Game machine
By mounting electronic components on a substrate without penetrating electrodes, the gaming machine addresses design issues, improving device mounting and functionality.
Patent Information
- Application Number
- JP2025156385
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-19
- Publication Date
- 2025-12-11
AI Technical Summary
Conventional gaming machines face issues with the design of electronic devices mounted on the board, which need improvement.
The gaming machine incorporates a substrate with electronic components mounted in a manner that their electrodes do not penetrate the substrate, with specific components placed on one surface or the reverse side of the substrate.
This design allows for a more efficient and reliable mounting of electronic devices, enhancing the functionality and performance of the gaming machine.
Smart Images

Figure 2025181925000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] In conventional gaming machines, a determination is made based on the establishment of a start condition, and a special game (jackpot game) is played based on the result of the determination. For example, a determination is made when a gaming ball enters a start hole (ball entry), and a round game involving the opening of a large prize hole is played as a special game. By having a gaming ball enter the large prize hole, a large number of prize balls can be obtained. The result of the determination is shown to the player by the pattern display means, which displays a varying pattern and then stops the pattern, and the stopped pattern is displayed. The gaming machine also includes a circuit board on which electronic devices are mounted. For example, the gaming machine disclosed in Patent Document 1 below includes a main board on which a one-chip microcomputer and the like that controls the gaming machine are mounted. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-93428 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the gaming machine described in Patent Document 1 has various problems related to the design of the electronic devices mounted on the board. The present invention has been made with an eye on these problems. [Means for solving the problem]
[0005] The gaming machine of the present invention comprises: A substrate on which electronic components are mounted, The electronic components include specific components that are mounted in a manner that their electrodes do not penetrate the substrate, The specific component is mounted on only one of the first surface and the second surface behind the first surface of the substrate. It is characterized by: [Effects of the Invention]
[0006] According to the present invention, it is possible to realize a gaming machine that includes a board on which electronic devices are preferably mounted. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a diagram according to a basic embodiment, and is a front view of a gaming machine. [Figure 2] FIG. [Figure 3] 10A is an explanatory diagram showing the types of game states, and FIG. 10B is an explanatory diagram showing the types of big win games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of an auxiliary game. [Figure 5] FIG. 10 is an explanatory diagram showing the types of presentation modes. [Figure 6] An explanatory diagram showing a specific example of normal fluctuations in special chart fluctuation effects. [Figure 7] This is an explanatory diagram showing a specific example of N reach in the special chart change performance. [Figure 8] This is an explanatory diagram showing a specific example of SP reach in the special chart change performance. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach of the special chart change performance. [Figure 10] An explanatory diagram showing a specific example of a hold effect. [Figure 11] An explanatory diagram showing a specific example of a movable object effect. [Figure 12] FIG. 10 is an explanatory diagram showing a specific example of an operation presentation. [Figure 13] FIG. 2 is a first block diagram of a portion relating to control of the gaming machine. [Figure 14] 10 is a specific example of a fluctuation pattern determination table. [Figure 15] 10 is a specific example of a look-ahead determination table. [Figure 16] 10 is a specific example of a pattern determination table. [Figure 17] FIG. 2 is an explanatory diagram showing a specific example of a main control unit according to the first embodiment. [Figure 18] 10 is a specific example of a symbol A determination table according to the first embodiment. [Figure 19] 10 is a time chart showing the flow of a pseudo jackpot game according to the first embodiment. [Figure 20] 10 is a specific example of a fluctuation pattern A determination table according to the first embodiment. [Figure 21] An explanatory diagram showing a specific example of the presentation flow of the special chart change presentation in the first embodiment. [Figure 22] 1 is an explanatory diagram showing a specific example of a performance control unit according to the first embodiment. FIG. [Figure 23] 10 is a diagram relating to the first embodiment, in which (A) is a table for selecting effects before the attacker is released, and (B) is a table for selecting effects while the attacker is released. [Figure 24] An explanatory diagram showing a specific example of the attacker pre-release performance in the first embodiment. [Figure 25] An explanatory diagram showing a specific example of the attacker release effect in the first embodiment. [Figure 26] FIG. 10 is an explanatory diagram showing a specific example of the attacker winning effect according to the first embodiment. [Figure 27] FIG. 10 is an explanatory diagram showing a specific example of a game board according to the second embodiment. [Figure 28] FIG. 10 is an explanatory diagram showing a specific example of a main control unit according to the second embodiment. [Figure 29] 10A and 10B are diagrams relating to a second embodiment, in which (A) is a specific example of a symbol A determination table, and (B) is a normal symbol determination table. [Figure 30] 10 is a time chart showing the flow of a simulated game according to the second embodiment. [Figure 31] This is a specific example of a general fluctuation pattern determination table according to the second embodiment. [Figure 32]FIG. 10 is an explanatory diagram showing a specific example of a performance control unit according to the second embodiment. [Figure 33] 10 is a diagram relating to the second embodiment, where (A) is a table for selecting effects before the electric chute opens, and (B) is a table for selecting effects A while the electric chute is open. [Figure 34] An explanatory diagram showing a specific example of the performance before the electric chute opens in the second embodiment. [Figure 35] An explanatory diagram showing a specific example of performance A during electric chute opening in the second embodiment. [Figure 36] An explanatory diagram showing specific examples of the electric chute opening effect B and the electric chute winning effect in the second embodiment. [Figure 37] FIG. 10 is an explanatory diagram showing a specific example of a game board according to the third embodiment. [Figure 38] FIG. 10 is an explanatory diagram showing a specific example of a main control unit according to the third embodiment. [Figure 39] 10A and 10B are diagrams relating to a third embodiment, in which (A) is a specific example of a symbol A determination table, and (B) is a normal symbol determination table. [Figure 40] 10 is a time chart showing the flow of a pseudo jackpot game according to the third embodiment. [Figure 41] 10 is a time chart showing the flow of a simulated game according to the third embodiment. [Figure 42] This is a specific example of a general fluctuation pattern determination table according to the third embodiment. [Figure 43] FIG. 11 is an explanatory diagram showing a specific example of a performance control unit according to the third embodiment. [Figure 44] 10 is a diagram relating to the third embodiment, in which (A) is a table for selecting effects before the electric chute opens, and (B) is a table for selecting effects A while the electric chute is open. [Figure 45] An explanatory diagram showing a specific example of the performance before the electric chute opens in the third embodiment. [Figure 46] An explanatory diagram showing a specific example of performance A during electric chute opening in the third embodiment. [Figure 47] An explanatory diagram showing specific examples of the electric chute opening effect B and the electric chute winning effect in the third embodiment. [Figure 48] 10 is a specific example of a fluctuation pattern A determination table according to the third embodiment. [Figure 49] An explanatory diagram showing a specific example of the presentation flow of the special chart change presentation related to the third embodiment. [Figure 50] 10 is a diagram relating to the third embodiment, in which (A) is a table for selecting effects before the attacker is released, and (B) is a table for selecting effects while the attacker is released. [Figure 51] An explanatory diagram showing a specific example of the attacker pre-release performance in the third embodiment. [Figure 52] An explanatory diagram showing a specific example of the attacker release effect in the third embodiment. [Figure 53] FIG. 11 is an explanatory diagram showing a specific example of the attacker winning effect according to the third embodiment. [Figure 54] FIG. 10 is a block diagram showing the electrical configuration of the game control board side of the gaming machine according to the fourth embodiment. [Figure 55] 2 is a block diagram showing the electrical configuration of the performance control board side of the gaming machine. FIG. [Figure 56] 2 is a diagram showing the circuit configuration of the magnetic sensor and magnetic sensor input unit provided in the gaming machine. FIG. [Figure 57] 2 is a diagram showing the circuit configuration of the impact sensor and impact sensor input section provided in the gaming machine. FIG. [Figure 58] FIG. 2 is a diagram showing the circuit configuration of the radio wave sensor and sensor I / F unit provided in the gaming machine. [Figure 59] (A) is a table showing the notification mode when fraudulent activity is detected, and (B) is a table showing the notification mode when a malfunction occurs in the wiring related to the fraud detection sensors (magnetic sensors, impact sensors, radio wave sensors). [Figure 60] (A) is a diagram showing the display unit when a magnetic error occurs or a malfunction occurs in the wiring related to the magnetic sensor, (B) is a diagram showing the display unit when a radio wave error occurs, (C) is a diagram showing the display unit when an impact error occurs, and (D) is a diagram showing the display unit when a malfunction occurs in the wiring related to the radio wave sensor or impact sensor. [Figure 61] 10 is a table showing the priorities of various notifications related to the fraud detection sensor. [Figure 62] 10 is a diagram showing the display unit when a malfunction occurs in the wiring related to the radio wave sensor and then in the wiring related to the magnetic sensor; FIG. [Figure 63] 10 is a diagram showing the display unit when a malfunction occurs in the wiring related to the radio wave sensor after a malfunction occurs in the wiring related to the magnetic sensor; FIG. [Figure 64] 10 is a flowchart of a main control process. [Figure 65] 10 is a flowchart of a power-on process. [Figure 66] 10 is a flowchart of a process when power is restored. [Figure 67] 10 is a flowchart of a main-side timer interrupt process. [Figure 68] 10 is a flowchart of an abnormality detection process. [Figure 69] 10 is a flowchart of a power interruption monitoring process. [Figure 70] 10 is a flowchart of a sub-control main process. [Figure 71] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 72] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 73] 10 is a flowchart of a received command analysis process. [Figure 74] 10 is a flowchart of an abnormality process. [Figure 75] 10 is a flowchart of an abnormality process. [Figure 76] FIG. 11 is a diagram showing the display unit in a gaming machine according to a modified example of the fourth embodiment, in which a malfunction in the wiring related to the radio wave sensor is followed by a malfunction in the wiring related to the magnetic sensor. [Figure 77] 10 is a flowchart partially showing the abnormality processing in the gaming machine according to the modified example. [Figure 78] 13 is a table showing the priorities of various notifications related to the fraud detection sensor in a gaming machine according to another modified example of the fourth embodiment. [Figure 79] FIG. 10 is a front view of a gaming machine according to a fifth embodiment. [Figure 80] FIG. 2 is a block diagram partially showing the electrical configuration of the gaming machine on the gaming control board side. [Figure 81] 1 is a diagram showing a circuit configuration relating to a magnetic sensor (board-side magnetic sensor), a magnetic sensor input unit, a frame-side magnetic sensor, and a frame-side magnetic sensor input unit provided in the gaming machine. [Figure 82] (A) is a table showing the notification mode when a magnetic field is detected, and (B) is a table showing the notification mode when a malfunction occurs in the wiring related to the magnetic sensors (board-side magnetic sensor, frame-side magnetic sensor). [Figure 83] (A) is a diagram showing the display unit when a magnetic error occurs in the board-side magnetic sensor or when a malfunction occurs in the wiring related to the board-side magnetic sensor, and (B) is a diagram showing the display unit when a magnetic error occurs in the frame-side magnetic sensor or when a malfunction occurs in the wiring related to the frame-side magnetic sensor. [Figure 84] 10 is a table showing the priorities of various notifications related to the magnetic sensor. [Figure 85] 10 is a diagram showing the display unit when a wiring malfunction related to the board-side magnetic sensor occurs after a wiring malfunction related to the frame-side magnetic sensor occurs; FIG. [Figure 86] 10 is a diagram showing the display unit when a wiring malfunction related to the frame-side magnetic sensor occurs after a wiring malfunction related to the board-side magnetic sensor occurs; FIG. [Figure 87] 13 is a flowchart of an abnormality detection process according to the fifth embodiment. [Figure 88A] 13 is a flowchart of an abnormality process according to the fifth embodiment. [Figure 88B] 13 is a flowchart of a 10 ms timer interrupt process according to the fifth embodiment. [Figure 88C] 13 is a flowchart of a frame-side magnetic abnormality notification termination process according to the fifth embodiment. [Figure 89] A figure showing the display unit in a gaming machine according to a modified example of the fifth embodiment, in which a malfunction in the wiring related to the frame-side magnetic sensor occurs followed by a malfunction in the wiring related to the board-side magnetic sensor. [Figure 90] FIG. 13 is an explanatory diagram showing a specific example of a main control unit according to the sixth embodiment. [Figure 91] 10A and 10B are diagrams relating to the sixth embodiment, in which (A) is a specific example of a symbol A determination table, and (B) is a normal symbol determination table. [Figure 92] 13 is a time chart showing the flow of a pseudo jackpot game according to the sixth embodiment. [Figure 93] A specific example of a fluctuation pattern A determination table according to the sixth embodiment. [Figure 94] An explanatory diagram showing a specific example of the presentation flow of the special chart change presentation related to the sixth embodiment. [Figure 95] FIG. 13 is an explanatory diagram showing a specific example of a performance control unit according to the sixth embodiment. [Figure 96] A figure relating to the sixth embodiment, where (A) is a performance selection table before the attacker is released, and (B) is a performance selection table during the attacker is released. [Figure 97] An explanatory diagram showing a specific example of the attacker pre-release performance in the sixth embodiment. [Figure 98] An explanatory diagram showing a specific example of the attacker release effect in the sixth embodiment. [Figure 99] FIG. 13 is an explanatory diagram showing a specific example of the attacker winning effect according to the sixth embodiment. [Figure 100] FIG. 13 is an explanatory diagram showing a specific example of a main control unit according to the seventh embodiment. [Figure 101] 10A and 10B are diagrams relating to the seventh embodiment, in which (A) is a specific example of a symbol A determination table, and (B) is a normal symbol determination table. [Figure 102] 13 is a time chart showing the flow of a pseudo jackpot game according to the seventh embodiment. [Figure 103] A specific example of a fluctuation pattern A determination table according to the seventh embodiment. [Figure 104] An explanatory diagram showing a specific example of the presentation flow of the special chart change presentation related to the seventh embodiment. [Figure 105] FIG. 13 is an explanatory diagram showing a specific example of a performance control unit according to the seventh embodiment. [Figure 106]A figure relating to the seventh embodiment, where (A) is a performance selection table before the attacker is released, and (B) is a performance selection table during the attacker is released. [Figure 107] An explanatory diagram showing a specific example of the attacker pre-release performance in the seventh embodiment. [Figure 108] An explanatory diagram showing a specific example of the attacker release effect in the seventh embodiment. [Figure 109] FIG. 13 is an explanatory diagram showing a specific example of the attacker winning effect according to the seventh embodiment. [Figure 110] FIG. 13 is a front view of the rear side of the gaming machine according to the eighth embodiment. [Figure 111] FIG. 13 is an explanatory diagram showing the structure of a main control board according to an eighth embodiment. [Figure 112] An explanatory diagram showing the structure of the performance control board according to the eighth embodiment. [Figure 113] FIG. 13 is an explanatory diagram showing a control system for a gaming machine according to an eighth embodiment. [Figure 114] 13A and 13B are specific examples of a performance board that constitutes a performance control board according to the eighth embodiment, in which (A) is a diagram showing the mounting surface of the performance board, and (B) is a diagram showing the solder side of the performance board. [Figure 115] FIG. 13 is a diagram showing a specific example of a surface-mounted component as an electronic component mounted on a performance board according to the eighth embodiment. [Figure 116] A figure showing a specific example of a DIP component as an electronic component mounted on a performance board according to the eighth embodiment. [Figure 117] FIG. 13 is a diagram showing a specific example of identification information written on a surface-mounted component according to the eighth embodiment. [Figure 118] FIG. 13 is a front view of the rear side of the gaming machine according to the ninth embodiment. [Figure 119] FIG. 13 is an explanatory diagram showing the structure of a main control board according to the ninth embodiment. [Figure 120] An explanatory diagram showing the structure of the performance control board in the ninth embodiment. [Figure 121] FIG. 13 is an explanatory diagram showing a control system for a gaming machine according to a ninth embodiment. [Figure 122]13A and 13B are specific examples of a performance board that constitutes a performance control board according to the ninth embodiment, in which (A) is a diagram showing the front surface of the performance board, and (B) is a diagram showing the back surface of the performance board. [Figure 123] FIG. 13 is a diagram showing specific examples of surface-mounted components as electronic components mounted on the performance board according to the ninth embodiment. [Figure 124] A figure showing a specific example of a DIP component as an electronic component mounted on a performance board according to the ninth embodiment. [Figure 125] A figure showing a specific example of a performance board on which a female connector according to the ninth embodiment is mounted. [Figure 126] 13A and 13B are diagrams showing specific examples of identification information written on a female connector according to the ninth embodiment. [Figure 127] A front view of the rear side of the gaming machine related to the tenth embodiment. [Figure 128] FIG. 20 is an explanatory diagram showing the structure of a main control board according to a tenth embodiment. [Figure 129] An explanatory diagram showing the structure of the performance control board related to the 10th embodiment. [Figure 130] FIG. 20 is an explanatory diagram showing the control system of the gaming machine according to the tenth embodiment. [Figure 131] 13A and 13B are specific examples of a performance board that constitutes a performance control board according to the tenth embodiment, where FIG. 13A is a diagram showing the front surface of the performance board, and FIG. 13B is a diagram showing the back surface of the performance board. [Figure 132] FIG. 19 is a diagram showing specific examples of surface-mounted components as electronic components mounted on the performance board according to the tenth embodiment. [Figure 133] A figure showing a specific example of a DIP component as an electronic component mounted on a performance board according to the tenth embodiment. [Figure 134] A figure showing a specific example of a performance board on which a female connector in the 10th embodiment is mounted. [Figure 135] 13A and 13B are diagrams showing specific examples of identification information to be stamped on a surface-mounted component according to the tenth embodiment. [Figure 136] 13A and 13B are diagrams showing specific examples of identification information engraved on the female connector according to the tenth embodiment. [Figure 137] A block diagram showing the electrical configuration of the performance control board side of the gaming machine related to the 11th embodiment. [Figure 138] A diagram showing some of the input and output signals of the performance control microcomputer in the gaming machine. [Figure 139] A diagram showing some of the input / output signals between the performance control board and the movable body control board. [Figure 140] This is a schematic diagram showing the layer structure of the performance control board, and is a diagram showing the wiring path for the signals shown in Figure 139. [Figure 141] 139. FIG. 140 is a schematic diagram showing the layer structure of the movable body control board, and is a diagram showing the wiring paths for the signals shown in FIG. [Figure 142] This is a diagram showing the wiring pattern of the signals shown in Figure 139 extracted from the surface layer (first wiring layer) of the performance control board. [Figure 143] This is a diagram showing the wiring pattern of the signals shown in Figure 139 extracted from the back layer (second wiring layer) of the performance control board. [Figure 144A] FIG. 143 is an enlarged view of a portion X1 shown in FIG. 142. [Figure 144B] FIG. 144 is an enlarged view of a portion X2 shown in FIG. 143. [Figure 145] 10 is a table summarizing the wiring pattern configuration of each signal related to parallel communication between the performance control microcomputer and the sub-microcomputer. [Figure 146] 140 is a diagram showing the wiring pattern of the signals shown in FIG. 139 extracted from the surface layer (first wiring layer) of the movable body control board. [Figure 147] 140 is a diagram showing the wiring pattern of the signals shown in FIG. 139 extracted from the back surface layer (second wiring layer) of the movable body control board. [Figure 148] FIG. 147 is an enlarged view of a portion Y1 shown in FIG. 146. [Figure 149] FIG. 148 is an enlarged view of a portion Y2 shown in FIG. 147. [Figure 150] FIG. 147 is an enlarged view of a portion Y3 shown in FIG. 146. [Figure 151]10 is a timing chart showing examples of various signals output by the performance control microcomputer of the performance control board to the sub-microcomputer of the movable body control board. [Figure 152] 10 is a timing chart showing examples of various signals output by the sub-microcomputer of the movable body control board to the performance control microcomputer of the performance control board. [Figure 153] FIG. 23 is a diagram showing the wiring pattern of the surface layer (first wiring layer) of the performance control board in the gaming machine according to the modified example of the eleventh embodiment. [Fig. 154] FIG. 23 is a diagram showing the wiring pattern on the back layer (second wiring layer) of the performance control board in the gaming machine according to the modified example of the eleventh embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, examples of embodiments of the present invention will be described in detail with reference to the drawings. In each of the drawings, identical parts are designated by the same reference numerals, and duplicate descriptions of identical parts will be omitted as a general rule. For the sake of simplicity, this specification may use symbols or signs referring to information, signals, physical quantities, components, etc., and the names of the information, signals, physical quantities, components, etc. corresponding to the symbols or signs may be omitted or abbreviated. Furthermore, if any flowchart is described below, the execution order of multiple processes in any multiple steps in that flowchart may be arbitrarily changed or executed in parallel, as long as no inconsistency occurs in the process content.
[0009] <Basic embodiment> Each embodiment of the gaming machine of the present invention will be described later, but first, a basic embodiment that forms the basis of each embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (as viewed from the front) of a player facing the pachinko gaming machine PY1. Furthermore, "forward" refers to the direction from the pachinko gaming machine PY1 approaching the player facing the pachinko gaming machine PY1, and "rearward" refers to the direction from the player facing the pachinko gaming machine PY1 approaching the pachinko gaming machine PY1.
[0010] 1. Structure of the gaming machine First, the structure of the pachinko gaming machine PY1 will be described with reference to Fig. 1. Fig. 1 is a front view of the pachinko gaming machine PY1.
[0011] The pachinko gaming machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached so as to be freely opened and closed relative to the outer frame 22. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached so as to be freely opened and closed relative to the game board mounting frame 2A. The front frame 23m also comprises a transparent plate 23t, and the game board 1 can be viewed from the front (player's side) through the transparent plate 23t.
[0012] The front door 23 also has an upper tray 34 for storing game balls, and a handle 72k for launching the game balls onto the game board 1. The upper tray 34 is installed at the bottom of the front door 23, and stores game balls supplied to the handle 72k. The handle 72k is installed at the bottom right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0013] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined operating mode. The speakers 52 are installed in the upper left and upper right parts of the front door 23 and output, for example, background music (BGM) and sound effects. The frame lamps 53 are installed on the left and right parts of the front door 23 around the transparent plate 23t and are composed of, for example, multiple light-emitting diodes (LEDs). The frame movable body 58k is installed in the upper part of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 1. The movement of the frame movable body 58k may be other than up and down.
[0014] The front door 23 also includes a normal button 40 that can be operated by the player and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are configured, for example, as a button with a pressing surface, a lever with a grip, or the like. The normal button 40 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. On the other hand, the special button 41 includes a lamp (not shown) that can emit light in a predetermined color and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to be able to emit light from the lamp and vibrate from the vibration motor. The normal button 40 or the special button 41 may be configured to be able to operate in a predetermined operating pattern (e.g., rotation, protrusion, etc.), or may be configured as a cross key, touch panel, or the like.
[0015] 2. Structure of the game board Next, the structure of the game board 1 attached to the game board attachment frame 2A will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 1.
[0016] The gaming board 1 has a gaming area 6 in which gaming balls launched by operating a handle 72k can flow down (fall). In the gaming area 6, gaming pins (not shown) that change the direction in which the gaming balls flow down are installed, and winning devices that allow gaming balls to win (enter or pass through) are also installed. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large winning opening 14, and a second large winning opening 15. Each winning device is equipped with a detection sensor that detects the entry or passage of a gaming ball.
[0017] The first starting hole 11 is installed at the bottom of the gaming area 6 so that gaming balls can enter. When a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 pays out a predetermined number of gaming balls (for example, three) as prize balls onto the upper tray 34. When a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 acquires the right to undergo a jackpot determination, which will be described later. The first starting hole 11 is configured so that the ease with which gaming balls can enter is always constant. The jackpot determination, or the jackpot determination and the symbol determination, which will be described later, are collectively referred to as a jackpot lottery or a special symbol lottery.
[0018] The second start opening 12 is installed at the bottom of the game area 6, below the first start opening 11, so that game balls can enter. When a game ball enters the second start opening 12, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, one) as prize balls onto the upper tray 34. When a game ball enters the second start opening 12, the pachinko game machine PY1 acquires the right to receive a jackpot determination, just as when a game ball enters the first start opening 11. Unlike the first start opening 11, the second start opening 12 is equipped with an open / close member 12k and an open / close solenoid (not shown) that can be opened and closed. The pachinko game machine PY1 uses an opening / closing solenoid to open and close the opening / closing member 12k, thereby putting the second starting hole 12 into either a closed state (closed state) in which the game ball cannot or is difficult to enter, or an open state (open state) in which the game ball is easier to enter the second starting hole 12 than in the closed state. The winning device including the second starting hole 12 and the opening / closing member 12k is called an electric chute.
[0019] The gate 13 is installed on the right side of the gaming area 6 so that gaming balls can pass through. When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a winning determination, which will be described later. Note that even if a gaming ball passes through the gate 13, the pachinko gaming machine PY1 does not pay out prize balls to the upper tray 34.
[0020] The first large prize opening 14 is installed in the lower right of the gaming area 6 so that game balls can enter it. When a game ball enters the first large prize opening 14, the pachinko gaming machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The first large prize opening 14 is equipped with a first opening / closing door 14k that can be opened and closed and an opening / closing solenoid (not shown). The pachinko gaming machine PY1 opens and closes the first opening / closing door 14k using the opening / closing solenoid to set the first large prize opening 14 in either a closed state (closed state) in which game balls cannot enter it, or an open state (open state) in which game balls can enter it.
[0021] The second large prize opening 15 is installed in the lower right corner of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, 15 balls) as prize balls onto the upper tray 34. The second large prize opening 15 is equipped with a second opening / closing door 15k that can be opened and closed, and an opening / closing solenoid (not shown). The pachinko game machine PY1 opens and closes the second opening / closing door 15k using the opening / closing solenoid, thereby switching the second large prize opening 15 between a closed state (closed state) in which game balls cannot enter, and an open state (open state) in which game balls can enter.
[0022] The general winning opening 10 is installed at the lower left of the game area 6 so that game balls can enter. When a game ball enters the general winning opening 10, the pachinko game machine PY1 pays out a predetermined number of game balls (for example, five balls) to the upper tray 34 as prize balls.
[0023] In addition, an outlet 19 is provided at the bottom of the game area 6, and game balls that do not win in any of the general winning openings 10, the first starting opening 11, the second starting opening 12, the first large winning opening 14, and the second large winning opening 15 are discharged from the pachinko game machine PY1 through the outlet 19.
