Gaming Machines
The gaming machine addresses the lack of engagement in conventional systems by implementing customizable game stop controls and alert displays, enhancing player interaction and marketability.
Patent Information
- Application Number
- JP2021182986
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-11-10
- Publication Date
- 2024-12-10
- Estimated Expiration
- 2041-11-10
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player engagement and marketability by improving the control over game stop states, leading to a decrease in product appeal.
A gaming machine that can be controlled to advantageous states for players, including a normal state and a special state, with customizable game stop controls, alert displays, and power management features to maintain player interest and prevent unintended game stoppages.
Enhances player engagement and marketability by providing customizable game stop controls and alert displays, ensuring continued player interaction and reducing unintended game stoppages.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] Some conventional gaming machines can be controlled to a game stop state in which the progress of the game is halted when the number of games in the advantageous zone reaches 1,500 games or when the net increase in the awarded game value exceeds an upper limit (when certain conditions are met) (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-65820 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, Patent Document 1 has a problem in that there is room for improving marketability as a gaming machine that can be controlled to a game stop state in which the progress of a game is stopped.
[0005] The present invention has been made in consideration of such problems, and has an object to provide a gaming machine that can be controlled to a game stop state and that can improve marketability. [Means for solving the problem]
[0006] The gaming machine of claim 1 comprises: A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; It is possible to control a normal state and a special state that is more advantageous than the normal state, After the advantageous state ends, the special state can be controlled; When the counter value is controlled to the normal state and reaches an operating value during variable display, a game stop control is performed to stop the progress of the game; When the counter value becomes the operation value while the game is being controlled to the advantageous state, the game stop control is not performed during the advantageous state, and after the advantageous state ends, the game stop control is performed without controlling the game to the special state; When the counter value reaches an operating value during the variable display while the device is in the normal state and the game stop control is performed, a predetermined message is displayed to indicate that the game is stopped; When the counter value reaches an operating value while the game is being controlled to be in the advantageous state, and when the game stop control is performed after the advantageous state ends, a warning display is displayed to alert the player, and then the predetermined message display is displayed; The predetermined message display, which is displayed when the counter value reaches the operating value during the variable display while the game is being controlled to the normal state and the game stop control is performed, and the predetermined message display, which is displayed when the counter value reaches the operating value at a predetermined timing while the game is being controlled to the advantageous state and the game stop control is performed after the advantageous state ends, are a common display. When the power is turned off during the game stop control and the power is turned on without initialization, the game stop control is not terminated, When the power is turned off during the game stop control and the power is turned on with initialization, the game stop control ends. When the counter value is controlled to the advantageous state and a power outage occurs and the power is turned on while the counter value is set to the operating value, the game is restored to the advantageous state, and after the advantageous state ends, the game stop control is performed without controlling the game to the special state. stomach, When the game stop control is being performed, a first control related to returning the storage medium from the game device and a second control related to providing a game value based on a signal output from the game device are executable. It is characterized by the following.
[0007] Furthermore, the present invention may have only the invention-specific matters described in the claims of the present invention, or may have the invention-specific matters described in the claims of the present invention as well as configurations other than the invention-specific matters. [Brief description of the drawings]
[0008] [Figure 1] 1 is a front view showing an gaming machine according to an embodiment. [Diagram 2] 1 is a configuration diagram showing various control boards etc. installed in a pachinko gaming machine. [Diagram 3] A block diagram showing the circuit configuration of the dispensing control board. [Figure 4] FIG. 2 is a rear view of the pachinko game machine. [Diagram 5] FIG. 11 is a diagram illustrating an example of a performance control command. [Figure 6] FIG. 2 is an explanatory diagram showing each random number. [Figure 7] FIG. 13 is an explanatory diagram showing a fluctuation pattern. [Figure 8] FIG. 13 is an explanatory diagram showing a fluctuation pattern determination table. [Figure 9] (A) is an explanatory diagram showing a display result determination table, (B) and (C) are explanatory diagrams showing a jackpot type determination table, and (D) is an explanatory diagram of a jackpot type. [Figure 10] A schematic diagram showing the structure of the special variable winning ball device. [Figure 11] An explanatory diagram of the opening pattern of the special variable winning ball device. [Figure 12] FIG. 2 is an explanatory diagram showing a data retention area for game control. [Figure 13] (A) is an explanatory diagram showing the data holding area for performance control, and (B) is an explanatory diagram showing the command buffer received at the time of starting winning. [Figure 14] FIG. 2 is an explanatory diagram of a display monitor. [Figure 15] FIG. 2 is an explanatory diagram of a display monitor. [Figure 16] 13 is a flowchart showing a game control main process. [Figure 17]13 is a flowchart showing timer interrupt processing for game control. [Figure 18] 10 is a flowchart showing a power interruption detection process. [Figure 19] 13 is a flowchart showing a game stop monitoring process. [Figure 20] 13 is a flowchart showing a special symbol process. [Figure 21] 13 is a flowchart showing the start winning determination process. [Figure 22] 13 is a flowchart showing the process of determining random numbers when a prize is won. [Figure 23] 13 is a flowchart showing normal processing of special symbols. [Figure 24] 13 is a flowchart showing a fluctuation pattern determination process. [Diagram 25] 13 is a flowchart showing a special symbol stopping process. [Figure 26] A flowchart showing the jackpot end processing. [Figure 27] 13 is a flowchart showing a game stop process. [Figure 28] FIG. 13 is an explanatory diagram of game stop timing. [Figure 29] 13A is an explanatory diagram for when an error occurs, and FIG. 13B is an explanatory diagram for when the MY counter value reaches a specified value. [Diagram 30] (A) is an explanatory diagram showing an example of the content of a control signal output from the game control board to the payout control board, and (B) is an explanatory diagram showing an example of the content of a control command transmitted and received between the game control board and the payout control board. [Diagram 31] 2 is a block diagram showing signal lines and the like used for transmitting and receiving control signals and control commands. FIG. [Diagram 32] A sequence diagram showing the transmission and reception of signals between the game control microcomputer and the payout control microcomputer during normal operation. [Diagram 33] 13 is a flowchart showing a payout control main process. [Diagram 34]13 is a flowchart showing a dispensing control timer interrupt process. [Diagram 35] FIG. 11 is a timing diagram for explaining communication between a card unit and a pachinko game machine. [Diagram 36] A timing diagram showing the transmission and reception of signals between the game control microcomputer and the payout control microcomputer during normal operation. [Figure 37] 13 is a flowchart showing a main processing for performance control. [Figure 38] 13 is a flowchart showing the performance control process. [Figure 39] 13 is a flowchart showing a pre-reading notice setting process. [Diagram 40] This is an explanatory diagram of whether or not a pre-reading preview performance is executed and the determination ratio of each display pattern. [Diagram 41] 13 is a flowchart showing a game stop indication display processing. [Diagram 42] 13 is a flowchart showing a right-hit prompting display process. [Diagram 43] 13 is a flowchart showing a variable display start setting process. [Diagram 44] 13 is a flowchart showing the preview performance determination process. [Diagram 45] An explanatory diagram of whether or not a preview performance will be executed and the decision ratio of each performance pattern. [Figure 46] A flowchart showing the special chart winning waiting process. [Figure 47] 13 is a flowchart showing an ending production process. [Figure 48] 13 is a flowchart showing a game stop presentation process. [Figure 49] This is an explanatory diagram of the execution period and content of the performance during the pattern determination period, the ending performance, and the game stop performance. [Figure 50] This is a timing chart showing the performance during the second pattern determination period. [Figure 51] 11 is a timing chart showing an ending performance. [Figure 52]13 is a timing chart showing a game stop effect. [Figure 53] An explanatory diagram showing the display mode at the start of a jackpot game. [Figure 54] An explanatory diagram showing the display mode when controlled from the time-saving state or the special probability state to the normal state. [Figure 55] An explanatory diagram showing the display mode of the game stop suggestion effect. [Figure 56] An explanatory diagram showing the display mode of the game stop suggestion effect. [Figure 57] FIG. 13 is an explanatory diagram showing the display mode when the game is controlled to a stopped state. [Figure 58] FIG. 13 is an explanatory diagram showing the display mode when the game is controlled to a stopped state. [Figure 59] FIG. 13 is an explanatory diagram showing the display mode of the customer waiting demo performance. [Figure 60] FIG. 13 is an explanatory diagram showing a display mode of a game stop effect as a modified example. [Figure 61] An explanatory diagram showing a display mode of the second pattern determination period performance as a modified example. [Figure 62] 13 is an explanatory diagram showing a display mode of a degree display LED as a modified example. FIG. [Figure 63] FIG. 13 is an explanatory diagram showing a display mode of a display monitor as a modified example. [Figure 64] A timing diagram showing transmission and reception of signals between a game control microcomputer and a payout control microcomputer as a modified example. [Figure 65] 13 is an explanatory diagram showing the display mode when the pachinko game machine is started up in a game stopped state. FIG. [Figure 66] FIG. 13 is an explanatory diagram showing a display result determination table in a modified example. [Figure 67] (A) is an explanatory diagram of what happens when an error occurs in the modified example, (B) is an explanatory diagram of what happens when the MY counter value reaches a specified value in the modified example, and (C) is an explanatory diagram of the setting change state in the modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A gaming machine according to an embodiment of the present invention will be described below.
[0010] The gaming machine of type 1 is, A gaming machine (e.g., a pachinko gaming machine 1) that can be controlled to a favorable state (e.g., a jackpot gaming state) that is favorable to a player, A game value providing means capable of providing a game value (for example, a part where the CPU 103 executes the reduction processing shown in FIG. 17 ); A game stop control means (for example, a part where the CPU 103 executes the game stop process shown in FIG. 17 ) capable of controlling to a game stop state in which the progress of the game is stopped when a predetermined condition based on the game value granted by the game value granting means (for example, the MY counter value reaches 98194) is established; A state control means (for example, a part where the CPU 103 executes the special symbol process shown in FIG. 20) capable of controlling a special state (for example, a time-saving state or a probability-changing state) which is different from the advantageous state and is advantageous to the player, and a non-special state (for example, a normal state) which is different from the advantageous state and is less advantageous to the player than the special state; A grant information display means capable of displaying information regarding the game value granted by the game value granting means (e.g., the value of the prize ball counter) as a grant information display when the advantageous period including the special state ends (e.g., as shown in FIG. 54, a portion in which the performance control CPU 120 displays the value of the prize ball counter as a second pattern determination period performance); A special notification effect execution means capable of executing a special notification effect to notify the player that the game will be controlled to the special state during a special period after the end of the advantageous state (for example, as shown in FIG. 51 and FIG. 53, a part in which the effect control CPU 120 displays that the game will be controlled to a time-saving state or a probability variable state as an ending effect for 20 seconds after the end of a big win game); Equipped with The grant information display means is capable of displaying the grant information display during the special period when the predetermined condition is satisfied while being controlled to the advantageous state (for example, as shown in Figs. 52 and 56, when the MY counter value reaches 98194 during a jackpot game, the performance control CPU 120 displays the value of the prize ball counter as a game stop performance after the jackpot game ends). It is characterized by the following. According to this feature, the marketability of a gaming machine that can be controlled to a game stop state can be improved.
[0011] The gaming machine of type 2 is, The added information display means When the game is stopped, the award information display can be displayed (for example, as shown in FIG. 57 and FIG. 58, the value of the prize ball counter is displayed as a game stop effect). When the game is stopped, in addition to the above-mentioned award information display, a call prompting display is displayed to prompt the user to call an employee of the game arcade where the game machine is installed (for example, as shown in FIG. 60 as modified example 005SG-1, a portion in which, after displaying the value of the prize ball counter as a game stop effect, a display is displayed to prompt the user to call an employee of the game arcade where the pachinko game machine 1 is installed in addition to the value of the prize ball counter). It is characterized by the following. According to this feature, it is possible to increase the player's interest in the game by making the player aware of information regarding the game value that had been granted up until the game was controlled to the game stopped state, and it is also possible to make it easier for the game center employee to deal with the gaming machine that has been controlled to the game stopped state by prompting the player to call an employee of the amusement facility when the game machine has been controlled to the game stopped state.
[0012] The gaming machine of type 3 is, Equipped with a light-emitting means (e.g., a play effect lamp 9) capable of emitting light; The advantageous period is a period that ends when the predetermined condition is met (for example, when the MY counter value reaches 98194) or when a special condition different from the predetermined condition is met (for example, when 100 variable displays are executed without being controlled to a jackpot game state in a time-saving state or a probability-variable state). The award information display includes a first award information display that is displayed for a first period when the advantageous period ends based on the establishment of the predetermined condition (for example, as shown in FIG. 52, a portion in which the prize ball counter value is displayed for 15 seconds as a first game stop effect based on the MY counter value reaching 98194), and a second award information display that is displayed for a second period shorter than the first period when the advantageous period ends based on the establishment of the special condition (for example, as shown in FIG. 50, a portion in which the prize ball counter value is displayed for 10 seconds as a second pattern determination period effect based on the execution of 100 variable displays without being controlled to a jackpot game state in a time-saving state or a probability variable state). When the second grant information display is displayed, the light emitting means emits light in a predetermined pattern over the second period (for example, as shown in FIG. 50, during the second symbol determination period performance, the game effect lamp flashes at a cycle T1 for 10 seconds), When the first grant information display is displayed, the light emitting means emits light in the predetermined pattern for the second period, and then the light emitting means emits light in the predetermined pattern until the first period has elapsed (for example, as shown in FIG. 52, in a game stop performance, after the game effect lamp 9 is blinked in a cycle T1 for 10 seconds as a first game stop performance, the game effect lamp 9 continues to blink in the cycle T1 of the pachinko game machine 1), It is characterized by the following. According to this feature, by illuminating the light-emitting means in a common predetermined pattern when the first grant information display is displayed and when the second grant information is displayed, data for illuminating the light-emitting means can be reused when the first grant information display is displayed and when the second grant information is displayed, thereby reducing the manufacturing costs of the gaming machine while differing the display periods of each grant information display when the first grant information display is displayed and when the second grant information is displayed.
[0013] The gaming machine of type 4 is, A gaming machine in which a game medium can be played by flowing down a first path (e.g., a left gaming area 2L) or a second path different from the first path (e.g., a right gaming area 2R), The advantageous period is a period that ends when the predetermined condition is satisfied or when a special condition different from the predetermined condition is satisfied (for example, the consecutive win state ends when the MY counter value reaches 98194 and when 100 variable displays are executed without being controlled to a jackpot game state in a time-saving state or a probability-changing state). The non-special state is a state in which the game medium is caused to flow down the first path, which is more advantageous to the player than the game medium is caused to flow down the second path (for example, the normal state is a part in which the game ball is shot toward the left game area 2L, which is more advantageous to the player than the game ball is shot toward the right game area 2R), A first path flow promotion effect execution means (for example, a part where the effect control CPU 120 executes the left hit promotion display process shown in FIG. 38) capable of executing a first path flow promotion effect that encourages the game medium to flow down the first path, The grant information display means can display the grant information in different manners when the advantageous period ends based on the establishment of the previous predetermined condition and when the advantageous period ends based on the establishment of the previous special condition (for example, as shown in FIG. 54(C) and FIG. 57(F), the display manner is different when the value of the prize ball counter is displayed as the first game stop effect because the MY counter value has reached 98194, and when the value of the prize ball counter is displayed as the second pattern determination period effect because 100 variable displays have been executed without being controlled to the jackpot game state in the time-saving state or the probability variable state), The first route flow promotion performance execution means includes: When the advantageous period ends based on the establishment of the special condition, the first path flow promotion performance is executed (for example, as shown in FIG. 54, when 100 variable displays are executed without being controlled to the jackpot game state in the time-saving state or the probability variable state, the left hit promotion display is displayed when controlled to the normal state), When the advantageous period ends based on the establishment of the predetermined condition, the first path flow promotion effect is not executed (for example, as shown in FIG. 57 and FIG. 58, when the MY counter value reaches 98194, the left hit promotion display is not displayed), It is characterized by the following. According to this feature, the additional information display can be suitably displayed according to the situation. Also, the first path flow down promotion effect can be appropriately executed according to the state to which the additional information is transferred after the additional information display.
[0014] The gaming machine of form 5 is The advantageous period is a state in which allowing the gaming medium to flow down the second path is more advantageous to the player than allowing the gaming medium to flow down the first path (for example, in a consecutive win state including a jackpot gaming state, a time-saving state, and a probability-changing state, a portion in which a gaming state in which shooting the gaming ball toward the right gaming area 2R is more advantageous to the player than shooting the gaming ball toward the left gaming area 2L); The award information display includes a first award information display that is displayed based on the establishment of the predetermined condition (for example, as shown in FIG. 52, a portion in which the prize ball counter value is displayed for 15 seconds as a first game stop effect based on the MY counter value reaching 98194), and a second award information display that is displayed based on the establishment of the special condition (for example, as shown in FIG. 50, a portion in which the prize ball counter value is displayed as a second symbol determination period effect based on the execution of 100 variable displays without being controlled to a jackpot game state in a time-saving state or a probability variable state). A second path flow promotion effect execution means (for example, a part in which the effect control CPU 120 executes the right hit promotion display process shown in FIG. 38) capable of executing a second path flow promotion effect that encourages the game medium to flow down the second path is provided; The second path flow down promotion effect execution means is capable of executing the second path flow down promotion effect when the second award information display is displayed, while restricting the execution of the second path flow down promotion effect when the first award information display is displayed (for example, as shown in Figures 50, 52, 54, 57, and 58, when the value of the prize ball counter is displayed as the effect during the second pattern determination period, a right hit promotion display is displayed, while when the value of the prize ball counter is displayed as the first game stop effect, the right hit promotion display is not displayed); It is characterized by the following. According to this feature, when the second grant information display is displayed, the game is controlled to a stopped state, so that by restricting the execution of the second path flow promotion performance when the second grant information display is displayed, it is possible to prevent the game medium from flowing down to the second path when the game is stopped.
[0015] The gaming machine of form 6 is A gaming machine (e.g., a pachinko gaming machine 1) that performs a variable display based on the establishment of an execution condition (e.g., the entry of a gaming ball into a first start winning hole or a second start winning hole), The award information display includes a first award information display that is displayed based on the establishment of the predetermined condition (for example, as shown in FIG. 52, a portion in which the prize ball counter value is displayed for 15 seconds as a first game stop effect based on the MY counter value reaching 98194), and a second award information display that is displayed based on the establishment of the special condition (for example, as shown in FIG. 50, a portion in which the prize ball counter value is displayed as a second symbol determination period effect based on the execution of 100 variable displays without being controlled to a jackpot game state in a time-saving state or a probability variable state). A storage means (for example, a game control data storage area 005SG150 shown in FIG. 12) capable of storing information related to variable display that has not yet been executed as reserved storage; A special suggestion effect execution means capable of executing a special suggestion effect that suggests that the reserved memory stored in the storage means includes a reserved memory corresponding to the variable display controlled to the advantageous state (for example, a part in which the effect control CPU 120 executes the revival notification effect shown in FIG. 61 as a modified example 005SG-2); Equipped with The special suggestion performance execution means The special suggestion performance can be executed in relation to the display of the second grant information display (for example, as shown in FIG. 61(D), a part in which a revival notification performance can be executed in the performance during the second pattern determination period), The special suggestion performance is not executed in relation to the display of the first grant information display (for example, as shown in FIG. 61(D), a part in which a revival notification performance is not executed in a game stop performance), It is characterized by the following. According to this feature, when the first grant information is displayed, the game is controlled to a stopped state, and by not executing a special suggestion effect in relation to the display of the first grant information, it is possible to prevent a decrease in the player's interest in the game due to not being controlled to an advantageous state.
[0016] The seventh type of gaming machine is The special state includes a first special state (e.g., a time-saving state) and a second special state (e.g., a probability-changing state) that is more advantageous to the player than the first special state, The grant information display means is capable of displaying the grant information display in a common manner when the predetermined condition is satisfied in the first special state and when the predetermined condition is satisfied in the second special state (for example, as shown in Figs. 57(E) to 57(H), a portion in which a game stop effect is executed in the same manner when the MY counter value reaches 98194 when the game state is in a time-saving state and when the MY counter value reaches 98194 when the game state is in a probability variable state). It is characterized by the following. According to this feature, the data used to display the grant information when a specified condition is met in the first special state and when a specified condition is met in the second special state can be standardized, thereby reducing the manufacturing costs of the gaming machine.
[0017] The gaming machine of type 8 is The non-special state is a state in which the amount of game value awarded is smaller than that of the advantageous period including the special state (for example, in the normal state, game balls can only enter the first start winning hole and the general winning hole 10, while in the consecutive win state including the jackpot game state, the time-saving state, and the probability change state, game balls can enter the jackpot winning hole and the second start winning hole, so that the number of game balls paid out is greater than in the normal state), When the predetermined condition is satisfied in the non-special state, the grant information display means does not display the grant information display (for example, as shown in FIG. 57(A) to FIG. 57(B), in the first game stop performance when the MY counter value reaches 98194 in the normal state, the value of the prize ball counter is not displayed). It is characterized by the following. According to this feature, since the amount of game value awarded in a non-special state is smaller than that in an advantageous period including a special state, by not displaying the award information when a specified condition is met in a non-special state, it is possible to prevent a decrease in the player's interest in the game.
[0018] The gaming machine of type 9 is A game stop notification effect execution means (for example, a part where the effect control CPU 120 executes the game stop effect process shown in FIG. 38) capable of executing a game stop notification effect (for example, a game stop effect) that notifies that the game is controlled to the game stop state, The special state includes a first special state (e.g., a time-saving state) and a second special state (e.g., a probability-changing state) that is more advantageous to the player than the first special state, The game stop notification effect execution means is capable of executing the game stop notification effect in a common manner when the predetermined condition is satisfied in the first special state and when the predetermined condition is satisfied in the second special state (for example, as shown in Figs. 57(E) to 57(H), a part in which the game stop effect is executed in the same manner when the MY counter value reaches 98194 when the game state is in the time-saving state and when the MY counter value reaches 98194 when the game state is in the probability variable state). It is characterized by the following. According to this feature, the data used to execute the game stop notification display when a specified condition is met in the first special state and when a specified condition is met in the second special state can be standardized, thereby reducing the manufacturing costs of the gaming machine.
[0019] The gaming machine of type 10 is The game stop notification effect execution means is capable of executing the game stop notification effect in different manners depending on whether the predetermined condition is satisfied in the special state or not (for example, as shown in Figs. 57(A) to 57(H), a part in which a game stop effect is executed in different manners depending on whether the MY counter value reaches 98194 when the game state is in a normal state or not (when the MY counter value reaches 98194 when the game state is in a time-saving state or a probability variable state). It is characterized by the following. According to this feature, the game stop notification presentation can be executed appropriately depending on whether a predetermined condition is met, thereby increasing interest in the game.
[0020] The gaming machine of type 11 is The special state includes a first special state (e.g., a time-saving state) and a second special state (e.g., a probability-changing state) that is more advantageous to the player than the first special state, A game stop suggestion effect execution means (for example, a part where the effect control CPU 120 executes the game stop suggestion effect process shown in FIG. 38 ) capable of executing a game stop suggestion effect (for example, a game stop suggestion effect) that suggests that the game will be controlled to the game stop state based on the fact that a specific condition has been satisfied before the predetermined condition is satisfied (for example, the MY counter value has reached 95001), The game stop suggestion effect execution means is capable of executing the game stop suggestion effect in a common manner when the specific condition is established in the first special state and when the specific condition is established in the second special state (for example, as shown in Figs. 55(D) to 55(F), a part in which the game stop suggestion effect is executed in the same manner when the MY counter value reaches 95001 when the game state is in the time-saving state and when the MY counter value reaches 95001 when the game state is in the probability variable state); It is characterized by the following. According to this feature, the data used to execute the game stop indication effect when a specific condition is met in the first special state and when a specific condition is met in the second special state can be standardized, thereby reducing the manufacturing costs of the gaming machine.
[0021] The gaming machine of type 12 is The game stop suggestion effect execution means is capable of executing the game stop suggestion effect in different manners when the predetermined condition is satisfied in the special state and when the predetermined condition is satisfied in the non-special state (for example, as shown in Figs. 55(A) to 55(F), a part in which the game stop suggestion effect is executed in different manners when the MY counter value reaches 95001 when the game state is in the normal state and when the MY counter value reaches 95001 when the game state is in the time-saving state or the probability variable state). It is characterized by the following. According to this feature, the game stop suggestion effect can be executed appropriately depending on whether a predetermined condition is met, thereby increasing interest in the game.
