Gaming machine

The gaming machine uses a covering member to protect pins from accidental contact and incorporates a lottery system and sound output, maintaining gameplay consistency and enhancing player engagement.

JP2026122760APending Publication Date: 2026-07-29HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
HEIWA CORP
Filing Date
2025-01-16
Publication Date
2026-07-29

AI Technical Summary

Technical Problem

In gaming machines, the orientation and driving depth of pins can change due to accidental contact during maintenance, affecting the entry of game balls into start ports and reducing player engagement.

Method used

The gaming machine features a covering member that protects nails within the game area, preventing physical contact and maintaining the orientation and driving depth of pins, along with a lottery system and sound output device for enhanced gameplay.

Benefits of technology

Prevents changes in the entry rate of game balls into prize-winning openings, ensuring consistent gameplay and enhancing player enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a gaming machine that can prevent a decline in the player's enjoyment. [Solution] A gaming machine comprising a first and second flowing area and a second flowing area provided in a game area into which game balls can flow down, which can be used to launch game balls according to their launch strength; a specific prize-winning opening among a plurality of prize-winning openings into which game balls flowing down the second flowing area can enter first; and a plurality of nails arranged within the range from the top of the second flowing area to the specific prize-winning opening, which can be contacted by game balls flowing down the second flowing area, wherein the plurality of nails are configured to be covered by a predetermined covering member.
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Description

Technical Field

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

Background Art

[0002] Conventionally, as this type of gaming machine, a win-lose lottery for determining whether or not to execute a special game is performed based on the entry of a game ball into a start winning port provided on a game board constituting a game area, and a special symbol indicating the result of the win-lose lottery is determined. A special game in which a large number of prize balls can be obtained is executed by displaying the stop of a big win symbol indicating that the result of the win-lose lottery is to execute a special game (winning a big hit). In addition, the game board is provided with a plurality of winning ports including the above-described start winning port, and within the range until the launched game ball reaches each winning port, a plurality of pins that can be contacted by the game ball and affect the flow direction and traveling direction of the game ball are driven (see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the gaming machine as described above, generally, the direction of the pins, the driving depth into the game board, etc. are adjusted so that the entry ratio of the game balls into each start port becomes a predetermined value. However, since the above-described pins can be directly touched in a state where the front door is open, for example, when performing various maintenance on the game board with the front door open, the direction and driving depth of the pins may change by accidentally touching the pins, and the game balls may not enter each start port as expected, resulting in a risk of reducing the player's interest.

[0005] Therefore, the present invention has been made in light of the circumstances described above, and aims to provide a gaming machine that can prevent a decline in the player's enjoyment. [Means for solving the problem]

[0006] To achieve the above-mentioned objectives, the present invention is configured as follows. (1) The gaming machine according to the present invention is provided in a game area into which gaming balls can flow down and comprises a first flow area and a second flow area into which gaming balls can be launched according to the launch strength of the gaming balls, a specific prize-winning opening into which gaming balls flowing down the second flow area can enter first among a plurality of prize-winning openings into which gaming balls flowing down the second flow area can enter first, and a plurality of nails arranged in the range from the top of the second flow area to the specific prize-winning opening, into which gaming balls flowing down the second flow area can make contact, wherein the plurality of nails are covered by a predetermined covering member.

[0007] According to the gaming machine of the present invention, the nails that can be contacted by the gaming balls are arranged in the range from the top of the second flow region to the specific prize-winning opening where the gaming balls flowing down the second flow region can first enter, and are covered by a predetermined covering member, thereby preventing physical contact with anything other than the gaming balls. This prevents situations in which the orientation or driving depth of the nails changes due to physical contact with anything other than the gaming balls, which would change the rate at which gaming balls enter the specific prize-winning opening, and ultimately prevents a decrease in the player's enjoyment.

[0008] (2) The gaming machine according to the present invention also includes a lottery means that performs a predetermined lottery based on the entry of a game ball into the specific prize pocket, and a setting means that can set any of a plurality of game states, including a first game state, a second game state different from the first game state, and a third game state which is more advantageous than the first game state and the second game state, wherein in either the first game state or the second game state, the game is mainly played in the first flow-down area, and in the third game state, the game is mainly played in the second flow-down area, the lottery means is capable of deriving either a first lottery result or a second lottery result as a result of the lottery, the setting means is capable of setting the first game state based on the end of the third game state, and in the first game state, if the first lottery result is derived, the second game state is capable of setting, and if the second lottery result is derived, the third game state is capable of setting. (3) The gaming machine according to the present invention may also be capable of externally connecting a sound output device capable of outputting sound, and may be capable of outputting sound from the externally connected sound output device, and may be capable of disabling the operation of the sound output device. [Effects of the Invention]

[0009] According to the present invention, it is possible to provide a gaming machine that can prevent a decline in the player's enjoyment. [Brief explanation of the drawing]

[0010] [Figure 1] This is an external perspective view of a pachinko machine according to the first form. [Figure 2] This is a perspective view of the first form of the pachinko machine with the front door open. [Figure 3A] This is a schematic front view of the game board of a pachinko machine according to the first form. [Figure 3B] This is an external perspective view of the internal rail of a pachinko machine according to the first form. [Figure 3C] This is an exploded perspective view of the backflow prevention section of a pachinko machine according to the first embodiment. [Figure 3D]It is a front schematic view of the backflow prevention part when the rotating base of the pachinko machine according to the first embodiment is in a non-rotating state. [Figure 3E] It is a front schematic view of the backflow prevention part when the rotating base of the pachinko machine according to the first embodiment is in a rotating state. [Figure 3F] It is a front schematic view of the backflow prevention part when the rotating base of the pachinko machine according to the first embodiment is in a rotating state. [Figure 3G] It is a front enlarged view of the rotating valve in the backflow prevention part when the rotating base of the pachinko machine according to the first embodiment is in a rotating state. [Figure 3H] It is a schematic view of the back side of the pachinko machine according to the first embodiment. [Figure 3I] It is an external perspective view of the main control board of the pachinko machine according to the first embodiment. [Figure 4] It is an enlarged view of the second start winning opening and the movable piece of the pachinko machine according to the first embodiment. [Figure 5] It is a front schematic view inside the attacker device of the pachinko machine according to the first embodiment. [Figure 6] It is a block diagram showing the electrical configuration of the pachinko machine according to the first embodiment. [Figure 7] It is an explanatory diagram of the win / loss random number determination table of the pachinko machine according to the first embodiment. [Figure 8] It is an explanatory diagram of the special symbol random number determination table of the pachinko machine according to the first embodiment. [Figure 9] It is an explanatory diagram of the special electric accessory operation table of the pachinko machine according to the first embodiment. [Figure 10] It is an explanatory diagram of the game state setting table of the pachinko machine according to the first embodiment. [Figure 11] It is an explanatory diagram of the variation pattern table of the pachinko machine according to the first embodiment. [Figure 12] It is an explanatory diagram of the variation pattern table of the pachinko machine according to the first embodiment. [Figure 13] It is an explanatory diagram of the stop display time table of the pachinko machine according to the first embodiment. [Figure 14] It is an explanatory diagram of the hit determination random number determination table of the pachinko machine according to the first embodiment. [Figure 15] It is an explanatory diagram of the normal symbol variation pattern determination table of the pachinko machine according to the first embodiment. [Figure 16] It is an explanatory diagram of the movable piece operation control table of the pachinko machine according to the first embodiment. [Figure 17] It is an explanatory diagram regarding the control state set at the time of power-off recovery of the pachinko machine according to the first embodiment. [Figure 18] It is an explanatory diagram regarding the control state set at the time of power-off recovery of the pachinko machine according to the first embodiment. [Figure 19] It is a flowchart showing an outline of the power-off evacuation process in the main control board of the pachinko machine according to the first embodiment. [Figure 20] It is a flowchart showing an outline of the main process in the main control board of the pachinko machine according to the first embodiment. [[ID=P18]] [Figure 21] It is a flowchart showing an outline of the power-off recovery process in the main control board of the pachinko machine according to the first embodiment. [Figure 22] It is a flowchart showing an outline of the difference ball control reset process in the main control board of the pachinko machine according to the first embodiment. [Figure 23] It is a flowchart showing an outline of the timer interrupt process in the main control board of the pachinko machine according to the first embodiment. [Figure 24] It is a flowchart showing an outline of the process at the time of sensor detection in the main control board of the pachinko machine according to the first embodiment. [Figure 25] It is a flowchart showing an outline of the process at the time of gate detection in the main control board of the pachinko machine according to the first embodiment. [Figure 26] It is a flowchart showing an outline of the process at the time of detection of the first start winning opening in the main control board of the pachinko machine according to the first embodiment. [Figure 27] It is a flowchart showing an outline of the process at the time of detection of the second start winning opening in the main control board of the pachinko machine according to the first embodiment. [Figure 28] It is a flowchart showing an outline of the preliminary determination process in the main control board of the pachinko machine according to the first embodiment. [Figure 29] This flowchart outlines the processing performed when a large prize slot is detected in the main control board of a pachinko machine according to the first embodiment. [Figure 30] This flowchart outlines the general processing steps when a general prize winning slot is detected in the main control board of a pachinko machine according to the first embodiment. [Figure 31] This flowchart outlines the processing performed when an out is detected in the main control board of a pachinko machine according to the first embodiment. [Figure 32] This flowchart outlines the processing performed when a specific area is detected in the main control board of a pachinko machine according to the first embodiment. [Figure 33] This is a flowchart illustrating the general flow of special feature-related control processing in the main control board of a pachinko machine according to the first embodiment. [Figure 34] This is a flowchart illustrating the process for initiating special symbol variation in the main control board of a pachinko machine according to the first form. [Figure 35] This flowchart shows an overview of the win / loss determination process in the main control board of a pachinko machine according to the first embodiment. [Figure 36] This is a flowchart illustrating the general process for determining the variation pattern in the main control board of a pachinko machine according to the first embodiment. [Figure 37] This is a flowchart illustrating the process of stopping the special symbol variation in the main control board of a pachinko machine according to the first form. [Figure 38] This is a flowchart illustrating the post-stop processing in the main control board of a pachinko machine according to the first embodiment. [Figure 39] This flowchart shows an overview of the special game control processing in the main control board of a pachinko machine according to the first embodiment. [Figure 40] This flowchart outlines the special game termination process in the main control board of a pachinko machine according to the first form. [Figure 41] This is a flowchart illustrating the general control processing related to the diagram in the main control board of a pachinko machine according to the first embodiment. [Figure 42]This is a flowchart illustrating the general process for initiating normal symbol variation in the main control board of a pachinko machine according to the first embodiment. [Figure 43] This is a flowchart illustrating the general process of drawing ordinary symbols on the main control board of a pachinko machine according to the first form. [Figure 44] This is a flowchart illustrating the general process for stopping the normal symbol variation in the main control board of a pachinko machine according to the first embodiment. [Figure 45] This flowchart outlines the post-stop processing of normal symbols in the main control board of a pachinko machine according to the first embodiment. [Figure 46] This is a flowchart illustrating the outline of the movable piece control process in the main control board of a pachinko machine according to the first embodiment. [Figure 47] This is a flowchart illustrating the solenoid control process in the main control board of a pachinko machine according to the first embodiment. [Figure 48] This is a flowchart illustrating the general processing of the ball difference-related command set in the main control board of a pachinko machine according to the first embodiment. [Figure 49] This flowchart shows an overview of the ball difference determination control processing in the main control board of a pachinko machine according to the first embodiment. [Figure 50] This is a flowchart illustrating the general settings-related processing in the main control board of a pachinko machine according to the first embodiment. [Figure 51] This is a state transition diagram showing the transitions between each game state of a pachinko machine in its first form. [Figure 52] This is a state transition diagram showing the transitions between each performance state of a pachinko machine in its first form. [Figure 53] This figure shows an example of the variation in the pachinko machine's performance according to the first form. [Figure 54] This figure shows an example of the variation in the pachinko machine's performance according to the first form. [Figure 55] This figure shows an example of the variation in the pachinko machine's performance according to the first form. [Figure 56] This figure shows an example of the variation in the pachinko machine's performance according to the first form. [Figure 57] This figure shows an example of the variation in the pachinko machine's performance according to the first form. [Figure 58] This figure shows an example of the variation in the pachinko machine's performance according to the first form. [Figure 59] This is an explanatory diagram of the variable performance determination table for a pachinko machine in its first form. [Figure 60] This is an explanatory diagram of the variable performance determination table for a pachinko machine in its first form. [Figure 61] This figure shows examples of various effects and suggestions for a pachinko machine in its first form. [Figure 62] This is a flowchart illustrating the main processing steps in the sub-control board of a pachinko machine according to the first embodiment. [Figure 63] This flowchart shows an overview of the timer interrupt processing in the sub-control board of a pachinko machine according to the first embodiment. [Figure 64] This flowchart outlines the process of receiving game state setting-related commands in the sub-control board of a pachinko machine according to the first embodiment. [Figure 65] This flowchart outlines the power interruption recovery command reception process in the sub-control board of a pachinko machine according to the first embodiment. [Figure 66] This flowchart outlines the process for receiving a stop display termination command in the sub-control board of a pachinko machine according to the first embodiment. [Figure 67] This flowchart outlines the process of receiving variable pattern commands in the sub-control board of a pachinko machine according to the first embodiment. [Figure 68] This flowchart outlines the process of receiving ball difference-related commands in the sub-control board of a pachinko machine according to the first embodiment. [Figure 69] This flowchart outlines the process of receiving a prize ball designation command in the sub-control board of a pachinko machine according to the first embodiment. [Figure 70] This is an explanatory diagram of the win / loss random number determination table in other setting examples of a pachinko machine relating to the first form. [Figure 71]This is an explanatory diagram of the special symbol random number determination table in other setting examples of a pachinko machine relating to the first form. [Figure 72] This is an explanatory diagram of the win / loss random number determination table for the second form of pachinko machine. [Figure 73] This is an explanatory diagram of the special symbol random number determination table for the second form of the pachinko machine. [Figure 74] This is an explanatory diagram of the special electric mechanism operation table for the second form of pachinko machine. [Figure 75] This is an explanatory diagram of the game state setting table for a pachinko machine in its second form. [Figure 76] This is an explanatory diagram of the variation pattern table for a pachinko machine of the second form. [Figure 77] This is an explanatory diagram of the stop display time table for a pachinko machine of the second form. [Figure 78] This flowchart outlines the processing performed when a special area is detected in the main control board of a pachinko machine according to the second form. [Figure 79] This is a flowchart illustrating the outline of the special symbol variation start process in the main control board of a pachinko machine according to the second form. [Figure 80] This flowchart shows an overview of the win / loss determination process in the main control board of a pachinko machine according to the second form. [Figure 81] This flowchart outlines the process for stopping the special symbol variation in the main control board of a pachinko machine according to the second form. [Figure 82] This flowchart outlines the process for setting the game state when a stop is displayed in the main control board of a pachinko machine according to the second form. [Figure 83] This flowchart outlines the post-stop processing in the main control board of a pachinko machine according to the second form. [Figure 84] This flowchart shows an overview of the small win game control processing in the main control board of a pachinko machine according to the second form. [Figure 85] This flowchart outlines the special game termination process in the main control board of a pachinko machine in its second form. [Figure 86] This figure shows an example of the variation effects of a pachinko machine according to the second form. [Figure 87] This diagram illustrates the various settings for a pachinko machine in its third form. [Figure 88] This diagram illustrates the various settings for a pachinko machine in its third form. [Figure 89] This flowchart outlines the process for stopping the special symbol variation in the main control board of a pachinko machine according to the third form. [Figure 90] This flowchart outlines the process for updating the remaining number of spins in the main control board of a pachinko machine according to the third form. [Figure 91] This flowchart outlines the process for updating the remaining number of small wins in the main control board of a pachinko machine according to the third form. [Figure 92] This flowchart outlines the game state control processing in the main control board of a pachinko machine according to the third form. [Figure 93] This flowchart outlines the special game termination process in the main control board of a pachinko machine in its third form. [Figure 94] This diagram illustrates the various settings for a pachinko machine in its fourth form. [Figure 95] This diagram illustrates the various settings for a pachinko machine in its fourth form. [Figure 96] This diagram illustrates the variation pattern table for a pachinko machine of the fourth form. [Figure 97] This is a state transition diagram showing the transitions between each game state of a pachinko machine in its fourth form. [Figure 98] This flowchart outlines the process for stopping the special symbol variation in the main control board of a pachinko machine according to the fourth form. [Figure 99] This flowchart outlines the game state control processing in the main control board of a pachinko machine according to the fourth form. [Figure 100] This flowchart outlines the special game termination process in the main control board of a pachinko machine in its fourth form. [Figure 101]This figure shows an example of the variation and other effects of a pachinko machine according to the fourth form. [Figure 102] This figure shows an example of the variation and other effects of a pachinko machine according to the fourth form. [Figure 103] This figure shows an example of the variation and other effects of a pachinko machine according to the fourth form. [Figure 104] This figure shows an example of the variation and other effects of a pachinko machine according to the fourth form. [Figure 105] This figure shows an example of the variation and other effects of a pachinko machine according to the fourth form. [Figure 106] This diagram illustrates the various settings for a pachinko machine related to the fifth form. [Figure 107] This diagram illustrates the various settings for a pachinko machine related to the fifth form. [Figure 108] This diagram illustrates the variation pattern table for a pachinko machine of the fifth form. [Figure 109] This is a state transition diagram showing the transitions between each game state of a pachinko machine in its fifth form. [Figure 110] This diagram illustrates the various settings of a pachinko machine according to the fifth modified form, Part 1. [Figure 111] This diagram illustrates the various settings of a pachinko machine according to the fifth modified form, Part 1. [Figure 112] This is a state transition diagram showing the transitions between each game state of a pachinko machine according to Modification 1 of the 5th form. [Figure 113] This diagram illustrates the various settings of a pachinko machine related to a modified example of the fifth form (modification 2). [Figure 114] This diagram illustrates the various settings of a pachinko machine related to a modified example of the fifth form (modification 2). [Figure 115] This is a state transition diagram showing the transitions between each game state of a pachinko machine according to a modified example 2 of the fifth form. [Figure 116] This diagram illustrates the various settings for a pachinko machine in its sixth form. [Figure 117]This diagram illustrates the various settings for a pachinko machine in its sixth form. [Figure 118] This diagram illustrates the variation pattern table for a pachinko machine of the sixth form. [Figure 119] This is a state transition diagram showing the transitions between each game state of a pachinko machine in its sixth form. [Figure 120] This figure shows an example of the variation and other effects of a pachinko machine according to the sixth form. [Figure 121] This figure shows an example of the variation and other effects of a pachinko machine according to the sixth form. [Figure 122] This figure shows an example of the variation and other effects of a pachinko machine according to the sixth form. [Figure 123] This figure shows an example of the variation and other effects of a pachinko machine according to the sixth form. [Figure 124] This figure shows an example of the variation and other effects of a pachinko machine according to the sixth form. [Figure 125] This figure shows an example of the variation and other effects of a pachinko machine according to the sixth form. [Figure 126] This figure shows an example of the variation and other effects of a pachinko machine according to the sixth form. [Figure 127] This flowchart outlines the RAM clear command reception process in the sub-control board of a pachinko machine relating to the sixth form. [Figure 128] This flowchart outlines the process of receiving variable pattern commands during normal gameplay in the sub-control board of a pachinko machine relating to the sixth form. [Figure 129] This is a schematic front view of the game board of a pachinko machine according to the sixth modified example 1. [Figure 130] This is an enlarged perspective view of the area around the second downflow passage of a pachinko machine according to Modification 1 of the 6th form. [Figure 131] This is a schematic front view of the game board of a pachinko machine according to a modified example 2 of the sixth form. [Figure 132] This is an enlarged perspective view of the stage of a pachinko machine according to the 2nd modified form of the 6th form. [Figure 133] This is an enlarged perspective view of the vicinity of the entrance to the second stage guide passage according to the sixth modified form, part 2. [Modes for carrying out the invention]

[0011] (1st form) Hereinafter, a first embodiment of the present invention will be described with reference to the drawings. (External configuration of Pachinko machine P) The gaming machine in this configuration is a pachinko machine P that uses game balls as the game medium. Although not specifically shown in the diagram, in a gaming parlor where pachinko machines P are installed, multiple pachinko machines P are arranged in a row in an area called an island, and a game ball dispensing device for dispensing game balls is installed adjacent to each pachinko machine P. In addition, each pachinko machine P is connected to a corresponding game ball dispensing device R. The game ball dispensing device R allows for the insertion of banknotes and a storage medium (card) that stores value information necessary for dispensing game balls. By inserting banknotes (or a card) into the game ball dispensing device R and then performing a predetermined operation on the pachinko machine P, game balls can be dispensed from the game ball dispensing device R.

[0012] As shown in Figure 1 or Figure 2, the pachinko machine P according to this embodiment comprises a machine frame 1, which is a rectangular frame fixed to an island and has a hollow section (not shown in particular); a main body frame 2, which is a rectangular frame attached to the machine frame 1 so as to be openable and closable by a hinge mechanism (not shown in particular) and has a hollow section (not shown in particular); and a front door 3, which is attached to the main body frame 2 so as to be openable and closable by a hinge mechanism (not shown in particular) and has an opening (not shown in particular) formed on its front.

[0013] As shown in Figure 1, a speaker serving as an audio output device 10 is provided in the lower left part of the machine frame 1. A game board 11 for forming the game area 12 is housed in the hollow part of the main body frame 2. The front door 3 is provided with a transparent plate 4 that covers the opening, an upper tray 6 and a receiving tray 7 located below the transparent plate 4 that can receive game balls, an operating handle 5 attached to the right of the receiving tray 7 for launching game balls, and speakers serving as audio output devices 10, one each attached to the upper left and right sides of the transparent plate 4. Furthermore, as shown in Figure 1, the outer perimeter of the front door 3 is provided with a front door effect lamp DL that emits light in various colors and patterns to create a visual effect, and the upper left of the outer perimeter of the front door 3 is provided with a status notification lamp EL that emits light in various colors to indicate various states that occur when predetermined conditions are met. Both the front door effect lamp DL and the status notification lamp EL are composed of LEDs capable of emitting light in multiple colors.

[0014] In this pachinko machine P, when the main frame 2 is closed to the machine frame 1, and then the front door 3 is closed, the transparent plate 4 is positioned in front of the game board 11 with a gap in between. This allows the game board 11, which is located behind the machine, to be seen through the transparent plate 4.

[0015] Furthermore, the upper tray 6 is designed to receive game balls dispensed by the game ball dispensing device R and prize balls dispensed from the pachinko machine P. The upper tray 6 is capable of holding a predetermined amount of game balls, but when the upper tray 6 is full of game balls, any game balls dispensed or dispensed thereafter are guided to the receiving tray 7. The bottom surface of the receiving tray 7 is also provided with a discharge hole for discharging the stored game balls and an opening / closing plate that can open and close the discharge hole, although not specifically shown in the figures. Normally, the discharge hole is closed by the opening / closing plate, but by moving the opening / closing lever 8 (see Figure 1), which is attached integrally with the opening / closing plate, in a horizontal direction, the opening / closing plate also moves in the same direction, and the discharge hole is opened. This allows the game balls to fall out of the receiving tray 7 through the discharge hole.

[0016] Furthermore, the operating handle 5 is designed so that the player can rotate it in a predetermined direction. When the player rotates the operating handle 5, the game balls held in the upper tray 6 are sent to a launching device (not shown in particular), and the launching device launches the game balls toward the game area 12 with a force corresponding to the rotation angle of the operating handle 5. The launched game balls are guided upward by a pair of rails 13a and 13b fixed to the game board 11 and reach the game area 12.

[0017] The game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 when the main frame 2 and the front door 3 are closed relative to the machine frame 1, which is partitioned in a roughly circular shape by a pair of rails 13a and 13b fixed to the game board 11, and is an area in which game balls can flow down. As shown in Figure 3A, the game area 12 consists of a first game area 12a, which is the area to the left of the player facing the pachinko machine P, and a second game area 12b, which is the area to the right of the player facing the pachinko machine P. The possibility of game balls entering these two game areas 12 differs depending on the firing strength of the launching device. Specifically, if the firing strength of the launching device is less than a predetermined strength (a strength such that the game ball launched by the launching device does not reach the highest point of the game area 12), the game ball enters the first game area 12a. On the other hand, if the firing strength of the launching device is equal to or greater than a predetermined strength (a strength such that the game ball launched by the launching device can reach the highest point of the game area 12), the game ball enters the second game area 12b.

[0018] Here, we will describe rails 13a and 13b in detail. The game board 11 is a plate-shaped member with a roughly rectangular shape when viewed from the front (see Figure 3A), and as described above, a pair of rails 13a and 13b are provided on the surface of the game board 11. In the following, the outer rail 13a (the rail closer to the outer circumference of the game board 11) will be referred to as the outer rail 13a, and the inner rail 13b (the rail further from the outer circumference of the game board 11) will be referred to as the inner rail 13b.

[0019] The outer rail 13a is a long, thin metal plate-like member with a width greater than the diameter of the game ball (see Figure 3A), and is mounted (supported) along the base surface of a rail base (not specifically shown) that is installed on the surface of the game board 11. The rail base is a plate-like member that is roughly C-shaped in front view, and when installed on the surface of the game board 11, it opens toward the lower right and is notched to form an arc shape centered on the approximate center of the game area 12 (game board 11) (i.e., an arc shape that is convex toward the left). The notched surface formed by this notch becomes the base surface. When the outer rail 13a is attached to the base surface, it is positioned in an arc shape that is convex toward the left, starting from a position to the left of the lower center of the game board 11 and extending to the left end, upper end, and upper right end of the game board 11 (see Figure 2).

[0020] The inner rail 13b is a long, thin, plate-like member made of synthetic resin, having approximately the same width as the outer rail 13a. It is erected on the surface of the game board 11 so as to face the outer rail 13a with a gap larger than the diameter of the game balls. It is positioned in an arc shape that is convex to the left, starting slightly to the left of the lower center of the game board 11, and extending towards the left edge and upper left edge of the game board 11. Then, the front of the space between the outer rail 13a and the inner rail 13b faces the back of the transparent plate 4b, forming a guide passage 640 through which the game balls launched by the launching device can pass (see Figures 3D to 3G). This guide passage 640 is connected to the game area 12 and guides the game balls launched by the launching device into the game area 12. Furthermore, a backflow prevention section 700 is provided at the upper end of the inner rail 13b (the tip of the inner rail 13b, in other words, the boundary between the guide passage 640 and the game area 12) to prevent game balls that have entered the game area 12 from returning to the guide passage 640.

[0021] As shown in Figures 3B and 3C, the backflow prevention unit 700 comprises a rotating part 710, a case part 730 in which the rotating part 710 is arranged, and a cover plate 750 that covers the case part 730 with the rotating part 710 in place. The rotating part 710 is attached to the case part 730 and the cover plate 750 so that it can rotate while sandwiched between them.

