Gaming machine
By employing sound control techniques in the Pachinko game console, the noise problem after the background music ends has been resolved, achieving a smooth transition of sound effects.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2024-12-26
- Publication Date
- 2026-07-08
AI Technical Summary
In traditional Pachinko game consoles, background music may cause noise issues when it continues to output after the sound effects have finished.
By employing sound control techniques, the sound is gradually changed from an audible state to an inaudible state, and then gradually restored to an audible state, thus avoiding the generation of noise.
It effectively avoids noise issues when the background music ends and the sound effects end, providing a smoother sound effect transition.
Smart Images

Figure 2026114671000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, in some pachinko gaming machines, BGM (background music) is output at a predetermined volume over a plurality of variable effects (see Patent Document 1).
[0003] Also, in variable effects, various effect sounds may be output in relation to the variable effects.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] After the output of various effect sounds related to the variable effect ends, the BGM continues to be output at a predetermined volume. However, depending on the way the BGM is output in this scene, noise may occur.
[0006] Therefore, the present invention has been made in view of such problems, and an object thereof is to provide a gaming machine in which no noise occurs when the BGM continues to be output after the output of the effect sound ends.
Means for Solving the Problems
[0007] To solve the above problems, the present invention provides a gaming machine having sound control means, wherein the sound control means controls a first sound from a first state in which it is output at a predetermined audible volume to a second state in which it is inaudible or difficult to hear, then controls it from the second state to the first state, and when controlling it from the second state to the first state, it is possible to fade in the first sound to the predetermined volume. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine in which no noise is generated when background music is output after the output of sound effects has finished. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view showing an example of a pachinko game machine according to this embodiment. [Figure 2] This is a schematic front view showing an example of a second major prize-winning device, etc., found in a pachinko gaming machine. [Figure 3] This figure shows an example of the configuration of a storage device. [Figure 4] This is an enlarged view of section A shown in Figure 1, illustrating an example of the display devices found in a pachinko gaming machine. [Figure 5] This block diagram shows an example of the electrical configuration of the main control board side of a pachinko game machine. [Figure 6] This block diagram shows an example of the electrical configuration of the sub-control board side of a pachinko game machine. [Figure 7] This is a front view showing an example of a pachinko game machine and card unit according to this embodiment. [Figure 8] This table shows examples of various random numbers acquired by the microcontroller used for game control. [Figure 9] This figure shows examples of a special symbol random number determination table, a big win symbol type determination table, a small win symbol type determination table, a losing symbol type determination table, and a reach determination table. [Figure 10] This figure shows an example of a table for determining the destination of the time-saving state. [Figure 11] It is a diagram showing an example of the types of big wins, small wins, and losses. [Figure 12] It is a diagram showing an example of a special figure variation pattern determination table. [Figure 13] It is a diagram showing an example of a general figure win determination table, a general figure type determination table, a general figure variation pattern determination table, an electric chewing opening pattern determination table, and an electric chewing opening time determination table. [Figure 14] It is a diagram showing an example of a special figure winning command determination table. <000 [Figure 28] This is a flowchart showing an example of special electric bonus mechanism processing 1 (jackpot game). [Figure 29] This flowchart shows an example of the game state setting process. [Figure 30] This is a flowchart showing an example of special electric bonus processing 2 (minor win game). [Figure 31] This is a flowchart showing an example of special electric bonus processing 2 (minor win game). [Figure 32] This flowchart shows an example of the distribution member control process. [Figure 33] This timing chart shows an example of the opening pattern of the second main prize slot and the operation pattern of the distribution member according to the type of minor prize symbol. [Figure 34] This flowchart shows an example of a sensor detection process for a specific area. [Figure 35] This is a slump graph used to explain the difference in ball count. [Figure 36] This flowchart shows an example of a game termination control process. [Figure 37] This figure shows an example of a notification method. [Figure 38] This flowchart shows an example of frame control processing. [Figure 39] This flowchart shows an example of frame timer interrupt processing. [Figure 40] This flowchart shows an example of input processing. [Figure 41] This flowchart shows an example of a control process for game errors. [Figure 42] This is a flowchart showing an example of a sub-control main process. [Figure 43] This flowchart shows an example of 1ms timer interrupt handling. [Figure 44] This flowchart shows an example of 10ms timer interrupt handling. [Figure 45] This flowchart shows an example of a process for indicating that a user is away from their desk. [Figure 46]This figure shows an example of a screen display pattern used in the "away from desk" indicator process. [Figure 47] This figure shows an example of a performance mode. [Figure 48] This is an explanatory diagram showing a specific example of a normal variation in the variation animation. [Figure 49] This is an explanatory diagram showing a specific example of a normal reach in a variable animation sequence. [Figure 50] This is an explanatory diagram showing a specific example of a special reach in the variable animation sequence. [Figure 51] This is an explanatory diagram showing a specific example of a battle reach in the variable animation sequence. [Figure 52] This is an explanatory diagram illustrating a specific example of the sequence of events that unfolds after a minor win. [Figure 53] This flowchart shows an example of the processing involved in the revival animation. [Figure 54] This flowchart shows an example of post-initialization processing related to post-initialization effects. [Figure 55] This flowchart shows an example of applying a fall-out lottery process during the revival and post-initialization animation processes. [Figure 56] This diagram shows an example of the content of a revival scene. [Figure 57] This figure shows an example of the content of the post-initialization animation. [Figure 58] This figure shows an example of the content of the animation that suggests a shortened time state. [Figure 59] This figure shows an example of a special symbol random number determination table, a big win symbol type determination table, a small win symbol type determination table, a losing symbol type determination table, and a reach determination table in the second embodiment. [Figure 60] This figure shows an example of a time-saving state transition destination determination table in the second embodiment. [Figure 61] This figure shows examples of the types of big wins, small wins, and losing outcomes in the second embodiment. [Figure 62] This figure shows an example of a special prize winning command determination table in the second embodiment. [Figure 63] This figure shows an example of the game flow in the second embodiment. [Figure 64] This figure shows an example of the content of the animation that suggests a slightly shortened time state. [Figure 65] This figure shows an example of a time-saving state transition destination determination table in the third embodiment. [Figure 66] This figure shows examples of the types of big wins, small wins, and losing outcomes in the third embodiment. [Figure 67] This diagram shows an example of the game flow in the third embodiment. [Figure 68] This figure shows an example of a special symbol random number determination table, a big win symbol type determination table, a small win symbol type determination table, a losing symbol type determination table, and a reach determination table in the fourth embodiment. [Figure 69] This figure shows an example of a time-saving state transition destination determination table in the fourth embodiment. [Figure 70] This figure shows examples of the types of big wins, small wins, and losing outcomes in the fourth embodiment. [Figure 71] This figure shows an example of a special prize winning command determination table in the fourth embodiment. [Figure 72] This figure shows an example of the game flow in the fourth embodiment. [Figure 73] This figure shows an example of a special symbol random number determination table, a big win symbol type determination table, a small win symbol type determination table, a losing symbol type determination table, and a reach determination table in the fifth embodiment. [Figure 74] This figure shows an example of a time-saving state transition destination determination table in the fifth embodiment. [Figure 75] This figure shows examples of the types of big wins, small wins, and losing outcomes in the fifth embodiment. [Figure 76] This figure shows an example of a special feature variation pattern determination table in the fifth embodiment. [Figure 77]This figure shows an example of a special prize winning command determination table in the fifth embodiment. [Figure 78] This diagram shows an example of the game flow in the fifth embodiment. [Figure 79] This is a flowchart showing an example of the variation pattern selection process in the fifth embodiment. [Figure 80] This flowchart shows an example of the game state management process in the fifth embodiment. [Figure 81] This flowchart shows an example of the game state setting process in the fifth embodiment. [Figure 82] This is a flowchart showing an example of the revival sequence processing related to the revival sequence in the fifth embodiment. [Figure 83] This flowchart shows an example of the post-initialization effect processing related to the post-initialization effect in the fifth embodiment. [Figure 84] This figure shows an example of the content of the revival scene in the fifth embodiment. [Figure 85] This figure shows an example of the content of the post-initialization animation in the fifth embodiment. [Figure 86] This figure shows an example of a customizable display screen in the sixth embodiment. [Figure 87] This figure shows an example of a custom judgment table for the lucky flash effect in the sixth embodiment. [Figure 88] This figure shows an example of a custom judgment table for predictive effects in the sixth embodiment. [Figure 89] This figure shows an example of a custom judgment table for pre-emptive custom effects in the sixth embodiment. [Figure 90] This figure shows an example of a first scenario spoiler judgment table in the sixth embodiment. [Figure 91] This figure shows an example of a second scenario spoiler detection judgment table in the sixth embodiment. [Figure 92] This figure shows an example of a table for determining the spoiler animation for the third scenario in the sixth embodiment. [Figure 93] This figure shows an example of a table for determining the pre-emptive reveal of the fourth scenario in the sixth embodiment. [Figure 94] This figure shows an example of a scenario spoiler in the sixth embodiment. [Figure 95] This figure shows an example of a variation in the animation when a scenario spoiler is executed in the sixth embodiment. [Figure 96] This flowchart shows an example of the game ball count transmission process in the seventh embodiment. [Figure 97] This is a flowchart showing an example of the counting and display processing in the seventh embodiment. [Figure 98] This figure shows an example of a counting presentation in the seventh embodiment. [Figure 99] This figure shows an example of a counting presentation in the seventh embodiment. [Figure 100] This figure shows an example of a sound data list in the eighth embodiment. [Figure 101] This is a flowchart showing an example of background music processing in the eighth embodiment. [Figure 102] This figure shows an example of the volume change process in the eighth embodiment. [Figure 103] This figure shows an example of the BGM processing when changing from performance mode A1 to performance mode A2 in the eighth embodiment. [Figure 104] This figure shows an example of BGM processing when changing the BGM during performance mode B in the eighth embodiment. [Figure 105] This figure shows an example of background music processing when changing the background music during a 10R jackpot in the eighth embodiment. [Figure 106] This figure shows an example of background music processing when a normal reach animation is performed during animation mode A in the eighth embodiment. [Figure 107] This figure shows an example of background music processing when a chance zone prompting effect is executed during the effect mode A in the eighth embodiment. [Figure 108]This figure shows a modified example of the background music processing when changing the background music during performance mode B in the eighth embodiment. [Figure 109] This flowchart shows an example of the pre-release effect processing in the ninth embodiment. [Figure 110] This figure shows example 1 of the pre-announcement effect in the ninth embodiment. [Figure 111] This figure shows example 2 of the pre-announcement effect in the ninth embodiment. [Figure 112] This figure shows example 3 of the pre-announcement effect in the ninth embodiment. [Figure 113] This figure shows example 4 of the pre-announcement effect in the ninth embodiment. [Figure 114] This figure shows example 5 of the pre-announcement effect in the ninth embodiment. [Figure 115] This flowchart shows an example of the pre-release effect processing in the 10th embodiment. [Figure 116] This figure shows example 1 of the pre-announcement effect in the 10th embodiment. [Figure 117] This figure shows example 2 of the pre-announcement effect in the 10th embodiment. [Figure 118] This figure shows example 3 of the pre-announcement effect in the 10th embodiment. [Figure 119] This figure shows example 4 of the pre-announcement effect in the 10th embodiment. [Modes for carrying out the invention]
[0010] In the embodiments described herein, a pachinko game machine 1 is used as an example of a game machine, in which the game medium used for the game is a game ball, and the game is played by launching the game ball towards the game board. However, unnecessarily detailed explanations, such as detailed explanations of technical matters already well known to those skilled in the art, or redundant explanations of substantially identical configurations, may be omitted. In addition, terms commonly used by those skilled in the art may be used without explanation of their definitions. The drawings described and referenced below are provided for those skilled in the art to understand this disclosure and are not intended to limit the scope of the claims of this disclosure. Furthermore, even if the game machine is a slot machine (such as a slot machine equipped with a variable display unit capable of displaying multiple types of identifiable identification information, where the display result is derived by stopping the variable display unit's display, and a prize is awarded according to the display result), the technology is applicable to slot machines as well, provided it is applicable to the embodiments of this disclosure.
[0011] <First Embodiment> [Overview of the basic gameplay of Pachinko Machine 1] The pachinko game machine 1 illustrated below is equipped with a ball circulation mechanism that enables the player to play without touching the game balls, based on the fact that in response to a predetermined operation performed by the player (rotation of the handle 60a), the game balls enclosed inside the machine are launched so that they can flow downward toward the game board surface (game area 3 on which nails are installed), and the process of "launch → flow downward → collect → lift → polish → wait → launch" is repeated, thereby enabling the player to play without touching the game balls.
[0012] Furthermore, in the execution of the game related to the pachinko game machine 1 described below, the ball circulation mechanism is not required, and it may be applied to a non-sealed pachinko machine that collects and supplies game balls and dispenses prize balls with the support of a designated island facility installed in amusement parlors, etc.
[0013] Then, when the launched game ball enters a designated ball entry point on the game board (the game progresses), the conditions for conducting the predetermined lottery (acquisition of judgment information) are met.
[0014] Based on a predetermined trigger (the start timing of the lottery determination based on the First-In-First-Out method) resulting from the fulfillment of the conditions for conducting this predetermined lottery, the display of the identification symbols (special symbols related to ball entry into the starting gate, or ordinary symbols related to ball entry into gate 28) will begin on the gaming machine's display device (symbol display / segment display unit).
[0015] The game progresses in a way that allows for the determination of the game result (notification of win or loss) by stopping the identification symbol to a predetermined type of stop display pattern corresponding to the result of a predetermined lottery after a predetermined time has elapsed since the start of the changing display of the identification symbol.
[0016] Furthermore, during the display of the changing identification symbols, the game machine's display device (LCD) enables the display of changing symbols for one or more symbols. By providing performance notifications (video display of predetermined symbols) related to the game's progress (during the display of changing symbols) in accordance with a predetermined performance scenario (performance variation pattern) that takes into account the results of a predetermined lottery, it is possible to inform the player of the probability of winning before the results of the predetermined lottery are derived (before the stopping display of the identification symbols), thereby increasing the player's anticipation regarding the game benefits (prizes, bonus status, useful information) that can be obtained afterward.
[0017] Furthermore, if the type of identification symbol that is stopped and displayed results in a special game (jackpot or minor win) that is more advantageous to the player than normal gameplay, a predetermined movable part (opening / closing device) provided on the game board, which is normally closed and difficult to enter, is activated to open it, making it easier for the player to enter. This allows the player to win a predetermined game prize by getting the game ball into the designated entry point.
[0018] Furthermore, the execution conditions (start) for the specified movable part may be triggered by the notification of the winning result, or by the entry of a game ball into a predetermined specific ball entry area after the notification of the winning result (satisfaction of the specified operating requirements).
[0019] [Structure of a gaming machine] The pachinko game machine 1 of this embodiment will be described based on the drawings. In the following description, the left-right direction of each part of the pachinko game machine 1 will be described as coinciding with the left-right direction from the perspective of a player facing the pachinko game machine 1. Furthermore, the front direction of each part of the pachinko game machine 1 will be described as the direction approaching the player facing the pachinko game machine 1, and the rear direction of each part of the pachinko game machine 1 will be described as the direction away from the player facing the pachinko game machine 1.
[0020] As shown in Figure 1, the pachinko game machine 1 of this embodiment includes a game machine frame 50. The game machine frame 50 includes an outer frame 50a, an inner frame 50b, and a front door 51 (front frame). The outer frame 50a is a vertical rectangular frame that forms the outer casing of the pachinko game machine 1. The inner frame 50b is positioned inside the outer frame 50a and is a vertical rectangular frame to which the game board 2 is attached. The front door 51 is positioned on the front side of the outer frame 50a and the inner frame 50b and is a vertical rectangular shape that protects the game board 2. The front door 51 is the part that faces the player directly and is decorated in various ways.
[0021] The gaming machine frame 50 is configured with a hinge portion 1a on its left end. This hinge portion 1a allows the front door 51 to rotate freely relative to the outer frame 50a and the inner frame 50b, and the inner frame 50b to rotate freely relative to the outer frame 50a and the front door 51.
[0022] An opening is formed in the center of the front door 51, and a transparent plate 51a is attached to the opening so that the player can see the game area 3 (see Figure 7), which will be described later. In this embodiment, the transparent plate 51a is a glass plate, but it may also be a transparent synthetic resin plate. In other words, the transparent plate 51a only needs to be such that the game area 3 can be seen from the front.
[0023] The front door 51 is also provided with a handle 60a for launching game balls toward the game area 3 with a launching force corresponding to the rotation angle.
[0024] A storage device 25 (see Figure 3), described later, is provided at the bottom of the inner frame 50b. A predetermined number of game balls are stored in the storage device 25. The stored game balls are launched towards the game area 3, flow down through the game area 3, and return to the storage device 25. In this way, the game balls stored in the storage device 25 are sealed inside the pachinko game machine 1 and circulate without being discharged outside the pachinko game machine 1.
[0025] In other words, Pachinko machine 1 is a game machine (a so-called "sealed-type Pachinko machine") in which the game balls sealed inside can circulate after flowing down the game area 3 and re-enter the game area 3. Therefore, unlike game machines (a so-called "non-sealed-type Pachinko machine") in which the game balls contained inside are discharged to the outside after flowing down the game area 3, a mechanism for dispensing game balls to the player (such as a prize ball dispensing device, prize ball motor, upper tray, lower tray, etc.) is unnecessary.
[0026] As a result, the lower structure of the pachinko game machine 1 can be made more compact compared to conventional non-sealed pachinko machines. Furthermore, in the pachinko game machine 1, since there is no upper or lower tray for storing game balls in the front door 51, players cannot touch the game balls.
[0027] The lower part of the front door 51 is provided with a first effect button (input section) 63, a select button 64 (see the plan view within the dashed line in Figure 1), and a second effect button (input section) 65, which can be operated by the player during effects that are performed as the game progresses. The select button (directional pad) 64 consists of an up button, a down button, a left button, and a right button. The first effect button 63 and the second effect button 65 each have an internal light-emitting element (not shown) and a first vibration device 63b and a second vibration device 65b built inside, respectively. The front door 51 is also provided with a decorative frame lamp 66 and a speaker 67 that outputs sound.
[0028] When the up or down button on the select button 64 is pressed once, a volume gauge image indicating the current volume level is displayed on the display screen 7a. When the up button is pressed once or multiple times while the volume gauge image indicating the current volume level is displayed on the display screen 7a, the volume level increases by one or more levels from the current volume, and a volume gauge image indicating the increased volume level is displayed on the display screen 7a. Also, when the down button is pressed once or multiple times while the volume gauge image indicating the current volume level is displayed on the display screen 7a, the volume level decreases by one or more levels from the current volume, and a volume gauge image indicating the decreased volume level is displayed on the display screen 7a. The volume can be adjusted in a range of 10 levels from 0 to 10.
[0029] When the left or right direction button of the select button 64 is pressed once, a light intensity gauge image indicating the current light intensity (brightness of the lamp or display screen) is displayed on the display screen 7a. When the right direction button is pressed once or multiple times while the light intensity gauge image indicating the current light intensity is displayed on the display screen 7a, the light intensity increases by one or more levels from the current level, and a light intensity gauge image indicating the increased level is displayed on the display screen 7a. Also, when the left direction button is pressed once or multiple times while the light intensity gauge image indicating the current light intensity is displayed on the display screen 7a, the light intensity decreases by one or more levels from the current level, and a light intensity gauge image indicating the decreased level is displayed on the display screen 7a. The light intensity can be adjusted in a range of 10 levels from 0 to 10.
[0030] In addition, the pachinko game machine 1 has a game ball display 61 located in the center of the lower part of the front door 51. The game ball display 61 displays the number of game balls that can be launched at the moment by the player operating the handle 60a as the number of game balls (game value). The game ball display 61 is composed of six 7-segment displays arranged horizontally so that a 6-digit number can be displayed.
[0031] In Figure 1, the game ball display 61 shows "2500," indicating that the player has 2500 game balls. The display control of the game ball display 61 is performed by the frame control microcontroller 171.
[0032] In the pachinko game machine 1, the first performance button 63 and the second performance button 65 light up when their respective internal light-emitting elements illuminate. Additionally, the first performance button 63 vibrates when the first vibration device 63b vibrates, and the second performance button 65 vibrates when the second vibration device 65b vibrates. There are multiple types of illumination patterns for the internal light-emitting elements. Specifically, these include a white illumination pattern where the internal light-emitting elements emit white light, a yellow illumination pattern where the internal light-emitting elements emit yellow light, and a red illumination pattern where the internal light-emitting elements emit red light. Furthermore, the vibration patterns for the first vibration device 63b and the second vibration device 65b include 200ms vibration, 2000ms vibration, and 0.1ms x 5 vibrations.
[0033] In this embodiment, the input of the first effect button 63 and the second effect button 65 is activated when a predetermined effect is triggered during the variation of special symbols or during a predetermined winning state, or when one of several effects is selected to be executed. At this time, the internal light-emitting elements of each are configured to emit light in a predetermined color and / or the first vibration device 63b and the second vibration device 65b are configured to vibrate in a predetermined pattern.
[0034] Furthermore, by inputting the first effect button 63 (single press, long press, rapid press, etc.), it is possible to activate a predetermined effect or select one of several effects. In addition, by inputting the second effect button 65 (single press, long press, etc.), a predetermined effect is activated.
[0035] The game board 2 has a game area 3, which is surrounded by rail members 4, through which game balls launched by operating the handle 60a flow. The game board 2 is also equipped with decorative board lamps 5 (see Figure 6). Multiple game pins (not shown) are provided protruding from the game area 3 to guide the game balls.
[0036] The handle 60a shown in Figure 1 is designed so that during gameplay (while special symbols are being displayed), air blown from a built-in blower (pump actuator) 60b can be discharged from a discharge port 60c.
[0037] Specifically, the blower 60b is configured as a pump actuator that enables the continuous generation of instantaneous wind. However, the present invention is not limited to the configuration of a pump actuator, and other blowers capable of generating wind (for example, a fan such as an electric fan) may be used instead of the pump actuator.
[0038] Furthermore, in this embodiment, the drive control is configured to drive the pump actuator in conjunction with the display of changing performance patterns or performance displays using predetermined patterns (such as the operation instruction image 63c) on the display screen 7a of the image display device 7 to generate wind. However, the drive control may be configured to drive the pump actuator (including other blowing devices) in conjunction with other timings in the gameplay process of the pachinko game machine 1.
[0039] Therefore, a fan-blowing effect based on the discharge of wind generated from the fan device 60b (tactile sensation information that can be perceived by touch) can be provided to the player who grips the lever part 60e (turns on the touch switch 114 (see Figure 5)) and rotates it, near the palm of the player who is gripping the handle 60a, which is located near the front of the pachinko game machine 1.
[0040] Furthermore, the blower 60b, the first vibration device 63b, or the second vibration device 65b may be installed in any suitable location on the front side of the pachinko game machine 1, as long as it is a location that can provide tactile sensory information (wind / vibration) to a player seated in front of the pachinko game machine 1.
[0041] In this case, for example, a first vibration device 63b or a second vibration device 65b may be provided inside the handle 60a so that the vibration generated by the vibration device 63b is transmitted to the vicinity of the front of the pachinko game machine 1. Alternatively, a blower device 60b may be provided inside the speaker 67 so that air can be blown from a discharge hole provided on the front of the speaker 67 to the vicinity of the front of the pachinko game machine 1.
[0042] Furthermore, as shown in Figure 1, an image display device 7, which is a liquid crystal display device, is provided near the center of the game area 3. The display screen (display section, display) 7a of the image display device 7 has a performance symbol display area that displays the fluctuations of performance symbols 8 (8L, 8C, 8R, also called decorative symbols) in sync with the fluctuations (variable displays) of the first special symbol (hereinafter also called special symbol 1) and the second special symbol (hereinafter also called special symbol 2), which will be described later.
[0043] The display area for the performance symbols consists of three display areas, for example, "left," "center," and "right." The left display area displays the left performance symbol 8L, the center display area displays the center performance symbol 8C, and the right display area displays the right performance symbol 8R. Each performance symbol consists of multiple symbols representing numbers from "1" to "9."
[0044] The image display device 7 clearly displays the results of the fluctuations of Special Feature 1 and Special Feature 2, which are shown on the Special Feature 1 display device 41a and Special Feature 2 display device 41b (see Figure 4) described later, based on the combination of the left, center, and right performance symbols (i.e., the results of the jackpot lottery).
[0045] For example, if you win the jackpot, the symbols will stop displaying a repeating number such as "777 (special display result)". If you lose, the symbols will stop displaying a scattered number (losing number) such as "263". If you win a minor prize, the symbols will stop displaying a predetermined minor prize number (special display result, which can be set arbitrarily, and may be repeating numbers or scattered numbers).
[0046] This makes it easier for players to understand the progress of the game. In other words, players generally understand the results of the jackpot lottery not by special symbol 1 display 41a or special symbol 2 display 41b, but by the image display device 7. Note that the positions of the display areas for the performance symbols 8L, 8C, and 8R do not have to be fixed.
[0047] Furthermore, the display of the changing symbols can be, for example, by scrolling vertically. In addition, the combination of symbols that stops to be displayed according to each lottery result can be arbitrarily changed, and the symbols may be stopped to be displayed with a special combination including predetermined special symbols when a big win or a small win is achieved.
[0048] The image display device 7 displays on the display screen 7a not only the variation in the patterned patterns used in the above-mentioned patterns (also called "decorative pattern variation patterns" or simply "variation patterns"), but also jackpot patterns that are performed in parallel with jackpot games, and demo patterns for when customers are waiting. In the variation in the patterned patterns, in addition to patterns such as numbers, other patterns such as background images and character images are also displayed.
[0049] Pachinko game machine 1 allows the player to select (change) the background music (BGM) that plays during the jackpot rounds, and has a function that allows the player to change to their preferred BGM by operating the select button 64 (see Figure 6) during the rounds.
[0050] Furthermore, the pachinko game machine 1 is equipped with a function that allows the player to arbitrarily change and set the trigger for outputting predetermined game notifications related to the effects during the variation of special symbols or during predetermined winning states, as well as the frequency of occurrence of reach effects (pre-announcements), etc., by operating the first effect button 63 or the select button 64 (see Figure 6).
[0051] Specifically, the system is designed to allow players to customize the game's presentation to their liking (hereinafter referred to as "presentation customization") based on their operation of the first presentation button 63 while a demo presentation for customers is being displayed or while special symbols are not changing.
[0052] Regarding the customization of the effects, it may be possible to change the type of effects performed when the special symbols are changing by the player operating the first effect button 63 or the select button 64, to change the frequency of effects (such as pre-announcement effects) (including not performing any effects), to change the frequency of blowing effects (including not performing any effects) generated based on the blower 60b or vibration effects (including not performing any effects) generated based on the vibration device 63b, and to change settings related to the so-called auto-button function (a function that allows button effects to be executed as if a button had been pressed, even without actually pressing the button).
[0053] Furthermore, the display screen 7a of the image display device 7 is provided with one or more (up to four in this embodiment) hold icons 9 (hold icons 9a to 9d) corresponding to the number of hold items (storage of determination information that can be stored in the hold storage unit 85a or the hold storage unit 85b of the hold storage unit 85 described later), and a hold icon display area 7a1 is provided to allow each hold icon 9 to be moved in a predetermined direction (to the left in this embodiment).
[0054] Furthermore, the display screen 7a of the image display device 7 is provided with a variable icon display area 7a2 adjacent to the left side of the hold icon display area 7a1, which allows for the display of a variable icon 9D based on the final movement (left shift / disappearance) of a predetermined hold icon 9 (the leftmost one) displayed in the hold icon display area 7a1.
[0055] Furthermore, the base icon 9E can also be displayed in the variable icon display area 7a2. The base icon 9E can be displayed as a receptacle notification (an indication of the display position of the variable icon 9D) that indicates the destination corresponding to the disappearance of the predetermined reserved icon 9 from the reserved icon display area 7a1, which ultimately resulted in a left shift.
[0056] The reserved icons 9 that can be displayed in the reserved icon display area 7a1 are displayed in the reserved icon display area 7a1 based on the trigger for a special feature win (entering the start opening described later), which allows judgment information (such as a special feature winning random number) to be stored in the special feature 1 reserved memory unit 85a (or the special feature 2 reserved memory unit 85b). In addition, the reserved icons 9 can be displayed in a number corresponding to the number of memories stored based on each special feature win (in this embodiment, corresponding to 1 memory, 2 memories, 3 memories, and 4 memories).