[0022] The gaming machine of type 13 is A gaming machine (e.g., a pachinko gaming machine 1) that performs a variable display based on the establishment of an execution condition (e.g., the entry of a gaming ball into a first start winning hole or a second start winning hole), A storage means (for example, a game control data storage area 005SG150 shown in FIG. 12) capable of storing information related to variable display that has not yet been executed as reserved storage; A special notification effect execution means (for example, a portion in which the effect control CPU 120 executes the pre-reading notice setting process shown in FIG. 38 ) capable of executing a special notification effect (for example, a portion in which the pre-reading notice display is displayed in the shape of a "V" as a pre-reading notice effect) that notifies that the pre-reading notice stored in the storage means includes a pre-reading notice corresponding to the variable display controlled to the advantageous state; Equipped with The special notification effect execution means, in a predetermined period before the predetermined condition is satisfied, restricts the execution of the special notification effect when the reserved memories stored in the storage means include a plurality of reserved memories corresponding to the variable display controlled to the advantageous state (for example, as shown in FIG. 40(B), when the MY counter value is 95001 or more (95001 to 98194) and there are two or more reserved memories that will result in a jackpot, the determination ratio of the display pattern γ that displays the reserved display in the letter "V" is set to 0%), It is characterized by the following. According to this feature, even if a special notification effect has been executed, it is possible to prevent a decrease in interest in the game due to the game being controlled to a game stop state before being controlled to an advantageous state multiple times.
[0023] The gaming machine of type 14 is a means for executing advantageous state suggestion effect (e.g., a preview effect) that suggests that the game will be controlled to the advantageous state while the variable display is being executed (e.g., a portion that executes the variable display effect process shown in FIG. 38 after the effect control CPU 120 executes the preview effect determination process shown in FIG. 43); The advantageous state suggestion effect includes a first advantageous state suggestion effect (for example, as shown in FIG. 45, a preview effect of effect pattern X or effect pattern Y) and a second advantageous state suggestion effect (for example, as shown in FIG. 45, a preview effect of effect pattern Z) that suggests a higher probability of being controlled in the advantageous state than the first advantageous state suggestion effect, The advantageous state suggestion effect execution means limits the execution of the second advantageous state suggestion effect during a specific period before the predetermined condition is satisfied (for example, when the MY counter value is 95001 to 98194, the determination ratio of the effect pattern Z is set to 0%), It is characterized by the following. According to this feature, it is possible to prevent a decrease in interest in the game due to the occurrence of an event in which, for example, even if a second advantageous state suggestion display is executed during the variable display, a predetermined condition is met during the variable display and the game is controlled to a game stop state before being controlled to the advantageous state, thereby making it possible to prevent a decrease in interest in the game due to the occurrence of an event.
[0024] The gaming machine of type 15 is the predetermined condition includes a first predetermined condition and a second predetermined condition different from the first predetermined condition, The game stop control means includes: When the game machine is controlled to the non-special state, the game value awarded by the game value awarding means reaches a specific value, which is regarded as the first predetermined condition being satisfied, and the game machine can be controlled to the game stop state (for example, as shown in Figs. 55(A) to 55(C), a part in which a game in the pachinko game machine 1 is stopped based on the MY counter value reaching 98194 when the game state is the normal state), When the game value awarded by the game value awarding means in the advantageous state during the advantageous period reaches the specific value, the second predetermined condition is satisfied, and control can be performed to the game stop state after the advantageous state ends (for example, as shown in FIG. 56, when the MY counter value reaches 98194 during a jackpot game, the game in the pachinko game 1 is stopped after the jackpot game ends). It is characterized by the following. According to this feature, the game stop state can be suitably controlled depending on whether the first predetermined condition or the second predetermined condition is satisfied.
[0025] The gaming machine of type 16 is A gaming machine (e.g., a pachinko gaming machine 1) capable of receiving a signal output from a gaming device (e.g., a payout control board 21TM037 or a card unit 21TM050) capable of executing processing related to gaming media, A gaming medium dispenser capable of dispensing gaming media based on a signal output from the gaming device (for example, a payout control board 21TM037 drives a payout motor 21TM289 based on the PRDY signal being ON and both the BRDY signal and the BRQ signal being ON, and dispenses a predetermined number of balls (for example, 125 balls) to a player), The game medium providing means, when controlled to the game stop state, limits the provision of game media based on the signal output from the game device (for example, as a modified example 005SG-5, as shown in FIG. 64, when a game is stopped in the pachinko game machine 1, by stopping the output of the connection confirmation signal from the main board 11, a part that does not lend new game balls even if the ball lending switch 21TM062 is operated by the player), It is characterized by the following. According to this feature, when the game device is controlled to be in a game stop state, appropriate control can be exercised regarding the provision of game media based on the signal output from the game device.
[0026] The gaming machine of type 17 is The device is provided with a specific process execution means (e.g., a portion in which the payout control CPU 21TM371 executes the payout control timer interrupt process shown in FIG. 34) capable of executing specific processes including at least a first process related to the provision of game media based on a signal output from the game device (e.g., a portion in which the payout control CPU 21TM371 executes the prize ball lending control process shown in FIG. 34) and a second process related to a return operation for returning a storage medium in which information related to game media is stored (e.g., a portion in which the payout control CPU 21TM371 executes the prepaid card unit control process shown in FIG. 34); The specific process execution means, in the game stop state, restricts the execution of the first process but does not restrict the execution of the second process (for example, as shown in modified example 005SG-5, when a game is stopped in the pachinko game machine 1, the output of a connection confirmation signal from the main board 11 is stopped so that new game balls are not loaned out, while the return switch 21TM063 can be operated to return the prepaid card to the player), It is characterized by the following. According to this feature, it is possible to prevent troubles caused by the storage medium not being returned when the game is stopped.
[0027] The gaming machine of type 18 is a game medium-related display means (e.g., a number display LED21TM060) capable of displaying a game medium-related display (e.g., a display of a balance of a prepaid card) related to the number of game media that can be provided by the game medium providing means; The game medium-related display is displayed in a different manner when the game is stopped and when the game is not stopped (for example, as shown in FIG. 62 as a variation example 005SG-3, when the pachinko game machine 1 is in a playable state, the number display LED21TM060 displays a number corresponding to the remaining amount of the prepaid card, and when the game is stopped on the pachinko game machine 1, the number display LED21TM060 displays a message indicating that the game is no longer playable). It is characterized by the following. According to this feature, the player can easily recognize whether or not the game has been controlled to a game stop state based on the state of the game medium related display displayed on the game medium related display means.
[0028] The gaming machine type 19 is A gaming machine (e.g., a pachinko gaming machine 1) capable of receiving a signal output from a gaming device (e.g., a payout control board 21TM037 or a card unit 21TM050) capable of executing processing related to gaming media, A game medium dispenser capable of dispensing game media based on a signal output from the game device (for example, a payout control board 21TM037 drives a payout motor 21TM289 based on the PRDY signal being ON and both the BRDY signal and the BRQ signal being ON, and dispenses a predetermined number of balls (for example, 125 balls) to a player), The device is provided with a specific process execution means (e.g., a portion in which the payout control CPU 21TM371 executes the payout control timer interrupt process shown in FIG. 34) capable of executing specific processes including at least a first process related to the provision of game media based on a signal output from the game device (e.g., a portion in which the payout control CPU 21TM371 executes the prize ball lending control process shown in FIG. 34) and a second process related to a return operation for returning a storage medium in which information related to game media is stored (e.g., a portion in which the payout control CPU 21TM371 executes the prepaid card unit control process shown in FIG. 34); The specific process execution means is capable of executing the specific process when the game is stopped (for example, as shown in FIG. 34, the payout control CPU 21TM371 is a portion capable of executing each process including the payout control timer interrupt process even when the game is stopped in the pachinko game machine 1). It is characterized by the following. According to this feature, since the storage medium can be returned even when the game is stopped, it is possible to prevent troubles caused by the storage medium not being returned when the game is stopped. Also, since no complicated processing is required when the game is stopped, it is possible to prevent unintended malfunctions in specific processing.
[0029] The gaming machine of type 20 is When the game is controlled to the game stop state and the grant information display is displayed, a return operation related display regarding the return operation of the storage medium can be displayed (for example, as shown in Figs. 53, 57, and 58, when the game is controlled from a jackpot game state to a time-saving state or a probability variable state, a portion is displayed as an ending effect urging the player not to forget to take out the prepaid card, and when the value of the prize ball counter is displayed as a first game stop effect, a portion is displayed as a second game stop effect urging the player not to forget to take out the prepaid card). It is characterized by the following. According to this feature, when the gaming machine is controlled to a game stop state, it is possible to prevent the occurrence of problems such as a player forgetting to return the storage medium and leaving the gaming machine.
[0030] The gaming machine of type 21 is The return operation related display is a display that is displayed in a first situation when the advantageous state is controlled to the special state (for example, when the big win game state is controlled to a time-saving state or a probability change state), and in a second situation when the game is controlled to the game stop state and the grant information display is displayed (for example, when the value of the prize ball counter is displayed as a first game stop performance), The manner of the display related to the return operation displayed in the first situation and the manner of the display related to the return operation displayed in the second situation are at least partially common (for example, as shown in Figs. 53, 57, and 58, when the big win game state is controlled to a time-saving state or a probability change state, and when the value of the prize ball counter is displayed as the first game stop effect, the display urging the player not to forget to remove the prepaid card is displayed in the same manner). It is characterized by the following. According to this feature, at least a portion of the data for displaying the return operation related display displayed in the first situation and the return operation related display displayed in the second situation can be made common, thereby reducing the manufacturing costs of the gaming machine.
[0031] The gaming machine of type 22 is The information display means (e.g., a display monitor 21TM029) is provided for displaying information about the game value granted by the game value granting means (e.g., a winning combination ratio or a consecutive combination ratio), The information display means performs display in different manners when the pachinko game machine 1 is controlled to the game stop state and when the pachinko game machine 1 is not controlled to the game stop state (for example, as shown in FIG. 63 as a modified example 005SG-4, when the pachinko game machine 1 is in a playable state (playable state), various winning information such as consecutive win ratios and hand ratios are displayed on the display monitor 21TM029, while when the game is stopped on the pachinko game machine 1 (the game is stopped), a display different from the winning information is displayed on the display monitor 21TM029 to indicate that the game is no longer playable). It is characterized by the following. According to this feature, it is possible to conveniently recognize whether or not the game has been controlled to a game stop state based on the display mode displayed on the information display means.
[0032] The gaming machine of type 23 is An operating means (e.g., a clear switch 92) that can be operated when the gaming machine is powered on; An initialization process execution means capable of executing an initialization process of the gaming machine based on the operation of the operation means when the power supply to the gaming machine is turned on (for example, a part where the CPU 103 executes the initialization process of step S8 in the gaming control main process shown in FIG. 16 ); Equipped with The initialization process execution means includes: When the gaming machine is controlled to the game-stopped state, the power supply to the gaming machine is stopped, and then when the gaming machine is powered on, the initialization process is executed based on the operation of the operation means, thereby enabling the gaming machine to be controlled to a playable state (for example, when play on the pachinko gaming machine 1 is stopped, the power supply to the pachinko gaming machine 1 is stopped, and then the initialization process is executed by powering on the pachinko gaming machine 1 together with the operation of the clear switch 92, thereby enabling the pachinko gaming machine 1 to be played); The power supply to the gaming machine is stopped when the gaming machine is controlled to the game-stopped state, and the gaming machine can be controlled to the game-stopped state based on the fact that the operation means is not operated when the gaming machine is subsequently powered on (for example, when the power supply to the pachinko gaming machine 1 is stopped while a game is stopped on the pachinko gaming machine 1, and then the power is turned on to the pachinko gaming machine 1 without operating the clear switch 92, a recovery process is executed to restore the pachinko gaming machine 1 to the state in which play is stopped); The gaming machine further includes an error notification means capable of executing an error notification when the power supply to the gaming machine is stopped while the gaming machine is controlled to the gaming stopped state and the gaming machine is subsequently controlled to the gaming stopped state based on the fact that the operation means was not operated when the gaming machine was powered on (for example, as shown in FIG. 65 as a modified example 005SG-6, when the power to the pachinko gaming machine 1 is turned off and then power is turned on again to the pachinko gaming machine 1 without operating the clear switch 92 (the pachinko gaming machine 1 is started by a hot start), a part that executes an error notification on the image display device 5 of the pachinko gaming machine 1 after the start-up that the pachinko gaming machine 1 is still in a stopped state and that urges the user to power on the pachinko gaming machine 1 while operating the clear switch 92), It is characterized by the following. According to this feature, an error notification can be sent to the employees of the gaming facility where the gaming machine is set up to let them know that the gaming stopped state continues when the gaming machine is turned on, thereby reducing the risk that the gaming machine will be left in the gaming stopped state from the time the power is turned on.
[0033] The gaming machine of type 24 is A specific signal output means (e.g., information output circuit 112) capable of outputting a specific signal (e.g., a security signal) to the outside is provided, The gaming stop state includes a first gaming stop state and a second gaming stop state different from the first gaming stop state, The game stop control means includes: The first game stop state can be controlled based on the game value granted by the game value granting means being satisfied (for example, the part where the game in the pachinko game machine 1 is stopped because the MY counter value has reached 98194), The second game stop state can be controlled based on the establishment of a condition different from the predetermined condition (for example, a part where a game in the pachinko game machine 1 is stopped due to the occurrence of a game stop error), The specific signal output means is capable of outputting the specific signal in a common output manner when the device is controlled to the first game stop state and when the device is controlled to the second game stop state (for example, as shown in FIG. 29, when the MY counter value reaches 98194 and when a game stop error occurs, a security signal is output until the supply of power to the pachinko game machine 1 is stopped (until the power is turned off). It is characterized by the following. According to this feature, a specific signal is output in a common output manner when the gaming machine is controlled to the first game stop state and when the gaming machine is controlled to the second game stop state, making it easier for employees of the gaming facility in which the gaming machine is installed to understand that the gaming machine has been controlled to the game stop state.
[0034] The gaming machine of type 25 is The device is provided with an error determination means (for example, a portion in which the CPU 103 executes main error processing as shown in FIG. 17) capable of determining the occurrence of a plurality of errors including a first error (for example, a start port 2 abnormal winning error) and a second error having a higher importance than the first error (for example, a radio wave error, a magnet error, a game ball guide lid operation error), The game stop control means is capable of controlling to the second game stop state in relation to the determination of the occurrence of the second error (for example, a part in which a game is stopped due to the occurrence of a radio wave error, a magnet error, a game ball guide lid operation error, etc.), The specific signal output means is The specific signal can be output when it is determined that the first error has occurred and when it is determined that the second error has occurred (for example, as shown in FIG. 29, when a start port 2 abnormal winning error, a radio wave error, a magnet error, or a game ball guide cover operation error occurs, the information output circuit 112 outputs a security signal). The specific signal can be output for different periods when it is determined that the first error has occurred and when it is determined that the second error has occurred (for example, when a start port 2 abnormal winning error occurs, a security signal is output for 4 minutes, whereas when a radio wave error, a magnet error, or a game ball guide cover operation error occurs, a security signal is output until the supply of power to the pachinko game machine 1 is stopped (until the power is turned off)). It is characterized by the following. According to this feature, it becomes possible for an employee of the amusement facility where the gaming machine is installed to determine whether an error that occurs in the gaming machine is a first error or a second error based on the output period of the specific signal, thereby enabling an employee of the amusement facility where the gaming machine is installed to take appropriate measures against the error that occurs.
[0035] The gaming machine of type 26 is A setting means is provided that can set the ratio controlled to the advantageous state (for example, as shown in variant example 005SG-7, a part that allows a plurality of set values to be set by operating a specific setting means, and changes the ratio at which the variable display result becomes a jackpot depending on which set value is set), The gaming stop state further includes a third gaming stop state different from the first gaming stop state and the second gaming stop state, The game stop control means is capable of controlling the game to the third game stop state based on a condition different from the first game stop state and the second game stop state (for example, as shown in modified example 005SG-7, a portion in which the CPU 103 stops a game on the pachinko game machine 1 by putting the pachinko game machine 1 into a setting changeable state); The third game stop state is a state related to the setting by the setting means, The specific signal output means, when controlled to the third game stop state, is capable of outputting the specific signal for a period different from the first game stop state and the second game stop state (for example, as shown in FIG. 67(C), the information output circuit 112 outputs a security signal for 5 seconds after the setting value changeable state is entered); It is characterized by the following. According to this feature, when the gaming machine is controlled to any of the game stop states, an employee of the gaming facility in which the gaming machine is installed can determine whether or not the game stop state is the third game stop state set by the setting means based on the output period of the specific signal, thereby reducing the risk of the third game stop state being mistaken for the first game stop state or the second game stop state.
[0036] An embodiment of the gaming machine according to the present invention will be described below with reference to the drawings. In the following, the near side of FIG. 1 is the front (front face, front) side of the pachinko gaming machine 1, and the far side is the rear (rear face, back face) side, and the description will be based on the up, down, left and right directions when the pachinko gaming machine 1 is viewed from the front side. Note that the front side of the pachinko gaming machine 1 in this embodiment is the surface facing the player who plays the pachinko gaming machine 1. In addition, in the description of each step of the flowchart, for example, "Step S1" may be abbreviated to "S1" or "005SGS1", "Normal reach" may be abbreviated to "N reach", and "Super reach" may be abbreviated to "SP reach".
[0037] (Configuration of Pachinko Machine 1, etc.) Fig. 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that constitutes the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls as gaming media are shot into this gaming area by a predetermined ball shooting device.
[0038] In addition, the "variable display" of the special symbol means, for example, displaying multiple types of special symbols in a variable manner. The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described below, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the decorative symbol described below, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described below). In addition, the variable display may be expressed as a variable display or a variation.
[0039] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." A special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." There may be only one type of special symbol display device that variably displays the special symbols.
[0040] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may be composed of a projector and a screen. The image display device 5 displays various effect images.
[0041] For example, on the screen of the image display device 5, in synchronization with the first special game or the second special game, a plurality of types of decorative patterns (such as patterns showing numbers, etc.) different from the special patterns are variably displayed as decorative identification information. Here, in synchronization with the first special game or the second special game, decorative patterns are variably displayed (for example, scrolled up and down or updated) in each of the "left", "center", and "right" decorative pattern display areas 5L, 5C, and 5R. The special game and the variable display of decorative patterns executed in synchronization are collectively referred to simply as variable display.
[0042] At the bottom of the screen of the image display device 5, there are provided display areas (first pending memory display area 5D, second pending memory display area 5U) for displaying pending displays corresponding to variable displays whose execution is pending.
[0043] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0044] A first reserved display device 25A and a second reserved display device 25B, each of which includes a plurality of LEDs, are provided at predetermined positions on the game board 2. The first reserved display device 25A displays the first reserved memory number by the number of lit LEDs. The second reserved display device 25B displays the second reserved memory number by the number of lit LEDs.
[0045] A winning ball device 6A is provided below the image display device 5, and a variable winning ball device 6B is provided to the right of the winning ball device 6A.
[0046] The winning ball device 6A forms a first start winning hole that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning hole, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started based on the game ball being detected by a first start hole switch 22A provided in the winning ball device 6A.
[0047] The variable winning ball device 6B (normal electric device) forms a second start winning port that changes between a closed state and an open state by the first solenoid 81 (see FIG. 2). The variable winning ball device 6B has, for example, a movable piece that can move forward and backward above the second start winning port, and when the first solenoid 81 is in the off state, the movable piece advances, so that the tip of the movable piece covers the upper part of the second start winning port, and the second start winning port is in a closed state where game balls cannot enter (also referred to as the second start winning port being in a closed state). On the other hand, when the first solenoid 81 is in the on state, the movable piece of the variable winning ball device 6B retreats from above the second start winning port, so that the second start winning port is in an open state where game balls can enter (also referred to as the second start winning port being in an open state). When a game ball enters the second start winning hole, a predetermined number of prize balls (for example, three) are paid out and the second special game can be started based on the game ball being detected by the first start hole switch 22A provided in the winning ball device 6A. Note that the variable winning ball device 6B is not limited to one having a movable piece as long as it can be changed between a closed state and an open state.
[0048] General winning openings 10 that are always kept in a constant open state by a predetermined ball receiving member are provided at predetermined positions on the game board 2 (in the example shown in FIG. 1, three positions at the lower left of the game area and one position above the variable winning ball device 6B). When a game ball enters the general winning opening 10, a predetermined number of game balls (for example, 10) are paid out as prize balls based on the game ball being detected by the general winning switch 25 (see FIG. 2).
[0049] Between the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a second solenoid 82 (see FIG. 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0050] As an example, in the special variable winning ball device 7, when the second solenoid 82 for the large prize opening door 711 (for the special electric device) is in the OFF state, the large prize opening door closes the large prize opening (first state), and the game ball cannot enter (pass) the large prize opening. On the other hand, in the special variable winning ball device 7, when the second solenoid 82 for the large prize opening door is in the ON state, the large prize opening door opens the large prize opening (second state), and the game ball can easily enter the large prize opening.
[0051] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 15 balls) are paid out as prize balls based on the game ball being detected by the first count switch 23 provided in the special variable prize ball device 7. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0052] The entry of a game ball into each winning port including the general winning port 10 is also called a "winning". In particular, the winning into the start port (first start winning port, second start winning port) is also called a start winning.
[0053] In addition, although details will be described later, in the special variable winning ball device 7 of this embodiment, in addition to the above-mentioned first count switch 23, a second count switch 24 capable of detecting game balls is also provided. The second count switch 24 is a switch for controlling the game state to a later-described high probability state (high base state) after the jackpot game state by detecting a game ball that has entered the large winning hole in the later-described jackpot game state.
[0054] A normal symbol display device 20 is provided at a predetermined position on the game board 2 (the lower left of the game area in the example shown in FIG. 1). As an example, the normal symbol display device 20 is made up of a 7-segment LED or the like, and performs variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers indicating "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such variable display of normal symbols is also called a normal symbol game.
[0055] A passing gate 41 through which the gaming ball can pass is provided to the right of the image display device 5. When the gaming ball passes through the passing gate 41, a regular game is executed.
[0056] A regular symbol reserved display device 25C is provided below the regular symbol display device 20. The regular symbol reserved display device 25C is configured to include, for example, four LEDs, and displays the regular symbol reserved memory number, which is the number of regular symbol games that are reserved for execution, by the number of lit LEDs.
[0057] In addition to the above configuration, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls and a number of obstacle nails. At the bottom of the game area, an outlet is provided to take in game balls that have not entered any of the winning holes. In addition, on the back side of the pachinko game machine 1, an outlet switch 26 is provided to further detect game balls detected by the first start port switch 22A, the second start port switch 22B, the first count switch 23, the second count switch 24, and the general winning switch 25, and the game balls detected by the outlet switch 26 are discharged outside the pachinko game machine 1 (see FIG. 4).
[0058] In addition, the game area in this embodiment is composed of a left game area 2L which is an area formed to the left of the image display device 5, where the game balls can flow down to enter the general winning port 10 and the first start winning port formed by the winning ball device 6A, and a right game area 2R which is an area formed to the right of the image display device 5, where the game balls can flow down to enter the second start winning port formed by the variable winning ball device 6B and the special winning port formed by the special variable winning ball device 7, and can pass through the passing gate 41.
[0059] Speakers 8L and 8R for reproducing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3. A main lamp 9a is provided above the image display device 5 in the gaming machine frame 3, and frame lamps 9b are provided on the left and right of the main lamp 9a so as to surround the game area. Furthermore, an attacca lamp 9c is provided near the special variable winning ball device 7 on the gaming board 2.
[0060] A movable body 32 that operates according to the performance is provided at a predetermined position on the game board 2 (above the image display device 5 in FIG. 1). The movable body 32 is also provided with a movable body lamp 9d.
[0061] At the lower right position of the game machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a game ball toward the game area by the ball-hitting device.
[0062] At a predetermined position of the gaming machine frame 3 below the game area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or game balls lent by a predetermined ball lending machine so that they can be supplied to the ball launching device. In addition to the upper tray, the gaming machine frame 3 may be provided with a payout section (ball supply tray) from which prize balls are paid out when the upper tray is full.
[0063] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position of the gaming machine frame 3 below the playing area. The stick controller 31A is provided with a trigger button that can be pressed by a player. The operation of the stick controller 31A is detected by a controller sensor unit 35A (see FIG. 2).
[0064] A push button 31B that allows a player to perform a predetermined instruction operation by pressing it or the like is provided at a predetermined position of the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0065] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0066] (Outline of game progress) The game ball is launched toward the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal symbol game is started by the normal symbol display device 20. If the game ball passes through the passing gate 41 during the period during which the previous normal symbol game is being played (if the game ball passes through the passing gate 41 but the normal symbol game based on the passing cannot be played immediately), the normal symbol game based on the passing is put on hold up to a predetermined upper limit number (for example, 4).
[0067] In this normal game, if a specific normal symbol (normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (normal losing symbol) is displayed as the confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", the opening control is performed to open the variable winning ball device 6B (the second start winning port becomes open).
[0068] When a game ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0069] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0070] In addition, if the game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the jackpot game state described below (if a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be put on hold up to a specified upper limit number (for example, 4).
[0071] In special symbol games, if a specific special symbol (a jackpot symbol, for example, "7"; the actual symbol varies depending on the type of jackpot described below) is displayed as a confirmed special symbol, it is a "jackpot", and if a special symbol other than the jackpot symbol (a losing symbol, for example, "-") is displayed as a confirmed special symbol, it is a "miss".
[0072] After the display result in the special game becomes "jackpot," the game is controlled to a jackpot game state, which is an advantageous state for the player.