[0022] The case portion 730 comprises a thin synthetic resin base plate 731 fixed to the game board 11, and a thin synthetic resin side plate 732 erected from a portion corresponding to approximately the right half of the outer edge of the base plate 731 (approximately the right half of the base plate 731 when fixed to the game board 11). The base plate 731 and the side plate 732 form a space S that opens in the direction of the front of the game board 11 and the direction of the guide passage 640 (see Figure 3C). The base plate 731 is provided with a cylindrical boss 731a located at its upper end (the upper end of the base plate 731 when it is fixed to the game board 11) and extending upright from the base plate 731, a cylindrical base-side bearing portion 731b located below the boss 731a (slightly above the center of the base plate 731) and extending upright from the base plate 731, a roughly fan-shaped guide groove 731c located below the base-side bearing portion 731b (slightly below the center of the base plate 731) and penetrating the base plate 731, and a slender rod-shaped engaging pin 731d located below the guide groove 731c (the lower end of the base plate 731) and extending upright from the base plate 731 (see Figure 3C).

[0023] The cover plate 750 is a thin, plate-like member made of synthetic resin that covers the opening in the front direction of the game board 11 in the case portion 730. The cover plate 750 is provided with a screw hole 750a that is positioned to correspond to the boss 731a of the base plate 731 when it covers the aforementioned opening and penetrates the cover plate 750, a cylindrical cover-side bearing portion 750b that is positioned to correspond to the base-side bearing portion 731b of the base plate 731 on the back surface of the cover plate 750 (the surface facing the base plate 731 when it covers the aforementioned opening) and rises from the back surface of the cover plate 750, and an engagement hole 750c that is positioned to correspond to the engagement pin 731d of the base plate 731 when it covers the aforementioned opening and penetrates the cover plate 750 (see Figure 3C).

[0024] The rotating part 710 is a component with a "L"-shaped outer form and comprises a roughly elliptical cylindrical rotating base 711 made of synthetic resin that is rotatably attached to the base plate 731 and the cover plate 750, and a thin plate-shaped rotating valve 712 made of synthetic resin that protrudes from near the upper end of the rotating base 711 (near the upper end of the rotating base 711 when it is attached to the case part 730) (see Figure 3C). When the rotating part 710 is attached to the case part 730, the rotating base 711 is located in the space S of the case part 730 and is rotatable within this space S while being sandwiched between the base plate 731 and the cover plate 750, and the rotating valve 712 protrudes out of the space S through an opening in the case part 730 in the direction of the guide passage 640 and is rotatable together with the rotating base 711.

[0025] The rotating base 711 comprises a substantially elliptical base bottom surface 711a that faces the base plate 731 when attached to the case portion 730, a base side surface 711b that rises from the outer peripheral edge of the base bottom surface 711a, and a substantially elliptical base top surface 711c located at the rising end of the base side surface 711b and facing the base bottom surface 711a across the base side surface 711b (see Figure 3C). Furthermore, in the rotating base portion 711 when attached to the case portion 730, an axial hole 711d is provided that penetrates from the top surface 711c to the bottom surface 711a of the base portion at positions corresponding to the base-side bearing portion 731b of the base plate 731 and the cover-side bearing portion 750b of the cover plate 750, and a guide pin (not specifically shown) is provided that protrudes from the bottom surface 711a toward the base plate 731 at positions corresponding to the guide groove 731c of the base plate 731. Furthermore, the length from the base bottom surface 711a to the base top surface 711c is slightly shorter than the length from the surface of the base plate 731 of the case portion 730 to the upright end of the side plate 732. As a result, when the rotating portion 710 is attached to the case portion 730, the rotating base portion 711 is housed in the space S, sandwiched between the base plate 731 and the cover plate 750.

[0026] The rotating valve 712 is a substantially rectangular thin plate-shaped member that extends vertically upward from the upper left end of the base side surface 711b of the rotating base 711 when it is attached to the case portion 730, and comprises a guide passage side surface 712a facing the direction of the guide passage 640 (facing the guide passage 640), a game area side surface 712b facing the direction of the game area 12 (facing the game area 12) opposite the guide passage side surface 712a, an upper end surface 712c that slopes downward from the upper end edge of the guide passage side surface 712a toward the upper end edge of the game area side surface 712b, and a protruding piece 712d that protrudes toward the game area 12 from the substantially central part in the longitudinal direction (vertical direction) of the game area side surface 712b (see Figure 3C). The length from the base side surface 711b to the upper edge of the guide passage side surface 712a is longer than the length from the base side surface 711b to the upper edge of the game area side surface 712b. Furthermore, when the rotating base 711 is attached to the case portion 730, the rotating valve 712 protrudes from the space S into the guide passage 640 through an opening in the case portion 730 in the direction of the guide passage 640. Under normal conditions, it extends vertically upward within the guide passage 640, with the tip of the rotating valve 712 positioned slightly below the outer rail 13a (see Figure 3D). In other words, the length from the base side surface 711b of the rotating base 711 to the tip of the rotating valve 712 is such that, under normal conditions when the rotating base 711 is attached to the case portion 730, it can almost completely shield the guide passage 640.

[0027] When attaching the above-mentioned rotating part 710 to the above-mentioned case part 730 and cover plate 750, first, the base side bearing part 731b of the base plate 731 is aligned with the shaft hole 711d of the rotating base part 711, and the rotating part 710 is positioned on the case part 730 so that the guide pin of the rotating base part 711 is inserted into the guide groove 731c of the base plate 731. Next, a slender rod-shaped shaft pin 760, with a length extending from the base-side bearing portion 731b to the cover-side bearing portion 750b of the cover plate 750, is inserted through the shaft hole 711d of the rotating base portion 711. Then, the boss 731a of the base plate 731 is aligned with the screw hole 750a of the cover plate 750, and the cover-side bearing portion 750b is aligned with the tip of the shaft pin 760 protruding from the shaft hole 711d of the rotating base portion 711. Furthermore, the cover plate 750 is positioned such that the engagement pin 731d of the base plate 731 is inserted through the engagement hole 750c of the cover plate 750. Finally, by screwing the screws 764 into the boss 731a and screw holes 750a from the surface side of the cover plate 750 (the side facing the back of the cover plate 750), the rotating base 711 is sandwiched between the base plate 731 and the cover plate 750 (with the cover plate 750 covering the opening in the front direction of the game board 11 in the case portion 730), and the rotating portion 710 is attached to the case portion 730 and the cover plate 750 (see Figures 3C and 3D, etc.).

[0028] Then, as described above, when the rotating part 710 is attached to the case part 730 and the cover plate 750, one end of the shaft pin 760 is locked to the base side bearing part 731b and the other end is locked to the cover side bearing part 750b, so that the rotating base part 711 is supported sandwiched between the base plate 731 and the cover plate 750 so that it can rotate around the shaft pin 760 as its axis. As described above, the rotating base 711 is a roughly elliptical columnar member, the rotating valve 712 extending from the rotating base 711 is a thin plate-like member, and the rotating base 711 is heavier than the rotating valve 712. As a result, when the rotating part 710 is attached to the case part 730 and the cover plate 750, under normal conditions, the rotating base part 711 is biased to rotate counterclockwise around the shaft pin 760 by its own weight, but the guide pin inserted through the guide groove 731c of the base plate 731 is stationary in contact with the left end of the guide groove 731c. At this time, the rotating valve 712 extends vertically upward within the guide passage 640, and the guide passage 640 is almost completely shielded by the rotating valve 712 (see Figure 3D). In response to this, when a game ball launched by the launcher and rising through the guided passage 640 comes into contact with the guided passage side surface 712a of the rotating piece 712, the rotating base 711 rotates clockwise around the axis pin 760 against its own weight until the game area side surface 712b of the rotating piece 712 comes into contact with the side surface of the boss 731a on the base plate 731. Furthermore, when the game area side surface 712b comes into contact with the side surface of the boss 731a, the rotating valve 712 extends upward and to the right (towards the upper end of the game area 12), and the guided passage 640 is opened (see Figure 3E).

[0029] Next, the rotation of the rotary valve 712 and the prevention of backflow by the rotary valve 712 into the guide passage 640 for game balls that have entered the game area 12 will be described in detail. In the following, the normal state when the rotary part 710 is attached to the case part 730 and the cover plate 750 (when the rotary valve 712 is extended vertically upward) may be referred to as the "non-rotating state," the state when the rotary base 711 rotates and the game area 712b contacts the side surface of the boss 731a may be referred to as the "rotating state," and the state in between when the rotary base 711 moves from the non-rotating state to the rotating state (when the rotary base 711 is rotating) may be referred to as the "rotating state."

[0030] As described above, in the non-rotating state, the rotating valve 712 extends vertically upward within the guide passage 640. At this time, the distance from the tip of the rotating valve 712 (the upper edge of the guide passage side surface 712a) to the outer rail 13a is shorter than the diameter of the game ball. Furthermore, it is the shortest distance from the tip of the rotating valve 712 to the outer rail 13a during the transition from the non-rotating state to the rotating state. Furthermore, as described above, in the rotating state, the rotating valve 712 extends upward and to the right, and the distance from the tip of the rotating valve 712 to the outer rail 13a at this time is longer than the diameter of the game ball, and is also the longest distance from the tip of the rotating valve 712 to the outer rail 13a during the transition from the non-rotating state to the rotating state.

[0031] In the non-rotating state, when a game ball launched by the launcher and rising within the guide passage 640 comes into contact with the guide passage side surface 712a of the rotating piece 712, the rotating base 711 rotates until it reaches the rotating state. As described above, in this rotating state, the distance from the tip of the rotating valve 712 to the outer rail 13a is longer than the diameter of the game ball, and the guide passage 640 is opened. As a result, the game ball that has come into contact with the guide passage side surface 712a enters the game area 12. After the game ball enters the game area 12, the force generated by the game ball contacting the guide passage side surface 712a is released, causing the rotating base 711 to quickly rotate counterclockwise under its own weight and become non-rotating. In this non-rotating state, the guide pin is in contact with the left end of the guide groove 731c, so the rotating base 711 cannot rotate any further counterclockwise. Also, the distance from the tip of the rotating valve 712 to the outer rail 13a is shorter than the diameter of the game ball, and the guide passage 640 is almost completely shielded by the rotating valve 712. As a result, even if a game ball that has entered the game area 12 comes into contact with, for example, a windmill or a nail and moves from the game area 12 towards the guide passage 640, it will come into contact with the game area side surface 712b of the rotating valve 712, preventing it from entering the guide passage 640. In this way, when the valve is not rotating, the rotating valve 712 prevents the game balls that have entered the game area 12 from returning to the guide passage 640.

[0032] Furthermore, during the rotational state, which is the transition from the rotational state to the non-rotating state, there are cases where a game ball BB that has entered the game area 12 but is trying to return to the guide passage 640 (hereinafter also referred to as a returning game ball) and a game ball BG that has been launched by the launching device and is rising within the guide passage 640 and trying to enter the game area 12 (hereinafter also referred to as an entering game ball) come into contact (hereinafter also referred to as a rotational contact state) (see Figures 3F and 3G).

[0033] In this rotating contact state, the incoming game ball BG is in contact with the guide passage side surface 712a of the rotating valve 712, the outer rail 13a, and the returning game ball BB, while the returning game ball BB is in contact with the tip of the rotating valve 712, the outer rail 13a, and the incoming game ball BG (see Figures 3F and 3G). Furthermore, in this rotating contact state, the distance from the tip of the rotating valve 712 to the outer rail 13a is longer than the distance from the tip of the rotating valve 712 to the outer rail 13a in the non-rotating state, and shorter than the distance from the tip of the rotating valve 712 to the outer rail 13a in the rotating state. Moreover, the distance D1 from the tip of the rotating valve 712 to the outer rail 13a is shorter than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a (see Figure 3G). Furthermore, in this rotating contact state, the tip of the rotating piece 712 is positioned to the upper left of the lowest point P of the returning game ball BB (i.e., above and to the left of the lowest point P of the returning game ball BB) (see Figure 3G).

[0034] In this rotating contact state, if the incoming game ball BG and the returning game ball BB come into contact and the returning game ball BB attempts to return into the guide passage 640, the returning game ball BB will come into contact with the tip of the rotating valve 712 from the direction of the game area 12. As a result, the rotating valve 712 that has come into contact with the returning game ball BB will rotate counterclockwise and attempt to displace to a non-rotating state. Consequently, as it displaces towards a non-rotating state, the distance from the tip of the rotating valve 712 to the outer rail 13a gradually shortens, and the guide passage 640 becomes shielded by the rotating valve 712. Therefore, in this case, although the incoming game ball BG, which is rising up the guide passage 640, will flow down (backflow) the guide passage 640 from which it has risen, it becomes difficult for the returning game ball BB to return into the guide passage 640. In this manner, if a contact state occurs during rotation and the incoming game ball BG and the returning game ball BB come into contact at the boundary between the guide passage 640 and the game area 112, it is possible to prevent the returning game ball BB from returning to the guide passage 640, thereby preventing a situation in which both the incoming game ball BG and the returning game ball BB flow down the guide passage 640.

[0035] Furthermore, in the aforementioned rotating contact state, if the distance D1 from the tip of the rotating valve 712 to the outer rail 13a is longer than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a, then after the entering game ball BG and the returning game ball BB make contact, the returning game ball BB is more likely to get stuck in the gap between the tip of the rotating valve 712 and the outer guide rail 13a. If the returning game ball BB gets stuck in this gap, the rotating valve 712 will rotate clockwise due to the returning game ball BB, causing it to displace into a rotating state. As a result of this displacement towards a rotating state, the distance from the tip of the rotating valve 712 to the outer rail 13a gradually increases, and the guide passage 640 opens, causing the returning game ball BB to return into the guide passage 640. In the pachinko machine P according to this embodiment, in the aforementioned contact state during rotation, the distance D1 from the tip of the rotating valve 712 to the outer rail 13a is shorter than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a, thus preventing the above-mentioned situation from occurring.

[0036] Now, let's return to the explanation of game area 12. Within the game area 12, as shown in Figures 2 and 3A, there is a windmill and numerous nails to make the direction of the flow of the game balls irregular, a general prize entry point 14 into which the game balls can enter, a first start prize entry point 15 and a second start prize entry point 16 as starting areas, a gate 20 through which the game balls can pass, an attacker device 17 that operates when predetermined conditions are met, an out entry point 19 that guides the game balls out of the game area 12, a performance display device 21 that performs various effects and various suggestions (notifications) in accordance with the progress of the game, a game board performance lamp GL, a right-hand shooting notification lamp RL (not specifically shown), and a special effect device YS. Note that in Figure 3A, only some of the nails are shown, and the other nails are omitted.

[0037] As shown in Figure 3A, the general prize slot 14 is located slightly to the left of the lower center of the game area 12. When a game ball enters the general prize slot 14, a predetermined number of prize balls (5 in this configuration) are dispensed. Furthermore, there are no particular restrictions on the number or location of the 14 general prize slots.

[0038] As shown in Figure 3A, the first starting prize entry point 15 is located slightly below the center of the game area 12. In the pachinko machine P according to this embodiment, only game balls flowing down the first game area 12a can enter the first starting prize entry point 15, and game balls flowing down the second game area 12b cannot enter.

[0039] As shown in Figure 3A, gate 20 is located at the top of the second game area 12b (slightly above the center of the right side of the game area 12). In the pachinko machine P according to this embodiment, only game balls flowing down the second game area 12b can pass through gate 20, while game balls flowing down the first game area 12a cannot pass through gate 20. Furthermore, the machine is configured so that almost all game balls that enter the second game area 12b pass through gate 20. When a game ball passes through gate 20, a lottery for a regular symbol, as described later, is held. If the result of the lottery for the regular symbol is a win, the movable piece 16b, as described later, is made to protrude for a predetermined time.

[0040] Below the gate 20, as shown in Figure 3A, a second starting prize entry opening 16 and a flat, movable piece 16b (a standard electric mechanism) that can protrude from and retract into the game board 11 are arranged side by side. The upper surface of the movable piece 16b is formed to slope downward from the right end to the left end when it is protruding from the game board 11. The right end of the movable piece 16b is located directly below the gate 20, and the second starting prize entry opening 16 is located to the left of the left end of the movable piece 16b. The second starting prize entry opening 16 is cup-shaped with an upward opening, and game balls that reach the opening enter the second starting prize entry opening 16. Furthermore, in the pachinko machine P according to this embodiment, the time it takes for a game ball at the right end of the upper surface of the movable piece 16b to reach the opening of the second starting prize entry opening 16 (hereinafter also referred to as the opening arrival time) is configured to be approximately 0.3 seconds. When the movable piece 16b is protruding from the game board 11 (hereinafter also referred to as the protruding state), the upper surface of the movable piece 16b functions as a guide member that guides the game ball to the opening of the second starting prize entry hole 16 (see Figure 4(b)). In contrast, when the movable piece 16b is immersed in the game board 11 (hereinafter also referred to as the immersed state), the movable piece 16b is unable to guide the game ball to the opening of the second starting prize entry hole 16 (see Figure 4(a)). Furthermore, only game balls flowing down the second game area 12b can enter the second starting prize entry point 16, and game balls flowing down the first game area 12a cannot enter it.

[0041] Furthermore, the second starting prize entry point 16 and the movable piece 16b are not limited to the configuration described above. For example, a movable piece 16b may be provided as a wing member that rotates left and right around an axis perpendicular to the game board 11 to open and close the second starting prize opening 16. Specifically, when the movable piece 16b (wing member) is closed, the second starting prize opening 16 is closed and it is not possible for game balls to enter the second starting prize opening 16. However, when the movable piece 16b is opened, the second starting prize opening 16 is opened and this movable piece 16b functions as a guide member that guides game balls toward the second starting prize opening 16, thereby making it possible for game balls to enter the second starting prize opening 16. Furthermore, the movable piece 16b may be a lid member that rotates in the front-to-back direction around an axis horizontal to the game board 11 to open and close the second starting prize entry opening 16, or it may be a shutter member that slides in the up-and-down direction to open and close the second starting prize entry opening 16.

[0042] Furthermore, the installation locations of the first starting prize entry point 15 and the second starting prize entry point 16 are not particularly limited. For example, the first starting prize entry point 15 and the second starting prize entry point 16 may be positioned in a location that makes it easy for game balls flowing down either of the game areas 12 (first game area 12a, second game area 12b) to enter.

[0043] When a game ball enters the first starting prize slot 15 or the second starting prize slot 16, a predetermined number of prize balls are dispensed, and a draw is held to determine whether or not a jackpot is won (hereinafter also referred to as "jackpot win / failure") and whether or not a time-saving game state is granted (hereinafter also referred to as "time-saving granting win / failure"). Depending on the result of the draw, one special symbol is selected from a predetermined set of special symbols. There are multiple types of special symbols that can be selected, and depending on the type of special symbol selected, the player is granted game benefits such as the execution of a special game that is advantageous to them, or the granting of a time-saving game state (setting of time-saving game state JT1 or JT2, described later). Furthermore, the number of prize balls dispensed based on the entry of a game ball into the first starting prize slot 15 or the second starting prize slot 16 is not particularly limited as long as it is one or more, and may be any number. In addition, the number of prize balls dispensed from the first starting prize slot 15 (a starting prize slot without a movable piece 16b) and the second starting prize slot 16 (a starting prize slot with a movable piece 16b) may be the same or different. In the pachinko machine P according to this form, the number of prize balls dispensed based on the entry of a game ball into the first starting prize slot 15 is 3, and the number of prize balls dispensed based on the entry of a game ball into the second starting prize slot 16 is 1.

[0044] As shown in Figure 3A, the attacker device 17 is located approximately in the center of the right side of the game area 12 (below the second starting prize entry opening 16 and the movable piece 16b). This attacker device 17 includes a large prize entry opening 18 into which game balls can be entered, and an opening / closing door 18b that opens and closes the large prize entry opening 18. Under normal conditions, the opening / closing door 18b is closed and the large prize entry opening 18 is closed, making it impossible for game balls to enter the large prize entry opening 18. However, when the special game described above is performed, the opening / closing door 18b opens and the large prize entry opening 18 is opened, making it possible for game balls to enter the large prize entry opening 18. Specifically, during the special game described above, a round game in which the large prize entry opening 18 is opened is performed multiple times. When one game ball enters the large prize entry opening 18, a predetermined number of prize balls (15 in this configuration) are dispensed. Furthermore, as shown in Figure 3A, game balls flowing down the second game area 12b can enter the large prize opening 18, but game balls flowing down the first game area 12a cannot. In addition, although not specifically shown, the nails and windmills are arranged so that almost all game balls flowing down the second game area 12b, except for those that enter the second starting prize opening 16, can reach the large prize opening 18. Therefore, as long as the large prize opening 18 is open and game balls are continuously being launched, the game balls will enter the large prize opening 18.

[0045] Furthermore, as shown in Figures 5(a) and (b), the attacker device 17 is provided with a rolling path 51 that allows game balls that have entered the large prize opening 18 to roll to the left. This rolling path 51 branches into an upper passage 52 and a lower passage 53 at predetermined positions in the rolling direction. The end of the upper passage 52 is provided with a general area 58 into which game balls that have entered the large prize opening 18 can enter, and the end of the lower passage 53 is provided with a specific area 57 into which game balls that have entered the large prize opening 18 can enter (see Figures 5(a) and (b)).

[0046] Furthermore, as shown in Figures 5(a) and (b), a distribution member 59 is provided at the point where the upper passage 52 and the lower passage 53 diverge, which distributes the game balls to either the upper passage 52 or the lower passage 53. This distribution member 59 is rotatable about an axis perpendicular to the game board 11, and can be displaced between a first position that opens the path to the upper passage 52 and blocks the path to the lower passage 53, and a second position that blocks the path to the upper passage 52 and opens the path to the lower passage 53. When the distribution member 59 is in the first position, the game balls proceed to the upper passage 52 and enter the general area 58, and when the distribution member 59 is in the second position, they proceed to the lower passage 53 and enter the specific area 57.

[0047] Furthermore, although not specifically shown in the diagram, the attacker device 17 is provided with a specific area discharge port for discharging game balls that have entered the specific area 57 to the outside of the big prize opening 18 (the back side of the game board 11), and a general area discharge port for discharging game balls that have entered the general area 58 to the outside of the big prize opening 18 (the back side of the game board 11).

[0048] Furthermore, in the pachinko machine P according to this form, the manner of opening and closing of the opening and closing door 18b and the manner of operation of the distribution member 59 during the round game performed during the special game described above are set for each type of special symbol determined when a jackpot is won. In the pachinko machine P according to this form, if a predetermined number of game balls (1 in this form) enter the specific area 57 during a specific round of gameplay, the game state after the special game ends is set to a high-probability time-saving game state, which is a game state that combines a high-probability game state, which is a game state that is advantageous to the player, and a time-saving game state JT2 described later. On the other hand, if a predetermined number of game balls do not enter the specific area 57 during a specific round of gameplay (i.e., if all the game balls that entered the large prize slot 18 enter the general area 58), the game state after the special game ends is set to a low-probability time-saving game state LJT2, which is a game state that combines a low-probability game state and a time-saving game state JT2. The opening and closing patterns of the opening and closing door 18b, the operation patterns of the distribution member 59, and the settings for the game state will be described in detail later. Furthermore, as mentioned above, instead of setting the game state after the special game to a high-probability time-saving game state or a low-probability time-saving game state LJT2 based on whether a predetermined number of game balls enter the specific area 57 during the round game in the special game, the game state after the special game may be set to a high-probability time-saving game state or a low-probability time-saving game state LJT2 depending on the type of special symbol determined when a jackpot is won. For example, when a jackpot is won and a specific special symbol is determined, the game state after the special game may be set to a high-probability time-saving game state, but when a special symbol other than the specific special symbol is determined, the game state after the special game may be set to a low-probability time-saving game state LJT2 or a normal game state. In this way, when the game state after the special game is determined according to the type of special symbol, it is not necessary to provide the specific area 57 mentioned above.

[0049] As shown in Figure 3A, the out-out opening 19 is located at the bottom of the game area 12 and accepts game balls that do not enter any of the general prize-winning openings 14, the first starting prize-winning opening 15, the second starting prize-winning opening 16, or the large prize-winning opening 18. The game balls that are accepted into the out-out opening 19 are then guided to the back side of the game board 11 and collected.

[0050] As shown in Figure 3A, the performance display device 21 is located approximately in the center of the game area 12. In the pachinko machine P according to this embodiment, a liquid crystal display device is used as the performance display device 21. The performance display device 21 is provided with a display unit 21a for displaying images such as videos and still images. In addition to displaying a background image, the display unit 21a displays performance symbols 50 (dummy symbols) in a variable manner, and a variable performance is performed to inform the player of the result of the win or loss lottery based on the stopping display pattern of each performance symbol 50. Furthermore, during the special game, the display unit 21a displays an opening sequence that is performed at the start of the special game, a round game sequence that is performed during the round game described later, and an ending sequence that is performed after all round games have finished (at the end of the special game) (hereinafter, the opening sequence, round game sequence, and ending sequence are collectively referred to as the special game sequence). The opening sequence displays an opening image, the round game sequence displays a round game image, and the ending sequence displays an ending image. The display device 21 is not limited to a liquid crystal display device; for example, a drum-type display device that uses multiple drums with patterns on their outer edges to display various information may also be used.

[0051] As shown in Figure 2, the game board display lamp GL is located at the top of the game area 12 and is a device that provides effects and hints by emitting light in various colors and light patterns. The game board display lamp GL is composed of LEDs capable of emitting light in multiple colors. There are no particular restrictions on the installation position or number of game board display lamps GL. The right-hand hit notification lamp RL, although not specifically shown in the diagram, is located to the right of the performance display device 21 and is composed of an LED that can be turned on and off.

[0052] The YS special effect device is a device that performs effects by operating in a predetermined manner. As shown in Figure 2, the YS mechanism in this configuration is a disc-shaped structure and is capable of vertical displacement (movement) by a drive motor M (not shown) within a range from an initial position corresponding to the upper center of the game area 12 to a movable position corresponding to a position above the center of the game area 12. In addition, the YS mechanism can be rotated clockwise or counterclockwise by a rotation motor RM (not shown) at the movable position. Normally, the YS mechanism remains stationary at the initial position, and at various timings (for example, during the execution of the reach development effect described later), it is displaced to the movable position, and at this movable position, a mechanism rotation effect is performed in which it rotates clockwise or counterclockwise (operates in a predetermined manner). Furthermore, in the pachinko machine P according to this embodiment, the initial position described above is above the center upper end of the performance display device 21, and the movable position described above is at the center upper end of the performance display device 21. That is, the special effect device YS does not overlap with the performance display device 21 in its initial position where it is normally stationary, but in the movable position it overlaps with the performance display device 21 in front of it, with a predetermined gap in between. This prevents the variable effects performed by the performance display device 21 from being obstructed by the special effect device YS in normal conditions, and ensures the visibility of the variable effects. On the other hand, the special effect rotation effect is performed when the special effect device YS is displaced to the movable position, so the player's attention can be drawn to the special effect rotation effect. In addition, when the special effect device YS is in the movable position, it overlaps with the activation warning character image, which will be described later, displayed on the display unit 21a, in front of it, and the activation warning character image becomes difficult or impossible to see due to the special effect device YS. Furthermore, the effects performed by the YS mechanism are not limited to mechanism rotation effects. For example, the YS mechanism may be equipped with an LED or other lamp, and the device may be configured to perform effects in which this lamp lights up in a predetermined manner. The pachinko machine P according to this embodiment is equipped with, as a performance device, a performance display device 21, a speaker as the aforementioned sound output device 10, and a lamp as a performance lighting device 23 (see Figure 1) that performs by emitting light in various colors and lighting patterns. Furthermore, the performance devices are not limited to these, and may include, for example, performance props that move at various timings and in various manners.