[0057] Furthermore, the hold icon 9 allows the display color and / or display form shown according to each individual hold icon 9 displayed to correspond to a predetermined level of confidence (pre-determination before the correct / fail judgment is made, so-called look-ahead determination) and thus to a display pattern (so-called hold change). In this embodiment, as shown in Figure 1, based on a predetermined level of confidence, it is possible to change from the normal white (low confidence) hold icon 9A to the green (medium confidence) hold icon 9B, the red (high confidence) hold icon 9C, or the gold (very high confidence) hold icon 9F.
[0058] Furthermore, the display is designed to be distinguishable as either a special feature 1 hold icon 9 corresponding to a special feature 1 hold (stored in the special feature 1 hold memory unit 85a), or a special feature 2 hold icon 9 corresponding to a special feature 2 hold (stored in the special feature 2 hold memory unit 85b). This allows the player to easily see the number of special feature 1 holds (or special feature 2 holds) stored, as displayed in the special feature 1 hold indicator 43a (or special feature 2 hold indicator 43b) described later, when one or more hold icons 9 are displayed in the hold icon display area 7a1.
[0059] Furthermore, the one or more hold icons 9 that can be displayed in the hold icon display area 7a1 are configured to read one judgment information stored in the hold storage unit 85 in accordance with the special symbol hold, determine whether the lottery (special symbol lottery described later) is successful or not, and shift one to the left each time the result of the judgment is notified.
[0060] Then, during the final (final left shift) movement, the variable icon 9D corresponding to the predetermined (leftmost) hold icon 9 (display color / display format) that is the target of reading the memory (judgment information) related to the oldest hold-in-wait special symbol hold is made displayable as if it had been moved to the variable icon display area 7a2 with a left shift.
[0061] The variable icon 9D is allowed to continue displaying until a predetermined trigger occurs during the variable display of the special feature, which is executed based on the left shift movement of the final held icon 9 to the variable icon display area 7a2, or until a predetermined trigger occurs at the end of the variable display of the special feature. When that predetermined trigger occurs, the display of the variable icon 9D disappears from the variable icon display area 7a2, or the display of both the variable icon 9D and the base icon 9E disappears.
[0062] Therefore, the variable icon 9D is designed to be easily understood by the player when it disappears at a predetermined trigger point, after the variable display of the special symbol (determination of the special symbol lottery) based on the special symbol 1 hold (special symbol 2 hold) has stopped and ended, making it possible to display the next variable icon 9D.
[0063] Furthermore, the variable icon 9D is designed to provide a preliminary notification of the reliability of winning or losing (granting of a special prize) based on the display pattern (display color / display form) shown before a predetermined trigger occurs, corresponding to the variable display of the special feature (before notification of the win / loss judgment) corresponding to the memory clearing (judgment information read out from the reserve memory unit 85 to perform the judgment) of the special feature 1 reserve memory unit 85a (or special feature 2 reserve memory unit 85b) (a judgment when the memory storage area for reading becomes empty). In this embodiment, the variable icon 9D can change from a white (low reliability) variable icon to a green (medium reliability) variable icon, a red (high reliability) variable icon, or a gold (very high reliability) variable icon.
[0064] Furthermore, the display mode of the variable icon 9D displayed in the variable icon display area 7a2 may be the same as that of the held icon 9 which ultimately underwent a left shift (disappearance from the held icon display area 7a1), or it may be set to have a different reliability level (in this embodiment, an increase in reliability) than that of the held icon 9 which ultimately underwent a left shift.
[0065] A center decorative element 10 is positioned near the center of the game area 3, around the image display device 7, so as to cover a portion of the image display device 7 (display area 7a). A stage section 11 is formed at the lower part of the center decorative element 10, which can guide the game balls rolling on its upper surface to the first starting opening 20, which will be described later. A warp section 12 is provided on the left side of the center decorative element 10, which allows game balls to flow in from the entrance and out from the exit to the stage section 11. Furthermore, decorative members 13 representing characters, figures, etc., are positioned at the upper part of the center decorative element 10.
[0066] Below the image display device 7 in the game area 3, there is a fixed prize-winning device 19 equipped with a first starting opening 20 that ensures the ease with which game balls can enter remains constant. The entry of a game ball into the first starting opening 20 triggers a lottery for the first special symbol (special symbol 1) (a jackpot lottery, i.e., the acquisition of special symbol winning random numbers, etc. (judgment information) related to the lottery information).
[0067] Furthermore, a standard variable prize-winning device (ball entry support means / so-called electric tulip, standard electric mechanism, hereinafter referred to as "electric tulip") 22 is provided to the upper right of the first starting opening 20, which includes a second starting opening 21. The entry of a game ball into the second starting opening 21 triggers a lottery for the second special symbol (special symbol 2) (a jackpot lottery, that is, the acquisition of special symbol winning random numbers etc. (judgment information) related to the lottery information).
[0068] The electric tuner 22 is equipped with a sliding movable member (ball entry opening / closing member, movable part) 23 based on a plate that can move back and forth, and the second start opening 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by the electric tuner solenoid 24 (see Figure 5).
[0069] The second starting opening 21 can only capture a game ball when the movable member 23 is open (i.e., when the movable member 23 is in the open state and protruding forward from the playfield), and the captured game ball can enter the playfield as it is guided through the movable member 23. In other words, when the movable member 23 is closed (i.e., when the movable member 23 is in the closed state and retracted behind the playfield), it is not possible to capture a game ball, and therefore it is not possible to enter the playfield.
[0070] Alternatively, an electric tulip (well-known) configuration consisting of a wing-type movable member that opens and closes in the left-right direction along the surface of the board may be used.
[0071] Furthermore, below the first starting opening 20 in the game area 3, there is a first major prize device 31 equipped with a first major prize opening 30.
[0072] The first major prize winning device 31 is equipped with an opening / closing member 32 that can take an open state and a closed state, and the operation of the opening / closing member 32 opens and closes the first major prize winning opening 30. The opening / closing member 32 is driven by the first major prize winning opening solenoid 33 (see Figure 5). The first major prize winning opening 30 can only capture game balls when the door-shaped opening / closing member 32 is open (i.e., in the open state), and the captured game balls can be entered by being guided to the opening via the opening / closing member 32.
[0073] Furthermore, to the right of the first large prize opening 30 in the game area 3, a second large prize device 36 is provided, which includes a second large prize opening 35. The second large prize device 36 is equipped with an opening / closing member 37 that can take an open state and a closed state, and the operation of the opening / closing member 37 opens and closes the second large prize opening 35.
[0074] The opening / closing member 37 is a sliding type in which a plate moves back and forth, and is driven by the second large prize slot solenoid 38 (see Figure 5). The second large prize slot 35 is only open when the sliding opening / closing member 37 is open (i.e., when it is in the open state and retracted behind the board surface), and when the game ball falls, it becomes possible to enter the slot. When the sliding opening / closing member 37 is closed (i.e., when it is in the closed state and protruding forward from the board surface), it is not possible to drop the game ball, and therefore it is not possible to enter the slot.
[0075] More specifically, as shown in Figure 2, the second large prize device 36 has a specific area (V area) 39 and a non-specific area 70 through which game balls that have passed through the second large prize opening 35 can pass. In the second large prize device 36, a second large prize opening sensor 35a is located upstream of the specific area 39 and the non-specific area 70 to detect when a game ball enters the second large prize opening 35.
[0076] Furthermore, a specific area sensor 39a is provided in the specific area 39 to detect the passage of a game ball into the specific area 39. Also, a non-specific area sensor 70a is provided in the non-specific area 70 to detect the passage of a game ball into the non-specific area 70. The second large prize winning device 36 includes a distribution member 71 that distributes game balls that have passed through the second large prize winning opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71.
[0077] Furthermore, when the distribution member solenoid 73 is energized, the distribution member 71 takes a first state (passage permitted state) in which it distributes the game balls to a specific area 39, and when the distribution member solenoid 73 is not energized, it takes a second state (passage blocked state) in which it distributes the game balls to a non-specific area 70.
[0078] As shown in Figure 2, when the distribution member solenoid 73 is energized, the distribution member 71 is in a pass-allowing state, which allows game balls to pass through the specific area 39. When the distribution member 71 is in the pass-allowing state, game balls that enter the second large prize opening 35 pass through the second large prize opening sensor 35a and then pass through the specific area 39. This route of the game balls is called the first route.
[0079] Furthermore, as shown by the dashed line portion (the distribution member 71 located on the left side) indicated by the double-headed arrow (bidirectional arrow) in Figure 2, the distribution member solenoid 73 is in a passage-blocking state when it is not energized, preventing the game ball from passing into the specific area 39. When the distribution member 71 is in the passage-blocking state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a, then rolls over the distribution member 71 and passes through the non-specific area 70. This route of the game ball is called the second route.
[0080] In the pachinko game machine 1, the passage of a game ball into a specific area 39 triggers the execution of a jackpot game, which will be described later. In other words, in this embodiment, a jackpot lottery is also conducted depending on whether or not a game ball passes into the specific area 39.
[0081] A jackpot won through the lottery in Special Figure 1 or Special Figure 2 is called a Type 1 jackpot, and a jackpot won by the passage of a game ball into a specific area 39 (so-called V-entry) is called a Type 2 jackpot.
[0082] Furthermore, a jackpot game executed upon winning a Type 1 jackpot is called a Type 1 jackpot game, and a jackpot game executed upon winning a Type 2 jackpot is called a Type 2 jackpot game. A Type 1 jackpot is also called a direct jackpot. In this way, Pachinko machine 1 is a so-called Type 1 and Type 2 mixed machine. In the following, the term "winning game" may be used as a general term for games related to Type 1 jackpots and games related to Type 2 jackpots.
[0083] Furthermore, as shown in Figure 1, a gate 28 through which game balls can pass is provided above the second starting opening 21 in the game area 3. The passage of a game ball through the gate 28 triggers the execution of a regular symbol lottery (i.e., acquisition of a regular symbol-related random number (judgment information) related to the lottery information) that determines whether or not the electric tuner 22 is opened (condition met).
[0084] Furthermore, a general prize entry point 27 is provided in the lower left of the game area 3. At the very bottom of the game area 3, there is an out entry point 6 that discharges game balls that were played into the game area 3 but did not enter any of the prize entry points to the outside of the game area 3.
[0085] In this way, the game area 3, which has various ball entry points (starting points, etc.), is divided into the left game area 3A, which is to the left of the center in the left-right direction, and the right game area 3B, which is to the right.
[0086] In the game area 3, where various ball entry points (starting points, etc.) are arranged, there is a left game area (first game area) 3A to the left of the center in the left-right direction, and a right game area 3B to the right. The method of shooting the game ball so that it flows down the left game area 3A is called left-handed shooting. On the other hand, the method of shooting the game ball so that it flows down the right game area 3B is called right-handed shooting.
[0087] In pachinko machine 1, the channel through which the game balls flow when the game is played with the left hand is called the first channel R1, and the channel through which the game balls flow when the game is played with the right hand is called the second channel R2.
[0088] The first flow path R1 is equipped with a first starting opening 20, a first major prize device 31, and an out opening 6. Players aim to enter the first starting opening 20 by shooting game balls so that they flow down the first flow path R1.
[0089] Meanwhile, the second flow path R2 is equipped with a gate 28, an electric chute 22, a second major prize device 36, a first major prize device 31, and an out opening 6. By shooting game balls so that they flow down the second flow path R2, players aim to pass through the gate 28 and enter the second starting opening 21, the first major prize opening 30, or the second major prize opening 35 related to the electric chute 22.
[0090] In addition, in the pachinko game machine 1, there is a discharge path (not shown) on the back side of the game area 3. This discharge path is connected to all of the following: the general prize entry opening 27, the first start opening 20, the electric tuner 22 (second start opening 21), the first large prize entry opening 30, the second large prize entry opening 35, and the out opening 6. Therefore, game balls that enter the general prize entry opening 27, the first start opening 20, the electric tuner 22 (second start opening 21), the first large prize entry opening 30, the second large prize entry opening 35, and the out opening 6 will always pass through the discharge path on the back side of the game area 3.
[0091] The discharge path is equipped with a discharge port sensor 15a (see Figure 5) capable of detecting game balls, and game balls that pass through the discharge path are directed towards the storage device 25, which will be described later. In this way, game balls launched toward the game area 3 enter one of the following: the general prize entry port 27, the first start port 20, the electric tuner 22 (second start port 21), the first large prize entry port 30, the second large prize entry port 35, or the out port 6, and then pass through the discharge path to be detected by the discharge port sensor 15a. After that, the game balls that have passed through the discharge path are stored in the storage device 25.
[0092] In this embodiment, the gate 28, the electric tuner 22, and the second major prize device 36 are unitized and can be attached to and detached from the game board 2 as a single structure. Also, the fixed prize device 19 and the first major prize device 31 are unitized and can be attached to and detached from the game board 2 as a single structure.
[0093] Furthermore, as shown in Figures 1, 4, and 5, a display unit 40 is located in the lower right corner of the game board 2, which is capable of displaying predetermined identification symbols (identification information) that enable the start of a variation corresponding to each ball entry point (start gate 28).
[0094] The display units 40 include a special symbol 1 display unit 41a that variably displays the first special symbol (special symbol 1), a special symbol 2 display unit 41b that variably displays the second special symbol (special symbol 2), and a regular symbol display unit 42 that variably displays a regular symbol (regular symbol).
[0095] Furthermore, the display units 40 include a special display unit 1 hold indicator 43a that displays the number of reserved operation statuses for special display unit 1 41a (hereinafter also referred to as special display unit 1 hold), a special display unit 2 hold indicator 43b that displays the number of reserved operation statuses for special display unit 2 41b (hereinafter also referred to as special display unit 2 hold), and a general display unit hold indicator 42a that displays the number of reserved operation statuses for general display unit 42 (hereinafter also referred to as general display unit hold).
[0096] The variable display of Special Symbol 1 is triggered when a game ball enters the first starting opening 20. The variable display of Special Symbol 2 is triggered when a game ball enters the second starting opening 21. In the following explanation, Special Symbol 1 and Special Symbol 2 may be collectively referred to as Special Symbols (Special Symbols). Also, the Special Symbol 1 indicator 41a and the Special Symbol 2 indicator 41b may be collectively referred to as Special Symbol indicator 41.
[0097] The special symbol display unit 41 displays the special symbol (special symbol 1 or special symbol 2) in a variable manner (variable display) and then displays a stop display (end of variable display), thereby notifying (confirming) the result of the lottery (special symbol lottery, jackpot lottery, judgment information regarding win / loss, random number for special symbol) based on winning into the first start port 20 or the second start port 21 until a predetermined time has elapsed.
[0098] The special symbol that is displayed when stopped (display of the stopped symbol's form, display of the special symbol's form derived as a result of variable display) is one of several types of special symbols (Special Symbol 1 or Special Symbol 2) selected by the special symbol lottery (hereinafter also referred to as the special symbol lottery).
[0099] If the stopped symbols are special symbols (jackpot symbols) that have been predetermined to stop in a jackpot pattern (the (first) special display result is derived), a jackpot game is played in which the first jackpot opening 30 is opened in a pattern corresponding to the type of jackpot symbol that was displayed (i.e., the type of jackpot won).
[0100] Furthermore, if the stopped symbol is a special symbol (minor win symbol) of a predetermined minor win stopping pattern (i.e., the (second) special display result is derived), a minor win game is played in which the second major prize slot 35 is opened in a major prize slot opening pattern corresponding to the type of minor win symbol that was displayed (i.e., the type of minor win won).
[0101] The opening patterns of the large prize slots (first large prize slot 30 and second large prize slot 35) in big win and small win games will be described later.
[0102] As a specific example, the special symbol display unit 4141 (41a, 41b) consists of eight LEDs arranged horizontally, and the way they light up displays a special symbol corresponding to the result of the jackpot lottery.
[0103] For example, if you win a jackpot (one of several types of jackpots described later), the jackpot symbol (a special symbol to announce a jackpot) will be displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit up, like this: "○○●●○○●●" (○: lit, ●: off). Also, if you win a minor prize (one of several types of minor prizes described later), the minor prize symbol (a special symbol to announce a minor prize) will be displayed with the 5th and 6th LEDs from the left lit up, like this: "●●●●○○●●".
[0104] Furthermore, if it is a losing combination (one of the several types of losing special symbols described later), a special losing symbol (a special symbol to indicate a losing combination) will be displayed, with only the rightmost LED lit, such as "●●●●●●●○".
[0105] Furthermore, before the special symbol is displayed in a stopped state, it is displayed in a variable state for a predetermined period of time. The manner of this variable display is, for example, that each LED lights up so that the light flows repeatedly from left to right. The manner of the variable display can be changed as appropriate, for example, if each LED is not displayed in a stopped state (lit in a specific manner), all LEDs will flash simultaneously.
[0106] In the pachinko game machine 1, when a game ball enters the first start port 20 or the second start port 21 (detected by a sensor), the values of various random numbers (judgment information) related to the special symbol lottery information (special symbol winning random numbers, etc.) acquired as a special symbol win (hereinafter also referred to as a start win) resulting from that entry are temporarily stored in the special symbol 1 reserve storage unit 85a or the special symbol 2 reserve storage unit 85b (see Figure 5) until the judgment process related to the corresponding special symbol lottery is completed (i.e., the change of the symbol in question is executed, and the final judgment of each random number (each judgment information) is executed).
[0107] In detail, when a ball enters the first starting port 20 (detected by a sensor), the values of various random numbers (judgment information) related to the special feature 1 lottery information (special feature 1 winning random number, etc.) acquired based on the special feature 1 win (starting win) resulting from that ball entry are stored in the special feature 1 holding storage unit 85a (see Figure 4) as special feature 1 holding (judgment information to hold).
[0108] Furthermore, when a ball enters the second starting port 21 (detected by a sensor), the values of various random numbers (judgment information) related to the special figure 2 lottery information (special figure 2 winning random numbers, etc.) acquired based on the special figure 2 win (starting win) resulting from that ball entry are stored in the special figure 2 holding storage unit 85b (see Figure 4) as special figure 2 holding (judgment information to hold).
[0109] There are upper limits on the number of Feature Figure 1 reserves that can be stored in the Feature Figure 1 reserve storage unit 85a, and the number of Feature Figure 2 reserves that can be stored in the Feature Figure 2 reserve storage unit 85b. In this embodiment, the upper limits (upper limit storage number, upper limit reserve number) are "4".
[0110] Special Symbol 1 reserves stored in the Special Symbol 1 Reserve Storage Unit 85a are consumed when it becomes possible to perform variable display of special symbols based on those Special Symbol 1 reserves (determination of special symbol lottery) (when the starting condition (start of lottery determination) is met). Consumption of Special Symbol 1 reserves means determining the special symbol lottery information (determination information), such as the special symbol winning random number corresponding to that Special Symbol 1 reserve, and performing variable display of special symbols to indicate the determination result (winning or losing pattern).
[0111] Therefore, in the pachinko game machine 1, if the variable display of special symbols based on the entry of a game ball into the first start port 20 cannot be performed immediately after the entry, that is, if the entry into the first start port 20 occurs while the variable display of special symbols is being performed or while a jackpot game is being performed, the right to draw a jackpot for that entry (determination of special symbol lottery information (determination information) related to the special symbol random numbers) can be reserved until it reaches a predetermined upper limit.
[0112] The number of these special feature 1 reserves is displayed on the special feature 1 reserve indicator 43a. Specifically, the special feature 1 reserve indicator 43a is composed of four LEDs. The special feature 1 reserve indicator 43a displays the number of special feature 1 reserves by lighting up the corresponding number of LEDs.
[0113] Furthermore, the special symbol 2 reserves stored in the special symbol 2 reserve memory unit 85b are consumed when it becomes possible to perform variable display of special symbols based on those special symbol 2 reserves (determination of the lottery for special symbols) (when the starting condition (start of lottery determination) is met). Consumption of special symbol 2 reserves means determining the special symbol lottery information (determination information), such as the special symbol winning random number corresponding to that special symbol 2 reserve, and performing variable display of special symbols to indicate the determination result (winning or losing pattern).
[0114] Therefore, in the pachinko game machine 1, if the variable display of special symbols based on the entry of a game ball into the second starting port 21 cannot be performed immediately after the entry, that is, if the entry into the second starting port 21 occurs while the variable display of special symbols is being performed or while a jackpot game is being performed, the right to draw a jackpot for that entry (determination of special symbol lottery information (determination information) related to the special symbol random numbers) can be reserved until it reaches a predetermined upper limit.
[0115] The number of these special feature 2 reserved features is displayed on the special feature 2 reserved feature indicator 43b. Specifically, the special feature 2 reserved feature indicator 43b is composed of four LEDs. The special feature 2 reserved feature indicator 43b displays the number of special feature 2 reserved features by lighting up the corresponding number of LEDs.
[0116] Furthermore, if a ball enters the second starting gate 21 while the variable display of Special Feature 2 is being executed, the system may be configured not to acquire the various random number values (judgment information) based on that entry. In other words, the system may be configured not to hold Special Feature 2 if the upper limit value exceeds "1".
[0117] The variable display of the regular diagram is triggered by the passage of a game ball through gate 28. The regular diagram display unit 42 displays the regular diagram in a variable (variable) manner, and then displays a stop (display end) to notify (confirm) the result of the lottery (regular diagram lottery, judgment information regarding the success or failure of the regular diagram lottery, random number information for the regular diagram) based on the passage of the game ball through gate 28 until a predetermined time has elapsed.
[0118] The stopped display of the regular diagram (the display of the regular diagram's form derived as a stopping result after variable display) is one regular diagram selected from among several types of regular diagrams based on the regular diagram lottery. If the stopped display of the regular diagram is a predetermined type of regular diagram (a regular diagram displayed in a stopping form for a win / a regular winning pattern), then an auxiliary game (so-called "easy winning") can be executed, in which displacement control is performed to open the second start opening 21 based on the opening pattern of the electric tuner 22 according to the current game state.
[0119] In addition, in the following, auxiliary games that can be played based on an opening pattern of the electric reel 22 that is more advantageous than the non-time-saving game state (the opening pattern of the electric reel 22 when not in time-saving mode) may be referred to as "electric support (electric reel support)".
[0120] As a specific example, the general diagram display unit 42 consists of a total of four LEDs, with two LEDs arranged in the upper and lower rows (see Figure 4), and displays a general diagram corresponding to the result of the general diagram lottery depending on the way the LEDs are lit.
[0121] For example, if the lottery result is a regular win (a regular symbol to indicate a win), the regular win symbol will be displayed with "○○" in the upper row and "○●" in the lower row (○: lit, ●: off), with all LEDs except the rightmost LED in the lower row lit. If the lottery result is a regular loss, the regular loss symbol (a regular symbol to indicate a loss) will be displayed with "●●" in the upper row and "●○" in the lower row, with all LEDs except the rightmost LED in the lower row turned off. Alternatively, one of the regular loss symbols may be one in which all LEDs are turned off.
[0122] Before the normal display is shown as stopped, the normal display is shown in a variable state for a predetermined period of time. The mode of this variable display is, for example, that each LED lights up and turns off one by one in a predetermined order. The mode of the variable display can be changed as appropriate, for example, if each LED is not shown as stopped (lit in a specific mode), all LEDs will flash simultaneously.
[0123] Furthermore, when a game ball passes through gate 28 (detected by a sensor), the pachinko game machine 1 stores the values (judgment information) of various random numbers (random numbers related to the general symbol) such as the random number for winning the general symbol prize, which are obtained as a result of that passage, in the general symbol hold storage unit 85c in RAM 84 as general symbol hold (judgment information related to the general symbol). This general symbol hold is stored temporarily until the judgment process based on the general symbol lottery is completed (i.e., the change of the symbol in question is executed, and the final judgment of each random number (each judgment information) is executed).
[0124] In this embodiment, if the variable display of the regular diagram based on the passage of a game ball through gate 28 cannot be performed immediately after the passage, that is, if the ball passes through gate 28 while the variable display of the regular diagram is being performed, or if the ball passes through gate 28 while the electric tuner 22 is being opened, the right to determine the regular diagram lottery for that passage (determination of determination information (regular diagram lottery information) based on the regular diagram-related random number) is reserved and stored until it reaches the upper limit. Specifically, the upper limit (upper limit number of stored items, upper limit number of reserved items) is set to "4".
[0125] A regular symbol hold stored in the regular symbol hold storage unit 85c becomes available for use when variable display of a regular symbol (determination of the lottery for regular symbols) becomes possible based on the consumption of other stored regular symbol holds (when the starting condition (start of lottery determination) is met). Here, the consumption of a regular symbol hold refers to the process of determining the determination information (regular symbol lottery information) based on the regular symbol-related random number (regular symbol winning random number, etc.) corresponding to that regular symbol hold, and then executing a variable display of a regular symbol to show the determination result (winning or losing pattern).
[0126] The number of these reserved slots is displayed on the reserved slot indicator 42a. Specifically, the reserved slot indicator 42a is composed of four LEDs. The reserved slot indicator 42a displays the number of reserved slots by lighting up the corresponding number of LEDs.
[0127] Furthermore, if the variable display of the normal diagram based on the passage of a game ball through gate 28 cannot be performed immediately after the passage, that is, if the ball passes through gate 28 while the variable display of the normal diagram is being performed or while the electric tuner 22 is being opened, the system may be configured not to acquire the normal diagram-related random numbers based on that passage. In other words, the system may be configured not to store the operation hold (normal diagram hold) of the normal diagram display unit 42 if it exceeds the upper limit value of "1".
[0128] [Configuration of storage device 25] Next, the configuration of the storage device 25 will be explained based on Figure 3, and the case in which the game balls stored in the storage device 25 are launched toward the game area 3 will be explained. The storage device 25 stores the game balls that have finished flowing down the game area 3 at the lower part of the inner frame 50b, and launches the stored game balls toward the game area 3 based on the rotation operation of the handle 60a.
[0129] As shown in Figure 3(A), the storage device 25 includes a storage section 25a capable of storing a predetermined number of game balls, and a ball-striking hammer 25b capable of launching (hitting, shooting) the game balls stored in the storage section 25a one at a time with a launching intensity corresponding to the rotation angle of the handle 60a.
[0130] The game balls launched by the hammer 25b travel along a launch path HR that extends upward from the storage section 25a towards the game area 3. The launch path HR communicates with the storage section 25a of the storage device 25 at its lower end and with the game area 3 at its upper end.
[0131] As shown in Figure 1, the upper end of the inner rail 62 is the boundary between the upper end of the launch path HR and the game area 3, and a first backflow prevention member 4a is provided at the upper end of the inner rail 62. The first backflow prevention member 4a allows game balls to enter the game area 3 from the launch path HR, while preventing game balls from entering (backflow) from the game area 3 to the launch path HR, and is rotatably mounted to the upper end of the inner rail 62 with its lower end as a pivot point.
[0132] Specifically, the first backflow prevention member 4a rotates to the right from the state shown in Figure 1 when the game ball moves from the launch path HR to the game area 3, thereby allowing the game ball to enter the game area 3. On the other hand, the first backflow prevention member 4a prevents the game ball from rotating to the left from the state shown in Figure 1 when the game ball moves from the game area 3 to the launch path HR, thereby preventing the game ball from entering (backflowing) the launch path HR.
[0133] As shown in Figure 3(A), the launch path HR is provided with a return channel MR (through channel) that branches off downwards. The upper end of the return channel MR communicates with the launch path HR, and the lower end of the return channel MR communicates with the storage section 25a of the storage device 25. A second backflow prevention member 26 is provided at the point where the upper end of the return channel MR and the launch path HR merge.
[0134] Here, the side of the launch path HR that is separated by the second backflow prevention member 26 and closer to the storage device 25 will be called "the upstream side of the launch path HR, HR1," and the side of the launch path HR that is separated by the second backflow prevention member 26 (the upper end side of the inner rail 62) will be called "the downstream side of the launch path HR, HR2."
[0135] The second backflow prevention member 26 allows game balls to enter from the upstream side HR1 of the launch path HR to the downstream side HR2 of the launch path HR, while preventing game balls from entering (backflow) from the downstream side HR2 of the launch path HR to the upstream side HR1 of the launch path HR. Furthermore, when game balls flow downward through the downstream side HR2 of the launch path HR, the second backflow prevention member 26 guides the game balls into the return channel MR while preventing them from entering the upstream side HR1 of the launch path HR.
