a case where the main game ball count display effect is no longer executed when the game stop image CP3 is displayed will be described with reference to FIG. 57. As a prerequisite, assume that a jackpot game is being executed and the difference in the number of balls is "79,750." In other words, if the difference in the number of balls increases by "250," it will reach "80,000," which triggers the activation of the excessive prize ball prevention function. In this case, as shown in FIG. 57(A), a round image RU is displayed on the display screen 50a as the round effect. At this time, a main game ball count image MD1 showing "8,410" is displayed in the upper right display area 50a1 as the main game ball count display effect, and a sub game ball count image MD2 showing "8,410" is displayed in the lower left display area 50a2 as the sub game ball count display effect.
[0352] Thus, during the execution of the jackpot game, the player can understand that the current number of game balls is 8,410 mainly through the main game ball number display effect. Note that, since the difference in the number of game balls remaining until the over-prize ball prevention function is activated is between 1,000 and 1 ball, a ball difference reaching notification image CP1 is displayed in the upper left of the display screen 50a, showing the words "Approximately 1,000 to 1 balls remaining until the complete function is activated." Here, as the round game progresses and many game balls enter the jackpot opening 14, the difference in the number of game balls reaches "80,000."
[0353] At this time, as shown in Figure 57 (B), a ball difference reaching effect is executed to show that the number of balls difference has reached "80,000". Specifically, on the display screen 50a, a ball difference reaching image CP2 is displayed showing the text "The complete function is activated. After the jackpot ends, today's game will end." Here, even if the number of balls difference reaches "80,000" in the jackpot game state (while the jackpot game is being executed), the excessive prize ball prevention function does not immediately activate, and in the second form, as described above, when the number of balls difference becomes 80,000 or more in the jackpot game state, the excessive prize ball prevention function is activated when the jackpot game state ends. In this way, even when the difference in the number of balls reaches "8000" and the difference-in-balls-reached effect is executed, the main game ball number image MD1 showing "8640" is displayed in the upper right display area 50a1 as the main game ball number display effect, and the sub game ball number image MD2 showing "8640" is displayed in the lower left display area 50a2 as the sub game ball number display effect. After that, the jackpot game state (jackpot game) ends, and the game control microcomputer 101 controls the game to be unplayable by activating the excess prize ball prevention function.
[0354] As a result, as shown in FIG. 57(C), the effect control microcomputer 121 displays a game stop image CP3 on the display screen 50a, displaying the text "The complete function has been activated. The maximum payout limit for one day has been reached. Play ends for today." against a black background. This allows a player who sees the game stop image CP3 to understand that the excessive prize ball prevention function has been activated and that play is no longer possible. When the game stop image CP3 is displayed, the main game ball count display effect is no longer displayed in the upper right display area 50a1, while the sub game ball count display effect continues to be displayed in the lower left display area 50a2. In other words, the main game ball count image MD1 is hidden, while the sub game ball count image MD2, which displays "8720," is displayed in front of (on the player's side) the game stop image CP3, overlapping it. This allows the player to focus on the game stop image CP3 without being disturbed by the main game ball number image MD1, while ensuring the display of the number of game balls by continuing to display the sub game ball number image MD2.
[0355] Next, a case where the main game ball count display effect is not executed when the error reset method image ER1 is displayed will be described with reference to FIG. 58. As shown in FIG. 58(A), the display screen 50a displays the normal daytime background image G102, and the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Also, at this time, the upper right display area 50a1 displays the main game ball count image MD1 showing "2500" as the main game ball count display effect, and the lower left display area 50a2 displays the sub game ball count image MD2 showing "2500" as the sub game ball count display effect. Here, it is assumed that an illegal magnetism has been detected by the magnetic sensor.
[0356] In this case, as shown in FIG. 58(B), the effect control microcomputer 121 displays an error reset method image ER1 on the display screen 50a against a red background, indicating "Error 1: Magnetic Detection Abnormal. Please Restart the Power Supply." This allows a player who sees the error reset method image ER1 to understand that a game cannot be played due to a magnetic detection error (illegible). When the error reset method image ER1 is displayed, the main game ball count display effect is no longer executed in the upper-right display area 50a1, while the sub game ball count display effect continues to be executed in the lower-left display area 50a2. In other words, while the main game ball count image MD1 is hidden, the sub game ball count image MD2, which indicates "2500," is displayed in front of (on the player's side) the error reset method image ER1, overlapping it. This allows the player to focus on the error reset method image ER1 without being distracted by the main game ball count image MD1, while the continued display of the sub game ball count image MD2 ensures the display of the game ball count.