[0053] In front of the upper tray 6, there is an effect control device 9 that allows the player to operate and advance or switch between effects that are executed during gameplay or while waiting. The effect control device 9 consists of a circular ring-shaped frame with a rotatable operation dial 9a and an operation button 9b that is fitted into the operation dial 9a and can be pressed. When a predetermined effect is being executed by the effect display device 21, rotating the operation dial 9a or pressing the operation button 9b will advance various effects such as variable effects or switch to different displays. Furthermore, the performance control device 9 is not limited to the operation dial 9a or operation buttons 9b, but may also include a directional pad that allows input in the up, down, left, and right directions. Alternatively, in addition to providing the performance control device 9 such as the operation dial 9a or operation buttons 9b, the aforementioned directional pad may also be provided separately.

[0054] Furthermore, as shown in Figure 3A, a first special symbol display device 30, a second special symbol display device 31, a first special symbol hold display device 38, a second special symbol hold display device 39, a normal symbol display device 32, and a normal symbol hold display device 33 are provided in the lower right part of the game board 11 and outside the game area 12 as devices for displaying various situations related to the game.

[0055] Furthermore, as described above, the pachinko machine P in this configuration is electrically connected to a game ball dispensing device R, and the pachinko machine P is configured to accept operations on the game ball dispensing device R, such as dispensing game balls and ejecting cards. For this reason, the pachinko machine P is equipped with a value information display device 35 that displays value information (balance information) stored on the card, a ball dispensing button 36 that can be pressed, and a card return button 37 that can be pressed, as shown in Figure 1.

[0056] Furthermore, on the back side of the game board 11, as shown in Figure 3H, a main control board 100, which stores setting values ​​and the control status of the pachinko machine P (described later) and controls the basic operation of the pachinko machine P, is mounted in a transparent box-shaped main control board case 150. A launch and payout control board 200, which controls the launch of game balls and the payout of prize balls, is mounted in a transparent box-shaped launch and payout control board case 250. A sub-control board 300, which controls various effects, is mounted in a transparent box-shaped sub-control board case 350. A game ball dispensing control board 400, which relays operations to the game ball dispensing device R, is mounted in a transparent box-shaped game ball dispensing control board case 450.

[0057] Furthermore, a power supply board 600 for supplying power to each circuit board is provided on the back side of the game board 11, and a power switch 650 is provided on this power supply board 600. The power switch 650 can be switched on or off. When the power switch 650 is on, power is supplied from the power supply board 600 to each board, and when the power switch 650 is off, the power supply from the power supply board 600 to each board is stopped. In this specification, the act of turning on the power switch 650 and supplying power will be referred to as "the power being turned on," and the act of turning off the power switch 650 and ceasing to supply power will be referred to as "the power being turned off."

[0058] (Configuration of the control means for the pachinko machine P) Next, we will describe the control means for controlling the operation of the pachinko machine P. As shown in Figure 6, the control means described above consists of a main control board 100, a launch / dispensing control board 200, a sub-control board 300, a game ball dispensing control board 400, and a power supply board 600. As shown in Figure 6, the main control board 100 is connected to the launch / dispensing control board 200 and the sub-control board 300, and the launch / dispensing control board 200 is connected to the game ball dispensing control board 400. In addition, the main control board 100 and the launch / dispensing control board 200 are connected to an external information terminal board 500 for transmitting various external signals (hereinafter also referred to as external information) related to the progress of the game to an external device (for example, the hall computer of the amusement arcade) outside the pachinko machine P. In addition, each board is connected to a power supply board 600.

[0059] (Overview of the main control board 100) As described above, the main control board 100 stores setting values ​​and the control status of the pachinko machine P, and controls the games played in the pachinko machine P. Specifically, it controls special symbol games (winning / losing, determination of special symbols, display of special symbol variations (hereinafter also referred to as special symbol variations)) that are started when a game ball enters the first starting prize entry point 15 or the second starting prize entry point 16, regular symbol games (drawing for regular symbols, display of regular symbol variations (hereinafter also referred to as regular symbol variations)) that are started when a game ball passes through the gate 20, and the special games mentioned above.

[0060] Furthermore, in the pachinko machine P relating to this form, only one setting value of 1 is defined for the setting of the number of balls dispensed, and the win / loss random number determination table 110 used in the win / loss lottery described later is provided to correspond to this setting value 1. Regarding the settings for the number of balls dispensed, it is possible to define not only one level, but also multiple levels, such as six levels from setting value 1 to setting value 6. When multiple levels are defined for the settings for the number of balls dispensed, the probability of winning a jackpot in the win / loss lottery can be set to differ depending on the setting value. For example, the probability of winning a jackpot can be set to be higher at setting value 6 than at setting value 1, and since a higher probability of winning a jackpot increases the chance of winning prize balls, changing the setting value changes the amount of prize balls that can be expected to be dispensed in that pachinko machine P. The win / loss random number judgment table 110 used in the win / loss lottery is set up to correspond to each of the setting values ​​from 1 to 6, and when the setting value is changed, the entire win / loss random number judgment table 110 set up for each setting value is changed. As described later, the main control board 100 is provided with a RAM clear switch 109 and a setting switch 108. In the pachinko machine P according to this embodiment, when the front door 3 is open and both the RAM clear switch 109 and the setting switch 108 are turned on, the machine transitions to a setting change state in which the setting value can be changed. In this setting change state, the setting value can be changed by pressing the RAM clear switch 109. In the pachinko machine P according to this embodiment, as mentioned above, only one setting value of 1 is set for the setting related to the number of balls dispensed, so even if the RAM clear switch 109 is pressed in the setting change state, the setting value remains at 1 (i.e., the setting value is not changed). In addition, whether a pachinko machine has only one setting for payouts or multiple settings for payouts, the same control and processing can be performed with respect to the setting value (i.e., a common processing program (module) is provided for the control and processing of the setting value). However, in a pachinko machine with only one setting for payouts, as in this embodiment, the setting value will not be changed even if the RAM clear switch 109 is pressed while the setting is being changed, as described above. In this specification, various controls and processes related to the setting value will be explained assuming a pachinko machine with multiple settings for payouts, and, where necessary, the differences in control and processing when only one setting for payouts is provided, as in this embodiment, will be explained as supplementary information.

[0061] Furthermore, when the power is turned on, the pachinko machine P in this form is configured to remain in one of four control states: a playable state in which the game can be played, a setting confirmation state in which the set setting values ​​can be checked, a setting change state in which the set setting values ​​can be changed, and a play stopped state in which the game cannot be played, nor can the setting values ​​be checked or changed. Furthermore, when the control state of the pachinko machine P is in the setting change state, the setting value can be changed (switched) by pressing the RAM clear switch 109 mentioned above. However, as stated above, in the pachinko machine P according to this embodiment, only one setting value, 1, is defined, so pressing the RAM clear switch 109 while in the setting change state will not change the setting value. The storage and modification of settings, the control state set when the power is turned on, and other related details will be explained in detail later.

[0062] In this embodiment, the main control board 100 is a rectangular plate-shaped substrate, as shown in Figure 3I, and is a single-sided substrate (1-layer substrate) with a wiring pattern provided on only one side. Alternatively, the main control board 100 may be a double-sided substrate (2-layer substrate) with wiring patterns provided on both sides.

[0063] Furthermore, as shown in Figure 3I, the surface of the main control board 100 is provided with a one-chip type main IC 104 that integrates the main CPU 101, main ROM 102, and main RAM 103, as well as several other ICs, a main information display device 105, a connector 106, a test-only output terminal 107, a setting switch 108, a RAM clear switch 109, and the like.

[0064] The main CPU 101 is a device that performs various calculations. The main ROM 102 is a device (Read Only Memory) equipped with a memory area that stores specification codes indicating the specifications of the pachinko machine P (types of high and low probability of winning a jackpot, method for determining the game state after the special game ends, etc.), control programs necessary for the game, tables, etc. (such as the win / fail random number determination table 110 and the special symbol random number determination table 111, which will be described later). The main RAM 103 is a device (Read Write Memory) equipped with a read / write memory area that can store the above-mentioned setting values, the control state of the pachinko machine P, various data related to the progress of the game, etc., and is also used for storing temporary data during calculations performed by the main CPU 101. The main CPU 101 reads control programs and tables stored in the main ROM 102 based on signals from various sensors and timers described later, performs calculations, and also controls various devices connected to the main CPU 101 and sends commands to other boards (such as the sub-control board 300) based on the results of the calculations.

[0065] Furthermore, although not specifically illustrated, the memory area of ​​the main RAM 103 in this embodiment is broadly composed of a used area, which is the area from a predetermined starting address (for example, F00H (alphanumeric characters with "H" appended to the end are hexadecimal representations; the same applies hereinafter)) to a predetermined ending address (for example, F200H), and an unused area, which is the area from a specific starting address (for example, F300H) to a specific ending address (for example, F400H) that is a predetermined distance (for example, 16 bytes) or more from the ending address of the used area.

[0066] Although not specifically shown in the diagram, the usable area consists of four regions arranged sequentially from a predetermined starting address to a predetermined ending address: the first region, the second region, the third region, and the fourth region. The first area stores the set value and a game machine status flag indicating the control state during use (playable state, setting confirmation state, setting change state, play stopped state). The second area stores the checksum of the main RAM 103 calculated when the power is turned off, and a backup flag to determine whether there was an abnormality in the backup process of the main RAM 103 performed when the power is turned off. The third area stores information such as errors that occurred in the pachinko machine P. Furthermore, the fourth area stores various data related to the progress of the game (information on the special symbols during the variation described later, the launch position of the game balls (the game area 12 from which the game balls are launched), the number of reserved special symbols for the first time, the number of reserved special symbols for the second time, the number of high probability rounds, the number of time reduction rounds, execution phase data indicating the progress of the special symbol game, the number of reserved regular symbols, regular symbol execution phase data indicating the progress of the regular symbol game, information indicating that the special symbols are not variation, etc.). Note that the data stored in the fourth area is not limited to these, and for example, in a pachinko machine P that is set so that a special variation pattern is determined when the number of variations after the special game ends reaches a certain number, the information on the aforementioned specific number of variations may also be stored.

[0067] Furthermore, the unused area stores data such as the number of balls launched and the number of prize balls dispensed since the start of gameplay in the initial state after factory shipment. Specifically, the total number of prize balls based on the entry of game balls into the general prize slot 14, the first start prize slot 15, the second start prize slot 16, and the large prize slot 18 (hereinafter referred to as the total number of prize balls), the total number of prize balls based on the entry of game balls into the large prize slot 18 (hereinafter referred to as the total number of prize balls for special electric prizes), and the total number of prize balls based on the entry of game balls into the first start prize slot 15, the second start prize slot 16, and the large prize slot 18 (hereinafter referred to as the total number of prize balls for prizes). In this unused area, information related to the game, such as the payout rate, special electric prize ratio, and prize ratio, is calculated based on the aforementioned data such as the number of balls launched and the number of prize balls awarded. Here, the payout rate is the ratio of the total number of prize balls to the number of balls launched, and is calculated as Total Prize Balls / Number of Balls Launched. The special electric prize ratio is the ratio of the total number of prize balls from the special electric prize to the total number of prize balls, and is calculated as Total Prize Balls from the Special Electric Prize / Total Prize Balls. The prize ratio is the ratio of the total number of prize balls from the prize to the total number of prize balls, and is calculated as Total Prize Balls from the Prize / Total Prize Balls.

[0068] The data stored in the unused area is not limited to these; for example, the total number of prize balls based on the number of game balls entering the general prize slot 14 may also be stored. Furthermore, in this specification, data such as the number of balls launched and the number of prize balls dispensed, which are stored in the unused area mentioned above, are also referred to as "game performance data," and information related to the game, such as the payout rate mentioned above, is also referred to as "game performance display information."

[0069] Furthermore, in the pachinko machine P according to this embodiment, the ball count value used for the ball count-based operation stop control (hereinafter also referred to as ball difference operation stop control) described later, ball difference operation stop control phase data for setting various states related to the ball difference operation stop control (described later as the pre-activation warning state, activation warning state, activation notification state, and activation state), test signal information described later, and activation security information described later are stored in a specific area in the unused area. Note that the ball count value, ball difference operation stop control phase data, test signal information, and activation security information may be stored in the first or fourth area of ​​the used area, for example, instead of in the unused area. The control mechanism for stopping the ball difference operation will be explained in detail later.

[0070] The main information display device 105 is a device that displays various types of information and consists of four 7-segment displays with decimal points arranged side by side. In this configuration, the main information display device 105 does not have a built-in processing unit such as a CPU that performs calculations on the received data independently, and only displays data based on the data received from the main IC 104. Specifically, during the settings confirmation or settings change state, the settings stored in the used area (first area) of the main RAM 103 are displayed. Furthermore, during the playable state, game performance display information stored in the unused area of ​​the main RAM 103 is displayed. Additionally, during the game stop state or if an error occurs in the pachinko machine P, a code indicating this is displayed. The main information display device 105 may be configured not only with a 7-segment display, but also with a liquid crystal display, a dot matrix display, or the like. Furthermore, the main information display device 105 may incorporate other devices as long as it does not have a built-in device for independently processing data received from the main IC 104. For example, it may incorporate a driver circuit for controlling the operation of the main information display device 105.

[0071] The connector 106 is used to connect various harnesses, cables, etc., and multiple connectors are provided on the surface of the main control board 100. Furthermore, the dedicated test output terminal 107 is a terminal for outputting test signals used during type approval testing, and is provided on the surface of the main control board 100. Here, type approval testing is a test to determine whether the pachinko machine P conforms to predetermined rules, and the test signals are signals used during type approval testing. In the pachinko machine P according to this embodiment, various test signals are generated by the main CPU 101 at various timings, and the generated test signals can be output to the outside of the pachinko machine P from the dedicated test output terminal 107. Specifically, a test computer (not shown in particular) is used for type approval testing, and this test computer is provided with a dedicated receiving terminal (not shown in particular) that can be connected to the dedicated test output terminal 107. When the above-mentioned receiving terminal is connected to the dedicated test output terminal 107, the test signals generated by the main CPU 101 and output from the dedicated test output terminal 107 are input to the test computer outside the pachinko machine P via this receiving terminal. The output of the test signal will be described in detail later.

[0072] Furthermore, the setting switch 108 is referenced when the power is turned on to set the control state (game-ready state, setting confirmation state, setting change state, game-stopped state). The setting switch 108 is provided with an operating part (not specifically shown) equipped with a keyhole, and is designed to be rotated when a predetermined key is inserted into this keyhole. Under normal conditions, the setting switch 108 is off, but when the rotation operation is performed, the setting switch 108 turns on. Furthermore, the RAM clear switch 109 is used to clear various data stored in the main RAM 103 and to change setting values. The RAM clear switch 109 is equipped with a push button 109a (see Figure 3I) that can be pressed. When the push button 109a is not pressed, the RAM clear switch 109 is off, but when the push button 109a is pressed, the RAM clear switch 109 is turned on.

[0073] In the pachinko machine P according to this configuration, when the power is turned on from off (when power is restored from an interruption), one of the control states is set according to the control state that was in place before the power was turned off (immediately before the interruption occurred), whether the setting switch 108 is on or off at the time the power is turned on (when power is restored from an interruption), whether the RAM clear switch 109 is on or off, whether the main frame open detection sensor 2a (described later) is on or off (i.e., whether the main frame 2 is open or closed), whether or not an abnormality occurred in the backup process of the main RAM 103 that is performed at the time the power is turned off, and whether or not an abnormality occurred in the main RAM 103. Furthermore, by operating the push button 109a while the settings are being changed (the RAM clear switch 109 is turned on), the setting value can be changed (switched). As described above, the setting value is stored in the usage area of ​​the main RAM 103, and when the setting value is changed, the setting value stored in this usage area of ​​the main RAM 103 is changed.

[0074] In this configuration, the main RAM 103 stores not only the aforementioned game performance data and setting values, but also various data related to the progress of the game (such as the number of reserved first special symbols, the number of reserved second special symbols, execution phase data indicating the progress of special symbol games, the number of reserved regular symbols, and regular symbol execution phase data indicating the progress of regular symbol games, as described later). The devices and electronic components provided on the surface of the main control board 100 are not limited to those described above. For example, switches for displaying various types of information on the main information display device 105 and switching the displayed content may also be provided. Furthermore, in the pachinko machine P according to this embodiment, both clearing the data stored in the main RAM 103 and changing the setting value are performed by operating the RAM clear switch 109, but this is not limited to this. For example, a separate and independent setting change switch may be provided, with the RAM clear switch 109 set to be used to clear the data stored in the main RAM 103, and the setting change switch set to be used to change the setting value.

[0075] Furthermore, as shown in Figure 6, the main control board 100 includes a general prize entry sensor 14a that detects when a game ball enters the general prize entry 14, a first start prize entry sensor 15a that detects when a game ball enters the first start prize entry 15, a second start prize entry sensor 16a that detects when a game ball enters the second start prize entry 16, a large prize entry sensor 18a that detects when a game ball enters the large prize entry 18, and a gate detection sensor that detects when a game ball passes through the gate 20. 20a is connected to a setting switch 108, a RAM clear switch 109, a magnetic detection sensor 70a that detects magnetic fields directed towards the game board 11, a radio wave detection sensor 71a that detects radio waves irradiated onto specific locations on the game board 11 (such as the first starting prize entry point 15, the second starting prize entry point 16, and the big prize entry point 18), a vibration detection sensor 72 that detects vibrations caused by fraudulent activities such as shaking the pachinko machine P, and a specific area detection sensor 57a that detects when a game ball enters a specific area 57. The detection signals output from each of these detection sensors, as well as the on / off signals of each switch, are then input to the main control board 100. The sensors connected to the main control board 100 are not limited to these; for example, a general area detection sensor that detects when a game ball enters the general area 58 may also be provided.

[0076] The magnetic detection sensor 70a turns on when it detects a magnet and outputs a magnetic detection signal to the main control board 100, and the magnetic detection signal is continuously output while a magnet is being detected. When the magnetic detection sensor 70a no longer detects a magnet, it turns off and stops outputting the magnetic detection signal to the main control board 100. The main control board 100 also determines that a main control magnetic error has occurred when it receives a magnetic detection signal from the magnetic detection sensor 70a. Furthermore, the radio wave detection sensor 71a turns on when it detects radio waves and outputs a radio wave detection signal to the main control board 100, and the radio wave detection signal is continuously output while radio waves are being detected. When the radio wave detection sensor 71a no longer detects radio waves, it turns off and stops outputting the radio wave detection signal to the main control board 100. The main control board 100 also determines that a main control radio wave error has occurred when it receives a radio wave detection signal from the radio wave detection sensor 71a. Furthermore, the vibration detection sensor 72 turns on when it detects that the pachinko machine P is vibrating and outputs a vibration detection signal to the main control board 100, and the vibration detection signal is continuously output while vibration is being detected. When the vibration detection sensor 72 no longer detects vibration from the pachinko machine P, it turns off and stops outputting the vibration detection signal to the main control board 100. Also, when the main control board 100 receives a vibration detection signal from the vibration detection sensor 72, it determines that a main control vibration error has occurred.

[0077] Furthermore, the large prize slot detection sensor 18a is installed in the middle of the path from the large prize slot 18 to the large prize slot discharge port. In the pachinko machine P according to this embodiment, the time from when a game ball enters the large prize slot 18 until the game ball is detected by the large prize slot detection sensor 18a is approximately 0.5 seconds.

[0078] Furthermore, the main control board 100 is connected to the following devices as devices to be controlled: a movable piece solenoid 16c that drives the movable piece 16b attached to the second starting prize pocket 16 to extend and retract; a large prize pocket solenoid 18c that drives the opening and closing door 18b of the large prize pocket 18 to open and close; a distribution member solenoid 59c that displaces the distribution member 59; a first special symbol display device 30; a second special symbol display device 31; a normal symbol display device 32; a first special symbol hold display device 38; a second special symbol hold display device 39; a normal symbol hold display device 33; and a main information display device 105. The main control board 100 drives each solenoid to control the protrusion and retraction of the movable piece 16b attached to the second starting prize opening 16, the opening and closing of the large prize opening 18, the displacement of the distribution member 59, and the display control of each display device.

[0079] (Overview of the launch / dispensing control board 200) The launch and payout control board 200 primarily controls the payout of prize balls based on the entry of game balls into various prize slots, the dispensing of game balls based on predetermined operations by the player, and the launch of game balls. As shown in Figure 6, the launch / dispensing control board 200 includes a dispensing CPU 201, a dispensing ROM 202, and a dispensing RAM 203, and is connected to the main control board 100 so as to enable bidirectional communication.

[0080] Furthermore, as shown in Figure 6, the launch and payout control board 200 is connected to the following devices for controlling the launch of game balls: a touch sensor 5a that detects when a player touches the operating handle 5, an operating volume 5b that detects the operating angle (rotation angle) of the operating handle 5, a launch stop switch 5c that stops the launch of game balls, a ball feeding solenoid 60 that sends the game balls received in the upper tray 6 to the launching device (not shown), a launching motor 61 that launches the game balls, and a launch ball detection sensor 64 that detects when a game ball has been launched by the launching motor 61. Control signals output from the touch sensor 5a, the operating volume 5b, and the launch stop switch 5c are input to the launch and payout control board 200.

[0081] When the control state of the pachinko machine P is in a playable state, and the state related to the ball difference operation stop control described later is in the pre-activation warning state, activation warning state, or activation notification state, if the player touches the operation handle 5 and rotates it, control signals from the touch sensor 5a and operation volume 5b (hereinafter also referred to as rotation operation signals) are input to the launch payout control board 200, and control is performed to energize the ball feed solenoid 60 and launch motor 61 to launch the game balls. While the ball feed solenoid 60 and launch motor 61 are energized, game balls are launched continuously at 0.6-second intervals (i.e., a launch rate of 100 balls per minute). When the player releases contact with the operation handle 5 or stops rotating the operation handle 5, the input of the rotation operation signal to the launch payout control board 200 stops, and the control to launch the game balls also stops. Furthermore, even when a rotation operation signal is input to the launch / dispensing control board 200, if a control signal from the launch stop switch 5c (hereinafter also referred to as the launch stop control signal) is input to the launch / dispensing control board 200, the power to the ball feeding solenoid 60 and the launch motor 61 is stopped, thereby stopping the launch of the game balls. Furthermore, when the control state of the pachinko machine P is in a game-stopped state, or when the control state of the pachinko machine P is in a playable state and the state related to the ball difference operation stop control is activated, even if a rotation operation signal is input to the launch payout control board 200, the ball feeding solenoid 60 and the launch motor 61 are not energized, and no control is performed to launch game balls. Furthermore, when the control state of the pachinko machine P is in a game-stopped state, or when the control state of the pachinko machine P is in a game-ready state, regardless of the state related to the ball difference operation stop control (i.e., whether the state related to the ball difference operation stop control is in the pre-activation warning state, activation warning state, activation notification state, or activation state), the launch payout control board 200 transmits a handle operation command to the main control board 100 when a rotation operation signal is input, and stops transmitting handle operation commands to the main control board 100 when the input of the rotation operation signal stops. In other words, as long as a rotation operation signal is input (while the player is touching the operation handle 5 and performing a rotation operation), handle operation commands are continuously transmitted to the main control board 100. Furthermore, instead of the launching motor 61, a rotary solenoid may be used as the device for launching the game balls.

[0082] Furthermore, as shown in Figure 6, the launch / dispensing control board 200 is connected to a dispensing motor 62 that dispenses game balls stored in a game ball storage unit (not shown in particular) and a dispensing counting switch 63 that detects and counts the dispensed game balls, as devices for controlling the dispensing of game balls. Although not shown in particular, the dispensing counting switch 63 also has a built-in dispensing radio wave detection sensor that detects radio waves irradiated onto the switch. When the launch and payout control board 200 receives a prize ball designation command transmitted from the main control board 100, the launch and payout control board 200 controls the payout motor 62 to dispense a predetermined number of game balls (prize balls) based on this prize ball designation command. At this time, the number of game balls dispensed is counted by the payout counting switch 63, making it possible to determine whether or not the predetermined number of game balls has been dispensed.

[0083] Furthermore, in this embodiment, the launch and payout control board 200 transmits a payout prize ball signal to the external information terminal board 500 as an external signal to be transmitted to the outside of the pachinko machine P. This signal is based on the fact that game balls have actually been dispensed by the payout motor 62 (game balls have been counted by the payout counting switch 63). As a result, the payout prize ball signal is transmitted to an external device (such as an external information display device or hall computer that displays information such as the number of spins and the number of jackpots) via the external information terminal board 500, allowing the external device to determine the actual number of game balls dispensed. Furthermore, external signals related to the payout of game balls (prize balls) are not limited to payout prize ball signals. For example, instead of a signal based on the actual payout of game balls, a received prize ball signal based on the receipt of a prize ball designation command from the main control board 100 may be transmitted to the external information terminal board 500. This would allow an external device of the pachinko machine P to also know the number of game balls that are scheduled to be paid out based on the received prize ball designation command.

[0084] Furthermore, as shown in Figure 6, the launch and payout control board 200 is connected to a main frame open detection sensor 2a that detects the open state of the main frame 2, a front door open detection sensor 3a that detects the open state of the front door 3, a tray full detection sensor 7a that detects the full state of the tray 7, an out sensor 19a that detects game balls that are received into the out port 19 or enter each prize port and are guided to the back side of the game board 11 via the out passage, and an out port radio wave detection sensor 71b that detects radio waves irradiated onto the out port 19.

[0085] The main frame open detection sensor 2a turns on when it detects that the main frame 2 is open and outputs a main frame open detection signal to the launch / dispensing control board 200. The main frame open detection signal is continuously output while the main frame 2 is open. When the launch / dispensing control board 200 receives the main frame open detection signal, it sends a main frame open command to the main control board 100. In response, the main frame open detection sensor 2a turns off when it no longer detects that the main frame 2 is open, and stops outputting the main frame open detection signal. When the input of the main frame open detection signal stops, the launch and discharge control board 200 determines that the main frame 2 has been closed and stops sending the main frame open command to the main control board 100.

