gaming machines

The gaming machine enhances presentation effects through a storage and performance execution system with adjustable settings, addressing the need for increased engagement in gaming machines.

JP2026043583APending Publication Date: 2026-03-12HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-28
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements in presentation effects to maintain player interest as the variety of playability and presentations has increased.

Method used

The gaming machine includes a storage means for lottery information, a performance execution means, and a setting means, allowing for different performances to be executed based on various settings, including a first performance when a first setting is made and a second performance when a second setting is made, enhancing presentation effects.

Benefits of technology

The gaming machine improves presentation effects by providing varied and engaging gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of improving presentation effects. [Solution] In a gaming machine equipped with a storage means capable of storing acquired lottery information as a hold, a performance execution means capable of executing a performance based on the hold, and a setting means capable of executing various settings related to the performance, the executable performances being a first performance that can be executed when a first setting is made by the setting means, and a second performance that can be executed when a second setting is made by the setting means, when the hold of lottery information acquired when the first setting is made is not stored, the setting is made so that the second performance based on the hold can be executed when the hold of lottery information acquired when the second setting is made is stored.
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Conventionally, this type of gaming machine is known to store lottery information (random numbers) as reserve information to determine by lottery whether or not a special game advantageous to the player can be executed when a predetermined acquisition condition is met (a game ball enters a starting winning hole provided in the gaming area), and to read out the stored reserve information when a predetermined starting condition is met, and to determine whether or not the game will be executed and the type of variable presentation based on the lottery information related to the read reserve information, and to execute the variable presentation in the determined type. In addition, in recent years, in order to improve the presentation effect, gaming machines have been devised that, when lottery information is stored, make a judgment (so-called pre-reading judgment) as to whether or not the lottery information will result in the execution of a special game before a variable presentation based on the lottery information is executed, and then, based on the result of this judgment, can execute a pre-reading presentation that can start making predetermined suggestions regarding the result of the judgment before the variable presentation based on the lottery information is executed, as well as gaming machines that execute a presentation that announces the result of the lottery draw for the stored lottery information by performing a predetermined operation (see Patent Documents 1 and 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-154544 [Patent Document 2] Japanese Patent Application Publication No. 2023-115238 Summary of the Invention [Problem to be solved by the invention]

[0004] Although the above-mentioned presentation can enhance the player's interest by improving the presentation effects, in recent years, as the variety of playability and presentations has increased, there has been a demand for the introduction of gaming machines that can further improve the presentation effects.

[0005] Therefore, the present invention has been made in view of the above-mentioned circumstances, and has an object to provide a gaming machine that can improve the presentation effect. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention is configured as follows. (1) The gaming machine of the present invention comprises a storage means capable of storing lottery information acquired upon the fulfillment of predetermined acquisition conditions as a hold, a performance execution means capable of executing a performance based on the hold, and a setting means capable of executing various settings related to the performance, and is characterized in that the executable performances include a first performance that can be executed when a first setting is made by the setting means, and a second performance that can be executed when a second setting is made by the setting means, and in the case where the hold of lottery information acquired when the second setting is made is stored, when the hold of lottery information acquired when the first setting is made is stored, the first performance based on the hold can be executed.

[0007] (2) Furthermore, the gaming machine of the present invention comprises a storage means capable of storing lottery information acquired upon the fulfillment of predetermined acquisition conditions as a hold, a performance execution means capable of executing a performance based on the hold, and a setting means capable of executing various settings related to the performance, and is characterized in that the executable performances include a first performance that can be executed when a first setting is made by the setting means, and a second performance that can be executed when a second setting is made by the setting means, and in the case where the hold of lottery information acquired when the first setting is made is not stored, when the hold of lottery information acquired when the second setting is made is stored, the second performance based on the hold can be executed. [Effects of the Invention]

[0008] According to the present invention, it is possible to provide a gaming machine that can improve presentation effects. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is an external perspective view of a pachinko machine according to a first embodiment. [Figure 2] 1 is an external perspective view of a pachinko machine according to a first embodiment with the front door open. [Figure 3A] 1 is a schematic front view of a game board of a pachinko machine according to a first embodiment. [Figure 3B] FIG. 2 is an external perspective view of an inner rail of a pachinko machine according to a first embodiment. [Figure 3C] FIG. 2 is an exploded perspective view of a backflow prevention unit of a pachinko machine according to a first embodiment. [Figure 3D] 1 is a schematic front view of a backflow prevention section of a pachinko machine according to a first embodiment when the rotation base is in a non-rotating state. [Figure 3E] 1 is a schematic front view of a backflow prevention section of a pachinko machine according to a first embodiment when the rotation base is in a rotation state. [Figure 3F] 1 is a schematic front view of a backflow prevention section of a pachinko machine according to a first embodiment when the rotation base is in a rotating state. [Figure 3G] 1 is an enlarged front view of a rotary valve in a backflow prevention unit when the rotary base of a pachinko machine according to a first embodiment is in a rotating state. [Figure 3H] FIG. 2 is a schematic diagram of the back side of the pachinko machine according to the first embodiment. [Figure 3I] FIG. 2 is an external perspective view of a main control board of a pachinko machine according to the first embodiment. [Figure 4] This is an enlarged view of the second start winning port and movable piece of the pachinko machine of the first embodiment. [Figure 5] 1 is a schematic front view of the inside of an attacker device of a pachinko machine according to a first embodiment. [Figure 6] 1 is a block diagram showing the electrical configuration of a pachinko machine according to a first embodiment. [Figure 7] FIG. 1 is an explanatory diagram of a win / lose random number determination table for a pachinko machine according to the first embodiment. [Figure 8] FIG. 2 is an explanatory diagram of a special symbol random number determination table for a pachinko machine according to the first embodiment. [Figure 9] FIG. 2 is an explanatory diagram of a special electric accessory operating table of the pachinko machine according to the first embodiment. [Figure 10] FIG. 2 is an explanatory diagram of a game state setting table for a pachinko machine according to the first embodiment. [Figure 11] 1 is an explanatory diagram of a fluctuation pattern table of a pachinko machine according to a first embodiment. [Figure 12] 1 is an explanatory diagram of a fluctuation pattern table of a pachinko machine according to a first embodiment. [Figure 13] FIG. 2 is an explanatory diagram of a stop display time table for the pachinko machine according to the first embodiment. [Figure 14] FIG. 2 is an explanatory diagram of a winning determination random number judgment table for a pachinko machine according to the first embodiment. [Figure 15] FIG. 10 is an explanatory diagram of the normal symbol variation pattern determination table of the pachinko machine according to the first embodiment. [Figure 16] FIG. 2 is an explanatory diagram of a movable piece operation control table of a pachinko machine according to the first embodiment. [Figure 17] FIG. 10 is an explanatory diagram of the control state set when power is restored in the pachinko machine of the first embodiment. [Figure 18] FIG. 10 is an explanatory diagram of the control state set when power is restored in the pachinko machine of the first embodiment. [Figure 19] 10 is a flowchart showing an outline of power interruption evacuation processing in the main control board of the pachinko machine according to the first embodiment. [Figure 20] 4 is a flowchart showing an outline of main processing in a main control board of a pachinko machine according to the first embodiment. [Figure 21] 10 is a flowchart showing an outline of the processing performed when power is restored after an interruption in the main control board of the pachinko machine according to the first embodiment. [Figure 22] 10 is a flowchart showing an outline of the differential ball control reset process in the main control board of the pachinko machine according to the first embodiment. [Figure 23]4 is a flowchart showing an outline of a timer interrupt process in a main control board of a pachinko machine according to the first embodiment. [Figure 24] 10 is a flowchart showing an outline of the processing performed when a sensor detects something in the main control board of the pachinko machine according to the first embodiment. [Figure 25] 10 is a flowchart showing an outline of the gate detection process in the main control board of the pachinko machine according to the first embodiment. [Figure 26] 10 is a flowchart showing an outline of the processing performed when the first start winning slot is detected in the main control board of the pachinko machine according to the first embodiment. [Figure 27] 10 is a flowchart showing an outline of the processing performed when the second start winning port is detected in the main control board of the pachinko machine according to the first embodiment. [Figure 28] 4 is a flowchart showing an outline of a preliminary determination process in a main control board of a pachinko machine according to the first embodiment. [Figure 29] 10 is a flowchart showing an outline of the processing performed when a large prize opening is detected in the main control board of the pachinko machine according to the first embodiment. [Figure 30] 10 is a flowchart showing an outline of the processing performed when a general winning slot is detected in the main control board of a pachinko machine according to the first embodiment. [Figure 31] 10 is a flowchart showing an outline of the processing performed when an out is detected in the main control board of the pachinko machine according to the first embodiment. [Figure 32] 10 is a flowchart showing an outline of processing when a specific area is detected in the main control board of the pachinko machine according to the first embodiment. [Figure 33] 10 is a flowchart showing an outline of the special chart-related control processing in the main control board of the pachinko machine according to the first embodiment. [Figure 34] 10 is a flowchart showing an outline of the special symbol variation start processing in the main control board of the pachinko machine according to the first embodiment. [Figure 35] 10 is a flowchart showing an outline of the win / loss determination process in the main control board of the pachinko machine according to the first embodiment. [Figure 36]10 is a flowchart showing an outline of the variation pattern determination process in the main control board of the pachinko machine according to the first embodiment. [Figure 37] 10 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the first embodiment. [Figure 38] 10 is a flowchart showing an outline of post-stop processing in the main control board of the pachinko machine according to the first embodiment. [Figure 39] 4 is a flowchart showing an outline of the special game control process in the main control board of the pachinko machine according to the first embodiment. [Figure 40] 10 is a flowchart showing an outline of special game ending processing in the main control board of the pachinko machine according to the first embodiment. [Figure 41] 10 is a flowchart showing an outline of the general map-related control processing in the main control board of the pachinko machine according to the first embodiment. [Figure 42] 10 is a flowchart showing an outline of the normal symbol variation start processing in the main control board of the pachinko machine according to the first embodiment. [Figure 43] 10 is a flowchart showing an outline of a normal symbol lottery process in a main control board of a pachinko machine according to the first embodiment. [Figure 44] 10 is a flowchart showing an outline of the normal symbol variation stop processing in the main control board of the pachinko machine according to the first embodiment. [Figure 45] 10 is a flowchart showing an outline of processing after stopping of a normal symbol in the main control board of the pachinko machine according to the first embodiment. [Figure 46] 4 is a flowchart showing an outline of a movable piece control process in a main control board of a pachinko machine according to the first embodiment. [Figure 47] 4 is a flowchart showing an outline of a solenoid control process in a main control board of a pachinko machine according to a first embodiment. [Figure 48] 10 is a flowchart showing an outline of a difference ball-related command set process in the main control board of the pachinko machine according to the first embodiment. [Figure 49]10 is a flowchart showing an outline of a difference ball determination control process in a main control board of a pachinko machine according to the first embodiment. [Figure 50] 4 is a flowchart showing an outline of setting-related processing in a main control board of a pachinko machine according to a first embodiment. [Figure 51] 1 is a state transition diagram showing transitions to each game state of a pachinko machine according to a first embodiment. [Figure 52] FIG. 2 is a state transition diagram showing transitions to each presentation state of the pachinko machine according to the first embodiment. [Figure 53] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 54] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 55] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 56] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 57] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 58] FIG. 2 is a diagram showing an example of a variation effect mode of the pachinko machine according to the first embodiment. [Figure 59] FIG. 2 is an explanatory diagram of a variable effect determination table for a pachinko machine according to the first embodiment. [Figure 60] FIG. 2 is an explanatory diagram of a variable effect determination table for a pachinko machine according to the first embodiment. [Figure 61] 10A and 10B are diagrams showing examples of various effects and various suggestions of the pachinko machine according to the first embodiment. [Figure 62] 4 is a flowchart showing an outline of main processing in a sub-control board of a pachinko machine according to the first embodiment. [Figure 63] 10 is a flowchart showing an outline of a timer interrupt process in the sub-control board of the pachinko machine according to the first embodiment. [Figure 64] 10 is a flowchart showing an outline of a game status setting related command reception process in a sub-control board of a pachinko machine according to the first embodiment. [Figure 65] 10 is a flowchart showing an outline of the power interruption recovery command reception processing in the sub-control board of the pachinko machine according to the first embodiment. [Figure 66] 10 is a flowchart showing an outline of a stop display end command reception process in the sub-control board of the pachinko machine according to the first embodiment. [Figure 67] 10 is a flowchart showing an outline of a variation pattern command receiving process in a sub-control board of a pachinko machine according to the first embodiment. [Figure 68] 10 is a flowchart showing an outline of a difference ball-related command receiving process in the sub-control board of the pachinko machine according to the first embodiment. [Figure 69] 10 is a flowchart showing an outline of the prize ball designation command reception processing in the sub-control board of the pachinko machine according to the first embodiment. [Figure 70] An explanatory diagram of a win / lose random number determination table in another setting example of a pachinko machine according to the first form. [Figure 71] FIG. 10 is an explanatory diagram of a special symbol random number determination table in another setting example of the pachinko machine according to the first embodiment. [Figure 72] An explanatory diagram of a win / lose random number determination table for a pachinko machine according to the second embodiment. [Figure 73] FIG. 10 is an explanatory diagram of a special symbol random number determination table for a pachinko machine according to the second embodiment. [Figure 74] FIG. 10 is an explanatory diagram of a special electric accessory operating table of a pachinko machine according to the second embodiment. [Figure 75] FIG. 10 is an explanatory diagram of a game status setting table for a pachinko machine according to a second embodiment. [Figure 76] FIG. 10 is an explanatory diagram of a fluctuation pattern table for a pachinko machine according to the second embodiment. [Figure 77] FIG. 10 is an explanatory diagram of a stop display time table for a pachinko machine according to a second embodiment. [Figure 78] 10 is a flowchart showing an outline of the processing performed when a special area is detected in the main control board of the pachinko machine according to the second embodiment. [Figure 79]10 is a flowchart showing an outline of the special symbol variation start processing in the main control board of the pachinko machine according to the second embodiment. [Figure 80] 10 is a flowchart showing an outline of the win / loss determination process in the main control board of a pachinko machine according to the second embodiment. [Figure 81] 10 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the second embodiment. [Figure 82] 10 is a flowchart showing an outline of the game state setting process at the time of stop display in the main control board of the pachinko machine according to the second embodiment. [Figure 83] 10 is a flowchart showing an outline of post-stop processing in the main control board of a pachinko machine according to a second embodiment. [Figure 84] 10 is a flowchart showing an outline of the small win game control process in the main control board of the pachinko machine according to the second embodiment. [Figure 85] 10 is a flowchart showing an outline of special game ending processing in the main control board of the pachinko machine according to the second embodiment. [Figure 86] FIG. 10 is a diagram showing an example of a variation effect mode of a pachinko machine according to the second embodiment. [Figure 87] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to a third embodiment. [Figure 88] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to a third embodiment. [Figure 89] 10 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the third embodiment. [Figure 90] 10 is a flowchart showing an outline of the remaining variation number update process in the main control board of a pachinko machine according to the third embodiment. [Figure 91] 10 is a flowchart showing an outline of the remaining small win count update process in the main control board of the pachinko machine according to the third embodiment. [Figure 92] 10 is a flowchart showing an outline of the game state control process in the main control board of the pachinko machine according to the third embodiment. [Figure 93]10 is a flowchart showing an outline of special game ending processing in the main control board of a pachinko machine according to a third embodiment. [Figure 94] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to a fourth embodiment. [Figure 95] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to a fourth embodiment. [Figure 96] FIG. 10 is a diagram illustrating a fluctuation pattern table of a pachinko machine according to the fourth embodiment. [Figure 97] FIG. 10 is a state transition diagram showing the transition to each game state of a pachinko machine according to the fourth embodiment. [Figure 98] 10 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the fourth embodiment. [Figure 99] 10 is a flowchart showing an outline of the game state control process in the main control board of the pachinko machine according to the fourth embodiment. [Figure 100] 10 is a flowchart showing an outline of special game ending processing in the main control board of a pachinko machine according to a fourth embodiment. [Figure 101] 10A and 10B are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the fourth embodiment. [Figure 102] 10A and 10B are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the fourth embodiment. [Figure 103] 10A and 10B are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the fourth embodiment. [Figure 104] 10A and 10B are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the fourth embodiment. [Figure 105] 10A and 10B are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the fourth embodiment. [Figure 106] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the fifth embodiment. [Figure 107] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the fifth embodiment. [Figure 108] FIG. 10 is a diagram illustrating a fluctuation pattern table of a pachinko machine according to the fifth embodiment. [Figure 109] FIG. 10 is a state transition diagram showing the transition to each game state of a pachinko machine according to the fifth embodiment. [Figure 110] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to a first modified example of the fifth embodiment. [Figure 111] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to a first modified example of the fifth embodiment. [Figure 112] FIG. 10 is a state transition diagram showing transitions to each game state of a pachinko machine according to variant example 1 of the fifth embodiment. [Figure 113] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to a second modified example of the fifth embodiment. [Figure 114] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to a second modified example of the fifth embodiment. [Figure 115] FIG. 10 is a state transition diagram showing transitions to each game state of a pachinko machine according to variant example 2 of the fifth embodiment. [Figure 116] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the sixth embodiment. [Figure 117] FIG. 10 is a diagram illustrating a fluctuation pattern table of a pachinko machine according to the sixth embodiment. [Figure 118] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the sixth embodiment. [Figure 119] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the sixth embodiment. [Figure 120] FIG. 10 is a state transition diagram showing the transition to each game state of a pachinko machine according to the sixth embodiment. [Figure 121] 10 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the sixth embodiment. [Figure 122] 10 is a flowchart showing an outline of the remaining variation number update process in the main control board of a pachinko machine according to the sixth embodiment. [Figure 123] 10 is a flowchart showing an outline of the game state control process in the main control board of the pachinko machine according to the sixth embodiment. [Figure 124] 10 is a flowchart showing an outline of the normal symbol variation start processing in the main control board of a pachinko machine according to the sixth embodiment. [Figure 125] 10 is a flowchart showing an outline of the processing after stopping of the normal symbol in the main control board of the pachinko machine according to the sixth embodiment. [Figure 126] 10A and 10B are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the sixth embodiment. [Figure 127] 10A and 10B are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the sixth embodiment. [Figure 128] 10A and 10B are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the sixth embodiment. [Figure 129] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the seventh embodiment. [Figure 130] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the seventh embodiment. [Figure 131] FIG. 10 is a state transition diagram showing the transition to each game state of a pachinko machine according to the seventh embodiment. [Figure 132] 13 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the seventh embodiment. [Figure 133] 13 is a flowchart showing an outline of the remaining characteristic chart variation count update process in the main control board of the pachinko machine according to the seventh embodiment. [Figure 134] 13 is a flowchart showing an outline of the remaining small prize winning count update process in the main control board of the pachinko machine according to the seventh embodiment. [Figure 135] 13 is a flowchart showing an outline of the remaining time reduction winning count update process in the main control board of the pachinko machine according to the seventh embodiment. [Figure 136] 13 is a flowchart showing an outline of the game state control processing in the main control board of the pachinko machine according to the seventh embodiment. [Figure 137] 13A to 13C are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the seventh embodiment. [Figure 138] 13A to 13C are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the seventh embodiment. [Figure 139]13A to 13C are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the seventh embodiment. [Figure 140] 13A to 13C are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the seventh embodiment. [Figure 141] 13A to 13C are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the seventh embodiment. [Figure 142] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the eighth embodiment. [Figure 143] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the eighth embodiment. [Figure 144] This is a state transition diagram showing the transition to each game state of a pachinko machine according to the eighth embodiment. [Figure 145] 13A to 13C are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the eighth embodiment. [Figure 146] 13A to 13C are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the eighth embodiment. [Figure 147] 13A to 13C are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the eighth embodiment. [Figure 148] 13A to 13C are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the eighth embodiment. [Figure 149] 13A to 13C are diagrams showing examples of the variable effects and other effects of the pachinko machine according to the eighth embodiment. [Figure 150] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the ninth embodiment. [Figure 151] FIG. 10 is a diagram illustrating a fluctuation pattern table of a pachinko machine according to the ninth embodiment. [Figure 152] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the ninth embodiment. [Figure 153] FIG. 10 is a diagram illustrating various settings of a pachinko machine according to the ninth embodiment. [Fig. 154] 13 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of the pachinko machine according to the ninth embodiment. [Figure 155]13 is a flowchart showing an outline of the remaining variation number update process in the main control board of the pachinko machine according to the ninth embodiment. [Figure 156] 13 is a flowchart showing an outline of the game state control processing in the main control board of the pachinko machine according to the ninth embodiment. [Figure 157] 13 is a flowchart showing an outline of the normal symbol variation start processing in the main control board of a pachinko machine according to the ninth embodiment. [Figure 158] 13 is a flowchart showing an outline of the processing after stopping of the normal symbol in the main control board of the pachinko machine according to the ninth embodiment. [Figure 159] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Figure 160] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Figure 161] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Figure 162] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Figure 163] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Fig. 164] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Figure 165] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Figure 166] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Figure 167] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Figure 168] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Figure 169] FIG. 13 is a diagram showing an example of the variable effects and other effects of the pachinko machine according to the ninth embodiment. [Figure 170]13 is a flowchart showing an outline of timer interrupt processing in the sub-control board of the pachinko machine according to the ninth embodiment. [Figure 171] A flowchart showing an outline of the process of receiving a command to specify a change in game status after the special chart variation has stopped in the sub-control board of a pachinko machine of the ninth form. [Fig. 172] A flowchart showing an outline of the normal variation start command reception processing in the sub-control board of a pachinko machine according to the ninth embodiment. [Figure 173] A flowchart showing an outline of the processing for receiving a game state change designation command after the start of normal game fluctuation in the sub-control board of a pachinko machine of the ninth form. [Fig. 174] A flowchart showing an outline of the start winning command reception processing in the sub-control board of a pachinko machine of the ninth form. [Figure 175] 13 is a flowchart showing an outline of the post-movable piece operation game state designation command reception processing in the sub-control board of a pachinko machine according to the ninth embodiment. [Figure 176] A flowchart showing an outline of the left-hit suggestion control processing in the sub-control board of a pachinko machine in the ninth form. [Figure 177] 13 is a flowchart showing an outline of the result notification termination control process in the sub-control board of the pachinko machine according to the ninth embodiment. [Figure 178] FIG. 13 is a diagram illustrating a variation pattern table of a pachinko machine according to a modified example of the ninth embodiment. [Figure 179] FIG. 13 is a diagram showing an example of the variable presentation (variable presentation corresponding to special charts) and other presentation modes of a pachinko machine according to a modified example of the ninth form. [Figure 180] FIG. 13 is a diagram showing an example of the variable presentation (variable presentation corresponding to special charts) and other presentation modes of a pachinko machine according to a modified example of the ninth form. [Figure 181] FIG. 13 is a diagram showing an example of the variable presentation (variable presentation corresponding to special charts) and other presentation modes of a pachinko machine according to a modified example of the ninth form. [Figure 182] FIG. 13 is a diagram illustrating a normal mode determination table for a pachinko machine according to a modified example of the ninth embodiment. [Figure 183]FIG. 13 is a diagram showing an example of the variable presentation (variable presentation corresponding to special charts) and other presentation modes of a pachinko machine according to a modified example of the ninth form. [Figure 184] FIG. 13 is a diagram showing an example of the variable presentation (variable presentation corresponding to special charts) and other presentation modes of a pachinko machine according to a modified example of the ninth form. [Figure 185] FIG. 13 is a diagram illustrating a look-ahead zone effect execution decision table for a pachinko machine according to a modified example of the ninth form. [Figure 186] FIG. 13 is a diagram showing an example of the variable presentation (variable presentation corresponding to special charts) and other presentation modes of a pachinko machine according to a modified example of the ninth form. [Figure 187] A figure explaining the white hold change effect execution decision table of a pachinko machine related to a modified example of the 9th form. [Figure 188] FIG. 13 is a diagram showing an example of the variable presentation (variable presentation corresponding to special charts) and other presentation modes of a pachinko machine according to a modified example of the ninth form. [Figure 189] FIG. 13 is a diagram illustrating a pre-reveal effect execution decision table for a pachinko machine according to a modified example of the ninth form. [Figure 190] FIG. 13 is a diagram showing an example of the variable presentation (variable presentation corresponding to special charts) and other presentation modes of a pachinko machine according to a modified example of the ninth form. [Figure 191] FIG. 13 is a diagram showing an example of the variable presentation (variable presentation corresponding to special charts) and other presentation modes of a pachinko machine according to a modified example of the ninth form. [Figure 192] 13 is a flowchart showing an outline of a pre-determination command reception process in a sub-control board of a pachinko machine according to a modified example of the ninth form. [Figure 193] 13 is a flowchart showing an outline of the look-ahead zone presentation control process in the sub-control board of a pachinko machine according to a modified example of the ninth form. [Figure 194] 13 is a flowchart showing an outline of the advance reveal effect control process in the sub-control board of a pachinko machine according to a modified example of the ninth form. [Figure 195] A flowchart showing an outline of the automatic suggestive performance determination process in the sub-control board of a pachinko machine relating to a modified example of the ninth form. [Figure 196]13 is a flowchart showing an outline of the variation pattern command receiving process in the sub-control board of a pachinko machine according to a modified example of the ninth form. [Figure 197] A flowchart showing an outline of the white hold change presentation control processing in the sub-control board of a pachinko machine relating to a modified example of the 9th form. [Figure 198] 13 is a flowchart showing an outline of the limited performance control processing in the sub-control board of a pachinko machine relating to a modified example of the ninth form. [Figure 199] 13 is a flowchart showing an outline of the operation suggestion determination lottery control process in the sub-control board of a pachinko machine relating to a modified example of the ninth form. DETAILED DESCRIPTION OF THE INVENTION

[0010] (1st form) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. (External configuration of pachinko machine P) The gaming machine according to this embodiment is a pachinko machine P that uses gaming balls as a gaming medium. Although not shown in the figure, in an amusement parlor where the pachinko machines P are installed, a plurality of pachinko machines P are arranged side by side in an installation area for gaming machines called an island, and a gaming ball lending device for lending the gaming balls is installed adjacent to each pachinko machine P. Furthermore, each pachinko machine P is connected to a corresponding gaming ball lending device R. The game ball lending device R can accept the insertion of bills and a storage medium (card) that stores the value information required for lending game balls. After inserting a bill (or a card) into the game ball lending device R, a player can receive game balls from the game ball lending device R by performing a predetermined operation on the pachinko machine P.