[0357] As described above, according to the second form of the pachinko gaming machine PY1, before the normal button 40 is pressed, a descending operation prompting effect is executed as shown in FIG. 53(B), and after the normal button 40 is pressed, a fourth ally character descending effect may be executed as shown in FIG. 54(A). In this fourth ally character descending effect, a fourth ally character descending dynamic image MK4a indicating that the fourth ally character will descend is displayed. Here, in the descending operation prompting effect shown in FIG. 53(B), a descending character image MG suggesting that the fourth ally character will descend is displayed, while a press operation on the normal button 40 is prompted. In this way, the descending character image MG evokes the "descension" that occurs after pressing the normal button 40, thereby stimulating the player's desire to operate the normal button 40 and increasing the player's interest in the game.
[0358] 53(B), in the descending operation prompting performance, a fourth ally character image MK4 representing the fourth ally character is displayed, while a descending character image MG suggesting that the fourth ally character will "descend" is displayed. Therefore, before pressing the normal button 40, the fourth ally character image MK and the descending character image MG can more clearly show the relationship that the fourth ally character will "descend."
[0359] Furthermore, in the pachinko gaming machine PY1 of the second form, as shown in Fig. 53(B), in the descending operation prompting performance, the fourth ally character image MK4 representing the fourth ally character is displayed shaking up and down. Therefore, it is possible to emphasize in advance that some action will be performed by the fourth ally character represented by the fourth ally character image MK4.
[0360] Furthermore, according to the second form of pachinko game machine PY1, as shown in Figure 53 (B), a first ally character image MK1 indicating the first ally character, a second ally character image MK2 indicating the second ally character, a third ally character image MK3 indicating the third ally character, and a fourth ally character image MK4 indicating the fourth ally character are displayed, and an advent character image MG is also displayed. Thereafter, when normal button 40 is pressed, a first ally character descending dynamic image (not shown) indicating that the first ally character will descend may be displayed as a first ally character descending effect, a second ally character descending dynamic image (not shown) indicating that the second ally character will descend may be displayed as a second ally character descending effect, a third ally character descending dynamic image (not shown) indicating that the third ally character will descend may be displayed as a third ally character descending effect, or a fourth ally character descending dynamic image MK4a (see FIG. 54(A)) indicating that the fourth ally character will descend may be displayed as a fourth ally character descending effect. In this way, it is possible to have the player pay attention to whether the first ally character, second ally character, third ally character, or fourth ally character will descend before pressing normal button 40.
[0361] In the pachinko gaming machine PY1 of the second embodiment, as shown in Figures 51(A) and 51(B), a battle SP reach effect (SP reach development effect) is initiated when a main game ball count image MD1 indicating the number of game balls is displayed in the upper right display area 50a1 of the display screen 50a and a sub game ball count image MD2 indicating the number of game balls is displayed in the lower left display area 50a2 of the display screen 50a. At this time, as shown in Figure 52(A), when a main character transformation image SK is displayed, the main game ball count image MD1 is hidden in the upper right display area 50a1 of the display screen 50a, while the sub game ball count image MD2 is displayed in front of the main character transformation image SK (toward the player) in the lower left display area 50a2 of the display screen 50a. Therefore, even when the main character transformation image SK is displayed, visibility of the game ball count display can be ensured.
[0362] 51(A)(B), in the pachinko gaming machine PY1 of the second embodiment, the number of game balls is displayed in a more decorated manner in the upper right display area 50a1 of the display screen 50a than in the lower left display area 50a2 of the display screen 50a. That is, the number of game balls is displayed in a more decorated manner in the main game ball number image MD1 than in the sub game ball number image MD2. Therefore, when the main game ball number image MD1 is displayed in the upper right display area 50a1 of the display screen 50a and the sub game ball number image MD2 is displayed in the lower left display area 50a2 of the display screen 50a, it is possible to draw the player's attention to the number of game balls displayed in the upper right display area 50a1.
[0363] A modified example of the second mode will be described below. In the second mode, as shown in FIG. 53(B), in the descending operation prompting effect, a descending character image MG (character image) is displayed, suggesting that an ally character (specific object) will descend (specific action) using the character "descend." This prompts the player to press the normal button 40. However, the character image (action character image) is not limited to the descending character image MG, and can be changed as appropriate depending on the specific action moving image displayed after the normal button 40 is pressed. For example, after the normal button 40 is pressed, a destruction moving image (specific action moving image) indicating that an enemy character (specific object) will be destroyed (specific action) may be displayed. In this case, before the normal button 40 is pressed, a destruction character image (character image) suggesting that the enemy character will be destroyed using the character "destroy" may be displayed, prompting the player to press the normal button 40.
