Gaming Machines

The gaming machine enhances player engagement by incorporating a movable performance member with controlled transitions and operations, addressing the lack of dynamic presentation effects in existing machines.

JP7618202B2Active Publication Date: 2025-01-21SANSEI R&D KK
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Patent Information

Application Number
JP2020185551
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-11-06
Publication Date
2025-01-21
Estimated Expiration
2040-11-06

AI Technical Summary

Technical Problem

Existing gaming machines lack enhanced presentation effects to increase player engagement and interest.

Method used

A gaming machine with a movable performance member that can transition between states, controlled by a movable control mechanism, allowing for multiple performances within a validity period, and returning to a default state upon expiration, enhanced by operation means and performance execution means.

Benefits of technology

The solution provides enhanced performance effects, increasing player engagement and interest through dynamic and interactive gameplay elements.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine with enhanced performance effect.SOLUTION: A game machine executes an SP ready-to-win performance (first display performance) and a movable performance in which a movable decorative member 14 is activated during a variable performance, and executes a big winning notification performance (second display performance) while maintaining the movable decorative member 14 that is in an operating state (second state) due to the movable performance to be in the operating state even after the end of the SP ready-to-win performance. According to this configuration, the movable decorative member 14 is maintained in the operating state (second state) from the SP ready-to-win performance (first display performance) to the big winning notification performance (second display performance). As a result, the SP ready-to-win performance (first display performance), the movable performance, and the big winning notification performance (second display performance) are associated with one another, thereby enhancing performance effect when these performances are executed.SELECTED DRAWING: Figure 52
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Description

[Technical field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine (pinball gaming machine). [Background technology]

[0002] Conventionally, gaming machines are known that use gaming media such as gaming balls and gaming medals to play games. Some of these gaming machines are configured to execute various effects using image display units and movable accessories for effects as the game progresses (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2013-59691 A Summary of the Invention [Problem to be solved by the invention]

[0004] The presentation effects executed in gaming machines play an important role in increasing the interest of the game, and there is room for further improvement in order to enhance the presentation effects.

[0005] The present invention has been made in consideration of the above circumstances, and an object of the present invention is to provide a gaming machine with improved presentation effects. [Means for solving the problem]

[0006] The present invention employs the following means to solve the above-mentioned problems.

[0007] The gaming machine according to the first embodiment is A gaming machine capable of playing a game using a predetermined gaming medium, A movable performance member operable between a first state and a second state; A movable control means capable of controlling the movable performance member; A performance execution means capable of executing a predetermined performance; An operation means operable by a player, The performance execution means is capable of executing a movable performance multiple times by operating the movable performance member in the first state to the second state, The movement control means is capable of executing a return process for operating the movable performance member in the second state to the first state during a period from when a first movement performance among the plurality of times of the movement performance is executed to when a next movement performance is executed, The preceding moving effect is executed based on the operation of the operation means within a predetermined operation effective period that occurs during a game, The time when a predetermined time longer than the effective operation period has elapsed from the start of the effective operation period is set as the end timing of the previous moving performance, and the return process is executed when the end timing arrives. At the same time, After the return process is executed due to the end timing of the previous moving performance, if the moving performance member is not in the first state before the start of the next moving performance, the return process is executed again. It is characterized by the above. Effect of the Invention