[0136] As shown in Figure 3(A), the second backflow prevention member 26 is rotatably mounted on the lower wall of the launch path HR with its lower end as a pivot point. The second backflow prevention member 26 is also configured to maintain a vertically extended position (as shown in Figure 3(A)) by the biasing force of a biasing member (not shown).
[0137] Therefore, when the game balls stored in the storage section 25a are launched by the striking hammer 25b, they are launched upward toward the launch path HR, as shown in Figure 3(B). At this time, after passing through the upstream side HR1 of the launch path HR, the game balls rotate the second backflow prevention member 26 from a vertically extending position toward the left, as shown in Figure 3(B). This allows the game balls to enter the downstream side HR2 of the launch path HR. After that, the game balls enter the game area 3 from the upper end of the launch path HR while maintaining the momentum they gained from being launched.
[0138] Furthermore, as shown in Figure 3(B), the second backflow prevention member 26 rotates to the left and then immediately returns to a vertically extended position (as shown in Figure 3(A)) due to the biasing force of a biasing member (not shown).
[0139] In contrast, an irregular situation may occur where a game ball enters HR2 on the downstream side of the launch path HR from HR1 on the upstream side of the launch path HR, but due to insufficient momentum at the time of launch, the game ball is unable to enter the game area 3. In this case, the game ball will flow downwards on HR2 on the downstream side of the launch path HR and attempt to enter HR1 on the upstream side of the launch path HR.
[0140] However, as shown in Figure 3(C), the second backflow prevention member 26 cannot rotate to the right from its vertically extending position, and the game ball cannot enter the upstream side HR1 of the launch path HR. Therefore, the game ball is guided towards the return path MR by the second backflow prevention member 26 and returns to the storage section 25a through the return path MR.
[0141] In this way, game balls launched from the storage device 25 but unable to enter the game area 3 (so-called "foul balls") can always return to the storage device 25 by passing through the return channel MR.
[0142] Next, we will explain the increase or decrease in the number of game balls displayed on the game ball display unit 61 (see Figure 1) (the number of game balls currently available to the player).
[0143] As shown in Figure 3(A), a ball detection sensor 16a is positioned at the upper end of the upstream HR1 of the launch path HR. The ball detection sensor 16a detects game balls passing through the upper end of the upstream HR1 of the launch path HR.
[0144] Therefore, each time a game ball is launched from the storage device 25, the launched ball detection sensor 16a will detect the game ball. In this case, the number of game balls (game point data (hereinafter referred to as game point count)) displayed on the game ball display 61 will decrease by one ball (game point count of 1P) each time a game ball is launched.
[0145] Incidentally, as mentioned above, a foul ball may occur if the momentum of the game ball is weak when it is launched. In this case, the foul ball does not enter the game area 3 and therefore does not participate in the game. However, even if it is a foul ball, the game ball is detected by the launched ball detection sensor 16a, so the number of game balls decreases by "1". For this reason, foul balls may cause disadvantage to the player.
[0146] Therefore, in this embodiment, as shown in Figure 3(A), a return ball detection sensor 17a is arranged in the return channel MR. The return ball detection sensor 17a (detection means) detects game balls (return balls, foul balls) passing through the return channel MR. Therefore, when a foul ball occurs, as described above, the foul ball will always pass through the return channel MR, and thus the return ball detection sensor 17a can detect the foul ball.
[0147] Furthermore, when a game ball is detected by the returned ball detection sensor 17a, the number of game balls is increased by "1". In this way, when a foul ball occurs, the number of game balls is initially decreased by "1", and then increased by "1" (1P point data), making it possible to avoid disadvantage to the player.
[0148] The ball return detection sensor 17a is composed of a photosensor, but the sensor configuration can be changed as appropriate as long as it can detect game balls passing through the return channel MR.
[0149] In this embodiment, game balls that enter the general prize slot 27 are detected by the general prize slot sensor 27a (see Figure 5). In this case, the number of game balls increases by "5" (point data of 5P) as if the player has won a prize ball.
[0150] Furthermore, a game ball that enters the first start port 20 is detected by the first start port sensor 20a (see Figure 5). In this case, the player is considered to have won a prize ball, and the number of game balls increases by "3" (point data of 3P). Similarly, a game ball that enters the second start port 21 is detected by the second start port sensor 21a (see Figure 5). In this case, the player is considered to have won a prize ball, and the number of game balls increases by "2" (point data of 2P).
[0151] Furthermore, game balls that enter the first large prize slot 30 or the second large prize slot 35 are detected by the first large prize slot sensor 30a or the second large prize slot sensor 35a (see Figure 5). In this case, the number of game balls increases by "15" (15P point data) as the player has won a prize ball.
[0152] The increase in the number of game balls (point data corresponding to the value in lieu of prize balls) based on balls entering each of the above-mentioned prize winning slots (27 general prize winning slots, 20 first starting slots, 21 second starting slots, 30 first major prize winning slots, and 35 second major prize winning slots) is merely an example and can be changed as appropriate.
[0153] [Electrical configuration of gaming machines] Next, the electrical configuration of the pachinko game machine 1 will be explained based on Figures 5 and 6.
[0154] As shown in Figure 5, the pachinko game machine 1 is equipped with a main control board (game control board) 80 that functions as a game control means capable of controlling the game, which is enabled by the consumption of the number of game balls (deducting the number of game points) that enables the game, and which is capable of controlling the game, which is based on the progress of the game (entry of balls into the ball entry slot), and which is capable of controlling the granting of game benefits such as big win lotteries and transitions to advantageous game states, as well as a frame control board 170 that functions as a frame control means capable of controlling the granting of the number of game balls (addition of the number of game points), an IF (interface) board 88b for connecting the pachinko game machine 1 and the card unit 135, a power supply board 150, etc.
[0155] Furthermore, as shown in Figure 6, the pachinko game machine 1 includes a sub-control board (performance control board) 90 that functions as a performance control means for performing performance control related to game performances that can be executed in conjunction with the game control of the main control board 80, an image control board 100 that functions as an image control means capable of various image control, a lamp control board 107 that functions as a lamp control means capable of controlling the lighting of various lamps and LEDs, a drive control board 60d that functions as a drive control means capable of controlling the drive of various drive units, a power supply board 150, and the like.
[0156] The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the frame control board 170. Through these powered boards, the necessary power is supplied to other control boards and other devices (such as predetermined devices for performance effects).
[0157] As shown in Figure 5, in this embodiment, the main control board 80 and the frame control board 170 are configured to be included as the main control unit 89. This main control unit 89 enables control related to game control, circulation control of enclosed game balls (launching, lifting, polishing, control of each device), and storage processing of the number of game balls. Specifically, the main control board 80 performs game control in the pachinko game machine 1, and the frame control board 170 performs control related to the circulation control of game balls and storage processing of the number of game balls in the pachinko game machine 1.
[0158] The main control board 80 in the main control unit 89 is a board for performing game control and the like related to pachinko games. It is equipped with a game control microcomputer 81 (CPU 82, ROM 83, RAM 84), circuits necessary for communication with other boards, circuits necessary for input from electronic components such as predetermined sensors, circuits necessary for output to electronic components such as predetermined solenoids, and an I / O port section 87 such as a connector.
[0159] Then, the main control board 80 transmits a signal related to a bonus ball command or the like that instructs the addition of a number of game balls (for example, 3 points) corresponding to the number of game points related to bonus balls according to the detection of a predetermined sensor provided at each winning port to the frame control board 170. When the detection of the predetermined sensor is caused by the first start port 20 or the second start port 21, it performs a special drawing lottery that extracts a random number and conducts a winning determination, and includes control to transmit a command signal for instructing the execution of an effect such as a variation pattern (reach, notice) of symbols for notifying the result of the lottery to the sub-control board 90, enabling predetermined control.
[0160] Also, the main control board 80 counts the number of game balls launched into the game board surface and discharged outside the game board surface (so-called out ball number), and the number of bonus balls given based on the entry of game balls into a predetermined entry port. Then, it calculates a difference ball number (so-called MY) that can be calculated from the negative profit based on the number of balls launched until the result of a predetermined lottery becomes a predetermined winning, and the positive profit based on the number of bonus balls obtained in response to the entry of game balls into a predetermined entry port after the winning. When MY reaches a specified number (for example, 95000), the main control board 80 makes it impossible to continue the game progress. By adopting such a game specification (so-called complete function), it is possible to suppress the stimulation of the player's gambling mentality.
[0161] Furthermore, the main control board 80 enables a change in the manner of firing instruction notification (right-hand firing) (for example, a strong right-hand firing instruction, a weak right-hand firing instruction) before the activation of the complete function, and a "game termination control process" is implemented that lowers the base value from the design value during high-base periods such as big wins, time-saving modes, and probability variations based on the firing of game balls based on the instruction of the change in manner. Details of the game termination control process will be described later.
[0162] Furthermore, the frame control board 170 in the main control unit 89 is a board for controlling the circulation of game balls and the storage processing of the number of game balls, and is equipped with a frame control microcontroller 171 (frame CPU 172, frame ROM 173, frame RAM 174), circuits necessary for communication with other boards, circuits necessary for input from predetermined electronic components, circuits necessary for output to predetermined electronic components, frame I / O ports 175 such as connectors, and a release switch 176.
[0163] Furthermore, the frame control microcontroller 171 on the frame control board 170 enables predetermined control, including memory update control such as adding or clearing the number of game balls stored in the frame RAM 174, based on signals from the game control microcontroller 81 (prize ball command, detection signal from the launched ball detection sensor 16a, returned ball detection sensor 17a, and signals from the card unit 135 connected to the pachinko game machine 1), as well as display update control of a numerical value related to the number of game balls (number of game points stored in the frame RAM 174) that can be displayed on the game ball display 61.
[0164] Furthermore, the frame control microcontroller 171 in the frame control board 170 is also capable of externally outputting command signals related to various game information such as the occurrence of a jackpot and a start-up prize transmitted from the main control board 80, as well as error information generated when various abnormalities occur in the pachinko game machine 1, to an adjacent (externally installed) card unit 135.
[0165] Furthermore, various game information and error information that are to be output externally are sent via the card unit 135 to the in-store management control device (external equipment, hall computer) 88c or to an external security center server (external equipment), enabling error information management.
[0166] As shown in Figure 5, communication between the frame control board 170 and the card unit 135 (output of signals related to various game information and error information) is performed via the IF board (second control device) 88b. This IF board 88b is positioned in the main control unit 89 so as to be connectable between the frame control board 170 and the card unit 135, and is a board equipped with electronic components such as photocouplers and connectors necessary for safely relaying signals from both sides.
[0167] Furthermore, the main control board 80 and the frame control board 170 are each housed in separate board housing boxes (not shown) on the back side of the pachinko game machine 1. These board housing boxes are made of transparent resin and have a sealed structure (a so-called crimped structure) that cannot be opened without partially damaging them. Once opened, traces of the opening are left behind, making it possible to detect unauthorized opening.
[0168] In the case of the IF board 88b, it is installed on the back side of the pachinko game machine 1, covered only by a transparent cover (not shown) without a sealing structure. However, the IF board 88b may also be housed in a board housing box having a sealing structure (a so-called crimping structure) that cannot be opened without partially destroying it, similar to the main control board 80 and the frame control board 170.
[0169] As shown in Figure 6, the sub-control board 90 and the image control board 100 in this embodiment are configured as a sub-control unit 99. The sub-control unit 99 enables predetermined control, including execution control of various effects realized using predetermined performance means (such as the image display device 7, panel lamp 5, frame lamp 66, speaker 67, panel movable parts (panel movable components) 15a and 15b, blower 60b, vibration device 63b, etc.).
[0170] The sub-control board (performance control board) 90 in the sub-control unit 99 is a board that controls performance components. It is equipped with a performance control microcontroller 91 (performance CPU 92, performance ROM 93, performance RAM 94), circuits necessary for communication with other boards, circuits necessary for input from predetermined electronic components, circuits necessary for output to predetermined electronic components, and an I / O port section 97 such as connectors. Based on command signals transmitted from the main control board 80, it controls the execution of the image display device 7, the audio control circuit 106, and each performance component (movable gimmick, decorative LED, speaker), enabling the execution of various performance notifications and abnormality notifications.
[0171] Furthermore, as shown in Figure 5 or Figure 6, the power supply board 150 is provided with a backup power supply circuit 151. The backup power supply circuit 151 supplies power to the RAM 84 of the main control board 80 and the performance RAM 94 of the sub-control board 90, which will be described later, when power is not supplied to the pachinko game machine 1 (power is turned on). Therefore, the information stored in the RAM 84 of the main control board 80 and the performance RAM 94 of the sub-control board 90 is retained even when the power to the pachinko game machine 1 is cut off.
[0172] Furthermore, a power switch 155 is connected to the power supply board 150. The power can be switched on or off by operating the power switch 155 ON / OFF. In addition, a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, and a backup power supply circuit for the performance RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.
[0173] The power supply board 150 is also provided with a RAM clear switch 152 for clearing the information stored in the RAM 84 of the game control microcontroller 81, which will be described later, to the CPU 82.
[0174] The RAM clear switch 152 is located on the power supply board 150, which is situated on the back of the pachinko machine 1. Therefore, only employees of the amusement facility who are able to open the machine frame 50 can operate the RAM clear switch 152. In other words, the RAM clear switch 152 is an operating mechanism that is practically impossible for players to operate.
[0175] The RAM clear switch 152 is a tact switch, and when the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81. The state in which the RAM clear switch 152 is pressed is called the ON state of the RAM clear switch 152, and the state in which the RAM clear switch 152 is not pressed is called the OFF state of the RAM clear switch 152.
[0176] As shown in Figure 5, the main control board 80 is equipped with a game control microcontroller 81 for controlling the progress of the game of the pachinko game machine 1 according to a program. The game control microcontroller 81 includes a ROM 83 that stores programs for controlling the progress of the game, a RAM 84 used as work memory, a CPU 82 that executes the programs stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals.
[0177] The RAM 84 shown in Figure 5 is provided with the aforementioned reserved storage unit 85a (Figure 1), reserved storage unit 85b (Figure 2), and reserved storage unit 85c (General Figure) as reserved storage units 85. The ROM 83 may be externally mounted.
[0178] Furthermore, as shown in Figure 5, various sensors and solenoids are connected to the main control board 80 via the relay board 88a. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid.
[0179] The specific sensors connected include a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a first major prize port sensor 30a, a second major prize port sensor 35a, a specific area sensor 39a, a non-specific area sensor 70a, and a general prize port sensor 27a, an outlet sensor 15a, a launched ball detection sensor 16a, a returned ball detection sensor 17a, a magnet detection sensor 18a, and a radio wave detection sensor 18b.
[0180] Furthermore, sensors such as the first start port sensor 20a are configured to have a detection coil, and utilize the change in impedance (electrical resistance) when a game ball passes through this detection coil. By changing the state of the output transistor based on this utilization, it is possible to detect the passing game ball, and the signal generated by this ball detection is output to the main control board 80 via the relay board 88a.
[0181] The first start-up sensor 20a is installed inside the first start-up opening 20 and detects game balls that have entered the first start-up opening 20. The second start-up sensor 21a is installed inside the second start-up opening 21 and detects game balls that have entered the second start-up opening 21. The gate sensor 28a is installed inside the gate 28 and detects game balls that have passed through the gate 28. The first large prize-winning opening sensor 30a is installed inside the first large prize-winning opening 30 and detects game balls that have entered the first large prize-winning opening 30. The second large prize-winning opening sensor 35a is installed inside the second large prize-winning opening 35 and detects game balls that have entered the second large prize-winning opening 35. The specific area sensor 39a is installed in the specific area 39 inside the second large prize-winning opening 35 and detects game balls that have passed through the specific area 39. The non-specific area sensor 70a is installed in the non-specific area 70 within the second large prize opening 35 and detects game balls that have passed through the non-specific area 70. The general prize opening sensors 27a are installed in each of the general prize openings 27 and detect game balls that have entered the general prize openings 27.
[0182] The magnet detection sensors 18a (abnormality detection means) are provided on the game board 2 (back side or game board surface) and the game machine frame 50, respectively (see Figure 7). They may also be provided in one or more locations as appropriate. For example, when viewing the game board 2 from the front, a central magnetic sensor unit (not shown) may be installed above the first start opening 20, a left magnetic sensor unit (not shown) may be installed above the general prize opening 27, and a right magnetic sensor unit (not shown) may be installed above the second large prize opening 35.
[0183] As a result, when a strong magnet is brought close to the transparent plate 51a covering the front of the game area 3, and game balls are attracted to the magnet through the transparent plate 51a, the magnet detection sensor 18a detects an abnormal magnetic field that changes in the magnetic field acting on the magnet detection sensor 18a, which is an act of cheating (so-called magnet cheating), in which game balls are illegally entered into various prize-winning openings such as the first starting opening 20. This detected information (magnet detection information) can then be output to the main control board 80 via the relay board 88a.
[0184] The radio wave detection sensor 18b (abnormal detection means) is installed on the game board 2 (back side or game board surface) and the game machine frame 50 respectively to detect when an act is performed that generates radio waves of a predetermined frequency or frequency band with an electric field strength strong enough to cause the first start port sensor 20a, etc. to malfunction, or radio waves that are suspected to be such (hereinafter also referred to as illegal radio waves) (so-called radio wave cheating). (See Figure 7)
[0185] As a result, when the radio wave detection sensor 18b receives (detects) a strong unauthorized radio wave from a location away from the game board 2, it can output that information (radio wave detection information) to the main control board 80 via the relay board 88a. The radio wave detection sensor 18b may be installed in one or more locations at appropriate places. If the radio wave detection sensor 18b is installed in multiple locations, each may be configured to detect different frequencies and frequency bands. Alternatively, detection signals from the magnet detection sensor 18a and the radio wave detection sensor 18b may be provided only on the game machine frame 50 side, and these detection signals may be detected by the frame control board 170 and notified to the main control board 80, sub-control board 90, and card unit 135.
[0186] In addition, the following solenoids are connected: the electric tuner solenoid 24, the first major prize slot solenoid 33, the second major prize slot solenoid 38, and the distribution member solenoid 73. The electric tuner solenoid 24 drives the movable member 23 of the electric tuner 22. The first major prize slot solenoid 33 drives the opening / closing member 32 of the first major prize device 31. The second major prize slot solenoid 38 drives the opening / closing member 37 of the second major prize device 36. The distribution member solenoid 73 drives the distribution member 71 of the second major prize device 36.
[0187] Furthermore, the main control board 80 is connected to the special figure 1 display 41a, special figure 2 display 41b, general display 42, special figure 1 hold display 43a, special figure 2 hold display 43b, and general display hold display 42a. In other words, the display control of these displays 40 is performed by the game control microcomputer 81.
[0188] Unlike non-sealed pachinko machines that do not have a ball circulation mechanism, the pachinko game machine 1 does not drive the prize ball motor of the prize ball payout device to pay out prize balls or dispense borrowed balls. Instead, the frame control board 170 shown in Figure 5 implements a frame control microcontroller 171 that can perform functions such as displaying the number of game balls according to the program.
[0189] The frame control microcontroller (frame control means) 171 consists of a frame ROM 173 that stores a program for controlling the display of the number of game balls, a frame RAM 174 used as work memory, and a frame CPU 172 that executes the program stored in the frame ROM 173. The frame ROM 173 may be external.
[0190] Furthermore, the frame may also include an I / O port (input / output circuit) 175 for inputting and outputting data and signals, and a release switch 176.
[0191] Furthermore, when the frame control board 170 detects a single game ball launched toward the game area 3 using the launched ball detection sensor 16a, it deducts 1 from the current number of game balls stored in the frame RAM 174.
[0192] Furthermore, when the frame control board 170 receives a command from the game control microcomputer 81 instructing it to add the number of game balls according to the detection by sensors provided at each prize-winning opening based on the launched game balls (for example, a command to add 3P if the ball enters the first starting opening 20 or the second starting opening 21 / a command to add 15P if the ball enters the first major prize-winning opening 30 or the second major prize-winning opening 35), it adds the number of prize balls corresponding to each prize-winning opening to the current number of game balls stored in the frame RAM 174.
[0193] Furthermore, the frame control board 170 adds the number of returned balls corresponding to the detection signal to the current number of game balls stored in the frame RAM 174, based on the detection signal obtained by the return ball detection sensor 17a, which detects foul balls that have been launched but returned without reaching the game area 3.
[0194] Furthermore, based on the receipt of a loan command indicating that the unit-side loan button 135e on the card unit 135 has been operated (loan instruction), the frame control board 170 adds the number of game balls corresponding to the command to the current number of game balls stored in the frame RAM 174.
[0195] Furthermore, the frame control board 170, based on the acquisition of a detection signal by a sensor (not shown) that detects the operation (counting instruction) of the counting button 61b, subtracts the current number of game balls stored in the frame RAM 174 and transmits the subtracted number of game balls to the card unit 135.
[0196] Furthermore, the frame control board 170 displays the number of game balls stored in the frame RAM 174 on the game ball count display 61. It also outputs various game information, such as the occurrence of a jackpot or start-up, and various error information signals transmitted from the main control board 80 to the card unit 135.
[0197] Furthermore, the frame control board 170 is connected to an outlet sensor 15a, a launched ball detection sensor 16a, and a returned ball detection sensor 17a. The outlet sensor 15a is located in an outlet path (not shown) on the back side of the game area 3 and detects game balls passing through the outlet path. This outlet sensor 15a ensures that all game balls that flow down the game area 3 are detected.
[0198] The number of out balls refers to the total number of game balls that flowed down the game area 3, and is the number of game balls detected by the discharge sensor 15a. Therefore, the number of out balls is the same as the total number of game balls that entered the game area 3, calculated by subtracting the number of foul balls from the number of game balls launched toward the game area 3. When the frame control board 170 detects game balls by the discharge sensor 15a, it transmits an out ball count command (the number of out balls detected) to the main control board 80. This allows the main control board 80 to determine the number of out balls.
[0199] The launched ball detection sensor 16a is located upstream of the launch path HR (see Figure 3) and detects game balls passing upstream of the launch path HR. This launched ball detection sensor 16a detects all game balls launched from the storage device 25 toward the game area 3 (see Figure 3(B)). The returned ball detection sensor 17a is located in the return path MR (see Figure 3(A)) and detects game balls passing through the return path MR. This returned ball detection sensor 17a detects game balls that were launched toward the game area 3 but resulted in a foul ball (see Figure 3(C)).
[0200] In this embodiment, information on the number of balls that enter the game area 3, detected by the ball launch detection sensor 16a, and information on the number of balls that go out, detected by the discharge port sensor 15a, are used to count the number of balls that were launched toward the game board, or the number of balls that were discharged outside the game board after launch (so-called number of balls that went out), and the number of prize balls awarded based on the balls entering a predetermined ball entry port. Based on the counting results, a predetermined value (game base) related to the player's game performance can be calculated, and this predetermined value can be displayed on a management display device for the game machine (so-called performance display monitor, not shown), thereby enabling confirmation and management of the game base. Furthermore, the card unit 135 can output the information to be displayed on the management display device for the game machine.
[0201] Furthermore, the frame control board 170 shown in Figure 5 is connected to the launch device 112 via the launch control circuit 111. This launch device 112 includes a handle 60a (see Figure 1).
[0202] When a player operates the handle 60a (see Figure 1) of the launching device 112, the touch switch 114 detects contact with the handle 60a, and the launch volume 115 detects the amount of rotation of the handle 60a. Then, the launch motor 113 is driven to launch the game ball with a strength corresponding to the magnitude of the detection signal from the launch volume 115, and the game ball is launched towards the launch path HR by the ball striking hammer 25b (see Figure 3(B)). In the pachinko game machine 1, one game ball is launched in about 0.6 seconds.
[0203] Furthermore, if the player operates the handle 60a (see Figure 1) of the launching device 112, the touch switch 114 detects that the player has made contact with the handle 60a (hereinafter also referred to as human detection), and the launching volume 115 detects the amount of rotation of the handle 60a (lever portion 60e).
[0204] Then, under the condition that a person is detected by the touch switch 114, the launch motor 113 is driven so that a game ball is launched with a strength corresponding to the magnitude of the detection signal from the launch volume 115. In the pachinko game machine 1, one game ball is launched every 0.6 seconds (approximately 100 balls per minute).
[0205] The main control board 80 also transmits various commands to the sub-control board 90. It can also transmit detection signals (commands) indicating that a person has been detected by the touch switch 114. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows the transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the main control board 80 and the sub-control board 90 as a means of restricting the direction of communication.
[0206] As shown in Figure 6, the sub-control board 90 includes a microcontroller 91 for controlling the effects of the pachinko game machine 1 according to a program. The microcontroller 91 for controlling the effects includes a ROM 93 for effects that stores programs for controlling the effects based on the progress of the game (determination of lottery information (judgment information) caused by balls entering the ball entry slot), a RAM 94 for effects used as work memory, a CPU 92 for effects that executes the programs stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. The ROM 93 for effects may be external.
[0207] Furthermore, the performance control microcontroller 121 outputs various sounds (voices, music, sound effects, etc.) from the speaker 67 via the audio control circuit 106 based on commands received from the game control board 100. The sound data for these various sounds is stored in the performance ROM 93 of the performance control board 120. Alternatively, the audio control circuit 161 may be an audio control board equipped with an audio control CPU, and the audio control CPU may be used to perform the audio control. In this case, an audio ROM may be mounted on the audio control board, and the sound data may be stored in this audio ROM. Alternatively, the speaker 67 may be connected to the image control board 100, and the image CPU 102 of the image control board 100 may be used to perform the audio control. In this case, the sound data may be stored in the ROM 103 of the image control board 100.
[0208] As shown in Figure 6, the sub-control board 90 is connected to the image control board 100, the lamp control board 107, and the drive control board 60d.
[0209] The microcontroller 91 for performance control on the sub-control board 90 causes the image CPU 102 (image control microcontroller) on the image control board 100 to perform display control on the image display device 7 based on commands received from the main control board 80 and the frame control board 170.
[0210] The image control board 100 includes an image ROM 103 that stores programs for image control and the like, an image RAM 104 used as a work memory, and an image CPU 102 that executes the image control program stored in the image ROM 103. Further, the image control board 100 includes a CGROM (Character Generator ROM) 1051 that stores image data of various images to be displayed on the image display device 7, a VRAM (Video RAM) 1052 used for developing the image data stored in the CGROM 1051, and a VDP (Video Display Processor) 105. Note that the CGROM 1051 stores, for example, still image data and moving image data (characters, items, patterns, figures, characters, numbers, symbols, background images, etc.).
[0211] Based on the command from the effect control microcomputer 91, the VDP 105 reads out image data from the CGROM 1051 according to the display list created by the image CPU 102 and develops the image data in the development area of the VRAM 1052. Then, the developed image data is appropriately synthesized and an image is drawn on the frame buffer of the VRAM 1052. Subsequently, the image drawn on the frame buffer is output to the image display device 7 as an RGB signal. The display list is composed of a group of commands for instructing the execution of drawing in units of frames. The display list includes various parameter information such as the type of the image to be drawn, the position where the image is drawn, the display priority, the display magnification, and the transmittance of the image. Note that in the pachinko gaming machine 1, a one-second moving image is composed of 30 still images. Therefore, the frame rate of the pachinko gaming machine 1 is 30 fps (30 frames).
[0212] Also, based on the commands received from the main control board 80 and the frame control board 170, the effect control microcomputer 91 outputs voices, music, sound effects, etc. from the speaker 67 via the audio control circuit 106. The sound data such as voices output from the speaker 67 is stored in the effect ROM 93 of the sub-control board 90.
[0213] Incidentally, a CPU may be implemented in the voice control circuit 106, and in that case, the CPU may execute voice control. Further, in this case, a ROM may be implemented in the voice control circuit 106, and acoustic data may be stored in the ROM. Also, the speaker 67 may be connected to the image control board 100, and the image CPU 102 on the image control board 100 may execute voice control. Further, in this case, acoustic data may be stored in the ROM 103 on the image control board 100.
[0214] In addition, the effect control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on commands received from the main control board 80 or the frame control board 170. Specifically, the effect control microcomputer 91 creates emission data (data that determines the emission mode of lamps such as the frame lamp 66 and the panel lamp 5, such as on / off and emission color, also referred to as lamp data), and controls the emission of lamps such as the frame lamp 66 and the panel lamp 5 according to the emission data. Note that data stored in the effect ROM 93 on the sub-control board 90 is used to create the emission data.
