Pachinko gaming machine

JP2026140866APending Publication Date: 2026-09-03SAMMY CORPORATION
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Patent Information

Application Number
JP2026102039
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-06-19
Publication Date
2026-09-03

AI Technical Summary

Benefits of technology

【0008】 本発明に係るぱちんこ遊技機によれば、遊技の興趣性の向上を図ることが可能である。

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Abstract

To provide a pachinko game machine that can enhance the enjoyment of the game. [Solution] The system is configured to execute a first result presentation that suggests or notifies the player's game result, and after the first result presentation is displayed, it is configured to execute a second result presentation that suggests or notifies the player's game result in a manner different from the first result presentation, and even after the execution of the second result presentation is completed, it is configured to store information regarding the player's game result corresponding to the completed second result presentation without erasing it until predetermined conditions are met.
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Description

[Technical Field]

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

[0002] In conventional pachinko gaming machines, a special game is executed when a winning / losing lottery result is a jackpot, and a large number of prize balls are obtained by entering a game ball into a big winning opening during the execution of the special game. Further, after the end of the special game, the state is shifted to a high base state which is a time-saving state, and the high base state is continued until a winning / losing lottery is performed a predetermined number of times, thereby improving the ease of obtaining a special game. In addition, in order to suggest or notify the execution expectation of the special game, various effects using effect images and effect sounds are known, such as developing into a ready-to-win effect such as a battle effect (see, for example, Patent Document 1), changing the display mode of a holding object (holding image) (see, for example, Patent Document 2), and executing a pseudo-continuous effect that makes one variable display of decorative symbols appear as a plurality of pseudo variable displays (see, for example, Patent Document 3). [Prior Art Documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2012-85669 [Patent Document 2] Japanese Unexamined Patent Application Publication No. 2014-213021 [Patent Document 3] Japanese Unexamined Patent Application Publication No. 2011-50700 [Summary of the Invention] [Problem to be Solved by the Invention]

[0004] Since many pachinko gaming machines employing such a configuration already exist as conventional models, further improvement in the entertainment interest of games is required in order to differentiate from conventional models.

[0005] This invention has been made in view of these problems, and aims to provide a pachinko game machine that can improve the enjoyment of the game. [Means for solving the problem]

[0006] The pachinko game machine according to this embodiment is A starting opening into which game balls can be inserted, A large prize slot into which game balls can be inserted, A special symbol display device that enables the display of special symbols changing and stopping when a game ball enters the starting slot, A special game execution means that enables a special game advantageous to the player after a special symbol is stopped and displayed in a specific manner in a special symbol display device, A display device that enables the display of special effects, Equipped with, In special games, it is possible to perform a unit game in which the big prize slot is in an open state. In the display device, it is possible to display changes in decorative patterns and stop them. The system is configured to execute a suppression notification effect that indicates the suppression function, which stops the game's progress, is activated when the first condition regarding the player's profit acquisition status is met. The system is configured to execute a pre-notification animation that alerts the player that the suppression function is about to be activated when the second condition regarding the player's profit acquisition status is met. The light intensity of a predetermined light-emitting part can be changed based on the light intensity adjustment operation performed by the player. During the execution of the pre-notification effect, the light intensity of a predetermined light-emitting part can be changed based on the player's light intensity adjustment operation, whereas during the execution of the suppression notification effect, the light intensity of the predetermined light-emitting part will not be changed even if the player adjusts the light intensity. It has an operating component that can be operated by the player, The operating member is configured to perform a predetermined operating member operation, While the pre-notification effect is being executed, the system is configured to allow the execution of predetermined control member operations, but to prevent the execution of predetermined control member operations while the suppression notification effect is being executed. In a predetermined situation where a special symbol is displayed in a variable manner, the decorative symbol is configured to perform a predetermined action. The system is configured such that if the second condition is met during the execution of a predetermined action in a decorative pattern, the predetermined action can continue to be executed without being forcibly terminated, while if the first condition is met during the execution of a predetermined action in a decorative pattern, the predetermined action is forcibly terminated. The first condition is that the difference between the number of game values ​​used and the number of game values ​​granted reaches a first specified value, and the second condition is that the difference between the number of game values ​​used and the number of game values ​​granted reaches a second specified value that is different from the first specified value. During the execution of a special game, when a game ball enters the big prize slot, the cumulative value of the game value awarded to the player reaches a specific value. The system is configured to display a specific value corresponding indicator to show that the cumulative value of the game value has reached that specific value. There are multiple types of specific values, and at least one of these specific values ​​is set to a value that does not exceed the difference between the first specified value and the second specified value. During the execution of a special game, if the difference between the number of game values ​​used and the number of game values ​​awarded when one game ball enters the big prize slot reaches a first predetermined value, and if the cumulative value of the number of game values ​​awarded to the player when one more game ball enters the big prize slot reaches a specific value, then a power outage occurs, and the power is restored by turning the power back on without a RAM clear operation, then even if one more game ball enters the big prize slot, the display corresponding to the specific value will not be shown, while the system is configured to execute a suppression notification effect at a predetermined timing. It is equipped with a variable member that changes between an open state in which a game ball can be inserted and a closed state in which it is more difficult for a game ball to be inserted than in the open state. It has a normal ball entry state and an easy ball entry state in which the ease of entering the game ball into the variable member is enhanced compared to the normal ball entry state, and is configured to allow setting either the normal ball entry state or the easy ball entry state. When the variable member changes from a closed state to an open state in a state where ball entry is easy, it is configured to maintain the open state for a specific period of time. When the difference between the number of game values ​​used and the number of game values ​​assigned in a situation where ball entry is easy and the variable member is in the open state reaches a first predetermined value, the variable member is configured to forcibly change from the open state to the closed state, even if this occurs before a specific period of time has elapsed. This is a pachinko game machine characterized by the following:

[0007] Furthermore, any combination of the components relating to the above invention, as well as any substitution of the components or expressions of the present invention between methods, apparatus, systems, computer programs, recording media storing computer programs, data structures, etc., and configurations relating to embodiments and modifications described in the embodiments for carrying out the invention are also valid as aspects of the present invention. [Effects of the Invention]

[0008] The pachinko game machine according to the present invention makes it possible to improve the entertainment value of the game. [Brief explanation of the drawing]

[0009] [Figure 1] This is a front view of the pachinko machine, which is the basis for the design. [Figure 2] This is a front perspective view of the above-mentioned pachinko game machine with the frame members opened. [Figure 3] This is a perspective view of the rear of the above-mentioned pachinko machine with the frame components opened. [Figure 4] This is a perspective view showing the game board attached to the pachinko machine, which is the premise for this analysis. [Figure 5] This is a functional block diagram of the pachinko game machine that serves as the basis for this explanation. [Figure 6] This diagram shows the transitions in the game state of a pachinko machine, which is the premise for this scenario. [Figure 7] It is a diagram showing power-on processing of a main control board of a premise pachinko gaming machine. [Figure 8] It is a diagram showing a game stop state setting process during the power-on processing. [Figure 9] It is a diagram showing interrupt processing of a main control board of a premise pachinko gaming machine. [Figure 10] It is a diagram showing a win / loss lottery table of a premise pachinko gaming machine. [Figure 11] It is a diagram showing a winning symbol lottery table of a premise pachinko gaming machine. [Figure 12] It is a diagram showing a variation pattern lottery table during a low base state of a premise pachinko gaming machine. [Figure 13] It is a diagram showing a variation pattern lottery table during a high base state of a premise pachinko gaming machine. [Figure 14] It is a diagram showing a special variation pattern lottery table referred to during a limited period of a premise pachinko gaming machine. [Figure 15] It is a diagram showing power-on processing of a performance control board of a premise pachinko gaming machine. [Figure 16] It is a diagram showing interrupt processing of a performance control board of a premise pachinko gaming machine. [Figure 17] It is a diagram showing game performance during symbol variation display (during stop display of decorative symbols) in a normal game (during low probability / low base) of a premise pachinko gaming machine. [Figure 18] It is a diagram showing game performance in a situation where a ready-to-win performance with high expectation of a big win is performed in a premise pachinko gaming machine. [Figure 19] It is a diagram showing game performance in a state where a big win game is being executed in a premise pachinko gaming machine. [Figure 20] It is a diagram showing game performance during operation of an electric tulip support function which is in a specific game state (high probability or low probability / high base) of a premise pachinko gaming machine. [Figure 21] It is a diagram showing a game flow in the pachinko gaming machine of the present embodiment. [Figure 22] This diagram shows an example of a specific game (breakthrough zone) presentation (reserve charge presentation) in the pachinko machine of this embodiment. [Figure 23] This figure shows an example of a specific game (breakthrough zone) presentation (breakthrough zone battle presentation) in the pachinko machine of this embodiment. [Figure 24] This figure shows an example of a specific game (breakthrough zone) presentation (breakthrough zone battle victory presentation) in the pachinko machine of this embodiment. [Figure 25] This figure shows an example of a performance during a minor win in the pachinko game machine of this embodiment (a performance to promote winning a V-prize). [Figure 26] This figure shows an example of a special game start demo (jackpot type notification effect) in the pachinko machine of this embodiment. [Figure 27] This figure shows an example of the special game (first jackpot) when transitioning to a specific game (pseudo-jackpot) in the pachinko game machine of this embodiment. [Figure 28] This figure shows an example of the presentation during a specific game (pseudo-jackpot) in the pachinko game machine of this embodiment. [Figure 29] This figure shows an example of the presentation during the special game (second jackpot) after the execution of a specific game (pseudo-jackpot) in the pachinko game machine of this embodiment. [Figure 30] This figure shows an example of the presentation (first half of battle mode) during a specific game (battle mode) in the pachinko game machine of this embodiment. [Figure 31] This figure shows an example of a special effect (reserve charge effect (battle mode)) displayed in a specific game (battle mode) of the pachinko machine of this embodiment, from the final spin to the maximum of 4 remaining reserve spins. [Figure 32] This figure shows an example of the animation (final battle animation) displayed during the final spin and up to 4 remaining reserved spins in a specific game (battle mode) in the pachinko machine of this embodiment. [Figure 33] This figure shows an example of the arrangement of prize winning devices and the like in the game area of ​​a pachinko game machine according to the second embodiment. [Figure 34] This diagram shows the game flow in the pachinko game machine according to the second-first embodiment. [Figure 35] This figure shows the distribution ratio of jackpot (minor win) symbols in the pachinko game machine of the 2-1 embodiment. [Figure 36] This figure shows an example of a long-duration chance state presentation for a pachinko game machine according to Embodiment 2-1. [Figure 37] This figure shows an example of the normal electric mechanism opening effect in the pachinko game machine of Embodiment 2-1. [Figure 38] This diagram shows the game flow in the pachinko game machine of the second embodiment. [Figure 39] This figure shows an example of the performance during the chance time of the pachinko game machine according to the second embodiment. [Figure 40] This figure shows another example of the effects during the chance time of the pachinko game machine according to the second embodiment. [Figure 41] This figure shows an example of the performance during the Super Chance Time of the pachinko game machine according to Embodiment 2-2. [Figure 42] This diagram shows the game flow in the pachinko game machine of the second and third embodiments. [Figure 43] This figure shows the distribution ratio of jackpot (minor win) symbols in the pachinko game machine of the second and third embodiments. [Figure 44] This figure shows an example of a screen for setting the automatic operation function of a pachinko game machine according to the third embodiment. [Figure 45] This figure shows an example of the screen after setting the automatic operation function of the pachinko game machine according to the third embodiment. [Figure 46] This figure shows an example of a screen for selecting the desired animation or effect for setting the automatic operation timing of a pachinko game machine in the third embodiment. [Figure 47] This figure shows an example of a screen for setting the automatic operation timing of a pachinko game machine according to the third embodiment. [Figure 48] This figure shows an example of the arrangement of prize winning devices and the like in the game area of ​​a pachinko game machine according to the third embodiment. [Figure 49] This figure shows an example of a display screen related to the occurrence of the "rescue function" of the pachinko game machine in the fourth embodiment (when there is a reserve related to the first special symbol at the 699th spin). [Figure 50] This figure shows an example of a display screen related to the occurrence of the "rescue function" of the pachinko game machine in the fourth embodiment (when there are no reserved symbols related to the first special symbol at the 699th spin). [Figure 51] This figure shows an example of a variation pattern related to the special symbol lottery of the pachinko game machine in the fourth embodiment. [Figure 52] This figure shows an example of the success / failure, symbols, and variation patterns related to the normal symbol lottery of a pachinko game machine according to the fourth embodiment. [Figure 53] This figure shows an example of the arrangement of prize-winning devices and the like in the game area of ​​a pachinko game machine according to the fifth embodiment. [Figure 54] This figure shows an example of a display screen related to the occurrence of the "rescue function" of the pachinko game machine in the fifth embodiment (when the 500th spin is a spin of the first special symbol). [Figure 55] This figure shows an example of a display screen related to the occurrence of the "rescue function" of the pachinko game machine in the fifth embodiment (when the 500th spin is a spin of the second special symbol). [Figure 56] This figure shows an example of the arrangement of prize-winning devices and the like in the game area of ​​a pachinko game machine according to the seventh embodiment. [Figure 57] This figure shows an example of a special gameplay screen for the pachinko machine according to the seventh embodiment. [Figure 58] This figure shows another example of the special gameplay screen of the pachinko machine according to the seventh embodiment. [Figure 59] This figure shows an example of the display screen after the special game has finished in the seventh embodiment of the pachinko game machine. [Figure 60] This figure shows an example of a display screen when a special game related to the first special symbol of the pachinko game machine of the seventh embodiment is executed. [Figure 61] This figure shows an example of a display screen when a special game related to the second special symbol of the pachinko game machine of the seventh embodiment is executed. [Figure 62] This diagram shows the types of symbols for the first and second special symbols of the pachinko game machine according to the eighth embodiment. [Figure 63] This diagram shows the game flow in the pachinko game machine of the eighth embodiment. [Figure 64] This figure shows the termination conditions for the high base state in the pachinko game machine of the 8th embodiment. [Figure 65] This figure shows an example of the high base state (ST mode) in the pachinko game machine of the 8th embodiment. [Figure 66] This figure shows an example of the high base state (battle mode) in the pachinko game machine of the 8th embodiment. [Figure 67] This figure shows an example of the high base state (super invincible battle mode) in the pachinko game machine of the 8th embodiment. [Figure 68] This figure shows an example of the high base state (invincible battle mode) in the pachinko game machine of the 8th embodiment. [Figure 69] This is a diagram showing the game flow of a pachinko game machine according to the 9-1 embodiment. [Figure 70] This figure shows an example of a performance (battle victory) in a pachinko game machine according to Embodiment 9-1. [Figure 71] This figure shows an example of a gameplay sequence (battle defeat) in a pachinko game machine according to Embodiment 9-1. [Figure 72] This figure shows an example of a performance (final battle) in a pachinko game machine according to Embodiment 9-1. [Figure 73] This figure shows an example of a performance in a pachinko game machine according to Embodiment 9-2. [Figure 74] This figure shows an example of a performance in a pachinko game machine according to Embodiment 9-2. [Figure 75] This figure shows the time between rounds in a pachinko game machine according to the 10th embodiment. [Figure 76] This diagram shows the types of symbols for the first and second special symbols of the pachinko game machine according to the 11th embodiment. [Figure 77] This diagram shows the game flow in the pachinko game machine of the 11th embodiment. [Figure 78] This figure shows the termination conditions for the high base state in the pachinko game machine of the 11th embodiment. [Figure 79] This figure shows examples of the display screens before and after the "rescue function" occurs in the pachinko game machine of the 11th embodiment. [Figure 80] This figure shows an example of a hold object and a variable object in a pachinko game machine according to the 11th embodiment. [Figure 81] This figure shows an example of a variation pattern and a performance pattern in a pachinko game machine according to the 11th embodiment. [Figure 82] This figure shows an example of a pre-announcement effect and a pseudo-consecutive win effect in a pachinko game machine according to the 11th embodiment. [Figure 83] This figure shows an example of a performance using a special effect device in a pachinko game machine according to the 11th embodiment. [Figure 84] This figure shows an example of the high base state (challenge mode) in the pachinko game machine of the 11th embodiment. [Figure 85] This figure shows an example of the high base state (battle mode) in the pachinko game machine of the 11th embodiment (an example of the presentation related to the transition to battle mode). [Figure 86] This figure shows an example of the presentation (an example of the presentation related to the transition to the continuous win mode) in the high base state (battle mode) of the pachinko game machine of the 11th embodiment. [Figure 87] This figure shows an example of the high base state (consecutive win mode) in the pachinko game machine of the 11th embodiment. [Figure 88] This figure shows the symbol types and termination conditions for the high base state related to the first and second special symbols of the 12th embodiment. [Figure 89] This figure shows an example of a volume setting function in a pachinko game machine according to the 13th embodiment. [Figure 90] This figure shows an example of how decorative symbols are displayed in a pachinko game machine according to the 14th embodiment. [Figure 91] This figure shows an example of a special game presentation in the pachinko machine of the 14th embodiment. [Figure 92] This figure shows the number of consecutive high-base state occurrences in the pachinko game machine of the 14th embodiment. [Figure 93] This figure shows an example of a high-base state (an example of a chance mode) in a pachinko game machine according to the 14th embodiment. [Figure 94] This figure shows an example of a high-base state presentation (an example of a battle mode presentation) in a pachinko game machine according to the 14th embodiment. [Figure 95] This figure shows the time between rounds in the pachinko game machine of the 14th embodiment. [Figure 96] This figure shows the transitions in the variation pattern table of the pachinko game machine according to the 14th embodiment. [Figure 97] This figure shows the characteristics of the high base state in the pachinko game machine of the 15th embodiment. [Figure 98] This figure shows the characteristics of the high base state in the pachinko game machine of the 16th embodiment. [Figure 99] This diagram shows the features of the relief function in the pachinko game machine according to the 17th embodiment. [Modes for carrying out the invention]

[0010] (Prerequisite technology) The following will describe the pachinko game machine (hereinafter referred to as "prerequisite technology") that serves as the premise for the present invention, using drawings. As a representative example of a pachinko game machine relating to the prerequisite technology, a pachinko game machine is shown in Figures 1 and 3, and the game board installed in this pachinko game machine is shown in Figure 4. First, the mechanical configuration of the pachinko game machine will be explained with reference to these figures. For convenience, in the following explanation, the directions indicated by the arrows in Figure 2 will be referred to as the front-back direction, the left-right direction, and the up-down direction, respectively.

[0011] [Machine configuration of a pachinko game machine] First, the basic structure of the front side of the pachinko game machine P will be explained. As shown in Figures 1 and 2, the pachinko game machine P is configured in a rectangular shape, and a front frame P2, which is configured in a rectangular shape to match the size of the opening of the outer frame P1, is attached to the opening front of the outer frame P1, which is fixed in the game facility, by upper and lower hinge mechanisms (upper hinge part 10, lower hinge part 20) which are arranged on the left front edges of each other, allowing it to open and close horizontally and to be attached and detached.

[0012] The front frame P2 is detachably fitted with the game board P5 and the glass frame P3. The glass frame P3 is rectangular and is assembled and held on the front side of the front frame P2 using upper and lower hinge mechanisms (upper hinge part 10, lower hinge part 20) so that it can be opened and closed horizontally and detachably. The game board P5 is detachably fitted on the front side of the front frame P2 and is configured so that the player can see the game area P501 provided on the front side of the game board P5 through the glass P301 of the glass frame P3, which is held closed. Furthermore, the locks on the outer frame P1 and the front frame P2, or the locks on the front frame P2 and the glass frame P3, are released by inserting a key into the keyhole of the locking part P30 provided on the right front edge of the pachinko game machine P and rotating it in either the left or right direction, depending on the direction of rotation. For example, inserting a key into the keyhole of the locking part P30 and turning it to the right unlocks the outer frame P1 and the front frame P2, and inserting a key into the keyhole of the locking part P30 and turning it to the left unlocks the front frame P2 and the glass frame P3.

[0013] The lower part of the glass frame P3 is provided with upper and lower ball trays P340 (upper ball tray P341 and lower ball tray P342) for storing game balls. The glass frame P3 is also provided with a performance lamp P350 that lights up according to the progress of the game, and a speaker P370 that can output sounds such as sound effects according to the progress of the game. An effect operation unit P380 for performing predetermined effect operations is attached to the lower center of the glass frame P3. The effect operation unit P380 of this pachinko game machine, as shown as a prerequisite technology, is equipped with a push-in input type button P381 and a tilt-operated type lever P382. The button P381 can be operated by the player at all times, while the lever P382 is one of the movable parts (frame movable mechanism P360) provided on the glass frame, and operation input is possible when the operating means itself is displaced to a state where it protrudes upward (input permitted state) (multiple operations are possible with one effect operation means).

[0014] A handle P204 for operating the game ball launch and adjusting the launch strength is provided at the lower right of the front frame P2. Further below the front frame P2 is a launching device unit P240, which, although not shown in the figure, includes a ball feeding mechanism P241 that feeds out game balls one by one from the upper ball tray P341, a launching device P242 having a launching mechanism (a ball striking hammer driven by a rotary solenoid) that launches the game balls fed out from the ball feeding mechanism towards the game area P501, and a launching control board P243 that synchronously controls the operation of the ball feeding mechanism P241 and the launching device P242.

[0015] As shown in Figure 4, the game board P5 (game board unit) is constructed based on a rectangular, flat substrate made of transparent synthetic resin or wood. Figure 1 is a front view of the pachinko game machine P, including the game board P5, as seen from the front, and Figure 4 is a perspective view of the game board unit P5. Figure 4 illustrates the operation of the performance component P560 (also called a "movable performance device," "movable performance component," or "movable performance component") provided on the game board unit. The front of the game board P5 is equipped with an arc-shaped outer rail P502 that runs from the lower left to the upper right, an arc-shaped inner rail P503 that runs from near the center of the lower part of the game board to the lower left to the upper left inside the outer rail P502, and a curved rail ornament P504 that is positioned between the end of the outer rail P502 in the upper right and the bottom of the board surface and is formed in a curved shape that opens to the left. A roughly circular game area P501 is partitioned inside the area enclosed by the outer rail P502, the inner rail P503 and the rail ornament P504. This game area P501 has a left-side area P501L (left-handed area), which is the area to the left of the center mechanism P540 (described later) which is positioned roughly in the center, and a right-side area P501R (right-handed area), which is the area to the right of the center mechanism. Furthermore, the outer rail and inner rail form a guide path for guiding the game balls launched by the launching device unit P240 to the game area P501.

[0016] The game area P501 is equipped with numerous game nails P510 and a windmill P511 (not shown), along with various ball entry devices (referred to as "entry devices" when prize balls are awarded), such as the first starting prize entry P711 (first starting entry), the second starting prize entry P721 (second starting entry), the general prize entry P731, the general operation entry P741 (general operation gate device), and the large prize entry P751 (attacker). Note that there may be one large prize entry, or the machine may be configured to have multiple large prize entry. Furthermore, in this specification, in relation to the configuration of the ball entry device, when a game ball is discharged after entering the device, or when a game ball flows further down the game area P501 after entering the device (gate type), the detection of the game ball by an internal detection switch is referred to as "entry" or "winning (especially when a prize ball is awarded)," and when a game ball flows down to the downstream game area, such as in the gate type entry port, it may be specifically described as "passing." In addition, the ball entry device may be referred to as the entry port, and the prize entry device may be referred to as the prize entry port.

[0017] Furthermore, in the lower right of the game area P501, the main control display device P50, which controls the illumination of the first special symbol display device P51, the second special symbol display device P52, and the regular symbol display device P53, is centrally located. The center mechanism P540 is located approximately in the center of the game area P501, and the screen of the performance display device P80 is visible through the opening of this center mechanism P540. Above this center mechanism P540, there is a performance mechanism P560 (movable mechanism device) that performs performance actions according to the progress of the game. At the lower end of the game area P501, there is an out opening P790 through which game balls that have flowed down without entering the prize slots of the various ball entry devices can pass. Game balls that enter the prize-winning slots of various prize-winning devices or that flow into the out-out slot P790 flow down to the rear side of the game board P5 through through-holes (not shown) formed to penetrate the game board P5 from front to back, are collected in the recovery channel (used ball passage) at the bottom of the front frame P2, pass through the out-ball sensor P792 (launched ball count sensor) located at the bottom of the front frame for detecting the total number of game balls launched, and are then discharged outside the game machine.

[0018] The first starting prize device P710 is provided as a starting prize device corresponding to the first special symbol game. This first starting prize device P710 is equipped with a first starting prize slot P711 into which game balls can be inserted. The entry of a game ball into the first starting prize slot P711 triggers the acquisition of a random number (also called the first random number, details of which will be described later) used in the lottery related to the first special symbol. Based on the entry of a game ball into the first starting prize slot P711, the lottery related to the first special symbol is executed either immediately after entry or after a holding period has elapsed.

[0019] The second starting prize device P720 is provided as a starting prize device corresponding to the second special symbol game. This second starting prize device P720 is equipped with a second starting prize opening P721 into which game balls can be entered, and a regular electric mechanism P770 (also called a variable member), which is a movable body that switches to a state that makes it easier for game balls to enter the second starting prize opening P721 when the regular symbol lottery described later is won. The entry of game balls into the second starting prize opening P721 is the trigger for obtaining a random number (also called a second random number, details described later) used in the lottery related to the second special symbol, and the lottery related to the second special symbol is executed at the timing immediately after entry or after the holding period has elapsed, based on the entry of game balls into the second starting prize opening P721. The second starting prize device P721 changes between an open state, where game balls can or can easily enter the second starting prize opening P721, and a closed state, where game balls cannot or cannot enter the second starting prize opening P721, due to the operation of the ordinary electric mechanism P770 (also called auxiliary play). In other words, the second starting prize device P720 is structured in such a way that it is difficult for game balls to enter the second starting prize opening unless it is displaced to the open state, and when it opens due to a predetermined trigger (a trigger for winning the ordinary symbol lottery) as described later, the ease of game ball entry increases. Note that various forms of the ordinary electric mechanism P770 are known, and in some cases the structure is not such that the ease of entry changes due to the opening of the movable body P771, so the "open state" and "closed state" may be referred to as "easy entry state (easy entry mode)" and "difficult entry state (difficult entry mode)," respectively.

[0020] The general prize winning device P730 has a left-side general prize winning device P730L located in the left-hand area P501L and a right-side general prize winning device P730R located in the right-hand area P501R. In the pachinko game machine P in this premise technology, the left-side general prize winning device P730L consists of three general prize winning openings P731La~P731Lc configured as one unit, while the right-side general prize winning device P730R is configured as part of the large prize winning device P750, which will be described later. The entry of a game ball into the general prize winning opening P731 triggers the payout of prize balls, just like with other prize winning devices. Note that the number and location of the general prize winning openings P731 in the premise pachinko game machine are merely examples, and they may be configured to be located only in the right-hand area P501R, for example.