[0024] The gaming board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, a right-hit lamp 54a also capable of emitting light in a predetermined color, and an on-board movable body 55k capable of operating in a predetermined operating mode. The image display device 50 is installed in the center of the gaming board 1 and includes a display unit 50a composed of, for example, an LCD display, a dot display, a 7-segment display, or the like. The board lamp 54 is installed above the display unit 50a and is composed of, for example, multiple LEDs. The right-hit lamp 54a is installed to the right of the display unit 50a and is composed of, for example, a single LED. The word "right hit" is written near the right-hit lamp 54a. The on-board movable body 55k is installed in front of and above the display unit 50a. The on-board movable body 55k includes a drive motor (not shown) and is configured to be movable up and down by the drive motor, for example, as shown in FIG. 2. The movement of the on-board movable body 55k may be other than up and down movement.
[0025] The gaming board 1 also has indicators 8 for notifying the player of the status of the pachinko gaming machine PY1. The indicators 8 are installed in the lower left corner of the gaming board 1 and are composed of, for example, multiple LEDs. The pachinko gaming machine PY1 notifies the player of the gaming status of the pachinko gaming machine PY1 (such as the variable display (variable display) and stop display of special symbols (special patterns), the variable display (variable display) and stop display of regular symbols (normal patterns), the number of reserved special symbols 1, the number of reserved special symbols 2, the number of reserved regular symbols, the current gaming status, and the right-hand play status, as will be described later) by a combination of lighting, flashing, and extinguishing of the multiple LEDs.
[0026] 3. Basic gameplay Next, a basic game of the pachinko gaming machine PY1 will be described. The pachinko gaming machine PY1 is capable of executing a special game and a regular game using a game ball that is shot by operating the handle 72k.
[0027] 3-1. Special game When a gaming ball enters the first starting hole 11 or the second starting hole 12, the pachinko gaming machine PY1 acquires the right to receive a jackpot determination and performs a jackpot determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the special symbol depending on the result of the jackpot determination. The manner in which the special symbol is variable displayed (also called "variable display time") differs depending on the type of variation pattern, which will be described later.
[0028] The right to receive the jackpot determination is, for example, a random number, and the pachinko gaming machine PY1 performs the jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is determined that the jackpot has been won, if a small jackpot game is played, it is determined that the small jackpot has been won, and if neither a jackpot game nor a small jackpot game is played, it is determined that the game has been lost. Note that a jackpot game or a small jackpot game can be referred to as a special game.
[0029] When the pachinko gaming machine PY1 determines that a jackpot has been won by a gaming ball entering the first starting hole 11, it performs a variable display of a first special symbol (also referred to as special symbol 1). The variable display of the first special symbol is, for example, a display in which two LEDs in the upper left of the display device 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the first special symbol in a manner that indicates the result of the jackpot determination. The static display of the first special symbol can be in a manner that indicates a jackpot win (for example, two LEDs in the upper left are lit), a manner that indicates a small jackpot win (for example, only one LED in the upper left is lit), or a manner that indicates a loss (for example, only the other LED in the upper left is lit).
[0030] On the other hand, when the pachinko gaming machine PY1 determines that a jackpot has been won by the game ball entering the second starting hole 12, it performs a variable display of a second special symbol (also referred to as special symbol 2). The variable display of the second special symbol is, for example, a display in which two LEDs at the lower left of the display devices 8 flash. When a variable display time according to the type of variation pattern has elapsed, the pachinko gaming machine PY1 performs a static display of the second special symbol in a manner that indicates the result of the jackpot determination. The static display of the second special symbol can be in a manner that indicates a jackpot win (for example, two LEDs at the lower left are lit), a manner that indicates a small jackpot win (for example, only one LED at the lower left is lit), or a manner that indicates a loss (for example, only the other LED at the lower left is lit).
[0031] Furthermore, if a gaming ball enters the first starting hole 11 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination, which will be described later, and stores the acquired right to receive a jackpot determination as a special symbol 1 reserve. On the other hand, if a gaming ball enters the second starting hole 12 while the special symbol is being variably displayed, the pachinko gaming machine PY1 performs a look-ahead determination and stores the acquired right to receive a jackpot determination as a special symbol 2 reserve. The pachinko gaming machine PY1 can store up to a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbol is stopped and displayed, the pachinko gaming machine PY1 performs a jackpot determination for the special symbol 1 reserve and the special symbol 2 reserve. In addition, when special chart 1 reserve and special chart 2 reserve are stored at the same time, the jackpot determination for special chart 2 reserve may be made with priority, or the jackpot determination for special chart 1 reserve may be made with priority, or the jackpot determination may be made in the order in which they were stored.
[0032] The pre-reading judgment is a judgment made in advance before the jackpot judgment is made as to whether or not a jackpot game will be played (whether or not a jackpot will be won in the jackpot judgment), and if a jackpot game is played, it is judged as a pre-reading win, and if a jackpot game is not played, it is judged as a pre-reading non-win. Note that if multiple types of variation patterns can be determined, the pre-reading judgment may make a variation pattern pre-determination that determines in advance the variation pattern to be determined.
[0033] When the pachinko gaming machine PY1 stores a special chart 1 reserve or a special chart 2 reserve, it notifies the player of the number. The special chart 1 reserve number is notified, for example, by two LEDs in the upper middle part of the display 8 lighting up or flashing. When the special chart 1 reserve number is "1," only one LED lights up, when the special chart 1 reserve number is "2," only two LEDs light up, when the special chart 1 reserve number is "3," only one LED flashes, and when the special chart 1 reserve number is "4," only two LEDs flash. On the other hand, the special chart 2 reserve number is notified, for example, by two LEDs in the lower middle part of the display 8 lighting up or flashing. When the special chart 2 reserve number is "1," only one LED lights up, when the special chart 2 reserve number is "2," only two LEDs light up, when the special chart 2 reserve number is "3," only one LED flashes, and when the special chart 2 reserve number is "4," only two LEDs flash.
[0034] Furthermore, the pachinko gaming machine PY1 performs a jackpot game after stopping and displaying the first or second special symbol in a manner indicating a jackpot win. The jackpot game, which will be described in detail later, is a game in which a round game in which the first major prize opening 14 or the second major prize opening 15 is opened is played multiple times (for example, 10 times). The jackpot game is advantageous to the player because the opening of the first major prize opening 14 or the second major prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball). The jackpot game ends when all of the multiple round games have been played.
[0035] On the other hand, the pachinko gaming machine PY1 plays a small prize game after stopping and displaying the first or second special symbol in a manner indicating a small prize win. The small prize game, which will be described in detail later, is a game in which the first large prize opening 14 or the second large prize opening 15 is opened for a predetermined time (for example, 5 seconds). The small prize game is advantageous to the player because the opening of the first large prize opening 14 or the second large prize opening 15 provides an opportunity for a game ball to enter (an opportunity for a prize ball).
[0036] 3-2. Regular Play When a gaming ball passes through the gate 13, the pachinko gaming machine PY1 acquires the right to receive a hit determination and performs a hit determination based on the acquired right. Then, the pachinko gaming machine PY1 performs a variable display of the normal map according to the result of the hit determination.
[0037] The win determination is to determine whether or not to play the auxiliary game. If the auxiliary game is played, it is determined that the player has won, and if the auxiliary game is not played, it is determined that the player has lost.
[0038] When the pachinko gaming machine PY1 determines that a win has occurred due to the game ball entering the gate 13, it displays a variable normal map. The variable normal map display is a display in which multiple LEDs in the upper right corner of the display 8 flash. When a predetermined time has passed since the start of the variable normal map display, the pachinko gaming machine PY1 displays a stopped normal map in a manner that indicates the result of the win determination. There are two modes of the stopped normal map display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).
[0039] Furthermore, when a gaming ball enters the gate 13 while the normal map is being displayed in a variable manner, the pachinko gaming machine PY1 stores the acquired right to receive a winning judgment as a normal map reserve. The pachinko gaming machine PY1 can store up to a predetermined number of normal map reserves (for example, 2). After the normal map is displayed in a stopped state, the pachinko gaming machine PY1 performs a winning judgment on the normal map reserve.
[0040] When the pachinko game machine PY1 stores the number of reserved normal figures, it notifies the player of the number. The reserved normal figure number is notified by lighting up multiple LEDs in the lower right corner of the display 8. For example, when the reserved normal figure number is "1", only one LED is lit, and when the reserved normal figure number is "2", only two LEDs are lit.
[0041] The pachinko gaming machine PY1 stops and displays the normal image in a manner indicating a win, and then performs an auxiliary game. The auxiliary game, the details of which will be described later, is a game in which the second start opening 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second start opening 12 provides an opportunity for a game ball to enter the second start opening 12 (an opportunity for a prize ball, an opportunity to acquire the right to be judged for a jackpot).
[0042] 4. Game status Next, the gaming states of the pachinko gaming machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the gaming states that the pachinko gaming machine PY1 can take. As shown in Figure 3(A), the pachinko gaming machine PY1 can take one or more of four gaming states, including a "low probability low base gaming state" (also called a "normal gaming state"), a "low probability high base gaming state" (also called a "time-shortened gaming state"), a "high probability low base gaming state" (also called a "potential probability gaming state"), and a "high probability high base gaming state" (also called a "probability variable gaming state"). The low-probability, low-base gaming state is abbreviated as the low-probability, low-base gaming state is abbreviated as the low-probability, high-base gaming state is abbreviated as the low-probability, low-base gaming state is abbreviated as the high-probability, low-base gaming state is abbreviated as the high-probability, high-base gaming state is abbreviated as the high-probability, high-base gaming state is abbreviated as the normal gaming state, the time-saving gaming state is abbreviated as the time-saving state, the potential probability gaming state is abbreviated as the potential probability state, and the probability variable gaming state is abbreviated as the probability variable state. The low-base state is also called a non-time-saving state, and the low-probability state is also called a normal probability state. The jackpot gaming state, high probability state, and high base state can all be considered advantageous states that are advantageous to the player.
[0043] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can reset the game state to the initial state by operating an initialization switch (also called a "RAM clear switch") (not shown) provided on the back of the front door 23.
[0044] The "low probability high base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes the occurrence of a jackpot game and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (for example, 200 times).
[0045] The "low probability high base game state" can also be achieved when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific miss when all jackpot determinations are misses for a predetermined specific number of times (e.g., 900 times), and a specific percentage (e.g., 1 / 200) of misses during jackpot determinations. The pachinko game machine PY1 switches to the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss has ended (after the special symbol has stopped display). In this case, the "low probability high base game state" also continues until a specified time-saving termination condition is met, just as when the "low probability high base game state" is entered after a jackpot game state.
[0046] The "high probability low base game state" is a game state that can occur after a jackpot game state, and continues until a predetermined potential end condition is met. The predetermined potential end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 200 times). Note that the "high probability low base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.
[0047] The "high probability high base game state" is a game state that can be achieved after a jackpot game state, and continues until a predetermined probability end condition is met. The predetermined probability end condition includes a jackpot game being played and the number of times the special symbol is displayed in a variable manner reaching a predetermined number of times (e.g., 100 times). Note that the "high probability high base game state" may be entered by the game ball passing through a specific area provided inside the first large prize slot 14 or the second large prize slot 15 during a jackpot game.
[0048] The "low probability low base game state" and the "low probability high base game state" belong to normal probability states in which the probability of winning a jackpot in the jackpot determination is normal (e.g., 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to high probability states in which the probability of winning a jackpot in the jackpot determination is higher than the normal probability (e.g., 1 / 30). Therefore, it can be said that the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player in terms of the probability of winning a jackpot than the "low probability low base game state" and the "low probability high base game state."
[0049] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states in which the game ball does not or is difficult to win in the second starting hole 12 (for example, a state in which a hit determination does not or is difficult to result in a win, or a state in which the opening time of the second starting hole 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states in which the game ball is easy to win in the second starting hole 12 (for example, a state in which a hit determination is easy to result in a win, or a state in which the opening time of the second starting hole 12 is relatively long). Therefore, with regard to the second starting hole 12 (with regard to the ease of a game ball winning in the second starting hole 12), the "low probability high base game state" and the "high probability high base game state" can be said to be game states that are more advantageous to the player than the "low probability low base game state" and the "high probability low base game state."
[0050] In addition, since the non-time-saving state is a state in which the game ball does not or is difficult to win at the second starting port 12, the ``low probability low base game state'' and the ``high probability low base game state'' can be said to be game states in which the game ball is more likely to win at the first starting port 11 than at the second starting port 12, while the time-saving state is a state in which the game ball is more likely to win at the second starting port 12, the ``low probability high base game state'' and the ``high probability high base game state'' can be said to be game states in which the game ball is more likely to win at the second starting port 12 than at the first starting port 11.
[0051] In addition, in the non-time-saving state, the player plays by firing the game ball toward the left part of the game area 6 to aim at the first starting hole 11 installed in the center of the game area 6, so the "low probability low base game state" and the "high probability low base game state" can also be called left-hitting states. In addition, in the time-saving state, the player plays by firing the game ball toward the right part of the game area 6 to aim at the second starting hole 12 installed in the right part of the game area 6, so the "low probability high base game state" and the "high probability high base game state" can also be called right-hitting states.
[0052] Furthermore, the pachinko gaming machine PY1 can change the jackpot probability in the normal probability state and the high probability state by operating a setting change switch (not shown) provided on the back of the front door 23. The setting change switch is, for example, a dip switch that can be switched to three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is referred to as "Setting 1," when the setting change switch is in the middle position, it is referred to as "Setting 2," and when the setting change switch is in the lower position, it is referred to as "Setting 3." In "Setting 1," the jackpot probability in the normal probability state is a first probability (e.g., 1 / 300), and the jackpot probability in the high probability state is a second probability (e.g., 1 / 30). In "Setting 2," the jackpot probability in the normal probability state is a third probability (e.g., 1 / 280) that is higher than the first probability, and the jackpot probability in the high probability state is a fourth probability (e.g., 1 / 28) that is higher than the second probability. In addition, "Setting 3" is a fifth probability (e.g., 1 / 260) in which the probability of winning a jackpot in the normal probability state is higher than the third probability, and a sixth probability (e.g., 1 / 26) in which the probability of winning a jackpot in the high probability state is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate within a range in which the probability increases in the order of "Setting 1" < "Setting 2" < "Setting 3".
[0053] 5. Jackpot games Next, the jackpot game played by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko gaming machine PY1 can play one or more of four types of jackpot games: "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα."
[0054] The "jackpot game Wα" is a jackpot game that then enters a "high probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Wα", any number of rounds of play between 2 and 10 are played depending on α.
[0055] The "jackpot game Xα" is a jackpot game that then enters a "low probability high base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Xα", any number of rounds of play between 2 and 10 are played depending on α.
[0056] The "jackpot game Yα" is a jackpot game that then enters a "high probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Yα", any number of rounds of play between 2 and 10 are played depending on α.
[0057] The "jackpot game Zα" is a jackpot game that then enters a "low probability low base game state" and continues until α rounds of play are completed. α is an integer between 2 and 10, and the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15 in one round of play. In other words, in the "jackpot game Zα", any number of rounds of play between 2 and 10 are played depending on α.
[0058] In "jackpot game Wα," "jackpot game Xα," "jackpot game Yα," and "jackpot game Zα," only the first major prize opening 14 may be opened for all round games, or only the second major prize opening 15 may be opened for all round games, or the first major prize opening 14 may be opened for some round games and the second major prize opening 15 may be opened for the remaining round games. Both round games in which the first major prize opening 14 is opened and round games in which the second major prize opening 15 is opened provide an opportunity for winning game balls (opportunity for winning prize balls), making them advantageous games for players.
[0059] "Jackpot game Wα" and "jackpot game Yα" belong to so-called variable probability jackpot games in which the gaming state is a high probability state, while "jackpot game Xα" and "jackpot game Zα" belong to so-called normal jackpot games in which the gaming state is a normal probability state. Therefore, "jackpot game Wα" and "jackpot game Yα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Xα" and "jackpot game Zα" in terms of the probability of winning a subsequent jackpot, and a jackpot gaming state in which either "jackpot game Wα" or "jackpot game Yα" is played can be said to be a gaming state that is more advantageous to the player than a jackpot gaming state in which either "jackpot game Xα" or "jackpot game Zα" is played.
[0060] Furthermore, "jackpot game Wα" and "jackpot game Xα" belong to the so-called jackpot game with electric support in which the game state is in a time-shortened state, while "jackpot game Yα" and "jackpot game Zα" belong to the so-called jackpot game without electric support in which the game state is not in a time-shortened state. Therefore, "jackpot game Wα" and "jackpot game Xα" can be said to be jackpot games that are more advantageous to the player than "jackpot game Yα" and "jackpot game Zα" in terms of the subsequent second starting hole 12 (in terms of the ease with which the game ball will enter the subsequent second starting hole 12), and a jackpot game state in which either "jackpot game Wα" or "jackpot game Xα" is played can be said to be a game state that is more advantageous to the player than a jackpot game state in which either "jackpot game Yα" or "jackpot game Zα" is played.
[0061] In addition, the jackpot game state can also be called a right-hit state, since the player plays by firing the game ball toward the right part of the game area 6, aiming at the first large prize slot 14 or the second large prize slot 15 located on the right part of the game area 6.
[0062] Here, the flow of the jackpot game will be explained. Figure 4(A) is a time chart showing the flow of the jackpot game. Here, a jackpot game in which only the first big winning hole 14 is opened will be illustrated.
[0063] As shown in FIG. 4(A), when the jackpot game starts after the special symbol is stopped and displayed, a jackpot opening (also referred to as a "jackpot OP") is set first. The jackpot OP continues until a predetermined time (e.g., 10 seconds) has elapsed, and when the jackpot OP ends, the first round of round play begins. The round play continues until a predetermined time (e.g., 30 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) enter the first large prize slot 14. When the first round of round play ends, an inter-round interval (also referred to as a "round IT") is set. The round IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the round IT ends, the second round of round play begins. Then, when the final round of play (e.g., the 10th round of round play) ends, a jackpot ending (also referred to as a "jackpot ED") is set. The jackpot ED continues until a predetermined time (for example, 10 seconds) has elapsed, and one jackpot game ends when the jackpot ED ends. Note that it is also possible to set either or both of the jackpot OP and the jackpot ED.
[0064] 6. Small Win Game Next, the small win game performed by the pachinko gaming machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko gaming machine PY1 is capable of performing a small win game as a game different from a big win game. Unlike a big win game, a small win game is a game in which the game state does not change after the small win game. For example, if a small win game is performed in a "low probability low base game state," the "low probability low base game state" continues even after the small win game. In a small win game, the pachinko gaming machine PY1 opens either the first large prize opening 14 or the second large prize opening 15.
[0065] FIG. 4(B) is a time chart showing the flow of a small prize game. Here, a small prize game in which only the first large prize opening 14 is opened is illustrated. As shown in FIG. 4(B), when a small prize game starts after the special symbol is stopped and displayed, a pre-opening interval (also referred to as "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize opening 14 opens. The first large prize opening 14 remains open until a predetermined time (e.g., 5 seconds) has elapsed, or until a predetermined number of game balls (e.g., 10 balls) have entered the first large prize opening 14. When the first large prize opening 14 has finished opening, a post-opening interval (also referred to as "post-opening IT") is set. The post-opening IT continues until a predetermined time (e.g., 2 seconds) has elapsed, and one small prize game ends when the post-opening IT ends. In addition, either one or both of the pre-opening IT and the post-opening IT may be set. Also, in consideration of the playability of the pachinko gaming machine PY1, a small win game may be set not to be performed.
[0066] 7. Auxiliary Games Next, the auxiliary game performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 3(B) and 4(C). As shown in FIG. 3(B), the pachinko gaming machine PY1 is capable of performing an auxiliary game, which is a game different from the jackpot game and the small jackpot game. Unlike the jackpot game and the small jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in the non-time-shortening state, the second start opening 12 is opened for a first opening time (e.g., 0.1 seconds), whereas when the auxiliary game is performed in the time-shortening state, the second start opening 12 is opened for a second opening time (e.g., 3.5 seconds) longer than the first opening time.
[0067] FIG. 4(C) is a time chart showing the flow of the auxiliary game. As shown in FIG. 4(C), when the auxiliary game starts after the normal game display stops, the second start hole 12 opens. The second start hole 12 remains open until a predetermined time (the first opening time if the game is not in the time-saving mode, or the second opening time if the game is in the time-saving mode) has elapsed, or until a predetermined number of game balls (for example, four balls) have entered the second start hole 12. When the second start hole 12 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, two seconds) has elapsed, and one round of auxiliary game ends with the end of the post-opening IT.
[0068] 8. Direction Next, the effects performed by the pachinko gaming machine PY1 will be explained using Figures 5 to 12. The pachinko gaming machine PY1 can set different effect modes depending on the gaming status. In each effect mode, the pachinko gaming machine PY1 can perform the effects shown below using various effect devices (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, etc.) provided in the pachinko gaming machine PY1.
[0069] 8-1.Performance mode First, the presentation mode will be explained using Figure 5. The presentation mode is a classification of presentation (or a higher-level conceptual attribute). The pachinko gaming machine PY1 can set the following presentation modes: customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.
[0070] The customer waiting mode is a mode that may be set when a special symbol is displayed in a static state (when the variable display of the special symbol is not being performed) in the "low-probability low-base game state," "low-probability high-base game state," "high-probability low-base game state," and "high-probability high-base game state." The customer waiting mode indicates to the player that the variable display of the special symbol is in a waiting state. The pachinko gaming machine PY1 can perform a customer waiting effect while the customer waiting mode is set. The customer waiting effect is an effect in which a customer waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display unit 50a, as shown in FIG. 5(A-1). Furthermore, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, the pachinko gaming machine PY1 may display a setting screen G101 on the display unit 50a, as shown in FIG. 5(A-2), for setting the effects of the pachinko gaming machine PY1. The pachinko gaming machine PY1 allows settings related to the effects of the pachinko gaming machine PY1 to be made while the setting screen G101 is displayed. The settings related to the effects include a volume setting for the sound output from the speaker 52, a brightness setting (also called a "light amount setting") for the display unit 50a, and a frequency setting for the effects to be executed (also called a "effect setting").
[0071] The normal presentation mode is a presentation mode that may be set over one or more variable display of special symbols in a "low-probability, low-base game state" or a "high-probability, low-base game state." The normal presentation mode indicates to the player that the game is not in a time-saving state. In the normal presentation mode, the pachinko gaming machine PY1 displays, for example, a normal background image G102, depicting a mountain landscape, on the display unit 50a, as shown in FIG. 5(B-1). The background displayed in the normal presentation mode is not limited to the normal background image G102; multiple types of backgrounds may be displayed in order or randomly.
[0072] The probability variation mode is a mode that may be set over one or more variable display of special symbols in a "high probability, high base game state." In the probability variation mode, the player is informed that they are in a high probability state and a time-saving state. In the probability variation mode, the pachinko gaming machine PY1 displays, for example, a probability variation background image G103 with a background depicting space on the display unit 50a, as shown in FIG. 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103; multiple types of backgrounds may be displayed in order or randomly.
[0073] The time-saving mode is a mode that may be set over one or more variable display of special symbols in a "low-probability, high-base game state." In the time-saving mode, the player is informed that the game is in a normal probability state and a time-saving state. In the time-saving mode, the pachinko gaming machine PY1 displays a time-saving background image G104, for example, a sky background, on the display unit 50a, as shown in FIG. 5(B-3). Note that the background displayed in the time-saving mode is not limited to the time-saving background image G104; multiple types of backgrounds may be displayed in order or randomly.
[0074] The jackpot presentation mode is a presentation mode that is set in the jackpot game state. In the jackpot presentation mode, the player is informed that a jackpot game is being played. In the jackpot presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an opening image G107 that suggests the start of the jackpot game, a right-hit image G108 that encourages a "right hit," and the like, as shown in FIG. 5 (C-1), at the start of the jackpot game. The display of these images is referred to as an "opening presentation."
[0075] In addition, in the big win presentation mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during a round game, as shown in Fig. 5 (C-2), and if a high probability state is reached thereafter, displays a promotion image G110 indicating that a high probability state will be reached on the display unit 50a. The display of these images is referred to as a "round presentation."
[0076] In addition, in the big win presentation mode, the pachinko game machine PY1 displays, on the display unit 50a, an ending image G111 suggesting the presentation mode to be set after the big win presentation mode, a total prize ball number image G112 suggesting the total number of prize balls paid out, and the like, as shown in Fig. 5 (C-3). The display of these images is referred to as "ending presentation."
[0077] In the basic embodiment, five types of presentation modes are set: customer waiting presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode, but the types of presentation modes may be changed or added as appropriate.
[0078] 8-2. Special chart change performance Next, the special chart variable effect (also called "variable effect") will be explained using Figures 6 to 8. The special chart variable effect is an effect that suggests the result of the jackpot determination. When the variable display of the special chart begins, the pachinko gaming machine PY1 executes a special chart variable effect using a performance pattern in parallel with the variable display of the special chart. As shown in Figure 6(A), the performance pattern is composed of a left performance pattern EZ1, a center performance pattern EZ2, and a right performance pattern EZ3.
[0079] In the special symbol variation effect, the pachinko gaming machine PY1 displays the effect symbols EZ1, EZ2, and EZ3 variably on the background (normal background image G102, probability variable background image G103, time-saving background image G104). Note that the "↓" in the figure indicates that the effect symbols are currently being displayed variably. The effect symbols EZ1, EZ2, and EZ3 are, for example, each composed of number symbols from "1" to "9." In the variable display of the effect symbols EZ1, EZ2, and EZ3, the effect symbols EZ1, EZ2, and EZ3 change as the variable display of the special symbol begins, and the effect symbols EZ1, EZ2, and EZ3 stop as the special symbol stops. The result of the jackpot determination is indicated by the manner in which the effect symbols EZ1, EZ2, and EZ3 are displayed.
[0080] 8-2-1.Normal fluctuations The pachinko game machine PY1 can perform a normal variation first in the special chart variation effect. The normal variation is an effect in which the effect patterns EZ1, EZ2, and EZ3 are displayed in a variable manner, and functions as an effect that indicates that the variable display of the special chart has begun.
[0081] In the normal variation, the pachinko gaming machine PY1 starts displaying the varying effect symbols EZ1, EZ2, and EZ3 as shown in FIG. 6(B). When the pachinko gaming machine PY1 determines a miss without generating a reach after the normal variation, it stops the left effect symbol EZ1 and the right effect symbol EZ3 in different patterns as shown in FIG. 6(C-1), and then stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a miss (a so-called "variable pattern") as shown in FIG. 6(D). A pattern suggesting a miss is a pattern in which the left and right effect symbols are not identical, such as "1·1·2" or "2·4·6." On the other hand, when the pachinko gaming machine PY1 generates a reach after the normal variation, it stops and displays the left effect symbol EZ1 and the right effect symbol EZ3 in the same pattern (a so-called "reach pattern") as shown in FIG. 6(C-2), thereby achieving a reach. The stopping order of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.