[0011] As shown in Figure 1 or Figure 2, the pachinko machine P of this embodiment comprises a machine frame 1 which is a rectangular frame body fixed to an island and has a hollow portion (not specifically shown), a main body frame 2 which is a rectangular frame body attached to the machine frame 1 by a hinge mechanism (not specifically shown) so as to be able to open and close freely, and which also has a hollow portion (not specifically shown), and a front door 3 which is attached to the main body frame 2 by a hinge mechanism (not specifically shown) so as to be able to open and close freely, and which has an opening (not specifically shown) formed on the front.

[0012] 1, a speaker serving as an audio output device 10 is provided in the lower left portion of the machine frame 1. A game board 11 for forming a game area 12 is housed in the hollow portion of the main body frame 2. The front door 3 is provided with a transparent plate 4 covering the opening, an upper tray 6 and a receiving tray 7 located below the transparent plate 4 and capable of receiving game balls, an operating handle 5 attached to the right of the receiving tray 7 for operating to launch the game balls, and two speakers serving as audio output devices 10 attached to the upper left and right portions of the transparent plate 4, one each. 1, a front door performance lamp DL that produces performance effects by emitting light in various colors and light patterns is provided on the outer periphery of the front door 3, and a status notification lamp EL that emits light in various colors to notify of various statuses that occur when predetermined conditions are met is provided on the upper left of the outer periphery of the front door 3. Both the front door performance lamp DL and the status notification lamp EL are composed of LEDs that can emit light in multiple colors.

[0013] In this pachinko machine P, when the main body frame 2 is closed against the machine casing 1 and the front door 3 is closed, the transparent plate 4 is positioned in front of the game board 11 with a gap between them. This allows the game board 11 located behind to be viewed through the transparent plate 4.

[0014] In addition, the upper tray 6 is configured to guide game balls dispensed by the game ball dispenser R and prize balls paid out from the pachinko machine P. The upper tray 6 is capable of holding a predetermined number of game balls, but when the upper tray 6 is full of game balls, game balls to be dispensed or paid out thereafter are guided to the receiving tray 7. In addition, although not specifically shown, the bottom surface of the receiving tray 7 is provided with a discharge hole for discharging the stored game balls and an opening / closing plate that can open and close the discharge hole. Normally, the discharge hole is closed by the opening / closing plate, but by moving an opening / closing lever 8 (see Figure 1) attached integrally with the opening / closing plate in the horizontal direction, the opening / closing plate also moves in the same direction, opening the discharge hole. This allows the game balls to fall through the discharge hole and be discharged out of the receiving tray 7.

[0015] The operating handle 5 is also formed so that the player can rotate it in a predetermined direction. When the player rotates the operating handle 5, the game balls held in the upper tray 6 are sent to a launching device (not shown), and the launching device launches the game balls toward the play area 12 with a strength that corresponds to the rotation angle of the operating handle 5. The game balls thus launched are guided upward by a pair of rails 13a, 13b fixed to the game board 11, and reach the play area 12.

[0016] The game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 when the main frame 2 and the front door 3 are closed to the machine frame 1, which is partitioned into an approximately circular shape by a pair of rails 13a, 13b fixed to the game board 11, and is an area where game balls can flow down. As shown in FIG. 3A, the game area 12 is composed of a first game area 12a, which is the area on the left side as seen from the player facing the pachinko machine P, and a second game area 12b, which is the area on the right side as seen from the player facing the pachinko machine P. The possibility of a game ball entering these two game areas 12 differs depending on the firing strength of the launching device. Specifically, when the firing strength of the launching device is less than a predetermined strength (a strength that prevents the game ball launched by the launching device from reaching the highest point in the game area 12), the game ball enters the first game area 12a. On the other hand, when the firing strength of the launching device is greater than or equal to a predetermined strength (a strength that allows the game ball launched by the launching device to reach the highest point in the game area 12), the game ball enters the second game area 12b.

[0017] Here, the rails 13a and 13b will be described in detail. Gaming board 11 is a plate-like member that is generally rectangular when viewed from the front (see FIG. 3A), and as described above, a pair of rails 13a, 13b is provided on the surface of gaming board 11. In the following, of rails 13a, 13b, rail 13a located on the outside (the rail closer to the outer periphery of gaming board 11) will also be referred to as outer rail 13a, and rail 13b located on the inside (the rail farther from the outer periphery of gaming board 11) will also be referred to as inner rail 13b.

[0018] The outer rail 13a is a long, thin metal plate-like member with a width greater than the diameter of a game ball (see FIG. 3A), and is attached (supported) along the base surface of a rail base (not specifically shown) that is installed on the surface of the game board 11. The rail base is a plate-like member that is roughly C-shaped when viewed from the front, and when installed on the surface of the game board 11, it opens toward the lower right and is cut out to form an arc shape (i.e., an arc shape that convex toward the left) centered approximately in the center of the game area 12 (game board 11). The cutout surface formed by this cutout becomes the base surface. By attaching the outer rail 13a to the base surface, it is arranged in an arc shape that convex toward the left, starting from a position to the left of the lower center of the game board 11 and extending to the left end, top end, and upper right end of the game board 11 (see FIG. 2).

[0019] The inner rail 13b is a long, thin, synthetic resin member having approximately the same width as the outer rail 13a, and is erected on the surface of the game board 11 so as to face the outer rail 13a across a gap larger than the diameter of the game ball.The inner rail 13b starts slightly to the left of the lower center of the game board 11 and extends in an arc shape that convex to the left from near the left end to near the upper left end of the game board 11. The front surface of the space between the outer rail 13a and the inner rail 13b faces the back surface of the transparent plate 4b, forming a guide passage 640 through which the game balls launched by the launching device can pass (see FIGS. 3D to 3G). This guide passage 640 is connected to the game area 12 and guides the game balls launched by the launching device to the game area 12. In addition, a backflow prevention section 700 is provided at the upper end of the inner rail 13b (the tip of the inner rail 13b, in other words, the boundary between the guide passage 640 and the game area 12) to prevent game balls that have entered the game area 12 from returning to the guide passage 640.

[0020] As shown in Figures 3B and 3C, the backflow prevention unit 700 comprises a rotating unit 710, a case unit 730 in which the rotating unit 710 is arranged, and a cover plate 750 that covers the case unit 730 when the rotating unit 710 is arranged, and the rotating unit 710 is attached to the case unit 730 and the cover plate 750 so that it can rotate while sandwiched between the case unit 730 and the cover plate 750.

[0021] The case portion 730 comprises a thin synthetic resin base plate 731 that is fixed to the gaming board 11, and a thin synthetic resin side plate 732 that stands upright from a portion corresponding to approximately the right half of the outer periphery of the base plate 731 (approximately the right half of the base plate 731 when fixed to the gaming board 11), and the base plate 731 and the side plate 732 form a space S that opens toward the front of the gaming board 11 and toward the guide passage 640 (see Figure 3C). The base plate 731 is provided with a cylindrical boss 731a located at its upper end (the upper end of the base plate 731 when fixed to the game board 11) and standing upright from the base plate 731, a cylindrical base-side bearing portion 731b located below the boss 731a (slightly above the center of the base plate 731) and standing upright from the base plate 731, a roughly fan-shaped guide groove 731c located below the base-side bearing portion 731b (slightly below the center of the base plate 731) and passing through the base plate 731, and a thin, rod-shaped engagement pin 731d located below the guide groove 731c (the lower end of the base plate 731) and standing upright from the base plate 731 (see Figure 3C).

[0022] The cover plate 750 is a thin plate-like member made of synthetic resin that covers the opening of the case portion 730 facing the front of the game board 11. The cover plate 750 is provided with a screw hole 750a that passes through the cover plate 750 and is located at a position corresponding to the boss 731a of the base plate 731 when the cover plate 750 covers the opening, a cylindrical cover-side bearing portion 750b that stands upright from the back surface of the cover plate 750 and is located at a position corresponding to the base-side bearing portion 731b of the base plate 731 on the back surface of the cover plate 750 (the surface that faces the base plate 731 when the cover plate 750 covers the opening), and an engagement hole 750c that passes through the cover plate 750 and is located at a position corresponding to the engagement pin 731d of the base plate 731 when the cover plate 750 covers the opening (see FIG. 3C ).

[0023] The rotating part 710 is a member having a V-shaped outer shape, and includes a synthetic resin rotating base 711 having a generally elliptical cylindrical shape that is rotatably attached to the base plate 731 and the cover plate 750, and a synthetic resin thin plate-like rotating valve 712 that protrudes from the vicinity of the upper end of the rotating base 711 (the vicinity of the upper end of the rotating base 711 when attached to the case part 730) (see FIG. 3C ). When the rotating part 710 is attached to the case part 730, the rotating base 711 is located within the space S of the case part 730 and is rotatable within this space S while being sandwiched between the base plate 731 and the cover plate 750, and the rotating valve 712 protrudes out of the space S through an opening in the case part 730 that faces the guide passage 640, and is rotatable together with the rotating base 711.

[0024] The pivoting base 711 has an approximately elliptical base bottom surface 711a that faces the base plate 731 when attached to the case portion 730, a base side surface 711b that stands up from the outer peripheral edge of the base bottom surface 711a, and an approximately elliptical base top surface 711c that is located at the standing end of the base side surface 711b and faces the base bottom surface 711a across the base side surface 711b (see Figure 3C). In addition, when the rotating base 711 is attached to the case portion 730, an axial hole 711d is provided that penetrates from the base top surface 711c to the base bottom surface 711a at a position corresponding to the base side bearing portion 731b of the base plate 731 and the cover side bearing portion 750b of the cover plate 750, and a guide pin (not specifically shown) that protrudes from the base bottom surface 711a toward the base plate 731 is provided at a position corresponding to the guide groove 731c of the base plate 731. In addition, the length from the base bottom surface 711a to the base top surface 711c is slightly shorter than the length from the surface of the base plate 731 of the case part 730 to the upright end of the side plate 732, so that when the rotating part 710 is attached to the case part 730, the rotating base 711 is stored in the space S while being sandwiched between the base plate 731 and the cover plate 750.

[0025] The rotary valve 712 is a roughly rectangular thin plate-like member that extends vertically upward from the upper left end of the base side surface 711b of the rotary base 711 when attached to the case portion 730, and is equipped with a guide passage side surface 712a that faces the guide passage 640 (opposite the guide passage 640), a play area side surface 712b that faces the guide passage side surface 712a and faces the play area 12 (opposite the play area 12) and faces the guide passage side surface 712a, a downwardly sloping upper end surface 712c that extends from the upper edge of the guide passage side surface 712a to the upper edge of the play area side surface 712b, and a protruding piece 712d that protrudes from approximately the center of the longitudinal direction (vertical direction) of the play area side surface 712b toward the play area 12 (see Figure 3C). The length from the base side surface 711b to the upper edge of the guide passage side surface 712a is longer than the length from the base side surface 711b to the upper edge of the play area side surface 712b. Furthermore, when the rotating base 711 is attached to the case part 730, the rotary valve 712 protrudes from the space S into the guide passage 640 through an opening in the case part 730 facing the guide passage 640, and in the normal state, extends vertically upward within the guide passage 640, with the tip of the rotary valve 712 being positioned slightly below the outer rail 13a (see FIG. 3D). In other words, the length from the base side surface 711b of the rotating base 711 to the tip of the rotary valve 712 is such that the guide passage 640 can be almost completely blocked in the normal state when the rotating base 711 is attached to the case part 730.

[0026] When attaching the above-mentioned rotating part 710 to the above-mentioned case part 730 and cover plate 750, first, the rotating part 710 is positioned in the case part 730 so that the base side bearing part 731b of the base plate 731 and the shaft hole 711d of the rotating base 711 are aligned and the guide pin of the rotating base 711 is inserted into the guide groove 731c of the base plate 731. Next, a thin rod-shaped shaft pin 760 whose length reaches from the base side bearing portion 731b to the cover side bearing portion 750b of the cover plate 750 is inserted into the shaft hole 711d of the rotating base 711, and then the boss 731a of the base plate 731 is aligned with the screw hole 750a of the cover plate 750, and the cover side bearing portion 750b is aligned with the tip of the shaft pin 760 protruding from the shaft hole 711d of the rotating base 711, and the cover plate 750 is positioned so that the engagement pin 731d of the base plate 731 is inserted into the engagement hole 750c of the cover plate 750. Finally, by screwing a screw 764 into the boss 731a and the screw hole 750a from the front surface of the cover plate 750 (the surface opposite the back surface of the cover plate 750), the rotating base 711 is sandwiched between the base plate 731 and the cover plate 750 (with the cover plate 750 covering the opening in the case portion 730 facing the front of the game board 11), and the rotating portion 710 is attached to the case portion 730 and the cover plate 750 (see Figures 3C and 3D, etc.).

[0027] Then, as described above, when the rotating part 710 is attached to the case part 730 and the cover plate 750, one end of the pivot pin 760 is engaged with the base side bearing part 731b and the other end is engaged with the cover side bearing part 750b, so that the rotating base 711 is supported in a sandwiched state between the base plate 731 and the cover plate 750 so that it can rotate around the pivot pin 760 as the axis. As described above, the pivot base 711 is a roughly elliptical cylindrical member, the pivot valve 712 extending from the pivot base 711 is a thin plate-like member, and the pivot base 711 is a member heavier than the pivot valve 712. As a result, when rotating part 710 is attached to case part 730 and cover plate 750, in a normal state, rotating base 711 is urged by its own weight to rotate counterclockwise about pivot pin 760, but the guide pin inserted into guide groove 731c of base plate 731 remains in contact with the left end of guide groove 731c. At this time, rotating valve 712 extends vertically upward within guide passage 640, and guide passage 640 is almost completely blocked by rotating valve 712 (see FIG. 3D). On the other hand, when a game ball launched by the launching device and rising in the guide passage 640 comes into contact with the guide passage side surface 712a of the rotating piece 712, the rotating base 711 rotates clockwise against its own weight around the pivot pin 760 until the game area side surface 712b of the rotating piece 712 abuts against the side surface of the boss 731a of the base plate 731. Furthermore, when the game area side surface 712b abuts against the side surface of the boss 731a, the rotating valve 712 extends toward the upper right (toward the upper end of the game area 12), and the guide passage 640 is opened (see FIG. 3E).

[0028] Next, the rotation of the rotary valve 712 and the prevention by the rotary valve 712 of backflow of game balls that have entered the game area 12 into the guide passage 640 will be described in detail. Note that, hereinafter, the normal state when the rotary part 710 is attached to the case part 730 and the cover plate 750 (when the rotary valve 712 extends vertically upward) may be referred to as the "non-rotating state", the state in which the rotary base 711 has rotated and the game area 712b is in contact with the side surface of the boss 731a may be referred to as the "rotating state", and the state in which the rotary base 711 is in the process of changing from the non-rotating state to the rotating state (the state in which the rotary base 711 is rotating) may be referred to as the "rotating state".

[0029] As described above, in the non-rotating state, the rotary valve 712 extends vertically upward within the guide passage 640, and the distance from the tip of the rotary valve 712 (the upper edge of the guide passage side surface 712a) to the outer rail 13a at this time is shorter than the diameter of the game ball, and furthermore, it is the shortest distance from the tip of the rotary valve 712 to the outer rail 13a between the non-rotating state and the rotating state. Furthermore, as described above, in the rotating state, the rotating valve 712 extends to the upper right, and the distance from the tip of the rotating valve 712 to the outer rail 13a at this time is longer than the diameter of the game ball, and furthermore, it is the longest distance from the tip of the rotating valve 712 to the outer rail 13a between the non-rotating state and the rotating state.

[0030] In the non-rotating state, when a gaming ball launched by the launching device and rising in the guide passage 640 comes into contact with the guide passage side surface 712a of the rotating piece 712, the rotating base 711 rotates until the rotating state is reached. As described above, in this rotating state, the distance from the tip of the rotary valve 712 to the outer rail 13a is longer than the diameter of the gaming ball, and the guide passage 640 is opened. As a result, the gaming ball that comes into contact with the guide passage side surface 712a enters the playing area 12. After the gaming ball enters the play area 12, the force generated by the gaming ball's contact with the guide passage side surface 712a is released, and the rotating base 711 quickly rotates counterclockwise under its own weight to enter a non-rotating state. In this non-rotating state, the guide pin abuts against the left end of the guide groove 731c, so the rotating base 711 cannot rotate counterclockwise any further. Furthermore, the distance from the tip of the rotary valve 712 to the outer rail 13a is shorter than the diameter of the gaming ball, and the guide passage 640 is almost completely blocked by the rotary valve 712. Therefore, even if the gaming ball that has entered the play area 12 comes into contact with, for example, a pinwheel or a nail and heads from the play area 12 toward the guide passage 640, it will come into contact with the play area side surface 712b of the rotary valve 712 and will be prevented from entering the guide passage 640. In this way, in the non-rotating state, the rotary valve 712 prevents the game ball that has entered the game area 12 from returning to the guide passage 640.

[0031] In addition, during the rotating state between the rotating state and the non-rotating state, a game ball BB that has entered the game area 12 but is attempting to return into the guide passage 640 (hereinafter also referred to as a returning game ball) and a game ball BG that has been launched by the launching device, rises through the guide passage 640, and is attempting to enter the game area 12 (hereinafter also referred to as an entering game ball) may come into contact (hereinafter also referred to as a rotating contact state) (see Figures 3F and 3G).

[0032] In this contact state during rotation, the entering game ball BG is in contact with the guide passage side surface 712a of the rotary valve 712, the outer rail 13a, and the returning game ball BB, and the returning game ball BB is in contact with the tip of the rotary valve 712, the outer rail 13a, and the entering game ball BG (see Figures 3F and 3G). Furthermore, in this contact state during rotation, the distance from the tip of the rotary valve 712 to the outer rail 13a is longer than the distance from the tip of the rotary valve 712 to the outer rail 13a in the non-rotating state, and shorter than the distance from the tip of the rotary valve 712 to the outer rail 13a in the rotating state, and further, the distance D1 from the tip of the rotary valve 712 to the outer rail 13a is shorter than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a (see Figure 3G). Furthermore, in this contact state during rotation, the tip of the rotating piece 712 is located to the upper left of the lowest point P of the returning game ball BB (i.e., above and to the left of the lowest point P of the returning game ball BB) (see Figure 3G).

[0033] If the entering game ball BG and the returning game ball BB come into contact in this rotating contact state and then the returning game ball BB attempts to return into the guide passage 640, the returning game ball BB will come into contact with the tip of the rotary valve 712 from the direction of the game area 12, and the rotary valve 712, which has come into contact with the returning game ball BB, will rotate counterclockwise and attempt to displace to a non-rotating state. As this displaces toward the non-rotating state, the distance from the tip of the rotary valve 712 to the outer rail 13a gradually becomes shorter, and the guide passage 640 is gradually blocked by the rotary valve 712. Therefore, in this case, the entering game ball BG ascending in the guide passage 640 will flow down (backflow) the guide passage 640 from which it rose, but it will be difficult for the returning game ball BB to return into the guide passage 640. In this way, if the approaching game ball BG and the returning game ball BB come into contact during rotation at the boundary between the guide passage 640 and the game area 112, the returning game ball BB can be prevented from returning to the guide passage 640, and it is possible to prevent a situation in which both the approaching game ball BG and the returning game ball BB flow down the guide passage 640.

[0034] In addition, if, in the above-described rotating contact state, the distance D1 from the tip of the rotary valve 712 to the outer rail 13a is longer than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a, after the entering game ball BG and the returning game ball BB come into contact, the returning game ball BB is likely to get into the gap between the tip of the rotary valve 712 and the outer guide rail 13a. If the returning game ball BB gets into this gap, the returning game ball BB will rotate the rotary valve 712 clockwise, causing it to move toward a rotating state. As the rotary valve 712 moves toward the rotating state, the distance from the tip of the rotary valve 712 to the outer rail 13a gradually increases, and the guide passage 640 opens, causing the returning game ball BB to return into the guide passage 640. In the pachinko machine P of this embodiment, in the above-mentioned contact state during rotation, the distance D1 from the tip of the rotary valve 712 to the outer rail 13a is shorter than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a, thereby preventing the above-mentioned situation from occurring.

[0035] The following returns to the description of the game area 12. 2 and 3A, the gaming area 12 is provided with a windmill and numerous nails for randomly directing the flow of gaming balls, a general winning opening 14 through which gaming balls can enter, a first starting winning opening 15 and a second starting winning opening 16 as starting areas, a gate 20 through which gaming balls can pass, an attacker device 17 that activates when a predetermined condition is met, an outlet 19 that guides gaming balls out of the gaming area 12, an effect display device 21 that gives various effects and various suggestions (announcements) as the game progresses, a board effect lamp GL, a right-hit notification lamp RL (not shown), and a bonus effect device YS. Note that only some of the nails are shown in FIG. 3A, and the other nails are omitted.

[0036] As shown in Figure 3A, the general winning opening 14 is located slightly to the left of the center of the bottom of the game area 12, and when a game ball enters the general winning opening 14, a predetermined number of prize balls (five in this embodiment) are paid out. The number and location of the general winning slots 14 are not particularly limited.

[0037] 3A, the first start winning opening 15 is located slightly below the center of the game area 12. In the pachinko machine P according to this embodiment, only game balls flowing down the first game area 12a can enter the first start winning opening 15, and game balls flowing down the second game area 12b cannot enter the first start winning opening 15.

[0038] As shown in Fig. 3A, the gate 20 is provided at the top of the second game area 12b (at a position slightly above the center of the right part of the game area 12). In the pachinko machine P according to this embodiment, only game balls flowing down the second game area 12b can pass through the gate 20, and game balls flowing down the first game area 12a cannot pass through the gate 20. In addition, the pachinko machine P is configured so that almost all game balls that enter the second game area 12b pass through the gate 20. When the gaming ball passes through the gate 20, a lottery for a normal symbol, which will be described later, is held. If the result of the lottery for the normal symbol is a winning one, the movable piece 16b, which will be described later, protrudes for a predetermined period of time.

[0039] Below the gate 20, as shown in FIG. 3A, a second start winning hole 16 and a flat movable piece 16b (normal electric accessory) that can be protruded and retracted into the game board 11 are arranged side by side. The upper surface of the movable piece 16b is formed so as to slope downward from the right end to the left end when protruding from the game board 11. The right end of the movable piece 16b is located directly below the gate 20, and the second start winning opening 16 is located to the left of the left end of the movable piece 16b. The second start winning opening 16 is cup-shaped and opens upward, and a gaming ball that reaches the opening enters the second start winning opening 16. Furthermore, in the pachinko machine P according to this embodiment, the time it takes for a gaming ball at the right end of the upper surface of the movable piece 16b to reach the opening of the second start winning opening 16 (hereinafter also referred to as the opening arrival time) is configured to be approximately 0.3 seconds. When the movable piece 16b is protruding from the game board 11 (hereinafter also referred to as the protruding state), the upper surface of this movable piece 16b functions as a guide member that guides the game ball to the opening of the second start winning hole 16 (see FIG. 4(b)). On the other hand, when the movable piece 16b is immersed in the game board 11 (hereinafter also referred to as the immersed state), the movable piece 16b cannot guide the game ball to the opening of the second start winning hole 16 (see FIG. 4(a)). In addition, only game balls flowing down the second game area 12b can enter the second start winning port 16, and game balls flowing down the first game area 12a cannot enter the second start winning port 16.

[0040] It should be noted that the second starting winning hole 16 and the movable piece 16b are not limited to the above configuration. For example, the second start winning opening 16 may be provided with a blade member as the movable piece 16b that can rotate left and right about an axis perpendicular to the game board 11 to open and close the second start winning opening 16. Specifically, when the movable piece 16b (blade member) is closed, the second start winning opening 16 is in a closed state and it is not possible for a game ball to enter the second start winning opening 16, whereas when the movable piece 16b is open, the second start winning opening 16 is in an open state and this movable piece 16b functions as a guide member that guides the game ball toward the second start winning opening 16, thereby enabling the game ball to enter the second start winning opening 16. In addition, the movable piece 16b may be a cover member that rotates back and forth around an axis horizontal to the game board 11 to open and close the second start winning opening 16, or it may be a shutter member that slides up and down to open and close the second start winning opening 16.