[0021] The regular symbol operating gate device P740 (regular symbol operating port) is provided as a starting ball entry port corresponding to regular symbol games. This regular symbol operating gate device P740 is equipped with an operating gate P741 through which game balls can pass, and the entered game balls are configured to flow further downstream of the game area on the game board. The passage of a game ball through the operating gate P741 triggers a regular symbol lottery to determine whether or not to open the second starting prize entry device P720, that is, whether or not to activate the regular electric prize mechanism P770. As a modification, it is also possible to configure the general prize entry port P731 described above to have a function that triggers the regular symbol lottery, and in this case, in addition to the function of executing the regular symbol lottery, it is also possible to provide a function that generates prize balls as a prize entry device (regular symbol operating prize entry port).

[0022] The large prize device P750 is configured with a large prize opening P751 (special electric mechanism P755) that opens and closes when the result of the first special symbol lottery or the second special symbol lottery is a big win or a small win, and may be referred to as an "attacker (device)". The large prize device P750 changes between an open state where game balls can or can easily enter the large prize opening P751 (for example, when the special electric mechanism P755 is activated) and a closed state where game balls cannot or have difficulty entering the large prize opening P751 (for example, when the special electric mechanism P755 is not activated). In a big win game, multiple rounds of gameplay (unit games) are played, which involve the opening and closing of the large prize opening P751. Furthermore, even when the special electric mechanism P755 is activated, a series of operating patterns (also called the "opening pattern") may cause the movable body P756 that constitutes the large prize opening P751 to close in a way that makes it difficult for balls to enter.The name of the special game may be subdivided depending on the number of rounds of play performed.For example, a special game in which rounds of play are performed 10 times may be called a 10-round jackpot, 10R jackpot, 10-round special game, or 10R special game (the "R" stands for the first letter of "round"). Furthermore, the names of special games may be further subdivided to correspond to the game state to which the player transitions after the execution of the special game. For example, a special game in which round games are executed 10 times and a probability variation function is activated after the special game ends may be called a 10-round probability variation jackpot, a 10R probability variation jackpot, a 10-round probability variation special game, or a 10R probability variation special game. A special game in which round games are executed 3 times and a probability variation function is not activated after the special game ends may be called a 3-round normal jackpot, a 3R normal jackpot, a 3-round normal special game, or a 3R normal special game.

[0023] Furthermore, depending on the specifications of the gaming machine, the large prize device P750 may be provided with a specific area P760 through which the game ball can pass (called the "V zone" or "V area," and depending on the function, it may be called the "probability variation function activation area" or "continuation area"). Examples of functions related to this "specific area" include: (a) activating the probability variation function (described later) after the big win game when the ball passes through the specific area during a big win game; (b) activating the continuous mechanism activation device (a flag for continuously activating special electric mechanisms) when the ball passes through the specific area during a small win game, granting the right to execute a big win game; and (c) determining whether or not to execute subsequent rounds based on whether or not the ball passed through the specific area during a particular round of a big win game. Furthermore, an opening / closing member P761 (valve member), which is a structure for changing the ease of passage, may be provided in the "specific area," and the flow path may be divided by the action of the opening / closing member P761 so that the balls pass through the specific area P760 or other non-specific areas. In addition, during a big win game or a small win game, there may be a period during which the passage of game balls through the specific area P760 is effective and a period during which it is ineffective.

[0024] In the pachinko machine P described above, the large prize winning device P750 is located in the right-side area P501R (right-handed shooting area) of the game area P501. Therefore, during a big win or small win, when launching the game ball towards the game area P501, aiming for the right-side area P501R, known as right-handed shooting, makes it easier for the ball to enter the large prize winning opening P751.

[0025] Next, the basic structure of the rear side of the pachinko game machine P, which is the premise for this explanation, will be described. On the rear side of the front frame, a rear set unit P4 is attached, which has a window connecting the front and rear in order to attach the game board unit P5 in the center. The rear set unit P4 is equipped with a storage tank P401 for storing a large number of game balls supplied from the game facility, a trough member P402 for letting the game balls flow down from the storage tank P401, a prize ball payout unit P410 for dispensing the game balls guided by the trough member, and a rear passage member P403 for letting the game balls dispensed from the prize ball payout unit P410 flow down to the upper ball tray P341 or the lower ball tray P342. In addition, a ball removal mechanism (ball removal operation lever P405, valve member P406 which forms a flow path that removes game balls from the flow path in conjunction with the operation lever) is provided along the game ball flow path from the storage tank P401 to the ball tray P340.

[0026] On the back of the game board P5 are the main control board P40 (also called the main game unit), which comprehensively controls the gameplay of the pachinko game machine P; the performance control board P41 (also called the sub-game unit), which controls all aspects of the gameplay in accordance with the control of the main control board P40; and the image control board P42 (also called the image control unit), which controls the image display according to the gameplay. In the pachinko game machine P of this premise technology, the performance control board P41 and the image control board P42 are integrated with the performance display device P80 (also called the liquid crystal display device or performance display unit) to form a performance display unit. On the back of the rear set unit P4 are the payout control board P43 (also called the payout control unit), which controls the payout of game balls; and the power supply board P44 (not shown, also called the power supply unit or power supply unit), which receives power from the game facility and supplies power to various control boards and electrical / electronic components. These control boards are housed in a transparent resin board case with a crimped and sealed structure as an assembly, and are installed in designated locations on the back of the game board P5 or the back set unit P4, respectively, to prevent unauthorized modification. These control boards and the electrical and electronic components of each part of the pachinko game machine are interconnected via harnesses (connector cables), enabling the game to progress and the performance of effects in the pachinko game machine P.

[0027] [Function Block] Figure 5 shows the functional blocks of the pachinko game machine that is assumed to be the basis for this design.

[0028] A pachinko game machine is composed of a power supply board P44 that generates power for use within the game machine based on AC power supplied from outside the game machine, a main control board P40 (main control CPU) that controls the basic operation and progress of the game, a payout control board P43 (payout control CPU) that acts as a frame control device that controls the payout of prize balls and the launch of game balls, and a performance control board P41 that controls the performance-related operations and processing. In the diagram, the arrows indicate the relationship between functions, with solid arrows showing the upper transmission and reception relationship and dashed arrows showing the electrical connection relationship.

[0029] The power supply board P44 generates and supplies the power necessary for operation to the main control board P40, the performance control board P41, the payout control board P43, and various gaming devices electrically connected to them, by operating the power switch P47 located on the board. As will be described in detail later, the power-on operation of the power switch P47 is a switch operation that triggers the start of processing of information related to the settings of the gaming machine, so the power switch is protected by being covered with an opening / closing cover to prevent unauthorized operation.

[0030] The main control board P40 is connected to various detection switches related to game progress, such as the first starting prize slot P711 (special feature 1 starting slot switch P712), the second starting prize slot P721 (special feature 2 starting slot switch P722), the big prize slot P751 (big prize slot switch P752), the regular feature activation slot P741 (regular feature activation slot switch P742), and other detection switches such as the general prize slot P731 (left general prize slot, right general prize slot) and the out slot P790, as well as various switches and sensors used for game management and fraud monitoring, such as the setting key switch P49, vibration detection sensor P72, and magnetic sensor P73. The main control board receives information from these switches regarding the occurrence of various game states, determines the control content related to the progress of the game, and outputs information regarding the driving mode to game devices such as the special electric mechanism driving means P70, which is composed of solenoids and is driven to enlarge the large prize opening P751 when there is a big win or a small win, and the normal electric mechanism driving means P71, which is driven to put the normal electric mechanism P770 into a state where balls can easily enter when the normal symbol lottery is won.

[0031] Sensors connected to the main control board P40 are connected to terminals called input ports on the main control board, and the presence or absence of various game states based on sensor detection is notified to the main control board P40 as information. The sensors then receive information output from terminals called output ports, such as firing permission signals for the special electric prize drive means P70, the normal electric prize drive means P71, and other devices, and control each of these devices.

[0032] Furthermore, the main control board P40 is connected to the main control display device P50, which displays various information such as the special symbol display devices P51 and P52 (also called the first special symbol display unit and the second special symbol display unit) that display the variation of the first special symbol and the second special symbol, the round indicator light P54 that notifies the type of big win or small win (number of rounds), and the status indicator light P55 that notifies the game state, as well as the performance display device P59 that displays the performance of the game machine (for example, the base value during normal gameplay, i.e., the ratio of the number of prize balls to the total number of shots). Regarding the "base value," there are many other calculation methods, such as data that excludes winnings from the starting prize entry point P711, but these will be explained separately when necessary in this invention, and details will be omitted in the explanation of the pachinko game machine that serves as the premise.

[0033] In addition to the above, the main control board P40 is configured to be electrically connectable to devices outside the gaming machine via external information output terminals P77 and test terminals P78, and transmits and receives various control signals to and from each of them. Furthermore, the main control board P40 is also electrically connected to other control boards inside the gaming machine, namely the performance control board P41 and the payout control board P43.

[0034] The payout control board P43 controls the payout of prize balls by the payout device P410 based on signals transmitted from the main control board P40 indicating the payout of prize balls and the control status of the main control board. It also controls the launching of game balls by the launching device unit P240 in response to the player's operation of the handle P204. The payout device P410, for example, has a payout motor P411 and a ball counting sensor P412, and is configured to dispense game balls one at a time by the rotation of the payout motor P411. The launching device (launching device unit) P240 is configured to move the game balls that are stored in the ball tray P340 (upper ball tray P341) one by one to the launchable position using the ball feeding unit P241, and then launch the game balls by striking them with a hammer. Furthermore, the payout control board P43 is equipped with a RAM clear switch P48, which is primarily used for initializing the gaming machine and clearing errors that occur during gameplay. Operation information from the RAM clear switch P48 is input to the main control board via the harness and connector used to connect the payout control board P43 and the main control board P40.

[0035] The performance control board P41 is electrically connected to the performance display device P80, the drive source and position detection sensors of the performance movable mechanism P560 (e.g., drive motor, initial position detection sensor, performance position detection sensor), speakers P83 (upper speaker P370, lower speaker 141), performance operation unit P380 (e.g., performance operation means P81 such as performance buttons P381, performance levers P382, directional keys P383, etc.), and performance lamps P82 (also referred to as "decorative lamps," "panel lamps (P550)," and "frame lamps (P350)"), and transmits and receives various control signals to and from each of them. In addition, the connection between the performance control board P42 and the performance display device P80 may be made via an image control board P42 (VDP) that controls the display of the performance display device P80 (e.g., a device that displays images such as a liquid crystal display). Furthermore, in the pachinko game machine described above, speaker P83 is configured to be controlled by the performance control board P41, but it is also possible to configure the system to control speaker P83 by providing a separate audio control board equipped with an IC for audio control, etc.

[0036] Data transmission and reception between the main control board P40 and the performance control board P41 is performed in a unidirectional manner, from the main control board P40 to the performance control board P41. Because the unidirectional nature of data transmission from the main control board P40 to the performance control board P41 is maintained, data cannot be transmitted from the components contained in the performance control board P41 to the components contained in the main control board P40, nor can data transmission requests be made. Therefore, the performance control board P41 cannot access information generated by the main control board P40 unless that information is transmitted to it. In the pachinko game machine P under this premise, data transmission and reception between the main control board P40 and the payout control board P43 is bidirectional. However, similar to the relationship between the main control board P40 and the performance control board P41, the configuration may also be such that data transmission and reception is unidirectional from the main control board P40 to the payout control board P43.

[0037] [Basic Gameplay Progression] Next, we will explain the basic game progression and gameplay methods for the pachinko game machine P, which is the prerequisite technology configured as described above, categorized by game state. There are two main types of "game states": the "normal game state" and the "special game state," in which it is easier to acquire game balls compared to the normal game state. The "normal game state" is a state in which the goal is to acquire the right to transition to the "special game state." Within the normal game state, there are multiple game states in which the degree of advantage for the player in acquiring the right to transition to the special game state differs. Among the multiple normal game states, the state in which it is relatively easy for the player to acquire the right to transition to the special game state (a state that is more advantageous to the player than the normal game state (low probability / low base state)) is referred to as the "specific game state." The "special game state" refers to the so-called "jackpot game" and "minor jackpot game," in which the special electric mechanism drive means P70 is driven by the main control board P40, opening the large prize winning opening P751 and making it easier to acquire game balls.

[0038] [Normal game state (low probability / low base state)] First, we will explain the gameplay method and game progression in the normal game state. Note that the normal game state described here refers to the "normal game state (low probability / low base state)" (see Figure 6), excluding specific game states, and describes the game state as generally encountered when a player starts playing. The gameplay method, game progression, and the meanings of the terms "low (high) probability" and "low (high) base" in specific game states will be explained later.

[0039] In the normal game state (low probability / low base state), the player first operates the handle P204 to launch the game ball towards the game area P501 located on the game board P5. In the pachinko game machine P described above, in the normal game state (low probability / low base state), the player operates the amount of the handle P204 so that the game ball is launched towards the left side area P501L (left-handed area) of the game area.

[0040] When a game ball is launched by a player into the left-side area P501L of the game area, the launched game ball flows down the game area P501, and while being displaced in the direction of flow by game nails P510 (also called "obstacle nails" or "nails") and windmills P511 (not shown), it either enters (wins a prize) into the first starting prize entry point P711, located approximately in the lower center of the game area P501 of the game board, or into the general prize entry point P731L of the left-side general prize device, or it does not enter into either prize entry point and enters the out entry point P790 as a played game ball. When a ball enters the first starting prize entry point P711 or the general prize entry point P731, the main control board P40 outputs information (control commands) to the payout control board P43 to award a predetermined number of prize balls for each prize entry point, and the player acquires new game balls through the prize ball payout.

[0041] Here, a special feature 1 start port switch P712 is located inside the first start port P711. When a game state (game result) occurs when a game ball enters the first start port P711 as a result of the player firing a game ball into the left side area P501L of the game area, the game ball detection information from the special feature 1 start port switch P712 is input to the main control board P40.

[0042] When the main control board P40 receives game ball detection information from the special symbol 1 start switch P712, it dispenses a predetermined number of game balls and acquires a random value for conducting a lottery related to the control of the first special symbol. There are several methods for acquiring the random value, including acquiring a random value generated by a random number generation circuit on the electrical circuit based on game ball detection (hard latch), and the control device of the main control board P40 executing a process to acquire a random value from the aforementioned random number generation circuit when it confirms the game ball detection information through software processing, or acquiring a random value that has been updated in software (soft latch). These methods can be used interchangeably depending on the random value to be acquired, or they can be used in combination. Note that when a ball enters the general prize pocket, no random value related to the special symbol is acquired, and only prize balls are dispensed.

[0043] The lottery related to the control of the first special symbol is called the "special symbol lottery," and the "special symbol lottery" includes the "win / lose lottery," the "winning symbol lottery," and the "variation pattern lottery." The "win / lose lottery" is the process of determining whether the lottery result using the acquired random value is a "jackpot" or a "loss" (depending on the specifications of the gaming machine, the lottery result may include a "minor win"). The "winning symbol lottery" (sometimes simply called the "symbol lottery") is the process of determining the display pattern of the stop display symbol that indicates the win / lose lottery result in the special symbol display device P51 (P52) of the main control display device P50. For one lottery result (jackpot, minor win), one symbol can be determined from multiple stop display symbols, and it is possible to make the execution mode of the special game in "jackpot" and "minor win" different depending on the stop display symbol determined here. The "variable pattern lottery" is a process that determines when to display the stop display symbols indicating the result of the win / loss lottery on the special symbol display device P51 (P52), and determines the time (referred to as the "variable display time" or "variable pattern") during which a variable display indicating that the special symbol lottery has been executed is shown on the special symbol display device P51 (P52). It is common to use different random values ​​for the "win / loss lottery," "winning symbol lottery," and "variable pattern lottery," and these are called the "win / loss lottery random number," "symbol random number," and "variable pattern random number," respectively. The lottery related to the control of the second special symbol, which is performed based on the detection of game balls at the special symbol 2 start port switch P722, is also a similar "special symbol lottery." Further explanation regarding the "special symbol lottery" will be given later.

[0044] Returning to the explanation of the gameplay method in the normal game state (low probability / low base state), in the normal game state (low probability / low base state), the player launches a game ball into the left side area P501L of the game area, enters the first starting prize entry point P711, and performs a lottery related to the first special symbol (special symbol lottery). The game is played with the aim of acquiring the right to play a special game when the special symbol display device shows a special symbol indicating a "big win" ("minor win").

[0045] As mentioned above, during the process in which a player receives a special symbol lottery, the special symbols are displayed in a variable pattern according to the time determined by the variable pattern lottery. In the premise of the pachinko game machine P, if a ball enters the starting entry point (first starting entry point P711, second starting entry point P721) during this special symbol variable display period, there is a reserve function that temporarily stores random values ​​corresponding to the right to perform a predetermined number of special symbol lotteries. In the premise of the pachinko game machine P, as a reserve function corresponding to the special symbol lottery based on entry into the first starting entry point P711, it is possible to reserve up to four special symbol lotteries. The reserve function can be set for each special symbol, and in the pachinko game machine P of this premise technology, in addition to the reserve for the first special symbol, it is also possible to reserve random values ​​to be used for up to four special symbol lotteries for the second special symbol.

[0046] Thus, in the normal game state (low probability / low base state), the player fires a game ball into the left-hand area P501L of the game area to perform a special symbol lottery related to the first special symbol. When the special symbol lottery results in a special game state such as a "big win" or "minor win," and the special symbol display device indicates that the player has acquired the right to transition to the special game state, the game state of the pachinko game machine P transitions to the special game state.

[0047] [Special game state] Next, we will explain the gameplay method and game progression in the special game state. There are two types of special game states: "Big Win (Game)" and "Small Win (Game)". In both cases, the special electric mechanism P755 is activated, meaning that a drive signal is output from the main control board P40 to the special electric mechanism drive means P70, making the large prize opening P751 easy for balls to enter. The main difference between them is that a "Big Win" is based on the operation of a continuous mechanism operation device that operates the special electric mechanism P755 multiple times in succession, while a "Small Win" ends with the operation of the special electric mechanism once. Other differences include the fact that, in the case of a special electric prize mechanism operation (jackpot) based on the operation of the continuous prize mechanism operation device, it is possible to make the operation of the special electric prize mechanism P755 more advantageous to the player. Specifically, the total opening time of the large prize opening P751 is permitted up to 30 seconds when the continuous prize mechanism operation device is activated (jackpot), while the total opening time of the large prize opening P751 is limited to 1.8 seconds when a small win occurs. The following explanation of the gameplay method and game progression in the special game state will use a jackpot as an example.

[0048] In the prerequisite technology, the gameplay of special games in the pachinko game machine P consists of the following in chronological order: a performance period called the "Special Game Start Demo" (referred to as "Big Win Start Demo" or "Ring Chain Activation Start Demo" in the case of a big win, and as "Small Win Start Demo" in the case of a small win) to inform the player that they have acquired various special games; a period called the "Round (Game)" (also referred to as "Unit Game") during which the special electric mechanism P755 operates for one round; and a period called the "Special Game End Demo" (referred to as "Big Win End Demo" or "Ring Chain Activation End Demo" in the case of a big win, and as "Small Win End Demo" in the case of a small win) to inform the player about the game results (number of game balls acquired, etc.) and the type of normal game state (including specific game states) to which the player will transition.

[0049] Next, we will explain how to play during the periods of each of the special games mentioned above. First, during the "Special Game Start Demo" period, in the prerequisite pachinko game machine P, the large prize hole P751 is located in the right-hand area P501R (right-hand shooting area) of the game area. Since it is almost impossible to expect the ball to enter the large prize hole P751 even if the game ball is launched into the left-hand area P501L, which is the same as in the normal game state (low probability / low base state), before the round game in the special game starts in a state where it is easy for the ball to enter the large prize hole P751, a right-hand shooting notification effect is executed using the effect display device P80, speakers (lower speaker P141, upper speaker P370), and effect lamp P82 to encourage the player to launch the game ball into the right-hand area P501R (right-hand shooting area) of the game area. The player, following the right-hand shooting notification, increases the amount of movement on the handle P204 to enhance the launch strength of the game ball, and changes the launch position so that the game ball flows down into the right-hand area P501R (right-hand shooting area) of the game area (performs right-hand shooting).

[0050] During the "Round (Game)" period, in the prerequisite pachinko game machine P, a drive signal output from the main control board P40 to the special electric mechanism drive means P70 causes the large prize entry opening P751 to become either easy to enter or difficult to enter. In accordance with the execution period of the special game, the machine performs effects such as celebrating the acquisition of a big win (or small win), or suggesting whether the normal game state to which the player transitions after the special game ends will be a specific game state that is more advantageous to the player. The player shoots game balls into the right-hand area P501R (right-hand shooting area) of the game area in order to get game balls into the large prize entry opening P751 and obtain a large number of game balls.

[0051] One "round (game)" period ends when the opening pattern of the large prize slot (operation mode of the special electric mechanism) determined based on the type of big win (minor win) is completed (the opening time elapses), or when a predetermined "specified number" of game balls (sometimes expressed as "count," "C," etc.) enters the slot. Then, depending on the type of special game state being played (type of big win, minor win), when all the rounds of gameplay to be played have finished, the game transitions to the "special game end demo" state.

[0052] Next, during the "Special Game Ending Demo" period, the prerequisite pachinko machine P will display an animation that notifies the number of game balls acquired during the current special game state, as well as the cumulative number of game balls acquired during multiple special game states that occurred consecutively with the specific game period described later (acquired without transitioning to the normal game state (low probability / low base state)). It will also display an animation that notifies the type of normal game state to transition to after the special game state, and an animation that notifies the method of play in the transitioned game state (such as the right-hand shooting notification animation mentioned above). Based on the animations being displayed, the player will operate the handle in preparation for the game corresponding to the type of normal game state to transition to.

[0053] In most pachinko machines, with a few exceptions, when a jackpot is achieved in a special game state, the game transitions to a normal game state called a "specific game state," which makes it easier for the player to acquire the right to transition back to the special game state. This allows for a continuous cycle of the specific game state and the special game state, creating a gameplay experience known as "consecutive wins."

[0054] [Specific game state] Next, we will explain the "specific game states." As shown in Figure 6, there are three main types of specific game states. The elements that distinguish these types are the "probability state" and the "base state," and the combination of these two constitutes a specific game state.

[0055] (Probability state) "Probability state" refers to the state in which the "probability variation function" (also called "probability variation"), which changes the probability of the lottery result being a "jackpot" in the special symbol lottery, is activated. When the probability variation function is activated and the probability of winning the special symbol lottery is higher than when it is not activated, it is called a "high probability (state)" (sometimes expressed as "probability variation state" or "probability variation state"), and when the probability variation function is not activated, it is called a "low probability (state)". The "high probability (state)" is a more advantageous game state than the normal game state (low probability / low base state) because the probability of winning a jackpot in a single special symbol lottery is higher.

[0056] (Base state) The "base state" refers to the state of the "base," that is, the "expected percentage of game balls obtained as prize balls when a predetermined number of game balls are launched." Generally, a state in which the operation of the standard electric mechanism P770 is easier (more advantageous) than in the normal game state (low probability / low base state) is called a "high base (state)" (also called an "electric tuner support (electric support) state"). Depending on the specifications of the game machine, even if the "electric tuner support function" is not activated, if the "percentage of game balls obtained as prize balls when a predetermined number of game balls are launched" increases due to a switch in the recommended launch position of the game balls, it may also be described as a "high base state." The "high base (state)" is a game state that is advantageous to the player because, during the period until a special game state is acquired, the number of game balls paid out as prize balls increases (they are paid out more easily), allowing the player to aim for acquiring a special game state while suppressing the consumption of game balls.

[0057] The "Electric Tuner Support Function" is a state in which the operation of the regular electric mechanism P770 is easier than in the normal game state (low probability / low base state), and is mainly composed of a combination of three functions (at least one of which is included). The three functions that make up the "Electric Tuner Support Function" are "Regular Symbol Probability Change," "Regular Symbol Time Reduction," and "(Regular Electric Mechanism) Opening Extension." "Regular Symbol Probability Change" refers to a state in which the probability of activating the regular electric mechanism in the "Regular Symbol Lottery" is high. "Regular Symbol Time Reduction" refers to a state in the regular symbol display means P53 (also called the regular symbol display unit) of the main control display device P50 in which the time from executing the regular symbol lottery to displaying the result of the regular symbol lottery is shortened. "Extending the opening time of the standard electric mechanism" refers to changing the operation of the standard electric mechanism P770 in a manner that makes it easier for game balls to enter the winning slot for the type of winning combination selected in the standard symbol lottery. One example of this is extending the total time that the standard electric mechanism is in a state that facilitates ball entry.

[0058] The "regular symbol lottery" differs from the special symbol lottery mentioned above in that it concerns the operation of the special electric mechanism P755, while the regular symbol lottery concerns the operation of the regular electric mechanism P770, and the trigger for the lottery is the entry of a game ball into the regular symbol operation gate device P740. However, they are almost the same in that the win / loss, symbols, and variation patterns are determined by lottery, and that they have a hold function. When specifically referring to the lottery for win / loss, symbols, and variation patterns in the regular symbol lottery, the term "regular symbol" (or "regular symbol") is placed at the beginning, such as "regular symbol win / loss lottery," "regular symbol symbol lottery," or "regular symbol variation pattern lottery."

[0059] While "probability state" and "base state" have been explained as elements that distinguish between different types of "specific game states," another element that constitutes a specific game state is the "time-saving state" (also called the "reduced variation time state" or the "reduced variation time function"). Generally, the "time-saving state" refers to a state in which the variation display time (variation pattern) per special symbol is shortened, increasing the number of special symbol draws per unit time. This is advantageous for the player as they can receive more special symbol draws per unit time. The "time-saving state" (reduced variation time state) is often controlled simultaneously with the "high probability state" and "electric reel support state" mentioned above, and rarely constitutes a specific game state on its own.

[0060] [Specific game state 1: Low probability / High base state] Returning to the explanation regarding "specific game states," we will first explain the game progression and gameplay method in Specific Game State 1 (Low Probability / High Base State) shown in Figure 6.

[0061] The transition to Specific Game State 1 (low probability / high base state) occurs through the game state transitions shown in Figure 6 (1), (8), and (12). The conditions for the game state transitions in Figure 6 (1), (8), and (12) include (a) winning a jackpot in each state, and (b) a predetermined number of games being played (only for (8)). Although not shown in the diagram, there are also cases where the game transitions from Specific Game State 1 back to Specific Game State 1 via a jackpot. On the other hand, when the conditions for ending a special game state are met, the game transitions as shown in Figure 6 (2), (7), and (11). The conditions for these game state transitions in (2), (7), and (11) include (c) winning a jackpot of the type that leads to the transition in Specific Game State 1, and (d) a predetermined number of games being played (only for (2)). Note that "number of games played" refers, for example, to "the number of times the special symbol lottery is performed."