[0008] According to the present invention described above, it is possible to provide a gaming machine with improved presentation effects. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] 2 is a rear view of the gaming machine according to the embodiment of the present invention. FIG. [Diagram 3] FIG. 2 is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] 4 is an enlarged view of the main display shown in FIG. 3, showing displays provided in the gaming machine. FIG. [Diagram 5] 2 is a block diagram showing the electrical configuration of the gaming machine. FIG. [Figure 6] This is a table showing the correspondence between the type of jackpot and the opening pattern of the jackpot opening. [Figure 7] 13 is a table showing various random numbers acquired by the game control microcomputer. [Figure 8] (A) is a jackpot determination table, (B) is a jackpot type determination table, (C) is a normal pattern hit determination table, and (D) is a normal pattern change pattern selection table. [Figure 9] This is a fluctuation pattern table. [Figure 10] 13 is a flowchart of a main control process. [Figure 11] 13 is a flowchart of an interrupt process. [Figure 12] 13 is a flowchart of a start port sensor detection process. [Figure 13] 13 is a flowchart of a general operation process. [Figure 14] 13 is a flowchart of normal symbol waiting processing. [Figure 15] This is a flowchart of the normal pattern correctness determination process. [Figure 16] 13 is a flowchart of normal pattern random number shift processing. [Figure 17] This is a flowchart of processing during normal pattern change. [Figure 18] 13 is a flowchart of the normal symbol determination process. [Figure 19] 13 is a flowchart of normal electric device processing. [Figure 20] 13 is a flowchart of special chart operation processing. [Figure 21] 13 is a flowchart of a special symbol waiting process. [Figure 22] This is a flowchart of the special chart 2 pass / fail determination process. [Diagram 23] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Diagram 25] Special Figure 2 is a flowchart of random number shift processing. [Figure 26] This is a flowchart of the special drawing 1 correct / incorrect determination process. [Figure 27] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] Special Figure 1 is a flowchart of random number shift processing. [Diagram 30] This is a flowchart of processing during special pattern change. [Diagram 31] 13 is a flowchart of a special symbol determination process. [Diagram 32] This is a flowchart of special electric device processing (jackpot play). [Diagram 33] 13 is a flowchart of a V round process. [Diagram 34] 13 is a flowchart of a game status setting process. [Diagram 35] 13 is a flowchart of a specific area sensor detection process. [Diagram 36] 13 is a flowchart of a non-specific area sensor detection process. [Figure 37] This is a flowchart of the processing at the time of the initial ball entry. [Figure 38] 13 is a flowchart of a power interruption monitoring process. [Figure 39] 13 is a flowchart of a sub-control main process. [Diagram 40] 13 is a flowchart of a reception interrupt process. [Diagram 41] 13 is a flowchart of a 2 ms timer interrupt process. [Diagram 42] 13 is a flowchart of a 10 ms timer interrupt process. [Diagram 43] 13 is a flowchart of a received command analysis process. [Diagram 44] 13 is a flowchart of a received command analysis process. [Diagram 45] 13 is a flowchart of the variable performance start processing. [Diagram 46] 13 is a flowchart of movable performance related processing. [Figure 47] 13 is a flowchart of an opening effect selection process. [Figure 48]This is a table showing the correspondence between the type of jackpot and the timing of movable piece operation (first specified value and second specified value) in the V round. [Figure 49] 13 is a timing chart showing the relationship between the second large prize opening sensor and a specific area (movable piece). [Figure 50] A schematic diagram of the second large prize device. [Figure 51] (A) is a table showing the types of variable performance patterns, and (B) is a table showing the types of opening performances. [Figure 52] This is a diagram showing the flow of the presentation when a jackpot variable presentation including a movable presentation is executed (presentation example 1). [Figure 53] This is a diagram showing the flow of the presentation when a jackpot variable presentation including a movable presentation is executed (presentation example 1). [Figure 54] A diagram showing the flow of presentation when a jackpot variable presentation including a movable presentation is executed (presentation example 2). [Figure 55] A diagram showing the flow of presentations (presentation example 3) when an opening presentation including a moving presentation is executed. [Figure 56] This is a diagram showing the flow of the presentation (presentation example 3) when a V round is executed after an opening presentation including a moving presentation. [Figure 57] FIG. 11 is a front view showing a state (first state) of the game board of Example 2 in which a movable effect is not being executed. [Figure 58] FIG. 11 is a front view showing the game board of Example 2 in a state where a movable effect is executed (second state). [Figure 59] 13 is a flowchart of movable performance-related processing in the second embodiment. [Figure 60] A diagram showing the flow from the SP reach presentation to the win / loss branch timing in the variable presentation of Example 2. [Figure 61] Continuing from Figure 60, this figure shows the flow of presentation when the moving presentation is not executed (miss pattern) and when the moving presentation is executed (jackpot pattern). [Figure 62] 13 is a flowchart of movable performance-related processing in the third embodiment. [Figure 63] A diagram showing the flow of presentations from the SP reach presentation to the development presentation in a jackpot variable presentation including a movable presentation in Example 3. [Figure 64] This is a continuation from Figure 63 and shows the flow of presentation from the stopped display of the jackpot presentation pattern to the opening period. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Next, the embodiment of the present invention will be described using examples. In the following, an example of applying the present invention to a pachinko game machine (pinball game machine) in which the game medium used in the game is a game ball and the game can be progressed by firing the game ball toward the game board (game area). Specifically, a pattern-changing game (also simply called "variable game") is performed in which a special pattern is displayed variably and then stopped based on the entry of a game ball into a starting hole, and when the special pattern is displayed as a jackpot pattern in the variable game, a jackpot game (special game) in which a predetermined amount of game profit (e.g., prize balls) can be awarded to the player is executed. A so-called "type 1" game machine will be described as an example.

[0011] In the following description, the term "front" simply refers to the front (surface) side when the gaming machine is viewed from the front, and refers to the side (near side) where the player is positioned when playing. The term "rear" simply refers to the back (rear) side when the gaming machine is viewed from the front. Furthermore, the terms "upper", "lower", "left" and "right" simply refer to the top, bottom, left and right directions when the gaming machine is viewed from the front, for example, the upper, lower, left and right sides in Fig. 1 and Fig. 3. EXAMPLES

[0012] As shown in Figures 1 to 3, the pachinko game machine 1 of the first embodiment includes a game machine frame 50 and a game board 2 attached inside the game machine frame 50, and the game board 2 is configured to be detachable from the game machine frame 50. Figure 3 shows the front side (board surface side) of the game board 2 removed from the game machine frame 50.