[0041] The installation locations of the first start winning opening 15 and the second start winning opening 16 are not particularly limited, and for example, the first start winning opening 15 and the second start winning opening 16 may be placed in a position that makes it easy for game balls flowing down either game area 12 (first game area 12a, second game area 12b) to enter.

[0042] When a game ball enters the first start winning slot 15 or the second start winning slot 16, a predetermined number of prize balls are paid out, and a lottery is held to determine whether or not a jackpot (described below) has been won (hereinafter also referred to as a jackpot win) and whether or not a time-saving game state (described below) will be granted (hereinafter also referred to as a time-saving grant win), and one special symbol is selected from a plurality of predetermined special symbols according to the result of the lottery. There are multiple types of special symbols that can be selected, and depending on the type of special symbol selected, a game benefit such as the execution of a special game advantageous to the player or the granting of a time-saving game state (setting of a time-saving game state JT1 or JT2 described below) is awarded. The number of prize balls paid out based on a game ball entering the first start winning port 15 or the second start winning port 16 is not particularly limited as long as it is one or more, and may be any number. Furthermore, the number of prize balls may be the same or different between the first start winning port 15 (a start winning port without the movable piece 16b) and the second start winning port 16 (a start winning port with the movable piece 16b). In the pachinko machine P according to this embodiment, the number of prize balls paid out based on a game ball entering the first start winning port 15 is three, and the number of prize balls paid out based on a game ball entering the second start winning port 16 is one.

[0043] As shown in FIG. 3A , the attacker device 17 is provided in the approximate center of the right portion of the game area 12 (below the second start winning opening 16 and the movable piece 16b). The attacker device 17 includes a large winning opening 18 through which game balls can enter, and an opening / closing door 18b that opens and closes the large winning opening 18. Normally, the opening / closing door 18b is closed and the large winning opening 18 is closed, preventing game balls from entering the large winning opening 18. However, when the special game described above is played, the opening / closing door 18b opens, opening the large winning opening 18 and allowing game balls to enter the large winning opening 18. Specifically, during the special game described above, multiple round games are played in which the large winning opening 18 is opened. When one game ball enters the large winning opening 18, a predetermined number of prize balls (15 in this embodiment) are paid out. 3A, game balls flowing down the second game area 12b can enter the large prize opening 18, but game balls flowing down the first game area 12a cannot. Although not specifically shown, nails, windmills, etc. are arranged so that almost all game balls flowing down the second game area 12b can reach the large prize opening 18, except for those that enter the second start prize opening 16. Therefore, as long as game balls continue to be shot out as long as the large prize opening 18 is open, the game balls will enter the large prize opening 18.

[0044] 5(a) and (b), a rolling path 51 is provided inside the attacker device 17, along which a gaming ball that has entered the large prize opening 18 can roll to the left. This rolling path 51 branches into an upper passage 52 and a lower passage 53 at a predetermined position in the rolling direction, and a general area 58 is provided at the end of the upper passage 52, into which a gaming ball that has entered the large prize opening 18 can enter, and a specific area 57 is provided at the end of the lower passage 53, into which a gaming ball that has entered the large prize opening 18 can enter (see FIGS. 5(a) and (b)).

[0045] 5(a) and 5(b), a distributing member 59 that distributes game balls to either the upper passage 52 or the lower passage 53 is provided at the position where the upper passage 52 and the lower passage 53 branch off. This distributing member 59 is rotatable about an axis perpendicular to the gaming board 11 and is displaceable between a first position where it opens the path to the upper passage 52 and blocks the path to the lower passage 53, and a second position where it blocks the path to the upper passage 52 and opens the path to the lower passage 53. A game ball that enters the big prize opening 18 proceeds to the upper passage 52 and enters the general area 58 when the distributing member 59 is located at the first position, and proceeds to the lower passage 53 and enters the specific area 57 when the distributing member 59 is located at the second position.

[0046] In addition, although not specifically shown, the attacker device 17 is provided with a specific area outlet for discharging game balls that have entered the specific area 57 outside the large prize opening 18 (on the back side of the game board 11), and a general area outlet for discharging game balls that have entered the general area 58 outside the large prize opening 18 (on the back side of the game board 11).

[0047] In addition, in the pachinko machine P of this embodiment, the manner of opening and closing (opening and closing pattern) of the opening and closing door 18b and the manner of operation (operation pattern) of the distribution member 59 in the round game executed during the above-mentioned special game are set for each type of special pattern determined when a jackpot is won. In the pachinko machine P according to this embodiment, when a predetermined number of game balls (one in this embodiment) enter the specific area 57 during a specific round of play, the game state after the end of the special game is set to a high-probability time-shortened game state, which is a game state that combines a high-probability game state, which is a game state advantageous to the player, and a time-shortened game state JT2, which will be described later. On the other hand, when a predetermined number of game balls do not enter the specific area 57 during a specific round of play (i.e., when all game balls that entered the big prize opening 18 enter the general area 58), the game state after the end of the special game is set to a low-probability time-shortened game state LJT2, which is a game state that combines a low-probability game state and a time-shortened game state JT2. The opening and closing pattern of the opening and closing door 18b, the operation pattern of the sorting member 59, and the setting of the game state will be described in detail later. As described above, instead of setting the game state after the end of a special game to a high-probability time-saving game state or a low-probability time-saving game state LJT2 depending on whether a predetermined number of game balls enter the specific area 57 during a round of play during the special game, the game state after the end of the special game may be set to a high-probability time-saving game state or a low-probability time-saving game state LJT2 depending on the type of special symbol determined when a jackpot is won. For example, when a jackpot is won and a specific special symbol is determined, the game state after the end of the special game may be set to a high-probability time-saving game state, but when a special symbol other than the specific special symbol is determined, the game state after the end of the special game may be set to a low-probability time-saving game state LJT2 or a normal game state. In this way, if the game state after the end of a special game is determined depending on the type of special symbol, the above-mentioned specific area 57 is not necessary.

[0048] As shown in Figure 3A, the outlet 19 is provided at the bottom of the game area 12 and receives game balls that have not entered any of the general winning hole 14, the first starting winning hole 15, the second starting winning hole 16, and the big winning hole 18. Game balls received in the outlet 19 are guided to the back side of the game board 11 and collected.

[0049] As shown in Fig. 3A, the effect display device 21 is provided in approximately the center of the play area 12. In the pachinko machine P according to this embodiment, a liquid crystal display device is used as this effect display device 21. The effect display device 21 is provided with a display unit 21a for displaying images such as moving images and still images, and in addition to displaying a background image on the display unit 21a, effect symbols 50 (dummy symbols) are displayed in a variable manner, and a variable effect is performed to notify the player of the result of the winning / losing lottery depending on the stop display mode of each effect symbol 50. During the special game, the display unit 21a displays an opening effect that is executed when the special game starts, a round game effect that is executed during the round game described below, and an ending effect that is executed after all the round games have finished (when the special game finishes) (hereinafter, the opening effect, round game effect, and ending effect are collectively referred to as special game effect). An opening image is displayed in the opening effect, a round game image is displayed in the round game effect, and an ending image is displayed in the ending effect. The performance display device 21 is not limited to a liquid crystal display device, but may be, for example, a drum-type display device that uses multiple drums with patterns on the outer periphery to display various types of information.

[0050] As shown in Figure 2, the board effect lamp GL is provided at the top of the game area 12 and is a device that provides effects and suggestions by emitting light in various colors and light patterns. The board effect lamp GL is composed of LEDs that can emit light in multiple colors. Note that the installation location and number of board effect lamps GL are not particularly limited. Although not specifically shown, the right-hit notification lamp RL is located on the right side of the performance display device 21 and is composed of an LED that can be turned on and off.

[0051] The paraphernalia production device YS is a device that produces a performance by operating in a predetermined manner. The role object presentation device YS in this embodiment is a disk-shaped structure as shown in Fig. 2, and can be displaced (moved) up and down by a drive motor M (not shown) within a range from an initial position corresponding to the upper center of the play area 12 to a movable position corresponding to a position above the center of the play area 12. In addition, the role object presentation device YS can be rotated clockwise or counterclockwise at the movable position by a rotation motor RM (not shown). The role object presentation device YS normally remains at the initial position and is displaced to the movable position at various times (for example, during the execution of a reach development presentation described later), and at this movable position, a role object rotation presentation is performed in which the role object rotates clockwise or counterclockwise (operates in a predetermined manner). Furthermore, in the pachinko machine P according to this embodiment, the initial position is above the upper center of the effect display device 21, and the movable position is the upper center of the effect display device 21. That is, the bonus effect device YS does not overlap with the effect display device 21 when in its initial position, where it normally stops, but when in the movable position, it overlaps with the effect display device 21 at a predetermined distance, in front of it. This prevents the bonus effect device YS from interfering with the variable effect performed by the effect display device 21 in the normal state, ensuring the visibility of the variable effect. Meanwhile, the bonus effect rotation effect is performed when the bonus effect device YS is displaced to the movable position, drawing the player's attention to the bonus effect rotation effect. Furthermore, when the bonus effect device YS is in the movable position, it overlaps with the activation warning text image (described below) displayed on the display unit 21a in front of it, making the activation warning text image difficult or impossible to see due to the bonus effect device YS. The effects performed by the accessory effect device YS are not limited to the accessory rotation effect. For example, the accessory effect device YS may be provided with a lamp such as an LED, and the lamp may be lit in a predetermined manner to perform an effect. The pachinko machine P of this embodiment is equipped with, as a performance device, a performance display device 21, as well as a speaker as the above-mentioned audio output device 10, and a lamp (see Figure 1) as a performance lighting device 23 that produces performance by emitting light in various colors and lighting patterns. However, the performance devices are not limited to these, and may include, for example, performance prop devices that move at various times and in various ways.

[0052] A performance operation device 9 is provided in front of the upper tray 6, which can be operated by the player to progress or switch the performances executed during play or standby. The performance operation device 9 is composed of an operation dial 9a, which is a circular ring-shaped frame that can be rotated, and an operation button 9b that is fitted into the operation dial 9a and can be pressed. When a predetermined performance is being executed by the performance display device 21, rotating the operation dial 9a or pressing the operation button 9b will progress various performances, such as variable performances, or switch to a different display. The effect operation device 9 is not limited to the operation dial 9a and the operation button 9b, but may be provided with a cross key or the like that allows input in the up, down, left, and right directions. In addition to providing the effect operation device 9 such as the operation dial 9a and the operation button 9b, the above-mentioned cross key may be provided separately.

[0053] Also, as shown in Figure 3A, in the lower right part of the game board 11 and outside the game area 12, there are provided a first special pattern display device 30, a second special pattern display device 31, a first special pattern reserve display device 38, a second special pattern reserve display device 39, a normal pattern display device 32 and a normal pattern reserve display device 33 as devices for displaying various statuses of the game.

[0054] As described above, the pachinko machine P according to this embodiment is electrically connected to the game ball lending device R, and operations for the game ball lending device R, such as lending game balls and discharging cards, can be accepted by the pachinko machine P. For this reason, the pachinko machine P is provided with a value information display device 35 that displays value information (balance information) stored in the card, a ball lending button 36 that can be pressed, and a card return button 37 that can be pressed, as shown in Fig. 1 .

[0055] Also, on the back side of the game board 11, as shown in Figure 3H, a main control board 100, which stores setting values ​​and the control state of the pachinko machine P, which will be described later, and controls the basic game operations of the pachinko machine P, is attached and housed in a transparent box-shaped main control board case 150, a launch and payout control board 200, which controls the launch of game balls and the payout of prize balls, is attached and housed in a transparent box-shaped launch and payout control board case 250, a sub-control board 300, which controls various effects, is attached and housed in a transparent box-shaped sub-control board case 350, and a game ball lending control board 400, which relays operations to the game ball lending device R, is attached and housed in a transparent box-shaped game ball lending control board case 450.

[0056] Further, on the back side of the game board 11, a power supply board 600 for supplying power to each board is provided, and this power supply board 600 is provided with a power switch 650. The power switch 650 can be switched on or off. When the power switch 650 is turned on, power is supplied from the power supply board 600 to each board, and when the power switch 650 is turned off, the supply of power from the power supply board 600 to each board stops. In this specification, when the power switch 650 is turned on and power is supplied, this is also referred to as "power on," and when the power switch 650 is turned off and power supply is stopped, this is also referred to as "power off."

[0057] (Configuration of control means of pachinko machine P) Next, the control means for controlling the operation of the pachinko machine P will be described. The above-mentioned control means is composed of a main control board 100, a launch and payout control board 200, a sub-control board 300, a game ball lending control board 400, and a power supply board 600, as shown in FIG. 6, a launch / payout control board 200 and a sub-control board 300 are connected to the main control board 100, and a game ball lending control board 400 is connected to the launch / payout control board 200. An external information terminal board 500 is connected to the main control board 100 and the launch / payout control board 200 to transmit various external signals relating to the progress of the game (hereinafter also referred to as external information) to the outside of the pachinko machine P (for example, a hall computer in an amusement parlor, etc.). A power supply board 600 is also connected to each board.

[0058] (Outline of main control board 100) As described above, the main control board 100 stores the setting values ​​and the control state of the pachinko machine P, and controls the games played on the pachinko machine P. Specifically, it controls the special symbol games (lottery for winning or losing, determination of special symbols, display of changes in special symbols (hereinafter also referred to as changes in special symbols), etc.) that start when the game ball enters the first start winning slot 15 or the second start winning slot 16, the regular symbol games (lottery for regular symbols, display of changes in regular symbols (hereinafter also referred to as changes in regular symbols), etc.) that start when the game ball passes through the gate 20, and the special games described above.

[0059] In addition, in the pachinko machine P of this embodiment, only one setting level, setting value 1, is defined for the setting of the balls to be dispensed, and the win / loss random number determination table 110 used in the win / loss lottery described below is provided to correspond to this setting value 1. The setting for the ball payout may not only be one level, but may also be multiple levels, such as six levels from setting value 1 to setting value 6. When multiple levels are set for the setting for the ball payout, the probability of winning the jackpot in the win / lose lottery can be set to differ depending on the setting value. For example, setting value 6 can be set to have a higher probability of winning the jackpot than setting value 1, and if the probability of winning the jackpot is higher, the possibility of winning prize balls also increases, so by changing the setting value, the amount of prize balls expected to be paid out in that pachinko machine P changes. A win / lose random number determination table 110 used in the win / lose lottery is provided corresponding to each of setting values ​​1 to 6, and when the setting value is changed, the win / lose random number determination table 110 provided for each setting value is changed as a whole. As will be described later, the main control board 100 is provided with a RAM clear switch 109 and a setting switch 108. In the pachinko machine P according to this embodiment, when the front door 3 is open and the power is turned on with both the RAM clear switch 109 and the setting switch 108 on, the machine transitions to a setting change state in which the setting value can be changed. Then, in this setting change state, the setting value can be changed by pressing the RAM clear switch 109. In the pachinko machine P according to this embodiment, as described above, only one setting level, setting value 1, is defined as the setting related to the ball output, so even if the RAM clear switch 109 is pressed during the setting change state, the setting value remains at 1 (i.e., the setting value is not changed). It should be noted that, whether it is a pachinko machine with only one setting for ball output or a pachinko machine with multiple settings for ball output, the same control and processing can be executed for the setting values ​​(that is, a common processing program (module) is provided for the control and processing for the setting values), but for example, in a pachinko machine with only one setting for ball output as in this embodiment, the setting value is not changed even if the RAM clear switch 109 is pressed during the setting change state as described above, and so on, the execution or non-execution of some controls and processing differs depending on the number of setting levels provided. In this specification, various controls and processing related to setting values ​​will be explained assuming a pachinko machine with multiple settings for ball output, and as necessary, supplementary explanations will be given of the differences in control and processing when there is only one setting for ball output as in this embodiment.

[0060] In addition, when the power is on, the pachinko machine P of this embodiment stays in one of four control states: a playable state in which games can be played, a setting confirmation state in which the set setting values ​​can be checked, a setting change state in which the set setting values ​​can be changed, and a play-stop state in which games cannot be played, and setting values ​​cannot be checked or changed. When the control state of the pachinko machine P is in the setting change state, the set setting value can be changed (switched) by pressing the RAM clear switch 109. As mentioned above, in the pachinko machine P according to this embodiment, only one setting value, 1, is defined, so the setting value will not be changed even if the RAM clear switch 109 is pressed during the setting change state. The storage and modification of set values, the control state set when the power is turned on, etc. will be described in detail later.

[0061] As shown in Fig. 3I, main control board 100 in this embodiment is a rectangular plate-shaped board and is a single-sided board (single-layer board) with wiring patterns provided on only one side. Note that main control board 100 may also be a double-sided board (two-layer board) with wiring patterns provided on both sides.

[0062] Also, as shown in FIG. 3I, the surface of the main control board 100 is provided with a one-chip main IC 104 which integrates a main CPU 101, a main ROM 102, and a main RAM 103, as well as several other ICs, a main information display device 105, a connector 106, a test-only output terminal 107, a setting switch 108, a RAM clear switch 109, etc.

[0063] The main CPU 101 is a device that performs various arithmetic processing. The main ROM 102 is a device (Read Only Memory) that has a storage area for storing spec codes that indicate the specifications of the pachinko machine P (such as the high and low probability of winning a jackpot, the method of determining the game status after the special game ends, etc.), control programs required for the game, tables, etc. (such as the win / lose random number determination table 110 and the special symbol random number determination table 111, which will be described later). The main RAM 103 is a device (Read Write Memory) that can store the above-mentioned setting values, the control status of the pachinko machine P, various data related to the progress of the game, etc., and also has a readable and writable storage area that is used for storing temporary data during arithmetic processing by the main CPU 101. The main CPU 101 reads out control programs and tables stored in the main ROM 102 and performs arithmetic processing based on signals from various sensors and timers described below, and also performs processing such as controlling various devices connected to the main CPU 101 and sending commands to other boards (such as the sub-control board 300) based on the results of the arithmetic processing.

[0064] Also, although not specifically shown, the memory area of ​​the main RAM 103 in this embodiment is broadly divided into a used area, which is the area between a predetermined starting address (for example, F00H (alphanumeric characters with an "H" at the end are written in hexadecimal; the same applies below)) and a predetermined final address (for example, F200H), and an unused area, which is the area between a specific starting address (for example, F300H) that is a predetermined distance (for example, 16 bytes) or more away from the final address of the used area and a specific final address (for example, F400H).

[0065] Furthermore, although not specifically shown, the use area includes four areas, namely, a first area, a second area, a third area, and a fourth area, which are arranged in order from a predetermined start address to a predetermined end address. The first area stores setting values ​​and gaming machine status flags indicating the current control status (playable status, setting confirmation status, setting change status, gaming stopped status). The second area stores a checksum of the main RAM 103 calculated when the power is turned off, and a backup flag for determining whether there is an abnormality in the backup process of the main RAM 103 performed when the power is turned off. The third area stores information about errors that have occurred in the pachinko machine P. In addition, the fourth area stores various data related to the progress of the game (information on the special symbols during the change described below, the launch position of the game ball (the game area 12 from which the game ball is launched), the first reserved number described below, the second reserved number described below, the number of high probability times, the number of time-saving times, execution phase data showing the progress of the special symbol game, the number of reserved normal symbols, normal symbol execution phase data showing the progress of the normal symbol game, information that the special symbol is not changing, etc.). Note that the data stored in the fourth area is not limited to these, and for example, in a pachinko machine P that is set so that a special change pattern is determined when the number of changes after the special game has ended reaches a specific number, information on the specific number described above may be stored.

[0066] Furthermore, the unused area stores data such as the number of balls fired and the number of prize balls paid out since the start of play in the initial state after shipping from the factory, etc. Specifically, the total number of prize balls based on game balls entering the general prize opening 14, the first start prize opening 15, the second start prize opening 16, and the large prize opening 18 (hereinafter referred to as the total number of prize balls), the total number of prize balls based on game balls entering the large prize opening 18 (hereinafter referred to as the total number of prize balls for special electric devices), the total number of prize balls based on game balls entering the first start prize opening 15, the second start prize opening 16, and the large prize opening 18 (hereinafter referred to as the total number of prize balls for devices), etc. are stored. In this unused area, information about the game, such as the payout rate, special electric device ratio, and device ratio, is calculated based on data such as the number of balls fired and the number of winning balls mentioned above. Here, the payout rate is the ratio of the total number of winning balls to the number of balls fired, and is a value calculated by dividing the total number of winning balls by the number of balls fired. The special electric device ratio is the ratio of the total number of winning balls for special electric devices to the total number of winning balls, and is a value calculated by dividing the total number of winning balls for special electric devices by the total number of winning balls. The device ratio is the ratio of the total number of winning balls for devices to the total number of winning balls, and is a value calculated by dividing the total number of winning balls for devices by the total number of winning balls.

[0067] It should be noted that the data stored in the unused area is not limited to these, and for example, the total number of prize balls based on the number of game balls entering the general prize opening 14 may be stored. In addition, in this specification, data such as the number of balls fired and the number of prize balls paid out stored in the above-mentioned unused area is also referred to as "game performance data," and information regarding the game, such as the above-mentioned payout rate, is also referred to as "game performance display information."

[0068] Furthermore, in the pachinko machine P according to this embodiment, a difference ball count value used for operation stop control based on the difference ball count (hereinafter also referred to as difference ball operation stop control) described later, difference ball operation stop control phase data for setting various states related to the difference ball operation stop control (pre-activation warning state, activation warning state, activation notice state, and activation state described later), test signal information described later, and activation security information described later are stored in a specific area in the out-of-use area. Note that the difference ball count value, difference ball operation stop control phase data, test signal information, and activation security information may be stored in, for example, the first area or the fourth area of ​​the use area instead of being stored in the out-of-use area. The difference ball operation stop control will be described in detail later.

[0069] The main information display device 105 is a device that displays various types of information and is composed of four 7-segment displays with decimal points arranged side by side. In this embodiment, the main information display device 105 does not incorporate a processing device such as a CPU that performs its own calculation processing on the received data, and only displays information based on the data received from the main IC 104. Specifically, during the setting confirmation state or the setting change state, the setting values ​​stored in the use area (first area) of the main RAM 103 are displayed. Also, during the playable state, the game performance display information stored in the non-use area of ​​the main RAM 103 is displayed. Also, during the game stop state or if an error occurs in the pachinko machine P, a code indicating that fact is displayed. Note that main information display device 105 may not be configured with a 7-segment display, but may be configured with a liquid crystal display, a dot matrix display, etc. Also, main information display device 105 may have other devices built in as long as it does not have a built-in device that processes data received from main IC 104 independently, and may, for example, have a built-in driver circuit or the like for controlling the operation of main information display device 105.

[0070] The connectors 106 are for connecting various harnesses, cables, etc., and are provided in plurality on the surface of the main control board 100. Furthermore, the test-dedicated output terminal 107 is a terminal for outputting a test signal used during a type test, and is provided on the surface of the main control board 100. Here, the type test is a test to determine whether the pachinko machine P complies with predetermined regulations, and the test signal is a signal used during the type test. In the pachinko machine P according to this embodiment, various test signals are generated by the main CPU 101 at various times, and the generated test signals can be output from the test-dedicated output terminal 107 to an external device of the pachinko machine P. Specifically, a test computer (not specifically shown) is used for the type test, and this test computer is provided with a dedicated receiving terminal (not specifically shown) connectable to the test-dedicated output terminal 107. When the receiving terminal is connected to the test-dedicated output terminal 107, the test signal generated by the main CPU 101 and output from the test-dedicated output terminal 107 is input to the test computer external to the pachinko machine P via this receiving terminal. The output of the test signal will be described in detail later.

[0071] Furthermore, the setting switch 108 is referenced to set the control state (playable state, setting confirmation state, setting change state, game stop state) when the power is turned on. This setting switch 108 is provided with an operating unit (not specifically shown) with a keyhole, and is configured so that it can be rotated when a predetermined key is inserted into this keyhole. Normally, the setting switch 108 is off, but when rotated, the setting switch 108 turns on. The RAM clear switch 109 is used to clear various data stored in the main RAM 103 and to change setting values. This RAM clear switch 109 is provided with a push button 109a (see FIG. 3I) that can be pressed, and when this push button 109a is not pressed, the RAM clear switch 109 is turned off, but when the push button 109a is pressed, the RAM clear switch 109 is turned on.

[0072] In the pachinko machine P of this embodiment, when the power is turned on from off (recovered from a power outage), one of the control states is set depending on the control state that was in place before the power was turned off (immediately before the power outage occurred), whether the setting switch 108 is on or off at the time the power is turned on (when the power is restored from the power outage), whether the RAM clear switch 109 is on or off, whether the main frame open detection sensor 2a described below is on or off (i.e., whether the main frame 2 is open or closed), whether an abnormality has occurred in the backup process of the main RAM 103 that is performed at the time the power is turned off, and whether an abnormality has occurred in the main RAM 103. Then, by operating the push button 109a (turning on the RAM clear switch 109) during the setting change state, the setting value can be changed (switched). As described above, the setting value is stored in the usage area of ​​the main RAM 103, and when the setting value is changed, the setting value stored in the usage area of ​​the main RAM 103 is changed.