[0086] The front door open detection sensor 3a turns on when it detects that the front door 3 is open and outputs a door open detection signal to the firing / dispensing control board 200. The door open detection signal is continuously output while the front door 3 is open. When the firing / dispensing control board 200 receives the door open detection signal, it sends a door open command to the main control board 100. In response, the front door open detection sensor 3a turns off when it no longer detects that the front door 3 is open, and stops outputting the door open detection signal. When the input of the door open detection signal stops, the launch / dispensing control board 200 determines that the front door 3 has been closed and stops sending the door open command to the main control board 100.

[0087] The tray full detection sensor 7a is installed at a predetermined position on the tray 7. When the amount of game balls dispensed as prize balls exceeds a predetermined amount and the tray becomes full, the stored game balls will reach the predetermined position mentioned above. The tray full detection sensor 7a turns on when it detects that the game balls have reached the predetermined position described above, and outputs a tray detection signal to the launch / dispensing control board 200. The tray detection signal is continuously output as long as the stored game balls are at the predetermined position described above. When the launch / dispensing control board 200 receives the tray detection signal, it sends a tray full command to the main control board 100. In response, the tray full detection sensor 7a turns off when it no longer detects that the game ball has reached the predetermined position mentioned above, and stops outputting a tray detection signal to the launch / dispensing control board 200. When the input of the tray detection signal stops, the launch / dispensing control board 200 determines that the tray 7 is no longer full and stops sending a tray full command to the main control board 100.

[0088] The out sensor 19a is located in the out passage. The out sensor 19a turns on each time it detects a game ball that is received at the out opening 19 or enters one of the prize winning openings and passes through the out passage, and outputs an out signal to the launch / dispensing control board 200. The launch / dispensing control board 200 then sends an out command to the main control board 100 each time an out signal is input.

[0089] The output port radio wave detection sensor 71b is installed at a predetermined position around the output port 19. Furthermore, the output port radio wave detection sensor 71b turns on when it detects radio waves and outputs a radio wave detection signal to the transmission / dispensing control board 200. As long as it is detecting radio waves, the radio wave detection signal is continuously output. Conversely, when the output port radio wave detection sensor 71b no longer detects radio waves, it turns off and stops outputting the radio wave detection signal to the transmission / dispensing control board 200.

[0090] As described above, the payout radio wave detection sensor is built into the payout counting switch 63. Furthermore, the dispensing radio wave detection sensor turns on when it detects radio waves and outputs a radio wave detection signal to the transmission / dispensing control board 200. As long as it is detecting radio waves, the radio wave detection signal is continuously output. Conversely, when the dispensing radio wave detection sensor no longer detects radio waves, it turns off and stops outputting the radio wave detection signal to the transmission / dispensing control board 200.

[0091] Furthermore, as described above, the launch and payout control board 200 is connected to a game ball dispensing control board 400, which relays operations to the game ball dispensing device R. As shown in Figure 6, the launch and payout control board 200 is connected to a value information display device 35, a game ball dispensing switch 36a that detects the pressing operation of the game ball dispensing button 36, and a card return switch 37a that detects the pressing operation of the card return button 37, via the game ball dispensing control board 400. These devices may be connected directly to the launch / dispensing control board 200, rather than being connected to the launch / dispensing control board 200 via the game ball dispensing control board 400.

[0092] Then, when a card containing value information that allows for the lending of game balls (i.e., a card with a balance) is inserted into and recognized by the game ball dispensing device R, a value information signal indicating that value information is transmitted from the game ball dispensing device R to the value information display device 35 via the launch / dispensing control board 200 and the game ball dispensing control board 400. As a result, the value information display device 35 displays the value information corresponding to the received value information signal.

[0093] Furthermore, when a card containing value information that allows for the lending of game balls is inserted into the game ball lending device R and recognized, and the ball lending button 36 is pressed, a detection signal output from the ball lending switch 36a is transmitted to the game ball lending device R via the game ball lending control board 400 and the launch / dispensing control board 200. Upon receiving the above-mentioned detection signal, the game ball dispensing device R performs a process of subtracting predetermined value information from the stored value information, and sends a game ball dispensing command to the launch / dispensing control board 200 to dispense a number of game balls (for example, 125) corresponding to the subtracted value information as dispensing balls. Simultaneously, it sends a subtraction command corresponding to the subtracted value information to the value information display device 35 via the launch / dispensing control board 200 and the game ball dispensing control board 400. Upon receiving a ball dispensing command, the launch / dispensing control board 200 controls the dispensing of a number of game balls corresponding to the deducted value information (for example, 125 balls). Additionally, upon receiving a deducting command, the value information display device 35 updates the value information to reflect the deducted value.

[0094] Furthermore, when the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the launch / dispensing control board 200, and the launch / dispensing control board 200 sends a return request signal to the game ball dispensing device R requesting the return of the card. When the game ball dispensing device R receives the return request signal, it performs control to eject the card.

[0095] Furthermore, if a card that does not have value information stored on it that allows for the lending of game balls (i.e., a card with no balance) is inserted into the game ball dispensing device R, or if all the value information stored on the card is depleted as a result of pressing the ball dispensing button 36 (i.e., the card's balance is depleted), the game ball dispensing device R may also be controlled to eject the card.

[0096] As described above, the launch and payout control board 200 controls both the payout of prize balls based on the entry of game balls into various prize slots (general prize slot 14, first start prize slot 15, second start prize slot 16, and large prize slot 18), and the payout of game balls (loaned balls) based on the player's operation.

[0097] Furthermore, in the pachinko machine P according to this configuration, errors related to the equipment connected to the launch / payout control board 200 (hereinafter also referred to as payout-related errors) may occur, including ball out errors, full tank errors, payout counting switch errors, ball jam errors, excessive prize ball errors, payout radio wave errors, payout motor errors, and door open errors. Furthermore, the launch / dispensing control board 200 determines (detects) the occurrence of dispensing-related errors, including ball failure errors, full tank errors, dispensing counting switch errors, ball jam errors, excessive prize ball errors, dispensing radio wave errors, and dispensing motor errors, based on the operating status of the switches connected to the launch / dispensing control board 200 and various signals output to the launch / dispensing control board 200 from the sensors connected to the launch / dispensing control board 200. In this specification, the determination of the occurrence of an error means not only specifically determining the occurrence of an error based on the operating status of the switch and detection by various sensors (for example, a dispensing radio wave detection sensor, a main frame opening detection sensor 2a, etc.), but also that the operating status of the switch and detection by various sensors have been performed.

[0098] A ball depletion error occurs when no game balls are stored in the game ball storage unit. The launch and payout control board 200 determines that a ball depletion error has occurred if, despite the payout motor 62 operating to dispense game balls, the game balls are not counted by the payout counting switch 63 for a predetermined period of time. When a ball depletion error occurs, a ball depletion error command indicating this is sent from the launch and payout control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of the ball depletion error.

[0099] A full tank error occurs when the receiving tray 7 is full. The launch / dispensing control board 200 determines that a full tank error has occurred when it receives a receiving tray detection signal. When a full tank error occurs, a full tank error command is sent from the launch / dispensing control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of a full tank error.

[0100] A payout counting switch error occurs when the payout counting switch 63 fails to operate due to a broken wire in the harness or the like. The launch payout control board 200 determines that a payout counting switch error has occurred when it can no longer confirm that the payout counting switch 63 is operating. When a payout counting switch error occurs, a payout counting switch error command is sent from the launch payout control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of the payout counting switch error.

[0101] A ball jam error occurs when there is an operational abnormality in the dispensing motor 62. The launch and dispensing control board 200 determines that a ball jam error has occurred if the dispensing motor 62 receives an operation signal but does not operate. When a ball jam error occurs, a ball jam error command indicating this is sent from the launch and dispensing control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of a ball jam error.

[0102] An over-payout error occurs when game balls are dispensed even though a prize ball specification command has not been received, or when more game balls are dispensed than the number of game balls that were scheduled to be dispensed based on a received prize ball specification command. The launch and dispense control board 200 determines that an over-payout error has occurred when the number of game balls dispensed unscheduled reaches a predetermined number (for example, 10 balls). When an over-payout error occurs, an over-payout error command indicating this is sent from the launch and dispense control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of the over-payout error.

[0103] A discharge radio wave error occurs when radio wave irradiation is detected. The launch / discharge control board 200 determines that a discharge radio wave error has occurred when a radio wave detection signal is input from the output port radio wave detection sensor 71b or the discharge radio wave detection sensor. When a discharge radio wave error occurs, a discharge radio wave error command indicating this is sent from the launch / discharge control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of the discharge radio wave error.

[0104] A dispensing motor error occurs when the dispensing motor 62 fails to operate due to a broken wire in the harness or the like. The launch dispensing control board 200 determines that a dispensing motor error has occurred when it can no longer confirm that the dispensing motor 62 is operating. When a dispensing motor error occurs, a dispensing motor error command is sent from the launch dispensing control board 200 to the main control board 100, allowing the main control board 100 to recognize the occurrence of the dispensing motor error.

[0105] Furthermore, among the dispensing-related errors, the door open error occurs when the main frame 2 or the front door 3 is open. Here, as described above, both the main frame opening detection sensor 2a, which detects the opening of the main frame 2, and the front door opening detection sensor 3a, which detects the opening of the front door 3, are connected to the launch / dispensing control board 200. However, the determination of whether a door opening error has occurred is made by the main control board 100, not by the launch / dispensing control board 200. Specifically, when the main control board 100 receives at least one of the following: a main frame open command transmitted from the launch and discharge control board 200 when a main frame open detection signal is input to the launch and discharge control board 200, or a front door open command transmitted from the launch and discharge control board 200 when a front door open detection signal is input to the launch and discharge control board 200, the main control board 100 determines that a door open error has occurred. If the main control board 100 determines that a door opening error has occurred, it sends a payout stop command to the launch / payout control board 200 to stop the control of the game ball payout operation. As a result, while the door opening error is occurring, the launch / payout control board 200 performs control to stop the game ball payout operation.

[0106] Furthermore, among the dispensing-related errors, the errors for which the main control board 100 determines the occurrence are not limited to door open errors; the main control board 100 may also determine the occurrence of other errors.

[0107] Furthermore, the main control board 100 is also configured to detect errors related to equipment connected to the main control board 100 (such as the main control radio wave error, main control magnetic error, main control vibration error, abnormal prize entry error that occurs when an excessive number of game balls enter the first starting prize entry 15, the second starting prize entry 16, and the large prize entry 18, and fraudulent prize entry error that occurs when game balls enter the large prize entry 18 when a special game is not being played, hereinafter also referred to as main control-related errors). Then, if the main control board 100 detects the occurrence of a payout-related error other than a door-opening error, or if it determines that a door-opening error or a main control-related error has occurred, the main CPU 101 sends an error indication command to the sub-control board 300 indicating the error that occurred. As a result, the sub-control board 300 can also detect the occurrence of various errors, and the error that occurred is indicated by displaying an error indication image corresponding to the error on the performance display device 21, lighting up various lamps (panel performance lamp GL, front door performance lamp DL, status notification lamp EL) in a manner corresponding to the error, or outputting an error indication sound corresponding to the error from the sound output device 10. Furthermore, when the cause of the error is eliminated and the error is cleared, the main control board 100 recognizes or determines that the error has been cleared, for example, by ceasing to receive commands used for error detection. When the clearing of the error is recognized or determined to have been cleared, the main CPU 101 sends an error clearing command to the sub-control board 300 to indicate that the error has been cleared. This allows the sub-control board 300 to recognize that the error has been cleared and to terminate the indication of the error.

[0108] (Overview of the sub-control board 300) The sub-control board 300 controls the effects that are executed during gameplay, standby mode, etc. As shown in Figure 6, the sub-control board 300 includes a sub-CPU 301 that performs various calculations, a sub-ROM 302 that stores a control program for executing the performance, data and tables necessary for executing the performance, and a sub-RAM 303 that is used as a temporary storage area during calculations, and is connected to the main control board 100 so that it can communicate in one direction.

[0109] Furthermore, the sub-CPU 301 reads the control program stored in the sub-ROM 302 and performs calculations based on commands transmitted from the main control board 100 and signals from the timer, and also sends commands for executing the effects to an image control board (not shown) for controlling image display, an audio control board (not shown) for controlling audio output, an illumination control board (not shown) for controlling the lighting of various lamps, and an operation control board (not shown) for controlling the displacement of the special effect device YS and the rotation of the special effect device. In the pachinko machine P according to this embodiment, as described above, a separate sound control board and an illumination control board are provided. However, a single board (sound and illumination control board) that integrates the functions of these boards may be provided, and this board may control both the sound output and the illumination.

[0110] Furthermore, the sub-control board 300 is connected to the performance display device 21 via the image control board, and to the audio output device 10 and the directional key detection sensor 25a which detects the pressing operation of the directional key 25 via the audio control board. In addition, the sub-control board 300 is connected to various lamps (front door performance lamp DL, status notification lamp EL, panel performance lamp GL, right-hand shooting notification lamp RL), a rotation operation detection sensor 9c which detects the rotation operation of the operation dial 9a, and a press operation detection sensor 9d which detects the pressing operation of the operation button 9b via the lighting control board. Furthermore, the sub-control board 300 is connected to the drive motor M and the rotary motor RM via the operation control board.

[0111] The image control board, although not specifically shown in the diagram, includes an image CPU, image ROM, and image RAM. The image ROM of this image control board stores image data such as patterns and backgrounds to be displayed on the display device 21. Based on commands transmitted from the sub-control board 300, the image CPU controls the image display by the display device 21 by storing the image data read from the image ROM in the image RAM.

[0112] The audio control board, although not specifically shown in the diagram, includes a sound chip (CPU), sound ROM, and sound RAM. The sound ROM stores sound data such as voice and background music output from the audio output device 10. Based on commands transmitted from the sub-control board 300, the audio output from the audio output device 10 is controlled by storing the sound data read from the sound ROM in the sound RAM.

[0113] The lighting control board controls the lighting and extinguishing of various lamps (front door effect lamp DL, status notification lamp EL, panel effect lamp GL, right-hand play notification lamp RL) based on commands from the sub-control board 300 (commands related to the execution of various effects and various indications). In addition, when the lighting control board receives a rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a, or a press operation detection signal output from the press operation detection sensor 9d based on the press operation of the operation button 9b, it transmits a predetermined command to the sub-control board 300.

[0114] The operation control board controls the driving of the drive motor M and the rotary motor RM based on commands from the sub-control board 300. When the drive motor M is driven, the performance device YS is displaced vertically within the range between the initial position and the movable position, and when the rotary motor RM is driven, the performance device YS performs a rotation effect (a clockwise or counterclockwise rotation effect) at the movable position.

[0115] (Overview of power supply board 600) The power supply board 600 supplies power to each board, including the main control board 100, the launch / dispensing control board 200, and the sub-control board 300. The power supply board 600 is equipped with a backup power supply. The pachinko machine P according to this embodiment is also equipped with a power outage detection circuit for detecting the voltage value of the power supplied from the power supply board 600. When the voltage value of the supplied power falls below a predetermined value (for example, when the power switch 650 is turned off or an unexpected power outage occurs), this power supply detection circuit determines that a power outage has occurred and transmits a power outage signal to the main control board 100. Furthermore, when the voltage value becomes greater than the predetermined value (for example, when the power switch 650 is turned on or power is restored from an unexpected power outage), it determines that power has been restored and stops transmitting the power outage signal to the main control board 100.

[0116] Then, when the main CPU 101 of the main control board 100 detects a power outage signal (a power outage has occurred), it prohibits access to the main RAM 103, calculates the checksum of the main RAM 103 (used area and unused area), sets a backup flag, and performs backup processing to retain various data stored in the storage area of ​​the main RAM 103 (setting values, game machine status flags indicating the control status, test signal information, checksum, backup flag, error information, various data related to the progress of the game (number of first special symbols held, number of second special symbols held, execution phase data indicating the progress of special symbol games, number of regular symbols held, regular symbol execution phase data indicating the progress of regular symbol games), and game performance data). If the power outage signal is no longer detected (power has been restored), a comparison is made between the checksum calculated at the time of the power outage and the checksum calculated at the time of restoration, and the backup flag set at the time of the power outage is checked. This determines whether or not there is an inconsistency between the data stored in the main RAM 103 at the time of the power outage and the data stored in the main RAM 103 at the time of restoration (i.e., whether or not an abnormality has occurred in the backup process described above), and then the processing for when power has been restored is executed.

[0117] In this configuration, to prevent the processing in the event of a power outage from becoming complicated, the sub-control board 300 does not have a power outage detection circuit, and the backup processing described above is not performed on the sub-control board 300. Therefore, when power is restored after a power outage, the sub-CPU 301 controls the effects based on the various commands sent from the main CPU 101, so that the appropriate effects can be executed at that time.

[0118] Furthermore, when the main CPU 101 stops detecting a power outage signal (i.e., power has been restored), it sends an initial processing execution signal to the sub-control board 300 to execute the initial processing to stop the YS mechanism at its initial position. This signal is sent at the time the playable state or setting change state (described later) is set, or when the setting confirmation state (described later) is completed. Upon receiving this initial processing execution signal, the sub-control board 300 executes the initial processing for the YS mechanism. Specifically, when this initial processing is executed, the special effect device YS moves to its movable position and then moves back to its initial position. In addition, in the pachinko machine P according to this configuration, the time from the start to the end of the initial processing is 25 seconds.

[0119] (Overview of Pachinko Machine P gameplay) Next, the gameplay of this form of pachinko machine P will be explained based on the various tables stored in the main ROM 102. As described above, in this type of pachinko machine P, special symbol games and regular symbol games proceed in parallel. Furthermore, the game state during the progression of these two games is set to one of the following game states, which is a combination of either a low probability game state (so-called non-probability state) or a high probability game state (so-called probability state) and either a non-time-saving game state or a time-saving game state. In addition, in this type of pachinko machine P, there are two time-saving game states, time-saving game state JT1 and time-saving game state JT2, and either time-saving game state can be set. Specifically, in the pachinko machine P relating to this form, one of the following game states is set: a normal game state which is a combination of a low probability game state and a non-time-saving game state; a low probability time-saving game state LJT1 which is a combination of a low probability game state and a time-saving game state JT1; a low probability time-saving game state LJT2 which is a combination of a low probability game state and a time-saving game state JT2; or a high probability time-saving game state which is a combination of a high probability game state and a time-saving game state JT2.

[0120] Here, the low-probability game state and the high-probability game state are game states in which the probability of winning a jackpot through the lottery described later is set to be different. In the high-probability game state, the probability of winning a jackpot through the lottery is set to a higher value than in the low-probability game state. In other words, it is easier to win a jackpot through the lottery in the high-probability game state than in the low-probability game state.

[0121] In the non-shortened play state, shortened play state JT1, and shortened play state JT2, the frequency of game balls entering the second starting prize entry point 16 (the difficulty of entry, in other words, the frequency of win / loss draws based on game balls entering the second starting prize entry point 16) is set to a predetermined value. In the pachinko machine P of this configuration, the time-saving game state JT2 is set to make it easier for the movable piece 16b to remain in a protruding state (i.e., it is easier for the game ball to enter the second starting prize entry point 16) than the non-time-saving game state and the time-saving game state JT1. Furthermore, although there are slight differences as will be described later, both the non-time-saving game state and the time-saving game state JT1 are set to make it almost impossible for the movable piece 16b to remain in a protruding state (i.e., it is almost impossible for the game ball to enter the second starting prize entry point 16). Furthermore, immediately after factory shipment, and in the initial state after the abnormal initialization process or normal initialization process described later, the normal gameplay state is set.

[0122] In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 enters the first starting prize entry 15 or the second starting prize entry 16, a win / loss lottery is held, and a special symbol corresponding to the result of the win / loss lottery is determined. In the win / loss lottery in this embodiment, first, a determination is made as to whether or not a jackpot has been won, and if the determination result is that a jackpot has not been won (hereinafter also referred to as not winning a jackpot), then a determination is made as to whether or not a time-saving game state will be granted (in other words, whether or not a time-saving game state will be set), and if the determination result is that a time-saving game state will not be granted (hereinafter also referred to as not winning a time-saving game state), it is a loss. Then, if the draw results in a jackpot win (i.e., if a jackpot is won), a special game is executed in which the large prize slot 18 is opened and game balls can be entered into the large prize slot 18. Furthermore, the game state after the special game ends is set to either the low-probability time-saving game state LJT2 or the high-probability time-saving game state. In other words, after the special game ends, the game transitions to either the low-probability time-saving game state LJT2 or the high-probability time-saving game state.

[0123] Furthermore, if the above-mentioned lottery results in a determination that the time-saving game state will be granted (hereinafter also referred to as winning the time-saving state), then, as described later, either the time-saving symbol J1 or J2 will be determined as the special symbol associated with the winning time-saving state (hereinafter also referred to as the time-saving symbol). In the pachinko machine P of this configuration, when the time-saving symbol J1 is determined in the normal game state, the low probability game state remains unchanged, and the time-saving game state JT1 is set. That is, when the time-saving bonus is awarded by the aforementioned draw in the normal game state and the time-saving symbol J1 is determined, the low probability game state remains unchanged, and the non-time-saving game state is changed to the time-saving game state JT1, which then transitions to the low probability time-saving game state LJT1. Also, when the time-saving symbol J2 is determined in the normal game state, the low probability game state remains unchanged, and the time-saving game state JT2 is set. That is, when the time-saving bonus is awarded by the aforementioned draw in the normal game state and the time-saving symbol J2 is determined, the low probability game state remains unchanged, and the non-time-saving game state is changed to the time-saving game state JT2, which then transitions to the low probability time-saving game state LJT2. In contrast, if the aforementioned draw results in a loss during normal gameplay (i.e., neither a big win nor a bonus time-saving feature is awarded), the gameplay state remains the normal gameplay state. Thus, in the pachinko machine according to this form, in the normal game state, a time-saving game state (time-saving game state JT1 (low probability time-saving game state LJT1) or time-saving game state JT2 (low probability time-saving game state LJT2)) can be set without going through the process of winning a jackpot or performing a special game. In other words, the game state can be changed without going through the process of winning a jackpot or performing a special game.

[0124] Furthermore, in the pachinko machine P relating to this form, even during game states other than the normal game state (i.e., during the low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, and the high-probability time-saving game state (time-saving game state)), the above-mentioned win / fail lottery determines whether or not time-saving is granted, and it is possible to win time-saving, and if time-saving is granted, either time-saving symbol J1 or J2 may be determined. However, in the pachinko machine P of this form, even if a time-saving bonus is awarded and the time-saving symbol J1 or J2 is determined during a game state other than the normal game state, a new time-saving game state based on that determination is not set, and the game state that was set at the time of the determination is maintained. In other words, even if a time-saving bonus is awarded during the low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, or the high-probability time-saving game state, a new time-saving game state based on that win is not set, and the low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, or the high-probability time-saving game state that is currently set continues. Thus, in pachinko machines of this form, in game states other than the normal game state, unlike the normal game state, a new time-saving game state is not set without winning a jackpot or executing a special game.

[0125] Furthermore, the determination of whether or not a time-saving bonus is granted may be made not in all game states, but only in the normal game state. In other words, it may be possible to win a time-saving bonus in the normal game state, but not in the game state other than the normal game state. In this case, since a time-saving bonus cannot be won in game states other than the normal game state, a new time-saving game state will not be set without winning a jackpot or executing a special game.

[0126] In this pachinko machine P, the game balls flowing down the first game area 12a can enter the first starting prize entry opening 15. In addition, the game balls flowing down the second game area 12b can pass through the gate 20, enter the second starting prize entry opening 16, and enter the large prize entry opening 18. During normal gameplay and low-probability time-saving gameplay (LJT1), players are instructed to shoot the game balls towards the first game area 12a (so-called left-handed shooting) so that the game balls enter the first starting prize entry point 15. During low-probability time-saving gameplay (LJT2), high-probability time-saving gameplay, and special gameplay, players are instructed to shoot the game balls towards the second game area 12b (so-called right-handed shooting) so that the game balls enter the large prize entry point 18, or pass through the gate 20 and enter the second starting prize entry point 16. In other words, during normal gameplay and low-probability time-saving gameplay (LJT1), players are primarily instructed to play in the first game area 12a, while during low-probability time-saving gameplay (LJT2) and high-probability time-saving gameplay, players are primarily instructed to play in the second game area 12b. Specifically, when a low-probability time-saving game state LJT2 or a high-probability time-saving game state is set, or when a special game is started, a right-hand shot suggestion is made to encourage the player to shoot the game ball towards the second game area 12b (for example, the display of a right-hand shot suggestion image "→→→ Right Shot" on the display unit 21a of the performance display device 21, the right-hand shot notification lamp RL lighting up to encourage the player to shoot the game ball towards the second game area 12b, etc.). Also, when a normal game state is set, a left-hand shot suggestion is made to encourage the player to shoot the game ball towards the first game area 12a (for example, the display of a left-hand shot suggestion image "←←← Left Shot" on the display unit 21a of the performance display device 21, the right-hand shot notification lamp RL mentioned above turning off, etc.). In the pachinko machine P according to this form, when the time-saving symbol J1 is determined in the normal game state, the low-probability time-saving game state LJT1 is set, but when the low-probability time-saving game state LJT1 is set, the left-hand shot suggestion mentioned above is not made.

[0127] The draw for winning or losing is conducted based on various random numbers obtained when a game ball enters the first starting prize slot 15 or the second starting prize slot 16, and various tables stored in the main ROM 102 for determining the outcome of said random numbers. In this form, the pachinko machine P has, as random numbers related to the lottery for winning or losing and the determination of special symbols, a win / loss random number used to determine the result of the lottery (winning a jackpot, winning or losing a time-saving bonus), a special symbol random number used to determine the type of special symbol, and a variable pattern random number used to determine the variable pattern command described later. In the pachinko machine P of this configuration, the aforementioned win / loss random number uses a hardware random number generator built into the main control board 100. This win / loss random number generator is updated according to a certain rule, and the random number sequence is automatically changed each time the sequence completes a cycle, and the starting value is changed each time the system is reset. Furthermore, the variation pattern command is used to determine the variation pattern (variation time, manner) that can notify the result of the win / loss lottery. The random numbers used to determine the variation pattern command are not limited to those mentioned above; for example, other random numbers may be used in addition to these random numbers.

[0128] When a game ball enters the first starting prize entry point 15 or the second starting prize entry point 16, the random values ​​are obtained for the aforementioned random numbers, and each random value is stored in the reserve memory area of ​​the main RAM 103. This reserved memory area consists of a first reserved memory area for storing the random numbers (hereinafter referred to as the first special symbol random numbers) obtained when a game ball enters the first starting prize entry opening 15, which are random numbers related to the lottery for winning or losing and the determination of special symbols, and a second reserved memory area for storing the random numbers (hereinafter referred to as the second special symbol random numbers) obtained when a game ball enters the second starting prize entry opening 16, which are random numbers related to the lottery for winning or losing and the determination of special symbols. These reserved memory areas are each composed of a total of four memory units, from the first to the fourth memory unit, and can store a total of four sets of the first special symbol random numbers and a total of four sets of the second special symbol random numbers.