[0215] Furthermore, the effect control microcomputer 91 operates the panel movable bodies 15a and 15b connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80 or the frame control board 170. The panel movable body 15a is provided below the left gaming area 3A, and the panel movable body 15b is provided on the back side of the center decoration 10. The panel movable bodies 15a and 15b are movable so-called gimmicks (drive devices for movable accessory devices).
[0216] Specifically, the effect control microcomputer 91 creates operation pattern data (also referred to as drive data) that determines the operation mode of the panel movable body 15a, and controls the operation of the panel movable body 15a according to the operation pattern data. Also, the effect control microcomputer 91 creates operation pattern data (also referred to as drive data) that determines the operation mode of the panel movable body 15b, and controls the operation of the panel movable body 15b according to the operation pattern data. Data stored in the effect ROM 93 on the sub-control board 90 is used to create the operation pattern data.
[0217] Furthermore, a CPU or motor driver may be mounted on the lamp control board 107 or the relay board 108. In that case, the CPU may be used to control the lighting of the lamps, or the CPU or motor driver may be used to control the operation of the movable panel 15a or 15b. Additionally, a ROM may be mounted on the lamp control board 107 or the relay board 108, and data related to the light emission pattern and operation pattern may be stored in the ROM.
[0218] Furthermore, the microcontroller 91 for performance control operates the blower 60b, which is connected via the drive control board 60d, based on commands received from the main control board 80. The blower 60b is located inside the handle 60a and is capable of blowing air towards the player through the discharge hole 60c.
[0219] In detail, the microcontroller 91 for performance control creates airflow pattern data (also called airflow data) that determines the timing, force, and manner of airflow of the air blower 60b, and controls the operation of the air blower 60b according to the airflow pattern data. The data stored in the performance ROM 93 of the sub-control board 90 is used to create the airflow pattern data. Note that a CPU and ROM may be mounted on the aforementioned drive control board 60d, in which case the CPU may be used to control the operation of the air blower 60b. Furthermore, data related to the airflow pattern may be stored in its ROM.
[0220] Furthermore, the microcontroller 91 for performance control operates the first vibration device 63b and the second vibration device 65b, which are connected via the drive control board 60d, based on commands received from the main control board 80.
[0221] In detail, the performance control microcontroller 91 creates vibration pattern data (also called vibration data) that determines the vibration timing, vibration force, and vibration pattern of the vibration device 63b, and controls the operation of the first vibration device 63b and the second vibration device 65b according to the vibration pattern data. The data stored in the performance ROM 93 of the sub-control board 90 is used to create the vibration pattern data. Note that a CPU and ROM may be mounted on the above-mentioned drive control board 60d, in which case the CPU may be used to control the operation of the first vibration device 63b and the second vibration device 65b. Furthermore, data related to the vibration pattern may be stored in its ROM.
[0222] The sub-control board 90 is also connected to a first performance button detection switch 63a, a second performance button detection switch 65a, and a select button detection switch 64a. The first performance button detection switch 63a detects when the first performance button 63 (see Figure 1) is pressed, and the second performance button detection switch 65a detects when the second performance button 65 (see Figure 1) is pressed.
[0223] When the first performance button 63, which has been activated based on predetermined performance control, is pressed, the first performance button detection switch 63a outputs a first button detection signal to the sub-control board 90. When the second performance button 65, which has been activated based on predetermined performance control, is pressed, the second performance button detection switch 65a outputs a second button detection signal to the sub-control board 90. When the first performance button 63 is pressed and held, pressed once, or pressed repeatedly (multiple consecutive presses), the sub-control board 90 can perform performances and switch display screens according to the input time and number of inputs of the first button detection signal. When the second performance button 65 is pressed and held, pressed once, or pressed repeatedly, the sub-control board 90 can perform performances and switch display screens according to the input time and number of inputs of the second button detection signal.
[0224] The select button detection switch 64a detects when the cursor keys (up, down, center, left, right) of the select button 64 (see Figure 1) are pressed. When the cursor keys of the select button 64, which has been activated based on predetermined performance control, are pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.
[0225] In this embodiment, when a demo animation for waiting for customers is displayed, pressing the center of the cursor key on the select button 64 will enable the display of a menu image on the image display device 7. Furthermore, when the menu image is displayed, pressing the upper, lower, left, or right part of the cursor key on the select button 64 (other than the center) will enable the display of a custom setting image that allows the player to change the animation settings according to their preferences.
[0226] Figures 5 and 6 are merely functional block diagrams illustrating the electrical configuration of the pachinko game machine 1, and do not necessarily only include the circuit boards shown in Figures 5 and 6. Except for the main control board 80, any multiple circuit boards shown in Figures 5 and 6 may be configured as a single circuit board, or one circuit board shown in Figures 5 and 6 may be configured as multiple circuit boards.
[0227] [Overview of the basic gameplay of Pachinko Machine 1] Next, we will provide an overview of how to play a pachinko game machine 1 (an example of a sealed-type pachinko machine) that allows game balls sealed inside the machine to be launched towards the game area 3, and after the game balls are launched into the game area 3, they are allowed to flow down and then circulated so that they can be launched into the game area 3 again.
[0228] First, as preparation for starting the game, the player inserts banknotes into the banknote slot 135b located on the card unit 135 side, as shown in Figure 7. This converts the inserted banknotes into a prepaid amount equivalent to their value, and this prepaid amount (prepaid balance) is displayed on the unit's display 135d.
[0229] Next, when the player operates the lending button 135e (such as pressing it once or holding it down), a prepaid amount corresponding to 5 credits (for example, 500 yen) is subtracted from the prepaid balance displayed on the unit-side display 135d, and a lending ball information signal for adding the number of game balls corresponding to 5 credits (for example, 5 credits = 125 points) is output from the card unit 135 to the pachinko gaming machine 1.
[0230] Then, when the lending ball information signal is output to the pachinko gaming machine 1 side, the number of game balls corresponding to the lending ball information signal is stored in the frame RAM 174 on the frame control board 170 (see FIG. 5).
[0231] Next, the number of game balls stored in the frame RAM 174 is displayed on the game ball display 61, and the game balls enclosed inside the pachinko gaming machine 1 can be launched.
[0232] Next, based on the operation of the handle 60a, the game balls enclosed inside the machine can be launched one by one toward the game area 3. Each time one ball is launched, the number of game balls corresponding to 1P is subtracted from the memory in the frame RAM 174.
[0233] Then, when the game balls flowing down the game area 3 enter the first start port 20 or the second start port 21 (meeting the winning condition), the special figure lottery becomes possible, and the number of game balls corresponding to the number of bonus balls based on the ball entry (starting winning) is added to the current number of game balls stored in the frame RAM 174.
[0234] The result of the special figure lottery can be notified by the pattern display mode when the effect pattern 8 that fluctuates and is displayed on the image display device 7 stops. When the notification of winning related to a big win is given as the lottery result, either the first big winning port 30 or the second big winning port 35 can be changed from the closed state to an open state that makes it easier for game balls to enter, and by allowing a large number of game balls to enter the opened first big winning port 30 or second big winning port 35 (meeting the winning condition), the number of game balls corresponding to the number of bonus balls based on the ball entry (big win) is added to the current number of game balls stored in the frame RAM 174.
[0235] Next, if the player wishes to end the game, they can operate the counting button 61b (by pressing it once or holding it down, etc.), which transmits the current number of game balls stored in the frame RAM 174 to the card unit 135. Specifically, based on the operation of the counting button 61b, some or all of the number of game balls stored in the frame RAM 174 is transmitted to the card unit 135, and the number of game balls output at this time is stored in the card unit 135 as the number of balls the player has. It is also possible to convert this number of balls back into the number of game balls or to store it in the recording medium set inside the card unit 135.
[0236] Then, when the counting button 61b is operated and all the game balls stored in the frame RAM 174 are transmitted, the game ball display unit 61 displays a value of "0". The unit-side display unit 135d displays a value corresponding to the number of balls (point data) that can be recorded on the IC card 135i.
[0237] Subsequently, based on the player operating (pressing) the unit-side return button 135f, the card unit 135 stores the number of balls held in the IC card 135i and issues (or returns) the IC card 135i.
[0238] Next, if you wish to start playing again using the issued (or returned) card 135i, you insert the IC card 135i into the card slot 135c and operate (press) the unit-side replay button 135g. This will output some or all of the number of balls stored on the IC card 135i to the pachinko machine 1, allowing you to start playing again.
[0239] In the above embodiment, the number of game balls is stored (added) in the frame RAM 174 mounted on the frame control board 170, but it is not limited to this, and the number of game balls may also be stored in the frame ROM 173, or in either the ROM 83 or RAM 84 (a predetermined memory device) mounted on the main control board 80.
[0240] [Regarding the game state in the pachinko game machine of the first embodiment] Here, the game states in the pachinko game machine 1 of this embodiment will be described. The pachinko game machine 1 of this embodiment controls the game state to a non-time-saving state, a slightly-time-saving state which differs from the non-time-saving state in the settings related to the ease of ball entry into the second start opening 21, and a normal time-saving state. When the power to the pachinko game machine 1 is turned on for the first time after it has been shipped from the factory (when the power switch 155 is turned ON), the game state is the non-time-saving state. After that, if the RAM clear switch 152 is not operated when the power is turned on, the information in RAM 84 is not cleared, so the game state when the power is cut off (when the power switch 155 is turned OFF) becomes the game state after power is turned on. On the other hand, if the RAM clear switch 152 is operated when the power is turned on, the information in RAM 84 is cleared (initialized), so the game state after power is turned on is set to the non-time-saving state (special state). Furthermore, when the game control microcomputer 81 is set to a non-shortened time state, or when transitioning from the normal shortened time state to a non-shortened time state (described later), it sets the game state status to "0". Also, when the RAM 84 is initialized to set the game to a non-shortened time state, it sets the non-shortened time flag to "0", and when transitioning from the normal shortened time state to a non-shortened time state, it sets the non-shortened time flag to "1".
[0241] When a game ball enters the first starting opening 20 in a non-time-saving state, a lottery for Special Feature 1 is held, and the game transitions to a state other than the non-time-saving state depending on the result of the lottery for Special Feature 1. Specifically, if the result of the lottery for Special Feature 1 in the non-time-saving state is a jackpot (if it is any of the jackpot symbols A to C in Special Feature 1), the game transitions to a jackpot game state depending on when the jackpot symbol is displayed. Note that the lottery for Special Feature 1 in the non-time-saving state is held only once, and the probability of winning a jackpot is 1 / 348.6, so it is extremely rare to win a jackpot in the lottery for Special Feature 1 in the non-time-saving state.
[0242] Furthermore, if the result of the lottery for Special Figure 1 in the non-shortened state is a miss, and the type of the miss symbol is "Special Figure 1_Miss Symbol A", then the game transitions to the C shortened state described later, depending on whether the miss symbol A is displayed as the stop. Note that when the type of the miss symbol in the non-shortened state is "Special Figure 1_Miss Symbol A", it is also said that a "C shortened state win A" has been won. The selection rate of the miss symbol A (in other words, the rate at which the game transitions from the non-shortened state to the normal shortened state) is 20% when there is a miss. When the game transitions to the C shortened state, the game proceeds with right-hand play, aiming for a small win based on the lottery for Special Figure 2 corresponding to the entry into the second start opening 21 related to the electric tuner 22. In this embodiment, when a small win is achieved in the lottery for Special Figure 2, it is always possible to pass the game ball through the specific area 39 during the small win game. In this embodiment, when a minor win is achieved in the lottery shown in Figure 2, it is always possible to pass the game ball through the specific area 39 during the minor win game. Therefore, when controlled to the C time-saving state, it is possible to execute a major win game based on the lottery shown in Figure 2.
[0243] On the other hand, if the result of the lottery for Special Feature 1 in the non-shortened time state is a miss, and the type of miss symbol is "Special Feature 1_Miss Symbol B", then the game transitions to the slightly shortened time state described later, depending on whether Miss Symbol B is displayed as the stop. Note that when the type of miss symbol is "Special Feature 1_Miss Symbol B" in the non-shortened time state, it is also said that a "C Shortened Time Win B" has been won. The selection rate of Miss Symbol B (in other words, the rate of transitioning from the non-shortened time state to the slightly shortened time state) is 80% when there is a miss. When the game transitions to the slightly shortened time state, the game proceeds with left-handed play, aiming for a big win based on the lottery for Special Feature 1 corresponding to the entry into the first start opening 11. Therefore, the slightly shortened time state is a less advantageous game state for the player than the C Shortened Time state.
[0244] The time-saving state is a game state in which it is easier for game balls to enter the electric tuner 22 compared to the non-time-saving state. There are two types of time-saving states: normal time-saving state and slight time-saving state. The normal time-saving state is a time-saving state that is entered after the end of a jackpot game based on any of the "Special Symbol 1_Jackpot Symbols A~C" described later, after the end of a jackpot game based on any of the "Special Symbol 2_Small Jackpot Symbols a~e", or when "Special Symbol 1_Loss Symbol A" is displayed as the stop. There are a total of eight normal time-saving states: the 1st time-saving state, the 2nd time-saving state, the 3rd time-saving state, the 4th time-saving state, the 5th time-saving state, the 6th time-saving state, the A time-saving state, and the C time-saving state.
[0245] The first to fifth time-saving states (first to highest-advantage states) are normal time-saving states with 80 time-saving rounds. The probability of winning a minor prize is 1 / 69, so it is easier to win a minor prize in the lottery for Special Symbol 2 in the first to fifth time-saving states. Also, in the first to fifth time-saving states, if a minor prize is not won before the number of time-saving rounds reaches 80 (80 fluctuation displays are executed), the state will transition to a non-time-saving state.
[0246] Furthermore, the 6th time-saving state (specific state) is a normal time-saving state with 100 time-saving spins. Therefore, it is easier to win a small prize in the 6th time-saving state than in the 1st to 5th time-saving states. Note that if a small prize is not won in the 6th time-saving state before the number of time-saving spins reaches 100, the game will transition to a non-time-saving state.
[0247] Furthermore, State A is a normal time-saving state with a set number of time-saving spins of 10,000. Therefore, in State A, you are almost guaranteed to win a small prize. However, if you do not win a small prize in State A before the number of time-saving spins reaches 10,000, you will transition to a non-time-saving state.
[0248] Furthermore, the C time-saving state is a normal time-saving state with 100 time-saving spins. Therefore, it is easier to win a small prize in the C time-saving state than in the 1st to 5th time-saving states. Note that if a small prize is not won in the C time-saving state before the number of time-saving spins reaches 100, the game will transition to a non-time-saving state.
[0249] Furthermore, the non-time-saving state is also called the "special state (special game state)" or "C time," the 1st to 5th time-saving states are also called the "advantageous state (advantageous game state)" or "lower rush," and the 6th time-saving state, C time-saving state, and A time-saving state are also called the "specific state (specific game state)" or "higher rush." Details of these time-saving states will be described later.
[0250] In the normal time-saving state (specific state), the base rate, which is the ratio of prize balls to the number of balls launched, is higher compared to the non-time-saving state and the slightly time-saving state. Therefore, the normal time-saving state is also called the "high base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base state is a state in which so-called electric support control (control that supports entry into the second start opening 21 by the electric tuner 22) is being implemented. Therefore, the high base state is also called the electric support control state.
[0251] In the slightly shortened time state (normal game state), various parameters related to the ease of entering the electric tuner 22 (winning probability of the regular symbol lottery, the variation time and stop time of the regular symbols, the opening pattern of the electric tuner 22, etc.) are set to make it easier to enter the electric tuner 22 than in the non-shortened time state. However, the variation time of the regular symbols is long, and the opening of the electric tuner 22 in auxiliary gameplay is set to be short, so even if you play with right-handed shooting, you can hardly expect to enter the electric tuner 22. Therefore, players should play with left-handed shooting and aim to win a jackpot based on the lottery of special symbol 1 corresponding to entering the first start opening 11. Thus, the slightly shortened time state is less advantageous for the player than the normal shortened time state and is a low-base state, so the slightly shortened time state is called the "normal state (normal game state)".
[0252] [Regarding special-pattern related random numbers and general-pattern related random numbers] Next, Figure 8 will be used to explain the special symbol-related random numbers and general symbol-related random numbers used by the pachinko game machine 1.
[0253] Pachinko game machine 1 acquires special symbol-related random numbers (judgment information related to special symbols) which become special symbol lottery information based on the entry of a ball into the first start opening 20 or the second start opening 21. As shown in Figure 8(A), the special symbol-related random numbers include special symbol winning random numbers, special symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers (hereinafter also referred to as special symbol variation PT random numbers).
[0254] The special symbol random number is used to determine whether a big win, a minor win, or a C-time-saving win (miss A, B) is achieved, and is also used to determine if the result is a miss in cases other than a big win, minor win, or C-time-saving win. The special symbol random number takes values in the range of 0 to 65535.
[0255] The special symbol type random number is used to determine the type of jackpot symbol, the type of minor jackpot symbol, and the type of time-saving symbol (the symbol corresponding to the C time-saving jackpot). The special symbol type random number takes values in the range of 0 to 199.
[0256] The reach random number is a random number that determines whether or not a reach occurs in the reel spinning animation when the result of the win / loss judgment is a loss. Here, a reach is a state in which, for example, out of multiple animation symbols, only one (or sometimes two or three) animation symbols remain to be displayed, and depending on which animation symbol the remaining animation symbol stops on, it will result in a combination of animation symbols that indicates a jackpot win (for example, the state of "7↓7").
[0257] Furthermore, the symbols displayed as stopped during the reach state may be displayed in a predetermined temporary stop manner, such as appearing to shake slightly within the display screen 7a, or appearing to repeatedly enlarge and shrink. The reach random number takes a value in the range of 0 to 255.
[0258] The special symbol variation pattern random number is a random number used to determine the variation pattern, including the variation time, related to the variation display of the special symbol. The special symbol variation pattern random number takes values in the range of 0 to 99.
[0259] Furthermore, the pachinko game machine 1 acquires random numbers related to the general pattern (judgment information related to the general pattern) which become general pattern lottery information based on the passage of game balls through gate 28. As shown in Figure 8(B), the random numbers related to the general pattern include random numbers for winning the general pattern, random numbers for the type of general pattern, and random numbers for the variation pattern of the general pattern (hereinafter also called random numbers for variation PT).
[0260] The random number generated per round is used to determine whether or not to open the electric chute 22. The random number generated per round takes values in the range of 0 to 65535.
[0261] The random number for the type of symbol is used to determine the type of symbol in order to decide the opening pattern for opening the electric tuner 22. The random number for the type of symbol takes values in the range of 0 to 199.
[0262] The random number for the general graph variation pattern is a random number used to determine the variation pattern, including the variation time, related to the variation display of the general graph. The random number for the general graph variation pattern takes values in the range of 0 to 99.
[0263] [Regarding the special feature winning random number determination table] The pachinko game machine 1 determines whether it is a big win or a small win by determining (drawing) a special symbol winning random number obtained based on a ball entering the first start opening 20 (special symbol 1 win) or the second start opening 21 (special symbol 2 win) according to the "special symbol winning random number determination table" shown in Figure 9(A).
[0264] In this embodiment, the judgment table does not determine a minor win based on the entry of a game ball into the first starting opening 20 (winning in Special Figure 1). However, the table is not limited to this, and a judgment table that can determine a minor win based on the entry of a game ball into the first starting opening 20 may also be used. Also in this embodiment, the judgment table does not determine a big win based on the entry of a game ball into the second starting opening 21 (winning in Special Figure 2). However, the table is not limited to this, and a judgment table that can determine a big win based on the entry of a game ball into the second starting opening 21 may also be used.
[0265] [About the Jackpot Symbol Type Determination Table] When the pachinko game machine 1 determines that a jackpot has been won, it determines the type of jackpot symbol by determining the special symbol type random number according to the "jackpot symbol type determination table" shown in Figure 9(B).
[0266] If a jackpot is won in the judgment related to the entry into the first starting gate 20 (the lottery for Special Figure 1), there is a 1% chance that it will be determined to be "Special Figure 1_Jackpot Symbol A (10R (round) jackpot)". There is also a 24% chance that it will be determined to be "Special Figure 1_Jackpot Symbol B (10R jackpot)". And there is also a 75% chance that it will be determined to be "Special Figure 1_Jackpot Symbol C (4R jackpot)". The Special Figure 1 display 41a will stop displaying the "jackpot symbol" that indicates the LED display mode (flashing pattern) corresponding to each of "Special Figure 1_Jackpot Symbols A to C".
[0267] [Regarding the table for determining the type of minor winning symbols] When the pachinko game machine 1 determines that a minor win has been achieved, it determines the type of minor win symbol by determining the special symbol type random number according to the "minor win symbol type determination table" shown in Figure 9(C).
[0268] If a minor win is determined in the judgment related to entry into the second starting gate 21 (special figure 2 lottery), there is a 20% chance that it will be determined to be "special figure 2_minor win symbol a". Also, if a minor win is determined in the judgment related to entry into the second starting gate 21 (special figure 2 lottery), there is a 20% chance that it will be determined to be "special figure 2_minor win symbol b". Also, if a minor win is determined in the judgment related to entry into the second starting gate 21 (special figure 2 lottery), there is a 20% chance that it will be determined to be "special figure 2_minor win symbol c". Also, if a minor win is determined in the judgment related to entry into the second starting gate 21 (special figure 2 lottery), there is a 20% chance that it will be determined to be "special figure 2_minor win symbol d". Also, if a minor win is determined in the judgment related to entry into the second starting gate 21 (special figure 2 lottery), there is a 20% chance that it will be determined to be "special figure 2_minor win symbol e". Furthermore, the special figure 2 display unit 41b will stop displaying the "minor winning symbols" that correspond to each of the "special figure 2 minor winning symbols a to e" in their respective LED display modes (flashing patterns).
[0269] As described later, if a minor win occurs in the 1st to 6th time-saving states, the time-saving state to which the player transitions after the big win based on the minor win is determined according to which of the "Special Figure 2_minor win symbols a~e" it is. On the other hand, if a minor win occurs in the C time-saving state, regardless of which of the "Special Figure 2_minor win symbols a~e" it is, the time-saving state to which the player transitions after the big win based on the minor win is determined to be the A time-saving state. Also, if a minor win occurs in the A time-saving state, regardless of which of the "Special Figure 2_big win symbols A~E" it is, the time-saving state to which the player transitions after the big win based on the minor win is determined to be the 6th time-saving state.
[0270] The types (number) of jackpot symbols in Special Feature 1, the types (number) of minor jackpot symbols in Special Feature 2, and the determination ratios (distribution rates) for each jackpot and minor jackpot symbol will be determined as appropriate according to the specifications of each pachinko game machine 1.
[0271] In this embodiment, the design is such that when a determination is made regarding entry into the first starting opening 20 (the lottery in Special Figure 1), the determination of whether a minor win is achieved is not derived, and therefore there is no determination process regarding the determination of the minor win symbols. In addition, by making the type of minor win symbol different when a minor win is achieved, the setting method regarding the opening pattern of the big prize opening related to the execution content of the two types of big win games after the minor win game (1 round) may be made different. Furthermore, by making the type of minor win symbol different, the setting method regarding the game state (time reduction state, number of time reductions) after the two types of big win games may be made different.
[0272] [Regarding the table for determining the type of losing symbol] When the pachinko game machine 1 determines that a win is occurring, it determines the type of losing symbol by using a special symbol type random number according to the "losing symbol type determination table" shown in Figure 9(D).
[0273] If the lottery for Special Feature 1 determines a loss, there is a 20% chance that "Special Feature 1_Loss Symbol A" will be selected, and an 80% chance that "Special Feature 1_Loss Symbol B" will be selected. The Special Feature 1 display 41a will then stop displaying the "Loss Symbol" which corresponds to the LED display pattern (flashing pattern) of "Special Feature 1_Loss Symbol A" or "Special Feature 1_Loss Symbol B". If "Special Feature 1_Loss Symbol A" is selected in a non-time-saving state, it will be judged as a C time-saving win A, and if "Special Feature 1_Loss Symbol B" is selected, it will be judged as a C time-saving win B. If "Special Feature 1_Loss Symbol A" or "Special Feature 1_Loss Symbol B" is selected in a game state other than a non-time-saving state, it will simply be judged as a loss. Furthermore, if the lottery for Special Feature 2 determines that it is a losing draw, it will be determined to be "Special Feature 2_Losing Symbol" with 100% certainty.
[0274] [About the reach determination table] If the Pachinko game machine 1 derives a losing result, it determines whether or not to display the symbols 8L, 8C, and 8R as a reach in the variation animation by determining the reach random number according to the "reach judgment table" shown in Figure 9(E).
[0275] In this embodiment, the probability of the "reach" display pattern differs depending on whether the game is in a normal time-saving state, a non-time-saving state, or a slightly time-saving state.
[0276] [Regarding the time-saving state transition destination determination table] As described above, in the lottery of Special Figure 1 or Special Figure 2 in this embodiment, if a winning combination is obtained with a symbol that transitions to a time-saving state (Special Figure 1: Big Win Symbols A-C, C Time-Saving Win A or B, Special Figure 2: Small Win Symbols a-e), the time-saving state to be transitioned to after the end of the big win game (or after winning C Time-Saving Win A or B) is determined by making a determination according to the "Time-Saving State Transition Destination Determination Table" shown in Figure 10.
[0277] The time-saving states determined here are the first, second, third, fourth, fifth, sixth, A, C, and slight time-saving states, for a total of nine types. As mentioned above, the number of time-saving actions is 80 in the first to fifth time-saving states, and 100 in the sixth and C time-saving states. In the A and slight time-saving states, the number of time-saving actions is 10,000.
[0278] In the first time-saving state, if it is determined that the type of minor win symbol is "Special Symbol 2_Minor Win Symbol a", it is decided to transition to the sixth time-saving state after the jackpot game ends. On the other hand, in the first time-saving state, if it is determined that the type of minor win symbol is one of "Special Symbol 2_Minor Win Symbols b~e", it is decided to transition to the second time-saving state after the jackpot game ends. Therefore, the probability of transitioning to the sixth time-saving state after the jackpot game ends in the first time-saving state is 20%.
[0279] In the second time-saving state, if it is determined that the type of minor win symbol is "Special Symbol 2_Minor Win Symbol a" or "Special Symbol 2_Minor Win Symbol b", it is decided to transition to the sixth time-saving state after the jackpot game ends. On the other hand, in the second time-saving state, if it is determined that the type of minor win symbol is one of "Special Symbol 2_Minor Win Symbols c~e", it is decided to transition to the third time-saving state after the jackpot game ends. Therefore, the probability of transitioning to the sixth time-saving state after the jackpot game ends in the second time-saving state is 40%.
[0280] In the third time-saving state, if it is determined that the type of minor win symbol is one of "Special Symbol 2_Minor Win Symbol a~c", it is decided to transition to the sixth time-saving state after the jackpot game ends. On the other hand, in the third time-saving state, if it is determined that the type of minor win symbol is "Special Symbol_Minor Win Symbol d" or "Special Symbol 2_Minor Win Symbol e", it is decided to transition to the fourth time-saving state after the jackpot game ends. Therefore, the probability of transitioning to the sixth time-saving state after the jackpot game ends in the third time-saving state is 60%.
[0281] In the 4th time-saving state, if it is determined that the type of minor win symbol is one of "Special Symbol 2_Minor Win Symbols a~d", it is decided to transition to the 6th time-saving state after the jackpot game ends. On the other hand, in the 4th time-saving state, if it is determined that the type of minor win symbol is "Special Symbol 2_Minor Win Symbol e", it is decided to transition to the 5th time-saving state after the jackpot game ends. Therefore, the probability of transitioning to the 6th time-saving state after the jackpot game ends in the 4th time-saving state is 80%.
[0282] In the fifth time-saving state, if it is determined that the type of minor win symbol is one of "Special Symbol 2_Minor Win Symbols a~e", it is decided to transition to the sixth time-saving state after the jackpot game ends. Therefore, the probability of transitioning to the sixth time-saving state after the jackpot game ends in the fifth time-saving state is 100%.
[0283] In the 6th time-saving state, if it is determined that the type of minor win symbol is one of "Special Symbol 2_Minor Win Symbols a~e", it is decided to transition to the 6th time-saving state after the end of the big win game. Therefore, in the 6th time-saving state, the probability of transitioning to the 6th time-saving state after the end of the big win game is 100%.