[0073] In this embodiment, the main RAM 103 stores not only the above-mentioned game performance data and setting values, but also various data related to the progress of the game (first reserve number, second reserve number, execution phase data indicating the progress of the special game, regular reserve number, regular game execution phase data indicating the progress of the regular game, etc.). The devices and electronic components provided on the surface of the main control board 100 are not limited to those described above, and for example, switches may be provided for displaying various information on the main information display device 105 or for switching the display content. Furthermore, in the pachinko machine P according to this embodiment, both clearing of data stored in the main RAM 103 and changing of set values ​​are performed by operating the RAM clear switch 109, but this is not limited to this. For example, a setting change switch separate and independent from the RAM clear switch 109 may be provided, and the RAM clear switch 109 may be set to be used to clear data stored in the main RAM 103, and the setting change switch may be set to be used to change set values.

[0074] As shown in FIG. 6, the main control board 100 is also provided with a general prize opening detection sensor 14a that detects when a game ball enters the general prize opening 14, a first start prize opening detection sensor 15a that detects when a game ball enters the first start prize opening 15, a second start prize opening detection sensor 16a that detects when a game ball enters the second start prize opening 16, a special prize opening detection sensor 18a that detects when a game ball enters the special prize opening 18, and a gate detection sensor 19a that detects when a game ball passes through the gate 20. 20a, a setting switch 108, a RAM clear switch 109, a magnetic detection sensor 70a that detects magnetism directed toward the game board 11, a radio wave detection sensor 71a that detects radio waves irradiated to specific locations on the game board 11 (first start winning hole 15, second start winning hole 16, large winning hole 18, etc.), a vibration detection sensor 72 that detects vibrations caused by fraudulent acts such as shaking the pachinko machine P, and a specific area detection sensor 57a that detects the entry of a game ball into the specific area 57 are connected. The detection signals output from these detection sensors and signals indicating the on / off status of each switch are input to the main control board 100. It should be noted that the sensors connected to the main control board 100 are not limited to these, and for example, a general area detection sensor that detects when a gaming ball enters the general area 58 may be provided.

[0075] When the magnetic detection sensor 70a detects magnetism, it turns on and outputs a magnetic detection signal to the main control board 100, and the magnetic detection signal is output continuously while the magnetic field is being detected. When the magnetic detection sensor 70a no longer detects magnetism, it turns off and stops outputting the magnetic detection signal to the main control board 100. When the magnetic detection signal is input from the magnetic detection sensor 70a, the main control board 100 determines that a main control magnetic error has occurred. Furthermore, when the radio wave detection sensor 71a detects radio waves, it turns on and outputs a radio wave detection signal to the main control board 100, and while radio waves are being detected, the radio wave detection signal is output continuously. When the radio wave detection sensor 71a no longer detects radio waves, it turns off and stops outputting the radio wave detection signal to the main control board 100. Furthermore, when the radio wave detection signal is input from the radio wave detection sensor 71a, the main control board 100 determines that a main control radio wave error has occurred. Furthermore, when the vibration detection sensor 72 detects that the pachinko machine P is vibrating, it turns on and outputs a vibration detection signal to the main control board 100, and the vibration detection signal is output continuously while vibration is being detected. When the vibration detection sensor 72 no longer detects vibration of the pachinko machine P, it turns off and stops outputting the vibration detection signal to the main control board 100. Furthermore, when a vibration detection signal is input from the vibration detection sensor 72, the main control board 100 determines that a main control vibration error has occurred.

[0076] The special prize opening detection sensor 18a is provided on the path from the special prize opening 18 to the special prize opening discharge port. In the pachinko machine P according to this embodiment, the time from when a gaming ball enters the special prize opening 18 until the gaming ball is detected by the special prize opening detection sensor 18a is approximately 0.5 seconds.

[0077] Furthermore, the main control board 100 is connected to the following devices to be controlled: a movable piece solenoid 16c that drives the movable piece 16b attached to the second start winning opening 16 to protrude and retract; a large prize opening solenoid 18c that drives the opening and closing door 18b of the large prize opening 18 to open and close; a distribution member solenoid 59c that displaces the distribution member 59; a first special pattern display device 30; a second special pattern display device 31; a normal pattern display device 32; a first special pattern reserve display device 38; a second special pattern reserve display device 39; a normal pattern reserve display device 33; and a main information display device 105. The main control board 100 drives each solenoid to control the protrusion and retraction of the movable piece 16b located next to the second starting winning opening 16, the opening and closing of the large winning opening 18, the displacement of the sorting member 59, and also controls the display of each display device.

[0078] (Outline of the firing and dispensing control board 200) The launch payout control board 200 mainly controls the payout of prize balls based on the entry of game balls into various winning ports, and game balls that are loaned out based on the player's specified operations, as well as the launch of game balls. As shown in FIG. 6, the shot payout control board 200 includes a payout CPU 201, a payout ROM 202, and a payout RAM 203, and is connected to the main control board 100 so as to be able to communicate bidirectionally.

[0079] As shown in Figure 6, the launch and payout control board 200 is connected with the following devices for controlling the launch of game balls: a touch sensor 5a that detects when a player touches the operating handle 5; an operating volume 5b that detects the operating angle (rotation angle) of the operating handle 5; a launch stop switch 5c that stops the launch of game balls; a ball feed solenoid 60 that sends game balls held in the upper tray 6 to a launch device (not shown); a launch motor 61 that launches game balls; and a launched ball detection sensor 64 that detects when a game ball has been launched by the launch motor 61. Control signals output from the touch sensor 5a, the operating volume 5b, and the launch stop switch 5c are input to the launch and payout control board 200.

[0080] When the control state of the pachinko machine P is in a playable state and the state related to the differential ball operation stop control (described later) is in the pre-activation warning state, activation warning state, or activation notice state, if a player touches and rotates the operating handle 5, a control signal (hereinafter also referred to as a rotation operation signal) from the touch sensor 5a and the operating volume 5b is input to the launch / payout control board 200, which energizes the ball feed solenoid 60 and the launch motor 61 to control the launch of game balls. While the ball feed solenoid 60 and the launch motor 61 are energized, game balls are continuously launched at 0.6-second intervals (i.e., a launch rate of 100 balls per minute). When the player releases contact with the operating handle 5 or stops rotating the operating handle 5, the input of the rotation operation signal to the launch / payout control board 200 stops, and the control to launch game balls also stops. Furthermore, even if a rotation operation signal is input to the launch / payout control board 200, when a control signal from the launch stop switch 5c (hereinafter also referred to as the launch stop control signal) is input to the launch / payout control board 200, control is performed to stop the power supply to the ball feed solenoid 60 and the launch motor 61 and stop the launch of the game balls. Furthermore, when the control state of the pachinko machine P is in a play-stop state, or when the control state of the pachinko machine P is in a playable state and the state related to the differential ball operation stop control is activated, even if a rotation operation signal is input to the launch payout control board 200, the ball feed solenoid 60 and the launch motor 61 are not energized and no control is performed to launch the game balls. Furthermore, when the control state of the pachinko machine P is in a game stop state, or when the control state of the pachinko machine P is in a playable state, regardless of the state regarding the differential ball operation stop control (that is, regardless of whether the state regarding the differential ball operation stop control is a pre-activation warning state, an activation warning state, an activation notice state, or an activation state), the firing payout control board 200 transmits a handle operation command to the main control board 100 when a rotation operation signal is input, and stops transmitting the handle operation command to the main control board 100 when the input of the rotation operation signal stops. In other words, while the rotation operation signal is being input (while the player is touching the operating handle 5 to perform a rotation operation), the handle operation command is continuously transmitted to the main control board 100. It should be noted that a rotary solenoid may be used instead of the launch motor 61 as a device for launching the game balls.

[0081] 6, the launch payout control board 200 is connected to a payout motor 62 that pays out game balls stored in a game ball storage section (not specifically shown) and a payout counting switch 63 that detects and counts the paid out game balls, as devices for controlling the payout of game balls. Also, although not specifically shown, the payout counting switch 63 has a built-in payout radio wave detection sensor that detects radio waves irradiated to the switch. When the launch payout control board 200 receives the prize ball designation command transmitted from the main control board 100, the launch payout control board 200 controls the payout motor 62 to pay out a predetermined number of game balls (prize balls) based on the prize ball designation command. At this time, the number of paid-out game balls is counted by the payout counting switch 63, making it possible to determine whether the predetermined number of game balls have been paid out.

[0082] Furthermore, the firing payout control board 200 in this embodiment transmits a payout ball signal based on the fact that game balls have actually been paid out by the payout motor 62 (the game balls have been counted by the payout count switch 63) to the external information terminal board 500 as an external signal to be sent to the outside of the pachinko machine P. As a result, the payout ball signal is sent to the outside of the pachinko machine P (such as an external information display device or hall computer that displays information such as the number of fluctuations and the number of jackpots) via the external information terminal board 500, and the number of game balls that have actually been paid out can be grasped in a device external to the pachinko machine P. The external signal related to the payout of game balls (prize balls) is not limited to the payout prize ball signal. For example, instead of a signal based on the actual payout of game balls, a received prize ball signal based on the reception of a prize ball designation command from the main control board 100 may be transmitted to the external information terminal board 500. This may allow a device external to the pachinko machine P to know the number of game balls to be paid out based on the received prize ball designation command.

[0083] Furthermore, as shown in Figure 6, the launch and payout control board 200 is connected to a main frame open detection sensor 2a that detects the open state of the main frame 2, a front door open detection sensor 3a that detects the open state of the front door 3, a tray full detection sensor 7a that detects the full state of the tray 7, an out sensor 19a that detects game balls that are received into the out port 19 or that enter each winning port and are guided to the back side of the game board 11 through the out passage, and an out port radio wave detection sensor 71b that detects radio waves irradiated to the out port 19.

[0084] The main body frame open detection sensor 2a turns on when it detects that the main body frame 2 is open, and outputs a main body frame open detection signal to the launch / dispense control board 200. The main body frame open detection signal is output continuously while the main body frame 2 is open. When the main body frame open detection signal is input, the launch / dispense control board 200 sends a main body frame open command to the main control board 100. In response to this, the main body frame open detection sensor 2a turns off when it no longer detects that the main body frame 2 is open, and stops outputting the main body frame open detection signal. When the input of the main body frame open detection signal stops, the firing and dispensing control board 200 determines that the main body frame 2 is closed, and stops sending the main body frame open command to the main control board 100.

[0085] The front door open detection sensor 3a turns on when it detects that the front door 3 is open, and outputs a door open detection signal to the shooting and dispensing control board 200. The door open detection signal is output continuously while the front door 3 is open. Then, when the door open detection signal is input, the shooting and dispensing control board 200 sends a door open command to the main control board 100. In response to this, the front door open detection sensor 3a turns off when it no longer detects that the front door 3 is open, and stops outputting the door open detection signal. When the input of the door open detection signal stops, the shooting and dispensing control board 200 determines that the front door 3 is closed, and stops sending the door open command to the main control board 100.

[0086] The tray full detection sensor 7a is provided at a predetermined position on the tray 7. When the tray 7 is filled with a predetermined amount of game balls to be paid out as prize balls, the stored game balls reach the predetermined position. The tray full detection sensor 7a turns on when it detects that the game balls have reached the predetermined position, and outputs a tray detection signal to the launch / payout control board 200. The tray detection signal is continuously output while the stored game balls are at the predetermined position. When the tray detection signal is input, the launch / payout control board 200 sends a tray full command to the main control board 100. In response to this, when the tray full detection sensor 7a no longer detects that the gaming ball has reached the predetermined position, it turns off and stops outputting the tray detection signal to the launch / payout control board 200. Then, when the input of the tray detection signal stops, the launch / payout control board 200 determines that the tray 7 full state has been released, and stops sending the tray full command to the main control board 100.

[0087] The out sensor 19a is provided in the out passage. The out sensor 19a turns on every time it detects a game ball that is received by the out port 19 or enters one of the winning ports and passes through the out passage, and outputs an out signal to the launch / payout control board 200. The launch / payout control board 200 then transmits an out command to the main control board 100 every time an out signal is input.

[0088] The outlet radio wave detection sensor 71b is provided at a predetermined position around the outlet 19. Furthermore, outlet radio wave detection sensor 71b turns on when it detects radio waves and outputs a radio wave detection signal to the shooting and dispensing control board 200, and while it is detecting radio waves, it continuously outputs a radio wave detection signal. In contrast, outlet radio wave detection sensor 71b turns off when it no longer detects radio waves and stops outputting the radio wave detection signal to the shooting and dispensing control board 200.

[0089] As described above, the dispensing radio wave detection sensor is built into the dispensing counting switch 63. In addition, the dispensing radio wave detection sensor turns on when it detects radio waves and outputs a radio wave detection signal to the dispensing control board 200. While it is detecting radio waves, it continuously outputs the radio wave detection signal. In contrast, when the dispensing radio wave detection sensor no longer detects radio waves, it turns off and stops outputting the radio wave detection signal to the dispensing control board 200.

[0090] As described above, the launching and dispensing control board 200 is connected to a game ball lending control board 400 that relays operations to the game ball lending device R. As shown in Figure 6, the launching and dispensing control board 200 is connected via the game ball lending control board 400 to a value information display device 35, a ball lending switch 36a that detects the pressing operation of the ball lending button 36, and a card return switch 37a that detects the pressing operation of the card return button 37. In addition, these devices may be connected directly to the launch and payout control board 200 rather than being connected to the launch and payout control board 200 via the game ball lending control board 400.

[0091] Then, when a card storing value information for allowing game balls to be loaned (i.e., a card with a balance) is inserted into the game ball loaning device R and recognized, a value information signal indicating the value information is transmitted from the game ball loaning device R to the value information display device 35 via the launch / payout control board 200 and the game ball loaning control board 400. As a result, the value information display device 35 displays value information corresponding to the received value information signal.

[0092] In addition, when a card storing value information for lending game balls is inserted into the game ball lending device R and recognized, and the ball lending button 36 is pressed, a detection signal output from the ball lending switch 36a is transmitted to the game ball lending device R via the game ball lending control board 400 and the launch and payout control board 200. Upon receiving the above-mentioned detection signal, the game ball lending device R performs a process of subtracting predetermined value information from the stored value information, and sends a loan ball payout command to the launch payout control board 200 to pay out the number of game balls (for example, 125) corresponding to the subtracted value information as loan balls, and also sends a subtraction command corresponding to the subtracted value information to the value information display device 35 via the launch payout control board 200 and the game ball lending control board 400. Then, when a loan ball payout command is received, the shot payout control board 200 performs control to pay out the number of game balls (for example, 125) corresponding to the subtracted value information. Also, when a subtraction command is received, the value information display device 35 updates and displays the value information after the subtraction.

[0093] When the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the launch / payout control board 200, and the launch / payout control board 200 transmits a return request signal requesting the return of the card to the game ball lending device R. When the game ball lending device R receives the return request signal, the game ball lending device R is controlled to dispense the card.

[0094] In addition, the game ball lending device R may also control the card to be ejected when a card that does not have value information stored therein that allows game balls to be loaned out (i.e., a card with no balance) is inserted into the game ball lending device R, or when the specified value information is subtracted by pressing the ball lending button 36, resulting in all of the value information stored on the card being lost (i.e., when the card has no balance).

[0095] As described above, the launch payout control board 200 controls both the payout of prize balls based on the entry of game balls into various winning ports (general winning port 14, first start winning port 15, second start winning port 16, large winning port 18), and the payout of game balls (loan balls) loaned out based on the player's operation.

[0096] In addition, in the pachinko machine P of this embodiment, errors related to the equipment connected to the launch payout control board 200 (hereinafter also referred to as payout-related errors) may occur, such as a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, a payout motor error, and a door open error. The launch payout control board 200 determines (detects) the occurrence of payout-related errors such as a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, and a payout motor error based on the operating status of the above-mentioned switch connected to the launch payout control board 200, and various signals output to the launch payout control board 200 from the above-mentioned sensor connected to the launch payout control board 200. In this specification, determining whether an error has occurred does not only mean specifically determining whether an error has occurred based on the operating status of the switch and detection by various sensors (for example, the dispensing radio wave detection sensor, the main frame opening detection sensor 2a, etc.), but also means detecting the operating status of the switch and detection by various sensors.

[0097] A ball-out error occurs when there are no game balls stored in the game ball storage section. The launch / payout control board 200 determines that a ball-out error has occurred when the payout motor 62 is operating to pay out game balls, but the payout counting switch 63 does not count the game balls for a predetermined period of time. When a ball-out error occurs, a ball-out error command indicating this is sent from the launch / payout control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of the ball-out error.

[0098] A full tank error is an error that occurs when the tray 7 is full. When a tray detection signal is input, the launch / dispense control board 200 determines that a full tank error has occurred. When a full tank error occurs, a full tank error command indicating this is sent from the launch / dispense control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of a full tank error.

[0099] A payout counting switch error is an error that occurs when the payout counting switch 63 does not operate due to a broken harness or the like. The launch payout control board 200 determines that a payout counting switch error has occurred when it is unable to confirm the operation of the payout counting switch 63. When a payout counting switch error occurs, a payout counting switch error command indicating this is sent from the launch payout control board 200 to the main control board 100, allowing the main control board 100 to grasp the occurrence of a payout counting switch error.

[0100] A ball jam error is an error that occurs when an operational malfunction occurs in the payout motor 62. The launch / payout control board 200 determines that a ball jam error has occurred when the payout motor 62 receives an activation signal but does not operate. When a ball jam error occurs, a ball jam error command indicating this is sent from the launch / payout control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of a ball jam error.

[0101] An excess prize ball error is an error that occurs when game balls are dispensed despite the fact that a prize ball designation command has not been received, or when more game balls are dispensed than the number of game balls scheduled to be dispensed based on the received prize ball designation command. The launch payout control board 200 determines that an excess prize ball error has occurred when the number of game balls dispensed despite not being scheduled reaches a predetermined number (for example, 10). When an excess prize ball error occurs, an excess prize ball error command indicating this is sent from the launch payout control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of the excess prize ball error.

[0102] A dispensing radio wave error is an error that occurs when radio wave irradiation is detected. The release / dispensing control board 200 determines that a dispensing radio wave error has occurred when a radio wave detection signal is input from the outlet radio wave detection sensor 71b or the dispensing radio wave detection sensor. When a dispensing radio wave error occurs, a dispensing radio wave error command indicating this is sent from the release / dispensing control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of a dispensing radio wave error.

[0103] A payout motor error is an error that occurs when the payout motor 62 does not operate due to a broken harness or the like. The launch payout control board 200 determines that a payout motor error has occurred when it is no longer possible to confirm the operation of the payout motor 62. When a payout motor error occurs, a payout motor error command indicating this is sent from the launch payout control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of a payout motor error.

[0104] Furthermore, among the dispensing-related errors, the door open error is an error that occurs when the main frame 2 or the front door 3 is open. As described above, the main frame opening detection sensor 2a that detects the opening of the main frame 2 and the front door opening detection sensor 3a that detects the opening of the front door 3 are both connected to the firing and dispensing control board 200, but the determination of the occurrence of a door opening error is made by the main control board 100, not the firing and dispensing control board 200. Specifically, when the main control board 100 receives at least one of a main frame open command transmitted from the launch / dispense control board 200 upon input of a main frame open detection signal to the launch / dispense control board 200, or a front door open command transmitted from the launch / dispense control board 200 upon input of a front door open detection signal to the launch / dispense control board 200, the main control board 100 determines that a door open error has occurred. When it is determined that a door opening error has occurred, the main control board 100 transmits a payout stop command to the launch payout control board 200 to stop the control of the payout operation of the game balls. As a result, the launch payout control board 200 performs control to stop the payout operation of the game balls while the door opening error is occurring.

[0105] In addition, among the dispensing-related errors, the errors whose occurrence is determined by the main control board 100 are not limited to door open errors, and the occurrence of other errors may also be determined by the main control board 100.

[0106] In addition, the main control board 100 is also configured to determine the occurrence of errors related to the devices connected to the main control board 100 (such as the above-mentioned main control radio wave error, main control magnetic error, main control vibration error, abnormal winning error that occurs when an excessive number of game balls enter the first start winning port 15, the second start winning port 16, or the large winning port 18, and illegal winning error that occurs when a game ball enters the large winning port 18 other than when a special game is being played, hereinafter referred to as main control-related errors). Then, when the main control board 100 detects the occurrence of a dispensing-related error other than a door-opening error, or when it determines that a door-opening error or a main control-related error has occurred, the main CPU 101 sends an error suggestion command indicating the error that has occurred to the sub-control board 300. This allows the sub-control board 300 to also detect the occurrence of various errors, and the error that has occurred is suggested by displaying an error suggestion image corresponding to the error that has occurred on the performance display device 21, lighting various lamps (board performance lamp GL, front door performance lamp DL, status notification lamp EL) in a manner corresponding to the error that has occurred, and outputting an error suggestion sound corresponding to the error that has occurred from the audio output device 10. Furthermore, when the cause of the error disappears and the error that occurred is resolved, the main control board 100 determines or determines that the error that occurred has been resolved by, for example, no longer receiving the command used to determine the error. Then, when the main CPU 101 determines that the error that occurred has been resolved or determines that the error that occurred has been resolved, it sends an error resolution command indicating that the error has been resolved to the sub-control board 300. This allows the sub-control board 300 to also determine that the error that occurred has been resolved and to end the indication of the error that occurred.

[0107] (Outline of the sub-control board 300) The sub-control board 300 controls the effects that are executed during play, standby, etc. As shown in Figure 6, this sub-control board 300 is equipped with a sub-CPU 301 that performs various calculation processes, a sub-ROM 302 that stores control programs for executing performances, data and tables necessary for executing performances, and a sub-RAM 303 that is used as a temporary storage area during calculation processes, and is connected so that communication is possible in one direction from the main control board 100 to the sub-control board 300.

[0108] In addition, based on commands sent from the main control board 100 and signals from the timer, the sub-CPU 301 reads out the control program stored in the sub-ROM 302 and performs arithmetic processing, and also sends commands for executing the performance to an image control board (not specifically shown) for controlling image display, an audio control board (not specifically shown) for controlling audio output, an illumination control board (not specifically shown) for controlling the lighting of various lamps, etc., and an operation control board (not specifically shown) for controlling the displacement of the prop performance device YS and the prop rotation performance. In the pachinko machine P of this embodiment, as described above, the audio control board and the lighting control board are provided separately, but it is also possible to provide a single board (audio and lighting control board) that combines the functions of these boards, and to use this board to control both audio output and lighting.

[0109] The sub-control board 300 is also connected to the performance display device 21 via an image control board, and is connected to the audio output device 10 and a cross key detection sensor 25a that detects pressing of the cross key 25 via an audio control board. The sub-control board 300 is also connected to various lamps (front door performance lamp DL, status notification lamp EL, board performance lamp GL, right-hit notification lamp RL), a rotation detection sensor 9c that detects the rotation of the operation dial 9a, and a pressing detection sensor 9d that detects pressing of the operation button 9b via an illumination control board. The sub-control board 300 is also connected to a drive motor M and a rotation motor RM via an operation control board.

[0110] Although not specifically shown, the image control board is equipped with an image CPU, image ROM, image RAM, etc. The image ROM of this image control board stores image data such as the designs and backgrounds to be displayed on the performance display device 21. Then, based on commands sent from the sub-control board 300, the image CPU controls the image display by the performance display device 21 by storing the image data read from the image ROM in the image RAM.

[0111] Although not specifically shown, the audio control board includes a sound chip (CPU), sound ROM, sound RAM, etc. The sound ROM stores sound data such as audio and background music output from the audio output device 10. Based on commands sent from the sub-control board 300, the sound data read from the sound ROM is stored in the sound RAM, thereby controlling the audio output from the audio output device 10.

[0112] The illumination control board controls the turning on and off of various lamps (front door effect lamp DL, status notification lamp EL, board effect lamp GL, right-hit notification lamp RL) based on commands (such as commands related to the execution of various effects and various suggestions) from the sub-control board 300. In addition, when the illumination control board receives a rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a, or a pressing operation detection signal output from the pressing operation detection sensor 9d based on the pressing operation of the operation button 9b, it transmits a predetermined command to the sub-control board 300.

[0113] The operation control board controls the driving of the drive motor M and the rotation motor RM based on commands from the sub-control board 300. When the drive motor M is driven, the performance prop device YS is displaced in the vertical direction within the range between the initial position and the movable position, and when the rotation motor RM is driven, the performance prop device YS performs a prop rotation effect (clockwise or counterclockwise rotation effect) at the movable position.