[0062] When the game transitions to specific game state 1 (low probability / high base state), both the aforementioned "electric reel support function" and "variation time reduction function" are activated in the assumed pachinko game machine P. In the arrangement of the prize winning devices on the game board P5 of the assumed pachinko game machine P, the normal symbol operation gate device P740 and the second starting prize winning port P721 related to the normal electric mechanism are located in the right side area P501R (right-hand shooting area) of the game area. By performing "right-hand shooting" to launch game balls into the right side area P501R (right-hand shooting area) of the game area, players can easily receive both normal symbol lotteries and special symbol lotteries. Furthermore, the assumed pachinko game machine P is also controlled to enter the aforementioned "time reduction state" when in specific game state 1 (low probability / high base state).

[0063] To explain the gameplay in more detail, when the game enters specific game state 1 (low probability / high base state), the first step is for the player to launch a game ball into the right-hand area P501R (right-hand shooting area) of the game area and have it enter (pass through) the normal symbol operation gate device P740. Upon entering (passing through) the normal symbol operation gate device P740, the main control board P40 conducts a normal symbol lottery. In specific game state 1 (low probability / high base state), the normal symbol lottery has a high probability (approximately 1 / 1) of resulting in a win due to the activation of the normal symbol probability change function. Therefore, when one game ball enters (passes through) the normal symbol operation gate device P740, the normal electric mechanism P770 is activated once. When the standard electric mechanism P770 is activated, the second starting entry point P721, which triggers the special symbol lottery related to the second special symbol in the presupposed pachinko game machine P, becomes easy to enter, and the player then fires a game ball towards the second starting entry point P721 as the second step. When a game ball enters the second starting entry point P721, the detection information is input to the main control board P40, and the special symbol lottery related to the second special symbol is executed, and a lottery is held to determine whether the player will win the right to play a special game (jackpot, small win).

[0064] Specific game state 1 (low probability / high base state) ends when a predetermined number of games (number of times special symbols are drawn) have elapsed, determined by the game state transition conditions that led to the transition to this state (for example, the type of jackpot if a jackpot is won, etc.), or when a new jackpot is won (however, it may be possible to return to this state after a jackpot). In the case of winning a minor jackpot, the specific game state usually does not end, but depending on the specifications of the game machine, it may be designed to end upon winning a minor jackpot (or winning multiple minor jackpots, or winning a specific type of minor jackpot). If Specific Game State 1 (low probability / high base state) ends due to the number of games played, the game transitions to the normal game state (low probability / low base state).

[0065] [Specific game state 2: High probability / high base state] Next, we will explain the game progression and gameplay method in the specific game state 2 (high probability / high base state) shown in Figure 6.

[0066] The transition to Specific Game State 2 (High Probability / High Base State) occurs through the game state transitions shown in Figure 6 (3), (7), and (9). The conditions for the game state transitions in Figure 6 (3), (7), and (9) are (a) obtaining a jackpot game in each respective state. Although not shown in the diagram, there are also cases where the game transitions from Specific Game State 2 back to Specific Game State 2 via a jackpot game. On the other hand, when the conditions for the termination of the special game state are met, the game transitions as shown in Figure 6 (4), (8), and (10). The conditions for these game state transitions in (4), (8), and (10) are (b) obtaining a jackpot game of the type that leads to the transition to each respective game state in Specific Game State 2, and (c) the passage of a predetermined number of games.

[0067] When transitioning to Specific Game State 2 (High Probability / High Base State), the underlying pachinko machine P differs from Specific Game State 1 (Low Probability / High Base State) in that it is a "high probability (state)" with an additional "probability variation function" activated. The progression of the game and the method of playing in Specific Game State 2 are the same as in Specific Game State 1, but the difference is that the player can win a jackpot earlier because the probability of winning a jackpot in the special symbol lottery is higher.

[0068] Specific Game State 2 (High Probability / High Base State) ends when a predetermined number of games (number of times special symbols are drawn) have elapsed, determined by the game state transition conditions that led to the transition to this state (for example, the type of jackpot if a jackpot is won, etc.), or when a new jackpot is won (however, it is possible to return to this state after a jackpot). Generally, Specific Game State 2 does not end when a minor win is won. If Specific Game State 2 (High Probability / High Base State) ends due to the number of games played, the game transitions to Normal Game State (Low Probability / Low Base State), Specific Game State 1 (Low Probability / High Base State), or Specific Game State 3 (High Probability / Low Base State).

[0069] [Specific game state 3: High probability / low base state] Next, we will explain the game progression and gameplay method in the specific game state 3 (high probability / low base state) shown in Figure 6.

[0070] The transition to specific game state 3 (high probability / low base state) occurs through the game state transitions shown in (5), (10), and (11) of Figure 6. The conditions for the game state transitions in (5), (10), and (11) of Figure 6 include (a) winning a jackpot in each state, and (b) a predetermined number of games being played (only for (10)). Although not shown in the diagram, there are also cases where the game transitions from specific game state 3 back to specific game state 3 via a jackpot. On the other hand, when the conditions for ending the special game state are met, the transition occurs as shown in (6), (9), and (12) of Figure 6. The conditions for these game state transitions in (6), (9), and (12) include (c) winning a jackpot of the type that will lead to the transition to each game state in specific game state 3, and (d) a predetermined number of games being played (only for (6)).

[0071] When transitioning to specific game state 3 (high probability / low base state), the underlying pachinko machine P enters a "high probability (state)" with the "probability variation function" activated. Unlike specific game state 1 and specific game state 2, the "electric tuner support function" and "variation time reduction function" are not activated. In the arrangement of each prize-winning device on the game board P5 of the underlying pachinko machine P, the normal symbol operation gate device P740 and the second starting prize-winning opening P721 related to the normal electric mechanism are located in the right-hand area P501 (right-hand shooting area) of the game area. However, even if a player performs "right-hand shooting" to launch game balls into the right-hand area P501R (right-hand shooting area) of the game area in specific game state 3 (high probability / low base state), the probability of winning a prize in the normal symbol lottery is low, and there is no advantage to shooting to the right.

[0072] Therefore, players will proceed with the game by "shooting left," launching the game ball into the left side area P501L (left-handed shooting area) of the game area. Since it is a high-probability state, the chances of winning a jackpot through the special symbol lottery are high, and a jackpot can be obtained early. Other than this, the gameplay and progression are the same as in the normal game state (low probability / low base state).

[0073] Specific game state 3 (high probability / low base state) ends when a predetermined number of games (number of times special symbols are drawn) have elapsed, determined by the game state transition conditions that led to the state (for example, the type of jackpot if a jackpot is won, etc.), or when a new jackpot is won (however, it is possible to return to this state after a jackpot). Generally, specific game state 3 does not end when a minor win is won. If specific game state 3 (high probability / low base state) ends due to the number of games played, the game transitions to the normal game state (low probability / low base state).

[0074] Furthermore, in specific game state 3 (high probability / low base state), unlike the board layout configuration shown in Figure 6 as the premise for the pachinko game machine P, a third starting prize entry point of the type without the normal electric prize mechanism P770 is placed in the right-side area P501R (right-hand shooting area), and by activating the "time-saving state," it is configured so that many special symbol draws can be received in a short time. Depending on the arrangement of the prize entry devices on the game board and the control of the time-saving state, there may be game states in which "right-hand shooting" is recommended.

[0075] As explained above, the premise of the pachinko game machine P involves game progression through multiple game states, but it is not necessary to have all of the aforementioned game states. Therefore, among the game machine specifications that are composed of combinations of multiple game states, etc., the game machine specifications (sometimes referred to as "specs") that can be adopted in the premise of the pachinko game machine P are given as examples below.

[0076] Regarding typical gaming machine specifications ("specs"), examples of gaming machine specifications related to the operation of the probability variation function for special symbol lottery include "(until next time) probability variation," "ST (number of spins limit probability variation)," "V probability variation (also called "ball probability" or "attack round system")," and "latent probability variation." The difference in gaming machine specifications due to these differences in probability variation functions is sometimes expressed as "This gaming machine is a '○○ machine (e.g., an ST machine)'." In addition, there are gaming machine specifications called "minor win V" in which, even in gaming machines that do not have a probability variation function, the continuous mechanism for operating the special feature is activated (i.e., the game transitions to a big win) after passing through a specific area P760 inside the big prize opening P751 during a minor win game.

[0077] [(Until next time) Probability of winning] First, let's explain "(Until Next Time) Probability Change." Generally, "Probability Change Until Next Time" refers to a pachinko machine specification where, among the multiple specific game states available in the pachinko machine P, the most advantageous game state among the aforementioned specific game states is "Specific Game State 2 (High Probability / High Base State) continues until the right to the next big win is acquired." In other words, a pachinko machine with "Probability Change Until Next Time" is configured so that Specific Game State 2 (High Probability / High Base State) continues until the right to the next big win is acquired, and does not end depending on the number of symbol changes, etc.

[0078] Furthermore, depending on the type of jackpot, the game may be controlled to a specific game state 1 (low probability / high base state) or a specific game state 3 (high probability / low base state). Also, in a pachinko game machine where "specific game state 3 (high probability / low base state)" continues until the right to the next jackpot is acquired, the probability variation function may be referred to as "probability variation until the next jackpot" in the sense that it continues until the next jackpot. However, since the base state is a "low base state" and the same gameplay as the normal game state (low probability / low base state) is required regarding the electric reel support function, it is distinguished and expressed as "latent probability variation" because the probability variation continues until the next jackpot when the electric reel support function is not activated.

[0079] [ST (Number of spins to trigger probability change)] Next, let's explain "ST (Number of Count-Based Probability Change)". "ST" is an abbreviation for "Special Time", and generally refers to a pachinko machine specification in which "Specific Game State 2 (High Probability / High Base State) continues until a predetermined number of special symbol draws are performed (a predetermined number of symbol changes are executed) or until the right to play a jackpot is acquired".

[0080] Furthermore, depending on the type of jackpot, the game may be controlled to a specific game state 1 (low probability / high base state) or a specific game state 3 (high probability / low base state). Also, similar to the aforementioned "probability change until next time," it is possible to configure the game to have a state called "latent probability change (latent ST)" in which the game state is controlled to a predetermined number of special symbol draws in specific game state 3 (high probability / low base state) or until the right to play a jackpot is acquired.

[0081] Furthermore, even with "ST (Number of spins limit)" machines, if the period during which the game state is controlled by ST is defined as "until 10,000 spins of the special symbol lottery are performed," and the machine's specifications effectively guarantee a big win until the next spin in a high-probability state, it may be described as "probability until the next spin."

[0082] As described above, "probability change until next time" and "ST (probability change after a certain number of spins)" are distinguishable as "probability change states" in gaming machine specifications by the difference in the end date of the probability change function for special symbol lottery. On the other hand, as explained below, "V probability change ("ball probability" or "attack round system")" can also be used to express gaming machine specifications ("specs") by requiring special conditions regarding the activation or deactivation of the probability change function for special symbol lottery in a specific gaming state, that is, regarding the start of the execution of the probability change function.

[0083] [V probability change] Next, we will explain the gaming machine specification called "V-Kakuhen". "V-Kakuhen" refers to a gaming machine specification for pachinko machines that, during a jackpot game before the game state transitions to a specific game state, controls the machine to transition to a specific game state (specific game state 1 or specific game state 3) after the jackpot game if a game ball passes through a "specific area P760" (sometimes called the "V-zone" or "V-area") located within the large prize winning opening P751 under predetermined conditions (such as during the execution of a specific jackpot round) ("V-entry"). The "specific area" used in "V-Kakuhen" is sometimes specifically referred to as the "probability variation function activation area". Note that when a game ball passes through a specific area P760, no prize balls are paid out at that point (the prize balls are paid out when the game ball is detected by an internal detection switch in the large prize opening P751), but for convenience, this is referred to as a "V-entry." Note that "V-entry" may also be referred to as "V-ball entry."

[0084] As mentioned above, "V-Kakuhen" is a gaming machine specification that indicates whether or not the probability variation function is activated depends on the game results during a big win (depending on whether or not the game ball passes through a specific area P760). Depending on whether the activated probability variation function ends with the same control as "Kakuhen until next time" explained earlier, or with the same control as "ST", different expressions are used to indicate different gaming machine specifications, such as "V-Kakuhen (V-loop)" and "V-ST".

[0085] In pachinko machines P that employ the "V probability variation" system, if a V-entry is not achieved during a jackpot, the probability variation function will not activate after the jackpot, and the machine will be controlled to a normal game state or a specific game state 1 (low probability / high base state). Furthermore, it is possible to switch whether or not the game state after a jackpot is one in which the probability variation function is activated, depending on whether or not a V-entry is achieved, and at the same time, the operation mode of the electric reel support function can also be changed. For example, in a "V probability variation (V-loop)" machine, if a V-entry is achieved, the probability variation function and electric reel support function will continue until the next jackpot is achieved, while if a V-entry is not achieved, the probability variation function will not activate, and the electric reel support function will be limited to 100 special symbol draws.

[0086] [Small win V] Next, we will explain a gaming machine specification (spec) called "Small Win V," which can provide a game state that is advantageous to the player in terms of winning a jackpot, without having a probability variation function.

[0087] "Small Win V" is a gaming machine specification in which, when a small win occurs as a result of the special symbol lottery, if the ball passes through the "Specific Area P760" (sometimes called "V Zone" or "V Area") located inside the large prize entry point P751 during the small win game (while the special electric mechanism is operating), the mechanism's continuous operation device is activated following the small win game, that is, a big win game is started. In other words, by passing the ball through Specific Area P760 during a small win, a big win game can be obtained without obtaining a result that would otherwise result in a big win from the special symbol lottery. Note that for big win games obtained by passing the game ball through Specific Area P760 during a small win game, the small win game is treated as the first round of that big win game.

[0088] "Small Hit V" is a type of pachinko game that combines the gameplay of a "Type 1 (pachinko)" where a special symbol lottery results in the activation of a continuous mechanism or a special electric mechanism, with a feature where the continuous mechanism is activated when the special electric mechanism is operating (while the large prize opening P751 is open) and the player passes through a specific area P760. It is sometimes referred to as "Type 1 Small Hit V," but it is also sometimes described as a "Type 1 / Type 2 mixed machine" because it has gameplay similar to the so-called "Type 2 pachinko" machines of the past.

[0089] In general, pachinko machines that adopt the "minor win V" as a game machine specification do not have a probability variation function, and the degree of advantage is changed depending on whether or not the electric reel support function is present. In other words, the entry point for the ordinary electric mechanism P770, which becomes easier to win when the electric reel support function is activated, is configured as a starting entry point that triggers the variation of a special symbol that is likely to win a minor win (for example, a minor win with a 1 / 2 probability), so when the electric reel support function is activated it is easier to win a minor win, and it is possible to aim for a big win by getting a V during a minor win game. In this way, instead of increasing the range of random values ​​that result in a big win like a probability variation function, the game is designed to increase the possibility of winning a big win through minor wins. Note that when a game ball passes through a specific area P760, no prize balls are paid out at that point (the prize balls are paid out when the game ball is detected by an internal detection switch in the large prize opening P751), but for convenience, this is referred to as a "V-entry." Note that "V-entry" may also be referred to as "V-ball entry."

[0090] [Other gaming machine specifications (specs)] The gaming machine specifications described above are representative examples, and several other distinctive gaming machine specifications are known, which will be briefly explained below.

[0091] (limiter) A "limiter" is a function that restricts the operation of a probability variation function or an electric reel support function when a specific game state in which the probability variation function or electric reel support function is activated occurs repeatedly with a jackpot game in between (a so-called "consecutive win" state), and a predetermined number of repetitions (consecutive wins) is reached, even if a jackpot game in which the probability variation function or electric reel support function would normally be activated is performed. A limiter function that restricts the "probability variation function" based on the number of consecutive wins is called a "probability variation limiter," and a limiter function that restricts the "electric reel support function" based on the number of consecutive wins is called a "time reduction limiter (electric reel support limiter)." A gaming machine equipped with a limiter function is called a "limiter machine."

[0092] (Falling) "Declining" refers to a gaming machine specification in which, during the period when the probability variation function for special symbol lottery is active, a "declining lottery" is executed each time a special symbol lottery is held to determine whether or not to terminate the probability variation function. In a situation where the electric reel support function is active along with the probability variation function, if the declining lottery is won, the operation of the electric reel support function may end in conjunction with the termination of the probability variation function, or only the probability variation function may end while the operation of the electric reel support function continues.

[0093] Furthermore, the above-mentioned gaming machine specifications can be combined in multiple ways. For example, when "ST" and "fall" are combined, if the player is in Specific Game State 2 (high probability / high base state), Specific Game State 2 (high probability / high base state) will end (the player will move to another game state) if any of the following conditions are met: (1) the player wins the fall lottery, (2) a predetermined number of special symbol lotteries have been performed, or (3) the player acquires the right to play a jackpot game.

[0094] Next, we will explain the control of the main control board P40, which is responsible for the progress of the game in the pachinko game machine P that is the premise for this description. In this embodiment, the pachinko game machine P that is the premise for this description is a pachinko game machine that employs "ST (Number of spins to trigger probability change)" as described above. In the description of the embodiment, the notation "Ps〇〇" which indicates the processing step in the figure will be written as "Step 〇〇" in the text.

[0095] [Power-on processing of the main control board (main loop processing of the main control board)] The main control board P40 of the pachinko game machine P, which is the premise for this explanation, first performs a power-on process (step 1000) when the power to the pachinko game machine P is turned on. Here, the details of the power-on process will be explained with reference to Figure 7.

[0096] When the power-on process begins on the main control board P40 of the pachinko game machine P, initial settings related to the operation of the CPU, which is an arithmetic unit located on the main control board P40, are performed (step 1002). The initial settings are made as appropriate for the subsequent operation of the CPU, and the details are omitted.

[0097] Once the initial CPU setup is complete, the following steps are performed: input port verification (step 1004) and power outage information verification / checksum processing (step 1006). Based on the results of these processes, the system then performs the game stop state setting process (step 1008).

[0098] To explain in more detail, the input port confirmation process (step 1004) is a process that generates information to determine whether or not to set (turn on or turn on) a flag indicating whether or not to perform a "setting change process" that allows changing the "setting value" for changing the degree of advantage of the special symbol lottery of the pachinko game machine P (particularly the probability of the continuous operation device for the special feature operating, i.e., the probability of a big win), and a flag indicating whether or not to perform a "setting confirmation process" to check the "setting value," in the game stop state setting process that is performed after the said process. In the pachinko game machine P assumed, data is generated as 1-byte data that includes data indicating the detection status of the frame open switch P131 (a switch that detects whether the front frame is open relative to the outer frame), the detection status of whether the RAM clear switch P48 is being operated by the player, and the detection status of whether the setting key switch P49 is being rotated.

[0099] The subsequent power outage information confirmation / checksum processing (step 1006) is a process to confirm whether the pachinko game machine P properly shut down when the power was last turned off, and whether the control data related to the game state at the time of the power outage was properly saved and stored in the memory area of ​​the CPU of the main control board P40. If the data is not normal, an error is detected and a flag is set (turned on) to stop the game in the game stop state setting process (step 1008) described later.

[0100] The "Game Stop State Setting Process" (step 1008) is a process that sets a flag to prevent the player from actually being able to play after the power-on process has finished and the system has moved to the main loop process to start the game. Based on the results of the input port confirmation process (step 1004) and the power-off information confirmation / checksum process (step 1006), this process sets a flag to transition to one of the following game progression disallowed states: "Setting Change State," "Setting Confirmation State," or "Recovery Impossible Error State." Details of the "Game Stop State Setting Process" are shown in Figure 8, and the explanation will be based on the description in Figure 8.

[0101] In the game stop state setting process, it is first determined whether the frame is open based on the 1-byte data generated in the input port confirmation process (step 1004) (step 1100). If the front frame P2 of the pachinko game machine P is open relative to the outer frame P1 when the power is turned on (a situation where step 1100 is YES), a specific bit in the 1-byte data is "1", and the subsequent process in step 1102 is omitted. On the other hand, if the frame is not open when the pachinko game machine is powered on, it is determined that some of the essential operations for executing the setting change process have not been fulfilled, and calculations are performed from the 1-byte data generated in the input port confirmation process (step 1004) to make the operation information of the setting key switch OFF data. Although not shown, in both cases where step 1102 is YES and NO, the bit indicating that the frame is open is also calculated to be OFF data from the 1-byte data.

[0102] In the following step 1104, it is determined whether the 1-byte data generated in the input port verification process (step 1004) contains information that allows it to be determined that a setting change operation has occurred. In the pachinko game machine P assumed as the basis, the situation in which a setting change operation is determined to have occurred requires three conditions: (1) the frame release switch P131 is ON (the frame is open when the power is turned on), (2) the setting key switch P49 is ON (it is being rotated), and (3) the RAM clear switch P48 is ON. As mentioned above, the information for the frame release switch P131 in the 1-byte data is set to OFF, and in this step, it is determined whether both (2) and (3) are satisfied. For example, if two specific bit data are "1", it is determined that a setting change operation has occurred (note that the active data indicating that both switches are ON does not necessarily have to be "1", either one of the data may be "0"). If it is determined that a setting change operation has occurred, that is, if the decision in step 1104 is YES, data indicating "Settings being changed" is stored as the game stop state flag, and the game stop state setting process is terminated (steps 1106, 1118). On the other hand, if the decision in step 1104 is NO, the process proceeds to the following step 1108. If the setting value information stored in the RAM (Random Access Memory) of the main control board P40 is abnormal data (in the case of a recovery operation from an unrecoverable error state), data corresponding to the setting value "1" is set as the initial setting value in the area where the setting value is stored (step 1118).

[0103] Next, in step 1108, a determination is made as to whether a game stop error has occurred. A game stop error refers to an error that occurs when the game cannot proceed, such as a checksum abnormality (RAM abnormality) or a setting value abnormality, and requires RAM clearing and setting (changing) of the setting value. The determination in step 1108 is made based on the results of the power outage information confirmation / checksum processing (step 1006) and the error information stored during the previous power outage processing, to determine whether or not the game should be set to a game stop state. If it is determined that the game should be set to an error state (if YES is determined in step 1108), the game stop state flag is set to "Recovery impossible error state" and the game stop state setting process is terminated (steps 1110, 1118). If it is determined that no error has occurred, the process proceeds to the following step 1112.

[0104] In the following step 1112, it is determined whether the RAM clear switch P48 has been operated. In the game stop state setting process, the states that can be reached up to this step are: (a) when an operation to transition to the setting confirmation state has been performed, in other words, when the conditions for "setting change operation performed" are met, (1) the frame release switch P131 is ON (frame is open when power is turned on), (2) the setting key switch P49 is ON, and (3) the RAM clear switch P48 is ON is not met; (b) when a RAM clear operation for data clearing has been performed, in other words, when the conditions for (2) the setting key switch P49 being ON are not met, and (3) the RAM clear switch P48 is ON are met; or (c) when the power is turned on without any operations such as "setting change operation", "setting confirmation operation", or "RAM clear operation" being performed. In these states, the 1-byte data generated in the input port verification process (step 1004) is in one of the following situations: (a) the bit data indicating the on / off state of the setting key switch P49 is "1 (on data)", (b) the bit data indicating the on / off state of the RAM clear switch P48 operation detection is "1 (on data)", or (c) all 1-byte data is off data (for example, all bits "0").

[0105] Then, in step 1112, it is determined whether or not the RAM clear switch P48 has been operated. If a RAM clear operation has been performed (if it is determined to be YES in step 1112), the pachinko machine will perform a RAM clear and then transition to a playable state, by clearing the game stop status flag (step 1114). On the other hand, in situations other than when a RAM clear operation has been performed, the current 1-byte data will be set as is. In this case, if the operation to transition to the "setting confirmation state" has been performed (if it is determined to be NO in step 1112), the bit data indicating the operation status of the setting key switch P49 will be "1", and the 1-byte data indicating the game stop status flag will be stored as data indicating "setting confirmation in progress" (step 1118). Also, if there is neither a RAM clear operation nor an operation to transition to the setting confirmation state, the 1-byte data generated in the input port confirmation process (step 1004) is originally data indicating no game stop as the game stop status flag, and is set as no game stop information.

[0106] If a value indicating a stopped state is stored for the game stopped state flag set in the "Game Stop State Setting Process" (step 1008), the interrupt process (step 2000), which is the main component of game progress control and is executed after transitioning to the main loop (steps 1028 to 1036), a game-allowed state in the power-on process (step 1000), will refer to the value indicating the stopped state, and the game will be in a state where it cannot proceed as described in "Basic Game Progression". These controls will be described in the explanation of the interrupt process later.

[0107] Returning to the explanation of the power-on process in Figure 7, the following process is described. After the game stop state setting process (step 1008) is completed, it is determined whether or not a RAM clear operation has occurred (step 1010). A RAM clear operation is when the RAM clear switch P48 is operated when the power of the pachinko game machine P is turned on. This process is executed whether the setting key switch P49 is off or on. If it is determined in step 1010 that a RAM clear operation has occurred, a predetermined portion of the RAM memory area of ​​the main control board P40 is initialized.

[0108] In the subsequent steps 1014 to 1020, the main control board P40 sets performance control commands (performance commands) to the performance control board P41 to recognize the state of the gaming machine when the power is turned on. More specifically, in step 1014, the performance control commands that were not transmitted when the power was last cut off (when a power outage occurred) are cleared from the memory. Then, in step 1016, information regarding the current game state of the main control board P40, which has been restored after the power is turned on, is generated as a performance control command. If it is determined in step 1018 that the game is not in a stopped state, then in step 1020, the generated performance control command indicating the restored game state is set in the memory area for storing the transmission data of the performance control command.

[0109] Once the process of setting the performance control commands at power-on is complete, the necessary data (drive signals) are output from the output ports to the special electric mechanism drive means P70 and the normal electric mechanism drive means P71 in order to return the large prize slot P751 (special electric mechanism P755) and the normal electric mechanism P770 to their state before the power outage. (Step 1022)

[0110] Then, once the processes up to step 1022 in the power-on process are completed, the CPU of the main control board P40 is instructed to set the interval for interrupt processing time (step 1024). In the assumed pachinko game machine P, the interval for executing the interrupt processing (Figure 9, step 2000), which will be described later, is set to 4ms (milliseconds). Once this process is completed, the system transitions to a cyclical process called the main loop, in which the player is ready to play, and the execution of the cyclical process in the main loop is repeated until a power outage occurs.

[0111] (Main Loop) As shown in Figure 7, the main loop processing of the main control board first performs a process in step 1026 to prohibit the occurrence of interrupt processing, and restricts the execution of interrupt processing until the main loop processing is completed (until interrupts are enabled in step 1036).

[0112] If interrupts are disabled, the following step 1028 clears (initializes) the area that stores timing information for monitoring the occurrence of a CPU malfunction on the main control board P40, known as the watchdog timer, which is used to monitor situations where the process gets stuck in a loop or otherwise stops progressing.

[0113] Then, in step 1030, it is determined whether a power outage has occurred (for example, whether a power outage signal sent from the power supply board P44 based on a voltage drop has been input to the CPU input port of the main control board P40). If a power outage has occurred, a power outage process (step 1032) is executed, which stores the current game state, stores power outage information and checksum information, and stops the main control board P40's CPU processing. If no power outage has occurred, the process proceeds to the next step.