[0073] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until the opening period (e.g., 29 seconds) has elapsed or the number of game balls entering the large prize opening reaches a predetermined number (e.g., 10), whichever comes first. The opening period is the upper limit period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the upper limit opening period. Such a cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined upper limit number of times (10 times or 4 times) is reached.
[0074] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize hole. Therefore, the jackpot game state is advantageous to the player. The more rounds in the jackpot game state, and the longer the upper limit period, the more advantageous it is for the player.
[0075] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, probability change state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, a jackpot type that can get many prize balls, a jackpot type that can get few prize balls, or a jackpot type that can get almost no prize balls may be provided.
[0076] After the big win game state ends, the game may be controlled to a time-saving state depending on the type of big win.
[0077] In the time-saving state or the probability of a special symbol being changed, a control (time-saving control) is executed to shorten the average special symbol changing time (the period during which the special symbol is changed) more than in the normal state. In the time-saving state, a control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average regular symbol changing time (the period during which the regular symbol is changed) more than in the normal state, or by improving the probability of a "regular symbol hit" in the regular symbol game more than in the normal state. The time-saving state and the probability of a special symbol being changed more efficiently are advantageous to the player.
[0078] The time-saving state or the probability change state continues until one of the end conditions is met first, such as the execution of a specified number of special game games or the start of the next big win game state. The end condition of the state in which a specified number of special game games have been executed is also called the number-cut (number-cut time-saving, etc.).
[0079] The normal state refers to a game state other than advantageous states such as a jackpot game state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko game machine 1, such as the probability that the display result in the normal game will be a "normal hit" and the probability that the display result in the special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko game machine 1 (for example, when a system reset is performed and the specified return process is not executed after the power is turned on).
[0080] The state in which time-saving control is being executed is also referred to as a high base state, and the state in which time-saving control is not being executed is also referred to as a low base state.
[0081] Here, the normal state in this embodiment is a game state in which the player mainly shoots game balls toward the left game area 2L, and some of these game balls enter the general winning port 10 or the start winning port, and the prize balls are paid out and the first special pattern is displayed variably. Also, the normal state is a game state in which the player shoots game balls toward the right game area 2R, and some of these game balls can be detected by the gate switch 21 (some of the game balls can pass through the gate 41), but the probability of a normal winning based on the gate switch 21 detecting the game ball is lower than in the time-saving state (low probability high base state) or the probability variable state (high probability high base state), and the opening period of the second start winning port when a normal winning occurs is set shorter than in the time-saving state or the probability variable state. Also, the normal state is not a jackpot game state, so the jackpot winning port is not opened. From the above, in the normal state, it is more advantageous for the player to hit the game ball toward the left game area 2L than to hit the game ball toward the right game area 2R.
[0082] On the other hand, the time-saving state and the probability-changing state in this embodiment are game states in which the player shoots game balls toward the left game area 2L, some of the game balls enter the general winning port 10 or the start winning port, and prize balls are paid out or the first special pattern is displayed variably, but the player shoots game balls toward the right game area 2R, and some of the game balls can be detected by the gate switch 21 (some of the game balls can pass through the gate 41). Here, the time-saving state and the probability-changing state are game states in which the probability of a normal winning is higher than in the normal state, and the opening period of the second start winning port when a normal winning occurs is set longer than in the normal state. In other words, the time-saving state and the probability-changing state are game states in which the game balls are more likely to win the second start winning port than in the normal state.
[0083] Furthermore, although details will be described later, when the variable display result of the variable display of the special symbol (variable display of the second special symbol) when the game ball enters the second start winning port is a jackpot, the proportion of the game being controlled to a jackpot game state with a larger number of rounds and the proportion of the game ball passing the second count switch 24 during the jackpot game (the proportion of the game being controlled to a probability variable state after the jackpot game ends) are set higher than when the variable display result of the variable display of the special symbol (variable display of the first special symbol) when the game ball enters the first start winning port is a jackpot. In other words, the time-saving state and the probability variable state are game states in which it is more advantageous for the player to shoot the game ball toward the right game area 2R than to shoot the game ball toward the left game area 2L.
[0084] As shown in Fig. 1, the special variable winning ball device 7 is provided in the right playing area 2R, so that in the big win game state, the game balls flowing down the right playing area 2R are more likely to win in the big win hole than the game balls flowing down the left playing area 2L. In other words, the big win game state is a game state in which it is more advantageous for the player to shoot the game ball toward the right playing area 2R than to shoot the game ball toward the left playing area 2L.
[0085] (Progress of the performance, etc.) In the pachinko game machine 1, various effects (effects to notify the progress of the game or to liven up the game) are executed according to the progress of the game. The effects are described below. The effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of the display, the effects may be performed as sound output from the speakers 8L and 8R, turning on and off the game effect lamp 9, operating the movable body 32, or using any effect device including some or all of these.
[0086] As an effect executed according to the progress of the game, in response to the start of the first special symbol game or the second special symbol game, the variable display of the decorative symbols is started in the "left", "center" and "right" decorative symbol display areas 5L, 5C and 5R provided in the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is stopped and displayed, the determined decorative symbol (combination of three decorative symbols) which is the display result of the variable display of the decorative symbols is also stopped and displayed (derived).
[0087] During the period from when the variable display of the decorative symbols starts to when it ends, the state of the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have been stopped and displayed form part of a jackpot combination described later.
[0088] In addition, when the reach state is reached during the variable display of the decorative symbols, a reach effect is executed. In the pachinko game machine 1, a plurality of types of reach effects are executed, each of which has a different probability (also called the probability of a big win or the probability of a big win) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "big win" according to the performance mode. The reach effects include, for example, a normal reach and a super reach, which has a higher probability of a big win than a normal reach.
[0089] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as a display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on a predetermined effective line in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0090] In the case of a "probability jackpot" (a jackpot in which a part of the game ball is detected by the second count switch 24 during a jackpot game, as described later) that is controlled to a probability jackpot state after the end of the jackpot game state, odd numbered decorative symbols (e.g., "7" or the like) are displayed stopped in a line, and in the case of a "non-probability jackpot (normal jackpot)" (a jackpot in which a part of the game ball is not detected by the second count switch 24 during a jackpot game, as described later) that is not controlled to a probability jackpot state after the end of the jackpot game state, even numbered decorative symbols (e.g., "6" or the like) may be displayed stopped in a line. In this case, the odd numbered decorative symbols are also called probability jackpot symbols, and the even numbered decorative symbols are also called non-probability jackpot symbols (normal symbols). After the reach state is reached with a non-probability jackpot symbol, a promotion effect that finally becomes a "probability jackpot" may be executed.
[0091] When the display result of the special game is a "miss," the state of the variable display of the decorative pattern does not become a reach state, and a fixed decorative pattern of a non-reach combination (also called a "non-reach miss") may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "non-reach miss"). Also, when the display result is a "miss," after the state of the variable display of the decorative pattern becomes a reach state, a fixed decorative pattern of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static result of the variable display of the decorative pattern (the display result of the variable display of the decorative pattern becomes a "reach miss").
[0092] The effects that the pachinko game machine 1 can execute include displaying the variable display compatible display (reserved display). In addition, as other effects, for example, a notice effect that predicts the jackpot reliability is executed during the variable display of the decorative pattern. The notice effects include a notice effect that predicts the jackpot reliability in the variable display being executed, and a foresight notice effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a foresight notice effect, an effect that changes the display mode of the variable display compatible display (reserved display) to a mode different from the normal mode may be executed.
[0093] In addition, in the image display device 5, a pseudo consecutive performance may be executed in which a single variable display appears to be multiple variable displays by temporarily stopping the decorative pattern during the variable display and then resuming the variable display.
[0094] During the jackpot game state, a jackpot game performance is executed to notify the player of the jackpot game state. As the jackpot game performance, a performance to notify the player of the number of rounds or a promotion performance to show that the value of the jackpot game state is increasing may be executed.
[0095] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo performance is executed).
[0096] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various boards, such as a payout control board, an information terminal board, and a launch control board, are arranged on the back of the pachinko gaming machine 1. Furthermore, a power supply board 17 is also installed. The various control boards are not only electronic circuit boards such as printed wiring boards on which conductor patterns are formed and on which electrical components can be mounted, but also electronic circuit mounting boards configured to realize specific electrical functions by mounting electrical components on the electronic circuit board.
[0097] A power switch 91 is connected to the power supply board 17, and by operating the power supply switch 91 (turning it ON), power from an AC power source such as an external power source such as a commercial power source, such as AC 100V, can be supplied from the power supply board 17 to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting alternating current (AC) to direct current (DC), and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (for example, DC 12V or DC 5V).
[0098] The main board 11 is the main control board, and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special games (including management of reserved games), execution of regular games (including management of reserved games), jackpot game status, game status, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, an output circuit 111, an information output circuit 112, etc.
[0099] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0100] The CPU 103 executes the program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (variation patterns described below, performance control commands described below, data of various tables referenced when making various decisions described below, etc.) are used, and the RAM 102 is used as the main memory. The RAM 102 is a backup RAM in which the stored contents are saved for a certain period of time even if the power supply to the pachinko game machine 1 is stopped in part or in whole. Note that the program stored in the ROM 101 may be developed in whole or in part in the RAM 102 and executed on the RAM 102.
[0101] The random number circuit 104 counts numerical data indicating various random numbers (game random numbers) used when controlling the progress of a game in an updatable manner. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0102] I / O105 is configured to include, for example, an input port into which various signals (detection signals) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal hold display device 25C, etc., solenoid drive signals).
[0103] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (the gate switch 21, the start port switch (the first start port switch 22A and the second start port switch 22B), and the first count switch 23) and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0104] The switch circuit 110 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping the operation of control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when a predetermined power supply voltage used in the pachinko game machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, a pressing operation on a clear switch 92 provided on the power supply board 17.
[0105] The output circuit 111 transmits solenoid drive signals (for example, signals to turn on the first solenoid 81, the second solenoid 82, and the third solenoid 83) from the game control microcomputer 100 to the first solenoid 81 for the normal electric role device, the second solenoid 82 for the big prize opening door, and the third solenoid 83 for the regulating member 712. The information output circuit 112 outputs various signals such as security signals from the terminal board 21TM016.
[0106] 2 and 4, the main board 11 is provided with a display monitor 21TM029 that can be seen from the back side of the pachinko gaming machine 1, and the display monitor 21TM029 also has a function of displaying various winning information related to winning. A display changeover switch 21TM030 is provided on the left side of the display monitor 21TM029, and the information displayed on the display monitor 21TM029 can be changed by operating the display changeover switch 21TM030.
[0107] As shown in Fig. 4, the main board 11 is enclosed in a board case 21TM201 made of a transparent synthetic resin material, and a display monitor 21TM029 (e.g., 7-segment) is arranged in the center of the main board 11, and a display changeover switch 21TM030 is arranged on the left side of the display monitor 21TM029. The display monitor 21TM029 and the display changeover switch 21TM030 are arranged on the front side when the main board 11 is viewed. Since the main board 11 cannot be viewed when the game machine frame 3 is not opened, the front side when viewing the main board 11 is the front side when viewing the back side of the game board 2 with the game machine frame 3 open, and is different from the front side of the pachinko game machine 1. However, the front side when viewing the main board 11 may be the same as the front side of the pachinko game machine 1.
[0108] In addition, the main board 11 (game control microcomputer 100) counts the number of game balls entering each winning port (big winning port, second start winning port, first start winning port, general winning port, hereinafter also referred to as "entry area"), and various winning information such as consecutive win ratio and role ratio based on the count is displayed on the display monitor 21TM029. By displaying this winning information, various winning information such as consecutive win ratio and role ratio after installation in the game facility can be confirmed. In other words, the manufacturer of the pachinko game machine 1 usually designs the game board so that game balls enter the general winning port at a predetermined frequency (so that the test passes). In addition, when the test is performed, it is confirmed whether game balls enter the general winning port at a predetermined frequency. Furthermore, even after the pachinko game machine 1 is installed, it is confirmed what adjustments have been made and whether game balls enter the general winning port at the designed frequency as a result of the adjustments. Therefore, in the pachinko gaming machine 1 of this embodiment, it is possible to recognize what adjustments have been made to the pachinko gaming machine 1 after installation.
[0109] In addition, connected to the main board 11 are a magnetic sensor 005SG060 capable of detecting magnetism, a radio wave sensor 005SG070 capable of detecting radio waves, a large prize opening door sensor 005SG091 capable of detecting the opening of the large prize opening door, a full tank sensor 005SG093 capable of detecting when the upper tray is full of game balls, and a ball out sensor 005SG094 capable of detecting when the supply balls have run out.
[0110] FIG. 3 is a block diagram showing components related to payout such as the payout control board 21TM037 and the ball payout device 21TM097. As shown in FIG. 3, the payout control board 21TM037 is equipped with a payout control microcomputer 21TM370 including a payout control CPU 21TM371. In this embodiment, the payout control microcomputer 21TM370 is a one-chip microcomputer, and at least a RAM is built in. The payout control microcomputer 21TM370, RAM (not shown), a ROM (not shown) storing a payout control program, an I / O port, and the like constitute the payout control board 21TM037. That is, the payout control board 21TM037 is realized by the payout control CPU 21TM371, the payout control microcomputer 21TM370 having a RAM and a ROM, and an I / O port. The I / O port may also be built in the payout control microcomputer 21TM370.
[0111] The detection signals from the out-of-bulb switch 21TM187, the full tank switch 21TM048, and the dispensed number count switch 21TM301 are input to the I / O port 21TM372f of the dispensed number count switch 21TM037 via the relay board 21TM072. In this embodiment, the detection signal from the dispensed number count switch 21TM301 is input to the dispensed control microcomputer 21TM370, and then output to the main board 11 via the I / O port 21TM372a and the output circuit 21TM373B.
[0112] 3, the payout control board 21TM037 is connected to a game machine frame / door frame open sensor 21TM300, which includes a game machine frame open sensor that detects the opening of the game machine frame 3 that supports and fixes the game board 2, and a door frame open sensor that detects the opening of the glass door frame 3a that covers the front of the game board 2 so that it can be opened and closed, and also has a function of determining the occurrence of various abnormalities (errors) based on the detection signals output from these sensors. Note that the detection signal when the game machine frame 3 is opened and the detection signal when the glass door frame 3a is opened are input to different terminals, so that the payout control microcomputer 21TM370 can distinguish and recognize the open state of the game machine frame 3 and the open state of the glass door frame 3a.
[0113] In addition, the detection signal from the payout motor position sensor 21TM295 is input to the I / O port 21TM372e of the payout control board 21TM037 via the relay board 21TM072. The payout motor position sensor 21TM295 is a sensor consisting of a light emitting element (LED) and a light receiving element for detecting the rotational position of the payout motor 21TM289, and is used to detect when a game ball is stuck, that is, when a ball is stuck. The payout control microcomputer 21TM370 mounted on the payout control board 21TM037 stops the ball payout process when the detection signal from the ball out switch 21TM187 indicates a ball out state or when the detection signal from the full tank switch 21TM048 indicates a full tank state.
[0114] Furthermore, when the detection signal from the full tank switch 21TM048 indicates a full tank state, the payout control microcomputer 21TM370 outputs a low-level full tank signal to the launch board 21TM090 to stop the ball launch from the ball launching device. The launch motor signal to the launch motor 21TM094 output by the AND circuit 21TM091 of the launch board 21TM090 is transmitted from the launch board 21TM090 to the launch motor 21TM094. The full tank signal from the payout control microcomputer 21TM370 is input to one input side of the AND circuit 21TM091 mounted on the launch board 21TM090, and the drive signal from the drive signal generation circuit 21TM092 (a signal for driving the launch motor 21TM094 and a signal that serves to supply power from the power supply board) is input to the other input side of the AND circuit 21TM091. Then, the launch motor signal from the AND circuit 21TM091 is input to the launch motor 21TM094. In other words, while the dispensing control microcomputer 21TM370 is outputting a full tank signal, the output of the launch motor signal to the launch motor 21TM094 is stopped.
[0115] The payout control microcomputer 21TM370 has a built-in serial communication circuit 21TM380 for inputting and outputting (transmitting and receiving) signals by serial communication with the game control microcomputer 100. In this embodiment, the game control microcomputer 100 and the payout control microcomputer 21TM370 exchange (transmit and receive) signals (a prize ball request signal, a received ACK signal) at regular intervals (for example, 1 second) via the serial communication circuits 21TM505 and 21TM380 to confirm the connection between the game control microcomputer 100 and the payout control microcomputer 21TM370. That is, the game control microcomputer 100 transmits a signal (a prize ball request signal in this embodiment) for confirming the connection at regular intervals via the serial communication circuit 21TM505, and when the payout control microcomputer 21TM370 receives a prize ball request signal from the game control microcomputer 100, it transmits a signal (a reception ACK signal) notifying the same to the game control microcomputer 100. In this embodiment, specific data is placed on the prize ball request signal or the reception ACK signal, so that specific data is exchanged between the game control microcomputer 100 and the payout control microcomputer 21TM370 at the timing of transmitting and receiving the prize ball request signal or the reception ACK signal. For example, when a prize is won, the game control microcomputer 100 sets data indicating the number of prize balls to be paid out by changing a predetermined bit of the prize ball request signal, and transmits the set prize ball request signal to the payout control microcomputer 21TM370. Then, when the prize ball payout operation is completed, the payout control microcomputer 21TM370 sets data indicating the end of the prize ball by changing a predetermined bit of the received ACK signal, and transmits the set received ACK signal to the game control microcomputer 100. Also, when a predetermined error (such as ball lending, full tank, or out of ball error) occurs, data indicating the content of the error is set by changing a predetermined bit of the received ACK signal, and transmits the set received ACK signal to the game control microcomputer 100.The specific signal exchange by serial communication between the game control microcomputer 100 and the payout control microcomputer 21TM370 will be described in detail in Figures 32 and 35.
[0116] The payout control microcomputer 21TM370 outputs a prize ball information signal indicating the number of prize balls to be paid out and a ball lending number signal indicating the number of lent balls to the terminal board (including the frame external terminal board and the board external terminal board) 21TM160 via the output port 21TM372b. A driver circuit is installed outside the output port 21TM372b, but is omitted in FIG. 3.
[0117] The microcomputer 21TM370 for payout control also outputs an error signal to the LED 21TM374 for error display using a 7-segment LED via the output port 21TM372c. Furthermore, it outputs a signal for instructing the turning on / off to the prize ball LED 21TM053 and the blown-out LED 21TM054 via the output port 21TM372b. A detection signal from the error release switch 21TM375 for releasing the error state is input to the input port 21TM372f of the payout control board 21TM037. The error release switch 21TM375 is used to release the error state by software reset.
[0118] Furthermore, the drive signal to the payout motor 21TM289 from the payout control microcomputer 21TM370 is transmitted to the payout motor 21TM289 in the payout mechanism part of the ball payout device 21TM097 via the output port 21TM372a and the relay board 21TM072. A driver circuit (motor drive circuit) is installed outside the output port 21TM372a, but is omitted in FIG. 3.
[0119] The card unit 21TM050 installed adjacent to the gaming machine is equipped with a microcomputer for controlling the card unit. The card unit 21TM050 is also provided with a usable indicator lamp, a connected table direction indicator lamp, a card insertion indicator lamp, and a card insertion slot. The interface board (relay board) 21TM066 is connected to the degree indicator LED 21TM060, ball lending possible LED 21TM061, ball lending switch 21TM062, and return switch 21TM063.
[0120] The interface board 21TM066 provides the card unit 21TM050 with a ball loan switch signal indicating that the ball loan switch 21TM062 has been operated and a return switch signal indicating that the return switch 21TM063 has been operated in response to the player's operation. The card unit 21TM050 also provides the interface board 21TM066 with a card balance display signal indicating the balance of the prepaid card and a ball loan available display signal. Between the card unit 21TM050 and the payout control board 21TM037, a connection signal (VL signal), a unit operation signal (BRDY signal), a ball loan request signal (BRQ signal), a ball loan completion signal (EXS signal), and a pachinko start operation signal (PRDY signal) are transmitted and received via the input port 21TM372f and the output port 21TM372d. The interface board 21TM066 is interposed between the card unit 21TM050 and the payout control board 21TM037. Therefore, signals such as a connection signal (VL signal) are transmitted and received between the card unit 21TM050 and the dispensing control board 21TM037 via the interface board 21TM066, as shown in FIG. 9-2.
[0121] When the power supply of the pachinko game machine 1 is turned on, the payout control microcomputer 21TM370 mounted on the payout control board 21TM037 outputs a PRDY signal to the card unit 21TM050. Also, when the power supply is turned on, the card unit control microcomputer outputs a VL signal. The payout control microcomputer 21TM370 judges the connection state / non-connection state of the card unit 21TM050 based on the input state of the VL signal. When a card is accepted in the card unit 21TM050 and the ball lending switch 21TM062 is operated to input a ball lending switch signal, the card unit control microcomputer outputs a BRDY signal to the payout control board 21TM037. When a predetermined delay time has elapsed from this point, the card unit control microcomputer outputs a BRQ signal to the payout control board 21TM037.
[0122] The payout control microcomputer 21TM370 then activates the EXS signal for the card unit 21TM050, and when it detects the fall of the BRQ signal from the card unit 21TM050, it drives the payout motor 21TM289 and pays out a predetermined number of loaned balls to the player. When the payout is completed, the payout control microcomputer 21TM370 then deactivates the EXS signal for the card unit 21TM050. After that, on condition that the BRDY signal from the card unit 21TM050 is not in the ON state, the payout control microcomputer 21TM370 executes the prize ball payout control when it receives a payout command signal from the game control microcomputer 100.
[0123] The power supply voltage AC24V used in the card unit 21TM050 is supplied from the dispensing control board 21TM037. That is, power is supplied from the power supply board to the card unit 21TM050 via the dispensing control board 21TM037 and the interface board 21TM066. In this example, a fuse for protecting the card unit 21TM050 is provided in the AC24V power supply line for the card unit 21TM050 arranged in the interface board 21TM066, and a voltage higher than a predetermined voltage is prevented from being supplied to the card unit 21TM050.
[0124] In this embodiment, the degree display LED 21TM060, ball lending possible LED 21TM061, ball lending switch 21TM062, and return switch 21TM063 are installed at a predetermined position (for example, above the ball supply tray (upper tray)) in the pachinko game machine 1. Therefore, by moving the line of sight downward from the game area during a game, the player can recognize whether or not game balls can be borrowed and the remaining amount for borrowing game balls (balance of prepaid card) from the lighting state of the degree display LED 21TM060 and ball lending possible LED 21TM061. Furthermore, the player can borrow game balls by operating the ball lending switch 21TM062, and can receive a prepaid card in which the number of prize balls acquired and the remaining amount are stored by operating the return switch 21TM063 from the card unit 21TM050.
[0125] As shown in Fig. 2, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game as part of the control of the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results in the main board 11 (for example, the display results of the special game (including the type of big win), the variable pattern used when executing the special game (described in detail later)), the game status (for example, the start or end of the variable display, the opening status of the big win port, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0126] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, notifying errors, and notifying of power outage recovery) based on the received performance control commands.
[0127] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0128] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing a performance (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0129] The performance control CPU 120 may also instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0130] The display control unit 123 includes a video display processor (VDP), a character generator ROM (CGROM), a video RAM (VRAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0131] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby causing the image display device 5 to display an effect image. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and to turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal for operating the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0132] The audio control board 13 is equipped with various circuits for driving the speakers 8L, 8R, and drives the speakers 8L, 8R based on the sound designation signal, causing the speakers 8L, 8R to output the sound designated by the sound designation signal.
[0133] The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signal, turning the game effect lamps 9 on and off in the manner specified by the lamp signal. In this way, the display control unit 123 controls the sound output and the on / off of the lamps.
[0134] In addition, the sound output, control of turning the lamps on and off (such as supplying sound designation signals and lamp signals), and control of the movable body 32 (such as supplying signals to operate the movable body 32) may be performed by the performance control CPU 120.
[0135] The random number circuit 124 counts numerical data indicating various random numbers (random numbers for performance) used to execute various performances in an updatable manner. The random numbers for performance may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0136] The I / O 125 mounted on the performance control board 12 is composed of an input port for inputting performance control commands transmitted, for example, from the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0137] Sub-substrates include the performance control substrate 12, the sound control substrate 13, and the lamp control substrate 14, other than the main substrate 11. As in the pachinko game machine 1, multiple sub-substrates may be provided for different functions, or one sub-substrate may be configured to have multiple functions.
[0138] FIG. 5(A) is an explanatory diagram showing an example of the contents of the performance control command used in this embodiment. The performance control command is, for example, a two-byte configuration, with the first byte indicating MODE (command classification) and the second byte indicating EXT (command type). The first bit (bit 7) of the MODE data is always set to "1", and the first bit of the EXT data is set to "0". Note that the command format shown in FIG. 4(A) is only an example, and other command formats may be used. Also, in this example, the control command is composed of two control signals, but the number of control signals constituting the control command may be one, or may be three or more.