[0364] In the second mode, when the normal button 40 is pressed after the descending operation prompting effect shown in Fig. 53(B), an ally character descending dynamic image (first ally character descending dynamic image, second ally character descending dynamic image, third ally character descending dynamic image, fourth ally character descending dynamic image) is displayed in which one of the first ally character, second ally character, third ally character, and fourth ally character will descend. However, when the normal button 40 is pressed after the descending operation prompting effect shown in Fig. 53(B), it may be displayed that none of the ally characters will descend. That is, when the normal button 40 is pressed after the descending operation prompting effect shown in FIG. 53(B) has been performed, an ally character descending dynamic image (first ally character descending dynamic image, second ally character descending dynamic image, third ally character descending dynamic image, fourth ally character descending dynamic image) may be displayed, or an ally character descending failure dynamic image indicating that an ally character will not descend may be displayed. In this case, the display of an ally character descending dynamic image may indicate a higher likelihood of winning the jackpot than the display of a jackpot failure dynamic image. In particular, the display of an ally character descending dynamic image may indicate a win in the jackpot, and the display of a jackpot failure dynamic image may indicate a loss.
[0365] In the second form, when the first ally character is selected in the ally character selection presentation, the expected probability of winning the jackpot is 30%, when the second ally character is selected, the expected probability of winning the jackpot is 40%, when the third ally character is selected, the expected probability of winning the jackpot is 50%, and when the fourth ally character is selected, the expected probability of winning the jackpot is 60%. However, the expected probability of winning each jackpot can be changed as appropriate. For example, when the fourth ally character is selected, the expected probability of winning the jackpot may be 100%, meaning that winning the jackpot is guaranteed.
[0366] In the second form, the descending operation prompting effect (operation prompting effect) shown in Fig. 53 prompts pressing of the normal button 40 (operation means). However, the operation prompting effect that displays a text image may be an effect that prompts operation of an operation means other than the normal button 40 (for example, pressing of the special button 41).
[0367] In the second mode, after the descent operation prompting effect shown in FIG. 53(B), when the normal button 40 is pressed, it is displayed that one of four ally characters (first ally character, second ally character, third ally character, fourth ally character) will descend. However, when the normal button 40 is pressed, it may be displayed that one of a number of ally characters other than four will descend. Also, when the normal button 40 is pressed, it may be displayed that only one ally character will descend. In this case, as described above, when the normal button 40 is pressed, it is preferable that a descent failure moving image indicating that no ally character will descend is displayed.
[0368] 53(B), a first ally character image MK1 (specific target image) showing the first ally character (specific object), a second ally character image MK2 (specific target image) showing the second ally character (specific object), a third ally character image MK3 (specific target image) showing the third ally character (specific object), a fourth ally character image MK4 (specific target image) showing the fourth ally character (specific object), and a descent character image MG (character image) showing the characters "advent". However, in the descent operation prompting effect, the first ally character image MK1, the second ally character image MK2, the third ally character image MK3, and the fourth ally character image MK4 may not be displayed, and instead a descent character image MG (character image) showing the characters "advent" may be displayed.
[0369] In the second mode, as shown in Fig. 53(B), in the descending operation prompting effect, a descending character image MG (character image) showing the characters "descend" is displayed while the first ally character image MK1 (specific target image), the second ally character image MK2 (specific target image), the third ally character image MK3 (specific target image), and the fourth ally character image MK4 (specific target image) sway up and down. However, in the descending operation prompting effect, the descending character image MG showing the characters "descend" may also be displayed so as to sway up and down while the first ally character image MK1, the second ally character image MK2, the third ally character image MK3, and the fourth ally character image MK4 sway up and down. This is because the descending character image MG (character image) swaying up and down makes it easier to understand that an operation of the normal button 40 (operation means) is being prompted. Furthermore, in the descending operation promotion effect, the first ally character image MK1, the second ally character image MK2, the third ally character image MK3, and the fourth ally character image MK4 may remain stationary, while the descending character image MG showing the word "descend" is displayed so as to swing up and down. Note that the direction in which the specific target image and character image swing is not limited to up and down, but may be changed as appropriate, and may be left and right or front and back, for example.
