Game machine
The gaming machine enhances convenience and operational efficiency by integrating digital ball management and fraud prevention features, improving gameplay experience and reducing external equipment needs.
Patent Information
- Application Number
- JP2025123672
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-24
- Publication Date
- 2025-10-15
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines lack convenience in terms of gameplay experience and operational efficiency, particularly in managing gaming values and preventing fraudulent activities.
A gaming machine equipped with a gaming value storage, execution, granting, updating, and output system, along with restriction mechanisms, to enhance convenience and prevent fraud, utilizing non-magnetic balls and in-machine circulation, and digitalizing loaned and prize balls.
Improves operational efficiency by reducing the need for external equipment, increasing machine availability, and preventing fraudulent activities, while enhancing gameplay dynamics through variable effects and digital ball management.
Smart Images

Figure 2025157505000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Conventionally, there are gaming machines that draw lots for winning prizes based on the fulfillment of predetermined starting conditions, and when a player wins, for example, the game machine awards the player with a predetermined gaming value in accordance with the fulfillment of predetermined winning conditions (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-068661 Summary of the Invention [Problem to be solved by the invention]
[0004] There is a need to improve the convenience of gaming machines such as those exemplified above, and there is still room for improvement in this regard.
[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine that can suitably improve the convenience of the gaming machine. [Means for solving the problem]
[0006] To achieve this object, the gaming machine described in claim 1 is a gaming machine comprising: a gaming value storage means capable of storing gaming value information usable for gaming; a gaming execution means capable of executing a game by using the gaming value information stored in the gaming value storage means; a gaming value granting means capable of granting gaming value to a player through a game played by the gaming execution means; an update means capable of updating the gaming value information stored in the gaming value storage means based on the gaming value granted by the gaming value granting means; and an output means capable of outputting the gaming value information stored in the gaming value storage means, and is also provided with a restriction means capable of restricting a game based on the gaming value information stored in the gaming value storage means. [Effects of the Invention]
[0007] According to the gaming machine of claim 1, the gaming machine comprises: a gaming value storage means for storing gaming value information usable for a game; a game execution means for executing a game by using the gaming value information stored in the gaming value storage means; a gaming value granting means for granting a gaming value to a player through a game played by the game execution means; an update means for updating the gaming value information stored in the gaming value storage means based on the gaming value granted by the gaming value granting means; and an output means for outputting the gaming value information stored in the gaming value storage means, and further comprises a limiting means for limiting a game based on the gaming value information stored in the gaming value storage means. This has the effect of suitably improving the convenience of the gaming machine. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of a pachinko machine and a card unit according to a first embodiment of the present invention. [Figure 2] This is a front view showing the state where the front frame has been removed from the pachinko machine. [Figure 3] FIG. 2 is a rear view of the pachinko machine. [Figure 4] FIG. 2 is a front view of the game board of a pachinko machine. [Figure 5]1A is a diagram showing a schematic diagram of area division settings and effective line settings on a display screen, and FIG. 1B is a diagram showing an example of an actual display screen. [Figure 6] This is an overall block diagram showing the electrical configuration of a pachinko machine, a card unit, a hall computer box, a hall computer, an external management server, and each gaming machine manufacturer, and is a block diagram mainly showing the electrical configuration of the pachinko machine and the card unit. [Figure 7] This is a block diagram showing the electrical configuration of a pachinko machine, a card unit, a hall computer box, and a hall computer, and is a block diagram mainly showing the electrical configuration of the main control device. [Figure 8] This is a block diagram showing the electrical configuration of a pachinko machine, card unit, membership card, hall computer box, and hall computer, and is a block diagram mainly showing the electrical configuration of the frame overall control device. [Figure 9] This figure shows the exchange of information between the pachinko machine, membership card, card unit, hall computer box, and hall computer when the membership card is inserted into the card unit, when the ball loan button is pressed, or when the credit transfer button is pressed. [Figure 10] This figure shows the exchange of information between the pachinko machine, membership card, card unit, hall computer box, and hall computer when the launch handle is operated, when each winning slot switch is detected, or when a foul ball switch is detected. [Figure 11] This figure shows the exchange of information between the pachinko machine, membership card, card unit, hall computer box, and hall computer when the launch handle is operated while the credit transfer button is pressed. [Figure 12] This figure shows the exchange of information between the pachinko machine, membership card, card unit, hall computer box, and hall computer when the firing handle is operated while the card return button is pressed. [Figure 13] A diagram showing the exchange of information between a gaming machine manufacturer, an external management server, a hall computer box, and a hall computer when an inquiry about a gaming history is made by the gaming machine manufacturer. [Figure 14] 10 is a timing chart showing the timing of transfer and the number of balls transferred when the credit transfer button is pressed in the frame overall control device and the card unit. [Figure 15] 10 is a timing chart showing the timing of transfer when the credit transfer button is pressed in the frame overall control device and the card unit, the number of balls transferred, the number of remaining credit balls, and whether or not a shot can be fired. [Figure 16] 10 is a timing chart showing the transition timing, number of transferred balls, number of remaining credit balls, and whether or not a shot can be fired when the card return button is pressed in the frame overall control device and the card unit. [Figure 17] This is a diagram showing the configuration of various counters, each reserved ball storage area, and reserved ball execution area. [Figure 18] FIG. 10 is a diagram illustrating an example of a jackpot random number table. [Figure 19] This is a list that explains the trigger for transitioning to each game state, the probability of winning a jackpot with a special symbol, the probability of winning with a normal symbol, the recommended ball launch mode, the main winning destinations, the time it takes for the first special symbol to change, the time it takes for the second special symbol to change, and whether it is possible to hit to the right. [Figure 20] FIG. 10 is a diagram showing an example of a jackpot type table. [Figure 21] FIG. 10 is a diagram illustrating an example of a reservation number table. [Figure 22] (a) is a diagram showing a schematic example of table A of the stop pattern table, (b) is a diagram showing a schematic example of table B of the stop pattern table, and (c) is a diagram showing a schematic example of table C of the stop pattern table. [Figure 23] (a) is a diagram showing a schematic example of a D table of the stop pattern table, (b) is a diagram showing a schematic example of an E table of the stop pattern table, and (c) is a diagram showing a schematic example of an F table of the stop pattern table. [Figure 24]10A is a diagram showing a schematic example of a variation pattern table for a loss, and FIG. 10B is a diagram showing a schematic example of a variation pattern table for a big win. [Figure 25] FIG. 10 is a diagram schematically illustrating an example of a jackpot opening table. [Figure 26] (a) is a diagram showing a schematic example of a normal winning random number table, (b) is a diagram showing a schematic example of a normal winning time table, and (c) is a diagram showing a schematic example of a normal electric role opening table. [Figure 27] 10 is a flowchart showing the startup process executed by the MPU in the main control device. [Figure 28] 10 is a flowchart showing a setting change process executed by an MPU in the main control device. [Figure 29] 4 is a flowchart showing main processing executed by an MPU in the main control device. [Figure 30] 10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 31] This is a flowchart showing the start-up winning process executed by the MPU in the main control unit. [Figure 32] 10 is a flowchart showing a gate passage process executed by an MPU in the main control device. [Figure 33] This is a flowchart showing the special chart change processing executed by the MPU in the main control unit. [Figure 34] 10 is a flowchart showing the fluctuation start processing executed by the MPU in the main control device. [Figure 35] 10 is a flowchart showing a winning process executed by the MPU in the main control device. [Figure 36] 10 is a flowchart showing the jackpot opening / closing control process executed by the MPU in the main control device. [Figure 37] This is a flowchart showing the processing performed by the MPU in the main control unit during opening of the large prize opening. [Figure 38]This is a flowchart showing the jackpot termination process executed by the MPU in the main control device. [Figure 39] 10 is a flowchart showing the general map change processing executed by the MPU in the main control device. [Figure 40] 10 is a flowchart showing the normal power utility control process executed by the MPU in the main control device. [Figure 41] 10 is a flowchart showing a switch reading process executed by an MPU in the main control device. [Figure 42] 10 is a flowchart showing the launch control process executed by the MPU in the main control device. [Figure 43] 10 is a flowchart showing an NMI interrupt process executed by an MPU in the main control device. [Figure 44] 10 is a flowchart showing a startup process executed by an MPU in the frame overall control device. [Figure 45] 10 is a flowchart showing a main process executed by an MPU in the frame overall control device. [Figure 46] 10 is a flowchart showing a command determination process executed by an MPU in the frame overall control device. [Figure 47] 10 is a flowchart showing a button determination process executed by an MPU in the frame overall control device. [Figure 48] This is a flowchart showing the loan ball and prize ball counting process executed by the MPU in the frame overall control device. [Figure 49] 10 is a flowchart showing the sending ball counting process executed by the MPU in the frame overall control device. [Figure 50] 10 is a flowchart showing a firing process executed by an MPU in the frame overall control device. [Figure 51] 10 is a flowchart showing the settlement process executed by the MPU in the frame overall control device. [Figure 52] 10 is a flowchart showing a transition process executed by an MPU in the frame overall control device. [Figure 53]10 is a flowchart showing a display process executed by an MPU in the frame overall control device. [Figure 54] 10 is a flowchart showing a main process executed by the card unit. [Figure 55] 10 is a flowchart showing received signal processing executed by the card unit. [Figure 56] 10 is a flowchart showing a main process executed in the hall control box. [Figure 57] 10 is a flowchart showing a card authentication process executed in the hall control box. [Figure 58] 10 is a flowchart showing a signal reception process executed in a hall control box. [Figure 59] 10 is a flowchart showing an external access process executed in a hole control box. [Figure 60] 10 is a flowchart showing a main process executed by the hall computer. [Figure 61] FIG. 10 is a front view of a slot machine and a card unit according to a second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] First Embodiment Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, with reference to Figs. 1 to 60, a first embodiment in which the present invention is applied to a pachinko gaming machine (hereinafter simply referred to as "pachinko machine") 10 and a card unit 300 will be described. Fig. 1 is a front view of the pachinko machine 10 and the card unit 300 in the first embodiment, Fig. 2 is a front view showing the pachinko machine 10 with the front frame 14 removed, Fig. 3 is a rear view of the pachinko machine 10, and Fig. 4 is a front view of the game board 13 of the pachinko machine 10. For convenience, Fig. 2 shows the configuration within the game area on the game board 13 as blank.
[0010] As shown in Fig. 1, pachinko machine 10 comprises outer frame 11, an outer shell formed by wooden frames assembled into a substantially rectangular shape, and inner frame 12 (hereinafter, outer frame 11 and inner frame 12 may be collectively referred to simply as "frame"), which is formed to have substantially the same external shape as outer frame 11 and is supported so as to be openable and closable relative to outer frame 11. Metal hinges 18 are attached to outer frame 11 at two locations, top and bottom, on the left side as viewed from the front (see Fig. 1), in order to support inner frame 12, and inner frame 12 is supported so as to be openable and closable toward the front, with the side where hinges 18 are provided serving as the axis for opening and closing.
[0011] A game board 13 (see FIG. 4) having numerous nails and winning holes (ball entry holes) 63, 64, 65, 71, etc. is detachably attached to the back side of the inner frame 12. A pinball game is played by balls flowing down the front of the game board 13. Attached to the inner frame 12 are a ball launching unit 112a (see FIG. 6) that launches balls into the front area of the game board 13, and a launching rail 24 (see FIG. 2) that guides the balls launched from the ball launching unit 112a to the front area of the game board 13. Details of the game board 13 will be described later with reference to FIG. 4.
[0012] On the front side of the inner frame 12, there is provided a front frame 14 that covers the upper front side, and a lower unit 15 that covers the lower side. To support the front frame 14 and lower unit 15, metal hinges 19 are attached at two locations, top and bottom, on the left side when viewed from the front (see Figure 1), and the front frame 14 and lower unit 15 are supported so that they can be opened and closed toward the front, with the side where the hinges 19 are provided serving as the opening and closing axis. The inner frame 12 and the front frame 14 can be unlocked by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation.
[0013] The front frame 14 is fitted with decorative resin parts, electrical parts, etc., and has a window 14c formed as a roughly oval opening in its approximate center. A glass unit 16 having two glass plates is disposed on the back side of the front frame 14, and the front of the game board 13 can be seen from the front side of the pachinko machine 10 through the glass unit 16.
[0014] In the front frame 14, an upper tray 17 for storing balls is formed in a roughly box-like shape with an open top that protrudes forward, and balls that become available based on prize balls, loan balls, etc. are discharged into this upper tray 17. The bottom of the upper tray 17 is formed with a downward slope to the right when viewed from the front (see Figure 1), and this slope guides balls dropped into the upper tray 17 to the ball launching unit 112a (see Figure 6).
[0015] Here, the pachinko machine 10 of the first embodiment is configured as a so-called in-machine circulation type pachinko gaming machine, in which a predetermined number of balls (circulating balls) used in games are prepared in advance inside the pachinko machine 10 (50 in the first embodiment), and the balls are circulated within the pachinko machine 10 and used in games, rather than receiving a supply of balls used in games (circulating balls) from an island facility or discharging used balls to the island facility. This in-machine circulation type pachinko machine 10 does not have a conventional payout device, and does not directly lend or pay out balls to players, but instead digitizes loaned balls and prize balls and awards them to players (as points).
[0016] This in-machine circulation type pachinko machine 10 does not require conventional island equipment, i.e., island equipment equipped with a large-scale mechanism for collecting balls from each pachinko machine 10 installed in the island equipment, cleaning the collected balls, and then distributing them again to each pachinko machine 10. This allows halls that install pachinko machines 10 to reduce the costs associated with the island equipment. Furthermore, since there is no need to stop all of the pachinko machines 10 installed in the island equipment to inspect and maintain the island equipment, inspection and maintenance can be performed on each pachinko machine 10 individually, the operating rate of the pachinko machines 10 can be increased.
[0017] Furthermore, the pachinko machine 10 of the first embodiment uses non-magnetic balls that are not attracted by magnets, for example, austenitic stainless steel balls, as game balls (hereinafter simply referred to as "balls"). This prevents players from committing fraudulent acts such as using magnets to change the direction in which the balls flow, or from holding the balls in the game area (described later) instead of letting them flow down, and then tampering with the balls when the game area is opened.
[0018] The upper side of the upper tray 17 as viewed from the front is covered with a resin (e.g., ABS resin) cover, which is configured so that it cannot be opened, closed, or removed from the front side of the pachinko machine 10. This prevents players from touching the balls stored in the upper tray 17, the ball circulation device 130, and the foul ball passage 132 (see Figure 2). This makes it possible to prevent players from engaging in any kind of fraudulent activity with the balls stored in the upper tray 17, the ball circulation device 130, or the foul ball passage 132 (e.g., fraudulent activities such as replacing balls with iron balls or applying oil to balls to change their movement in the play area).
[0019] A frame button 22 is provided on the left side of the top surface of the upper tray 17 when viewed from the front, and the frame button 22 is a button that is pressed by the player when, for example, changing the stage of the effect displayed on the third symbol display device 81 (see FIG. 4) described later. The frame button 22 is also used as an operation button for allowing the player to select the effect content in the preview display executed in the variable display of the third symbol (hereinafter, the variable display of the third symbol will be referred to as the "variable effect").
[0020] Furthermore, the variable effect is an effect displayed on the third pattern display device 81 (see Figure 4) described below, and as described below, is executed when a ball fired into the front area of the game board 13 enters a specific winning hole (for example, the first starting hole 64 or the second starting hole 71 (see Figure 4) described below), and after the pattern (the third pattern described below) fluctuates for a predetermined period of time, the result of the lottery held for that winning hole (whether it is a jackpot or not) is presented to the player based on the combination of patterns that are stopped and displayed.
[0021] Furthermore, a stage refers to a presentation mode that provides uniformity to various presentations displayed on the third symbol display device 81 (see FIG. 4) described later, and the present pachinko machine 10 has three stages: a "town stage," a "sky stage," and an "island stage." The above-mentioned variable presentations and various presentations such as the "reach display" executed during the variable presentations are designed to be performed in accordance with the theme given to each stage.
[0022] Furthermore, the "reach display" refers to a display just before the "jackpot display" indicating that a jackpot will occur in the variable presentation executed in the third symbol display device 81 (see FIG. 4) described later. Specifically, it refers to a state in which the third symbols in the left symbol row Z1 and the right symbol row Z3 (see FIG. 5) described later stop at the same symbol, and the middle symbol row Z2 (see FIG. 5) has not yet stopped and continues to vary.
[0023] In the pachinko machine 10 of this embodiment, the "reach display" can be broadly divided into a single element that constitutes the "normal reach" presentation (hereinafter, a single element that constitutes the presentation will be referred to as a "variable element"), a variable element of a "super reach" that is developed and executed from the variable element of the "normal reach" and has a higher chance of winning a jackpot than the variable element of the "normal reach", and a variable element of a "special reach" that is similarly developed and executed from the variable element of the "normal reach" and has a higher chance of winning a jackpot than the variable element of the "super reach".
[0024] The stage changes when the frame button 22 is pressed by the player during a period when no variation effect is being performed (i.e., during a demo display) or during a "high-speed variation" variation element in which the third symbol is rapidly varying so as not to be visible to the player during the variation effect. Each time the frame button 22 is pressed, the stage is repeatedly changed in the following order: "town stage" → "empty stage" → "island stage" → "town stage" → ... Immediately after power-on, the "town stage" is set as the initial stage.
[0025] Furthermore, when a variable element of a "normal reach" is initiated in the variable performance performed by the third pattern display device 81 (see Figure 4) described below, and the variable element of the "normal reach" develops into a variable element of a "super reach" or a variable element of a "special reach", a selection screen for the variable element of the "super reach" or the variable element of the "special reach" may be configured to be displayed on the third pattern display device 81 during the variable element of the "normal reach".
[0026] Specifically, the selection screen displays multiple candidates that can be selected as the variable elements of "Super Reach" or "Special Reach", and the selected candidate is changed when the frame button 22 is pressed by the player while the selection screen is displayed. Then, the variable elements of "Super Reach" or "Special Reach" are determined based on the performance candidate selected when the variable elements of "Super Reach" or "Special Reach" develop, and the variable elements of "Super Reach" or "Special Reach" are executed on the third pattern display device 81 in accordance with the determination.
[0027] In the first embodiment, the frame buttons 22 are configured as buttons to be pressed, but instead of the frame buttons 22, they may be configured as an operation lever that can be tilted by the player in a predetermined direction relative to the pachinko machine 10 (for example, forward, backward, rightward, or leftward relative to the pachinko machine 10). Then, based on the direction in which the operation lever is tilted, the performance stage may be selected or changed, or the variable elements of the "Super Reach" or the variable elements of the "Special Reach" may be determined.
[0028] Furthermore, although the frame button 22 is configured to be positioned on the front side of the upper tray 17 when viewed from the side, the position of the frame button 22 can be any position as long as it is a position where the player can press it; for example, it can be positioned on the top side of the upper tray 17, or it can be positioned near (on the top or side of) the lower tray 50 described below.
[0029] The front frame 14 is provided with various light-emitting means such as lamps around its periphery (for example, at the corners). These light-emitting means change and control their light emission by lighting up or blinking in response to changes in the game state, such as when a jackpot is hit or a predetermined "reach display" is activated, thereby enhancing the dramatic effects during play. The periphery of the window portion 14c is provided with illumination units 29-33 incorporating light-emitting means such as light-emitting diodes (Light Emitting Diodes, hereinafter abbreviated as "LEDs").
[0030] In the pachinko machine 10, these illumination units 29-33 function as effect lamps such as jackpot lamps, and when a jackpot or a "reach display" is reached, the built-in LEDs of the illumination units 29-33 light up or flash to indicate that a jackpot is being achieved or that a "reach display" is being achieved, which is one step away from a jackpot. In addition, an indicator lamp 34 is provided at the upper left of the front frame 14 as viewed from the front, which has a built-in light-emitting means such as an LED and can indicate when prize balls are being paid out or when an error has occurred.
[0031] A small window 35 is formed by attaching a transparent resin to the underside of the right-side illumination unit 32 from the backside so that the backside of the front frame 14 can be seen, and certificate stamps and the like affixed to the attachment space K1 (see Figure 4) on the front of the game board 13 can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, a plated member 36 made of chrome-plated acrylonitrile butadiene styrene (hereinafter abbreviated as "ABS") resin is attached to the area around the illumination units 29-33 to create a more dazzling appearance.
[0032] A ball lending operation unit 40 is disposed below the window 14c. The ball lending operation unit 40 is provided with a credit number display unit 41, a credit transfer button 42, and a card return button 43. When a card unit 300 (described later) is placed on the side of the pachinko machine 10 and a bill or card is inserted into it, and a ball lending button 309 provided on the card unit 300 is operated, balls are lent out in accordance with the operation. Specifically, the credit number display unit 41 is an area that displays the number of remaining balls available for play (the number of acquired balls; hereinafter, sometimes referred to as "number of credit balls"), and a built-in LED lights up to display the remaining ball number information in numbers.
[0033] The credit transfer button 42 is a button for transferring the number of credit balls displayed (internally stored) on the credit number display unit 41 to the member card 700 (see FIG. 8) inserted into the card unit 300. When the credit transfer button 42 is pressed by a player while there are credit balls, the number of credit balls stored on the pachinko machine 10 side is transferred to the member card 700 depending on the manner in which the button is pressed. In the pachinko machine 10 of the first embodiment, when the credit transfer button 42 is pressed for less than "0.5 seconds" (hereinafter, a pressing mode of less than "0.5 seconds" may be referred to as a "single press"), the number of credit balls stored in the pachinko machine 10 is transferred by "1 ball" to the membership card 700, and when the credit transfer button 42 is pressed for "0.5 seconds" or more (hereinafter, a pressing mode of "0.5 seconds" or more may be referred to as a "long press"), the number of credit balls stored in the pachinko machine 10 is transferred by "125 balls" (the number of balls worth 500 yen) to the membership card 700 at each communication timing of the card unit 300. The transfer of the number of credit balls will be described in detail in FIG. 14. The credit transfer button 42 may be provided on the card unit 300.
[0034] The card return button 43 is a button for ejecting the membership card 700 (see FIG. 8) inserted into the card unit 300. When the card return button 43 is pressed by a player while the membership card 700 is inserted into the card unit 300, the number of credit balls is settled (transferred to the membership card 700) and the membership card 700 is ejected from the card unit 300. The card return button 43 may also be provided on the card unit 300.
[0035] Here, the card unit 300 will be described in detail. The card unit 300 is provided in one-to-one correspondence with each pachinko machine 10, is placed on the left side (or right side) of the corresponding pachinko machine 10, and is electrically connected to the pachinko machine 10. The pachinko machine 10 is configured to be able to lend balls to a player within the amount of bills inserted into the corresponding card unit 300 or within the range of savings data (remaining ball data) stored in the inserted membership card 700 (see FIG. 8). The player can play games on the pachinko machine 10 using the loaned balls (loan balls) and the balls paid out (awarded) as a result of playing the game as his or her own balls.
[0036] The card unit 300 is provided with at least a card unit (hereinafter the card unit may be referred to as "CU") side card information display device 308 capable of displaying the status of the card unit 300 and the memory contents of the inserted member card 700, a ball lending button 309, a card insertion hole 311 for inserting or ejecting the member card 700 or guest card (not shown), and a bill insertion slot 312 for inserting bills. At least the devices or functions of the CU side information display device 308 and the ball lending button 309 may be configured to be installed in the pachinko machine 10.
[0037] A ball loan button 309 for obtaining loan balls is disposed above the CU side card information display device 308 as viewed from the front. When the ball loan button 309 is operated by a player, loan balls are added to the credit memory unit 213b (see FIG. 8) on the pachinko machine 10 side for each loan amount unit (e.g., 500 yen) preset in the card unit 300 according to a loan rate (e.g., 1 loan ball = 4 yen) that is also preset, only if there is amount data on the membership card 700 or if there are credit balls.
[0038] Specifically, for example, in the card unit 300, when the loan amount unit is set to 500 yen and the loan rate is set to 4 yen per ball, if the player operates the ball loan button 309, 125 loan balls will be loaned to the player. Also, when the loan amount unit is set to 500 yen and the loan rate is set to 2 yen per ball, if the player operates the ball loan button 309, 250 loan balls will be loaned to the player. Furthermore, when the loan amount unit is set to 500 yen and the loan rate is set to 1 yen per ball, if the player operates the ball loan button 309, 500 loan balls will be loaned to the player.
[0039] The lending rate is set in advance by transmitting it from the hall computer 500 (see FIG. 8) to the card unit 300. For example, when the card unit 300 is powered on, a signal indicating that the membership card 700 has been powered on is transmitted to the hall computer 500. Upon receiving this signal, the hall computer 500 transmits a rate signal to the card unit 300, indicating the lending rate corresponding to the card unit 300. The card unit 300 then stores the lending rate specified by the rate signal in a predetermined area of its RAM 303 (see FIG. 8), thereby setting the lending rate. This set lending rate (unit price per ball) is displayed on the CU-side card information display device 308. By checking the lending rate displayed on the CU-side card information display device 308, the player can know the unit price (exchange rate) of the lending balls in the pachinko machine 10 corresponding to the card unit 300.
[0040] The loan amount unit is also transmitted from the hall computer 500 (see FIG. 8) to the card unit 300 and set in advance. For example, when the card unit 300 is powered on, a signal indicating that the card unit 300 has been powered on is transmitted to the hall computer 500. Upon receiving this signal, the hall computer 500 transmits the rate signal to the card unit 300 and also transmits a monetary unit signal relating to the loan amount unit corresponding to the card unit 300. The card unit 300 then sets the loan amount unit by storing the loan amount unit specified by the monetary unit signal in a predetermined area of the RAM 303 (see FIG. 8) within the card unit 300. The set loan amount unit is displayed on the CU-side card information display device 308. A player can know the loan amount unit of the pachinko machine 10 corresponding to the card unit 300 by checking the loan amount unit displayed on the CU-side card information display device 308.
[0041] The membership card 700 (see FIG. 8) is a gaming recording medium issued to players who have registered with the gaming parlor, while the guest card (not shown) is a gaming recording medium issued to general players who are not registered with the gaming parlor. The membership card 700 and the guest card are IC cards that record the player's gaming value (e.g., the number of credit balls) and cash data corresponding to the inserted bill. The guest card is always stored in the card unit 300 and serves as a substitute for the membership card 700 for players who do not have the membership card 700. When a player inserts a bill into the bill insertion slot 312 without the membership card 700 inserted in the card insertion slot 311, the amount data corresponding to the bill is recorded on the guest card stored in the card unit 300. Note that the functions of the guest card are the same as those of the membership card 700 except for the member ID, and therefore the following description of the guest card will be omitted. Furthermore, the invention relating to the first embodiment will be explained using the member card 700, but the present invention can also be applied to a guest card having the same function as the member card 700.
[0042] When a player inserts a membership card 700 into the card insertion hole 311, the card unit 300 verifies the legitimacy (that the inserted membership card 700 is not fraudulent) with the hall computer 500 (both see Figure 6) via the hall computer box 400 described below, and if the legitimacy is confirmed during this verification, balls can be loaned to the player within the amount data (balance data) stored in the membership card 700, and balls can be fired within the number of credit balls stored in the membership card 700.
[0043] In this embodiment, when a membership card 700 or guest card is not installed inside the card unit 300, an error state occurs in which the player is prohibited from inserting bills. With this configuration, if a membership card 700 or guest card is not inserted into the card unit 300, bills cannot be inserted into the bill insertion slot 312, and the card unit 300 is configured so that a player can insert bills into the card unit 300 only when the error state is cleared and the card unit 300 is in a normal state, thereby ensuring that amount data corresponding to the bill is recorded on the membership card 700 or guest card. The error state in which a membership card 700 or guest card is not installed inside the card unit 300 is cleared when a player inserts a membership card 700 into the card insertion slot 311, or when a gaming hall staff member inserts a guest card into the card insertion slot 311.