[0082] 8-2-2.N Reach The pachinko gaming machine PY1 can perform N-reach after a reach is established. N-reach is a reach effect in which the speed of change of the middle effect symbol EZ2 gradually slows down, and functions as an effect suggesting the possibility of a jackpot game.
[0083] In the N-reach state, the pachinko gaming machine PY1 gradually slows down the speed of the middle effect symbol EZ2 as shown in FIG. 7(A). When the pachinko gaming machine PY1 determines a miss in the N-reach state, it stops the middle effect symbol EZ2 and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a miss (a so-called miss-at-reach pattern) as shown in FIG. 7(B). A manner suggesting a miss-at-reach is when the effect symbols on the left and right are the same but the center symbol is different from the effect symbols on the left and right, such as "7·6·7" or "5·3·5." On the other hand, when the pachinko gaming machine PY1 develops an SP-reach state after an N-reach state, it does not stop the middle effect symbol EZ2. The content of the N-reach effect can be changed as appropriate.
[0084] 8-2-3. SP Reach The pachinko gaming machine PY1 can perform an SP reach after an N reach. The SP reach is a reach effect that displays, for example, a scene of a main character battling an enemy character, and functions as an effect that suggests the possibility of a jackpot game.
[0085] In the SP reach, the pachinko gaming machine PY1 displays an SP title image G1 indicating the start of the SP reach on the display unit 50a, as shown in FIG. 8(A). The SP title image G1 is, for example, a text image of "Defeat Enemy A!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing a main character and an enemy character image G201 representing an enemy character on the display unit 50a, as shown in FIG. 8(B), and displays a video of the main character battling the enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the SP reach results in a jackpot, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 8(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a jackpot (so-called doublets). Furthermore, when the pachinko gaming machine PY1 loses in the SP reach, as shown in FIG. 8 (C-2), it displays the enemy character rejoicing at the victory in the battle to suggest a loss, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner suggesting a reach loss. On the other hand, when the pachinko gaming machine PY1 develops the SP reach into an SPSP reach after this SP reach, it does not stop the middle effect symbol EZ2. It should be noted that the effect content of the SP reach can be changed as appropriate.
[0086] 8-2-4. SPSP Reach The pachinko gaming machine PY1 can perform an SPSP reach after an SP reach. The SPSP reach is a reach effect that displays, for example, a scene of a main character battling a formidable enemy character, and functions as an effect that suggests a high possibility of a jackpot game.
[0087] In the SPSP reach, the pachinko gaming machine PY1 displays an SPSP title image G2 indicating the start of the SPSP reach on the display unit 50a, as shown in FIG. 9(A). The SPSP title image G2 is, for example, a text image of "Defeat Enemy B!" After that, the pachinko gaming machine PY1 displays a main character image G200 representing the main character and a strong enemy character image G202 representing the strong enemy character on the display unit 50a, as shown in FIG. 9(B), and displays a video of the main character battling the strong enemy character on the display unit 50a. Then, when the battle reaches its final stage, in the case where the pachinko gaming machine PY1 has achieved a jackpot in the SPSP reach, the pachinko gaming machine PY1 displays an image of the main character rejoicing at his victory in the battle, as shown in FIG. 9(C-1), to suggest a jackpot, and stops and displays the effect symbols EZ1, EZ2, and EZ3 in a pattern suggesting a jackpot (so-called doublets). On the other hand, when the pachinko game machine PY1 determines that the SPSP reach is a loss, as shown in Fig. 9 (C-2), it displays the strong enemy character rejoicing at the victory in the battle to suggest a loss, and also stops and displays the effect symbols EZ1, EZ2, and EZ3 in a manner to suggest a reach loss. Note that the effect content of the SPSP reach can be changed as appropriate.
[0088] Here, we will explain the possibility that the effect symbols EZ1, EZ2, and EZ3 will stop in a manner indicating a jackpot (also called "jackpot expectation probability"). The jackpot expectation probability is determined by the execution probability based on the result of the jackpot determination. For example, if the execution probability of N reach is set to 10% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, and the execution probability of SP reach is set to 4% when the result of the jackpot determination is a miss, but set to 100% when the result of the jackpot determination is a win, the jackpot expectation probability for SP reach can be made higher than the jackpot expectation probability for N reach.
[0089] Also, for example, if the execution probability of an SP reach is set to 4% when the result of the jackpot determination is a miss and set to 100% when the result of the jackpot determination is a win, then by setting the execution probability of an SPSP reach to 2% when the result of the jackpot determination is a miss and to 100% when the result of the jackpot determination is a win, the jackpot expectation for an SPSP reach can be made higher than the jackpot expectation for an SP reach.In this way, by setting the execution probability for executable effects in accordance with the result of the jackpot determination in advance, the jackpot expectation for that effect can be determined.
[0090] 8-3. Hold icon and related icon The pachinko gaming machine PY1 can display a reserve icon HA on the display unit 50a while storing special chart 1 reserve or special chart 2 reserve. The reserve icon HA is, for example, an icon image of "◯". Furthermore, the pachinko gaming machine PY1 can display the icon TA on the display unit 50a while variable display of the special chart is being performed. The icon TA is, for example, the same icon image of "◯" as the reserve icon HA.
[0091] A reserve icon display area 50d is provided at the bottom of the display unit 50a. As shown in FIG. 10(A), the reserve icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko gaming machine PY1 displays a reserve icon HA in each display area 50d1, 50d2, 50d3, and 50d4 according to the number of reserved special symbols 1 or 2. For example, when the number of reserved special symbols 1 is "1," the reserve icon HA is displayed in the first display area 50d1. When the number of reserved special symbols 1 is "2," the reserve icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The reserve icon display area 50d may display both the number of reserved special symbols 1 and 2, or it may display only one of the number of reserved special symbols 1 and 2. In addition, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.
[0092] Furthermore, the icon display area 50e is provided at the bottom of the display unit 50a near the reserved icon display area 50d. As shown in FIG. 10(A), the icon display area 50e is configured as a single display area. When the pachinko gaming machine PY1 starts variable display of the special symbol, it displays the icon TA, which may be the same as or different from the reserved icon HA, in the icon display area 50e. Note that, in consideration of the playability of the pachinko gaming machine PY1, the icon TA may not be displayed.
[0093] 8-3-1.Holding effect The pachinko game machine PY1 can perform a hold effect in response to a game ball entering the first start hole 11 or the second start hole 12. The hold effect is, for example, an effect in which a hold icon HA is displayed in the hold icon display area 50d, and functions as an effect for informing the player of the number of special chart 1 holds or special chart 2 holds.
[0094] When the pachinko gaming machine PY1 is not performing variable display of the special chart and the number of reserved special charts 1 is "0", if a gaming ball enters the first starting hole 11, the pachinko gaming machine PY1 displays the icon TA in the icon display area 50e as shown in Fig. 10(B). Also, for example, when two gaming balls enter the first starting hole 11 during variable display of the special chart, the pachinko gaming machine PY1 displays the reserved icon HA in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Fig. 10(C), and notifies the player that the number of reserved special charts 1 is "2". Furthermore, when the pachinko game machine PY1 starts variable display of a new special chart while displaying a reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, as shown in FIG. 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, thereby informing the player that the reserve number of special chart 1 is "1".
[0095] 8-4. Preview performance The pachinko game machine PY1 can perform a notice effect at any timing during the special chart variation effect. The notice effect is an effect that uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, on-board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game.
[0096] 8-4-1.Movable object production The pachinko gaming machine PY1 can perform a movable body effect using the on-board movable body 55k or the frame movable body 58k as a preview effect. The movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.
[0097] The pachinko gaming machine PY1 performs a movable body effect at any timing in the special chart variation effect (for example, when the N reach develops into the SP reach). Here, a movable body effect using the on-board movable body 55k is exemplified. The movable body effect is an effect in which the on-board movable body 55k moves on the display unit 50a, as shown in FIG. 11(A). In the movable body effect, the pachinko gaming machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the on-board movable body 55k. After the movable body effect, the on-board movable body 55k returns to the normal standby state (initial position), as shown in FIG. 11(B), and the effect develops. FIG. 11(B) shows a case in which the effect develops into the SPSP reach. The movement of the on-board movable body 55k in the movable body effect can be changed as appropriate.
[0098] 8-4-2. Operation direction The pachinko gaming machine PY1 can perform, as a preview effect, an operation effect using the normal button 40 or the special button 41. The operation effect is, for example, an effect in which the player operates the normal button 40 or the special button 41.
[0099] The pachinko gaming machine PY1 performs an operation presentation at any timing in the special chart variation presentation (for example, during SP reach). Here, an operation presentation using the normal button 40 is illustrated. In the operation presentation, the pachinko gaming machine PY1 generates a period during which pressing the normal button 40 is valid (referred to as a "button operation valid period"), and with the occurrence of this button operation valid period, performs a presentation (referred to as a "button operation promotion presentation") that prompts the operation of the normal button 40, as shown in FIG. 12(A). In the button operation promotion presentation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 is composed of a normal button image G31 that imitates the normal button 40, a press operation image G32 (here, a text image of "press") that indicates the operation mode of the normal button 40 (i.e., the press operation), and a remaining valid operation period image G33 that indicates the remaining time of the button operation valid period. In response to the normal button 40 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being pressed during the button operation valid period, the pachinko gaming machine PY1 ends the button operation prompt effect and performs an operation result effect, as shown in Fig. 12(B). Fig. 12(B) shows a case where a movable body effect in which the on-board movable body 55k moves is performed as the operation result effect. Note that the content of the operation effect can be changed as appropriate.
[0100] 8-4-3. Predictive performance The pachinko gaming machine PY1 can perform a pre-reading effect based on a pre-reading judgment as a notice effect. The pre-reading effect is, for example, an effect in which the reserved icon HA changes, and functions as an effect to indicate the result of the jackpot judgment in advance.
[0101] The pachinko gaming machine PY1 performs a pre-reading effect in response to storing a special chart 1 reserve or a special chart 2 reserve. Here, an example of a pre-reading effect for the special chart 1 reserve is shown. When a game ball enters the first starting hole 11, the pachinko gaming machine PY1 stores the special chart 1 reserve. Based on the result of the pre-reading determination for the special chart 1 reserve, as shown in FIG. 10(C), the reserve icon display area 50d displays a "☆" icon image as the reserve icon HA, instead of the usual "○" icon image, as shown in FIG. 10(C). The "☆" icon image (special mode icon image) suggests a higher likelihood of winning than the "○" icon image (normal mode icon image). The effect of displaying a special mode icon image is also referred to as a reserve change effect. The pre-reading effect content can be changed as appropriate.
[0102] 9. Internal structure Next, the internal configuration of the pachinko gaming machine PY1 will be described with reference to Figs. 13 to 16. Fig. 13 is a block diagram of the parts related to the control of the pachinko gaming machine PY1. As shown in Fig. 13, the pachinko gaming machine PY1 comprises a main control unit 100 that controls the game, and a performance control unit 120 that executes performances. The main control unit 100 and the performance control unit 120 are electrically connected, and the performance control unit 120 executes performances mainly in accordance with instructions from the main control unit 100.
[0103] 9-1.Main control unit The main control unit 100 includes a game control microcomputer 101. The game control microcomputer 101 includes, for example, a CPU (Central Processing Unit) and mainly controls various games (special game, regular game, game status, prize ball payout, etc.). The game control microcomputer 101 also includes a game input unit 101a, a game output unit 101b, and a game memory unit 101c. The game input unit 101a inputs game ball winning information from the winning devices (first start gate 11, second start gate 12, gate 13, first large prize gate 14, second large prize gate 15, regular prize gate 10, etc.) provided on the game board 1, operation information of the initialization switch, operation information of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands issued in response to game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game memory unit 101c is composed of, for example, a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores a table for selecting game content, game data issued in response to game control (special figure 1 reserve, special figure 2 reserve, normal figure reserve, etc.), and the like.
[0104] The various games are controlled mainly based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls the various games using tables and game data stored in the game memory unit 101c.
[0105] 9-2.Table The game control microcomputer 101 can make various selections when controlling a game. When making a selection, a table stored in the game action memory unit 101c is referenced. The game action memory unit 101c stores the following tables.
[0106] 9-2-1. Fluctuation pattern determination table The game memory unit 101c stores a variation pattern determination table 103a1 shown in Fig. 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When performing variable display of the first special symbol or the second special symbol based on the result of the jackpot determination, the game control microcomputer 101 refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0107] As shown in FIG. 14, the game control microcomputer 101 selects the type of variation pattern based on the game status, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of reserved special symbols, etc. The reach determination determines whether or not the aforementioned reach effect (N reach, SP reach, SPSP reach) is to be performed during the variable display of the special symbol. If the reach effect is to be performed, it is determined that there is a reach, and if there is not, it is determined that there is no reach. The game control microcomputer 101 can select one of seven variation patterns: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs variable display of the first or second special symbol in a variable display mode (variable display time) according to the selected variation pattern. The type of variation pattern can be changed as appropriate.
[0108] Here, the role of each variation pattern will be explained. As mentioned above, during the variable display of the special chart, the special chart variation performance is performed. In the special chart variation performance, a performance flow consisting of one or more performances is executed, and each variation pattern is associated with the variable display time of the special chart and the performance flow executed in the special chart variation performance. For example, as shown in Figure 14, "THP001" and "THP011" have a variable display time of 120,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" have a variable display time of 100,000 ms and are associated with a presentation flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" has a variable display time of 20,000 ms and is associated with a presentation flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" have a variable display time of 13,000 ms or 2,000 ms and are associated with a presentation flow consisting of only "normal variation". In this way, the time of the special chart variation presentation and the presentation executed in the special chart variation presentation are varied depending on the type of variation pattern selected by the game control microcomputer 101.
[0109] "THP001" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SPSP reach," so "THP001" is referred to as an "SPSP jackpot fluctuation." Also, "THP002" is selected when the result of the jackpot determination is a jackpot win, and the final part of the presentation flow is "SP reach," so "THP002" is referred to as an "SP jackpot fluctuation." Also, "THP011" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SPSP reach," so "THP011" is referred to as an "SPSP miss fluctuation." Also, "THP012" is selected when the result of the jackpot determination is a miss, and the final part of the presentation flow is "SP reach," so "THP012" is referred to as an "SP miss fluctuation." Furthermore, "THP013" is selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "N reach," so "THP013" is referred to as an "N miss variation." Furthermore, "THP021" and "THP022" are selected when the result of the jackpot determination is a miss, and the end of the presentation flow is "normal variation," so "THP021" and "THP022" are referred to as "normal miss variation." The selection ratio of the variation pattern can be set appropriately, taking into consideration the playability of the pachinko gaming machine PY1.
[0110] 9-2-2. Look-ahead decision table The game memory unit 101c stores a look-ahead determination table 103b1 shown in FIG. 15. The look-ahead determination table 103b1 is a table that is referenced when selecting the type of look-ahead pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the look-ahead determination table 103b1 and selects the type of look-ahead pattern. The diagram shown in FIG. 15 is the look-ahead determination table 103b1.
[0111] As shown in Figure 15, the game control microcomputer 101 selects the type of look-ahead pattern based on the game status, the type of starting hole, the result of look-ahead determination, etc. The game control microcomputer 101 can select one of three look-ahead patterns, "SHP001" to "SHP003," as the look-ahead pattern. The type of look-ahead pattern can be changed as appropriate.
[0112] "SHP001" is selected when the result of the pre-reading judgment is a pre-reading win, so "SHP001" is called a "jackpot pre-reading pattern." Also, "SHP002" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called a "reach miss pre-reading pattern." Also, "SHP003" is selected when the result of the pre-reading judgment is a pre-reading non-win, and the result of the fluctuation pattern pre-judgment is a fluctuation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called a "normal miss pre-reading pattern."
[0113] 9-2-3.Pattern Judgment Table The game memory unit 101c stores a symbol determination table 103c1 shown in Fig. 16. The symbol determination table 103c1 is a table that is referenced when selecting the type of symbols to be stopped for the first special symbol and the second special symbol. When a jackpot determination is made, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the type of symbols to be stopped for the first special symbol and the second special symbol. The diagram shown in Fig. 16 is the symbol determination table 103c1.
[0114] As shown in Figure 16, the game control microcomputer 101 selects the type of stopping symbol for the first special symbol and the second special symbol based on the type of starting slot, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stopping symbols: "jackpot Wα symbol," "jackpot Xα symbol," "jackpot Yα symbol," "jackpot Zα symbol," "small jackpot symbol," "miss A symbol," and "miss B symbol." The game control microcomputer 101 displays the first or second special symbol in a manner corresponding to the selected stopping symbol. The type of stopping symbol can be changed as appropriate.
[0115] Here, we will explain the role of each stopping symbol. As mentioned above, after the special symbol stops and is displayed, there are times when a jackpot game is played, when a small jackpot game is played, when a time-saving state is entered, and when nothing is played and a loss occurs. There are four types of jackpot games ("jackpot game Wα," "jackpot game Xα," "jackpot game Yα," "jackpot game Zα"), one type of small jackpot game, and two types of losses (the aforementioned specific loss and simple loss), and each stopping symbol is associated with a type of jackpot game, a type of small jackpot game, and a type of loss. 16, for example, a "jackpot Wα symbol" corresponds to a "jackpot game Wα," a "jackpot Xα symbol" corresponds to a "jackpot game Xα," a "jackpot Yα symbol" corresponds to a "jackpot game Yα," a "jackpot Zα symbol" corresponds to a "jackpot game Zα," a "small win symbol" corresponds to a small win game, a "miss A symbol" corresponds to a simple miss in which nothing is done, and a "miss B symbol" corresponds to a time-shortened state. In this way, the type of jackpot game, the type of small win game, and the type of miss (whether or not the time-shortened state is entered) to be executed are varied depending on the type of stopped symbol selected by the game control microcomputer 101.
[0116] The "jackpot Wα symbol" and "jackpot Yα symbol" are selected when a jackpot game that results in a high probability state is played afterwards, and therefore the "jackpot Wα symbol" and "jackpot Yα symbol" are sometimes referred to as "probability variable symbols." The "jackpot Xα symbol" and "jackpot Zα symbol" are selected when a jackpot game that results in a normal probability state is played afterwards, and therefore the "jackpot Xα symbol" and "jackpot Zα symbol" are sometimes referred to as "normal symbols." The "miss A symbol" is selected when a simple miss occurs without any further action, and therefore the "miss A symbol" is sometimes referred to as "normal miss symbol." The "miss B symbol" is selected when a specific miss occurs afterwards, and therefore the "miss B symbol" is sometimes referred to as "miss time-saving symbol." The selection ratio of the stop symbols can be appropriately set in consideration of the gameplay characteristics of the pachinko gaming machine PY1.
[0117] 9-3. Commands The game control microcomputer 101 can output the performance commands issued in response to the control of the game to the performance control unit 120 via the game output unit 101b. The game control microcomputer 101 can issue the following commands.
[0118] 9-3-1. Winning Command The winning commands are issued in connection with the winning of a gaming ball into various winning devices (first start opening 11, second start opening 12, gate 13, first major winning opening 14, second major winning opening 15, general winning opening 10, etc.). The winning commands include a first start opening command issued when a gaming ball wins into first start opening 11, a second start opening command issued when a gaming ball wins into second start opening 12, a gate command issued when a gaming ball passes through gate 13, a first major winning opening command issued when a gaming ball wins into first major winning opening 14, a first major winning opening command issued when a gaming ball wins into second major winning opening 15, a general winning opening command issued when a gaming ball wins into general winning opening 10, etc.
[0119] 9-3-2. Special command Special symbol commands are issued in relation to the operation of the first and second special symbols. Special symbol commands include a special symbol change pattern command issued when the change pattern of the special symbol is determined, a special symbol stop symbol command issued when the stop symbol of the special symbol is determined, a special symbol start command issued when the variable display of the special symbol starts, and a special symbol confirmation command issued when the stop display of the special symbol is determined.
[0120] 9-3-3. General Map Commands The general map commands are issued in relation to the general map operation. There are general map start commands issued by starting the general map variable display, and general map confirmation commands issued by stopping the general map display, etc.
[0121] 9-3-4. Pending Commands Reserve commands are issued in relation to increases or decreases in the number of reserved special chart 1 reserves, special chart 2 reserves, and regular chart reserves. Reserve commands include a special chart 1 reserve increase command issued when the number of reserved special chart 1 increases, a special chart 1 reserve decrease command issued when the number of reserved special chart 1 decreases, a special chart 2 reserve increase command issued when the number of reserved special chart 2 increases, a special chart 2 reserve decrease command issued when the number of reserved special chart 2 decreases, a regular chart reserve increase command issued when the number of reserved regular charts increases, and a regular chart reserve decrease command issued when the number of reserved regular charts decreases.
[0122] 9-3-5. Jackpot game command The jackpot game command is issued in connection with the operation of the jackpot game. Examples of the jackpot game command include an OP command issued at the start of an OP, a round command issued at the start of each round of play, and an ED command issued at the start of an ED.
[0123] 9-3-6. Small Win Game Command The small win game command is issued in connection with the operation of the small win game. Examples of the small win game command include a pre-release IT command issued by the start of the pre-release IT, and a post-release IT command issued by the start of the post-release IT.
[0124] 9-3-7. Auxiliary game commands The auxiliary game command is issued in association with the operation of the auxiliary game, and includes an auxiliary game start command issued when the auxiliary game starts.
[0125] 9-3-8. Game status command Game state commands are issued in relation to the current game state. Examples of game state commands include a normal probability command issued when the game state is in a normal probability state, a high probability command issued when the game state is in a high probability state, a non-time-saving command issued when the game state is in a non-time-saving state, a time-saving command issued when the game state is in a time-saving state, a jackpot command issued when the game state is in a jackpot game state, a left-hand hit command issued when the game state is in a left-hand hit state, and a right-hand hit command issued when the game state is in a right-hand hit state.
[0126] 9-4. Production control unit The performance control unit 120 includes a performance control microcomputer 121. The performance control microcomputer 121 includes, for example, a CPU, and mainly executes various performances (performance modes, special chart change performances, hold performances, preview performances, etc.). The performance control microcomputer 121 also includes a performance input unit 121a and a performance memory unit 121b. The performance input unit 121a inputs performance commands output from the main control unit 100, operation information for the normal buttons 40, operation information for the special buttons 41, etc. The performance memory unit 121b is configured with, for example, ROM and RAM, and stores processing programs for the processes performed by the CPU in various performances, tables for selecting preview performances, etc., performance data issued in response to the execution of a performance, etc.
[0127] Various effects are executed mainly based on the effect commands and operation information input by the effect input unit 121a. The effect control microcomputer 121 executes various effects using the processing programs, tables, effect data, etc. stored in the effect storage unit 121b.
[0128] <Modifications to the basic embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the basic embodiment. Of course, the configurations of the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiment and the modified examples below may be deleted as appropriate unless they are described as essential in this specification.
[0129] In the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state," but different backgrounds may be displayed in the "low probability low base game state" and the "high probability low base game state." For example, in the "high probability low base game state," a background including an image suggesting a high probability state may be displayed.
[0130] In addition, in the basic embodiment, only the effect patterns EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a in parallel with the variable display of the special pattern, but other patterns may be displayed variably on the display unit 50a in parallel with the effect patterns EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other patterns smaller than the size of the effect patterns EZ1, EZ2, and EZ3.
[0131] In addition, in the basic embodiment, only the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols, but other symbols may be displayed variably on a display device other than the image display device 50 in parallel with the effect symbols EZ1, EZ2, and EZ3. For example, a dedicated LED for displaying other symbols variably may be installed on the gaming board 1, and the dedicated LED may be made to flash during the variable display of the effect symbols EZ1, EZ2, and EZ3.
[0132] In addition, in the basic embodiment, the first special chart and the second special chart are not variably displayed at the same time, but only one of them is variably displayed, but the first special chart and the second special chart may be variably displayed at the same time.
[0133] In the basic embodiment, the game progress and the presentation are controlled by separate control units, but the game progress and the presentation may be controlled by a single control unit. For example, both the game progress and the presentation may be controlled by only the main control unit 100.
[0134] Furthermore, the gaming machine described in the basic embodiment can also be applied to other pinball gaming machines such as arrange ball machines, mahjong ball gaming machines, smart pachinko machines (managed gaming machines), and the like.
[0135] First Embodiment The first embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the first embodiment.
[0136] First, the stop symbols that can be selected by the game control microcomputer 101 will be explained using Fig. 18. A symbol A determination table 103c2 is stored in the game memory unit 101c of the game control microcomputer 101, as shown in Fig. 17. The game control microcomputer 101 can select the stop symbols of the first special symbol and the second special symbol using the symbol A determination table 103c2.
[0137] Fig. 18 is a diagram showing the contents of the symbol A determination table 103c2. The game control microcomputer 101 selects the type of symbol to be stopped based on the type of starting hole and the result of the jackpot determination. As shown in Fig. 18, there are four types of symbols to be stopped: "Jackpot W10 symbol," "Jackpot X10 symbol," "Missing A symbol," and "Missing B symbol."
[0138] Specifically, when the target starting port (the starting port into which the game ball entered) is the first starting port 11, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 50% of the time, and the "jackpot X10 symbol" will be selected 50% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 95% of the time, and the "miss B symbol" will be selected 5% of the time.
[0139] Furthermore, if the target starting port (the starting port into which the game ball entered) is the second starting port 12, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 100% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 100% of the time.
[0140] In the first embodiment, the probability that the result of the jackpot determination will be a "jackpot win" is set to "1 / 300" for both the first starting port 11 and the second starting port 12 when the probability is low, and is set to "1 / 70" for both the first starting port 11 and the second starting port 12 when the probability is high, but the probability of a "jackpot win" can be changed as appropriate.
[0141] In addition, in the first embodiment, the upper limit number of reserved special drawings 1 is set to "4", and the upper limit number of reserved special drawings 2 is set to "4", but it is possible to change each upper limit number as appropriate.
[0142] Next, we will explain the jackpot games that can be executed by the game control microcomputer 101. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopped symbol selected by the symbol A determination table 103c2. There are three types of jackpot games: "jackpot game W10", "jackpot game X10", and "pseudo jackpot game" (see Figure 18).
[0143] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c2, the "jackpot game W10" is executed. The "jackpot game W10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.
[0144] Furthermore, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c2, a "jackpot game X10" is executed. The "jackpot game X10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.
[0145] In the first embodiment, when a game ball enters the first large prize opening 14 during each round of play of "jackpot game W10" and "jackpot game X10," 15 prize balls are paid out for each winning ball, but the number of prize balls is not limited to 15. Note that the type of large prize opening used in "jackpot game W10" and "jackpot game X10," the number of rounds of play, the specified opening time of the large prize opening, and the specified number of large prize openings can be changed as appropriate.