[0284] Therefore, among the 1st to 6th time-saving states, the 6th time-saving state, which has 100 time-saving spins, is the most advantageous time-saving state for the player. Also, the percentage of players transitioning to the 6th time-saving state in the 1st to 5th time-saving states, which have 80 time-saving spins, is set to increase in the following order: 1st time-saving state (20%) < 2nd time-saving state (40%) < 3rd time-saving state (60%) < 4th time-saving state (80%) < 5th time-saving state (100%). Therefore, among the 1st to 5th time-saving states, the 1st time-saving state is the most disadvantageous time-saving state for the player, and the 5th time-saving state is the most advantageous time-saving state.
[0285] Furthermore, in the A time-saving state, if it is determined that the type of special symbol is one of "Special Symbol 2_Small Win Symbols a~e", it is decided to transition to the 6th time-saving state after the jackpot game ends.
[0286] Furthermore, in the C time-saving state, if it is determined that the type of special symbol is one of "Special Symbol 2_Small Win Symbols a~e", it is decided to transition to the A time-saving state after the jackpot game ends (probability of transitioning to the 6th time-saving state = 0%).
[0287] Furthermore, in a non-time-saving state, if the type of special symbol is determined to be "Special Symbol 1_Big Win Symbol A", it is decided to transition to Time-Saving State A after the big win game ends. If the type of special symbol is determined to be "Special Symbol 1_Big Win Symbol B", it is decided to transition to Time-Saving State 6 after the big win game ends. If the type of special symbol is determined to be "Special Symbol 1_Big Win Symbol C", it is decided to transition to Time-Saving State 1 after the big win game ends (proportion of transition to Time-Saving State 6 = 24%). In a non-time-saving state, if the type of special symbol is determined to be "Special Symbol 1_Losing Symbol A (Time-Saving Win A)", it is decided to transition to Time-Saving State C. If the type of special symbol is determined to be "Special Symbol 1_Losing Symbol B (Time-Saving Win B)", it is decided to transition to a slight time-saving state.
[0288] In this embodiment, the destination of the game state after the jackpot game, based on the winning minor prize, is determined according to the type of minor prize symbol won. However, the game state after the jackpot game is determined according to the passage of the game balls into a specific area 39 based on the winning minor prize (for example, by drawing random numbers for determining the destination).
[0289] [Regarding the types of big wins, small wins, and losing tickets] Next, we will explain the types of big wins, small wins, and losses using Figure 11. As mentioned above, the results of the special symbol lottery (the lottery for Special Symbol 1 and the lottery for Special Symbol 2) are "big win," "small win," and "loss." The Special Symbol 1 display 41a displays the lottery result for Special Symbol 1, and the Special Symbol 2 display 41b displays the lottery result for Special Symbol 2. As shown in Figure 11(A), the types of big win symbols are "Special Symbol 1_Big Win Symbol A," "Special Symbol 1_Big Win Symbol B," and "Special Symbol 1_Big Win Symbol C." In addition, the types of small win symbols are "Special Symbol 2_Small Win Symbol a," "Special Symbol 2_Small Win Symbol b," "Special Symbol 2_Small Win Symbol c," "Special Symbol 2_Small Win Symbol d," and "Special Symbol 2_Small Win Symbol e."
[0290] If a jackpot is won in the special symbol lottery, a "jackpot game" is executed, which opens the first large prize slot 30 in an opening pattern corresponding to the type of jackpot symbol displayed. If a minor prize is won, a "minor prize game" is executed, which opens the second large prize slot 35 in an opening pattern corresponding to the type of minor prize symbol displayed. Then, if a game ball enters a specific area 39 within the second large prize slot 35 while the minor prize game is in progress, a "jackpot game" is executed, which opens the first large prize slot 30 in an opening pattern corresponding to the type of minor prize symbol that was won. The jackpot game executed based on the result of the special symbol lottery being a jackpot win is called a Type 1 jackpot game, and the jackpot game executed based on passing through the specific area 39 is called a Type 2 jackpot game.
[0291] In this embodiment, a jackpot game includes multiple rounds of gameplay (unit opening games), an opening (OP) before the start of the first round of gameplay, and an ending (ED) after the end of the final round of gameplay. Each round of gameplay begins with the end of the opening or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ending. The time (interval time) when the jackpot opening is closed between rounds of gameplay is included in the opening round of gameplay before that closure.
[0292] In this embodiment, the minor prize game includes a minor prize opening game that opens the second major prize entry point 35, an opening (pre-opening interval) of 7 seconds before the minor prize opening game starts, and an ending (post-closing interval) after the minor prize opening game has finished.
[0293] If the special symbol lottery results in a jackpot (i.e., a Type 1 jackpot), a jackpot game (Type 1 jackpot game) is executed, which opens the first jackpot entry point 30. In this embodiment, the lottery for Special Symbol 1 results in winning either "Special Symbol 1_Jackpot Symbol A", "Special Symbol 1_Jackpot Symbol B", or "Special Symbol 1_Jackpot Symbol C".
[0294] "Special Feature 1_Winning Symbol A" and "Special Feature 1_Winning Symbol B" are 10-round jackpots, with a maximum opening time of 29.5 seconds for the first large prize slot 30 per round. "Special Feature 1_Winning Symbol C" is a 4-round jackpot, with a maximum opening time of 29.5 seconds for the first large prize slot 30 per round. In jackpot games based on 10R or 4R jackpots, a round ends when a specified number of game balls (for example, 10 balls) enter the slot, or when the maximum opening time of 29.5 seconds is reached (the first large prize slot 30 is closed from the open state).
[0295] When a jackpot is won in a non-time-saving or slightly time-saving state, if the type of special symbol is "Special Symbol 1_Jackpot Symbol A", the type of win becomes 10R Jackpot Game A (10R Winning Game A). After the 10R Jackpot Game A ends, the game state transitions to Time-Saving State A, where the number of time-saving spins is set to 10,000. The game control microcomputer 81 sets the game state status to "7" when transitioning to Time-Saving State A.
[0296] Furthermore, if a jackpot is won in a non-time-saving state or a slightly time-saving state and the type of special symbol is "Special Symbol 1_Jackpot Symbol B", the type of win becomes 10R Jackpot Game B (10R Winning Game B). After the 10R Jackpot Game B ends, the game state transitions to the 6th time-saving state, where the number of time-saving rounds is set to 100. The game control microcomputer 81 sets the game state status to "6" when transitioning to the 6th time-saving state.
[0297] Furthermore, if a jackpot is won in a non-time-saving state or a slightly time-saving state and the type of special symbol is "Special Symbol 1_Jackpot Symbol C", the type of win will be a 4R jackpot game (4R winning game). After the 10R jackpot game B ends, the game state will transition to the first time-saving state, where the number of time-saving rounds is set to 80. The game control microcomputer 81 sets the game state status to "1" when transitioning to the first time-saving state.
[0298] Furthermore, if a minor win is achieved as a result of the special symbol lottery, a minor win game is executed that opens the second major prize slot 35 once. In this embodiment, there is a possibility of winning "Special Symbol 2_Minor Win Symbol a" through the lottery of Special Symbol 2. If a game ball enters the second major prize slot 35, which has been opened by the minor win game, and that game ball passes through a specific area 39 within the second major prize device 36 (also called a V-entry or V-pass), a major win is achieved, and a major win game (Type 2 major win game) that opens the first major prize slot 30 is then executed. Note that if the game ball does not pass through the specific area 39 during the minor win game, the major win game will not be executed. With a minor win using "Special Symbol 2_Minor Win Symbol a", if the player plays the game as usual, it is always possible for the game ball to pass through the specific area 39. Therefore, winning a minor win based on the lottery of Special Symbol 2 has essentially the same meaning as winning a major win. Furthermore, if this jackpot game (a jackpot game triggered by passing through a specific area 39) is executed, the opening of the second large prize slot 35 as a minor win game will correspond to the first round of the jackpot game.
[0299] In the mini-win game, which occurs when one of the "Special Feature 2_Mini-Win Symbols a~e" is selected, the first round of gameplay begins after a 0.008-second opening. In the first round, the second large prize slot 35 is opened for 1.6 seconds once, and after 1.6 seconds, the second large prize slot 35 is closed for 6.0 seconds. If a game ball passes through a specific area 39 within the second large prize device 36 during this 1.6-second opening, a jackpot is won. If a jackpot is won, the second large prize slot 35 is then opened for 0.5 seconds. This 0.5-second opening of the second large prize slot 35 is repeated up to 10 times, and if a specified number of game balls (for example, 10) enter during this time, the first round ends at that point (the first large prize slot 30 is closed from the open state). Therefore, when a jackpot is won through a minor win game, the first round of gameplay is essentially equivalent to the first round of a Type 1 jackpot game. If a jackpot is not won, the first round ends after the second large prize entry point 35 opens for 1.6 seconds, and the minor win game ends in accordance with the end of this first round.
[0300] Furthermore, in the jackpot game (Type 2 jackpot game) which is executed based on the passage of game balls into a specific area 39, the first large prize slot 30 is opened with a maximum opening time of 29.5 seconds per round from the 2nd to the 10th round. In the jackpot game from the 2nd to the 10th round, a round ends when a specified number of game balls (for example, 10 balls) enter the slot in a round, or when the maximum opening time of 29.5 seconds is reached (the first large prize slot 30 is closed from the open state).
[0301] If a jackpot is won in the first time-saving state through a minor win game based on "Special Figure 2_Minor Winning Symbol a", the game state after the jackpot game will transition to the sixth time-saving state, where the number of time-saving rounds is set to 100. If a jackpot is won through a minor win game based on "Special Figure 2_Minor Winning Symbols b~e", the game state after the jackpot game will transition to the second time-saving state, where the number of time-saving rounds is set to 80. The game control microcomputer 81 sets the game state status to "2" when transitioning to the second time-saving state.
[0302] Furthermore, if a jackpot is won in the second time-saving state through a minor win game based on either of "Special Figure 2_Minor Win Symbols a, b", the game state after the jackpot game transitions to the sixth time-saving state, where the number of time-saving rounds is set to 100. If a jackpot is won through a minor win game based on "Special Figure 2_Minor Win Symbols c~e", the game state after the jackpot game transitions to the third time-saving state, where the number of time-saving rounds is set to 80. The game control microcomputer 81 sets the game state status to "3" when transitioning to the third time-saving state.
[0303] Furthermore, if a jackpot is won in the third time-saving state through a minor win game based on any of the "Special Figure 2_minor win symbols a~c", the game state after the jackpot game will transition to the sixth time-saving state, where the number of time-saving rounds is set to 100. If a jackpot is won through a minor win game based on any of the "Special Figure 2_minor win symbols d, e", the game state after the jackpot game will transition to the fourth time-saving state, where the number of time-saving rounds is set to 80. The game control microcomputer 81 sets the game state status to "4" when transitioning to the fourth time-saving state.
[0304] Furthermore, if a jackpot is won in the 4th time-saving state through a minor win game based on any of "Special Figure 2_minor win symbols a~d", the game state after the jackpot game will transition to the 6th time-saving state, where the number of time-saving rounds is set to 100. If a jackpot is won through a minor win game based on "Special Figure 2_minor win symbol e", the game state after the jackpot game will transition to the 5th time-saving state, where the number of time-saving rounds is set to 80. The game control microcomputer 81 sets the game state status to "5" when transitioning to the 5th time-saving state.
[0305] Furthermore, if a jackpot is won during the 5th time-saving state through a minor win game based on any of the "Special Feature 2_Minor Win Symbols a~e", the game state after the jackpot game will transition to the 6th time-saving state, where the number of time-saving rounds is set to 100.
[0306] Furthermore, if a jackpot is won during the 6th time-saving state through a minor win game based on any of the "Special Feature 2_Minor Win Symbols a~e", the game state after the jackpot game will transition to the 6th time-saving state, where the number of time-saving rounds is set to 100.
[0307] Furthermore, if a jackpot is won in the A time-saving state through a minor win game based on any of the "Special Feature 2_Minor Win Symbols a~e", the game state after the jackpot game will transition to the 6th time-saving state, where the number of time-saving rounds is set to 100.
[0308] Furthermore, if a jackpot is won in the C time-saving state through a minor win game based on any of the "Special Feature 2_minor win symbols a~e", the game state after the jackpot game will transition to the A time-saving state, where the number of time-saving rounds is set to 10,000.
[0309] Furthermore, as shown in Figure 11(B), there are three types of losing symbols: "Special Symbol 1_Losing Symbol A", "Special Symbol 1_Losing Symbol B", and "Special Symbol 2_Losing Symbol". If the losing symbol is "Special Symbol 1_Losing Symbol A", the type of loss is determined to be "Loss A", and if the losing symbol is "Special Symbol 1_Losing Symbol B", the type of loss is determined to be "Loss B". In a non-time-saving state, "Loss A" is treated as "C Time-Saving Win A", and transitions to a C Time-Saving state where the number of time-saving spins is set to 100. Similarly, in a non-time-saving state, "Loss B" is treated as "C Time-Saving Win B", and transitions to a slight time-saving state where the number of time-saving spins is set to 10,000. In other words, if the result of the lottery in Special Feature 1 is "Loss A" or "Loss B", the game control microcomputer 81 controls the game state after the losing symbol is displayed to a time-saving state. On the other hand, in game states other than the non-time-saving state, "Loss A" and "Loss B" are simply treated as "Loss". The game control microcomputer 81 sets the game state status to "8" when transitioning to the C time-saving state, and sets the game state status to "9" when transitioning to the slight time-saving state.
[0310] Furthermore, when the result of the lottery for Special Feature 2 is "Loss," the Special Feature 2 display 41b will stop and display "Loss Symbol." In this case, the Loss Symbol is "Special Feature 2_Loss Symbol" and is treated simply as "Loss" in all game states.
[0311] Furthermore, when the game state transitions (is set) to a non-time-saving state, the microcomputer 81 for game control sets the time-saving flag to "0" and the non-time-saving flag to "1". Also, when the game state transitions to a normal time-saving state, it sets the time-saving flag to "1".
[0312] [Regarding the Special Feature Variation Pattern Determination Table] Next, we will explain how the special symbol variation patterns (special symbol variation patterns) are determined. Pachinko game machine 1 determines the special symbol variation pattern based on the special symbol variation pattern determination table corresponding to each game state. Figure 12(A) is the special symbol variation pattern determination table used in the slight time reduction state, Figure 12(B) is the special symbol variation pattern determination table used in the normal time reduction state (1st to 6th time reduction states, A time reduction state, or C time reduction state), and Figure 12(C) is the special symbol variation pattern determination table used in the non-time reduction state.
[0313] First, Figure 12(A) will be used to explain the special symbol variation pattern determination table in the slightly shortened time state. In the slightly shortened time state, the game proceeds with left-handed play, and a lottery for special symbol 1 is held. Note that even if the lottery result for special symbol 1_missing symbol A or special symbol 1_missing symbol B is obtained in the slightly shortened time state, the settings related to the game state are not changed, and it is simply treated as a miss.
[0314] When a lottery for Special Figure 1 is held during the slightly shortened time state, the variation pattern for Special Figure 1 is selected according to the result of the jackpot judgment, the result of the reach judgment, etc. (Variation patterns P1 to P8). Also, when a lottery for Special Figure 2 is held during the slightly shortened time state based on a ball entering the electric tuner 22, variation patterns P9 and P10 with a variation time of 100 seconds are selected as the variation pattern for Special Figure 2.
[0315] Next, we will explain the special symbol variation pattern determination table in the normal time-saving state using Figure 12(B). In the normal time-saving state, the game proceeds with right-hand play, and the lottery for special symbol 2 is conducted.
[0316] When a lottery for Special Symbol 2 is held during the normal time-saving state, the variation pattern for Special Symbol 2 is selected according to the result of the jackpot judgment, the result of the reach judgment, etc. (Variation patterns P13~P20). Also, when a lottery for Special Symbol 1 is held during the normal time-saving state, variation patterns P11 and P12 are selected as the variation patterns for Special Symbol 1.
[0317] Next, we will explain the special symbol variation pattern determination table in the non-time-saving state using Figure 12(C). In the non-time-saving state, the game proceeds with left-handed play, and a lottery for Special Symbol 1 is held. As mentioned above, in the non-time-saving state, if the lottery result for Special Symbol 1_Missing Symbol A is obtained, it is determined as "C Time-Saving Win A", and if the lottery result for Special Symbol 1_Missing Symbol B is obtained, it is determined as "C Time-Saving Win B".
[0318] When a lottery for Special Feature 1 is held in a non-shortened time state, the variation pattern of Special Feature 1 is selected according to the result of the jackpot judgment, the result of the reach judgment, etc. (Variation patterns P2, P21~P24).
[0319] As shown in Figures 12(A) and (B), the variation time of the special display is set to be relatively shorter in the normal time reduction state than in the slight time reduction state. Therefore, in the normal time reduction state, the variation time reduction function of the special display indicator 41 can be operated.
[0320] [Regarding the hit detection table for general diagrams] In pachinko machine 1, as shown in the "Normal Symbol Win Determination Table" in Figure 13(A), regardless of the type of game state, when a normal symbol draw (a game ball passes through gate 28) occurs, it is set to be determined as a normal symbol win with a very high probability (65535 / 65536). Note that the probability of winning a normal symbol draw may differ depending on the game state.
[0321] In this embodiment, when a regular win occurs in the non-time-shortened state or the slightly time-shortened state, the opening pattern of the electric tuner 22 is set to an opening mode (short opening) that makes it impossible to capture the game ball flowing down the right game area 3B. Therefore, in these game states, it is made substantially impossible for the game ball to enter the second start opening 21 related to the electric tuner 22 based on passing the game ball through the gate 28 (regular win and regular draw).
[0322] On the other hand, in the normal time-saving state (1st to 6th time-saving state, A time-saving state, C time-saving state), when a regular win occurs, the opening pattern of the electric tuner 22 is set to an opening mode (long opening) that makes it easy to capture the game ball flowing down the right game area 3B. Therefore, in these game states, it is possible to enter the second start port 21 related to the electric tuner 22 based on passing the game ball through the gate 28 (regular win and regular draw).
[0323] [Regarding the general prize type determination table] Furthermore, when the Pachinko game machine 1 determines a random number for a regular win and the result is determined to be a regular win, it determines the type of regular win by determining the type of regular win random number according to the "regular win type determination table" shown in Figure 13(B).
[0324] Specifically, approximately 10% of the time "Normal Diagram A" is selected, and approximately 90% of the time "Normal Diagram B" is selected. The Normal Diagram display 42 will stop displaying the LED lighting pattern (identification information, flashing pattern) corresponding to "Normal Diagram A" or "Normal Diagram B" when a Normal Diagram is selected.
[0325] [Regarding the general diagram variation pattern determination table] Furthermore, the pachinko game machine 1 uses the "normal figure fluctuation pattern determination table" shown in Figure 13(C) to determine the normal figure fluctuation pattern (normal figure fluctuation time) based on the hit / miss determination result when determining the normal figure winning random number and the normal figure fluctuation pattern random number.
[0326] The normal display change time in non-time-saving and slightly time-saving states is 30 seconds. On the other hand, the normal display change time in the normal time-saving state is set to 2.5 seconds, 2.0 seconds, or 1.5 seconds, which is shorter than the normal display change time in non-time-saving and slightly time-saving states, thereby enabling the operation of the display change time reduction function of the display unit 42.
[0327] [Regarding the electric reel opening pattern determination table] The pachinko game machine 1 uses the "electric tuner opening pattern determination table" shown in Figure 13(D) to determine the opening pattern of the electric tuner 22 according to the combination of the type of normal diagram (normal diagram_A or normal diagram_B) in each game state (non-time-saving state, slight time-saving state, A time-saving state, C time-saving state, 1st to 6th time-saving state).
[0328] In non-shortened time states, the opening pattern of the electric tuner 22 is a "short single opening" that opens for 0.06 seconds, making it difficult to hit the special symbol 2 regardless of the type of normal diagram (normal diagram A~B).
[0329] In the slightly shortened time state, the opening pattern of the electric tuner 22 is a "short double opening" with a 0.06-second opening, which makes it difficult to hit the special symbol 2, regardless of the type of normal diagram (normal diagram A to B).
[0330] In the A-time-saving state, C-time-saving state, or the 1st to 6th time-saving states, the opening pattern of the electric tuner 22 is a "long double opening" which is a 2.5-second opening that makes it easy to hit the special symbol 2, regardless of the type of normal diagram (normal diagram A to B).
[0331] [Regarding the special prize winning command] Pachinko machine 1 is designed to enable so-called pre-announcement effects. A pre-announcement effect is an effect that uses a special symbol entry command identified based on judgment information (random values such as the special symbol jackpot random number) obtained by the initial entry to suggest the probability of winning for that initial entry, even before the win / loss judgment is made immediately before the start of the special symbol variation (display of the special symbols) based on that initial entry.
[0332] In this embodiment, during special feature variation (while the segment is flashing) by special feature 1 display 41a or special feature 2 display 41b, judgment information (information regarding the jackpot judgment result, information regarding the variation pattern (pre-read pattern information)) acquired when a game ball enters the first start port 20 or the second start port 21 (special feature entry) can be set as a pre-read target. Then, by referring to the command information included in the special feature entry command generated based on the judgment information related to this pre-read target (hereinafter also referred to as pre-read judgment information), it is possible to perform a pre-judgment (hereinafter also referred to as pre-read judgment) for this special feature variation before the special feature variation related to the judgment information that is waiting because the special feature variation is in progress based on the aforementioned judgment information is executed.
[0333] Furthermore, before the special symbol variation (pre-read target special symbol variation) related to the judgment information that has been targeted for pre-read judgment is executed, a pre-read effect can be executed during the execution of the special symbol variation based on the aforementioned judgment information, which is a notification that suggests the probability of winning for the pre-read target special symbol variation.
[0334] As shown in Figure 14, the special prize winning command generated in this embodiment includes information (higher-level command) indicating whether it is a starting prize for special prize 1 (winning into the first starting port 20) or a starting prize for special prize 2 (winning into the second starting port 21), and information (lower-level command) indicating the type of jackpot symbol, type of minor prize symbol, or type of losing symbol, such as lottery result information, information regarding the jackpot determination result, and information regarding the variation pattern (pre-read pattern information).
[0335] For example, if the special symbol entry command is a special symbol entry command related to the determination information that it is a jackpot related to special symbol 1, the pre-read determination information will include information indicating the type of jackpot symbol (special symbol 1_jackpot symbol A to C).
[0336] Furthermore, if the special prize winning command is a special prize winning command related to the determination information that it is a minor win related to special prize 2, the pre-read determination information will include information indicating the type of minor win symbol (one of special prize 2 minor win symbols a to e).
[0337] Furthermore, if the special prize winning command is a special prize winning command related to judgment information indicating that it is a miss, then it may be possible to obtain pre-read judgment information indicating whether or not a reach has occurred based on the miss and the type of reach.
[0338] Furthermore, the type of pre-read judgment information obtained from the special prize winning command can be appropriately modified. For example, the special prize winning command may be modified to allow the acquisition of pre-read judgment information (pre-read judgment) regarding detailed performance characteristics related to the variation pattern type (e.g., whether or not there is a button performance).
[0339] [Regarding the flow of the game in the first embodiment] Here, the flow of the game in this embodiment will be explained using Figure 15.
[0340] As described above, in this embodiment, if the RAM is cleared when the power is turned on, the game state after power-on is set to a non-time-saving state. Also, if the RAM is not cleared when the power is turned on, the game state after power-on is set to the game state before power-off. Here, we will proceed with the explanation assuming that the game state after power-on is set to a non-time-saving state (special state).
[0341] If you win "Special Symbol 1_Big Win Symbol A (Symbol A)" in a non-time-saving state (special state), you will transition to 10R Big Win Game State A (10R Win Game A). Also, if you win "Special Symbol 1_Big Win Symbol B (Symbol B)" in a non-time-saving state, you will transition to 10R Big Win Game State B (10R Win Game B). Also, if you win "Special Symbol 1_Big Win Symbol C (Symbol C)" in a non-time-saving state, you will transition to 4R Big Win Game State (4R Win Game).
[0342] Furthermore, if you win "Special Symbol 1_Missing Symbol A (C Time-Saving Win A)" in a non-time-saving state (special state), you will transition to the C time-saving state. Also, if you win "Special Symbol 1_Missing Symbol B (C Time-Saving Win B)" in a non-time-saving state, you will transition to a slight time-saving state (normal state). As mentioned above, there is a 20% chance of winning C time-saving win A and transitioning to the C time-saving state, and an 80% chance of winning C time-saving win B and transitioning to the slight time-saving state.
[0343] If the game transitions to the C time-saving state (specific state), and a jackpot is won based on the winning of any of the "Special Feature 2_Small Winning Symbols a~e" in this C time-saving state (hereinafter referred to as "jackpot win"), the game transitions to the 10R jackpot game state C (10R winning game C). On the other hand, if a jackpot is not won in the C time-saving state, the game transitions to the non-time-saving state (normal state).
[0344] If a jackpot is won in the C time-saving state and the game transitions to the 10R jackpot game state C (10R jackpot game C), the game transitions to the A time-saving state (specific state) after the 10R jackpot game state C ends.
[0345] If you win "Special Symbol 1_Big Win Symbol A (Symbol A)" in the slightly shortened time state (normal state), you will transition to 10R Big Win Game State A (10R Win Game A). Also, if you win "Special Symbol 1_Big Win Symbol B (Symbol B)" in the slightly shortened time state, you will transition to 10R Big Win Game State B (10R Win Game B). Also, if you win "Special Symbol 1_Big Win Symbol C (Symbol C)" in the slightly shortened time state, you will transition to 4R Big Win Game State (4R Win Game).
[0346] If the game transitions to 10R jackpot game state A (10R jackpot game A), it will transition to time-saving state A after the end of 10R jackpot game state A. If the game transitions to 10R jackpot game state B (10R jackpot game B), it will transition to time-saving state 6 (specific state) after the end of 10R jackpot game state B. If the game transitions to 4R jackpot game state (4R jackpot game), it will transition to time-saving state 1 (first advantageous state) after the end of 4R jackpot game state.
[0347] If the game transitions to State A (a specific state), and a jackpot is won based on the winning of any of the "Special Feature 2_Small Winning Symbols a~e" in State A, the game transitions to State C (10R Jackpot Game C). On the other hand, if a jackpot is not won in State A, the game transitions to State Non-Time-Saving State (Normal State).
[0348] If a jackpot is won in State A (a specific state), and the game transitions to State C (10R Jackpot Game C), the game will transition to State 6 (a specific state) after State C ends.
[0349] If the game transitions to 10R jackpot game state B (10R jackpot game state B), after the end of 10R jackpot game state B, it will transition to the 6th time-saving state (specific state).
[0350] If the game transitions to a 4R jackpot state (4R winning game), it will transition to the first time-saving state (first advantageous state) after the 4R jackpot state ends.
[0351] If the game transitions to the first time-saving state (first advantageous state), and a jackpot is won based on the winning of "Special Symbol 2_Small Win Symbol a (Symbol a)" in this first time-saving state, the game transitions to 10R jackpot game state C (10R winning game C). Subsequently, after the end of 10R jackpot game state C, the game transitions to the sixth time-saving state (specific state). On the other hand, if a jackpot is won based on the winning of any of "Special Symbol 2_Small Win Symbols b~e (Symbols b~e)" in the first time-saving state, the game transitions to 10R jackpot game state C (10R winning game C). Subsequently, after the end of 10R jackpot game state C, the game transitions to the second time-saving state (second advantageous state). If a jackpot is not won in the first time-saving state, the game transitions to a non-time-saving state.
[0352] If the game transitions to the second time-saving state (second advantageous state), and a jackpot is won based on the winning of either "Special Symbol 2_Small Win Symbol a, b (Symbol a, b)" in this second time-saving state, the game transitions to the 10R jackpot game state C (10R winning game C). Subsequently, after the end of the 10R jackpot game state C, the game transitions to the sixth time-saving state (specific state). On the other hand, if a jackpot is won with any of "Special Symbol 2_Small Win Symbols c~e (Symbol c~e)" in the second time-saving state, the game transitions to the 10R jackpot game state C (10R winning game C). Subsequently, after the end of the 10R jackpot game state C, the game transitions to the third time-saving state (third advantageous state). If a jackpot is not won in the second time-saving state, the game transitions to the non-time-saving state (normal state).