[0044] The lower unit 15, located below the upper tray 17, is provided with a launch handle 51 that is operated by the player to shoot the ball into the front of the game board 13. Inside the launch handle 51 are built-in touch sensors 51a for allowing the ball launch unit 112a (see Figure 6) to be driven, push-button type launch stop switches 51b that stop the launch of the ball while the switch is pressed, and a variable resistor (not shown) that detects the amount of rotation of the launch handle 51 by changes in electrical resistance.
[0045] When the player rotates the launch handle 51 clockwise, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation, causing the ball to be launched with a strength corresponding to the resistance value of the variable resistor, which changes in accordance with the amount of rotation of the launch handle 51, thereby hitting the ball into the front of the game board 13 at a distance corresponding to the player's operation. When the launch handle 51 is not being operated by the player, the touch sensor 51a and the launch stop switch 51b are off.
[0046] Next, as shown in Figure 2, the inner frame 12 is mainly composed of a resin base 12a having a rectangular outer shape, and a substantially circular window hole 52 is formed in the center of the resin base 12a. A game board 13 (see Figure 4) is detachably attached to the inner frame 12 on the rear side of the resin base 12a. The game board 13 is made of square plywood, and its peripheral edge is attached in contact with the back side of the resin base 12a (inner frame 12). Therefore, a substantially central portion of the front of the game board 13 is exposed to the front side of the inner frame 12 through the window hole 52 in the resin base 12a.
[0047] The resin base 12a has a small, approximately rectangular window 47 at the lower right of the window hole 52. As will be described later, an attachment space K1 (see FIG. 4) is provided at the lower right corner of the game board 13 (see FIG. 4), and stickers or the like attached to this attachment space K1 can be seen through the small window 47 when the game board 13 is attached to the rear side of the resin base 12a. It is also possible to attach stickers or the like through this small window 47.
[0048] In the inner frame 12, below the area where the game board 13 (see Figure 4) is mounted, there are mainly arranged a ball launching unit 112a that launches balls into the front area of the game board 13, a launch rail 24 that guides the ball to the front area of the game board 13 immediately after being launched from the ball launching unit 112a, a foul ball passage 132 into which foul balls recovered as foul balls can flow, an out ball passage 133 into which balls used in play that have been recovered from the front area of the game board 13 can flow, a ball circulation device 130 for transporting balls that have flowed into the foul ball passage 132 or the out ball passage 133 to the upper tray 17 of the front frame 14 (both see Figure 1), and a ball feeding unit 112c for sending balls transported to the upper tray 17 by the ball circulation device 130 toward the ball launching unit 112a depending on the operation mode of the launch handle 51 (see Figure 1).
[0049] The ball launch unit 112a is equipped with a launch solenoid 112b and an electromagnet (not shown), and the launch solenoid 112b and the electromagnet are driven by a launch control device 112 (see FIG. 6), which will be described later. After receiving a launch permission instruction from the frame overall control device 111, which will be described later, the launch control device 112 detects by a touch sensor 51a (see FIG. 1) that the player is touching the launch handle 51 (see FIG. 1), and, on the condition that a stop switch 51b (see FIG. 1) for stopping the launch of the ball is off (not operated), excites the launch solenoid 112b in accordance with the amount of rotation of the launch handle 51, and launches balls at regular intervals (for example, "0.6 seconds") with a strength corresponding to the amount of rotation of the launch handle 51.
[0050] The launch rail 24 is fixed to the resin base 12a via a metal plate behind it, and is configured to extend linearly at a predetermined launch angle (launch angle). Therefore, the ball launched by the ball launching unit 112a in response to the rotation of the launch handle 51 (see FIG. 1) is first launched diagonally upward along the launch rail 24, and then guided to the playing area through a ball guide passage formed by two rails 61 and 62 (see FIG. 4) described below that are provided on the game board 13 (see FIG. 4).
[0051] A gap of a predetermined distance is formed between the launch rail 24 and the outer rail 62 (see FIG. 4) provided on the game board 13 (see FIG. 4), and a foul ball passage 132 is formed below this gap. This foul ball passage 132 is connected to the ball circulation device 130, and if a ball launched from the ball launch unit 112a does not reach the return ball prevention member 68 (see FIG. 4) and returns back through the ball guide passage as a foul ball, the foul ball is discharged into the foul ball passage 132 and stored there.
[0052] The foul ball passage 132 is provided with a foul ball switch 131. The foul ball switch 131 detects balls flowing into the foul ball passage 132, and the detection result is output to the frame general control device 111 (see FIG. 6), which will be described later. The frame general control device 111 counts the balls stored in the upper tray 17, the ball circulation device 130, etc., the shot balls, and the foul balls. When the foul ball switch 131 detects a ball that has passed through the foul ball passage 132, it means that one of the player's balls was shot, but did not reach the play area and was not used effectively, and returned to the foul ball passage 132. Therefore, the number of balls the player has (the value in the credit memory unit 213b or the value in the transition memory unit 213c shown in FIG. 8) is incremented by "1."
[0053] In the first embodiment, the ball data to add a foul ball is configured to differ depending on whether or not the timing of transferring a ball owned by the player to the card unit 300 (i.e., during credit transfer) is in progress. Specifically, when a foul ball is detected by the foul ball switch 131 during a normal game period when credit transfer is not in progress, "1" is added to the credit memory unit 213b (see FIG. 8) (see S1609 in FIG. 50), while when a foul ball is detected by the foul ball switch 131 during credit transfer, "1" is added to the during-transfer memory unit 213c (see FIG. 8) (see S1611 in FIG. 50).
[0054] If the ball data is added to the credit memory unit 213b (see FIG. 8), which is the data being transferred to the card unit 300, when the shot ball becomes a foul ball during credit transfer, the addition and subtraction process may be duplicated, which may complicate the process or may cause an unintended error (such as a discrepancy in the counting results). Therefore, as in the pachinko machine 10 of the first embodiment, by configuring the foul ball during credit transfer to be added to the transfer memory unit 213c, which is different from the credit memory unit 213b where the subtraction process is being performed, the above problem can be prevented from occurring.
[0055] An out ball passage 133 is provided below the outlet 66 (see FIG. 4) of the game board 13 as viewed from the front, into which balls that have been shot into the game area and won in each winning port 64, etc. (see FIG. 4), or balls that have flowed into the outlet 66 without winning in each winning port 64, etc., can flow. This out ball passage 133 is connected to the foul ball passage 132 and the ball circulation device 130, and when a ball shot from the ball launching unit 112a passes over the return ball prevention member 68 (see FIG. 4) and is shot into the game area, the safe ball that has won in each winning port 64, etc., or the out ball that has flowed into the outlet 66 is discharged into the out ball passage 133 and stored there.
[0056] As described above, the ball circulation device 130 transports the balls stored in the foul ball passage 132 and the out ball passage 133 back to the upper tray 17. In the first embodiment, 50 balls are stored inside the pachinko machine 10, and the player plays while these 50 balls are circulated. When a game is not being played, the balls are stored in the upper tray 17, the ball circulation device 130, the foul ball passage 132, and the out ball passage 133.
[0057] This ball circulation device 130 is equipped with a spiral-shaped rotor, which is rotated by a rotary motor (not shown) to transport balls stored in the foul ball passage 132 and the out ball passage 133 to the upper tray 17. Replaceable abrasive materials (e.g., felt or other materials, not shown) are arranged around the rotor in positions where they can come into contact with the balls transported by the rotor, so that the balls transported by the rotor are polished by the abrasive materials. The abrasive materials are configured to be rotatable in synchronization with the rotor by an abrasive material drive motor (not shown), so that they can be polished by rubbing dirt off the balls transported by the rotor. The contact position between the balls and the abrasive materials may be varied by varying the gear ratio between the rotary motor and the abrasive material drive motor.
[0058] The ball feeding unit 112c is composed of at least a ball feeding solenoid 112d (see FIG. 6) that drives the ball feeding mechanism, and a ball feeding switch 112e that can detect balls fed by the ball launching unit 112a from the upper tray 17 when the ball feeding solenoid 112d is driven. The ball feeding solenoid 112d is driven at regular intervals (e.g., 0.6 seconds) when the launching handle 51 is operated, and when the ball feeding solenoid 112d is driven, it guides the balls stored in the upper tray 17 one by one toward the ball launching unit 112a. The driving timing of the ball feeding solenoid 112d may be synchronized with the driving timing of the launching solenoid 112b, or may be configured to be driven with a delay (e.g., 0.3 seconds).
[0059] The ball feeding switch 112e is placed in a position where it can detect the ball sent from the ball feeding unit 112c to the ball launching unit 112a, and when the ball feeding switch 112e detects a ball, one ball is subtracted from the balls held by the player (ball data stored in the credit memory unit 213b). In other words, the pachinko machine 10 of the first embodiment is configured so that the number of balls held by the player is subtracted not when the ball is launched, but when the ball is sent from the upper tray to the ball launching unit 112a.
[0060] With the above configuration, foul balls, out balls and safe balls are supplied again to the ball launching unit 112a via the foul ball passage 132, out ball passage 133, ball circulation device 130, upper tray 17 and ball feeding unit 112c, and are configured to be able to be launched toward the front area of the game board 13 in response to operation of the launch handle 51 (see Figure 1).
[0061] Next, as shown in Fig. 3, the rear side of the pachinko machine 10 is mainly equipped with control board units 90, 91 and a back pack unit 94. The control board unit 90 is unitized by mounting a main board (main control device 110), a voice lamp control board (voice lamp control device 113), and a display control board (display control device 114). The control board unit 91 is unitized by mounting a frame overall control board (frame overall control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115), and a card unit connection board 116.
[0062] The back pack unit 94 is a unit that includes the back pack 92 that forms the protective cover portion and the external terminal board 23 for externally outputting various game data of the pachinko machine 10 to the hall computer 500 (see Figure 6). In addition, each control board is equipped with a micro-processing unit (hereinafter abbreviated as "MPU") as a one-chip microcomputer that manages each control, ports for communicating with various devices, a random number generator used in various lotteries, a clock pulse generating circuit used for time counting and synchronization, etc. as needed.
[0063] The main control device 110, the voice and lamp control device 113 and the display control device 114, the frame overall control device 111 and the launch control device 112, the power supply device 115, and the card unit connection board 116 are each housed in a board box 100 to 104. The board boxes 100 to 104 each include a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house the respective control devices and boards.
[0064] Furthermore, the board box 100 (main control device 110) and the board box 102 (frame overall control device 111 and launch control device 112) have their box bases and box covers connected (connected by a crimping structure) by a sealing unit (not shown) so that they cannot be opened. A sealing seal (not shown) is affixed to the connecting portion between the box base and the box cover, spanning the box base and the box cover. This sealing seal is made of a brittle material, and if an attempt is made to peel off the sealing seal to open the board box 100, 102 or to forcibly open the board box 100, 102, it will be cut into the box base side and the box cover side. Therefore, by checking the sealing unit or sealing seal, it is possible to know whether the board box 100, 102 has been opened.
[0065] The frame overall control device 111 is provided with a ball ejection button 120, and the firing control device 112 is provided with a variable resistor operation knob 121. The ball ejection button 120 is operated to resolve (return to normal state) a ball jam error in the inner frame 12, such as a ball jam in the ball circulation device 130 (see Figure 2). The operation knob 121 is operated to adjust the firing force of the firing solenoid 112b (see Figure 2).
[0066] The main control device 110 is provided with at least a setting key 141 into which a dedicated key (not shown) for changing settings can be inserted, a setting change switch 142 that can change setting values such as the probability of winning by being operated while the dedicated key is inserted into the setting key 141, a RAM deletion switch 143 that can return the pachinko machine 10 to its initial state by being operated when the power is turned on, a probability display device 144 that can display the set setting values, a ball number display unit 145 that displays ball data that can be used for games (i.e., the number of credit balls stored in the credit memory unit 213b), and a role ratio monitor 146 that can display the winning rate (prize ball award rate; so-called role ratio) for each winning slot 64 etc. relative to the number of balls shot. Details of the setting key 141, setting change switch 142, RAM deletion switch 143, probability display device 144, ball number display unit 145, and role ratio monitor 146 will be described later.
[0067] Next, the specific configuration of the game board 13 will be described with reference to Fig. 4. First, as shown in Fig. 4, the game board 13 is configured by assembling, on a wooden base board 60 machined into a substantially square shape when viewed from the front, numerous nails, windmills, and rails 61, 62 for guiding balls, a general winning hole 63 through which a predetermined prize ball can be obtained by a ball entering the hole, a variable winning device 65 that opens when a jackpot of the third symbol occurs, a first starting hole 64 that triggers a lottery for a first special symbol that is one of the third symbols (so-called special symbols), a second starting hole 71 that triggers a lottery for a second special symbol that is one of the third symbols, a through gate 67 that triggers a lottery for a second symbol (so-called normal symbol), a normal electric role 72 that allows a ball to enter the second starting hole 71 when opened, a variable display device unit 80 having a third symbol display device 81 and a second symbol display device 83, etc., and the peripheral portion of the variable display device unit 80 is attached to the back side of the inner frame 12.
[0068] The general winning opening 63, first start opening 64, variable winning device 65, through gate 67, second start opening 71, normal electric role 72, and variable display unit 80 are arranged in through holes formed in the base plate 60 by router processing, and are fixed with wood screws or the like from the front side of the game board 13. In addition, the center part of the front of the game board 13 can be seen from the front side of the inner frame 12 through the window portion 14c of the front frame 14 (see Figure 1). The configuration of the game board 13 will be explained below, mainly with reference to Figure 4.
[0069] An outer rail 62 formed by bending a strip-shaped metal plate into a substantially circular arc shape is set up on the front of the gaming board 13, and an inner rail 61 formed from a strip-shaped metal plate like the outer rail 62 is set up inside the outer rail 62. The outer periphery of the front of the gaming board 13 is surrounded by the inner rail 61 and the outer rail 62, and the front and back are surrounded by the gaming board 13 and the glass unit 16 (see Figure 1), so that a gaming area where games are played based on the behavior of the ball is formed on the front of the gaming board 13. The gaming area is a substantially circular area (an area where winning holes and the like are arranged and where shot balls flow down) on the front of the gaming board 13, partitioned by the two rails 61, 62 and the arc member 70.
[0070] The two rails 61, 62 are provided to guide the ball launched from the ball launching unit 112a (see FIG. 6) to the top of the game board 13. A ball return prevention member 68 is attached to the tip (upper left in FIG. 4) of the inner rail 61, preventing a ball that has been guided to the top of the game board 13 from returning into the ball guide passage. A return rubber 69 is attached to the tip (upper right in FIG. 4) of the outer rail 62 at a position corresponding to the maximum flight portion of the ball, and a ball launched with more than a predetermined force hits the return rubber 69, reducing its momentum and bouncing back toward the center (hereinafter, the act of launching a ball with such force as to hit the return rubber 69 and causing the ball to pass to the right side of the variable display unit 80 as viewed from the front is referred to as a "right-hand hit game," while the act of launching a ball to pass to the left side of the variable display unit 80 as viewed from the front is referred to as a "left-hand hit game"). In the first embodiment, in left-handed play, the ball can or easily enters the first starting hole 64, while it is configured so that the ball has difficulty or does not enter the variable winning device 65, the through gate 67, and the second starting hole 71. Also, in right-handed play, the ball can or easily enters the variable winning device 65, the through gate 67, and the second starting hole 71, while it has difficulty or does not enter the first starting hole 64.
[0071] In addition, between the lower right tip of the inner rail 61 and the upper right tip of the outer rail 62, a resin arc member 70 formed with an arc connecting the rails on the inner surface is hammered into the base plate 60 and fixed.
[0072] At the upper right side of the game area as viewed from the front (upper right side of Fig. 4), a special symbol display device 37 is provided, which is provided with a status LED group 37a, a special LED group 37b, and a right-hit notification lamp 37c, each of which is composed of a plurality of LEDs that serve as light-emitting means. The special symbol display device 37 displays the variations of the first special symbol and the second special symbol (hereinafter, the variations of the special symbols will be referred to as "dynamic displays") in accordance with the controls performed by the main control device 110 (see Fig. 6) described below, and also displays the game status of the pachinko machine 10.
[0073] The status LED group 37a indicates, by its lighting state, the number of reserved balls, which is the number of balls (reserved balls) that have not yet been displayed as a variable display among the balls that have entered (entered) the first starting slot 64 or the second starting slot 71 (described later). The number of jackpot rounds (hereinafter, rounds may be simply referred to as "R") and error displays are also indicated by the lighting state of the status LED group 37a corresponding to the respective states. The status LED group 37a is configured so that each LED has a different light emission color (for example, red, green, or blue), and the combination of light emission colors can indicate various game states of the pachinko machine 10 with a small number of LEDs.
[0074] In addition, a "round" in a jackpot refers to the period from when the large prize opening opening / closing plate 65a, which opens and closes the variable prize winning device 65 described below to determine the number of winning balls in a jackpot, is opened until it is closed, and in the pachinko machine 10 of the first embodiment, one "round" is executed when "30 seconds" have passed since the large prize opening opening / closing plate 65a began to open, or when 10 balls win while the large prize opening opening / closing plate 65a is open.
[0075] The special LED group 37b is composed of a total of 12 LEDs, including an upper LED group 37b1 composed of six LEDs and a lower LED group 37b2 also composed of six LEDs. The upper LED group 37b1 dynamically displays a first special symbol that indicates the result of a first lottery game that is executed based on a ball entering the first starting hole 64. The lower LED group 37b2 dynamically displays a second special symbol that indicates the result of a second lottery game that is executed based on a ball entering the second starting hole 71.
[0076] Specifically, the upper LED group 37b1 displays a dynamic display (in the first embodiment, the LEDs in the upper LED group 37b1 are lit one by one in sequence, starting from the top LED and continuing down, and this lighting pattern is displayed repeatedly) until a variable time (dynamic display time) determined based on winning at the first starting hole 64 located in the center of the game board 13 has elapsed, and then a stopped display is displayed with a pattern indicating the judgment result (in the first embodiment, any of a total of 64 types of stopping patterns depending on the combination of the lighting patterns of the six LEDs).
[0077] In addition, the lower LED group 37b2 displays a dynamic display (in the first embodiment, the LEDs in the lower LED group 37b2 are lit one by one in sequence, starting from the uppermost LED and continuing down, and this lighting pattern is displayed repeatedly) until a variable time (dynamic display time) determined based on winning at the second starting hole 71 located on the right side of the game board 13 has elapsed, and then displays a stopped pattern indicating the judgment result (in the first embodiment, any of a total of 64 types of stopping patterns depending on the combination of the lighting patterns of the six LEDs).
[0078] In either of the LED groups 37b1 and 37b2, if the result of the judgment is a miss, only the leftmost LED is lit, and if the result of the judgment is a jackpot, each LED group is lit in a lighting pattern corresponding to the type (category) of the jackpot. Details of the stop patterns of each LED group will be described later.
[0079] In this pachinko machine 10, a judgment is made (jackpot lottery) as to whether or not a ball that enters the first starting port 64 or the second starting port 71 is a jackpot, and if a jackpot is determined in each judgment, the type of jackpot is also determined according to the winning port 64, 71 into which the ball entered, and the variable winning device 65 is opened and closed according to the type of jackpot.
[0080] In the first embodiment, the types of jackpots determined are a "10-round guaranteed jackpot (hereinafter sometimes referred to as "guaranteed guaranteed A")" and a "5-round time-saving jackpot (hereinafter sometimes referred to as "time-saving A")" based on winning the first starting port 64 or the second starting port 71 (see Figure 19).
[0081] Here, the "normal gaming state" refers to a gaming state that is not a "probability varying state" or a "time shortening state," and refers to a state in which the jackpot probability of each special symbol and the winning probability of the normal symbol are in a normal state (i.e., a low probability state), and the opening time of the normal electric role 72 is short. In other words, the "normal gaming state" is configured so that the jackpot probability of each special symbol is lower than in the "probability varying state," and the winning probability of the normal symbol is lower than in the "probability varying state" and the "time shortening state," and the opening time of the normal electric role 72 is also short.
[0082] As will be described in detail later, the "normal gaming state" is not a gaming state in which a ball is likely to enter the second starting hole 71 when a so-called right-hand play is performed (hereinafter, the state in which a ball is likely to enter the second starting hole 71 may be referred to as the "winning support state"), but rather is the most unfavorable gaming state for the player. In the "normal gaming state," if a ball shot in a right-hand play is detected (e.g., the ball passing through the through gate 67 is detected), a predetermined alarm (e.g., a voice output of "Please return to left-hand play" or a display of "Please return to left-hand play" on the third symbol display device 81) is output to notify the player and hall staff that a non-recommended play is being performed. This configuration inhibits the continued execution of a non-recommended right-hand play in the "normal gaming state," thereby enabling the game to be played in accordance with the game specifications.
[0083] Next, the "time-shortened state" refers to a state in which the probability of winning each special symbol is as low as in the "normal game state," but the probability of winning a normal symbol increases and the time for which the variable display of the normal symbol (hereinafter, the variable display of the normal symbol) is shortened, a so-called "time-shortened function" is provided. In this "time-shortened state," the normal electric role 72 provided on the right side of the variable display unit 80 as viewed from the front is more likely to be opened, and as a result, the winning assist function is activated, making it easier for a ball shot in a right-hand hit game to enter the second starting hole 71.
[0084] That is, in the "time-shortened state," although the probability of winning a jackpot with a special symbol is the same as in the "normal game state," a win with a normal symbol is more likely to be derived in a shorter time than in the "normal game state," and the open state of the normal electric role 72 is longer. Therefore, in the "time-shortened state," it is easier to make a ball shot by right-hand play enter the second start hole 71, so that it is possible to obtain a prize ball (for example, 1 ball / entry) based on the entry into the second start hole 71 and play while suppressing the decrease in the number of balls in hand.
[0085] In the pachinko machine 10 of the first embodiment, the "time-shortened state" is a state in which the probability of winning a normal symbol is high from the start of the "time-shortened state" until the dynamic display of special symbols is executed a predetermined number of times (200 times in the first embodiment). After the dynamic display of special symbols is executed the predetermined number of times, the system is configured to transition from the "time-shortened state" to the "normal game state."
[0086] In addition, in the "time-reduced state" or the "probability-varying state" described later, if it is detected that a ball has been shot by a left-handed hit (for example, detection of a ball entering the first starting hole 64), a predetermined alarm (for example, a voice output of "Please hit to the right" or a display of "Please hit to the right") is output to inform the player and hall staff that a non-recommended game is being played. By configuring in this way, it is possible to prevent the non-recommended left-handed game from being continuously played in the "time-reduced state" or the "probability-varying state", and to achieve gameplay in accordance with the game specifications.
[0087] Next, in the "probability variable state", after the jackpot ends, the probability of winning each subsequent special symbol increases as an added value, and the probability of winning a normal symbol increases, and the winning assistance function of the normal electric role 72 is activated.
[0088] That is, the "probability changing state" is a state in which a jackpot result based on a special symbol is likely to be derived, a jackpot result based on a normal symbol is likely to be derived, and furthermore, the open state of the normal electric role 72 is longer. Therefore, in the "probability changing state," a ball shot by right-hit play is likely to enter the second starting hole 71, so the dynamic display of the second special symbol can be executed continuously, and a prize ball (for example, 1 ball / winning) based on the entry into the second starting hole 71 can be obtained, and the game can be played while suppressing the reduction of balls in possession. Therefore, in the "probability changing state," it is possible to play in a state in which a jackpot game (special game state) based on the dynamic display of the second special symbol is likely to occur.
[0089] In the pachinko machine 10 of the first embodiment, the "probability changing state" is a state in which the probability of a special symbol winning is high from the start of the "probability changing state" until another jackpot is won in the dynamic display of the next predetermined special symbol. Then, after passing through a jackpot game state based on the jackpot in the dynamic display of the next special symbol, after the jackpot ends, the game state is configured to transition to a game state corresponding to the type of jackpot (i.e., the "probability changing state" or the "time shortening state"). Therefore, when the "probability changing state" is entered, a "consecutive win" state can be entered in which the next jackpot is virtually guaranteed.
[0090] Note that a "consecutive win" refers to the occurrence of a state that is clearly advantageous to the player, and in the first embodiment, refers to a state (situation) in which a player continues to win one of the jackpots again without transitioning to a "normal game state" in the "probability variable state" or "time shortened state" in which right-hand play is performed. Therefore, if a jackpot is won in the "probability variable state" or "time shortened state" in which right-hand play can be performed, this corresponds to a "consecutive win," and during the "normal game state" after the "probability variable state" or "time shortened state" ends, the so-called "consecutive win" is broken, and even if a jackpot is won in the "normal game state" (the so-called first jackpot), it does not correspond to a jackpot in a "consecutive win."
[0091] Here, the display mode of the special LED group 37b for each jackpot type will be explained. The upper LED group 37b1 for the first special symbol has a total of 64 display patterns, including one display pattern corresponding to a loss, 32 display patterns corresponding to the jackpot type "probable variable A," and 31 display patterns corresponding to the jackpot type "time-saving A." Each display pattern does not have a specific regularity for each jackpot type, and random display patterns are pre-assigned. Therefore, when a player looks at the display pattern of the upper LED group 37b1, they can recognize the stop display of a loss, but it is configured so that it is difficult to distinguish whether the stop display is for the jackpot type "probable variable A" or "time-saving A."
[0092] In addition, the lower LED group 37b2 for the second special symbol has a total of 64 display patterns for the stop display (lighting display), including one display pattern corresponding to a loss, 32 display patterns corresponding to the jackpot type "probable variable A," and 31 display patterns corresponding to the jackpot type "time-saving A." Similarly to the upper LED group 37b1, each display pattern does not have a specific regularity for each jackpot type, and random display patterns are pre-assigned. Therefore, when a player looks at the display pattern of the lower LED group 37b2, they can recognize the stop display for a loss, but the display is configured to make it difficult to distinguish whether the stop display is for the jackpot type "probable variable A" or "time-saving A."
[0093] By configuring it in this way, even if each jackpot type is displayed in the stop display of the special LED group 37b of the special symbol display device 37, it is difficult for the player to recognize the jackpot type that has been won unless he or she understands all of the jackpot types that correspond to each stop display. This makes it difficult to identify which jackpot type is based on the display results of the variable presentation alone, creating a gameplay feature that forces the player to guess which jackpot type it is, thereby increasing the fun of the game.
[0094] The right-hit notification lamp 37c of the special symbol display device 37 is a lamp for indicating a gaming state in which right-hit play is encouraged. This right-hit notification lamp 37c is unlit in a "normal gaming state" in which left-hit play is encouraged and right-hit play is not encouraged, but is lit in a "probability-varying state" or "time-shortening state" in which right-hit play is encouraged, or during a jackpot game. The player can recognize whether or not a right-hit play is in progress by checking this right-hit notification lamp 37c or the right-hit play suggestion display on the third symbol display device 81.
[0095] In the game area of the game board 13, a plurality of general winning holes 63 are arranged, from which 3 to 15 balls are paid out as prize balls when a ball wins.
[0096] In addition, a variable display device unit 80 is disposed in the center of the gaming area. The variable display device unit 80 is provided with a third pattern display device 81, which is composed of a liquid crystal display (hereinafter simply referred to as "display device") that performs a variable performance of a third pattern in synchronization with the dynamic display of the first special pattern or the second special pattern on the special pattern display device 37, triggered by a ball entering the first start hole 64 or the second start hole 71 (hereinafter, the entry of a ball into the first start hole 64 or the second start hole 71 may be referred to as a "start winning"). The third pattern display device 81 is provided with a liquid crystal display (hereinafter simply referred to as "display device") that performs a variable performance of a third pattern in synchronization with the dynamic display of the first special pattern or the second special pattern on the special pattern display device 37, triggered by a ball passing through the through gate 67. The second pattern display device 83 is provided with a second pattern display device 83 (hereinafter, for convenience of explanation, the second pattern display device 83 may be referred to as the "normal pattern display device 83"). The variable display device unit 80 is also provided with a center frame 86 that surrounds the outer periphery of the third pattern display device 81.
[0097] The third pattern display device 81 is composed of a large 17-inch liquid crystal display, and the display content is controlled by the display control device 114 (see Figure 6) described later, so that, for example, three pattern columns Z1 to Z3 (see Figure 5) on the left, center, and right are displayed.