[0013] The gaming machine frame 50 is composed of a front frame 51 having a decorative surface, a main frame 52 for mounting the gaming board 2 etc., and an outer frame 53 for mounting the pachinko gaming machine 1 to the island equipment of the hall, and the front frame 51, main frame 52 and outer frame 53 are supported on one side end and each is configured to be able to be opened and closed.

[0014] The front frame 51 is provided with a launch handle 60 for launching game balls with a launch strength according to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 that stores game balls and can supply the game balls to the launching device side, and a surplus ball receiving tray (lower tray) 62 that stores game balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also provided with a first effect button 63a and a second effect button 63b (either one or both of these two effect buttons are simply referred to as the "effect button 63") that can be operated by the player, a decorative frame lamp 66 that can emit various lights depending on the game situation, a speaker 67 that can emit various sounds (sound effects) depending on the game situation, and the like. The frame lamp 66 is, for example, composed of an LED.

[0015] The effect button 63 functions as an input means capable of performing input by external operation, and can be operated during the execution of a game effect that is executed as the game progresses. The player can use different effect buttons depending on the type of game effect. For example, when the first effect button 63a or the second effect button 63b is operated during the execution of a game effect, a predetermined operation corresponding effect is performed based on the operation. The effect button 63 (input means) is also called "operation means", the first effect button 63a is also called "first input means" or "first operation means", and the second effect button 63b is also called "second input means" or "second operation means".

[0016] The configuration of the effect button 63 is not limited to the embodiment, and it is sufficient as long as the player can input. For example, it may be an input means (e.g., a retractable type, a touch sensor type, etc.) in which the player directly touches the button to input, or a non-contact type input means (e.g., a photoelectric type, etc.) in which input is made by detecting the proximity of a part of the player's body. It may also be a tilting type operation means that can be tilted in the forward / backward or left / right directions, such as an operation lever or an operation stick. Furthermore, in this embodiment, two effect buttons, the first effect button 63a and the second effect button 63b, are provided, but the number of effect buttons may be one or three or more.

[0017] The game board 2 has a game area 3 surrounded by a rail member 4, where game balls launched by operating a launch handle 60 flow down. A number of game nails 16 for guiding the game balls are protruding from the game area 3, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is intended to prevent the game balls once guided to the game area from returning to the launching device. The game board 2 also has decorative board lamps 5 (see FIG. 5) that can emit various lights depending on the game situation. The board lamps 5 are, for example, composed of LEDs.

[0018] Near the center of the game board 2 (game area 3), an image display device 7 including a display screen 7a capable of displaying images is provided as a display means for effects (effect display means). The image display device 7 of this embodiment is composed of a liquid crystal display.

[0019] The image display device 7 is provided on the back side of the game board 2 so that its display screen 7a faces an opening provided in approximately the center of the game board 2 (game area 3). Through the opening, the player can view the display screen 7 (display contents). The display screen 7a of the image display device 7 is provided with a performance symbol display area 7b (also called the "performance symbol display section") in which performance symbols 8L, 8C, and 8R (also called simply the "performance symbol 8") are displayed.

[0020] The performance symbol 8 changes in synchronization with the changing display of the first special symbol and the second special symbol, which will be described later. The changing display can be, for example, scrolled up and down, left and right, diagonally, etc., and in this embodiment, the display is scrolled from top to bottom as a rule. The performance symbol display area 7b has, for example, three symbol display areas, "left," "middle," and "right," and the left symbol display area displays the left performance symbol 8L, the middle symbol display area displays the middle performance symbol 8C, and the right symbol display area displays the right performance symbol 8R.

[0021] In this embodiment, the performance patterns 8L, 8C, and 8R each include a number pattern (pattern type) that represents the numbers "1" to "9," and the number patterns are displayed in order. Specifically, the variable display of the performance pattern 8 is performed by scrolling the number patterns in the order of "1" → "2" ... "8" → "9" (ascending order), and when it reaches "9," it returns to "1," and the scrolling display is repeated until the variable ends (stop display).

[0022] The combination of left, center, and right (stop display mode) displayed (stopped) on the display screen 7a (performance symbol display area 7b) displays the result of the variable display of the first special symbol displayed on the first special symbol display device 41a (also called the "first special symbol display section") described later and the result of the variable display of the second special symbol displayed on the second special symbol display device 41b (also called the "second special symbol display section"), that is, the result of the special symbol hit / miss judgment (also simply called the "hit / miss judgment"), so that the player can easily recognize it. In this embodiment, the order in which the three performance symbols 8L, 8C, and 8R that are displayed in a variable manner (stop order) are stopped is, in principle, "left → right → center". In other words, the first stop symbol in the stop order is the left performance symbol 8L, the second stop symbol in the stop order is the right performance symbol 8R, and the third (last) stop symbol in the stop order is the center performance symbol 8C. The first stop pattern in the stopping order is also called the "first stop pattern," the second stop pattern in the stopping order is also called the "second stop pattern," and the third stop pattern in the stopping order is also called the "third stop pattern" or "final stop pattern."