[0353] If the game transitions to the 3rd time-saving state (3rd advantageous state), and a jackpot is won based on the winning of any of the "Special Symbol 2_Small Win Symbols a~c (Symbols a~c)" in this 3rd time-saving state, the game transitions to the 10R jackpot game state C (10R winning game C). Subsequently, after the end of the 10R jackpot game state C, the game transitions to the 6th time-saving state (specific state). On the other hand, if a jackpot is won based on the winning of any of the "Special Symbol 2_Small Win Symbols d, e (Symbols d, e)" in the 3rd time-saving state, the game transitions to the 10R jackpot game state C (10R winning game C). Subsequently, after the end of the 10R jackpot game state C, the game transitions to the 4th time-saving state (4th advantageous state). If a jackpot is not won in the 3rd time-saving state, the game transitions to the non-time-saving state (normal state).
[0354] If the game transitions to the 4th time-saving state (4th advantageous state), and a jackpot is won based on the winning of any of the "Special Symbol 2_Small Win Symbols a~d (Symbols a~d)" in this 4th time-saving state, the game transitions to the 10R jackpot game state C (10R winning game C). Subsequently, after the end of the 10R jackpot game state C, the game transitions to the 6th time-saving state (specific state). On the other hand, if a jackpot is won with "Special Symbol 2_Small Win Symbol e (Symbol e)" in the 4th time-saving state, the game transitions to the 10R jackpot game state C (10R winning game C). Subsequently, after the end of the 10R jackpot game state C, the game transitions to the 5th time-saving state (highest advantageous state). If a jackpot is not won in the 4th time-saving state, the game transitions to the non-time-saving state (normal state).
[0355] If the game transitions to the 5th time-saving state (highest advantageous state), and a jackpot is won based on the winning of any of the "Special Symbol 2_Small Win Symbols a~e (Symbols a~e)" in this 5th time-saving state, the game transitions to the 10R jackpot game state C (10R winning game C). Subsequently, after the end of the 10R jackpot game state C, the game transitions to the 6th time-saving state (specific state). If a jackpot is not won in the 5th time-saving state, the game transitions to the non-time-saving state (normal state).
[0356] If the game transitions to the 6th time-saving state (specific state), and a jackpot is won based on the winning of any of the "Special Symbol 2_Small Win Symbols a~e (Symbols a~e)" in this 6th time-saving state, the game transitions to the 10R jackpot game state C (10R jackpot game C). Subsequently, after the end of the 10R jackpot game state C, the game transitions back to the 6th time-saving state (specific state). If a jackpot is not won in the 6th time-saving state, the game transitions back to the non-time-saving state (normal state).
[0357] Thus, in the pachinko game machine 1 of the first embodiment, among the first to sixth time-saving states, the sixth time-saving state (100 time-saving rounds) is set to be a higher time-saving state than the first to fifth time-saving states (80 time-saving rounds). The percentage of players who transition to (upgrade to) the sixth time-saving state (specific state, higher rush) based on a jackpot win (upgrade rate) is set to 20% for the first time-saving state (first advantageous state, lower rush), 40% for the second time-saving state (second advantageous state, lower rush), 60% for the third time-saving state (third advantageous state, lower rush), 80% for the fourth time-saving state (fourth advantageous state, lower rush), 100% for the fifth time-saving state (highest advantageous state, lower rush), and 100% for the sixth time-saving state (specific state).
[0358] Therefore, since the probability of transitioning to the 6th time-saving state based on a jackpot win in the 1st time-saving state is 20%, it is difficult for players to transition from the 1st time-saving state to the 6th time-saving state. However, even if a player fails to transition from the 1st time-saving state to the 6th time-saving state, they will still transition to the 2nd time-saving state. Thus, even if a player fails to transition from the 1st time-saving state to the 6th time-saving state, the transition to the 2nd time-saving state gives the player the impression that they are making progress towards the 6th time-saving state, thus preventing a significant decrease in their motivation to play.
[0359] Furthermore, since the probability of transitioning to the 6th time-saving state based on a jackpot win in the 2nd time-saving state is 40%, transitioning from the 2nd time-saving state to the 6th time-saving state is still difficult for the player, but it is easier compared to the 1st time-saving state. Also, even if the transition from the 2nd time-saving state to the 6th time-saving state is not achieved, the player will transition to the 3rd time-saving state. Therefore, even if the transition from the 2nd time-saving state to the 6th time-saving state is not achieved, the player will be given the impression that they are making progress towards the 6th time-saving state, thus preventing a significant decrease in their motivation to play.
[0360] Furthermore, since the probability of transitioning to the 6th time-saving state based on a jackpot win in the 3rd time-saving state is 60%, transitioning from the 3rd time-saving state to the 6th time-saving state is somewhat difficult (slightly easy) for the player, but easier than transitioning to the 2nd time-saving state. Also, even if the transition from the 3rd time-saving state to the 6th time-saving state is not achieved, the player will transition to the 4th time-saving state. Therefore, even if the transition from the 3rd time-saving state to the 6th time-saving state is not achieved, the player will be given the impression that they are making progress towards the 6th time-saving state, thus preventing a significant decrease in their motivation to play.
[0361] Furthermore, since there is an 80% chance of transitioning to the 6th time-saving state based on a jackpot win in the 4th time-saving state, transitioning from the 4th time-saving state to the 6th time-saving state is easier for the player compared to the 3rd time-saving state. Also, even if a transition from the 4th time-saving state to the 6th time-saving state is not achieved, the player will still transition to the 5th time-saving state. Therefore, even if a transition from the 3rd time-saving state to the 6th time-saving state is not achieved, a jackpot will guarantee a transition to the 5th time-saving state, giving the player the impression that they are making significant progress towards the 6th time-saving state, thus preventing a significant decrease in their motivation to play.
[0362] Furthermore, since the probability of transitioning to the 6th time-saving state based on a big win in the 5th time-saving state is 100%, playing in this 5th time-saving state can greatly increase the player's expectation of transitioning to the 6th time-saving state.
[0363] Furthermore, the probability of transitioning to the 6th time-saving state based on a jackpot win is 100%. Therefore, in the pachinko game machine 1 of this embodiment, except in rare cases, the ideal scenario for the player is to transition to the 6th time-saving state early from the 1st to 5th time-saving states and to have many consecutive jackpots (looping jackpots) in the 6th time-saving state.
[0364] As described above, in the pachinko game machine 1 of this embodiment, it is possible to change the rate of promotion to the higher rush (sixth time-saving state) in each of the first to fifth time-saving states (lower rushes). Furthermore, even if a player does not transition to the higher rush by hitting a jackpot in the lower rush, the transition rate to the higher rush changes from 20% → 40% → 60% → 80% → 100%, so at worst, a player can be sure to transition to the higher rush by hitting a jackpot five times. Thus, it is possible to expand the range of gameplay during the rush.
[0365] [Operation of the microcontroller 81 for game control] Next, the operation of the game control microcontroller 81 will be explained based on Figures 16 to 34. The game control microcontroller 81 is a single-chip microcontroller and includes a ROM (Read Only Memory) 83 for game control, a RAM (Random Access Memory) 84 for game control, a CPU (Central Processing Unit) 82 for game control, a random number circuit (with random values from 0 to 65535 set for jackpot determination), and an I / O port section 87 which serves as an interface terminal for inputting and outputting information.
[0366] ROM83 stores the game program used by CPU82 for game control processing, as well as various data and tables necessary for game control processing.
[0367] RAM84 is used as work memory by CPU82 when it performs game control processing. In addition, some (or all) of the game information stored in RAM84 (for example, current game state, current special symbol 1 fluctuation display information, current special symbol 2 fluctuation display information, current special symbol 1 hold information, current special symbol 2 hold information, current special symbol 1 fluctuation count, current special symbol 2 fluctuation count, current jackpot count, current round count, control commands, etc.) is set up as backup RAM that can be retained for a predetermined period even if the power supply to the pachinko machine 1 is stopped.
[0368] The microcontroller 81 (CPU 82) for game control is capable of loading the game program stored in ROM 83 into RAM 84 based on the startup process performed when the power of the pachinko game machine 1 is turned on. It is also capable of executing operation processes such as counters, timers, flags, status, and buffers, which will be described in the following explanation of the operation of the microcontroller 81 for game control, thereby controlling the main game in the pachinko game machine 1.
[0369] [Main control processing] When the power to the pachinko game machine 1 is turned on, the game control microcomputer 81 on the main control board 80 reads the main control processing program shown in Figure 16 from the ROM 83 and executes it. As shown in the figure, the main control processing first performs initial settings on the CPU 82 and other components (step S001).
[0370] This initial setup involves configuring the stack, constants, interrupt time, SIO, PIO, and CTC (circuit for managing interrupt time), as well as resetting predetermined information (various flags, statuses, and counters). For example, the initial value of the jackpot flag is "0 (OFF)", the initial value of the non-time-saving flag is "0", the initial value of the game state status is "0 (non-time-saving state)", the initial value of the special operation status is "1", and the initial value of the time-saving counter is "0". Note that the initial setup (S001) is executed only once after power-on and is not executed thereafter.
[0371] Furthermore, the range of targets to be initialized differs depending on whether or not the RAM clear switch 152 is input when the power is turned on. Specifically, if the RAM clear switch 152 is not input when the power is turned on, the initial settings will be configured to allow the system to return to the game state that was in place before the power was turned on. If the RAM clear switch 152 is input when the power is turned on, the initial settings will be configured to allow the system to return to a predetermined initial game state (a non-time-saving state after initialization). The game state command, which includes information such as various flags, various statuses, and various counters that have been initially configured, is then set in the output buffer of RAM 84.
[0372] Following the initial setup (S001), interrupts are disabled (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), update values (hereinafter also referred to as random number counter values) are generated for each random number counter provided corresponding to the random number types, such as the special symbol win random number and the normal symbol win random number shown in Figure 8. The random number counter value in this embodiment is an update value that is rapidly increased by one from an initial value (for example, 0), and when the update value reaches the upper limit, it returns to the initial value and is increased by one again, forming a periodic pseudo-random number. The initial value of each random number counter may be a value other than "0", and may be changed randomly. In addition, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0373] Once the normal and special symbol main random number update process (S003) is complete, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the CPU 82, for example, at a period of 4ms (milliseconds). Then, between the completion of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of various counter values by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the CPU 82 while interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will wait until interrupts are enabled (S004) before starting.
[0374] [Main timer interrupt handling] Next, the main timer interrupt processing (S005) will be explained. As shown in Figure 17, in the main timer interrupt processing (S005), the game control microcontroller 81 first performs output processing (S101).
[0375] In the output processing (S101), commands and other information set in the output buffer provided in the RAM 84 of the main control board 80 for each of the processes described below are output to the sub-control board 90, the frame control board 170, etc.
[0376] Furthermore, the game state command, which includes information such as various flags, statuses, and counters set in the output buffer of RAM84 during the initial setup, is output to the sub-control board 90 at this point. As a result, the sub-control board 90 is notified of the game state after the initial setup. The current game state information is then shared with the sub-control board 90, and the sub-control board 90 controls the game to the appropriate performance mode according to the current game state.
[0377] In step S1712, the game state command, which includes the set game state status information (information indicating the current game state) and counter information (time-saving counter value, current time-saving counter value (remaining time-saving rounds), and miss counter value), is set in the output buffer of RAM84, and this process ends. When this game state command is output, the current game state information is notified to the sub-control board 90. The current game state information is then shared with the sub-control board 90, and the sub-control board 90 controls the game to a performance mode corresponding to the current game state.
[0378] In the input processing (S102) that follows the output processing (S101), detection signals detected by various sensors attached to the pachinko game machine 1 (first start port sensor 20a, second start port sensor 21a, first major prize port sensor 30a, second major prize port sensor 35a, general prize port sensor 27a, etc. (see Figure 5)) are read and stored in the output buffer of RAM 84 as prize ball information (profit data) corresponding to the number of prize balls awarded for winning (profit) at each prize port.
[0379] Furthermore, the settings for prize ball information corresponding to winning in each prize slot may be changed as appropriate.
[0380] The next process, the regular and special symbol main random number update process (S103), is the same as the regular and special symbol main random number update process (S003) performed in the main control process shown in Figure 16. That is, the update process for the various random number counter values (including the regular symbol-related random number counter values) shown in Figure 8 is performed both during the execution period of the main timer interrupt process (S005) and during other periods (the period from the end of the main timer interrupt process (S005) until the start of the next main timer interrupt process (S005)).
[0381] Following the normal and special symbol main random number update process (S103), the following processes are executed: sensor detection process (S104), normal operation process (S105), special operation process (S106), distribution member control process (S107), specific area sensor detection process (S108), and game termination control process (S109).
[0382] After that, other processing (S110) is performed to terminate the main timer interrupt processing (S005). Other processing (S110) includes controlling the special figure 1 reserve indicator 43a to display the number of reserved balls based on the number of reserved balls in special figure 1, as described later.
[0383] Then, until an interrupt pulse is input to the CPU 82, the processes of steps S002 to S004 of the main control processing are repeatedly executed (see Figure 14). When an interrupt pulse is input (approximately 4ms later), the main timer interrupt processing (S005) is executed again. In the output processing (S101) of the main timer interrupt processing (S005) that is executed again, the commands etc. that were set in the output buffer of RAM 84 in the previous main timer interrupt processing (S005) are output.
[0384] [Sensor detection process] As shown in Figure 18, the game control microcontroller 81 determines whether a game ball has passed through gate 28, that is, whether a game ball has been detected by gate sensor 28a, in the sensor detection process (S104) related to the main timer interrupt processing (S005) in Figure 17 (S201).
[0385] If the game ball has passed through gate 28 (S201:YES), the gate passage process (S202) described below is performed. On the other hand, if the game ball has not passed through gate 28 (S201:NO), the gate passage process (S202) is skipped and the process proceeds to step S203.
[0386] In step S203, it is determined whether a game ball has entered the second start opening 21, that is, whether a game ball has been detected by the second start opening sensor 21a (S203). If no game ball has entered the second start opening 21 (S203: NO), the process proceeds to step S209. However, if a game ball has entered the second start opening 21 (S203: YES), it is determined whether the number of reserved balls for Special Feature 2 (the number of reserved balls for Special Feature 2, specifically the value of the counter in RAM 84 that counts the number of reserved balls for Special Feature 2) has reached "4" (S204). If the number of reserved balls for Special Feature 2 has reached "4" (S204: YES), the process proceeds to step S209. However, if the number of reserved balls for Special Feature 2 is less than "4" (S204: NO), "1" is added to the number of reserved balls for Special Feature 2 (S205).
[0387] Next, the process for acquiring random numbers related to special figure 2 (S206) is performed. In the process for acquiring random numbers related to special figure 2 (S206), a group of random numbers related to special figure 2 shown in Figure 8(A) is acquired, and these acquired random numbers are stored in the special figure 2 holding storage unit 85b (Figure 5).
[0388] Specifically, the system acquires a special symbol win random number counter value (a value extracted from any of the numerical ranges of counter A), a special symbol type random number counter value (a value extracted from any of the numerical ranges of counter B), a reach random number counter value (a value extracted from any of the numerical ranges of counter C), and a special symbol variation pattern random number counter value (a value extracted from any of the numerical ranges of counter D). These acquired random numbers are then stored in the memory area of the special symbol 2 reserve storage unit 85b (Figure 5) corresponding to the current number of special symbol 2 reserved balls.
[0389] Next, the process for identifying the special prize winning command for the second prize (S207) is performed. In the special prize winning command identification process for the second prize (S207), the special prize winning command for the second prize is identified using the special prize winning command identification table shown in Figure 14, based on the set of random values stored in step S206.
[0390] As shown in Figure 14, the special prize winning command (special prize 2 winning command or special prize 1 winning command) of this embodiment has an information structure consisting of 2 bytes in hexadecimal, and is made up of a combination of 1 byte for the upper command and 1 byte for the lower command.
[0391] Furthermore, in the special prize winning command of this embodiment, the upper digit of the upper command (two digits) in hexadecimal is information that specifies the type of command (that it is a special prize winning command), and the lower digit of the upper command (two digits) is start-out information that specifies the type of start-out (whether it is a win at the first start-out 20 or a win at the second start-out 21).
[0392] Next, the lower-order command (two digits) in hexadecimal indicates the lottery result information. Note that this rule regarding the configuration of special prize winning commands is just an example and can be changed as desired.
[0393] Furthermore, the classification of "jackpot random numbers" in the table shown in Figure 14 corresponds to the classification in the special symbol jackpot random number determination table (see Figure 9(A)). Also, the classification of "special symbol type random values" corresponds to the classification in the jackpot symbol type determination table (see Figure 9(B)) or the minor prize symbol type determination table (see Figure 9(C)).
[0394] For example, if the random value for a special symbol win in special symbol 2 is any of the values between 64585 and 65535, it is identified as a minor win. Furthermore, depending on whether the random value for the special symbol type is any of the values between 0 and 199, it is identified as "Special Symbol 2_Minor Win Symbol a". As a result, the special symbol 2 winning command becomes "E2H01H".
[0395] Furthermore, for example, if the random value for the special symbol 2 is any of the values between 0 and 64584, it is identified as a miss. Additionally, if the random value for the special symbol type is any of the values between 0 and 199, it is identified as a "special symbol 2_miss symbol". As a result, the special symbol 2 winning command becomes "E2H02H".
[0396] Then, in step S208, the game control microcontroller 81 sets the special prize entry command identified in step S207 into the output buffer of RAM 84.
[0397] Next, in the sensor detection process (S104), in step S209, it is determined whether or not a game ball has entered the first start opening 20, that is, whether or not a game ball has been detected by the first start opening sensor 20a.
[0398] If no game ball enters the first starting opening 20 (S209: NO), the process ends. However, if a game ball enters the first starting opening 20 (S209: YES), it is determined whether the number of reserved balls for Special Feature 1 (the number of reserved balls for Special Feature 1, specifically the value of the counter in RAM 84 that counts the number of reserved balls for Special Feature 1) has reached "4" (S210). If the number of reserved balls for Special Feature 1 has reached "4" (S210: YES), the process ends. However, if the number of reserved balls for Special Feature 1 is less than "4" (S210: NO), "1" is added to the number of reserved balls for Special Feature 1 (S211).
[0399] Next, the process for acquiring random numbers related to Special Feature 1 (S212) is performed. In the process for acquiring random numbers related to Special Feature 1 (S212), similar to the process for acquiring random numbers related to Special Feature 2 (S206), a group of random numbers related to Special Feature shown in Figure 8(A) is acquired, and these acquired random numbers are stored in the Special Feature 1 holding memory unit 85a (Figure 5).
[0400] Specifically, the system acquires a special symbol win random number counter value (a value extracted from any one of the numerical ranges of counter A), a special symbol type random number counter value (a value extracted from any one of the numerical ranges of counter B), a reach random number counter value (a value extracted from any one of the numerical ranges of counter C), and a special symbol variation pattern random number counter value (a value extracted from any one of the numerical ranges of counter D). These acquired random numbers are then stored in the memory area of the special symbol 1 reserve storage unit 85a (Figure 5) corresponding to the current number of special symbol 1 reserved balls.
[0401] Next, the process for identifying the special prize winning command for the first prize (S213) is performed. In the special prize winning command identification process for the first prize (S213), the special prize winning command for the first prize is identified using the special prize winning command identification table shown in Figure 14, based on the set of random values stored in step S212.
[0402] For example, if the random value for the special symbol 1 is any of the values between 65347 and 65535, it is determined to be a jackpot. Furthermore, depending on whether the random value for the special symbol type is any of the values between 0 and 1, the type of special symbol is determined to be "Special Symbol 1_Jackpot Symbol A". As a result, the command for winning with Special Symbol 1 becomes "E1H01H".
[0403] For example, if the random value for the special symbol 1 is any of the values between 0 and 65346, it is determined to be a miss. Furthermore, depending on whether the random value for the special symbol type is any of the values between 0 and 39, the type of special symbol is determined to be "Special Symbol 1_Missing Symbol A". As a result, the command for winning with Special Symbol 1 becomes "E1H04H".
[0404] Then, in step S214, the game control microcontroller 81 sets the special prize entry command identified in step S213 into the output buffer of RAM 84 (S214), and finishes processing.
[0405] [Gate passage processing] As shown in Figure 19, the game control microcomputer 81 determines whether the number of reserved balls (the number of reserved balls, specifically the value of the counter in RAM 84 that counts the number of reserved balls) has reached "4" during the gate passage process (S202) related to the sensor detection process (S104) (S221). If the number of reserved balls has reached "4" (S221: YES), the process ends, but if the number of reserved balls is less than "4" (S221: NO), "1" is added to the number of reserved balls (S222).
[0406] Next, the general diagram-related random number acquisition process (S223) is performed. In the general diagram-related random number acquisition process (S223), the group of random numbers shown in Figure 8(B) is acquired, and these acquired random numbers are stored in the general diagram holding memory unit 85c (Figure 5).
[0407] Specifically, the system acquires a random number counter value per ball (a value of 1 extracted from the numerical range of 0 to 65535), a random number counter value per ball type (a value of 1 extracted from the numerical range of 0 to 199), and a random number counter value for the ball variation pattern (a value of 1 extracted from the numerical range of 0 to 99). These acquired random numbers are then stored in the memory area of the ball hold storage unit 85c (Figure 5) corresponding to the current number of balls held in the ball hold storage unit 85c.
[0408] Next, the process for identifying the general route passing command (S224) is performed. In the general route passing command identification process (S224), the general route passing command is identified using the general route passing command identification table (not shown) based on the set of random values stored in step S223.
[0409] Specifically, based on the "Normal Roll Hit Determination Table" shown in Figure 13(A), if the normal roll hit random value is any of the values between 1 and 65535, it is determined to be a normal roll hit. Therefore, the normal roll passing command identification table (not shown) is referenced to identify that the value of the higher command in the normal roll passing command is E3H.
[0410] Furthermore, the classification of random numbers based on the "Normal Symbol Type Determination Table" shown in Figure 13(B) makes it possible to distinguish between the types of normal symbols.
[0411] In detail, if the random value for the type of regular symbol is any of the values between 0 and 19, it is determined to be Regular Symbol_A, and therefore the value of the lower command in the Regular Symbol Pass command, which indicates this (that is, the acquired determination information is regular symbol winning information that is to be used as the determination of a regular symbol win, and the type of regular symbol winning symbol is "Regular Symbol_A"), is specified to be 01H.
[0412] Furthermore, if the random value for the plot type is any of the values between 20 and 199, it is determined to be plot_B, and the value of the subordinate command in the plot passage command that indicates this is identified as 02H.
[0413] Next, the game control microcontroller 81 sets the "Pass the Plot" command identified in step S224 into the output buffer of RAM 84 (S225), and then finishes processing.
[0414] [Normal operation processing] As shown in Figure 20, the game control microcontroller 81 performs normal operation processing (S105) after the sensor detection processing (S104) related to the main timer interrupt processing (S005) in Figure 17.
[0415] In the normal operation process (S105), it is determined whether the electric tuner 22 is in operation or not (S301). If the electric tuner 22 is not in operation (S301: NO), it is then determined whether the normal display is stopped (from the start to the end of the normal display stop time) or not (S302). If the normal display is not stopped or not (S302: NO), it is then determined whether the normal display is fluctuating or not (S303). If the normal display is not fluctuating or not (S303: NO), it is then determined whether the number of normal display reserved balls related to the normal display obtained in step S223 above is "0" (S304). If the number of normal display reserved balls is "0" (S304: YES), it means that there is no memory of the normal display related random numbers, so this process is terminated.
[0416] In step S304, if the number of reserved balls in the regular animation is not "0" (S304: NO), it means that there is a memory of the regular animation-related random numbers, so the hit determination process (S305) is performed. In the regular animation hit determination process (S305), it is determined whether or not it is a hit based on the "regular animation hit determination table" shown in Figure 13(A).
[0417] Then, a symbol determination process is performed to set the normal symbol stop symbol data corresponding to the result of the normal symbol hit determination process into a predetermined storage area of RAM84 (S306). In other words, in the normal symbol determination process (S306), based on the "normal symbol type determination table" shown in Figure 13(B), if it is a "normal symbol miss", data corresponding to the "normal symbol miss" is set, and if it is a "normal symbol hit", data corresponding to the "normal symbol hit (normal symbol_A~B)" is set.
[0418] Next, the normal figure variation time determination process (S307) is performed. In the normal figure variation time determination process (S307), the "normal figure variation pattern selection table" shown in Figure 13(C) is referenced, and if the game state is a non-time-saving state or a slightly time-saving state, one of the following is selected: normal figure variation pattern PH1, in which the variation time per normal figure is 30 seconds; normal figure variation pattern PH2, in which the variation time per normal figure is 30 seconds; or normal figure variation pattern PH3, in which the variation time for normal figure misses is 30 seconds.
[0419] On the other hand, if the game state is A time-saving state, C time-saving state, or the 1st to 6th time-saving state, one of the following patterns will be selected: PH4, where the fluctuation time per normal symbol is 2.5 seconds; PH5, where the fluctuation time per normal symbol is 1.5 seconds; or PH6, where the fluctuation time for a normal symbol miss is 2 seconds.
[0420] Next, the number of reserved balls is reduced by 1 (S308). This frees up the storage location (storage area) for reserved balls to be read in the reserved ball storage unit 85c, shifting the storage location of each reserved ball in the reserved ball storage unit 85c by one position from its current position to the storage area that will be read (the storage area on the free side), and also freeing up the storage area in the reserved ball storage unit 85c that corresponds to the fourth reserved ball (the storage area furthest from the free side) (S309).
[0421] In this way, the regular symbol hold is consumed in the order in which it was held. Subsequently, the game control microcomputer 81 starts displaying the regular symbol variation according to the regular symbol variation pattern selected in step S307 (S310). Accordingly, a regular symbol variation start command is set to notify the sub-control board 90 of the start of the regular symbol variation.
[0422] If the regular symbol is being displayed in step S303 as described above (S303:YES), then it is determined whether the time for the regular symbol to change has elapsed (S311). If it has not elapsed (S311:NO), this process is terminated. On the other hand, if it has elapsed (S311:YES), the display of the regular symbol to change is stopped with a display result (regular winning symbol or regular losing symbol) corresponding to the determination result of the regular symbol-related random number (S312).
[0423] Then, a normal diagram variation stop command is set on the sub-control board 90 to indicate that the normal diagram variation has stopped (S313), and the normal diagram stop time (500ms in this embodiment, see Figure 13(C)) is set (S314), and this process is completed.
[0424] Furthermore, if the normal symbol is stopped in step S302 as described above (S302:YES), then it is determined in step S314 whether the stop time for the normal symbol set has elapsed (S315). If it has not elapsed (S315:NO), this process is terminated. On the other hand, if it has elapsed (S315:YES), it is determined whether the normal symbol stop symbol data for a normal winning symbol has been set (S316). If it is not data for a normal winning symbol (i.e., if it is not a win (S316:NO)), this process is terminated. However, if it is data for a normal winning symbol (i.e., if it is a win (S316:YES)), the "opening pattern of the electric tuner 22" is set based on the "opening pattern determination table of the electric tuner" shown in Figure 13(D) (S317).
[0425] In detail, if the machine is not in a time-saving state, regardless of the type shown in Normal Diagrams A to B, the opening pattern of the electric tuner 22 is set to one short opening; if the machine is in a slight time-saving state, regardless of the type shown in Normal Diagrams A to B, the opening pattern of the electric tuner 22 is set to two short openings; and if the machine is in A time-saving state, C time-saving state, or the 1st to 6th time-saving state, regardless of the type shown in Normal Diagrams A to B, the opening pattern of the electric tuner 22 is set to two long openings.
[0426] Next, displacement control is performed to activate the electric tuner 22 according to the electric tuner opening pattern set in step S317 (S318).
[0427] Furthermore, if the electric tuner 22 is operating in step S301 (S301:YES), it is determined whether a specified number of game balls have entered the second start opening 21 based on the opening of the electric tuner 22 (S319). If a specified number of balls have entered (S319:YES), the operation of the electric tuner 22 is terminated without waiting for the operating time of the electric tuner 22 to elapse (S321).
[0428] Next, if the specified number of winning balls have not been won (S319: NO), it is determined whether the operating time for the electric chute 22 has elapsed (S320). If the operating time for the electric chute 22 has not elapsed (S320: NO), this process is terminated. On the other hand, if the operating time for the electric chute 22 has elapsed (S320: YES), the operation of the electric chute 22 is terminated (S321).
[0429] [Special Action Processing] As shown in Figure 21, the game control microcontroller 81 performs special operation processing (S106) after the normal operation processing (S105) related to the main timer interrupt processing (S005) in Figure 17.