[0098] Each symbol column Z1 to Z3 (see FIG. 5) is composed of a plurality of symbols, and these symbols are vertically scrolled for each symbol column Z1 to Z3, so that the third symbol is variably displayed on the display screen of the third symbol display device 81. The third symbol display device 81 of the first embodiment is used in common for the first lottery game of the first special symbol and the second lottery game of the second special symbol, and while the display of the game status in accordance with the control of the main control device 110 is performed by the special symbol display device 37, the third symbol of the third symbol display device 81 is used to perform a decorative display corresponding to the display of the special symbol display device 37. Note that instead of a display device, the third symbol display device 81 may be configured using, for example, a reel, an LED, or the like.
[0099] Here, the display contents of the third symbol display device 81 will be explained with reference to Fig. 5. Fig. 5 is a diagram for explaining the display screen of the third symbol display device 81, Fig. 5(a) is a diagram that schematically shows the area division setting and the effective line setting of the display screen, and Fig. 5(b) is a diagram that exemplifies the actual display screen.
[0100] The third design is composed of 10 main designs numbered "0" through "9." Each main design is composed of a wooden box with a number from "0" through "9" placed on top of the rear design. The main designs with odd numbers ("1," "3," "5," "7," and "9") have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers ("0," "2," "4," "6," and "8") have additional designs imitating characters such as planes, furoshiki cloths, and helmets added to almost the entire front of the wooden box, with even numbers added in small green to the lower right of the additional designs, in front of the additional designs.
[0101] Furthermore, in the pachinko machine 10 of the first embodiment, when the result of the lottery for any of the special symbols by the main control device 110 (see FIG. 6), which will be described later, is a jackpot, a variable effect is performed in which the same main symbols line up, and the jackpot occurs after the variable effect is over. For example, when the jackpot type "Probable Variation B" is won, a variable effect is performed in which odd-numbered symbols, i.e., main symbols with the numbers "1," "3," "5," "7," or "9," line up. On the other hand, when the jackpot type "Time Reduction A" is won, a variable effect is performed in which even-numbered symbols, i.e., main symbols with the numbers "0," "2," "4," "6," or "8," line up.
[0102] In addition, the pachinko machine 10 of the first embodiment is configured so that all main symbols can appear when the jackpot type "Probable Variation A" is won. Specifically, for example, even when the jackpot type "Probable Variation A" is won, a variable effect may be performed in which the same main symbols with the numbers "2" or "8" are lined up. By configuring in this way, for example, the content of the game value that can be awarded cannot be determined at the time the variable effect stops, and by performing a promotion effect during the jackpot, the game can be varied and the interest in the game can be increased.
[0103] As shown in Figure 5(a), the display screen of the third pattern display device 81 is roughly divided into three parts vertically, with the lower two-thirds consisting of a main display area Dm that displays the changing third pattern and a cockpit display area Db that displays the number of reserved balls, etc., and the remaining upper one-third being a secondary display area Ds that displays preview effects, characters, etc.
[0104] The main display area Dm is divided into three display areas Dm1 to Dm3: left, center, and right. The left pattern column Z1 is displayed in the display area Dm1, the center pattern column Z2 is displayed in the display area Dm2, and the right pattern column Z3 is displayed in the display area Dm3.
[0105] In each of the symbol columns Z1 to Z3, the third symbols are displayed in a specified order. That is, in each of the symbol columns Z1 to Z3, the main symbols are arranged in ascending (or descending) order of numbers, and a variable effect is performed by scrolling from top to bottom periodically for each of the symbol columns Z1 to Z3. Note that the arrangement of the numbers may be different in each of the symbol columns Z1 to Z3. For example, the numbers of the main symbols may be arranged in descending order in the left symbol column Z1, while the numbers of the main symbols may be arranged in ascending order in the center symbol column Z2 and the right symbol column Z3.
[0106] In addition, in the main display area Dm, third symbols are displayed in three rows, top, middle, and bottom, for each of the symbol columns Z1 to Z3. The middle section of this main display area Dm is set as the activated line L1, and during the variable performance, the third symbols are stopped and displayed on the activated line L1 in the order of left symbol column Z1 → right symbol column Z3 → center symbol column Z2. When the third symbols stop, if a jackpot symbol combination (a combination of the same main symbols) is aligned on the activated line L1, a jackpot animation is displayed as a jackpot.
[0107] The sub-display area Ds is horizontally elongated and positioned above the main display area Dm, and is further divided horizontally into three equal small areas Ds1 to Ds3. Each of the small areas Ds1 to Ds3 is an area for displaying characters and preview images. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of anticipation that a jackpot will result from the variable display in the main display area Dm.
[0108] The cockpit display area Db is an area that displays the number of reserved balls, which is the number of balls (reserved balls) that have entered the first starting port 64 or the second starting port 71 corresponding to the special pattern set for each game state and for which the variable display (variable performance) has not yet been executed.
[0109] The small area Ds3 to the right of the sub-display area Ds is configured to display a fourth pattern display area 87 for special pattern 1, which can change in synchronization with the dynamic display of the first special pattern and the number of reserved balls, and a fourth pattern display area 88 for special pattern 2, which can change in synchronization with the dynamic display of the second special pattern and the number of reserved balls.
[0110] The fourth pattern display area 87 for special pattern 1 is composed of a special pattern 1 pending number display 87a that displays the pending number of dynamic displays of the first special pattern in numbers, and a special pattern 1 variable area 87b that can change in synchronization with the execution of the dynamic display (variable performance) of the first special pattern.
[0111] The reserve number display 87a for special chart 1 is configured to be able to display the reserve number of the dynamic display of the first special pattern as a numerical pattern in the range of "0" to "4." Specifically, when the reserve number display 87a for special chart 1 displays "0," it indicates that the reserve number of the dynamic display of the first special pattern is 0, when the reserve number display 87a for special chart 1 displays "1," it indicates that the reserve number of the dynamic display of the first special pattern is 1, when the reserve number display 87a for special chart 1 displays "2," it indicates that the reserve number of the dynamic display of the first special pattern is 2, when the reserve number display 87a for special chart 1 displays "3," it indicates that the reserve number of the dynamic display of the first special pattern is 3, and when the reserve number display 87a for special chart 1 displays "4," it indicates that the reserve number of the dynamic display of the first special pattern is 4.
[0112] That is, the reserved number display 87a for special pattern 1 in the fourth pattern display area 87 for special pattern 1 is displayed to match the content of the reserved ball number of the dynamic display of the first special pattern of the status LED group 37a of the special pattern display device 37 described above, and is also displayed to match the content of the reserved ball number in the reserved pattern display area Db1 for special pattern 1 described below.
[0113] The special symbol 1 variable area 87b is a display area for showing the execution and results of the dynamic display of the first special symbol, and is configured so that the display color of the square symbol can be changed. Specifically, when the dynamic display of the first special symbol is being executed, the display color of the square symbol in the special symbol 1 variable area 87b changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured so that the change repeats again from white → red → ... while the dynamic display of the first special symbol is being executed. Then, when the dynamic display of the first special symbol stops, the square symbol in the special symbol 1 variable area 87b is displayed in a display color corresponding to the lottery result of the dynamic display.
[0114] More specifically, when the square pattern in the special symbol 1 variable area 87b stops in white, it indicates that the dynamic display of the first special symbol was a miss, and when the square pattern in the special symbol 1 variable area 87b stops in red, it indicates that the dynamic display of the first special symbol was a jackpot. That is, the square pattern in the special symbol 1 variable area 87b is displayed so as to correspond to the display content of the upper LED group 37b1 of the special symbol display device 37 described above, and is configured to be synchronized with the display content of the main display area Dm.
[0115] The fourth pattern display area 88 for special pattern 2 is composed of a special pattern 2 pending number display 88a that displays the pending number of dynamic displays of the second special pattern in numbers, and a special pattern 2 variable area 88b that can change in synchronization with the execution of the dynamic display (variable performance) of the second special pattern.
[0116] The reserve number display 88a for special chart 2 is configured to be able to display a numerical pattern in the range of "0" to "4" to indicate the reserve number of the dynamic display of the second special pattern. Specifically, when the reserve number display 88a for special chart 2 displays "0", it indicates that the reserve number of the dynamic display of the second special pattern is 0, when the reserve number display 88a for special chart 2 displays "1", it indicates that the reserve number of the dynamic display of the second special pattern is 1, when the reserve number display 88a for special chart 2 displays "2", it indicates that the reserve number of the dynamic display of the second special pattern is 2, when the reserve number display 88a for special chart 2 displays "3", it indicates that the reserve number of the dynamic display of the second special pattern is 3, and when the reserve number display 88a for special chart 2 displays "4", it indicates that the reserve number of the dynamic display of the second special pattern is 4.
[0117] That is, the reserved number display 88a for special pattern 2 in the fourth pattern display area 88 for special pattern 2 is displayed to match the content of the reserved ball number of the dynamic display of the second special pattern of the status LED group 37a of the special pattern display device 37 described above, and is also displayed to match the content of the reserved ball number of the reserved pattern display area Db2 described below.
[0118] The special symbol 2 variable area 88b is a display area for showing the execution and results of the dynamic display of the second special symbol, and like the special symbol 1 variable area 87b, the display color of the square symbol is configured to be changeable. Specifically, when the dynamic display of the second special symbol is being executed, the display color of the square symbol in the special symbol 2 variable area 88b changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured to repeat the change again from white → red → ... while the dynamic display of the second special symbol is being executed. Then, when the dynamic display of the second special symbol stops, the square symbol in the special symbol 2 variable area 88b is displayed in a display color corresponding to the lottery result of the dynamic display.
[0119] More specifically, when the square pattern in the special symbol 2 variable area 88b stops in white, it indicates that the dynamic display of the second special symbol was a miss, and when the square pattern in the special symbol 2 variable area 88b stops in red, it indicates that the dynamic display of the second special symbol was a jackpot. That is, the square pattern in the special symbol 2 variable area 88b is displayed so as to correspond to the display content of the lower LED group 37b2 of the special symbol display device 37 described above, and is configured to be synchronized with the display content of the main display area Dm.
[0120] On the display screen of the third symbol display device 81, for example, as shown in Fig. 5(b), a total of three main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, moving images are displayed in the left small area Ds1 and the right small area Ds3, and displays indicating that a transition to a jackpot is easier than usual, and indications of recommended launch modes depending on the game state are given to the player. In the central small area Ds2, a predetermined character (in this embodiment, a boy wearing a headband) usually performs a predetermined action, and sometimes performs a special action other than the predetermined action, or the boy's hair, which is usually black, or the color of his headband, which is usually white, changes, or another character appears, to perform a preview performance.
[0121] In the pachinko machine 10 of the first embodiment, if a ball enters the first starting hole 64 while a variable effect (dynamic display) of the third symbol corresponding to the first special symbol or the second special symbol is being performed on the third symbol display device 81 (special symbol display device 37), the number of times the ball enters (number of reserved balls) is reserved up to a maximum of four times. The number of reserved balls is displayed by the special symbol display device 37, and is also displayed in the special symbol 1 first to fourth reserved symbol display areas Db1a to Db1d of the first reserved symbol display area Db1 corresponding to the first special symbol in the cockpit display area Db. The first to fourth reserved pattern display areas Db1a to Db1d of Special Chart 1 each display one reserved pattern (a "○" pattern (white circle pattern) in the normal display mode) for one reserved ball of the first special pattern (one reserved ball count), and the number of reserved balls is displayed according to the number of reserved patterns displayed in the first to fourth reserved pattern display areas Db1a to Db1d of Special Chart 1.
[0122] That is, in the first to fourth reserved pattern display areas Db1a to Db1d of Special Chart 1, when one reserved pattern is displayed in the first reserved pattern display area Db1a of Special Chart 1, it indicates that the number of reserved balls for the first special pattern is one, when two reserved patterns, one each in the first and second reserved pattern display areas Db1a and Db1b of Special Chart 1, it indicates that the number of reserved balls for the first special pattern is two, when three reserved patterns, one each in the first to third reserved pattern display areas Db1a to Db1c of Special Chart 1, it indicates that the number of reserved balls for the first special pattern is three, and when four reserved patterns, one each in the first to fourth reserved pattern display areas Db1a to Db1d of Special Chart 1, it indicates that the number of reserved balls for the first special pattern is four. In addition, if no reserved patterns are displayed in the first to fourth reserved pattern display areas Db1a to Db1d of Special Chart 1, this indicates that the number of reserved balls for the first special pattern is 0 and there are no reserved variable effects.
[0123] Furthermore, if a ball enters the second starting hole 71 while the third symbol display device 81 (special symbol display device 37) is displaying a dynamic display of the third symbol corresponding to the first or second special symbol, the number of times the ball enters (number of reserved balls) will be reserved up to four times. The number of reserved balls is displayed by the special symbol display device 37 and is also displayed in the special symbol 2 first to fourth reserved symbol display areas Db2a to Db2d of the second reserved symbol display area Db2 corresponding to the second special symbol in the cockpit display area Db. The special symbol 2 first to fourth reserved symbol display areas Db2a to Db2d each display one reserved symbol (a "○" symbol (white circle symbol) in the normal display mode) for each reserved ball of the second special symbol (one reserved ball count), and the number of reserved balls is displayed according to the number of reserved symbols displayed in the special symbol 2 first to fourth reserved symbol display areas Db2a to Db2d.
[0124] That is, in the first to fourth reserved pattern display areas Db2a to Db2d of Special Chart 2, when one reserved pattern is displayed in the first reserved pattern display area Db2a of Special Chart 2, it indicates that the number of reserved balls for the second special pattern is one, when two reserved patterns, one each, are displayed in the first and second reserved pattern display areas Db2a and Db2b of Special Chart 2, it indicates that the number of reserved balls for the second special pattern is two, when three reserved patterns, one each, are displayed in the first to third reserved pattern display areas Db2a to Db2c of Special Chart 2, it indicates that the number of reserved balls for the second special pattern is three, and when four reserved patterns, one each, are displayed in the first to fourth reserved pattern display areas Db2a to Db2d of Special Chart 2, it indicates that the number of reserved balls for the second special pattern is four. Furthermore, if no reserved patterns are displayed in the first to fourth reserved pattern display areas Db2a to Db2d of Special Chart 2, this indicates that the number of reserved balls for the second special pattern is 0 and there are no reserved variable effects.
[0125] In the pachinko machine 10 of the first embodiment, the first lottery game for the first special symbol and the second lottery game for the second special symbol are not executed simultaneously, but only one of the lottery games is executed. Furthermore, in the pachinko machine 10 of the first embodiment, when one of the lottery games currently being executed is completed, if reserved balls for the first special symbol and reserved balls for the second special symbol are stored, the second lottery game for the second special symbol is executed with priority over the first lottery game for the first special symbol (so-called special symbol 2 priority variation). The lottery games may be executed in the order of winning, or the first lottery game for the first special symbol and the second lottery game for the second special symbol may be executed simultaneously.
[0126] In the center of the cockpit display area Db, an execution pattern display area Db0 is provided, in which an execution pattern indicating that a variable performance is being performed in the main display area Dm is displayed. This execution pattern display area Db0 is provided in the center of the cockpit display area Db, that is, to the right of the special chart 1 first reserved pattern display area Db1a and to the left of the special chart 2 first reserved pattern display area Db2a, and is configured to display an execution pattern larger than each reserved pattern displayed in each reserved pattern display area Db1a to Db1d, Db2a to Db2d. In addition, in this execution pattern display area Db0, the reserved pattern displayed in the special chart 1 first reserved pattern display area Db1a or the special chart 2 first reserved pattern display area Db2a is shifted (shifted) and displayed as an execution pattern.
[0127] The execution symbol displayed in the execution symbol display area Db0 is erased when the variable effect ends, and with the erasure of the execution symbol, the displayed reserved symbol moves and is displayed as a reserved symbol on the lower side (to the right if it is a first special symbol, or to the left if it is a second special symbol). Specifically, for example, in a situation where there are no reserved symbols for the second special symbol and there are four reserved symbols for the first special symbol, if the execution symbol displayed in the execution symbol display area Db0 is erased with the end of the variable effect of the first special symbol or the second special symbol, the reserved symbol displayed in the special symbol 1 first reserved symbol display area Db1a is moved (shifted) and displayed as the execution symbol in the execution symbol display area Db0. Also, the reserved symbol displayed in the special symbol 1 second reserved symbol display area Db1b is moved (shifted) and displayed as a reserved symbol in the special symbol 1 first reserved symbol display area Db1a. Furthermore, the reserved pattern displayed in the special chart 1 third reserved pattern display area Db1c is shifted and displayed as a reserved pattern in the special chart 1 second reserved pattern display area Db1b. Also, the reserved pattern displayed in the special chart 1 fourth reserved pattern display area Db1d is shifted and displayed as a reserved pattern in the special chart 1 third reserved pattern display area Db1c.
[0128] Also, for example, in a situation where there are four reserved symbols of the second special symbol, if the execution symbol displayed in the execution symbol display area Db0 is erased as the variable performance of the first special symbol or the second special symbol ends, the reserved symbol displayed in the special symbol 2 first reserved symbol display area Db2a will be moved (shifted) and displayed as the execution symbol in the execution symbol display area Db0. Also, the reserved symbol displayed in the special symbol 2 second reserved symbol display area Db2b will be moved (shifted) and displayed as the reserved symbol in the special symbol 2 first reserved symbol display area Db2a. Furthermore, the reserved symbol displayed in the special symbol 2 third reserved symbol display area Db2c will be moved (shifted) and displayed as the reserved symbol in the special symbol 2 second reserved symbol display area Db2b. In addition, the reserved pattern displayed in the Special Chart 2 fourth reserved pattern display area Db2d is moved (shifted) and displayed as a reserved pattern in the Special Chart 2 third reserved pattern display area Db2c.
[0129] In the first embodiment, the number of reserved balls for the variable effects based on balls entering the first starting hole 64 or the second starting hole 71 is configured to be reserved up to four times each. However, the maximum number of reserved balls is not limited to four and may be set to three or less, or five or more times (e.g., eight). Instead of displaying the reserved symbols in the cockpit display area Db, the number of reserved balls may be displayed numerically in a portion of the third pattern display device 81, or in four partitioned areas with different modes (e.g., colors or lighting patterns) corresponding to the number of reserved balls. Since the number of reserved balls is indicated by the special pattern display device 37, the number of reserved balls does not need to be displayed on the third pattern display device 81. Furthermore, the variable display device unit 80 may be provided with four reserved lamps indicating the number of reserved balls, each corresponding to the maximum number of reserved first special patterns and second special patterns, and the number of reserved balls may be displayed according to the number of lit reserved lamps.
[0130] Returning to FIG. 4, the explanation will continue. A through gate 67 is provided on the right side of the variable display device unit 80 as viewed from the front. This through gate 67 has a through hole (not shown) formed in the vertical direction for the ball to pass through. When a ball passes through this through gate 67, a normal symbol switch (not shown) provided in the through hole is turned on, and when this is turned on, a winning lottery for a normal symbol is performed by the main control device 110. Note that this through gate 67 only triggers a lottery for the variable display of normal symbols, and is configured so that no prize balls or the like are paid out even when a ball passes through it. Note that a normal winning port capable of obtaining a lottery trigger for a normal symbol may be provided, and the lottery trigger for a normal symbol may be obtained and predetermined prize balls may be paid out.
[0131] A normal electric coupler 72 is disposed on the right side as viewed from the front of the variable display unit 80. This normal electric coupler 72 is mainly composed of a projecting plate 72a and a normal electric coupler solenoid (not shown) that drives the projecting and retracting plate 72a.
[0132] The main control device 110 (see FIG. 6) of the first embodiment normally maintains the inlet / outlet plate 72a of the normal electric role 72 in a protruding state, covering the upper side of the second start hole 71 as viewed from the front, thereby preventing balls from flowing into the second start hole 71. When a win is won with the variable display of a normal pattern, the normal electric role solenoid (not shown) is driven for a predetermined time, and the inlet / outlet plate 72a of the normal electric role 72 is driven from a protruding state to a immersed state in which the inlet / outlet plate 72a is immersed in the game board 13 for a predetermined time, allowing balls to flow into the second start hole 71, and a state in which a ball that is played with a right-hand hit and flows down the right side as viewed from the front of the variable display unit 80 is likely to enter the second start hole 71, i.e., a winning assistance state is established.
[0133] Furthermore, the pachinko machine 10 of the first embodiment is configured so that the probability of winning a jackpot in the variable display of normal symbols changes depending on the gaming state. Specifically, in the "normal gaming state," the winning probability of normal symbols is set to a low probability state (e.g., 0 / 100), making it more difficult to win a jackpot in the variable display of normal symbols than in the "probability changing state" and "time shortening state." This makes it more difficult to put the appearance plate 72a of the normal electric symbol 72 into an immersion state (open state), making it more difficult to win a jackpot in the second start hole 71 than in the "probability changing state" and "time shortening state." On the other hand, in the "probability changing state" or "time shortening state," the winning probability of normal symbols is set to a high probability state (e.g., 99 / 100), making it easier to win a jackpot in the variable display of normal symbols than in the "normal gaming state." This makes it easier to put the appearance plate 72a of the normal electric symbol 72 into an immersion state (open state), making it easier to win a jackpot in the second start hole 71.
[0134] In the pachinko machine 10 of the first embodiment, in a high probability state of a normal symbol, the variable display derives a win with a high probability (i.e., 99%), so in the "probability variable state" and "time shortened state" in which the normal symbol is in a high probability state, most of the balls fired in a right-hand hit game are configured to be able to enter the second start hole 71, whereas in a low probability state of a normal symbol, the variable display derives (does not derive) a win with a low probability (i.e., 0%), so it is configured so that balls fired in a right-hand hit game are unlikely to enter the second start hole 71. As a result, in the "probability variable state" and "time shortened state," it is possible to play while making balls fired in a right-hand hit game enter the second start hole 71, and by paying out prize balls based on winnings in the second start hole 71, the player can play while suppressing the decrease in his or her own balls compared to the "normal game state."
[0135] In addition, instead of changing the probability of winning a normal symbol from the "normal game state" as in the "probability changing state" or the "time shortening state," the time for which the appearance plate 72a of the normal electric symbol 72 is sunk (released) or the number of times the appearance plate 72a of the normal electric symbol 72 is sunk (released) per hit may be changed according to the game state of the pachinko machine 10. Specifically, in the "probability changing state" or the "time shortening state," the time for which the appearance plate 72a of the normal electric symbol 72 is sunk may be made longer than in the "normal game state," or the number of times the appearance plate 72a of the normal electric symbol 72 is sunk per hit may be made more than in the "normal game state." Furthermore, in the "probability changing state" or the "time shortening state," at least two of the following may be simultaneously performed: increasing the probability of winning a normal symbol; lengthening the immersion time of the appearance plate 72a of the normal electric symbol 72; and increasing the number of times the appearance plate 72a of the normal electric symbol 72 is sunk.
[0136] The normal symbol display device 83 performs a variable display that alternately lights up a symbol "○" and a symbol "X" as a display symbol (normal symbol) each time the ball passes through the through gate 67. The pachinko machine 10 is configured so that when the variable display on the normal symbol display device 83 stops on a predetermined symbol (a symbol "○" in the first embodiment), the normal electric role 72 provided above the second starting hole 71 as viewed from the front is activated for a predetermined time, and when it stops on a symbol other than the predetermined symbol (a symbol "X" in the first embodiment), the normal electric role 72 is deactivated (the closed state is maintained).
[0137] The number of reserved balls in the through gate 67 can be reserved up to four times, and the number of reserved balls is also displayed by lighting up the second symbol reservation lamp 84 (hereinafter, for the sake of convenience, the second symbol reservation lamp 84 may be referred to as the "normal symbol reservation lamp 84"). Four normal symbol reservation lamps 84 are provided, the maximum number of reserved balls, and are arranged symmetrically below the third symbol display device 81. The number of reserved balls is displayed by the number of lit normal symbol reservation lamps 84.
[0138] In addition, the variable display of the normal symbol may be performed by switching on and off a plurality of lamps in the normal symbol display device 83 as in the first embodiment, or may be performed using a part of the special symbol display device 37 or the third symbol display device 81. Similarly, the normal symbol reserve lamp 84 may be lit by a part of the third symbol display device 81. In addition, the maximum number of reserved balls passing through the through gate 67 is not limited to four times, but may be set to three or less times, or five or more times (for example, eight times). In addition, since the number of reserved balls is indicated by the special symbol display device 37, the normal symbol reserve lamp 84 may not be lit.
[0139] A first starting hole 64 into which a ball can enter is disposed below the variable display unit 80. Game pegs and the like are planted around the first starting hole 64 so that approximately six balls shot in left-handed play enter the hole per minute (so-called S1 = 6). When a ball enters the first starting hole 64, a first starting hole switch (not shown) provided on the back side of the gaming board 13 is turned on. When the first starting hole switch is turned on, a lottery for a first special symbol jackpot is conducted by the main control device 110 (see FIG. 6). A dynamic display corresponding to the lottery result is displayed by the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37, and a variable effect based on the first special symbol is executed by the third symbol display device 81. The first starting hole 64 also serves as one of the prize holes from which four balls are paid out as prize balls when a ball enters the hole.
[0140] A second start hole 71 is located on the right side of the variable display unit 80 as viewed from the front. A ball can enter the second start hole 71 only when the normal electric role 72 is open. When the normal electric role 72 is open, game pins are planted around the second start hole 71 so that approximately 50 to 60 balls shot in a right-hand play will enter the hole per minute. When a ball enters the second start hole 71, a second start hole switch (not shown) on the back side of the game board 13 is turned on. When the second start hole switch is turned on, a lottery for a second special symbol jackpot is held by the main control device 110 (see FIG. 6). A display corresponding to the lottery result is displayed on the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37, and a variable effect based on the second special symbol is executed by the third symbol display device 81. The second starting hole 71 also serves as one of the winning holes from which one ball is paid out as a prize ball when a ball enters the second starting hole 71.
[0141] A horizontally long rectangular jackpot opening is provided in the approximate center of the variable winning device 65 at the lower right side of the game board 13 as viewed from the front. In the pachinko machine 10 of the first embodiment, when the lottery for the first or second special symbol on the main control device 110 (see FIG. 6) results in a jackpot, after a predetermined time (variable time) has elapsed, the special LED group 37b of the special symbol display device 37 is lit to display the jackpot stop symbol, and the third symbol display device 81 is caused to display the stop symbol corresponding to the jackpot (for example, three identical symbols (e.g., "777")), indicating the occurrence of a jackpot game. Thereafter, depending on the type of jackpot, the jackpot opening / closing plate 65a provided on the variable winning device 65 is opened, and the game state transitions to a special game state (jackpot game) in which the ball is more likely to enter the jackpot opening. In this special game state, the big prize opening / closing plate 65a, which is normally closed, is opened until a predetermined condition is met (for example, until 30 seconds have passed or until 10 balls have entered the prize).
[0142] When opened, the special prize opening opening / closing plate 65a closes after a predetermined time has elapsed since opening or when a predetermined number of wins are detected, and after closing, the special prize opening / closing plate 65a opens again. The opening and closing operation of the special prize opening / closing plate 65a can be repeated up to, for example, 10 times (10 rounds). The state in which this opening and closing operation is being performed is one form of a special game state (jackpot state) that is advantageous to the player, and by landing a ball in the variable prize winning device 65, the player is paid out a larger number of prize balls than usual as an added gaming value (game value).
[0143] At the left and right corners of the lower side of the game board 13, there are provided attachment spaces K1 for attaching stamps, identification labels, etc., and the stamps, etc. attached to the attachment spaces K1 can be seen through the small window 35 in the front frame 14 (see Figure 1).
[0144] Furthermore, the game board 13 is provided with an outlet 66. Balls that do not enter any of the winning holes (ball entry holes) 63, 64, 65, and 71 are guided through the outlet 66 to an out ball passage 133 (see Figure 2). The game board 13 is provided with numerous nails to appropriately distribute and adjust the direction in which the balls fall, and is also equipped with various components (gimmicks) such as windmills. Note that balls that enter each winning hole 63, 64, 65, and 71 are also guided to the out ball passage 133, just like balls that pass through the outlet 66, and are transported again to the upper tray 17 (see Figure 1) via the ball circulation device 130 (see Figure 2).