[0023] Here, the first special pattern, the second special pattern, and the performance pattern 8 are all or simply referred to as "pattern" or "identification information". In addition, the normal pattern is also referred to as "normal pattern" or "normal identification information", the special pattern is also referred to as "special pattern", the first special pattern is also referred to as "special pattern 1" or "first special pattern", and the second special pattern is also referred to as "special pattern 2" or "second special pattern". Furthermore, the image display device 7 that displays the performance pattern 8, the first special pattern display device 41a that displays the first special pattern, and the second special pattern display device 41b that displays the second special pattern are all or simply referred to as "identification information display means".

[0024] The display mode of the performance symbols 8 can be determined as follows. For example, if the result of the special symbol hit / miss judgment is a jackpot, it is possible to display the performance symbols as three identical digits such as "222" or "777" (also called "jackpot performance symbols"). Also, if the result is a miss, it is possible to display the performance symbols as a random number pattern (also called "miss performance symbols") in which at least one of the three symbols is different, such as "637" or "373". This allows the player to easily grasp the progress of the game by looking at the performance symbols 8 that are stopped and displayed. In other words, the player generally does not directly grasp the result of the special symbol hit / miss judgment (whether it is a jackpot or a miss) by looking at the performance symbols 8 displayed on the display screen 7a (performance symbol display area 7b) but by looking at the special symbols displayed on the first special symbol display 41a or the second special symbol display 41b.

[0025] The left, center, and right pattern display areas do not need to be provided separately, and may be one pattern display area that displays three performance patterns. In this embodiment, the left, center, and right performance patterns 8 are displayed, but for example, a matrix pattern display area with 3 rows and 3 columns is provided on the display screen to display nine performance patterns, and the stopping state (stopping pattern) of the performance patterns is displayed by the arrangement (pattern combination) of each vertical row, horizontal row, and diagonal row when each pattern is displayed and stopped after changing, or the pattern display area (performance pattern display area) is divided into multiple areas (for example, four) and three performance patterns are displayed and stopped in each area. The number of performance patterns and the form of the pattern display area are not particularly limited.

[0026] Here, among the results of the special symbol hit / miss judgment, a "jackpot" is also called a "specific result", and a "miss" is also called a "non-specific result". In addition, among the stop display modes of the identification information (special symbols and / or performance symbols), the stop display mode corresponding to the result of the special symbol hit / miss judgment is also called a "jackpot mode", "specific mode", or "specific display result", and the stop display mode corresponding to the result of the special symbol hit / miss judgment is also called a "miss mode", "non-specific mode", or "non-specific display result". Furthermore, the variable display executed based on the result of the special symbol hit / miss judgment is also called a "jackpot fluctuation" or "specific variable game", and the variable display executed based on the result of the special symbol hit / miss judgment is also called a "miss fluctuation" or "non-specific variable game".

[0027] On the display screen 7a of the image display device 7, various effects (effect displays) related to games are displayed, such as game effects using the effect symbols 8 as described above (also called "effect symbol game effects"), big win game effects (also called "special game effects") executed in conjunction with big win games, and demo effects for waiting for customers. In various effect displays such as effect symbol game effects and big win game effects, various images that make up the effect displays, such as background images and character images, in addition to effect symbols such as numbers, are displayed. The effect symbol game effects are also called "variable effects".

[0028] In addition, the display screen 7a of the image display device 7 is provided with a first effect hold display area 9c (first effect hold display section) that displays the first effect hold 9a according to the number of stored first special symbol holds described later, and a second effect hold display area 9d (second effect hold display section) that displays the second effect hold 9b according to the number of stored second special symbol holds described later (see FIG. 3). The display mode (display number) of the first effect hold 9a makes it possible to clearly show the number of stored first special symbol holds displayed on the first special symbol hold display device 43a described later. Similarly, the display mode (display number) of the second effect hold 9b makes it possible to clearly show the number of stored second special symbol holds displayed on the second special symbol hold display device 43b described later. Note that either or both of the first effect hold 9a and the second effect hold 9b are also referred to as "effect hold". The effect hold is also referred to as "hold pattern". Furthermore, various images displayed on the display screen 7a, such as performance patterns, background images, character images, and performance reserve (reserved patterns), are collectively referred to as "performance images".

[0029] A center decorative body 10 is provided near the center of the game area 3 and in front of the image display device 7, surrounding the display screen 7a (performance pattern display area 7b). The center decorative body 10 is made of a plastic (resin) molded part, and is attached to the surface (front) of the game board 2 as a frame-shaped part (board part) with an opening in the center. The display screen 7a of the image display device 7 can be seen through the central opening of the center decorative body 10.