[0114] Step 1034 updates the random numbers used for special symbol draws and the random numbers used for regular symbol draws. Note that some of these random numbers are also updated in the interrupt handling described later, and this process prevents the random number update cycle from becoming constant due to random numbers being updated only in the interrupt handling. If there are processes that are executed irregularly in the interrupt handling, it is also possible to prevent the random number update cycle from becoming constant by adopting methods such as updating the random numbers in accordance with those processes, so it is not essential to include the random number update process in the main loop.

[0115] Step 1036 is the last process in the main loop and enables interrupts. Immediately afterward, the process returns to step 1026, which is the first process in the main loop and disables interrupts. However, if the CPU of the main control board P40 receives an input indicating the interrupt execution cycle (4ms elapsed since the last interrupt occurred) when step 1036, which enables interrupts, the interrupt process described later will be executed.

[0116] [Interrupt handling] Next, we will explain the interrupt processing (also called "timer interrupt processing") performed by the CPU of the main control board P40, referring to Figure 9. In the pachinko game machine P, which is the premise for this explanation, most of the game's progress is controlled by interrupt processing (step 2000), and it is configured to read and control submodule programs, which are provided as changeable according to the game machine specifications, in a general-purpose, fixed order. The processing related to these submodules will be briefly explained below.

[0117] (Watchdog Timer Cleared) The interrupt handler begins with a watchdog timer clear process. This process is the same as the watchdog timer clear process in the main loop process (Figure 7, steps 1026-1036) executed by the CPU of the main control board P40, as described above. (Step 2002)

[0118] (Input port verification process) The input port verification process is a process that checks the information input to the CPU input port of the main control board P40, and generates information that allows it to identify whether or not there is input information necessary for subsequent processing decisions. (Step 2004)

[0119] The information input to the input port includes input signals indicating the operation status of the RAM clear switch P48 and the setting key switch P49, input signals related to human operation such as the operation status (touch or no) of the handle P204, input signals indicating the game result based on the detection of game balls by switches such as the Special Feature 1 start gate switch P712 and the big prize gate switch P752, and input signals indicating the detection status of sensors installed for fraud prevention, such as the magnetic sensor P73, the door open sensor P131, and the vibration detection sensor P72.

[0120] In the input port verification process, the input signals from these input ports are read three times at 10 μs (microseconds) intervals. The data that is identical (same bit) in all readings is stored in the RAM of the main control board P40 as the input data ("level data") for the current interrupt. For any data that is not identical in all three readings, the data determined in the previous interrupt process (the interrupt process 4 ms prior) is used as the level data. In other words, if data cannot be read correctly in the current interrupt, the data stored in the previous interrupt will not be updated.

[0121] Once the input data (level data) for the current interrupt is determined, a comparison operation is performed with the input data from the previous interrupt to generate "rising edge data" (data that identifies the bit where the input data changed from off to on), and data identifying the switch that was switched to the ON input by the current interrupt is stored.

[0122] (Random number update process) The random number update process updates the so-called software random numbers, which are random numbers that are updated software-wise, among various random numbers such as the win / fail random numbers, symbol random numbers, and variation pattern random numbers related to the special symbol lottery, as well as the normal symbol win / fail random numbers, normal symbol random numbers, and normal symbol variation pattern random numbers for the normal symbol lottery (Step 2006). In the pachinko game machine P, which is the premise, the random numbers used for the special symbol lottery and the normal symbol lottery are specified to have both random numbers that are updated by the random number generation circuit at an update cycle on the circuit and random numbers that are updated at a software-wise cycle, and by combining these, the randomness of the various random numbers when random numbers are acquired is maintained.

[0123] As mentioned above, the random number update process updates the software random numbers. Examples of update methods include: (a) updating the random number by incrementing (+1) or decrementing (-1) it, and setting the lower limit (or upper limit) if it exceeds the upper limit (or lower limit) of the random number range; (b) subtracting (or adding) an arbitrary prime number to the random number, and adding (or subtracting) a value of random number range + 1 (or random number range - 1) if it exceeds the random number range; and (c) repeatedly incrementing (or decrementing) the random number set as the initial value, and when one update cycle is completed, setting a separately updated "initial value random number" as the new initial value and repeating the same update (also called an initial value update type random number). Note that the update method is not limited to those exemplified in this embodiment; any method that maintains the randomness of the random numbers may be adopted.

[0124] (Setting control process) The setting control process handles the situation when the game stop flag set during the power-on process (see Figure 7) in the CPU of the main control board P40 is set to "settings being changed" or "settings being checked." (Step 2008)

[0125] In the setting control process, it is first determined whether the bit data indicating that the setting key is being operated, which was stored as a game stop flag during the power-on process, is ON or OFF. If it is NOT ON, that is, if the setting key was not pressed ON when the pachinko machine was powered on, the process is exited.

[0126] On the other hand, if the bit data indicating that a setting key is being operated while the game stop flag is flagged is ON, the system checks whether to terminate the "settings being changed" or "settings being checked" state by referring to the input information of the setting key switch P49 in the current interrupt process (generated in the input port check process mentioned above). If the setting key switch P49 is OFF, the game stop flag is cleared, and the game becomes playable. Then, depending on whether the return is from the "settings changed state" or the "settings checked state," the system sets an effect control command on the effect control board to resume (or start) the effect.

[0127] Furthermore, during the power-on process (see Figure 7), if the game stop flag is "changing settings," the operation status of the RAM clear switch P48 (a switch operated to change the setting value), which acts as the "setting change switch" at this interrupt timing, is checked during the period until the setting key switch P49 is turned off. When the game stop flag is "changing settings," if rising-point data related to the operation of the setting change switch P48 is generated in this interrupt, the "setting value" is changed to the next setting value in a predetermined change sequence. For example, in the case of a pachinko game machine P that has setting value data that switches sequentially from 1 to 6, each time there is rising-point data based on the operation of the setting change switch (RAM clear switch P48), the setting control process increases the setting value by "1" (if the setting value before the operation was 6, it is changed to 1 as the next value).

[0128] In the assumed pachinko game machine P, processing for setting change states and setting confirmation states is provided during interrupt processing (see Figure 9), thereby monitoring the operation of the setting key switch and setting change switch at the interrupt processing cycle, and enabling the output of display data to the display device using the LED output processing described later. This makes it possible to omit setting a program for periodic monitoring during power-on processing (see Figure 7), when separate interrupt processing settings have not been set. Alternatively, the system may be configured to monitor switches related to setting changes and setting confirmations, control the display device, and update setting values ​​during power-on processing.

[0129] (Game Stop Monitoring Process) The game stop monitoring process reads the game stop flag data generated by the CPU of the main control board during the power-on process (see Figure 7) when the pachinko machine is powered on, and checks whether or not the game is currently stopped. (Step 2010)

[0130] In the game stop monitoring process, if any game stop information (game stop flag) is stored in the read game stop flag data, for example, if the game stop flag data is not 0 and any bit is "1", it is determined that the game is in a stopped state (a state where the game needs to be stopped), and some of the interrupt processing (from "Timer Subtraction Processing (Step 2014)" to "Special Electric Mechanism Control Processing (Step 2028)" in Figure 9) is omitted as the game is stopped.

[0131] In the pachinko game machine P, which is the premise for this discussion, examples of states that require the game to be stopped, that is, states in which it is impossible for the player to play, include "settings being changed," "settings being checked," and "an irrecoverable error occurring."

[0132] (Timer subtraction process) The timer subtraction process is the process of updating the timer data used to manage the time related to the progress of the game (step 2014).

[0133] Examples of timer data update processes include managing the display time set when the display of special symbols starts, updating timer data triggered by game progress such as the operating time of the special electric mechanism P755 during a jackpot game (the opening time of the big prize slot P751), timing for error detection such as detecting a ball jam, timing the switching time for switching the lighting patterns of LEDs in the main control display device P50, such as the special symbol display devices P51 and P52, and timing the period for outputting information to external devices (such as a hall computer) from the external information output terminal P77.

[0134] The timer data updated during the timer update process is stored in the main control board P40's memory area (RAM memory area), separated by timer data type such as "1-byte timer" and "2-byte timer," and stored in contiguous memory areas.

[0135] The timer update process updates the time values ​​of various timers by performing operations such as "1-byte timer update" and "2-byte timer update" on the memory area that stores the types of individual timer data. The timer update process decrements (-1) the timer data stored in the memory area. If the stored timer data is already "0", the process will be handled so that it remains "0" after the update (for example, setting it to "0" if it becomes a negative value, or not decrementing if it is "0").

[0136] In the case of the assumed pachinko game machine P, the interrupt cycle is 4ms. Therefore, if the data is from a 1-byte timer, only managed items that complete their update cycle (approximately 1 second) can be controlled. However, if there is no (or very little) game information that is managed within 1 second, it is possible to configure the system using only 2-byte timer data and omit the 1-byte timer update process. Furthermore, if it is necessary to manage time values ​​that cannot be managed even with a 2-byte timer, the system may be configured to have timer data that can manage longer periods, such as a "3-byte timer".

[0137] (Validity period setting process) The validity period setting process sets validity periods for prize winning slots that can change between an easy-to-enter and a difficult-to-enter configuration (primarily those related to the large prize winning slot P751 and the standard electric prize winning slot P770), during the period in which they are controlled to the easy-to-enter configuration and during the validity extension period, and sets invalidation periods for all other periods (when the prize winning slot is in the difficult-to-enter configuration and outside of the validity extension period). (Step 2016)

[0138] In the pachinko game machine described above, the process involves setting the validity period for winning at the second start prize slot P721, which is the second start prize slot P720 equipped with the large prize slot P751 as the large prize winning device and the regular electric prize device P770.

[0139] The extended validity period is a fixed control period set appropriately according to the structure of the electric mechanism, which is used to treat game balls that enter the large prize slot P751 (special electric mechanism P755) and the regular electric mechanism P770 just before they transition to a state where ball entry is difficult as valid entries. This period extends beyond the control period during which the electric mechanism, such as the large prize slot P751 (special electric mechanism P755) and the regular electric mechanism P770, is opened.

[0140] Furthermore, depending on the specifications of the gaming machine, if it has a specific area P760 (V area), an extended validity period for the passage of gaming balls through the specific area P760 may also be set, and in such cases, the validity period of the specific area is also set in this process.

[0141] (Award-winning monitoring process) The prize entry monitoring process determines whether a game ball has entered the various prize entry points (large prize entry point P751, start entry points P711, P721, general prize entry point P731) of a pachinko game machine, and generates information that triggers the process of generating the right to draw special symbols for prize balls and balls entered into the start entry point (the generation of a reserve). (Step 2018)

[0142] The processing involves, based on the data generated in the input port confirmation process (step 2004), (a) detecting whether or not a prize has been won for each type of prize slot in a predetermined order, (b) determining whether the prize was won during the valid period if the prize slot has a valid period, and if a valid prize has been won for each type of prize slot, further processing is performed: (c) setting performance control commands to indicate the prize information for each type of prize slot to be sent to the performance control board P41, and (d) updating a counter value (called the "prize counter") that stores the number of times an action trigger has occurred based on a prize for each type of prize slot (in other words, updating the counter value that stores the number of unprocessed actions among the actions based on the detection of each type of prize slot).

[0143] In addition, the prize-winning monitoring process not only determines when a prize is won at each prize-winning slot, but also when a ball enters or passes through a specific area P760 (V area), depending on the specifications of the gaming machine. This process also determines whether a ball is detected in a way that is necessary for the operation of the gaming machine (for example, when sending information to the performance control board P41 indicating that a ball has passed through the activation switch P742 or the specific area P760), in addition to determining when a prize is won or when a special symbol is drawn.

[0144] (Operation port monitoring process) The operation port monitoring process, based on the data generated in the input port confirmation process (step 2004), performs the process related to the occurrence of a hold (also called a regular symbol hold) related to the regular symbol lottery if the rising edge data for the regular symbol operation port switch P742 is generated. (step 2020)

[0145] More specifically, when the regular symbol activation switch P742 is detected, the number of reserved symbols related to the regular symbol lottery is checked. If the number of reserved symbols is less than the upper limit, a random number can be stored as a new reserved symbol. Therefore, the data in the memory area storing the number of reserved symbols is incremented (+1) to increase the number of reserved symbols by one. Then, the regular symbol win / fail random number, regular symbol random number, and regular symbol variation pattern random number are obtained from the random number generation circuit, or the current corresponding software random number is obtained and stored as a reserved symbol.

[0146] (Normal pattern control processing) The normal symbol control process handles the normal symbol lottery, the display of normal symbol fluctuations, and the operation of the normal electric mechanism P770 (step 2022). Depending on whether the data indicating the control status of the normal symbol or the normal electric mechanism is called the normal symbol status, these processes transition to different submodule processes and perform control according to the status. The normal symbol statuses are "0: Normal symbol waiting," "1: Normal symbol fluctuating," "2: Normal symbol stopped displaying," "3: Normal electric mechanism operating," and "4: Normal electric mechanism ending demo," and processing is performed according to each state.

[0147] 《Normal Symbol Variation Start Monitoring and Control Processing》 The normal symbol variation start monitoring and control process is a submodule process that is called from the normal symbol control process when the normal symbol status is "0: Normal symbol waiting".

[0148] In the normal symbol variation start monitoring and control process, the first step is to check whether the number of reserved symbols related to the normal symbol lottery is "0". If it is "0", the right to a normal symbol variation has not been generated, and the normal symbol control process is exited. On the other hand, if the number of reserved symbols related to the normal symbol lottery is not "0", the right to a normal symbol variation has been generated, and it is determined that the conditions for starting a normal symbol variation have been met, so the process related to starting a normal symbol variation is executed.

[0149] When it is determined that the normal symbol variation will begin, the system subtracts 1 from the reserve count information stored in the area for normal symbol lottery, then retrieves the normal symbol win / fail random number, normal symbol random number, and normal symbol variation pattern random number, respectively, to perform the normal symbol win / fail lottery, normal symbol lottery, and normal symbol variation pattern lottery. The lottery results are stored in the memory area of ​​the main control board, the random number information used is cleared, and the system shifts the storage area for reserve count information to process in the order in which it was stored. The normal symbol status is also updated to "1: Normal symbol variation in progress". Regarding the normal symbol lottery, different lottery tables are used depending on the operation status of the aforementioned "base state" (normal symbol probability variation function, normal symbol variation time reduction function). In a high base state, it is more likely to result in a win, and a shorter normal symbol variation display time is more likely to be determined.

[0150] 《Processing during normal symbol variation》 The normal symbol variation processing is a submodule process that is called from the normal symbol control processing when the normal symbol status is "1: Normal symbol variation in progress".

[0151] In the normal symbol variation processing, the normal symbol display device P53 is made to display the normal symbol variation until the normal symbol variation display time corresponding to the normal symbol variation pattern determined during the normal symbol variation start monitoring control processing has elapsed, that is, until the timer that manages the display of the normal symbol variation (normal symbol variation display timer) becomes 0 in the timer update processing.

[0152] More specifically, if the normal symbol variation display timer is not 0, the normal symbol display switching counter, which has a maximum value of "5", is updated each time this process is executed. When the normal symbol display switching counter reaches "5", the system stores information about the next light emission pattern in the memory area that stores data for specifying the light emission pattern of the LEDs constituting the normal symbol display device P53. The normal symbol display switching counter is reset to its initial value of "0" when it reaches its maximum value of "5". In other words, the lighting pattern of the normal symbol display device P53 is switched every 5 interrupts (4ms x 5 = 20ms). The switching interval can be set as appropriate; for example, if the maximum value of the normal symbol display switching counter is set to 25, the display pattern of the normal symbol display device P53 will be switched every 25 interrupts (once every 100ms).

[0153] When the display time for the regular symbol variation ends, that is, when the regular symbol variation display timer is "0", this process stores data to specify the LED lighting pattern indicating the stop display mode in the memory area of ​​the regular symbol display device P53 so that the display pattern of the stop display symbol for the regular symbol determined by the regular symbol lottery is displayed on the regular symbol display device P53 on the main control display device P50. The regular symbol fixation time (the time for displaying the stop display symbol) is then stored in the regular symbol stop display timer, and the regular symbol status is updated to "2: Regular symbol stopped displaying".

[0154] 《Processing during normal symbol stop display》 The "Normal Symbol Stop Display Processing" is a submodule process that is called from the "Normal Symbol Control Processing" when the "Normal Symbol Status" is "2: Normal Symbol Stop Displaying".

[0155] During the normal symbol stop display process, at the end of the normal symbol variation process, it is checked whether the value of the normal symbol stop display timer, which has a set symbol fixing time, is "0". When it becomes "0", a process is performed to set up the next game action.

[0156] When the regular symbol stop display timer reaches "0", if the result of this regular symbol lottery is a "win", the operating pattern of the regular electric mechanism P770 is called up according to the winning symbol and the operating status of the base state (extension function of the regular electric mechanism), and settings such as setting the operating pattern and clearing the winning counter related to the regular electric mechanism P770 are made, and the regular symbol status is updated to "3: Regular electric mechanism operating".

[0157] On the other hand, when the regular symbol stop display timer reaches "0", if the result of this regular symbol lottery is "miss", the regular symbol status is updated to "0: Waiting for regular symbols".

[0158] 《Normal Electric Mechanism Operation Processing》Normal Electric Mechanism Operation Processing is a submodule processing that is called from the normal symbol control processing when the normal symbol status is "3: Normal Electric Mechanism Operation in Progress".

[0159] During the normal electric mechanism operation process, the opening operation (change to an easy ball entry state) and closing operation (change to a difficult ball entry state) of the normal electric mechanism P770 are controlled based on the operation pattern of the normal electric mechanism P770 set during the normal symbol stop display process, and the fulfillment of the conditions for ending the operation of the normal electric mechanism is monitored. The operation of the normal electric mechanism P770 ends when (a) a specified number of normal electric mechanism wins set as the termination conditions for the normal electric mechanism occur, or (b) the operation of the pre-set operation pattern is completed (the opening operation period of the normal electric mechanism ends).

[0160] When the conditions for the termination of operation of the standard electric mechanism are met, a time is set in the timer area that stores the effective extension period of the standard electric mechanism, to measure a predetermined extension period corresponding to the structure of the standard electric mechanism P770. Then, the time value related to the termination demonstration of the standard electric mechanism is set in the standard electric mechanism termination demo timer, and the standard symbol status is set to "4: Standard electric mechanism termination demo in progress".

[0161] 《Demonstration process for the end of normal electric mechanism operation》 The normal electric mechanism operation termination demo process is a submodule process that is called from the normal symbol control process when the normal symbol status is "4: Normal electric mechanism termination demo in progress".

[0162] In the normal electric mechanism operation completion demo process, the system waits until the normal electric mechanism operation completion demo timer, which was set in the normal electric mechanism operation in progress process, reaches "0". When the normal electric mechanism operation completion demo timer reaches "0", the system updates the normal symbol status to "0: Normal symbol waiting".

[0163] (Starting port monitoring process) The start port monitoring process, based on the data generated in the input port confirmation process (step 2004), performs processing related to the occurrence of a hold related to the special symbol lottery (a hold related to the lottery for the first special symbol is also called the first hold or first special symbol hold, and a hold related to the lottery for the second special symbol is also called the second hold or second special symbol hold). (step 2024)

[0164] More specifically, when the Special Symbol 1 Start Switch P712 and the Special Symbol 2 Start Switch P722 are detected, the number of reserved symbols related to the special symbol lottery is checked. If the number of reserved symbols is less than the upper limit, a random number can be stored as a new reserved symbol. Therefore, the data in the memory area where the number of reserved symbols is stored is incremented (+1) to increase the number of reserved symbols by one. Then, the win / loss random number, symbol random number, and variation pattern random number are obtained from the random number generation circuit, or the current corresponding software random number is obtained and stored as a reserved symbol.

[0165] In the pachinko game machine P, which is the basis for this system, there are two types of special symbols: the first special symbol (sometimes called Special Symbol 1) and the second special symbol (sometimes called Special Symbol 2). Therefore, for each of the start slots on the game board P5, the data for the number of reserved special symbols and the start slot switch are retrieved, and the process of adding the number of reserved symbols and obtaining a random number is performed for each start slot.

[0166] Furthermore, if the starting gate to be processed consists of a starting gate (electric chute) related to a standard electric prize, the aforementioned validity period setting process will determine whether or not a prize was awarded at the starting gate related to the standard electric prize P770 within the validity period, and if it is within the validity period, the aforementioned process will be performed.

[0167] When storing the win / loss random numbers, symbol random numbers, and variation pattern random numbers, the acquired random number information is used in advance with the prediction judgment value table to generate information that allows for prediction of the variation content when variations based on the various random numbers to be executed, and this information is notified to the performance control board P41 as a performance control command (referred to as "pre-judgment command," "pre-judgment information," or "pre-read judgment command"). A pre-judgment command is generated for each of the win / loss random numbers, symbol random numbers, and variation pattern random numbers, and when sent to the performance control board P41, it is used by the performance control board P41 for the lottery related to the execution of the "pre-read performance" described later.

[0168] (Special pattern control processing) The special symbol control process (step 2026) uses state information for managing special symbols, called the special symbol status (also called "special symbol status"), and state information for managing the operating state of special electric devices, called the special electric device status (also called "special electric game status"), to execute one of the following processes: management of the start of special symbol variation (special symbol variation start monitoring and control process), special symbol variation in progress processing, or special symbol stop symbol display processing.

[0169] The special symbol status has the following states: "0: Waiting for special symbol to change", "1: Special symbol changing", "2: Losing symbol stopped displaying", "3: Big win symbol stopped displaying", and "4: Small win symbol stopped displaying". The special electric mechanism status has the following states: "0: Waiting for a win", "1: Special electric mechanism operating", "2: Big prize slot closed", "3: Big win end demo in progress", "4: Small win special electric mechanism operating", "5: Small win closed", and "6: Small win end demo in progress". Depending on the specifications of the gaming machine, it may not have minor wins, in which case it will not have status data related to minor wins. The control based on these statuses will be described later.

[0170] When there are multiple special symbols, the special symbol control process is performed according to a predetermined order (priority order). In a predetermined order, the process prioritizes the control of the second special symbol, and in situations where both the first and second special symbols are held, the variation of the second special symbol starts first (the second special symbol varies preferentially). This type of game machine specification is called "second special symbol (special symbol 2) priority consumption control," and in the explanation of the embodiment of the pachinko game machine P described above, the process relating to this type will be explained as an example.

[0171] In the special symbol control process, the second special symbol is controlled first. When control of the second special symbol begins, the special symbol status of the first special symbol and the special electric mechanism status information are first referenced. If the special electric mechanism status indicates that a big win or a small win is in progress (when the special electric mechanism status is anything other than "0: Waiting for a win"), and the first special symbol is in motion and the special symbol status of the first special symbol is anything other than "0: Waiting for special symbol to change", the process is completed without further processing.

[0172] If the system is in a state where it is necessary to control the second special symbol, a process is executed to update the timer value for the control related to the second special symbol. The timer update is performed by decrementing (-1) the data in the memory area that stores the timer, and if the result of the decrement is a negative value, "0" is set. After the timer update is complete, the submodule processing described later is called and executed based on the special symbol status corresponding to special symbol 2. Although there is also a timer decrement process during interrupt processing, the timer updated by the timer decrement process does not include the timer data updated in the special symbol control process, and the timer data for the control related to the special symbol is managed in the special symbol control process.

[0173] 《Special Symbol Fluctuation Start Monitoring and Control Processing》 The special symbol variation start monitoring and control process is a submodule process that is initiated when the special symbol status is "0: Waiting for special symbol variation".

[0174] In the special symbol variation start monitoring and control process, it is checked whether there are any reserved special symbols being processed. If there are no reserved symbols, the process ends; if there are reserved symbols, the following process is executed. The following process is the special symbol lottery, which is performed when variation begins. The special symbol lottery first reads and checks the data stored as setting values ​​to determine whether the setting value information is appropriate. If the setting value is appropriate, the data in the area that stores each flag indicating the game state, etc., is referenced to select the appropriate lottery table, and the win / fail lottery, symbol lottery, and variation pattern lottery are executed. After the lottery results are stored in the memory area, the special symbol status is updated to "1: Special symbol variation in progress". The content determined by the special symbol lottery is also sent to the performance control board P41 as performance control commands (win / fail command, symbol command, variation pattern command) and is used as information for determining the content of the variation performance executed in accordance with the variation display of the special symbols (lottery process). Further details regarding the special symbol lottery will be described later.

[0175] 《Processing during special symbol variation》 The special symbol variation processing is a submodule process that is initiated when the special symbol status is "1: Special symbol variation in progress".

[0176] During the special symbol variation processing, a timer that manages the display time of the special symbol variation is monitored until the variation time of the special symbol determined by the variation pattern lottery has elapsed. At the same time, until the remaining variation time reaches "0", a special symbol display switching timer (maximum value "24"), which is updated with every interrupt, performs a switching process of the lighting display pattern of the special symbol display device (second special symbol display device P52 (first special symbol display device P51 when controlling special symbol 1)) to indicate the variation of the special symbol every 25 interrupts.

[0177] When the remaining display time for the special symbol becomes "0", the following steps are taken to set information for outputting an external signal to external devices connected to the pachinko machine P (such as data counters and hall computers) indicating that the special symbol's variation display has been executed once, to set the symbol fixing time for fixing the display of the special symbol's stopped symbol, and to set lighting pattern data for displaying the stopped symbol, which was determined by the win / fail lottery and the symbol lottery, on the special symbol display device P52 (P51). Then, the special symbol status is set to one of the following depending on the win / fail lottery result: "2: Losing symbol stopped displaying", "3: Big win symbol stopped displaying", or "4: Small win symbol stopped displaying".

[0178] [Special symbol miss - symbol stop display processing] The "Special Symbol Missing Symbol Display" process is initiated when the special symbol status is "2: Missing Symbol Display".

[0179] During the special symbol miss and symbol stop display processing, the system checks if the timer value that manages the symbol fixing time set in the special symbol variation processing has become "0". If it has become "0", the special symbol status of the special symbol being processed is updated to "0: Special symbol variation waiting", and the remaining number of plays for the game state related to the special symbol lottery (probability variation function, electric tuner support function, variation time reduction function) is updated, and the system checks whether the termination condition has been met. When the conditions for transitioning to a game state are met, the system performs control related to the transition to the game state (flag off, etc.).

[0180] [Processing during display of special winning symbols] The special symbol jackpot symbol stop display processing is the process that is initiated when the special symbol status is "3: Jackpot symbol stop displaying".

[0181] During the special symbol jackpot symbol stop display processing, the system checks if the timer value that manages the symbol fixing time set during the special symbol variation processing has become "0". If it has become "0", the special symbol status of the special symbol being processed is updated to "0: Special symbol variation waiting", and the special electric mechanism status is updated to "2: Big prize opening closed". Furthermore, in order to terminate the game state related to the special symbol lottery (probability variation function, electric tuner support function, variation time reduction function), the system executes a process to clear the respective remaining count information storage area and operation flag storage area. Then, in order to execute the jackpot game according to the jackpot symbol, the system initializes the information in the various memory areas that were used as data during the previous jackpot game based on the jackpot symbol information, and sets the control content data for the special electric mechanism P755 during the jackpot game.