[0129] Furthermore, in the pachinko machine P according to this configuration, when a game ball enters the first starting prize entry opening 15, the first special symbol random number is stored sequentially from the first memory unit of the first reserve memory area. For example, if a game ball enters the first starting prize entry opening 15 when no first special symbol random number is stored in any of the memory units of the first reserve memory area, the first special symbol random number acquired as a result is stored in the first memory unit of the first reserve memory area. Also, if a game ball enters the first starting prize entry opening 15 when a first special symbol random number is stored in the first memory unit of the first reserve memory area, the first special symbol random number acquired as a result is stored in the second memory unit of the first reserve memory area. Furthermore, when a game ball enters the first starting prize entry 15 while the first special symbol random number is stored in the first and second memory units of the first reserved memory area, the first special symbol random number acquired as a result of this is stored in the third memory unit of the first reserved memory area. Also, when a game ball enters the first starting prize entry 15 while the first special symbol random number is stored in the first to third memory units of the first reserved memory area, the first special symbol random number acquired as a result of this is stored in the fourth memory unit of the first reserved memory area. And, when a game ball enters the first starting prize entry 15 while the first special symbol random number is stored in the first to fourth memory units of the first reserved memory area, the first special symbol random number related to this entry is not stored.

[0130] Similarly, when a game ball enters the second starting prize entry point 16, the second special symbol random number is stored sequentially in the first memory section of the second reserve memory area. The specific storage process is the same as the storage of the first special symbol random number described above, so the explanation is omitted. Furthermore, in the pachinko machine P according to this configuration, the number of sets of the first special symbol random numbers stored in the first reserve memory area (hereinafter also referred to as the first reserve number) is stored in the first reserve number counter (not specifically shown in the diagram), and the number of sets of the second special symbol random numbers stored in the second reserve memory area (hereinafter also referred to as the second reserve number) is stored in the second reserve number counter (not specifically shown in the diagram). In this specification, as described above, the storage of the first special random number and the second special random number in the reserved memory area is also referred to as "reserved" or "reserved memory," and the first reserved number and the second reserved number are simply referred to as "reserved numbers."

[0131] Furthermore, the pachinko machine P according to this form includes a win / loss random number determination table 110 for determining the result of the win / loss lottery, a special symbol random number determination table 111 for determining the type of special symbol, a special electric mechanism operation table 112 for controlling the special game that is executed when a big win is achieved, a game state setting table 113 for setting the game state after winning a time-saving bonus (after the time-saving symbol J1 or J2 is determined) or after the special game has ended, a variation pattern table 114 for determining variation pattern commands, and a stop display time table 115 for determining the stop display time for the special symbol after the variation display of the special symbol has ended. Furthermore, the tables used for determining winners and losers are not limited to those mentioned above. If it is necessary to perform random number-based judgments or decisions, tables may be created as appropriate.

[0132] The win / loss random number determination table 110 is used to determine the result of the win / loss lottery (winning a jackpot, winning a time-saving bonus, or losing), and is broadly divided into a low probability determination table 110a, which is referenced in low probability game states (normal game state, low probability time-saving game state LJT1, low probability time-saving game state LJT2), and a high probability determination table 110b, which is referenced in high probability game states (high probability time-saving game state). In the pachinko machine P according to this form, as described above, only one setting value of 1 is set for the setting of payouts, and only one type of low probability determination table 110a and high probability determination table 110b corresponding to setting value 1 is provided.

[0133] In the pachinko machine P according to this configuration, when a game ball enters the first starting prize entry point 15 or the second starting prize entry point 16, one win / loss random number is obtained within the numerical range of 0 to 65535. Then, depending on the game state at the time the win / loss lottery is conducted, either the low probability determination table 110a or the high probability determination table 110b of the win / loss random number determination table 110 is selected, and the win / loss lottery is conducted based on the obtained win / loss random number and the selected win / loss random number determination table 110.

[0134] As shown in Figure 7(a), according to the low probability determination table 110a, a win is determined when the random number is between 1000 and 1217, a time-saving bonus is determined when the random number is between 3000 and 6275, and a loss is determined when the random number is anywhere other than these (0 to 999, 1218 to 2999, 6276 to 65535). Therefore, the probability of winning a win in this low probability determination table 110a is approximately 1 / 300, and the probability of winning a time-saving bonus is approximately 1 / 20.

[0135] As shown in Figure 7(b), according to the high probability determination table 110b, a win is determined when the random number is between 1000 and 2309, a time-saving bonus is determined when the random number is between 3000 and 6275, and a loss is determined when the random number is anywhere other than these (0 to 999, 2310 to 2999, 6276 to 65535). Therefore, the probability of winning a win in this high probability determination table 110b is approximately 1 / 50, and the probability of winning a time-saving bonus is approximately 1 / 20. In other words, the high-probability determination table 110b is set so that the probability of winning a jackpot is approximately six times higher than that of the low-probability determination table 110a. Furthermore, the probability of winning a time-saving bonus is set to be the same regardless of whether the low-probability determination table 110a or the high-probability determination table 110b is selected.

[0136] Furthermore, the range of winning / losing random numbers that are determined to result in a jackpot in the low probability determination table 110a is set to be included in the range of winning / losing random numbers that are determined to result in a jackpot in the high probability determination table 110b (specifically, the lower limit of the range of numbers determined to result in a jackpot is the same, but the upper limit is different). In other words, the winning / losing random numbers that are determined to result in a jackpot in the low probability determination table 110a will also be determined to result in a jackpot in the high probability determination table 110b. In the pachinko machine P relating to this form, as described above, the lower limit of the numerical range of the random numbers used to determine whether a jackpot is won is set to be the same, while the upper limit is set to be different. However, it is not limited to this, and the upper limit may be set to be the same, while the lower limit is different.

[0137] Furthermore, the numerical range of the random numbers that determine whether a time-saving bonus is awarded in the low probability determination table 110a, and the numerical range of the random numbers that determine whether a time-saving bonus is awarded in the high probability determination table 110b, are outside the numerical range of the random numbers that determine whether a jackpot is awarded, and the upper and lower limits of the numerical ranges are set to be the same. As a result, the probability of winning a time-saving bonus is set to be the same in both the low probability determination table 110a and the high probability determination table 110b.

[0138] Furthermore, in the pachinko machine P relating to this form, the numerical range determined to be a jackpot and the numerical range determined to be a time-saving bonus are both composed of consecutive numerical ranges, but are not limited to this, and may be composed of discontinuous numerical ranges that include numbers that result in a loss.

[0139] Furthermore, if multiple settings are defined for the payout, the high-probability judgment table may be set to have a higher probability of winning a jackpot than the low-probability judgment table when comparing the high-probability judgment table and the low-probability judgment table corresponding to the same setting value. Similarly, the probability of winning the time-saving bonus may be set to be the same in both the high-probability judgment table and the low-probability judgment table corresponding to the same setting value.

[0140] The special symbol random number determination table 111 is used to determine the type of special symbol, and as shown in Figures 8(a) and (b), it comprises a first starting prize entry determination table 111a which is referenced when a win / loss lottery is conducted using a first special symbol random number, and a second starting prize entry determination table 111b which is referenced when a win / loss lottery is conducted using a second special symbol random number. In the pachinko machine P of this configuration, when a game ball enters the first starting entry point 15 or the second starting entry point 16, one special symbol random number is obtained within the numerical range of 0 to 199. Then, when the above-mentioned win / loss lottery is performed, either the first starting entry point determination table 111a or the second starting entry point determination table 111b of the special symbol random number determination table 111 is selected according to the starting entry point into which the game ball entered, and the type of special symbol is determined based on the obtained special symbol random number and the selected special symbol random number determination table 111.

[0141] In the pachinko machine P of this form, there are six types of jackpot symbols (X1, X2, X3, X4, X5, X6) that are determined when a jackpot is won (hereinafter also referred to as jackpot symbols), two types of time-saving symbols (J1, J2) that are determined when a time-saving bonus is awarded (time-saving symbols), and two types of losing symbols (Z1, Z2) that are determined when a loss occurs (hereinafter also referred to as losing symbols).

[0142] As shown in Figure 8(a), according to the first starting prize entry determination table 111a, when a jackpot is won, the jackpot symbol X1 is determined when the special symbol random number is between 0 and 99, the jackpot symbol X2 is determined when the special symbol random number is between 100 and 193, and the jackpot symbol X3 is determined when the special symbol random number is between 194 and 199. In other words, in this first starting prize entry determination table 111a, when a jackpot is won, the probability of the jackpot symbol X1 being determined is 50%, the probability of the jackpot symbol X2 being determined is 47%, and the probability of the jackpot symbol X3 being determined is 3%. Furthermore, if a time-saving bonus is awarded, the time-saving symbol J1 is determined when the special symbol random number is between 0 and 169, and the time-saving symbol J2 is determined when the special symbol random number is between 170 and 199. In other words, in this first starting prize entry determination table 111a, the probability of the time-saving symbol J1 being determined when a time-saving bonus is awarded is 85%, and the probability of the time-saving symbol J2 being determined is 15%.

[0143] As shown in Figure 8(b), according to the second starting prize entry determination table 111b, when a jackpot is won, if the special symbol random number is between 0 and 39, the jackpot symbol X4 is determined; if the special symbol random number is between 40 and 139, the jackpot symbol X5 is determined; and if the special symbol random number is between 140 and 199, the jackpot symbol X6 is determined. In other words, in this second starting prize entry determination table 111b, when a jackpot is won, the probability of the jackpot symbol X4 being determined is 20%, the probability of the jackpot symbol X5 being determined is 50%, and the probability of the jackpot symbol X5 being determined is 30%. Furthermore, if a time-saving bonus is awarded, the time-saving symbol J1 is determined when the special symbol random number is between 0 and 169, and the time-saving symbol J2 is determined when the special symbol random number is between 170 and 199. In other words, in this second starting entry point determination table 111b, similar to the first starting entry point determination table 111a, the probability of the time-saving symbol J1 being determined when a time-saving bonus is awarded is 85%, and the probability of the time-saving symbol J2 being determined is 15%.

[0144] Furthermore, if the draw based on the first special symbol random number results in a loss, the aforementioned draw based on the special symbol random number will not be performed, and the losing symbol Z1 will be determined. Also, if the draw based on the second special symbol random number results in a loss, the aforementioned draw based on the special symbol random number will not be performed, and the losing symbol Z2 will be determined. In other words, the special symbol random number determination table 111 is referenced when a big win is achieved or when a time-saving bonus is awarded, but it is not referenced when there is a loss.

[0145] The special electric mechanism activation table 112 is for controlling a special game that is executed when a jackpot is won, and is referenced during the execution of the special game to activate the jackpot solenoid 18c and the distribution member solenoid 59c. In the pachinko machine P according to this embodiment, as shown in Figures 9(a) to (c), the special electric mechanism activation table 112 is provided with a first activation table 112a that is referenced when a jackpot is won and jackpot symbols X1 or X4 are determined, a second activation table 112b that is referenced when a jackpot is won and jackpot symbols X2 or X5 are determined, and a third activation table 112c that is referenced when a jackpot is won and jackpot symbols X3 or X6 are determined.

[0146] Specifically, when a jackpot is won and the jackpot symbol X1 or X4 is determined, a special game is executed by referring to the first operation table 112a shown in Figure 9(a). According to this first operation table 112a, a round game is executed a total of three times, from round 1 to round 3, which ends when either of the following conditions is met: the large prize slot 18 is open for 29.0 seconds or 10 game balls enter the large prize slot 18. In addition, during the execution of each round game, the opening / closing door 18b is opened only once by operating in a manner (opening / closing pattern) in which it moves from the closed position to the open position and remains in the open position for 29.0 seconds, and then moves from the open position to the closed position, and the time during which the large prize slot 18 is closed between each round game (i.e., the interval time) is set to 2.0 seconds. Furthermore, as shown in Figure 9(a), when a winning symbol X1 or X4 is determined, the distribution member 59 operates in a manner (operation pattern) where it remains stationary (positioned) in the first position during each of the 1st and 3rd rounds of gameplay, and also operates in a manner where the distribution member 59 remains stationary in the first position during the 2nd round of gameplay.

[0147] Furthermore, if a jackpot is won and the jackpot symbols X2 or X5 are determined, a special game is executed by referring to the second operation table 112b shown in Figure 9(b). According to this second operation table 112b, a round game that ends under the same conditions as the first operation table 112a is executed a total of three times, from round 1 to round 3. The opening and closing patterns and interval times of the opening and closing doors 18b are also set to be the same as those of the first operation table 112a. Furthermore, as shown in Figure 9(b), when a winning symbol X2 or X5 is determined, the distribution member 59 operates in a manner in which it remains in the first position during each round of gameplay (rounds 1 and 3), similar to when a winning symbol X1 or X4 is determined. In contrast, during round 2 of gameplay, the distribution member 59 operates in a manner in which it remains in the second position.

[0148] Furthermore, if a jackpot is won and the jackpot symbols X3 or X6 are determined, a special game is executed by referring to the third operation table 112c shown in Figure 9(c). According to this third operation table 112c, a total of 10 rounds of gameplay are executed, from round 1 to round 10, which end under the same conditions as the first operation table 112a and the second operation table 112b described above. The opening and closing patterns and interval times of the opening and closing doors 18b are set to the same content as the first operation table 112a and the second operation table 112b. Furthermore, as shown in Figure 9(c), when a winning symbol X3 or X6 is determined, the distribution member 59 operates in a manner in which it remains in the first position during each round of gameplay (rounds 1, 3, 4 through 10), similar to when a winning symbol X1, X2, X4, or X5 is determined. In addition, during round 2, the distribution member 59 operates in a manner in which it remains in the second position, similar to when a winning symbol X2 or X5 is determined.

[0149] As described above, in the pachinko machine P according to this embodiment, when a jackpot symbol X2, X3, X5, or X6 is determined, the large prize opening 18 is opened continuously for 29.0 seconds during the 2-round game (specific round game), and the distribution member 59 remains in the second position. As long as the game balls are launched toward the second game area 12b, the game balls will enter the large prize opening 18, and a predetermined number of game balls (1 in this embodiment) will be reliably brought into the specific area 57. In contrast, when the winning symbol X1 or X4 is determined, during the two-round game, the large prize opening 18 remains open for 29.0 seconds, but the distribution member 59 stays in the first position. As a result, even if a game ball enters the large prize opening 18, all of those game balls enter the general area 58, making it impossible to get any game balls into the specific area 57.

[0150] The game state setting table 113 is used to set the game state after a special game has finished when a special game is played, and the game state after a time-saving bonus is awarded in the normal game state and the time-saving symbol J1 or J2 is determined. In the pachinko machine P according to this embodiment, when a special game is executed, the game state after the end of the special game is set according to whether a predetermined number of game balls have entered the specific area 57 during the special game. Further, when a winning of time reduction is determined and the time reduction symbol J1 or J2 is determined in the normal game state, the game state corresponding to the determined time reduction symbol is set. Further, in the pachinko machine P according to this embodiment, as will be described later, whether game balls can enter the specific area 57 is set corresponding to the type of determined jackpot symbol, and substantially, it is determined whether to transition to the high-probability time reduction game state after the end of the special game based on the determined jackpot symbol.

[0151] In the pachinko machine P according to this embodiment, as shown in FIGS. 10(a) to (d), as the game state setting table 113, there are provided a first game state setting table 113a that is referred to when a predetermined number of game balls have entered the specific area 57 during the special game, a second game state setting table 113b that is referred to when a predetermined number of game balls have not entered the specific area 57 during the special game, a third game state setting table 113c that is referred to when a winning of time reduction is determined and the time reduction symbol J1 is determined in the normal game state, and a fourth game state setting table 113d that is referred to when a winning of time reduction is determined and the time reduction symbol J2 is determined in the normal game state.

[0152] Specifically, as shown in FIG. 10(a), when a predetermined number of game balls have not entered the specific area 57 during the special game, the game state after the end of the special game is set to the low-probability game state and is set to the time reduction game state JT2. That is, the low-probability time reduction game state LJT2 is set after the end of the special game. Further, the number of continuous times of the time reduction game state (hereinafter, also referred to as the time reduction number) is set to 100 times. In this case, after the special game ends, the low-probability short-time game state LJT2 continues until the results of 100 win / loss lotteries are derived without winning the jackpot (until the number of fluctuations of the special symbols reaches 100). And when all 100 results of the win / loss lottery are other than winning the jackpot (that is, winning with time reduction or losing) during the low-probability short-time game state LJT2, the short-time game state JT2 is changed from the short-time game state to a non-short-time game state while the low-probability game state remains the same, and thus the game state is changed to the normal game state. In the pachinko machine P according to this embodiment, since the probability of winning the jackpot in the low-probability game state is approximately 1 / 300 (see Fig. 7(a)), it is not always the case that one wins the jackpot during the low-probability short-time game state LJT2.

[0153] As shown in Fig. 10(b), when a predetermined number of game balls enter the specific area 57 during the special game, the game state after the end of the special game is set to the high-probability short-time game state and is also set to the short-time game state JT2. That is, the high-probability short-time game state is set after the end of the special game. Also, both the number of continuous times of the high-probability game state (hereinafter also referred to as the high-probability number of times) and the number of short-time times are set to 10,000 times. In this case, after the special game ends, the high-probability short-time game state continues until the results of 10,000 win / loss lotteries are derived without winning the jackpot (until the number of fluctuations of the special symbols reaches 10,000). And when all 10,000 results of the win / loss lottery are other than winning the jackpot during the high-probability short-time game state, the high-probability game state is changed to the low-probability game state, and the short-time game state JT2 is changed from the short-time game state to a non-short-time game state, and thus the game state is changed to the normal game state. In the pachinko machine P according to this embodiment, the probability of winning the jackpot in the high-probability game state is approximately 1 / 50 (see Fig. 7(b)), and substantially, the above-mentioned high-probability short-time game state continues until one wins the jackpot again.

[0154] In this pachinko machine P according to this embodiment, as described above, when a jackpot is won and the jackpot symbols X2, X3, X5, or X6 are determined, the distribution member 59 remains in the second position during the two rounds of special game based on that determination. Therefore, as long as game balls are being launched into the second game area 12b to enter the jackpot opening 18, a predetermined number of game balls will always enter the specific area 57. In other words, in this pachinko machine P according to this embodiment, when the jackpot symbols X2, X3, X5, or X6 are determined, as long as game balls are being launched into the second game area 12b, a high-probability time-saving game state is set in principle. However, even if a winning symbol X2, X3, X5, or X6 is determined, if, for example, an abnormality occurs such as the large prize slot 18 not opening, and a predetermined number of game balls do not enter the specific area 57 during the special game based on that determination, the game state after the end of the special game will be set to the low-probability time-saving game state LJT2.

[0155] Furthermore, as described above, if a jackpot is won and the jackpot symbol X1 or X4 is determined, the distribution member 59 remains in the first position during any round of the special game based on that determination. Therefore, even if game balls are entered into the large prize entry opening 18, a predetermined number of game balls will not enter the specific area 57. In other words, in the pachinko machine P according to this form, if the jackpot symbol X1 or X4 is determined, the low-probability time-saving game state LJT2 is set as a rule. However, even if a winning symbol X1 or X4 is determined, if an abnormality occurs, such as the distribution member 59 becoming stuck in the second position, and a predetermined number of game balls enter the specific area 57 during the special game based on that determination, the game state after the end of the special game will be set to a high-probability time-saving game state.

[0156] As shown in Figure 10(c), if a time-saving bonus is awarded during normal gameplay and the time-saving symbol J1 is determined, the non-time-saving game state changes to the time-saving game state JT1 while the low-probability game state remains unchanged when the variable display of the time-saving symbol J1 as a special symbol ends and the stop display time described below has elapsed. In other words, when the variable display of the time-saving symbol J1 ends and the stop display time has elapsed, the low-probability time-saving game state LJT1 is set. The number of time-saving rounds is also set to 10,000. In this case, the low-probability time-saving game state LJT1 continues until the result of the win / loss lottery is drawn 10,000 times without winning a jackpot (until the number of special symbol variations reaches 10,000). If the result of the win / loss lottery is anything other than a jackpot for all 10,000 times during the low-probability time-saving game state LJT1, the low-probability game state remains, but the time-saving game state JT1 is changed to a non-time-saving game state, and the game state changes to the normal game state. In the pachinko machine P of this configuration, as mentioned above, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), and in effect, the low-probability time-saving game state LJT1 described above will continue until a jackpot is won again.

[0157] As shown in Figure 10(d), if a time-saving bonus is awarded during normal gameplay and the time-saving symbol J2 is determined, the non-time-saving game state changes to the time-saving game state JT2 while the low-probability game state remains the same once the fluctuation display of the time-saving symbol J2 as a special symbol ends and the aforementioned stop display time has elapsed. In other words, once the fluctuation display of the time-saving symbol J2 ends and the stop display time has elapsed, the low-probability time-saving game state LJT2 is set. The number of time-saving rounds is also set to 10,000. In this case, the low-probability time-saving game state LJT2 continues until the result of the win / loss lottery is drawn 10,000 times without winning a jackpot (until the number of special symbol variations reaches 10,000). If the result of the win / loss lottery is anything other than a jackpot for all 10,000 times during the low-probability time-saving game state LJT2, the low-probability game state remains, but the time-saving game state JT2 is changed to a non-time-saving game state, and the game state changes to the normal game state. In the pachinko machine P of this configuration, as mentioned above, the probability of winning a jackpot in the low-probability game state is approximately 1 / 300 (see Figure 7(a)), and in effect, the low-probability time-saving game state LJT2 described above will continue until a jackpot is won again.

[0158] As mentioned above, in the pachinko machine P of this form, even in game states other than the normal game state (low probability time-saving game state LJT1, low probability time-saving game state LJT2, high probability time-saving game state), a time-saving bonus may be awarded and time-saving symbols J1 or J2 may be determined. In this case, the game state that was set will continue as is.

[0159] Furthermore, when a time-saving bonus is awarded during normal gameplay, the timing for setting the game state to the low-probability time-saving game state LJT1 or LJT2 is not limited to the time when the aforementioned stop display time has elapsed, but may be any point in time from when the aforementioned time-saving symbol fluctuation display starts until it ends (for example, the start time, any point during the fluctuation display, the end time, etc.).

[0160] As described above, the variation pattern table 114 is used to determine the variation pattern command. In the pachinko machine P according to this configuration, once a special symbol is determined as described above, a variation pattern command is determined based on the result of that determination. The variation pattern command, as described above, is used to determine the variation pattern of the variation effect, and the variation pattern command determines the manner of the variation effect and the variation time (the variation time of the variation display of the special symbol). In the pachinko machine P according to this configuration, the variation effect is divided into a first half and a second half, and both the manner and variation time of the first half of the variation effect, as well as the manner and variation time of the second half of the variation effect, are determined by the variation pattern command. Specifically, the determined variation pattern command is transmitted from the main control board 100 to the sub-control board 300, and the sub-control board 300 determines the specific form of the variation effect (for example, the image to be displayed on the display unit 21a) based on the received variation pattern command.

[0161] Furthermore, in the pachinko machine P according to this configuration, multiple types of variation pattern commands are provided, and each variation pattern command is associated with a variation pattern table 114. For each variation pattern table 114, the type of variation pattern command to be determined and the determination rate are set.

[0162] The pachinko machine P in this configuration includes a variable pattern table 114, which includes table MP1 referenced during normal gameplay, table MP2 referenced during low-probability time-saving gameplay state LJT1, table MP3 referenced during low-probability time-saving gameplay state LJT2, and table MP4 referenced during high-probability time-saving gameplay state (see Figures 11 and 12).

[0163] Then, when a game ball enters the first starting prize slot 15 or the second starting prize slot 16, one random variation pattern number is obtained within the numerical range of 0 to 249. Based on this obtained random variation pattern number, the special symbol determined as described above, the current number of reserved balls (first reserved number or second reserved number), and the variation pattern table 114 corresponding to the current game state, a variation pattern command is determined.

[0164] Here, during normal gameplay or low-probability time-saving gameplay (LJT1), the player is instructed to play in the first game area (12a). As a general rule, game balls enter the first starting entry point (15), and game balls entering the second starting entry point (16) are irregular. However, regardless of whether a game ball enters the first or second starting entry point (15 or 16), the same variation pattern table (114) corresponding to the current gameplay state is used to determine the variation pattern command. When low-probability time-saving gameplay (LJT2) ends and the normal gameplay state is set, a second special symbol random number obtained based on the game ball entering the second starting entry point (16) during low-probability time-saving gameplay (LJT2) may be stored. For this second special symbol random number, the variation pattern command is determined using the variation pattern table (114) corresponding to the normal gameplay state. Similarly, during the low-probability time-saving game state LJT2 and the high-probability time-saving game state, the player is instructed to play in the second game area 12b. As a general rule, the game ball enters the second starting prize entry point 16, and the entry of the game ball into the first starting prize entry point 15 is irregular. However, regardless of whether the game ball enters the first starting prize entry point 15 or the second starting prize entry point 16, the same variation pattern table 114 corresponding to the current game state is used to determine the variation pattern command. Furthermore, when determining the variation pattern command based on the entry of a game ball into the first starting prize slot 15, the number of reserved balls at that time is referenced, and when determining the variation pattern command based on the entry of a game ball into the second starting prize slot 16, the number of reserved balls at that time is referenced.

[0165] Furthermore, the variation pattern table 114 may have separate tables for the current game state and the type of starting entry point into which the game ball entered (first starting entry point 15 (first special symbol random number), second starting entry point 16 (second special symbol random number)). In other words, the variation pattern command may be determined by referring to the variation pattern table 114 corresponding to the current game state and the starting entry point into which the game ball entered.

[0166] As shown in Figure 11(a), according to Table MP1, which is referenced during normal gameplay, when a losing symbol Z1 or Z2 is determined (i.e., the result of the win / loss lottery is a loss), and the current number of reserved symbols (first reserved symbol, second reserved symbol) is 0 or 1, and the random number for the variation pattern is between 0 and 219, the variation pattern command "00H" is determined, which is associated with a variation pattern called "13-second variation" (a variation pattern in which the variation time for the first half is set to 0 seconds and the variation time for the second half is set to 13 seconds). When the random number for the variation pattern is between 220 and 239, the variation pattern command "02H" is determined, which is associated with the variation pattern "20-second variation" (a variation pattern where the variation time for the first half is set to 13 seconds and the variation time for the second half is set to 7 seconds). When the random number for the variation pattern is between 240 and 249, the variation pattern command "03H" is determined, which is associated with the variation pattern "60-second variation" (a variation pattern where the variation time for the first half is set to 13 seconds and the variation time for the second half is set to 47 seconds).