[0114] (Outline of power supply board 600) The power supply board 600 supplies power to each board, such as the main control board 100, the shot / payout control board 200, and the sub-control board 300. This power supply board 600 is provided with a backup power supply. The pachinko machine P according to this embodiment is also provided with a power interruption detection circuit for detecting the voltage value of the power supplied from the power supply board 600. This power supply detection circuit determines that a power interruption has occurred when the voltage value of the supplied power falls below a predetermined value (for example, when the power switch 650 is turned off or an unexpected power interruption has occurred), and sends a power interruption occurrence signal to the main control board 100. Furthermore, when the voltage value exceeds a predetermined value (for example, when the power switch 650 is turned on or when power is restored from an unexpected power interruption), it determines that power has been restored from the power interruption, and stops sending the power interruption occurrence signal to the main control board 100.

[0115] When the main CPU 101 of the main control board 100 detects a power outage signal (when a power outage has occurred), it prohibits access to the main RAM 103, calculates the checksum of the main RAM 103 (used area and unused area) and sets a backup flag, and performs backup processing to retain various data stored in the memory area of ​​the main RAM 103 (setting values, gaming machine status flag indicating the control status, test signal information, checksum, backup flag, error information, various data related to the progress of the game (first reserved number, second reserved number, execution phase data indicating the progress of special game play, regular reserved number, regular game execution phase data indicating the progress of regular game play), and game performance data). When the power outage signal is no longer detected (power is restored after power outage), the checksum calculated when the power outage occurred is compared with the checksum calculated when power is restored after power outage, and the backup flag set when power outage occurred is checked to determine whether or not there is an inconsistency between the data stored in main RAM 103 when power outage occurred and the data stored in main RAM 103 when power is restored after power outage (i.e., whether or not an abnormality has occurred in the above-mentioned backup processing), and then the processing when power is restored after power outage is executed.

[0116] Here, in order to prevent the processing when a power outage occurs from becoming complicated, the sub-control board 300 in this embodiment is not provided with a power outage detection circuit, and the above-mentioned backup processing is not performed on the sub-control board 300. Therefore, when power is restored after a power outage, the sub-CPU 301 controls the presentation based on the above-mentioned various commands sent from the main CPU 101, so that the appropriate presentation can be executed at that time.

[0117] Furthermore, when the main CPU 101 no longer detects the power interruption occurrence signal (recovery from power interruption), if a playable state or a setting change state described below is set, or if a setting confirmation state described below is set, at the time the setting confirmation state ends, the main CPU 101 transmits an initial processing execution signal to the sub-control board 300 to execute initial processing to stop the bonus item performance device YS at its initial position. Then, when this initial processing execution signal is received, the sub-control board 300 executes initial processing of the bonus item performance device YS. Specifically, when this initial processing is executed, the bonus effect device YS moves to a movable position and then moves to the initial position. In the pachinko machine P according to this embodiment, the time from the start to the end of the initial processing is 25 seconds.

[0118] (Overview of Pachinko Machine P) Next, the game in the pachinko machine P of this embodiment will be explained based on various tables stored in the main ROM 102. As described above, in the pachinko machine P of this embodiment, the special game and the regular game proceed in parallel. Furthermore, the game state when these two games proceed is set to a game state that combines either a low-probability game state (a so-called non-probability game state) or a high-probability game state (a so-called probability game state) with either a non-time-saving game state or a time-saving game state. Furthermore, in the pachinko machine P of this embodiment, two time-saving game states, a time-saving game state JT1 and a time-saving game state JT2, are provided, and either of the time-saving game states can be set. Specifically, in the pachinko machine P of this embodiment, one of the following game states is set: a normal game state, which is a game state combining a low-probability game state and a non-time-shortened game state; a low-probability time-shortened game state LJT1, which is a game state combining a low-probability game state and a time-shortened game state JT1; a low-probability time-shortened game state LJT2, which is a game state combining a low-probability game state and a time-shortened game state JT2; or a high-probability time-shortened game state, which is a game state combining a high-probability game state and a time-shortened game state JT2.

[0119] Here, the low-probability gaming state and the high-probability gaming state are gaming states that are set so that the probability of winning a jackpot through a hit / miss lottery, which will be described later, is different, and in the high-probability gaming state, the probability of winning a jackpot through a hit / miss lottery is set to a higher value than in the low-probability gaming state. In other words, it is easier to win a jackpot through a hit / miss lottery in the high-probability gaming state than in the low-probability gaming state.

[0120] In the non-time-saving game state, the time-saving game state JT1 and the time-saving game state JT2, the frequency of the game ball entering the second start winning port 16 (the difficulty of the ball entering, in other words, the frequency of the winning / losing lottery based on the game ball entering the second start winning port 16) is set to a predetermined content. In the pachinko machine P according to this embodiment, the time-shortened game state JT2 is set so that the movable piece 16b is more likely to be maintained in a protruding state (i.e., the game ball is more likely to enter the second start winning hole 16) than in the non-time-shortened game state and the time-shortened game state JT1. Also, although there are slight differences as will be described later, both the non-time-shortened game state and the time-shortened game state JT1 are set so that the movable piece 16b is hardly maintained in a protruding state (i.e., the game ball hardly enters the second start winning hole 16). In addition, the normal game state is set immediately after shipping from the factory or in the initial state after executing the abnormality initialization process or normal initialization process described below.

[0121] In the pachinko machine P according to this embodiment, when a game ball that is launched by a launching device (not shown) and flows down the game area 12 enters the first start winning port 15 or the second start winning port 16, a win / loss lottery is held, and a special symbol corresponding to the result of the win / loss lottery is determined. In the win / loss lottery in this embodiment, first, a determination is made as to whether or not a jackpot has been won, and if a determination result is derived that the jackpot has not been won (hereinafter also referred to as a non-win of the jackpot), then a determination is made as to whether or not a time-shortened game state will be granted (whether or not a time-shortened game state will be set), and if a determination result is derived that the time-shortened game state will not be granted (hereinafter also referred to as a non-win of the time-shortened game state), the game is lost. Then, when the result of this lottery indicates that a jackpot has been won (i.e., when a jackpot has been won), the big prize opening 18 is opened and a special game is executed that allows a game ball to enter the big prize opening 18, and furthermore, the game state after the special game ends is set to either a low-probability time-shortened game state LJT2 or a high-probability time-shortened game state. In other words, after the special game ends, the game state transitions to either a low-probability time-shortened game state LJT2 or a high-probability time-shortened game state.

[0122] Furthermore, when the result of the above-mentioned winning / losing lottery is that a time-saving game state will be granted (hereinafter also referred to as winning the time-saving grant), as will be described later, either the time-saving pattern J1 or J2 will be determined as the special pattern (hereinafter also referred to as the time-saving pattern) associated with the time-saving grant winning. In the pachinko machine P according to this embodiment, when the time-saving symbol J1 is determined in the normal game state, the low-probability game state remains unchanged and a time-saving game state JT1 is established. That is, when the time-saving symbol J1 is determined by the above-mentioned win / loss lottery in the normal game state, the low-probability game state remains unchanged and the non-time-saving game state is changed to the time-saving game state JT1, thereby transitioning to the low-probability time-saving game state LJT1. Also, when the time-saving symbol J2 is determined in the normal game state, the low-probability game state remains unchanged and a time-saving game state JT2 is established. That is, when the time-saving symbol J2 is determined by the above-mentioned win / loss lottery in the normal game state, the low-probability game state remains unchanged and the non-time-saving game state is changed to the time-saving game state JT2, thereby transitioning to the low-probability time-saving game state LJT2. On the other hand, if the above-mentioned lottery results in a loss (the player does not win the jackpot and does not win the time-saving bonus) in the normal game mode, the game mode will remain in the normal game mode. In this way, in the pachinko machine according to this embodiment, in the normal game state, the time-shortened game state (time-shortened game state JT1 (low-probability time-shortened game state LJT1) or time-shortened game state JT2 (low-probability time-shortened game state LJT2)) can be set without going through the winning of a jackpot or the execution of a special game. In other words, the game state can be changed without going through the winning of a jackpot or the execution of a special game.

[0123] Furthermore, in the pachinko machine P of this embodiment, even during a game state other than the normal game state (i.e., during the low probability time-shortened game state LJT1, during the low probability time-shortened game state LJT2, and during the high probability time-shortened game state (during the time-shortened game state)), the above-mentioned win / loss lottery is used to determine whether or not the time-shortened game will be awarded, and if the time-shortened game will be awarded, the time-shortened pattern J1 or J2 can be determined. However, in the pachinko machine P according to this embodiment, even if a time-saving award is won and the time-saving symbol J1 or J2 is determined during a game state other than the normal game state, a new time-saving game state based on the determination is not set, and the game state set at the time of the determination is maintained. In other words, even if a time-saving award is won during the low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, or the high-probability time-saving game state, a time-saving game state based on the winning is not set anew, and the currently set low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, or the high-probability time-saving game state continues. In this way, in the pachinko machine of this embodiment, in a game state other than the normal game state, unlike the normal game state, a new time-saving game state is not set without first winning a jackpot and executing a special game.

[0124] Note that the determination of whether or not a time-saving bonus will be awarded may be made only in the win / loss lottery during the normal game state, rather than in the win / loss lottery during all game states. In other words, it may be possible to win a time-saving bonus depending on the win / loss lottery during the normal game state, but not to win a time-saving bonus depending on the win / loss lottery during game states other than the normal game state. In this case, since a time-saving bonus will not be awarded during game states other than the normal game state, a new time-saving game state will not be established without first winning a jackpot and playing a special game.

[0125] In the pachinko machine P according to this embodiment, game balls flowing down the first game area 12a can enter the first start winning hole 15. Also, game balls flowing down the second game area 12b can pass through the gate 20, enter the second start winning hole 16, and enter the big winning hole 18. During the normal game mode and the low-probability time-saving game mode LJT1, the player is required to shoot the game ball toward the first game area 12a (so-called left shot) so that the game ball will enter the first start winning port 15, and during the low-probability time-saving game mode LJT2, the high-probability time-saving game mode and the special game mode, the player is required to shoot the game ball toward the second game area 12b (so-called right shot) so that the game ball will enter the large winning port 18 or pass through the gate 20 and enter the second start winning port 16. In other words, during the normal game state and the low-probability time-saving game state LJT1, the player is mainly allowed to play in the first game area 12a, and during the low-probability time-saving game state LJT2 and the high-probability time-saving game state, the player is mainly allowed to play in the second game area 12b. Specifically, when the low-probability time-saving game state LJT2 or the high-probability time-saving game state is set, or when a special game is started, a right-hit suggestion is made to encourage the player to shoot the game ball toward the second game area 12b (for example, a right-hit suggestion image such as "→→→ right hit" is displayed on the display unit 21a of the effect display device 21, and the right-hit notification lamp RL is turned on to encourage the player to shoot the game ball toward the second game area 12b). Also, when the normal game state is set, a left-hit suggestion is made to encourage the player to shoot the game ball toward the first game area 12a (for example, a left-hit suggestion image such as "←←← left hit" is displayed on the display unit 21a of the effect display device 21, and the right-hit notification lamp RL is turned off). Note that in the pachinko machine P according to this embodiment, when the time-saving symbol J1 is determined in the normal game state, the low-probability time-saving game state LJT1 is set, but when the low-probability time-saving game state LJT1 is set, the left-hit suggestion is not made.

[0126] The winning / losing lottery is conducted based on various random numbers obtained when the game ball enters the first starting winning slot 15 or the second starting winning slot 16, and various tables stored in the main ROM 102 for determining the random numbers. Here, the pachinko machine P of this embodiment has, as random numbers for determining the win / lose lottery and the special pattern, a win / lose random number used to determine the result of the win / lose lottery (won a jackpot, won or lost the time-saving grant), a special pattern random number used to determine the type of special pattern, and a variation pattern random number used to determine the variation pattern command described below. In the pachinko machine P according to this embodiment, the above-mentioned winning / losing random number uses a hardware random number built into the main control board 100. This winning / losing random number is updated according to a set rule, and the random number sequence is automatically changed every time the random number sequence completes one cycle, and the start value is changed every time the system is reset. The variation pattern command is for determining the pattern (variation time, mode) of the variation effect that can notify the result of the winning / losing lottery. The random numbers used to determine the variation pattern command are not limited to those described above, and for example, other random numbers may be used in addition to these random numbers.

[0127] When a game ball enters the first start winning port 15 or the second start winning port 16, a random number value is obtained for each of the above-mentioned random numbers, and each random number value is stored in a reserved memory area of ​​the main RAM 103. This reserved memory area is composed of a first reserved memory area for storing each random number value (hereinafter referred to as first special random number) of the random number related to the winning / losing lottery and the determination of the special symbol, which is obtained by the entry of a gaming ball into the first start winning slot 15, and a second reserved memory area for storing each random number value (hereinafter referred to as second special random number) of the random number related to the winning / losing lottery and the determination of the special symbol, which is obtained by the entry of a gaming ball into the second start winning slot 16. Each of these reserved memory areas is composed of a total of four memory units, from the first memory unit to the fourth memory unit, and is capable of storing a total of four sets of first special random numbers and four sets of second special random numbers.

[0128] Furthermore, in the pachinko machine P according to this embodiment, when a gaming ball enters the first start winning port 15, the first special symbol random number is stored in order from the first storage unit of the first reserve storage area. For example, when a gaming ball enters the first start winning port 15 in a state where the first special symbol random number is not stored in any storage unit of the first reserve storage area, the first special symbol random number acquired in response to this is stored in the first storage unit of the first reserve storage area. Also, when a gaming ball enters the first start winning port 15 in a state where the first special symbol random number is stored in the first storage unit of the first reserve storage area, the first special symbol random number acquired in response to this is stored in the second storage unit of the first reserve storage area. Furthermore, in a state where the first special chart random number is stored in the first memory section and the second memory section of the first reserved memory area, if a gaming ball enters the first start winning hole 15, the first special chart random number acquired in response to this is stored in the third memory section of the first reserved memory area. Also, in a state where the first special chart random number is stored in the first to third memory sections of the first reserved memory area, if a gaming ball enters the first start winning hole 15, the first special chart random number acquired in response to this is stored in the fourth memory section of the first reserved memory area. And, in a state where the first special chart random number is stored in the first to fourth memory sections of the first reserved memory area, if a gaming ball enters the first start winning hole 15, the first special chart random number related to this entry is not stored.

[0129] Similarly, when a game ball enters the second start winning hole 16, the second special random number is stored in the first storage section of the second reserved storage area in order. The specific storage process is the same as the storage of the first special random number described above, so a description thereof will be omitted. In addition, in the pachinko machine P of this embodiment, the number of sets of first special random numbers (hereinafter also referred to as the first reserved number) stored in the first reserved memory area is stored in a first reserved number counter (not specifically shown), and the number of sets of second special random numbers (hereinafter also referred to as the second reserved number) stored in the second reserved memory area is stored in a second reserved number counter (not specifically shown). In this specification, as described above, the storage of the first special random number and the second special random number in the reserved memory area is also referred to as "reservation" or "reserved memory," and the first reserved number and the second reserved number are also simply referred to as "reserved numbers."

[0130] The pachinko machine P of this embodiment has a win / lose random number determination table 110 for determining the result of the win / lose lottery, a special pattern random number determination table 111 for determining the type of special pattern, a special electric device operation table 112 for controlling the special game that is executed when a jackpot is won, a game state setting table 113 for setting the game state after winning the time-saving grant (after the time-saving pattern J1 or J2 has been determined) or after the special game has ended, a fluctuation pattern table 114 for determining a fluctuation pattern command, and a stop display time table 115 for determining the stop display time for the special pattern to be displayed in a stopped state after the fluctuation display of the special pattern has ended. Note that tables related to lottery results and the like are not limited to these, and tables may be provided as appropriate when it is necessary to make judgments or decisions based on random numbers.

[0131] The win / loss random number determination table 110 is for determining the result of the win / loss lottery (winning a jackpot, winning or losing the time-saving grant), and is roughly divided into a low-probability determination table 110a that is referenced in a low-probability game state (normal game state, low-probability time-saving game state LJT1, low-probability time-saving game state LJT2), and a high-probability determination table 110b that is referenced in a high-probability game state (high-probability time-saving game state). Note that, in the pachinko machine P according to this embodiment, as described above, only one setting level, the setting value 1, is defined as the setting for the payout balls, and only one type of low-probability determination table 110a and high-probability determination table 110b corresponding to the setting value 1 is provided.

[0132] In the pachinko machine P according to this embodiment, when a game ball enters the first start winning slot 15 or the second start winning slot 16, one win / fail random number is obtained within the numerical range of 0 to 65535. Then, depending on the game state at the time of the win / fail lottery, either the low probability judgment table 110a or the high probability judgment table 110b is selected, and the win / fail lottery is held based on the obtained win / fail random number and the selected win / fail random number judgment table 110.

[0133] 7(a), according to the low probability determination table 110a, if the win / loss random number is 1000 to 1217, it is determined that a jackpot has been won, if the win / loss random number is 3000 to 6275, it is determined that a time-saving award has been won, and if the win / loss random number is other than these (0 to 999, 1218 to 2999, 6276 to 65535), it is determined that a loss has been won. Therefore, the probability of winning a jackpot in this low probability determination table 110a is approximately 1 / 300, and the probability of winning a time-saving award is approximately 1 / 20.

[0134] As shown in Figure 7(b), according to the high probability determination table 110b, if the win / loss random number is between 1000 and 2309, it is determined that a jackpot has been won, if the win / loss random number is between 3000 and 6275, it is determined that a time-saving award has been won, and if the win / loss random number is any other than these (0 to 999, 2310 to 2999, 6276 to 65535), it is determined that a loss has been won. Therefore, the probability of winning a jackpot in this high probability determination table 110b is approximately 1 / 50, and the probability of winning a time-saving award is approximately 1 / 20. That is, the high probability determination table 110b is set so that the probability of winning a jackpot is approximately six times higher than that of the low probability determination table 110a. Also, the low probability determination table 110a and the high probability determination table 110b are set so that the probability of winning the time-saving bonus is the same.

[0135] In addition, the numerical range of the hit / miss random number that is determined to be a jackpot in the low probability determination table 110a is set to be included in the numerical range of the hit / miss random number that is determined to be a jackpot in the high probability determination table 110b (specifically, the lower limit value in the numerical range that is determined to be a jackpot is the same, and the upper limit value is different). In other words, the hit / miss random number that is determined to be a jackpot in the low probability determination table 110a will also be determined to be a jackpot in the high probability determination table 110b. In the pachinko machine P of this embodiment, as described above, the lower limit value in the numerical range of the win / lose random number that determines whether a jackpot has been won is set to be the same and the upper limit value is set to be different, but this is not limited to this, and the upper limit value may be set to be the same and the lower limit value to be different.

[0136] In addition, the numerical range of the win / loss random number that is determined to be a win for the time-saving award in the low probability determination table 110a and the numerical range of the win / loss random number that is determined to be a win for the time-saving award in the high probability determination table 110b are outside the numerical range of the win / loss random number that is determined to be a win for the jackpot, and are set so that the upper and lower limits of the numerical ranges are the same, thereby setting the probability of winning the time-saving award to be the same in both the low probability determination table 110a and the high probability determination table 110b.

[0137] Furthermore, in the pachinko machine P of this embodiment, the numerical range determined to be a winning jackpot and the numerical range determined to be a winning time-saving bonus are both composed of continuous numerical ranges, but this is not limited to this and they may also be composed of discontinuous numerical ranges that include losing numbers in between.

[0138] In addition, if multiple levels are defined as settings for ball output, the high probability judgment table may be set so that when a high probability judgment table and a low probability judgment table corresponding to the same setting value are compared, the high probability judgment table has a higher probability of winning a jackpot than the low probability judgment table. Similarly, the high probability determination table and the low probability determination table corresponding to the same setting value may be set so that the probability of winning the time-saving award is the same.

[0139] The special pattern random number determination table 111 is used to determine the type of special pattern, and as shown in Figures 8(a) and (b), it includes a first start winning gate determination table 111a which is referenced when a winning / losing lottery is held using a first special pattern random number, and a second start winning gate determination table 111b which is referenced when a winning / losing lottery is held using a second special pattern random number. In the pachinko machine P according to this embodiment, when a gaming ball enters the first start winning port 15 or the second start winning port 16, one special symbol random number is obtained within a numerical range of 0 to 199. Then, when the above-mentioned winning / losing lottery is performed, the special symbol random number determination table 111 of either the first start winning port determination table 111a or the second start winning port determination table 111b is selected according to the start winning port into which the gaming ball entered, and the type of special symbol is determined based on the obtained special symbol random number and the selected special symbol random number determination table 111.

[0140] In the pachinko machine P of this embodiment, six types of jackpot symbols (X1, X2, X3, X4, X5, X6) are provided as special symbols (hereinafter also referred to as jackpot symbols) that are determined when a jackpot is won, two types of time-saving symbols (J1, J2) are provided as special symbols (time-saving symbols) that are determined when a time-saving bonus is awarded, and two types of loss symbols (Z1, Z2) are provided as special symbols (hereinafter also referred to as loss symbols) that are determined when a loss is awarded.

[0141] As shown in Fig. 8(a), according to the first start winning port determination table 111a, in the case of winning a jackpot, when the special pattern random number is 0 to 99, the jackpot pattern X1 is determined, when the special pattern random number is 100 to 193, the jackpot pattern X2 is determined, and when the special pattern random number is 194 to 199, the jackpot pattern X3 is determined. That is, in this first start winning port determination table 111a, when a jackpot is won, the probability that the jackpot pattern X1 is determined is 50%, the probability that the jackpot pattern X2 is determined is 47%, and the probability that the jackpot pattern X3 is determined is 3%. In addition, in the case where the time-saving award is won, the time-saving symbol J1 is determined when the special symbol random number is 0 to 169, and the time-saving symbol J2 is determined when the special symbol random number is 170 to 199. That is, in this first start winning port determination table 111a, in the case where the time-saving award is won, the probability that the time-saving symbol J1 is determined is 85%, and the probability that the time-saving symbol J2 is determined is 15%.

[0142] As shown in Fig. 8(b), according to the second start winning port determination table 111b, when a jackpot is won, if the special pattern random number is 0 to 39, the jackpot pattern X4 is determined, if the special pattern random number is 40 to 139, the jackpot pattern X5 is determined, and if the special pattern random number is 140 to 199, the jackpot pattern X6 is determined. That is, in this second start winning port determination table 111b, when a jackpot is won, the probability that the jackpot pattern X4 is determined is 20%, the probability that the jackpot pattern X5 is determined is 50%, and the probability that the jackpot pattern X5 is determined is 30%. In addition, in the case where the time-saving award is won, the time-saving symbol J1 is determined when the special symbol random number is 0 to 169, and the time-saving symbol J2 is determined when the special symbol random number is 170 to 199. That is, in this second start winning slot determination table 111b, similar to the first start winning slot determination table 111a, in the case where the time-saving award is won, the probability that the time-saving symbol J1 is determined is 85%, and the probability that the time-saving symbol J2 is determined is 15%.

[0143] In addition, if the lottery based on the first special pattern random number results in a loss, the loss pattern Z1 is determined without the above-mentioned lottery based on the special pattern random number. In addition, if the lottery based on the second special pattern random number results in a loss, the loss pattern Z2 is determined without the above-mentioned lottery based on the special pattern random number. That is, the special symbol random number determination table 111 is referred to when a jackpot is won or when a time-saving bonus is awarded, but is not referred to when a loss occurs.

[0144] The special electric accessory operation table 112 is for controlling the special game that is executed when a jackpot is won, and is referenced to operate the jackpot opening solenoid 18c and the sorting member solenoid 59c during the execution of the special game. In the pachinko machine P according to this embodiment, as shown in Figures 9(a) to (c), the special electric accessory operation table 112 is provided with a first operation table 112a that is referenced when a jackpot is won and the jackpot symbol X1 or X4 is determined, a second operation table 112b that is referenced when a jackpot is won and the jackpot symbol X2 or X5 is determined, and a third operation table 112c that is referenced when a jackpot is won and the jackpot symbol X3 or X6 is determined.

[0145] Specifically, when a jackpot is won and the jackpot symbol X1 or X4 is determined, a special game is executed by referring to a first operation table 112a shown in Fig. 9(a). According to this first operation table 112a, a round game is executed three times in total, from round 1 to round 3, which ends when either the special prize opening 18 is open for 29.0 seconds or ten game balls enter the special prize opening 18. During the execution of each round game, the opening / closing door 18b is displaced from the closed position to the open position, remains in the open position for 29.0 seconds, and then displaces from the open position to the closed position (opening / closing pattern), thereby opening the special prize opening 18 only once, and the time for which the special prize opening 18 is closed between each round game (i.e., the interval time) is set to 2.0 seconds. Furthermore, as shown in Figure 9(a), when the jackpot pattern X1 or X4 is determined, the allocating member 59 operates in a manner (operation pattern) in which it stays (is located) at the first position during the first and third rounds of play, and furthermore, during the second round of play, the allocating member 59 also operates in a manner in which it stays at the first position.

[0146] Furthermore, when a jackpot is won and the jackpot symbol X2 or X5 is determined, a special game is executed by referring to the second operation table 112b shown in Fig. 9(b). According to this second operation table 112b, a round game that ends under the same conditions as the first operation table 112a is executed three times in total, from round 1 to round 3. The opening and closing pattern of the opening and closing door 18b and the interval time are also set to the same contents as the first operation table 112a. 9(b), when the jackpot symbol X2 or X5 is determined, the allocating member 59 operates to stay at the first position during the first and third rounds of play, in the same manner as when the jackpot symbol X1 or X4 is determined. On the other hand, during the second round of play, the allocating member 59 operates to stay at the second position.