[0146] Furthermore, if the "missing B symbol" is selected by the symbol A determination table 103c2, a "pseudo jackpot game" is executed. The "pseudo jackpot game" is a game in which the first major winning slot 14 is opened only three times, and each opening continues until the specified opening time of two seconds has elapsed, regardless of the number of game balls that have entered the first major winning slot 14. In the "pseudo jackpot game", no prize balls are paid out even if a game ball enters the first major winning slot 14.
[0147] In the first embodiment, the first major prize opening 14 is used in the "pseudo jackpot game," but both the first major prize opening 14 and the second major prize opening 15 may be used. In this case, it is preferable that the major prize openings are opened in the order of the first major prize opening 14 → the second major prize opening 15, or the second major prize opening 15 → the first major prize opening 14, so that the opening of the first major prize opening 14 and the opening of the second major prize opening 15 do not overlap.
[0148] Here, the details of the "pseudo jackpot game" will be explained using FIG. 19. FIG. 19 is a time chart showing the flow of the "pseudo jackpot game." As shown in FIG. 19, when a "miss B symbol" is displayed as a stopped symbol on the special symbol, the "pseudo jackpot game" is played. First, in response to the start of the "pseudo jackpot game," a pre-opening IT is set. The pre-opening IT continues until 2000 ms has elapsed. When the pre-opening IT ends, the first opening of the first large prize winning hole 14 begins, and the opening of the first large prize winning hole 14 continues until 2000 ms has elapsed. Then, when the first opening of the first large prize winning hole 14 has finished, a closing IT is set. The closing IT continues until 2000 ms has elapsed. When the closing IT ends, the second opening of the first large prize winning hole 14 begins. In this way, when the first to third openings of the first large prize winning hole 14 have all finished, a post-opening IT is set. The post-release IT continues until 2000 ms has elapsed, and the "pseudo jackpot game" ends when the post-release IT ends.
[0149] Next, we will explain the game states that can be controlled by the game control microcomputer 101. The game control microcomputer 101 can control to different types of game states depending on the type of stopped symbol selected by the symbol A determination table 103c2. The types of game states include a "low probability low base game state" that is controlled in the initial state (when the power is turned on), a "high probability high base game state", and a "low probability high base game state" (see Figure 18).
[0150] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c2, the game is controlled to a "high probability high base game state" after the jackpot game state in which the "jackpot game W10" is executed. This "high probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "high probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.
[0151] Also, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c2, the game state is controlled to a "low probability high base game state" after the jackpot game state in which the "jackpot game X10" is executed. This "low probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "low probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.
[0152] Furthermore, when the "miss B symbol" is selected by the symbol A determination table 103c2, if the current gaming state is controlled to a "low probability low base gaming state," the "low probability low base gaming state" continues even after the "pseudo jackpot game" is executed. Also, when the current gaming state is controlled to a "low probability high base gaming state," if the number of variable displays of the second special symbol has not yet reached the upper limit number of times after the "pseudo jackpot game" is executed, the "low probability high base gaming state" continues, and if the number of variable displays of the second special symbol has reached the upper limit number of times, the state is controlled to a "low probability low base gaming state." Also, when the current gaming state is controlled to a "high probability high base gaming state," if the number of variable displays of the second special symbol has not yet reached the upper limit number of times after the "pseudo jackpot game" is executed, the "high probability high base gaming state" continues, and if the number of variable displays of the second special symbol has reached the upper limit number of times, the state is controlled to a "low probability low base gaming state."
[0153] Therefore, it can be said that the "jackpot game W10" that is then controlled to a "high probability high base game state" is a jackpot game that is more advantageous to the player than the "jackpot game X10" that is then controlled to a "low probability high base game state" and the "pseudo jackpot game" in which the game state does not change thereafter. Also, it can be said that the "jackpot game X10" that is then controlled to a "low probability high base game state" is a jackpot game that is more advantageous to the player than the "pseudo jackpot game" in which the game state does not change thereafter. Note that the upper limit number of times for the "high probability high base game state" and the upper limit number of times for the "low probability high base game state" can be changed as appropriate.
[0154] Next, the change patterns of the variable display of the special symbols that can be selected by the game control microcomputer 101 will be explained with reference to Fig. 20. The game memory unit 101c of the game control microcomputer 101 stores a change pattern A determination table 103a2 as shown in Fig. 17.
[0155] The game control microcomputer 101 can select a change pattern of the variable display of the first special chart and a change pattern of the variable display of the second special chart in the non-time-shortening state by using the change pattern A determination table 103a2.
[0156] FIG. 20 is a diagram showing the contents of the fluctuation pattern A determination table 103a2. When using the fluctuation pattern A determination table 103a2, the game control microcomputer 101 selects the type of fluctuation pattern by referring to the current game state, the type of starting slot, the result of the jackpot determination, the result of the symbol determination, the result of the reach determination, and the number of reserved special symbols. As shown in FIG. 20, there are eight types of fluctuation patterns: "THP001A", "THP002A", "THP011A", "THP012A", "THP013A", "THP021A", "THP022A", and "THP023A". The game control microcomputer 101 selects the fluctuation pattern at the selection ratio shown in FIG. 20.
[0157] Specifically, when the current game state is in the non-time-saving state, the type of start port is the first start port 11, and the result of the jackpot determination is "jackpot win," "THP001A" is selected 70% of the time, and "THP002A" is selected 30% of the time, regardless of the result of the symbol determination, the result of the reach determination, or the number of reserved special symbols. When "THP001A" is selected, the variable display time of the special symbol is 130,000 ms, and "THP001A" is called "SPSP jackpot fluctuation," and when "THP002A" is selected, the variable display time of the special symbol is 110,000 ms, and "THP002A" is called "SP jackpot fluctuation."
[0158] In addition, when the current game state is a non-time-saving state, the type of the start slot is the first start slot 11, the result of the jackpot determination is "miss," the result of the pattern determination is "miss A pattern," and the result of the reach determination is "reach," regardless of the number of reserved special symbols, "THP011A" is selected at a rate of 10%, "THP012A" at a rate of 20%, and "THP013A" at a rate of 70%. When "THP011A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP011A" is called "SPSP miss variation," and when "THP012A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP012A" is called "SP miss variation," and when "THP013A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP013A" is called "N miss variation."
[0159] In addition, if the current game state is a non-time-saving state, the type of start port is the first start port 11, the result of the jackpot determination is "miss," and the result of the reach determination is "no reach," then if the number of special chart 1 reserves is "0-2," then "THP021A" will be selected 100% of the time, and if the number of special chart 1 reserves is "3-4," then "THP022A" will be selected 100% of the time. Note that when "THP021A" is selected, the variable display time of the special chart is 13,000 ms, and when "THP022A" is selected, the variable display time of the special chart is 2,000 ms, and "THP021A" and "THP022A" are called "normal miss fluctuations."
[0160] In addition, when the current game state is a non-time-saving state, the type of start port is the first start port 11, the result of the jackpot determination is "miss", and the result of the pattern determination is "miss B pattern", "THP023A" is selected at a rate of 100% regardless of the result of the reach determination and the number of reserved special symbols. In addition, when "THP023A" is selected, the variable display time of the special symbol is 20000 ms, and "THP023A" is called a "pseudo jackpot fluctuation".
[0161] In addition, if the current game state is not in the time-saving state, the type of start port is the second start port 12, and the result of the jackpot determination is "jackpot win," "THP001A" will be selected 100% of the time, regardless of the result of the pattern determination, the result of the reach determination, and the number of reserved special symbols.
[0162] In addition, if the current game state is not in the time-saving state, the type of start port is the second start port 12, and the result of the jackpot determination is "miss," then "THP021A" will be selected 100% of the time, regardless of the result of the pattern determination, the result of the reach determination, and the number of reserved special symbols.
[0163] In the first embodiment, when selecting the fluctuation pattern of the special chart, the fluctuation pattern A determination table 103a2 shown in Figure 20 is used, but the fluctuation pattern A determination table 103a2 and the fluctuation pattern determination table 103a1 shown in Figure 14 may also be used in combination.
[0164] 21 to 26, we will explain the effects that the effect control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects during variable display or stop display of the special symbol in the non-time-shortening state.
[0165] A. Normal fluctuations "Normal variation" is a performance that may occur in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 change. Since "normal variation" is the first to occur in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.
[0166] B. Leach "Reach" is an effect that can occur after a "normal variation," in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. "Reach" can occur when the result of the jackpot determination is "jackpot win," so it functions as an effect that suggests that a jackpot game may occur. In addition, "Reach" can subsequently develop into reach effects such as "N reach," "SP reach," and "SPSP reach," so it also functions as an effect that suggests that a reach effect may occur.
[0167] CN Reach "N Reach" is an effect that can be performed after a "Reach" is established, and is a reach effect in which the speed at which the middle performance pattern EZ2 changes gradually slows down. "N Reach" can be performed when the result of the jackpot judgment is "jackpot win", so it functions as an effect that suggests the possibility of a jackpot game.
[0168] D.SP Reach "SP Reach" is an effect that can occur after "N Reach", and is a reach effect in which the main character and enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game.
[0169] E.SPSP Reach "SPSP Reach" is an effect that can be performed after "SP Reach", and is a reach effect in which the main character battles a formidable enemy character. "SPSP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that a jackpot game is more likely to occur. Also, since a jackpot game is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach", "SPSP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "SP Reach".
[0170] F. Attacker Pre-release The "effect before attacker opening" is an effect that may be performed in response to the start of the variable display of the special symbol, and is an effect in which an image imitating the first large winning slot 14 is displayed on the display unit 50a. The "effect before attacker opening" may be performed when the type of stopped symbol is the "miss B symbol," and therefore functions as an effect that suggests that a "pseudo jackpot game" will be played.
[0171] G. Attacker release animation The "Attacker Opening Effect" is an effect that may be performed while a special symbol is stopped and displayed, and is an effect in which the board lamp 54 lights up. Since the "Attacker Opening Effect" is performed while a "Miss B Symbol" is stopped and displayed, it functions as an effect that suggests that a "pseudo jackpot game" is being played.
[0172] Next, the main special chart variable effect that is executed in the non-time-saving state will be explained using Figure 21. The effect control microcomputer 121 displays an effect image on the display unit 50a in each effect that constitutes the effect flow, and can execute a light-emitting effect using the frame lamp 53 and the board lamp 54 and a sound effect using the speaker 52 according to the display of the effect image.
[0173] In the special chart change presentation where the change pattern is "SPSP jackpot change" or "SPSP miss change", the presentation flow is executed as shown in Figure 21(A), consisting of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach".
[0174] In addition, in the special chart change presentation where the change pattern is "SP jackpot change" or "SP miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" → "SP reach" is executed, as shown in Figure 21 (B).
[0175] In addition, in the special chart change presentation where the change pattern is "N miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" is executed, as shown in Figure 21 (C).
[0176] In addition, in the special chart variation effect where the variation pattern is "normal miss variation," a presentation flow consisting of only "normal variation" is executed, as shown in Figure 21 (D).
[0177] In addition, in the special chart variation effect of the variation pattern "pseudo jackpot variation", a performance flow consisting only of "special variation" is executed, as shown in Figure 21 (E). During the "special variation", "pre-attacker release performance" may be performed, and during the special chart stop display after the "special variation" ends, "attacker release performance" may be performed.
[0178] Next, the main effects executed in the special chart change performance will be specifically explained. In the special chart change performance described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.
[0179] First, the "attacker opening effect" will be specifically described. The effect control microcomputer 121 can execute the "attacker opening effect" in the "special variation" in the special chart variation effect in which the variation pattern is the "pseudo jackpot variation".
[0180] 22, an attacker release pre-effect selection table 123a1 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute the "attacker release pre-effect" using the attacker release pre-effect selection table 123a1.
[0181] 23(A) is a diagram showing the contents of the attacker release pre-effect selection table 123a1. The effect control microcomputer 121 selects whether or not to execute the "attacker release pre-effect" by referring to the current game state and the type of variation pattern.
[0182] Specifically, if the current game state is a "low probability low base game state" controlled in the initial state (when the power is turned on) and the fluctuation pattern is a "pseudo jackpot fluctuation" (THP023A), the execution of the "attacker pre-release performance" is selected 100% of the time, and non-execution of the "attacker pre-release performance" is not selected.
[0183] In addition, if the current game state is the "low probability low base game state" controlled in the initial state (when the power is turned on) and the fluctuation pattern is other than the "pseudo jackpot fluctuation" (THP023A), non-execution of the "attacker pre-opening performance" is selected 100%, and execution of the "attacker pre-opening performance" is not selected.
[0184] Also, if the current gaming state is the second or later "low probability low base gaming state" and the fluctuation pattern is "pseudo jackpot fluctuation" (THP023A), non-execution of the "attacker opening pre-effect" is selected 100% of the time, and execution of the "attacker opening pre-effect" is not selected. The second or later "low probability low base gaming state" refers to the "low probability low base gaming state" after the first jackpot game is played in the "low probability low base gaming state" controlled in the initial state (when the power is turned on), and the subsequent "high probability high base gaming state" or "low probability high base gaming state" has ended.
[0185] In addition, if the current game state is a "low probability low base game state" from the second time onwards and the fluctuation pattern is other than the "pseudo jackpot fluctuation" (THP023A), non-execution of the "effect before attacker release" is selected 100%, and execution of the "effect before attacker release" is not selected.
[0186] In addition, when the current game state is a "low probability high base game state" or a "high probability high base game state," regardless of the type of fluctuation pattern, non-execution of the "effect before attacker release" is selected at a rate of 100%, and execution of the "effect before attacker release" is not selected.
[0187] In other words, the "effect before attacker opening" is set to be performed only before the first big prize opening 14 is opened in the first big win game after the power is turned on, and the "effect before attacker opening" functions as an effect that suggests that the state is still after the big win game has been played after the power is turned on.
[0188] In the first embodiment, the "attacker release pre-effect" is performed only in the "low probability low base game state" in the initial state (when the power is turned on), but the "attacker release pre-effect" may also be performed in the "low probability low base game state" from the second time onwards. Note that the selection ratio indicated by the attacker release pre-effect selection table 123a1 shown in Figure 23(A) can be changed as appropriate.
[0189] When the execution of the "pre-attacker opening performance" is selected by the pre-attacker opening performance selection table 123a1, the performance control microcomputer 121 executes the "pre-attacker opening performance" during the variable display of the special chart in the "pseudo jackpot variation" variation pattern (THP023A).
[0190] 24(A) to 24(B) are diagrams showing how the "attacker opening pre-effect" is performed. As shown in Fig. 24(A), when the effect patterns EZ1, EZ2, EZ3 (here, the "2·4·6" variation) that were stopped and displayed in the previous special pattern variation effect are displayed on the normal background image G102 that suggests the normal effect mode, and the variable display of the special pattern in the variation pattern of the "pseudo jackpot variation" begins, the "attacker opening pre-effect" is performed.
[0191] In the "pre-attacker opening performance," as shown in Figure 24(B), the performance symbols EZ1, EZ2, and EZ3 are erased, and an attacker image G300a that resembles the closed first large winning opening 14 and an electric chute image G303a that resembles the closed second starting opening 12 are displayed in the center of the display unit 50a. In the first embodiment, an example is given of a case where only the performance symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a, but if other performance symbols (for example, small symbols) are also displayed variably in parallel with the performance symbols EZ1, EZ2, and EZ3, it is preferable that all performance symbols are erased in response to the start of the "pre-attacker opening performance."
[0192] Then, when the variable display of the special chart ends, the "attacker release pre-effect" ends. At this time, the attacker image G300a and the electric chute image G303a continue to be displayed without being erased.
[0193] Next, the "Attacker Opening Effect" will be specifically described. The effect control microcomputer 121 can execute the "Attacker Opening Effect" after the variable display of the special symbol in the "pseudo jackpot variation" variation pattern has ended.
[0194] 22, an attacker-opening effect selection table 123a2 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute the "attacker-opening effect" using the attacker-opening effect selection table 123a2.
[0195] 23(B) is a diagram showing the contents of the attacker release effect selection table 123a2. The effect control microcomputer 121 selects whether to execute the "attacker release effect" by referring to the type of variation pattern and the selection result of the attacker release before effect selection table 123a1.
[0196] Specifically, when the type of fluctuation pattern is "pseudo-jackpot fluctuation" (THP023A) and the execution of "pre-attacker release performance" is selected by the pre-attacker release performance selection table 123a1, the execution of "attacker release performance" is selected 100% of the time, and non-execution of "attacker release performance" is not selected.
[0197] In addition, when the type of fluctuation pattern is "pseudo-jackpot fluctuation" (THP023A) and non-execution of "pre-attacker release performance" is selected by the pre-attacker release performance selection table 123a1, non-execution of "attacker release performance" is selected 100% of the time, and execution of "attacker release performance" is not selected.
[0198] In addition, if the type of fluctuation pattern is other than "pseudo-jackpot fluctuation" (THP023A), regardless of the selection result by the pre-attacker-release performance selection table 123a1, non-execution of the "attacker-release performance" is selected 100%, and execution of the "attacker-release performance" is not selected.
[0199] In other words, the "attacker opening effect" is set to be performed only when the execution of the "attacker opening effect" is selected by the pre-attacker opening effect selection table 123a1, and the "attacker opening effect" functions as an effect that suggests that the first large winning slot 14 is open after the power is turned on and before a jackpot game has been played.
[0200] The selection ratio indicated by the attacker release effect selection table 123a2 shown in FIG. 23(B) can be changed as appropriate.
[0201] When the execution of the "Attacker Open Effect" is selected by the attacker open effect selection table 123a2, the effect control microcomputer 121 executes the "Attacker Open Effect" in response to the end of the variable display of the special symbol in the "pseudo jackpot fluctuation" variation pattern (THP023A) (stop display of the "Miss B symbol").
[0202] 25(A) to 25(C) are diagrams showing how the "Attacker Opening Effect" is performed. When the variable display of the special symbol in the variation pattern of the "pseudo jackpot variation" ends and the first opening of the first large prize slot 14 begins due to the execution of the "pseudo jackpot game", the "Attacker Opening Effect" is performed.
[0203] In the "attacker opening effect", as shown in Fig. 25(A), the attacker image G300a imitating the closed first large winning opening 14 displayed in the "attacker opening effect", changes to an attacker image G300b imitating the open first large winning opening 14, as shown in Fig. 25(B). In the first embodiment, the right hit image G108 encouraging "right hit" is not displayed during the execution of the "pseudo jackpot game", but the right hit image G108 may be displayed.
[0204] At this time, even if the player "hits to the right" and the game ball enters the first large winning slot 14, the image displayed on the display unit 50a will not change, and the lighting state of the board lamp 54 will not change. Then, when the stopped display of the special symbol ends, the "attacker open effect" ends. After the "attacker open effect" ends, the game will transition to the normal special effect mode, which is a type of normal effect mode.
[0205] In the normal special effect mode, as shown in FIG. 25(C), a normal special background image G102t different from the normal background image G102 is displayed on the display unit 50a. The normal special background image G102 is a background image depicting a nighttime mountain scene, and the normal special background image G102t suggests that a "pseudo jackpot game" has already been executed. In the first embodiment, once the normal special background image G102t is displayed, the normal background image G102 is not displayed until the power is turned back on. However, the normal background image G102 may be redisplayed in the second or subsequent "low probability low base game state."
[0206] Next, we will explain the effects that the effect control microcomputer 121 can execute when the game control microcomputer 101 displays a stopped symbol indicating a "jackpot win." The effect control microcomputer 121 can execute the following effects when the stopped symbol indicating a "jackpot win" is displayed.
[0207] H. Opening performance The "opening effect" is an effect that may be performed before the start of the first round of play in a jackpot game, and is an effect in which an opening image G107 or the like is displayed on the display unit 50a. The "opening effect" is performed at the start of a jackpot game, and therefore functions as an effect that suggests the start of the jackpot game.
[0208] I. Round Production The "round effect" is an effect that may be performed during each round of play in a jackpot game, and is an effect in which a round image G109, a winning image G301, etc. are displayed on the display unit 50a. The "round effect" is performed when the first big prize opening 14 is open, and therefore functions as an effect that suggests that a game ball can enter the first big prize opening 14.
[0209] J. Ending Production The "ending effect" is an effect that may be performed after the final round of play in a jackpot game has ended, and is an effect in which an ending image G111 or the like is displayed on the display unit 50a. The "ending effect" is performed at the end of the jackpot game, and therefore functions as an effect that suggests the end of the jackpot game.
[0210] K. Attacker's winning performance The "attacker winning effect" is an effect that may be performed when a game ball enters the first large winning slot 14 during each round of play in a jackpot game, and is an effect in which the winning image G301 is erased and the board lamp 54 is lit. The "attacker winning effect" is performed when a prize ball is won, and therefore functions as an effect that suggests that a prize ball will be paid out.
[0211] Next, the "attacker winning effect" will be specifically described. The effect control microcomputer 121 can execute the "attacker winning effect" in each round of play in the "jackpot game W10" and the "jackpot game X10".
[0212] 26(A) to 26(C) are diagrams showing how the "attacker winning effect" is performed. When the opening of the "jackpot game W10" or the "jackpot game X10" ends and the first round of play starts, the "round effect" is performed.
[0213] In the "round effect," as shown in Fig. 26(A), a round image G109 is displayed in the upper left of the display unit 50a, and winning images G301 corresponding to the specified number (10) of winning balls that can be won in one round game are displayed in the lower part of the display unit 50a. At this time, a right-hit image G108 is displayed in the upper right part of the display unit 50a. Then, when a game ball shot during a round game wins in the first large winning slot 14, an "attacker winning effect" is performed.
[0214] In the "attacker winning effect," as shown in FIG. 26(B), one winning image G301 is erased for each winning game ball, and the board lamp 54 lights up in white for a predetermined time (e.g., 0.5 seconds). Then, when ten game balls enter the first large winning slot 14, all winning images G301 are erased and the board lamp 54 flashes in white, as shown in FIG. 26(C). The board lamp 54 continues flashing until the next round of play begins. The "attacker winning effect" is performed in all rounds 1 to 10 of play.
[0215] <Effects of the first embodiment> The effects of the pachinko gaming machine PY1 described in the first embodiment will be described below.
[0216] (1) Even if the result of the jackpot determination is a “miss,” when the “miss B symbol” stops as the stopping symbol on the special chart, a “pseudo jackpot game” is played in which the first large prize slot 14 opens, thereby increasing the frequency with which the first large prize slot 14 opens, thereby making the game more enjoyable.
[0217] (2) When a "pseudo jackpot game" is played by stopping and displaying the "miss B symbol" as the stopping symbol on the special chart, even if a game ball enters the first large prize winning slot 14 during the three openings of the first large prize winning slot 14 in the "pseudo jackpot game," no prize balls are paid out. This prevents the player from receiving too much profit, making the game more enjoyable.
[0218] (3) The time at which first large prize opening 14 opens is different between a "jackpot game W10" or a "jackpot game X10," in which a prize ball may be paid out when a game ball enters first large prize opening 14, and a "pseudo-jackpot game," in which a prize ball is not paid out even if a game ball enters first large prize opening 14. Therefore, the difference in the opening time of first large prize opening 14 makes it easier to determine whether or not a prize ball will be paid out, thereby increasing the enjoyment of the game.
[0219] <Modification of the first embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the first embodiment. Of course, the configurations related to the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiment and the following modified examples may be deleted as appropriate unless they are described as essential in this specification.
[0220] In the first embodiment, the first large prize opening 14 is opened regardless of whether the jackpot game is "jackpot game W10," "jackpot game X10," or "pseudo jackpot game," but the second large prize opening 15 may be opened, or both the first large prize opening 14 and the second large prize opening 15 may be opened.
[0221] Furthermore, in the first embodiment, the opening time of the first large prize opening 14 in the "pseudo jackpot game" as a jackpot game (2 seconds x 3 times) is set to be shorter than the opening time of the first large prize opening 14 in the "jackpot game W10" and "jackpot game X10" as jackpot games (30 seconds x 10 times), but the opening time of the first large prize opening 14 in the "pseudo jackpot game" may also be set to be longer than the opening time of the first large prize opening 14 in the "jackpot game W10" and "jackpot game X10".
[0222] Furthermore, in the first embodiment, the opening time of the first large prize opening 14 in the "pseudo jackpot game" as a jackpot game (2 seconds x 3 times) is set to be shorter than the opening time of the first large prize opening 14 in the "jackpot game W10" and "jackpot game X10" as jackpot games (30 seconds x 10 times), but the opening time of the first large prize opening 14 in the "pseudo jackpot game" may also be set to be the same as the opening time of the first large prize opening 14 in the "jackpot game W10" and "jackpot game X10".
[0223] Furthermore, in the first embodiment, when a game ball enters the first large prize opening 14 in a "pseudo jackpot game" as a jackpot game, no prize balls are paid out, but in some "pseudo jackpot games," prize balls may be paid out when a game ball enters the first large prize opening 14. For example, in a "pseudo jackpot game" in a "low probability low base game state" in the initial state (when the power is turned on), prize balls may not be paid out even if a game ball enters the first large prize opening 14, whereas in a "pseudo jackpot game" in a "low probability low base game state" from the second time onwards, prize balls may be paid out when a game ball enters the first large prize opening 14.
[0224] In the first embodiment, the "pseudo jackpot game" is performed by stopping and displaying the "miss B symbol" as the special symbol, but the "pseudo jackpot game" may be performed under other conditions. For example, the "pseudo jackpot game" may be performed by operating the normal button 40 after the "miss B symbol" is stopped and displayed as the special symbol.
[0225] In the first embodiment, the "pseudo jackpot game" ends when the first major winning opening 14 is opened three times, but the "pseudo jackpot game" may end under other conditions. For example, the "pseudo jackpot game" may end when the normal button 40 is operated while the first major winning opening 14 is being opened.
[0226] In addition, in the first embodiment, a "pre-attacker opening effect" may be performed before a "pseudo-jackpot game" is played as a jackpot game, but it is also possible to prevent the "pre-attacker opening effect" from being performed.
[0227] In addition, in the first embodiment, when a "pseudo-jackpot game" is being played as a jackpot game, an "attacker open effect" may be performed, but it is also possible to prevent the "attacker open effect" from being performed.
[0228] <Invention disclosed in the first embodiment> The preceding paragraphs of this "Mode for Carrying Out the Invention" disclose the following Invention AA. In the description of Invention AA, the names and expressions of the corresponding components in the above-mentioned mode for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that Invention AA is a collective term for the following Inventions AA1 to AA2.