[0182] During the special symbol jackpot symbol stop display processing, the system also executes a process to send a performance control command to the performance control board P41 to execute the jackpot game performance (jackpot start demo performance). In conjunction with these processes, the system also sets the lighting pattern data for the right-hand shooting indicator light P56 (an LED that lights up when right-hand shooting, where the game ball is fired aiming at the right side of the game area, is recommended), which is one of the components of the main control display device P50.

[0183] [Processing during display of special winning symbols] The special symbol minor win symbol stop display processing is the process that is initiated when the special symbol status is "4: Minor win symbol stop displaying".

[0184] The special symbol minor win symbol stop display processing is the same as the special symbol big win symbol stop display processing. Upon the end of the symbol fixing time, it sets data related to the operation of the special electric mechanism P755 and sets the lighting of the right-hand indicator light P56. Furthermore, in the pachinko game machine P of this premise technology, when a minor win game is executed (minor win symbol stop display), unlike when a big win symbol stops, there is no processing to terminate the game state related to the special symbol lottery (high probability state or high base state). Similar to the special symbol miss symbol stop display processing, the game state is controlled based on the result of determining whether or not the termination conditions have been met for each game state. In addition, the special electric mechanism status is updated to "5: Minor win closed" in accordance with these processes. Note that, depending on the game machine specifications, as a modification, it is also possible to design a specification that has processing to forcibly terminate the game state (high probability state or high base state) when a minor win game is executed, similar to when a big win symbol stops.

[0185] If any of the above submodule processes are selectively executed, the processing of the second special symbol is followed by the processing of the first special symbol. The processing of the first special symbol is almost the same as that of the second special symbol, except that the information referenced is different (for example, to determine whether a change can be started, the special symbol status of the second special symbol is referenced instead of the special symbol status of the first special symbol), so an explanation is omitted.

[0186] 《Ball entry order digestion control, parallel control》 Furthermore, while the explanation of the special symbol control process described above was based on the process related to "second special symbol priority consumption control," if a different game machine specification is adopted from the pachinko machine assumed in this explanation, it is possible to proceed with the special symbol control process using a different method. A brief explanation of some representative examples follows below.

[0187] "Ball entry order processing control" is a gaming machine specification in which the reserved information corresponding to the first special symbol and the second special symbol is processed one by one in the order in which it occurs. The display of the other symbol's variation will not be shown while one symbol's variation is occurring. This specification is often used when the occurrence of reserved balls corresponding to both the first special symbol and the second special symbol is expected in a given game state.

[0188] Unlike the previously mentioned "second special symbol priority processing control" and "ball entry order processing," "parallel control (parallel processing)" is a type of gaming machine specification that allows for the simultaneous display of fluctuations for both the first and second special symbols. Because two symbols can be processed simultaneously, it is possible to increase the number of special symbol draws per unit time. Furthermore, when the special electric mechanism P755 is activated in conjunction with the stopping display of the first special symbol (when a big win or small win is executed), the other symbol is forcibly stopped as a loss, or the countdown of the remaining time for the fluctuation display is temporarily suspended. For example, if the first special symbol results in a big win, the other special symbol can be forcibly stopped as a loss, or if the first special symbol results in a big win or small win, the fluctuation display of the other special symbol can be temporarily suspended.

[0189] (Special electric mechanism control processing) The special electric mechanism control process is a process that manages the operation of the special electric mechanism by executing submodule processing related to the operation of the special electric mechanism P755 based on the data content (value) of the special electric mechanism status (sometimes called the special electric game status) (step 2028). In other words, when executing a big win game or a small win game, it is a process that controls each state in the big win game and small win game states and controls the opening and closing of the big prize slot P751.

[0190] As mentioned above, the special electric mechanism status has the following states: "0: Waiting for a win", "1: Special electric mechanism in operation", "2: Big prize slot closed", "3: Big win ending demo in progress", "4: Small win special mechanism in operation", "5: Small win closing", and "6: Small win ending demo in progress".

[0191] If the status of any of these special electric mechanism statuses is "0: Waiting for a win," it means that the player has not yet acquired the right to execute a big win or small win game through their gameplay, so the special electric mechanism control process will end without performing any further actions.

[0192] Furthermore, if the special electric mechanism status is anything other than "0: Waiting for a win," one of the following processes will be executed depending on the status.

[0193] 《Special Electric Mechanism Operation Processing》 The special electric mechanism operation process is executed when the special electric mechanism status is "1: Special electric mechanism in operation" or "4: Small win special electric mechanism in operation". This process is performed in a special game when a so-called round game (unit game) is being played (a state in which the large prize opening P751 can be controlled to open).

[0194] During the special electric mechanism operation process, the first step is to determine whether the round game (unit game) termination conditions have been met. The round game is considered to have ended if either of the following conditions is met: (a) a specified number of winning entries (also called "counts") corresponding to the activated special electric mechanism has been achieved, or (b) the opening time (opening pattern) set as the operation pattern of the special electric mechanism being executed has ended. If neither of these conditions is met, the special electric mechanism control process in this interrupt process is terminated without any further processing. Note that among the operation patterns (opening patterns) of the special electric mechanism P755, there is a pattern that opens and closes the large winning opening P751 multiple times. When these patterns are executed, the timer used to determine (b) will become "0" multiple times during a single round game. At the same time, after checking whether there is next operation data during a single round game, if it is determined that condition (c) "no next operation pattern data for this unit game" is met, then it is determined that condition (b) has been met.

[0195] On the other hand, if either of the above conditions (a) or (b) for ending a round of play is met, the next step is to store the closing time of the big prize slot in the timer for managing the closing time of the special electric mechanism, and to increment the status of the special electric mechanism to "2: Big prize slot closed". Then, command data is set as a performance control command to the performance control board P41 to notify it that the round of play has ended, and the process ends.

[0196] [Grand Prize Gate Closure Procedure] The "Big Prize Entrance Closed" process is executed when the special electric mechanism status is "2: Big Prize Entrance Closed" or "5: Small Prize Closed". This process is controlled during the "inter-round" period between round games in special games, as well as during the "Big Prize Start Demo (Period)" or "Small Prize Start Demo (Period)" periods, which are the states before the start of the first round at the start of a big prize game or small prize game, or during the waiting period after the final round of the game has finished until the "Winning End Demo" process described later is executed.

[0197] During the process of closing the main prize slot, it is first determined whether the closing time for the main prize slot set in the special electric mechanism operation process has elapsed. If the closing time management timer is not "0", meaning the closing time has not elapsed, the special electric mechanism control process for this interrupt is terminated.

[0198] When the closing time of the big winning opening has elapsed, it is determined whether the operation (round game) of the special electric accessory P755 whose operation ended earlier is the final round game in the current winning game (jackpot game, small winning game), and different processes are executed between when the final round game ends and when a round game other than the final round ends (or when the winning start demonstration is performed. The determination of whether it was the final round game is made based on whether the cumulative data of the number of operations of the special electric accessory P755 operated during the current winning game exceeds the maximum number of operations data of the special electric accessory P755 in the current winning game, and the cumulative data of the number of operations of the special electric accessory P755 is "0" at the time of the winning start demonstration.

[0199] In the process during the closing of the big winning opening, if it is determined that the final round game has ended, the execution pattern of the winning end demonstration (mainly the winning end demonstration time data) is read and set according to the type of winning (the type of special symbol that triggered the start of the jackpot or small winning. Then, the status of the special electric accessory is incremented to set it as "3: during jackpot end demonstration" or "6: during small winning end demonstration", and an effect command for causing the effect control board P41 to execute the winning end demonstration effect is set. Furthermore, the time value data defined as the valid extension period for setting the valid extension period of the big winning opening P751 is stored in a timer that manages the valid extension period of the big winning opening P751, and the process ends.

[0200] On the other hand, in the process during the closing of the big winning opening, if it is determined that it is the end time of a round other than the final round game (or the time of the winning start demonstration), as an effect control command to the effect control board P41, information that enables identification of which round the next round game is (N-th round start demonstration command *N is an integer) and information for instructing the recommended firing position during the winning game (in the pachinko gaming machine presupposed, the right side area P501R (right hitting area) of the game board) (right hitting command) are transmitted.

[0201] Then, the special electric accessory status is decremented and updated to "1: special electric accessory in operation" or "4: small win special electric accessory in operation", and the data in the data area for counting the number of game balls entering the big winning opening P751 during round game is initialized. Then, set the operation pattern data of the big winning opening P751 (special electric accessory P755) in the round game for the time value related to the first opening of the big winning opening P751 during the round game (or closing immediately after the start of the round game), and increment the data in the storage area related to the cumulative number of operations of the special electric accessory P755.

[0202] (Prize Ball Control Processing) The prize ball control processing is processing for granting game balls as prize balls to a player in response to a game ball entering a winning opening arranged on a game board P5. As for the processing content, it is configured to execute the following three sub-module processes. (Step 2030)

[0203] <<Payout Data Reception Monitoring Processing>> The payout data reception monitoring processing is processing for checking whether there is a control command related to execution of prize ball payout transmitted from the payout control board P43 to the main control board P40, and receiving (storing) the transmitted command. The main control board P40 stores information transmitted from the payout control board P43 in two registers (storage areas). One of the registers is called a status register, which stores information for determining whether there is information transmitted from the payout control board P43 and whether the transmitted information is normally transmitted. The other register is called a data register, which stores information on control content related to payout control transmitted from the payout control board P43, and if the status register is not abnormal, the data in the data register is stored in the storage area as payout control information.

[0204] <<Payout Command Request Processing>> In the payout command request process, the payout counter data for each payout slot, which stores the number of payouts for each payout slot stored in the payout monitoring process (step 2018), is checked to confirm whether there are any unpaid payouts. This check is performed for each payout slot in a predetermined order, and if it is determined that the payout counter data for one payout slot is not "0", a control command is sent to the payout control board P43 to execute the payout of game balls according to the number of prize balls awarded for that payout slot. As a result of this process, even if the payout counter data for multiple payout slots is not "0", the number of payout control commands sent to the payout control board P43 in an interrupt is limited to one.

[0205] 《Payout command control processing》 In the dispensing command control process, a check is performed to determine whether the dispensing control board P43 has successfully received information regarding the number of units to be dispensed. In this process, it is determined whether the command was received successfully or whether a communication error occurred due to some abnormality. Until the command reception status is determined in the dispensing command control process (it is determined whether the reception was completed successfully or whether there was an error), the transmission of the next dispensing control command in the dispensing command request process is temporarily suspended by flag data that is set to on or off within the dispensing command request process and the dispensing command control process, respectively.

[0206] (Anomaly detection processing) The anomaly detection process is a process that checks whether an anomaly has occurred based on information from sensors installed in the presupposed pachinko game machine P for the purpose of detecting fraud. (Step 2032)

[0207] More specifically, this process determines whether or not an abnormality has occurred based on the input information generated in the input port verification process (step 2004) regarding the inputs from sensors such as the vibration sensor P72, magnetic sensor P73, radio wave detection sensor P74, and frame release sensor P131. In addition to various sensors, it also detects other issues such as disconnected electrical harnesses and short circuits in the wiring.

[0208] Then, if abnormal data exists for any of the judgment information, the corresponding error flag is turned on and stored, and a command is set to notify the error information as a performance control command to the performance control board P41.

[0209] (Sensor detection and determination process) The sensor detection determination process determines the period during which sensor or switch detection occurred continuously based on the sensor or switch detection data (level data) generated in the input port confirmation process (step 2004), and sets a flag to perform the process. (step 2034)

[0210] In the sensor detection determination process, if the level data of the detection data information of the target sensor or switch is ON, the data counting the continuous ON input period of the corresponding switch is incremented and updated, and it is determined whether the conditions for starting the execution of various processes are met. If the conditions are met, the process corresponding to the monitored switch is executed. If the monitored switch no longer has ON data, the data counting the continuous input period is initialized (updated to "0").

[0211] For example, if the prize-winning slot detection switch located at the prize-winning slot detects that the switch is continuously in the ON state, it is determined that a ball jam has occurred, and the system is controlled to an error state. This process includes setting command information to the performance control board P41 to notify it of the error as a performance control command, and generating and requesting the output of signal data to an external device (such as a hall computer) to notify it of the error.

[0212] In this process, the switches targeted for detection include touch sensor switches on the handle P204, as well as switches for detecting tampering. Sensors that require a certain period of ON data input to determine whether the issue is due to human operation or electrical noise are also included.

[0213] (Game status display processing) The game status display process generates lighting data for displaying information related to the progress of the game on the main control display device P50. Although it is called a display process, the output of the display content to the main control display device P50 is not performed by this process, but by the LED output process described later. (Step 2036)

[0214] In the pachinko game machine P, which is the premise for this setup, lighting data (lighting patterns) for an error indicator light (status indicator light P55) that indicates an error state, special symbol reserve indicator lights (special symbol 1 reserve indicator light P61, special symbol 2 reserve indicator light P62) that show the number of reserved symbols related to the special symbol lottery, and a regular symbol reserve indicator light P63 that shows the number of reserved symbols related to the regular symbol lottery are generated and stored as data output by the LED output processing.

[0215] Furthermore, in the game state display processing, if flashing is required for the LED indicator lights that are controlled to light up, the display switching counter for the corresponding LED is updated, and the lighting pattern is switched by comparing the counter value with a threshold. For example, in the assumed pachinko game machine P, although the number of reserved special symbols can be up to 4, the special symbol reserved indicator lights are made up of two LED indicator lights (special symbol 1 reserved indicator light P61 and special symbol 2 reserved indicator light P62 each have two LEDs), so if there are 3 or more reserved symbols, the specification is to display a flashing display rather than a continuous lighting display for at least one LED.

[0216] (Output port output processing) The output port output processing is the process of setting up the transmission of signals related to game operation to the electric mechanism, which is an operating device on the game board P5 connected to the main control board P40, and to the payout control board P43, etc. (Step 2038)

[0217] More specifically, when the operating pattern of a regular electric mechanism or a special electric mechanism is set during the regular symbol control processing or special electric mechanism control processing, the output port output processing outputs signal data to the regular electric mechanism drive means P71 and the special electric mechanism drive means P72 (solenoid in the assumed pachinko game machine) to open (or close) each electric mechanism.

[0218] Furthermore, the payout control board P43 receives a control signal (launch permission signal) via output port processing to allow or prohibit the launch of game balls based on the player's handle operation. The content of the launch permission signal is set according to the communication status with the payout control board P43 and the occurrence of errors that require the game to be stopped.

[0219] (Processing to send performance control commands) The performance control command transmission process is the process of outputting performance control commands to the performance control board P41. In the assumed pachinko game machine P, performance control commands are transmitted to the performance control board P41 only during the performance control command transmission process (step 2040). The settings for the performance control commands to be transmitted are set in a predetermined memory area as unsent performance control commands during other processes.

[0220] In the pachinko game machine P, which is the premise for this system, a memory area called a ring buffer is used to store unsent performance control commands, as it is a memory area that circulates references to memory locations. In the memory area called the ring buffer, the writing and reading of performance control commands are performed using information called a "write pointer" and a "read pointer," which are updated by the writing (setting) and reading (sending) processes of performance control commands, respectively, to calculate the addresses of the memory areas to which the command will be written and read in the next process.

[0221] Further, in the assumed pachinko gaming machine P, a performance control command is composed of two pieces of data: MODE data indicating the type of the command and EVENT data indicating the content of the command.

[0222] Returning to the description of the specific processing content of the performance control command transmission process, the description will be given. In the performance control command transmission process, first, it is checked whether or not the information of the aforementioned write pointer and read pointer match each other. If they match, it is determined that there is no performance control command to be transmitted, and the process ends. On the other hand, if the data of the write pointer and the read pointer do not match, it is determined that there is a performance control command to be transmitted, and the process proceeds to the next processing.

[0223] When it is determined that there is a performance control command to be transmitted, MODE data and EVENT data are called from the address of the storage area of the main control board P40 calculated from the data of the read pointer, and are temporarily stored in the registers of the CPU of the main control board P40 respectively. After clearing the performance control command in the read destination ring buffer, the value of the read pointer is updated to a value to be used in the next processing.

[0224] As the performance control command, the MODE data and EVENT data stored in the registers of the main control board P40 are sequentially transmitted to the performance control board P41. First, MODE data is set to a performance command output port which is an output port for transmitting a performance control command to the performance control board P41, and a strobe signal for causing the performance control board P41 to perform a reading operation is output. The main control board P40 subsequently outputs EVENT data. In order to secure a sufficient period for the performance control board P41 to receive the MODE data, after performing a processing with a standby time of 26 µs interposed, the EVENT data is set to the output port and the strobe signal is output in the same manner as when transmitting the MODE data. When the performance control board P41 confirms the strobe signal, it generates a performance control command reception interrupt and receives the performance control command transmitted from the main control board P40.

[0225] (External information output processing) The external information output processing is a process that outputs signals related to the game status and security information such as error occurrences to external devices (data counters and hall computers) connected to the prerequisite pachinko game machine P via the external information output terminal 77 (step 2042). The signals output from the external information output terminal 77 are output based on data set in the output port of the main control board P40, and include signals that send a pulse signal that is on for a certain period of time when a trigger for signal output occurs, and signals that continue to output an on potential until the conditions for ending signal output are met.

[0226] In the external information output processing, a signal related to the game state is first generated. To identify the type of specific game state, the assumed pachinko machine P references information corresponding to the operation status of the probability variation function (probability state) and the operation status of the electric reel support function (base state), as well as information indicating that a special game is in progress (jackpot or minor win). The external output data is updated so that the corresponding data is transmitted when the game is controlled to one of these game states. Note that, not limited to the examples given here, depending on the specifications of the game machine, the output signal may also be generated based on information indicating the presence or absence of the variation time reduction function or information indicating that a specific type of jackpot has occurred.

[0227] Furthermore, the output signals produced by the external information output processing include not only signals related to the game state, but also information based on predetermined game results. For example, there are signals that are sent each time a special symbol variation display is executed and then stopped (also called a "symbol fixing signal"), and signals that are set in the external output data and sent to external devices each time a game ball is detected entering various prize slots such as the start slot switch (special symbol 1 start slot switch P712, special symbol 2 start slot switch 722) or the big prize slot switch P752, or each time the payout of prize balls based on balls entering various prize slots reaches a predetermined number (for example, 10 balls). These signals are mainly composed of pulse signals, with a signal of 1 being transmitted as a pulse signal with an on-potential of 128ms. However, if multiple game results occur consecutively, after the output of one pulse signal is completed, there is an off-potential output for a certain period of time before another pulse signal is output.

[0228] Furthermore, in the external signal output processing, the data in the memory area that stores the error flag as a result of the anomaly detection processing (step 2032) described above, and comparison data used to check whether or not an error requiring security notification has occurred are calculated and compared. If it is determined that a security signal needs to be output, the output data set to the output port is updated so that the bit corresponding to the security signal in the external output data is turned on.

[0229] (LED output processing) The LED output processing is a process that outputs data indicating the lighting pattern to multiple LEDs that make up the main control display device P50, causing the LEDs to light up and display the progress of the game and the game status. (Step 2044)

[0230] The main control display device P50 consists of 32 LED display units in total, including the first special symbol display device P51 (8 LEDs), the second special symbol display device P52 (8 LEDs), the first special symbol hold indicator light P61 (2 LEDs), the second special symbol hold indicator light P62 (2 LEDs), the normal symbol display device P53 (2 LEDs), the normal symbol hold indicator light P63 (2 LEDs), as well as the round indicator light P54, the status indicator light P55, and the right-hand shooting indicator light (8 LEDs in total).

[0231] The status indicator light P55 refers to a collective representation of multiple indicator lights related to the game state. Specifically, it refers to indicator lights such as the special symbol probability variation indicator light that shows whether the probability variation function is active or not, the regular symbol probability variation indicator light that shows whether the regular symbol probability variation function is active or not (whether the electric reel support function is active or not), and the error indicator light that shows an error state.

[0232] In the LED output processing, the system is configured to light up the main control display device P50 by setting one byte of the display unit's lighting data to the output port for each interrupt process. Based on a value called a digit counter, which is updated for each interrupt process, the system selects which LEDs of the main control display device P50 to light up for the current interrupt, selects lighting pattern data according to the game status, sets it as display data, and controls the lighting of each LED.

[0233] In other words, in the pachinko game machine P, the main control display device P50 is controlled using a dynamic lighting method that outputs lighting data sequentially to 32 LEDs using at least four interrupt processes.

[0234] Furthermore, in the LED output processing, in addition to the LED display that the player should see as the main control display device P50 mentioned above, the system also controls the lighting of an LED display that is only lit when the game stop flag is in a setting change state, a setting confirmation state, or an irrecoverable error state.

[0235] In the pachinko machine P described above, if a flag indicating a game stop state is stored in the game stop flag, the setting of lighting pattern data for the main control display device P50 is omitted. During setting changes, setting confirmations, and irrecoverable errors, all LEDs constituting the main control display device are turned off. As a variation, when setting the game stop flag, a fixed lighting pattern set for each state may be used for illumination. For example, the LEDs constituting the main control display device P50 may be configured to light up completely during the period when setting changes are being made.

[0236] (Out-of-bounds control processing) The out-of-bounds control processing consists of a test signal output processing (processing for outputting signals used in testing the pachinko game machine) and a processing for controlling the display of the performance display device (step 2046). The term "out-of-bounds" means that the processing is performed by a program in a memory area that is not included in the calculation of the capacity of the program memory area as defined in the rules for pachinko game machines.

[0237] In the test signal output processing, information related to game results and game status is set to the output port from the test terminal P78 of the pachinko game machine P to be output to external test equipment. In the performance display processing, the game status is checked, the number of balls that have been hit out is calculated, the ratio of balls hit out to the number of prize balls (base) is calculated, and this data is updated as display data and output to the performance display device P59.

[0238] [Special design lottery] Next, the details of the special symbol lottery, which is performed by the CPU of the main control board P40, will be explained using Figures 10 to 14. The "special symbol lottery" mainly consists of the "win / loss lottery," the "winning symbol lottery," and the "variation pattern lottery."

[0239] (Winners and losers will be determined by lottery) The "win / lose lottery" is a lottery that determines whether or not the special electric mechanism P755 will be activated based on the result of the special symbol lottery that is performed. More simply, it is a lottery that determines whether the result of the special symbol lottery is a "big win," a "small win," or a "miss." Note that depending on the specifications of the pachinko game machine P, there may be some that do not have a "small win" as a result of the win / lose lottery. Also, if the machine is configured to have a first special symbol and a second special symbol, it may be configured so that the result of the win / lose lottery for one of the special symbols is a "small win," while the result of the win / lose lottery for the other symbol is not a "small win."

[0240] The win / loss lottery is conducted using a random number called the "win / loss random number," which is acquired and stored when a game ball enters the starting slot (first starting slot P711, second starting slot P721, etc.). In the pachinko game machine P, the range of possible random values ​​for the win / loss random number (random number range) is 65,536, from "0" to "65,535," and is composed of so-called 2-byte random numbers. When a win / loss lottery is conducted, the value of this random number is compared with a lottery table (called the "win / loss lottery table") used for the win / loss lottery according to the game state and setting values, and the result of the win / loss lottery is determined by this comparison.

[0241] Figure 10 shows several examples of lottery tables used for determining the winner or loser. Figure 10(A) shows the winner or loser lottery table when the setting value is "1" and the probability state is low, and Figure 10(B) shows the winner or loser lottery table when the setting value is "1" and the probability state is high. Figures 10(C) and (D) show the winner or loser lottery tables when the setting value is "6" and the probability state is high, respectively.

[0242] For example, let's assume that in a situation where the win / loss lottery is performed using the win / loss lottery table in Figure 10(A), the random number for the win / loss in this special symbol lottery is the random number corresponding to the first special symbol (Special Symbol 1), and that the random value was "1500", and then explain the flow of the win / loss lottery.

[0243] First, it is determined whether the initial win / loss result falls within the range of random numbers for a jackpot ("0" to "327"). Specifically, the random number value "1500" for the current win / loss random number is subtracted from the random number range for a jackpot, "328". At this time, the subtraction result is "1172", which is not a negative value, so it is determined that the current win / loss random number does not fall within the range of random numbers for a jackpot.

[0244] As a next step, the random number "1172" obtained after the previous jackpot determination calculation is compared with the range of random numbers for losing ("328" to "65370"), which is the determination area for the subsequent win / loss lottery result in the win / loss lottery table. More specifically, the random number range for losing, "65043", which is the target of the determination, is subtracted from the primary win / loss random number data "1172". At this point, the calculation result is a negative value, so information corresponding to the "lose" result is stored as the win / loss lottery result.

[0245] If, for example, the random number "1500" in this case were to be used for a special symbol draw in a high-probability state, the draw would be conducted using the draw table shown in Figure 10(B), determining whether or not it falls within the random number range for the first jackpot ("0" to "1639"). In this case, the result of the comparison operation (subtraction) between the random number and the random number range will be a negative value, so the draw result is determined to be a "jackpot".

[0246] In the pachinko game machine P described above, the method used to determine the lottery result is to sequentially compare the data obtained as a random value with the range of random values ​​corresponding to the lottery results in the lottery table. The same lottery method is used for the winning symbol lottery and the variation pattern lottery, which will be described later. The lottery method is not limited to the example above; a method that directly determines whether the obtained random value matches the random value that results in a jackpot may also be used, and different lottery methods may be used for each type of lottery.

[0247] (Winning design lottery) The "winning symbol lottery" is a process that, based on the results of the winning or losing special symbol lottery mentioned above, determines the stop display symbols for the special symbols as a lottery result, which is necessary for controlling the operation of the special electric mechanism P755 and for switching the lottery table for the variable pattern lottery described later (see Figures 12 to 14).

[0248] Figure 11 shows the jackpot symbol lottery table used when the result of the draw is a "jackpot" (see Figure 11(A)), the minor prize symbol lottery table used when the result of the draw is a "minor prize" (see Figure 11(B)), and the losing symbol lottery table used when the result of the draw is a "loser" (see Figure 11(C)).

[0249] The "symbol random number" used in the winning symbol lottery is constructed with a random value range of "1000" ("0" to "999"). When represented as 2-byte data, the upper byte is represented as "0" to "3" and the lower byte as "0" to "255".

[0250] To explain the winning symbol lottery with a concrete example, for instance, if the result of the win / loss lottery is a jackpot, and the symbol random number is "400" (higher byte "1", lower byte "144"), then in the case of the winning symbol lottery for the first special symbol, the lottery table with the upper byte "1" shown in Figure 11(A) will be used, and the result will be "5R (5 rounds) probability variation 2", which corresponds to the lower bytes "128" to "191". When displaying the variation of the special symbol, the "5R probability variation 2" symbol will be stopped and displayed as the stop display symbol on the first special symbol display device P51 (or the second special symbol display device P52 in the case of the second special symbol lottery).