[0145] Next, the electrical configurations of the pachinko machine 10, card unit 300, hall computer box 400, hall computer 500, external management server 600, and each of gaming machine manufacturers A to C will be described with reference to Figures 6, 7, and 8. Figure 6 is an overall block diagram showing the electrical configurations of the pachinko machine 10, card unit 300, hall computer box 400, hall computer 500, external management server 600, and each of gaming machine manufacturers A to C, and is a block diagram mainly showing the electrical configurations of the pachinko machine 10 and the card unit 300. Figure 7 is a block diagram showing the electrical configurations of the pachinko machine 10, card unit 300, hall computer box 400, and hall computer 500, and is a block diagram mainly showing the electrical configuration of the main control device 110. Figure 8 is a block diagram showing the electrical configurations of the pachinko machine 10, card unit 300, membership card 700, hall computer box 400, and hall computer 500, and is a block diagram mainly showing the electrical configuration of the frame overall control device 111.
[0146] First, as shown in Figure 6, the pachinko machine 10 is mainly composed of a main control unit 110 capable of executing various controls related to the game, a frame overall control unit 111 configured to be able to communicate two-way with the main control unit 110, a launch control unit 112 configured to be able to receive commands from the frame overall control unit 111, a voice lamp control unit 113 configured to be able to receive commands from the main control unit 110, a display control unit 114 configured to be able to communicate two-way with the voice lamp control unit 113, a third pattern display unit 81 configured to be able to receive commands from the display control unit 114, a power supply unit 115 capable of supplying driving power to the main control unit 110, the frame overall control unit 111, etc., and an external terminal board 23 capable of outputting various signals from the main control unit 110 and the frame overall control unit 111 to the hall computer 500.
[0147] The main control device 110, the voice lamp control device 113, the display control device 114, the third pattern display device 81, and their peripheral devices are arranged on the back side of the game board 13 (see Figure 4), and the frame overall control device 111, the launch control device 112, the power supply device 115 (external terminal board 23), and their peripheral devices are arranged on the back side of the inner frame 12 (outer frame 11).
[0148] The frame overall control device 111 is electrically connected mainly to the main control device 110, the launch control device 112, and the power supply device 115, as well as to the credit number display unit 41, the credit transfer button 42, the card return button 43, the ball circulation device 130, the foul ball switch 131, and the ball feed switch 112e of the ball feed unit 112c, and is also electrically connected to the security board 305 of the card unit 300. The launch control device 112 is electrically connected to the frame overall control device 111, as well as to the ball launch unit 112a provided with the launch solenoid 112b, and the ball feed unit 112c provided with the ball feed solenoid 112d and the ball feed switch 112e.
[0149] 8, the overall control device 111 is equipped with an MPU 211, which is a calculation device. The MPU 211 has built-in read only memory (hereinafter abbreviated as "ROM") 212 that stores various control programs and fixed value data executed by the MPU 211, random access memory (hereinafter abbreviated as "RAM") 213 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 212 are executed, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit.
[0150] The RAM 213 is provided with at least a launch permission flag 213a, a credit memory section 213b, a transfer memory section 213c, a prize ball buffer 213d, a credit transfer flag 213e, a long press flag 213f, a specified number of balls flag 213g, a card return in progress flag 213h, and a remaining ball launch counter 213i.
[0151] The launch permission flag 213a is a flag for permitting (allowing) the launch of balls when it is in the on state and for restricting (stopping) the launch of balls when it is in the off state. This launch permission flag 213a is set to off as an initial value when the power of the pachinko machine 10 is turned on. Then, if the electrical connection with the card unit 300 is normal, the launch permission flag 213a is set to on when a launch permission command is received from the card unit 300 (S1207 in FIG. 46). On the other hand, if the electrical connection with the card unit 300 is not normal (for example, if the card unit connection board 116 is not connected to the card unit 300, etc.), the launch permission flag 213a is set to off (see S1209 in FIG. 46). In addition, when the player operates the card return button 43 and the member card 700 is being returned from the card unit 300, that is, when the player interrupts play and the held ball data in the credit memory unit 213b described below is being transferred to the held ball data memory unit 303c of the card unit 300, the setting is set to off (see S1308 in Figure 47).
[0152] In the pachinko machine 10 of the first embodiment, even if the player rotates the launch handle 51 by a predetermined amount and operates it, if the launch permission flag 213a is not on, the launch solenoid 112b of the ball launching unit 112a is not driven, and balls are not launched into the game area, etc. By configuring it in this way, if the card unit 300 is not connected properly or if the membership card 700 is being returned, balls are not launched, which prevents abnormal counting of balls held by the player and creates an appropriate gaming environment.
[0153] The credit storage unit 213b is a storage area for storing retained ball data for a player to play on the pachinko machine 10. This credit storage unit 213b is cleared to "0" as an initial value when the power of the pachinko machine 10 is turned on, and when a ball lending signal is received from the card unit 300 (see S1401: Yes in FIG. 48), "125", which is ball lending data worth 500 yen, is added. Also, when prize ball data is stored in the prize ball buffer 213d (described later) and the credit transfer flag 213e (described later) is not turned on (see S1404: No in FIG. 48), a value corresponding to the prize ball data stored in the prize ball buffer 213d is added to the credit storage unit 213b (see S1405 in FIG. 48). Furthermore, if a ball is detected by the foul ball switch 131 (see S1607 in Figure 50), it means that the shot ball did not reach the play area and was not used in the game, so if the credit transfer flag 213e is set to off (S1608 in Figure 50: No), "1" is added to the value of the credit memory unit 213b (see S1609 in Figure 50).
[0154] On the other hand, when the player operates the launch handle 51 and one ball stored in the upper tray 17 (see Figure 1) is sent out by the ball sending unit 112c to the ball launching unit 112a side, and this is detected by the ball sending switch 112e, "1" is subtracted from the value of the credit memory unit 213b (see S1512 in Figure 49), provided that the credit transfer flag 213e is not turned on (see S1511: No in Figure 49).
[0155] Furthermore, when the player operates the credit transfer button 42, the value in the credit storage unit 213b is decremented by "1" or "125" depending on the manner of operation. Specifically, when the player presses the credit transfer button 42 once (i.e., when the press is released after the button is pressed for less than "0.5 seconds"), "1" is decremented (see S1820 in FIG. 52). Furthermore, when the player presses the credit transfer button 42 for a long time (i.e., when the button is pressed continuously for "0.5 seconds" or more), "125" is decremented at the timing of communication with the card unit 300 (every "0.3 seconds" in the first embodiment) (see S1805 in FIG. 52). By configuring it in this manner, if the number of balls stored in the credit memory unit 213b is huge (for example, 1,000 balls), there is no need to press the credit transfer button 42 for the number of balls stored, and when the game is interrupted (ended), the value in the credit memory unit 213b can be quickly and easily transferred to the card unit 300 (member card 700).
[0156] Furthermore, when the player operates the card return button 43, the value in the credit memory unit 213b is decremented by 125 at each communication timing with the card unit 300 (every 0.3 seconds in the first embodiment) (see S1805 in Figure 52).
[0157] In addition, when the credit transfer button 42 or the card return button 43 is pressed and a ball transfer signal is output to the card unit 300, the credit memory unit 213b subtracts a value corresponding to the ball transfer signal (see S1805, S1808, S1820 in Figure 52).
[0158] The transfer in progress memory unit 213c is a memory area for storing retained ball data corresponding to prize balls acquired by balls shot while the value of the credit memory unit 213b is being transferred to the card unit 300 in the pachinko machine 10, that is, while the credit transfer button 42 is being pressed. This transfer in progress memory unit 213c is cleared to an initial value of "0" when the power of the pachinko machine 10 is turned on, and when prize ball data is stored in the prize ball buffer 213d described later and the credit transfer flag 213e described later is turned on (see S1404: Yes in FIG. 48), a value corresponding to the prize ball data stored in the prize ball buffer 213d is added to the transfer in progress memory unit 213c (see S1406 in FIG. 48). Furthermore, if a ball is detected by the foul ball switch 131 (see S1607 in Figure 50), it means that the shot ball did not reach the play area and was not used in the game, so if the credit transfer flag 213e is set to on (S1608 in Figure 50: Yes), "1" is added to the value of the transfer memory unit 213c (see S1611 in Figure 50).
[0159] On the other hand, when the player operates the launch handle 51 and one ball stored in the upper tray 17 (see Figure 1) is sent out by the ball sending unit 112c to the ball launching unit 112a side, and this is detected by the ball sending switch 112e, provided that the credit transfer flag 213e is turned on (see S1511: Yes in Figure 49), "1" is subtracted from the value in the transfer memory unit 213c (see S1513 in Figure 49).
[0160] Furthermore, when the player operates the credit transfer button 42, the value in the transfer storage unit 213c is decremented by "1" or "125" depending on the manner of operation. Specifically, when the player presses the credit transfer button 42 once (i.e., when the press is released after the button is pressed for less than "0.5 seconds"), "1" is decremented (see S1824 in FIG. 52). Furthermore, when the player presses the credit transfer button 42 for a long time (i.e., when the button is pressed continuously for "0.5 seconds" or more), "125" is decremented at the timing of communication with the card unit 300 (every "0.3 seconds" in the first embodiment) (see S1811 in FIG. 52).
[0161] When the credit transfer button 42 or the card return button 43 is pressed to output a ball transfer signal to the card unit 300, the transfer memory unit 213c subtracts a value corresponding to the ball transfer signal (see S1811 and S1813 in FIG. 52).
[0162] In this way, by performing the addition and subtraction of held balls due to prize balls and fired balls during credit transfer using the transfer memory unit 213c, which is different from the credit memory unit 213b, addition and subtraction due to prize balls or fired balls generated while transferring held ball data from the pachinko machine 10 to the card unit 300 does not have to be performed in the credit memory unit 213b during the transfer process, thereby preventing the occurrence of complicated processing regarding the credit memory unit 213b during credit transfer and preventing the occurrence of counting abnormalities, etc.
[0163] The prize ball buffer 213d is a buffer for temporarily storing prize ball number information based on a prize ball command received from the main control device 110. This prize ball buffer 213d is configured to write the prize ball number information indicated in the prize ball command when it receives the prize ball command from the main control device 110 (see S1211 in FIG. 46). On the other hand, this prize ball buffer 213d is cleared to "0" when the retained ball data based on the prize ball number information stored in the prize ball buffer 213d is added to the credit memory unit 213b or the transition memory unit 213c (see S1408 in FIG. 48).
[0164] The credit transfer flag 213e is a flag for determining whether or not the credit transfer button 42 is being pressed by the player. This credit transfer flag 213e is set to OFF as an initial value when the power of the pachinko machine 10 is turned ON. Then, while the credit transfer button 42 is being pressed by the player, the flag is set to ON (see S1302 in FIG. 47).
[0165] In the pachinko machine 10 of the first embodiment, when the addition / subtraction process of the player's held ball data occurs, the on / off state of the credit transfer flag 213e is determined, and based on the determination result, the addition / subtraction process of the held ball data is executed for the credit memory unit 213b or the transfer memory unit 213c. The specific process will be described later.
[0166] The long press flag 213f is a flag for determining whether the credit transfer button 42 has been continuously pressed by the player for "0.5 seconds" or more, that is, whether the button is in a long press state. This long press flag 213f is initially set to OFF when the pachinko machine 10 is powered on. Then, if the credit transfer button 42 has been pressed by the player for "0.5 seconds" or more, the flag is set to ON (see S1304 in FIG. 47). On the other hand, if the pressed state of the credit transfer button 42 is released (if it becomes a non-pressed state), the long press flag 213f is set to OFF (see S1305 in FIG. 47).
[0167] The specified ball count flag 213g is a flag for determining whether or not the value in the credit storage unit 213b is less than "1000" while the credit transfer button 42 is being pressed and held.
[0168] The pachinko machine 10 of the first embodiment is configured to allow balls to be fired and play even during credit transfer, but is configured to limit (prohibit) the firing of balls during credit transfer when the number of balls held by the player falls below a predetermined number (less than 1,000 balls in the first embodiment). This means that when a player has a certain number of balls (for example, 10,000 balls), even if the credit transfer button 42 is pressed and held to transfer the balls to the card unit 300, only a maximum of 125 balls can be transferred per communication timing with the card unit 300 (i.e., 0.3 seconds). Therefore, if 10,000 balls are to be transferred to the card unit 300, it will take at least 24 seconds (10,000 balls divided by 125 balls x 0.3 seconds). Here, the pachinko machine 10 of the first embodiment is configured to allow (permit) the firing of balls even during the credit transfer, so that the player can enjoy playing the pachinko machine 10 to the end.
[0169] However, if balls are allowed to be fired even when the number of remaining balls is low, for example, when the remaining number of retained balls data is close to "0", the remaining credits can be transferred immediately after the ball is sent and before the sent ball is detected by the ball sending switch 112e, which could cause a discrepancy between the actual number of retained balls and the number of balls used in the game, causing the gaming hall to suffer unexpected disadvantages.
[0170] Therefore, the pachinko machine 10 of the first embodiment is configured to allow balls to be fired even during credit transfer, but restrict ball firing during credit transfer when the remaining credit number reaches a predetermined number (less than 1,000 balls in the first embodiment), so that balls cannot be fired. This configuration prevents overlapping (before or after) credit transfer and ball firing when the remaining credit number is low, and prevents discrepancies between the actual number of balls held and the number of balls used in the game. This prevents unexpected disadvantages to the gaming hall and enables the creation of an appropriate gaming environment. Furthermore, when the remaining credit number reaches 8 times the number of credit balls that can be output at one output timing (i.e., 1,000 balls), the ball feeding process (and firing process) during credit transfer is restricted. This allows for a time allowance of at least more than the multiple output timings of credit information, and prevents the transfer of credits and the release of balls from overlapping (before or after each other), thereby preventing discrepancies between the actual number of balls held and the number of balls used in the game.
[0171] The card returning flag 213h is a flag for determining whether or not the card returning button 43 has been pressed by the player. This card returning flag 213h is set to OFF as an initial value when the power of the pachinko machine 10 is turned ON. Then, when the card returning button 43 is pressed by the player, it is set to ON (see S1307 in FIG. 47). In the pachinko machine 10 of the first embodiment, when this card returning flag 213h is turned ON, that is, when the card returning button 43 is pressed by the player (even if it is not continuously pressed), the retained ball data stored in the credit memory unit 213b (and the transfer memory unit 213c) is transferred to the card unit 300. The card return in progress flag 213h that has been set to ON is set to OFF when the values of the credit memory unit 213b and the transition memory unit 213c both become "0" and the value of the remaining ball shooting counter 213i described below is not greater than "0", i.e., when the value of the remaining ball shooting counter 213i becomes "0" or less (see S1312 in Figure 47).
[0172] The remaining ball firing counter 213i is a counter for firing balls that have already been sent to the ball firing unit 112a when the player interrupts the game by pressing the card return button 43. The remaining ball firing counter 213i is set to "0" as an initial value when the power of the pachinko machine 10 is turned on, and when the values of the credit memory unit 213b and the in-transition memory unit 213c are both "0" and the card return in-progress flag 213h is on, the value of the remaining ball firing counter 213i is set to "2" (see S1817 in FIG. 52). In the pachinko machine 10 of the first embodiment, if the value of the remaining ball firing counter 213i is greater than "0", even if the firing handle 51 is not operated by the player, when the firing timing arrives (i.e., every "0.6 seconds"), the value of the remaining ball firing counter 213i is subtracted by "1" (see S1606 in Figure 50) and the firing solenoid 112b is driven (see S1603 in Figure 50).
[0173] With this configuration, even if a ball has already been sent to the ball launching unit 112a when the player presses the card return button 43 to interrupt play, the ball guided to the ball launching unit 112a is launched and used in play or treated as a foul ball, preventing the player from suffering any unexpected disadvantages. In the pachinko machine 10 of the first embodiment, when a ball is launched based on the value of the remaining ball launch counter 213i, the ball is always launched with a strength that will reach the play area (e.g., the strength of a right-hand shot) and used in play. The remaining ball launch counter 213i configuration may also be employed in a conventional pachinko machine 10, i.e., a pachinko machine 10 that can launch balls stored in the upper tray 17 and allows a player to replenish the upper tray 17 with balls. Specifically, for example, when a player returns the operation of the launch handle 51 to its initial position, the launch handle 51 is in a state where it has not been rotated. In this state, the value of the remaining ball firing counter 213i may be set (for example, "2"), and the firing solenoid 112b may be driven (so-called blank firing) by the value of the remaining ball firing counter 213i. Also, although the value of the remaining ball firing counter 213i may be set to "2" to allow two blank firings, the value set in the remaining ball firing counter 213i may be changed arbitrarily. Specifically, the value of the remaining ball firing counter 213i may be set to "1" to allow one blank firing, or the value of the remaining ball firing counter 213i may be set to "3" or more to allow three or more blank firings.
[0174] An input / output port 215 is connected to the MPU 211 of the frame overall control device 111 via a bus line 214 consisting of an address bus and a data bus. The input / output port 215 is connected to the main control device 110, the power supply device, the credit number display unit 41, the credit transfer button 42, the card return button 43, the ball circulation device 130, the foul ball switch 131, the launch control device 112, the ball feed switch 112e in the ball feed unit 112c, and the like.
[0175] When ball launching is permitted, the launch control device 112 controls the ball launching unit 112a so that the ball is launched with a strength that corresponds to the amount of rotation of the launch handle 51, and also controls the ball feeding unit 112c so that the balls stored in the upper tray 17 (see Figure 1) are transported to the ball launching unit 112a side in accordance with the rotation of the launch handle 51.
[0176] Ball launch unit 112a includes launch solenoid 112b and an electromagnet (not shown), and launch solenoid 112b and electromagnet are permitted to operate when predetermined conditions are met. Specifically, when touch sensor 51a (see FIG. 1) detects that the player is touching launch handle 51, and when stop switch 51b (see FIG. 1) for stopping the launch of the ball is turned off (not operated), launch solenoid 112b is excited in accordance with the amount of rotation of launch handle 51, and the ball is launched with a strength corresponding to the amount of operation of launch handle 51.
[0177] The ball feeding unit 112c includes a ball feeding solenoid 112d, an electromagnet (not shown), and a ball feeding switch 112e, and the ball feeding solenoid 112d and the electromagnet are permitted to operate when predetermined conditions are met. Specifically, when the touch sensor 51a (see FIG. 1) detects that the player is touching the launch handle 51, and the stop switch 51b (see FIG. 1) for stopping the launch of the ball is turned off (not operated), the ball feeding solenoid 112d is excited so that the timing of the launch solenoid 112b is shifted relative to the amount of rotation of the launch handle 51 (for example, 0.3 seconds after the launch solenoid 112b is activated), and the balls stored in the upper tray 17 (see FIG. 1) are sent out (transported) one by one to the ball launching unit 112a. The guide passage (not shown) of the ball feeding unit 112c and the ball feeding switch 112e are configured so that the ball fed by the ball feeding solenoid 112d is immediately detected by the ball feeding switch 112e (in the first embodiment, within 0.1 seconds).
[0178] In the pachinko machine 10 of the first embodiment, the number of balls held by the player (i.e., the value in the credit memory unit 213b or the transfer memory unit 213c) is updated (decremented) each time the ball is detected by the ball feed switch 112e. This is because the balls guided by the ball feed unit 112c to the ball launch unit 112a side roll down the guide passage, and the balls are configured to flow down at a relatively slow speed, making it easy for the ball feed switch 112e to detect the balls (less likely to cause detection errors, etc.). It is also conceivable to detect balls launched by the launch solenoid 111b and update (decrement) the number of balls held by the player, but because balls launched by the launch solenoid 112b usually travel faster than balls sent out by the ball feed solenoid 112d, there is a risk of detection errors occurring depending on the detection location. Therefore, the balls held by the player can be accurately counted by the balls sent out by the ball sending solenoid 112d, and it is possible to prevent the player from suffering an unexpected disadvantage.
[0179] Next, card unit 300 is equipped with MPU 301, which is a calculation device. MPU 301 has built-in read only memory (hereinafter abbreviated as "ROM") 302, which stores various control programs and fixed value data executed by MPU 301, random access memory (hereinafter abbreviated as "RAM") 303, which is memory for temporarily storing various data and the like when the control programs stored in ROM 302 are executed, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit.
[0180] The RAM 303 is provided with at least a gaming history memory unit 303a for temporarily storing the gaming history data of the player recorded on the membership card 700 (see Figure 8) when the membership card 700 is inserted into the card insertion hole 311 (see Figure 1), a cash data memory unit 303b for temporarily storing the cash data held by the player recorded on the membership card 700, and a ball data memory unit 303c for temporarily storing the ball data (credit ball count data) held by the player stored on the membership card 700.
[0181] When a membership card 700 (see FIG. 8) is inserted, the gaming history storage unit 303a stores the gaming history information stored in the gaming history storage unit 702 (see FIG. 8) of the membership card 700, and also stores the results of games played on the pachinko machine 10 corresponding to the card unit 300 into which the membership card 700 is inserted. When the membership card 700 is ejected, the gaming history information stored in the gaming history storage unit 303a is recorded in the gaming history storage unit 702 of the membership card 700.
[0182] When the membership card 700 (see FIG. 8) is inserted, the cash data storage unit 303b stores the cash data stored in the cash data storage unit 703 (see FIG. 8) of the membership card 700. Furthermore, when a banknote is inserted into the banknote slot 312 (see FIG. 1) while the membership card 700 is inserted into the card unit 300, the cash data corresponding to the banknote is added to the cash data storage unit 303b. On the other hand, when the ball loan button 309 is operated, a process related to loaning balls is executed, and a preset value for loaned balls is subtracted from the cash data storage unit 303b, provided that there is no owned ball data in the owned ball data storage unit 303c (described later). When the membership card 700 is ejected, the cash data stored in the cash data storage unit 303b is recorded in the cash data storage unit 703 of the membership card 700.
[0183] When a membership card 700 (see FIG. 8) is inserted, the owned ball data storage unit 303c stores the owned ball data stored in the owned ball data storage unit 704 (see FIG. 8) of the membership card 700. Furthermore, when the credit transfer button 42 or the card return button 43 of the pachinko machine 10 is operated while the membership card 700 is inserted into the card unit 300, the owned ball data (credits) corresponding to the operation mode are added to the owned ball data storage unit 303c. On the other hand, when the ball lending button 309 is operated, a process related to lending balls is executed, and a preset value for lending balls is subtracted from the owned ball data storage unit 303c. When the membership card 700 is ejected, the owned ball data stored in the owned ball data storage unit 303c is recorded in the owned ball data storage unit 704 of the membership card 700.
[0184] An input / output port 304 is connected to the MPU 301 of the card unit 300 via a bus line consisting of an address bus and a data bus. In addition to the security board 305, the input / output port 304 is connected to a card reader 306 capable of reading and writing a membership card 700 inserted into the card insertion slot 311, a bill reader 307 capable of reading bills inserted into the bill insertion slot 312, a CU-side card information display device 308 capable of displaying the status of the card unit 300 and various information stored in the membership card 700, and a ball loan button 309. In addition to the above peripheral devices, the card unit 300 is electrically connected to a hall control box 400 installed in the gaming hall so as to be able to send and receive signals, etc.
[0185] The security board 305 of the card unit 300 is electrically connected to the frame overall control device 111 so as to be able to communicate serially with the card unit 300. It is a security monitoring function unit of the card unit 300 and has the function of monitoring fraud and abnormalities in the pachinko machine 10 and the card unit 300. The security board 305 is provided with a communication control chip (not shown) for controlling communication (serial communication) between the security board 305 and the frame overall control device 111, and a security chip (not shown) for monitoring the security of the pachinko machine 10. The security chip is equipped with a fraud detection unit (not shown), which detects fraud by monitoring requests for adding loaned balls and the like sent from the card unit 300 to the pachinko machine 10, and is configured to notify the hall computer 500 or the like of such detection when fraud is detected. With this configuration, if any fraud or abnormality occurs in the pachinko machine 10 or the card unit 300, a signal indicating that fraud or the like has been detected is immediately output to the hall computer 500 (hall computer box 400).
[0186] The hall computer box 400 is configured to be able to store the game history of each pachinko machine 10 corresponding to the card unit 300 via the card unit 300 installed in the gaming hall. The hall computer box 400 is also configured to be able to output the game history information etc. received from each card unit 300 to the hall computer 500. Furthermore, the hall computer box 400 is configured to be able to communicate data with an external management server 600 installed outside the gaming hall via communication means such as the Internet, so that gaming machine manufacturers A to C pre-registered in the gaming hall can externally view the game history information etc. stored in the hall computer box 400 via the Internet and the external management server 600.
[0187] More specifically, the gaming hall issues accounts (ID and password) to the pre-registered gaming machine manufacturers A to C, and when the gaming machine manufacturers A to C access the hall control box 400, the account authentication is performed, and if the authentication result is correct, the gaming history information stored in the hall control box 400 can be viewed from the gaming machine manufacturers A to C. In this case, it may be configured so that only the gaming history information of the pachinko machines 10 corresponding to the gaming machine manufacturers A to C, i.e., the pachinko machines 10 of the gaming machine manufacturers A to C that are the distributors, can be viewed, or it may be configured so that the gaming history information of each pachinko machine 10 installed in the gaming hall can be viewed regardless of the distributor. The gaming history information that can be viewed by gaming machine manufacturers A to C may be configured to allow the entire history to be checked, or may be configured to allow viewing of limited gaming history information that is limited by the gaming hall (for example, non-business information excluding sales (number of balls lent) and gross profit, information regarding the ratio of devices, information regarding fraudulent gaming, and information regarding operating rates).
[0188] The hall computer 500 is electrically connected to each pachinko machine 10 and the hall computer box 400, and is configured to receive game information from each pachinko machine 10 and recognize the game status, game results (number of jackpots and small jackpots), number of prize balls, presence or absence of abnormalities, etc. of each pachinko machine 10, and is also configured to receive game history information from the hall computer box 400 and recognize the number of loaned balls, game history, game status, game results, number of prize balls, presence or absence of abnormalities, etc. of each card unit 300. In this way, by receiving information from each pachinko machine 10 and information from each card unit 300, it is possible to accurately grasp the status of each device 10, 300.
[0189] The hall computer 500 is also configured to be able to issue accounts required for authentication of gaming machine manufacturers A to C from the hall computer box 400, and is also configured to be able to output authentication results in response to inquiries from the hall computer box 400 when inquiries (such as logging in) are made to the hall computer box 400 via the external management server 600 from gaming machine manufacturers A to C. As a result, when gaming machine manufacturers A to C view the gaming history information of the gaming hall via the external management server 600, they can view the gaming history information only if authentication of the hall computer 500 has been properly performed.
[0190] 9 to 12, the contents and timing of sending and receiving commands and responses between the member card 700, the card unit 300, the pachinko machine 10, the hall control box 400, and the hall computer 500 will be described. Also, the contents and timing of sending and receiving commands and responses between the gaming machine manufacturers A to C, the external management server 600, the hall control box 400, and the hall computer 500 will be described with reference to FIG.
[0191] Fig. 9 is a diagram showing the exchange of information among the pachinko machine 10, the membership card 700, the card unit 300, the hall computer box 400, and the hall computer 500 when the membership card 700 is inserted into the card unit 300, when the ball loan button 309 is pressed, or when the credit transfer button 42 is pressed. Fig. 10 is a diagram showing the exchange of information among the pachinko machine 10, the membership card 700, the card unit 300, the hall computer box 400, and the hall computer 500 when the launch handle 51 is operated, when each winning slot switch 64 or the like is detected, or when the foul ball switch 131 is detected. Fig. 11 is a diagram showing the exchange of information among the pachinko machine 10, the membership card 700, the card unit 300, the hall computer box 400, and the hall computer 500 when the launch handle 51 is operated while the credit transfer button 42 is pressed. 12 is a diagram showing the exchange of information among the pachinko machine 10, the membership card 700, the card unit 300, the hall computer box 400, and the hall computer 500 when the launch handle 51 is operated while the card return button 43 is pressed. Furthermore, FIG. 13 is a diagram showing the exchange of information among the gaming machine manufacturers A to C, the external management server 600, the hall computer box 400, and the hall computer 500 when an inquiry about the gaming history is made from the gaming machine manufacturers A to C.