[0147] Furthermore, when a jackpot is won and the jackpot symbol X3 or X6 is determined, a special game is executed by referring to the third operation table 112c shown in Fig. 9(c). According to this third operation table 112c, a round game that ends under the same conditions as the first operation table 112a and the second operation table 112b is executed 10 times in total, from round 1 to round 10. The opening and closing pattern and interval time of the opening and closing door 18b are set to the same contents as the first operation table 112a and the second operation table 112b. Furthermore, as shown in FIG. 9(c), when the jackpot symbol X3 or X6 is determined, the allocating member 59 operates in a manner to stop at the first position during the first, third, fourth to tenth rounds of play, in the same manner as when the jackpot symbol X1, X2, X4 or X5 is determined, and further, during the second round of play, the allocating member 59 operates in a manner to stop at the second position, in the same manner as when the jackpot symbol X2 or X5 is determined.

[0148] As described above, in the pachinko machine P of this embodiment, when the jackpot pattern X2, X3, X5 or X6 is determined, the large prize opening 18 is opened continuously for 29.0 seconds during two rounds of play (specific round play), and the distribution member 59 is stopped at the second position, so that as long as game balls are shot toward the second game area 12b, game balls will enter the large prize opening 18 and a predetermined number of game balls (one in this embodiment) can be reliably admitted to the specific area 57. In contrast, when the jackpot pattern X1 or X4 is determined, in two rounds of play, the large prize opening 18 is opened continuously for 29.0 seconds, but the distribution member 59 remains in the first position, so even if a game ball enters the large prize opening 18, the game ball will all enter the general area 58, and it is impossible for the game ball to enter the specific area 57.

[0149] The game state setting table 113 is used to set the game state after the special game ends when the special game is executed, and the game state after the time-saving symbol J1 or J2 is determined when a time-saving symbol is awarded in the normal game state. In the pachinko machine P according to this embodiment, when a special game is executed, the game state after the special game ends is set depending on whether a predetermined number of game balls have entered the specific area 57 during the special game. Also, when a time-saving award is won during the normal game state and the time-saving symbol J1 or J2 is determined, the game state is set according to the determined time-saving symbol. Also, in the pachinko machine P according to this embodiment, as will be described later, whether or not game balls can enter the specific area 57 is set depending on the type of determined jackpot symbol, and essentially, whether or not a transition to a high-probability time-saving game state will occur after the special game based on that determination ends is determined depending on the determined jackpot symbol.

[0150] In the pachinko machine P of this embodiment, as shown in Figures 10(a) to (d), the game state setting table 113 includes a first game state setting table 113a that is referenced when a predetermined number of game balls enter the specific area 57 during special play, a second game state setting table 113b that is referenced when the predetermined number of game balls do not enter the specific area 57 during special play, a third game state setting table 113c that is referenced when a time-saving bonus is awarded in the normal game state and the time-saving symbol J1 is determined, and a fourth game state setting table 113d that is referenced when a time-saving bonus is awarded in the normal game state and the time-saving symbol J2 is determined.

[0151] Specifically, as shown in Figure 10(a), if a predetermined number of game balls do not enter the specific area 57 during a special game, the game state after the special game ends is set to a low-probability game state and is set to a time-shortened game state JT2. That is, after the special game ends, a low-probability time-shortened game state LJT2 is set. In addition, the number of times the time-shortened game state continues (hereinafter also referred to as the number of time-shortened times) is set to 100. In this case, after the special game ends, the low-probability time-saving game state LJT2 continues until the results of the win / lose lottery are derived 100 times without a jackpot being won (until the number of times the special symbol changes reaches 100). Then, if the results of the win / lose lottery are other than a jackpot win all 100 times during the low-probability time-saving game state LJT2 (i.e., a win or loss for the time-saving grant), the low-probability game state remains, and the time-saving game state JT2 is changed to a non-time-saving game state, thereby changing the game state to a normal game state. In addition, in the pachinko machine P of this embodiment, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), so it is not necessarily the case that a jackpot will be won during the low-probability time-saving game state LJT2.

[0152] As shown in Figure 10(b), when a predetermined number of game balls enter the specific area 57 during a special game, the game state after the special game ends is set to a high-probability time-shortened game state and is set to the time-shortened game state JT2. That is, after the special game ends, a high-probability time-shortened game state is set. In addition, the number of times the high-probability game state continues (hereinafter also referred to as the high-probability number of times) and the number of times the time-shortened game state continues are both set to 10,000 times. In this case, after the special game ends, the high-probability time-saving game state continues until the results of the win / loss lottery are derived 10,000 times without a jackpot being won (until the number of times the special symbol changes reaches 10,000). Then, if the results of the win / loss lottery during the high-probability time-saving game state are other than a jackpot win all 10,000 times, the high-probability game state is changed to a low-probability game state, and the time-saving game state JT2 is changed to a non-time-saving game state, thereby changing the game state to a normal game state. In addition, in the pachinko machine P of this embodiment, the probability of winning a jackpot in the high-probability game state is approximately 1 / 50 (see Figure 7(b)), and in effect, the above-mentioned high-probability time-saving game state will continue until a jackpot is won again.

[0153] Here, in the pachinko machine P according to this embodiment, as described above, when a jackpot is won and the jackpot symbol X2, X3, X5, or X6 is determined, the allocating member 59 stays at the second position during two rounds of the special game based on that determination, so that as long as game balls are being shot into the second game area 12b to cause the game balls to enter the big prize opening 18, a predetermined number of game balls will always enter the specific area 57. In other words, in the pachinko machine P according to this embodiment, when the jackpot symbol X2, X3, X5, or X6 is determined, as long as game balls are being shot into the second game area 12b, a high probability time-shortened game state is set in principle. However, even if the jackpot pattern X2, X3, X5 or X6 is determined, if a predetermined number of game balls do not enter the specific area 57 during the special game based on that determination due to an abnormality such as the jackpot opening 18 not opening, the game state after the special game ends will be set to the low-probability time-saving game state LJT2.

[0154] Furthermore, as described above, when a jackpot is won and the jackpot symbol X1 or X4 is determined, the allocating member 59 stays at the first position during any round of play of the special game based on that determination, so even if game balls enter the big prize opening 18, the predetermined number of game balls will not enter the specific area 57. In other words, in the pachinko machine P according to this embodiment, when the jackpot symbol X1 or X4 is determined, the low-probability time-shortened game state LJT2 is set as a general rule. However, even if the jackpot pattern X1 or X4 is determined, if a predetermined number of game balls enter the specific area 57 during a special game based on that determination due to an abnormality such as the distribution member 59 stopping at the second position, the game state after the special game ends will be set to a high-probability time-saving game state.

[0155] As shown in Figure 10(c), if a time-saving symbol J1 is selected during normal play, the variable display of the time-saving symbol J1 as a special symbol ends, and the non-time-saving play state changes to the time-saving play state JT1 after the stop display time (described below) for the special symbol has elapsed, while the low-probability play state remains. In other words, once the variable display of the time-saving symbol J1 ends and the stop display time has elapsed, the low-probability time-saving play state LJT1 is established. The number of time-saving times is also set to 10,000. In this case, the low-probability time-saving game state LJT1 continues until the result of the win / loss lottery is derived 10,000 times without winning the jackpot (until the number of times the special symbol changes reaches 10,000 times). Then, if the result of the win / loss lottery during the low-probability time-saving game state LJT1 is not a win for all 10,000 times, the low-probability game state remains, and the time-saving game state JT1 is changed to a non-time-saving game state, thereby changing the game state to a normal game state. In addition, in the pachinko machine P of this embodiment, as mentioned above, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), and in effect, the above-mentioned low-probability time-saving game state LJT1 will continue until a jackpot is won again.

[0156] As shown in Figure 10(d), if a time-saving award is won during normal gaming and the time-saving symbol J2 is determined, the non-time-saving gaming state is changed to the time-saving gaming state JT2 while the low-probability gaming state remains unchanged when the variable display of the time-saving symbol J2 as a special symbol ends and the above-mentioned stopped display time has elapsed. In other words, when the variable display of the time-saving symbol J2 ends and the stopped display time has elapsed, the low-probability time-saving gaming state LJT2 is set. In addition, the number of time-saving times is set to 10,000. In this case, the low-probability time-saving game state LJT2 continues until the result of the win / loss lottery is derived 10,000 times without winning the jackpot (until the number of times the special symbol changes reaches 10,000). Then, if the result of the win / loss lottery during the low-probability time-saving game state LJT2 is not a jackpot win all 10,000 times, the low-probability game state remains, and the time-saving game state JT2 is changed to a non-time-saving game state, thereby changing the game state to a normal game state. In addition, in the pachinko machine P of this embodiment, as mentioned above, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), and in effect, the above-mentioned low-probability time-saving game state LJT2 will continue until a jackpot is won again.

[0157] As mentioned above, in the pachinko machine P according to this embodiment, even in a game state other than the normal game state (low probability time-saving game state LJT1, low probability time-saving game state LJT2, high probability time-saving game state), there are cases where a time-saving award is won and the time-saving pattern J1 or J2 is determined, but in this case, the game state that has been set continues as is.

[0158] Furthermore, when a time-saving award is won during normal game mode, the timing for setting the game mode to the low-probability time-saving game mode LJT1 or LJT2 is not limited to the point at which the above-mentioned stop display time has elapsed, but may be any point from the start to the end of the variable display of the above-mentioned time-saving pattern (for example, the start point, any point during the variable display, the end point, etc.).

[0159] As described above, the variation pattern table 114 is used to determine the variation pattern command. In the pachinko machine P according to this embodiment, when the special symbol is determined as described above, a variation pattern command is determined based on the result of the determination. As described above, the variation pattern command is used to determine the variation pattern of the variation presentation, and the variation pattern command determines the mode and variation time of the variation presentation (the variation time of the variable display of the special symbol). Note that in the pachinko machine P according to this embodiment, the variation presentation is divided into a first half and a second half, and the mode and variation time of the first half of the variation presentation, as well as the mode and variation time of the second half of the variation presentation, are both determined by the variation pattern command. Specifically, the determined variation pattern command is transmitted from the main control board 100 to the sub-control board 300, and the sub-control board 300 determines the specific form of the variation performance (for example, the image to be displayed on the display unit 21a) based on the received variation pattern command.

[0160] In addition, in the pachinko machine P according to this embodiment, a plurality of types of variation pattern commands are provided, and each variation pattern command is associated with a variation pattern table 114. Then, for each variation pattern table 114, the type of variation pattern command to be determined and the determination ratio are set.

[0161] The pachinko machine P of this embodiment has, as the variation pattern table 114, table MP1 that is referenced during the normal game state, table MP2 that is referenced during the low-probability time-shortened game state LJT1, table MP3 that is referenced during the low-probability time-shortened game state LJT2, and table MP4 that is referenced during the high-probability time-shortened game state (see Figures 11 and 12).

[0162] Then, when a game ball enters the first start winning port 15 or the second start winning port 16, one fluctuation pattern random number is obtained within the numerical range of 0 to 249, and a fluctuation pattern command is determined based on this obtained fluctuation pattern random number, the special pattern determined as described above, the current reserved number (first reserved number or second reserved number), and the fluctuation pattern table 114 according to the current game status.

[0163] Here, during the normal game state or the low-probability time-saving game state LJT1, the player is made to play in the first game area 12a, so that in principle the game ball enters the first start winning port 15 and the game ball enters the second start winning port 16 irregularly, but regardless of whether the game ball enters the first start winning port 15 or the second start winning port 16, the variation pattern command is determined using the same variation pattern table 114 according to the current game state. Note that when the low-probability time-saving game state LJT2 ends and the normal game state is set, a second special symbol random number obtained based on the game ball entering the second start winning port 16 during the low-probability time-saving game state LJT2 may be stored, and for this second special symbol random number, a variation pattern command is determined using the variation pattern table 114 according to the normal game state. Similarly, during the low probability time-saving game state LJT2 or the high probability time-saving game state, the player is allowed to play in the second game area 12b, so in principle the game ball enters the second start winning port 16 and the game ball entering the first start winning port 15 is irregular, but regardless of whether the game ball enters the first start winning port 15 or the second start winning port 16, the fluctuation pattern command is determined using the same fluctuation pattern table 114 according to the current game state. In addition, when determining a variation pattern command based on a game ball entering the first start winning port 15, the first reserved number at that time is referenced, and when determining a variation pattern command based on a game ball entering the second start winning port 16, the second reserved number at that time is referenced.

[0164] In addition, as the fluctuation pattern table 114, a separate table may be provided for each of the current game state and the type of start winning port into which the gaming ball has entered (first start winning port 15 (first special random number), second start winning port 16 (second special random number)). In other words, the fluctuation pattern command may be determined by referring to the fluctuation pattern table 114 according to the current game state and the start winning port into which the gaming ball has entered.

[0165] As shown in FIG. 11(a), according to the table MP1 referred to during the normal game state, when a losing symbol Z1 or Z2 is determined (i.e., the result of the lottery is a losing one), and the current reserved number (first reserved number, second reserved number) is 0 or 1, when the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "00H" is determined, which corresponds to the fluctuation pattern "13-second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 0 seconds and the fluctuation time of the second half is set to 13 seconds). When the fluctuation pattern random number is between 220 and 239, the fluctuation pattern command "02H" is determined, which is associated with the fluctuation pattern "20-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 13 seconds and the fluctuation time for the second half is set to 7 seconds), and when the fluctuation pattern random number is between 240 and 249, the fluctuation pattern command "03H" is determined, which is associated with the fluctuation pattern "60-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 13 seconds and the fluctuation time for the second half is set to 47 seconds).

[0166] In addition, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "01H" associated with the fluctuation pattern "3-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 3 seconds) is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "02H" associated with the fluctuation pattern "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "03H" associated with the fluctuation pattern "60-second fluctuation" is determined.

[0167] Furthermore, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined (i.e., the result of the lottery is a jackpot), regardless of the current number of reserved balls, if the fluctuation pattern random number is between 0 and 24, the fluctuation pattern command "0AH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is between 25 and 249, the fluctuation pattern command "0BH" associated with the fluctuation pattern of "60-second fluctuation" is determined.

[0168] Furthermore, when the time-saving pattern J1 is determined, regardless of the current number of reserved balls, when the fluctuation pattern random number is between 0 and 249 (i.e., whatever the value of the fluctuation pattern random number), the fluctuation pattern command "0EH" associated with the fluctuation pattern of "13-second fluctuation" is determined. In addition, when the time-saving pattern J2 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is 0 to 249, the fluctuation pattern command "0FH" associated with the fluctuation pattern of "13-second fluctuation" is determined.

[0169] As shown in Figure 11(b), according to table MP2 referenced during the low-probability time-saving game state LJT1, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "10H" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "12H" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "13H" associated with the fluctuation pattern of "60-second fluctuation" is determined.

[0170] In addition, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "11H" associated with the fluctuation pattern of "3-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "12H" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "13H" associated with the fluctuation pattern of "60-second fluctuation" is determined.

[0171] In addition, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined, regardless of the current number of reserved symbols, if the fluctuation pattern random number is 0 to 24, the fluctuation pattern command "1AH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 25 to 249, the fluctuation pattern command "1BH" associated with the fluctuation pattern of "60-second fluctuation" is determined.

[0172] In addition, when the time-saving pattern J1 or J2 is determined, regardless of the current number of reserved symbols, when the fluctuation pattern random number is 0 to 249, the fluctuation pattern command "1CH" associated with the fluctuation pattern of "13-second fluctuation" is determined.

[0173] As shown in Figure 12(a), according to table MP3 referenced during the low-probability time-saving game state LJT2, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "20H" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "22H" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "23H" associated with the fluctuation pattern of "45-second fluctuation" (the fluctuation time of the first half is 13 seconds and the fluctuation time of the second half is 32 seconds) is determined.

[0174] In addition, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "21H" associated with the fluctuation pattern "2-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 2 seconds) is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "22H" associated with the fluctuation pattern "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "23H" associated with the fluctuation pattern "45-second fluctuation" is determined.

[0175] In addition, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined, regardless of the current number of reserved symbols, if the fluctuation pattern random number is 0 to 24, the fluctuation pattern command "2AH" associated with the fluctuation pattern of "20 seconds fluctuation" is determined, and if the fluctuation pattern random number is 25 to 249, the fluctuation pattern command "2BH" associated with the fluctuation pattern of "45 seconds fluctuation" is determined.

[0176] In addition, when the time-saving pattern J1 or J2 is determined and the current number of reserved symbols is 0 or 1, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "2CH" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "2EH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "2FH" associated with the fluctuation pattern of "45-second fluctuation" is determined. In addition, when the time-saving symbol J1 or J2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "2DH" associated with the fluctuation pattern of "2-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "2EH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "2FH" associated with the fluctuation pattern of "45-second fluctuation" is determined.

[0177] As shown in Figure 12(b), according to table MP4 which is referenced during the high probability time-saving game state, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "30H" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "32H" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "33H" associated with the fluctuation pattern of "45-second fluctuation" is determined.

[0178] In addition, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "31H" associated with the fluctuation pattern "1 second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 1 second) is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "32H" associated with the fluctuation pattern "20 second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "33H" associated with the fluctuation pattern "45 second fluctuation" is determined.

[0179] In addition, when the jackpot pattern X1, X2, X3, X4, X5 or X6 is determined, regardless of the current number of reserved symbols, if the fluctuation pattern random number is 0 to 24, the fluctuation pattern command "3AH" associated with the fluctuation pattern of "20 seconds fluctuation" is determined, and if the fluctuation pattern random number is 25 to 249, the fluctuation pattern command "3BH" associated with the fluctuation pattern of "45 seconds fluctuation" is determined.

[0180] In addition, when the time-saving pattern J1 or J2 is determined and the current number of reserved symbols is 0 or 1, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "3CH" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "3EH" associated with the fluctuation pattern of "20-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "3FH" associated with the fluctuation pattern of "45-second fluctuation" is determined. In addition, when the time-saving symbol J1 or J2 is determined and the current number of reserved symbols is 2 or more, if the fluctuation pattern random number is 0 to 219, the fluctuation pattern command "3DH" associated with the fluctuation pattern of "1 second fluctuation" is determined, if the fluctuation pattern random number is 220 to 239, the fluctuation pattern command "3EH" associated with the fluctuation pattern of "20 second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "3FH" associated with the fluctuation pattern of "45 second fluctuation" is determined.

[0181] The variation pattern command determined as above is transmitted to the sub-control board 300, and the specific mode of the first half of the variation performance and the specific mode of the second half of the variation performance are determined based on the variation pattern command. Then, the variation performance is executed according to the specific mode determined in this way, and the sum of the variation time of the first half and the variation time of the second half set in the variation pattern command becomes the time from the start to the end of the variation performance (variable display of special symbols). For example, if the determined fluctuation pattern command is "02H" (the fluctuation time of the first half is 13 seconds, and the fluctuation time of the second half is 7 seconds), the sum of the fluctuation time of the first half and the fluctuation time of the second half, 20 seconds (= 13 seconds + 7 seconds), will be the fluctuation time of the entire fluctuation performance (the entire fluctuation display of the special pattern). In addition, for the fluctuation pattern commands "00H", "01H", "0EH", "0FH", "10H", "11H", "1CH", "20H", "21H", "2CH", "2DH", "30H", "31H", "3CH", and "3DH", the fluctuation time for the first half is set to "0 seconds". When these fluctuation pattern commands are determined, the entire fluctuation performance is executed in the manner determined according to the fluctuation pattern command during the corresponding fluctuation time for the second half.

[0182] In addition, based on the above-mentioned change time, the change performance is performed on the performance display device 21, and the change display of the special pattern is performed on the special pattern display device (first special pattern display device 30 or second special pattern display device 31). Specifically, if the starting winning slot into which the gaming ball has entered is the first starting winning slot 15, the first special symbol display device 30 will be displayed in a flashing manner during the above-mentioned variable time, and if the starting winning slot into which the gaming ball has entered is the second starting winning slot 16, the second special symbol display device 31 will be displayed in a flashing manner during the above-mentioned variable time. After the variable time has elapsed, the determined special symbol will be displayed in a static manner until the static display time described below has elapsed.

[0183] Regarding the mode of the variable presentation, rather than determining either the mode of the first half of the variable presentation or the mode of the second half of the variable presentation based on the variable pattern command, it is also possible to determine other commands in addition to the variable pattern command, and determine the mode of the first half of the variable presentation based on one of the commands, and determine the mode of the second half of the variable presentation based on the other command. Furthermore, instead of dividing the variable performance into a first half and a second half, it may be divided into more parts, with the aspect of each part being determined based on the corresponding command.

[0184] As described above, the stop display time table 115 is used to determine the stop display time for which the special symbol is stopped and displayed after the variable display of the special symbol has finished. This stop display time table 115 defines a stop display time according to the current game state (the game state at the time of execution of the win / lose lottery) and the type of special symbol determined as described above. The main CPU 101 determines the stop display time according to the current game state and the determined special symbol by referring to this stop display time table 115. Then, when the variable display of the special symbol ends (stops), the special symbol is displayed in a stopped state until the determined stop display time has elapsed. As shown in FIG. 13, according to the stop display time table 115, when the current game state is the normal game state, if a losing symbol Z1 or Z2 is determined, a stop display time of 0.5 seconds is determined, if a jackpot symbol X1, X2, X3, X4, X5 or X6 is determined, a stop display time of 0.5 seconds is determined, and if a time-saving symbol J1 or J2 is determined, a stop display time of 20 seconds is determined. In addition, when the current game state is the low probability time-saving game state LJT1, the low probability time-saving game state LJT2 or the high probability time-saving game state, when a losing symbol Z1 or Z2 is determined, when a jackpot symbol X1, X2, X3, X4, X5 or X6 is determined, or when a time-saving symbol J1 or J2 is determined, a stop display time of 0.5 seconds is determined.

[0185] Next, the processing related to normal gameplay will be explained. In the pachinko machine P according to this embodiment, when a gaming ball that is launched by a launching device (not shown) and flows down the gaming area 12 passes through the gate 20, a lottery for a normal symbol is held to determine whether or not to activate the movable piece 16b and cause the movable piece 16b to protrude. If a winning normal symbol is selected by the lottery, the movable piece 16b will be protruded for a predetermined operating time, and the gaming ball that has flowed down to the right end of the upper surface of the movable piece 16b will be guided to the second start winning opening 16, making it possible for the gaming ball to enter the second start winning opening 16. The lottery for this normal symbol is conducted based on a winning determination random number obtained when the game ball passes through gate 20, and a winning determination random number determination table 116 stored in main ROM 102 for determining the random number.

[0186] When the gaming ball passes through gate 20, the above-mentioned winning determination random number is obtained, and the random number value is stored in the general map reserve memory area of ​​main RAM 103, up to a maximum of four. Specifically, this general map reserve memory area is composed of a total of four memory units, from the first memory unit to the fourth memory unit, and the numbers are stored starting from the first memory unit in the order of passing through gate 20. Furthermore, if winning determination random numbers have already been stored in several memory units, the winning determination random number is stored in the memory unit with the smallest number among the empty memory units. Therefore, if four winning determination random numbers have already been stored in the general map reserve memory area, even if the gaming ball passes through gate 20, the winning determination random number related to this passage will not be stored in the general map reserve memory area. In the pachinko machine P according to this embodiment, the winning determination random number is a hardware random number built into the main control board 100. This winning determination random number is updated according to a set rule, and the random number sequence is automatically changed every time the random number sequence completes one cycle, and the start value is changed every time the system is reset. In addition, in the pachinko machine P of this embodiment, the number of winning determination random numbers (hereinafter also referred to as the regular number of reserved numbers) stored in the regular number of reserved numbers memory area is stored in a regular number of reserved numbers counter (not specifically shown).

[0187] The winning determination random number judgment table 116 is used to judge whether or not a winning has occurred by drawing a normal symbol, and as shown in Figures 14(a) to 14(c), it includes a first judgment table 116a that is referenced during a non-time-shortened game state (i.e., during a normal game state), a second judgment table 116b that is referenced during a time-shortened game state JT1 (i.e., during a low-probability time-shortened game state LJT1), and a third judgment table 116c that is referenced during a time-shortened game state JT2 (i.e., during a low-probability time-shortened game state LJT2 or a high-probability time-shortened game state). Although not specifically shown, the first judgment table 116a is also referenced during a special game. In the pachinko machine P according to this embodiment, when a gaming ball passes through the gate 20, one winning determination random number within a numerical range of 0 to 65535 is obtained. If the gaming state at the time of drawing the normal symbol is the non-time-saving gaming state, the first judgment table 116a is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected first judgment table 116a. If the gaming state at the time of drawing the normal symbol is the time-saving gaming state JT1, the second judgment table 116b is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected second judgment table 116b. If the gaming state at the time of drawing the normal symbol is the time-saving gaming state JT2, the third judgment table 116c is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected third judgment table 116c.