[0139] In the example shown in FIG. 5(A), the command 8001H is a first variable display start command that specifies the start of variable display in a special symbol game using the first special symbol in the first special symbol display device 4A. The command 8002H is a second variable display start command that specifies the start of variable display in a special symbol game using the second special symbol in the second special symbol display device 4B. The command 81XXH is a variable pattern designation command that specifies the variable pattern (variable time (variable display time)) of the decorative symbols (also called performance symbols) that are variably displayed in the "left", "middle", and "right" decorative symbol display areas 5L, 5C, and 5R in the image display device 5 in response to the variable display of the special symbol in the special symbol game. Here, XXH indicates an unspecified hexadecimal number, and may be any value that is arbitrarily set according to the instruction contents by the performance control command. In addition, in the variable pattern designation command, different EXT data is set according to the specified variable pattern, etc.
[0140] Command 8CXXH is a variable display result designation command, which is a presentation control command that designates a variable display result such as a special pattern or a decorative pattern. In the variable display result designation command, different EXT data is set according to the determination result (predetermined result) of whether the variable display result (also called the variable display result) is a "miss" or a "jackpot", and the determination result of which of several types of jackpot types should be selected when the variable display result is a "jackpot", as shown in FIG. 4(B).
[0141] In the variable display result designation command, for example, as shown in FIG. 5(B), command 8C00H is a first variable display result designation command indicating a pre-determined result that the variable display result is "miss". Command 8C01H is a second variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot A". Command 8C02H is a third variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot B". Command 8C03H is a fourth variable display result designation command notifying a pre-determined result and a jackpot type determination result that the variable display result is "jackpot" and the jackpot type is "jackpot C".
[0142] Command 8FXXH is a pattern determination command that specifies the stop (determination) of the change of the decorative pattern in each of the decorative pattern display areas 5L, 5C, and 5R of "left", "middle", and "right" in the image display device 5. The pattern determination command is also a command for notifying the pattern determination period. For example, as shown in FIG. 5(B), command 8F00H is a first pattern determination command that specifies that the pattern determination period is 0.5 seconds, and command 8F01H is a second pattern determination command that specifies that the pattern determination period is 10 seconds. Command 95XXH is a game state designation command that specifies the current game state of the pachinko game machine 1. In the game state designation command, different EXT data is set according to the current game state of the pachinko game machine 1, for example. As a specific example, the command 9500H is a first game state designation command corresponding to a game state where time-saving control is not performed (low probability low base state, normal state), the command 9501H is a second game state designation command corresponding to a game state where time-saving control is performed (low probability high base state, time-saving state), and the command 9502H is a third game state designation command corresponding to a game state where time-saving control and probability variable control are performed (high probability high base state, probability variable state). The command 96XXH is an error notification command that notifies that an error has occurred. In the error notification command, for example, different EXT data is set depending on the error that has occurred.
[0143] Command A0XXH is a jackpot start command (also called a "fanfare command") that specifies the display of a presentation image indicating the start of a jackpot game. Command A1XXH is a large prize opening open notification command that notifies the player that the large prize opening is in an open state during a jackpot game state. Command A2XXH is a large prize opening post-open notification command that notifies the player that the large prize opening has changed from an open state to a closed state during a jackpot game state. Command A3XXH is a jackpot end command that specifies the display of a presentation image at the end of a jackpot game.
[0144] In the jackpot start designation command and the jackpot end designation command, different EXT data may be set according to the pre-determined result and the jackpot type determined result, for example, by setting the same EXT data as the variable display result designation command. Alternatively, in the jackpot start designation command and the jackpot end designation command, the correspondence between the pre-determined result and the jackpot type determined result and the set EXT data may be made different from the correspondence in the variable display result designation command. In the large prize opening notification command and the large prize opening after opening notification command, for example, different EXT data is set according to the number of rounds executed in the jackpot state (for example, "1" to "10") described later.
[0145] The command B100H is a first start port winning designation command that notifies that a first start condition for executing a special symbol game using a first special symbol in the first special symbol display device 4A has been established based on the occurrence of a start winning (first start winning) caused by a game ball passing through (entering) the first start winning port formed by the winning ball device 6A being detected by the first start port switch 22A. The command B200H is a second start port winning designation command that notifies that a second start condition for executing a special symbol game using a second special symbol in the second special symbol display device 4B has been established based on the occurrence of a start winning (second start winning) caused by a game ball passing through (entering) the second start winning port formed by the variable winning ball device 6B being detected by the second start port switch 22B.
[0146] The command C1XXH is a first reserved memory number notification command that notifies the first reserved memory number so that the reserved memory number of special figures can be specified. The command C2XXH is a second reserved memory number notification command that notifies the second reserved memory number so that the reserved memory number of special figures can be specified. The first reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the first start port winning designation command is transmitted based on, for example, the first start condition being established by the game ball passing (entering) the first start winning port. The second reserved memory number notification command is transmitted from the main board 11 to the performance control board 12 when the second start port winning designation command is transmitted based on, for example, the second start condition being established by the game ball passing (entering) the second start winning port. In addition, the first pending memory number notification command and the second pending memory number notification command may be transmitted in response to the start of execution of the special game when either the first start condition or the second start condition is met (when the number of pending memories decreases).
[0147] Instead of the first pending memory number notification command or the second pending memory number notification command, a total pending memory number notification command that notifies the total pending memory number may be sent. In other words, a total pending memory number notification command for notifying an increase (or decrease) in the total pending memory number may be used.
[0148] Commands C4XXH and C6XXH are presentation control commands (winning time judgment result designation commands) that indicate the contents of the winning time judgment result. Among them, command C4XXH is a pattern designation command that indicates whether the variable display result is a "jackpot" or not, the judgment result of the jackpot type (probable win, non-probable win, or sudden probability win), and the small win as the winning time judgment result. Also, command C6XXH is a variation category designation command that indicates the judgment result of whether the random number value for the variation pattern judgment is a "non-reach", "super reach", or "other" variation pattern as the winning time judgment result. Also, command C700H is a presentation control command that designates the execution of a customer waiting demonstration (customer waiting demo presentation) in the image display device 5 based on the fact that the pachinko game machine 1 is not in a jackpot game, the variable display of the special pattern is not being executed, and the game is in a non-game state in which there is no reserved memory.
[0149] Command D100H is a V winning notification command that notifies that the game ball has been detected by the second count switch 24 and that it has been determined that the game state will be controlled to a special state after the big win game ends (the occurrence of a V winning).
[0150] Command D3XXH is a prize ball number notification command that notifies the number of prize balls to be paid out based on the detection of game balls by the first start port switch 22A, the second start port switch 22B, the first count switch 23, the general winning switch 25, etc.
[0151] The command E0XXH is a MY counter value notification command for notifying the MY counter value for monitoring the difference between the number of prize balls paid out since the pachinko game machine 1 was started with the operation of the clear switch 92 and the number of game balls detected by the out switch 26 (net increase in the number of prize balls). As shown in FIG. 8(D), E000H is a first MY counter value notification command indicating that the MY counter value is 0 to 90000, E001H is a second MY counter value notification command indicating that the MY counter value is 90001 to 95000, and E002H is a third MY counter value notification command indicating that the MY counter value is 95001 to 98194. The command F000H is a game stop notification command for notifying the stop of the game based on the MY counter value reaching the default value of 98194.
[0152] 5(A) are merely examples, and some of these commands may not be included, or different commands may be used instead of these commands, or different commands may be added. For example, a prize ball number notification command for specifying the number of prize balls to be paid out based on the game balls entering each winning port, a gate passage notification command for notifying that the game balls have passed through the passage gate 41, a notification command for notifying the remaining number of variable display times for which the probability variation control or time reduction control is executed, etc. may be provided.
[0153] FIG. 6 is an explanatory diagram illustrating the random number values counted on the main board 11 side. As shown in FIG. 6, in this embodiment, on the main board 11 side, the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the jackpot type, the random number value MR3 for determining the variation pattern, and the random number value MR4 for determining the normal chart display result are controlled so that they can be counted. In addition, random number values other than these may be used to enhance the game effect. Such random numbers used to control the progress of the game are also called game random numbers.
[0154] The random number circuit 104 may count numerical data indicating a part or all of these random number values MR1 to MR4. The CPU 103 may count numerical data indicating a part of the random number values MR1 to MR4 by updating various numerical data by software using a random counter different from the random number circuit 104, such as a random counter provided in a game control counter setting unit (not shown).
[0155] The random number value MR1 for determining the special symbol display result is a random number value used to determine whether or not to control the variable display result of the special symbol or the like in the special symbol game to a "jackpot" and to a jackpot game state, and takes a value in the range of, for example, "0" to "65535." The random number value MR2 for determining the jackpot type is a random number value used to determine the jackpot type to be one of "jackpot A," "jackpot B," or "jackpot C" when the variable display result is a "jackpot," and takes a value in the range of, for example, "0" to "299."
[0156] The random number value MR3 for determining the variation pattern is a random number value used to determine the variation pattern in the variable display of special patterns and decorative patterns to one of several types prepared in advance, and takes a value in the range of "1" to "997", for example.
[0157] The random number value MR4 for determining the normal pattern display result is a random number value used to determine whether the variable display result in a normal pattern game by the normal pattern display device 20 is a "normal pattern hit" or a "normal pattern miss", and takes a value in the range of "3" to "23", for example.
[0158] The random number value MR5 for determining the initial value of MR4 is a random number value used for determining the initial value of the random number value MR4, and ranges from "3" to "23", for example.
[0159] FIG. 7 shows the variation pattern in this embodiment. In this embodiment, a plurality of variation patterns are prepared in advance for the cases where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" and "reach", respectively, and for the case where the variable display result is "jackpot". The variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "non-reach" is called a non-reach variation pattern (also called a "non-reach miss variation pattern"), and the variation pattern corresponding to the case where the variable display result is "miss" and the variable display mode of the decorative pattern is "reach" is called a reach variation pattern (also called a "reach miss variation pattern"). The non-reach variation pattern and the reach variation pattern are included in the miss variation pattern corresponding to the case where the variable display result is "miss". The variation pattern corresponding to the case where the variable display result is "jackpot" is called a jackpot variation pattern.
[0160] The jackpot variation pattern and reach variation pattern include a normal reach variation pattern in which the reach performance of a normal reach is executed, and a super reach variation pattern in which the reach performance of a super reach is executed. In this embodiment, one type of normal reach variation pattern is provided, but the present invention is not limited to this, and two or more types of normal reach variation patterns may be provided. In this embodiment, two types of variation patterns, super reach α and super reach β, are provided as the super reach variation pattern, but the present invention is not limited to this, and three or more types of super reach variation patterns or only one type may be provided.
[0161] Among these variation patterns, for the big win variation pattern and the small win variation pattern, after the same special chart variation time as the miss variation pattern, an additional uniform 15-second special chart display time is provided to execute a congratulatory performance to celebrate the fact that the variable display result is a big win.
[0162] Here, for the jackpot fluctuation pattern and the miss fluctuation pattern in this embodiment, the period until the variable display result is announced is configured to be common, preventing the player from recognizing in advance whether the variable display result is a jackpot or a miss based on the length of the period until the variable display result is announced.
[0163] In this embodiment, as described later, the determination ratio of each variation pattern is set so that the variable display result becomes "jackpot" in the order of super reach, normal reach, and non-reach, so that the jackpot expectation rate increases as the special chart variation time increases in the normal reach variation pattern and the super reach variation pattern.
[0164] Furthermore, in this embodiment, as described later, these fluctuation patterns are determined using only the random number value MR3 for determining the fluctuation pattern, but the present invention is not limited to this. For example, in addition to the random number value MR3 for determining the fluctuation pattern, a random number value for determining the type of fluctuation pattern may be provided, and the type of fluctuation pattern may first be determined from these random number values for determining the type of fluctuation pattern, and then the fluctuation pattern belonging to the determined type may be determined.
[0165] In the ROM 101 provided in the game control microcomputer 100, in addition to the program for controlling the game, various table data used to control the progress of the game are stored. For example, the ROM 101 stores table data constituting a plurality of judgment tables prepared for the CPU 103 to make various judgments and decisions. The ROM 101 also stores table data constituting a plurality of control pattern tables used by the CPU 103 to output various control signals from the main board 11, and a variation pattern table that stores a plurality of types of variation patterns that are the variation modes of each pattern in the variable display of special patterns, normal patterns, etc.
[0166] 8 is an explanatory diagram of a method for determining a variation pattern in this embodiment. In this embodiment, the variation pattern determination table to be selected is different depending on the special pattern of the variable display to be executed, the display result of the variable display, the number of reserved memories, the game state, etc.
[0167] Specifically, as shown in FIG. 8, when the variable display result is a jackpot, the jackpot fluctuation pattern determination table is selected; when the game state is normal (low probability low base state), the number of reserved special charts for the variable display target is one or less, and the variable display result is a miss, the miss fluctuation pattern determination table A is selected; when the game state is normal (low probability low base state), the number of reserved special charts for the variable display target is two to three, and the variable display result is a miss, the miss fluctuation pattern determination table B is selected; and when the game state is a time-saving state or a probability change state (low probability high base state or high probability high base state) and the variable display result is a miss, the miss fluctuation pattern determination table C is selected.
[0168] In the jackpot fluctuation pattern determination table A, of the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 20 are assigned to the normal reach jackpot fluctuation pattern PB1-1, 21 to 370 are assigned to the super reach α jackpot fluctuation pattern PB1-2, and 371 to 997 are assigned to the super reach β jackpot fluctuation pattern PB1-3.
[0169] In the miss fluctuation pattern determination table A, of the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 500 are assigned to the non-reach miss fluctuation pattern PA1-1, 501 to 900 are assigned to the normal reach miss fluctuation pattern PA2-1, 901 to 970 are assigned to the super reach α miss fluctuation pattern PA2-2, and 971 to 977 are assigned to the super reach β miss fluctuation pattern PA2-3.
[0170] In the miss fluctuation pattern determination table B, of the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 500 are assigned to the non-reach miss fluctuation pattern PA1-2, 501 to 900 are assigned to the normal reach miss fluctuation pattern PA2-1, 901 to 970 are assigned to the super reach α miss fluctuation pattern PA2-2, and 971 to 977 are assigned to the super reach β miss fluctuation pattern PA2-3.
[0171] In the loss fluctuation pattern determination table C, among the possible values of 1 to 997 for the random number value MR3 for determining the fluctuation pattern, 1 to 997 are assigned to the non-reach loss fluctuation patterns PA1-3.
[0172] 9 shows an example of the configuration of the display result determination table stored in the ROM 101. In this embodiment, a display result determination table common to the first special chart and the second special chart is used as the display result determination table, but the present invention is not limited to this, and individual display result determination tables may be used for the first special chart and the second special chart.
[0173] The display result determination table is a table which is referenced to determine whether or not to control the variable display result to a jackpot game state as a "jackpot" before a determined special pattern which is a variable display result is derived and displayed in a special pattern game using a first special pattern by the first special pattern display device 4A or a special pattern game using a second special pattern by the second special pattern display device 4B, based on a random number value MR1 for determining the special pattern display result.
[0174] In the display result determination table, a numerical value (determination value) to be compared with the random number value MR1 for determining the special chart display result is assigned to the special chart display result of "jackpot" or "miss" depending on whether the game state of the pachinko game machine 1 is a normal state or a time-saving state (low probability state), or a probability change state (high probability state).
[0175] In the display result judgment table, the table data indicating the judgment value to be compared with the random number value MR1 for judging the special chart display result is judgment data assigned to the decision result of whether or not to control the special chart display result to a jackpot game state as a "jackpot". In the display result judgment table, when the game state is a probability variable state (high probability state), more judgment values are assigned to the special chart display result of a "jackpot" than when the game state is a normal state or a time-saving state (low probability state). As a result, in the probability variable state (high probability state) in which the probability variable control is performed in the pachinko game machine 1, the probability of determining that the special chart display result is a "jackpot" and controlled to a jackpot game state is higher (about 1 / 100 in this embodiment) than the probability of determining that the special chart display result is a "jackpot" and controlled to a jackpot game state when the game state is a normal state or a time-saving state (low probability state) (about 1 / 200 in this embodiment). That is, in the display result judgment table, judgment data is assigned to the decision result of whether or not to control to a jackpot game state so that when the game state in the pachinko game machine 1 is in a probability variable state (high probability state), the probability of deciding to control to a jackpot game state is higher than when it is in a normal state or a time-saving state.
[0176] That is, when the value of MR1 coincides with any of the winning judgment values corresponding to the big wins shown in Fig. 9(A), the CPU 103 determines that the special symbols are to be the big wins (Big Win A to Big Win C). In addition, determining whether or not to be the big win means determining whether or not to control to the big win game state, but also means determining whether or not to make the stopped symbols on the first special symbol display device 4A or the second special symbol display device 4B the big win symbols.
[0177] 9(B) and (C) are explanatory diagrams showing a jackpot type determination table (for the first special symbol) and a jackpot type determination table (for the second special symbol) stored in the ROM 101. Of these, FIG. 9(B) is a table for determining the jackpot type using reserved memory based on the game ball winning the first start winning slot (i.e., when the first special symbol is variably displayed). Also, FIG. 9(C) is a table for determining the jackpot type using reserved memory based on the game ball winning the second start winning slot (i.e., when the second special symbol is variably displayed).
[0178] The jackpot type determination table is a table that is referenced to determine the type of jackpot to be one of jackpot A to jackpot B based on the random number (MR2) for jackpot type determination when it is determined that the variable display result is to be a jackpot pattern. In this embodiment, as shown in Fig. 9(B) and (C), the jackpot type determination table (for the first special pattern) has jackpot A and jackpot B, while the jackpot type determination table (for the second special pattern) has jackpot B and jackpot C.
[0179] Here, the jackpot types in this embodiment will be explained with reference to FIG. 8(E). In this embodiment, jackpot types A to C are set.
[0180] Of these jackpots A to C, jackpot A and jackpot B are jackpots that are repeated four times (so-called 4 rounds) in which the jackpot opening is changed to a second state that is advantageous to the player, and jackpot C is a jackpot that is repeated ten times (so-called 10 rounds) in which the jackpot opening is changed to a second state that is advantageous to the player.
[0181] Furthermore, after the end of the jackpot game state of jackpot A to jackpot C, time-saving control is executed for a maximum of 100 variable displays, and, on the condition that the game ball is detected by the second count switch 24 in the first round, sure-change control is executed for a maximum of 100 variable displays.
[0182] In addition, jackpot A is a type of jackpot in which the large prize opening is opened with opening pattern KP-1 in the first round and opened with opening pattern KP-3 in the second round and subsequent rounds, and jackpot B and jackpot C are types of jackpot in which the large prize opening is opened with opening pattern KP-2 in the first round and opened with opening pattern KP-3 in the second round and subsequent rounds.
[0183] Here, the configuration of the special variable winning ball device 7 in this embodiment will be described. As shown in FIG. 10, a large winning opening is formed at the upper end of the special variable winning ball device 7. As described above, when the second solenoid 82 for the large winning opening door 711 (for the special electric device) is in the off state, the large winning opening door closes the large winning opening (first state), so that the game ball cannot enter (pass) the large winning opening. On the other hand, in the special variable winning ball device 7, when the second solenoid 82 for the large winning opening door is in the on state, the large winning opening door opens the large winning opening (second state), so that the game ball can easily enter the large winning opening.
[0184] As shown in FIG. 10, a game ball flow path 750 is formed in the special variable winning ball device 7, through which the game ball that entered the big winning opening can flow down. The game ball flow path 750 has a main path 740 (area along the solid line in FIG. 10) through which the game ball that passed through the big winning opening can pass, and a branch path 741 (area along the dotted line in FIG. 10) that branches downward from the main path 740. A regulating member 712 that can advance and retreat in the front and rear directions by driving the third solenoid is provided at the upper end of the branch path 741. When the third solenoid 83 is in the off state, the regulating member 712 protrudes into the game ball flow path 750 to hinder the game ball from entering the branch path 741, and when the third solenoid 83 is in the on state, the regulating member 712 retreats from the game ball flow path 750 to allow the game ball to enter the branch path 741.
[0185] A second count switch 24 is provided downstream of the branch path 741, and the game balls are detected by the second count switch 24 as they pass through the second count switch 24. The game balls that flow down the main path 740 and the game balls that flow down the branch path 741 are finally guided to the back side of the game board 2 through a through hole (not shown) formed in the game board 2, and then are detected by the out switch 26.
[0186] Here, as shown in FIG. 11(A), the opening pattern KP-1 is an opening pattern in which the second solenoid 82 is in the OFF state from the start timing T1 to the timing T2 of the round game, and the second solenoid 82 is in the ON state from the timing T2 to the timing T3, so that the special prize opening is in the open state (second state) from the timing T2 to the timing T3. The opening pattern KP-1 is also an opening pattern in which the third solenoid 83 is in the ON state from the start timing T1 to the timing T2 of the round game, and the third solenoid 83 is in the OFF state from the timing T2 to the timing T3. In other words, the opening pattern KP-1 is an opening pattern in which the game ball that has entered the special prize opening cannot pass through the second count switch 24 during the period in which the special prize opening is in the open state because the regulating member 712 prevents the game ball from entering the branch path 741.
[0187] As shown in FIG. 11B, the opening pattern KP-2 is an opening pattern in which the second solenoid 82 is in the ON state from the start timing T1 of the round game to the timing T4 (T4: the timing between the timing T2 and the timing T3), and the second solenoid 82 is in the OFF state from the timing T4, so that the big prize opening is in the open state (second state) from the timing T1 to the timing T4. The opening pattern KP-2 is also an opening pattern in which the third solenoid 83 is in the ON state from the start timing T1 to the timing T2 of the round game, and the third solenoid 83 is in the OFF state from the timing T2 to the timing T3. In other words, the opening pattern KP-2 is a solution pattern in which the big prize opening is in the open state from the timing T1 to the timing T4, and the game ball that entered the big prize opening can enter the branch path 741 and pass the second count switch 24 from the timing T1 to the timing T2.
[0188] 11(C), the opening pattern KP-3 is an opening pattern in which the second solenoid 82 is in the OFF state from the start timing T1 of the round game to timing T2, and the second solenoid 82 is in the ON state from timing T2 to timing T3, so that the special prize opening is in the open state (second state) from timing T2 to timing T3. In addition, in the opening pattern KP-3, the third solenoid is in the OFF state and never in the ON state. In other words, the opening pattern KP-3 is an opening pattern in which the game ball that has entered the special prize opening cannot pass through the second count switch 24 during the period in which the special prize opening is in the open state because the regulating member 712 prevents the game ball from entering the branch path 741.
[0189] That is, as shown in FIG. 9(D), the jackpot A is a jackpot type (substantial non-variable jackpot) in which, even if the player shoots the game ball toward 2R in the right game area during the jackpot game, the game ball does not pass through the second count switch 24, so that the time-saving control is executed for a maximum of 100 variable displays after the jackpot game ends, while the probability variable control is not executed (controlled to the time-saving state). In addition, the jackpot B and jackpot C are jackpot types (substantial variable jackpots) in which, if the player shoots the game ball toward the right game area 2R during the jackpot game, the game ball passes through the second count switch 24 with an extremely high probability (almost 100%), so that the time-saving control and probability variable control are executed for a maximum of 100 variable displays after the jackpot game ends (controlled to the probability variable state).
[0190] In this embodiment, when the variable display result of the first special symbol in the normal state is a jackpot, the player shoots a game ball toward the right game area 2R from the start of the jackpot game, and the game ball enters the big prize hole, so that the prize ball is paid out, and after the jackpot game ends, the game state is controlled to a time-saving state or a probability variable state, and the variable display of the second special symbol is mainly executed by the player continuing to shoot the game ball toward the right game area 2R. Here, as shown in FIG. 9(C), when the variable display result of the second special symbol is a jackpot, the jackpot type is either the jackpot B or the jackpot C, which are substantial probability variable jackpots, so that after the jackpot game ends, the game state is controlled to the probability variable state with an extremely high probability. As described above, the state in which the jackpot game state is controlled based on the variable display of the first special pattern in the normal state, and then the player mainly shoots the game ball toward the right game area 2R, repeating the time-saving state, the special state, and the jackpot game state, is called the consecutive win state.
[0191] In this embodiment, there are three types of jackpots, jackpot A to jackpot C, but the present invention is not limited to this, and there may be four or more types of jackpots, or there may be two or less types.
[0192] The RAM 102 provided in the game control microcomputer 100 shown in FIG. 2 may be a backup RAM, part or all of which is backed up by a backup power source created in a predetermined power supply board. In other words, even if the power supply to the pachinko game machine 1 is stopped, part or all of the contents of the RAM 102 are stored for a certain period of time (until the capacitor serving as the backup power source discharges and the backup power source is unable to supply power). In particular, at least the data corresponding to the game state, i.e., the control state of the game control means (such as a special chart process flag) and the data indicating the number of unpaid winning balls may be stored in the backup RAM. The data corresponding to the control state of the game control means is data necessary to restore the control state to the state before the occurrence of a power outage, etc., based on the data, when the power is restored after a power outage, etc. occurs. In addition, the data corresponding to the control state and the data indicating the number of unpaid winning balls are defined as data indicating the progress state of the game.