[0251] When the "5R probability variation 2" symbol is displayed on the first special symbol display device P51, a jackpot game corresponding to the "5R probability variation 2" symbol will be executed. At this time, the content of each round of the 5-round jackpot game (such as the opening pattern and opening time of the large prize entry point P751) may be different depending on whether "5R probability variation 2" or "5R probability variation 1" is displayed as the stop display symbol on the first special symbol display device, and it is also possible to control the content of the control in the specific game state to which the game transitions after the jackpot game is different. The assignment of these jackpot games and control in the specific game state is determined appropriately according to the specifications of each pachinko machine P in order to realize the gameplay, and a detailed explanation is omitted.

[0252] In the pachinko game machine P described in the premise, the symbols are displayed according to the type of jackpot as shown in Figure 11(A) through a lottery. However, for example, in the previous example, after determining the type of jackpot, such as "5R probability variation 2," the stop display symbols that will execute the corresponding type of jackpot are determined by another lottery from multiple patterns. Thus, the jackpot symbol lottery may be performed in two stages: determining the type of jackpot and determining the stop display symbols.

[0253] Furthermore, in the premised pachinko game machine P, as shown in Figure 11(A), the special symbol lottery for the first special symbol and the second special symbol is configured such that the types of winning symbols that can be determined in the winning symbol lottery are different. More specifically, in the premised pachinko game machine P, the probability of determining "10R probability variation 5" or "10R probability variation 8" is increased when the second special symbol wins, and it can be said that the specification makes it easier to win a jackpot with a larger number of rounds than the winning symbol lottery for the first special symbol, and makes it easier to win a jackpot that transitions to a high probability / high base state as a specific game state.

[0254] Figure 11(B) shows an example of a minor win symbol lottery table. The minor win symbol lottery table is referenced in the winning symbol lottery when the result of the special symbol lottery is a "minor win," and the lottery method is the same as that for the jackpot symbol lottery table described above.

[0255] In the minor prize symbol lottery table illustrated in Figure 11(B), most of the results will be for the "minor prize 1" symbol, and in some cases where the result of the second special symbol lottery is "minor prize", "minor prize 2" may be determined. Note that there may be only one type of minor prize symbol, or the system may be configured to determine three or more types of symbols.

[0256] One example of the purpose of providing multiple minor win symbols, as in the premise of the pachinko game machine P, is to simply change the opening pattern of the large prize winning slot P751 during minor win games to change the number of game balls that can be won. For example, in pachinko game machine P which adopts minor win V as a game machine specification (spec), the purpose is to differentiate the minor win symbols to distinguish between minor win games where it is easy to win a V in a specific area and minor win games where it is difficult to win a V, or to differentiate the types of specific games that are played after the execution of a large win game following a V win. The "minor win games where it is easy to win a V" and the "minor win games where it is difficult to win a V" are realized by the action of the opening and closing member P761 (valve member), which is a structure for changing the ease of passage through a "specific area," thereby distributing the flow path. Specifically, (1) During a minor win, the main prize opening P751 is opened multiple times (for example, 10 times for 0.1 seconds each), and immediately after the start of the first opening of the main prize opening P751 during a minor win (for example, 0.1 seconds after the start of the first opening of the main prize opening P751), the opening / closing member P761 (valve member) switches to a flow path that guides to a specific area, and immediately after the end of the last opening of the main prize opening P751 during a minor win (for example, after the 10th opening of the main prize opening P751 has finished) A "minor win game that makes it easy to get a V-win" is a minor win game in which, immediately after the opening of the current major prize slot (any of the 1st to 10th times) is forcibly terminated and closed (for example, 0.1 seconds after the opening of any of the 1st to 10th times of the major prize slot P751 has ended and closed), the opening / closing member P761 (valve member) switches to a flow path that does not guide towards the specific area. In other words, a "minor win game that makes it easy to get a V-win" is a minor win game in which, if the player continues to fire game balls toward the major prize slot P751, there is approximately a 100% probability that all 10 predetermined balls will enter the major prize slot P751, and there is approximately a 100% probability that at least one of those 10 balls will pass through the specific area.On the other hand, (2) during a minor win game, the large prize opening P751 is opened once (for example, once for 0.2 seconds), and after a long time has elapsed since the start of the first opening of the large prize opening P751 during a minor win game (for example, 5 seconds after the start of the first opening of the large prize opening P751), the opening / closing member P761 (valve member) switches to a flow path that guides to a specific area, and 0.1 seconds after this switch, the opening / closing member P761 (valve member) switches to a flow path that does not guide to a specific area, which is a minor win game in which it is difficult to win a V prize. In other words, a "minor prize game in which V-winning is difficult" is a minor prize game in which, even if the player continues to launch game balls toward the major prize opening P751, there is approximately a 100% probability that all 10 predetermined game balls will not enter the major prize opening P751, and even if some game balls do enter the major prize opening P751, there is approximately a 100% probability that none of them will pass through a specific area.

[0257] Figure 11(C) shows an example of a losing symbol lottery table. The losing symbol lottery table is referenced in the winning symbol lottery when the result of the special symbol lottery is "losing". The lottery method is the same as that of the jackpot symbol lottery table mentioned above for the first special symbol, but a different method is used for the second special symbol.

[0258] More specifically, Figure 11(C) shows only the losing symbol lottery table for the first special symbol. In the assumed pachinko game machine P, the lottery process is performed only when the first special symbol is selected in the losing symbol lottery table, and either "Loss 1" or "Loss 2" is determined as the stop display symbol.

[0259] The "Miss 2" symbol is a losing symbol that appears with approximately a 6.4% probability when the first special symbol is missed. When "Miss 2" is won, the variable pattern lottery is designed to make it easier to determine the variable pattern (variation time) by referring to a special lottery table (not shown) that is more likely to result in a "reach". For this reason, "Miss 2" is sometimes referred to as the "reach-miss symbol".

[0260] Furthermore, the premised pachinko machine P does not have a lottery table for the second special symbol's losing symbols, and regardless of the random number of symbols, a losing symbol of 1 is determined. The comparison process between the random number of symbols and the table is omitted, and the machine is configured to store the losing symbol of 1. Alternatively, it may be configured to use a lottery table that always results in a win of symbol 1, in order to win a losing symbol.

[0261] (Variable pattern lottery) The "variation pattern lottery" is a process that determines by lottery the display time for the special symbols until the stop display symbol, which is the result of the lottery for the special symbols, is displayed. In the pachinko game machine P, which is the premise, the performance display device P80 performs a process to determine the display time for the special symbols in the special symbol lottery, using the variation pattern table described later, in order to provide performance notification regarding whether or not it is a jackpot, and if it is a jackpot, what type of jackpot it is, as this is the necessary performance time.

[0262] Figure 12 primarily shows the "low base variation pattern lottery table" for normal gameplay (low probability / low base) and low base (non-electric tuner support state), that is, the state in which it is recommended to launch game balls into the left-side area P501L of the game board in the assumed pachinko game machine P.

[0263] As shown in Figure 12, "ID" represents the information stored as a result of the variation pattern lottery, and "Variation Pattern" shows a representative example of the variation animation displayed on the performance display device P80 when the ID is selected. "Variation Time" is the variation display time value of the special symbol in the result of the target variation pattern lottery (Variation Pattern ID), and represents the time from when the special symbol is displayed in a variation state until it is displayed as stopped.

[0264] In Figure 12, "Hold 1 Variation" to "Hold 4 Variation" indicate the number of reserved balls when the conditions for executing the special symbol lottery are met. If the result of the win / loss lottery is "miss" and there are N reserved balls of the target special symbol (in this case, the first special symbol), the variation pattern lottery is executed using the variation pattern table of "Hold N Variation". In other words, the variation pattern lottery for the first special symbol in a low base state is configured to use different variation pattern tables depending on the number of reserved balls. Note that if a game ball enters the starting prize slot when there are no reserved balls, it is temporarily stored as a reserved ball for processing purposes, and the variation pattern lottery is executed using the variation pattern table of "Hold 1 Variation".

[0265] On the other hand, as shown in Figure 12, the variation pattern lottery corresponding to the second special symbol is independent of the number of reserved symbols, and is configured to use a common lottery table regardless of the number of reserved symbols. Although not shown, if the result of the symbol lottery is "Miss 2 (Reach Miss Symbol)", even for the variation pattern lottery of the first special symbol, the configuration is such that the variation pattern lottery is performed using a variation pattern table that is independent of the number of reserved symbols (Variation pattern table for Miss 2).

[0266] In Figure 12, "10R probability variation," "5R probability variation," "10R normal," and "5R normal" represent the variation pattern tables used for the variation pattern lottery during a jackpot in a low base state. It indicates that when the win / loss lottery result is "jackpot," the appropriate variation pattern table is selected and the lottery is conducted according to which symbol the winning symbol is. In Figure 12, since the second special symbol is not the main focus of gameplay in a low base state, the jackpot variation pattern table is shown to be determined in a way that does not depend on the jackpot symbol. However, there may also be multiple patterns for jackpots involving the second special symbol, depending on the type of jackpot.

[0267] Here, using Figure 12, we will explain a specific example of the variation pattern lottery in a low base state. As a specific example, we will explain a situation in which the lottery for the first special symbol is conducted, where the variation pattern random number is "30000", the number of reserved balls at the start of the variation is 3 (the number of reserved balls becomes 2 after the variation starts), and the result of the win / fail lottery and the winning symbol lottery is "miss 1".

[0268] First, since the number of reserved symbols at the start of the variation is "3", the variation pattern table for "3 reserved symbols variation" is used. The lottery process is the same as the lottery process for the win / loss lottery described above, in which the variation pattern random number and the random value range corresponding to the variation pattern ID of each lottery result are compared (subtracted) to determine whether the random number belongs to that range or not. By performing this process, at the timing of normal variation B with ID "2", the result of repeatedly comparing the variation pattern random number and the random value range becomes a negative value, and the same ID is determined as the variation pattern lottery, and after a variation display of the special symbol for 7 seconds, the losing symbol 1 is displayed on the first special symbol display device P51.

[0269] Next, we will explain the variation pattern table in the high base state using Figure 13. The configuration of the variation pattern table in the high base state is symmetrical to the variation pattern table in the low base state shown in Figure 12, and is configured to have a variation pattern table for misses that depends on the number of reserved symbols for the second special symbol, and a table for each jackpot symbol when a jackpot is hit. Note that in Figures 12 and 13, many variation patterns can be determined in common, but this is for the purpose of simplifying the explanation, and it is possible to configure the tables so that there is only a small overlap in the variation patterns determined in the low base state and the high base state, or so that there is no overlap at all.

[0270] Furthermore, a feature of the variation pattern table in the high base state is that, as a result of the lottery for "Hold 3 variation" and "Hold 4 variation" of the second special symbol when a miss occurs, it is configured to be possible to determine a 2-second variation (variation pattern ID "12"), which is the shortest variation time for the assumed pachinko game machine P.

[0271] Furthermore, a characteristic of the fluctuation patterns in the high base state is that the lottery for the first special symbol is always configured to determine a 10-second fluctuation with fluctuation pattern ID "4". The reason for configuring the first special symbol with a 10-second fluctuation is that, as shown in the jackpot symbol lottery table in Figure 11, the player's benefit is greater when a jackpot is won (high expected value of acquired balls due to the large number of rounds executed, and many jackpot symbols transition to a probability fluctuation state as a specific game state). The aim is to enable players to win jackpots that are more advantageous to them by prioritizing and implementing a large number of fluctuation displays corresponding to the second special symbol. Furthermore, even if there is little difference in the degree of advantage between the first and second special symbols in jackpot games, the adoption of a second special symbol priority control system prevents the first special symbol from being displayed in a variable state. This makes it easier to retain the reserves established in the normal game state (low base state) until the advantageous specific game state (high base state) ends, and also aims to avoid requiring a large number of game balls to generate a reserve for the first special symbol in the low base state compared to the amount of game balls used to generate a reserve for the second special symbol in the high base state.

[0272] Figure 14 is a diagram showing a special table for a limited period, representing a special variation pattern table referenced during a specific period. As an example of a special variation pattern table provided in the assumed pachinko game machine P, Figure 14 comprehensively includes special variation pattern tables for three periods.

[0273] More specifically, Figure 14 shows that the pachinko machine P is equipped with the following tables: a "reserve consecutive win table" (applicable to IDs "51" and "71") which is referenced during the period from the first to the fourth spin after a big win (the period known as "reserve consecutive wins" or "reserve consecutive wins"), a high-frequency reach table (applicable to IDs "52", "53", "54", and "72") which is referenced during the nth to mth spins after a big win and is likely to select a reach spin that lasts 55 seconds, and a "result spin table" (applicable to IDs "55" and "73") which is referenced during the final spin display in a high base state and is mainly used to execute the "result performance" described later.

[0274] Such a special variation pattern table that is referenced only during a limited period is called a "special variation pattern table" or "limited frequency (pattern table)."

[0275] In the premise of the pachinko game machine P, the reference period for the limited frequency pattern table is configured to be accessible during a predetermined period after a big win (activation of a special electric mechanism, in other words, activation of the continuous mechanism activation device). It is possible to vary the access period depending on the type of big win (big win symbol), and it is also possible to configure the machine to access different periods during specific periods after the activation of a special electric mechanism based on a minor win. Which special variation pattern tables are referenced under what circumstances can be set appropriately for each pachinko game machine, and details will be explained separately if necessary, not limited to the examples provided.

[0276] Next, we will explain the control of the performance control board P41, which controls the performance actions in the pachinko game machine P. Note that the operation control of the performance control board P41 has fewer constraints in the type approval testing of the game machine and offers greater design flexibility compared to the control of the main control board P40. Therefore, it is not limited to the processes described below, and the timing of the processes can be changed as appropriate.

[0277] [Power-on processing for the performance control board ~ Main loop processing] In the premise of the pachinko game machine P, when the power of the game machine is turned on, the CPU of the performance control board P41 executes a power-on process (step 4000). Here, the details of the power-on process of the performance control board P41 will be explained with reference to Figure 15.

[0278] When the power-on process (step 4000) begins on the performance control board P41 of the pachinko game machine P, an initial setup process related to the operation of the CPU, which is an arithmetic unit provided on the performance control board P41, is performed (step 4002). The initial setup process appropriately sets the settings necessary for the subsequent operation of the CPU, and the details are omitted here, but regarding the performances that were being executed when the previous power outage occurred, there is a time difference between the completion of the power-on process of the main control board P40 (Figure 7) and the power-on process of the performance control board (Figure 15). If the performances were to revert to the ones that were running before the power outage after the power was restored, there is a risk of a discrepancy with the operation of the main control board P40. Therefore, in the initial processing of the performance control board P41 when the power is restored, the performance information is often initialized so that the performances that were running before the power outage are not executed (this is called "performance control board reset" or "sub-reset").

[0279] (Main loop of the performance control board) In the assumed pachinko game machine P, the process transitions to the main loop processing after the initial setup processing. In the assumed pachinko game machine P, the period (frame) for drawing the performance image on the image control board P42 connected to the performance display device P80 (image display device) is set to approximately 33ms (30FPS) per period, so that the image is drawn 30 times per second. Therefore, the main loop processing is configured to loop once at a period of approximately half that period, which is 16ms (steps 4002 to 4016).

[0280] In the main loop processing of the performance control board P41, the watchdog timer is first cleared to detect a CPU malfunction (step 4004).

[0281] Next, the process of updating the performance control random number data (step 4006) is performed to update the various performance control random numbers used when an opportunity arises to execute the performance lottery.

[0282] Next, the input port monitoring process is executed (step 4008). In the assumed pachinko game machine P, the input port monitoring is performed even during the interrupt processing of the performance control board P41, which will be described later. However, since the input port monitoring process in the main loop is performed at a 16ms cycle, it is limited to monitoring inputs such as switches that are necessary for monitoring the system, and monitoring of inputs such as sensors necessary for controlling the performance of the performance movable mechanism P560 is omitted. As a variation, sensors that should be monitored for performance purposes may also be checked in the input port monitoring process within the main loop.

[0283] The input port monitoring process performs the same operations as the input port verification process on the main control board: it generates and stores level data from the input data of various sensors, and also stores rising (falling) edge data.

[0284] Next, the performance control board P41 performs performance device control processing (step 4010) and executes control related to performance operations other than those of the performance display device P80 (image display). Performance devices controlled in this process include lamps P82 ("panel lamp (P550)" and "frame lamp (P350)"), speakers P83 (upper speaker P370, lower speaker 141), and performance movable parts P560. Performance operation commands corresponding to the performance content determined by the performance control processing (step 4012) described later are sent to each performance device to execute the performance operation.

[0285] In the performance device control process (step 4010), the output of performance operation commands for various performance devices needs to be executed (started) in synchronization with the performance images displayed on the performance display device P80 (image display device). Therefore, when the image control board P42, which controls the performance display device P80, sends signals to the performance control board P41 at regular intervals, or when a signal for forced synchronization is received (received in the input port monitoring process described above), the system synchronizes with the performance switching timing of the performance display device P80 and outputs performance operation commands to the various performance devices.

[0286] Furthermore, regarding the operation control of the movable performance component P560, which is part of the performance device, since the drive mechanism of the movable performance component P560 requires control at shorter intervals, the sensor monitoring and operation switching are performed even during the interrupt processing of the performance control board P41 (see Figure 16), which will be executed by the performance operation command set in this process.

[0287] Next, we will explain the performance control process (step 4012) executed in the main loop processing of the performance control board P41. The performance control process determines the content of the performance to be executed by various performance devices by drawing lots or selecting based on flags that are established based on the results of analyzing the performance control commands received from the main control board P40 in the performance control command analysis process described later, information about the received performance control commands themselves (such as the lottery result ID for the special symbol lottery), and flags established during other processes such as input port monitoring (step 4008) and interrupt processing (Figure 16).

[0288] In the performance control process, the effect determination process to be executed is selected based on each piece of flag information and command analysis information, and the corresponding sub-module process for effect determination is called and executed. Examples of effect contents determined herein include: a process of determining a fluctuating effect corresponding to one fluctuation of a special symbol based on commands (a win / lose command, a symbol command, a fluctuation pattern command) related to the execution result of a special symbol lottery (a process of performing prediction, contents of ready-to-open, determination of decorative symbols to be stopped, etc.); a pre-reading lottery process of determining whether or not to execute a pre-reading effect (also referred to as "predetermination effect") for a newly generated pending based on pending number information and predetermination information transmitted when a pending is generated; and a special game effect content determination process of determining effect contents during a special game based on information transmitted as an effect control command when executing a special game (a big win or a small win).

[0289] In addition, the performance control process includes not only the process for the effect control command transmitted from the main control board P40, but also: an error display content determination process when an error is detected on the effect control board P41 (including the error display content determination process based on the error information transmitted from the main control board); adjustment of the volume output from a speaker P83 based on an input operation by a player on an effect operation means P81 such as an effect button P381 and a cross key P383; light quantity adjustment for changing the light emission luminance of a lamp P82; and determination of effect contents such as customization of effect contents and effect content determination tendency, which are also executed.

[0290] It should be noted that, regarding the various effect content determination processes performed in the sub-module processes called in the performance control process, since specifications unique to each gaming machine are often used, the description thereof is omitted. When a process having features in the pachinko gaming machine P that is the subject of the invention is executed, the details will be described in the description of the embodiments of the pachinko gaming machine P that is the subject of the invention.

[0291] Returning to the description of the main loop process of the effect control board, the effect control command analysis process (step 4014) will be described as the last process of the main loop process.

[0292] The performance control command analysis process uses information stored as performance control commands transmitted from the main control board P40 to store information corresponding to the performance control commands used to determine the performance content in the aforementioned performance control process, and to set flags. This process needs to determine the processing content according to the commands transmitted from the main control board P40, and the processing content is determined from the contents of the performance control command MODE data and EVENT data, and the processing corresponding to the performance control command is executed.

[0293] Furthermore, since the performance control command may send one command (MODE data and EVENT data) for each interrupt processing (every 4ms) of the main control board P40, in the assumed pachinko game machine P, the analysis of the performance control command is repeatedly performed as long as it can be processed until the main loop processing period (16ms) of the performance control board P41 has elapsed (step 4016).

[0294] [Interrupt handling for the performance control board] Next, we will explain the interrupt processing performed by the CPU of the performance control board P41. Unlike the interrupt processing of the main control board, the interrupt processing on the performance control board P41 has multiple interrupt processes that are started by different triggers (see Figures 16(A) and (B)). These multiple interrupt processes are assigned priorities, and if a higher-priority interrupt occurs, the system is controlled to execute the higher-priority interrupt process even if an interrupt process is already running. In this explanation, we will describe the performance control timer interrupt process (Figure 16(A)) and the performance control command reception interrupt (Figure 16(B)) as representative examples.

[0295] (Performance control timer interrupt processing) The performance control timer interrupt processing (Figure 16(A)) is an interrupt process that is executed at a 1ms cycle in the CPU of the performance control board P41.

[0296] The port input / output processing (step 5002) involves generating and storing level data and rising edge data from inputs from sensors provided for position detection of the movable performance component P560 and other sensors (input sensors of the performance operation means P81) via the input port of the performance control board P41. It also involves outputting drive signals from the output port to the drive means (solenoids, stepping motors, etc.) of the movable performance component P560 according to the operation pattern set in the performance device control processing. Furthermore, when data is output from the output port, the data in the counter (storage area) that counts the number of outputs is updated if necessary.

[0297] The timer update process (step 5004) is a process that subtracts or adds to the timers used to determine the timing of switching between performance actions. Once the update process for each timer is complete, a comparison operation is performed with the comparison value to determine whether or not the condition for switching between performance actions has occurred, and the performance control process (step 4012) stores the information and flags necessary for determining the performance content in the memory area.

[0298] The sensor monitoring process (step 5006) uses the sensor detection data generated in the port input / output process to determine whether the conditions for switching the performance operation of the P560 performance mechanism have been met, and whether or not sensor detection information related to the switching of performance operations has been generated. This process then switches the operation pattern table and sets condition flags to determine the performance content in the performance control process (step 4012).

[0299] The performance button monitoring process (step 5008) is a process that determines whether the conditions for switching performances based on inputs from performance buttons P381, levers P382, directional pads P383, etc., which constitute the performance operation means P81. In the performance button monitoring process, the presence or absence of operation and the manner of operation are determined from the level data and rising edge data (data indicating that the level data has changed from off last time to on this time) that indicate the input status of each input device generated in the port input / output processing (step 5002).

[0300] For example, if startup data is generated as input information to the performance control means P81, it is assumed that a player operation has occurred on the performance control means P81, and information such as flags for executing the corresponding performance is stored. However, if input is judged solely on startup data, there is a possibility that electrical noise may cause false detection and switching of performance operations. Therefore, it may be possible to determine that a player operation has occurred on the performance control means P81 (sometimes expressed as a "single press (single pull) operation" or "one-shot operation") when multiple level data (on data) inputs occur consecutively after the generation of startup data.

[0301] Furthermore, if ON input level data is detected 500 times consecutively, that is, if it is determined that the performance control means P81 has been operated for 0.5 seconds, it is determined to be a "long press (long pull)" operation and is configured to be treated as a special operation. In the determination of whether or not a "long press (long pull)" operation has occurred and whether or not it is continuing, falling edge data (data indicating that the level data has changed from ON to OFF) may be detected electrically as noise. In this case as well, similar to the measures to prevent false detections mentioned above, the end of the "long press (long pull)" operation may be determined based on the detection of multiple level data (OFF data) inputs after the detection of the falling edge data.

[0302] Furthermore, in the pachinko game machine P, depending on the content of the performance being executed, it is possible to repeatedly perform a process that treats a "single press (single pull)" input operation of the performance control means P81 as having occurred once at regular intervals (for example, every 0.3 seconds) by performing a "long press (long pull)" operation on the performance button P381. This repeated execution of a process that treats a "single press" operation as having occurred, triggered by a special operation such as a "long press (long pull)" operation, is called "auto-repeated pressing" operation. Note that "auto-repeated pressing" operation is not limited to the example operation, but can also be performed by simultaneously operating multiple performance control means P81, or by turning on / off switches such as DIP switches that are provided as switches different from the performance button, and treating this as an "auto-repeated pressing" operation based on input from the performance button P381.

[0303] Furthermore, depending on the performance execution status, inputs to the performance control means P81 are treated as valid operations during certain periods ("valid operation period") and as invalid operations during certain periods ("invalid operation period").

[0304] Multitasking (step 5010) is a process that determines the content of the processing to be executed during the current performance control timer interrupt processing based on the value of a task counter (updated between values ​​"0" and "15"), which is updated each time a performance control timer interrupt processing is executed. The task counter is configured to cycle with a period of 16ms, and the processing for each counter value is executed in roughly sync with one cycle of the main loop processing. An example of the processing in each task is to determine whether the image control board P42 can operate based on the signal transmitted from the image control board P42 (input information is generated by port input / output processing), and to monitor the operating status of the image control board P42.

[0305] The image control command transmission process (step 5012) is a process that transmits an image control command (sometimes called a "sub-control command") to the CPU of the image control board P42 in order to cause the CPU to execute an image display according to the performance content determined in the performance control process P41. Note that the image control board P42 and the performance control board P41 may be configured on the same board, but for convenience in this specification, it will be referred to as the image control board P42.

[0306] In the pachinko game machine P, which is the basis for this design, the performance control board P41 consists of a first command that indicates the type of display content and a second command that specifies the pattern of the display content, and transmits these commands to the image control board P42.

[0307] In the assumed pachinko game machine P, image control commands are sent via the performance control timer interrupt processing. However, it is also possible to configure the system so that commands are sent and received between the performance control board P41 and the image control board P42 by providing separate interrupt processing.

[0308] (Interruption upon receiving performance control command) The performance control command reception interrupt (Figure 16(B)) is an interrupt process that occurs when a strobe signal is output during the performance control command transmission process (step 2040) in the interrupt processing (Figure 9) of the main control board P40, and the performance control board P41 receives the strobe signal.

[0309] When the performance control board P41 starts receiving a performance control command interrupt, it reads the performance control command (MODE data or EVENT data) transmitted from the output port of the main control board P40, updates the temporary buffer data, and stores it (steps 5502, 5504).

[0310] Once the temporary buffer data update is complete, it is determined whether or not the reception of the 1st performance control command (a combination of MODE data and EVENT data) has been completed (step 5506). Note that the performance control command transmitted from the main control board P40 consists of 1 byte of data in which specific bits are "1" and "0".

[0311] When updating the temporary buffer data (2-byte data storage area) in step 5504 as described above, the contents of the performance control command received are normally stored in the lower 1-byte storage area. At this time, if a specific bit in the lower 1-byte storage area of ​​the current temporary buffer data indicates that it is MODE data before the update, the temporary buffer data is shifted to the upper 1-byte storage area and stored there, and then the EVENT data received is stored in the lower 1-byte storage area of ​​the temporary buffer data.