[0192] First, referring to Figure 9, we will explain the exchange of information in the action when the member card 700 is inserted into the card insertion hole 311 of the card unit 300, i.e., the <insert member card> action, the action when the ball lending button 309 is operated by the player, i.e., the <press ball lending button> action, the exchange of information in the action when the credit transfer button 42 is pressed once by the player (i.e., pressed for less than 0.5 seconds), i.e., the <press credit transfer button (single press)> action, and the action when the credit transfer button 42 is pressed and held by the player (i.e., pressed for 0.5 seconds or more), i.e., the <press credit transfer button (long press)> action.
[0193] <Insert membership card> When a player inserts his / her membership card 700 into the card insertion slot 311 of the card unit 300, the member ID information stored in the member ID 701 of the membership card 700 is first transmitted to the card unit 300. Then, when the player inputs user information, such as a pre-registered password, into the card unit 300, the member ID information and user information (card insertion signal) are transmitted to the hall computer 500 via the hall computer box 400. In this case, the member ID information and user information are transmitted in encrypted form, so that the hall computer box 400 cannot decrypt the member ID and user information, and they can only be decrypted by the hall computer 500. With this configuration, the hall computer box 400 cannot ascertain the member ID and user information, thereby preventing the leakage of a player's personal information from a hall computer box that can be accessed from outside.
[0194] When the hall computer 500 receives the member ID information and user information from the card unit 300 via the hall computer box 400, it performs authentication processing to determine whether the information is pre-registered or not, and transmits the authentication result information (card authentication signal) to the card unit 300 via the hall computer box 400. This authentication result information is encrypted and transmitted, just like the member ID information and user information.
[0195] When the card unit 300 receives the authentication result information from the hall computer 500 via the hall computer box 400, it executes processing based on the authentication result information. Specifically, if the authentication result information is valid, the card unit 300 writes the game history information, cash data, and held ball data stored in the game history memory unit 702, cash data memory unit 703, and held ball data memory unit 704 of the membership card 700 to the game history memory unit 303a, cash data memory unit 303b, and held ball data memory unit 303c of the card unit 300, respectively (see S2007 in FIG. 54). As a result, the various information stored in the membership card 700 is transferred to the card unit 300.
[0196] <Press the ball loan button> When the membership card 700 is inserted into the card unit 300 and data corresponding to 125 or more balls exists in the cash data storage unit 303b or the held ball data storage unit 303c, credit information for 125 balls is transmitted from the card unit 300 to the pachinko machine 10, and similar credit information is transmitted from the card unit 300 to the hall computer 500 via the hall control box 400. When the pachinko machine 10 receives the credit information for 125 balls, it executes a process of adding 125 balls to the value in the credit storage unit 213b of the slot overall control device 111 (see S1402 in FIG. 48). When the hall computer 500 receives the credit information, it subtracts a value corresponding to the credit information from the data corresponding to the pre-registered membership card 700. In addition, if there is no data corresponding to "125 balls" in the cash data memory unit 303b or the held ball data memory unit 303c, credit information corresponding to the remaining number of balls is sent to the pachinko machine 10, and the pachinko machine 10 that receives the credit information is configured to execute a process of adding the ball number data for the above credit information to the value of the credit memory unit 213b of the frame overall control device 111.
[0197] <Press the credit transfer button (single press)> When the membership card 700 is inserted into the card unit 300 and the credit transfer button 42 is pressed once (i.e., for less than 0.5 seconds), the number of credit balls corresponding to the single press (i.e., the number of balls for "one ball") is subtracted from the credit memory unit 213b (or the transfer memory unit 213c) of the slot overall control device 111 (see S1820 or S1821 in FIG. 52), and credit information for "one ball" (transfer signal) is transmitted to the card unit 300. When the card unit 300 receives the credit information (transfer signal) for "one ball," it adds the number of balls corresponding to the credit information (transfer signal) to the owned ball data memory unit 303c, and transmits the credit information (transfer signal) to the hall computer 500 via the hall control box 400 (see S2108 and S2109 in FIG. 55). When the hall computer 500 receives the credit information via the hall computer box 400, the hall computer 500 stores the ball data corresponding to the credit information in association with the member ID.
[0198] <Press (long press) the credit transfer button> When the credit transfer button 42 is pressed and held (i.e., for 0.5 seconds or more) while the membership card 700 is inserted into the card unit 300, the number of credit balls corresponding to the long press (i.e., the number of balls equivalent to 125 balls) is subtracted from the credit memory unit 213b or the transfer memory unit 213c of the slots overall control device 111 (see S1805 or S1811 in FIG. 52), and credit information (transfer signal) equivalent to 125 balls is transmitted to the card unit 300. When the card unit 300 receives the credit information (transfer signal) equivalent to 125 balls, it adds the number of balls corresponding to the credit information (transfer signal) to the owned ball data memory unit 303c, and transmits the credit information (transfer signal) to the hall computer 500 via the hall control box 400 (see S1806 in FIG. 52). When the hall computer 500 receives the credit information via the hall computer box 400, the hall computer 500 stores the ball data corresponding to the credit information in association with the member ID.
[0199] If the credit memory unit 213b or the transfer memory unit 213c does not contain data corresponding to "125 balls," the credit information (transfer signal) corresponding to the remaining number of balls is transmitted to the card unit 300. When the card unit 300 receives credit information (transfer signal) for "125 balls" or less than "125 balls," the card unit 300 adds the number of balls corresponding to the credit information (transfer signal) to the owned ball data memory unit 303c, and transmits the credit information (transfer signal) to the hall computer 500 via the hall computer box 400 (see S2108 and S2109 in FIG. 55).
[0200] 14, the timing of transfer of the number of credit balls and the number of transferred balls according to the timing of communication between the frame overall control device 111 and the card unit 300 when the credit transfer button 42 is pressed will be described. Fig. 14 is a timing chart showing the transfer timing and the number of transferred balls between the frame overall control device 111 and the card unit 300 when the credit transfer button 42 is pressed.
[0201] As shown in Fig. 14, the frame overall control device 111 (pachinko machine 10) and the card unit 300 are configured to be able to transmit and receive data at regular communication timings (in the first embodiment, at intervals of "0.3 seconds"). Here, when the credit transfer button 42 is pressed for a pressing time of "0.2 seconds" (i.e., a single press), credit information for "one ball" is transmitted from the frame overall control device 111 to the card unit 300 at the next communication timing after the pressing has ended. Also, when the credit transfer button 42 is pressed for a pressing time of "0.3 seconds" (i.e., a single press), even if a communication timing arrives within the "0.3 seconds," credit information for "one ball" is not transmitted from the frame overall control device 111 to the card unit 300 at the communication timing, but rather, credit information for "one ball" is transmitted from the frame overall control device 111 to the card unit 300 at the next communication timing after the pressing of the "0.3 seconds" has ended. Furthermore, if the credit transfer button 42 is pressed twice for "0.1 seconds" each (i.e., two single presses) during the above communication timing, credit information for "two balls" is transmitted from the frame overall control device 111 to the card unit 300 at the next communication timing following the last press.
[0202] Next, if the credit transfer button 42 is pressed (i.e., pressed and held) for a pressing time of "0.5 seconds," even if a communication timing arrives during that "0.5 seconds," credit information will not be sent from the frame overall control device 111 to the card unit 300 at that communication timing, and credit information for "125 balls" will be sent from the frame overall control device 111 to the card unit 300 at the next communication timing that arrives after the pressing for the above "0.5 seconds" has ended.
[0203] Next, when the credit transfer button 42 is pressed (i.e., pressed and held) for a pressing time of "1.5 seconds," even if a communication timing arrives during the first "0.5 seconds" of the "1.5 seconds," credit information is not transmitted from the frame overall control device 111 to the card unit 300 at that communication timing, and after the above-mentioned "0.5 seconds" has elapsed, credit information for "125 balls" is transmitted from the frame overall control device 111 to the card unit 300 at the next arriving communication timing. Also, if the next communication timing after transmitting the first "125 balls" worth of credit information is within the above-mentioned "1.5 seconds," credit information for "125 balls" is transmitted from the frame overall control device 111 to the card unit 300 each time that communication timing arrives. Here, depending on the timing at which the credit transfer button 42 is pressed, even if the period is the same "1.5 seconds," the number of credits transferred will differ depending on the number of times the communication timing is included within that "1.5 seconds" (for example, "375 balls" three times and "250 balls" twice).
[0204] Next, referring to Figure 10, we will explain the action when the launch handle 51 is operated by the player, i.e., the exchange of information in the action of <launch handle rotation> and the driving or detection modes of various devices, the action when a ball is detected by various winning port switches (not shown), i.e., the exchange of information in the action of <various winning port switch detection>, and the action when a ball is detected by the foul ball switch 131, i.e., the exchange of information in the action of <foul ball switch detection>.
[0205] <Rotate the firing handle> When the value of the credit memory unit 213b or the in-transition memory unit 213c is greater than "0," if the player rotates the launch handle 51 by a predetermined amount, a ball sending process is executed in which the ball sending unit 112c sends "one" ball stored in the upper tray 17 (see FIG. 1) to the ball launching unit 112a side (see S1509 in FIG. 49). Then, if the ball sent by the ball sending process is detected by the ball sending switch 112e, a credit subtraction process is executed in which "1" is subtracted from the value of the credit memory unit 213b or the in-transition memory unit 213c (S1512 or S1513 in FIG. 49). Then, if the launch handle 51 is operated and the launch timing (every "0.6 seconds" in the first embodiment) arrives, the launch solenoid 112b is driven to launch the ball (see S1603 in FIG. 50).
[0206] <Detection of various winning slot switches> Next, when the ball launched into the game area by the launch solenoid 112b is detected by each winning slot 63, 64, 65, 71, the ball data for the prize ball corresponding to the winning slot 63, 64, 65, 71 is added to the credit memory unit 213b or the transition memory unit 213c (see S1405 or S1406 in Figure 48).
[0207] <Foul ball switch detection> Next, if the ball launched by the launch solenoid 112b does not reach the playing area and becomes a foul ball, which is detected by the foul ball switch 131, the ball data for "one ball" is added to the credit memory unit 213b or the transition memory unit 213c (see S1609 or S1610 in Figure 50).
[0208] Next, referring to Figure 11, we will explain the exchange of information in the action when the player presses and holds the credit transfer button 42 and then operates the launch handle 51, i.e., the action of <pressing (long pressing) the credit transfer button>.
[0209] <Press (long press) the credit transfer button> When the credit transfer button 42 is pressed and held (i.e., for 0.5 seconds or more) while the membership card 700 is inserted into the card unit 300, the number of credit balls corresponding to the long press (i.e., the number of balls equivalent to 125 balls) is subtracted from the credit memory unit 213b or the transfer memory unit 213c of the slots overall control device 111 (see S1805 or S1811 in FIG. 52), and credit information (transfer signal) equivalent to 125 balls is transmitted to the card unit 300. When the card unit 300 receives the credit information (transfer signal) equivalent to 125 balls, it adds the number of balls corresponding to the credit information (transfer signal) to the owned ball data memory unit 303c, and transmits the credit information (transfer signal) to the hall computer 500 via the hall control box 400 (see S1806 in FIG. 52). When the hall computer 500 receives the credit information via the hall computer box 400, the hall computer 500 stores the ball data corresponding to the credit information in association with the member ID.
[0210] If the player rotates the launch handle 51 while the credit transfer button 42 is continuously pressed, the value of the credit memory unit 213b is determined to be less than "1000," i.e., whether there is a predetermined number of balls or more of retained ball data. If there is a predetermined number of balls or more of retained ball data, the ball transport unit 112c is permitted to transport balls in response to the rotation of the launch handle 51, and the ball launch unit 112a is permitted to launch balls (see S1507: Yes in FIG. 49). On the other hand, if it is determined that there is not a predetermined number of balls or more of retained ball data, even if the launch handle 51 has been opened and closed, the ball transport unit 112c is restricted (prohibited) from transporting balls, and the ball launch unit 112a is prevented from sending balls. As a result, the ball launch unit 112a is restricted (prohibited) from launching balls.
[0211] Here, with reference to Fig. 15, the timing of transfer of the number of credit balls, the number of transferred balls, the number of remaining credit balls, and whether or not a ball can be fired will be described according to the timing of communication between the frame overall control device 111 and the card unit 300 when the credit transfer button 42 is pressed. Fig. 15 is a timing chart showing the timing of transfer, the number of transferred balls, the number of remaining credit balls, and whether or not a ball can be fired between the frame overall control device 111 and the card unit 300 when the credit transfer button 42 is pressed. Fig. 15 describes the situation when the player presses and holds the credit transfer button 42 when the remaining credit number is "2000 balls."
[0212] 15, when the credit transfer button 42 is pressed and held down by the player while the credit memory unit 213b stores the retained ball data for 2000 balls, credit information for 125 balls is sent to the card unit 300 at the next communication timing after 0.5 seconds or more have elapsed since the credit transfer button 42 was first pressed, and the remaining credit ball count becomes 1875 balls. In this state, the retained ball data stored in the credit memory unit 213b is equal to or greater than 1000 balls, which is the specified number for the firing limit. Therefore, the ball feeding process by the ball feeding unit 112c is permitted in this state, and the balls stored in the upper tray 17 (see FIG. 1) are sent to the ball firing unit 112a by the ball feeding unit 112c by rotating the firing handle 51, and the balls become ready to be fired by the firing solenoid 112b. Then, while the credit transfer button 42 continues to be pressed, credit information for "125 balls" continues to be sent to the card unit 300 at each communication timing, and the remaining credit ball count also changes as follows: "1750 balls" → "1625 balls" → "1500 balls" → "1375 balls" → "1250 balls" → "1125 balls" → "1000 balls."
[0213] Then, when the number of remaining credit balls reaches "1000 balls," that is, when the value of the credit memory unit 213b is no longer a value greater than "1000," the specified number of balls has been reached, so the ball feeding process by the ball feeding unit 112c is restricted (prohibited), and even if the firing handle 51 is rotated, the ball feeding unit 112c does not operate, and the balls stored in the upper tray 17 are not guided to the ball firing unit 112a. Even in this state, as long as the credit transfer button 42 continues to be pressed, the ball feeding process (firing process) is restricted, and credit information for "125 balls" continues to be sent to the card unit 300 at each communication timing, and the number of remaining credit balls also changes as follows: "875 balls" → "750 balls" → "625 balls" → "500 balls" → "375 balls" → "250 balls" → "125 balls" → "0 balls." By configuring it this way, it is possible to prevent overlapping (before and after) the transfer of credits and the release of balls when there are only a few credits remaining, and to prevent discrepancies between the actual number of balls held and the number of balls used in the game. This makes it possible to prevent the gaming hall from suffering unexpected disadvantages and to create an optimal gaming environment.
[0214] Returning to Figure 11, the explanation continues. Thereafter, while the credit transfer button 42 is continuously pressed, with the ball release being restricted (prohibited), credit information for "125 balls" is transmitted from the frame overall control device 111 to the card unit 300 at each communication timing. When the value of the credit memory unit 213b becomes "0," transmission of credit information is no longer performed even if the credit transfer button 42 is continuously pressed, and the transfer of credit information from the frame overall control device 111 to the card unit 300 is completed. When the card unit 300 receives credit information from the frame overall control device 111, it adds the number of balls corresponding to the credit information (transfer signal) to the held ball data memory unit 303c and transmits the credit information (transfer signal) to the hall computer 500 via the hall computer box 400 (see S1806 in Figure 52).
[0215] Next, with reference to FIG. 12, the action when the card return button 43 is operated by the player, that is, the exchange of information and the driving or detection modes of various devices in the action of <pressing the card return button> will be described.
[0216] <Press the card return button> When the card return button 43 is pressed while a membership card 700 is inserted into the card unit 300, if the values of the credit memory unit 213b and the transition memory unit 213c of the frame overall control device 111 are both "0", the value of the remaining ball firing counter 213i is set to "2", and the member card 700 is not discharged while the value of the remaining ball firing counter 213i is greater than "0", and the ball feeding process is not performed until the value of the remaining ball firing counter 213i becomes "0", but the firing process (i.e., driving the firing solenoid 112b) according to the firing timing is executed without performing the ball feeding process (see S1604 to S1606, S1603 in Figure 50). As a result, when a player presses the card return button 43 to interrupt a game, even if a ball has already been sent to the ball launching unit 112a side, the ball guided to the ball launching unit 112a side is launched and used in the game or treated as a foul ball, thereby preventing the player from suffering any unexpected disadvantage.
[0217] When the value of the remaining ball firing counter 213i becomes "0", it means that the pachinko machine 10 has no data on the balls held by the player, and so it sends a card ejection signal (and game history information, etc.; the same applies below) to the card unit 300 (see S1313 in FIG. 47). When the card unit 300 receives a card ejection signal from the frame general control device 111, it sends game history data to the member card 700 to store the game history, etc. in the game history memory unit 702 of the member card 700, and also sends the game history data to the hall control box 400. This game history data is output without encryption and in a state that can be read by the hall control box 400.
[0218] When the hall computer box 400 receives game history data from the card unit 300, it stores the game history data in a predetermined memory area provided in advance for the pachinko machine 10 corresponding to the game history data, and transmits the game history data to the hall computer 500. This makes it possible to output data corresponding to the game history stored in the memory area when an inquiry request for game history, etc. is received from the external management server 600. Furthermore, when the card is returned, all game history data while the membership card 700 is inserted is stored in the hall computer box 400 at the time of card return, which eliminates the need for constant communication between the card unit 300 and the hall computer box 400, thereby reducing the processing load on each of the card unit 300 and the hall computer box 400.
[0219] When the hall computer 500 receives game history data from the hall computer box 400, it updates and stores the game history data against the data corresponding to the pre-registered membership card 700, and compares it with the game history data of the corresponding pachinko machine 10 to determine whether any abnormalities have occurred. By comparing the game information output from the pachinko machine 10 with the game history data from the card unit 300 (hall computer box 400), it is possible to more accurately determine whether there has been any fraud or abnormality, and it is possible to take appropriate and prompt measures against fraud and abnormalities.
[0220] <Press the card return button> Next, when the card return button 43 is pressed while the membership card 700 is inserted into the card unit 300, if the value in the credit memory unit 213b of the slot overall control device 111 is "2000," the number of credit balls equivalent to "125 balls" is first subtracted from the credit memory unit 213b of the slot overall control device 111 (see S1805 in FIG. 52), and at the next communication timing after the card return button 43 is pressed, credit information (transfer signal) equivalent to "125 balls" is transmitted to the card unit 300. When the card unit 300 receives the credit information (transfer signal) equivalent to "125 balls," it adds the number of balls corresponding to the credit information (transfer signal) to the owned ball data memory unit 303c and transmits the credit information (transfer signal) to the hall computer 500 via the hall computer box 400 (see S1806 in FIG. 52). When the hall computer 500 receives the credit information via the hall computer box 400, the hall computer 500 stores the ball data corresponding to the credit information in association with the member ID.
[0221] At this time, even if the player rotates the launch handle 51, the ball transfer process is restricted (prohibited) because the card is being returned. Therefore, if the card return button 43 is pressed even once, unlike when the credit transfer button 42 is pressed and held, the ball launch is restricted and the game cannot be played.
[0222] Here, with reference to Fig. 16, the timing of transfer of the number of credit balls, the number of transferred balls, the number of remaining credit balls, and whether or not a ball can be fired will be described according to the timing of communication between the frame overall control device 111 and the card unit 300 when the card return button 43 is pressed. Fig. 16 is a timing chart showing the timing of transfer, the number of transferred balls, the number of remaining credit balls, and whether or not a ball can be fired between the frame overall control device 111 and the card unit 300 when the card return button 43 is pressed. Note that Fig. 16, like Fig. 15, describes the situation when the card return button 43 is operated by the player when the remaining credit number is "2000 balls."
[0223] 16, when the player presses the card return button 43 while the credit memory unit 213b stores the retained ball data for "2000 balls," credit information for "125 balls" is sent to the card unit 300 at the next communication timing after the credit memory unit 213b is pressed, and the remaining credit ball count becomes "1875 balls." In this state, since the card is being returned, the ball feeding process by the ball feeding unit 112c is restricted (prohibited), and even if the firing handle 51 is rotated, the ball feeding unit 112c does not operate, and therefore the balls stored in the upper tray 17 are not guided to the ball firing unit 112a. Then, while the ball sending process (firing process) is restricted, credit information for "125 balls" continues to be sent to the card unit 300 at each communication timing, and the remaining number of credit balls also changes as follows: "1750 balls" → "1625 balls" → "1500 balls" → "1375 balls" → "1250 balls" → "1125 balls" → "1000 balls" → "875 balls" → "750 balls" → "625 balls" → "500 balls" → "375 balls" → "250 balls" → "125 balls" → "0 balls".
[0224] Thereafter, when the values of the credit memory unit 213b (and the transition memory unit 213c) of the frame overall control device 111 both become "0", the value of the remaining ball firing counter 213i is set to "2", and the member card 700 is not discharged while the value of the remaining ball firing counter 213i is greater than "0", and the ball feeding process is not performed until the value of the remaining ball firing counter 213i becomes "0", and the firing process (i.e., driving the firing solenoid 112b) according to the firing timing is executed (see S1604 to S1606, S1603 in Figure 50).
[0225] Next, referring to Figure 13, we will explain the action taken when gaming machine manufacturers A to C make an inquiry (access) to the gaming hall via the Internet and the external management server 600 regarding gaming history information, etc., i.e., the exchange of information in the <gaming history confirmation> action.
[0226] <Check your gaming history> First, when manufacturer information such as a manufacturer ID and a password is sent from one of gaming machine manufacturers A to C to the external management server 600, the external management server 600 performs authentication processing based on the manufacturer information such as the manufacturer ID and password. If the authentication processing is properly performed by the external management server 600, the manufacturer information such as the manufacturer ID and password is then sent to the hall computer box 400 of the gaming hall. The hall computer box 400 inquires whether the received manufacturer information such as the manufacturer ID and password is proper. When the hall computer 500 receives the manufacturer information such as the manufacturer ID and password from the hall computer box 400, it performs authentication processing to determine whether the manufacturer information relates to a gaming machine manufacturer that has been registered in advance, and if the authentication result is valid, it transmits the authentication result to the hall computer box 400. When the hall computer box 400 receives from the hall computer 500 a message that the authentication result is valid, it transmits the game history data of only the pachinko machines 10 corresponding to the gaming machine manufacturers A to C stored in the hall computer box 400 (for example, when an inquiry is made from gaming machine manufacturer A, only the game history of the pachinko machines 10 sold by gaming machine manufacturer A) to the external management server 600. When the external management server 600 receives the game history data from the hall computer box 400, it transmits the game history data to one of the gaming machine manufacturers A to C that made the inquiry, thereby enabling the corresponding gaming machine manufacturer A to C to grasp the game history of the pachinko machines 10 that it sells and that are installed in the gaming hall. This allows gaming machine manufacturers A to C to grasp the playing history of the pachinko machines 10 installed in the gaming halls at any time, making it possible to grasp the operating status of the pachinko machines 10 and any abnormalities (for example, more playing value than expected being awarded, or different playing results from expected occurring frequently, etc.), and to detect fraud or abnormalities early on.In addition, it becomes possible to grasp the preferences and playing styles of players and obtain information that will be useful for product development.
[0227] Returning to Figure 7, the explanation will continue. As shown in Figure 7, the main control device 110 of the pachinko machine 10 is equipped with an MPU 201 as a one-chip microcomputer that is an arithmetic unit. The MPU 201 has built-in ROM 202 that stores various control programs and fixed value data executed by the MPU 201, RAM 203 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 202 are executed, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit.
[0228] In addition, in order to instruct sub-controllers such as the frame overall controller 111 and the voice lamp controller 113 to operate, various commands are sent from the main controller 110 to the sub-controllers via a data transmission / reception circuit.While such commands are configured to be able to be sent in both directions between the main controller 110 and the frame overall controller 111, they are only sent in one direction from the main controller 110 to the voice lamp controller 113.
[0229] The main control device 110 executes the main processes of the pachinko machine 10, such as the lottery for the big win, the dynamic display and variable performance settings of each special symbol on the special symbol display device 37 and the third symbol display device 81, and the lottery for the display results of the variable display of the normal symbol on the normal symbol display device 83. The RAM 203 is provided with a counter buffer 203c that stores various counters for controlling these processes.
[0230] 7, the ROM 202 stores at least a jackpot random number table 202a, a jackpot type table 202b, a reserved number table 202c, a stop pattern table 202d, a fluctuation pattern table 202e, a jackpot release table 202f, a normal win random number table 202g, a normal fluctuation table 202h, and a normal electric role release table 202i. The main control device 110 executes the above-mentioned main control using various counters stored in the RAM 203 and various tables stored in the ROM 202.
[0231] Here, with reference to Fig. 17, the counters and the like provided in the RAM 203 of the main control device 110 will be described. These counters and the like are used by the MPU 201 of the main control device 110 to perform jackpot lottery, setting of dynamic display of the special pattern display device 37, setting of variable performance of the third pattern display device 81, lottery of display results of variable display on the normal pattern display device 83, etc. Also, in the explanation of the various counters, with reference to Figs. 18 to 26, various tables stored in the ROM 202 of the main control device 110 and transition of game states will be described.
[0232] The jackpot lottery, the setting of the dynamic display of the special pattern display device 37, and the setting of the variable presentation of the third pattern display device 81 use a jackpot random number counter C1 used to draw the jackpot lottery, a jackpot type counter C2 used to select the type of stop of the jackpot pattern, a stop pattern selection counter C3 used to select the presentation mode of the variable presentation, a first initial value random number counter CINI1 used to set the initial value of the jackpot random number counter C1, and a variable type counter CS1 used to select the variable pattern.
[0233] In addition, a normal symbol winning counter C4 is used for the lottery of the normal symbol display device 83, and a second initial value random number counter CINI2 is used for setting the initial value of the normal symbol winning counter C4.
[0234] Each of these counters is a loop counter that adds 1 to the previous value each time it is updated, and returns to "0" after reaching the maximum value.
[0235] Each counter is updated, for example, at intervals of "4 milliseconds," which is the execution interval of the timer interrupt process (see FIG. 30), and some counters are updated irregularly during the main process (see FIG. 29), and the updated values are appropriately stored in a counter buffer 203c set in a predetermined area of the RAM 203. Details will be described later, but the RAM 203 is provided with a first reserved ball storage area 203d consisting of four reserved areas (first reserved areas 1 to 4) related to the first special pattern, and a second reserved ball storage area 203e consisting of four reserved areas (second reserved areas 1 to 4) related to the second special pattern, and in each of these areas, values of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 are stored in accordance with the timing of the ball entering the first start hole 64 or the second start hole 71, respectively.
[0236] Each counter will be explained in detail. The jackpot random number counter C1 is configured to be incremented by 1 in sequence within a predetermined range (for example, "0 to 9999") and to return to "0" after reaching a maximum value (for example, "9999" for a counter that can take values from "0 to 9999"). In particular, when the jackpot random number counter C1 has completed one cycle of updating, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the jackpot random number counter C1, and the jackpot random number counter C1 is updated from that initial value.
[0237] The first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the jackpot random number counter C1. That is, for example, if the jackpot random number counter C1 is a loop counter that can take on a value of "0 to 9999", the first initial value random number counter CINI1 is also a loop counter that can take on a value of "0 to 9999". This first initial value random number counter CINI1 is updated once for each execution of the timer interrupt process (see FIG. 30), and is repeatedly updated within the remaining time of the main process (see FIG. 29).