[0229] Furthermore, for example, in the gaming machine described in JP 2019-154502 A, when a gaming ball enters the first large winning opening 14, a predetermined number of gaming balls (for example, 14 balls) are paid out as prize balls. In such a gaming machine, there is room for improvement in the method of opening the winning opening. Therefore, if the gaming machines according to the following inventions AA1 to AA2 are realized, it is expected that a novel gaming machine will be provided.
[0230] The gaming machine according to invention AA1 is an opening (first large winning opening 14) that can be opened to allow game balls to enter; A control means (a game control microcomputer 101) capable of opening the ball entrance, The control means When the ball entrance is opened in a first pattern (jackpot game W10, jackpot game X10), and when the ball entrance is opened in a second pattern (pseudo-jackpot game), When a game ball enters the ball entrance opened in the first pattern, a predetermined profit (a prize ball) is awarded to the player, When a game ball enters the ball entrance opened in the second pattern, the predetermined benefit is not awarded to the player. It is characterized by:
[0231] The gaming machine according to invention AA2 is A gaming machine according to invention AA1, The first pattern and the second pattern have different opening times for the ball inlet. It is characterized by:
[0232] Second Embodiment The second embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the second embodiment.
[0233] First, the structure of the game board 1 will be described with reference to Figure 27. Figure 27 is a front view of the game board 1.
[0234] As described above, winning devices that allow game balls to win (enter or pass through) are installed in the game area 6 of the game board 1. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first major winning opening 14, and a second major winning opening 15, and the gate 13 is installed on both the left and right sides of the game area 6.
[0235] In addition, the opening and closing members 12k provided on the second starting port 12 are provided on both the left and right sides of the second starting port 12 so that both game balls that have flowed down the left side of the game area 6 and game balls that have flowed down the right side of the game area 6 can enter the opening.
[0236] Next, the stop symbols that can be selected by the game control microcomputer 101 will be explained using Fig. 29(A). As shown in Fig. 28, a symbol A determination table 103c3 is stored in the game memory unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select the stop symbols of the first special symbol and the second special symbol using the symbol A determination table 103c3.
[0237] Fig. 29(A) is a diagram showing the contents of the symbol A determination table 103c3. The game control microcomputer 101 selects the type of symbol to be stopped based on the type of starting slot and the result of the jackpot determination. As shown in Fig. 29(A), there are three types of symbols to be stopped: "Jackpot W10 symbol", "Jackpot X10 symbol", and "Miss A symbol".
[0238] Specifically, when the target starting port (the starting port into which the game ball entered) is the first starting port 11, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 50% of the time, and the "jackpot X10 symbol" will be selected 50% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 100% of the time.
[0239] Furthermore, if the target starting port (the starting port into which the game ball entered) is the second starting port 12, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 100% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 100% of the time.
[0240] In the second embodiment, the probability that the result of the jackpot determination will be a "jackpot win" is set to "1 / 300" for both the first starting port 11 and the second starting port 12 when the probability is low, and is set to "1 / 70" for both the first starting port 11 and the second starting port 12 when the probability is high, but the probability of a "jackpot win" can be changed as appropriate.
[0241] In addition, in the second embodiment, the upper limit number of reserved special drawings 1 is set to "4", and the upper limit number of reserved special drawings 2 is set to "4", but it is possible to change each upper limit number as appropriate.
[0242] Next, we will explain the jackpot games that can be executed by the game control microcomputer 101. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopped symbol selected by the symbol A determination table 103c3. There are two types of jackpot games: "jackpot game W10" and "jackpot game X10" (see Figure 29(A)).
[0243] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c3, the "jackpot game W10" is executed. The "jackpot game W10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.
[0244] Furthermore, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c3, a "jackpot game X10" is executed. The "jackpot game X10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.
[0245] In the second embodiment, when a game ball enters the first large prize opening 14 during each round of play of "jackpot game W10" and "jackpot game X10," 15 prize balls are paid out for each winning ball, but the number of prize balls is not limited to 15. Note that the type of large prize opening used in "jackpot game W10" and "jackpot game X10," the number of rounds of play, the specified opening time of the large prize opening, and the specified number of large prize openings can be changed as appropriate.
[0246] Next, the game states that can be controlled by the game control microcomputer 101 will be explained. The game control microcomputer 101 can control to different types of game states depending on the type of stopped symbol selected by the symbol A determination table 103c3. As types of game states, in addition to the "low probability low base game state" controlled in the initial state (when power is turned on), there are a "high probability high base game state" and a "low probability high base game state" (see Figure 29(A)).
[0247] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c3, the game is controlled to a "high probability high base game state" after the jackpot game state in which the "jackpot game W10" is executed. This "high probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "high probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.
[0248] Also, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c3, after the jackpot game state in which the "jackpot game X10" is executed, the game is controlled to a "low probability high base game state." This "low probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "low probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.
[0249] Therefore, it can be said that the "jackpot game W10" which is then controlled to the "high probability high base game state" is a jackpot game that is more advantageous to the player than the "jackpot game X10" which is then controlled to the "low probability high base game state". The upper limit number of times for the "high probability high base game state" and the upper limit number of times for the "low probability high base game state" can be changed as appropriate.
[0250] Next, using Figure 29 (B), we will explain the normal stop symbols that can be selected by the game control microcomputer 101. As shown in Figure 28, a normal symbol determination table 103d1 is stored in the game memory unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select a normal stop symbol using the normal symbol determination table 103d1.
[0251] Figure 29(B) is a diagram showing the contents of the normal symbol determination table 103d1. The game control microcomputer 101 selects the type of normal stop symbol based on the current game state and the win determination result. As shown in Figure 29(B), there are three types of normal stop symbols: "win symbol," "losing symbol C," and "losing symbol D."
[0252] Specifically, if the current game state is a "low probability low base game state," the result of the hit determination will always be a "miss," with the "miss C symbol" being selected 95% of the time and the "miss D symbol" being selected 5% of the time.
[0253] In addition, when the current game state is a "low probability high base game state" or a "high probability high base game state," if the result of the hit determination is a "win," the "win symbol" is selected 100% of the time, and if the result of the hit determination is a "miss," the "miss C symbol" is selected 100% of the time.
[0254] In the second embodiment, the probability that the result of the hit determination will be a "hit win" is set to "0" when in the non-time-saving state, and to "1 / 1.1" when in the time-saving state, but the probability of a "hit win" can be changed as appropriate.
[0255] In addition, in the second embodiment, the upper limit number of regular map reservations is set to "4", but the upper limit number can be changed as appropriate.
[0256] Next, we will explain the auxiliary games that can be executed by the game control microcomputer 101. The game control microcomputer 101 can execute different types of auxiliary games depending on the type of normal stop symbol selected by the normal symbol determination table 103d1. There are two types of auxiliary games: "true game" and "pseudo game" (see Figure 29(B)).
[0257] When a "winning symbol" is selected by the normal symbol determination table 103d1, a "true game" is executed. The "true game" is an auxiliary game in which the second start hole 12 is opened only once, and continues until the specified opening time of 5 seconds has elapsed for each opening, or until the specified number of 10 game balls enter the second start hole 12.
[0258] In the second embodiment, when a game ball enters the second starting hole 12 during the "true game," one prize ball is paid out for each entry, but the number of prize balls is not limited to one. The number of openings, the specified opening time, and the specified number of balls in the "true game" can be changed as appropriate.
[0259] Furthermore, if the "missing D symbol" is selected by the normal symbol determination table 103d1, a "pseudo game" is executed. The "pseudo game" is an auxiliary game in which the second start hole 12 is opened only three times, and each opening continues until the specified opening time of one second has elapsed, regardless of the number of game balls that have entered the second start hole 12. In the "pseudo game," even if a game ball enters the second start hole 12, no prize balls are paid out, and it does not become a right to receive a jackpot determination, and it is not stored as a reserved special symbol 2.
[0260] Here, the details of the "pseudo game" will be explained using FIG. 30. FIG. 30 is a time chart showing the flow of the "pseudo game." As shown in FIG. 30, when a "missing D symbol" is displayed as a normal stop symbol on a normal map, the "pseudo game" is started. First, in response to the start of the "pseudo game," the first opening of the second start hole 12 begins, and the opening of the second start hole 12 continues until 1000 ms has elapsed. Then, when the first opening of the second start hole 12 is completed, a closing IT is set. The closing IT continues until 1000 ms has elapsed, and when the closing IT ends, the second opening of the second start hole 12 begins. In this way, when the first to third openings of the second start hole 12 are all completed, a post-opening IT is set. The post-opening IT continues until 500 ms has elapsed, and the "pseudo game" ends when the post-opening IT ends.
[0261] Next, we will explain the variable display variation patterns of the normal map that can be selected by the game control microcomputer 101 using Figure 31. The game memory unit 101c of the game control microcomputer 101 stores a normal map variation pattern determination table 103e1 as shown in Figure 28.
[0262] The game control microcomputer 101 can use the normal map variation pattern determination table 103e1 to select the normal map variation pattern for the variable display of the normal map in the non-time-saving state and the time-saving state.
[0263] Figure 31 is a diagram showing the contents of the normal symbol fluctuation pattern determination table 103e1. When using the normal symbol fluctuation pattern determination table 103e1, the game control microcomputer 101 selects the type of normal symbol fluctuation pattern by referring to the current game state, the result of the win determination, and the result of the normal symbol determination. As shown in Figure 31, there are four types of normal symbol fluctuation patterns: "FHP001", "FHP011", "FHP012", and "FHP013". The game control microcomputer 101 selects the fluctuation pattern at the selection ratio shown in Figure 31.
[0264] Specifically, when the current game state is not in the time-saving state, the result of the win judgment is always "miss", and if the result of the normal pattern judgment is "miss C pattern", "FHP011" is selected 100% of the time, and if the result of the normal pattern judgment is "miss D pattern", "FHP012" is selected 100% of the time. Regardless of whether "FHP011" or "FHP012" is selected, the variable display time of the normal pattern is 30,000 ms, and "FHP011" is called "normal miss variation" and "FHP012" is called "special miss variation".
[0265] Also, when the current game state is in the time-saving state, if the result of the hit judgment is a "hit," "FHP001" is selected 100% of the time, and if the result of the hit judgment is a "miss," "FHP013" is selected 100% of the time. Regardless of whether "FHP001" or "FHP013" is selected, the variable display time of the normal map is 500 ms, and "FHP001" is called the "hit variation" and "FHP013" is called the "shortened miss variation."
[0266] Next, using Figures 32 to 36, we will explain the effects that the effect control microcomputer 121 can execute according to the normal map variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects during variable display or stop display of the normal map in the non-time-shortening state.
[0267] A. Pre-opening performance of the electric chute The "effect before the electric chute opens" is an effect that may be performed in response to the start of the variable display of the normal symbol, and is an effect in which an image that resembles the second starting hole 12 is displayed on the display unit 50a. The "effect before the electric chute opens" may be performed when the type of normal stopping symbol is the "missing D symbol," and therefore functions as an effect that suggests that a "pseudo game" will be played.
[0268] B. Electric chute opening performance A "Electric chute open effect A" is an effect that may occur while a normal symbol is displayed, and is an effect in which the board lamp 54 lights up. "Electric chute open effect A" may occur while a "missing D symbol" is displayed, and therefore functions as an effect that suggests that a "pseudo game" is being played.
[0269] C. Electric chute opening performance B "Electric chute open effect B" is an effect that may occur while a normal symbol is displayed, and is an effect in which the board lamp 54 lights up. "Electric chute open effect B" may occur while a "winning symbol" is displayed, and therefore functions as an effect that suggests that "true play" is being played.
[0270] D. Electric chute winning effect The "electric chute winning effect" is an effect that may occur when the game ball enters the second starting hole 12 during "true play," and is an effect in which the board lamp 54 flashes. The "electric chute winning effect" occurs when a winning entry involving a prize ball occurs, so it functions as an effect suggesting that a prize ball will be paid out. In addition, the "electric chute winning effect" occurs when the right to receive a jackpot determination occurs, so it also functions as an effect suggesting that a jackpot determination will be made.
[0271] Next, the "pre-opening effect of the electric chute" will be specifically explained. The effect control microcomputer 121 can execute the "pre-opening effect of the electric chute" while the normal map is being displayed in a variable manner with the normal map variation pattern being "special miss variation."
[0272] As shown in Fig. 32, the effect memory unit 121b of the effect control microcomputer 121 stores an effect selection table 123a3 before the electric chute opens. The effect control microcomputer 121 can select whether or not to execute the "effect before the electric chute opens" using the effect selection table 123a3 before the electric chute opens.
[0273] 33(A) is a diagram showing the contents of the electric chute opening effect selection table 123a3. The effect control microcomputer 121 refers to the current game state and the type of normal game pattern change and selects whether or not to execute the "electric chute opening effect."
[0274] Specifically, if the current game state is the "low probability low base game state" controlled in the initial state (when the power is turned on) and the normal game fluctuation pattern is "special miss fluctuation" (FHP012), the execution of the "effect before the electric chute opens" is selected 100% of the time, and non-execution of the "effect before the electric chute opens" is not selected.
[0275] Also, if the current gaming state is the second or later "low probability low base gaming state" and the normal variation pattern is "special miss variation" (FHP012), non-execution of the "pre-electric chute opening effect" is selected 100% of the time, and execution of the "pre-electric chute opening effect" is not selected. The second or later "low probability low base gaming state" refers to the "low probability low base gaming state" after the first jackpot game is played in the "low probability low base gaming state" controlled in the initial state (when the power is turned on), and the subsequent "high probability high base gaming state" or "low probability high base gaming state" has ended.
[0276] In other words, the "pre-electric chute opening effect" is set to be performed only before the first large prize slot 14 opens during the first jackpot game after the power is turned on, and the "pre-electric chute opening effect" functions as an effect that suggests that a jackpot game has not yet been played after the power is turned on.
[0277] In the second embodiment, the "pre-electric chute opening effect" is performed only in the "low probability low base game state" in the initial state (when the power is turned on), but the "pre-electric chute opening effect" may also be performed in the "low probability low base game state" from the second time onwards. Note that the selection ratio indicated by the pre-electric chute opening effect selection table 123a3 shown in Figure 33(A) can be changed as appropriate.
[0278] When the execution of the "pre-electric chute opening performance" is selected by the pre-electric chute opening performance selection table 123a3, the performance control microcomputer 121 executes the "pre-electric chute opening performance" during the variable display of the normal map in the normal map variation pattern (FHP012) of the "special miss variation."
[0279] Figures 34(A) and 34(B) are diagrams showing how the "pre-electric chute opening performance" is carried out. Here, we will show an example of a case where the "pre-electric chute opening performance" is carried out while the special symbol variation performance is being carried out. On the display unit 50a, as shown in Figure 34(A), when the performance symbols EZ1, EZ2, and EZ3 are displayed in a variable manner on the normal background image G102 that suggests the normal performance mode, the "pre-electric chute opening performance" is carried out when the variable display of the normal symbol begins in the normal symbol variation pattern of the "special miss variation."
[0280] In the "performance before the electric chute opens," as shown in Figure 34(B), the performance symbols EZ1, EZ2, and EZ3 are erased, and an electric chute image G303a that resembles the closed second starting gate 12 is displayed in the center of the display unit 50a. In the second embodiment, an example is given of a case where only the performance symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a, but if other performance symbols (for example, symbols corresponding to small symbols or regular symbols) are also displayed variably in parallel with the performance symbols EZ1, EZ2, and EZ3, it is preferable that all performance symbols are erased in response to the start of the "performance before the electric chute opens."
[0281] When the variable display of the normal map ends, the "pre-opening performance of the electric chute" ends. At this time, the electric chute image G303a continues to be displayed without being erased.
[0282] Next, we will explain in detail about "Electric chute opening effect A." The effect control microcomputer 121 can execute "Electric chute opening effect A" after the variable display of the normal map in the normal map variation pattern "special miss variation" has ended.
[0283] As shown in Fig. 32, the effect control microcomputer 121 stores an electric chute open effect A selection table 123a4 in the effect storage unit 121b. The effect control microcomputer 121 can select whether or not to execute "electric chute open effect A" using the electric chute open effect A 123a4.
[0284] 33(B) is a diagram showing the contents of the electric chute opening effect A selection table 123a4. The effect control microcomputer 121 refers to the type of normal map variation pattern and the selection result of the electric chute opening effect selection table 123a3 to select whether or not to execute "electric chute opening effect A".
[0285] Specifically, when the type of normal pattern variation is "special miss variation" (FHP012) and the execution of "pre-electric chute opening performance" is selected by the pre-electric chute opening performance selection table 123a3, the execution of "pre-electric chute opening performance A" is selected 100%, and non-execution of "pre-electric chute opening performance A" is not selected.
[0286] In addition, if the type of normal pattern variation is "special miss variation" (FHP012) and non-execution of "pre-electric chute opening performance" is selected by the pre-electric chute opening performance selection table 123a3, non-execution of "pre-electric chute opening performance A" is selected 100% of the time, and execution of "pre-electric chute opening performance A" is not selected.
[0287] In addition, if the type of normal pattern variation is other than "special miss variation" (FHP012), regardless of the selection result by the performance selection table 123a3 before the electric chute opens, non-execution of "Performance A while the electric chute is open" is selected 100%, and execution of "Performance A while the electric chute is open" is not selected.
[0288] In other words, the "Electric chute opening performance A" is set to be performed only when the execution of the "Electric chute opening performance" is selected by the electric chute opening performance selection table 123a3, and the "Electric chute opening performance A" functions as a performance that suggests that the second starting hole 12 is open after the power is turned on and before a jackpot game has been played.
[0289] The selection ratio indicated by the electric chute open performance A selection table 123a4 shown in FIG. 33(B) can be changed as appropriate.
[0290] When the execution of "Electric chute open performance A" is selected by the electric chute open performance A selection table 123a4, the performance control microcomputer 121 executes "Electric chute open performance A" in response to the end of the variable display of the normal symbol in the "special miss variation" normal symbol variation pattern (FHP012) (stop display of "miss D symbol").
[0291] Figures 35(A) to 35(C) show how "Electric chute opening performance A" is performed. When the variable display of the normal symbol in the normal symbol variation pattern of the "special miss variation" ends (the "miss D symbol" is displayed stopped), and the first opening of the second starting hole 12 begins due to the execution of the "pseudo game", "Electric chute opening performance A" is performed.
[0292] In the "Electric chute opening performance A," as shown in Figure 35(A), the electric chute image G303a, which imitates the closed second starting hole 12 and was displayed in the "Electric chute opening performance," changes to an electric chute image G303b, which imitates the open second starting hole 12, as shown in Figure 35(B).
[0293] At this time, even if the game ball enters the second starting hole 12, the image displayed on the display unit 50a does not change, and the lighting state of the board lamp 54 does not change. Then, when the normal stop display ends, the "Electric chute opening performance A" ends. After the "Electric chute opening performance A" ends, the game transitions to the normal special performance mode, which is a type of normal performance mode.
[0294] In the normal special effect mode, as shown in FIG. 35(C), a normal special background image G102t, which is different from the normal background image G102, is displayed on the display unit 50a. The normal special background image G102 is a background image depicting a nighttime mountain scene, and the normal special background image G102t suggests that a "simulated game" has already been executed. In the second embodiment, once the normal special background image G102t is displayed, the normal background image G102 is not displayed until the power is turned back on. However, the normal background image G102 may be redisplayed in the second or subsequent "low probability low base game state."
[0295] Next, we will explain in detail about the "electric chute open effect B" and the "electric chute winning effect." The effect control microcomputer 121 can execute the "electric chute open effect B" and the "electric chute winning effect" during the execution of the "true game" after the variable display of the normal map in the normal map variation pattern "win variation" has ended.
[0296] 36(A) to 36(B) are diagrams showing how the "electric chute open effect B" and "electric chute winning effect" are performed. When a "winning symbol" is displayed as a normal symbol and the "real game" as an auxiliary game starts, the "electric chute open effect B" is performed.
[0297] In the "electric chute opening effect B," as shown in Figure 36(A), the board lamp 54 lights up in blue to indicate that the second starting hole 12 is opening. Then, when the game ball launched during the "real game" enters the second starting hole 12, the "electric chute winning effect" is performed.
[0298] In the "electric chute winning effect," the blue light on the board lamp 54 flashes for a predetermined time (for example, 0.5 seconds) as shown in Figure 36(B). If a new game ball enters the second starting hole 12 while the board lamp 54 is flashing, the flashing continues for a predetermined time from that point onward.
[0299] <Effects of the second embodiment> The effects of the pachinko gaming machine PY1 explained in the second embodiment will be described below.
[0300] (1) Even if the result of the winning judgment is a “miss,” when the “miss D symbol” stops as the normal stopping symbol, a “pseudo game” is played in which the second starting hole 12 opens, so that the frequency with which the second starting hole 12 opens can be increased, and the interest in the game can be enhanced.
[0301] (2) When a "pseudo game" is played by displaying the "missing D symbol" as the stopping symbol on the normal game table, no prize balls are paid out even if a game ball enters the second starting hole 12 opened by the "pseudo game." This prevents the player from receiving too much profit, making the game more enjoyable.
[0302] (3) When a "pseudo game" is played by displaying the "miss D symbol" as the normal stopping symbol, even if the game ball enters the second starting hole 12 opened by the "pseudo game," the right to receive a jackpot determination is not stored. Therefore, excessive jackpot determinations can be prevented, and the enjoyment of the game can be increased.
[0303] <Modification of the second embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the second embodiment. Of course, the configurations related to the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiment and the modified examples below may be deleted as appropriate unless they are described as essential in this specification.
[0304] In the second embodiment, the opening time of the second start port 12 in the "pseudo game" as an auxiliary game (1 second x 3 times) is set to be shorter than the opening time of the second start port 12 in the "real game" as an auxiliary game (5 seconds x 1 time), but the opening time of the second start port 12 in the "pseudo game" may also be set to be longer than the opening time of the second start port 12 in the "real game".
[0305] In addition, in the second embodiment, the opening time of the second start port 12 in the "pseudo game" as an auxiliary game (1 second x 3 times) is set to be shorter than the opening time of the second start port 12 in the "real game" as an auxiliary game (5 seconds x 1 time), but the opening time of the second start port 12 in the "pseudo game" may also be set to be the same as the opening time of the second start port 12 in the "real game".
[0306] Furthermore, in the second embodiment, when a game ball enters the second start port 12 in a "pseudo game" as an auxiliary game, no prize balls are paid out, but in some "pseudo games," prize balls may be paid out when a game ball enters the second start port 12. For example, in a "pseudo game" in a "low probability low base game state" in the initial state (when the power is turned on), prize balls may not be paid out even if a game ball enters the second start port 12, while in a "pseudo game" in a "low probability low base game state" from the second time onwards, prize balls may be paid out when a game ball enters the second start port 12.
[0307] In addition, in the second embodiment, when a game ball enters the second starting hole 12 in a "pseudo game" as an auxiliary game, the right to receive a jackpot determination (special chart 2 reservation) is not generated, but in some "pseudo games," the right to receive a jackpot determination may be generated by the game ball entering the second starting hole 12. For example, in a "pseudo game" in a "low probability low base game state" in the initial state (when the power is turned on), the right to receive a jackpot determination is not generated even if the game ball enters the second starting hole 12, while in a "pseudo game" in a "low probability low base game state" from the second time onwards, the right to receive a jackpot determination may be generated when the game ball enters the second starting hole 12.
[0308] In the second embodiment, the "pseudo game" is performed by stopping and displaying the "missing D symbol" as the normal stop symbol on the normal map, but the "pseudo game" may be performed under other conditions. For example, the "pseudo game" may be performed by operating the normal button 40 after the "missing D symbol" is stopped and displayed as the normal stop symbol on the normal map.
[0309] In the second embodiment, the "simulated game" ends when the second start hole 12 is opened three times, but the "simulated game" may end under other conditions. For example, the "simulated game" may end when the normal button 40 is operated while the second start hole 12 is being opened.
[0310] In addition, in the second embodiment, a "pre-electric chute opening effect" may be performed before the "pseudo game" is played as an auxiliary game, but it is also possible to prevent the "pre-electric chute opening effect" from being performed.
[0311] In addition, in the second embodiment, when a "pseudo game" is being played as an auxiliary game, "Electric chute open performance A" may be performed, but it is also possible to prevent "Electric chute open performance A" from being performed.
[0312] <Invention disclosed in the second embodiment> The preceding paragraphs of this "Mode for Carrying Out the Invention" disclose the following invention BB. In the description of invention BB, the names and expressions of the corresponding components in the above-mentioned mode for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as the means constituting each invention are not limited to these additions. Note that invention BB is a collective term for the following inventions BB1 to BB2.
[0313] Furthermore, for example, in the gaming machine described in JP 2019-154502 A, when a gaming ball enters the first large winning opening 14, a predetermined number of gaming balls (for example, 14 balls) are paid out as prize balls. In such a gaming machine, there is room for improvement in the method of opening the winning opening. Therefore, if the gaming machines according to the following inventions BB1 to BB2 are realized, it is expected that a novel gaming machine will be provided.
[0314] The gaming machine according to invention BB1 is A ball entry opening (second starting opening 12) that can be opened to allow game balls to enter; A control means (a game control microcomputer 101) capable of opening the ball entrance, The control means It is possible to put the player in an advantageous state (jackpot gaming state) that is advantageous to the player, The entrance is opened when the first condition (winning symbol) is met, and when the second condition (missing symbol D) is met, When a game ball enters the ball entrance that has been opened by the establishment of the first condition, a determination is made as to whether or not to create the advantageous state (jackpot determination) and a predetermined benefit (prize balls) is awarded to the player, When a game ball enters the ball entrance that has been opened due to the establishment of the second condition, the predetermined benefit is not awarded to the player. It is characterized by:
[0315] The gaming machine according to invention BB2 is A gaming machine according to invention BB1, The control means When a game ball enters the ball entrance that has been opened due to the establishment of the second condition, the determination of whether or not to establish the advantageous state is not made. It is characterized by:
[0316] Third Embodiment The third embodiment will be described below. Unless otherwise stated, the pachinko gaming machine PY1 of the basic embodiment described above is also applied to the third embodiment.
[0317] First, the structure of the game board 1 will be described with reference to Figure 37. Figure 37 is a front view of the game board 1.
[0318] As described above, winning devices that allow game balls to win (enter or pass through) are installed in the game area 6 of the game board 1. The winning devices include a general winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first major winning opening 14, and a second major winning opening 15, and the gate 13 is installed on both the left and right sides of the game area 6.
[0319] In addition, the opening and closing members 12k provided on the second starting port 12 are provided on both the left and right sides of the second starting port 12 so that both game balls that have flowed down the left side of the game area 6 and game balls that have flowed down the right side of the game area 6 can enter the opening.