[0030] The lower part of the center decorative body 10 is provided with a stage section 11 having a game ball rolling surface on which game balls can roll. A hollow warp section 12 is provided on the left part of the center decorative body 10. The warp section 12 is provided with a warp entrance and a warp exit, and receives game balls flowing down the game area 3 from the warp entrance, and discharges the game balls from the warp exit and guides them to the stage section 11. Game balls guided to the rolling surface of the stage section 11 are more likely to enter the first starting hole 20 described below than game balls not guided to the stage section 11. Furthermore, a decorative member 13 having an electric member such as an LED (board lamp 5) and capable of being lit according to the game state is arranged on the upper part of the center decorative body 10. The game state means the state of the game machine 1 when a game is played with the game machine.

[0031] In addition, a movable decorative member 14 that can be operated in accordance with the game performance is provided on the left side of the center decorative body 10, in front of the warp section 12. The movable decorative member 14 functions as a movable role item (gimmick) for performance that can be operated on the front side (nearby) of the display screen 7a.

[0032] The movable decorative member 14 in this embodiment is composed of a sculpture with a flag motif, and is usually located in front of the warp section 12 (starting point) and the entire flag is tilted to the left as shown in FIG. 3 (also called the "non-operating state" or "first state"). When a predetermined operating condition is met, the movable decorative member 14 at the starting point position (standby position) moves (rises) along the left opening edge (left side of the display screen 7a) of the central opening of the center decorative body 10 to a predetermined end point position (operating position), or the movable decorative member 14 that has reached the end point position tilts to the right (toward the right opening edge of the center decorative body 10) (see FIG. 52). The state in which the movable decorative member 14 moves (rises) from the starting point position to the end point position (operated in the first operating mode) and the state in which the movable decorative member 14 is tilted to the right at the end point position (operated in the second operating mode) are also called the "operating state" or "second state".

[0033] In other words, the movable decorative member 14 in this embodiment is configured to be operable between a state in the starting position (non-operating state, first state) and a state in the end position (operating state, second state) or a state tilted to the right at the end position (operating state, second state).

[0034] The operating modes (operation patterns) of the movable decorative member 14 include a first operating mode in which it moves (rises) from a start position to an end position along the left opening edge of the center decorative body 10, and a second operating mode in which it tilts to the right after moving to the end position. When a predetermined first operating condition is met, the movable decorative member 14 operates in the first operating mode, and when a predetermined second operating condition is met, the movable decorative member 14 that has operated in the first operating mode further operates in the second operating mode. In this way, the performance in which the movable decorative member 14 is operated in the first operating mode or the second operating mode, and the movable decorative member 14 in the non-operating state (first state) is moved to the end position or tilted to the right at the end position (changed to the second state) is also called a "movable performance".

[0035] When the movable decorative member 14 is operating in the first or second operating mode and is at the end position (i.e., when it is in the second state), if a predetermined return condition (also called the "end condition") is met, the movable decorative member 14 tilts to the left and moves (descends) from the end position to the start position (this is also called the "third operating mode"). This causes the movable decorative member 14 to return (return) to the non-operating state (first state), and the movable performance ends.

[0036] Also, when the movable decorative member 14 is operated in the first or second operating mode and is in the end position (second state), if the player inputs a return instruction before the above-mentioned return condition (termination condition) is satisfied, the movable decorative member 14 operates in the third operating mode and returns (returns) to the non-operating state (first state). The return instruction can be input, for example, by operating (for example, pressing once) a return instruction button (not shown) that is provided on the front frame 51 separately from the performance button 63 and can be operated by the player. Specifically, a return instruction button detection switch (not shown) that can detect whether the return instruction button is operated (ON / OFF) can be provided, similar to the above-mentioned performance button detection switches 63c and 63d, and a detection signal from the switch can be input to the sub-control board 90, and the return instruction can be input when the detection signal becomes ON. In this case, the operation (input) of the return instruction button can be enabled when the movable decorative member 14 is in the end position (second state).

[0037] In addition, instead of providing a return command button, it is also possible to input a return command by operating the performance button 63 in a predetermined operating manner (for example, pressing and holding for 10 seconds) when the movable decorative member 14 is in the end position (second state).

[0038] Furthermore, when the movable decorative member 14 is operated in the first or second operation mode and is in the end position (second state), if a predetermined additional operation condition is met, an additional performance (moving performance) using the movable decorative member 14 is executed. This additional moving performance (also called "additional moving performance") is executed in conjunction with the opening performance, round performance, and ST mode performance, as described below. In the additional moving performance, the movable decorative member 14 operates in an operation mode for the additional moving performance.

[0039] The operation of the movable decorative member 14 is realized by a drive mechanism (not shown) including slide rails, gears, motors, etc. for moving the movable decorative member 14 up and down and tilting it left and right. Note that the configuration of the drive mechanism itself is not related to the gist of the present invention, so a detailed explanation of the drive mechanism is omitted. Also, the movable effects produced by the operation of the movable decorative member 14 will be described later.