[0193] In such a RAM 102, as an area for storing various data used to control the progress of the game in the pachinko game machine 1, for example, a game control data storage area 005SG150 as shown in Fig. 12 is provided. The game control data storage area 005SG150 shown in Fig. 12 includes a first special chart reserve memory section 005SG151A, a second special chart reserve memory section 005SG151B, a normal chart reserve memory section 005SG151C, a game control flag setting section 005SG152, a game control timer setting section 005SG153, a game control counter setting section 005SG154, and a game control buffer setting section 005SG155.
[0194] The first special symbol reservation memory unit 005SG151A stores reservation data of a special symbol game (a special symbol game using a first special symbol in the first special symbol display device 4A) that has not yet started even though a start winning (first start winning) has occurred when a game ball has passed (entered) through the first start winning port formed by the winning ball device 6A. As an example, the first special symbol reservation memory unit 005SG151A associates reservation numbers with the winning order (detection order of game balls) into the first start winning port, and stores, as reservation data, random number values MR1 for determining variable display results, random number values MR2 for determining winning types, and numerical data indicating random number values MR3 for determining variable patterns, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the first start condition when the game ball has passed (entered), until the number of memories reaches a predetermined upper limit (for example, "4"). The reserved data thus stored in the first special chart reserved memory unit 005SG151A indicates that the execution of a special chart game using the first special chart is reserved, and serves as reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0195] The second special symbol reservation memory unit 005SG151B stores reservation data of a special symbol game (a special symbol game using a second special symbol in the second special symbol display device 4B) that has not yet started even though a start winning (second start winning) has occurred when a game ball has passed (entered) through the second start winning port formed by the variable winning ball device 6B. As an example, the second special symbol reservation memory unit 005SG151B associates the reservation number with the winning order (detection order of the game ball) into the second start winning port, and stores, as reservation data, the random number value MR1 for variable display result judgment, the random number value MR2 for winning type judgment, and the random number value MR3 for variable pattern judgment, which are extracted by the CPU 103 from the random number circuit 104, etc., based on the establishment of the second start condition in the passing (entering) of the game ball, until the number reaches a predetermined upper limit value (for example, "4"). The reserved data thus stored in the second special chart reserved memory unit 005SG151B indicates that the execution of a special chart game using the second special chart is reserved, and serves as reserved information that makes it possible to determine whether or not a jackpot will be reached based on the variable display result (special chart display result) in this special chart game.
[0196] In addition, the reserved information (first reserved information) based on the establishment of the first start condition by the game ball passing (entering) the first start winning port and the reserved information (second reserved information) based on the establishment of the second start winning by the game ball passing (entering) the second start winning port may be stored in a common reserved storage unit in association with the reserved number. In this case, start port data indicating whether the game ball passed (entered) the first start winning port or the second start winning port may be included in the reserved information and stored in association with the reserved number.
[0197] The regular symbol reserve memory unit 005SG151C stores reserved information for regular symbol games that have not yet been started by the regular symbol display device 20, even though the game ball that passed through the passing gate 41 has been detected by the gate switch 21. For example, the regular symbol reserve memory unit 005SG151C associates the game ball with a reserved number in the order in which it passed through the passing gate 41, and stores numerical data indicating the random number value MR4 for determining the regular symbol display result extracted by the CPU 103 from the random number circuit 104, etc. based on the passing of the game ball as reserved data, until the number reaches a predetermined upper limit value (for example, "4").
[0198] The game control flag setting unit 005SG152 is provided with a plurality of types of flags whose states can be updated according to the progress of a game in the pachinko game machine 1. For example, the game control flag setting unit 005SG152 stores data indicating the value of the flag and data indicating the ON or OFF state for each of the plurality of types of flags.
[0199] The game control timer setting unit 005SG153 is provided with various timers used to control the progress of a game in the pachinko game machine 1. For example, the game control timer setting unit 005SG153 stores data indicating timer values of each of a plurality of types of timers.
[0200] The game control counter setting unit 005SG154 is provided with multiple types of counters for counting count values used to control the progress of a game in the pachinko game machine 1. For example, the game control counter setting unit 005SG154 stores data indicating the count values of each of the multiple types of counters. Here, the game control counter setting unit 005SG154 may be provided with a random counter for counting part or all of the game random numbers in a manner that allows the CPU 103 to update them by software.
[0201] In the random counter of the game control counter setting unit 005SG154, random numbers not generated by the random number circuit 104, for example, numerical data indicating random numbers MR1 to MR4, are stored as random count values, and the numerical data indicating each random number value is updated periodically or irregularly according to the execution of software by the CPU 103. The software executed by the CPU 103 to update the random count value may be for updating the random count value separately from the updating operation of the numerical data in the random number circuit 104, or may be for updating the random count value by performing a predetermined process such as a scramble process or an arithmetic process on all or a part of the numerical data extracted from the random number circuit 104.
[0202] The game control buffer setting unit 005SG155 is provided with various buffers that temporarily store data used to control the progress of a game in the pachinko game machine 1. For example, the game control buffer setting unit 005SG155 stores data indicating buffer values in each of a plurality of types of buffers.
[0203] In addition to the performance control program, the ROM 121 mounted on the performance control board 12 shown in Fig. 2 stores various data tables used to control performance operations. For example, the ROM 121 stores table data constituting a plurality of judgment tables prepared for the performance control CPU 120 to make various judgments, decisions, and settings, pattern data constituting various performance control patterns, and the like.
[0204] As an example, the ROM 121 stores a performance control pattern table that stores a plurality of performance control patterns that the performance control CPU 120 uses to control performance operations by various performance devices (for example, the image display device 5, speakers 8L, 8R, game effect lamp 9, decorative LEDs, performance models, etc.). The performance control patterns correspond to various performance operations executed according to the progress of the game in the pachinko game machine 1 and are composed of data indicating the control contents. The performance control pattern table may store, for example, a performance control pattern for when a special chart is displayed variably, a notice performance control pattern, various performance control patterns, etc.
[0205] The special symbol variable display performance control pattern corresponds to a plurality of types of variation patterns, and is composed of data indicating the control contents of various performance operations such as the variable display operation of the decorative symbol, the reach performance, the re-draw performance, etc., during the period from when the special symbol starts to vary in the special symbol game to when the determined special symbol that is the special symbol display result is derived and displayed, or various performance display operations that do not involve the variable display of the decorative symbol. The advance notice performance control pattern is composed of data indicating the control contents of the performance operation that becomes the advance notice performance that is executed in response to the advance notice pattern that has a plurality of patterns prepared in advance. The various performance control patterns correspond to various performance operations that are executed according to the progress of the game in the pachinko game machine 1, and are composed of data indicating the control contents.
[0206] The control patterns for controlling the presentation during variable display of special charts may include, for example, a plurality of types of reach presentation control patterns in which the presentation manner in each reach presentation is different for each variable pattern that executes the reach presentation.
[0207] The RAM 122 mounted on the performance control board 12 shown in Fig. 2 is provided with a performance control data holding area 005SG190 as shown in Fig. 13(A) as an area for holding various data used to control performance operations. The performance control data holding area 005SG190 shown in Fig. 13(A) includes a performance control flag setting unit 005SG191, a performance control timer setting unit 005SG192, a performance control counter setting unit 005SG193, and a performance control buffer setting unit 005SG194.
[0208] The performance control flag setting unit 005SG191 is provided with a plurality of types of flags whose states can be updated according to a performance operation state, such as the display state of a performance image on the screen of the image display device 5, and a performance control command transmitted from the main board 11. For example, the performance control flag setting unit 005SG191 stores data indicating the value of the flag and data indicating the on or off state for each of the plurality of types of flags.
[0209] The performance control timer setting unit 005SG192 is provided with a plurality of types of timers used to control the progress of various performance operations, such as the display operation of a performance image on the screen of the image display device 5. For example, the performance control timer setting unit 005SG192 stores data indicating timer values of each of the plurality of types of timers.
[0210] The performance control counter setting unit 005SG193 is provided with a plurality of types of counters used to control the progress of various performance operations. For example, the performance control counter setting unit 005SG193 stores data indicating the count values of the respective types of counters.
[0211] The performance control buffer setting unit 005SG194 is provided with various buffers for temporarily storing data used to control the progress of various performance operations. For example, the performance control buffer setting unit 005SG194 stores data indicating buffer values in each of a plurality of types of buffers.
[0212] In this embodiment, data constituting the start winning time receiving command buffer 005SG194A as shown in FIG. 13(B) is stored in a predetermined area of the performance control buffer setting unit 005SG194. The start winning time receiving command buffer 005SG194A has a storage area (area corresponding to buffer numbers "1-1" to "1-4") corresponding to the maximum value of the total reserved memory number of the first special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "1-0") corresponding to the first special symbol in the variable display. In addition, the start winning time receiving command buffer 005SG194A has a storage area (area corresponding to buffer numbers "2-1" to "2-4") corresponding to the maximum value of the total reserved memory number of the second special symbol reserved memory (for example, "4") and a storage area (area corresponding to buffer number "2-0") corresponding to the second special symbol in the variable display. When a start winning occurs in the first start winning port or the second start winning port, a set of three commands, namely, a start port winning designation command (first start port winning designation command or second start port winning designation command), a pattern designation command, and a reserved memory number notification command (first reserved memory number notification command or second reserved memory number notification command), is transmitted from the main board 11 to the performance control board 12. The storage area corresponding to the first special chart reserved memory and the storage area corresponding to the second special chart reserved memory in the start winning reception command buffer 005SG194A are provided with storage areas (entries) for storing these start port winning designation command, pattern designation command, variable category designation command, and reserved memory number notification command separately in the first special chart reserved memory and the second special chart reserved memory.
[0213] The contents of these storage areas (entries) are shifted up one by one as described below when the start condition is met and the variable display of the top-level reserved memory (buffer number "1-1" or buffer number "2-1") begins, and the contents of buffer number "1-0" or buffer number "2-0", which stores the contents of the reserved memory for which the start condition is met, are cleared in the decorative pattern change stop process executed when the variable display ends.
[0214] Furthermore, in the start winning reception command buffer 005SG194A of this embodiment, memory areas for setting hold display flags indicating the display mode of the hold display to be displayed on the image display device 5 in the advance reading preview performance described below are secured for each of the buffer numbers "1-0" to "1-4" of the first special chart hold memory and the buffer numbers "2-0" to "2-4" of the second special chart hold memory.
[0215] When a start winning is made to the first start winning port, the CPU 120 for controlling the performance stores the command from the top (the entry with the smallest buffer number) of the free entry corresponding to the first special symbol reserved memory in the start winning time reception command buffer 005SG194A, and when a start winning is made to the second start winning port, the CPU 120 stores the command from the top (the entry with the smallest buffer number) of the free entry corresponding to the second special symbol reserved memory in the start winning time reception command buffer 005SG194A. When a start winning is made, the start winning port designation command to the reserved memory number notification command are transmitted in sequence. Therefore, when a command is received, the start winning port designation command, the pattern designation command, the variable category designation command, and the reserved memory number notification command are stored in the storage area corresponding to the last "1" to "4" of the buffer number corresponding to the first special symbol reserved memory or the second special symbol reserved memory in that order.
[0216] As for the commands stored in the start winning reception command buffer 005SG194A shown in FIG. 12(B), each time the variable display of the decorative pattern is started, the ones stored in the entry (entry of buffer number "1-0" or "2-0") corresponding to the reserved memory of the variable display that has just ended are deleted, and the ones stored in the entry (entry corresponding to buffer number "1-1" or "2-1") corresponding to the reserved memory of the variable display that is to start and the memory contents of the entry after the reserved memory of the variable display that is to start are shifted. For example, when the variable display of the decorative pattern of the first special pattern reserved memory is ended in the storage state shown in FIG. 12(B), each command stored in buffer number "0" is deleted, each command stored in buffer number "1" is shifted to buffer number "0", each command stored in the area corresponding to buffer number "2" is shifted to the area corresponding to buffer number "1", and each command stored in the area corresponding to buffer number "3" and "4" is shifted to the area corresponding to buffer number "2" and "3". Therefore, buffer number "0" becomes an area (entry) for storing each command related to the reserved memory that is variably displayed at that time.
[0217] In this embodiment, when the performance control CPU 120 executes the command analysis process (S75), it determines whether or not it has received a start winning designation command, a pattern designation command, a variable category designation command, or a pending memory number notification command. If these commands have been received, these commands are stored at the beginning of the free area of the start winning time received command buffer 005SG194A as pending memory for each special pattern.
[0218] (Display monitor) Next, the display on the display monitor 21TM029 in this embodiment will be described.
[0219] As shown in Fig. 14(A), the display monitor 21TM029 has a first display section 21TM029A, a second display section 21TM029B, a third display section 21TM029C, and a fourth display section 21TM029D. The first display section 21TM029A to the fourth display section 21TM29D are each configured with a 7-segment display made up of seven segments forming the figure "8," and a dot disposed at the lower right side of the 7-segment display. These first display section 21TM029A to the fourth display section 21TM29D can be lit or blinked in red.
[0220] In addition, the display control of the display monitor 21TM029 in the embodiment is executed by using the non-test area of the entire area of the ROM 101 and the RAM 102 when the pachinko gaming machine 1 is tested.
[0221] As shown in Fig. 14(B) and Fig. 14(C), the display monitor 21TM029 can display the base L, which is a base value (real-time value during measurement) calculated in the normal state (low probability low base state) for every 6000 outs in all game states, the base 1, which is a base value calculated in the normal state (low probability low base state) for every 6000 outs in the first game state, the base 2, which is a base value calculated in the normal state (low probability low base state) for every 6000 outs in the second game state, and the base 3, which is a base value calculated in the normal state (low probability low base state) for every 6000 outs in the third game state. The base L, base 1, base 2, and base 3 are displayed on the display monitor 21TM029 as percentages.
[0222] When actually displaying base L on the display monitor 21TM029, "b" is displayed on the first display unit 21TM029A and "L." is displayed on the second display unit 21TM029B to display "bL.", which is an abbreviation of base L, and the upper two digits of the calculated value (values of "00" to "99") are displayed on the third display unit 21TM029C and the fourth display unit 21TM029D. When displaying base 1 on the display monitor 21TM029, "b" is displayed on the first display unit 21TM029A and "1." is displayed on the second display unit 21TM029B to display "b1.", which is an abbreviation of the base, and the upper two digits of the calculated value (values of "00" to "99") are displayed on the third display unit 21TM029C and the fourth display unit 21TM029D. When displaying base 2 on the display monitor 21TM029, "b" is displayed on the first display unit 21TM029A to display the abbreviation "b2." for the base, and "2." is displayed on the second display unit 21TM029B, while the upper two digits of the calculated value (values from "00" to "99") are displayed on the third display unit 21TM029C and the fourth display unit 21TM029D. When displaying base 3 on the display monitor 21TM029, "b" is displayed on the first display unit 21TM029A to display the abbreviation "b3." for the base, and "3." is displayed on the second display unit 21TM029B, while the upper two digits of the calculated value (values from "00" to "99") are displayed on the third display unit 21TM029C and the fourth display unit 21TM029D.
[0223] In the display monitor 21TM029 of this embodiment, the main board 11 (CPU 103) controls the display of these bases L, 1, 2, and 3 in sequence. For example, as shown in Fig. 15, the main board 11 controls the display of the display monitor 21TM029 to switch at 5-second intervals in the order of base L → base 1 → base 2 → base 3.
[0224] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0225] (Main operation of main board 11, main processing for game control) First, a description will be given of the main operations of the main board 11. When power supply to the pachinko game machine 1 is started, the game control microcomputer 100 is started, and the game control main process is executed by the CPU 103. Fig. 16 is a flowchart showing the game control main process executed by the CPU 103 in the main board 11.
[0226] In the game control main process shown in Fig. 16, the CPU 103 first sets interrupts to be prohibited (step S1). Then, necessary initial settings are performed (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to be accessible.
[0227] Next, it is determined whether the recovery condition is satisfied. The recovery condition can be satisfied when the clear signal is in the OFF state (step S3; Yes), backup data is present (step S4; Yes), and the backup RAM is normal (step S5; Yes). When the power supply to the pachinko game machine 1 is started, if the clear switch provided on the power supply board 17 is pressed, for example, a clear signal in the ON state is input to the game control microcomputer 100. If such a clear signal in the ON state is input, it is sufficient to determine in step S3 that the recovery condition is not satisfied. The backup data may be stored in the RAM 102, which is the backup RAM for game control. In step S3, it is sufficient to check or inspect the presence or absence of backup data and the presence or absence of data errors, and to determine whether the recovery condition can be satisfied.
[0228] If the recovery condition is met (steps S3, S4, S5; Yes), recovery processing (step S6) and command transmission at the time of recovery (step S7) are executed, followed by setting processing of the serial communication circuit 21TM505 (step S10a) and random number circuit setting processing (step S10b). The recovery processing in step S6 sets a working area based on the contents stored in RAM 102. By setting the working area using the backup data stored in RAM 102, the game state when the power supply was stopped is restored, and if, for example, a special symbol was fluctuating, it is sufficient if the fluctuating special symbol can be resumed from the state before the stoppage.
[0229] In the recovery process (step S6) of this embodiment, the state of the game stop flag in the backup data is confirmed, and it is determined whether the game stop flag was set when the power failure occurred. The game stop flag is a flag indicating that the pachinko game machine 1 is controlled to a game stop state. If the game stop flag was set when the power failure occurred (if the game in the pachinko game machine 1 was stopped when the power failure occurred), the MY counter value described later is restored from the backup data, and if the game stop flag was not set when the power failure occurred (if the pachinko game machine 1 was playable when the power failure occurred), the MY counter value described later is not restored from the backup data, and the MY counter value is set to "0".
[0230] In the setting process of step S10b, a connection confirmation signal is output from the output circuit 21TM067 of the main board 11 to the input circuit 21TM373A of the payout control board 21TM037 (see Figures 30 and 31). In addition, the serial communication circuit 21TM505 of the game control microcomputer 100 and the serial communication circuit 21TM380 of the payout control microcomputer 21TM370 are set to a state in which communication can be performed.
[0231] Also, if the recovery condition is not satisfied (No in any of steps S3, S4, and S5), the initialization process (step S8) and the transmission of the initialization command (step S9) are performed, and then the setting process of the serial communication circuit 21TM505 is performed (step S10a) and the random number circuit setting process (step S10b) is performed. The initialization process of step S8 includes a clearing process for clearing the flags, counters, and buffers stored in the RAM 102, and the initial values are set in the working area by the execution of the clearing process. In particular, the initialization process (step 8) of this embodiment includes a process for clearing the game stop flag and setting the MY counter value to "0" regardless of the contents of the backup data. That is, in this embodiment, when a power interruption occurs when the pachinko game machine 1 is in a game stop state and the power is turned on to the pachinko game machine 1 together with the operation of the clear switch 92, the pachinko game machine 1 is started in a playable state (the game state is normal).
[0232] After the random number circuit setting process (step S10b) is executed, the CPU 103 sets the register of the CTC built in the game control microcomputer 100 so that a timer interrupt is generated periodically at a predetermined time (for example, 2 ms) (step S11), and permits the interrupt (step S12). After that, the process enters into a loop process. After that, an interrupt request signal is sent from the CTC to the CPU 103 at a predetermined time (for example, 2 ms), and the CPU 103 can execute the timer interrupt process periodically.
[0233] (Game control timer interrupt processing) When the CPU 103 that has executed the game control main process receives an interrupt request signal from the CTC and accepts the interrupt request, it executes a game control timer interrupt process shown in the flowchart of Fig. 17. When the game control timer interrupt process shown in Fig. 17 starts, the CPU 103 first executes a power interruption detection process (step S20) that determines whether the power supply has been cut off, and a game stop start process (step S20a) that monitors whether the game is stopped. Then, it determines whether a game stop flag described later is set (step S20b).
[0234] If the game stop flag is set (step S20b; No), the value of the special pattern process flag is identified (step S20c), and it is determined whether the value of the identified special pattern process flag corresponds to any of the pre-jackpot opening processing, the processing during the jackpot opening, and the post-jackpot opening processing (step S20d).
[0235] If the game stop flag is not set (step S20b; No) or the value of the identified special pattern process flag is a value corresponding to either the pre-jackpot opening processing, the processing during the jackpot opening, or the processing after the jackpot opening (step S20d; Yes), the CPU 103 executes a predetermined switch processing to determine whether or not detection signals have been received from various switches such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, the first count switch 23, the second count switch 24, the general winning switch 25, and the out switch 26 via the switch circuit 110 (step S21). Next, a prize ball process (step S21a) is performed to set up for paying out prize balls when game balls are detected at the first start hole switch 22A, the second start hole switch 22B, the first count switch 23, and the general winning switch 25, a winning information process (step S21b) is performed to calculate a base value (see FIG. 14(C)) based on the detection of game balls at the first start hole switch 22A, the second start hole switch 22B, the first count switch 23, the second count switch 24, the general winning switch 25, and the out switch 26, and a winning information display control process (step S21c) is performed to display the calculated base value on the display monitor 21TM029 as shown in FIG. 15. In addition, a predetermined main side error process is performed to diagnose abnormalities in the pachinko game machine 1, and a warning can be generated if necessary according to the diagnosis result (step S22). After this, by executing a predetermined information output process, data such as jackpot information (information indicating the number of jackpots that have occurred, etc.), start information (information indicating the number of start winnings, etc.), and probability fluctuation information (information indicating the number of times the special state has been entered, etc.) are output, which are supplied to a hall management computer installed outside the pachinko game machine 1 (step S23).
[0236] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). The CPU 103 executes the special symbol process process at each timer interruption, thereby realizing the execution and reservation management of the special symbol game, the control of the big win game state, the control of the game state, and the like.
[0237] Following the special symbol process, the normal symbol process is executed (step S26). The CPU 103 executes the normal symbol process at each timer interruption, enabling the execution and reservation management of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passing gate 41), and the opening control of the variable winning ball device 6B based on the "normal symbol hit". The normal symbol game is executed by driving the normal symbol display device 20, and the number of reserved normal symbols is displayed by lighting up the normal symbol reservation display device 25C.
[0238] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes a command control processing (step S27). The CPU 103 may set a performance control command for transmission in each of the above processes. In the command control processing of step S27, a process is performed to transmit the performance control command set for transmission to a sub-side control board such as the performance control board 12. After the command control processing is executed, the interrupt is permitted and then the game control timer interrupt processing is terminated.
[0239] Furthermore, if the value of the identified special pattern process flag does not correspond to any of the pre-jackpot opening processing, the processing during the jackpot opening, or the processing after the jackpot opening, a game stop processing (step S20e) is executed to stop the game on the pachinko game machine 1, and the game control timer interrupt processing is terminated.
[0240] (Power interruption detection process) 18 is a flow chart showing the power interruption detection process. In the power interruption detection process, the CPU 103 first judges whether or not a power interruption signal indicating that the power supply voltage from the power supply board (not shown) has dropped below a predetermined value (005SGS081). If there is no power interruption signal (005SGS081; N), the process ends. If there is a power interruption signal (005SGS081; Y), the CPU 103 specifies backup data including information stored in the RAM 122 (005SGS082) and stores the specified backup data in a backup data storage area provided in the RAM 122 (005SGS083). Then, the CPU 103 creates check data used when restoring the backup data and stores it in the backup data storage area (005SGS084), and then proceeds to a loop process in which no process is executed until the pachinko game machine 1 is powered off.
[0241] In addition, the data that is backed up includes the game stop flag, special pattern process flag value, MY counter value, first special pattern reserved memory, second special pattern reserved memory, normal pattern reserved memory, variable special pattern designation buffer value, time-saving flag, special chance flag, time-saving count counter value, jackpot flag, etc.
[0242] 19 is a flow chart showing the game stop monitoring process. In the game stop monitoring process, the CPU 103 first judges whether or not any of the first start port switch 22A, the second start port switch 22B, the first count switch 23, the general winning switch 25, and the out switch 26 is in the on state in the switch process (005SGS051). If any of the first start port switch 22A, the second start port switch 22B, the first count switch 23, the general winning switch 25, and the out switch 26 is in the on state in the switch process (005SGS051; Y), a value corresponding to the switch that is in the on state is added to the MY counter value (005SGS052).
[0243] After execution of 005SGS052, or if none of the first start port switch 22A, the second start port switch 22B, the first count switch 23, the general winning switch 25, and the out switch 26 are turned on in the switch processing (005SGS051;N), the CPU 103 judges whether the out switch 26 is turned on in the switch processing (005SGS053). If the out switch 26 is turned on in the switch processing, and the MY counter value is not 0 (005SGS054;N), the MY counter value is decremented by 1 (005SGS055).
[0244] After execution of 005SGS055, if the out switch 26 is not turned on in the switch processing (005SGS053;N), and if the MY counter value is 0 (005SGS054;Y), the CPU 103 identifies the MY counter value (005SGS056) and judges whether the MY counter value is 98194 or more (005SGS057). If the MY counter value is not 98194 or more (005SGS057;N), the game stop monitoring processing is terminated, and if the MY counter value is 98194 or more (005SGS057;Y), the game stop flag is set and the game stop monitoring processing is terminated (005SGS058).