[0312] Then, in determining the completion of receiving the performance control command in step 5506, it is determined whether a specific bit in the lower byte of the temporary buffer data is data indicating EVENT data. If it is determined to be EVENT data, the reception of the performance control command in step 1 is considered complete (step 5506 YES), and the process proceeds to the next step. If it is determined to be MODE data (step 5506 NO), the performance control command reception interrupt is exited, and other processing is performed while waiting until a strobe signal based on the transmission of EVENT data is received from the main control board P40.

[0313] In step 5506, if it is determined that the reception of the performance control command is complete, it is determined whether the sent performance control command was valid or not (step 5508). This determination is made, for example, based on whether there is matching data in the list of performance control commands that can be sent from the main control board P40. If it is determined to be a valid command, it is stored in a memory area for storing received performance control commands so that they can be analyzed in the performance control command analysis process during the performance control timer interrupt processing. If it is abnormal data, the temporary buffer data is discarded.

[0314] [Examples of basic image display effects] Next, using Figures 17 to 20, we will explain the basic effects in the pachinko game machine P that we are assuming. Figure 17 shows the symbol variation display (display of decorative symbols while they are stopped) during normal gameplay (low probability / low base), and Figure 18 shows a situation where a reach effect with a high expectation of winning a jackpot is being performed. Figure 19 shows the state in which a jackpot game is being played, and Figure 20 shows the game effects when the electric tuner support function is activated during a specific game state (high probability or low probability / high base).

[0315] (Example of display effects during normal gameplay) [Decorative symbols] Figure 17 shows the symbol variation display (display of decorative symbols) during normal gameplay (low probability / low base). Three numbers are displayed in a manner that is clearly visible to the player in the approximate center of the screen. These three symbols are called "decorative symbols (P801)" (also called "decorative images"), and are theatrical displays that appear in response to the results of the special symbol lottery, and they vary in accordance with the variation display of the special symbols. In Figure 17, only numbers are shown, but in some cases, decorative images such as character images may be displayed along with each number. Furthermore, when each number is configured to be displayed along with a decorative image, the decorative images and the display manner of each number may be varied depending on the game state. By configuring it in this way, it becomes easier for the player to determine the current game state.

[0316] The decorative symbol P801 is displayed once as part of a special effect for each special symbol variation display (one special symbol lottery), except when special effects are being performed. Although not shown in the illustration, when the decorative symbol P801 is displayed, the decorative symbol changes rapidly (sometimes becoming transparent or invisible), and an effect called a "preview" using animation and effect images is performed to increase the expectation of winning the right to play the jackpot.

[0317] As shown in Figure 17, the decorative symbols P801 are scrolled vertically (from top to bottom) when the variable display starts, and then the stop display symbols determined by the performance control board P41 are displayed for each symbol row in the order of left symbol (P801a), right symbol (P801c), and middle symbol (P801b). Generally, when the three decorative symbols P801 are displayed in the same manner (matching numbers), it is visually indicated that a jackpot has been won. Also, the state in which one symbol is performing a variable display while other symbols are displayed, for example, the state in which the left and right symbols are displayed as the same symbol (temporary stop display) before the middle symbol P801b, which is the symbol that will stop last (also called the "final stop symbol"), stops, is called a "reach" ("reach state" or "reach manner").

[0318] The decorative pattern P801 is often displayed in a manner that scrolls vertically (from top to bottom), but the manner of display is not limited to vertical; it may also involve scrolling horizontally or using depth to scroll forward and backward (diagonally), or it may rotate in place without scrolling, with the display switching sequentially.

[0319] Furthermore, the decorative symbol P801 may display multiple stop displays during a single special symbol variation display. In this case, the stop display indicating the result of the special lottery is the stop display that appears at the same time as the special symbol's stop display symbol is displayed on the special symbol display device, and stop displays at any other time are called "temporary stop (display)". Note that stop displays that appear at the same time as the special symbol's stop display may be referred to as "final stop".

[0320] When the decorative pattern P801 is temporarily stopped, in order to distinguish it from the final stop indication of the pattern (final stop), the decorative pattern P801 is not completely fixed, but is temporarily stopped to the extent that it is not perceived as fixed, or it is configured to move in directions such as up and down or left and right, or to sway around axis 1. This state may be described as "swaying fluctuation" in addition to "temporary stop".

[0321] After the decorative symbol P801 is temporarily stopped, the display may repeat the variation. Generally, a re-variation from a state where a symbol other than the winning symbol is temporarily stopped is called a "pseudo-variation (pseudo-consecutive)" effect, while a re-variation that may change the winning symbol displayed after the winning symbol has stopped is called an "upgrade (variation)" effect. When an upgrade effect is performed, it may be configured so that the display does not change to a winning symbol that is less favorable than the stopped winning symbol, or so that it does not change to a losing symbol.

[0322] Furthermore, when displaying the stop of the decorative symbol P801, there is a special type of decorative symbol that is not displayed during normal fluctuations and is only displayed when certain effects are executed. This is called a "special decorative symbol (P804)" (special symbol). Each special decorative symbol has a meaning; for example, they may suggest that a specific jackpot will be executed, that the aforementioned pseudo-fluctuating effect will be performed, or that a specific reach effect (a pre-announcement effect displayed when a reach occurs) will be executed. When using special symbols, the special symbol may be temporarily stopped as the decorative symbol that temporarily stops last (middle symbol P801b), or it may be temporarily stopped as a single decorative symbol that substitutes for all of the left symbol P801a, middle symbol P801b, and right symbol P801c.

[0323] Simplified book design (mini design) In the upper right corner of the screen, three numbers are displayed in the same manner as the decorative symbol P801. This symbol is also called the "Simplified Symbol (P802)" ("Simplified Symbol") or "Mini Symbol," and like the aforementioned "Decorative Symbol," it is displayed in conjunction with the display of the special symbol's fluctuations as a display indicating the result of the special symbol's lottery.

[0324] Unlike the "decorative symbols," the simplified diagram P802 (mini diagram) will always be displayed once for each special symbol draw, even in special effects where the decorative symbol P801 is not displayed when the special symbol indicating the result of the special draw is displayed on the special symbol display devices P51 and P52.

[0325] Furthermore, the variable display of the simplified diagram P802 may be configured to form the same reach pattern when the aforementioned decorative symbol P801 enters a reach pattern, or a simplified variable display method may be adopted in which a certain display switching is performed independently of the decorative symbol P801 until the variable display of the special symbol enters a stop pattern, in order to achieve the minimum objective of notifying the result of the special symbol lottery.

[0326] 《Hold display area》 The lower area of ​​Figure 17 is provided with a hold display area P810. In the hold display area P810, a hold object P811 corresponding to the hold (random value) corresponding to the unexercised right to draw a special symbol has been acquired by the player is displayed. In the example in Figure 17, it shows a state where three rights to draw a special symbol are held in reserve.

[0327] In the example in Figure 17, the earlier a special symbol lottery is performed (i.e., the earlier the hold occurs), the closer it is displayed to the approximate center at the bottom of the screen. The display position of the hold object located on the far right of the hold display area P810 is called "Hold 1 (display area)," and as you move towards the left side of the screen, they are called "Hold 2 (display area)," "Hold 3 (display area)," and "Hold 4 (display area)."

[0328] Furthermore, near the right side of the hold display area P810, an object that is almost identical in form to the hold object P811 of the hold display area P810 is displayed at a higher level and is larger in size than the hold object P811. This display area continues to display the hold display corresponding to the random value that triggered the start of the current special symbol variation display from the hold display area, and is referred to as the "variation object display area (P812)". The object displayed in the variation object display area P812 is called the "variation object (P813)", but it may also be referred to as the "hold display", with the initial letter "the" added to differentiate it from the hold object P811 of the hold display area P810.

[0329] Furthermore, the display mode of the variable object P813 in the variable object display area P812 does not need to be configured to be exactly the same as that of the held object P811. When a held display moves to the variable object display area P812 as the variable object starts to change, its shape may change or it may disappear (become invisible). In addition, the variable object P813 may also be configured to change its display mode in the same way as the held display in the held change lookup described later (for example, the shape or color of the object may change at some point during the variable display).

[0330] 《Simple hold display》 On the left side of the screen, roughly in the center vertically, two numbers are displayed side by side. These two numbers represent the current number of reserved special symbols for the first and second special symbols, and are called the "Simplified Reserve Display (P814)". In the example in Figure 17, the number "3" displayed at the top indicates the number of reserved special symbols for the first special symbol, and the number "4" displayed at the bottom indicates the number of reserved special symbols for the second special symbol.

[0331] (Pre-announcement effect)《Pre-announcement of pending change》 Furthermore, in Figure 17, the reserved object P811 in the reserved display area P810 is displayed in a different manner than the reserved object P811 in the reserved display areas P2 and P1. In the assumed pachinko game machine P, the display manner of the reserved object P811 in reserved area 3 is configured to have a higher probability of resulting in a jackpot than the display manner of the reserved object P811 in reserved area 2. This effect of changing the display manner of the reserved object P811 for a specific reserved ball is called "reserved ball change (pre-read)".

[0332] Furthermore, the system is not limited to the embodiment illustrated in Figure 17, but may have multiple types of transformations, each with a different probability (expected value) of winning, and the display form of the hold object P811 may be changed in stages.

[0333] Furthermore, not limited to "hold change (pre-read)," when a random number stored as a hold is selected as the target for an effect, an effect that suggests there is a high probability that the hold will be a jackpot before the corresponding fluctuation display for the hold that has been selected for the effect begins is called a "pre-read effect" (sometimes referred to as a "pre-determination effect").

[0334] Furthermore, when executing a "pre-read effect," the reserved item that is determined to be the target of the effect may be referred to as a "pre-read target reserved item," a "trigger reserved item," or a "culprit reserved item," and the display of special symbol variations based on the pre-read target reserved item may be referred to as a "pre-read target variation," a "trigger variation," or a "culprit variation."

[0335] Here, we will give some examples of typical "predictive effects" that can be adopted in the pachinko game machine P, which is the premise for this example.

[0336] Predicting Opportunities "Chance Symbol Pre-announcement" is a feature in which, during the display of the decorative symbol P801 until the start of the pre-announcement target variation, the stop display symbols of the decorative symbol P801 according to predetermined rules are displayed (or temporarily stopped). Examples of rules for the stop display patterns of the decorative symbol P801 predetermined as chance symbols include: (a) when the losing symbols are displayed by combinations of symbols where the color of the numerical part of the decorative symbol is the same; (b) when the stop display patterns of the decorative symbols are displayed in a regular order (sequential or reverse sequential), such as "1", "2", "3" or "5", "4", "3"; and (c) when a special number such as "7" or a symbol different from the number such as "Saki" is displayed as the stop display symbol for the middle symbol.

[0337] 《Pre-reading of movable props for special effects》 "Pre-announcement of movable performance mechanism" is a performance feature in which a movable performance mechanism P560 or a movable frame mechanism P360 (such as the lever P382 of the presupposed pachinko machine P1) installed on the game board P5 or frame (glass frame P3) is made to perform lively actions according to the performance action pattern from the start of the spin until the spin display of the pre-announcement target spin begins, or across the spin until the pre-announcement target spin begins.

[0338] Zone transition prediction "Zone Transition Pre-announcement" is a pre-announcement feature that indicates a high probability of a big win by transitioning to a special performance mode (called a "zone") during the display of special symbols before the pre-announcement target variation begins, and then executing a pre-announcement lottery corresponding to the special performance mode until the variation display that becomes the pre-announcement target variation. For example, it might be "normal background displayed → pre-announcement background displayed → big win" or "normal background displayed → pre-announcement background displayed → losing symbols stop and return to normal background".

[0339] (Example of display during the reach animation) Next, Figure 18 shows a situation where a reach animation is being performed, which has a high probability of resulting in a big win. As mentioned above, a "reach animation" refers to a situation where the decorative symbols other than the first decorative symbol (center symbol P801b) (left symbol P801a, right symbol P801c) are displayed in the same manner, and it is announced that a big win will occur if one more symbol stops in the same manner.

[0340] In the pachinko game machine P, which is the premise for this, a jackpot is usually announced when three decorative symbols P801 stop in the same display pattern after a reach animation.

[0341] In the example in Figure 18, the decorative symbols P801a on the left and P801c on the right are displayed as "5", and the symbols in the middle row of symbols that are fluctuating are "4", "5", and "6". The figure shows that if the "4" symbol vibrates violently and switches to "5", it will result in a jackpot.

[0342] In the example in Figure 18, the "5" symbols on the left and right of the decorative symbols are displayed smaller than the decorative symbol P801 shown when the symbols stopped in Figure 17. The decorative symbol P801b in the middle symbol row during the variation is displayed larger than the decorative symbol P801 shown when the symbols stopped, thus highlighting it. The smaller decorative symbols corresponding to the left symbol P801a and right symbol P801c in this case are sometimes called "retracted symbols (P803)" or "reach symbols." In reach sequences, in addition to the example shown, the outcome of the animation of the preview sequence (reach sequence) displayed along with the variation of the decorative symbols may indicate whether or not a jackpot will be won. By displaying the already temporarily stopped left symbol P801a and right symbol P801c as retracted symbols P803 (or hiding them), the visibility of the sequence that the player wants to draw attention to is enhanced.

[0343] Furthermore, there are also gaming machines that do not display three decorative symbols P801, and there are also multi-line reach patterns that form multiple rows of reach patterns simultaneously, but a detailed explanation of these will be omitted.

[0344] As an exception to the reach animation, there is a reach animation called "full rotation reach" in which all three decorative symbols P801 rotate and are displayed in the same manner in sync. Although the situation differs from the standard for a reach animation, which is "a situation in which all decorative symbols except for one are displayed in the same manner, and it is announced that a jackpot will be won if the last symbol stops in the same manner," the full rotation reach is also recognized as a reach animation by those in the industry.

[0345] In Figure 18, the lower right area of ​​the screen displays the "Performance Settings Display Area (P850)," and in the example shown in Figure 18, the volume setting display P851 is displayed as the performance setting display.

[0346] The performance settings display area P850 is an area that displays the settings and changes related to the volume setting function, which adjusts the volume level output from the speaker P83 of the gaming machine P; the light intensity adjustment function, which adjusts the luminescence of the decorative lamp P82 of the gaming machine P; and the performance mode change function, which changes the type of pre-announcement performance that occurs or the frequency of pre-announcement performances.

[0347] The performance setting display area P850 is not always displayed, but is displayed temporarily when the player performs the various performance settings (volume adjustment function, light intensity adjustment function, performance mode change function) as described above. For example, by operating the directional pad P383 left or right, it is possible to display the performance setting display related to the volume adjustment function (volume setting display P851) shown in Figure 18. In the situation shown in Figure 18, if the player further operates the right button on the directional pad P383, the set volume level (black area in the figure) will increase, and the volume setting value will change from "3" to "4".

[0348] Furthermore, in the pachinko machine P, which is the premise for this system, the brightness adjustment is performed by operating the directional pad P383 in the up and down directions. The performance mode change function is an example of switching between performance modes in a predetermined order in response to the operation of the performance button. Note that the operation of these performance settings may employ different operation methods depending on the execution of performances during gameplay, and other methods of changing settings besides those exemplified may be used as appropriate.

[0349] Furthermore, regarding the display of the performance settings display area P850 and the use of various performance setting functions, it is possible to set periods during which the player's performance setting operations are enabled and disabled. In particular, when important performances are being executed, the performance setting display area P850 is hidden and the use of various performance setting functions is disabled.

[0350] (Example of a display during a jackpot game) Next, based on Figure 19, we will explain the display patterns of the effects when a jackpot game is being played on the pachinko machine P, which is the premise for this explanation.

[0351] [Display showing the type of jackpot] In Figure 19, the decorative symbols P801, which triggered the jackpot, are displayed in the lower left and upper right corners of the screen. In the lower left corner, as with the aforementioned reach animation, the decorative symbol P801 (also called the "jackpot symbol (P805)") is displayed in a smaller format than the decorative symbols being displayed during the reel spin, while in the upper right corner, the simplified symbol P802, which was displayed when the reel spinning of the special symbols ended, continues to be displayed.

[0352] In the premise of the pachinko game machine P, the type of decorative symbol P801 that triggered the jackpot (displayed when the jackpot occurred) visually suggests to the player the type of jackpot that will be executed, the expected number of game balls that can be won during the jackpot, and the game state after the jackpot ends (normal game state). Therefore, by displaying the decorative symbol that triggered the jackpot (jackpot symbol P805, simplified symbol P802), it is possible to suggest the type of jackpot and the expected number of game balls to be won even during jackpot gameplay.

[0353] Furthermore, as an indicator of the type of jackpot, Figure 19 shows an icon image P821 resembling a pentagonal shield below the string "ROUND6" (referred to as "Round Display (P820)"), with the word "MAX" written in the center of icon P821. In the figure, icon P821 indicates a jackpot as suggested by the string "MAX," indicating that the jackpot game with the maximum number of rounds available on the underlying pachinko game machine P will be executed. This icon P821 is called a "jackpot icon" or "consecutive win (display) icon," and as a specific game state and jackpot game are repeatedly executed, the number of icons displayed increases cumulatively, serving as a visual indicator that informs the player how many times and what type of jackpot has been won in a so-called "consecutive win" state.

[0354] Although not shown in the diagram, in the pachinko machine P that is the premise, the "Big Win Start Demo Performance" that is executed during the Big Win Start Demo period will display messages such as "○○ Bonus!" (announcing a maximum round big win) or "△△ Chance" (suggesting a big win that is not the maximum round) to inform the player of the type of big win.

[0355] Furthermore, even if it is suggested that the jackpot is a "△△ Chance" with a small number of rounds, it is possible to execute a "jackpot upgrade" sequence during the jackpot rounds, such as "Extra Bonus! +〇 Rounds," to inform the player that the jackpot is actually the maximum number of rounds.

[0356] Furthermore, the term "jackpot upgrade animation" is sometimes used to indicate that a jackpot game is being played that will transition to a specific game state that is more advantageous to the player than the previously announced type of jackpot. For example, an animation may switch from an animation for a jackpot game that suggests the probability variation function will not activate after the jackpot (called a "non-probability variation jackpot" or "normal jackpot") to an animation for a jackpot game that will activate the probability variation function after the jackpot (called a "probability variation jackpot" or "specific jackpot").

[0357] [Display showing the progress of a winning game] Next, we will explain the visual displays that indicate the progress of a jackpot game. In Figure 19, examples of visual displays that indicate a jackpot include the "Round Display (P820)" which is executed by displaying the string "ROUND_〇" in the upper left of the screen, the "Number of Balls Acquired Display (P822)" which is executed by displaying the string "TOTAL_〇〇pt" in the lower right of the screen, and the "Count Display (P825)" which is displayed by 10 circular image objects near the center of the right side of the screen. Although not shown in the illustration, in addition to these displays, image displays such as animations called "Round Effects" are also displayed during a jackpot game.

[0358] Round Display The "Round Display (P820)" indicates which round of the currently running round game (unit game) is being played during a jackpot game. The number to the right of "ROUND" is updated when a round game begins. In the example in Figure 19, the 6th round of the round game is being played.

[0359] Furthermore, the "Round Display (p820)" does not necessarily have to be synchronized with the actual number of rounds played during a jackpot game. For example, in the aforementioned "Small Win V" specification, the small win game is counted as the first round, and the first round of the jackpot game played after a V-win is treated as the second round. In other examples, if the opening pattern of the large prize slot P751 during a round game ends with a short transition to an easy-to-enter state, the "Round Display" value may not be updated, and only when the opening pattern of the large prize slot results in an easy-to-enter state for a long period of time may it be treated as an "effective round" that was actually played.

[0360] 《Number of balls acquired display》 The "Ball Count Display (P822)" has two types: the "Ball Count Display for a Single Jackpot (P823 *Not shown)," which displays the cumulative number of balls won in a single jackpot game currently in progress, and the "Cumulative Ball Count Display (P824)," which displays the cumulative number of balls won over multiple jackpots with a specific game in between. Figure 19 shows an example where the "Cumulative Ball Count Display (P824)," a 5-digit ball count display, is shown. Note that the "Ball Count Display for a Single Jackpot (P823)" and the "Cumulative Ball Count Display (P824)" may be displayed in parallel and simultaneously.

[0361] In the premise of the pachinko game machine P, the "Ball Count Display (P822)" displays the cumulative number of prize balls paid out based on balls entering the large prize slot P751 during a jackpot game. However, the cumulative payouts for the Ball Count Display P822 may also include payouts based on balls entering the general prize slot P731 and the second starting prize slot P721, which are located in the right-hand area P501R of the game board P5.

[0362] Furthermore, as another variation, the display period for the "Number of Balls Acquired Display (P822)" may be extended not only during a big win game but also during the execution of a specific game, and the period for adding the cumulative number of prize balls paid out in the "Number of Balls Acquired Display (P822)" may also be extended not only during a big win game but also during a specific game or a small win game.

[0363] Furthermore, in the pachinko game machine P, which is the premise for this system, in addition to the "Number of Balls Acquired Display (P822)," it is possible to execute a "Number of Balls Acquired in Milestones Display" effect, which highlights and notifies the player in addition to the "Number of Balls Acquired Display" only in special situations such as when the accumulated number of prize balls paid out reaches milestone payouts such as "2500 balls," "5000 balls," or "10000 balls" (for example, it displays "GET10000!!").

[0364] 《Count Display》 The "Count Display (P825)" shows how many more balls can be entered until the number of balls required to close the large prize slot P751 is reached in a single round of play, or how many balls have entered the large prize slot P751 in the current round of play. The former is displayed as a shaded circular object in Figure 19, while the latter is displayed as a white circular object in two columns located approximately in the center of the right side of the screen.

[0365] In the example in Figure 19, the count display P825 indicates that in the 6th round of the game, 5 balls have already entered the big prize slot (shown as a white circular object), and 5 more balls can be entered (shown as a shaded circular object). The count display P825 is reset to its initial state each time a new round begins.

[0366] During the rounds of a jackpot game, depending on the flow of the game balls, it is possible that consecutive entries exceeding the closing condition for the jackpot P751 may occur, fulfilling the closing condition for the jackpot P751. This occurrence of more than the closing condition for the jackpot is called an "over-entry."

[0367] Although not shown in the diagram, when an "over-winning" event occurs, special effects may be used, such as displaying an object on the count display P825, or special lighting effects may be emitted from the effect lamp P82 or special sound effects from the speaker P83 to notify the player. Furthermore, the aforementioned acquired ball count display P822 may or may not be included in the calculation of the number of prize balls paid out based on the winnings that result in an "over-winning" event.

[0368] Other visual effects displayed during a jackpot game Next, we will explain the other visual effects that are being displayed in Figure 19.

[0369] First, the two numbers displayed near the center on the left side of the screen are the aforementioned simplified hold indicator P814.

[0370] The "Sound_2" displayed to the right of the decorative pattern in the lower left of the screen (Big Win Statue P805) is the "Selected Song Display (P854)," which indicates the title of the song currently playing during the big win game. In the premise of the pachinko game machine P, during a big win game, the player can select the song to be played by operating the performance button P381 or the directional pad P383 between the first and second rounds. Regarding the Selected Song Display P854, if the song can be changed, an image message "(Up) (Down) Keys can be used to change it" will be displayed near the Selected Song Display P854, as shown in Figure 20.

[0371] In addition to selecting music, the selection of effects during a jackpot game also allows for changes to round effects and the selection of specific effects (effect modes) during gameplay after a jackpot (collectively referred to as "effect customization display (P853)"), but a detailed explanation of these will be omitted.

[0372] Finally, the "Right-Handed Shot" and right-facing arrow symbol displayed at the bottom of the simplified diagram P802 in the upper right corner of the screen are image displays related to the "Shot Differentiation Notification (P830)" (also known as "Recommended Launch Position Notification," etc.). In the premise of the pachinko game machine P, during a jackpot game, it is recommended to launch the game ball into the right-hand area P501R of the game area, so the "Right-Handed Shot Notification (P832)" (display of the text "Right-Handed Shot" and a right-facing arrow symbol) is executed.

[0373] The "shooting style notification" may be displayed not only during jackpot gameplay, but also during gameplay in specific game states or during normal gameplay. In particular, in situations where the game state changes (such as the occurrence / end of a jackpot or the occurrence / end of a specific game state), a larger display than the shooting style notification P830 shown in Figure 19 is temporarily displayed in the center of the screen or elsewhere to make it easier for the player to recognize, thereby informing the player of the recommended shooting position for the next game state.

[0374] In addition, in "Shooting Style Notification (P830)," images that are temporarily displayed in a larger size when the game state changes are referred to as "First Shooting Style Notification Images" ("Right-Handed Large Display (P831)", "Left-Handed Large Display (P833)"), and displays that show the recommended launch position for the game state for almost the entire duration of the game state during a jackpot game or specific game state are sometimes referred to as "Second Shooting Style Notification Images" ("Right-Handed Small Display (P832)", "Left-Handed Small Display (P834)").

[0375] Furthermore, as another type of "shooting direction notification (P830)," if the system detects that a game ball has been launched to a location other than the recommended launch position, for example, if a game ball is launched to the left side of the game area P501L during a jackpot, a "left-shooting warning notification" ("right-shooting warning notification (P835)") will be issued to alert the player that the game ball should be launched to the right side of the game area P501R, displaying a message such as "Please shoot to the right." In the case where the recommended launch position and the player's actual launch position are reversed, a "right-shooting warning notification" ("left-shooting warning notification (P936)") will be issued.

[0376] (Example of display during specific game states) Figure 20 shows the gameplay during the operation of the electric reel support function in a specific game state (high probability or low probability / high base). The figure shows a wide variety of gameplay displays, but explanations of those already explained above will be omitted. Explanations will be given only for gameplay displays that have not been explained so far, and for gameplay displays that differ from those explained above.

[0377] First, as an explanation of the visual effects that have not been explained so far, we will explain the visual effects displayed during specific game states, specifically "Visual Effects Mode Display (P840)" and "Remaining Game Count Display (P841)".

[0378] 《Performance Mode Display》 The "Performance Mode Display (P840)" is a display that shows the current state of the performance display mode, and indicates that a pre-announcement performance corresponding to the mode is being drawn based on state information called the performance mode. When the performance mode display differs, although there are some pre-announcement performances that are common to the player, the types of pre-announcement performances that are seen by the player are generally designed to give a significantly different impression. In Figure 20, the display shows "RUSH_MODE", indicating that the game state of the underlying pachinko machine P is "ST (Count-Limited Probability Change)" (high probability / high base state).

[0379] Furthermore, the "Performance Mode Display (P840)" may be displayed not only informing the performance mode in a specific game state, but also in the normal game state (low probability / low base state), and if there are multiple performance modes in one game state, the display may be shown temporarily or continuously until the performance mode ends each time the conditions for switching performance modes are met.

[0380] [Displays remaining number of plays] The "Remaining Play Count Display (P841)" shows the number of times the special symbols will change (number of special symbol draws) until a specific game state ends, or the number of times the special symbols will change until the current performance mode ends. In Figure 20, the display "Remaining_56" is shown at the top center of the screen, informing the player that the "ST (Count-Limited Probability Change)" game state will continue until 56 more special symbol draws have been performed.