[0370] In the second mode, as shown in FIG. 51(A), the numbers (number of game balls) displayed in the main game ball count image MD1 are more decorative than simple, standard numbers. Therefore, in the upper right display area 50a1 (first display section), the number of game balls is displayed in a more decorative manner than the number of game balls displayed in the lower left display area 50a2 (second display section). However, the number of game balls may also be displayed in the upper right display area 50a1 using simple, standard numbers, as in the lower left display area 50a2. Alternatively, the number of game balls may be displayed in a more decorative manner than simple, standard numbers in both the upper right display area 50a1 and the lower left display area 50a2. Alternatively, the number of game balls may be displayed using simple, standard numbers in the upper right display area 50a1, while the number of game balls may be displayed in a more decorative manner in the lower left display area 50a2.
[0371] In the second embodiment, the main game ball number image MD1 is displayed in the upper right display area 50a1 (first display section), and the sub game ball number image MD2 is displayed in the lower left display area 50a2 (second display section). However, the first display section and the second display section are not limited to the upper right display area 50a1 and the lower left display area 50a2, and can be changed as appropriate. For example, the main game ball number image MD1 may be displayed in the upper left display area of the display screen 50a, and the sub game ball number image MD2 may be displayed in the lower right display area.
[0372] In the second mode, when the main game ball count image MD1 and the sub game ball count image MD2 are displayed and a battle SP reach image (an image from the start of the display of the main character transformation image SK to the end of the display of the battle victory image WI or the battle defeat image LO) is displayed, the main game ball count image MD1 is hidden, while the sub game ball number image MD2 continues to be displayed in front of the battle reach image. However, when a reach effect image other than the above-mentioned battle SP reach image is displayed, the main game ball count image MD1 may be hidden, while the sub game ball number image MD2 may continue to be displayed in front of the battle reach image. For example, when a story reach effect image that is intended to draw the player's attention is displayed, the main game ball count image MD1 may be hidden, while the sub game ball number image MD2 may continue to be displayed in front of the story reach effect image.
[0373] In the second mode, as shown in Fig. 56(A), when the main game ball count image MD1 and the sub game ball count image MD2 are displayed, and when the effect setting image G101 is displayed as shown in Fig. 56(B), the main game ball count image MD1 is hidden, while the sub game ball count image MD2 continues to be displayed in front of the effect setting image G101. However, when a setting image other than the effect setting image G101 is displayed, the main game ball count image MD1 may be hidden, while the sub game ball number image MD2 continues to be displayed in front of the setting image. For example, when a mode setting image for selecting an effect mode is displayed, the main game ball number image MD1 may be hidden, while the sub game ball number image MD2 continues to be displayed in front of the mode setting image.
[0374] In the second mode, as shown in Figure 58(A), when the main game ball count image MD1 and the sub game ball count image MD2 are displayed, and an error reset method image ER1 is displayed as shown in Figure 58(B), the main game ball count image MD1 is hidden, while the sub game ball count image MD2 continues to be displayed in front of the error reset method image ER1. However, when an error image other than the error reset method image ER1 is displayed, the main game ball count image MD1 may be hidden, while the sub game ball count image MD2 continues to be displayed in front of the error image. For example, when game machine frame 2 is opened and a frame open error image indicating the opening of game machine frame 2 is displayed, the main game ball count image MD1 may be hidden, while the sub game ball count image MD2 continues to be displayed in front of the frame open error image. For example, when vibration is detected and a vibration error image indicating the detection of an illegal vibration is displayed, the main game ball number image MD1 may be hidden, while the sub game ball number image MD2 may continue to be displayed in front of the vibration error image.
[0375] <3rd form> Next, a pachinko gaming machine PY1 of a third embodiment will be described with reference to FIGS. 59 to 69. The following describes in detail the features of the pachinko gaming machine PY1 of the third embodiment. In the description of the third embodiment, the same components as those of the pachinko gaming machine PY1 of the above embodiment will be denoted by the same reference numerals and will not be described again. Unless otherwise specified, the pachinko gaming machine PY1 of the above embodiment also applies to the third embodiment. Of course, the components of the third embodiment may be appropriately combined. Furthermore, any of the components of the above embodiment or the third embodiment described below may be appropriately combined. Furthermore, technical features of the above embodiment and the third embodiment described below may be deleted as appropriate unless they are described as essential in this specification.