[0245] In this embodiment, the pachinko game machine 1 is stopped (the pachinko game machine 1 is controlled to a game stop state) on the condition that the MY counter value reaches 98194. Here, the reason why the pachinko game machine 1 is stopped on the condition that the MY counter value reaches 98194 will be described in detail. First, in conventional pachinko game machines, a lottery for a jackpot is held with a predetermined probability, so that a lucky player could win more than the designed number of prize balls (for example, 100,000 balls) by winning the jackpot many times in one day, although the probability is extremely low. For this reason, in order to prevent players from excessively encouraging gambling in pachinko gaming machines, it is no longer sufficient to simply limit the conventional jackpot probability, the rate at which consecutive wins continue (the rate at which the gaming state continues to be controlled between the jackpot gaming state, the time-saving state, and the special probability state without passing through the normal state), and the number of prize balls that can be won in one jackpot game; therefore, a mechanism is needed to limit the number of prize balls that a player can win in one day's play on pachinko gaming machines.
[0246] For the above reasons, in this embodiment, an MY counter value is set, and the game on the pachinko game machine 1 is stopped on the condition that the MY counter value reaches 98194. The MY counter value "98194" for stopping the game on the pachinko game machine 1 is a value that allows the jackpot game to be played to the last round game and the maximum number of prize balls to be paid out to the player, even when taking into consideration over-entry into the jackpot slot during the jackpot game (entering more game balls than expected during the jackpot game. Also called over-entry) and prize balls from other prize slots. The MY counter value does not reach "100000", and even when taking into consideration over-entry into the jackpot slot during the jackpot game and prize balls from other prize slots, the MY counter value does not reach "100000".
[0247] (Special pattern processing) Fig. 20 is a flow chart showing an example of the special symbol process executed in step S25 shown in Fig. 17. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0248] In the start winning judgment process, a process is executed to detect the occurrence of a start winning, store reserved information in a predetermined area of the RAM 102, and update the reserved memory number. When a start winning occurs, a random number value for determining the display result (including the type of big win) and the variation pattern is extracted and stored as reserved information. In addition, a process for predicting and judging the display result and the variation pattern based on the extracted random number value may be executed. After the reserved information and the reserved memory number are stored, a transmission setting is performed to transmit a performance control command for specifying the judgment result such as the occurrence of a start winning, the reserved memory number, and the predictive judgment to the performance control board 12. The performance control command at the time of the start winning thus transmitted and set is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process processing is completed, by executing the command control processing of step S27 shown in FIG. 17.
[0249] After executing the start winning judgment process in step S101, the CPU 103 selects and executes one of the processes in steps S110 to S117 according to the value of the special symbol process flag provided in the RAM 102. In each process (steps S110 to S117) of the special symbol process, a transmission setting is performed to transmit a performance control command corresponding to each process to the performance control board 12.
[0250] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether or not to start the first special symbol game or the second special symbol game based on the presence or absence of reserved information. In addition, in the normal special symbol processing, based on a random number value for determining the display result, whether or not the display result of the special symbol or the decorative symbol is to be a "jackpot" and the type of jackpot if it is a "jackpot" are determined (pre-determined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a determined special symbol (either a jackpot symbol or a losing symbol) to be stopped and displayed in the special symbol game is set in response to the determined display result. After that, the value of the special symbol process flag is updated to "1", and the normal special symbol processing is terminated. Note that the special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also called special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be established in the order in which the balls enter the first start winning port (also called "winning order consumption").
[0251] When making various decisions based on random numbers, various tables (tables in which decision values compared with random numbers are assigned to decision results) stored in ROM 101 are referenced. The same is true for other decisions in main board 11 and various decisions in performance control board 12. In performance control board 12, various tables are stored in ROM 121.
[0252] The variation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This variation pattern setting process includes a process of determining the variation pattern to one of multiple types using a random number value for determining the variation pattern based on a pre-determined result of whether the display result is a "jackpot". In the variation pattern setting process, when the variation pattern is determined, the value of the special chart process flag is updated to "2", and the variation pattern setting process ends.
[0253] The variation pattern specifies the execution time of the special chart game (special chart variation time) (which is also the execution time of the variable display of the decorative patterns), the manner of the variable display of the decorative patterns (presence or absence of a reach, etc.), and the content of the presentation during the variable display of the decorative patterns (type of reach presentation, etc.), and is also called the variable display pattern.
[0254] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2". This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol started to vary. In addition, a determination is made as to whether the measured elapsed time has reached the special symbol variation time corresponding to the variation pattern. Then, when the elapsed time since the special symbol started to vary has reached the special symbol variation time, the value of the special symbol process flag is updated to "3", and the special symbol variation process is terminated.
[0255] The special symbol stop process in step S113 is executed when the value of the special symbol process flag is "3". This special symbol stop process includes a process for setting the first special symbol display device 4A or the second special symbol display device 4B to stop the variation of the special symbol and stop displaying (deriving) the determined special symbol that is the display result of the special symbol. If the display result is a "jackpot", the value of the special symbol process flag is updated to "4". On the other hand, if the display result is a "miss", the value of the special symbol process flag is updated to "0". If the display result is a "miss", when the time-saving state or the probability-changing state is controlled, and the variable display that has ended is the 100th variable display in the time-saving state or the probability-changing state, the game state is also updated. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0256] The pre-opening process of step S114 is executed when the value of the special pattern process flag is "4". This pre-opening process of the jackpot includes a process for setting the large prize opening to an open state by starting the execution of a round in the jackpot game state based on the display result being "jackpot". When the large prize opening is opened, a process for supplying a solenoid drive signal to the solenoid 82 for the large prize opening door is executed. At this time, for example, depending on the type of jackpot, the open upper limit period for opening the large prize opening and the upper limit execution number of rounds are set. When these settings are completed, the value of the special pattern process flag is updated to "5" and the pre-opening process of the jackpot is completed.
[0257] The jackpot opening process of step S115 is executed when the value of the special pattern process flag is "5". This jackpot opening process includes a process of measuring the elapsed time since the jackpot opening state, and a process of judging whether or not it is time to return the jackpot opening state from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the first count switch 23. In addition, based on the detection of the game ball by the second count switch 24, a process of setting for sending a V winning notification command to the performance control board 12 is also included. The V winning notification command set for sending is sent to the performance control board 12 by the CPU 103 executing the command control process (see FIG. 17). Then, when the jackpot opening state is returned to the closed state, a process of stopping the supply of the solenoid drive signal to the solenoid 82 for the jackpot opening door is executed, and then the value of the special pattern process flag is updated to "6", and the jackpot opening process is terminated.
[0258] The post-opening process of step S116 is executed when the value of the special pattern process flag is "6". This post-opening process includes a process for determining whether the number of times the round in which the large prize entrance is opened has reached the set upper limit number of times, and a process for setting to end the jackpot game state when the upper limit number of times has been reached. When the number of times the round has been executed has not reached the upper limit number of times, the value of the special pattern process flag is updated to "5", while when the number of times the round has been executed has reached the upper limit number of times, the value of the special pattern process flag is updated to "7". When the value of the special pattern process flag is updated, the post-opening process of the jackpot ends.
[0259] The jackpot end process in step S117 is executed when the value of the special chart process flag is "7". This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending performance is executed as a performance operation that notifies the end of the jackpot game state has elapsed, and a process of making various settings for starting the probability change control or time-saving control in response to the end of the jackpot game state. When such settings are made, the value of the special chart process flag is updated to "0", and the jackpot end process is terminated.
[0260] (Start winning judgment process) FIG. 21 is a flow chart showing the start winning judgment process (S101) shown in FIG. 20. In the start winning judgment process, the CPU 103 first judges whether the first start hole switch 22A provided corresponding to the first start winning hole formed by the winning ball device 6A is on or not (005SGS101). At this time, if the first start hole switch 22A is on (005SGS101; Y), it judges whether the first special symbol reserved memory number, which is the reserved memory number of the special symbol game using the first special symbol, is a predetermined upper limit value (for example, "4" as the upper limit memory number) or not (005SGS102). The CPU 103 may specify the first special symbol reserved memory number by reading the first reserved memory number count value, which is the stored value of the first reserved memory number counter provided in the game control counter setting unit 005SG154, for example. When the number of reserved first special charts in 005SGS102 is not the upper limit (005SGS102;N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 005SG155 is set to "1" (005SGS103).
[0261] When the first start port switch 22A is off in 005SGS101 (005SGS101; N) or when the first special symbol reserved memory number has reached the upper limit in 005SGS102 (005SGS102; Y), the second start port switch 22B is determined to be on or not (005SGS104) based on a detection signal from the second start port switch 22B provided corresponding to the second start winning port formed by the variable winning ball device 6B. At this time, if the second start port switch 22B is on (005SGS104; Y), it is determined whether the second special symbol reserved memory number, which is the reserved memory number of the special symbol game using the second special symbol, has reached a predetermined upper limit (for example, "4" as the upper limit memory number) (005SGS105). The CPU 103 may specify the number of reserved second special figures by reading the second reserved memory count value, which is the stored value of the second reserved memory counter provided in the game control counter setting unit 005SG154. When the second reserved memory count is not the upper limit value in 005SGS105 (005SGS105;N), for example, the storage value of the start port buffer provided in the game control buffer setting unit 005SG155 is set to "2" (S106).
[0262] After executing any of the processes of 005SGS103 and 005SGS106, the number of reserved memories corresponding to the start port buffer value, which is the stored value of the start port buffer, is updated to add 1 (005SGS107). For example, when the start port buffer value is "1", the first reserved memory count value is added by 1, while when the start port buffer value is "2", the second reserved memory count value is added by 1. Thus, the first reserved memory count value is updated to increase by 1 when the game ball passes (enters) the first start winning port and the first start condition corresponding to the special game using the first special game is established. Also, the second reserved memory count value is updated to increase by 1 when the game ball passes (enters) the second start winning port and the second start condition corresponding to the special game using the second special game is established. At this time, the total reserved memory number is also updated to add 1 (005SGS108). For example, the total reserved memory count value, which is the stored value of the total reserved memory count counter provided in the game control counter setting unit 005SG154, may be updated to add 1.
[0263] After executing the process of 005SGS108, the CPU 103 extracts the numerical data indicating the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the winning type, and the random number value MR3 for determining the variation pattern from the numerical data updated by the random counter of the random number circuit 104 and the game control counter setting unit 005SG154 (005SGS109). The numerical data indicating each random number value thus extracted is stored by being set as reserved information at the beginning of an empty entry in the special chart reserved memory unit according to the start port buffer value (005SGS110). For example, when the start port buffer value is "1", the numerical data indicating the random number values MR1 to MR3 are stored in the first special chart reserved memory unit 005SG151A, while when the start port buffer value is "2", the numerical data indicating the random number values MR1 to MR3 are stored in the second special chart reserved memory unit 005SG151B.
[0264] The numerical data indicating the random number value MR1 for determining the special symbol display result and the random number value MR2 for determining the type of win are used to determine whether the variable display result of the special symbol or decorative symbol is a "big win" or a "small win", and further to determine the type of big win when the variable display result is a "big win". The random number value MR3 for determining the variation pattern is used to determine the variation pattern including the variable display time of the special symbol or decorative symbol. The CPU 103 executes the process of 005SGS109 to extract numerical data indicating all of the random number values used to determine the variable display mode including the variable display result and the variable display time of the special symbol or decorative symbol.
[0265] Following the processing of 005SGS110, the sending setting of the start port winning designation command according to the start port buffer value is performed (005SGS111). For example, when the start port buffer value is "1", the storage address of the first start port winning designation command table in ROM 101 is stored in the buffer area specified by the transmission command pointer in the transmission command buffer, and the like, to perform the setting for sending the first start port winning designation command to the performance control board 12. On the other hand, when the start port buffer value is "2", the storage address of the second start port winning designation command table in ROM 101 is stored in the buffer area of the transmission command buffer, and the like, to perform the setting for sending the second start port winning designation command to the performance control board 12. The start port winning designation command thus set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control processing of S27 shown in FIG. 4 after the special symbol process processing is completed.
[0266] Following the process of 005SGS111, the CPU 103 executes a winning random number value determination process (005SGS112). After that, for example, the CPU 103 stores the storage address of the reserved memory number notification command table in the ROM 101 in a buffer area designated by the transmission command pointer in the transmission command buffer, thereby setting up to transmit the reserved memory number notification command to the performance control board 12 (005SGS113). The reserved memory number notification command thus set is transmitted from the main board 11 to the performance control board 12, for example, by executing the command control process of S27 shown in FIG. 17 after the special symbol process process is completed.
[0267] After executing the process of 005SGS113, it is determined whether the start port buffer value is "1" or not (005SGS114). At this time, if the start port buffer value is "1" (Y in 005SGS114), the start port buffer is cleared and its stored value is initialized to "0" (005SGS115), and then the process of 2390SGS104 is started. In contrast, if the start port buffer value is "2" (N in 005SGS114), the start port buffer is cleared and its stored value is initialized to "0" (005SGS116), and then the start winning process is terminated. As a result, even if both the first start port switch 22A and the second start port switch 22B simultaneously detect the start winning of a valid game ball, the process based on the detection of both valid start winnings can be completed reliably.
[0268] (Random value determination process when winning) FIG. 22(A) is a flow chart showing an example of a process executed by 005SGS112 in FIG. 21 as a winning random number value determination process. In this embodiment, when the variable display of the special symbol or the decorative symbol is started, the special symbol normal process determines whether or not to control the special symbol display result (the variable display result of the special symbol) to a "jackpot" game state. In addition, in the variable pattern setting process, a variable pattern that specifically specifies the variable display mode of the decorative symbol is determined. On the other hand, apart from these determinations, at the timing when the game ball is detected at the start winning hole (the first start winning hole or the second start winning hole), the CPU103 executes the winning random number value determination process of S112 to determine whether or not it is determined that the big win symbol or the small win symbol is derived and displayed as the special symbol display result. As a result, before the variable display of special patterns and decorative patterns based on the detection of a gaming ball entering the starting winning hole begins, in other words, before it is determined whether or not a jackpot will be reached at the start of the variable display, it is determined that the special pattern display result will be a "jackpot," and based on this determination result, the performance control CPU 120, etc., will execute a pre-reading notice (pending display performance), as described below.
[0269] In the winning random number value judgment process shown in FIG. 22, the CPU 103 specifies the current game state (005SGS121), and selects and sets the display result judgment table shown in FIG. 9(A) (005SGS122). After that, it is judged whether the numerical data indicating the starting port buffer value and the random number value MR1 for special chart display result judgment extracted by 005SGS109 in FIG. 21 is within a predetermined jackpot judgment range in the game state specified in 005SGS121 (005SGS123). In the jackpot judgment range, individual judgment values assigned to the special chart display result of "jackpot" in the display result judgment table selected by the process of 005SGS122 are set, and the CPU 103 can judge the presence or absence of a judgment value that matches the random number value MR1 by comparing the random number value MR1 with each judgment value one by one. Alternatively, numerical values indicating the minimum value (lower limit value) and maximum value (upper limit value) of the judgment value included in the jackpot judgment range may be set, and the CPU 103 may compare the random number value MR1 with the minimum value or the maximum value of the jackpot judgment range to judge whether the random number value MR1 is within the jackpot judgment range. In this case, by judging that the random number value MR1 is within the jackpot judgment range, it can be judged that the variable display result based on the reserved data including the random number value MR1 is determined to be a "jackpot".
[0270] If 005SGS123 determines that the value is not within the jackpot determination range, that is, if it determines that the jackpot will not be reached during variable display (005SGS123;N), the sending of a symbol designation command corresponding to a miss is set (005SGS128). Also, it determines whether or not the time-saving flag is set, that is, whether or not the current game state is a time-saving state or a probability-changing state (005SGS129). If the time-saving flag is not set (005SGS129;N), it selects the miss variation pattern determination table A and proceeds to 005SGS138 (005SGS130), and if the time-saving flag is set (005SGS129;Y), it selects the miss variation pattern determination table C and proceeds to 005SGS138.
[0271] Also, if 005SGS123 determines that it is within the jackpot determination range, that is, if it determines that a jackpot will occur during variable display (005SGS123;Y), it selects the numerical data indicating the random number value MR2 for jackpot type determination extracted in 005SGS109 in Figure 21 and a jackpot type determination table corresponding to the start port buffer value (see Figures 9(B) and 9(C)), determines the jackpot type (005SGS132), executes settings for sending a pattern designation command corresponding to the determined jackpot type (005SGS133), and selects a jackpot variable pattern determination table and proceeds to 005SGS138.
[0272] In the process of 005SGS138, a variable category is determined according to the range of the determination value in which the random number value MR3 is included, using each variable pattern determination table set in each step and numerical data indicating the random number value MR3 for determining the variable pattern (005SGS138). In this embodiment, as shown in Fig. 22(B), at least when the variable display result is "miss", a variable category that is a variable display mode of "non-reach" in common regardless of the total reserved memory number, a variable category that is a variable display mode of "super reach", and a variable category of "other" that is a variable display mode other than "non-reach" and "super reach" (for example, normal reach) are provided, and it is sufficient to determine whether such a variable category is determined based on the random number value MR3.
[0273] Thereafter, a variable category designation command corresponding to the result of the determination made by the processing of 005SGS138 is set to be sent to the performance control board 12 (005SGS132), and the winning random number determination processing is terminated.
[0274] The command set for transmission is transmitted to the performance control board 12 by the CPU 103 executing the command control process shown in FIG.
[0275] (Special pattern normal processing) Fig. 23 is a flow chart showing an example of the process executed in S110 of Fig. 20 as the normal special symbol process. In the normal special symbol process shown in Fig. 23, the CPU 103 first judges whether the second special symbol reserved memory number is "0" or not (005SGS161). The second special symbol reserved memory number is the reserved memory number of the special symbol game using the second special symbol by the second special symbol display device 4B. For example, in the process of 005SGS161, it is sufficient to read the second reserved memory number count value stored in the game control counter setting unit and judge whether the read value is "0" or not.
[0276] When the second special chart reserved memory number is other than "0" in 005SGS161 (005SGS161;N), the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, and the random number value MR3 for determining the fluctuation pattern are read out as reserved data stored in the second special chart reserved memory unit corresponding to the reserved number "1" (005SGS162). The numerical data read out at this time may be temporarily stored, for example, in a fluctuation random number buffer.
[0277] Following the process of 005SGS162, the second special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the second special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the second special chart reserved memory section is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in the entries lower than the reserved number "1" in the second special chart reserved memory section (for example, the entries corresponding to reserved numbers "2" to "4") are shifted to the upper level by one entry (005SGS163).
[0278] After that, the variable special chart designation buffer value, which is the stored value of the variable special chart designation buffer, is updated to "2" (005SGS164), and then the process proceeds to 005SGS169.
[0279] On the other hand, when the second special symbol reserved memory number is "0" in 005SGS161 (005SGS161; Y), it is determined whether the first special symbol reserved memory number is "0" (005SGS165). The first special symbol reserved memory number is the reserved memory number of the special symbol game using the first special symbol by the first special symbol display device 4A. For example, in the process of 005SGS165, the game control counter setting unit reads the first reserved memory number count value stored in the first reserved memory number counter, and determines whether the read value is "0". In this way, the process of 005SGS165 is executed when it is determined that the second special symbol reserved memory number is "0" in 005SGS161, and it is determined whether the first special symbol reserved memory number is "0". As a result, the special symbol game using the second special symbol is started in priority to the special symbol game using the first special symbol.
[0280] In addition, the special game using the second special symbol is not limited to being executed with priority over the special game using the first special symbol, and for example, the special game may be started in the order in which the game ball enters (passes) the first start winning port or the second start winning port and the start winning occurs. In this case, a table may be provided that stores data that can specify the order in which the start winning occurs, and it may be possible to determine whether to start the special game using the first special symbol or the second special symbol from the stored data.
[0281] When the first special chart reserved memory number is other than "0" in 005SGS165 (005SGS165;N), the random number value MR1 for determining the special chart display result, the random number value MR2 for determining the big win type, and the random number value MR3 for determining the fluctuation pattern are read out as reserved data stored in the first special chart reserved memory unit corresponding to the reserved number "1" (005SGS166). The numerical data read out at this time may be temporarily stored, for example, in a fluctuation random number buffer.
[0282] Following the process of 005SGS166, the first special chart reserved memory count value and the total reserved memory count value are updated by subtracting 1 from each other, and the first special chart reserved memory count and the total reserved memory count are updated by subtracting 1 from each other, and the data in the first special chart reserved memory section is updated. Specifically, the reserved data indicating the random number values MR1 to MR3 stored in entries lower than the reserved number "1" in the first special chart reserved memory section (for example, entries corresponding to reserved numbers "2" to "4") are shifted to higher entries by one entry (005SGS167).
[0283] After that, the variable special chart designation buffer value, which is the stored value in the variable special chart designation buffer, is updated to "1" (005SGS168), and then the process proceeds to 005SGS169.
[0284] In the 005SGS169, the display result judgment table shown in Fig. 9(A) is selected and set as a table to be used for determining whether the special pattern display result, which is the variable display result of the special pattern, is a "jackpot" or a "miss". Next, the numerical data indicating the random number value MR1 for special pattern display result judgment stored in the variable random number buffer is compared with the judgment value assigned to each special pattern display result of "jackpot" or "miss" to judge whether the special pattern display result is a "jackpot" or a "miss".
[0285] When 005SGS170 judges that it is a "jackpot" (005SGS170; Y), the jackpot flag is turned on (005SGS172). At this time, a jackpot type determination table (see FIG. 9(B) and FIG. 9(C)) is selected and set as a table to be used for determining the jackpot type as one of several types (005SGS173). For example, when the variable special symbol designation buffer value is 1, the first special symbol jackpot type determination table shown in FIG. 9(B) is selected and set, and when the variable special symbol designation buffer value is 2, the second special symbol jackpot type determination table shown in FIG. 9(C) is selected and set. By referring to the jackpot type determination table thus set, the jackpot type is determined to be one of several types depending on whether the numerical data indicating the random value MR2 for jackpot type determination stored in the variable random number buffer matches any of the determination values assigned to each of the jackpot types "Jackpot A," "Jackpot B," and "Jackpot C" in the jackpot type determination table (005SGS174).
[0286] Corresponding to the jackpot type thus determined, for example, a jackpot type buffer value, which is a storage value of a jackpot type buffer provided in the game control buffer setting unit, is set (005SGS175) to store the determined jackpot type. As an example, if the jackpot type is "jackpot A", the jackpot type buffer value is set to "0", if the jackpot type is "jackpot B", the jackpot type buffer value is set to "1", and if the jackpot type is "jackpot C", the jackpot type buffer value is set to "2". After processing 005SGS175, proceed to 005SGS176. If it is determined to be "miss" in 005SGS170 (005SGS170;N), proceed to 005SGS176 without executing the processing of 005SGS172 to 005SGS175.
[0287] In 005SGS176, the CPU 103 sets a fixed special symbol in response to a pre-determined result of whether or not to control to a jackpot game state (whether or not the jackpot flag is turned on) and a determined result of the jackpot type in the case of a jackpot game state. As an example, in response to a pre-determined result of the special symbol display result being "miss", a special symbol showing the symbol "-", which is a miss symbol, is set as a fixed special symbol. In addition, when the special symbol display result is determined to be "jackpot" in 005SGS170, if the jackpot type in 005SGS174 is "jackpot A", a special symbol showing the number "1" is set as a fixed special symbol. In addition, if the jackpot type is "jackpot B", a special symbol showing the number "2" is set as a fixed special symbol. In addition, if the jackpot type is "jackpot C", a special symbol showing the number "3" is set as a fixed special symbol. In addition, these fixed special symbols are merely examples, and fixed special symbols other than these may be set, or multiple types of symbols may be set as fixed special symbols.
[0288] After the confirmed special pattern is set in 005SGS176, the MY counter value is identified (005SGS176a), a MY counter value notification command corresponding to the MY counter value is set for transmission (005SGS176b), the value of the special pattern process flag is updated to "1", which corresponds to the variable pattern setting process (005SGS177), and then the normal special pattern processing is terminated.
[0289] In the process of 005SGS176b, if the MY counter value is 0 to 90000, the first MY counter value notification command is sent, if the MY counter value is 90001 to 95000, the second MY counter value notification command is sent, and if the MY counter value is 95001 to 98194, the third MY counter value notification command is sent. Since only three types of MY counter notification commands are provided in this embodiment, the CPU 103 does not need to send MY counter value notification commands corresponding to each value of 0 to 98194, so the number of types of commands sent by the CPU 103 to the performance control board 12 can be reduced, and the processing load of the CPU 103 can be reduced. On the other hand, the performance control CPU 120 can grasp the approximate value of the MY counter value at each start timing of the variable display of the special symbol.
[0290] In this embodiment, as described above, the first to third MY counter value notification commands are used to notify the performance control CPU 120 of the approximate MY counter value, but the present invention is not limited to this, and a specific MY counter value may be notified to the performance control CPU 120. For example, in addition to the first to third MY counter value notification commands described above, the CPU 103 may provide a command (E1XXH) for notifying the value of the thousands digit of the MY counter value, a command (E2XXH) for notifying the value of the hundreds digit of the MY counter value, a command (E3XXH) for notifying the value of the tens digit of the MY counter value, and a command (E4XXH) for notifying the value of the ones digit of the MY counter value, so that the performance control CPU 120 can specify the value of each digit by the value set as "XX" (EXT data) of each command. By doing this, the performance control PU 120 can determine the accurate MY counter value each time a variable display is executed by receiving the first to third MY counter value notification commands, E1XXH, E2XXH, E3XXH, and E4XXH.