[0238] The value of the jackpot random number counter C1 is updated, for example, periodically (in the first embodiment, once for each timer interrupt process (see FIG. 30)). Then, at the timing when the ball enters the first start port 64 (start winning), it is stored in the jackpot random number counter storage area 203d1 of the first reserve area of any one of the first reserve areas 1 to 4 provided in the first reserved ball storage area 203d corresponding to the first start port 64 (first special symbol). Also, at the timing when the ball enters the second start port 71 (start winning), it is stored in the jackpot random number counter storage area 203e1 of the second reserve area of any one of the second reserve areas 1 to 4 provided in the second reserved ball storage area 203e corresponding to the second start port 71 (second special symbol).
[0239] The random number value at which the jackpot random number counter C1 becomes a jackpot is set by the jackpot random number table 202a corresponding to each special symbol stored in the ROM 202 of the main control device 110. In other words, a jackpot is determined when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of the reserve area of the first reserved ball storage area 203d matches the random number value at which a jackpot is determined to be a jackpot set by the jackpot random number table 202a corresponding to the first special symbol. Also, a jackpot is determined when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of the reserve area of the second reserved ball storage area 203e matches the random number value at which a jackpot is determined to be a jackpot set by the jackpot random number table 202a corresponding to the second special symbol.
[0240] Here, the details of the jackpot random number table 202a corresponding to each special symbol will be described with reference to Fig. 18. Fig. 18 is a schematic diagram showing an example of the jackpot random number table 202a corresponding to the first special symbol and the second special symbol stored in the ROM 202.
[0241] The jackpot random number table 202a in the first embodiment is divided into two types for each setting value: one for a low probability state that is used when the game state is a low probability state of a special pattern, and one for a high probability state that is used when the game state is a high probability state of a special pattern that has a higher probability of winning a jackpot than a low probability state of a special pattern.
[0242] For each set value, the number of jackpot random number values included in the low probability state and the high probability state are set differently. Also, the system is configured so that the increase in the number of jackpot random number values required to transition from the low probability state to the high probability state is compensated for by the number of loss random number values corresponding to losses. In other words, when the number of jackpot random number values is increased to transition from the low probability state to the high probability state, the number of loss random number values is reduced, and the reduced amount is assigned as the number of jackpot random number values. In this way, by varying the number of jackpot random number values depending on the game state, the probability of a jackpot is changed between the low probability state and the high probability state.
[0243] In this way, the pachinko machine 10 of the first embodiment is configured so that the increase in the number of jackpot random number values when the first special symbol and the second special symbol change from a low probability state to a high probability state is compensated for by the number of losing random number values for all settings. That is, the increase in the number of jackpot random number values due to a setting change and the increase in the number of jackpot random number values due to a change from a low probability state to a high probability state for each setting are compensated for by reducing the number of losing random number values and allocating the decrease to the jackpot random number value. By configuring in this way, it is possible to calculate the payout rate for each setting by considering only the increase in the number of jackpot random number values, thereby reducing the amount of work required to design game specifications.
[0244] Furthermore, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random numbers resulting from a setting change is compensated for by the most frequent random number combination (i.e., a losing random number combination) other than the jackpot random number combination that is obtained when the player is most likely to stay in play, among the jackpot random number counters C1. This configuration makes it difficult to determine the setting from the number of times a losing combination, which is the most frequent combination in the variable presentation of the first special symbol, appears, for example, in the "normal game state" where the stay rate is high. Therefore, the setting determination factor for the player is limited to the occurrence rate of jackpots, which have a lower probability of appearing than losing combinations, making it difficult to detect the setting of the pachinko machine 10. As a result, even with a low setting (i.e., setting value 1, etc.), the player can continue playing without being able to detect the setting, thereby promoting the operation of the pachinko machine 10.
[0245] 18, in the jackpot random number table 202a of the first embodiment, when the set value is "1," the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in a low probability state in the jackpot random number table 202a is 32, and the values "0 to 31" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in a low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a set value of "1" is set to be 32 / 10000 = 0.32 / 100 (i.e., 0.32%).
[0246] On the other hand, when the set value is "1," the number of random number values (jackpot random number values) that result in a jackpot in a high probability state in the jackpot random number table 202a is 300, and the values "0 to 299" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in the high probability state (i.e., "variable probability state") of each special symbol with the set value "1" is 300 / 10000 = 3.00 / 100 (i.e., 3.00%), and the high probability state of the special symbol is set to make it about 10 times easier to win a jackpot than the low probability state.
[0247] Therefore, when the set value is "1", the number of random number values (missing random number values) that will result in a loss in a low probability state in the jackpot random number table 202a is the remaining 9968 values other than the jackpot random number value, and these values are specified (set) as "32 to 9999" in the jackpot random number table 202a. Also, the number of random number values (missing random number values) that will result in a loss in a high probability state is the remaining 9700 values other than the jackpot random number value, and these values are specified (set) as "300 to 9999" in the jackpot random number table 202a. In other words, the probability of losing in the low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a setting value of "1" is set to 9968 / 10000 = 99.68 / 100 (i.e., 99.68%), and the probability of losing in the high probability state (i.e., "probability-varying state") of each special symbol is set to 9700 / 10000 = 97.00 / 100 (i.e., 97.00%).
[0248] That is, at the setting value "1," the increase in the number of jackpot random numbers in the high probability state of each special symbol is compensated for by reducing the number of losing random numbers in the "normal game state," which has the highest stay rate during play, while the number of jackpot random numbers that increases from the low probability state to the high probability state is configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 9968 or less).
[0249] Next, when the set value is "2", the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in a low probability state in the jackpot random number table 202a is 34, and the values "0 to 33" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in a low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a set value of "2" is set to be 34 / 10000 = 0.34 / 100 (i.e., 0.34%).
[0250] On the other hand, when the set value is "2," the number of random number values (jackpot random number values) that result in a jackpot in a high probability state in the jackpot random number table 202a is 302, and the values "0 to 301" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in the high probability state (i.e., "variable probability state") of each special symbol with the set value "2" is 302 / 10000 = 3.02 / 100 (i.e., 3.02%), and the high probability state of the special symbol is set so that it is about 10 times easier to win a jackpot than the low probability state.
[0251] Therefore, when the set value is "2", the number of random number values (missing random number values) that will result in a loss in a low probability state in the jackpot random number table 202a is the remaining 9966 values other than the jackpot random number value, and these values are specified (set) as "34 to 9999" in the jackpot random number table 202a. Also, the number of random number values (missing random number values) that will result in a loss in a high probability state is the remaining 9698 values other than the jackpot random number value, and these values are specified (set) as "303 to 9999" in the jackpot random number table 202a. In other words, the probability of missing in the low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with setting value "2" is set to 9966 / 10000 = 99.66 / 100 (i.e., 99.66%), and the probability of missing in the high probability state (i.e., "latent probability fluctuating state" or "probability fluctuating state") of each special symbol is set to 9698 / 10000 = 96.98 / 100 (i.e., 96.98%).
[0252] In other words, at the setting value of "2", the increase in the number of jackpot random numbers in the high probability state of each special symbol is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest stay rate during play, while the increase from the low probability state to the high probability state and the increase in the number of jackpot random numbers due to the change in setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 9966 or less).
[0253] Therefore, the setting value "2" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the setting value "1" (low probability state: 0.32% → 0.34%, high probability state: 3.00% → 3.02%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "1".
[0254] Next, when the set value is "3", the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in a low probability state in the jackpot random number table 202a is 36, and the values "0 to 35" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in a low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a set value of "3" is set to be 36 / 10000 = 0.36 / 100 (i.e., 0.36%).
[0255] On the other hand, when the set value is "3," the number of random number values (jackpot random number values) that result in a jackpot in a high probability state in the jackpot random number table 202a is 304, and the values "0 to 303" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in the high probability state (i.e., "variable probability state") of each special symbol with the set value "3" is 304 / 10000 = 3.04 / 100 (i.e., 3.04%), and the high probability state of the special symbol is set so that it is about 10 times easier to win a jackpot than the low probability state.
[0256] Therefore, when the set value is "3", the number of random number values (missing random number values) that will result in a loss in a low probability state in the jackpot random number table 202a is the remaining 9964 values other than the jackpot random number value, and these values are specified (set) as "35 to 9999" in the jackpot random number table 202a. Also, the number of random number values (missing random number values) that will result in a loss in a high probability state is the remaining 9696 values other than the jackpot random number value, and these values are specified (set) as "304 to 9999" in the jackpot random number table 202a. In other words, the probability of losing in the low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a setting value of "3" is set to 9964 / 10000 = 99.64 / 100 (i.e., 99.64%), and the probability of losing in the high probability state (i.e., "probability-varying state") of each special symbol is set to 9696 / 10000 = 96.96 / 100 (i.e., 96.96%).
[0257] In other words, at the setting value "3", the increase in the number of jackpot random numbers in the high probability state of each special symbol is compensated for by reducing the number of losing random numbers in the "normal game state" which has the highest stay rate during play, while the increase from the low probability state to the high probability state and the increase in the number of jackpot random numbers due to the change in setting value are configured to be within the range of the number of losing random numbers in the "normal game state" (i.e., 9964 or less).
[0258] Therefore, the setting value "3" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the setting value "2" (low probability state: 0.34% → 0.36%, high probability state: 3.02% → 3.04%), and it can be said that this setting makes it easier for a jackpot game to occur than the setting value "2".
[0259] As described above, the jackpot random number table 202a is configured so that the increase in the number of jackpot random numbers in the "probability variable state" is compensated for by the number of losing random numbers in the "normal game state" or the "time shortened state", while being within the range of the number of losing random numbers in the "normal game state" or the "time shortened state". By configuring it in this way, it becomes possible to calculate the payout rate for each setting value by considering only the increase in the jackpot random number value, and it is possible to suppress an increase in the number of steps when designing the game specifications.
[0260] Here, the game mode in each game state in the pachinko machine 10 of the first embodiment, and the transition conditions and transition destinations of the game state in each game state will be explained with reference to Fig. 19. Fig. 19 is a list explaining the transition trigger to the game state, the jackpot probability of a special symbol, the winning probability of a normal symbol, the recommended ball launch mode, the main winning destination, the variation time of the first special symbol, the variation time of the second special symbol, and whether or not right-hitting is possible in each game state.
[0261] As shown in Figure 19, the trigger for transitioning to the "normal game state" is the initial state at the time of factory shipment and the initial state when the RAM is cleared, or when the dynamic display of special symbols in the "time-shortened state" is executed 200 times (the so-called end of electric support; see Figure 20).
[0262] In this "normal gaming state," as described above, the probability of a jackpot for special symbols is low, and the probability of a hit for normal symbols is also low. Furthermore, in the "normal gaming state," left-handed play is encouraged, and balls shot in left-handed play may primarily enter the first starting slot 64. The time period during which the dynamic display of the first special symbol "1" changes is within a range of "5 to 190 seconds," and the time period during which the dynamic display of the second special symbol "1" changes is within a range of "5 to 190 seconds" (see Figures 21 to 24, described below). When a right-handed play is performed in the "normal gaming state," the firing mode is detected by the through gate 67, etc., and a right-handed play prohibition notification is issued by the audio output device 226 (see Figure 7), etc., based on the detection, to suppress the firing of balls in right-handed play.
[0263] Next, the trigger for transition to the "probability variable state" is the winning of the jackpot type "probability variable A" (see Figure 20).
[0264] In the "probability changing state," as described above, the jackpot probability for special symbols is high, and the winning probability for normal symbols is also high. Furthermore, in the "probability changing state," right-hand play is encouraged, and a ball shot in the right-hand play may win in the second starting hole 71, in which the winning assist function is activated. The time period for the dynamic display of the first special symbol "1" varies within a range of "3 to 120 seconds," and the time period for the dynamic display of the second special symbol "1" varies within a range of "3 to 120 seconds" (see Figures 21 to 24, described later). In the "probability changing state," right-hand play is encouraged, and the right-hand hit prohibition notification is not issued even if the ball passes through the through gate 67.
[0265] Next, the trigger for transitioning to the "time-shortened state" is winning the jackpot type "time-shortened A" (see Figure 20).
[0266] In this "time-shortened state," as described above, the probability of winning a special symbol is low, while the probability of winning a normal symbol is high. Furthermore, in the "time-shortened state," right-hand play is encouraged, as in the "probability-varying state," and a ball shot by right-hand play may win in the second starting hole 71, in which the winning assistance function is activated. The time for the dynamic display of the second special symbol "1" varies within a range of "3 to 10 seconds," and the time for the dynamic display of the first special symbol "1" varies within a range of "3 to 10 seconds" (see Figures 21 to 24, described later). In the "time-shortened state," right-hand play is encouraged, and the right-hand play prohibition notification is not executed.
[0267] Returning to Fig. 17, the explanation will be continued. The jackpot type counter C2 determines the type of jackpot when a jackpot occurs, and is configured to be incremented by one within a predetermined range (for example, "0 to 99") and return to "0" after reaching a maximum value (for example, "99" in the case of a counter that can take values "0 to 99"). The value of the jackpot type counter C2 is updated, for example, periodically (once for each timer interrupt process (see Fig. 30) in the first embodiment).
[0268] Then, at the timing when the ball enters the first starting port 64, it is stored in the jackpot type counter storage area 203d2 of the first reserved area, which is the same as the first reserved area where the jackpot random number counter C1 is stored, among the first reserved areas 1 to 4 of the first reserved ball storage area 203d of the RAM 203 provided corresponding to the first starting port 64. Also, at the timing when the ball enters the second starting port 71, it is stored in the jackpot type counter storage area 203e2 of the second reserved area, which is the same as the second reserved area where the jackpot random number counter C1 is stored, among the second reserved areas 1 to 4 of the second reserved ball storage area 203e of the RAM 203 provided corresponding to the second starting port 71.
[0269] Here, for example, if the value of the jackpot random number counter C1 stored in one holding area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is not a random number that results in a jackpot (jackpot random number value), that is, if it is a random number that results in a loss (loss random number value), the variation pattern in the variation presentation and the type of stop pattern (hereinafter referred to as the "stop type") will be those for a loss. On the other hand, if the value of the jackpot random number counter C1 stored in one holding area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is a random number that results in a jackpot (jackpot random number value), the variation pattern in the variation presentation and the stop type will be those for a jackpot. In this case, the variation pattern and stop type for that jackpot are determined according to the jackpot type indicated by the value of the jackpot type counter C2 stored in the same holding area.
[0270] As described above, the value of the jackpot type counter C2 in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the jackpot type is determined based on the jackpot type counter C2 and the jackpot type table 202b stored in ROM 202.
[0271] Here, the jackpot type table 202b corresponding to each special symbol will be described with reference to Fig. 20. Fig. 20 is a diagram showing an example of the jackpot type table 202b corresponding to the first special symbol and the second special symbol stored in the ROM 202.
[0272] As shown in FIG. 20, the big win type table 202b is provided in common for the first special symbol and the second special symbol, and is a table in which the value of the big win type counter C2 is associated.
[0273] In the pachinko machine 10 of the first embodiment, there are provided two types of jackpots: a "probability variable A" jackpot type corresponding to a "probability variable state (so-called loop type)" in which, after a jackpot with a maximum of 10 rounds, the jackpot probability of a special symbol and the hit probability of a normal symbol are both high until the next jackpot with a special symbol occurs; and a "time-shortened A" jackpot type corresponding to a "time-shortened state" in which, after a jackpot with a maximum of 5 rounds, the jackpot probability of a special symbol is low, but the hit probability of a normal symbol is high until the dynamic display of the special symbol is executed 200 times.
[0274] In the jackpot type table 202b, each jackpot type is associated with a possible value of the jackpot type counter C2 that determines the jackpot type.
[0275] In the example of the jackpot type table 202b shown in Figure 20, when a jackpot with the first or second special symbol occurs in the "normal game state," "probability variable state," or "time shortened state," the jackpot type "probability variable A" is associated with the value of the jackpot type counter C2 "0 to 64," and the jackpot type "probability variable A" is associated with the value of the jackpot type counter C2 "65 to 99."
[0276] Therefore, in the lottery for determining whether the first special pattern or the second special pattern will be won or lost in all game states, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1, 203e1 of the first holding area of either the first holding ball storage area 203d or the second holding ball storage area 203e is a value that results in a jackpot, then the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2, 203e2 of the same first holding area can be selected (temporarily. For the time being. The same applies below) from the jackpot type table 202b, and for example, if the value of the jackpot type counter C2 is "7", then the jackpot type "probable change A" can be selected, and if the value of the jackpot type counter C2 is "95", then the jackpot type "time-saving A" can be selected.
[0277] Therefore, if you win a jackpot with the dynamic display of the first or second special pattern, the probability of winning is 65% for the jackpot type "Probable A" and 35% for the jackpot type "Time-saving A."
[0278] Returning to Fig. 17, the description of the various counters continues. The stop pattern selection counter C3 is configured to increment by "1" in sequence within a range of "0 to 99", for example, and return to "0" after reaching the maximum value (i.e., "99").
[0279] In the first embodiment, the general presentation mode of the variable presentation at the time of a jackpot and a miss, which is displayed on the third symbol display device 81, is selected by the number of reserved variable presentations and the value of the stop pattern selection counter C3. In addition, in the pachinko machine 10 of the first embodiment, a long pattern (hereinafter sometimes referred to as "long") in which a relatively long variable time is likely to be selected for each presentation mode, a middle pattern (hereinafter sometimes referred to as "middle") in which a variable time shorter than that of the long pattern is likely to be selected, and a short pattern (hereinafter sometimes referred to as "short") in which a variable time shorter than that of the middle pattern is likely to be selected are prepared.
[0280] Specifically, one of six presentation modes can be selected: a "non-reach (long)" presentation mode in which no "reach display" occurs; a "non-reach (middle)" or "non-reach (short)" presentation mode; a "normal reach" presentation mode in which only the variable elements of a "normal reach" are executed as a "reach display"; a "super reach" presentation mode in which the variable elements of the "normal reach" are developed to execute the variable elements of a "super reach"; and a "special reach" presentation mode in which the variable elements of a "special reach" are developed to execute the variable elements of a "normal reach".
[0281] Here, each presentation mode will be explained in detail. Among the presentation modes, the "non-reach (long)" presentation mode, the "non-reach (middle)" presentation mode, and the "non-reach (short)" presentation mode (hereinafter, the "non-reach (long)" presentation mode, the "non-reach (middle)" presentation mode, and the "non-reach (short)" presentation mode may be collectively referred to as "non-reach" presentation modes) are presentation modes in which, after a "high-speed variation" variable element that shuffles each of the pattern sequences Z1 to Z3 at high speed is performed in the third pattern display device 81 in which the three pattern sequences Z1 to Z3 vary as a variation effect of the special pattern, the same third pattern does not stop in the two pattern sequences Z1 and Z3 that stop first, and a "reach display" does not occur.
[0282] The variable element of "high-speed variation" refers to, for example, a variable element in which the third symbols displayed in each of the symbol rows Z1 to Z3 (see FIG. 5) are scrolled vertically downward on the display screen at high speed in the third symbol variation effect performed on the third symbol display device 81. In this "high-speed variation," the third symbol is varied so that the player cannot clearly recognize the display content of the third symbol, and an effect is executed in which the stop results of the previously stopped and displayed variation effect are randomly mixed (shuffled).
[0283] In the pachinko machine 10 of the first embodiment, after the "high-speed fluctuation" variable element is performed, the "low-speed fluctuation" variable element is performed except for a specific presentation mode ("non-reach (short)" presentation mode).
[0284] The "slow-speed fluctuation" variable element refers to a variable element that scrolls the third symbol slowly at a speed visible to the player after the "fast-speed fluctuation" variable element in the third symbol fluctuation presentation performed by the third symbol display device 81. In this "slow-speed fluctuation" variable element, each symbol sequence Z1 to Z3 (see FIG. 5) is displayed in a stopped state in order while the player is allowed to recognize the displayed content of the third symbol. If the same third symbol stops in the two symbol sequences that are displayed first (for example, the left symbol sequence Z1 and the right symbol sequence Z3), a "reach display" occurs, and the variable element develops into a "normal reach" variable element. On the other hand, if different third symbols stop in the two symbol sequences that are displayed first, Z1 and Z3, the remaining symbol sequence Z2 is displayed in a stopped state, and the variable presentation ends. Details of the "fast-speed fluctuation" variable element and each variable element, including the "slow-speed fluctuation" variable element, will be described later.
[0285] Therefore, in the "non-reach (long)" presentation mode and the "non-reach (middle)" presentation mode, the variable element of "high-speed fluctuation" is performed after the variable element of "low-speed fluctuation", and each of the symbol rows Z1 to Z3 stops in order, and different third symbols stop on the two symbol rows Z1 and Z3 that stop first, and the remaining one symbol row Z2 stops, and the variable presentation of 1 ends. On the other hand, in the "non-reach (short)" presentation mode, the variable element of "slow-speed fluctuation" is not performed after the "high-speed fluctuation" is performed, and after the variable element of "high-speed fluctuation" ends, each of the symbol rows Z1 to Z3 stops simultaneously, and different third symbols stop on the two symbol rows Z1 and Z3 (for example, the two symbol rows that stop first in the "non-reach (long)" presentation mode), and the other symbol rows Z2 also stop, and the variable presentation of 1 ends.
[0286] Among the presentation modes, the "normal reach" presentation mode is one of the presentation modes of the "reach display" in which, in the third pattern variation presentation in the third pattern display device 81, the variable elements of the "normal reach" are executed immediately after the same third pattern stops in the two pattern rows Z1 and Z3 that are displayed first, and the display does not develop into other "reach displays", i.e., the variable elements of the "super reach" or the variable elements of the "special reach".
[0287] Among the presentation modes, the "Super Reach" presentation mode is one of the presentation modes of the "Reach Display" in which the variable elements of the "Normal Reach" are developed and the variable elements of the "Super Reach" are executed.
[0288] Among the presentation modes, the "special reach" presentation mode is one of the presentation modes of the "reach display" in which the variable elements of the "normal reach" are developed and the variable elements of the "special reach" are executed.
[0289] The value of the stop pattern selection counter C3 is updated, for example, periodically (in the first embodiment, once for each timer interrupt process (see FIG. 30)). Then, at the timing when the ball enters the first start port 64, it is stored in the stop pattern selection counter storage area 203d3 of the first reserved area in which the jackpot random number counter C1 is stored, among the first reserved areas 1 to 4 provided in the first reserved ball storage area 203d corresponding to the first start port 64. Also, at the timing when the ball enters the second start port 71, it is stored in the stop pattern selection counter storage area 203e3 of the second reserved area in which the jackpot random number counter C1 is stored, among the second reserved areas 1 to 4 provided in the second reserved ball storage area 203e corresponding to the second start port 71.
[0290] In the pachinko machine 10 of the first embodiment, the stop pattern table 202d that refers to the value of the stop pattern selection counter C3 is configured to differ depending on whether the variable effect is a success or failure, the current game state, and the number of variable effects (number of reserved balls) of both special symbols currently on hold. That is, a plurality of types of stop pattern tables 202d are provided, and the table is configured to be selected depending on the number of variable effects (number of reserved balls) of both special symbols on hold, etc.
[0291] In the first embodiment, when determining the detailed variation pattern of the variation effect, first, based on the reserved number table 202c provided in the ROM 202, one of the stop pattern tables 202d corresponding to the success or failure of the variation effect, the current game state, and the current number of variation effects (number of reserved balls) is selected. Then, based on the selected stop pattern table 202d and the value of the stop pattern selection counter C3, a presentation mode that is a rough mode of the variation effect is selected. After that, based on the selected presentation mode and the value of the variation type counter CS1 described later, a detailed variation pattern (variation time) of the variation effect is determined.
[0292] The multiple stop pattern tables 202d are set so that the range of the random number value of the stop pattern selection counter C3, which selects the presentation mode, differs for each stop pattern table 202d. The reason why multiple stop pattern tables 202d are prepared is to change the selection ratio of the presentation mode of the variable presentation depending on whether the variable presentation is a hit or miss, the game state, and the number of reserved balls. That is, the selection ratio of the presentation mode is changed depending on (1) whether a jackpot occurs in the variable presentation of the acquired third symbol, (2) whether the current game state of the pachinko machine 10 is the "probability variable state," "time shortened state," or "normal game state," and (3) how many reserved balls there are for the reserved variable presentation.
[0293] The first reason for this is to change the expectation of a jackpot for each presentation mode. That is, by configuring the selection ratio of the stop patterns, i.e., the "non-reach" presentation mode, the "normal reach" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode, to be different between when the jackpot lottery is won and when the jackpot lottery is lost, the expectation of a jackpot is changed for each presentation mode. Specifically, for example, when the jackpot lottery is won, the "super reach" presentation mode or the "special reach" presentation mode is easily selected, and when the jackpot lottery is not won, the "non-reach" presentation mode or the "normal reach" presentation mode is easily selected.
[0294] By configuring it in this way, the "Super Reach" presentation mode and the "Special Reach" presentation mode can be made to be presentations that make it easier to win a jackpot, and the "Normal Reach" presentation mode and the "Non-Reach" presentation mode can be made to be presentations that make it harder to win a jackpot or that do not result in a jackpot, making it possible to differentiate the likelihood of winning a jackpot for each presentation mode. Therefore, when a presentation that makes it easier to win a jackpot appears in the variable presentation, it is suggested to the player that there is a high possibility of a jackpot occurring while that presentation that makes it easier to win is being performed, thereby increasing the player's interest in the game.
[0295] Specifically, in the pachinko machine 10 of the first embodiment, when the acquired lottery result is a jackpot, a presentation mode (stop pattern) that is the general content of the variable presentation is selected based on the stop pattern table 202d that makes it easy to select a presentation that is likely to result in a jackpot and that makes it difficult to select a presentation that is unlikely to result in a jackpot. On the other hand, when the acquired lottery result is a loss, a presentation mode (stop pattern) of the variable presentation is selected based on the stop pattern table 202d that makes it difficult to select a presentation that is likely to result in a jackpot and that makes it easy to select a presentation that is unlikely to result in a jackpot. As a result, when the lottery result of the third symbol is notified to the player in the variable presentation, if a presentation that is likely to result in a jackpot is being executed, a jackpot is more likely to occur in that variable presentation, and if a presentation that is unlikely to result in a jackpot is being executed, a jackpot is more likely to occur in that variable presentation. By providing a difference in the expected value of a jackpot for each presentation mode (stop pattern), it is possible to increase the interest in the game during the execution of the variable presentation.
[0296] The second reason is to minimize wasted balls (so-called overflow winnings resulting in no special pattern being drawn) that result from a ball entering the first starting hole 64 when the number of waiting times for the first special pattern variable effect has reached its upper limit, or a ball entering the second starting hole 71 when the number of waiting times for the second special pattern variable effect has reached its upper limit.
[0297] Specifically, the number of waiting times for the first special symbol and second special symbol variation effects is limited to a maximum of four times each, and the variation effects are executed for at least a certain period of time. Therefore, in game states in which balls are likely to land in the second start slot 71 in the "probability variation state" and "time-shortened state," the maximum number of reserved balls for the second special symbol is likely to be reached. In these game states, if a variation effect with a long variation time is selected, balls will frequently land in the second start slot 71 when the maximum number of reserved balls for the second special symbol has been reached, and even if a ball does land in the second start slot 71, the lottery opportunity for the second special symbol cannot be obtained. Also, even in the "normal game state," if a variation effect with a long variation time is selected when the maximum number of reserved balls for the first special symbol has been reached, the reserved balls for the first special symbol are not consumed during the execution of the variation effect, and therefore, even if a ball lands in the first start slot 64 during that time, the lottery opportunity for the first special symbol cannot be obtained. In this state, the player will judge that he or she will not gain any gaming value by putting the ball into the first starting hole 64, and will stop shooting balls and suspend play until the variable performance is exhausted and the player can acquire the reserved balls again. If the game is suspended, the operating rate of the pachinko machine 10 will decrease, which will have an impact on the business of the gaming parlor.