[0320] Next, the stop symbols that can be selected by the game control microcomputer 101 will be explained using Fig. 39(A). As shown in Fig. 38, a symbol A determination table 103c4 is stored in the game memory unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select the stop symbols of the first special symbol and the second special symbol using the symbol A determination table 103c4.
[0321] Figure 39(A) is a diagram showing the contents of the symbol A determination table 103c4. The game control microcomputer 101 selects the type of symbol to be stopped based on the type of starting hole and the result of the jackpot determination. As shown in Figure 39(A), there are four types of symbols to be stopped: "Jackpot W10 symbol," "Jackpot X10 symbol," "Miss A symbol," and "Miss B symbol."
[0322] Specifically, when the target starting port (the starting port into which the game ball entered) is the first starting port 11, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 50% of the time, and the "jackpot X10 symbol" will be selected 50% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 95% of the time, and the "miss B symbol" will be selected 5% of the time.
[0323] Furthermore, if the target starting port (the starting port into which the game ball entered) is the second starting port 12, if the result of the jackpot determination is a "jackpot win," the "jackpot W10 symbol" will be selected 100% of the time, and if the result of the jackpot determination is a "miss," the "miss A symbol" will be selected 100% of the time.
[0324] In the third embodiment, the probability that the result of the jackpot determination will be a "jackpot win" is set to "1 / 300" for both the first starting port 11 and the second starting port 12 when the probability is low, and is set to "1 / 70" for both the first starting port 11 and the second starting port 12 when the probability is high, but the probability of a "jackpot win" can be changed as appropriate.
[0325] In addition, in the third embodiment, the upper limit number of reserved special drawings 1 is set to "4", and the upper limit number of reserved special drawings 2 is set to "4", but it is possible to change each upper limit number as appropriate.
[0326] Next, we will explain the jackpot games that can be executed by the game control microcomputer 101. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopped symbol selected by the symbol A determination table 103c4. There are three types of jackpot games: "jackpot game W10", "jackpot game X10", and "pseudo jackpot game" (see Figure 39(A)).
[0327] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c4, the "jackpot game W10" is executed. The "jackpot game W10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.
[0328] Furthermore, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c4, the "jackpot game X10" is executed. The "jackpot game X10" is a jackpot game in which 10 rounds of games in which the first large prize opening 14 is opened are played, and each round of games continues until the specified opening time of 30 seconds has elapsed or until the specified number of 10 game balls enter the first large prize opening 14.
[0329] In the third embodiment, when a game ball enters the first large prize opening 14 during each round of play of "jackpot game W10" and "jackpot game X10," 15 prize balls are paid out for each winning ball, but the number of prize balls is not limited to 15. Note that the type of large prize opening used in "jackpot game W10" and "jackpot game X10," the number of rounds of play, the specified opening time of the large prize opening, and the specified number of large prize openings can be changed as appropriate.
[0330] Furthermore, if the "missing B symbol" is selected by the symbol A determination table 103c4, a "pseudo jackpot game" is executed. The "pseudo jackpot game" is a game in which the first major winning slot 14 is opened only three times, and each opening continues until the specified opening time of two seconds has elapsed, regardless of the number of game balls that have entered the first major winning slot 14. Note that in the "pseudo jackpot game", no prize balls are paid out even if a game ball enters the first major winning slot 14.
[0331] In the third embodiment, the first major prize opening 14 is used in the "pseudo jackpot game," but both the first major prize opening 14 and the second major prize opening 15 may be used. In this case, it is preferable that the major prize openings are opened in the order of the first major prize opening 14 → the second major prize opening 15, or the second major prize opening 15 → the first major prize opening 14, so that the opening of the first major prize opening 14 and the opening of the second major prize opening 15 do not overlap.
[0332] Here, the details of the "pseudo jackpot game" will be explained using FIG. 40. FIG. 40 is a time chart showing the flow of the "pseudo jackpot game." As shown in FIG. 40, when a "miss B symbol" is displayed as a stopped symbol on the special symbol, the "pseudo jackpot game" is played. First, in response to the start of the "pseudo jackpot game," a pre-opening IT is set. The pre-opening IT continues until 2000 ms has elapsed. When the pre-opening IT ends, the first opening of the first large prize winning hole 14 begins, and the opening of the first large prize winning hole 14 continues until 2000 ms has elapsed. Then, when the first opening of the first large prize winning hole 14 is completed, a closing IT is set. The closing IT continues until 2000 ms has elapsed. When the closing IT ends, the second opening of the first large prize winning hole 14 begins. In this way, when the first to third openings of the first large prize winning hole 14 are all completed, a post-opening IT is set. The post-release IT continues until 2000 ms has elapsed, and the "pseudo jackpot game" ends when the post-release IT ends.
[0333] Next, we will explain the game states that can be controlled by the game control microcomputer 101. The game control microcomputer 101 can control to different types of game states depending on the type of stopped symbol selected by the symbol A determination table 103c4. The types of game states include a "low probability low base game state" that is controlled in the initial state (when the power is turned on), a "high probability high base game state", and a "low probability high base game state" (see Figure 39(A)).
[0334] When the "jackpot W10 symbol" is selected by the symbol A determination table 103c4, the game is controlled to a "high probability high base game state" after the jackpot game state in which the "jackpot game W10" is executed. This "high probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "high probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.
[0335] Also, when the "jackpot X10 symbol" is selected by the symbol A determination table 103c4, the game state is controlled to a "low probability high base game state" after the jackpot game state in which the "jackpot game X10" is executed. This "low probability high base game state" continues until the number of times the second special symbol is variable displayed reaches the upper limit of 100 times. Note that if the next jackpot game is executed before the number of times the second special symbol is variable displayed reaches the upper limit, the "low probability high base game state" ends even before the number of times the second special symbol is variable displayed reaches the upper limit.
[0336] Also, when the "miss B symbol" is selected by the symbol A determination table 103c4, if the current gaming state is controlled to a "low probability low base gaming state," the "low probability low base gaming state" continues even after the "pseudo jackpot game" is executed. Also, when the current gaming state is controlled to a "low probability high base gaming state," if the number of variable displays of the second special symbol has not yet reached the upper limit number of times after the "pseudo jackpot game" is executed, the "low probability high base gaming state" continues, and if the number of variable displays of the second special symbol has reached the upper limit number of times, the state is controlled to a "low probability low base gaming state." Also, when the current gaming state is controlled to a "high probability high base gaming state," if the number of variable displays of the second special symbol has not yet reached the upper limit number of times after the "pseudo jackpot game" is executed, the "high probability high base gaming state" continues, and if the number of variable displays of the second special symbol has reached the upper limit number of times, the state is controlled to a "low probability low base gaming state."
[0337] Therefore, it can be said that the "jackpot game W10" that is then controlled to a "high probability high base game state" is a jackpot game that is more advantageous to the player than the "jackpot game X10" that is then controlled to a "low probability high base game state" and the "pseudo jackpot game" in which the game state does not change thereafter. Also, it can be said that the "jackpot game X10" that is then controlled to a "low probability high base game state" is a jackpot game that is more advantageous to the player than the "pseudo jackpot game" in which the game state does not change thereafter. Note that the upper limit number of times for the "high probability high base game state" and the upper limit number of times for the "low probability high base game state" can be changed as appropriate.
[0338] Next, using Figure 39 (B), we will explain the normal stop symbols that can be selected by the game control microcomputer 101. As shown in Figure 38, a normal symbol determination table 103d2 is stored in the game memory unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select a normal stop symbol using the normal symbol determination table 103d2.
[0339] Figure 39(B) is a diagram showing the contents of the normal symbol determination table 103d2. The game control microcomputer 101 selects the type of normal stop symbol based on the current game state and the win determination result. As shown in Figure 39(B), there are three types of normal stop symbols: "win symbol," "losing symbol C," and "losing symbol D."
[0340] Specifically, if the current game state is a "low probability low base game state," the result of the hit determination will always be a "miss," with the "miss C symbol" being selected 95% of the time and the "miss D symbol" being selected 5% of the time.
[0341] In addition, when the current game state is a "low probability high base game state" or a "high probability high base game state," if the result of the hit determination is a "win," the "win symbol" is selected 100% of the time, and if the result of the hit determination is a "miss," the "miss C symbol" is selected 100% of the time.
[0342] In the third embodiment, the probability that the result of the hit determination will be a "hit win" is set to "0" when in the non-time-saving state, and to "1 / 1.1" when in the time-saving state, but the probability of a "hit win" can be changed as appropriate.
[0343] In addition, in the third embodiment, the upper limit number of regular map reservations is set to "4", but the upper limit number can be changed as appropriate.
[0344] Next, we will explain the auxiliary games that can be executed by the game control microcomputer 101. The game control microcomputer 101 can execute different types of auxiliary games depending on the type of normal stop symbol selected by the normal symbol determination table 103d2. There are two types of auxiliary games: "true game" and "pseudo game" (see Figure 39(B)).
[0345] When a "winning symbol" is selected by the normal symbol determination table 103d2, a "true game" is executed. The "true game" is an auxiliary game in which the second start hole 12 is opened only once, and continues until the specified opening time of 5 seconds has elapsed for each opening, or until the specified number of 10 game balls enter the second start hole 12.
[0346] In the third embodiment, when a game ball enters the second starting hole 12 during the "true game," one prize ball is paid out for each entry, but the number of prize balls is not limited to one. The number of openings, the specified opening time, and the specified number of balls in the "true game" can be changed as appropriate.
[0347] Furthermore, if the "missing D symbol" is selected by the normal symbol determination table 103d2, a "pseudo game" is executed. The "pseudo game" is an auxiliary game in which the second start hole 12 is opened only three times, and each opening continues until the specified opening time of one second has elapsed, regardless of the number of game balls that have entered the second start hole 12. In the "pseudo game," even if a game ball enters the second start hole 12, no prize balls are paid out, and it does not become a right to receive a jackpot determination, and it is not stored as a reserved special symbol 2.
[0348] Here, the details of the "pseudo game" will be explained using FIG. 41. FIG. 41 is a time chart showing the flow of the "pseudo game." As shown in FIG. 41, when a "missing D symbol" is displayed as a normal stop symbol on a normal map, the "pseudo game" is started. First, in response to the start of the "pseudo game," the first opening of the second start hole 12 begins, and the opening of the second start hole 12 continues until 1000 ms has elapsed. Then, when the first opening of the second start hole 12 is completed, a closing IT is set. The closing IT continues until 1000 ms has elapsed, and when the closing IT ends, the second opening of the second start hole 12 begins. In this way, when the first to third openings of the second start hole 12 are all completed, a post-opening IT is set. The post-opening IT continues until 500 ms has elapsed, and the "pseudo game" ends when the post-opening IT ends.
[0349] Next, referring to Figure 42, we will explain the variable display variation patterns of the normal map that can be selected by the game control microcomputer 101. The game memory unit 101c of the game control microcomputer 101 stores a normal map variation pattern determination table 103e2 as shown in Figure 38.
[0350] The game control microcomputer 101 can use the normal map fluctuation pattern determination table 103e2 to select the normal map fluctuation pattern for the variable display of the normal map in the non-time-saving state and the time-saving state.
[0351] Figure 42 is a diagram showing the contents of the normal symbol fluctuation pattern determination table 103e2. When using the normal symbol fluctuation pattern determination table 103e2, the game control microcomputer 101 selects the type of normal symbol fluctuation pattern by referring to the current game state, the result of the win determination, and the result of the normal symbol determination. As shown in Figure 42, there are four types of normal symbol fluctuation patterns: "FHP001", "FHP011", "FHP012", and "FHP013". The game control microcomputer 101 selects the fluctuation pattern at the selection ratio shown in Figure 42.
[0352] Specifically, when the current game state is not in the time-saving state, the result of the win judgment is always "miss", and if the result of the normal pattern judgment is "miss C pattern", "FHP011" is selected 100% of the time, and if the result of the normal pattern judgment is "miss D pattern", "FHP012" is selected 100% of the time. Regardless of whether "FHP011" or "FHP012" is selected, the variable display time of the normal pattern is 30,000 ms, and "FHP011" is called "normal miss variation" and "FHP012" is called "special miss variation".
[0353] Also, when the current game state is in the time-saving state, if the result of the hit judgment is a "hit," "FHP001" is selected 100% of the time, and if the result of the hit judgment is a "miss," "FHP013" is selected 100% of the time. Regardless of whether "FHP001" or "FHP013" is selected, the variable display time of the normal map is 500 ms, and "FHP001" is called the "hit variation" and "FHP013" is called the "shortened miss variation."
[0354] Next, using Figures 43 to 47, we will explain the effects that the effect control microcomputer 121 can execute according to the normal map variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects during variable display or stop display of the normal map in the non-time-shortening state.
[0355] A. Pre-opening performance of the electric chute The "effect before the electric chute opens" is an effect that may be performed in response to the start of the variable display of the normal symbol, and is an effect in which an image that resembles the second starting hole 12 is displayed on the display unit 50a. The "effect before the electric chute opens" may be performed when the type of normal stopping symbol is the "missing D symbol," and therefore functions as an effect that suggests that a "pseudo game" will be played.
[0356] B. Electric chute opening performance A "Electric chute open effect A" is an effect that may occur while a normal symbol is displayed, and is an effect in which the board lamp 54 lights up. "Electric chute open effect A" may occur while a "missing D symbol" is displayed, and therefore functions as an effect that suggests that a "pseudo game" is being played.
[0357] C. Electric chute opening performance B "Electric chute open effect B" is an effect that may occur while a normal symbol is displayed, and is an effect in which the board lamp 54 lights up. "Electric chute open effect B" may occur while a "winning symbol" is displayed, and therefore functions as an effect that suggests that "true play" is being played.
[0358] D. Electric chute winning effect The "electric chute winning effect" is an effect that may occur when the game ball enters the second starting hole 12 during "true play," and is an effect in which the board lamp 54 flashes. The "electric chute winning effect" occurs when a winning entry involving a prize ball occurs, so it functions as an effect suggesting that a prize ball will be paid out. In addition, the "electric chute winning effect" occurs when the right to receive a jackpot determination occurs, so it also functions as an effect suggesting that a jackpot determination will be made.
[0359] Next, the "pre-opening effect of the electric chute" will be specifically explained. The effect control microcomputer 121 can execute the "pre-opening effect of the electric chute" while the normal map is being displayed in a variable manner with the normal map variation pattern being "special miss variation."
[0360] As shown in Fig. 43, the effect memory unit 121b of the effect control microcomputer 121 stores an effect selection table 123a5 before the electric chute opens. The effect control microcomputer 121 can select whether or not to execute the "effect before the electric chute opens" using the effect selection table 123a5 before the electric chute opens.
[0361] 44(A) is a diagram showing the contents of the electric chute opening effect selection table 123a5. The effect control microcomputer 121 selects whether or not to execute the "electric chute opening effect" by referring to the current game state and the type of normal game pattern variation.
[0362] Specifically, if the current game state is the "low probability low base game state" controlled in the initial state (when the power is turned on) and the normal game fluctuation pattern is "special miss fluctuation" (FHP012), the execution of the "effect before the electric chute opens" is selected 100% of the time, and non-execution of the "effect before the electric chute opens" is not selected.
[0363] Also, if the current gaming state is the second or later "low probability low base gaming state" and the normal variation pattern is "special miss variation" (FHP012), non-execution of the "pre-electric chute opening effect" is selected 100% of the time, and execution of the "pre-electric chute opening effect" is not selected. The second or later "low probability low base gaming state" refers to the "low probability low base gaming state" after the first jackpot game is played in the "low probability low base gaming state" controlled in the initial state (when the power is turned on), and the subsequent "high probability high base gaming state" or "low probability high base gaming state" has ended.
[0364] In other words, the "pre-electric chute opening effect" is set to be performed only before the first large prize slot 14 opens during the first jackpot game after the power is turned on, and the "pre-electric chute opening effect" functions as an effect that suggests that a jackpot game has not yet been played after the power is turned on.
[0365] In the third embodiment, the "electric chute pre-opening effect" is performed only in the "low probability low base game state" in the initial state (when the power is turned on), but the "electric chute pre-opening effect" may also be performed in the "low probability low base game state" from the second time onwards. Note that the selection ratio indicated by the electric chute pre-opening effect selection table 123a5 shown in Figure 44(A) can be changed as appropriate.
[0366] When the execution of the "pre-electric chute opening performance" is selected by the pre-electric chute opening performance selection table 123a5, the performance control microcomputer 121 executes the "pre-electric chute opening performance" during the variable display of the normal map in the normal map variation pattern (FHP012) of the "special miss variation."
[0367] Figures 45(A) and 45(B) are diagrams showing how the "pre-electric chute opening performance" is carried out. Here, we will show an example of a case where the "pre-electric chute opening performance" is carried out while the special symbol variation performance is being carried out. On the display unit 50a, as shown in Figure 45(A), when the performance symbols EZ1, EZ2, and EZ3 are displayed in a variable manner on the normal background image G102 that suggests the normal performance mode, the "pre-electric chute opening performance" is carried out when the variable display of the normal symbol begins in the normal symbol variation pattern of the "special miss variation."
[0368] In the "performance before the electric chute opens," as shown in Figure 45(B), the performance symbols EZ1, EZ2, and EZ3 are erased, and an electric chute image G303a that resembles the closed second starting gate 12 is displayed in the center of the display unit 50a. The second embodiment illustrates a case where only the performance symbols EZ1, EZ2, and EZ3 are displayed in a variable manner on the display unit 50a, but if other performance symbols (for example, symbols corresponding to small symbols or regular symbols) are also displayed in a variable manner in parallel with the performance symbols EZ1, EZ2, and EZ3, it is preferable that all performance symbols are erased in response to the start of the "performance before the electric chute opens."
[0369] When the variable display of the normal map ends, the "pre-opening performance of the electric chute" ends. At this time, the electric chute image G303a continues to be displayed without being erased.
[0370] Next, we will explain in detail about "Electric chute opening effect A." The effect control microcomputer 121 can execute "Electric chute opening effect A" after the variable display of the normal map in the normal map variation pattern "special miss variation" has ended.
[0371] As shown in Fig. 43, the effect control microcomputer 121 stores an electric chute open effect A selection table 123a6 in the effect memory unit 121b. The effect control microcomputer 121 can select whether or not to execute "electric chute open effect A" using the electric chute open effect A 123a6.
[0372] 44(B) is a diagram showing the contents of the electric chute opening effect A selection table 123a6. The effect control microcomputer 121 refers to the type of normal map variation pattern and the selection result of the electric chute opening effect selection table 123a5 and selects whether or not to execute "electric chute opening effect A".
[0373] Specifically, when the type of normal pattern variation is "special miss variation" (FHP012) and the execution of "pre-electric chute opening performance" is selected by the pre-electric chute opening performance selection table 123a5, the execution of "pre-electric chute opening performance A" is selected 100%, and non-execution of "pre-electric chute opening performance A" is not selected.
[0374] In addition, if the type of normal pattern variation is "special miss variation" (FHP012) and non-execution of "pre-electric chute opening performance" is selected by the pre-electric chute opening performance selection table 123a5, non-execution of "pre-electric chute opening performance A" is selected 100% of the time, and execution of "pre-electric chute opening performance A" is not selected.
[0375] In addition, if the type of normal pattern variation is other than "special miss variation" (FHP012), regardless of the selection result by the performance selection table 123a5 before the electric chute opens, non-execution of "Performance A while the electric chute is open" is selected 100%, and execution of "Performance A while the electric chute is open" is not selected.
[0376] In other words, the "Electric chute opening performance A" is set to be performed only when the execution of the "Electric chute opening performance" is selected by the electric chute opening performance selection table 123a5, and the "Electric chute opening performance A" functions as a performance that suggests that the second starting hole 12 is open after the power is turned on and before a jackpot game has been played.
[0377] The selection ratio indicated by the electric chute open performance A selection table 123a6 shown in FIG. 44(B) can be changed as appropriate.
[0378] When the execution of "Electric chute open performance A" is selected by the electric chute open performance A selection table 123a6, the performance control microcomputer 121 executes "Electric chute open performance A" in response to the end of the variable display of the normal symbol in the "special miss variation" normal symbol variation pattern (FHP012) (stop display of "miss D symbol").
[0379] Figures 46(A) to 46(C) are diagrams showing how "Electric chute opening performance A" is performed. When the variable display of the normal symbol in the normal symbol variation pattern of the "special miss variation" ends (the "miss D symbol" is displayed stopped), and the first opening of the second starting hole 12 begins due to the execution of the "pseudo game", "Electric chute opening performance A" is performed.
[0380] In the "Electric chute opening performance A," as shown in Figure 46(A), the electric chute image G303a, which imitates the closed second starting hole 12 displayed in the "Electric chute opening performance," changes to an electric chute image G303b, which imitates the open second starting hole 12, as shown in Figure 46(B).
[0381] At this time, even if the game ball enters the second starting hole 12, the image displayed on the display unit 50a does not change, and the lighting state of the board lamp 54 does not change. Then, when the normal stop display ends, the "Electric chute opening performance A" ends. After the "Electric chute opening performance A" ends, the game transitions to the normal special performance mode, which is a type of normal performance mode.
[0382] In the normal special effect mode, as shown in FIG. 46(C), a normal special background image G102t, which is different from the normal background image G102, is displayed on the display unit 50a. The normal special background image G102 is a background image depicting a nighttime mountain scene, and the normal special background image G102t suggests that a "simulated game" has already been executed. In the third embodiment, once the normal special background image G102t is displayed, the normal background image G102 is not displayed until the power is turned back on. However, the normal background image G102 may be redisplayed in the second or subsequent "low probability low base game state."
[0383] Next, we will explain in detail about the "electric chute open effect B" and the "electric chute winning effect." The effect control microcomputer 121 can execute the "electric chute open effect B" and the "electric chute winning effect" during the execution of the "true game" after the variable display of the normal map in the normal map variation pattern "win variation" has ended.
[0384] 47(A) to 47(B) are diagrams showing how the "electric chute open effect B" and the "electric chute winning effect" are performed. When the "winning symbol" is displayed as the normal stop symbol and the "true game" as the auxiliary game starts, the "electric chute open effect B" is performed.
[0385] In the "electric chute opening effect B," as shown in Figure 47(A), the board lamp 54 lights up in blue to indicate that the second starting hole 12 is opening. Then, when the game ball launched during the "real game" enters the second starting hole 12, the "electric chute winning effect" is performed.
[0386] In the "electric chute winning effect," the blue light on the board lamp 54 flashes for a predetermined time (for example, 0.5 seconds) as shown in Figure 47(B). If a new game ball enters the second starting hole 12 while the board lamp 54 is flashing, the flashing will continue for a predetermined time from that point onward.
[0387] Next, referring to Figure 48, we will explain the variable display pattern of the special symbol that can be selected by the game control microcomputer 101. As shown in Figure 38, the game memory unit 101c of the game control microcomputer 101 stores a variable pattern A determination table 103a3.
[0388] The game control microcomputer 101 can select a change pattern of the variable display of the first special chart and a change pattern of the variable display of the second special chart in the non-time-shortening state by using the change pattern A determination table 103a3.
[0389] FIG. 48 is a diagram showing the contents of the fluctuation pattern A determination table 103a3. When using the fluctuation pattern A determination table 103a3, the game control microcomputer 101 selects the type of fluctuation pattern by referring to the current game state, the type of starting slot, the result of the jackpot determination, the result of the symbol determination, the result of the reach determination, and the number of reserved special symbols. As shown in FIG. 48, there are eight types of fluctuation patterns: "THP001A", "THP002A", "THP011A", "THP012A", "THP013A", "THP021A", "THP022A", and "THP023A". The game control microcomputer 101 selects the fluctuation pattern at the selection ratio shown in FIG. 48.
[0390] Specifically, when the current game state is in the non-time-saving state, the type of start port is the first start port 11, and the result of the jackpot determination is "jackpot win," "THP001A" is selected 70% of the time, and "THP002A" is selected 30% of the time, regardless of the result of the symbol determination, the result of the reach determination, or the number of reserved special symbols. When "THP001A" is selected, the variable display time of the special symbol is 130,000 ms, and "THP001A" is called "SPSP jackpot fluctuation," and when "THP002A" is selected, the variable display time of the special symbol is 110,000 ms, and "THP002A" is called "SP jackpot fluctuation."
[0391] In addition, when the current game state is a non-time-saving state, the type of the start slot is the first start slot 11, the result of the jackpot determination is "miss," the result of the pattern determination is "miss A pattern," and the result of the reach determination is "reach," regardless of the number of reserved special symbols, "THP011A" is selected at a rate of 10%, "THP012A" at a rate of 20%, and "THP013A" at a rate of 70%. When "THP011A" is selected, the variable display time of the special symbol is 120,000 ms, and "THP011A" is called "SPSP miss variation," and when "THP012A" is selected, the variable display time of the special symbol is 100,000 ms, and "THP012A" is called "SP miss variation," and when "THP013A" is selected, the variable display time of the special symbol is 20,000 ms, and "THP013A" is called "N miss variation."
[0392] In addition, if the current game state is a non-time-saving state, the type of start port is the first start port 11, the result of the jackpot determination is "miss," and the result of the reach determination is "no reach," then if the number of special chart 1 reserves is "0-2," then "THP021A" will be selected 100% of the time, and if the number of special chart 1 reserves is "3-4," then "THP022A" will be selected 100% of the time. Note that when "THP021A" is selected, the variable display time of the special chart is 13,000 ms, and when "THP022A" is selected, the variable display time of the special chart is 2,000 ms, and "THP021A" and "THP022A" are called "normal miss fluctuations."
[0393] In addition, when the current game state is a non-time-saving state, the type of start port is the first start port 11, the result of the jackpot determination is "miss", and the result of the pattern determination is "miss B pattern", "THP023A" is selected at a rate of 100% regardless of the result of the reach determination and the number of reserved special symbols. In addition, when "THP023A" is selected, the variable display time of the special symbol is 20000 ms, and "THP023A" is called a "pseudo jackpot fluctuation".
[0394] In addition, if the current game state is not in the time-saving state, the type of start port is the second start port 12, and the result of the jackpot determination is "jackpot win," "THP001A" will be selected 100% of the time, regardless of the result of the pattern determination, the result of the reach determination, and the number of reserved special symbols.
[0395] In addition, if the current game state is not in the time-saving state, the type of start port is the second start port 12, and the result of the jackpot determination is "miss," then "THP021A" will be selected 100% of the time, regardless of the result of the pattern determination, the result of the reach determination, and the number of reserved special symbols.
[0396] In the third embodiment, the fluctuation pattern A determination table 103a3 shown in FIG. 48 is used, but the fluctuation pattern A determination table 103a3 and the fluctuation pattern determination table 103a1 shown in FIG. 14 may be used in combination.