[0291] If the reserved memory number of the special symbol game using the first special symbol is "0" in 005SGS165 (005SGS165; Y), a predetermined demo display setting is performed (005SGS178), and then the normal special symbol processing is terminated. In this demo display setting, it is determined whether or not a performance control command (customer waiting demo designation command) that designates a demonstration display (execution of a customer waiting demo performance) by displaying a predetermined performance image on the image display device 5, for example, has been transmitted from the main board 11 to the performance control board 12. At this time, if the customer waiting demo designation command has already been transmitted, the demo display setting is terminated as it is. On the other hand, if it has not been transmitted, a transmission setting is performed to transmit the customer waiting demo designation command, and then the demo display setting is terminated.
[0292] The MY counter value notification command set for transmission in 005SGS176b and the customer waiting demo designation command set for transmission in 005SGS178 are transmitted to the performance control board 12 by the CPU 103 executing the command control process shown in FIG.
[0293] (Variation pattern setting process) Fig. 24 is a flow chart showing an example of the process executed in S111 of Fig. 20 as the variation pattern setting process. In the variation pattern setting process, the CPU 103 first selects one variation pattern determination table from the multiple variation pattern determination tables shown in Fig. 8 according to the variable display result, the game state, the reserved memory number, etc. (005SGS161). Then, the variation pattern is determined using the value of the random number value MR3 for variation pattern determination extracted in 005SGS109 of Fig. 21 and the selected variation pattern determination table (005SGS162).
[0294] Next, the CPU 103 performs settings to start the variation of the special symbols so as to start either a special symbol game using the first special symbol in the first special symbol display device 4A or a special symbol game using the second special symbol in the second special symbol display device 4B according to the variable special symbol designation buffer value. As an example, if the variable special symbol designation buffer value is "1", settings are performed to send a drive signal to update the display of the first special symbol in the first special symbol display device 4A. On the other hand, if the variable special symbol designation buffer value is "2", settings are performed to send a drive signal to update the display of the second special symbol in the second special symbol display device 4B (005SGS163).
[0295] Following the processing of 005SGS163, settings are made to transmit various commands for when the special symbol starts to fluctuate (005SGS164). For example, when the fluctuating special symbol designation buffer value is "1", the CPU103 stores setting data indicating the storage address (first address) in the ROM101 of the first fluctuating start command table prepared in advance in a buffer area designated by a transmission command pointer in a transmission command buffer provided in the game control buffer setting unit 005SG155 in order to sequentially transmit a game state designation command, a first variable display start command, a fluctuating pattern designation command, a variable display result designation command, and a first reserved memory number notification command from the main board 11 to the performance control board 12. On the other hand, when the variable special chart designation buffer value is "2", the CPU 103 stores the setting data indicating the storage address in the ROM 101 of the second variable start command table prepared in advance in the buffer area designated by the transmission command pointer in the transmission command buffer provided in the game control buffer setting unit 005SG155 in order to sequentially transmit the game state designation command, the second variable display start command, the variable pattern designation command, the variable display result designation command, and the second reserved memory number notification command from the main board 11 to the performance control board 12. Note that the various commands for which the transmission setting has been performed are transmitted to the performance control board 12 by the CPU 103 executing the command control process shown in FIG.
[0296] After executing the process of 005SGS164, a special symbol variable display time is set, which is the variable display time of the special symbol according to the result of the determination of the variation pattern (005SGS165). The special symbol variable display time, which is the variable display time of the special symbol, is the time required from the start of the variable display of the special symbol in the special symbol game until the fixed special symbol, which is the variable display result (special symbol display result), is stopped and displayed. After that, the value of the special symbol process flag is updated to "2", which is the value corresponding to the special symbol variation process (005SGS166), and the variation pattern setting process is terminated.
[0297] The command set for transmission is transmitted to the performance control board 12 by the CPU 103 executing the command control process shown in FIG.
[0298] (Special pattern stop processing) Fig. 25 is a flow chart showing an example of the process executed in S113 of Fig. 20 as the special symbol stop process. In the normal special symbol process, the CPU 103 first judges whether or not the symbol determination period timer, which indicates that the variable display is stopped, is operating (005SGS201). If the symbol determination period timer is not operating (005SGS201;N), the stopped symbol of the special symbol is derived and displayed (005SGS202), and the transmission setting of the symbol determination command is performed (005SGS203), and it is judged whether or not the big win flag is set (005SGS204).
[0299] When the jackpot flag is set (005SGS204; Y), if the time-saving flag or the probability variable flag is set, these time-saving flag and probability variable flag are cleared (005SGS205). Furthermore, depending on the type of jackpot, the transmission setting of one of the hit start 1 designation command to hit start 3 designation command and the transmission setting of the game state designation command indicating the normal state are performed (005SGS207, 005SGS208), and a value corresponding to "0.5 seconds" is set as the value of the pattern determination period timer corresponding to the selected variation pattern (005SGS209).
[0300] Also, the CPU 103 performs transmission setting of a symbol determination command according to the set value of the symbol determination period timer (005SGS210), and ends the special symbol stop process.
[0301] On the other hand, if the jackpot flag is not set (005SGS204;N), it is further determined whether the probability variable flag or the time-saving flag is set (005SGS220, 005SGS221). If the probability variable flag is set (005SGS220;Y), or if the probability variable flag is not set but the time-saving flag is not set (005SGS220;N and 005SGS221;Y), the value of the time-saving count counter indicating the remaining variable display count of the time-saving control in the time-saving state (high probability high base state, low probability high base state) is decremented by 1 (005SGS222).
[0302] Then, the CPU 103 judges whether the value of the time-saving counter has become 0 (005SGS223). If the value of the time-saving counter has become 0 (005SGS223; Y), the CPU 103 clears the set flags among the time-saving flag and the probability change flag (005SGS224), sets the value corresponding to "10 seconds" to the symbol determination period timer, and proceeds to 005SGS227 (005SGS225).
[0303] Furthermore, if both the sure-change flag and the time-saving flag are not set (005SGS220;N and 005SGS221;N) and the value of the time-saving counter is not 0 (005SGS223;N), the pattern determination period timer is set to a value corresponding to "0.5 seconds" and the process proceeds to 005SGS227 (005SGS226).
[0304] In addition, in the process of 005SGS227, the sending of a game state designation command according to the state of the time-saving flag and the probability of winning flag is set, and the process of 005SGS210 described above is executed to terminate the special symbol stop process.
[0305] If the symbol determination period timer is operating (005SGS201;Y), the CPU 103 decrements the value of the symbol determination period timer by 1 (005SGS231), and judges whether the symbol determination period timer has timed out after decrementing the value by 1 (005SGS232). If the symbol determination period timer has not timed out (005SGS232;N), the special symbol stop process is terminated, and if the symbol determination period timer has timed out (005SGS232;Y), it judges whether the stopped symbol is a losing symbol (005SGS233).
[0306] If the stopped symbol is a losing symbol (005SGS233;Y), the value of the special symbol process flag is set to a value corresponding to the normal processing of special symbols and the special symbol stop processing is terminated (005SGS324). If the stopped symbol is not a losing symbol (005SGS233;N), a jackpot display time timer corresponding to the jackpot type is set (005SGS236), a jackpot start command is set to be sent corresponding to the jackpot type (005SGS237), the value of the special symbol process flag is set to a value corresponding to the pre-jackpot release processing (005SGS238), and the special symbol stop processing is terminated.
[0307] (Jackpot end processing) FIG. 26 is a flowchart showing an example of the processing executed in S117 of FIG. 20 as the jackpot end processing.
[0308] In the jackpot end process, the CPU 103 judges whether the jackpot end display timer is operating, i.e., whether the timer is counting (005SGS321). If the jackpot end display timer is not operating (005SGS321;N), the jackpot end display timer is set to a value equivalent to "20 seconds" as the display time corresponding to the time for displaying the jackpot end on the image display device 5 (jackpot end display time) (005SGS322), and the process is terminated.
[0309] On the other hand, if the jackpot end display timer is operating (005SGS321; Y), the value of the jackpot end display timer is decremented by 1 (005SGS323). Then, the CPU 103 checks whether the value of the jackpot end display timer is 0, that is, whether the jackpot end display time has elapsed (005SGS324). If it has not elapsed, the process ends.
[0310] If the jackpot end display time has elapsed (005SGS324; Y), the CPU 103 sets a time-saving flag indicating that the game is in the time-saving state, and sets the time-saving count counter to "100", which is the maximum variable display count for which the time-saving control is executed. Furthermore, the CPU 103 determines whether the second count switch 24 is turned on during the jackpot game, that is, whether a V win has occurred (005SGS327). Incidentally, whether a V win has occurred may be determined, for example, by setting a V win flag in response to the second count switch 24 being turned on during the jackpot game, and by determining whether the V win flag is set.
[0311] If the second count switch 24 is turned on during a jackpot game (005SGS327;Y), the probability variable flag is set (005SGS328), and the value of the special symbol process flag is set to a value corresponding to the normal special symbol processing, and the jackpot end processing is terminated (005SGS329). On the other hand, if the second count switch 24 is not turned on during a jackpot game (005SGS327;N), the value of the special symbol process flag is set to a value corresponding to the normal special symbol processing, and the jackpot end processing is terminated (005SGS329).
[0312] (Game stop processing) FIG. 27 is a flowchart showing an example of the game stop processing executed in S20e of FIG.
[0313] In the game stop processing, the CPU 103 first judges whether or not the game stop notification command transmission flag, which indicates that the game stop notification command has been transmitted to the performance control board 12, is set (005SGS331). If the game stop notification command transmission flag is set (005SGS331; Y), the game stop processing is terminated, and if the game stop notification command transmission flag is not set (005SGS331; N), the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first reserved display device 25A, the second reserved display device 25B, and the normal reserved display device 25C are all turned off (005SGS332).
[0314] Also, the CPU 103 performs settings for sending a game stop notification command (005SGS333), and sets a game stop notification command sent flag (005SGS334). Furthermore, the CPU 103 performs settings for outputting a security signal based on the game stop (output of the game stop notification command) (005SGS335), and ends the game stop processing. The game stop notification command is transmitted to the performance control board 12 by the CPU 103 performing the command control processing shown in Fig. 17. Also, in the processing of 005SGS335, for example, a security signal may be output to the information output circuit 112, so that the security signal is output from the information output circuit 112 for a predetermined period of time.
[0315] As described above, the game is stopped by executing the game control timer interruption process shown in FIG. 17, the game stop monitoring process shown in FIG. 19, and the game stop process shown in FIG. 27. In particular, as shown in FIG. 28, in the normal game state, the time-saving state, and the probability variable state, the game is stopped when the MY counter value reaches 98194, while in the case where the MY counter value reaches 98194 during a jackpot game, the game is stopped when the jackpot game ends (all rounds of the game end). In this embodiment, once the game stop flag is set, there is no means for clearing the game stop flag, except when the power is turned on to the pachinko game machine 1 together with the operation of the clear switch 92 (the pachinko game machine 1 is started by a cold start). In other words, once the MY counter value reaches 98194 during a jackpot game and the game stop flag is set, even if the player then shoots the game ball toward the left game area 2L without causing the game ball to enter the jackpot opening and the MY counter value becomes a value less than 98194, the pachinko game machine 1 will be controlled to a game stop state upon the end of the jackpot game.
[0316] Furthermore, if the MY counter value reaches 98194 during a jackpot game and the game stop flag is set, and a power interruption occurs in the jackpot game state, the game is backed up in the power interruption detection process with the game stop flag set. Therefore, when the power is turned on to the pachinko game machine 1 without the clear switch 92 being operated, the pachinko game machine 1 starts up in the jackpot game state, not the game stop state. In other words, even though the game stop flag is set, the pachinko game machine 1 starts up in the jackpot game state, so no special error notification or the like is executed in this state. After the jackpot game ends, the game is controlled to the game stop state based on the fact that the game stop flag is set.
[0317] Also, as shown in Fig. 29(B), when the MY counter value reaches the specified value of 98194, the game is stopped and the terminal board 16 outputs a security signal until the power supply of the pachinko gaming machine 1 is turned off. When the MY counter value reaches the specified value of 98194 and the game is stopped, the power supply of the pachinko gaming machine 1 is turned off once, and then the pachinko gaming machine 1 is turned on again together with the operation of the clear switch 92 to execute the initialization process (step 8 in Fig. 16), so that the game becomes playable. In other words, the condition for releasing the game stop state is to start up the pachinko gaming machine 1 with the initialization process (cold start).
[0318] Furthermore, when play is stopped on the pachinko game machine 1, if the power to the pachinko game machine 1 is turned off once and then turned on again without operating the clear switch 92, backup data is created in the power interruption detection process when the power is turned off, and when the power is turned on again to the pachinko game machine 1, a recovery process (step 6 in Figure 16) is executed, and the pachinko game machine 1 is restored to a state in which play is stopped based on the backup data.
[0319] (Main side error processing) Here, a description will be given of the main-side error processing shown in Fig. 17. In the main-side error processing, for example, an abnormality determination process is executed to determine whether or not an abnormality has occurred by referring to the detection status of each switch and sensor, and if it is determined that an abnormality has occurred, the determined abnormality is specified.
[0320] For example, as shown in FIG. 29(A), the CPU 103 determines the occurrence of a radio wave error based on the detection of a predetermined radio wave by the radio wave sensor 005SG070, determines the occurrence of a magnetic error based on the detection of a magnetic field of a predetermined strength or greater by the magnetic sensor 005SG060, determines the occurrence of a game ball guide lid operation error based on the fact that the special variable winning ball device 7 is open other than during a big win game or a small win game, in other words, that the big win opening door sensor 005SG091 detects the opening of the big win opening door other than during a big win game or a small win game, and determines the occurrence of a second start winning in a low base state. It is determined that a start port 2 abnormal winning error has occurred (based on the second start port switch 22B detecting a game ball in a low base state), it is determined that a controller connection error has occurred based on the controller sensor unit 35A detecting an abnormality such as the inability to detect the operation of the stick controller 31A, it is determined that a door open error has occurred based on the door open sensor 005SG090 detecting the opening of the game machine frame 3, and it is determined that a ball out error has occurred based on the ball out sensor 005SG094 detecting that the supply balls have run out.
[0321] These errors are assigned priorities, and when multiple errors occur at the same time, in principle, an error notification command corresponding to the error with the highest priority is set to be sent, and the CPU 103 executes the command control process shown in Figure 17 so that the error notification command that has been set to be sent is sent to the performance control board 12.
[0322] If a game stop error occurs, the CPU 103 sets a game stop flag and executes the processes of S20c to S20e shown in Fig. 17 to stop the game. Also, the CPU 103 sets the transmission setting of an error notification command according to the error that occurred. The error notification command that has been set for transmission is transmitted to the performance control board 12 by the CPU 103 executing the command control process shown in Fig. 17.
[0323] In this embodiment, when the above-mentioned game stop errors (radio wave error, magnet error, game ball guide lid operation error) occur, if a jackpot game is in progress, the game will not be stopped until the jackpot game ends, even if the game stop error occurs. However, the present invention is not limited to this, and when a game stop error (radio wave error, magnet error, game ball guide lid operation error) occurs, the game may be stopped immediately regardless of whether a jackpot game is in progress or not.
[0324] Furthermore, when such a game stop error occurs and the game is stopped, the power to the pachinko game machine 1 is turned off once, and then the power to the pachinko game machine 1 is turned on again together with the operation of the clear switch 92, thereby executing the initialization process (step S8), thereby canceling the game stop error. In other words, the condition for canceling the radio wave error, magnet error, and game ball guide cover operation error is to start up the pachinko game machine 1 with the initialization process (cold start).
[0325] When an error (game stop error) with a top three priority occurs, a security signal is output from the terminal board 16 to a management computer or a management device such as a machine counter installed in the gaming center where the pachinko gaming machine 1 is installed. In this case, the security signal is output from the time the game stop error occurs until the power of the pachinko gaming machine 1 is turned off.
[0326] In addition, for errors with a priority level of 4 or lower, The release conditions and the security signal output mode are different. Specifically, when a start port 2 abnormal winning error occurs, the start port 2 abnormal winning error is released based on the passage of 300 seconds from the occurrence, and the security signal is output for 4 minutes from the occurrence. When an illegal winning error occurs, the illegal winning error is released based on the passage of 30 seconds from the occurrence, and the security signal is output from the occurrence until the power of the pachinko game machine 1 is turned off. When a controller connection error occurs, the controller connection error is released based on the passage of 60 seconds from the occurrence, and the security signal is output from the occurrence until the power of the pachinko game machine 1 is turned off. When a door open error occurs, the door open error is released based on the closing of the door (game machine frame 3), and the security signal is not output. When a ball out error occurs, the ball out error is released based on the release of the ball out error (supply balls are supplied), and the security signal is not output.
[0327] In this embodiment, a radio wave error, magnet error, and game ball guide lid operation error are exemplified as being cleared by turning off the power to the pachinko game machine 1 and then turning on the power to the pachinko game machine 1 while operating the clear switch, but the present invention is not limited to this, and a radio wave error, magnet error, and game ball guide lid operation error may also be cleared by turning off the power to the pachinko game machine 1 and then turning on the power to the pachinko game machine 1 without operating the clear switch (starting the pachinko game machine 1 with a hot start).
[0328] Furthermore, in this way, in the case where the radio wave error, magnet error, and game ball guide lid operation error are cleared by turning on the power to the pachinko game machine 1 after turning off the power to the pachinko game machine 1 without operating the clear switch, the output of a security signal based on these radio wave errors, magnet errors, and game ball guide lid operation errors may be executed for a predetermined period of time (e.g., four minutes) after the power to the pachinko game machine 1 is turned on.
[0329] (Handling prize balls) Next, the prize ball process (S21a) in the main process will be described. First, the payout control signal (connection confirmation signal) and the prize ball request signal (payout control command) transmitted and received between the main board 11 and the payout control board 21TM037 will be described.
[0330] FIG. 30(A) is an explanatory diagram showing an example of the contents of the control signal output from the game control microcomputer 100 to the payout control board 21TM037. In this embodiment, in order to perform various controls related to payout control, etc., a connection confirmation signal is transmitted and received as a control signal between the main board 11 and the payout control board 21TM037. As shown in FIG. 30(A), the connection confirmation signal is output when the main board 11 starts up (when the game control microcomputer 100 starts the game control main process), and is a signal (connection confirmation signal of the main board 11) for notifying the payout control board 21TM037 that the main board 11 has started up. In addition, the connection confirmation signal indicates that the prize ball payout is possible. The connection confirmation signal is outputted through the I / O port 21TM057 and the output circuit 21TM067 of the gaming control microcomputer 100, and is inputted to the payout control microcomputer 21TM370 through the input circuit 21TM373A and the I / O port 21TM372e of the payout control microcomputer 21TM370. Each of the connection confirmation signals is 1-bit data, and is transmitted by one signal line. The connection confirmation signal is made ready for output by setting an initial value to the bit corresponding to the connection confirmation signal of output port 0 by the processing of S6 and S8 executed when the power is turned on (specifically, the connection confirmation signal is outputted by the processing of S21TM2080 shown in FIG. 34, but may be outputted at the timing of S6 and S8 shown in FIG. 16).
[0331] The payout control microcomputer 21TM370 has a built-in serial communication circuit 21TM380, similar to the game control microcomputer 100. In addition, various payout control commands are transmitted and received between the serial communication circuit 21TM505 built in the game control microcomputer 100 and the serial communication circuit 21TM380 built in the payout control microcomputer 21TM370. The configuration and function of the serial communication circuit 21TM380 built in the payout control microcomputer 21TM370 are similar to the configuration and function of the serial communication circuit 21TM505 built in the game control microcomputer 100.
[0332] Fig. 30(B) is an explanatory diagram showing an example of the contents of the control command transmitted and received between the game control microcomputer 100 and the payout control board 21TM037. In this embodiment, various control commands (prize ball request signals) are transmitted and received between the microcomputers of the main board 11 and the payout control board 21TM037 to perform various controls related to payout control, etc.
[0333] As described above, the prize ball request signal and the received ACK signal are composed of 8 bits of data (8-digit binary data) and are output as control commands indicating specified content depending on the content of the set 8-bit data.
[0334] The connection check command is a control command sent from the game control microcomputer 100 at regular intervals (1 s) to check whether the connection between the game control microcomputer 100 and the payout control microcomputer 21TM370 is normal. The data content of the connection check command is "A0(H)", i.e. "1010000".
[0335] The connection OK command is a control command for notifying that the connection state between the game control microcomputer 100 and the payout control microcomputer 21TM370 is normal, and is a control command that the payout control microcomputer 21TM370 transmits as a response signal in response to receiving the connection confirmation command. The data content of the connection OK command is "8x(H)", i.e. "10000xxx". Here, if a prize ball error (an abnormal state in which the prize ball payout operation based on a winning prize or the ball lending payout operation based on a ball lending request cannot be performed normally) occurs, "1" is set to the first bit "x". Also, if a full tank error occurs, "1" is set to the second bit "x". Also, if a ball out error occurs, "1" is set to the third bit "x". Also, if a door open error occurs, "1" is set to the fourth bit "x". In this way, while checking the connection between the game control microcomputer 100 and the payout control microcomputer 21TM370, the game control microcomputer 100 can be notified of the occurrence of a specified error in the payout control microcomputer 21TM370.
[0336] The prize ball number command is a control command for notifying the number of game balls (0 to 14) for which a payout request is made, and is a control command that the game control microcomputer 100 transmits based on the occurrence of a win. The data content of the prize ball number command is "5x(H)", i.e. "0101xxxx". In this embodiment, when a game ball is detected by the first start port switch 22A and the second start port switch 22B, three prize balls are paid out, when a game ball is detected by the general win switch 25 corresponding to the general win port 10, ten prize balls are paid out, and when a game ball is detected by the first count switch 23, fourteen prize balls are paid out. Therefore, when a game ball is detected by the first start port switch 22A and the second start port switch 22B, a prize ball number command "01010011" is sent to notify the number of prize balls of 3, when a game ball is detected by the prize port switch corresponding to the general prize port 10, a prize ball number command "01011010" is sent to notify the number of prize balls of 10, and when a game ball is detected by the first count switch 23, a prize ball number command "01011110" is sent to notify the number of prize balls of 14. Note that either the connection confirmation command or the prize ball number command is configured to be sent as a prize ball request signal. Note that the prize ball number command is sent in place of the connection confirmation command at the timing when the connection confirmation command is sent based on the establishment of the prize ball payout condition (occurrence of a prize, etc.). In this embodiment, as described above, data corresponding to the number of prize balls is set in the upper four bits, but it is also possible to make the upper four bits common and set data corresponding to the number of prize balls in the lower four bits.
[0337] The prize ball end command is a control command indicating that the prize ball operation (prize ball payout operation) has ended, and is a control command that the payout control microcomputer 21TM370 transmits based on the end of the prize ball operation. The data content of the prize ball end command is "50 (H)", i.e. "01010000". The prize ball end command is transmitted in place of the connection OK command at the timing when the connection OK command is transmitted based on the end of the prize ball operation. In this embodiment, the prize ball end command is not configured to set data indicating error information. This is because the prize ball end command is transmitted only once when the prize ball operation has ended, so even if error information is not transmitted at that timing, it is possible to set data indicating error information in the next connection OK command and transmit it. Data indicating error information may be set in the lower 4 bits of the prize ball end command.
[0338] The prize ball preparation command is a control command that notifies the game control microcomputer 21TM370 that a predetermined error has occurred and the prize ball operation has not ended, and is a control command that the payout control microcomputer 21TM370 transmits based on the occurrence of a predetermined error during the execution of the prize ball operation. The data content of the connection OK command is "8x(H)", i.e., "10000xxx". Here, if a prize ball error occurs, the first bit "x" is set to "1". If a full tank error occurs, the second bit "x" is set to "1". If a ball out error occurs, the third bit "x" is set to "1". If a door open error occurs, the fourth bit "x" is set to "1". In this way, the payout control microcomputer 21TM370 can notify the game control microcomputer 100 that a predetermined error has occurred during the execution of the prize ball operation and the prize ball operation has not ended, and can also notify the game control microcomputer 100 of the content of the error. The prize ball preparation command, like the connection OK command, notifies that a specific error has occurred by changing the contents of the lower four bits (changing a specific bit) depending on the error state. Also, the connection OK command, the prize ball preparation command, and the prize ball end command are configured so that one of the commands is sent as a reception ACK signal. Note that the prize ball preparation command is a command (signal) that is output not only when an error occurs and the prize ball operation cannot be executed, but also when the prize ball operation is being executed.
[0339] The prize ball preparation command is sent in place of the connection OK command at the time when the connection OK command is sent based on the occurrence of an error that makes it impossible to perform the prize ball operation.