[0298] Therefore, the pachinko machine 10 of the first embodiment is configured to select the presentation mode of the variable presentation based on the stop pattern table 202d, which is likely to select a short variation time, in a game state in which the maximum number of reserved balls for the third symbol (first special symbol or second special symbol) is likely to be reached, or in a number of reserved balls close to (or equal to) the maximum number of reserved balls. This makes it possible to suppress balls from entering the first start hole 64 or the second start hole 71 when the maximum number of reserved balls for the third symbol (first special symbol or second special symbol) has been reached.
[0299] A third reason is that by setting a longer execution time and delaying the end of the variable effect, the variable effect can be maintained for a longer period of time. Specifically, when the number of balls reserved for the variable effect is low (none), the next variable effect cannot be initiated unless a new ball is placed into either the first start slot 64 or the second start slot 71 within the variable effect time of the currently executing variable effect. Therefore, a demo screen or the like must be displayed on the third symbol display device 81. If a player launches a ball and plays a game but no variable effect is performed on the third symbol display device 81, the player loses interest in the jackpot lottery he or she is looking for, and loses interest in the game. Furthermore, if the variable effect is not performed on the third symbol display device 81, the player may perceive the pachinko machine 10 as one in which it is difficult for a ball to be placed into the first start slot 64 or the second start slot 71, conclude that the machine is difficult to obtain game value from, and stop playing the pachinko machine 10.
[0300] Therefore, in the pachinko machine 10 of the first embodiment, when the number of reserved balls for the variable performance is small, the variable performance mode is selected based on the stop pattern table 202d, which is likely to select a long variable time. This makes it difficult for a situation to occur in which the variable performance is not being performed in the third pattern display device 81, and makes it possible to maintain the variable performance execution state in the third pattern display device 81 for a long time.
[0301] In the "probability varying state" or "time shortening state," left-handed play is not encouraged as a game specification, but even if the player plays this non-recommended game (i.e., left-handed play), the game value that the player can obtain is set lower than if the player plays the encouraged game (i.e., right-handed play). For this reason, since this is not a game mode that is disadvantageous to the gaming hall, no special penalty is set.
[0302] Here, details of the reserved number table 202c will be described with reference to Fig. 21. Fig. 21 is a diagram schematically showing the reserved number table 202c corresponding to the first special symbol and the second special symbol.
[0303] As described above, in the pachinko machine 10 of the first embodiment, when a first special symbol or a second special symbol is displayed as a variable effect based on a ball entering the first start hole 64 or the second start hole 71, the reserved number table 202c is referenced based on the success or failure of the variable effect, the game state at that time, and the total reserved number of the first special symbol or the second special symbol variable effect at that time, and one of the stop pattern tables 202d1 to 202d2 is selected. Then, a rough presentation mode of the variable effect is determined based on one of the selected stop pattern tables 202d1 to 202d2 and the value of the stop pattern selection counter C3.
[0304] Specifically, as shown in reserved number table 202c in FIG. 21, when a miss is detected in the "normal gaming state" and the number of reserved balls for the first special pattern or the second special pattern is "1 to 3," table A 202d1 (see FIG. 22(a)) of stop pattern table 202d is selected. Also, when a miss is detected in the "normal gaming state" and the number of reserved balls for the first special pattern or the second special pattern is "4," table B 202d2 (see FIG. 22(b)) of stop pattern table 202d is selected. On the other hand, when a jackpot is detected in the "normal gaming state," table C 202d3 (see FIG. 22(c)) of stop pattern table 202d is selected regardless of the number of reserved balls.
[0305] Next, when a miss is extracted in the "probability changing state" or "time shortening state" and the number of reserved balls for the first special pattern or the second special pattern is "1", D table 202d4 (see FIG. 23(a)) of stop pattern table 202d is selected. Also, when a miss is extracted in the "probability changing state" or "time shortening state" and the number of reserved balls for the first special pattern or the second special pattern is "2 to 4", E table 202d5 (see FIG. 23(b)) of stop pattern table 202d is selected. On the other hand, when a jackpot is extracted in the "probability changing state" or the "time shortening state", F table 202d6 (see FIG. 23(c)) of stop pattern table 202d is selected regardless of the number of reserved balls.
[0306] That is, in the "normal gaming state," if the dynamic display of the first special symbol or the second special symbol does not result in a jackpot (i.e., a miss), table A 202d1 or table B 202d2 of the stop pattern table 202d is selected based on the number of reserved balls for the first special symbol or the second special symbol at that time. On the other hand, in the "normal gaming state," if the dynamic display of the first special symbol or the second special symbol results in a jackpot, table C 202d3 of the stop pattern table 202d is selected regardless of the number of reserved balls at that time.
[0307] Furthermore, in the "probability changing state" or "time shortening state", if the dynamic display of the first special symbol or the second special symbol does not result in a jackpot (i.e., a miss), D table 202d4 or E table 202d5 of stop pattern table 202d is selected based on the number of reserved balls for the first special symbol or the second special symbol at that time. On the other hand, in the "probability changing state" or "time shortening state", if the dynamic display of the first special symbol or the second special symbol results in a jackpot, F table 202d6 of stop pattern table 202d is selected regardless of the number of reserved balls at that time.
[0308] In addition, when a jackpot is won in the "normal game state," "probability variable state," or "time shortened state," the stop pattern table 202d may be configured to differ depending on the number of reserved balls. For example, when a jackpot is won and the number of reserved balls is large, the stop pattern table 202d that is likely to select a relatively short variation pattern may be configured to be selected.
[0309] In this case, for example, in each presentation mode in which a "reach display" is executed, a presentation mode is selected in which only the time period for the "high-speed fluctuation" variable element is changed from 10 seconds to only 5 seconds. By configuring in this way, for example, when a variable effect is started with the maximum number of reserved balls of the first special pattern being 4, even if the "high-speed fluctuation" variable element is executed for 5 seconds, a "reach display" may occur in the variable effect at the time when the 5-second "high-speed fluctuation" variable element ends (the time when it is recognized as a 5-second "high-speed fluctuation" variable element). Therefore, even if a 5-second "high-speed fluctuation" variable element is executed, by configuring the system to execute a presentation mode in which a "reach display" other than the "non-reach (short)" presentation mode, it is possible to make it unclear at the time when the 5-second "high-speed fluctuation" variable element is executed whether the variable effect will result in a jackpot or a miss.
[0310] Next, each stop pattern table 202d will be described with reference to Figures 22 and 23. Figure 22(a) is a diagram schematically illustrating an example of an A-table 202d1 of the stop pattern table 202d, Figure 22(b) is a diagram schematically illustrating an example of a B-table 202d2 of the stop pattern table 202d, and Figure 22(c) is a diagram schematically illustrating an example of a C-table 202d3 of the stop pattern table 202d. Furthermore, Figure 23(a) is a diagram schematically illustrating an example of a D-table 202d4 of the stop pattern table 202d, and Figure 23(b) is a diagram schematically illustrating an example of an E-table 202d5 of the stop pattern table 202d. Furthermore, Figure 23(c) is a diagram schematically illustrating an example of an F-table 202d6 of the stop pattern table 202d.
[0311] As shown in Figure 22(a), in table A 202d1 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (long)" presentation mode is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "98" and "99".
[0312] In addition, in table A 202d1, no value is assigned to the "non-reach (middle)" presentation mode and the "non-reach (short)" presentation mode of the stop pattern selection counter C3, and it is set so that neither the "non-reach (middle)" presentation mode nor the "non-reach (short)" presentation mode is selected.
[0313] Next, as shown in Figure 22(b), in table B 202d2 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (middle)" presentation mode is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "98, 99".
[0314] In addition, in table B 202d2, no value is assigned to the "non-reach (long)" presentation mode and the "non-reach (short)" presentation mode of the stop pattern selection counter C3, and it is set so that neither the "non-reach (long)" presentation mode nor the "non-reach (short)" presentation mode is selected.
[0315] That is, in the A table 202d1, the selection rates are set as follows: "non-reach (long)" presentation mode 75%, "normal reach" presentation mode 20%, "super reach" presentation mode 3%, and "special reach" presentation mode 2%. Also, in the B table 202d2, the selection rates are set as follows: "non-reach (middle)" presentation mode 75%, "normal reach" presentation mode 20%, "super reach" presentation mode 3%, and "special reach" presentation mode 2%.
[0316] That is, the A table 202d1 is configured to select the "non-reach (long)" presentation mode, and the B table 202d2 is configured to select the "non-reach (middle)" presentation mode instead of the "non-reach (long)" presentation mode. On the other hand, the A table 202d1 and the B table 202d2 are configured to select each "reach display" at the same rate.
[0317] Therefore, since the A table 202d1 and the B table 202d2 are selected so that only the "non-reach" presentation mode has a different long presentation mode or middle presentation mode, it can be said that the A table 202d1 is likely to have a relatively long variable presentation time compared to the B table 202d2. In other words, it can be said that the B table 202d2 is likely to have a shorter variable presentation time compared to the A table 202d1.
[0318] In this way, in the "normal gaming state" where left-handed play is encouraged, when a losing lottery result is extracted, the system is configured to select the presentation mode of the variable presentation based on the number of reserved balls for the reserved variable presentation. For example, when the number of reserved balls for the variable presentation is large, the "non-reach (middle)" presentation mode, which has a relatively short variable presentation time, is selected. As a result, when the number of reserved balls for the variable presentation is large, the execution time of the variable presentation is shortened and the number of executions of the variable presentation is increased, thereby improving the execution efficiency of the variable presentation.
[0319] Also, for example, when the number of reserved balls for the variable performance is small, a "non-reach (long)" performance mode is selected, which has a longer variable performance time than the "non-reach (middle)" performance mode, in order to ensure the time for the balls to enter the first start port 64 or the second start port 71. This makes it possible to perform the "non-reach (long)" performance mode, which has a longer variable performance time than when the "non-reach (middle)" performance mode is selected, making it easier to ensure the time for the balls to enter the first start port 64, and by increasing the possibility of a new start winning occurring during the execution time of the variable performance in the third pattern display device 81, the situation in which the variable performance is being executed can be maintained.
[0320] In the first embodiment, when selecting the presentation mode for a missing variable presentation, the stop pattern table 202d selected based on the number of balls reserved for the variable presentation is configured to be different, but the same presentation mode is selected when determining the variable presentation based on the time the ball enters the first starting port 64 or the second starting port 71 and when determining the variable presentation based on the start of the variable presentation based on the ball entering the port.
[0321] Specifically, for example, in the case of a missing variable effect, either table A 202d1 or table B 202d2 is selected based on the number of balls reserved for the variable effect, but the values of the stop pattern selection counter C3 assigned to the "non-reach (long)" effect mode or the "non-reach (middle)" effect mode, the "normal reach" effect mode, the "super reach" effect mode, or the "special reach" effect mode are set to be the same on table A 202d1 and table B 202d2.
[0322] In other words, the only difference is whether a "non-reach (long)" presentation mode or a "non-reach (middle)" presentation mode is selected in the "non-reach" presentation mode based on the number of reserved balls in the variable presentation, and the only difference is the time of the variable element of the "high-speed fluctuation," but substantially the same presentation mode is selected. Therefore, the presentation mode selected at the time of the start winning and the presentation mode selected at the start of the fluctuation are substantially the same (same type) presentation modes, even if the game state transitions (for example, the number of reserved balls increases). As a result, even if a pre-reading notice such as a "reserved change notice" is made based on the presentation mode selected at the time of the start winning, the content of the variable presentation executed will be substantially the same (same type), and it is possible to execute a presentation that does not cause any discrepancy with the content of the pre-reading notice in the variable presentation that is the target of the pre-reading notice.
[0323] Next, as shown in Figure 22(c), in C table 202d3 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "0" to "4", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "5" to "39", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "40" to "99".
[0324] It should be noted that the C table 202d3 is the stop pattern table 202d that is selected at the time of a big win, and since the "reach display" always occurs, the "non-reach" presentation mode is not selected.
[0325] Therefore, in the variable presentation when a jackpot is won, the selection rate is set to be highest in the order of "Special Reach" presentation mode > "Super Reach" presentation mode > "Normal Reach" presentation mode, and in the variable presentation when a loss occurs, the selection rate is set to be highest in the order of "Normal Reach" presentation mode > "Super Reach" presentation mode > "Special Reach" presentation mode. Therefore, the probability of a jackpot when each "reach display" appears is configured so that the probability of a jackpot display result appearing increases in the order of "Special Reach" presentation mode > "Super Reach" presentation mode > "Normal Reach" presentation mode. This makes it possible to indicate to the player the degree of expectation of a jackpot depending on the type of presentation mode of the variable presentation, and allows the player to experience the excitement of winning a jackpot depending on the presentation mode of the executed variable presentation.
[0326] Next, as shown in Figure 23(b), in D table 202d4 of stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (middle)" presentation mode is set to "0" to "89", and the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "90" to "99".
[0327] In addition, in D table 202d4, no values are assigned to the "non-reach (long)" presentation mode, the "non-reach (short)" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode in the stop pattern selection counter C3, and it is set so that none of the "non-reach (long)" presentation mode, the "non-reach (short)" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode are selected.
[0328] Next, as shown in Figure 23(b), in the E table 202d5 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (short)" presentation mode is set to "0" to "89", and the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "90" to "99".
[0329] In addition, in E table 202d5, no values are assigned to the "non-reach (long)" presentation mode, "non-reach (middle)" presentation mode, "super reach" presentation mode, and "special reach" presentation mode in the stop pattern selection counter C3, and it is set so that none of the "non-reach (long)" presentation mode, "non-reach (middle)" presentation mode, "super reach" presentation mode, and "special reach" presentation mode are selected.
[0330] That is, in the D table 202d4, the selection ratio is set to 90% for the "non-reach (middle)" presentation mode and 10% for the "normal reach" presentation mode. Also, in the E table 202d5, the selection ratio is set to 90% for the "non-reach (short)" presentation mode and 10% for the "normal reach" presentation mode.
[0331] That is, the D table 202d4 is configured to select the "non-reach (middle)" presentation mode, and the E table 202d5 is configured to select the "non-reach (short)" presentation mode instead of the "non-reach (middle)" presentation mode. On the other hand, the D table 202d4 and the E table 202d5 are configured to select the "normal reach" presentation mode at the same rate.
[0332] Therefore, since D table 202d4 and E table 202d5 are selected so that only the "non-reach" presentation mode has a different middle presentation mode or short presentation mode, it can be said that D table 202d4 is likely to have a relatively longer variable presentation time than E table 202d5. In other words, E table 202d5 is likely to have a shorter variable presentation time than D table 202d4.
[0333] In this way, in the "probability variable state" or "time shortened state" in which right-hand play is encouraged, if a losing lottery result is extracted, the variable effect presentation mode is selected based on the number of reserved balls for the reserved variable effect. For example, if the number of reserved balls for the variable effect is large, a "non-reach (short)" presentation mode with a relatively short variable effect time is selected. As a result, if the number of reserved balls for the variable effect is large, the execution time of the variable effect to be executed is shortened and the number of executions of the variable effect is increased, thereby improving the execution efficiency of the variable effect.
[0334] Also, for example, when the number of reserved balls for the variable performance is small, a "non-reach (middle)" performance mode, which has a longer variable performance time than the "non-reach (short)" performance mode, is selected in order to ensure the time for the ball to enter the second start port 71 (or the first start port 64). This makes it possible to perform the "non-reach (middle)" performance mode, which has a longer variable performance time than when the "non-reach (short)" performance mode is selected, making it easier to ensure the time for the ball to enter the second start port 71 (first start port 64), and by increasing the possibility of a new start winning occurring during the execution time of the variable performance in the third pattern display device 81, the situation in which the variable performance is being executed can be maintained.
[0335] In the first embodiment, when selecting the presentation mode for a missing variable presentation, the stop pattern table 202d selected based on the number of balls reserved for the variable presentation is configured to be different, but the same presentation mode is selected when determining the variable presentation based on the time the ball enters the first starting port 64 or the second starting port 71 and when determining the variable presentation based on the start of the variable presentation based on the ball entering the port.
[0336] Specifically, for example, in the case of a miss variable effect, either D table 202d4 or E table 202d5 is selected based on the number of balls reserved for the variable effect, but the values of the stop pattern selection counter C3 assigned to the "non-reach (middle)" effect mode or the "non-reach (short)" effect mode, or the "normal reach" effect mode are set to be the same in D table 202d4 and E table 202d5.
[0337] In other words, the only difference is whether the "non-reach (middle)" presentation mode or the "non-reach (short)" presentation mode is selected in the "non-reach" presentation mode based on the number of reserved balls in the variable presentation, and the only difference is the time of the variable element of the "high-speed fluctuation," but substantially the same presentation mode is selected. Therefore, the presentation mode selected at the time of the start winning and the presentation mode selected at the start of the fluctuation are substantially the same (same type) presentation modes, even if the game state transitions (for example, the number of reserved balls increases). As a result, even if a pre-reading notice such as a "reserved change notice" is made based on the presentation mode selected at the time of the start winning, the content of the variable presentation executed will be substantially the same (same type), and it is possible to execute a presentation that does not cause any discrepancy with the content of the pre-reading notice in the variable presentation that is the target of the pre-reading notice.
[0338] Next, as shown in Figure 23(c), in the F table 202d6 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "0" to "19", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "20" to "49", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "50" to "99".
[0339] The F table 202d6 is the stop pattern table 202d that is selected at the time of a big win, and since the "reach display" always occurs, the "non-reach" presentation mode is not selected.
[0340] Therefore, as shown in Table C 202d3 and Table F 202d6, the selection rates for the variable effects when a jackpot is won are highest in the order of "Special Reach" presentation mode > "Super Reach" presentation mode > "Normal Reach" presentation mode, and as shown in Table A 202d1, Table B 202d2, Table D 202d4, and Table E 202d5, the selection rates for the variable effects when a loss occurs are highest in the order of "Normal Reach" presentation mode > "Super Reach" presentation mode > "Special Reach" presentation mode. Therefore, the jackpot expectation rate when each "reach display" appears is configured so that the likelihood of a jackpot display result appearing increases in the order of "Special Reach" presentation mode > "Super Reach" presentation mode > "Normal Reach" presentation mode. This allows the player to be informed of the expectation of a jackpot by the presentation mode of the variable effects, and allows the player to experience the excitement of winning a jackpot depending on the presentation mode of the variable effects executed.
[0341] As described above, by determining the presentation mode of the variable effect to be executed based on whether the variable effect is successful, the game status at that time, and the number of balls reserved for the variable effect at that time, it is possible to select a presentation mode that increases the execution efficiency of the variable effect by shortening the execution time of the variable effect based on the situation in which the game is being played and increasing the number of times the variable effect is executed.
[0342] In addition, when the number of reserved balls for the variable effect is large (for example, "4") and a "reach display" is selected, a stop pattern table 202d may be provided in which the "high-speed fluctuation" display element for each "reach display" is shortened. Also, a configuration may be used in which a display mode is selected based on the total number of reserved first and second special symbols. Furthermore, when the number of reserved balls for the variable effect is large, a stop pattern table 202d may be provided in which the "slow fluctuation" display element is omitted for each display mode. Furthermore, a stop pattern table 202d may be provided in which the selection rate for each display mode is completely different depending on the number of reserved balls for the variable effect. However, when the selection rate for each display mode differs depending on the number of reserved balls for the variable effect, the number of reserved balls at the time of determining whether to execute the pre-reading notice, such as a "reserve change notice," may differ from the number of reserved balls at the time the variable effect targeted by the pre-reading notice is executed. In such cases, a process is required to maintain consistency between the content of the pre-reading notice and the content of the variable effect, which makes the process complicated.
[0343] Returning to Figure 17, the explanation will be continued. The fluctuation type counter CS1 is configured to be incremented by "1" in sequence within the range of "0 to 9," for example, and to return to "0" after reaching the maximum value (i.e., "9"). The value of the fluctuation type counter CS1 is updated once each time a timer interrupt process (see Figure 30), which will be described later, is executed, and is also repeatedly updated within the remaining time in the main process (see Figure 29). Then, when a ball enters the first start hole 64, the value of the jackpot type counter C2 at that time is stored in the fluctuation type counter storage area 203d4 of the first reserve area in which the jackpot random number counter C1 is stored, among the first reserve areas 1 to 4 provided in the first reserve ball storage area 203d of the RAM 203 provided corresponding to the first start hole 64. In addition, when the ball enters the second starting port 71, the value of the jackpot type counter C2 at that time is stored in the variable type counter storage area 203e4 of the second holding area in which the jackpot random number counter C1 is stored, among the second holding areas 1 to 4 provided in the second holding ball storage area 203e of the RAM 203 provided corresponding to the second starting port 71.
[0344] This fluctuation type counter CS1 is used to determine the detailed fluctuation time (rough fluctuation pattern) of the fluctuation effect. That is, the MPU 201 of the main control device 110 determines the detailed fluctuation time based on the value of the fluctuation type counter CS1 and the fluctuation pattern table 202e stored in the ROM 202 in the performance mode selected by the stop pattern table 202d and the stop pattern selection counter C3. The voice lamp control device 113 and the display control device 114 determine the reach type and detailed pattern fluctuation mode of the third symbol displayed on the third symbol display device 81 based on the fluctuation time determined by the fluctuation type counter CS1, and also determine whether or not to execute the advance notice performance and the execution mode of the advance notice performance.
[0345] In this way, the MPU 201 of the main control device 110 selects a rough variation pattern of the variation effect and determines only the variation time. By configuring in this way, the MPU 201 of the main control device 110 does not need to perform detailed control such as advance lottery required to execute the variation effect, so the processing of the MPU 201 related to the variation effect can be reduced. In addition, the main control device 110 does not need to prepare commands for all variation patterns of the variation effect, so the ROM capacity of the main control device 110 can be reduced.
[0346] Furthermore, the audio lamp control device 113 and the display control device 114 can increase the degree of freedom in selecting the variable effects by determining a detailed variable effect pattern based on the variable time (rough variable pattern) determined by the main control device 110. Furthermore, in a pachinko machine 10 in which the game state changes from moment to moment, it becomes possible to select or change the content of the variable effects at any time in response to the changes, and an appropriate effect can be executed according to the game state.
[0347] Here, the variation pattern table 202e will be described in detail with reference to Fig. 24. In the present pachinko machine 10, as the variation pattern table 202e, a variation pattern table for loss 202e1 used when the first special symbol or the second special symbol is lost, and a variation pattern table for jackpot 202e2 used when the first special symbol or the second special symbol is won are prepared.
[0348] Figure 24(a) is a diagram showing an example of a loss variation pattern table 202e1 stored in the ROM 202, and Figure 24(b) is a diagram showing an example of a big win variation pattern table 202e2 stored in the ROM 202. As shown in Figure 24, each variation pattern table 202e1, 202e2 is grouped based on the selected presentation mode.
[0349] Specifically, the presentation mode when a miss occurs is divided into "E0: Non-reach long", which is referenced when the "non-reach (long)" presentation mode is determined, "E1: Non-reach middle", which is referenced when the "non-reach (middle)" presentation mode is determined, "E2: Non-reach short", which is referenced when the "non-reach (short)" presentation mode is determined, "E4: Normal reach", which is referenced when the "normal reach" presentation mode is determined, "E5: Super reach", which is referenced when the "super reach" presentation mode is determined, and "E6: Special reach", which is referenced when the "special reach" presentation mode is determined.
[0350] In addition, the presentation modes at the time of a jackpot are divided into "E4: Normal Reach", which is referenced when the "Normal Reach" presentation mode is determined, "E5: Super Reach", which is referenced when the "Super Reach" presentation mode is determined, and "E6: Special Reach", which is referenced when the "Special Reach" presentation mode is determined.
[0351] The values of the fluctuation type counter CS1 are associated with the respective divided groups.
[0352] In the first embodiment, if the value of the jackpot random number counter C1 stored in a reserve area in the first reserved ball storage area 203d corresponding to the first special symbol is not a value that results in a jackpot (jackpot random number value), that is, if it is a value that results in a miss, the reserved number table 202c is referenced to select a stop pattern table 202d based on the game state at that time and the number of reserved balls at that time, and a presentation mode is selected based on the value of the stop pattern selection counter C3 stored in the same reserve area and the stop pattern table 202d. Then, based on the selected presentation mode, a group (groups) to be referenced in the special symbol 1 miss variation pattern table 202e1 is determined. In the group (groups) of the special symbol 1 miss variation pattern table 202e1, the variation pattern (variation time) associated with the value of the variation type counter CS1 stored in the same reserve area is determined as the variation pattern in the variation presentation reserved in that reserve area.
[0353] In the failure fluctuation pattern table 202e1 that is referenced when the first special symbol or the second special symbol fails, one fluctuation pattern (fluctuation time; hereinafter, it is of course possible to replace "fluctuation pattern" with "fluctuation time") is prepared for "E0: Non-reach long": "Fluctuation element of 'high-speed fluctuation (long)' + fluctuation element of 'slow-speed fluctuation'" with a total fluctuation time of '15 seconds'.
[0354] In the example shown in Figure 24(a), the correspondence between the fluctuation pattern in "E0: Non-reach long" and the value of the fluctuation type counter CS1 is "0 to 9" for "Fluctuation element of 'High-speed fluctuation (long)' + fluctuation element of 'Slow-speed fluctuation'", and only "Fluctuation element of 'High-speed fluctuation (long)' + fluctuation element of 'Slow-speed fluctuation'" is set to be selectable.
[0355] That is, when the "non-reach (long)" presentation mode is selected in the loss variation pattern table 202e1 that is referenced when the first special symbol or second special symbol variation presentation is executed, "variation element of "high-speed variation (long)" + variation element of "low-speed variation"" is associated with all values ("0 to 9") that the variation type counter CS1 can take. In other words, in the "non-reach (long)" presentation mode in the variation presentation of the first special symbol or second special symbol, "variation element of "high-speed variation (long)" + variation element of "low-speed variation"" is always selected as the variation pattern.
[0356] Here, we will explain each variable element that makes up a variable pattern. A variable element is a part of one variable performance, and one variable performance is made up of a combination of each variable element. In the pachinko machine 10 of the first embodiment, the variable elements are a "high-speed variable" variable element, a "low-speed variable" variable element, a "normal reach" variable element, a "super reach" variable element, a "special reach" variable element, and a "re-variation" variable element.
[0357] The "high-speed fluctuation" variable element is a variable element that scrolls and fluctuates at a high speed so that the player cannot clearly recognize the content of the third symbol. This "high-speed fluctuation" variable element is performed for "10 seconds" at the beginning of the fluctuation effect when a "non-reach (long)" presentation mode or the like is selected (hereinafter, this may be referred to as "high-speed fluctuation (long)"); when a "non-reach (middle)" presentation mode or the like is selected, this variable element is performed for "5 seconds" at the beginning of the fluctuation effect (hereinafter, this may be referred to as "high-speed fluctuation (middle)"); and when a "non-reach (short)" presentation mode or the like is selected, this variable element is performed for "3 seconds" at the beginning of the fluctuation effect (hereinafter, this may be referred to as "high-speed fluctuation (short)"). Note that when this "high-speed fluctuation" variable element ends, the "low-speed fluctuation" variable element described below is started (executed), or the fluctuation effect ends as it is.
[0358] The "slow fluctuation" variable element is a variable element that starts after the "10-second" "high-speed fluctuation" variable element is executed, and scrolls the third symbol so that it can be seen, showing whether or not a "reach display" will occur. This "slow fluctuation" variable element is not executed when the "non-reach (middle)" presentation mode or the "non-reach (short)" presentation mode is selected, but is executed "5 seconds" after the "high-speed fluctuation" variable element when the "non-reach (long)" presentation mode, "normal reach" presentation mode, "super reach" presentation mode, or "special reach" presentation mode is selected.
[0359] That is, in the "non-reach (middle)" presentation mode or the "non-reach (short)" presentation mode, after the "high-speed fluctuation" variable element is performed, each symbol row of the third symbol display device 81 is configured to stop rapidly (so-called "perfect stop") without going through the "low-speed fluctuation" variable element. Note that when this "low-speed fluctuation" variable element ends, the variable presentation may end as it is.