[0188] 14(a), according to the first determination table 116a, a winning determination random number is determined to be a winning number if it is between 1 and 65500, and a losing determination random number is determined to be a losing number if it is between 0, 65501 and 65535. Therefore, the probability of winning according to this first determination table 116a is approximately 99 / 100. 14(b), according to the second determination table 116b, similarly to the first determination table 116a, a win is determined when the winning determination random number is between 1 and 65500, and a loss is determined when the winning determination random number is other than this (0, 65501 to 65535). Therefore, the probability of winning in this second determination table 116b is also approximately 99 / 100, similarly to the first determination table 116a. 14(c), according to the third judgment table 116c, similarly to the first judgment table 116a and the second judgment table 116b, a win is determined when the winning determination random number is between 1 and 65500, and a loss is determined when the winning determination random number is other than this (0, 65501 to 65535). Therefore, the probability of winning in this third judgment table 116c is also approximately 99 / 100, similarly to the first judgment table 116a and the second judgment table 116b. As described above, the pachinko machine P according to this embodiment is set so that the probability of winning by lottery of normal symbols is the same regardless of the game state. If the regular pattern is drawn and a winning pattern is selected, the winning pattern will be determined, and if the regular pattern is drawn and a losing pattern is selected, the losing pattern will be determined.

[0189] In addition, the pachinko machine P of this embodiment is equipped with a normal pattern variation pattern determination table 117 and a movable piece operation control table 118 as tables for determining the normal pattern variation pattern and controlling the operation of the movable piece 16b.

[0190] The normal symbol variation pattern determination table 117 is for determining the variation pattern of the normal symbol. As described above, when a lottery for a normal symbol is performed by a gaming ball passing through the gate 20, the variation pattern of the normal symbol is determined based on this normal symbol variation pattern determination table 117. In the pachinko machine P according to this embodiment, as shown in Fig. 15, when the game state is the non-time-saving game state, a normal symbol variation pattern with a 10-second variation time is determined, when the game state is the time-saving game state JT1, a normal symbol variation pattern with a 9.5-second variation time, which is slightly shorter than that of the non-time-saving game state, is determined, and when the game state is the time-saving game state JT2, a normal symbol variation pattern with a 1-second variation time, which is extremely shorter than that of the non-time-saving game state and the time-saving game state JT1, is determined. Note that, although not specifically shown, during special play, a normal symbol variation pattern with a 10-second variation time is determined, just like in the non-time-saving game state. Then, when the normal symbol variation pattern is determined, the normal symbol display device 32 (see FIG. 3A) flashes for the variation time set for this normal symbol variation pattern. If the normal symbol lottery results in a win and a winning symbol is determined, the normal symbol display device 32 lights up, and if the lottery results in a loss and a losing symbol is determined, the normal symbol display device 32 goes out. In this specification, the flashing display of the normal pattern display device 32 is referred to as "normal pattern change," and the lighting or turning off of the normal pattern display device 32 is referred to as "normal pattern stop display," "stop of normal pattern change," "stop of normal pattern change," etc.

[0191] In addition, the movable piece operation control table 118 is referenced to control the operation of the movable piece 16b provided adjacent to the second start winning port 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 is turned on, the movable piece 16b is operated in a manner determined by the movable piece operation control table 118. Specifically, when the gaming state is the non-time-shortened gaming state, as shown in Fig. 16, the movable piece solenoid 16c is energized for 0.05 seconds (= 0.05 seconds × 1 time), so that the movable piece 16b is in a protruding state for 0.05 seconds. Also, when the gaming state is the time-shortened gaming state JT1, as shown in Fig. 16, the movable piece solenoid 16c is energized for 0.08 seconds (= 0.08 seconds × 1 time), so that the movable piece 16b is in a protruding state for 0.08 seconds, which is slightly longer than that in the non-time-shortened gaming state. Furthermore, when the gaming state is the time-shortened gaming state JT2, the movable piece solenoid 16c is energized for 3 seconds (= 3 seconds × 1 time) as shown in Figure 16, so that the movable piece 16b is in a protruding state for 3 seconds, which is longer than in the non-time-shortened gaming state and the time-shortened gaming state JT1. Although not specifically shown, during special gaming, the movable piece 16b is in a protruding state for 0.05 seconds, just like in the non-time-shortened gaming state.

[0192] As described above, during the non-time-saving gaming state (normal gaming state), there is an extremely high probability of winning in the lottery for the normal symbol that is executed when the gaming ball passes through gate 20, and there are many opportunities for movable piece 16b to be in the protruding state. However, since the fluctuation time of the normal symbol is 10 seconds and the operation time of movable piece 16b is 0.05 seconds, the time it takes for movable piece 16b to change from the recessed state to the protruding state is long (the interval from one protruding state to the next protruding state is long), and the time for which movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time for which this protruding state is maintained is shorter than the opening arrival time (the time it takes for the gaming ball at the right end of the upper surface of movable piece 16b to reach the opening of second start winning hole 16), which is approximately 0.3 seconds. Therefore, during the non-time-saving game state, the movable piece 16b is almost completely submerged, and even if it protrudes, the game ball at the right end of the upper surface of the movable piece 16b will be submerged before reaching the opening of the second start winning port 16, so in principle it is impossible for a game ball that has entered the second game area 12b to enter the second start winning port 16.

[0193] Furthermore, during the time-saving game state JT1 (low-probability time-saving game state LJT1), the probability of winning in the lottery for the normal symbol is the same as during the non-time-saving game state, so there are many opportunities for the movable piece 16b to be in the protruding state, just as during the non-time-saving game state. However, because the normal symbol variation time is 9.5 seconds and the movable piece 16b operation time is 0.08 seconds, just as during the non-time-saving game state, the time it takes for the movable piece 16b to change from the immersed state to the protruding state is long, and the time the movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time maintained in this protruding state is shorter than the aforementioned opening time (approximately 0.3 seconds). Therefore, although there are some differences in the normal pattern change time and the operating time of the movable piece 16b compared to the non-time-saving game state, even during the time-saving game state JT1, the movable piece 16b is almost always in a immersed state, and even if it is in a protruding state, the game ball at the right end of the upper surface of the movable piece 16b will be in a immersed state before reaching the opening of the second start winning port 16, so in principle it is impossible for a game ball that has entered the second game area 12b to enter the second start winning port 16.

[0194] In contrast, during the time-shortened game state JT2 (low-probability time-shortened game state LJT2 and high-probability time-shortened game state), the probability of winning in the lottery for the normal symbol is the same as during the non-time-shortened game state and the time-shortened game state JT1. Therefore, just like during the non-time-shortened game state and the time-shortened game state JT1, there are many opportunities for the movable piece 16b to be in the protruding state. Furthermore, the normal symbol fluctuation time is 1 second, which is shorter than during the non-time-shortened game state and the time-shortened game state JT1, and the movable piece 16b's operating time is 3 seconds, which is longer than during the non-time-shortened game state and the time-shortened game state JT1. Therefore, the time it takes for the movable piece 16b to change from the recessed state to the protruding state is shorter than during the non-time-shortened game state and the time-shortened game state JT1, and the time the movable piece 16b is maintained in the protruding state is longer. Furthermore, the time the movable piece 16b is maintained in the protruding state is longer than the aforementioned opening time (approximately 0.3 seconds). Therefore, during the time-saving game state JT2, the movable piece 16b remains in a protruding state for a longer period of time, and the game ball at the right end of the upper surface of the movable piece 16b can be guided to the opening of the second start winning port 16, so that game balls that enter the second game area 12b can enter the second start winning port 16 with a high frequency.

[0195] As described above, in the pachinko machine P of this embodiment, the probability of winning by lottery of the normal symbol is set to be extremely high overall in all of the non-time-saving game state, time-saving game state JT1 and time-saving game state JT2, but by varying the fluctuation time of the normal symbol and the operation time of the movable piece 16b, the possibility of the game ball entering the second start winning port 16 changes. In the pachinko machine P according to this embodiment, game balls cannot enter the second start winning port 16 during both the non-time-shortened game state and the time-shortened game state JT1, but game balls can enter the second start winning port 16 with high frequency during the time-shortened game state JT2. Therefore, during the time-shortened game state JT2 (during the low-probability time-shortened game state LJT2 and the high-probability time-shortened game state), prize balls can be frequently obtained based on game balls entering the second start winning port 16, and therefore, more opportunities for winning or losing lottery can be obtained per predetermined time while suppressing the decrease in game balls as the game progresses than during the non-time-shortened game state (during the normal game state) and the time-shortened game state JT1 (during the low-probability time-shortened game state LJT1).

[0196] Furthermore, in the pachinko machine P according to this embodiment, during the time-shortened game state JT2, control is performed to shorten the average time for the special symbol to fluctuate compared to during the non-time-shortened game state and the time-shortened game state JT1 (the so-called special symbol fluctuating shortening function is activated) (see Figures 11 and 12). This, coupled with the change in the frequency of game balls entering the second start winning slot 16, makes it easier to execute the win / lose lottery and the variable display of the special symbol during the time-shortened game state JT2 compared to during the non-time-shortened game state and the time-shortened game state JT1. In other words, the frequency of the execution of the win / lose lottery (in other words, the frequency of the variable display of the special symbol) is changed.

[0197] In order to change the probability of a game ball entering the second start winning slot 16, the execution frequency of the win / lose lottery, and the variable display of the special symbol for each game state, one or more of the elements that determine the performance of the normal game (the probability of winning in the lottery for the normal symbol, the variable time of the normal symbol, the operating time of the movable piece 16b) may be set to be different for each game state, or all of the elements may be set to be different. Also, while all of the elements that determine the performance of the normal game are set to be the same in any game state, the average variable time of the special symbol may be set to be different for each game state.

[0198] (Outline of processing when power is restored on the main control board 100) As described above, when the power supply of the pachinko machine P is turned on from off (recovered from a power outage), the main CPU 101 of the main control board 100 sets one of the control states depending on the control state it was in before the power supply was turned off (immediately before the power outage occurred), whether the setting switch 108 is on or off at the time the power supply is turned on (when the power supply is restored), whether the RAM clear switch 109 is on or off, whether the main frame open detection sensor 2a is on or off (open or closed main frame 2), whether an abnormality has occurred in the backup process of the main RAM 103 performed at the time the power supply is turned off (hereinafter referred to as a backup abnormality), and whether an abnormality has occurred in the main RAM 103 (hereinafter referred to as a RAM abnormality).

[0199] (Occurrence and release of backup abnormality and RAM abnormality in the main control board 100) Here, the occurrence and release of backup abnormalities and RAM abnormalities in the main control board 100 will be described. When power is restored after the power outage, if there is an inconsistency between the data stored in main RAM 103 at the time of the power outage and the data stored in main RAM 103 at the time of power restoration, it is determined that a backup abnormality has occurred, and if the above-mentioned inconsistency does not occur, it is determined that a backup abnormality has not occurred. This backup abnormality is likely to occur due to a temporary cause (for example, a failure to read or store data due to a temporary abnormality in one of the devices.) Furthermore, if a new main ROM 102, main RAM 103, etc. is installed and the power to the pachinko machine P is turned on, a backup abnormality will inevitably occur because the backup process has not been executed before.

[0200] Furthermore, if it becomes impossible to read or write data within the use area of ​​the main RAM 103, it is determined that a RAM abnormality has occurred. In the pachinko machine P according to this embodiment, the occurrence of a RAM abnormality is determined only within the used area, and if data cannot be read or written in the non-used area, it is not determined that a RAM abnormality has occurred. Note that the occurrence of a RAM abnormality may be determined not only within the used area, but also within both the used area and the non-used area. When set in this way, if data cannot be read or written in at least one of the used area and the non-used area, it may be determined that a RAM abnormality has occurred, and the processing described below (initialization processing in the event of an abnormality, setting of a game stop state) may be performed. This RAM abnormality is likely to occur due to an abnormality in the hardware itself, such as chip damage, and requires replacement or repair of the main RAM 103.

[0201] If a backup abnormality occurs when power is restored after a power outage, an abnormality initialization process is executed, and a game stop state is set based on the occurrence of the backup abnormality, except when the setting change conditions described below are met. Also, if a RAM abnormality occurs when power is restored after a power outage, an abnormality initialization process is executed, and a game stop state is set based on the occurrence of the RAM abnormality. Note that if a backup abnormality and a RAM abnormality occur simultaneously, an abnormality initialization process is executed, and a game stop state based on the occurrence of the RAM abnormality is set, with priority given to the backup abnormality. As will be described later, in the abnormality initialization process that is executed when a game stop state is set, all data stored in main RAM 103 (i.e., all data stored in the used area and the unused area, specifically, setting values, game machine status flags, test signal information, checksums, backup flags, error information, various data related to the progress of the game, and game performance data) is cleared.

[0202] If a game-stop state is set due to the occurrence of a backup abnormality, when power is restored after the power outage, the setting change state is set by satisfying the setting change conditions for setting the control state to the setting change state (specifically, the setting switch 108 is on, the RAM clear switch 109 is on, and the main body frame open detection sensor 2a is on), and then the playable state is set by turning off the setting switch 108. On the other hand, if the setting change conditions are not satisfied, the game will remain in the game-stop state. Furthermore, if a gaming stop state is set based on the occurrence of a RAM abnormality, the setting change state is set by satisfying the setting change conditions when the RAM abnormality is resolved upon power recovery (when the main RAM 103 has been replaced or repaired and there is no RAM abnormality), and then the playable state is set by turning off the setting switch 108. On the other hand, if the RAM abnormality is not resolved upon power recovery or if the setting change conditions are not satisfied, the gaming stop state will remain. In other words, in the pachinko machine P of this embodiment, when a play-stop state is set due to the occurrence of a backup abnormality or RAM abnormality, the playable state is not directly set even if the power is turned back on, but the playable state is set (transition to the playable state) after passing through the setting change state which is set by turning on the power with the setting change conditions satisfied.

[0203] (Setting the control state when power is restored) The control state that is set when power is restored after interruption will be specifically described below with reference to FIGS. (1) When the power is restored after a power outage, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, even if the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a game stop state, the control state immediately before the power outage is set when the power is restored. In other words, the control state when the power is restored remains the control state that was in place immediately before the power outage. In addition, if the control state immediately before the power outage was a playable state and a special game was being played, the special game will be resumed when the power outage is restored. In addition, in the pachinko machine P according to this embodiment, as a general rule, the machine stays in the setting change state or the setting confirmation state only while the setting switch 108 is on. In the above-mentioned case, if the control state immediately before the power outage was the setting change state, the setting change state is set when the power is restored, and if the control state immediately before the power outage was the setting confirmation state, the setting confirmation state is set when the power is restored, but because the setting switch 108 is off, the playable state is set (changed to the playable state) immediately after the setting change state or the setting confirmation state is set.

[0204] (2) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, the control state immediately before the power outage will be set when the power is restored. In addition, if the control state immediately before the power outage was a playable state and a special game was being played, the special game will be resumed when the power outage is restored. In this case, if the setting change state or setting confirmation state is set when power is restored after an interruption, the playable state will not be set immediately thereafter.

[0205] (3) When the power is restored, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, if the control state immediately before the power interruption was a playable state or a setting confirmation state, when the power is restored, normal initialization processing is performed based on the RAM clear switch 109 being on, and the playable state is set. Also, if the control state immediately before the power interruption was a setting change state, when the power is restored, normal initialization processing is performed and the setting change state is set. Also, if the control state immediately before the power interruption was a play-stop state, the play-stop state is set when the power is restored. Furthermore, as will be described later, in the normal initialization process that is executed when the RAM clear switch 109 is on, the data stored in the second to fourth areas of the use area of ​​the main RAM 103 (i.e., checksum, backup flag, error information, various data related to the progress of the game) are cleared. Therefore, if the control state immediately before the power outage was a playable state, and if a reserve was stored or if a variable display of a special or normal symbol was in progress, the stored reserve is cleared and the variable display of the special or normal symbol is reset. If a special game was in progress, this special game is also reset. Furthermore, when the control state immediately before the power outage was a setting change state and the setting value was being changed, the setting value is not cleared in the normal initialization process described above, so even in the setting change state set after the power outage is restored, the setting value being changed immediately before the power outage (the setting value stored in main RAM 103) is maintained as is. Then, immediately after the setting change state is set, the playable state is set. This ends the setting change state, and the setting value being changed is confirmed, as described below.

[0206] (4) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, if the control state immediately before the power outage was a playable state or a setting confirmation state, normal initialization processing is performed and the playable state is set when the power is restored. Also, if the control state immediately before the power outage was a setting change state, normal initialization processing is performed and the setting change state is set when the power is restored. Also, if the control state immediately before the power outage was a play-stop state, the play-stop state is set when the power is restored. In addition, if the control state immediately before the power failure was playable, and if a reserve was stored or if a special or normal symbol was being displayed, the stored reserve will be cleared and the display of the special or normal symbol will be reset. If a special game was being played, the special game will also be reset. Furthermore, if the control state immediately before the power outage was a setting change state and the setting value was being changed, the setting value being changed immediately before the power outage will be maintained even in the setting change state set after the power outage is restored. And since the playable state is not set immediately after the setting change state is set and the setting change state does not end, the setting value being changed is not confirmed at this point.

[0207] (5) When the power is restored, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, the control state immediately before the power outage will be set when the power outage is restored. In addition, if the control state immediately before the power outage was a playable state and a special game was being played, the special game will be resumed when the power outage is restored. Also, the playable state is set immediately after the setting change state or the setting confirmation state is set.

[0208] (6) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, if the control state immediately before the power outage was a playable state or a setting confirmation state, the setting confirmation state will be set when the power is restored. Also, if the control state immediately before the power outage was a setting change state, the setting change state will be set when the power is restored. Also, if the control state immediately before the power outage was a game stop state, the game stop state will be set when the power is restored. In addition, if the control state immediately before the power outage was a playable state and a special game was in progress, the setting confirmation state is set when the power is restored, and then, when the setting switch 108 is turned off, the special game is resumed. Also, the playable state is not set immediately after the setting change state is set.

[0209] (7) When the power is restored, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, if the control state immediately before the power outage was a playable state or a setting confirmation state, normal initialization processing is performed and the playable state is set when power is restored. Also, if the control state immediately before the power outage was a setting change state, normal initialization processing is performed and the setting change state is set when power is restored. Also, if the control state immediately before the power outage was a play-stop state, the play-stop state is set when power is restored. In addition, if the control state immediately before the power failure was playable, and if a reserve was stored or if a special or normal symbol was being displayed, the stored reserve will be cleared and the display of the special or normal symbol will be reset. If a special game was being played, the special game will also be reset. Furthermore, if the control state immediately before the power outage was a setting change state and the setting value was being changed, the setting value being changed immediately before the power outage will be maintained even in the setting change state set after the power outage is restored. Then, immediately after the setting change state is set, the playable state is set. This ends the setting change state, and the setting value being changed is confirmed.

[0210] (8) When the power is restored, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, no backup abnormality occurs, and no RAM abnormality occurs. In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was a playable state, a setting confirmation state, or a play-stop state, when the power outage is restored, normal initialization processing is executed and the setting change state is set. In addition, if the control state immediately before the power failure was playable, and if a reserve was stored or if a special or normal symbol was being displayed, the stored reserve will be cleared and the display of the special or normal symbol will be reset. If a special game was being played, the special game will also be reset. Furthermore, if the control state immediately before the power outage was a setting change state and the setting value was being changed, the setting value being changed immediately before the power outage will be maintained even in the setting change state set after the power outage is restored. And since the playable state is not set immediately after the setting change state is set and the setting change state does not end, the setting value being changed is not confirmed at this point.

[0211] (9) When power is restored, a backup error occurs but no RAM error occurs (excluding the case where the setting switch 108, RAM clear switch 109, and main frame open detection sensor 2a are all on). That is, when power is restored, if the setting switch 108 is off, the RAM clear switch 109 is off, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, the setting switch 108 is on, the RAM clear switch 109 is off, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, the setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, the setting switch 108 is on ... off In the cases where the RAM clear switch 109 is off, the main frame open detection sensor 2a is on, a backup abnormality has occurred, and no RAM abnormality has occurred, or where the setting switch 108 is on, the RAM clear switch 109 is off, the main frame open detection sensor 2a is on, a backup abnormality has occurred, and no RAM abnormality has occurred, or where the setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is on, a backup abnormality has occurred, and no RAM abnormality has occurred, when power is restored, an abnormality initialization process is executed and a play-stop state based on the occurrence of a backup abnormality is set (see Figure 17).

[0212] (10) When power is restored, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, a backup abnormality has occurred, and no RAM abnormality has occurred. In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power outage is restored, an abnormality initialization process is executed and the setting change state is set. In addition, if the control state immediately before the power failure was playable, and if a reserve was stored or if a special or normal symbol was being displayed, the stored reserve will be cleared and the display of the special or normal symbol will be reset. If a special game was being played, the special game will also be reset. Furthermore, in the pachinko machine P according to this embodiment, in this case (when a backup abnormality occurs when power is restored), the setting values ​​are also cleared in the abnormality initialization process executed when power is restored. Therefore, if the control state immediately before the power failure was a setting change state and the setting values ​​were being changed, in the setting change state established after power is restored, the setting values ​​being changed immediately before the power failure (the setting values ​​stored in the main RAM 103) are not maintained, and the setting values ​​stored in the main RAM 103 are changed to a setting value ("1" in this embodiment) that is predetermined as an initial value. Note that, since the playable state is not established immediately after the setting change state is established and the setting change state does not end, the setting values ​​are not finalized at this point.

[0213] (11) When the power is restored after a power outage, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in Figure 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state is set based on the occurrence of a RAM abnormality. In the pachinko machine P according to this embodiment, when no backup abnormality has occurred, it may not be possible to discover (detect) a RAM abnormality even if one has occurred. Also, the occurrence of a RAM abnormality is determined only within the used area, and if data cannot be read or written in the unused area, it is not determined that a RAM abnormality has occurred. In this way, when a RAM abnormality cannot be discovered or when it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state at the time of power recovery is set in the same manner as in the case (1) above.

[0214] (12) When power is restored, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in Figure 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state is set based on the occurrence of a RAM abnormality. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (2) above.

[0215] (13) When power is restored, the setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is off, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in Figure 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state is set based on the occurrence of a RAM abnormality. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (3) above.

[0216] (14) When power is restored, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in Figure 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state is set based on the occurrence of a RAM abnormality. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (4) above.

[0217] (15) When power is restored, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in Figure 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state is set based on the occurrence of a RAM abnormality. In addition, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (5) above.

[0218] (16) When power is restored, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in Figure 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state is set based on the occurrence of a RAM abnormality. Furthermore, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (6) above.

[0219] (17) When power is restored, the setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in Figure 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state is set based on the occurrence of a RAM abnormality. Furthermore, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (7) above.

[0220] (18) When power is restored, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred. In this case, as shown in Figure 18, regardless of whether the control state immediately before the power outage was a playable state, a setting change state, a setting confirmation state, or a play stopped state, when the power is restored after the power outage, an abnormality initialization process is executed and a play stopped state is set based on the occurrence of a RAM abnormality. Furthermore, if no RAM abnormality is found or if it is not determined that a RAM abnormality has occurred, it is assumed that no RAM abnormality has occurred, and the control state when power is restored is set in the same way as in (8) above. In this way, in the pachinko machine P of this embodiment, if a RAM abnormality occurs, the game stop state will be set in priority to the setting change state, even if the setting change conditions are met.

[0221] (19) When power is restored, if a backup error or RAM error occurs That is, when power is restored after a power outage, if the setting switch 108 is off, the RAM clear switch 109 is off, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, if the setting switch 108 is on, the RAM clear switch 109 is off, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, if the setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, if the setting switch 108 is on, the RAM clear switch 109 is on, the main frame open detection sensor 2a is off, a backup abnormality has occurred, and no RAM abnormality has occurred, If there is a RAM abnormality, but no RAM abnormality has occurred, the setting switch 108 is on, the RAM clear switch 109 is off, the main frame open detection sensor 2a is on, and a backup abnormality has occurred, but no RAM abnormality has occurred; if there is a setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is on, and a backup abnormality has occurred, but no RAM abnormality has occurred; if there is a setting switch 108 is on, the RAM clear switch 109 is on, the main frame open detection sensor 2a is on, and a backup abnormality has occurred, but no RAM abnormality has occurred, then regardless of whether the control state immediately before the power outage was a playable state, a setting confirmation state, or a game-stopped state, when power is restored, an abnormality initialization process is executed, and a game-stopped state based on the occurrence of a RAM abnormality is set in preference to a game-stopped state based on the occurrence of a backup abnormality (see Figure 18).

[0222] Then, when the setting confirmation state or the setting change state is set by executing the above-mentioned processes (1) to (19), the main information display device 105 displays the setting values ​​stored in the main RAM 103. Furthermore, when the playable state is set, the main information display device 105 displays game performance display information based on the game performance data stored in the main RAM 103. Furthermore, when the game stop state is set, the main information display device 105 displays a code indicating that the game stop state has been set. In addition, if the playable state is set immediately after the setting confirmation state or setting change state is set, the setting value will be displayed for a moment on the main information display device 105, and then the game performance display information will be displayed in conjunction with the setting of the playable state.