[0040] Here, the display screen 7a and the image display device 7 capable of performing a display performance that displays various images according to the game situation are also referred to as a "display performance section" or "display performance means", and the movable decorative member 14 capable of performing a moving performance by operating in a predetermined operating mode during the game performance is also referred to as a "movable performance member" or "movable performance means". In addition to the movable decorative member 14, for example, if the performance button 63 is capable of performing a moving performance that operates in a predetermined operating mode, such as vibrating or moving up and down, the performance button 63 can also be called a "movable performance member" or "movable performance means". In addition, the speaker 67 capable of performing a sound performance that emits various sounds (sound effects) according to the game situation is also referred to as a "sound performance section" or "sound performance means", and the board lamp 5, the frame lamp 66, and the decorative member 13 capable of performing a light performance that emits various lights according to the game situation are also referred to as a "light performance section" or "light performance means". In addition to the panel lamps 5, for example, if the effect button 63 and launch handle 60 have built-in electric lighting components such as LEDs like the decorative components 13 and light up or blink depending on the game situation due to the action of the electric lighting components, these effect buttons 63 and launch handle 60 can also be called "light effect means." Furthermore, "display effect means," "movable effect means," "sound effect means," and "light effect means" are collectively referred to as "effect means."

[0041] A fixed winning device 19 is provided below the image display device 7 in the game area 3 (below the stage section 11), which is equipped with a non-variable first starting hole 20 in which the ease of a game ball entering (the probability of entering) does not change. Based on the game ball entering the first starting hole 20, a random number or the like for determining whether or not a special symbol has been entered is obtained, and when a predetermined condition is met, a win / loss determination for the first special symbol (also called "first special symbol win / loss determination") is executed, and the first special symbol is displayed in a variable manner and is displayed as a still symbol based on the result of the win / loss determination.

[0042] To the right of the image display device 7 in the game area 3, a variable winning device 22 is provided that has a variable second starting hole 21 (also called a "variable starting hole") that changes the ease with which the game ball can enter (the probability of entering). Based on the game ball entering the second starting hole 21, a random number or the like for determining whether or not the special symbol has been hit is acquired, and when a predetermined condition is met, a hit / miss determination of the second special symbol (a hit / miss determination of the second special symbol) is executed, and the second special symbol is displayed in a variable manner, and is displayed stationary based on the result of the hit / miss determination.

[0043] In other words, the display of the first special pattern change (determination of whether the first special pattern is a hit or not, first special pattern change game) is executed based on the game ball entering the first starting hole 20, and the display of the second special pattern change (determination of whether the second special pattern is a hit or not, second special pattern change game) is executed based on the game ball entering the second starting hole 21.

[0044] In addition, the first special pattern hit / miss judgment performed based on the entry of a game ball into the first starting hole 20, and the second special pattern hit / miss judgment performed based on the entry of a game ball into the second starting hole 21, i.e., the special pattern hit / miss judgment performed based on the entry of a game ball into a starting hole, are examples of ``judgments performed based on the establishment of specified conditions.''

[0045] The variable winning device 22 includes an opening / closing member (wing member) 23, and opens / closes the second starting hole 21 by the operation of the opening / closing member 23. The opening / closing operation of the opening / closing member 23 allows the second starting hole 21 to change between a first state (closed state) and a second state (open state) in which the game ball is more likely to enter than the first state. The opening / closing member 23 is driven by a second starting hole solenoid 24 (see FIG. 5). In this embodiment, the second starting hole 21 allows game balls to enter only when the opening / closing member 23 is in the open state, and the game ball cannot enter when the opening / closing member 23 is in the closed state. Note that the second starting hole 21 does not have to be completely ball-enterable when the opening / closing member 23 is in the closed state, as long as the game ball is more difficult to enter when the opening / closing member 23 is in the closed state than when the opening / closing member 23 is in the open state.

[0046] To the right of the first starting hole 20 in the game area 3, a first large prize winning device 31 having a variable first large prize winning hole 30 (also called "first variable prize winning hole") in which the ease of entry of the game ball (entry possibility) changes, and a second large prize winning device 36 having a variable second large prize winning hole 35 (also called "second variable prize winning hole") in which the ease of entry of the game ball (entry possibility) changes are provided. In this embodiment, the second large prize winning hole 35 (second large prize winning device 36) is located directly above the first large prize winning hole 30 (first large prize winning device 31). Either one or both of the first large prize winning hole 30 (first large prize winning device 31) and the second large prize winning hole 35 (second large prize winning device 36) are also referred to as "special prize winning hole".

[0047] The first large prize winning device 31 is equipped with an opening / closing member 32, and opens and closes the first large prize winning opening 30 by the operation of the opening / closing member 32. The opening / closing member 32 is driven by a first large prize winning opening solenoid 33 (see FIG. 5). The first large prize winning opening 30 can receive game balls only when the opening / closing member 32 is in the open state. By the opening and closing operation of the opening / closing member 32, the first large prize winning opening 30 can be changed between a ball-entry-prohibited state (closed state) in which game balls cannot enter and a ball-entry-allowed state (open state) in which game balls can enter.