[0360] Therefore, in the pachinko machine 10 of the first embodiment, the "non-reach (long)" presentation mode is configured with a variation pattern including a "10-second" "high-speed variation" variable element and a "5-second" "low-speed variation" variable element. Also, the "non-reach (middle)" presentation mode is configured with a variation pattern of only a "5-second" "high-speed variation" variable element. Furthermore, the "non-reach (short)" presentation mode is configured with a variation pattern of only a "3-second" "high-speed variation" variable element.
[0361] The "normal reach" variable element is a variable element that indicates whether or not a jackpot will occur depending on the fluctuation results of the remaining symbol rows when the same symbol (hereinafter sometimes referred to as "reach forming symbol") is stopped and displayed in the two symbol rows that stop first in the "slow fluctuation" variable element. This "normal reach" variable element is performed "5 seconds" after the "slow fluctuation" variable element when the "normal reach" presentation mode, etc. is selected.
[0362] In the pachinko machine 10 of the first embodiment, after the variable element of "normal reach" is executed, the following patterns are available: a pattern in which a "miss display" is directly displayed; a pattern in which a "jackpot display" is directly displayed; a pattern in which the variable element develops into a "super reach" variable element; a pattern in which the variable element develops into a "special reach" variable element; and a pattern in which a temporary "miss display" is displayed first and then a "re-variation" variable element is executed.
[0363] The "Super Reach" variable element is developed and executed when the "miss display" in the "Normal Reach" variable element does not stop and the remaining symbol rows continue to change, and a predetermined effect (for example, a "battle effect") is performed on the third symbol display device 81 to show whether or not a jackpot will occur. This "Super Reach" variable element is executed for "40 seconds" after the execution of the "Normal Reach" variable element.
[0364] In the pachinko machine 10 of the first embodiment, after the variable element of "Super Reach" is executed, there are prepared three patterns: a pattern in which a "miss display" is directly displayed, a pattern in which a "jackpot display" is directly displayed, and a pattern in which a temporary "miss display" is displayed first and then a variable element of "re-variation" is executed.
[0365] The "Special Reach" variable element is developed and executed when the "miss display" in the "Normal Reach" variable element does not stop and the remaining symbol rows continue to vary, and is a variable element that shows whether or not a jackpot will occur by performing a special effect (for example, a "race effect") different from the above-mentioned predetermined effect on the third symbol display device 81. This "Special Reach" variable element is performed for "160 seconds" after the execution of the "Normal Reach" variable element.
[0366] In the pachinko machine 10 of the first embodiment, after the variable element of the "special reach" is executed, there are three patterns available: a pattern in which a "miss display" is directly displayed, a pattern in which a "jackpot display" is directly displayed, and a pattern in which a temporary "miss display" is first displayed and then "varies again."
[0367] It is configured so that after the variable element of "normal reach" is executed, it develops into the variable element of "super reach" or the variable element of "special reach", but instead of this configuration, when the reach forming symbol stops after "slow fluctuation", it may be configured so that it develops directly into the variable element of "super reach" or the variable element of "special reach" without going through the variable element of "normal reach". Also, it may be configured so that the variable element of "special reach" is executed after the variable element of "super reach" is executed.
[0368] The "re-variation" variable element is a variable element that develops and executes after a "miss display" appears once in any of the "reach displays," and causes a "jackpot display" to appear. This "re-variation" variable element occurs "10 seconds" after any of the "reach displays."
[0369] In the pachinko machine 10 of the first embodiment, a pattern is prepared in which a "big win display" appears after the execution of the "re-variation" variable element.
[0370] Furthermore, this "re-variation" variable element is configured to occur only when a jackpot game is won. In other words, in the case of a "miss display," the "re-variation" variable element is configured not to be executed. This is because the "re-variation" variable element is a variable element that changes a temporarily stopped "miss display" to one of the "jackpot displays," so if it were to be executed in the case of a "miss display" that has not won a jackpot, a discrepancy in the presentation would occur. Therefore, this "re-variation" variable element is configured to be selected only in the jackpot variation pattern table 202e2 (see FIG. 24(b)), and not in the loss variation pattern table 202e1 (see FIG. 24(a)).
[0371] In addition to the above-mentioned variable elements, a so-called "pseudo consecutive" variable element may be configured to be executed. This "pseudo consecutive" variable element is a variable element in which the start of a variable effect occurs multiple times (one pseudo stop) within one variable effect. Specifically, this variable element is a unit effect in which a "high-speed variable" variable element is started in each of the symbol columns Z1-Z3 of the third symbol display device 81, then switched to a "low-speed variable" variable element, and then the variable effects for all symbol columns Z1-Z3 are terminated and a predetermined stop result (e.g., pseudo consecutive chance eye "677") is displayed. This "pseudo consecutive" variable element is a variable element in which, when the predetermined stop result stops after the "slow-speed variable" variable element, the "high-speed variable" variable element starts again from that stop result, and an effect is executed as if another variable effect had started. In this case, the "pseudo consecutive" variable element is additionally executed without using the player's held ball data or the number of reserved balls.
[0372] Next, in the fluctuation pattern table for misses 202e1, one fluctuation pattern is prepared for "E1: Non-reach / Middle", which is "only fluctuation elements of 'High-speed fluctuation (Medium)'" with a total fluctuation time of "5 seconds".
[0373] In the example shown in Figure 24(a), the correspondence between the fluctuation pattern and the value of the fluctuation type counter CS1 for "E1: Non-reach / Middle" is "0 to 9" for "only fluctuation elements of 'High-speed fluctuation (medium)'", and it is set so that only "only fluctuation elements of 'High-speed fluctuation (medium)'" can be selected.
[0374] That is, when the "non-reach (middle)" presentation mode is selected in the loss variation pattern table 202e1 that is referenced when the first special symbol or second special symbol variation presentation is executed, "only the variation elements of" high-speed variation (middle)"" are associated with all values ("0 to 9") that the variation type counter CS1 can take. In other words, in the "non-reach (middle)" presentation mode in the variation presentation of the first special symbol or second special symbol, "only the variation elements of" high-speed variation (middle)"" are always selected as the variation pattern.
[0375] Next, in the fluctuation pattern table 202e1 for misses, one fluctuation pattern is prepared for "E2: Non-reach / short", which is "only fluctuation elements of 'high-speed fluctuation (short)'" with a total fluctuation time of "3 seconds".
[0376] In the example shown in Figure 24(a), the correspondence between the fluctuation pattern in "E2: Non-reach / short" and the value of the fluctuation type counter CS1 is "0 to 9" for "only fluctuation elements of 'high-speed fluctuation (short)'", and it is set so that only "only fluctuation elements of 'high-speed fluctuation (short)'" can be selected.
[0377] That is, when the "non-reach (short)" presentation mode is selected in the loss variation pattern table 202e1 that is referenced when the first special symbol or second special symbol variation presentation is executed, "only the variation elements of" high-speed variation (short)"" are associated with all values ("0 to 9") that the variation type counter CS1 can take. In other words, in the case of the "non-reach (short)" presentation mode in the variation presentation of the first special symbol or second special symbol, "only the variation elements of" high-speed variation (short)"" are always selected as the variation pattern.
[0378] Next, in the fluctuation pattern table 202e1 for misses, one fluctuation pattern is prepared for "E4: Normal reach": "Fluctuation element of 'High speed fluctuation (long)' + fluctuation element of 'Slow speed fluctuation' + fluctuation element of 'Normal reach'" with a total fluctuation time of "20 seconds".
[0379] In the example shown in Figure 24(a), the correspondence between the fluctuation pattern in "E4: normal reach" and the value of the fluctuation type counter CS1 is "0 to 9" for "variation element of "high-speed fluctuation (long)" + variation element of "slow-speed fluctuation" + variation element of "normal reach", and it is set so that only "variation element of "high-speed fluctuation (long)" + variation element of "slow-speed fluctuation" + variation element of "normal reach"" can be selected.
[0380] That is, when the "normal reach" presentation mode is selected in the loss variation pattern table 202e1 that is referenced when the first special symbol or second special symbol variation presentation is executed, "variation element of "high-speed variation (long)" + variation element of "low-speed variation" + variation element of "normal reach"" are associated with all values ("0 to 9") that the variation type counter CS1 can take. In other words, in the case of the "normal reach" presentation mode in the variation presentation of the first special symbol or second special symbol, "variation element of "high-speed variation (long)" + variation element of "low-speed variation" + variation element of "normal reach"" is always selected as the variation pattern.
[0381] Next, in the fluctuation pattern table 202e1 for misses, one fluctuation pattern is prepared for "E5: Super Reach": "Fluctuation element of 'High speed fluctuation (long)' + fluctuation element of 'Slow speed fluctuation' + fluctuation element of 'Normal reach' + fluctuation element of 'Super reach'" with a total fluctuation time of "60 seconds".
[0382] In the example shown in Figure 24(a), the correspondence between the fluctuation pattern in "E5: Super Reach" and the value of the fluctuation type counter CS1 is "0 to 9" for "Fluctuation element of 'High-speed fluctuation (long)' + fluctuation element of 'Slow-speed fluctuation' + fluctuation element of 'Normal reach' + fluctuation element of 'Super reach'", and it is set so that only "Fluctuation element of 'High-speed fluctuation (long)' + fluctuation element of 'Slow-speed fluctuation' + fluctuation element of 'Normal reach' + fluctuation element of 'Super reach'" can be selected.
[0383] That is, when the "Super Reach" presentation mode is selected in the loss variation pattern table 202e1 that is referenced when the first special symbol or second special symbol variation presentation is executed, "variation element of "high-speed variation (long)" + variation element of "low-speed variation" + variation element of "normal reach" + variation element of "Super Reach"" are associated with all values that the variation type counter CS1 can take ("0 to 9"). In other words, in the case of the "Super Reach" presentation mode in the variation presentation of the first special symbol or second special symbol, "variation element of "high-speed variation (long)" + variation element of "slow-speed variation" + variation element of "normal reach" + variation element of "Super Reach"" are always selected as the variation pattern.
[0384] Next, in the fluctuation pattern table 202e1 for misses, one fluctuation pattern is prepared for "E6: Special Reach": "Fluctuation element of 'High speed fluctuation (long)' + fluctuation element of 'Slow speed fluctuation' + fluctuation element of 'Normal reach' + fluctuation element of 'Special reach'" with a total fluctuation time of "180 seconds".
[0385] In the example shown in Figure 24(a), the correspondence between the fluctuation pattern in "E6: Special Reach" and the value of the fluctuation type counter CS1 is "0 to 9" for "Fluctuation element of 'High-speed fluctuation (long)' + fluctuation element of 'Slow-speed fluctuation' + fluctuation element of 'Normal reach' + fluctuation element of 'Special reach'", and it is set so that only "Fluctuation element of 'High-speed fluctuation (long)' + fluctuation element of 'Slow-speed fluctuation' + fluctuation element of 'Normal reach' + fluctuation element of 'Special reach'" can be selected.
[0386] That is, when the "special reach" presentation mode is selected in the loss variation pattern table 202e1 that is referenced when the first special symbol or second special symbol variation presentation is executed, "variation element of "high-speed variation (long)" + variation element of "low-speed variation" + variation element of "normal reach" + variation element of "special reach"" are associated with all values that the variation type counter CS1 can take ("0 to 9"). In other words, in the case of the "special reach" presentation mode in the variation presentation of the first special symbol or second special symbol, "variation element of "high-speed variation (long)" + variation element of "slow-speed variation" + variation element of "normal reach" + variation element of "special reach"" are always selected as the variation pattern.
[0387] In addition, the variation pattern when the first special symbol or the second special symbol is a miss is determined as the variation pattern by the performance mode as it is, so the variation pattern may be determined without using the variation type counter CS1. Also, although the selection is made using only the variation type counter CS1, multiple variation type counters may be used in combination for selection (selecting whether or not to display a preview, etc.).
[0388] Next, referring to FIG. 24(b), the jackpot fluctuation pattern table 202e2 referenced when a jackpot of the first special symbol or the second special symbol is reached will be described. In the first embodiment, when the value of the jackpot random number counter C1 stored in a reserve area in the first reserved ball storage area 203d corresponding to the first special symbol or the second reserved ball storage area 203e corresponding to the second special symbol is a value that results in a jackpot, the stop pattern table 202d is selected based on the game state at that time, and a presentation mode is selected based on the value of the stop pattern selection counter C3 stored in the same reserve area and the stop pattern table 202d. Then, based on the selected presentation mode, a group (groups) to be referenced in the jackpot fluctuation pattern table 202e2 is determined. In the group (groups) of the jackpot fluctuation pattern table 202e2, the fluctuation pattern (fluctuation time) associated with the value of the fluctuation type counter CS1 stored in the same reserve area is determined as the fluctuation pattern in the variation presentation reserved in that reserve area.
[0389] In the jackpot fluctuation pattern table 202e2, for "E4: normal reach", two fluctuation patterns are available for selection: "Fluctuation element of 'high-speed fluctuation (long)' + fluctuation element of 'slow fluctuation' + fluctuation element of 'normal reach'" with a total fluctuation time of "20 seconds", and "Fluctuation element of 'high-speed fluctuation (long)' + fluctuation element of 'slow fluctuation' + fluctuation element of 'normal reach' + fluctuation element of 're-fluctuation'" with a total fluctuation time of "30 seconds", and the value of the fluctuation type counter CS1 is associated with each fluctuation pattern.
[0390] In the example shown in Figure 24(b), the correspondence between the fluctuation pattern in "E4: normal reach" and the value of the fluctuation type counter CS1 is "0 to 2" for "fluctuation element of "high-speed fluctuation (long)" + fluctuation element of "slow-speed fluctuation" + fluctuation element of "normal reach", and "3 to 9" for "fluctuation element of "high-speed fluctuation (long)" + fluctuation element of "slow-speed fluctuation" + fluctuation element of "normal reach" + fluctuation element of "re-fluctuation".
[0391] That is, when the "normal reach" presentation mode is selected in the jackpot variation pattern table 202e2 that is referenced when the first special pattern or second special pattern variation presentation is executed, the variation pattern of "variation elements of 'high-speed variation (long)' + variation elements of 'slow-speed variation' + variation elements of 'normal reach'" is set to be selected 30%, and the variation pattern of "variation elements of 'high-speed variation (long)' + variation elements of 'slow-speed variation' + variation elements of 'normal reach' + variation elements of 're-variation'" is set to be selected 70% of the time.
[0392] Therefore, in the "normal reach" presentation mode selected when a jackpot is hit on Special Chart 1 or Special Chart 2, the variation pattern of "'High-speed fluctuation (long)' variable element + 'Slow-speed fluctuation' variable element + 'Normal reach' variable element + 'Re-fluctuation' variable element" is likely to be selected (70% of the total). Also, by configuring the variation pattern of "'High-speed fluctuation (long)' variable element + 'Slow-speed fluctuation' variable element + 'Normal reach' variable element" to be selected, it is possible to provide a gameplay in which a jackpot can be expected from any variation pattern.
[0393] Next, in the jackpot fluctuation pattern table 202e2, for "E5: Super Reach", two selectable fluctuation patterns are provided: "Fluctuation elements of 'High-speed fluctuation (long)' + fluctuation elements of 'Slow-speed fluctuation' + fluctuation elements of 'Normal Reach' + fluctuation elements of 'Super Reach'" with a total fluctuation time of "60 seconds", and "Fluctuation elements of 'High-speed fluctuation (long)' + fluctuation elements of 'Slow-speed fluctuation' + fluctuation elements of 'Normal Reach' + fluctuation elements of 'Super Reach' + fluctuation elements of 'Re-fluctuation'" with a total fluctuation time of "70 seconds", and the value of the fluctuation type counter CS1 is associated with each fluctuation pattern.
[0394] In the example shown in Figure 24(b), the correspondence between the fluctuation pattern in "E5: Super Reach" and the value of the fluctuation type counter CS1 is "0 to 3" for "Fluctuation element of "High-speed fluctuation (long)" + fluctuation element of "Slow-speed fluctuation" + fluctuation element of "Normal Reach" + fluctuation element of "Super Reach", and "4 to 9" for "Fluctuation element of "High-speed fluctuation (long)" + fluctuation element of "Slow-speed fluctuation" + fluctuation element of "Normal Reach" + fluctuation element of "Super Reach" + fluctuation element of "Re-fluctuation".
[0395] In other words, when the "Super Reach" presentation mode is selected in the jackpot variation pattern table 202e2 that is referenced when the first special pattern or second special pattern variation presentation is executed, the variation pattern of "variation elements of 'High-speed variation (long)' + variation elements of 'Slow-speed variation' + variation elements of 'Normal Reach' + variation elements of 'Super Reach'" is set to be selected 40%, and the variation pattern of "variation elements of 'High-speed variation (long)' + variation elements of 'Slow-speed variation' + variation elements of 'Normal Reach' + variation elements of 'Super Reach' + variation elements of 'Re-variation'" is set to be selected 60% of the time.
[0396] Therefore, in the "Super Reach" presentation mode selected when a jackpot is hit on Special Chart 1 or Special Chart 2, the variation pattern of "'High-speed fluctuation (long)' variable element + 'Slow-speed fluctuation' variable element + 'Normal Reach' variable element + 'Super Reach' variable element + 'Re-fluctuation' variable element" is likely to be selected (60% of the total). Also, by configuring the variation pattern of "'High-speed fluctuation (long)' variable element + 'Slow-speed fluctuation' variable element + 'Normal Reach' variable element + 'Super Reach' variable element" to be selected, it is possible to provide a gameplay in which a jackpot can be expected from any variation pattern.
[0397] Next, in the jackpot fluctuation pattern table 202e2, for "E6: Special Reach", two selectable fluctuation patterns are provided: "Fluctuation elements of 'High-speed fluctuation (long)' + fluctuation elements of 'Slow-speed fluctuation' + fluctuation elements of 'Normal Reach' + fluctuation elements of 'Special Reach'" with a total fluctuation time of '180 seconds', and "Fluctuation elements of 'High-speed fluctuation (long)' + fluctuation elements of 'Slow-speed fluctuation' + fluctuation elements of 'Normal Reach' + fluctuation elements of 'Special Reach' + fluctuation elements of 'Re-fluctuation'" with a total fluctuation time of '190 seconds', and the value of the fluctuation type counter CS1 is associated with each fluctuation pattern.
[0398] In the example shown in Figure 24(b), the correspondence between the fluctuation pattern in "E6: Special Reach" and the value of the fluctuation type counter CS1 is "0 to 4" for "Fluctuation element of "High-speed fluctuation (long)" + fluctuation element of "Slow-speed fluctuation" + fluctuation element of "Normal Reach" + fluctuation element of "Special Reach", and "5 to 9" for "Fluctuation element of "High-speed fluctuation (long)" + fluctuation element of "Slow-speed fluctuation" + fluctuation element of "Normal Reach" + fluctuation element of "Special Reach" + fluctuation element of "Re-fluctuation".
[0399] In other words, when the "Special Reach" presentation mode is selected in the jackpot variation pattern table 202e2 that is referenced when the first special pattern or second special pattern variation presentation is executed, the variation pattern of "variation elements of 'High-speed variation (long)' + variation elements of 'Slow-speed variation' + variation elements of 'Normal Reach' + variation elements of 'Special Reach'" is set to be selected 50%, and the variation pattern of "variation elements of 'High-speed variation (long)' + variation elements of 'Slow-speed variation' + variation elements of 'Normal Reach' + variation elements of 'Special Reach' + variation elements of 'Re-variation'" is set to be selected 50% of the time.
[0400] Therefore, in the "Special Reach" presentation mode selected when the first or second special symbol hits, the variation pattern of "'High-speed fluctuation (long)' variable element + 'Slow-speed fluctuation' variable element + 'Normal Reach' variable element + 'Special Reach' variable element" and the variation pattern of "'High-speed fluctuation (long)' variable element + 'Slow-speed fluctuation' variable element + 'Normal Reach' variable element + 'Super Reach' variable element + 'Re-fluctuation' variable element" are selected equally (50% each). As a result, it is possible to provide gameplay in which a jackpot can be expected equally in either variation pattern.
[0401] By configuring it in this way, when a jackpot is won, a relatively long variation pattern is likely to be selected, thereby enhancing the content of the variation presentation when a jackpot occurs, and increasing the interest in the game. Also, when a jackpot is not won, that is, when a loss occurs, a relatively short variation pattern such as a "non-reach" presentation mode is likely to be selected, thereby shortening the content of the variation presentation when a loss occurs, and the variation presentation can be consumed efficiently.
[0402] Returning to Figure 17, the explanation continues. The normal map hit counter C4 is configured as a loop counter that is incremented by 1 within the range of "0 to 99", for example, and returns to "0" after reaching the maximum value (i.e., "99"). Also, when the normal map hit counter C4 goes around once, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the normal map hit counter C4.
[0403] In addition, the second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the normal counter C4 (value = "0 to 99"), and is updated once for each timer interrupt processing (see Figure 30) and repeatedly updated within the remaining time of the main processing (see Figure 29).
[0404] The value of the regular map hit counter C4 is updated, for example, periodically (in the first embodiment, once per timer interrupt process (see Figure 30)), and when it is detected that the ball has passed through the through gate 67, it is stored in one of the regular map reserve areas 1 to 4 provided in the regular map reserve ball storage area 203i of RAM 203. Then, the data is shifted to the regular map reserve ball execution area 203j in the order in which it was stored in the regular map reserve ball storage area 203i, and a hit determination is made for the value of the regular map hit counter C4 stored in the regular map reserve ball execution area 203j.
[0405] The value of the random number that results in a winning normal symbol is set by a normal symbol winning random number table 202g stored in the ROM 202 of the main control device 110 for each game state (for example, 0 / 100 in a low probability state, 99 / 100 in a high probability state, etc.), and a win is determined when the value of the normal symbol winning counter C4 stored in the normal symbol reserve ball execution area 203j of the RAM 203 matches the value of the random number that results in a winning set by the normal symbol winning random number table 202g. Then, the normal symbol variable table 202h is referenced depending on the game state, and the variable display time of the normal symbol is set (for example, 10 seconds for the "normal game state" when the winning support function is not activated, 5 seconds for the "probability variable state" or "time shortening state" when the winning support function is activated), and after the variable display time has elapsed, a "○" symbol is displayed lit as the stopped symbol (normal symbol) on the normal symbol display device 83. Thereafter, the normal electric role release table 202i is referenced depending on the game state, and the release time of the normal electric role 72 is set (for example, when the winning assistance function is not activated, in the "normal game state" it cannot be released because no winning is won, and in the "probability variable state" or "time shortened state" when the winning assistance function is activated, it is "1 second" x 2 times, etc.), and during this release time, the appearance and disappearance plate 72a of the normal electric role 72 operates to open, and during this time, a ball can enter the second starting hole 71.
[0406] On the other hand, if the value of the normal winning counter C4 stored in the normal winning area does not match the value of the random number that is set by the normal winning random number table 202g, it is determined to be a loss. Then, the normal winning variable table 202h is referenced according to the game state to set the variable display time, and after the variable display time has elapsed on the normal symbol display device 83, the "x" symbol is displayed as the stopping symbol (normal symbol). The normal winning random number table 202g, the normal winning variable table 202h, and the normal electric role opening table 202i will be described later in FIG. 26.
[0407] Returning to Fig. 7, the explanation will be continued. In addition to the counter buffer 203c shown in Fig. 17, the RAM 203 has a stack area in which the contents of the internal registers of the MPU 201 and the return addresses of the control programs executed by the MPU 201 are stored, and a work area (working region) in which values of various flags, counters, input / output (hereinafter abbreviated as "I / O"), etc. The RAM 203 is configured so that it can retain (back up) data by receiving a backup voltage from the power supply device 115 even after the power supply to the pachinko machine 10 is cut off, and all data stored in the RAM 203 is backed up.
[0408] When the power supply is cut off due to a power outage or the like, the stack pointer and the values of each register at the time of the power outage (including when a power outage occurs; the same applies below) are stored in RAM 203. On the other hand, when the power is turned on (including when the power is turned on after the power outage is resolved; the same applies below), the state of the pachinko machine 10 is restored to the state before the power was turned off based on the information stored in RAM 203. Writing to RAM 203 is executed by main processing (see FIG. 29) when the power is turned off, and the restoration of each value written to RAM 203 is executed in the start-up processing (see FIG. 27) when the power is turned on. Note that when the power supply is cut off due to a power outage or the like, a power outage signal SG1 is input to the NMI terminal of MPU 201 from the power outage monitoring circuit 252, and when the power outage signal SG1 is input to MPU 201, NMI interrupt processing (see FIG. 43) is immediately executed as a power outage processing.
[0409] The RAM 203 further has at least a first reserved ball number counter 203a, a second reserved ball number counter 203b, a first reserved ball storage area 203d, a second reserved ball storage area 203e, a reserved ball execution area 203f, a regular reserved ball number counter 203g, a regular reserved ball storage area 203i, and a regular reserved ball execution area 203j.
[0410] The first reserved ball number counter 203a is a counter that counts the number of reserved balls (number of waiting times) for the dynamic display of the first special pattern (the variable performance of the third pattern corresponding to the first special pattern performed by the third pattern display device 81) up to a maximum of four times based on the ball entering the first starting hole 64 detected during the timer interrupt processing (see Figure 30) that is executed periodically every 4 milliseconds.
[0411] This first reserved ball number counter 203a is set to "0" as an initial value by the initial setting process of RAM203 after power-on (see S117 in FIG. 27). Then, each time a start winning into the first start hole 64 is detected and the number of reserved balls for the dynamic display (variable effect) of the first special symbol increases, 1 is added up to the maximum value of "4" (see S303 in FIG. 31). On the other hand, the first reserved ball number counter 203a is decremented by 1 each time the dynamic display (variable effect) of the first special symbol is executed (see S508 in FIG. 33).
[0412] The second reserved ball number counter 203b, like the first reserved ball number counter 203a, is a counter that counts up to four reserved balls (number of waiting times) for the dynamic display of the second special pattern (the variable performance of the third pattern corresponding to the second special pattern performed by the third pattern display device 81) performed by the special pattern display device 37 based on the start winning into the second start port 71 detected during the timer interrupt processing (see Figure 30) that is executed periodically every 4 milliseconds.
[0413] As with the first reserved ball counter 203a, this second reserved ball counter 203b is set to an initial value of "0" by the initial setting process of RAM203 after power-on (see S117 in FIG. 27). Then, each time a start winning entry into the second start hole 71 is detected and the number of reserved balls for the dynamic display (variable effect) of the second special symbol increases, 1 is added up to the maximum value of "4" (see S307 in FIG. 31). On the other hand, the second reserved ball counter 203b is decremented by 1 each time the dynamic display (variable effect) of the second special symbol is executed (see S505 in FIG. 33).
[0414] The value of the first reserved ball number counter 203a (i.e., the number of reserved balls of the first special pattern) or the value of the second reserved ball number counter 203b (i.e., the number of reserved balls of the second special pattern) is notified to the voice lamp control device 113 by the first reserved ball number command or the second reserved ball number command (see S310 in Figure 31). The first reserved ball number command is a command sent from the main control device 110 to the voice lamp control device 113 each time a start winning entry into the first start hole 64 is detected and the first reserved ball number counter 203a is incremented by 1, and the second reserved ball number command is a command sent from the main control device 110 to the voice lamp control device 113 each time the second reserved ball number counter 203b into the second start hole 71 is incremented by 1.
[0415] The voice lamp control device 113 can obtain the value of the number of reserved balls for the dynamic display (variable effect) of the first special symbol or the second special symbol reserved in the main control device 110 using the first reserved ball number command or the second reserved ball number command. This allows the voice lamp control device 113 to manage the number of reserved balls for the dynamic display (variable effect) of each special symbol without accessing the main control device 110. Furthermore, by sending the fi...
Claims
[Claim 1] a game value storage means capable of storing game value information that can be used in a game; a game execution means for executing a game by using the game value information stored in the game value storage means; a game value granting means for granting a game value to a player by a game played by the game execution means; updating means for updating the game value information stored in the game value storage means based on the game value granted by the game value granting means; an output means for outputting the gaming value information stored in the gaming value storage means, a limiting means for limiting a game based on the game value information stored in the game value storage means; A gaming machine characterized by:
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