[0397] 49 to 54, the effects that can be executed by the effect control microcomputer 121 according to the variation pattern selected by the game control microcomputer 101 will be explained. The effect control microcomputer 121 can execute the following effects during variable display or stop display of the special symbol in the non-time-shortening state.
[0398] E. Normal fluctuations "Normal variation" is a performance that may occur in response to the start of the variable display of the special chart, and is a performance in which the performance patterns EZ1, EZ2, and EZ3 change. Since "normal variation" is the first to occur in the special chart variation performance, it functions as a performance that suggests that the special chart variation performance has started.
[0399] F. Leach "Reach" is an effect that can occur after a "normal variation," in which the left effect pattern EZ1 and the right effect pattern EZ3 stop and display the same type of effect pattern. "Reach" can occur when the result of the jackpot determination is "jackpot win," so it functions as an effect that suggests that a jackpot game may occur. In addition, "Reach" can subsequently develop into reach effects such as "N reach," "SP reach," and "SPSP reach," so it also functions as an effect that suggests that a reach effect may occur.
[0400] GN Reach "N Reach" is an effect that can be performed after a "Reach" is established, and is a reach effect in which the speed at which the middle performance pattern EZ2 changes gradually slows down. "N Reach" can be performed when the result of the jackpot judgment is "jackpot win", so it functions as an effect that suggests the possibility of a jackpot game.
[0401] H.SP Reach "SP Reach" is an effect that can occur after "N Reach", and is a reach effect in which the main character and enemy character battle. "SP Reach" is more likely to occur when the result of the jackpot judgment is "win" than when it is "miss", so it functions as an effect that suggests that there is a high possibility of a jackpot game.
[0402] I.SPSP Reach "SPSP Reach" is an effect that can be performed after "SP Reach", and is a reach effect in which the main character battles a formidable enemy character. "SPSP Reach" is more likely to occur when the result of the jackpot determination is "jackpot win" than when it is "miss", so it functions as an effect that suggests that a jackpot game is more likely to occur. Also, since a jackpot game is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach" to "SPSP Reach", "SPSP Reach" also functions as an effect that suggests that a jackpot game is more likely to occur than "SP Reach".
[0403] J. Attacker Pre-release Performance The "effect before attacker opening" is an effect that may be performed in response to the start of the variable display of the special symbol, and is an effect in which an image imitating the first large winning slot 14 is displayed on the display unit 50a. The "effect before attacker opening" may be performed when the type of stopped symbol is the "miss B symbol," and therefore functions as an effect that suggests that a "pseudo jackpot game" will be played.
[0404] K. Attacker release animation The "Attacker Opening Effect" is an effect that may be performed while a special symbol is stopped and displayed, and is an effect in which the board lamp 54 lights up. Since the "Attacker Opening Effect" is performed while a "Miss B Symbol" is stopped and displayed, it functions as an effect that suggests that a "pseudo jackpot game" is being played.
[0405] Next, the main special chart variable effect that is executed in the non-time-saving state will be explained using Figure 49. The effect control microcomputer 121 displays an effect image on the display unit 50a in each effect that constitutes the effect flow, and can execute a light-emitting effect using the frame lamp 53 and the board lamp 54 and a sound effect using the speaker 52 according to the display of the effect image.
[0406] In the special chart change presentation where the change pattern is "SPSP jackpot change" or "SPSP miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" → "SP reach" → "SPSP reach" is executed, as shown in Figure 49 (A).
[0407] In addition, in the special chart change presentation where the change pattern is "SP jackpot change" or "SP miss change", a presentation flow consisting of "normal change" → "reach" → "N reach" → "SP reach" is executed, as shown in Figure 49 (B).
[0408] In addition, in the special chart change performance in which the change pattern is "N miss change", a performance flow consisting of "normal change" → "reach" → "N reach" is executed, as shown in Figure 49 (C).
[0409] In addition, in the special chart variation effect where the variation pattern is "normal miss variation," a presentation flow consisting only of "normal variation" is executed, as shown in Figure 49 (D).
[0410] In addition, in the special chart variation effect of the variation pattern "pseudo jackpot variation", a performance flow consisting only of "special variation" is executed, as shown in Figure 49 (E). During the "special variation", "pre-attacker release performance" may be performed, and during the special chart stop display after the "special variation" ends, "attacker release performance" may be performed.
[0411] Next, the main effects executed in the special chart change performance will be specifically explained. In the special chart change performance described below, the display of the hold icon HA is also performed in parallel, but the illustration of the hold icon HA may be omitted.
[0412] First, the "attacker opening effect" will be specifically described. The effect control microcomputer 121 can execute the "attacker opening effect" in the "special variation" in the special chart variation effect in which the variation pattern is the "pseudo jackpot variation".
[0413] As shown in Fig. 43, an attacker release pre-effect selection table 123a7 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute the "attacker release pre-effect" using the attacker release pre-effect selection table 123a7.
[0414] 50(A) is a diagram showing the contents of the attacker release pre-effect selection table 123a7. The effect control microcomputer 121 selects whether or not to execute the "attacker release pre-effect" by referring to the current game state and the type of variation pattern.
[0415] Specifically, if the current game state is a "low probability low base game state" controlled in the initial state (when the power is turned on) and the fluctuation pattern is a "pseudo jackpot fluctuation" (THP023A), the execution of the "attacker pre-release performance" is selected 100% of the time, and non-execution of the "attacker pre-release performance" is not selected.
[0416] In addition, if the current game state is the "low probability low base game state" controlled in the initial state (when the power is turned on) and the fluctuation pattern is other than the "pseudo jackpot fluctuation" (THP023A), non-execution of the "attacker pre-opening performance" is selected 100%, and execution of the "attacker pre-opening performance" is not selected.
[0417] Also, if the current gaming state is the second or later "low probability low base gaming state" and the fluctuation pattern is "pseudo jackpot fluctuation" (THP023A), non-execution of the "attacker opening pre-effect" is selected 100% of the time, and execution of the "attacker opening pre-effect" is not selected. The second or later "low probability low base gaming state" refers to the "low probability low base gaming state" after the first jackpot game is played in the "low probability low base gaming state" controlled in the initial state (when the power is turned on), and the subsequent "high probability high base gaming state" or "low probability high base gaming state" has ended.
[0418] In addition, if the current game state is a "low probability low base game state" from the second time onwards and the fluctuation pattern is other than the "pseudo jackpot fluctuation" (THP023A), non-execution of the "effect before attacker release" is selected 100%, and execution of the "effect before attacker release" is not selected.
[0419] In addition, when the current game state is a "low probability high base game state" or a "high probability high base game state," regardless of the type of fluctuation pattern, non-execution of the "effect before attacker release" is selected at a rate of 100%, and execution of the "effect before attacker release" is not selected.
[0420] In other words, the "effect before attacker opening" is set to be performed only before the first big prize opening 14 is opened in the first big win game after the power is turned on, and the "effect before attacker opening" functions as an effect that suggests that the state is still after the big win game has been played after the power is turned on.
[0421] In the third embodiment, the "attacker release pre-effect" is performed only in the "low probability low base game state" in the initial state (when the power is turned on), but the "attacker release pre-effect" may also be performed in the "low probability low base game state" from the second time onwards. Note that the selection ratio indicated by the attacker release pre-effect selection table 123a7 shown in Figure 50(A) can be changed as appropriate.
[0422] When the execution of the "pre-attacker opening performance" is selected by the pre-attacker opening performance selection table 123a7, the performance control microcomputer 121 executes the "pre-attacker opening performance" during the variable display of the special chart in the "pseudo jackpot variation" variation pattern (THP023A).
[0423] 51(A) to 51(B) are diagrams showing how the "attacker opening pre-effect" is performed. As shown in Fig. 51(A), when the effect patterns EZ1, EZ2, EZ3 (here, the "2, 4, 6" variation) that were stopped and displayed in the previous special pattern variation effect are displayed on the normal background image G102 that suggests the normal effect mode, and the variable display of the special pattern in the variation pattern of the "pseudo jackpot variation" begins, the "attacker opening pre-effect" is performed.
[0424] In the "effect before attacker opening", as shown in Figure 51 (B), the effect symbols EZ1, EZ2, and EZ3 are erased, and an attacker image G300a that imitates the closed first large winning opening 14, and an electric chute image G303a that imitates the closed second starting opening 12 are displayed in the center of the display unit 50a. In the third embodiment, an example is given of a case where only the effect symbols EZ1, EZ2, and EZ3 are displayed variably on the display unit 50a, but if other effect symbols (for example, small symbols) are also displayed variably in parallel with the effect symbols EZ1, EZ2, and EZ3, it is preferable that all effect symbols are erased in response to the start of the "effect before attacker opening".
[0425] Then, when the variable display of the special chart ends, the "attacker release pre-effect" ends. At this time, the attacker image G300a and the electric chute image G303a continue to be displayed without being erased.
[0426] Next, the "Attacker Opening Effect" will be specifically described. The effect control microcomputer 121 can execute the "Attacker Opening Effect" after the variable display of the special symbol in the "pseudo jackpot variation" variation pattern has ended.
[0427] As shown in Fig. 43, an attacker-opening effect selection table 123a8 is stored in the effect storage unit 121b of the effect control microcomputer 121. The effect control microcomputer 121 can select whether or not to execute the "attacker-opening effect" using the attacker-opening effect selection table 123a8.
[0428] 50(B) is a diagram showing the contents of the attacker release effect selection table 123a8. The effect control microcomputer 121 selects whether or not to execute the "attacker release effect" by referring to the type of variation pattern and the selection result of the attacker release before effect selection table 123a7.
[0429] Specifically, when the type of fluctuation pattern is "pseudo-jackpot fluctuation" (THP023A) and the execution of "pre-attacker release performance" is selected by the pre-attacker release performance selection table 123a7, the execution of "attacker release performance" is selected 100% of the time, and non-execution of "attacker release performance" is not selected.
[0430] In addition, when the type of fluctuation pattern is "pseudo-jackpot fluctuation" (THP023A) and non-execution of "pre-attacker release performance" is selected by the pre-attacker release performance selection table 123a7, non-execution of "attacker release performance" is selected 100% of the time, and execution of "attacker release performance" is not selected.
[0431] In addition, if the type of fluctuation pattern is other than "pseudo-jackpot fluctuation" (THP023A), regardless of the selection result by the pre-attacker-release performance selection table 123a7, non-execution of the "attacker-release performance" is selected 100%, and execution of the "attacker-release performance" is not selected.
[0432] In other words, the "attacker opening effect" is set to be performed only when the execution of the "attacker opening effect" is selected by the pre-attacker opening effect selection table 123a7, and the "attacker opening effect" functions as an effect that suggests that the first large winning slot 14 is open after the power is turned on and before a jackpot game has been played.
[0433] The selection ratio indicated by the attacker release effect selection table 123a8 shown in FIG. 50(B) can be changed as appropriate.
[0434] When the execution of the "Attacker Open Effect" is selected by the attacker open effect selection table 123a8, the effect control microcomputer 121 executes the "Attacker Open Effect" in response to the end of the variable display of the special symbol in the "pseudo jackpot fluctuation" variation pattern (THP023A) (stop display of the "Miss B symbol").
[0435] 52(A) to 52(C) are diagrams showing how the "Attacker Opening Effect" is performed. When the variable display of the special symbol in the variation pattern of the "pseudo jackpot variation" ends and the first opening of the first large winning slot 14 begins due to the execution of the "pseudo jackpot game", the "Attacker Opening Effect" is performed.
[0436] In the "attacker opening effect", as shown in Fig. 52(A), the attacker image G300a imitating the closed first large winning opening 14 displayed in the "attacker opening effect", changes to an attacker image G300b imitating the open first large winning opening 14, as shown in Fig. 52(B). In the third embodiment, the right hit image G108 encouraging "right hit" is not displayed during the execution of the "pseudo jackpot game", but the right hit image G108 may be displayed.
[0437] At this time, even if the player "hits to the right" and the game ball enters the first large winning slot 14, the image displayed on the display unit 50a will not change, and the lighting state of the board lamp 54 will not change. Then, when the stopped display of the special symbol ends, the "attacker open effect" ends. After the "attacker open effect" ends, the game will transition to the normal special effect mode, which is a type of normal effect mode.
[0438] In the normal special effect mode, as shown in FIG. 52(C), a normal special background image G102t different from the normal background image G102 is displayed on the display unit 50a. The normal special background image G102 is a background image depicting a nighttime mountain scene, and the normal special background image G102t suggests that a "pseudo jackpot game" has already been executed. In the third embodiment, once the normal special background image G102t is displayed, the normal background image G102 is not displayed until the power is turned back on. However, the normal background image G102 may be redisplayed in the second or subsequent "low probability low base game state."
[0439] Next, we will explain the effects that the effect control microcomputer 121 can execute when the game control microcomputer 101 displays a stopped symbol indicating a "jackpot win." The effect control microcomputer 121 can execute the following effects when the stopped symbol indicating a "jackpot win" is displayed.
[0440] L. Opening performance The "opening effect" is an effect that may be performed before the start of the first round of play in a jackpot game, and is an effect in which an opening image G107 or the like is displayed on the display unit 50a. The "opening effect" is performed at the start of a jackpot game, and therefore functions as an effect that suggests the start of the jackpot game.
[0441] M. Round Production The "round effect" is an effect that may be performed during each round of play in a jackpot game, and is an effect in which a round image G109, a winning image G301, etc. are displayed on the display unit 50a. The "round effect" is performed when the first big prize opening 14 is open, and therefore functions as an effect that suggests that a game ball can enter the first big prize opening 14.
[0442] N. Ending performance The "ending effect" is an effect that may be performed after the final round of play in a jackpot game has ended, and is an effect in which an ending image G111 or the like is displayed on the display unit 50a. The "ending effect" is performed at the end of the jackpot game, and therefore functions as an effect that suggests the end of the jackpot game.
[0443] O. Attacker's winning performance The "attacker winning effect" is an effect that may be performed when a game ball enters the first large winning slot 14 during each round of play in a jackpot game, and is an effect in which the winning image G301 is erased and the board lamp 54 is lit. The "attacker winning effect" is performed when a prize ball is won, and therefore functions as an effect that suggests that a prize ball will be paid out.
[0444] Next, the "attacker winning effect" will be specifically described. The effect control microcomputer 121 can execute the "attacker winning effect" in each round of play in the "jackpot game W10" and the "jackpot game X10".
[0445] 53(A) to 53(C) are diagrams showing how the "attacker winning effect" is performed. When the opening of the "jackpot game W10" or the "jackpot game X10" ends and the first round of play starts, the "round effect" is performed.
[0446] In the "round effect," as shown in Fig. 53(A), a round image G109 is displayed in the upper left of the display unit 50a, and winning images G301 corresponding to the specified number (10) of winning balls that can be won in one round game are displayed in the lower part of the display unit 50a. At this time, a right-hit image G108 is displayed in the upper right part of the display unit 50a. Then, when a game ball shot during a round game wins in the first large winning slot 14, an "attacker winning effect" is performed.
[0447] In the "attacker winning effect," as shown in FIG. 53(B), one winning image G301 is erased for each winning game ball, and the board lamp 54 lights up in white for a predetermined time (for example, 0.5 seconds). Then, when ten game balls enter the first large winning slot 14, all winning images G301 are erased and the board lamp 54 flashes in white, as shown in FIG. 53(C). The board lamp 54 continues to flash until the next round of play begins. The "attacker winning effect" is performed in all rounds 1 to 10 of play.
[0448] <Effects of the third embodiment> The effects of the pachinko gaming machine PY1 explained in the third embodiment will be described below.
[0449] (1) Even if the result of the jackpot determination is a “miss,” when the “miss B symbol” stops as the stopping symbol on the special chart, a “pseudo jackpot game” is played in which the first large prize slot 14 opens, thereby increasing the frequency with which the first large prize slot 14 opens, thereby making the game more enjoyable.
[0450] (2) Even if the result of the winning judgment is a “miss,” when the “miss D symbol” stops as the normal stopping symbol, a “pseudo game” is played in which the second starting hole 12 opens, so that the frequency with which the second starting hole 12 opens can be increased, and the interest in the game can be enhanced.
[0451] (3) In the "low probability low base game state" (the so-called "left hit" state (game state aiming at the first starting slot 11)), when a "pseudo jackpot game" is played by the "miss B symbol" being displayed as the stopping symbol of the special chart, even if a game ball enters the first large prize slot 14 opened by the "pseudo jackpot game", no prize ball is paid out, so it is possible to prevent the player from receiving too much profit, and to increase the enjoyment of the game.
[0452] (4) In the "low probability low base game state" (the so-called "left-hand hit" state (game state aiming at the first starting hole 11)), when a "pseudo game" is played by displaying the "missing D symbol" as the normal stopping symbol, even if a game ball enters the second starting hole 12 opened by the "pseudo game", no prize ball is paid out, so it is possible to prevent the player from receiving too much profit and increase the enjoyment of the game.
[0453] (5) The time at which first large prize opening 14 opens is different between a "jackpot game W10" or a "jackpot game X10," in which a prize ball may be paid out when a game ball enters first large prize opening 14, and a "pseudo-jackpot game," in which a prize ball is not paid out even if a game ball enters first large prize opening 14. Therefore, depending on the difference in the opening time of first large prize opening 14, it is easier to determine whether a prize ball will be paid out or not, which can increase the enjoyment of the game.
[0454] (6) When a "pseudo game" is played by displaying the "miss D symbol" as the normal stopping symbol, even if the game ball enters the second starting hole 12 opened by the "pseudo game," the right to receive a jackpot determination is not stored. Therefore, excessive jackpot determinations can be prevented, and the enjoyment of the game can be increased.
[0455] (7) In the "low probability high base game state" and "high probability high base game state" (the so-called "right-hand hit" state) that are advantageous to the player, "pseudo game" or "pseudo jackpot game" in which no prize balls are paid out is not played, either as an auxiliary game or as a jackpot game, so that the value of the advantageous state to the player can be prevented from decreasing, and the enjoyment of the game can be increased.
[0456] (8) The number of times the first large prize opening 14 is opened in the “pseudo jackpot game” in which no prize balls are paid out even when a game ball enters the first large prize opening 14 is the same as the number of times the second starting opening 12 is opened in the “pseudo game” in which no prize balls are paid out even when a game ball enters the second starting opening 12. Therefore, regardless of whether the first large prize opening 14 or the second starting opening 12 is opened, the number of times it is opened makes it easy to understand that no prize balls will be paid out, which can increase the enjoyment of the game.
[0457] <Modification of the third embodiment> Below, we will explain modified examples of the pachinko gaming machine PY1 described in the third embodiment. Of course, the configurations related to the modified examples may be combined as appropriate. Furthermore, technical features in the above embodiment and the modified examples below may be deleted as appropriate unless they are described as essential in this specification.
[0458] In the third embodiment, the first large prize opening 14 is opened regardless of whether the jackpot game is "jackpot game W10," "jackpot game X10," or "pseudo jackpot game," but the second large prize opening 15 may be opened, or both the first large prize opening 14 and the second large prize opening 15 may be opened.
[0459] Furthermore, in the third embodiment, the opening time of the first large prize opening 14 in the "pseudo jackpot game" as a jackpot game (2 seconds x 3 times) is set to be shorter than the opening time of the first large prize opening 14 in the "jackpot game W10" and "jackpot game X10" as jackpot games (30 seconds x 10 times), but the opening time of the first large prize opening 14 in the "pseudo jackpot game" may also be set to be longer than the opening time of the first large prize opening 14 in the "jackpot game W10" and "jackpot game X10".
[0460] Furthermore, in the third embodiment, the opening time of the first large prize opening 14 in the "pseudo jackpot game" as a jackpot game (2 seconds x 3 times) is set to be shorter than the opening time of the first large prize opening 14 in the "jackpot game W10" and "jackpot game X10" as jackpot games (30 seconds x 10 times), but the opening time of the first large prize opening 14 in the "pseudo jackpot game" may also be set to be the same as the opening time of the first large prize opening 14 in the "jackpot game W10" and "jackpot game X10".
[0461] Furthermore, in the third embodiment, when a game ball enters the first large prize opening 14 in a "pseudo jackpot game" as a jackpot game, no prize balls are paid out, but in some "pseudo jackpot games," prize balls may be paid out when a game ball enters the first large prize opening 14. For example, in a "pseudo jackpot game" in the "low probability low base game state" in the initial state (when the power is turned on), prize balls may not be paid out even if a game ball enters the first large prize opening 14, while in a "pseudo jackpot game" in the "low probability low base game state" from the second time onwards, prize balls may be paid out when a game ball enters the first large prize opening 14.
[0462] In the third embodiment, the "pseudo jackpot game" is performed by stopping and displaying the "miss B symbol" as the special symbol, but the "pseudo jackpot game" may be performed under other conditions. For example, the "pseudo jackpot game" may be performed by operating the normal button 40 after the "miss B symbol" is stopped and displayed as the special symbol.
[0463] In the third embodiment, the "pseudo jackpot game" is ended by opening the first major winning opening 14 three times, but the "pseudo jackpot game" may be ended by other conditions. For example, the "pseudo jackpot game" may be ended by operating the normal button 40 while the first major winning opening 14 is being opened.
[0464] Furthermore, in the third embodiment, the opening time of the second start port 12 in the "pseudo game" as an auxiliary game (1 second x 3 times) is set to be shorter than the opening time of the second start port 12 in the "real game" as an auxiliary game (5 seconds x 1 time), but the opening time of the second start port 12 in the "pseudo game" may also be set to be longer than the opening time of the second start port 12 in the "real game".
[0465] Furthermore, in the third embodiment, the opening time of the second start port 12 in the "pseudo game" as an auxiliary game (1 second x 3 times) is set to be shorter than the opening time of the second start port 12 in the "real game" as an auxiliary game (5 seconds x 1 time), but the opening time of the second start port 12 in the "pseudo game" may also be set to be the same as the opening time of the second start port 12 in the "real game".
[0466] Furthermore, in the third embodiment, when a game ball enters the second start port 12 in a "pseudo game" as an auxiliary game, no prize balls are paid out, but in some "pseudo games," prize balls may be paid out when a game ball enters the second start port 12. For example, in a "pseudo game" in a "low probability low base game state" in the initial state (when the power is turned on), prize balls may not be paid out even if a game ball enters the second start port 12, while in a "pseudo game" in a "low probability low base game state" from the second time onwards, prize balls may be paid out when a game ball enters the second start port 12.
[0467] Furthermore, in the third embodiment, when a game ball enters the second starting hole 12 in a "pseudo game" as an auxiliary game, the right to receive a jackpot determination (special chart 2 reservation) is not generated, but in some "pseudo games," the right to receive a jackpot determination may be generated by the game ball entering the second starting hole 12. For example, in a "pseudo game" in a "low probability low base game state" in the initial state (when the power is turned on), the right to receive a jackpot determination is not generated even if the game ball enters the second starting hole 12, while in a "pseudo game" in a "low probability low base game state" from the second time onwards, the right to receive a jackpot determination may be generated when the game ball enters the second starting hole 12.
[0468] In the third embodiment, the "pseudo game" is performed by stopping and displaying the "missing D symbol" as the normal stop symbol on the normal map, but the "pseudo game" may be performed under other conditions. For example, the "pseudo game" may be performed by operating the normal button 40 after the "missing D symbol" is stopped and displayed as the normal stop symbol on the normal map.
[0469] In the third embodiment, the "simulated game" ends when the second start hole 12 is opened three times, but the "simulated game" may end under other conditions. For example, the "simulated game" may end when the normal button 40 is operated while the second start hole 12 is being opened.
[0470] Furthermore, in the third embodiment, the number of times the first large winning opening 14 is opened (3 times) in the "pseudo jackpot game" as a jackpot game and the number of times the second starting opening 12 is opened (3 times) in the "pseudo game" as an auxiliary game are made the same, but the number of times the first large winning opening 14 is opened in the "pseudo jackpot game" and the number of times the second starting opening 12 is opened in the "pseudo game" may be made different.
[0471] Furthermore, in the third embodiment, the opening time of the first large winning opening 14 in the "pseudo jackpot game" as a jackpot game (2 seconds x 3 times) is different from the opening time of the second starting opening 12 in the "pseudo game" as an auxiliary game (1 second x 3 times), but the opening time of the first large winning opening 14 in the "pseudo jackpot game" and the opening time of the second starting opening 12 in the "pseudo game" may also be made the same.
[0472] In addition, in the third embodiment, a "pre-attacker opening effect" may be performed before a "pseudo-jackpot game" is played as a jackpot game, but it is also possible to prevent the "pre-attacker opening effect" from being performed.
[0473] In addition, in the third embodiment, when a "pseudo-jackpot game" is being played as a jackpot game, an "attacker open effect" may be performed, but it is also possible to prevent the "attacker open effect" from being performed.
[0474] In addition, in the third embodiment, a "pre-electric chute opening effect" may be performed before the "pseudo game" is played as an auxiliary game, but it is also possible to prevent the "pre-electric chute opening effect" from being performed.
[0475] In addition, in the third embodiment, when a "pseudo game" is being played as an auxiliary game, "Electric chute open performance A" may be performed, but it is also possible to prevent "Electric chute open performance A" from being performed.
[0476] <Invention disclosed in the third embodiment> The preceding paragraphs in this "Mode for Carrying Out the Invention" disclose the following Invention CC. In the explanation of Invention CC, the names and expressions of the corresponding components in the above-mentioned modes for carrying out the invention and the symbols used in the drawings are added in parentheses for reference. However, the elements such as means constituting each invention are not limited to these additions. Note that Invention CC is a collective term for the following Inventions CC1 to CC3.
[0477] Furthermore, for example, in the gaming machine described in JP 2019-154502 A, when a gaming ball enters the first large winning opening 14, a predetermined number of gaming balls (for example, 14 balls) are paid out as prize balls. In such a gaming machine, there is room for improvement in the method of opening the winning opening. Therefore, if the gaming machines according to the following inventions CC1 to CC3 are realized, it is expected that a novel gaming machine will be provided.