[0048] The second large prize winning device 36 is equipped with an opening / closing member 37, and the second large prize winning opening 35 is opened and closed by the operation of the opening / closing member 37. The opening / closing member 37 is driven by a second large prize winning opening solenoid 38 (see FIG. 5). The second large prize winning opening 35 can receive game balls only when the opening / closing member 37 is in the open state. By the opening and closing operation of the opening / closing member 37, the second large prize winning opening 35 can be changed between a ball-entry-prohibited state (closed state) in which game balls cannot enter, and a ball-entry-possible state (open state) in which game balls can enter.

[0049] The second large prize device 36 is also configured to include a specific area 39 (also called a "V area") and a non-specific area 49 (also called a "non-V area") through which a gaming ball that has entered the second large prize opening 35 can pass, and a movable piece 150 for guiding (distributing) the gaming ball that has entered the second large prize opening 35 to the specific area 39 or the non-specific area 49.

[0050] Although the details will be described later, the movable piece 150 operates based on the number of game balls detected by the second large winning opening sensor 35a described later, and is driven by the movable piece solenoid 151 (see FIG. 5). When the movable piece solenoid 151 is OFF, that is, when the movable piece 150 is not operating (non-operating state), the game ball that entered the second large winning opening 35 is guided to the non-specific area 49 (area other than the specific area) and cannot pass through the specific area 39. On the other hand, when the movable piece solenoid 151 is ON, that is, when the movable piece 150 is operating (operating state), the game ball that entered the second large winning opening 35 is guided to the specific area 39 and can pass through the specific area 39 (also called "V passing"). The movable piece 150 is also called the "movable member" or "distributing member". In addition, the second large prize device 36 or the second large prize opening 35, which includes the movable piece 150, is also referred to as a "V attacker."

[0051] In this pachinko game machine 1, when at least one of the game balls entering the second large prize opening 35 passes through the specific area 39, and this (V passage) is detected by the specific area sensor 39a described later, a high probability state described later is generated. The high probability state is one of the game benefits given to the player separately from the special game. This pachinko game machine 1, which determines whether or not to generate a high probability state based on whether or not the game ball passes through the specific area 39, is a so-called "V certain machine," and the specific area 39 functions as a probability variation operation port (probability variation area). Such a specific area 39 is not provided in the first large prize winning device 31 (first large prize winning port 30). The specific area 39 may be provided in the first large prize winning device 31 (first large prize winning port 30).

[0052] Here, the configuration of the second large prize winning device 36 will be described in detail. FIG. 50 is a schematic diagram showing the second large prize winning device 36. As shown in the figure, the game balls that enter the second large prize winning opening 35 pass through a predetermined game ball guide passage in the second large prize winning device and all pass through the second large prize winning opening sensor 35a (also called "ball entry detection means" or "ball entry detection sensor"). The second large prize winning opening sensor 35a is a sensor for detecting the entry of game balls into the second large prize winning opening 35, and it is possible to count the number of balls that enter the second large prize winning opening 35 based on the detection by the second large prize winning opening sensor 35a. When the game balls are detected by the second large prize winning opening sensor 35a, the number of detections (i.e., the number of balls that enter) is counted by the ball entry number counting means (not shown) provided in the RAM of the main control unit 80 described later. This counting result (count value) is cleared when the round ends.

[0053] In addition, the gaming ball detected by the second large prize opening sensor 35a then passes through a predetermined gaming ball guide passage and always passes through the specific area 39 or the non-specific area 49 (see Figures 50(a) and (b)). The specific area 39 is only passable by the gaming ball when the movable piece 150 is in operation (operating state), in other words, only when the specific area 39 is open. A specific area sensor 39a is provided in the specific area 39, and a gaming ball passing through the specific area 39 is detected by the specific area sensor 39a (see Figure 50(b)). The specific area sensor 39a is a sensor for detecting the passage of a gaming ball into the specific area 39. In addition, a non-specific area sensor 49a is provided in the non-specific area 49, and a gaming ball passing through the non-specific area 49 is detected by the non-specific area sensor 49a (see Figure 50(a)). The non-specific area sensor 49a is a sensor for detecting the passage of a game ball into the non-specific area 49. The specific area sensor 39a and the non-specific area detection sensor 49a are also sensors for detecting the discharge of game balls from the second large winning opening 35, and it is possible to count the number of balls discharged from the second large winning opening 35 based on the detection by the specific area sensor 39a and the non-specific area detection sensor 49a. When a game ball is detected by the specific area sensor 39a or the non-specific area detection sensor 49a, the number of detections (i.e., the number of balls discharged) is counted on a round-by-round basis by a discharge number counting means (not shown) provided in the RAM of the main control unit 80 described later. This counting result (count value) is cleared when the round ends.