[0167] Furthermore, if a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, the following variable pattern command "01H" is determined when the random number for the variable pattern is between 0 and 219, the variable pattern command "02H" is determined when the random number for the variable pattern is between 220 and 239, the variable pattern command "02H" is determined when the random number for the variable pattern is between 240 and 249, and the variable pattern command "03H" is determined when the random number for the variable pattern is between 240 and 249, the variable pattern command "03H" is determined when the variable pattern command "60-second variable" is determined.

[0168] Furthermore, when a winning symbol X1, X2, X3, X4, X5, or X6 is determined (i.e., the result of the win / loss lottery is a win), regardless of the current number of reserved symbols, if the random number for the variation pattern is between 0 and 24, the variation pattern command "0AH" associated with the "20-second variation" variation pattern is determined, and if the random number for the variation pattern is between 25 and 249, the variation pattern command "0BH" associated with the "60-second variation" variation pattern is determined.

[0169] Also, when the short-time symbol J1 is determined, regardless of the number of pending numbers at the current time, when the variation pattern random number is 0 to 249 (that is, regardless of what value the variation pattern random number is), the variation pattern command "0EH" with the "13-second variation" variation pattern associated is determined. Also, when the short-time symbol J2 is determined, regardless of the number of pending numbers at the current time, when the variation pattern random number is 0 to 249, the variation pattern command "0FH" with the "13-second variation" variation pattern associated is determined.

[0170] As shown in FIG. 11(b), according to the table MP2 referred to during the low-probability short-time game state LJT1, when the losing symbol Z1 or Z2 is determined and the number of pending numbers at the current time is 0 or 1, when the variation pattern random number is 0 to 219, the variation pattern command "10H" with the "13-second variation" variation pattern associated is determined; when the variation pattern random number is 220 to 239, the variation pattern command "12H" with the "20-second variation" variation pattern associated is determined; when the variation pattern random number is 240 to 249, the variation pattern command "13H" with the "60-second variation" variation pattern associated is determined.

[0171] Also, when the losing symbol Z1 or Z2 is determined and the number of pending numbers at the current time is 2 or more, when the variation pattern random number is 0 to 219, the variation pattern command "11H" with the "3-second variation" variation pattern associated is determined; when the variation pattern random number is 220 to 239, the variation pattern command "12H" with the "20-second variation" variation pattern associated is determined; when the variation pattern random number is 240 to 249, the variation pattern command "13H" with the "60-second variation" variation pattern associated is determined.

[0172] Furthermore, when a winning symbol X1, X2, X3, X4, X5, or X6 is determined, regardless of the current number of reserved symbols, if the random number for the variation pattern is between 0 and 24, the variation pattern command "1AH" associated with the "20-second variation" variation pattern is determined, and if the random number for the variation pattern is between 25 and 249, the variation pattern command "1BH" associated with the "60-second variation" variation pattern is determined.

[0173] Furthermore, when the time-saving symbol J1 or J2 is determined, regardless of the current number of reserved symbols, if the random number for the variation pattern is between 0 and 249, the variation pattern command "1CH" is determined, which is associated with the variation pattern of "13 seconds variation".

[0174] As shown in Figure 12(a), according to table MP3 referenced during the low-probability time-saving game state LJT2, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, the following variable pattern command "20H" is determined, associated with the "13-second variation" variation pattern when the random variation pattern number is between 0 and 219; the following variable pattern command "22H" is determined, associated with the "20-second variation" variation pattern when the random variation pattern number is between 220 and 239; and the following variable pattern command "23H" is determined, associated with the "45-second variation" variation pattern (the first half of the variation time is 13 seconds, and the second half of the variation time is 32 seconds) when the random variation pattern number is between 240 and 249.

[0175] Furthermore, if a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, the following command is determined: if the random number for the variation pattern is between 0 and 219, the variation pattern command "21H" is assigned to the variation pattern called "2-second variation" (a variation pattern where the variation time for the first half is set to 0 seconds and the variation time for the second half is set to 2 seconds); if the random number for the variation pattern is between 220 and 239, the variation pattern command "22H" is assigned to the variation pattern called "20-second variation"; and if the random number for the variation pattern is between 240 and 249, the variation pattern command "23H" is assigned to the variation pattern called "45-second variation".

[0176] Furthermore, when a winning symbol X1, X2, X3, X4, X5, or X6 is determined, regardless of the current number of reserved symbols, if the random number for the variation pattern is between 0 and 24, the variation pattern command "2AH" associated with the "20-second variation" variation pattern is determined, and if the random number for the variation pattern is between 25 and 249, the variation pattern command "2BH" associated with the "45-second variation" variation pattern is determined.

[0177] Furthermore, when the time-saving symbol J1 or J2 is determined and the current number of reserved symbols is 0 or 1, if the random number for the variation pattern is between 0 and 219, the variation pattern command "2CH" associated with the "13-second variation" variation pattern is determined; if the random number for the variation pattern is between 220 and 239, the variation pattern command "2EH" associated with the "20-second variation" variation pattern is determined; and if the random number for the variation pattern is between 240 and 249, the variation pattern command "2FH" associated with the "45-second variation" variation pattern is determined. Furthermore, if the time-saving symbol J1 or J2 is determined and the current number of reserved symbols is 2 or more, the following variable pattern commands are determined: if the random number for the variable pattern is between 0 and 219, the variable pattern command "2DH" is associated with the "2-second variable" variable pattern; if the random number for the variable pattern is between 220 and 239, the variable pattern command "2EH" is associated with the "20-second variable" variable pattern; and if the random number for the variable pattern is between 240 and 249, the variable pattern command "2FH" is associated with the "45-second variable" variable pattern.

[0178] As shown in Figure 12(b), according to Table MP4, which is referenced during the high-probability time-saving game state, when a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 0 or 1, the following variable pattern command "30H" is determined, which is associated with the "13-second variable" variable pattern when the variable pattern random number is between 0 and 219; the variable pattern command "32H" is determined, which is associated with the "20-second variable" variable pattern when the variable pattern random number is between 220 and 239; and the variable pattern command "33H" is determined, which is associated with the "45-second variable" variable pattern when the variable pattern random number is between 240 and 249.

[0179] Furthermore, if a losing symbol Z1 or Z2 is determined and the current number of reserved symbols is 2 or more, the following command is determined: if the random number for the variation pattern is between 0 and 219, the variation pattern command "31H" is associated with the variation pattern called "1-second variation" (a variation pattern in which the variation time for the first half is set to 0 seconds and the variation time for the second half is set to 1 second); if the random number for the variation pattern is between 220 and 239, the variation pattern command "32H" is associated with the variation pattern called "20-second variation"; and if the random number for the variation pattern is between 240 and 249, the variation pattern command "33H" is associated with the variation pattern called "45-second variation".

[0180] Furthermore, when a winning symbol X1, X2, X3, X4, X5, or X6 is determined, regardless of the current number of reserved symbols, if the random number for the variation pattern is between 0 and 24, the variation pattern command "3AH" associated with the "20-second variation" variation pattern is determined, and if the random number for the variation pattern is between 25 and 249, the variation pattern command "3BH" associated with the "45-second variation" variation pattern is determined.

[0181] Furthermore, when the time-saving symbol J1 or J2 is determined and the current number of reserved symbols is 0 or 1, if the random number for the variation pattern is between 0 and 219, the variation pattern command "3CH" associated with the "13-second variation" variation pattern is determined; if the random number for the variation pattern is between 220 and 239, the variation pattern command "3EH" associated with the "20-second variation" variation pattern is determined; and if the random number for the variation pattern is between 240 and 249, the variation pattern command "3FH" associated with the "45-second variation" variation pattern is determined. Furthermore, if the time-saving symbol J1 or J2 is determined and the current number of reserved symbols is 2 or more, the following variable pattern commands are determined: if the random number for the variable pattern is between 0 and 219, the variable pattern command "3DH" associated with the "1-second variable" variable pattern is determined; if the random number for the variable pattern is between 220 and 239, the variable pattern command "3EH" associated with the "20-second variable" variable pattern is determined; and if the random number for the variable pattern is between 240 and 249, the variable pattern command "3FH" associated with the "45-second variable" variable pattern is determined.

[0182] The variable pattern command determined as described above is transmitted to the sub-control board 300, and based on the variable pattern command, the specific form of the first half of the variable performance and the specific form of the second half of the variable performance are determined. The variable performance is then executed according to the specific form determined in this way, and the sum of the variable time of the first half and the variable time of the second half set in the variable pattern command becomes the time from the start to the end of the variable performance (variation display of special symbols). For example, if the selected variation pattern command is "02H" (the variation time for the first half is 13 seconds, and the variation time for the second half is 7 seconds), then the sum of the variation times for the first and second halves, 20 seconds (= 13 seconds + 7 seconds), will be the total variation time for the entire variation animation (the entire variation display of the special symbols). Furthermore, for the following variation pattern commands, "00H", "01H", "0EH", "0FH", "10H", "11H", "1CH", "20H", "21H", "2CH", "2DH", "30H", "31H", "3CH", and "3DH", "0 seconds" is set as the variation time for the first half. When these variation pattern commands are selected, the entire variation effect is executed in the manner determined according to the variation pattern command for the duration of the corresponding second half of the variation time.

[0183] Furthermore, based on the aforementioned variation time, the performance display device 21 performs variation effects, and the special symbol display device (first special symbol display device 30 or second special symbol display device 31) displays variations of special symbols. Specifically, if the starting entry point into which the game ball enters is the first starting entry point 15, the first special symbol display device 30 will flash during the aforementioned variation time. If the starting entry point into which the game ball enters is the second starting entry point 16, the second special symbol display device 31 will flash during the aforementioned variation time. After the variation time has elapsed, the determined special symbol will be displayed in a stopped state until the stop display time described later has elapsed.

[0184] Furthermore, regarding the manner of the variation effect, instead of determining both the manner of the first half and the manner of the second half of the variation effect based on the variation pattern command, it is also possible to determine other commands in addition to the variation pattern command, and then determine the manner of the first half of the variation effect based on one of the commands, and the manner of the second half of the variation effect based on the other commands. Furthermore, instead of dividing the variable animation into a first and second half, it may be divided into more parts, and the behavior of each part may be determined based on the corresponding command.

[0185] As described above, the stop display time table 115 is used to determine the stop display time for the special symbol to be stopped after the variation display of the special symbol has finished. This stop display time table 115 specifies the stop display time according to the current game state (the game state at the time of the win / loss lottery) and the type of special symbol determined as described above. The main CPU 101 refers to this stop display time table 115 to determine the stop display time according to the current game state and the determined special symbol. Then, when the display of the special symbol ends (stops), the special symbol will remain displayed in a stopped state until the determined stop display time has elapsed. As shown in Figure 13, according to the stop display time table 115, if the current game state is the normal game state, a stop display time of 0.5 seconds is determined when a losing symbol Z1 or Z2 is determined, a stop display time of 0.5 seconds is determined when a winning symbol X1, X2, X3, X4, X5 or X6 is determined, and a stop display time of 20 seconds is determined when a time-saving symbol J1 or J2 is determined. Furthermore, if the current game state is low-probability time-saving game state LJT1, low-probability time-saving game state LJT2, or high-probability time-saving game state, a 0.5-second stop display time will be determined when a losing symbol Z1 or Z2 is determined, when a winning symbol X1, X2, X3, X4, X5 or X6 is determined, or when a time-saving symbol J1 or J2 is determined.

[0186] Next, we will explain the processing related to general gameplay. In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 passes through the gate 20, a lottery for a normal symbol is held to determine whether or not to activate the movable piece 16b and make the movable piece 16b protrude. If the lottery for a normal symbol is successful, the movable piece 16b remains in a protruding state for a predetermined operating time, and the game ball that has flowed down to the upper right end of the movable piece 16b is guided to the second starting prize entry opening 16, making it possible for the game ball to enter the second starting prize entry opening 16. The lottery for this standard pattern is conducted based on a winning random number obtained when the game ball passes through gate 20, and a winning random number determination table 116 stored in the main ROM 102 for determining the random number.

[0187] When a game ball passes through gate 20, the aforementioned winning random number is acquired, and this random number is stored in the general-purpose reserve memory area of ​​the main RAM 103, up to a maximum of four. Specifically, this general-purpose reserve memory area consists of a total of four memory units, from the first to the fourth memory unit, and the random numbers are stored starting from the first memory unit in the order in which the ball passes through gate 20. If several winning random numbers are already stored in the memory unit, the winning random number is stored in the memory unit with the smallest number among the available memory units. Furthermore, if four winning random numbers are already stored in the general-purpose reserve memory area, even if a game ball passes through gate 20, the winning random number related to this passage is not stored in the general-purpose reserve memory area. In this form of pachinko machine P, the winning random number is a hardware random number built into the main control board 100. This winning random number is updated according to a certain rule, and the random number sequence is automatically changed each time the sequence completes a cycle, and the starting value is changed each time the system is reset. Furthermore, in the pachinko machine P relating to this form, the number of winning random numbers stored in the normal symbol reserve memory area (hereinafter also referred to as the normal symbol reserve number) is stored in a normal symbol reserve number counter (not specifically shown in the diagram).

[0188] The winning random number determination table 116 is used to determine whether or not a win has occurred based on the drawing of ordinary symbols, and as shown in Figures 14(a) to (c), it comprises a first determination table 116a that is referenced during non-time-saving game states (i.e., during normal game states), a second determination table 116b that is referenced during time-saving game states JT1 (i.e., during low-probability time-saving game states LJT1), and a third determination table 116c that is referenced during time-saving game states JT2 (i.e., during low-probability time-saving game states LJT2 or high-probability time-saving game states). Although not specifically shown in the figures, the first determination table 116a is also referenced during special games. In the pachinko machine P according to this configuration, when a game ball passes through gate 20, one winning random number is obtained within the numerical range of 0 to 65535. If the game state at the time of the drawing of regular symbols is not a time-saving game state, the first judgment table 116a is selected, and the drawing of regular symbols is performed based on the obtained winning random number and the selected first judgment table 116a. If the game state at the time of the drawing of regular symbols is a time-saving game state JT1, the second judgment table 116b is selected, and the drawing of regular symbols is performed based on the obtained winning random number and the selected second judgment table 116b. If the game state at the time of the drawing of regular symbols is a time-saving game state JT2, the third judgment table 116c is selected, and the drawing of regular symbols is performed based on the obtained winning random number and the selected third judgment table 116c.

[0189] As shown in Figure 14(a), according to the first determination table 116a, a win is determined if the winning random number is between 1 and 65500, and a loss is determined if the winning random number is any other (0, 65501 to 65535). Therefore, the probability of winning according to this first determination table 116a is approximately 99 / 100. As shown in Figure 14(b), according to the second determination table 116b, similar to the first determination table 116a, a win is determined if the winning random number is between 1 and 65500, and a loss is determined if the winning random number is any other (0, 65501 to 65535). Therefore, the probability of winning in this second determination table 116b is also approximately 99 / 100, similar to the first determination table 116a. As shown in Figure 14(c), according to the third determination table 116c, similar to the first determination table 116a and the second determination table 116b, a win is determined if the winning random number is between 1 and 65500, and a loss is determined if the winning random number is any other (0, 65501 to 65535). Therefore, the probability of winning in this third determination table 116c is also approximately 99 / 100, similar to the first determination table 116a and the second determination table 116b. As described above, in the pachinko machine P of this form, the probability of winning by drawing a regular symbol is set to be the same regardless of the game state. If a winning combination is drawn using a regular symbol, the winning symbol will be determined; if a losing combination is drawn, the losing symbol will be determined.

[0190] Furthermore, the pachinko machine P according to this embodiment includes a regular symbol variation pattern determination table 117 and a movable piece operation control table 118, which are tables for determining the variation patterns of the regular symbols and controlling the operation of the movable piece 16b.

[0191] The regular symbol variation pattern determination table 117 is used to determine the variation pattern of the regular symbols. As described above, when a regular symbol is drawn by a game ball passing through gate 20, the variation pattern of the regular symbols is determined based on this regular symbol variation pattern determination table 117. In the pachinko machine P according to this configuration, as shown in Figure 15, when the game state is a non-time-saving game state, a variation pattern for the regular symbols with a variation time of 10 seconds is determined; when the game state is a time-saving game state JT1, a variation pattern for the regular symbols with a variation time of 9.5 seconds, slightly shorter than the non-time-saving game state, is determined; and when the game state is a time-saving game state JT2, a variation pattern for the regular symbols with a variation time of 1 second, which is significantly shorter than the non-time-saving game state and the time-saving game state JT1, is determined. Although not specifically shown in the figures, during special games, a variation pattern for the regular symbols with a variation time of 10 seconds is determined, similar to the non-time-saving game state. Then, once the pattern for the regular symbols is determined, the regular symbol display device 32 (see Figure 3A) flashes for the duration of the variation set for that pattern. If the regular symbol draw results in a win and a winning symbol is determined, the regular symbol display device 32 lights up; if it results in a loss and a losing symbol is determined, the regular symbol display device 32 turns off. In this specification, the flashing of the ordinary symbol display device 32 is referred to as "ordinary symbol variation," and the illumination or extinguishing of the ordinary symbol display device 32 is referred to as "ordinary symbol stop indication," "ordinary symbol variation stop," "ordinary symbol variation stop," etc.

[0192] Furthermore, the movable piece operation control table 118 is referenced to control the operation of the movable piece 16b, which is located adjacent to the second starting prize entry opening 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 lights up, the movable piece 16b operates in a manner specified in the movable piece operation control table 118. Specifically, when the game state is a non-time-saving game state, as shown in Figure 16, the movable piece solenoid 16c is energized for 0.05 seconds (= 0.05 seconds × 1 time), so the movable piece 16b is in a protruding state for 0.05 seconds. Also, when the game state is a time-saving game state JT1, as shown in Figure 16, the movable piece solenoid 16c is energized for 0.08 seconds (= 0.08 seconds × 1 time), so the movable piece 16b is in a protruding state for 0.08 seconds, which is slightly longer than in the non-time-saving game state. Furthermore, when the game state is the time-saving game state JT2, as shown in Figure 16, the movable piece solenoid 16c is energized for 3 seconds (= 3 seconds x 1 time), so the movable piece 16b remains in a protruding state for 3 seconds, which is longer than in the non-time-saving game state and the time-saving game state JT1. Although not specifically shown in the figures, during special gameplay, the movable piece 16b remains in a protruding state for 0.05 seconds, similar to the non-time-saving game state.

[0193] As described above, during non-time-saving gameplay (normal gameplay), when a game ball passes through gate 20, the probability of winning is extremely high in the lottery for regular symbols, and there are many opportunities for the movable piece 16b to be in a protruding state. However, since the variation time for regular symbols is 10 seconds and the operating time of the movable piece 16b is 0.05 seconds, the time it takes for the movable piece 16b to go from the retracted state to the protruding state is long (the interval between protruding states is long), and the time the movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time it is maintained in this protruding state is shorter than the opening arrival time (the time it takes for the game ball at the upper right end of the movable piece 16b to reach the opening of the second starting prize entry point 16), which is approximately 0.3 seconds. Therefore, during non-time-saving gameplay, the movable piece 16b is almost always retracted, and even if it protrudes, it retracts before the game ball at the upper right end of the movable piece 16b reaches the opening of the second starting prize entry point 16. As a result, in principle, it is impossible for a game ball that has entered the second game area 12b to enter the second starting prize entry point 16.

[0194] Furthermore, during the shortened play state JT1 (low-probability shortened play state LJT1), the probability of winning in the lottery for regular symbols is the same as during the non-shortened play state, so there are many opportunities for the movable piece 16b to be in the protruding state, just as during the non-shortened play state. However, since the variation time for regular symbols is 9.5 seconds and the operation time for the movable piece 16b is 0.08 seconds, just as during the non-shortened play state, the time it takes for the movable piece 16b to go from the retracted state to the protruding state is long, and the time the movable piece 16b is maintained in the protruding state is extremely short. Moreover, the time it is maintained in this protruding state is shorter than the opening arrival time mentioned above (approximately 0.3 seconds). Therefore, although there are some differences in the time it takes for the regular symbols to change and the time the movable piece 16b operates compared to the non-time-saving game state, even in the time-saving game state JT1, the movable piece 16b is almost always in a retracted state, and even if it is in a protruding state, it will be retracted before the game ball at the upper right end of the movable piece 16b reaches the opening of the second starting prize entry 16. As a general rule, it is impossible for a game ball that has entered the second game area 12b to enter the second starting prize entry 16.

[0195] In contrast, during the shortened play state JT2 (low probability shortened play state LJT2, high probability shortened play state), the probability of winning in the lottery of normal symbols is the same as during the non-shortened play state and shortened play state JT1. Therefore, as with the non-shortened play state and shortened play state JT1, there are many opportunities for the movable piece 16b to be in a protruding state. Furthermore, the variation time of the normal symbols is 1 second, which is shorter than during the non-shortened play state and shortened play state JT1, and the operating time of the movable piece 16b is 3 seconds, which is longer than during the non-shortened play state and shortened play state JT1. Therefore, the time it takes for the movable piece 16b to go from the retracted state to the protruding state is shorter than during the non-shortened play state and shortened play state JT1, and the time for the movable piece 16b to be maintained in the protruding state is longer. Moreover, the time for which it is maintained in the protruding state is longer than the opening arrival time mentioned above (approximately 0.3 seconds). Therefore, during the shortened play state JT2, the period in which the movable piece 16b is in a protruding state is extended, and the game ball at the upper right end of the movable piece 16b can be guided to the opening of the second starting prize entry port 16. As a result, game balls that enter the second play area 12b can enter the second starting prize entry port 16 at a high frequency.

[0196] As described above, in the pachinko machine P of this form, the probability of winning by drawing a regular symbol is generally set to be extremely high in all of the following states: non-time-saving game state, time-saving game state JT1, and time-saving game state JT2. However, by varying the variation time of the regular symbols and the operation time of the movable piece 16b, the possibility of a game ball entering the second starting prize entry point 16 is changed. In the pachinko machine P of this form, it is not possible to enter the second starting prize slot 16 during both the non-time-saving game state and the time-saving game state JT1. However, during the time-saving game state JT2, it is possible to enter the second starting prize slot 16 with a high frequency. Therefore, during the time-saving game state JT2 (low probability time-saving game state LJT2, high probability time-saving game state), it is possible to frequently acquire prize balls based on the entry of game balls into the second starting prize slot 16. As a result, it is possible to acquire more opportunities for winning or losing per predetermined time while suppressing the decrease in game balls as the game progresses, compared to the non-time-saving game state (normal game state) and the time-saving game state JT1 (low probability time-saving game state LJT1).

[0197] Furthermore, in the pachinko machine P according to this configuration, during the time-saving game state JT2, control is performed to shorten the average time of special symbol variation (the so-called special symbol variation shortening function is activated) compared to the non-time-saving game state and the time-saving game state JT1 (see Figures 11 and 12). As a result, in conjunction with the change in the frequency of game balls entering the second starting prize entry point 16 mentioned above, the win / loss lottery and the display of special symbol variation are more likely to be performed during the time-saving game state JT2 compared to the non-time-saving game state and the time-saving game state JT1. In other words, the frequency of the win / loss lottery (in other words, the frequency of the display of special symbol variation) is changed.

[0198] Furthermore, in order to change the probability of a game ball entering the second starting prize entry point 16, the frequency of the win / loss lottery and the display of special symbol variations for each game state, one or more of the elements that determine the performance of the regular symbol game (the probability of winning in the regular symbol lottery, the variation time of the regular symbols, and the operating time of the movable piece 16b) may be set to be different for each game state, or all of the elements may be set to be different. Alternatively, all elements that determine the performance of the regular symbol game may be set to be the same regardless of the game state, while the average variation time of the special symbols may be set to be different for each game state.

[0199] (Overview of the processing in the main control board 100 when power is restored after an interruption) As described above, when the power to the pachinko machine P is turned on from off (when power is restored), the main CPU 101 of the main control board 100 sets one of the control states depending on the control state it was in before the power was turned off (immediately before the power was restored), whether the setting switch 108 is on or off at the time the power is turned on (when power is restored), whether the RAM clear switch 109 is on or off, whether the main frame open detection sensor 2a is on or off (open or closed of the main frame 2), whether or not an abnormality occurred in the backup process of the main RAM 103 that was performed when the power was turned off (hereinafter referred to as a backup abnormality), and whether or not an abnormality occurred in the main RAM 103 (hereinafter referred to as a RAM abnormality).

[0200] (Occurrence and resolution of backup and RAM errors in the main control board 100) Here, we will explain the occurrence and resolution of backup and RAM errors in the main control board 100. When power is restored after an outage, if there is an inconsistency between the data stored in the main RAM 103 at the time of the outage and the data stored in the main RAM 103 at the time of restoration, it is determined that a backup error has occurred. If no such inconsistency occurs, it is determined that no backup error has occurred. This backup anomaly is highly likely to occur due to a transient cause (for example, a temporary malfunction in one of the devices that causes a failure to read or retain data). Also, if a new main ROM 102 or main RAM 103 is installed and the power to the pachinko machine P is turned on, a backup anomaly will inevitably occur because the backup process has not been performed beforehand.

[0201] Furthermore, if it becomes impossible to read or write data within the usage area of ​​main RAM 103, a RAM malfunction is determined to have occurred. In the pachinko machine P of this configuration, the determination of a RAM abnormality is limited to the area being used, and if data cannot be read or written to an area outside of use, it is not determined that a RAM abnormality has occurred. However, it is also possible to determine the occurrence of a RAM abnormality by considering both the area being used and the area outside of use. When set in this way, if data cannot be read or written to at least one of the areas being used or outside of use, it may be determined that a RAM abnormality has occurred, and the following processes (initialization process in case of abnormality, setting of game stop state) may be performed. This RAM anomaly is likely caused by a hardware malfunction, such as chip damage, and will require replacement or repair of main RAM 103.

[0202] Furthermore, if a backup error occurs when the power is restored, unless the setting change conditions described later are met, the error initialization process will be executed, and a game stop state based on the backup error will be set. Also, if a RAM error occurs when the power is restored, the error initialization process will be executed, and a game stop state based on the RAM error will be set. If both a backup error and a RAM error occur simultaneously, the error initialization process will be executed, and the game stop state based on the RAM error will take precedence over the backup error. As will be described later, in the abnormal initialization process that is executed when the game stop state is set, all data stored in the main RAM 103 (i.e., all data stored in the used area and the unused area, specifically setting values, game machine status flags, test signal information, checksums, backup flags, error information, various data related to the progress of the game, and game performance data) is cleared.