[0376] A characteristic feature of the pachinko gaming machine PY1 of the third form is that a LOGO pre-reading zone may be executed as a pre-reading effect based on the result of the pre-reading determination, and the result of the pre-reading determination for the special symbol reservation is suggested by the combination of character images shown by the effect symbol EZ that is stopped and displayed during the execution of the LOGO pre-reading zone.Furthermore, a characteristic feature of the pachinko gaming machine PY1 of the third form is that the result of the pre-reading determination for the special symbol reservation is suggested by outputting a sound effect according to the combination of character images shown by the effect symbol EZ that is stopped and displayed from the speaker 52 during the execution of the LOGO pre-reading zone.
[0377] First, the LOGO pre-read zone will be described. There are four types of LOGO pre-read zones in this embodiment: a first LOGO pre-read zone, a second LOGO pre-read zone, a third LOGO pre-read zone, and a fourth LOGO pre-read zone. When the special symbol is displayed in a variable manner during the execution of the LOGO pre-read zone, the display screen 50a starts to display the left effect symbol EZ1, the center-left effect symbol EZ2A (specific image), the center-right effect symbol EZ2B, and the right effect symbol EZ3 (special image). When the special symbol is displayed in a variable manner during the execution of the LOGO pre-read zone, the left effect symbol EZ1, the center-left effect symbol EZ2A, the center-right effect symbol EZ2B, and the right effect symbol EZ3 are displayed in a fixed manner that indicates the result of the jackpot determination (for example, a stop mode (LOGO) that indicates a jackpot, or a stop mode that indicates a miss (for example, "····", "·L·G", etc.)").
[0378] Note that when we say "confirmed stop display" (definite stop display) or "final stop display" (final stop display), we are referring to a state in which the effect pattern has completely stopped. In contrast, a "provisional stop display" refers to a state in which the speed of change of the effect pattern is "0", but the effect pattern is changing by repeatedly fluctuating, expanding and contracting in the displayed position, and is not completely stopped. When simply referring to a "stop display", it can refer to either a provisional stop display or a confirmed stop display.
[0379] Next, the symbol patterns of the effect symbol EZ displayed on the display screen 50a while the LOGO pre-read zone is being executed will be explained. While the LOGO pre-read zone is being executed, the symbol patterns of the effect symbols EZ1, EZ2A, EZ2B, and EZ3 corresponding to the LOGO pre-read zone are four types of symbol patterns, each of which includes the capital letters "L," "O," "G," and "·," which is a symbol other than the letters "LOGO," from the capital letters "LOGO" (see FIG. 59) that are applied to the closed first large winning slot 14. In the following, the pattern pattern showing "·" during execution of the LOGO pre-reading zone will be referred to as the first pre-reading pattern pattern EZa corresponding to the LOGO pre-reading zone, the pattern pattern showing "L" during execution of the LOGO pre-reading zone will be referred to as the second pre-reading pattern pattern EZb corresponding to the LOGO pre-reading zone, the pattern pattern showing "O" during execution of the LOGO pre-reading zone will be referred to as the third pre-reading pattern pattern EZc corresponding to the LOGO pre-reading zone, and the pattern pattern showing "G" during execution of the LOGO pre-reading zone will be referred to as the fourth pre-reading pattern pattern EZd corresponding to the ...
Claims
1. an operable operating means; In a gaming machine equipped with a performance control means capable of controlling performance, The performance control means After the operation means is operated, a post-operation effect can be executed in which a specific action moving image showing a specific object performing a specific action is displayed, A gaming machine characterized in that it is capable of executing an operation promotion effect that encourages operation of the operating means while displaying a text image suggesting that the specific object in the post-operation effect will perform the specific action before the operating means is operated.
2. 2. The gaming machine according to claim 1, The gaming machine is characterized in that the operation promotion presentation displays a specific object image indicating the specific object and the text image.
3. 3. The gaming machine according to claim 2, In the operation promotion effect, the specific target image is displayed while shaking.
4. 4. The gaming machine according to claim 2 or 3, The specific target image includes a first specific target image showing a first specific object and a second specific target image showing a second specific object, In the operation prompting performance, the first specific target image, the second specific target image, and the character image are displayed, The performance control means A gaming machine characterized in that, after the operating means is operated, a first post-operation effect is executed in which a first specific action moving image is displayed indicating that the first specific object is performing the specific action, and a second post-operation effect is executed in which a second specific action moving image is displayed indicating that the second specific object is performing the specific action.
Citation Information
Patent Citations
Game machine
JP2015023934A