[0223] Furthermore, if the setting confirmation state or setting change state is set based on the setting switch 108 being on, when the setting switch 108 is subsequently turned off, processing is executed to switch the currently set setting confirmation state or setting change state to a playable state, and the playable state is set. Then, when the playable state is set, the display on the main information display device 105 also switches to the corresponding content.

[0224] In addition, in a pachinko machine having multiple setting stages, while the setting change state is being set, the setting value stored in the main RAM 103 is changed by one stage each time the push button 109a is pressed and the RAM clear switch 109 is turned on, provided that the body frame opening detection sensor 2a detects the opening of the body frame 2. Specifically, the setting value stored in the main RAM 103 is changed to a value incremented by one. For example, in a pachinko machine P having setting values ​​of "1" to "6" (six levels of setting), if the setting value stored in the main RAM 103 is "2," pressing the push button 109a while the body frame 2 is open will change the setting value stored in the main RAM 103 to "3." Then, each time the push button 109a is pressed while the body frame 2 is open, the setting value stored in the main RAM 103 will change from "4" to "5" to "6," and after "6," it will change to "1." Note that each time the setting value stored in the main RAM 103 is changed, the display of the setting value on the main information display device 105 will also change. Then, when the setting switch 108 is turned off, it becomes impossible to change the setting value stored in the main RAM 103. In other words, the setting value stored in the main RAM 103 at this point is fixed as the new setting value. In the pachinko machine P according to this embodiment, since only one setting level is provided, the setting value is not changed even if the push button 109a is pressed. Also, the display of the setting value on the main information display device 105 is not changed.

[0225] (Processing when an abnormal setting occurs) When noise or the like occurs in the pachinko machine P according to this embodiment, a situation may occur in which the setting value stored in the use area of ​​the main RAM 103 is rewritten to an abnormal value (for example, a value other than "1"). When a situation occurs in which the stored setting value becomes an abnormal value (hereinafter also referred to as a setting value abnormality), it is not possible to draw a jackpot based on the appropriate setting value, which may have a serious impact on the progress of the game. Therefore, in the pachinko machine P according to this embodiment, the main CPU 101 performs a setting value abnormality determination process to determine whether or not a setting value abnormality has occurred when the lottery for the jackpot or the lottery for the normal symbol is performed during a playable state. If it is determined that a setting value abnormality has occurred in this setting value abnormality determination process, the abnormality initialization process is performed, and a game stop state based on the occurrence of the setting value abnormality is set. In the pachinko machine P according to this embodiment, the drawing of the next jackpot and the variable display of the special symbols are not performed while the special game is being played, so the setting value abnormality determination process based on the drawing of the jackpot can be performed only when the special game is not being played. On the other hand, the drawing of the normal symbols is performed whether the special game is being played or not, so the setting value abnormality determination process based on the drawing of the normal symbols can be performed whether the special game is being played or not.

[0226] If a gaming stop state is set based on the occurrence of a setting value abnormality, when power is restored, the setting change state is set by satisfying the setting change conditions, and then the playable state is set by turning off the setting switch 108. On the other hand, if the setting change conditions are not satisfied, the gaming stop state remains. In other words, when a game stop state is set based on the occurrence of a setting value abnormality, just as when a game stop state is set based on the occurrence of a backup abnormality or RAM abnormality, the game will not be set directly to a playable state even if the power is turned off and on again, but will be set to a playable state via a setting change state that is set by turning on the power with the setting change conditions met.

[0227] (Normal initialization process, abnormal initialization process, clear process) In the pachinko machine P according to this embodiment, when a game stop state is set based on the occurrence of a backup abnormality, a RAM abnormality, or a setting value abnormality, an abnormality initialization process is executed. Also, when a backup abnormality occurs when power is restored, and the setting change state is set by satisfying the setting change conditions, an abnormality initialization process is executed. As described above, in this abnormality initialization process, all data stored in main RAM 103 (all data stored in the used area and unused area, specifically, setting values, gaming machine status flags, test signal information, checksums, backup flags, error information, various data related to the progress of the game, gaming performance data, etc.) is cleared. In addition, when a game stop state is set based on the occurrence of a backup abnormality, a RAM abnormality, or a setting value abnormality, the setting change state is then set, and "1" may be automatically stored in the use area of ​​main RAM 103 as the default setting value.

[0228] Furthermore, when power is restored after a power outage, if the RAM clear switch 109 is on and a control state other than the game stop state (playable state, setting change state, setting confirmation state) is set, normal initialization processing is executed except when the abnormality initialization processing is executed as described above (when a backup abnormality occurs when power is restored and the setting change condition is met and the setting change state is set). In this normal initialization processing, as described above, the data stored in the second to fourth areas in the use area of ​​the main RAM 103 (checksum, backup flag, error information, various data related to the progress of the game) are cleared. Furthermore, when power is restored after a power outage, if the RAM clear switch 109 is off and the playable state or the setting confirmation state is set, a clearing process is executed to clear part of the main RAM 103. In this clearing process, data stored in the second and third areas of the use area of ​​the main RAM 103 (i.e., checksum, backup flag, and error information) is cleared. In the following, the abnormality initialization process and the normal initialization process may be collectively referred to simply as RAM clear.

[0229] (Overview of various controls when a game stop state is set due to a setting value abnormality, backup abnormality, or RAM abnormality) As described above, in the pachinko machine P according to this embodiment, when a special game, a normal game, or a special game is being executed in a playable state, a setting value abnormality may occur due to the occurrence of noise, etc., and a game stop state may be set based on the occurrence of the setting value abnormality. In addition, in the above-mentioned case, for example, a momentary power outage (i.e., a momentary blackout) may occur, and when the power outage is restored (when the power is restored), a backup abnormality or RAM abnormality may occur in the main control board 100, and a game stop state may be set based on the occurrence of the backup abnormality or RAM abnormality. In the pachinko machine P of this embodiment, when the game is stopped due to the above-mentioned setting being made based on the occurrence of a setting value abnormality, a backup abnormality, or a RAM abnormality, the special game, normal game, and special game that were being executed during the playable state before the game stopped state was set are not executed, and the game does not proceed.

[0230] Specifically, when the game is playable and the state relating to the differential ball operation stop control described later is a pre-activation warning state, an activation warning state, or an activation notice state, when the operating handle 5 is rotated, control to launch game balls is performed by the launch payout control board 200. On the other hand, in the game stop state, even if the operating handle 5 is rotated, control to launch game balls is not performed by the launch payout control board 200. In other words, when the game is playable and the state related to the differential ball operation stop control described below is the pre-activation warning state, activation warning state, or activation notice state, the game ball will be released when the operating handle 5 is rotated, but in the game stop state, the game ball will not be released even if the operating handle 5 is rotated. In the pachinko machine P according to this embodiment, when each control state (playable state, setting confirmation state, setting change state, game stop state) is set, the main CPU 101 of the main control board 100 transmits a state setting command indicating that each control state has been set to the launch / payout control board 200 and the sub-control board 300. This allows the launch / payout control board 200 and the sub-control board 300 to grasp the set control state.

[0231] Furthermore, in the game stop state, the main CPU 101 of the main control board 100 is configured not to detect the entry of game balls into the first start winning port 15 or the second start winning port 16, or the passage of game balls through the gate 20. As a result, even if a game ball enters the first start winning port 15 or the second start winning port 16, a lottery for a jackpot based on the ball's entry is not conducted, and even if a game ball passes through the gate 20, a lottery for a normal symbol based on the passage is not conducted, and new prize balls, reserved memories of new special symbol random numbers, and reserved memories of new normal symbol random numbers are not generated. In addition, if the display of special symbols, the display of normal symbols, or a special game is being executed during the playable state, when the game stop state is set, the main CPU 101 of the main control board 100 stops the display of special symbols, the display of normal symbols, and the execution of the special game. In this way, in the game stop state, the main CPU 101 of the main control board 100 performs the above-mentioned control, so that the game does not proceed.

[0232] Furthermore, when the machine is in a playable state and in the pre-activation warning state, activation warning state, or activation notice state, when a game ball enters the first start winning port 15 or the second start winning port 16, the main CPU 101 of the main control board 100 controls the transmission of a winning signal as an external signal to the outside of the pachinko machine P via the external information terminal board 500 from a predetermined start point after the ball enters (for example, the start point of the display of the changing special pattern) to a predetermined end point (for example, the point when a predetermined time (for example, 3000 ms) has passed from the predetermined start point). Furthermore, when the machine is in a playable state and in the pre-activation warning state, activation warning state, or activation notice state, if a jackpot is won, the main CPU 101 of the main control board 100 controls the transmission of a jackpot signal as an external signal to the outside of the pachinko machine P via the external information terminal board 500 from a predetermined start point after the jackpot is won (for example, the start point of a special game based on the jackpot) to a predetermined end point (for example, the end point of a special game based on the jackpot). This makes it possible for devices external to the pachinko machine P to grasp the changing display of special symbols based on balls entering the first start winning slot 15 or the second start winning slot 16, as well as winning a jackpot.

[0233] In contrast, when the game is stopped, the game does not progress as described above, and therefore the main CPU 101 of the main control board 100 also restricts control over sending external signals such as the above-mentioned winning signals and jackpot signals to the outside of the pachinko machine P. For example, if the game is stopped while the winning signal is being transmitted, the main CPU 101 of the main control board 100 stops the variable display of the special symbol, and the main CPU 101 is unable to stop the transmission of the winning signal that is currently being transmitted, so the winning signal remains transmitted. Also, if the game is stopped when the winning signal is not being transmitted, even if a game ball subsequently enters the first start winning slot 15 or the second start winning slot 16, the main CPU 101 of the main control board 100 will not detect the ball entering, and the main CPU 101 will be unable to start transmitting the winning signal. Furthermore, if the game is stopped while the jackpot signal is being transmitted, the main CPU 101 of the main control board 100 stops the execution of the special game, and the main CPU 101 is unable to stop the transmission of the jackpot signal that is being executed, so the jackpot signal remains in a transmitted state. Furthermore, if the game is stopped while the jackpot signal is not being transmitted, the main CPU 101 of the main control board 100 does not start the special game thereafter, and therefore the main CPU 101 does not start transmitting the jackpot signal.

[0234] In addition, when the game stop state is set, the main CPU 101 of the main control board 100 displays an error code on the main information display device 105, sends a state setting command (hereinafter also referred to as a game stop command) to the sub-control board 300 indicating that the game stop state has been set, generates a security signal as an external signal indicating that the game stop state has been set, and outputs the security signal to the outside of the pachinko machine P via the external information terminal board 500. When the sub-control board 300 receives a game stop command, a predetermined game stop state setting suggestion image is displayed on the effect display device 21, a predetermined game stop state suggestion sound is output from the audio output device 10, and the front door effect lamp DL, status notification lamp EL, and board effect lamp GL light up or go out in a predetermined lighting pattern, thereby suggesting that the game stop state has been set. In addition, the security signal output to the outside of the pachinko machine P can be received by the hall computer or an external display device for displaying various information, so that the hall computer can know that the game stop state has been set, and the external display device can indicate that the game stop state has been set.

[0235] (Outline of control of the movable piece 16b and the opening / closing door 18b during the game stop state) Furthermore, in the pachinko machine P according to this embodiment, when the game is stopped, the operation of the movable piece 16b of the second start winning opening 16 and the opening / closing door 18b of the big winning opening 18 is restricted. Specifically, when the game is stopped, the main CPU 101 of the main control board 100 controls the movable piece solenoid 16c, which drives the movable piece 16b of the second start winning port 16 to protrude and retract, so as not to operate, and also controls the large winning port solenoid 18c, which drives the opening and closing door 18b of the large winning port 18 to open and close, so as not to operate.

[0236] As a result, for example, if the movable piece 16b of the second start winning opening 16 is protruding during the playable state, the movable piece 16b will retract when the game stop state is set, and the retracted state of the movable piece 16b will be maintained during the game stop state. Also, for example, if the opening / closing door 18b of the special winning opening 18 is open during the playable state, the opening / closing door 18b will close when the game stop state is set, and the closed state of the opening / closing door 18b will be maintained during the game stop state. Also, for example, if a winning normal symbol is drawn during a playable state and then the game stop state is set before the movable piece 16b of the second start winning opening 16 protrudes, the movable piece 16b will not protrude, and the movable piece 16b will remain recessed during the game stop state. Also, for example, if a special game is being played during a playable state, and after a predetermined round of games has ended and the opening / closing door 18b of the special winning opening 18 has closed, and then the game stop state is set before the next round of games starts and the opening / closing door 18b opens, the opening / closing door 18b will not open, and the opening / closing door 18b will remain closed during the game stop state.

[0237] (Outline of control related to payout of game balls during game stop state) In the pachinko machine P according to this embodiment, in the game stop state, the main CPU 101 performs the control as described above, so that the game does not proceed. On the other hand, during the game stop state, the control of the launching of game balls by the launch / payout control board 200 is stopped, but the control of the payout of game balls by the launch / payout control board 200 is not stopped.

[0238] Specifically, after the main CPU 101 of the main control board 100 sends a prize ball designation command to the launch payout control board 200 to pay out the corresponding number of prize balls based on the entry of a game ball into the general prize opening 14, the first start prize opening 15, the second start prize opening 16 or the large prize opening 18 (i.e., after the launch payout control board 200 receives the prize ball designation command), the launch payout control board 200 continues to control the payout of game balls even if a game stop state is set.

[0239] As a result, for example, when prize balls are being paid out sequentially as a result of game balls entering the big prize opening 18 during the execution of a special game (i.e., a playable state), even if the game stop state is set, all prize balls based on the above-mentioned balls entering will be paid out. In other words, all prize balls that were acquired by game balls entering the big prize opening 18 before the game stop state was set but that have not yet been paid out at the time the game stop state was set will also be paid out. In this way, in the pachinko machine P of this embodiment, if a game ball enters one of the winning slots while the machine is in a playable state and a game stop state is set while prize balls are being paid out based on that ball, the progress of the game by the main control board 100 and the firing of game balls by the firing and payout control board 200 will stop, but the payout of prize balls by the firing and payout control board 200 will continue without stopping even during the game stop state.

[0240] Similarly, even if a game stop state is set after the player presses the ball lending button 36 and the game ball lending device R sends a loan ball payout command to the launch payout control board 200 to pay out a predetermined number of game balls as loan balls, the launch payout control board 200 continues to control the payout of game balls. As a result, even if a game stop state is set when a predetermined number of game balls (loan balls) are being paid out by pressing the ball loan button 36, all of the predetermined number of game balls will be paid out. In other words, even if the ball loan button 36 was pressed before the game stop state was set and payout of game balls was started, all game balls that had not yet been paid out at the time the game stop state was set will be paid out.

[0241] Furthermore, in the pachinko machine P of this embodiment, even when play is stopped, the operation of the game ball lending device R, value information display device 35, ball lending switch 36a, and card return switch 37a is not restricted, and the transmission of signals and commands from these devices, and the reception of signals and commands by these devices, are not restricted. As a result, in the pachinko machine P according to this embodiment, even if the ball loan button 36 is pressed while the game is stopped, all of the predetermined number of game balls are paid out.

[0242] Furthermore, in the pachinko machine P according to this embodiment, even when the game is stopped, the value information continues to be displayed on the value information display device 35. Also, when the ball lending button 36 is pressed during the game is stopped, the game ball lending device R transmits a subtraction command to the value information display device 35, so that the updated value information is displayed on the value information display device 35 even during the game is stopped. Furthermore, even if the card return button 37 is pressed while the game is stopped, the card return switch 37a sends a return request signal to the game ball lending device R, so that the game ball lending device R is controlled to eject the card even while the game is stopped.

[0243] (Outline of determination of payout-related errors during game suspension) In the pachinko machine P according to this embodiment, among the payout-related errors, the occurrence of a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a radio wave error, and a payout motor error is determined (detected) by the launch payout control board 200. In addition, among the payout-related errors, the occurrence of a door open error is determined (detected) by the main control board 100.

[0244] Here, when the machine is in a playable state and the state regarding the differential ball operation stop control described below is the pre-activation warning state, activation warning state, or activation notice state, both the main control board 100 and the launch payout control board 200 determine whether a corresponding error has occurred. In contrast, during the game stop state, the main CPU 101 of the main control board 100 only determines whether a door open error has occurred, and does not determine whether other errors (main control-related errors mentioned above) that can be determined by the main control board 100 have occurred. Specifically, even when the game is stopped, if the main body frame 2 or the front door 3 is opened, a main body frame open detection signal or a front door open detection signal is input to the launch / payout control board 200, which in turn sends a main body frame open command or a front door open command to the main control board 100. When the main control board 100 receives the main body frame open command or the front door open command, the main CPU 101 determines that a door open error has occurred. On the other hand, even when the game is stopped, for example, if a magnetism is directed toward the game board 11, the magnetic detection sensor 70a detects the magnetism and outputs a magnetic detection signal to the main control board 100. However, even if the magnetic detection signal is input to the main control board 100, the main CPU 101 does not determine that a main control magnetic error has occurred. Therefore, even if a magnetism is directed toward the game board 11 during the game stop state, a main control magnetic error will not occur. Similarly, for example, when radio waves are irradiated onto the gaming board 11, the radio wave detection sensor 71a detects the radio waves and outputs a radio wave detection signal to the main control board 100. However, even if the radio wave detection signal is input to the main control board 100, the main CPU 101 does not determine that a main control radio wave error has occurred. Therefore, even if radio waves are irradiated onto the gaming board 11 while the game is stopped, a main control radio wave error does not occur. In other words, even if an event that causes a main control-related error occurs during a game stop state, the main CPU 101 does not determine that a main control-related error has occurred, and therefore, a main control-related error will not occur.

[0245] As described above, even when a game is stopped, if it is determined that a door open error has occurred, the main CPU 101 transmits an error indication command corresponding to the door open error to the sub-control board 300. As described above, even when a game is stopped, if the main body frame 2 or the front door 3 is opened, it is determined that a door open error has occurred, and the effect display device 21, various lamps, and sound output device 10 indicate that a door open error has occurred.

[0246] Also, during a game stop state, the payout CPU 201 of the launch payout control board 200 does not determine the occurrence of any error. Therefore, during a game stop state, the occurrence of a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, and a payout motor error is not determined. Specifically, even if the payout motor 62 is operating during a game stop state and the payout counting switch 63 does not count the game balls for a predetermined period, the payout CPU 201 will not determine that a ball out error has occurred. Therefore, even if the payout counting switch 63 does not count the game balls for a predetermined period during a game stop state, a ball out error will not occur. And, because the payout CPU 201 does not determine that a ball out error has occurred, a ball out error command will not be sent from the launch payout control board 200 to the main control board 100, and the main control board 100 will not recognize that a ball out error has occurred. Similarly, during a game stop state, for example, when radio waves are irradiated to the outlet 19, the outlet radio wave detection sensor 71b detects the radio waves and outputs a radio wave detection signal to the launch payout control board 200. However, even if the radio wave detection signal is input to the launch payout control board 200, the payout CPU 201 does not determine that a payout radio wave error has occurred. Therefore, during a game stop state, even if radio waves are irradiated to the outlet 19, a payout radio wave error does not occur. And, because the payout CPU 201 does not determine that a payout radio wave error has occurred, a payout radio wave error command is not transmitted from the launch payout control board 200 to the main control board 100, and the main control board 100 does not recognize that a payout radio wave error has occurred. In other words, even if an event that causes a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, or a payout motor error occurs during a game stop state, the payout CPU 201 does not determine the occurrence of these errors, so these errors will not occur. Also, the occurrence of these errors will not be recognized by the main control board 100.

[0247] Furthermore, even when the game is stopped, the payout CPU 201 of the launch payout control board 200 may continue to determine the occurrence of a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, or a payout motor error.

[0248] (Outline of external signal transmission to outside of pachinko machine P during game stop state) As described above, in the pachinko machine P of this embodiment, the main CPU 101 of the main control board 100 controls the transmission of external signals such as winning signals and jackpot signals to the outside of the pachinko machine P, and the payout CPU 201 of the launch payout control board 200 controls the transmission of external signals such as payout ball signals to the outside of the pachinko machine P. Here, when the game is in a playable state and in the pre-activation warning state, activation warning state, or activation notice state, the main CPU 101 controls the transmission of external signals such as a winning signal or a jackpot signal, and the payout CPU 201 controls the transmission of external signals such as a payout ball signal. On the other hand, during the game stop state, as described above, the control by the main control board 100 to transmit external signals such as a winning signal or a big win signal is restricted.

[0249] Furthermore, while the game is stopped, the control of sending external signals such as a prize ball payout signal by the launch payout control board 200 continues without any restrictions. Specifically, for example, even if a game stop state is set while the payout CPU 201 is transmitting an external signal such as a payout ball signal, the payout CPU 201 will stop transmitting the external signal after a predetermined time has elapsed. Also, for example, if game balls are paid out after the game stop state is set and the number of paid out game balls reaches a predetermined number, the payout CPU 201 will transmit a payout ball signal, and after the predetermined time has elapsed, the payout CPU 201 will stop transmitting the payout ball signal.

[0250] (Overview of control when setting change state or setting confirmation state is set) In the pachinko machine P according to this embodiment, when the setting change state or the setting confirmation state is set, no game balls are shot even if the operating handle 5 is rotated, and the main CPU 101 of the main control board 100 does not detect the entry of game balls into the first start winning port 15 or the second start winning port 16 or the passage of game balls through the gate 20, and stops the display of variable special symbols, the display of variable normal symbols, and the execution of special games. As a result, in the setting change state or the setting confirmation state, the game does not progress, just like in the game stop state. Furthermore, in the setting change state or the setting confirmation state, the main CPU 101 of the main control board 100 controls not to operate the movable piece solenoid 16c that drives the movable piece 16b of the second start winning opening 16 to protrude and retract, and also controls not to operate the special winning opening solenoid 18c that drives the opening and closing door 18b of the special winning opening 18 to open and close. As a result, during the setting change state or the setting confirmation state, similar to the game stop state, the movable piece 16b remains retracted and the opening and closing door 18b remains closed. Also, in the setting change state or setting confirmation state, as in the game stop state, the main CPU 101 of the main control board 100 only determines whether a door open error has occurred, and does not determine whether other errors (main control-related errors mentioned above) that can be determined by the main control board 100 have occurred.

[0251] Furthermore, during the setting change state or the setting confirmation state, the payout of game balls by the launch payout control board 200 continues, just as in the game stop state, but the occurrence of a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, or a payout motor error is not detected, and the control of the transmission of external signals such as a payout prize ball signal to the outside of the pachinko machine P is not restricted. In addition, during the setting change state or the setting confirmation state, the payout of game balls by the launch payout control board 200 may be stopped, or the occurrence of a ball out error, a full tank error, a payout counting switch error, a ball jam error, an excess prize ball error, a payout radio wave error, or a payout motor error may be continuously determined, or the control of the transmission of external signals such as a payout prize ball signal to the outside of the pachinko machine P may be restricted.

[0252] (Overview of differential ball activation stop control (activation stop control based on the number of differential balls)) In the pachinko machine P of this embodiment, in order to prevent a situation in which the number of game balls acquired by the player during play becomes excessive and the game becomes too gambling-like, the main CPU 101 executes operation stop control (difference ball operation stop control) to stop the operation of the pachinko machine P based on the difference ball number from a predetermined calculation start point during a playable state reaching a predetermined operation stop number (95,000 in this embodiment).

[0253] The difference in the number of balls is the difference between the number of prize balls (prize balls paid out based on the detection of game balls by the general prize opening detection sensor 14a, the first start prize opening detection sensor 15a, the second start prize opening detection sensor 16a, and the large prize opening detection sensor 18a) that are paid out based on the game balls entering each winning opening (general prize opening 14, first start prize opening 15, second start prize opening 16, and large prize opening 18), and the number of game balls that are fired by the player and enter each winning opening or are received by the outlet 19 (game balls detected by the outlet sensor 19a, in other words, game balls used in the game).

[0254] As described above, in the pachinko machine P of this embodiment, the difference ball count value used to determine the difference ball number is stored in a specific area in the unused area provided in the main RAM 103. The difference ball count value stored in this specific area is reset when the power is restored (when the power is turned off and on) without a specific error occurring in the activation notice state and states other than the activation state (pre-activation warning state, activation warning state) described ...

Claims

1. a storage means for storing lottery information acquired when a predetermined acquisition condition is met as reserved information; a performance execution means capable of executing a performance based on the hold; A setting means capable of executing various settings regarding the performance, As a feasible performance, a first effect that can be executed when a first setting is made by the setting means; a second effect that can be executed when the second setting is performed by the setting means, This gaming machine is characterized in that when the lottery information acquired when the second setting is performed is reserved and stored, when the lottery information acquired when the first setting is performed is reserved, the first performance based on the reserved information can be executed.

2. a storage means for storing lottery information acquired when a predetermined acquisition condition is met as reserved information; a performance execution means capable of executing a performance based on the hold; A setting means capable of executing various settings regarding the performance, As a feasible performance, a first effect that can be executed when a first setting is made by the setting means; a second effect that can be executed when the second setting is performed by the setting means, This gaming machine is characterized in that when the reserved lottery information acquired when the first setting is made is not stored, and when the reserved lottery information acquired when the second setting is made is stored, the second performance based on the reserved lottery information can be executed.

Citation Information

Patent Citations

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