[0430] In the special operation processing (S106), the processing related to the special display unit 41 and the grand prize devices (first grand prize device 31 and second grand prize device 36) is divided into five stages, and "special operation status 1, 2, 3, 4, 5" is assigned to each of these stages.
[0431] Then, if the "Special Operation Status" is "1" (S901:YES), the special symbol waiting process (S902) is performed. If the "Special Operation Status" is "2" (S901:NO, S903:YES), the special symbol variation process (S904) is performed. If the "Special Operation Status" is "3" (S901 and S903 are both NO, S905:YES), the special symbol confirmation process (S906) is performed. If the "Special Operation Status" is "4" (S901, S903, S905 are all NO, S907:YES), the special electric mechanism process 1 as a big win game (S908) is performed. If the "Special Operation Status" is "5" (S901, S903, S905, S907 are all NO), the special electric mechanism process 2 as a small win game (S909) is performed. The special operation status is initially set to "1".
[0432] [Special symbol standby processing (Special operation status 1 in Figure 21)] As shown in Figure 22, the game control microcomputer 81 determines in the special symbol waiting process (S902) whether the acquired random value (the random value acquired in step S206 above before the hit determination) is stored in the special symbol 2 hold storage unit 85b (Figure 5) (S1001).
[0433] If the acquired random number is not stored in the special figure 2 reserve memory unit 85b (Figure 5) (S1001: YES), that is, if there is no memory of the group of random number counter values acquired due to entry into the second start opening 21, then it is determined whether the number of reserved balls in the first start opening 20 (i.e., the number of reserved balls in special figure 1) is "0" (S1007).
[0434] Then, if the number of reserved balls in Special Feature 1 is also "0" (S1007:YES), that is, if there is no memory of the group of random number counter values obtained due to entry into the first start opening 20, it is determined whether the display screen 7a of the image display device 7 has already been set to a standby screen (a demo screen for customers waiting) (S1013). If so (S1013:YES), the process ends; otherwise (S1013:NO), the standby screen setting process (S1014) is performed. In the standby screen setting process (S1014), after waiting for a predetermined waiting time to elapse, a customer waiting command is set to display the standby screen.
[0435] If, in step S1001, the acquired random value is stored in the special figure 2 reserve memory unit 85b (Figure 5) (S1001: NO), the special figure 2 jackpot determination process (S1002) and the special figure 2 variation pattern selection process (S1003) are performed sequentially. After that, the game control microcomputer 81 deducts 1 from the number of special figure 2 reserve balls and clears the storage area (first memory area) for reading various counter values in the special figure 2 reserve memory unit 85b so that it becomes free (S1004).
[0436] Then, each of the five storage locations for various counter values in the special figure 2 reserved memory unit 85b (the memory area for reading + the memory areas for reserved 1 to reserved 4) is shifted one position from its current position to the side from which it is read (the first memory area side), and the fifth memory area corresponding to the fourth reserved item in the special figure 2 reserved memory unit 85b (the memory area furthest from the empty state side) is made empty (S1005). In this way, the special figure 2 reserved items are consumed in the order in which they were reserved.
[0437] Next, the microcontroller 81 for game control executes the Special Feature 2 variation start process (S1006). In the Special Feature 2 variation start process (S1006), the special operation status is set to "2" and the variation start command is set in the output buffer of RAM 84, and the variation display of Special Feature 2 is started.
[0438] The variation start command (also called the Special Feature 2 variation start command) set in the Special Feature 2 variation start processing (S1006) includes information on the Special Feature stop symbol data (not shown) set in the Special Feature 2 jackpot determination processing (S1002) and information on the variation pattern (including information on variation time) set in the Special Feature 2 variation pattern selection processing (S1003).
[0439] Furthermore, if the acquired random value is not stored in the Special Feature 2 Reserved Memory Unit 85b (Figure 5), but the number of reserved balls in Special Feature 1 is not "0" (YES in S1001 and NO in S1007), the Special Feature 1 jackpot determination process (S1008) and the Special Feature 1 variation pattern selection process (S1009) are performed sequentially.
[0440] Subsequently, the microcomputer 81 for game control deducts 1 from the number of reserved balls in Special Feature 1, and clears the storage area (first storage area) for reading various counter values in the Special Feature 1 reserved ball storage unit 85a so that it becomes free (S1010).
[0441] Then, each of the five storage locations (each memory area) in the special figure 1 reserved memory unit 85a, where various counter values can be stored, is shifted one position from its current position to the side from which it is read (the first memory area (empty state) side), and the fifth memory area (the memory area furthest from the empty state side) corresponding to the fourth reserved item in the special figure 1 reserved memory unit 85a is made empty (S1011). In this way, the special figure 1 reserved items are consumed in the order in which they were reserved.
[0442] Next, the microcontroller 81 for game control executes the special feature 1 variation start process (S1012). In the special feature 1 variation start process (S1012), the special operation status is set to "2" and the variation start command is set in the output buffer of RAM 84, and the variation display of special feature 1 is started.
[0443] The variation start command (also called the Special Feature 1 variation start command) set in the Special Feature 1 variation start processing (S1012) includes information on the Special Feature stop symbol data (not shown) set in the Special Feature 1 jackpot determination processing (S1008) and information on the variation pattern (including information on variation time) set in the Special Feature 1 variation pattern selection processing (S1009).
[0444] As described above, in this embodiment, the display of the special symbol variation based on the special symbol 1 hold is performed only when the special symbol win random number counter value is not stored in the special symbol 2 hold storage unit 85b (when S1001 is YES). In other words, processing based on the special symbol win random number counter value in the special symbol 2 hold storage unit 85b is performed in priority to the consumption of the special symbol 1 hold.
[0445] Furthermore, the consumption of the reserved special feature 1 may be performed during processing based on the special feature win random number counter value in the special feature 2 reserved feature storage unit 85b.
[0446] In this embodiment, if a minor win is achieved through a lottery based on the special symbol win random number counter value in the special symbol 2 reserve memory unit 85b, the player can pass through a specific area 39 during the subsequent minor win game (while the second major prize device 36 is open).
[0447] [Special Feature 1: Jackpot Determination Process] As shown in Figure 23A, in the special feature 1 jackpot determination process (S1008), the microcomputer 81 for game control reads out the special feature jackpot random number counter value, which is extracted as a determination value when a special feature 1 is won (start win) and stored in the special feature 1 reserve storage unit 85a of the RAM 84 (the first storage area corresponding to the reading of special feature 1 reserves) (S1101).
[0448] Next, the special symbol win random number determination table (Figure 9(A)) is set (S1102). Then, it is determined whether or not it is a jackpot based on the set determination table (S1103). That is, it is determined whether or not the special symbol win random number counter value matches any of the values within the range of jackpot determination values (determination information) corresponding to the type of special symbol.
[0449] If the result of the jackpot determination (S1103) is "jackpot" (S1103:YES), the jackpot flag (information related to the jackpot winning determination result) is turned ON (S1104), and the special symbol type random number counter value (extracted value related to counter B in Figure 8(A)) extracted when a special symbol is hit is read out, and the jackpot symbol type (type of jackpot) is determined based on the "jackpot symbol type determination table" shown in Figure 9(B) (S1105).
[0450] After determining the type of winning symbol (S1105), the special symbol stop symbol data (not shown) corresponding to the type of winning symbol is set in the special symbol type buffer in RAM84 (setting the winning symbol) (S1106), and the process ends.
[0451] On the other hand, if the result of the jackpot determination (S1103) is "miss" (S1103: NO), it is determined whether the game state is a non-time-saving state or not (S1107).
[0452] When the game state is the normal time-saving state (S1107:NO), the special symbol stop symbol data (not shown) which corresponds to one of the identification information corresponding to the type of losing symbol is set in the special symbol type buffer provided in RAM84 (a losing symbol is set) (S1108) and the process ends.
[0453] On the other hand, when the game state is not in a time-saving state (S1107:YES), if the result of the jackpot determination (S1103) is "miss" (S1103:NO), the special symbol type random number counter value is read, and the type of missing symbol (type of miss) is determined based on the "miss symbol type determination table" shown in Figure 9(D) (S1109).
[0454] In step S1110, if the type of losing symbol is "Special Symbol 1_Losing Symbol A", the C Short Time Win A flag is turned ON, and if the type of losing symbol is "Special Symbol 1_Losing Symbol B", the C Short Time Win B flag is turned ON, and the special symbol stop symbol data (not shown) which corresponds to one of the identification information for each C Short Time Win is set in the special symbol type buffer provided in RAM84 (set the C Short Time Win symbol) (S1111) and the process ends.
[0455] In this embodiment, the probability of winning a minor prize in the lottery for Special Figure 2 is higher than in the lottery for Special Figure 1, by not providing an opportunity to win a minor prize in the lottery for Special Figure 1. However, this is not limited to this, and the probability of winning a minor prize in the lottery for Special Figure 1 may be higher than in the lottery for Special Figure 2. Also, the lottery for winning a minor prize may be conducted only in either the lottery for Special Figure 1 or the lottery for Special Figure 2. Furthermore, a random number for determining whether or not it is a C time-saving win may be provided separately from the random number for Special Figure wins, and this determination may be made possible.
[0456] [Special Feature 2 Big Win Determination Process] As shown in Figure 23B, in the special feature 1 jackpot determination process (S1008), the microcomputer 81 for game control reads out the special feature jackpot random number counter value, which is extracted as a determination value when a special feature 2 is won (start win) and stored in the special feature 1 reserve storage unit 85a of the RAM 84 (the first storage area corresponding to the reading of special feature 1 reserves) (S1201).
[0457] Next, the special symbol win random number determination table (Figure 9(A)) is set (S1202). Then, it is determined whether or not it is a minor win based on the set determination table (S1203). That is, it is determined whether or not the special symbol win random number counter value matches any of the values within the range of minor win determination values (determination information) corresponding to the type of special symbol. Note that a separate random number may be provided for determining whether or not it is a minor win, in addition to the special symbol win random number.
[0458] If the result of the minor win determination (S1203) is "minor win" (S1203:YES), the minor win flag (information related to the determination result of winning a minor win) is turned ON (S1204), and the special symbol type random number counter value (extracted value related to counter B in Figure 8(A)) extracted when a special symbol is hit is read out, and the minor win symbol type (type of minor win) is determined based on the "minor win symbol type determination table" shown in Figure 9(C) (S1205).
[0459] After determining the type of minor win symbol (S1205), the special symbol stop symbol data (not shown) corresponding to the identification information of the minor win symbol type is set in the special symbol type buffer in RAM84 (setting the minor win symbol) (S1206), and the process ends.
[0460] On the other hand, if the result of the minor win determination (S1203) is "miss" (S1203: NO), the special symbol stop data (not shown), which will be one of the identification information corresponding to the type of missing symbol, is set in the special symbol type buffer provided in RAM84 (a missing symbol is set) (S1207) and the process ends.
[0461] [Special Figure 2 Variation Pattern Selection Process (Special Figure 1 Variation Pattern Selection Process)] The special symbol waiting process (S902) in Figure 24, specifically the special symbol 2 variation pattern selection process (S1003) and the special symbol 1 variation pattern selection process (S1009), can be explained together based on Figure 24, as their processing flow is generally equivalent.
[0462] As shown in Figure 24, the game control microcomputer 81 determines whether the game state is in a non-time-saving state (whether the game state status is "0") during the special figure 2 variation pattern selection process (S1003) or the special figure 1 variation pattern selection process (S1009) (S1301).
[0463] If it is not the time shortening state (S1301: YES), then it is subsequently determined whether it is a big hit (big hit flag is ON) (S1302). When it is a big hit in step S1302 (S1302: YES), refer to the table for non-time shortening big hit use (the part corresponding to the big hit in Fig. 12(C)) (abbreviated as TB in the figure), and select a variation pattern based on the special figure variation pattern random number counter value extracted契机特図入賞 (the extraction value related to counter D in Fig. 8) (S1303).
[0464] In addition, in this embodiment, as shown in Figs. 12(A) to (C), once the variation pattern is determined, the variation time is also determined. Also, the variation patterns are associated with the content of the variation effects, and when the variation pattern is determined, the variation effect of the content corresponding to the variation pattern is executed (refer to the reach type columns in Figs. 12(A) to (C)). As an example, in the variation effect of the content based on the variation pattern P1, a normal reach (hereinafter also referred to as N reach) is executed, in the variation effect of the content based on the variation pattern P2, a super reach (hereinafter also referred to as SP reach) is executed, in the variation effect of the content based on the variation pattern P13, a battle A reach is executed, and in the variation effect of the content based on the variation pattern P21, a judge A is executed.
[0465] And the SP reach, battle A reach, or battle B reach in this embodiment is a reach with a longer variation time than the N reach, and is executed based on the allocation setting that makes the expectation degree (winning expectation degree) for winning when the special figure lottery is conducted higher than that of the N reach. There are four types of SP reaches: SP reach A to SP reach D, and they are set so that the winning expectation degree increases in the order of SP reach A < SP reach B < SP reach C < SP reach D. In addition, it may be a progressive variation effect that leads to the execution of an SP reach or a battle reach following the execution of the N reach. Note that judge A and judge B are variation effects that can only be executed in the non-time shortening state.
[0466] On the other hand, in step S1302, if a jackpot has not been hit (jackpot flag is ON) (S1302:NO), the table for C-time-saving jackpots during non-time-saving mode (corresponding to C-time-saving jackpot A or B in Figure 12(C)) is referenced, and a variation pattern is selected based on the special symbol variation pattern random number counter value extracted when a special symbol is hit (extracted value related to counter D in Figure 8) (S1304). In this case, if it is C-time-saving jackpot A, the variation pattern is selected by referring to the table for C-time-saving jackpot A during non-time-saving mode, and if it is C-time-saving jackpot B, the variation pattern is selected by referring to the table for C-time-saving jackpot B during non-time-saving mode.
[0467] If the game is not in a non-time-saving state in step S1301 (S1301: NO), then it is determined whether the game state is in a slightly time-saving state (whether the game state status is "9" or not) (S1305).
[0468] If the machine is in a slightly shortened time state (S1305:YES), the next step is to determine whether or not it is a jackpot (jackpot flag is ON) (S1306). If it is a jackpot in step S1306 (S1306:YES), the table for jackpots during the slightly shortened time state (the part corresponding to the jackpot in Figure 12(A)) is referred to, and a variation pattern is selected based on the special symbol variation pattern random number counter value (extracted value related to counter D in Figure 8) extracted when a special symbol is hit (S1307).
[0469] On the other hand, in step S1306, if it is not a big win (big win flag is ON) (S1306: NO), it is determined whether it is a small win (small win flag is ON) (S1308). If it is a small win in step S1308 (S1306: YES), the table for small wins (corresponding to the small win portion in Figure 12(A)) is referred to, and a variation pattern is selected based on the special feature variation pattern random number counter value (extracted value related to counter D in Figure 8) extracted when a special feature is won (S1309).
[0470] On the other hand, if a minor win (minor win flag is ON) is not occurred in step S1308 (S1308: NO), it is determined whether or not it is a reach (S1310). If it is a reach in step S1310 (S1310: YES), it is considered a reach with a miss, so the table for reaches with misses during the short time reduction (the part corresponding to the reach in the miss in Figure 12(A)) is referred to, and a variation pattern is selected based on the special symbol variation pattern random number counter value (S1311).
[0471] On the other hand, if a reach is not achieved in step S1310 (S1310: NO), the table for no reach during the short time reduction (the part corresponding to no reach in the miss in Figure 12(A)) is referred to, and a variation pattern is selected based on the special symbol variation pattern random number counter value (S1312).
[0472] If the game state is not a slight time-saving state in step S1305 (S1305: NO), it is determined that the game state is a normal time-saving state (1st to 6th time-saving state, A time-saving state, C time-saving state), and then it is determined whether or not it is a jackpot (jackpot flag is ON) (S1313). If it is a jackpot in step S1313 (S1313: YES), the table for jackpots during normal time-saving (the part corresponding to jackpots in Figure 12(B)) is referred to, and a variation pattern is selected based on the special symbol variation pattern random number counter value (extracted value related to counter D in Figure 8) extracted when a special symbol is hit (S1314).
[0473] On the other hand, in step S1313, if it is not a big win (big win flag is ON) (S1313: NO), it is determined whether it is a small win (small win flag is ON) (S1315). If it is a small win in step S1315 (S1315: YES), the table for small wins during normal time-saving mode (corresponding to the small win portion in Figure 12(B)) is referred to, and a variation pattern is selected based on the special feature variation pattern random number counter value (extracted value related to counter D in Figure 8) extracted when a special feature is won (S1316).
[0474] On the other hand, if a minor win (minor win flag is ON) is not occurred in step S1315 (S1315: NO), it is determined whether or not it is a reach (S1317). If it is a reach in step S1317 (S1317: YES), it is considered a reach with a miss, so the table for reaches with misses during normal time-saving mode (the part corresponding to the reach in the miss in Figure 12(B)) is referred to, and a variation pattern is selected based on the special symbol variation pattern random number counter value (S1318).
[0475] On the other hand, if a reach is not achieved in step S1317 (S1317: NO), the table for normal time-saving mode misses without a reach (the part corresponding to the miss without a reach in Figure 12(B)) is referred to, and a variation pattern is selected based on the special symbol variation pattern random number counter value (S1319).
[0476] Finally, in step S1320, the variation pattern selected as described above is set (S1320), and the process is completed.
[0477] Furthermore, the information of the variation pattern set in step S1320 is associated with the variation start command used in the special symbol 2 variation start processing (step S1006) or the special symbol 1 variation start processing (step S1012) in the special symbol standby processing (S902).
[0478] Furthermore, in the selection process for the variation pattern at the final variation of the time-saving state, either Battle A Reach or Battle B Reach may be selected. In other words, at the final variation of the time-saving state, a predetermined reach may be executed to indicate whether the special symbol lottery result is a win or loss.
[0479] [Special symbol variation processing (Special operation status 2 in Figure 21)] As shown in Figure 25, the game control microcomputer 81 determines in the special symbol variation processing (S904) whether the variation time for the special symbol (variation time determined according to the variation pattern selected in step S1003 or S1009, see Figure 12) has elapsed (S1501). If the variation time for the special symbol has not elapsed (S1501: NO), this process is immediately terminated. As a result, the display of the special symbol variation continues.
[0480] On the other hand, if the variation time has elapsed (S1501:YES), the variation stop command is set (S1502), and the special operation status is set to "3" (S1503). Then, other processing is performed, such as stopping the variation display of the special symbols with a symbol corresponding to the set special symbol stop symbol data (not shown) (one of the jackpot symbol, minor win symbol, time-saving symbol, or special miss symbol) (S1504), and then this process is completed.
[0481] [Special Symbol Confirmation Process (Special Operation Status 3 in Figure 21)] As shown in Figure 26, the game control microcomputer 81 determines whether the special symbol stop time (Figure 12) has elapsed (S1601) during the special symbol confirmation process (S906). If it has not elapsed (S1601: NO), this process is immediately terminated. On the other hand, if the stop time has elapsed (S1601: YES), the game state management process is performed (S1602). The game state management process will be described in detail later.
[0482] Next, it is determined whether the jackpot flag is ON (information related to the jackpot win result is stored) (S1603). If the jackpot flag is ON (S1603:YES), the special operation status is set to "4" (S1604). Then, the game control microcomputer 81 determines whether the time-saving flag is ON (S1605), and if the time-saving flag is not ON (S1605:NO), it proceeds to step S1607.
[0483] On the other hand, if the time-saving flag is ON (S1605:YES), the special symbol type buffer in RAM84 is referenced, and the time-saving flag is turned OFF (S1606) at the timing related to the determination of the type of jackpot symbol that will be used for the winning determination (when the special symbol variation starts or ends when the operating conditions for a type 1 jackpot game are met) based on the type of time-saving state that was set when the time-saving flag was turned ON (the number of time-saving rounds that started the time-saving state), and the process proceeds to step S1607.
[0484] In this embodiment, the low base state refers to a state where there is no electric support (electric tuner support / prize-winning support) due to the frequent opening of the electric tuner 22, and does not take into account the base increase based on the operation of the big prize-winning device.
[0485] After that, in order to start the jackpot game, the jackpot opening command (not shown) is set (S1607), and the jackpot game opening is started (S1608). Here, if the type of special symbol is "Special Symbol 1_Jackpot Symbol A", the "Type 1 Jackpot A Opening Command" is set as the opening command; if the type of special symbol is "Special Symbol 1_Jackpot Symbol B", the "Type 1 Jackpot B Opening Command" is set as the opening command; and if the type of special symbol is "Special Symbol 1_Jackpot Symbol C", the "Type 1 Jackpot C Opening Command" is set as the opening command.
[0486] When the sub-control board 90 receives either the "Type 1 Jackpot A Opening Command" or the "Type 1 Jackpot B Opening Command," it executes the 10R jackpot game animation. When it receives the "Type 1 Jackpot C Opening Command," it executes the 4R jackpot game animation.
[0487] Following step S1608, the game control microcomputer 81 sets the opening pattern of the big prize slot according to the type of winning jackpot symbol (see Figure 11 for details) (S1609). At this time, the value of the big prize slot opening counter, which counts the number of times the big prize slot is opened during special gameplay, is set to a value according to the type of winning jackpot symbol. Note that the setting of the big prize slot opening pattern (setting of data according to the big prize slot opening pattern) may be performed for each round.
[0488] On the other hand, if the jackpot flag is not ON in step S1603 (S1603: NO), then it is determined whether the minor jackpot flag is ON (the information of the minor jackpot winning result is stored) (S1610). If the minor jackpot flag is ON (S1610: YES), the special operation status is set to "5" (S1611).
[0489] Next, it is determined whether the time-saving flag is ON or OFF (S1612). If the time-saving flag is not ON (S1612: NO), the process proceeds to step S1614. However, if the time-saving flag is ON (S1612: YES), the special symbol type buffer in RAM84 is referenced, and the time-saving flag is turned OFF at the timing related to the determination of the combination of the type of time-saving state that was set when the time-saving flag was turned ON (the number of time-saving rounds at the start of execution) and the type of small winning symbol that was determined to be a winner during the time-saving state (when a V-win is achieved and the operating conditions for the two types of big win games are met, or at the start of the two types of big win games before a V-win) (S1613), and the process proceeds to step S1614.
[0490] Then, the microcomputer 81 for game control sets a minor win opening command (not shown) (S1614) to start the minor win game and starts the opening of the minor win game (S1615). Here, if the minor win is in the 6th time-saving state, A time-saving state, or C time-saving state, the "minor win A opening command" is set as the opening command, and if the minor win is based on a minor win in any of the 1st to 5th time-saving states, the "minor win B opening command" is set as the opening command. When the sub-control board 90 receives the "minor win A opening command", it executes the minor win A game performance, and when it receives the "minor win B opening command", it executes the minor win B game performance.
[0491] Following step S1615, the game control microcomputer 81 sets the opening pattern of the main prize slot according to the type of winning small prize symbol (see Figure 11 for details) (S1616). At this time, the value of the main prize slot opening counter is set to a value corresponding to the type of winning small prize symbol.
[0492] Subsequently, the game control microcomputer 81 turns on the distribution member activation flag (S1617) and finishes this process. The distribution member activation flag is a flag that indicates the period during which the distribution member 71 is activated. In other words, in this embodiment, the operation of the distribution member 71 starts at the same time as the opening of the minor win game. The operation patterns of the distribution member 71 will be described in detail later.
[0493] If the minor win flag is not ON in step S1610 (S1610: NO), neither the big win game nor the minor win game will start, so the special operation status is set to "1" (S1618) and this process ends.
[0494] [Game state management processing] As shown in Figure 27, in the game state management process (S1602) related to the special symbol confirmation process (S906) in Figure 26, the game control microcomputer 81 determines whether the time-saving flag is ON or OFF (S1701). If the time-saving flag is OFF instead of ON (S1701:NO), the process proceeds to step S1705.
[0495] On the other hand, if the time-saving flag is ON (S1701: YES), the value of the time-saving counter, which counts the number of times special symbols (or the display of regular symbol variations) have been executed during the time-saving state (either the 1st to 6th time-saving flags, A time-saving state, C time-saving state, or slight time-saving state), is deducted by 1 (S1702), and it is determined whether the value of the time-saving counter is "0" (S1703).
[0496] Then, if the value of the time-saving counter is not "0" (S1703: NO), the process proceeds to step S1712. If the value of the time-saving counter is "0" (S1703: YES), the time-saving flag is turned OFF (S1704), the game state status is updated to 0 (non-time-saving state) (S1705), and then the process proceeds to step S1706.
[0497] In step S1706, if a C-time bonus (C-time bonus A or B) occurs (S1706:YES), the game state status update process (S1707) is executed.
[0498] In the game state status update process (S1707), if the value of the game state status before the update is "0" and the result is a loss due to "Special Feature 1_Loss Symbol A", the value of the game state status is set to "8 (C time-saving state)". This controls the game state to the C time-saving state. On the other hand, if the value of the game state status before the update is "0" and the result is a loss due to "Special Feature 1_Loss Symbol B", the value of the game state status is set to "9 (slight time-saving state)" (see Figure 11(B)). This controls the game state to the slight time-saving state.
[0499] After executing the game state status update process (S1707), the time reduction flag is turned ON (S1708), the process proceeds to step S1709, the time reduction counter value corresponding to the game state status (see Figure 11(B)) is set, and the process proceeds to step S1712.
[0500] In this embodiment, each time-saving state ends when either of the following termination conditions is met: the special symbol changes corresponding to the time-saving state occur (time-saving counter value = 0), or a minor win is achieved.
[0501] If it is not a time-saving bonus (S1706: NO), proceed to step S1710. In step S1710, it is determined whether either the big win flag or the small win flag is ON. If it is ON (S1710: YES), proceed to step S1712. On the other hand, if neither the big win flag nor the small win flag is ON, and it is a loss (S1710: NO), proceed to step S1711.
[0502] In step S1711, the value of the losing counter, which counts the number of losing spins (display of losing spins with special symbols), is incremented by 1, and the process proceeds to step S1712.
[0503] The losing counter is reset when it reaches 10,000 spins or when a jackpot is achieved.
[0504] In step S1712, the game state command, which includes the set game state status information (information indicating the current game state) and counter information (time-saving counter value, current time-saving counter value (remaining time-saving rounds), and miss counter value), is set in the output buffer of RAM84, and this process ends. When this game state command is output, the current game state information is notified to the sub-control board 90. The current game state information is then shared with the sub-control board 90, and the sub-control board 90 controls the game to a performance mode corresponding to the current game state.
[0505] [Special Electric Mechanism Processing 1 (Big Win Game)] Special Electric Mechanism Processing 1 (Special Operation Status 4 in Figure 21) is the process for executing a Type 1 jackpot game.
[0506] As shown in Figure 28, the game control microcomputer 81 determines whether the jackpot completion flag is ON or OFF in the special electric prize processing 1 (S1) (S2001). The jackpot completion flag is a flag that indicates that the opening of the first jackpot device 31 (unit opening game, round game) has been completed in the jackpot game in which the win occurred.
[0507] If the jackpot end flag is not ON (S2001:NO), it is determined whether the first jackpot entry point 30 is open or not (i.e., whether the first jackpot entry device 31 is open or not) (S2002). If it is not open (S2002:NO), it is determined whether it is time to open the first jackpot entry point 30, that is, whether the time for the jackpot opening has elapsed and it is time to start opening the first jackpot entry point 30, or whether the interval between openings has elapsed and it is time to start the next opening (S2003).
[0508] If the result of step S2003 is NO, the process ends. On the other hand, if the result of step S2003 is YES, the first large prize slot 30 is opened according to the set opening pattern for the large prize slot (S2004).
[0509] If the first large prize slot 30 is open in step S2002 (S2002:YES), it is determined whether the number of balls that have entered the first large prize slot 30 in that unit opening game (1 round game) has reached the prescribed maximum number of balls (10 in this embodiment) (S2005). If the prescribed number of balls has not been reached (S2005:NO), it is determined whether it is time to close the first large prize slot 30 (i.e., whether a predetermined opening time (see Figure 11) has elapsed since the first large prize slot 30 was opened) (S2006). If the opening time for the first large prize slot 30 has not elapsed (S2006:NO), this process is terminated.
[0510] In contrast, if the prescribed number of winning entries has been reached (S2005:YES) or if the opening time for the first large prize slot 30 has elapsed (S2006:YES), that is, if either of the two opening termination conditions is met, the first large prize slot 30 is closed (blocked) (S2007). Then, the value of the large prize slot opening counter is decremented by 1 (S2008), and it is determined whether the value of the large prize slot opening counter is "0" or not (S2009). If it is not "0" (S2009:NO), the process ends as is in order to start the next opening.