[0381] Next, we will explain the differences in the display of the specific game state shown in Figure 20 compared to the display examples for other game states mentioned above.

[0382] 《Decorative Patterns (Specific Game State)》 In the center of the screen in Figure 20, the variation display of the decorative symbol P801 is shown. Compared to the example of the decorative symbol P801 in the normal game state in Figure 20, the display of the decorative symbol P801 in the example of the specific game state in Figure 20 is smaller.

[0383] In the premised pachinko machine P, the top of the screen displays the performance mode P840, the remaining number of plays P841, and the jackpot icon P821 as part of the performance display for specific game states, while the bottom of the screen displays the selected music P854 and the number of balls acquired P824. In specific game states, these additional displays that are not shown in normal game states (low probability / low base state) are shown. If the decorative symbols P801 were displayed at the same size as in normal game states, there is a risk that some symbols would overlap with parts of other displays when the symbols stop, reducing the visibility of the stopped symbols. Therefore, in the premised pachinko machine P, the display of decorative symbols P801 is made smaller and simpler to minimize this problem. In addition to reducing the size, other methods of simplifying the display of decorative symbols P801 include not displaying character images that are displayed along with the numbers indicating the symbols.

[0384] 《Hold Display Area (Specific Game State)》 In the assumed pachinko game machine P, as shown in the lower left of the screen in Figure 20, the display area P810 for the hold display area of ​​a specific game state has display areas for hold objects P811, from "Hold 1" to "Hold 4" from the front of the screen in the depth direction. Note that the display area P812 (and the display area P813 for the variable object) is omitted in the "RUSH_MODE" performance mode state.

[0385] When the fluctuation display shown in Figure 20 ends and a new fluctuation begins in the state, the display of the pending object P811 located at the very bottom of Figure 20 disappears, and the displays of the pending objects P811 lined up in the back move forward and become larger as the display is controlled.

[0386] Furthermore, although not illustrated, we will explain the "result display animation," which is an important animation that appears during specific gameplay.

[0387] 《Result Display Animation》 The "result display effect" is an effect that occurs in the pachinko game machine P, which is the basis for this effect, mainly when the last spin of a specific game state (high base state) is executed, or when the reserved balls that occurred during a specific game state run out, or at the timing when the player recognizes that the "consecutive win" state has ended. It is an effect that informs the player of information such as how many big wins were obtained during the so-called "consecutive win" state, and the total number of game balls obtained (equivalent to the display of acquired balls).

[0388] [Process] The pachinko game machine P of this embodiment has a basic configuration based on the aforementioned prerequisite technology, as well as various other distinctive configurations. The following explanation will focus on the differences from the prerequisite technology, omitting or simplifying the explanation of commonalities. Among the elements constituting the pachinko game machine P of this embodiment, elements identical to or corresponding to those described in the prerequisite technology will be denoted by the same reference numerals.

[0389] The pachinko game machine P of this embodiment is a pachinko game machine that employs the "minor win V" described in the explanation of the typical game machine specifications ("specs") of the pachinko game machine that serves as the premise, and provides novel gameplay by changing the content of the "specific game state" in the normal game state after the execution of a big win game (or after the execution of a big win game based on the continuous mechanism that is activated by passing through a specific area P760 inside the big prize pocket P751 during a minor win game) (in particular the length of the period during which the "base state" is maintained in the "high base state"), depending on the "base state" in the normal game state when starting a minor win (or big win) game.

[0390] In particular, the pachinko game machine P of this embodiment employs a distinctive gameplay feature in which, immediately after the normal game state ends and the game is controlled to a "(low probability / ) low base state", if the player acquires the right to a minor win (or major win) with the special symbol reserve (reserve of the second special symbol), the period during which the game state after the special game state (major win game) is maintained in the specific game state (low probability / high base state) is effectively enough to acquire the next minor win (or major win), thereby effectively granting the right to two minor wins (major wins).

[0391] The following provides a detailed description of the pachinko game machine P of this embodiment, which has the features described above.

[0392] (Board configuration) First, let's explain the configuration of the game board (configuration of the game area) of the pachinko machine P in this embodiment.

[0393] The pachinko game machine P of this embodiment can be implemented with a board configuration that is almost identical to the premise pachinko game machine shown in Figure 1. The pachinko game machine P of this embodiment adopts the gameplay (specifications) described later, and therefore has a configuration that includes a specific area P760 inside the large prize winning opening (attacker) P751. Note that a different board configuration may be adopted as appropriate, as long as the changes do not alter the gameplay disclosed below (or are only minor changes).

[0394] (Specifications) Next, we will explain the gameplay (specifications) of the pachinko machine P in this embodiment. In this explanation, we will only describe the specifications for "Setting 1," which affects the payout performance, but the various values ​​for other settings will be set as appropriate.

[0395] In this embodiment, the pachinko game machine P has the following probabilities for winning or losing: a jackpot probability of 1 / 269 (common to the first and second special symbols) and a small win probability of 1 / 9.1 (only for the second special symbol). The number of balls awarded is set as follows: 4 balls for the first starting entry point (first starting point) P711, 3 balls for the second starting entry point (second starting point) P721, 3 balls for the left general entry point P731L, 2 balls for the right general entry point P731R, and 15 balls for the big entry point (attacker) P751.

[0396] Furthermore, the pachinko game machine P of this embodiment employs a second special symbol priority consumption control, and when both the first and second special symbols are held, the second special symbol is given priority in the display. In this embodiment, the pachinko game machine P is configured so that only the second special symbol has a "minor win" as a special symbol lottery result, but it is also possible to configure it so that the first special symbol also has a "minor win". Needless to say, as long as the gameplay of the pachinko game machine P of this embodiment is not lost, it is also possible to apply a first special symbol priority consumption control as a modification, or an entry order consumption control that prioritizes consumption of balls that entered first, rather than limiting it to the second special symbol priority consumption control.

[0397] The pachinko game machine P in this embodiment employs a gameplay feature (specification) called "minor win V" as explained as a prerequisite technology. In addition to cases where a "big win" occurs in the special symbol lottery, if a "minor win" occurs in the special symbol lottery and a game ball passes through a specific area P760 inside the big prize entry point P751 during the subsequent minor win game, the continuous mechanism operation device is activated and a big win game is executed. In this embodiment, when a minor win game develops into a big win game, the series of special game states from the start of the minor win game to the end of the big win game is referred to as "minor win V" or "minor win development big win".

[0398] In this embodiment, the pachinko machine P offers two types of jackpots (including minor jackpot V) during special game states: a 3-round jackpot (jackpot of the first special symbol) and a 10-round jackpot (jackpot of the second special symbol or minor jackpot V). Furthermore, regarding the advantageous normal game state, the pachinko machine P in this embodiment does not have a probability variation function. Instead, after various jackpots (including minor jackpot V), the electric tuner support function (electric support) is activated to execute the specific game (high base state).

[0399] Furthermore, in the detailed control examples described later, the pachinko game machine P of this embodiment is configured to refer to a special variation pattern table (limited frequency pattern table) at a predetermined timing during the period of a specific game and / or the period after the end of the specific game when the remaining maximum of 4 reserved variation displays are shown, and to select a variation pattern to ensure the necessary variation display time for the special symbols. The timing for referring to the special variation pattern table is determined by separately counting and storing the number of variation displays for the first special symbol and the number of variation displays for the second special symbol after the end of the special game. When the variation of the first or second special symbol begins, if the stored information of the number of variation displays corresponding to each is a specific value, the special variation pattern table for the first special symbol or the special variation pattern table for the second special symbol can be referenced.

[0400] (Game flow) Next, we will explain the game flow of the pachinko machine P in this embodiment using Figure 21. The game flow shown in Figure 21 is a flow that assumes the player is playing according to the design intent (normal gameplay). Note that the game flow when the player plays in a way that disregards the design intent (abnormal gameplay, irregular gameplay) may not match the situation shown in Figure 21, but we will omit the explanation of abnormal gameplay.

[0401] First, in "Normal Gameplay (Low Probability / Low Base State)" shown in Figure 21, the player plays with a launch strength that allows the game ball to enter the first starting entry point P711 (so-called "left-handed shooting," where the game ball is launched towards the left-side area P501L). When the game ball enters the first starting entry point, a special symbol lottery is held based on the first special symbol (Special Symbol 1), and if the result of the special symbol lottery is a jackpot, "Jackpot (Special Symbol 1)" is executed (Figure 21(A)). Note that the state enclosed by the double line in the figure represents a special game state (jackpot game, minor win game).

[0402] When the "Big Win (Special Symbol 1)" ends, the game state transitions to a specific game state (high base state) (Figure 21(B)). The specific game state after the "Big Win (Special Symbol 1)" is "Breakthrough Zone_Low Probability / High Base (Special Symbol 2: 1 time) + Maximum of 4 Remaining Reserves" (details will be described later), and the high base state (operational state of the electric reel support function) continues until the second special symbol (Special Symbol 2) is rotated once and stopped.

[0403] When the game enters the "Breakthrough Zone," players play by "shooting to the right," aiming for the second starting prize entry point P721 located in the right-hand area P501R of the game area P501. In the "Breakthrough Zone," the base state is high, making it easier for balls to enter the movable part P771 of the ordinary electric mechanism P770 located in the second starting prize entry point P721. By shooting the game ball into the right-hand area P501R, the game ball enters (passes through) the ordinary symbol activation opening P741, a lottery for ordinary symbols is held, the ordinary electric mechanism P770 is activated, and a lottery for special symbols based on the second special symbol (special symbol 2) is held upon ball entry into the second starting prize entry point P721.

[0404] In the "Breakthrough Zone," the high base state continues until the display of the second special symbol variation is completed once. During this high base state, the player can receive a special symbol lottery for the second special symbol that has a "minor win," which is the result of the lottery that triggers a minor win V, for the maximum number of reserved second special symbols (4 in this embodiment). In the "Breakthrough Zone," the probability of the player obtaining a "minor win V / big win (special symbol 2)" (Figure 21(C)) through the special symbol lottery for the second special symbol (maximum 5 times) is set to approximately 45%. If the special symbol lottery for the second special symbol does not result in a win (big win or minor win) in the "Breakthrough Zone," the game transitions to "normal gameplay (low probability / low base)" (Figure 21(D)).

[0405] When the "Small Win V / Big Win (Special Symbol 2)" ends, the game transitions to one of two specific game states: "Battle Mode - Low Probability / High Base (Special Symbol 2: 6 times) + Maximum 4 Remaining Reserves" or "Pseudo Big Win - Low Probability / High Base (Special Symbol 2: 95 times) + Maximum 4 Remaining Reserves" (Figure 21(E), (H)).

[0406] Here, the question of whether the game transitions to "Battle Mode" or "Pseudo-Big Win" as a specific game state after "Small Win V / Big Win (Special Symbol 2)" is a factor that creates the gameplay of the pachinko machine P in this embodiment. In the pachinko machine P in this embodiment, the transition to "Battle Mode" or "Pseudo-Big Win" is determined not by the special symbol (stop display symbol) that triggered the execution of "Small Win V / Big Win (Special Symbol 2)", but by the game state at the time the winning variation of the special symbol that triggered the execution of "Small Win V / Big Win (Special Symbol 2)" begins.

[0407] Specifically, when the game is controlled to be in "Breakthrough Zone," "Battle Mode," or "Pseudo-Big Win," and the electric reel support function is activated in a high base state, if a "Small Win V / Big Win (Special Symbol 2)" is triggered by a variation of a special symbol that will result in a win and whose variation display has started, the game will transition to "Battle Mode" after the "Small Win V / Big Win (Special Symbol 2)" ends (Figure 21(E)). If a "Small Win V / Big Win (Special Symbol 2)" is triggered by a winning variation of the second special symbol corresponding to a remaining reserve (reserve related to the second special symbol) that starts to vary in a low base state where the electric reel support function is not activated, the game will transition to "Pseudo-Big Win" after the game ends (Figure 21(H)).

[0408] "Battle Mode - Low Probability / High Base (Special Symbol 2: 6 times) + Maximum 4 Remaining Reserves" (details below) is a specific game mode in which the high base state (operational state of the electric reel support function) continues until the second special symbol (Special Symbol 2) has been rotated 6 times and stopped. The player fires game balls into the right-hand area P501R, similar to the "Breakthrough Zone," and aims to win a "Small Win V / Big Win (Special Symbol 2)" within a maximum of 10 rotations of the second special symbol (6 rotations in the high base state + a maximum of 4 rotations for the remaining reserves) (Figure 21(F)). If the second special symbol does not result in a Small Win V or Big Win after a maximum of 10 rotations, the game transitions to "Normal Game (Low Probability / Low Base)" (Figure 21(G)).

[0409] "Pseudo-Big Win_Low Probability / High Base (Special Symbol 2: 95 times) + Maximum 4 Remaining Reserves" (details below) is a specific game where the high base state (operational state of the electric reel support function) continues until the second special symbol (Special Symbol 2) has been rotated 95 times and stopped. The player fires game balls into the right-side area P501R, similar to "Breakthrough Zone" and "Battle Mode," and aims to win "Small Win V / Big Win (Special Symbol 2)" within a maximum of 99 rotations (95 rotations in the high base state + maximum 4 remaining reserves) of the second special symbol (Figure 21(I)). In this embodiment, the pachinko machine P has a probability of "minor win" in the special symbol lottery for the second special symbol set to 1 / 9.1. Therefore, it can be said that it is practically guaranteed that a minor win V or a major win will be obtained within 95 special symbol lotteries for the second special symbol, which is more than 10 times the number of times the minor win probability is reached. However, if the special symbol lottery result is not "minor win" or "major win" even after the second special symbol has been displayed in a variation display for 94 times during gameplay in "pseudo-major win", the game transitions to the "battle mode" performance mode (Figure 21(J)). The variation at the 95th spin of the "pseudo-major win" is the same as the 6th variation in "battle mode", and if the variation display at the 95th spin and the variation display for up to 4 reserved spins related to the second special symbol do not result in a "major win" or "minor win", the game transitions to "normal gameplay (low probability / low base)" (Figure 21(G)). As a variation, the timing of the transition to the "Battle Mode" presentation mode can be set to an earlier timing. For example, it can be set to the timing when the second special symbol has been displayed 89 times during a "pseudo-jackpot," which is the same number of times remaining as the 6 times that the high base state in "Battle Mode" is maintained.

[0410] In this embodiment of the pachinko game machine P, during the period controlled by the specific games "Breakthrough Zone," "Battle Mode," and "Pseudo Jackpot," in addition to the termination condition based on the number of times the second special symbol is displayed as a termination condition, the game may also be configured to terminate when the first special symbol is displayed 5 times. The termination condition of 95 times for the specific game of "Pseudo Jackpot" based on the number of times the second special symbol is displayed is set so as not to exceed the maximum duration of the electric tuner support function under current regulations, which is 100 times the number of special symbol displays, without satisfying either the termination condition for the specific game of the first special symbol or the termination condition for the second special symbol display. For example, if the termination condition for the specific game based on the number of times the first special symbol is displayed is set to 3 times, the period of "Pseudo Jackpot" can be made to last until the second special symbol (special symbol 2) is displayed after 97 displays.

[0411] The pachinko game machine P of this embodiment, which has the game flow described above, is designed to allow players to win a large number of balls by looping between "Battle Mode" or "Pseudo Big Win" and "Small Win V / Big Win (Special Symbol 2)" based on "Small Wins" which are won with a high probability in the special symbol lottery of the second special symbol in the "Breakthrough Zone", "Battle Mode", and "Pseudo Big Win". In particular, during the consumption of the maximum of 4 remaining reserved balls generated in specific gameplay modes such as "Breakthrough Zone" and "Battle Mode," that is, after the high base state ends, obtaining a "minor win" or "big win" in the special symbol lottery for the second special symbol transitions to a specific gameplay mode called "pseudo-big win," which effectively guarantees the next minor win V (or big win), allowing the player to obtain an additional payout equivalent to one minor win V (or big win). Therefore, from the player's perspective, the timing of obtaining a minor win V (big win) during "Battle Mode" can result in a gameplay experience where the payout differs depending on whether it is equivalent to one minor win V (big win) or two minor win V (big wins).

[0412] In the game flow of the pachinko machine P of this embodiment described above (Figure 21), the main termination conditions for the high base state in "Breakthrough Zone," "Battle Mode," and "Pseudo-Big Win" are the number of times the second special symbol is displayed in variation, which are 1, 6, and 94 times, respectively. However, depending on the balance between the entertainment value of the presentation and the playability (specifications), it is possible to appropriately adjust the number of times the second special symbol is displayed in variation, which is the termination condition for the high base state in "Breakthrough Zone" and "Battle Mode," for example, to 4 times, the same as the number of reserved balls, or to 10 times to increase the probability of looping between "Battle Mode" or "Pseudo-Big Win" and "Small Win V / Big Win (Special Symbol 2)." (In addition, the probability of a "small win" in the special symbol lottery for the second special symbol and the number of rounds of the special game performed in "Small Win V / Big Win (Special Symbol 2)" are also adjusted as appropriate.)

[0413] In these modified versions, if the number of times the second special symbol, which is the termination condition for the high base state, is displayed is less than the maximum number of reserved symbols related to the second special symbol, then it is possible to create a presentation that emphasizes winning in a lower base state. If the number of times the second special symbol, which is the termination condition for the high base state, is displayed is the same as the maximum number of reserved symbols related to the second special symbol, then it becomes possible to present the game in a way that gives the player two chances to get, for example, "minor win V / big win (special symbol 2)". Furthermore, if the number of times the second special symbol, which is the termination condition for the high base state, is displayed is greater than the maximum number of reserved symbols related to the second special symbol, then it is possible to provide an exciting presentation and gameplay that allows the player to enjoy the game with the expectation that they can win "minor win V / big win (special symbol 2)" multiple times in the high base state.

[0414] (Breakthrough Zone) Next, we will explain the game control and presentation details in the "Breakthrough Zone" while referring to Figures 22 to 24.

[0415] The "Breakthrough Zone" is a special mode that corresponds to a period during which the second special symbol is displayed in a high base state, and the second special symbol is displayed in a way that corresponds to a maximum of four reserved second special symbols that occurred during the high base state.

[0416] In "Normal Gameplay (Low Probability / Low Base)" (see Figure 21), if a "Big Win" is achieved in the special symbol lottery for the first special symbol, and "Big Win (Special Symbol 1)" is executed, the "Breakthrough Zone" will start after "Big Win (Special Symbol 1)".

[0417] After the "Breakthrough Zone" begins and the first variation of the second special symbol is displayed, the "Reserve Charge Performance" shown in Figure 22 begins. The first variation of the second special symbol in the "Breakthrough Zone" is configured so that a long variation pattern of about 60 seconds is selected by referencing the special variation pattern table (variation pattern table for the first variation of the Breakthrough Zone) in the variation pattern lottery of the main control board P40, and the "Reserve Charge Performance" is executed for a period of about 30 seconds from the start of the variation.

[0418] The "Reserve Charge Performance" is a performance that prompts the player to generate a reserve of the second special symbol during the performance display period of the "Reserve Charge Performance" and display the reserve object P811 in the reserve display area 810. The "Reserve Charge Performance" is configured so that each time the reserve object P811 is displayed (or each time a game ball enters the second starting prize entry P721), the character displayed on the screen and the effects displayed around the character change to increase the expectation of winning, and the performance effects together can encourage the player to increase the reserve of the second special symbol by shooting to the right.

[0419] When the "Reserve Charge Performance" ends during the first spin display of the second special symbol in the "Breakthrough Zone," a performance (in this embodiment, the "Breakthrough Zone Battle Performance," see Figure 23) is performed to announce whether or not a "Small Win V / Big Win (Special Symbol 2)" can be obtained in the "Breakthrough Zone," based on the result of the win / loss lottery for the first spin display of the second special symbol and the pre-determined information regarding the reserve of the second special symbol that occurred during the execution of the "Reserve Charge Performance."

[0420] The "breakthrough zone battle effect" is an effect that collectively notifies the lottery results (including pre-judgment information) for up to 5 variations in the "breakthrough zone". For the pending of the second special symbol generated in the high base state (especially during the execution of the "pending charge effect"), no effect-based notification regarding the winning or losing lottery result is provided other than the variation display of the simplified symbol P802. In addition, regarding the remaining pending of the second special symbol in the "breakthrough zone" (the pending of the second special symbol that is consumed after transitioning to the low base state), the main control board P40 is configured to refer to the special variation pattern table (the variation pattern table for consuming remaining pending of the second special symbol, or the second special symbol variation pattern table for low base state) and select a short variation pattern of about 1 second. It should be noted that, similar to the "breakthrough zone battle effect", the effect-based variation display in which the notification of all winning or losing lottery results, including the lottery result of the current variation display and the pre-judgment information of one or more pending reservations whose variation will start after the next time, is performed in one variation display may be referred to as "collective variation".

[0421] When a winning variation that triggers a small winning V (jackpot) is executed during the 5 variations in the "breakthrough zone", the "breakthrough zone battle victory effect" as shown in Figure 24 is displayed in the "breakthrough zone battle effect". The "breakthrough zone battle victory effect" is displayed if there is a "win" among the remaining pending reservations even if the first variation display of the second special symbol in the "breakthrough zone" is a "loss". In the example of Figure 24, since the number of pending reservations of the second special symbol in the simplified pending display P814 is 1, this indicates that when there are 2 remaining pending reservations of the second special symbol, the pending reservation that started the variation is a winning variation. In the "breakthrough zone battle victory effect", when the result of the special symbol lottery is a "small winning", the jackpot (small winning V) is only achieved after a game ball enters (passes through) the specific area P760 in the big winning opening P751 during the small winning game. Therefore, the display of the simplified symbol P802 is not configured with matching numbers, and a "V" symbol, which is not displayed as a normal decorative symbol, is displayed to notify the player that the player has obtained the exercise right of the small winning V. In addition, although not illustrated, if no winning variation is executed during the 5 variations in the "breakthrough zone", the "breakthrough zone battle defeat effect" is executed.

[0422] Furthermore, when the first variable display of the second special symbol in the "breakthrough zone" ends, the gaming state will shift from the high base state to the low base state. The timing for shifting the gaming state from the high base state to the low base state is defined as the timing when the variable display time of the second special symbol elapses. In order to delay the variable display timing of the second special symbol corresponding to the first pending holding generated as the remaining pending holding, a fixed waiting time (the symbol fixing time of the special symbol in the pachinko gaming machine P of the present embodiment) is set after switching from the high base state to the low base state. Even if the normal electric accessory P770 of the second starting prize opening P721 is activated just before the first variable display of the second special symbol in the "breakthrough zone" ends, the configuration is such that the activation of the normal electric accessory P770 is terminated during the waiting period (the same applies to the final variation in the high base state in the "pseudo big win" and "battle mode" described later). Therefore, even when the consumption of the remaining pending holdings starts and a situation where further second special symbols can be held is reached, there is almost no possibility that the normal electric accessory P770 of the second starting prize opening P721 is activated, which is the same as in normal gaming (low probability / low base). Furthermore, since the waiting time is set to a long time of about 6 seconds, the "breakthrough zone battle effect", "breakthrough zone battle victory effect", and "breakthrough zone battle defeat effect" are continuously executed even during the waiting time.

[0423] In addition, although a detailed description is omitted, in a case where there is no winning lottery result and no pre-judgment information during the execution of the "pending charge effect", and a winning pending holding occurs for the pending holding related to the second special symbol generated after the "pending charge effect" ends, it is difficult to replace the effect content from the "breakthrough zone battle defeat effect". Therefore, an alternative effec...

Claims

[Claim 1] A starting opening into which game balls can be inserted, A large prize slot into which game balls can be inserted, A special symbol display device that enables the display of special symbols changing and stopping when a game ball enters the starting slot, A special game execution means that enables a special game advantageous to the player after a special symbol is stopped and displayed in a specific manner in a special symbol display device, A display device that enables the display of special effects, Equipped with, In special games, it is possible to perform a unit game in which the big prize slot is in an open state. In the display device, it is possible to display changes in decorative patterns and stop them. The system is configured to execute a suppression notification effect that indicates the suppression function, which stops the game's progress, is activated when the first condition regarding the player's profit acquisition status is met. The system is configured to execute a pre-notification animation that signals the approaching state in which the suppression function will be activated, by satisfying the second condition regarding the player's profit acquisition status. The light intensity of a predetermined light-emitting part can be changed based on the light intensity adjustment operation performed by the player. During the execution of the pre-notification effect, the light intensity of a predetermined light-emitting part can be changed based on the player's light intensity adjustment operation, whereas during the execution of the suppression notification effect, the light intensity of the predetermined light-emitting part will not be changed even if the player adjusts the light intensity. It has an operating component that can be operated by the player, The operating member is configured to perform a predetermined operating member operation, While the pre-notification effect is being executed, the system is configured to allow the execution of predetermined control member operations, but to prevent the execution of predetermined control member operations while the suppression notification effect is being executed. In a predetermined situation where a special symbol is displayed in a variable manner, the decorative symbol is configured to perform a predetermined action. The system is configured such that if the second condition is met during the execution of a predetermined action in a decorative pattern, the predetermined action can continue to be executed without being forcibly terminated, while if the first condition is met during the execution of a predetermined action in a decorative pattern, the predetermined action is forcibly terminated. The first condition is that the difference between the number of game values ​​used and the number of game values ​​granted reaches a first specified value, and the second condition is that the difference between the number of game values ​​used and the number of game values ​​granted reaches a second specified value that is different from the first specified value. During the execution of a special game, when a game ball enters the big prize slot, the cumulative value of the game value awarded to the player reaches a specific value. The system is configured to display a specific value corresponding indicator to show that the cumulative value of the game value has reached that specific value. There are multiple types of specific values, and at least one of these specific values ​​is set to a value that does not exceed the difference between the first specified value and the second specified value. During the execution of a special game, if the difference between the number of game values ​​used and the number of game values ​​awarded when one game ball enters the big prize slot reaches a first predetermined value, and if the cumulative value of the number of game values ​​awarded to the player when one more game ball enters the big prize slot reaches a specific value, then a power outage occurs, and the power is restored by turning the power back on without a RAM clear operation, then even if one more game ball enters the big prize slot, the display corresponding to the specific value will not be shown, while the system is configured to execute a suppression notification effect at a predetermined timing. It is equipped with a variable member that changes between an open state in which a game ball can be inserted and a closed state in which it is more difficult for a game ball to be inserted than in the open state. It has a normal ball entry state and an easy ball entry state in which the ease of entering the game ball into the variable member is enhanced compared to the normal ball entry state, and is configured to allow setting either the normal ball entry state or the easy ball entry state. When the variable member changes from a closed state to an open state in a state where ball entry is easy, it is configured to maintain the open state for a specific period of time. When the difference between the number of game values ​​used and the number of game values ​​assigned in a situation where ball entry is easy and the variable member is in the open state reaches a first predetermined value, the variable member is configured to forcibly change from the open state to the closed state, even if this occurs before a specific period has elapsed. A pachinko game machine characterized by the following.

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