[0340] FIG. 31 is a block diagram showing signal lines and the like used for transmitting and receiving the control signal shown in FIG. 30(A) and the control command shown in FIG. 30(B). As shown in FIG. 31, the connection confirmation signal is output by the game control microcomputer 100 via the output circuit 21TM067, and is input to the payout control microcomputer 21TM370 via the input circuit 21TM373A. Also, the connection confirmation command and the number of prize balls command among the control commands are output from the serial communication circuit 21TM505 built in the game control microcomputer 100, and are input to the serial communication circuit 21TM380 built in the payout control microcomputer 21TM370. The connection OK command, the prize ball end command, and the prize ball preparation command among the control commands are output from the serial communication circuit 21TM380 built in the payout control microcomputer 21TM370, and are input to the serial communication circuit 21TM505 built in the game control microcomputer 100. In addition, while Figure 31 shows two signal lines for serial communication (a signal line for transmitting a prize ball request signal and a signal line for transmitting a received ACK signal), in reality, a single signal line is used to transmit and receive the prize ball request signal and the received ACK signal.
[0341] Next, we will explain the transmission and reception of signals (prize ball request signal, received ACK signal; control command) between the game control microcomputer and the payout control microcomputer during normal operation. The prize ball request signal consists of a connection confirmation command and a prize ball number command, and the received ACK signal consists of a connection OK command, a prize ball end command, and a prize ball preparation command.
[0342] FIG. 32 is a sequence diagram showing the transmission and reception of signals between the game control microcomputer 100 and the payout control microcomputer 21TM370 during normal operation. As shown in FIG. 32, the game control microcomputer 100 transmits a connection confirmation command as a prize ball request signal to the payout control microcomputer 21TM370 via the serial communication circuit 21TM505 in order to confirm whether the connection of the signal line between the game control microcomputer 100 and the payout control microcomputer 21TM370 has not been cut off. When the payout control microcomputer 21TM370 receives the connection confirmation command as a prize ball request signal via the serial communication circuit 21TM380, it transmits a connection OK command as a reception ACK signal to the game control microcomputer 100. When the game control microcomputer 100 receives the connection OK command as a reception ACK signal, it transmits the connection confirmation command as a prize ball request signal after 1 s (1 second) has elapsed from the time of reception. The game control microcomputer 100 and the payout control microcomputer 21TM370 repeatedly execute the above-mentioned communication process for confirming the connection as long as the connection state is normal.
[0343] (Payment control main process) Next, the operation of the dispensing control board 21TM037 will be described. FIG. 9-23 is a flowchart showing the main process (dispensing control main process) executed by the dispensing control board 21TM037. In the main process, the dispensing control CPU 21TM371 of the dispensing control microcomputer 21TM370 first performs the necessary initial settings. That is, the dispensing control CPU 21TM371 first sets interrupt prohibition (S21TM1810). Next, it sets the interrupt mode to interrupt mode 2 (S21TM1820) and sets the stack pointer to the stack pointer designated address (S21TM1830). In addition, the dispensing control CPU 21TM371 sets the built-in device register (S21TM1840), sets the CTC and PIO (S21TM1850), and then sets the RAM to an accessible state (S21TM1860). In addition, the initial value of the unpaid prize ball counter is set to 0000 (H) (S21TM1870).
[0344] In this embodiment, one channel of the built-in CTC is used in timer mode. Therefore, in the setting process of the built-in device register of S21TM1840 and the process of S21TM1850, register settings are made to set the channel to be used in timer mode, register settings to allow interrupt generation, and register settings to set the interrupt vector. Then, the interrupt by that channel is used as a timer interrupt. If you want to generate a timer interrupt every 2 ms, for example, a value equivalent to 2 ms is set as the initial value in a specified register (time constant register).
[0345] The interrupt vector set in the channel set in timer mode (channel 3 in this embodiment) corresponds to the start address of the timer interrupt process. Specifically, the start address of the timer interrupt process is specified by the value set in the I register and the interrupt vector. In the timer interrupt process, a payout control process that controls the payout means (including at least a process for driving the payout motor 21TM289 in response to a command signal regarding the payout of prize balls from the main board, and may also include a process for driving the payout motor 21TM289 in response to a ball lending request) is executed.
[0346] In this embodiment, interrupt mode 2 is also set in the dispensing control microcomputer 21TM370. Therefore, it is possible to use interrupt processing based on the count-up of the built-in CTC. It is also possible to set the interrupt processing start address according to the interrupt vector sent by the CTC. The interrupt based on the count-up of CTC channel 3 (CH3) is an interrupt that occurs when the register value becomes "0" by counting down the CPU's internal clock (system clock), and is used as a timer interrupt.
[0347] Next, the CPU 21TM371 for payout control first performs RAM clear processing (S21TM1880). Also, it sets initial values to flags and counters in the RAM area (S21TM1890). The processing of S21TM1890 includes a processing of setting the initial value of the unpaid prize ball counter to the unpaid prize ball counter.
[0348] Also, the CPU 21TM371 for payout control executes a serial communication circuit setting process for initializing the serial communication circuit 21TM380 (S21TM1900). In this case, the CPU 21TM371 for payout control performs settings for the serial communication circuit 21TM380 to serially communicate with the microcomputer 100 for game control according to a process similar to the serial communication circuit setting process (see S21TM2560) performed by the CPU 103 of the microcomputer 100 for game control.
[0349] When the serial communication circuit 21TM380 is initialized, the payout control CPU 21TM371 initializes the priority of the interrupt process executed in response to the interrupt request of the serial communication circuit 21TM380 (S21TM1910). In this case, the payout control CPU 21TM371 initializes the priority of the interrupt process according to a process similar to the priority initial setting process performed by the CPU 103 of the game control microcomputer 100.
[0350] Then, the CTC register provided in the dispensing control microcomputer 21TM370 is set so that a timer interrupt occurs periodically (S21TM1920). That is, a value equivalent to the timer interrupt occurrence interval is set as an initial value in a specified register (time constant register). Then, since interrupts are prohibited in S21TM1810 of the initial setting process, interrupts are permitted before the initialization process is completed (S21TM1930). Then, a loop process is entered to monitor the occurrence of a timer interrupt.
[0351] As described above, in this embodiment, the built-in CTC of the dispensing control microcomputer 21TM370 is set to repeatedly generate a timer interrupt. Then, when a timer interrupt occurs, the dispensing control CPU 21TM371 of the dispensing control microcomputer 21TM370 executes a timer interrupt process.
[0352] (Payment control timer interrupt processing) FIG. 34 is a flow chart showing an example of a timer interrupt process (dispense control timer interrupt process) executed by the dispensing control board 21TM037. In the timer interrupt process, the dispensing control CPU 21TM371 of the dispensing control microcomputer 21TM370 executes the following process as the dispensing control process. First, the dispensing control CPU 21TM371 executes an input judgment process (S21TM2010). The input judgment process is a process that detects the state of bits 4 to 6 of input port 0 and bits 3 to 6 of input port 1, and reflects the detection result in a predetermined byte (called an input status flag) of the RAM. In the dispensing control process, when control is performed based on the state of bits 4 to 6 of input port 0 and bits 3 to 6 of input port 1, the state of the input status flag is checked instead of checking the state of the input port directly.
[0353] Next, the CPU 21TM371 for dispensing control executes a dispensing motor control process (S21TM2020). In the dispensing motor control process, when the dispensing motor 21TM289 should be driven, a process for outputting the patterns of the dispensing motors φ1 to φ4 to the output port 0 is performed.
[0354] The CPU 21TM371 for payout control also executes a prepaid card unit control process that communicates with the card unit 21TM050 (S21TM2030). The prepaid card unit control process in this embodiment includes a process of writing data on the number of prize balls paid out to the player to the prepaid card based on the operation of the return switch 21TM063, and a process of ejecting the prepaid card with the data on the prize balls written therein from the card unit 21TM050 and returning it to the player. The CPU 21TM371 for payout control also executes a main control communication process (S21TM2035) that will be described later. Furthermore, the CPU 21TM371 executes a ball lending control process that controls the payout of balls in response to a ball lending request from the card unit 21TM050, and also executes a ball lending control process that controls the payout of the number of balls indicated by a ball lending number command from the main board (S21TM2040).
[0355] The CPU 21TM371 for payout control then executes error processing to detect various errors (S21TM2050). It also executes information output processing to output prize ball information and ball lending information to be output outside the gaming machine (S21TM2060). It also executes display control processing to display a predetermined information on the error display LED 21TM374 according to the result of the error processing, and to light up the prize ball LED 21TM053 and the blown-out LED 21TM054 (S21TM2070).
[0356] In this embodiment, when various errors (for example, a full tank error, a bulb out error, or a prepaid card unit not connected error) are detected in the error processing described below, an error bit corresponding to the detected error is set. Then, in the display control processing of S21TM2070, based on the fact that the error bit is set, the payout control CPU21TM371 displays a predetermined message on the error display LED21TM374. In addition, in the display control processing, the payout control CPU21TM371 controls the lighting of the prize ball LED21TM053 when prize balls are being paid out. In addition, when the prize ball payout is completed, the payout control CPU21TM053 is controlled to be turned off.
[0357] In this embodiment, RAM areas (output port 0 buffer, output port 1 buffer, output port 2 buffer) corresponding to the output state of the output port are provided, and the dispensing control CPU 21TM371 outputs the contents of the output port 0 buffer, output port 1 buffer, and output port 2 buffer to the output port (S21TM2080: output process). The output port 0 buffer, output port 1 buffer, and output port 2 buffer are updated in the dispensing motor control process (S21TM2020), prepaid card control process (S21TM2030), main control communication process (S21TM2035), information output process (S21TM2060), and display control process (S21TM2070).
[0358] Next, the operation of the payout control CPU 21TM371 of the payout control microcomputer 21TM370 transmitting and receiving various commands in the main control communication process of S21TM2035 will be described. As shown in FIG. 31, the payout control microcomputer 21TM370 has a built-in serial communication circuit 21TM380 that serially communicates various commands with the game control microcomputer 100. The payout control microcomputer 21TM370 receives a prize ball number command shown in FIG. 30(B) from the game control microcomputer 100 using the serial communication circuit 21TM380. In addition, when the payout control microcomputer 21TM370 receives the prize ball number command, it transmits a prize ball ACK command "D2" as a reception confirmation signal using the serial communication circuit 21TM380.
[0359] Similarly to the CPU 103 of the gaming control microcomputer 100, when an interrupt request is received from the serial communication circuit 21TM380 while the payout control CPU 21TM371 is in the interrupt enabled state, the payout control CPU 21TM371 executes an interrupt process according to the interrupt cause for which the serial communication circuit 21TM380 made the interrupt request. In this embodiment, when the payout control CPU 21TM371 determines that the interrupt cause is that the serial communication circuit 21TM380 has received received data, the payout control CPU 21TM371 executes a reception interrupt process. In this case, the payout control CPU 21TM371 sets a reception interrupt flag indicating that the serial communication circuit 21TM380 is receiving received data. In addition, the payout control CPU 21TM371 may read data from the reception data register of the serial communication circuit 21TM380 in the reception interrupt process, instead of setting the reception interrupt flag. In this case, for example, in the reception interrupt process, the payout control CPU 21TM371 determines whether the received data that has been read is a prize ball number command. Also, if the received data is a prize ball number command, the payout control CPU 21TM371 may add the number of prize balls indicated by the prize ball number command to the unpaid prize ball number counter. In this way, in the main control communication process described later, it becomes unnecessary to execute the process of determining whether the received data is a prize ball number command or not based on the reception interrupt flag being set, and adding the number of prize balls to the unpaid prize ball number counter.
[0360] (Communication between the main board, dispensing control board, and card unit) Fig. 35 is a timing diagram for explaining communication between the main board 11, payout control board 21TM037, and card unit 21TM050 of the gaming machine. When power supply to the gaming machine is started and the connection confirmation signal from the main board 11 is in the ON state, the payout control board 21TM037 sets the PRDY signal to the ON state when a payout operation is possible based on the fact that the power supply to the gaming machine is started and the connection confirmation signal from the main board 11 is in the ON state. The connection confirmation signal is set to the ON state by the serial communication circuit setting process, which is the process of S10a shown in Fig. 16 (see Fig. 30(A)). When power supply is started, the card unit 21TM050 sets the VL signal as a connection signal to the ON state.
[0361] When the card is accepted by the card unit 21TM050 and the ball loan switch 21TM062 is operated to input a ball loan switch signal, the card unit 21TM050 outputs a BRDY signal to the payout control board 21TM037 based on the PRDY signal being ON. In other words, the BRDY signal is set to ON. When a predetermined delay time has elapsed from this point, the card unit 21TM050 outputs a BRQ signal to the payout control board 21TM037 based on the BRDY signal being ON. In other words, the BRQ signal is set to ON.
[0362] Then, the payout control board 21TM037 turns the EXS signal to the card unit 21TM050 to the ON state based on the PRDY signal being ON and the BRDY and BRQ signals being ON, and when it detects the falling edge (OFF) of the BRQ signal from the card unit 21TM050, it drives the payout motor 21TM289 and pays out a predetermined number of loaned balls (for example, 125 balls) to the player. Then, the payout control board 21TM037 turns off the EXS signal to the card unit 21TM050. In other words, it turns the EXS signal to the OFF state.
[0363] (Prize ball payout control)
[0364] FIG. 36 is a timing diagram showing the transmission and reception of signals between the game control microcomputer 100 and the payout control microcomputer 21TM370 during normal operation. As shown in FIG. 36, when the game control microcomputer 100 transmits a connection confirmation command as a prize ball request signal to the payout control microcomputer 21TM370, it receives a connection OK command as a reception ACK signal transmitted from the payout control microcomputer 21TM370. When the game control microcomputer 100 receives the connection OK command as a reception ACK signal, it transmits the connection confirmation command again as a prize ball request signal after 1 s (1 second) has elapsed from the time of reception. The game control microcomputer 100 and the payout control microcomputer 21TM370 repeatedly execute the communication process for connection confirmation as described above as long as the connection state is normal.
[0365] When a win occurs while the communication process for connection confirmation is not being executed (between receiving a connection OK command as a reception ACK signal and transmitting a connection confirmation command as a prize ball request signal), the game control microcomputer 100 sets data indicating the number of prize balls in the prize ball request signal and transmits the prize ball number command as the set prize ball request signal to the payout control microcomputer 21TM370. When the payout control microcomputer 21TM370 receives the prize ball number command as a prize ball request signal, it pays out the number of prize balls specified by the prize ball number command, and when the payout of the prize balls (prize ball payout operation) is completed, it transmits a prize ball end command as a reception ACK signal to the game control microcomputer 100. When the game control microcomputer 100 receives the prize ball end command as a reception ACK signal, it transmits a connection confirmation command as a prize ball request signal after 1 s (1 second) has elapsed since the time of reception.
[0366] Although not shown, if a prize is won during the execution of the communication process for connection confirmation (between sending a connection confirmation command as a prize ball request signal and receiving a connection OK command as a reception ACK signal), the game control microcomputer 100 sets data indicating the number of prize balls in the prize ball request signal, and transmits the prize ball number command as the set prize ball request signal to the payout control microcomputer 21TM370 after receiving a connection OK command as a reception ACK signal from the payout control microcomputer 21TM370. When the payout control microcomputer 21TM370 receives the prize ball number command as a prize ball request signal, it pays out the number of prize balls specified by the prize ball number command, and when the payout of the prize balls (the prize ball payout operation) is completed, it transmits a prize ball end command as a reception ACK signal to the game control microcomputer 100. During the execution of the payout of the prize balls (the prize ball payout operation), a prize ball preparation command as a reception ACK signal is transmitted to the game control microcomputer 100.
[0367] (Main operations of the performance control board 12) Next, the main operations of the performance control board 12 will be described. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 37. When the performance control main process shown in Fig. 37 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing the RAM 122, setting various initial values, and setting registers of the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 back to its initial position and control to perform a predetermined operation check.
[0368] Then, it is determined whether the timer interrupt flag is on or not (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0369] In addition, on the side of the performance control board 12, an interrupt occurs for receiving a performance control command from the main board 11, in addition to a timer interrupt that occurs every time a predetermined time has elapsed. This interrupt occurs, for example, when the performance control INT signal from the main board 11 becomes ON. When an interrupt occurs due to the performance control INT signal becoming ON, the performance control CPU 120 automatically sets the interrupt to be prohibited, but if a CPU that does not automatically become interrupt prohibited is used, it is desirable to issue an interrupt prohibition command (DI command). In response to an interrupt due to the performance control INT signal becoming ON, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is taken in from a predetermined input port that receives a control signal transmitted from the main board 11 via the relay board 15, among the input ports included in the I / O 125. The performance control command taken in at this time is stored in a performance control command reception buffer provided in, for example, the RAM 122. After that, the performance control CPU 120 sets the interrupt to be permitted, and then ends the command reception interrupt process.
[0370] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 of the main board 11 and stored in the performance control command reception buffer are read, and then setting and control corresponding to the read performance control command are performed. For example, the read performance control command is stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 is turned on so that which performance control command was received and the contents specified by the performance control command can be confirmed by the performance control process process. In addition, when the performance control command specifies the game state, the display control unit 123 may be instructed to display a background corresponding to the game state.
[0371] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, the control of operating various performance devices is performed, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting bodies such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using various performance devices are judged, determined, set, etc. according to the performance control command transmitted from the main board 11.
[0372] Following the performance control process in step S76, a performance random number update process is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. After executing step S77, an error notification process is executed (step S78). In the error notification process, for example, control is performed to notify an error that has occurred in the pachinko gaming machine 1 by displaying an image on the image display device 5, outputting sound from the speakers 8L and 8R, lighting the game effect lamp 9, and the like. Then, after executing step S78, a demo performance process is executed (step S79). In the demo performance process, for example, the performance control CPU 120 operates a customer waiting demo start waiting timer based on receiving a customer waiting demo designation command from the CPU 103. Then, if a new variable display is not started during the operation period of the customer waiting demo start waiting timer, a customer waiting demo performance is executed based on the time-out of the customer waiting demo start waiting timer. Note that if a new variable display is started during the execution of a demo performance, the demo performance being executed is interrupted. Then, the process returns to step S73. Before returning to step S73, other processes may be executed.
[0373] (Performance control process)
[0374] Fig. 38 is a flow chart showing an example of the process executed in step S76 of Fig. 37 as the performance control process. In the performance control process shown in Fig. 38, the performance control CPU 120 first judges whether or not a game stop notification command has been received (step S160a). If a game stop notification command has been received (step S160a; Y), the value of the performance control process flag is updated to "6", which is a value corresponding to the game stop performance process, and the process proceeds to step S160c (step S160b). If a game stop notification command has not been received (step S160a; N), the process proceeds to step S160c.
[0375] In step 160c, the performance control CPU 120 judges whether the value of the performance control process flag is "6", which is a value corresponding to the game stop performance processing. If the value of the performance control process flag is "6" (step 160c; Y), the process proceeds to step S164, and if the value of the performance control process flag is not "6" (step 160c; N), the process executes the pre-reading notice performance setting process (step S161). In the pre-reading notice performance setting process, for example, a judgment, decision, setting, etc. for executing the pre-reading notice performance is performed based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, a process is executed for displaying the reserved display based on the reserved memory number specified from the performance control command.
[0376] After the execution of the pre-reading notice performance setting process, a prize ball number summation process (step S162) is executed to tally up the number of prize balls paid out in each jackpot game state during the period from when the game is controlled from the normal state to the jackpot game state until the game is controlled back to the normal state, and a game stop suggestion performance process (step S163) is executed to execute a game stop suggestion performance that suggests to the player that game on the pachinko game machine 1 will be stopped, and then the process proceeds to step S164.
[0377] In the prize ball count summation process, the value of the prize ball count counter is set to 0 when the game is controlled from the normal state to the jackpot game state, and during jackpot game play, the process of adding up the value of the prize ball counter is executed each time a prize ball count notification command corresponding to a prize ball winning into the jackpot winning port is received.
[0378] In addition, in step S164, the presentation control CPU 120 executes a right-hit promotion display process to display a right-hit promotion display on the image display device 5 to encourage the player to shoot the game ball toward the right game area 2R in the jackpot game state, the time-saving state, or the special probability state.
[0379] In addition, in step 165, the presentation control CPU 120 executes a left-hit promotion display process to display a left-hit promotion display on the image display device 5 when the game state is controlled from a time-saving state or a special probability state to a normal state, urging the player to shoot the game ball toward the left game area 2L.
[0380] After executing the process of step S165, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0381] The variable display start waiting process in step S170 is executed when the value of the performance process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of the decorative pattern in the image display device 5 based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of the decorative pattern in the image display device 5 is to be started, the value of the performance process flag is updated to "1" and the variable display start waiting process is terminated.
[0382] The variable display start setting process in step S171 is a process executed when the value of the performance process flag is "1". In this variable display start setting process, the display result of the variable display of the decorative pattern (determined decorative pattern), the mode of the variable display of the decorative pattern, whether or not various performances such as reach performance and various notice performances are executed, the mode and execution start timing are determined based on the display result and the variation pattern specified by the performance control command. Then, a performance control pattern (a collection of control data for instructing the display control unit 123 to execute a performance) reflecting the determined result is set. After that, based on the set performance control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative pattern, the value of the performance process flag is updated to "2", and the variable display start setting process is terminated. The display control unit 123 starts the variable display of the decorative pattern in the image display device 5 according to the instruction to start execution of the variable display of the decorative pattern.
[0383] The variable display performance process in step S172 is a process executed when the performance process flag is "2". In this variable display performance process, the performance control CPU 120 instructs the display control unit 123 to display a performance image based on the performance control pattern set in step S171 on the display screen of the image display device 5, to drive the movable body 32, to output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the voice control board 13, and to turn on / off / blink the game effect lamp 9 and the decorative LED by outputting a command (illumination signal) to the lamp control board 14, thereby executing various performance controls during the variable display of the decorative pattern. After performing such performance control, for example, in response to the fact that an end code indicating the end of the variable display of the decorative pattern is read from the performance control pattern, or in response to the fact that a command specifying the stop display of the fixed decorative pattern is received from the main board 11, the fixed decorative pattern, which is the display result of the decorative pattern, is stopped and displayed. When the final decorative pattern is stopped and displayed, the value of the performance process flag is updated to "3", and the performance process during variable display is terminated.
[0384] The special winning waiting process of step S173 is a process executed when the value of the performance process flag is "3". In this special winning waiting process, the performance control CPU 120 judges whether or not a performance control command that specifies the start of a big win game state has been received from the main board 11. Then, when a performance control command that specifies the start of a big win game state is received, the value of the performance process flag is updated to "4". Also, when a command that specifies the start of a big win game state is not received and the waiting time for receiving the command has elapsed, it is judged that the display result in the special game was "miss", and the value of the performance process flag is updated to the initial value "0". When the value of the performance process flag is updated, the special winning waiting process is terminated.
[0385] The big win performance processing in step S174 is a processing executed when the value of the performance process flag is "4". In this big win performance processing, the performance control CPU 120 sets, for example, a performance control pattern corresponding to the performance content in the big win game state, and executes various performance controls in the big win game state based on the set content. In addition, in the big win performance processing, for example, in response to receiving a command from the main board 11 specifying that the big win game state is to be ended, the value of the performance process flag is updated to "5", which is a value corresponding to the ending performance processing, and the big win performance processing is ended. In addition, the big win performance processing in this embodiment is also a processing to execute a V winning notification performa...
Claims
[Claim 1] A gaming machine that can be controlled to an advantageous state that is advantageous to a player, A counter value relating to a difference between a game value used in a game and a game value to be awarded can be calculated; It is possible to control a normal state and a special state that is more advantageous than the normal state, After the advantageous state ends, the special state can be controlled; When the counter value is controlled to the normal state and reaches an operating value during variable display, a game stop control is performed to stop the progress of the game; When the counter value becomes the operation value while the game is being controlled to the advantageous state, the game stop control is not performed during the advantageous state, and after the advantageous state ends, the game stop control is performed without controlling the game to the special state; When the counter value reaches an operating value during the variable display while the device is in the normal state and the game stop control is performed, a predetermined message is displayed to indicate that the game is being stopped; When the counter value reaches an operating value while the game is being controlled to be in the advantageous state, and when the game stop control is performed after the advantageous state ends, a warning display is displayed to alert the player, and then the predetermined message display is displayed; The predetermined message display, which is displayed when the counter value reaches the operating value during the variable display while the game is being controlled to the normal state and the game stop control is performed, and the predetermined message display, which is displayed when the counter value reaches the operating value at a predetermined timing while the game is being controlled to the advantageous state and the game stop control is performed after the advantageous state ends, are a common display. When the power is turned off during the game stop control and the power is turned on without initialization, the game stop control is not terminated, When the power is turned off during the game stop control and the power is turned on with initialization, the game stop control ends. When the counter value is controlled to the advantageous state and a power outage occurs and the power is turned on while the counter value is set to the operating value, the game is restored to the advantageous state, and after the advantageous state ends, the game stop control is performed without controlling the game to the special state. The gaming machine is capable of executing a first control relating to returning a storage medium from the gaming device and a second control relating to granting a gaming value based on a signal output from the gaming device when the gaming stop control is being performed.
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