[0511] On the other hand, if the value is "0" (S2009:YES), the jackpot ending command (not shown) is set (S2010) to end the jackpot game, and the jackpot ending is started (S2011). Then, the jackpot end flag is set and the process is completed (S2012).
[0512] Furthermore, if the jackpot completion flag is ON in step S2001 (S2001:YES), the opening of the first jackpot entry point 30 in the jackpot game has been completed, so it is determined whether or not the jackpot ending time has elapsed (S2013), and if the ending time has not elapsed (S2013:NO), the process is terminated.
[0513] On the other hand, if the ending time has elapsed (S2013:YES), the jackpot end flag is turned OFF (S2014), and the jackpot flag is turned OFF (S2015). Then, the special operation status is set to "1" (S2016), and the game state setting process described later (S2017) is performed to complete this process.
[0514] [Game state setting process] As shown in Figure 29, the game state setting process (S2017) first executes the game state status update process (S2101).
[0515] In the game state status update process, if the game state status value before the update is "0 (no time reduction state)" or "9 (slight time reduction state)" and a jackpot is hit with "Special Feature 1_Jackpot Symbol A", the game state status value is set to "7 (A time reduction state)" after the jackpot. As a result, the game state is controlled to the A time reduction state.
[0516] Furthermore, if a jackpot is won with "Special Symbol 1_Jackpot Symbol B" when the game state status value before the update is "0 (non-time-saving state)" or "9", the game state status value will be set to "6 (6th time-saving state)" after the jackpot. This will control the game state to the 6th time-saving state.
[0517] Furthermore, if a jackpot is won with "Special Feature 1_Jackpot Symbol C" when the game state status value before the update is "0 (non-time-saving state)" or "9", the game state status value will be set to "1 (first time-saving state)" after the jackpot. This will control the game state to the first time-saving state.
[0518] Furthermore, if a jackpot is won based on "Special Feature 2_Small Win Symbol a" when the game state status value before the update is "1", the game state status value will be set to "6" after the jackpot. This controls the game state to the 6th time-saving state. On the other hand, if a jackpot is won based on any of "Special Feature 2_Small Win Symbols b~e" when the game state status value before the update is "1", the game state status value will be set to "2 (2nd time-saving state)" after the jackpot. This controls the game state to the 2nd time-saving state.
[0519] Furthermore, if a jackpot is won based on either of the "Special Feature 2_Small Win Symbols a, b" when the game state status value before the update is "2", the game state status value will be set to "6" after the jackpot. This controls the game state to the 6th time-saving state. On the other hand, if a jackpot is won based on any of the "Special Feature 2_Small Win Symbols c~e" when the game state status value before the update is "2", the game state status value will be set to "3 (3rd time-saving state)" after the jackpot. This controls the game state to the 3rd time-saving state.
[0520] Furthermore, if a jackpot is won based on any of the "Special Feature 2_Small Win Symbols a~c" when the game state status value before the update is "3", the game state status value will be set to "6" after the jackpot. This controls the game state to the 6th time-saving state. On the other hand, if a jackpot is won based on any of the "Special Feature 2_Small Win Symbols d, e" when the game state status value before the update is "3", the game state status value will be set to "4 (4th time-saving state)" after the jackpot. This controls the game state to the 4th time-saving state.
[0521] Furthermore, if a jackpot is won based on any of the "Special Feature 2_Small Win Symbols a~d" when the game state status value before the update is "4", the game state status value will be set to "6" after the jackpot. This controls the game state to the 6th time-saving state. On the other hand, if a jackpot is won based on "Special Feature 2_Small Win Symbol e" when the game state status value before the update is "4", the game state status value will be set to "5 (5th time-saving state)" after the jackpot. This controls the game state to the 5th time-saving state.
[0522] Furthermore, if a jackpot is won based on one of the "Special Symbol 2_Small Win Symbols a~e" when the game state status value before the update is one of "5~7", the game state status value will be set to "6" after the jackpot. This will control the game state to the 6th time-saving state.
[0523] Furthermore, if a jackpot is won based on one of the "Special Symbol 2_Small Win Symbols a~e" when the game state status value before the update is one of "5~7", the game state status value will be set to "6" after the jackpot. This will control the game state to the 6th time-saving state.
[0524] Furthermore, if a jackpot occurs based on any of the "Special Feature 2_Small Win Symbols a~e" when the game state status value before the update is "8 (C Short Time State)", the game state status value will be set to "7" after the jackpot. This will control the game state to the A Short Time State (see Figure 11(A) above).
[0525] After executing the game state status update process (S2101), the time reduction flag is turned ON (S2102), and then the number of time reductions corresponding to the game state status (see Figure 11(A)) is set in the time reduction counter (S2103), and the process proceeds to step S2104.
[0526] In step S2104, the game state command, which includes the set game state status information (information indicating the current game state) and the number of time-saving rounds (counter) information, is set in the output buffer of RAM84, and this process ends. When this game state command is output, the current game state information is notified to the sub-control board 90. Then, the current game state information is shared with the sub-control board 90, and the sub-control board 90 controls the game to a performance mode corresponding to the current game state.
[0527] [Special Electric Mechanism Processing 2 (Small Win Game)] Special electric mechanism processing 2 (special operation status 5 in Figure 21) is a process for executing a minor win game that opens the second major prize winning device 36 equipped with a specific area 39.
[0528] As shown in Figures 30 and 31, the game control microcomputer 81 determines whether the small win termination flag is ON or OFF in the special electric prize processing 2 (S909) (S2301). The small win termination flag is a flag that indicates that the opening of the second large prize device 36 has ended in the small win game.
[0529] If the minor win termination flag is not ON (S2301: NO), it is determined whether the second major prize slot 35 is open or not (i.e., whether the second major prize device 36 is open or not) (S2302). If it is not open (S2302: NO), it is determined whether it is time to open the second major prize slot 35, that is, whether the predetermined pre-opening interval (minor win opening) has elapsed and it is time to start opening the second major prize slot 35 (S2303).
[0530] If the result of step S2303 is NO, the process ends. On the other hand, if the result of step S2303 is YES, the second large prize slot 35 is opened according to the opening pattern of the large prize slot corresponding to the type of small prize symbol that has been won (see Figure 11) (S2304).
[0531] If the second large prize slot 35 is open in step S2302 (S2302:YES), it is determined whether the number of prizes that have entered the second large prize slot 35 has reached the specified maximum number of prizes (10 in this embodiment) (S2305). If the specified number of prizes has not been reached (S2305:NO), it is determined whether it is time to close the second large prize slot 35 (whether the opening time of the large prize slot in the first round shown in Figure 11 (2 seconds open + 1 second open × 10 times) has elapsed) (S2306). If the opening time of the second large prize slot 35 has not elapsed (S2306:NO), this process is terminated.
[0532] In contrast, if the prescribed number of winning entries has been reached (S2305:YES) or if the opening time for the second large winning slot 35 has elapsed (S2306:YES), that is, if either of the two opening termination conditions is met, the second large winning slot 35 is closed (blocked) (S2307). Then, the value of the large winning slot opening counter is decremented by 1 (S2308), the small win termination flag is set (S2309), and this process is completed.
[0533] Furthermore, if the minor win termination flag is ON in step S2301 (S2301:YES), as shown in Figure 31, it is determined whether a predetermined time (post-closure interval) has elapsed after the closing of the second large prize entry point 35 in the minor win game (S2310). If the post-closure interval has not elapsed (S2310:NO), the process ends. The post-closure interval for the minor win game will be described later. On the other hand, if the post-closure interval has elapsed (S2310:YES), the minor win termination flag is turned OFF (S2311), the minor win flag is turned OFF (S2312), and the process proceeds to step S2313.
[0534] In step S2313, it is determined whether the V flag is ON or OFF. The V flag is a flag that indicates that a game ball has passed through a specific area 39 during the execution of a minor win game, and is a flag that is turned ON in step S2603 (see Figure 34), which will be described later.
[0535] If the V flag is ON (S2313: YES), the game control microcomputer 81 turns the V flag OFF (S2314), turns the jackpot flag ON (S2315), sets the special operation status to "4" (S2316), and proceeds to step S2317 in order to execute the two-type jackpot game. Then, it sets the jackpot opening command (not shown) (S2317) and starts the jackpot opening (S2318). This transitions the game from a minor win game, in which the second large prize slot 35 is opened for a short time, to a two-type jackpot game.
[0536] Here, if it is a Type 2 jackpot game based on a minor win in the 6th time-saving state, A time-saving state, or C time-saving state, or a minor win that transitions to the 6th time-saving state after the jackpot ends, the "Type 2 Jackpot A Opening Command" is set as the opening command. If it is a Type 2 jackpot game based on a minor win that does not transition to the 6th time-saving state after the jackpot ends, the "Type 2 Jackpot B Opening Command" is set as the opening command. When the sub-control board 90 receives the "Type 2 Jackpot A Opening Command", it executes the Type 2 Jackpot A game performance. When it receives the Type 2 Jackpot B Opening Command, it executes the Type 2 Jackpot B game performance.
[0537] On the other hand, if the V flag is not ON in step S2313 (S2313: NO), the two types of jackpot games are not executed, so the value of the jackpot opening counter is cleared to "0" (S2320), the special operation status is set to "1" (S2321), and this process is completed.
[0538] [Distribution Member Control Processing] The game control microcontroller 81 performs the special operation processing (S106) related to the main timer interrupt processing (S005) shown in Figure 17, followed by the distribution member control processing (S107).
[0539] As shown in Figure 32, in the distribution member control process (S107), first, it is determined whether the distribution member operation flag is ON or OFF (S2501). If the distribution member operation flag is not ON (S2501: NO), this process is terminated. On the other hand, if the distribution member operation flag is ON (S2501: YES), the opening of the minor win game has started (see Figure 26), so the distribution member operation process (S2502) is performed to operate the distribution member 71 in a predetermined operation pattern, and the V validity period setting process (S2503) is performed.
[0540] In the distribution member operation process (S2502), a timer is set to measure the operating time of the distribution member 71. Based on the timing measured by this timer, the distribution member solenoid 73 is turned ON when it is time for the distribution member 71 to open, and turned OFF when it is time for the distribution member 71 to close. As a result, the distribution member 71 operates at a constant rate from the start of the opening of the small win game.
[0541] Specifically, the distribution member 71 is first controlled to a pass-blocking state (shown by a dashed line in Figure 2) for 8ms from the start of the opening of the small-win game. This is called the pre-opening interval. Next, it is controlled to a pass-allowing state (see Figure 2) for 4600ms. This is called the V-opening. Then, it is controlled to a pass-blocking state for 3000ms. This is called the post-closing interval. This series of operations consisting of "pre-opening interval ⇒ V-opening ⇒ post-closing interval" constitutes the constant operation of the distribution member 71.
[0542] Furthermore, in the V validity period setting process (S2503), the V validity period is set for the certain operation of the distribution member 71 as described above. The V validity period is the period during which, when detection by the specific area sensor 39a is detected, the detection is considered valid and the V flag is turned ON. As shown in Figure 33(d), the V validity period is from the start of opening of the specific area 39 (the time when the distribution member 71 is controlled to a pass-through permitted state) until a predetermined time has elapsed. The predetermined time is set to be longer than the opening time of the specific area 39 (the time during which the distribution member 71 is controlled to a pass-through permitted state). This is to take into account the time lag for the game balls that have passed the position of the distribution member 71 to reach the specific area 39.
[0543] Specifically, in the V validity period setting process (S2503), a timer is set to measure the V validity period. Based on the timing measured by this timer, the V validity flag is turned ON when it is time to enable the specific area 39, and OFF when it is time to disable the specific area 39. In step S2602 of the specific area sensor detection process (S108), which will be described later, it is determined whether or not the V validity period is in effect by checking whether or not this V validity flag is ON.
[0544] Following the V validity period setting process (S2503), the game control microcomputer 81 determines whether the operation of the distribution member 71 has finished (S2504). Specifically, based on the timer set in step S2502 for measuring the operation time of the distribution member 71, it determines whether the total operation time (7600ms (see Figure 33(c)) from the start to the end of a certain operation of the distribution member 71) has elapsed. If the operation of the distribution member 71 has not finished (S2504: NO), the process ends as is. On the other hand, if the operation of the distribution member 71 has finished (S2504: YES), the process ends after turning OFF the distribution member operation flag (S2505).
[0545] Here, based on Figure 33, the relationship between the constant operation of the distribution member 71 described above and the opening pattern of the second large prize slot 35 (opening / closing member 37) in the minor prize game will be explained. In this embodiment, there are two opening patterns for the second large prize slot 35 in the minor prize game, as shown in Figures 33(b) and (e). Figure 33(a) shows the timing of the special symbol's variation display and stop display in order to make the timing of the start of the minor prize game easier to understand.
[0546] The opening pattern shown in Figure 33(b) is the opening pattern selected when a minor win is achieved in the lottery for Special Figure 2. In other words, it is the opening pattern selected when "Special Figure 2_Minor Winning Symbol b" (see Figure 11) is achieved. This opening pattern is a pass-through opening pattern that allows passage to a specific area 39.
[0547] More specifically, this pass-through opening pattern blocks the second large prize opening 35 for 8ms. This opening pattern involves opening the second large prize slot 35 for 1600ms, followed by closing the second large prize slot 35 for 6000ms. In other words, the small prize game performed in this opening pattern includes an opening where the second large prize slot 35 is closed for 8ms, a small prize opening game where the second large prize slot 35 is opened for 1600ms, and a post-closing interval where the second large prize slot 35 is closed for 6000ms.
[0548] When the second large prize opening 35 is opened in this opening pattern, during the 1600ms period when the second large prize opening 35 is open and during the 6000ms period after the second large prize opening 35 is closed, the distribution member 71 is in a V-open state and is in a pass-allowing state (see Figures 33(b) and (c)). Therefore, regardless of the timing of when the game ball enters the second large prize opening 35, the game ball can pass through the specific area 39. In this embodiment, the devices such as the second large prize device 36 are arranged so that if the game ball is continuously fired with right-handed shooting, the game ball will always enter the second large prize opening 35 during the 1.6-second opening period. Also, the time required for the game ball that has passed through the second large prize opening 35 to reach the position of the distribution member 71 is less than 3000ms.
[0549] The opening pattern shown in Figure 33(e) is selected when the "Special Feature 2_Small Winning Symbol a" (see Figure 11) is drawn in the Special Feature 2 lottery. This opening pattern is a non-passage opening pattern in which passage to the specific area 39 is practically impossible.
[0550] More specifically, this non-pass-through opening pattern is an opening pattern in which the second large prize opening 35 is closed for 4568ms, then opened for 1600ms, and then closed again for 1440ms. In other words, a minor prize game performed with this opening pattern includes an opening in which the second large prize opening 35 is closed for 4568ms, a minor prize opening game in which the second large prize opening 35 is opened for 1600ms, and a post-closure interval in which the second large prize opening 35 is closed for 1440ms.
[0551] When the second large prize opening 35 is opened in this opening pattern, the V-opening of the distribution member 71 is almost completed during the opening (see Figures 33(e) and (c)). The period during which the V-opening of the distribution member 71 and the opening of the second large prize opening 35 coincide is only 40ms immediately after the opening of the second large prize opening 35. Therefore, even if a game ball enters the second large prize opening 35 at the same time as the opening, by the time the game ball reaches the position of the distribution member 71, the distribution member 71 is controlled to prevent passage. Thus, when this opening pattern is selected, the game ball will not pass through the specific area 39. In other words, it is practically impossible for the game ball to pass through the specific area 39.
[0552] As explained above with reference to Figure 33, in this embodiment, the distribution member 71 starts operating when the opening of the minor prize game begins. The minor prize game is then executed using one of two opening patterns, depending on the type of minor prize symbol. Each opening pattern has a different opening time. Therefore, in each opening pattern, the opening timing of the second large prize slot 35 is different from the displacement timing of the distribution member 71. Thus, it is possible to execute a minor prize game in which the specific area 39 can be passed regardless of the timing of entry into the second large prize slot 35 (special 2V passing minor prize in Figure 33(b)), and a minor prize game in which the specific area 39 cannot be passed regardless of the timing of entry into the second large prize slot 35 (special 2V non-passing minor prize in Figure 33(e)).
[0553] In this embodiment, during a minor win, the number of game balls that enter the second major prize device 36 is counted based on detection by the second major prize opening sensor 35a, and the number of game balls that are discharged outside the second major prize device 36 is counted based on detection by the specific area sensor 39a or the non-specific area sensor 70a. In other words, in this embodiment, the specific area sensor 39a and the non-specific area sensor 70a also function as discharge port sensors 15a that count the number of game balls discharged outside the second major prize device 36. When the distribution member 71 completes a certain operation, an error notification is issued if the two count values do not match. Alternatively, the operation of the distribution member 71 may be stopped when the two count values match after the second major prize opening 35 is closed. This makes it possible to smoothly start the display of special symbols after the second major prize opening 35 is closed.
[0554] [Specific Area Sensor Detection Processing] Let's return to the explanation of the operation of the game control microcontroller 81. After the distribution member control processing (S107) related to the main-side timer interrupt processing (S005) in Figure 17, the game control microcontroller 81 performs the specific area sensor detection processing (S108).
[0555] As shown in Figure 34, in the specific area sensor detection process (S108), it is first determined whether or not a game ball has been detected to turn on the specific area sensor 39a (S2601). If there is no detection (S2601:NO), the process ends, but if there is detection (S2601:YES), it is determined whether or not it is within the V valid period (S2602). The V valid period is the period set in the V valid period setting process (S2503) in the distribution member control process (Figure 32). Specifically, the V valid period is the period shown in Figure 33(d).
[0556] If it is determined in step S2602 that the V valid period is in effect (S2602:YES), the V flag is turned ON (S2603), the V pass command is set (S2604), and the process proceeds to step S2605. On the other hand, if it is determined in step S2602 that the V valid period is not in effect (S2602:NO), the process from steps S2603 to S2606 is skipped, and the specific area sensor detection process is terminated. The V pass command is a command to cause the sub-control board 90 to notify the sub-control board 90 of V pass (passage through the specific area 39).
[0557] [Safety device (complete function)] By the way, pachinko gaming machines 1 (including non-sealed pachinko machines and sealed pachinko machines) can be equipped with a safety device (complete function) that stops the game when a certain number of balls have been dispensed, thereby curbing the temptation to gamble on the player.
[0558] Here, the "Complete" function is a game specification that makes it impossible to continue playing (ends the game) if the difference (so-called MY: maximum difference in balls per day) calculated from the negative profit based on the number of balls launched until the result of a predetermined lottery is a predetermined win during a predetermined game state (normal gameplay) and the positive profit based on the number of prize balls obtained after the win according to the number of game balls entering the predetermined ball entry point reaches a predetermined number (for example, MY 95,000 balls).
[0559] The difference in ball count (hereinafter referred to as "difference in balls MY") is the maximum difference in ball count in a day (the maximum number of balls dispensed from the point of the worst losing streak (a state in which a certain amount of time has passed since the last big win, but no big win has been hit)), and can be determined from the signals of the number of outs (number of balls launched into the game board), the number of safes (number of prize balls), and the number of fouls (number of balls launched that did not reach the game board). When MY reaches 95,000 balls within the same business day, the game is forcibly terminated, and when MY reaches 90,000 balls or more, a notification is sent to the image display device 7 indicating that the function related to difference in balls MY is in operation.
[0560] Here, we will provide a supplementary explanation of the difference in balls (MY) using three examples of slump graphs. Figures 35(A), (B), and (C) show slump graphs for a particular day. A slump graph is a line graph that shows the history of the number of wins, located in the data counter installed in the gaming machine. The vertical axis represents the difference in balls, and the horizontal axis represents the number of balls entered, recording the flow of balls dispensed over time.
[0561] In the slump graph shown in Figure 35(A), there are three peaks in the ball difference at 70,000, 80,000, and 95,000 balls. However, not all of these represent the ball difference MY (Maximum Minutes); the maximum value of the three peaks (95,000 balls) represents the ball difference MY, and there is only one such peak per day.
[0562] Furthermore, in the slump graph shown in Figure 35(B), it may appear at first glance that there are three peaks in the difference in ball count, but there is actually only one peak. There is a rule for counting the peaks in the difference in ball count: the peak is only determined when all the awarded balls have been consumed (when there are no more awarded balls left). Therefore, according to the slump graph shown here, since no awarded balls have been consumed, there is only one peak in the difference in ball count (95,000 balls).
[0563] Furthermore, in the slump graph shown in Figure 35(C), the number of balls dispensed remains negative on the user's side throughout, but since there is no concept of a negative difference in ball count MY, it never becomes negative (ball count MY 95,000).
[0564] The activation condition for the safety device (complete function) is based on the number of balls difference MY. Therefore, if the number of balls difference MY reaches the specified number, the game will be forcibly terminated (stopped) except during a jackpot. As a result, depending on the timing of hitting a jackpot just before the safety device (complete function) is activated, the amount of balls the player can win may differ by approximately the equivalent of one jackpot (in extreme cases, if a jackpot is won when there is 1 ball remaining to reach the specified number and 1500 balls remaining, a difference of 1499 balls MY will be generated).
[0565] Therefore, if the difference in the number of balls a player can win can be adjusted before the safety device is activated, the player can win the maximum number of balls after the safety device is activated, and the player's expectation of winning balls can be increased without diminishing their interest in the game.
[0566] Therefore, in the pachinko game machine 1, before the safety device is activated when the base, which is the ratio of the number of prize balls to the number of balls fired (prize ball award rate), is high, it is possible to change the manner of firing notification (for example, a strong right-firing instruction, a weak right-firing instruction, as described later), and a "game termination control process" is implemented that lowers the base from the design value during high base conditions such as big wins, time reductions, and probability changes, based on the firing of game balls based on the instruction of the change in manner.
[0567] The complete function is deactivated when the power to the pachinko machine 1 is turned off and then turned back on, resulting in a RAM clear operation.
[0568] Next, we will provide a detailed explanation of the game termination control process using the flowchart shown in Figure 36.
[0569] The game termination control process is described as being mainly performed by the main control board 80 (microcontroller 81 for game control), with the microcontroller 81 communicating with the frame control board 170 (microcontroller 171 for frame control) and the sub-control board 90 (microcontroller 91 for performance control) (sending and receiving commands, status and data via CPU-to-CPU communication).
[0570] In Figure 36, in the pachinko game machine 1 according to Embodiment 1 or Embodiment 2, when the base is high in a predetermined game state (for example, during right-hand play), the main control board 80 (microcomputer for game control 81) first determines whether or not a jackpot is in progress (S1091). The determination of whether or not a jackpot is in progress is performed by referring to a jackpot flag (information related to the determination result of winning a jackpot) or a jackpot end flag, which are allocated and stored in a part of the RAM 84 when a jackpot occurs or while a jackpot is occurring. Here, the jackpot end flag is a flag that indicates that the opening of the first jackpot device 31 or the second jackpot device 36 (unit opening game, round game) has all ended in the jackpot game in which the jackpot was won.
[0571] If the result of the big win determination (S1091) is not a big win (S1091: NO), the game control microcomputer 81 then determines whether or not a minor win is in progress (S1092). This determination is made by referring to the minor win flag (information related to the determination result of winning a minor win) or the minor win end flag, which are assigned to and stored in RAM 84 when a minor win occurs. Here, the minor win end flag is a flag that indicates that the opening of the second big prize device 36 has ended in a minor win game.
[0572] If the result of the big win determination in step S1091 is that a big win is in progress (S1091:YES), or if the result of the small win determination in step S1092 is that a small win is in progress (S1092:YES), the process proceeds to return and ends.
[0573] If the result of the big win determination in step S1091 is not a big win (S1091:NO), and the result of the small win determination in step S1092 is not a small win (S1092:NO), the game control microcomputer 81 executes the difference calculation process (S1093). The difference calculation (MY calculation) process executed here is the process of calculating the difference in ball count (MY). Note that if, for example, an MY counter is set up to manage the current MY value (difference in ball count), the value of that MY counter may be referenced here.
[0574] Next, the game control microcomputer 81 determines whether the difference in balls MY has reached a predetermined value (95,000 balls) which triggers the activation of the safety device (S1094). If it is determined that the difference is less than the predetermined value (S1094: NO), the game control microcomputer 81 further determines whether the difference in balls MY has reached a first target value (90,000 balls), which triggers the first launch notification (S1095). If it is determined that the difference in balls MY has reached the first target value (S1095: YES), the game control microcomputer 81 communicates with the sub-control board 90 (performance control microcomputer 91) to start the first launch notification start process which indicates a hard-hit instruction for the second game area 3B, and executes a first launch notification indicating a hard-hit instruction for the second game area 3B as shown in Figure 37(A) for the performance control microcomputer 91 (S1096).
[0575] The first launch notification, as shown in Figure 37(A), is an image indicating a strong rightward shot, for example, a logo with an arrow indicating a rightward shot, which is large and in a conspicuous color such as red. Furthermore, adding movement to the logo can further encourage the player to hit the ball hard to the right.
[0576] On the other hand, if the determination in step 1095 is found to be less than the first target value (S1095: NO), the game control microcomputer 81 further determines whether the difference in balls MY, which triggers the second launch notification, has reached the second target value (94,000 balls), which is the number of balls less than a predetermined value obtained by subtracting a specific value (1,020 balls, the maximum number of balls dispensed during a jackpot related to the execution of a 10-round game) from a predetermined value (95,000 balls) (S1097). If it is determined that the second target value has been reached (S1097: YES), the game control microcomputer 81 communicates with the sub-control board 90 (performance control microcomputer 91) to start the second launch notification start process which indicates a weak shot instruction related to the second game area 3B, and executes a second launch notification indicating a weak shot instruction related to the second game area 3B, as shown in Figure 37(B), for the performance control microcomputer 91 (S1098).
[0577] Accordingly, the image CPU 102 of the image control board 100 displays the performance screen (second launch notification) shown in Figure 37(B) on the image display device 7 based on commands from the performance control microcontroller 91. Compared to the performance screen (first launch notification) in Figure 37(A), the performance screen shown in Figure 37(B) has a smaller logo including an arrow and is represented in a different color than the strong-shot instruction related to the second game area 3B, thereby encouraging the player to shoot lightly to the right. In this way, by changing the color and movement of the image, it is possible to implicitly instruct the player on the strength of the right-hand shot before the safety device is activated.
[0578] On the other hand, if the determination in step 1094 determines that the specified value (95,000 balls) has been reached (S1094: YES), the game control microcomputer 81 performs an automatic settlement process to compile (update data) the number of balls that were out and the number of balls that were safe when the safety device was activated, and to derive the difference in ball count to be stored in a part of the RAM 84 based on the compilation (S1099). Then, if the difference in ball count reaches the specified value, it performs a lock control process (forced termination of the game) to prevent the game from continuing on that day (S1100), and then proceeds to return to end this process.
[0579] Furthermore, a portion of the RAM 84 is allocated as a numerical storage means for storing an increase value derived by the game control microcomputer 81, which is used to cumulatively increase the difference. When the increase value of the difference in ball count stored in this numerical storage means is initialized, the game control microcomputer 81 calculates the number of safe balls and the number of out balls, and derives the increase value of the difference to be stored based on the results of these calculations. When the increase value of the difference to be stored reaches a predetermined value (difference in ball count MY is 95,000), the game control microcomputer 81 performs a lock control to prevent the game from continuing for the day.
[0580] One example of lock control is to install a device that automatically ejects recording media (membership cards, ball storage cards, etc.) to prevent acceptance, and also prevents cash from being inserted (for example, making it impossible to accept credit information and ejecting recording media even if they are inserted into the machine's slot). Note that the lock control must be released after closing time on...
Claims
1. A gaming machine having sound control means, The sound control means is The first sound is controlled from a first state in which it is output at a predetermined audible volume, to a second state in which it is inaudible or difficult to hear, and then controlled from the second state back to the first state. A gaming machine that, when controlling from the second state to the first state, can fade in the first sound to the predetermined volume.
2. The gaming machine according to claim 1, wherein in the second state, the second sound can be output at an audible volume.
3. The gaming machine according to claim 2, wherein the second sound is a sound that is not output across multiple variation effects.
4. The gaming machine according to any one of claims 1 to 3, wherein the first sound is a sound output across multiple variation effects.