[0203] If a game stop state is set due to a backup error, the system will be set to the change state when the power is restored, by fulfilling the setting change conditions (specifically, setting switch 108 is ON, RAM clear switch 109 is ON, and main unit frame open detection sensor 2a is ON). Subsequently, the system will be set to the playable state when setting switch 108 is turned OFF. On the other hand, if the setting change conditions are not met, the system will remain in the game stop state. Furthermore, if a game-stopped state is set due to a RAM malfunction, the setting change state is set when the RAM malfunction is resolved upon power restoration (main RAM 103 is replaced or repaired and there is no RAM malfunction) and the setting change conditions are met. Subsequently, the game-playable state is set when the setting switch 108 is turned off. On the other hand, if the RAM malfunction is not resolved upon power restoration, or if the setting change conditions are not met, the game-stopped state remains. In other words, in the pachinko machine P of this form, if a game stop state is set due to a backup error or RAM error, the game-playable state will not be set directly even if the power is turned on again. Instead, the game-playable state will be set (transitioned to the game-playable state) after going through a setting change state which is set by turning on the power while the setting change conditions are met.

[0204] (Setting the control state when power is restored after an interruption) The control states set when power is restored after an interruption will be explained in detail below with reference to Figures 17 and 18. (1) When power is restored, if the setting switch 108 is off, the RAM clear switch 109 is off, the main unit frame open detection sensor 2a is off, there is no backup error, and there is no RAM error In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was playable, setting changed, setting confirmed, or play stopped, the control state immediately before the power outage will be set when the power is restored. In other words, the control state when the power is restored will be the same as the control state the machine was in immediately before the power outage. Furthermore, if the control state immediately before the power outage was in a playable state and a special game was in progress, the special game will resume when the power is restored. In this configuration of pachinko machine P, as a general rule, the machine remains in the setting change state or setting confirmation state only while the setting switch 108 is ON. In the above case, if the control state immediately before the power outage was the setting change state, the setting change state is set when the power is restored, and if the control state immediately before the power outage was the setting confirmation state, the setting confirmation state is set when the power is restored. However, since the setting switch 108 is OFF, the playable state is set (changed to the playable state) immediately after the setting change state or setting confirmation state is set.

[0205] (2) When the power is restored, the setting switch 108 is ON, the RAM clear switch 109 is OFF, the main unit frame open detection sensor 2a is OFF, there is no backup error, and there is no RAM error. In this case as well, as shown in Figure 17, regardless of whether the control state immediately before the power outage was playable, setting changed, setting confirmed, or game stopped, the control state immediately before the power outage will be set when the power is restored. Furthermore, if the control state immediately before the power outage was in a playable state and a special game was in progress, the special game will resume when the power is restored. Furthermore, in this case, if the setting change state or setting confirmation state is set when the power is restored after an outage, the game-ready state will not be set immediately afterward.

[0206] (3) When power is restored, if the setting switch 108 is OFF, the RAM clear switch 109 is ON, the main unit frame open detection sensor 2a is OFF, no backup abnormality occurred, and no RAM abnormality occurred. In this case, as shown in Figure 17, if the control state immediately before the power outage was either the playable state or the setting confirmation state, a normal initialization process is performed upon power recovery based on the fact that the RAM clear switch 109 is ON, and the playable state is set. If the control state immediately before the power outage was the setting change state, a normal initialization process is performed upon power recovery, and the setting change state is set. If the control state immediately before the power outage was the game stopped state, the game stopped state is set upon power recovery. As will be described later, in the normal initialization process that is performed based on the RAM clear switch 109 being ON, the data stored in the second to fourth areas of the main RAM 103's usage area (i.e., checksums, backup flags, error information, and various data related to the progress of the game) is cleared. Therefore, if the control state immediately before the power outage was in a playable state, and there were held symbols stored or special symbols or regular symbols were being displayed, the stored held symbols will be cleared and the special symbols or regular symbols will be reset. If a special game was in progress, this special game will also be reset. Furthermore, if the control state immediately before the power outage was the setting change state and the setting value was being changed, the setting value is not cleared by the normal initialization process described above. Therefore, even in the setting change state set after the power is restored, the setting value being changed immediately before the power outage (the setting value stored in the main RAM 103) is maintained. Then, immediately after the setting change state is set, the playable state is set. As a result, the setting change state ends, and the setting value being changed becomes finalized, as will be described later.

[0207] (4) When power is restored, if the setting switch 108 is ON, the RAM clear switch 109 is ON, the main unit frame open detection sensor 2a is OFF, no backup abnormality occurred, and no RAM abnormality occurred. In this case as well, as shown in Figure 17, if the control state immediately before the power outage was the playable state or the setting confirmation state, the normal initialization process will be performed when the power is restored and the playable state will be set. Also, if the control state immediately before the power outage was the setting change state, the normal initialization process will be performed when the power is restored and the setting change state will be set. Also, if the control state immediately before the power outage was the game stopped state, the game stopped state will be set when the power is restored. Furthermore, if the control state immediately before the power outage was in a playable state, and there were reserved balls stored or special or regular symbols were being displayed, the stored reserved balls will be cleared, and the special or regular symbol displays will be reset. If a special game was in progress, this special game will also be reset. Furthermore, if the control state immediately before the power outage was the setting change state and the setting value was being changed, the setting value being changed immediately before the power outage will be maintained even in the setting change state set after the power is restored. And since the playable state is not set immediately after the setting change state is set and the setting change state does not end, the setting value being changed is not finalized at this point.

[0208] (5) When power is restored, if the setting switch 108 is off, the RAM clear switch 109 is off, the main unit frame open detection sensor 2a is on, there is no backup error, and there is no RAM error In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was playable, setting changed, setting confirmed, or game stopped, the control state immediately before the power outage will be set when the power is restored. Furthermore, if the control state immediately before the power outage was in a playable state and a special game was in progress, the special game will resume when the power is restored. Furthermore, the "playable" state is set immediately after the "settings changed" or "settings confirmed" state is set.

[0209] (6) When power is restored, if the setting switch 108 is ON, the RAM clear switch 109 is OFF, the main unit frame open detection sensor 2a is ON, no backup abnormality occurred, and no RAM abnormality occurred. In this case, as shown in Figure 17, if the control state immediately before the power outage was the playable state or the setting confirmation state, the setting confirmation state will be set when the power is restored. Also, if the control state immediately before the power outage was the setting change state, the setting change state will be set when the power is restored. Furthermore, if the control state immediately before the power outage was the game stopped state, the game stopped state will be set when the power is restored. Furthermore, if the control state immediately before the power outage was in a playable state and special game was in progress, the setting confirmation state will be set when the power is restored, and then the special game will resume when the setting switch 108 is turned off. Furthermore, the game-playable state is not set immediately after the settings change state is set.

[0210] (7) When power is restored, if the setting switch 108 is OFF, the RAM clear switch 109 is ON, the main unit frame open detection sensor 2a is ON, no backup abnormality occurred, and no RAM abnormality occurred. In this case, as shown in Figure 17, if the control state immediately before the power outage was in the playable state or the setting confirmation state, a normal initialization process will be performed when the power is restored, and the playable state will be set. Also, if the control state immediately before the power outage was in the setting change state, a normal initialization process will be performed when the power is restored, and the setting change state will be set. Also, if the control state immediately before the power outage was in the game stopped state, the game stopped state will be set when the power is restored. Furthermore, if the control state immediately before the power outage was in a playable state, and there were reserved balls stored or special or regular symbols were being displayed, the stored reserved balls will be cleared, and the special or regular symbol displays will be reset. If a special game was in progress, this special game will also be reset. Furthermore, if the control state immediately before the power outage was the setting change state and the setting value was being changed, the setting value being changed immediately before the power outage will be maintained even in the setting change state set after the power is restored. Then, immediately after the setting change state is set, the playable state is set. As a result, the setting change state ends, and the setting value being changed becomes final.

[0211] (8) When power is restored, if the setting switch 108 is ON, the RAM clear switch 109 is ON, the main unit frame open detection sensor 2a is ON, there is no backup error, and there is no RAM error In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was playable, setting confirmation, or game stopped, the normal initialization process is executed when the power is restored, and the setting change state is set. Furthermore, if the control state immediately before the power outage was in a playable state, and there were reserved balls stored or special or regular symbols were being displayed, the stored reserved balls will be cleared, and the special or regular symbol displays will be reset. If a special game was in progress, this special game will also be reset. Furthermore, if the control state immediately before the power outage was the setting change state and the setting value was being changed, the setting value being changed immediately before the power outage will be maintained even in the setting change state set after the power is restored. And since the playable state is not set immediately after the setting change state is set and the setting change state does not end, the setting value being changed is not finalized at this point.

[0212] (9) When power is restored after an interruption, if a backup error occurs but no RAM error occurs (excluding cases where the setting switch 108, RAM clear switch 109, and main unit frame open detection sensor 2a are all ON) In other words, when the power is restored, if the setting switch 108 is off, the RAM clear switch 109 is off, the main unit frame open detection sensor 2a is off, a backup error has occurred, but no RAM error has occurred, the setting switch 108 is on, the RAM clear switch 109 is off, the main unit frame open detection sensor 2a is off, a backup error has occurred, but no RAM error has occurred, the setting switch 108 is off, the RAM clear switch 109 is on, the main unit frame open detection sensor 2a is off, a backup error has occurred, but no RAM error has occurred, the setting switch 108 is on, the RAM clear switch 109 is on, the main unit frame open detection sensor 2a is off, a backup error has occurred, but no RAM error has occurred, the setting switch 108 is off If the RAM clear switch 109 is off, the main unit frame open detection sensor 2a is on, a backup error has occurred, but no RAM error has occurred, if the setting switch 108 is on, the RAM clear switch 109 is off, the main unit frame open detection sensor 2a is on, a backup error has occurred, but no RAM error has occurred, or if the setting switch 108 is off, the RAM clear switch 109 is on, the main unit frame open detection sensor 2a is on, a backup error has occurred, but no RAM error has occurred, in all cases, regardless of whether the control state immediately before the power outage was playable, setting changed, setting confirmed, or game stopped, when the power is restored, the error initialization process is executed and the game stopped state based on the occurrence of a backup error is set (see Figure 17).

[0213] (10) When power is restored, if the setting switch 108 is ON, the RAM clear switch 109 is ON, the main unit frame open detection sensor 2a is ON, a backup error has occurred, and no RAM error has occurred. In this case, as shown in Figure 17, regardless of whether the control state immediately before the power outage was playable, setting changed, setting confirmed, or play stopped, when the power is restored, the abnormal initialization process is executed and the setting changed state is set. Furthermore, if the control state immediately before the power outage was in a playable state, and there were reserved balls stored or special or regular symbols were being displayed, the stored reserved balls will be cleared, and the special or regular symbol displays will be reset. If a special game was in progress, this special game will also be reset. Furthermore, in the pachinko machine P of this configuration, in this case (when a backup error occurs when the power is restored), the setting value is also cleared during the error initialization process executed when the power is restored. Therefore, if the control state immediately before the power outage was the setting change state and the setting value was being changed, the setting value being changed immediately before the power outage (the setting value stored in the main RAM 103) is not maintained in the setting change state set after the power is restored, and the setting value stored in the main RAM 103 is changed to a predetermined initial setting value ("1" in this configuration). Note that the playable state is not set immediately after the setting change state is set, and the setting change state does not end, so the setting value is not finalized at this point.

[0214] (11) When power is restored, if the setting switch 108 is off, the RAM clear switch 109 is off, the main unit frame open detection sensor 2a is off, no backup error occurred, but a RAM error occurred. In this case, as shown in Figure 18, regardless of whether the control state immediately before the power outage was playable, setting changed, setting confirmed, or game stopped, when the power is restored, the abnormal initialization process is executed and the game stopped state based on the occurrence of a RAM abnormality is set. In the case of the pachinko machine P in this configuration, if no backup failure occurs, it may not be possible to detect a RAM failure even if one has occurred. Furthermore, the determination of a RAM failure is limited to the used area; if data cannot be read or written to an unused area, it is not determined that a RAM failure has occurred. Thus, if a RAM failure is not detected or determined not to have occurred, the control state at the time of power recovery is set as in the case of (1) above, assuming that no RAM failure occurred.

[0215] (12) When power is restored, if the setting switch 108 is ON, the RAM clear switch 109 is OFF, the main unit frame open detection sensor 2a is OFF, no backup abnormality occurred, but a RAM abnormality occurred. In this case as well, as shown in Figure 18, regardless of whether the control state immediately before the power outage was in the playable state, setting change state, setting confirmation state, or play stopped state, when the power is restored, the abnormal initialization process is executed and the play stopped state based on the occurrence of a RAM abnormality is set. Furthermore, if no RAM abnormality is detected, or if it is not determined that a RAM abnormality has occurred, the control state upon power recovery will be set in the same manner as in case (2) above, assuming that no RAM abnormality occurred.

[0216] (13) When power is restored, if the setting switch 108 is OFF, the RAM clear switch 109 is ON, the main unit frame open detection sensor 2a is OFF, no backup abnormality occurred, but a RAM abnormality occurred. In this case as well, as shown in Figure 18, regardless of whether the control state immediately before the power outage was in the playable state, setting change state, setting confirmation state, or play stopped state, when the power is restored, the abnormal initialization process is executed and the play stopped state based on the occurrence of a RAM abnormality is set. Furthermore, if no RAM abnormality is detected, or if it is not determined that a RAM abnormality has occurred, the control state upon power recovery will be set in the same manner as in case (3) above, assuming that no RAM abnormality occurred.

[0217] (14) When power is restored, if the setting switch 108 is ON, the RAM clear switch 109 is ON, the main unit frame open detection sensor 2a is OFF, no backup abnormality occurred, but a RAM abnormality occurred. In this case as well, as shown in Figure 18, regardless of whether the control state immediately before the power outage was in the playable state, setting change state, setting confirmation state, or play stopped state, when the power is restored, the abnormal initialization process is executed and the play stopped state based on the occurrence of a RAM abnormality is set. Furthermore, if no RAM abnormality is detected, or if it is not determined that a RAM abnormality has occurred, the control state upon power recovery will be set in the same manner as in case (4) above, assuming that no RAM abnormality occurred.

[0218] (15) When power is restored, if the setting switch 108 is off, the RAM clear switch 109 is off, the main unit frame open detection sensor 2a is on, no backup abnormality occurred, but a RAM abnormality occurred. In this case as well, as shown in Figure 18, regardless of whether the control state immediately before the power outage was in the playable state, setting change state, setting confirmation state, or play stopped state, when the power is restored, the abnormal initialization process is executed and the play stopped state based on the occurrence of a RAM abnormality is set. Furthermore, if no RAM abnormality is detected, or if it is not determined that a RAM abnormality has occurred, the control state upon power recovery will be set in the same manner as in case (5) above, assuming that no RAM abnormality occurred.

[0219] (16) When power is restored, if the setting switch 108 is ON, the RAM clear switch 109 is OFF, the main unit frame open detection sensor 2a is ON, no backup abnormality occurred, but a RAM abnormality occurred. In this case as well, as shown in Figure 18, regardless of whether the control state immediately before the power outage was in the playable state, setting change state, setting confirmation state, or play stopped state, when the power is restored, the abnormal initialization process is executed and the play stopped state based on the occurrence of a RAM abnormality is set. Furthermore, if no RAM abnormality is detected, or if it is not determined that a RAM abnormality has occurred, the control state upon power recovery will be set in the same manner as in case (6) above, assuming that no RAM abnormality occurred.

[0220] (17) When power is restored, if the setting switch 108 is OFF, the RAM clear switch 109 is ON, the main unit frame open detection sensor 2a is ON, no backup abnormality occurred, but a RAM abnormality occurred. In this case as well, as shown in Figure 18, regardless of whether the control state immediately before the power outage was in the playable state, setting change state, setting confirmation state, or play stopped state, when the power is restored, the abnormal initialization process is executed and the play stopped state based on the occurrence of a RAM abnormality is set. Furthermore, if no RAM abnormality is detected, or if it is not determined that a RAM abnormality has occurred, the control state upon power recovery will be set in the same manner as in case (7) above, assuming that no RAM abnormality occurred.

[0221] (18) When power is restored, if the setting switch 108 is ON, the RAM clear switch 109 is ON, the main unit frame open detection sensor 2a is ON, no backup abnormality occurred, but a RAM abnormality occurred. In this case as well, as shown in Figure 18, regardless of whether the control state immediately before the power outage was in the playable state, setting change state, setting confirmation state, or play stopped state, when the power is restored, the abnormal initialization process is executed and the play stopped state based on the occurrence of a RAM abnormality is set. Furthermore, if no RAM abnormality is detected, or if it is not determined that a RAM abnormality has occurred, the control state upon power recovery will be set in the same manner as in case (8) above, assuming that no RAM abnormality occurred. Thus, in the pachinko machine P of this form, if a RAM abnormality occurs, even if the setting change conditions are met, the game stop state will be set in priority over the setting change state.

[0222] (19) If a backup error or a RAM error occurs when the power is restored after an interruption In other words, when the power is restored, if the setting switch 108 is off, the RAM clear switch 109 is off, the main frame open detection sensor 2a is off, a backup error has occurred, but no RAM error has occurred, then the setting switch 108 is on, the RAM clear switch 109 is off, the main frame open detection sensor 2a is off, a backup error has occurred, but no RAM error has occurred, then the setting switch 108 is off, the RAM clear switch 109 is on, the main frame open detection sensor 2a is off, a backup error has occurred, but no RAM error has occurred, then the setting switch 108 is on, the RAM clear switch 109 is on, the main frame open detection sensor 2a is off, a backup error has occurred, but no RAM error has occurred, then the setting switch 108 is off, the RAM clear switch 109 is off, the main frame open detection sensor 2a is on, and a backup error has occurred If a backup error occurs and no RAM error occurs, the setting switch 108 is ON, the RAM clear switch 109 is OFF, and the main unit frame open detection sensor 2a is ON. If a backup error occurs and no RAM error occurs, the setting switch 108 is OFF, the RAM clear switch 109 is ON, and the main unit frame open detection sensor 2a is ON. If a backup error occurs and no RAM error occurs, the setting switch 108 is ON, the RAM clear switch 109 is ON, and the main unit frame open detection sensor 2a is ON. In all cases, regardless of whether the control state immediately before the power outage was playable, setting confirmation, or game stopped, when the power is restored, the error initialization process is executed, and the game stopped state based on the RAM error takes precedence over the game stopped state based on the backup error (see Figure 18).

[0223] Then, when the above processes (1) to (19) are executed, if the setting confirmation state or the setting change state is set, the setting value stored in the main RAM 103 is displayed on the main information display device 105. Also, when the playable state is set, the game performance display information based on the game performance data stored in the main RAM 103 is displayed on the main information display device 105. Also, when the game stopped state is set, a code indicating that the game stopped state has been set is displayed on the main information display device 105. Furthermore, if the playable state is set immediately after the setting confirmation state or setting change state is set, the setting value will be displayed on the main information display device 105 for a moment, and then the game performance display information will be displayed in accordance with the setting of the playable state.

[0224] Furthermore, if a setting confirmation state or a setting change state is set based on the setting switch 108 being ON, then when the setting switch 108 is turned OFF, a process is executed to switch the setting confirmation state or setting change state to a playable state, and the playable state is set. When the playable state is set, the display on the main information display device 105 also switches to the corresponding content.

[0225] Furthermore, in pachinko machines with multiple setting levels, during the setting change state, provided that the main frame opening detection sensor 2a detects the opening of the main frame 2, each time the push button 109a is pressed and the RAM clear switch 109 is turned on, the setting value stored in the main RAM 103 is changed by one level. Specifically, the setting value stored in the main RAM 103 is changed to a value incremented by 1. For example, in a pachinko machine P with setting values ​​from "1" to "6" (6 levels of setting), if the setting value stored in the main RAM 103 is "2", and the push button 109a is pressed while the main frame 2 is open, the setting value stored in the main RAM 103 will change to "3". Then, each time the push button 109a is pressed while the main frame 2 is open, the setting value stored in the main RAM 103 will change from "4" to "5" to "6", and after "6" it will change to "1". In addition, each time the setting value stored in the main RAM 103 is changed, the display of the setting value on the main information display device 105 will also change. When the setting switch 108 is turned off, it becomes impossible to change the setting values ​​stored in the main RAM 103. In other words, the setting values ​​stored in the main RAM 103 at this point become fixed as the new setting values. Furthermore, in this form of pachinko machine P, only one setting level is provided, so the setting value will not change even if the push button 109a is pressed. Also, the display of the setting value on the main information display device 105 will not change.

[0226] (Handling of abnormal setting values) In the pachinko machine P of this configuration, if noise or other issues occur, the setting values ​​stored in the main RAM 103's usage area may be overwritten with abnormal values ​​(for example, values ​​other than "1"). In such a situation where the stored setting values ​​become abnormal (hereinafter also referred to as setting value abnormality), it may not be possible to conduct a jackpot lottery based on the appropriate setting values, which could have a serious impact on the progress of the game. Therefore, in the pachinko machine P according to this configuration, the main CPU 101 performs a setting value abnormality determination process to determine whether or not a setting value abnormality has occurred at the time when the above-mentioned jackpot lottery or regular symbol lottery is performed while the machine is in a playable state. If this setting value abnormality determination process determines that a setting value abnormality has occurred, the above-mentioned abnormality initialization process is executed, and a game stop state based on the occurrence of a setting value abnormality is set. In this form of pachinko machine P, the next jackpot lottery and the display of special symbol variations are not performed while the special game is in progress. Therefore, the setting value abnormality detection process based on the jackpot lottery can only be performed when the special game is not in progress. In contrast, the lottery for regular symbols is performed both when the special game is not in progress and when it is in progress. Therefore, the setting value abnormality detection process based on the regular symbol lottery can be performed both when the special game is not in progress and when it is in progress.

[0227] If a game stop state is set due to an abnormal setting value, when the power is restored, the setting change state is set if the setting change conditions are met, and then the game becomes playable when the setting switch 108 is turned off. On the other hand, if the setting change conditions are not met, the game remains in the game stop state. In other words, if a game stop state is set due to an abnormal setting, just as with a game stop state set due to a backup or RAM abnormality, the game will not be directly set to playable state even if the power is turned off and on again. Instead, the game will be set to playable state only after the setting change state is set by turning on the power while the setting change conditions are met.

[0228] (Normal initialization process, abnormal initialization process, clear process) In the pachinko machine P of this configuration, if a game stop state is set based on the occurrence of a backup error, RAM error, or setting value error, an error initialization process is executed. In addition, if a backup error occurs when the power is restored and the setting change conditions are met, an error initialization process is also executed when the setting change state is set. In this abnormal initialization process, as described above, all data stored in the main RAM 103 (all data stored in the used and unused areas, specifically setting values, game machine status flags, test signal information, checksums, backup flags, error information, various data related to the progress of the game, game performance data, etc.) is cleared. Furthermore, if a game stop state is set due to a backup error, RAM error, or setting value error, the default setting value "1" may be automatically stored in the main RAM 103's usage area after a setting change state is set.

[0229] Furthermore, when power is restored after an outage, if the RAM clear switch 109 is ON and a control state other than the game stop state (game-ready state, setting change state, setting confirmation state) is set, the normal initialization process is executed, except in cases where the abnormal initialization process is executed as described above (when a backup abnormality occurs when power is restored after an outage, and the setting change state is set because the setting change conditions are met). In this normal initialization process, as described above, the data stored in the second to fourth areas of the main RAM 103's usage area (checksum, backup flag, error information, and various data related to the progress of the game) is cleared. Furthermore, when power is restored after an interruption, if the RAM clear switch 109 is off and the game-ready state or setting confirmation state is set, a clear process is executed to clear a portion of the main RAM 103. In this clear process, the data stored in the second and third areas of the main RAM 103's usage area (i.e., checksums, backup flags, and error information) is cleared. In the following, the abnormal initialization process and the normal initialization process may be collectively referred to simply as "RAM clear."

[0230] (Overview of various controls when a game stop state is set due to setting errors, backup errors, or RAM errors) As described above, in the pachinko machine P of this form, when the machine is in a playable state and special symbol game, regular symbol game, or special game is being played, noise or the like may occur, causing a setting value anomaly, which may result in the machine being set to a play stop state based on the setting value anomaly. In addition, in the above case, for example, if a momentary power outage (i.e., a momentary interruption) occurs, and when the power is restored (when the power is restored), a backup anomaly or RAM anomaly may occur in the main control board 100, which may result in the machine being set to a play stop state based on the backup anomaly or RAM anomaly. In the pachinko machine P of this configuration, when the game remains in a stopped state due to the above-mentioned settings being made based on the occurrence of setting value abnormalities, backup abnormalities, or RAM abnormalities, the special symbol games, regular symbol games, and special games that were being played during the playable state before the game stopped state was set will not be played, and the game will not progress.

[0231] Specifically, when the game is playable and the state related to the ball difference operation stop control described later is the pre-activation warning state, the activation warning state, or the activation notification state, when the operating handle 5 is rotated, the launch payout control board 200 performs control to launch game balls. On the other hand, when the game is stopped, even if the operating handle 5 is rotated, the launch payout control board 200 does not perform control to launch game balls. In other words, when the game is playable and the state related to the ball difference operation stop control described later is the pre-activation warning state, the activation warning state, or the activation notification state, the game balls will be launched when the operating handle 5 is rotated. However, when the game is stopped, the game balls will not be launched even if the operating handle 5 is rotated. In this configuration of the pachinko machine P, when each control state (playable state, setting confirmation state, setting change state, play stopped state) is set, the main CPU 101 of the main control board 100 sends a state setting command to the launch / payout control board 200 and the sub-control board 300 indicating that each control state has been set. This allows the launch / payout control board 200 and the sub-control board 300 to also be aware of the set control state.

[0232] Furthermore, when the game is stopped, the main CPU 101 of the main control board 100 does not detect when a game ball enters the first starting prize slot 15 or the second starting prize slot 16, or when a game ball passes through the gate 20. As a result, even if a game ball enters the first starting prize slot 15 or the second starting prize slot 16, a lottery for a jackpot based on that entry is not conducted, and even if a game ball passes through the gate 20, a lottery for a regular symbol based on that passage is not conducted, and no new prize balls, new special symbol random numbers, or new regular symbol random numbers are stored in the reserve memory. Furthermore, if the special symbol variation display, the regular symbol variation display, or special game is being performed while the game is playable, the main CPU 101 of the main control board 100 will stop the special symbol variation display, the regular symbol variation display, and the execution of special game when the game stop state is set. Thus, in the game-stopped state, the main CPU 101 of the main control board 100 performs the above-mentioned control, preventing the game from progressing.

[0233] Furthermore, when the machine is in a playable state and is in the pre-activation warning state, activation warning state, or activation notification state, when a game ball enters the first starting prize entry 15 or the second starting prize entry 16, the main CPU 101 of the main control board 100 performs control to transmit a prize entry signal as an external signal to the outside of the pachinko machine P via the external information terminal board 500, from a predetermined start time after the ball enters (for example, the start time of the special symbol variation display) to a predetermined end time (for example, a predetermined time (for example, 3000ms) has elapsed from the predetermined start time). Furthermore, when the machine is in a playable state and is in the pre-activation warning state, activation warning state, or activation notification state, if a jackpot is won, the main CPU 101 of the main control board 100 will perform control to transmit a jackpot signal as an external signal to the outside of the pachinko machine P via the external information terminal board 500, from a predetermined start time after the jackpot is won (for example, the start time of the special game based on the jackpot) to a predetermined end time (for example, the end time of the special game based on the jackpot). As a result, external devices to the pachinko machine P can also track changes in special symbols based on balls entering the first starting entry point 15 and the second starting entry point 16, as well as the winning of jackpots.