[0478] The gaming machine according to Invention CC1 is: Ball entry ports (second starting port 12, first big winning port 14) that can be opened to allow game balls to enter; A control means (a game control microcomputer 101) capable of opening the ball entrance, The control means There are times when the ball entrance is opened under a first condition (time-saving state) and times when the ball entrance is opened under a second condition (non-time-saving state), When a game ball enters the ball entrance that is opened under the first condition, a predetermined profit (a prize ball) is awarded to the player, When a game ball enters the ball entrance that is opened under the second situation, the predetermined benefit may not be awarded to the player. It is characterized by:
[0479] The gaming machine according to Invention CC2 is: A gaming machine according to invention CC1, The ball entry holes include a first ball entry hole (second starting hole 12) and a second ball entry hole (first big winning hole 14), The control means Even if a game ball enters either the first ball entrance or the second ball entrance that is opened under the second situation, the predetermined benefit may not be awarded to the player. It is characterized by:
[0480] The gaming machine according to Invention CC3 is A gaming machine according to invention CC2, The number of times the first ball inlet is opened under the second condition is the same as the number of times the second ball inlet is opened under the second condition; It is characterized by:
[0481] <Fourth embodiment> The pachinko gaming machine PZ4 of the fourth embodiment will be described in detail below. Unless otherwise specified, it is assumed that the configuration described in the above section on the basic embodiment is applied to the pachinko gaming machine PZ4 of the fourth embodiment. In other words, in the description of the fourth embodiment, configurations different from those of the basic embodiment will be described, and configurations similar to those of the basic embodiment will be assigned the same reference numerals and will not be described again. Note that the fourth embodiment is a gaming machine distinct from the first to third embodiments described above. Therefore, when a duplicated reference numeral is used for a different configuration in the fourth embodiment and the first to third embodiments described above, that reference numeral shall refer to the configuration of each embodiment. This also applies to each embodiment from the fourth embodiment onward. In other words, when a duplicated reference numeral is used for a different configuration in a certain embodiment and in an earlier embodiment, that reference numeral shall refer to the configuration of each embodiment.
[0482] First, the electrical configuration of the pachinko gaming machine PZ4 of the fourth embodiment will be described using Figures 54 to 58. As shown in Figures 54 and 55, the pachinko gaming machine PZ4 of the fourth embodiment is equipped with a game control board 100A (main control board) that controls game profits such as jackpot lottery and transition of game states, a performance control board 120A (sub-control board) that controls performances executed as the game progresses, a payout control board 170 that controls payout of game balls, etc. The game control board 100A, together with the payout control board 170, constitutes the main control unit 100 (Figure 13), and the performance control board 120A, together with an image control board 140 and a sub-drive board 162 (described later), constitutes the performance control unit 120 (Figure 13). The performance control unit 120 is provided with at least a performance control board 120A and is capable of controlling game performance using performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.).
[0483] The pachinko gaming machine PZ4 of this embodiment also includes a power supply unit 190. The power supply unit 190 (power supply unit) inputs AC 24V power from outside the pachinko gaming machine PZ4 of this embodiment, and generates electric power (power supply) of various voltages (DC 5V, DC 12V, DC 18V, DC 24V, DC 37V) required for the operation of the pachinko gaming machine PZ4 of this embodiment based on the AC 24V power. The DC 5V power is mainly used as a power supply for various integrated circuits (ICs). The DC 12V power is mainly used as a power supply for various sensors and solenoids. The DC 18V power is mainly used as a power supply for various LEDs. The DC 24V power and DC 37V power are mainly used as power supplies for motors (drive means) used for performances.
[0484] The power supply unit 190 (power supply unit) first supplies the generated power to the payout control board 170. Then, the generated power is supplied to the game control board 100A and the performance control board 120A via the payout control board 170. Furthermore, the generated power is supplied to other devices via the payout control board 170, the game control board 100A, and the performance control board 120A.
[0485] A power switch 195 (power switching unit) is also connected to the power supply unit 190. The power switch 195 can be switched between an ON state (ON state) in which power can be supplied based on an externally supplied AC 24V power supply, and an OFF state (OFF state) in which power cannot be supplied. That is, the power switch 195 switches between power on and power off by an ON or OFF operation; when the power switch 195 is turned ON, it is in the ON state, and when the power switch 195 is turned OFF, it is in the OFF state. When the power switch 195 is in the ON state, the pachinko gaming machine PZ4 of this embodiment is in the power on state, and when the power switch 195 is in the OFF state, the pachinko gaming machine PZ4 of this embodiment is in the power off state.
[0486] The power supply unit 190 is also provided with a RAM clear switch (RAM clear operation means) 191 for causing the gaming CPU 102 to clear information stored in the gaming RAM (Random Access Memory) 104 of the gaming control microcomputer 101 (described later). The RAM clear switch 191 is provided on the power supply unit 190, which is located on the back side of the pachinko gaming machine PZ4. Therefore, only an arcade employee who can open the front door 23 can operate the RAM clear switch 191. In other words, the RAM clear switch 191 can be considered an operation means that is essentially inoperable by a player. The RAM clear switch 191 is a tactile switch, and when the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the gaming control microcomputer 101. The state in which the RAM clear switch 191 is pressed is referred to as the ON state of the RAM clear switch 191, and the state in which the RAM clear switch 191 is not pressed is referred to as the OFF state of the RAM clear switch 191.
[0487] 54, a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 101 is mounted on the game control board 100A, which controls the progress of the game on the pachinko game machine PZ4 according to a program. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs for controlling the progress of the game, a game RAM 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0488] The gaming RAM 104 is provided with a special symbol reservation memory unit 105 for storing special symbol reservations (a first special symbol reservation memory unit 105a for storing special symbol 1 reservations, and a second special symbol reservation memory unit 105b for storing special symbol 2 reservations), a regular symbol reservation memory unit 106 for storing regular symbol reservations, and a base information memory unit 108. The base information memory unit 108 stores so-called regular base information.
[0489] The normal base is the ratio between the total number of normal prize balls acquired by the player in normal game mode and the number of normal shot balls fired by the player in normal game mode. The game control board 100A is provided with a 7-segment display 300, and the normal base is displayed on the 7-segment display 300 as a percentage (%). Note that the 7-segment display 300 does not display bases other than the normal base (the time-saving base, which is the ratio between the total number of time-saving prize balls acquired by the player in time-saving mode and the number of time-saving shot balls fired by the player in time-saving mode, and the jackpot base, which is the ratio between the total number of jackpot prize balls acquired by the player in jackpot game mode and the number of jackpot shot balls fired by the player in jackpot game mode).
[0490] The game control microcomputer 101 also includes a game I / O (Input / Output) port unit 118 for inputting and outputting data and signals. A sensor I / F (Interface) unit 180, an impact sensor input unit 181, and a magnetic sensor input unit 182, which will be described later, are connected to the input port of the game I / O port unit 118.
[0491] In addition, various sensors are connected to the game control board 100A. Therefore, signals are input from each sensor to the game control board 100A. Specifically, the game control board 100A is connected to an outlet sensor 19a as a ball detection means for detecting game balls, and also to a first start port sensor 11a, a second start port sensor 12a, a gate sensor 13a, a first special prize port sensor 14a, a second special prize port sensor 15a, and a general prize port sensor 10a via a relay board 110.
[0492] Furthermore, the first radio wave sensor FR, the second radio wave sensor SR, the first impact sensor FIS, the second impact sensor SIS, and the magnetic sensor MS are connected to the game control board 100A via the relay board 110 as detection sensors for preventing fraudulent activity (fraud detection sensors). Each of the detection sensors for preventing fraud (magnetic sensor MS, radio wave sensors such as the first radio wave sensor FR and the second radio wave sensor SR, and impact sensors such as the first impact sensor FIS and the second impact sensor SIS) can be referred to as the nth detection means (n is any natural number).
[0493] The first start opening sensor 11a is provided in the first start opening 11 and detects game balls that have entered the first start opening 11. The second start opening sensor 12a is provided in the second start opening 12 and detects game balls that have entered the second start opening 12. The gate sensor 13a is provided in the gate 13 and detects game balls that have passed through the gate 13. The first large prize opening sensor 14a is provided in the first large prize opening 14 and detects game balls that have entered the first large prize opening 14. The second large prize opening sensor 15a is provided in the second large prize opening 15 and detects game balls that have entered the second large prize opening 15. The general prize opening sensor 10a is provided in the general prize opening 10 and detects game balls that have entered the general prize opening 10.
[0494] The first start port sensor 11a, the second start port sensor 12a, the gate sensor 13a, the first large prize port sensor 14a, the second large prize port sensor 15a, and the general prize port sensor 10a are connected to the input terminals of the sensor I / F unit 180 via the relay board 110.
[0495] The outlet sensor 19a is provided in an outlet (not shown) that discharges game balls out of the pachinko game machine PZ4 and detects game balls that pass through the outlet. The outlet is provided at the bottom end of the game board mounting frame 2A, and game balls shot into the game area 6 enter either the first start opening 11, the second start opening 12, the first large prize opening 14, the second large prize opening 15, the general prize opening 10, or the outlet opening 19 before finally passing through the outlet. Therefore, by detecting game balls that pass through the outlet with the outlet sensor 19a, it is possible to detect all game balls shot into the game area 6. The number of all game balls shot into the game area 6 can be referred to as the total number of shot balls. The total number of shot balls is the same as the number of all game balls discharged out of the pachinko game machine PZ4, so it can also be referred to as the number of discharged balls, the total number of discharged balls, or the number of out balls.
[0496] The first radio wave sensor FR and the second radio wave sensor SR are sensors for detecting fraudulent behavior (so-called radio wave cheating) that causes ball detection means such as the first starting hole sensor 11a to malfunction by transmitting radio waves. The first radio wave sensor FR and the second radio wave sensor SR are arranged in different positions on the back of the gaming board 1. The first radio wave sensor FR is arranged, for example, near the first starting hole 11 and the second starting hole 12 to detect fraudulent starting winnings caused by radio wave cheating. The second radio wave sensor SR is arranged, for example, near the first large winning hole 14 and the second large winning hole 15 to detect fraudulent attacker winnings caused by radio wave cheating. The first radio wave sensor FR and the second radio wave sensor SR are connected to the input terminal of the sensor I / F unit 180 via the relay board 110. The sensor I / F unit 180 will be described in detail later.
[0497] The first impact sensor FIS and the second impact sensor SIS are sensors for detecting fraudulent behavior (so-called banging or impact goto) that involves hitting the pachinko gaming machine PZ4 to change the course of a gaming ball. In this embodiment, the first impact sensor FIS and the second impact sensor SIS are arranged close together on the back side of the gaming board 1. Specifically, for example, the first impact sensor FIS and the second impact sensor SIS are arranged near the first starting hole 11 to detect banging behavior intended to generate a starting winning. Therefore, when a banging behavior is performed, the detection signals of both the first impact sensor FIS and the second impact sensor SIS change. Therefore, the game control microcomputer 101 can determine that an impact goto (banging behavior) has occurred when the detection signals of both the first impact sensor FIS and the second impact sensor SIS change. On the other hand, if the detection signal of only one of the first impact sensor FIS or the second impact sensor SIS changes, the game control microcomputer 101 can determine that a malfunction has occurred in the wiring related to the impact sensor (first impact sensor FIS or second impact sensor SIS), rather than in the impact itself. Malfunctions as referred to in this specification include disconnection, disconnection of a connector, short circuit, etc. The first impact sensor FIS and the second impact sensor SIS are connected to the impact sensor input unit 181 via the relay board 110. The impact sensor input unit 181 will be described in detail later.
[0498] The magnetic sensor MS is a sensor for detecting fraudulent behavior (so-called magnetic cheating) of guiding a gaming ball using a magnet. The magnetic sensor MS is arranged in the vicinity of the first start hole sensor 11a on the gaming board 1, for example, and detects behavior of guiding a gaming ball to the first start hole 11 using a magnet. The magnetic sensor MS is connected to the magnetic sensor input unit 182 via the relay board 110. The magnetic sensor input unit 182 will be described in detail later.
[0499] Various solenoids are also connected to the game control board 100A. Therefore, signals are output from the game control board 100A to each solenoid. Specifically, the solenoids connected include an electric chute solenoid 12s, a first AT solenoid 14s, and a second AT solenoid 15s. The electric chute solenoid 12s drives an opening / closing member 12k associated with the second starting opening 12. The first AT solenoid 14s drives a first opening / closing door 14k associated with the first large prize opening 14. The second AT solenoid 15s drives a second opening / closing door 15k associated with the second large prize opening 15.
[0500] Furthermore, the game control board 100A is connected to special chart displays (a first special chart display 81a that displays special chart 1, and a second special chart display 81b that displays special chart 2), a regular chart display 82 that displays regular charts, special chart reserve displays that display the number of reserved special charts (a first special chart reserve display 83a that displays the number of reserved special charts 1, and a second special chart reserve display 83b that displays the number of reserved special charts 2), and a regular chart reserve display 84 that displays the number of reserved regular charts. In other words, the display control of these displays 8 is performed by the game control microcomputer 101.
[0501] The game control board 100A also transmits various commands and signals to the payout control board 170, and receives signals from the payout control board 170 to monitor payouts. The payout control board 170 is connected to a card unit CU (which is installed adjacent to the pachinko gaming machine PZ4 and enables ball lending based on information such as an inserted prepaid card) and a prize ball payout device 73, as well as to a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see FIG. 1).
[0502] The payout control board 170 is equipped with a payout control one-chip microcomputer (hereinafter referred to as "payout control microcomputer") 171 that can execute control processing related to the payout of game balls according to a program. The payout control microcomputer 171 (payout control means) includes a payout ROM 173 that stores a program for controlling payouts, a payout RAM 174 used as work memory, a payout CPU 172 that executes the program stored in the payout ROM 173, and a payout I / O port unit (input / output circuit) 178 for inputting and outputting data and signals. The payout ROM 173 may be external.
[0503] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 101 and signals from the card unit CU connected to the pachinko game machine PZ4. For example, when a game ball enters the first start hole 11 (wins), a detection signal from the first start hole sensor 11a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 outputs a prize ball signal indicating that the game ball has entered the first start hole 11 to the payout control board 170. In this case, the payout control microcomputer 171, which has received the prize ball signal, drives the prize ball motor 73m based on the prize ball number information stored in the payout ROM 173 to pay out prize balls (e.g., three balls) based on the ball entering the first start hole 11. At this time, the paid-out game balls are detected by the prize ball sensor 73a for counting, and a detection signal by the prize ball sensor 73a is output to the payout control board 170. In this embodiment, the payout control board 170 is also provided with a backup power supply circuit 179.
[0504] When the player operates the handle 72k (see FIG. 1) of the launcher 72, the touch switch 72a detects contact with the handle 72k, and the launch volume 72b detects the amount of rotation of the handle 72k. The launch solenoid 72s is then driven to launch a game ball with a strength corresponding to the magnitude of the detection signal from the launch volume 72b. In the pachinko gaming machine PZ4 of this embodiment, one game ball is launched in approximately 0.6 seconds.
[0505] The gaming control board 100A also transmits various commands to the performance control board 120A. The connection between the gaming control board 100A and the performance control board 120A is a one-way communication connection that only allows signals to be sent from the gaming control board 100A to the performance control board 120A. In other words, a unidirectional circuit (for example, a circuit using a diode) (not shown) is interposed between the gaming control board 100A and the performance control board 120A as a communication direction restriction means.
[0506] As shown in FIG. 55, the performance control board 120A is equipped with a performance control one-chip microcomputer (hereinafter referred to as "performance control microcomputer") 121 that controls the performance of the pachinko gaming machine PZ4 according to a program. The performance control microcomputer 121 includes a performance ROM 123 that stores programs for controlling the performance as the game progresses, a performance RAM 124 used as work memory, a performance CPU 122 that executes the programs stored in the performance ROM 123, and a performance I / O port unit 138 for inputting and outputting data and signals. The performance ROM 123 may be external. As described above, the performance control board 120A is supplied with power (e.g., DC 5V power) from the power supply unit 190 via the payout control board 170.
[0507] 55, the effect control board 120A is connected to the image control board 140 and also to a sub-drive board 162 (sub-drive circuit). The effect control microcomputer 121 of the effect control board 120A causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the game control board 100A. The effect control microcomputer 121 transmits a control signal via the image input circuit 147 of the image control board 140. The image CPU 141 then transmits a control signal to the image display device 50 via the image output circuit 148 of the image control board 140.
[0508] The image RAM 143 of the image control board 140 is a memory for expanding image data. The image ROM 142 of the image control board 140 stores still image data and video data to be displayed on the image display device 50, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect designs) and background images. The image CPU 141 of the image control board 140 reads image data from the image ROM 142 based on a command from the effect control microcomputer 121. Then, display control is performed based on the read image data.
[0509] A speaker 52 (sound output means) is connected to the image control board 140. The performance control microcomputer 121 outputs voice, music, sound effects, etc. from the speaker 52 via the audio CPU 149 of the image control board 140 based on commands received from the game control board 100A. The audio CPU 149 controls the voice of the speaker 52 via the audio control circuit 150 based on instructions from the image CPU 141. Sound data such as voice output from the speaker 52 is stored in the performance ROM 123 of the performance control board 120A. However, the sound data may also be stored in the image ROM 142 of the image control board 140.
[0510] Although image control board 140 is used to control the audio of speaker 52, an audio control board may be provided separately from image control board 140, and this audio control board may control the audio of speaker 52. In this case, the audio control board may be connected to performance control board 120A, or may be connected to performance control board 120A via image control board 140. A CPU may also be implemented on the audio control board, and in this case, the CPU may be used to perform audio control. Furthermore, in this case, a ROM may be implemented on the audio control board, and audio data may be stored in the ROM.
[0511] 55, the performance control microcomputer 121 controls the lighting of lamps such as the frame lamp 53 and the board lamp 54 via the sub-drive board 162 based on commands received from the game control board 100A. In detail, the performance control microcomputer 121 creates light-emitting pattern data (data that determines the on / off state, light color, etc., also called lamp data) that determines the light-emitting mode of each lamp, and controls the lighting of each lamp according to the light-emitting pattern data. Note that the light-emitting pattern data is created using data stored in the performance ROM 123 of the performance control board 120A.
[0512] Furthermore, the performance control microcomputer 121 controls the drive of the on-board movable body 55k and the frame movable body 58k via the sub-drive board 162 based on commands received from the game control board 100A. In detail, the performance control microcomputer 121 creates motion pattern data (also called drive data) that determines the motion modes of the on-board movable body 55k and the frame movable body 58k, and controls the drive of the motors that drive the on-board movable body 55k and the frame movable body 58k according to the motion pattern data. Data stored in the performance ROM 123 of the performance control board 120A is used to create the motion pattern data.
[0513] A CPU may be mounted on the sub-drive board 162, in which case the CPU may be made to control the lighting of the lamps and the drive of the movable bodies (on-board movable body 55k and frame movable body 58k).Furthermore, in this case, a ROM may be mounted on the sub-drive board 162, and data relating to light emission patterns and operation patterns may be stored in the ROM.
[0514] In addition, a normal button detection switch 40a and a special button detection switch 41a are connected to the performance control board 120A. The normal button detection switch 40a detects that the normal button 40 has been pressed. When the normal button 40 is pressed, a detection signal is output from the normal button detection switch 40a to the performance control board 120A. The special button detection switch 41a detects that the special button 41 has been pressed. When the special button 41 is pressed, a detection signal is output from the special button detection switch 41a to the performance control board 120A.
[0515] 54 and 55 are merely functional block diagrams for explaining the electrical configuration of the pachinko gaming machine PZ4 of this embodiment, and are not limited to the boards shown in Fig. 54 and 55. Any of the boards shown in Fig. 54 and 55 may be configured as one board, and the one board shown in Fig. 54 and 55 may be configured as multiple boards.
[0516] FIG. 56 is a diagram showing the circuit configuration of the magnetic sensor MS and the magnetic sensor input unit 182. The magnetic sensor MS of this embodiment is a thin magnetic sensor with a built-in reed switch that switches between conductive and non-conductive states depending on the magnitude of the magnetic flux density. The detection distance of the magnetic sensor MS, i.e., the distance at which the magnetic sensor MS switches between conductive and non-conductive states when a standard magnet (a magnet measuring 20 mm × 20 mm × 10 mm and having a surface magnetic flux density of 430 mT) is brought close to the magnetic sensor MS, is approximately 50 to 90 mm from the magnetic sensor MS. Note that magnetic sensors with different detection distances may be used depending on the installation location and the desired detection performance. Furthermore, the magnetic sensor is not limited to one with a built-in reed switch as long as it can detect magnetism. It may also be one with a built-in coil, hall element, or magnetoresistance element, or a highly sensitive one utilizing the magneto-impedance effect.
[0517] The magnetic sensor MS outputs an ON signal as a detection signal when it detects a magnetic field strong enough to stop and guide a game ball flowing down the game area 6, and outputs an OFF signal as a detection signal when it detects a magnetic field that does not reach that level or when it does not detect any magnetic field at all.
[0518] 56, a detection signal from the magnetic sensor MS is input to the magnetic sensor input unit 182 of the game control board 100A via the relay board 110. In addition, +18V power is supplied to the magnetic sensor MS via the resistor R1 of the magnetic sensor input unit 182 and the relay board 110. In addition, the magnetic sensor MS is electrically connected to the ground of the game control board 100A via the relay board 110, and is at the same ground level.
[0519] The detection signal (ON / OFF signal) from the magnetic sensor MS is input to the magnetic sensor input unit 182 of the gaming control board 100A via the relay board 110, and then input to the base of the transistor T1 via resistor R2. A grounded resistor R3 is electrically connected between the resistor R2 and the base of the transistor T1. The values of resistors R2 and R3 are set so that the transistor T1 turns OFF when an ON signal is input from the magnetic sensor MS, i.e., when a magnetic field strong enough to stop and guide a gaming ball flowing down the play area 6 is detected. Therefore, when an OFF signal is input from the magnetic sensor MS, i.e., when a magnetic field not strong enough to stop and guide a gaming ball flowing down the play area 6 or when no magnetic field is detected at all, the transistor T1 is ON. In other words, in this embodiment, the transistor T1 is in the ON state during normal operation when no magnetic gobbling is occurring.
[0520] The emitter of the transistor T1 is connected to ground. The collector of the transistor T1 is connected to a +5V power supply via a resistor R4 (pull-up resistor). A signal line for a magnetic detection signal, which is an output signal of the magnetic sensor input unit 182, extends from between the resistor R4 and the collector of the transistor T1. The magnetic detection signal output from the magnetic sensor input unit 182 is input to the input port of the game I / O port unit 118.
[0521] When the transistor T1 is in the ON state, that is, when it does not detect a magnetic field at the magnetic goto level, the collector of the transistor T1 is conductive with the emitter and connected to ground, so a low-level magnetic detection signal is input to the input port of the gaming I / O port unit 118. On the other hand, when the transistor T1 is in the OFF state, that is, when it detects a magnetic goto, the collector and emitter of the transistor T1 are not conductive, so a high-level magnetic detection signal according to the pull-up resistor is input to the input port of the gaming I / O port unit 118.
[0522] The magnetic detection signal input to the gaming I / O port unit 118 is checked by the gaming control microcomputer 101 in the abnormality detection process (FIG. 68) described below. When the gaming control microcomputer 101 checks for a high-level magnetic detection signal, that is, when it detects a magnetic disturbance, it outputs an abnormality command related to the magnetic abnormality to the performance control board 120A. Then, when the performance control board 120A receives the abnormality command related to the magnetic abnormality from the gaming control board 100A, it can issue an error notification corresponding to the magnetic abnormality using various notification means such as the image display device 50, speaker 52, frame lamp 53, and board lamp 54. Error notification corresponding to the magnetic abnormality will be described in detail later.
[0523] Furthermore, if any of the wiring electrically connecting the magnetic sensor MS to the relay board 110 or the wiring electrically connecting the relay board 110 to the gaming control board 100A is broken or the connector of the wiring is disconnected, the magnetic sensor MS and the magnetic sensor input unit 182 are electrically disconnected. In this case, in the magnetic sensor input unit 182, the voltage applied to the base of the transistor T1 is pulled down to ground level by the grounded resistor R3, turning the transistor T1 off. As a result, the collector and emitter of the transistor T1 are not electrically connected, and the level of the magnetic detection signal output from the magnetic sensor input unit 182 becomes a high level corresponding to the pull-up resistor R4. Thus, in this embodiment, even if a malfunction such as a break in the wiring related to the magnetic sensor MS or a disconnection of the connector occurs, a high-level magnetic detection signal is input to the input port of the gaming I / O port unit 118, just as when a magnetic thud is detected. Then, the gaming control microcomputer 101 that has confirmed the Hi level magnetic detection signal outputs an abnormal command related to the magnetic abnormality to the performance control board 120A, and in response to receiving the abnormal command, the performance control board 120A can issue an error notification corresponding to the magnetic abnormality using various notification means such as the image display device 50, speaker 52, frame lamp 53, and board lamp 54. In this manner, in this embodiment, the pachinko gaming machine PZ4 can issue an error notification corresponding to the magnetic abnormality when the magnetic sensor MS detects a magnetic disturbance or when a malfunction (disconnection, disconnection of the connector) occurs in the wiring related to the magnetic sensor MS. Therefore, it is possible to promptly notify hall staff and the like of not only magnetic disturbances but also malfunctions in the wiring related to the magnetic sensor MS.
[0524] 57 is a diagram showing the circuit configuration of the shock sensors (first shock sensor FIS, second shock sensor SIS) and the shock sensor input unit 181. The shock sensors (first shock sensor FIS, second shock sensor SIS) of this embodiment have piezoelectric elements and detect shocks by converting shocks (vibrations) into voltages using the piezoelectric effect. Other known shock sensors, such as those that detect shocks (vibrations) by measuring acceleration or those that can output pulse signals according to the position of a metal ball, may also be used as the shock sensor (vibration sensor).
[0525] The impact sensors (first impact sensor FIS, second impact sensor SIS) output detection signals that switch between high and low levels in response to vibrations above a certain level. As shown in Figure 57, the detection signals from the first impact sensor FIS and the second impact sensor SIS are each input to the impact sensor input unit 181 of the game control board 100A via the relay board 110.
[0526] In the impact sensor input unit 181, the detection signal from the first impact sensor FIS and the detection signal from the second impact sensor SIS are both pulled up by a pull-up resistor Rp and supplied to an RC filter circuit consisting of an input resistor Ri and an input capacitor Ci, and then output to the input port of the gaming I / O port unit 118 via a Schmitt trigger inverter circuit INV. Here, the impact sensors of this embodiment (first impact sensor FIS, second impact sensor SIS) output a high-level detection signal when they detect an impact (vibration), and output a low-level detection signal when they do not detect an impact (vibration). Therefore, a...
Claims
1. A substrate on which electronic components are mounted, The electronic components include specific components that are mounted in a manner that their electrodes do not penetrate the substrate, The specific component is mounted on only one of the first surface and the second surface behind the first surface of the substrate. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, The electronic components include the specific component and a non-specific component mounted in a manner that its electrodes penetrate the substrate, The non-specific component is mounted on a surface on which the specific component is mounted. A gaming machine characterized by:
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