[0234] In contrast, when the game is stopped, as described above, the game does not proceed, and therefore the control by the main CPU 101 of the main control board 100 to send external signals such as the winning signal and jackpot signal to the outside of the pachinko machine P is also restricted. For example, if the game stops while the aforementioned winning signal is being transmitted, the main CPU 101 of the main control board 100 stops the display of the special symbols, and the main CPU 101 is unable to stop transmitting the winning signal that is currently being transmitted, so the winning signal remains transmitted. Also, if the game stops when the aforementioned winning signal is not being transmitted, even if a game ball enters the first starting winning slot 15 or the second starting winning slot 16 afterward, the main CPU 101 of the main control board 100 does not detect the ball, and the main CPU 101 is unable to start transmitting the aforementioned winning signal. Furthermore, if the game stops while the aforementioned jackpot signal is being transmitted, the main CPU 101 of the main control board 100 stops executing the special game, and the main CPU 101 is unable to stop transmitting the jackpot signal that is currently being transmitted, so the jackpot signal remains transmitted. Also, if the game stops when the aforementioned jackpot signal is not being transmitted, the main CPU 101 of the main control board 100 will not start the special game thereafter, and therefore the main CPU 101 will not start transmitting the aforementioned jackpot signal.

[0235] Furthermore, when the game stop state is set, the main CPU 101 of the main control board 100 displays an error code on the main information display device 105, sends a state setting command (hereinafter also called a game stop command) to the sub-control board 300 indicating that the game stop state has been set, generates a security signal as an external signal indicating that the game stop state has been set, and outputs the security signal to the outside of the pachinko machine P via the external information terminal board 500. When the sub-control board 300 receives a game stop command, the performance display device 21 displays a predetermined image suggesting the game stop state, the audio output device 10 outputs a predetermined sound suggesting the game stop state, and the front door performance lamp DL, status notification lamp EL, and panel performance lamp GL light up or turn off in a predetermined lighting pattern to indicate that the game stop state has been set. In addition, the security signal output to the outside of the pachinko machine P can be received by the hall computer and external display devices for displaying various information, so that the hall computer can understand that the game stop state has been set, and the external display devices can indicate that the game stop state has been set.

[0236] (Overview of the control of the movable piece 16b and the opening / closing door 18b while the game is stopped) Furthermore, in the pachinko machine P according to this embodiment, when the game is stopped, the operation of the movable piece 16b of the second starting prize entry point 16 and the opening / closing door 18b of the large prize entry point 18 is restricted. Specifically, when the game is stopped, the main CPU 101 of the main control board 100 controls the movable piece solenoid 16c that drives the movable piece 16b of the second starting prize slot 16 to move in and out, and also controls the large prize slot solenoid 18c that drives the opening and closing door 18b of the large prize slot 18 to open and close, to prevent it from operating.

[0237] As a result, for example, if the movable piece 16b of the second starting prize entry opening 16 is protruding while the game is playable, the movable piece 16b will retract when the game stop state is set, and the retracted state will be maintained while the game stop state is in effect. Also, for example, if the opening / closing door 18b of the large prize entry opening 18 is open while the game is playable, the opening / closing door 18b will close when the game stop state is set, and the closed state will be maintained while the game stop state is in effect. Furthermore, for example, if a win occurs in a normal symbol draw while the game is playable, but the game stop state is set before the movable piece 16b of the second starting prize slot 16 protrudes, the movable piece 16b will not protrude and will remain retracted during the game stop state. Also, for example, if a special game is being played while the game is playable, and after a predetermined round of gameplay has ended and the opening / closing door 18b of the large prize slot 18 has closed, but the next round of gameplay has started and the opening / closing door 18b has not opened, the opening / closing door 18b will remain closed during the game stop state.

[0238] (Overview of control related to the dispensing of game balls while the game is stopped) In the pachinko machine P of this configuration, when the game is stopped, the main CPU 101 performs the control described above to prevent the game from progressing. On the other hand, while the game is stopped, the launch and payout control board 200 stops launching game balls, but the launch and payout control board 200 does not stop paying out game balls.

[0239] Specifically, after the main CPU 101 of the main control board 100 sends a prize ball specification command to the launch and payout control board 200 indicating that a corresponding number of prize balls should be dispensed based on the entry of game balls into the general prize slot 14, the first start prize slot 15, the second start prize slot 16, or the large prize slot 18 (i.e., after the launch and payout control board 200 receives the prize ball specification command), even if a game stop state is set, the launch and payout control board 200 will continue to control the dispensing of game balls.

[0240] As a result, for example, even if a game stop state is set while a game ball is being played (i.e., in a playable state) and prize balls are being dispensed sequentially due to a game ball entering the large prize slot 18, all prize balls based on the aforementioned ball entry will be dispensed. In other words, all prize balls that were acquired by a game ball entering the large prize slot 18 before the game stop state was set, but which had not yet been dispensed at the time the game stop state was set, will be dispensed. Thus, in the pachinko machine P according to this form, if a game ball enters any of the prize winning slots while the game is playable, and the game stop state is set while prize balls are being paid out based on that ball, the progress of the game by the main control board 100 and the firing and payout control board 200 will stop, but the payout of prize balls by the firing and payout control board 200 will continue without stopping even while the game is stopped.

[0241] Similarly, even if a game stop state is set after the player presses the ball dispensing button 36 and the game ball dispensing device R sends a ball dispensing command to the launch / dispensing control board 200 to dispense a predetermined number of game balls as dispensing balls, the launch / dispensing control board 200 will continue to control the dispensing of game balls. As a result, even if the game stop state is set while a predetermined number of game balls (loaned balls) are being dispensed by pressing the ball dispensing button 36, all predetermined number of game balls will be dispensed. In other words, even if the ball dispensing button 36 was pressed and the dispensing of game balls began before the game stop state was set, all game balls that had not yet been dispensed by the time the game stop state was set will be dispensed.

[0242] Furthermore, in the pachinko machine P according to this configuration, even when the game is stopped, the operation of the game ball dispensing device R, the value information display device 35, the ball dispensing switch 36a, and the card return switch 37a is not restricted, nor is the transmission of signals and commands from these devices, nor the reception of signals and commands by these devices, restricted. As a result, in the pachinko machine P according to this configuration, even if the ball dispensing button 36 is pressed while the game is stopped, all predetermined number of game balls will be dispensed.

[0243] Furthermore, in the pachinko machine P according to this configuration, the value information display device 35 continues to display value information even when the game is stopped. Also, if the ball dispensing button 36 is pressed while the game is stopped, the game ball dispensing device R sends a subtraction command to the value information display device 35, so that the value information display device 35 updates and displays value information even when the game is stopped. Furthermore, if the card return button 37 is pressed while the game is stopped, the card return switch 37a sends a return request signal to the game ball dispensing device R, so that even while the game is stopped, the game ball dispensing device R will perform the action of ejecting the card.

[0244] (Overview of error detection related to payouts while the game is stopped) In the pachinko machine P according to this configuration, among the payout-related errors, the ball depletion error, full tank error, payout counting switch error, ball jam error, excessive prize ball error, radio wave error, and payout motor error are detected by the launch / payout control board 200. In addition, among the payout-related errors, the door open error is detected by the main control board 100.

[0245] Here, when the game is playable and the state related to the ball difference operation stop control, described later, is the pre-activation warning state, the activation warning state, or the activation notification state, both the main control board 100 and the launch / payout control board 200 are configured to determine the occurrence of the corresponding error. In contrast, during the game stop state, the main CPU 101 of the main control board 100 only checks for the occurrence of a door open error, and does not check for the occurrence of other errors (main control-related errors as described above) that are checked by the main control board 100. Specifically, even when the game is stopped, if the main frame 2 or the front door 3 is opened, a main frame opening detection signal or a front door opening detection signal is input to the launch / payout control board 200, and a main frame opening command or a front door opening command is transmitted from the launch / payout control board 200 to the main control board 100. When the main control board 100 receives the main frame opening command or the front door opening command, the main CPU 101 determines that a door opening error has occurred. On the other hand, even when the game is stopped, for example, if a magnetic field is directed at the game board 11, the magnetic detection sensor 70a detects the magnetic field and outputs a magnetic detection signal to the main control board 100. However, even if a magnetic detection signal is input to the main control board 100, the main CPU 101 does not determine that a main control magnetic error has occurred. Therefore, when the game is stopped, a main control magnetic error will not occur even if a magnetic field is directed at the game board 11. Similarly, for example, when radio waves are shone on the game board 11, the radio wave detection sensor 71a detects the radio waves and outputs a radio wave detection signal to the main control board 100. However, even if a radio wave detection signal is input to the main control board 100, the main CPU 101 does not determine that a main control radio wave error has occurred. Therefore, while the game is stopped, even if radio waves are shone on the game board 11, a main control radio wave error does not occur. In other words, while the game is stopped, even if an event that causes a main control-related error occurs, the main CPU 101 does not determine that a main control-related error has occurred, and therefore no main control-related error occurs.

[0246] As described above, even when the game is stopped, if it is determined that a door opening error has occurred, the main CPU 101 sends an error indication command corresponding to the door opening error to the sub-control board 300. Therefore, even when the game is stopped, if the main frame 2 or the front door 3 is opened, it is determined that a door opening error has occurred, and the display device 21, various lamps, and sound output device 10 indicate that a door opening error has occurred.

[0247] Furthermore, while the game is stopped, the payout CPU 201 of the launch / payout control board 200 does not perform any error detection. Therefore, while the game is stopped, the occurrence of ball out errors, full tank errors, payout counting switch errors, ball jam errors, excessive prize ball errors, payout radio wave errors, and payout motor errors is not detected. Specifically, even if, for example, the payout motor 62 is operating while the game is stopped, and the game balls are not counted by the payout counting switch 63 for a predetermined period of time, the payout CPU 201 will not determine that a ball depletion error has occurred. Therefore, while the game is stopped, a ball depletion error will not occur even if the game balls are not counted for a predetermined period of time. Furthermore, since the payout CPU 201 does not determine that a ball depletion error has occurred, a ball depletion error command is not transmitted from the launch / payout control board 200 to the main control board 100, and the main control board 100 does not recognize that a ball depletion error has occurred. Similarly, while the game is stopped, for example, if radio waves are irradiated to the out-out port 19, the out-out port radio wave detection sensor 71b detects the radio waves and outputs a radio wave detection signal to the emission / payout control board 200. However, even if a radio wave detection signal is input to the emission / payout control board 200, the payout CPU 201 does not determine that a payout radio wave error has occurred. Therefore, while the game is stopped, even if radio waves are irradiated to the out-out port 19, no payout radio wave error will occur. Furthermore, since the payout CPU 201 does not determine that a payout radio wave error has occurred, no payout radio wave error command is transmitted from the emission / payout control board 200 to the main control board 100, and the main control board 100 does not recognize that a payout radio wave error has occurred. In other words, while the game is stopped, even if events that cause ball out errors, full tank errors, payout counting switch errors, ball jam errors, excessive prize ball errors, payout radio wave errors, or payout motor errors occur, the payout CPU 201 will not detect the occurrence of these errors, and therefore these errors will not occur. Furthermore, the main control board 100 will not be aware of the occurrence of these errors.

[0248] Furthermore, even when the game is stopped, the payout CPU 201 of the launch / payout control board 200 may continue to detect the occurrence of ball out errors, full-capacity errors, payout counting switch errors, ball jam errors, excessive prize ball errors, payout radio wave errors, and payout motor errors.

[0249] (Overview of external signal transmission to the outside of the pachinko machine P while the game is stopped) As described above, in the pachinko machine P according to this embodiment, the main CPU 101 of the main control board 100 controls the transmission of external signals such as winning signals and jackpot signals to the outside of the pachinko machine P, and the payout CPU 201 of the launch and payout control board 200 controls the transmission of external signals such as payout ball signals to the outside of the pachinko machine P. Here, when the game is playable and in the pre-activation warning state, activation warning state, or activation notification state, both the control by the main CPU 101 to transmit external signals such as winning signals and jackpot signals, and the control by the payout CPU 201 to transmit external signals such as payout ball signals are performed. On the other hand, when the game is stopped, as described above, the control of the main control board 100 to transmit external signals such as winning signals and jackpot signals is restricted.

[0250] Furthermore, during periods when the game is stopped, the control of the launch / payout control board 200 to transmit external signals such as payout prize ball signals is not restricted and continues uninterrupted. Specifically, for example, even if a game stop state is set while the payout CPU 201 is transmitting an external signal such as a payout prize ball signal, the transmission of the external signal by the payout CPU 201 will end after a predetermined time has elapsed. Also, for example, if game balls are dispensed after the game stop state is set and the number of dispensed game balls reaches a predetermined number, the payout CPU 201 will transmit a payout prize ball signal, and the transmission of the payout prize ball signal by the payout CPU 201 will end after a predetermined time has elapsed.

[0251] (Overview of control when a setting change state or setting confirmation state is set) In the pachinko machine P according to this configuration, when the setting change state or setting confirmation state is set, even if the operating handle 5 is rotated, no game balls are launched, and the main CPU 101 of the main control board 100 does not detect the entry of game balls into the first starting prize entry 15 or the second starting prize entry 16 or the passage of game balls through the gate 20, and stops the display of special symbol variations, the display of normal symbol variations, and the execution of special games. As a result, just as in the game stop state, the game does not proceed in the setting change state or setting confirmation state. Furthermore, in the setting change state or setting confirmation state, the main CPU 101 of the main control board 100 controls the movable piece solenoid 16c that drives the movable piece 16b of the second starting prize pocket 16 to move in and out, and also controls the large prize pocket solenoid 18c that drives the opening and closing door 18b of the large prize pocket 18 to open and close. As a result, similar to the game stop state, the movable piece 16b remains retracted and the opening and closing door 18b remains closed during the setting change state or setting confirmation state. Furthermore, in the setting change state or setting confirmation state, similar to the game stop state, the main CPU 101 of the main control board 100 only determines whether a door open error has occurred, and does not determine whether any other errors (the main control-related errors mentioned above) have occurred, which are determined by the main control board 100.

[0252] Furthermore, while the settings are being changed or the settings are being confirmed, the payout of game balls by the launch / payout control board 200 continues, similar to the game stop state. However, errors such as ball depletion errors, full tank errors, payout counting switch errors, ball jam errors, excessive prize ball errors, payout radio wave errors, and payout motor errors are not detected, and the control of transmitting external signals such as payout prize ball signals from the pachinko machine P to the outside is not restricted. Furthermore, during the setting change state or setting confirmation state, the dispensing of game balls by the launch / dispensing control board 200 may be stopped, or the detection of ball out errors, full tank errors, dispensing counting switch errors, ball jam errors, excessive prize ball errors, dispensing radio wave errors, and dispensing motor errors may be continuously performed, or the transmission of external signals such as the payout prize ball signal from the pachinko machine P to the outside may be restricted.

[0253] (Overview of ball difference control (control based on the number of ball differences)) In the pachinko machine P according to this configuration, in order to prevent a situation where the number of game balls acquired by the player during gameplay becomes excessive and the gambling aspect becomes too high, the main CPU 101 is configured to execute an operation stop control (difference in game balls operation stop control) that stops the operation of the pachinko machine P when the difference in the number of balls from a predetermined calculation start point reaches a predetermined number of operation stop units (95,000 in this configuration) while the machine is in a playable state.

[0254] The difference in the number of balls is the difference between the number of prize balls dispensed based on the entry of game balls into each prize-winning slot (general prize-winning slot 14, first-start prize-winning slot 15, second-start prize-winning slot 16, and large prize-winning slot 18) (prize balls dispensed based on the detection of game balls by the general prize-winning slot detection sensor 14a, first-start prize-winning slot detection sensor 15a, second-start prize-winning slot detection sensor 16a, and large prize-winning slot detection sensor 18a) and the number of game balls that are launched by the player and enter each prize-winning slot or are received in the out-out slot 19 (game balls detected by the out-out sensor 19a, in other words, game balls used in the game).

[0255] As described above, in the pachinko machine P according to this embodiment, the difference ball count value used to determine the difference in ball count is stored in a specific area of ​​the unused area provided in the main RAM 103. The ball count value stored in this specific area is reset when the power is turned off and on without a specific error occurring (when the power is turned off and on) in states other than the activation notification state and the activation state (pre-activation warning state, activation warning state), as described later. However, it is not reset when the power is turned off and on while a specific error has occurred. In other words, in the pre-activation warning state or the activation warning state, if the power is turned off and on while a specific error has occurred, the ball count value stored at the time of the power outage is maintained. Furthermore, in the activation notification state and the activation state, the ball count value is reset by the initialization process (normal initialization process) associated with the setting change state. When reset, the ball count value is set to an initial value (100000 in this configuration). Furthermore, in the pachinko machine P of this form, specific errors are defined that have a significant impact on the progress of the game (for example, a main control radio wave error that may induce a malfunction of the main CPU 101, or an illegal entry error that may cause a malfunction of the large prize winning slot 18). The specific errors are not limited to these, and may also include, for example, errors that, when they occur, cause the game to stop.

[0256] The ball difference count value is incremented by the number of prize balls that are scheduled to be dispensed based on the ball entering each prize slot (each time a game ball is detected by the general prize slot detection sensor 14a, the first start prize slot detection sensor 15a, the second start prize slot detection sensor 16a, or the large prize slot detection sensor 18a), and decremented by 1 each time a game ball is detected by the out sensor 19a. When the ball difference count value is 0, even if it is detected by the out sensor 19a, the ball difference count value will not be decremented and will remain 0. Then, when the ball difference count reaches the second reference value (195,000 in this configuration), which will be described later, the number of ball differences will have reached the predetermined number of balls that will cause the system to shut down (95,000 balls).

[0257] In the pachinko machine P of this configuration, as described above, the number of prize balls that are scheduled to be paid out based on each ball entering the prize slot is added to the difference ball count value each time a game ball enters the prize slot. However, the system is not limited to this, and the number of prize balls that are actually paid out based on each game ball entering the prize slot is added to the difference ball count value each time a prize ball is paid out. Furthermore, as mentioned above, the ball difference count value is decremented by 1 each time a game ball is detected by the out sensor 19a, but this is not the only option. The ball difference count value may also be decremented by 1 each time a launched game ball reaches the game area 12. In other words, the ball difference count value may be decremented by 1 each time a game ball is used in the game. Furthermore, as mentioned above, in the activation notification state and the activation state, the difference ball count value is reset by an initialization process (normal initialization process) associated with the setting change state. However, it is not limited to this, and the value may also be reset by an initialization process (i.e., a normal initialization process performed without setting the setting change state) that is executed when the RAM clear switch 109 is ON and the playable state is set upon power recovery, or by an abnormality initialization process. Furthermore, as mentioned above, in the pre-activation warning state and the activation warning state, the ball difference count value was reset upon power outage and recovery. However, it is not limited to this, and it may also be reset by an initialization process (normal initialization process) associated with setting a setting change state, similar to the activation notification state and the activation state. Alternatively, it may be reset by an initialization process (normal initialization process performed without setting a setting change state) that is executed when the RAM clear switch 109 is on and a playable state is set upon power outage and recovery. Alternatively, it may be reset by an abnormality initialization process.

[0258] Furthermore, in the pachinko machine P of this configuration, there are four types of states related to the control of stopping the ball difference operation: pre-activation warning state, activation warning state, activation notification state, and activation state. While the machine is playable, it remains in one of the four states described above.

[0259] (Pre-warning state) The pre-warning state is set when the ball difference count value is reset, and it is the state the player remains in when the ball difference count value has not reached the first reference value (190000 in this configuration). The player primarily remains in this pre-warning state while the game is playable. When the ball difference count value reaches the first reference value, the pre-warning state ends, and the warning state is set. In other words, in the pachinko machine P according to this configuration, the machine remains in a pre-warning state from the time the ball count value is reset until it reaches the first reference value.

[0260] (Activation warning state) As described above, the activation warning state is set when the ball difference count value reaches the first reference value. When the ball difference count value reaches the second reference value (195000), the activation warning state ends, and if a special game was being played at the time of this achievement, the activation notification state is set; if a special game was not being played, the activation state is set. In other words, in the pachinko machine P according to this embodiment, the machine remains in an activated warning state from the time the difference ball count value reaches the first reference value until it reaches the second reference value.

[0261] Furthermore, when the activation warning state is set, the main CPU 101 transmits a first ball difference operation stop control specification command to the sub-control board 300 to indicate that state. When the sub-control board 300 receives the first ball difference operation stop control specification command, until an interruption occurs, the activation warning state ends, or a predetermined time (600 seconds in this configuration) is met, the display unit 21a of the performance display device 21 displays an activation warning indication (for example, an activation warning text image such as "Approximately 5000 balls remaining until the limit is reached") that suggests the first reference value has been reached and the second reference value will be reached soon (see Figures 61(c) to (e)), and the front door performance lamp DL, status notification lamp EL, and panel performance lamp GL light up or turn off according to a predetermined lighting pattern (for example, only the front door performance lamp DL lights up in blue). Furthermore, when the first ball-operation stop control specification command is received, an activation warning voice (for example, "There are approximately 5000 balls remaining until the limit is reached") is output from that point (i.e., the time when the activation warning state is set) until a predetermined activation warning voice output time (5 seconds in this configuration) has elapsed. These actions indicate that the activation warning state has been set. Furthermore, the output of the activation warning voice may be continued until a power outage occurs, or it may be continued until the activation warning state ends. Furthermore, in the pachinko machine P according to this configuration, once the activation warning state is set, unless the power is restored, the activation warning state will not end and the pre-activation warning state will not be set even if the difference ball count value falls below the first reference value. However, if the difference ball count value falls below the first reference value after the activation warning state has been set, the activation warning state may be terminated and the pre-activation warning state may be set.

[0262] (Activation warning state) As described above, the activation notification state is set when the ball difference count value reaches the second reference value and a special game is being played at the time of this achievement. When this special game ends, the activation notification state ends and the activation state is set. Also, if the initialization process (normal initialization process) associated with the setting change state described above is performed while the activation notification state is in effect, the activation notification state ends and the pre-activation warning state is set. In other words, in the pachinko machine P according to this form, if a special game is being played when the difference ball count value reaches the second reference value, the machine will remain in the activation notification state from the time the difference ball count value reaches the second reference value until the special game being played ends or until the initialization process associated with the setting change state is performed.

[0263] Furthermore, the activation notification state does not terminate when the initialization process associated with setting the setting change state is performed. Instead, it may terminate when the initialization process (a normal initialization process performed without setting the setting change state) is executed when the RAM clear switch 109 is ON upon power restoration and the playable state is set, or it may terminate when the abnormal initialization process is performed.

[0264] Furthermore, when the activation notification state is set, the main CPU 101 sends a second ball difference operation stop control specification command to the sub-control board 300 to indicate that state. When the sub-control board 300 receives the second ball difference operation stop control specification command, until an interruption occurs or the activation notification state ends, the display unit 21a of the performance display device 21 displays an activation notification indication (for example, an activation notification text image that says "The game will stop after the big win ends") that suggests that the operation of the pachinko machine P will stop after the special game ends (see Figure 61(f)), and the front door performance lamp DL, the status notification lamp EL, and the panel performance lamp GL light up or turn off according to a predetermined lighting pattern (for example, only the front door performance lamp DL lights up in blue). Furthermore, when the second ball stop operation control specification command is received, an activation notification sound (for example, a sound saying "The game will stop after the jackpot ends") is output from that point (i.e., the point at which the activation notification state is set) until a predetermined activation notification sound output time (7 seconds in this configuration) has elapsed. These actions indicate that the activation notification state has been set. Furthermore, the indication of activation and the illumination or extinguishing of various lamps according to predetermined lighting patterns may be performed within a predetermined time (for example, 60 seconds). In addition, the output of the activation warning sound may be continued until a power outage occurs, or until the activation warning state ends.

[0265] In this type of pachinko machine P, as described later, when the ball difference count reaches the second reference value, the game stops when the activation state is set. However, as mentioned above, if a special game is being played when the ball difference count reaches the second reference value, the activation notification state is set instead of the activation state. When the special game being played ends, the activation notification state ends and the activation state is set. In other words, if the ball difference count reaches the second reference value while a special game is being played, the game does not stop immediately and the special game being played does not end forcibly based on that achievement. Instead, the game continues until the final round of the special game being played ends. This allows the player's enjoyment to be maintained even if the ball difference count reaches the second reference value while a special game is being played. Furthermore, in the pachinko machine P of this form, even if the activation notification state is set, and the difference ball count value decreases during the activation notification state, and falls below the second reference value when the special game being played ends, the activation notification state will end and the activation state will be set. However, if the difference ball count value falls below the second reference value when the special game ends, the activation state may be prevented from being set.

[0266] (Activated state) The activation state is set as described above when the ball difference count reaches the second reference value and no special game is being played, or when a special game is being played when the ball difference count reaches the second reference value and that special game has finished. Then, when the initialization process (normal initialization process) associated with the setting change state described above is performed, the activation state ends and the pre-activation warning state is set. In other words, in the pachinko machi...

Claims

1. A first and second flowing region are provided in a game area where game balls can flow down, and the balls can be launched in different ways depending on their launch strength. Among a plurality of prize-winning openings into which a game ball flowing down the second flow region can enter, a specific prize-winning opening into which a game ball flowing down the second flow region can enter first, The device comprises a plurality of nails arranged within the range from the top of the second flow region to the specific prize-winning opening, and which can be contacted by the game balls flowing down the second flow region, The amusement machine is characterized in that the plurality of nails are covered by a predetermined covering member.

2. A lottery means that performs a predetermined lottery based on the entry of a game ball into the aforementioned specific prize slot, The system includes setting means that can set any of a plurality of game states, including a first game state, a second game state different from the first game state, and a third game state that is more advantageous than the first game state and the second game state. In both the first game state and the second game state, the game is mainly played in the first flow-down region. In the third game state, the game is mainly played in the second flow-down region. The lottery means is capable of deriving either a first lottery result or a second lottery result as a result of the lottery. The setting means is, The first game state can be set based on the termination of the third game state. The gaming machine according to claim 1, characterized in that, in the first gaming state, if the first lottery result is derived, the second gaming state can be set, and if the second lottery result is derived, the third gaming state can be set.

3. It is possible to connect an external sound output device capable of outputting sound, and it is also possible to output sound from the externally connected sound output device. The gaming machine according to claim 1 or 2, characterized in that it is possible to disable the operation of the sound output device.