[0054] In addition, the number of game balls detected by the specific area sensor 39a is counted as the number of game balls passing through the specific area by a specific area passing counting means (not shown) provided in the RAM of the main control unit 80 described later, and the number of game balls detected by the non-specific area sensor 49a is counted as the number of game balls passing through the non-specific area by a non-specific area passing counting means (not shown) provided in the RAM of the main control unit 80 described later. These counts are also performed on a round-by-round basis, and the counting results (count values) are cleared when the round ends.

[0055] In addition, the specific area sensor 39a (also referred to as the "first discharge detection means" or "first discharge detection sensor") and the non-specific area detection sensor 49a (also referred to as the "second discharge detection means" or "second discharge detection sensor") that detect the discharge of a game ball that has entered the second large winning opening 35 are collectively referred to as the "discharge detection means" or "discharge detection sensor".

[0056] In this embodiment, the control program of the main control unit 80 counts the number of game balls entering the second large winning opening 35 and the number of balls discharged, and based on the counting result, it is possible to monitor the occurrence of abnormalities and frauds related to balls entering the second large winning device 36 (second large winning opening 35) having the specific area 39. Inside the second large winning device 36 (second large winning opening 35), a movable piece 150 for opening and closing the specific area 39 is operated, so there is a risk that the game balls will get stuck in the movable piece 150 and become stuck in the second large winning device 36 (second large winning opening 35). When such a ball jam occurs, the game balls that entered the second large winning opening 35 are not discharged thereafter, so the number of balls entering and the number of balls discharged will not match. By monitoring the number of balls entering and the number of balls discharged in this way, it is possible to check the presence or absence of ball jamming. In addition, even if the specific area sensor 39a detects game balls due to fraudulent activity such as string tampering, the number of balls entered and the number of balls discharged will not match, so this makes it possible to monitor for fraudulent activity and prevent unexpected losses from occurring.

[0057] In this embodiment, the control program of the main control unit 80 can determine the occurrence of an error regarding the passage of a gaming ball into the specific area 39. Specifically, a specific area effective period during which the detection of a gaming ball by the specific area sensor 39a is treated as valid is set when the movable piece 150 starts moving, and if a gaming ball is detected by the specific area sensor 39a (detection by the specific area sensor 39a) during a period other than the specific area effective period (period other than the specific area effective period), it is determined that an error has occurred, and the detection is treated as invalid. Also, if an abnormality occurs in the signal (specific area passing signal) of the specific area sensor 39a due to a poor connection or the like of the specific area sensor 39a, it can be determined that an error has occurred. By determining an error based on the specific area effective period or a poor connection or the like of the specific area sensor 39a, it is possible to monitor the presence or absence of fraudulent acts, equipment failure, damage, etc., and thereby prevent the occurrence of unexpected damage.

[0058] In the gaming area 3, a gate 28 (gaming ball passage opening) through which gaming balls can pass is provided in the area to the right of the center ornament 10. Random numbers for determining whether a normal pattern is a hit or miss are acquired based on the passage of a gaming ball through the gate 28, and when a predetermined condition is met, a normal pattern hit or miss determination is executed to determine whether or not the second starting opening 21 is opened, and the normal pattern is displayed in a variable manner and is displayed as a stop based on the result of the normal pattern hit or miss determination. When the winning normal pattern is displayed as a stop, the second starting opening 21 is opened.

[0059] Furthermore, a plurality of general winning openings 27 are provided at the bottom of the game area 3. In this embodiment, four general winning openings 27 are provided, three of which are left general winning openings provided to the left of the first starting opening 20, and one is a right general winning opening provided to the right of the first large winning opening 30. The first starting opening 20, the second starting opening 21, the first large winning opening 30, the second large winning opening 35, and the general winning opening 27 are ball entry openings that trigger the payout of prize balls, and when a game ball enters each ball entry opening, a predetermined number of game balls (also called "prize balls") are paid out from each ball entry opening. Specifically, the number of prize balls at the first starting port 20 is "4", the number of prize balls at the second starting port 21 is "1", the number of prize balls at the general winning port 27 is "10", and the number of prize balls at the first large winning port 20 and the second large winning port 35 is "15".

[0060] In this way, the game area 3, in which multiple ball entry ports (first start port 20, second start port 21, first large prize port 30, second large prize port 35, general prize port 27, and gate 28) are arranged, can be divided into a left game area 3A (first area) on the left side of the center in the left-right direction, and a right game area 3B (second area) on the right side. Firing a game ball so that it flows down through the left game area 3A is called a "left hit," and firing a game ball so that it flows down through the right game area 3B is called a "right hit."

[0061] Among the multiple ball entry ports, the first start port 20 and the three left general entry ports 27 are provided so that game balls flowing down the left game area 3A of the game area 3 can enter, and the second start port 21, the first large prize entry port 30, the second large prize entry port 35, the right general prize entry port 27, and the gate 28 are provided so that game balls flowing down the right game area 3B of the game area 3 can enter. In this pachinko game machine 1, when starting a game, in principle, a left shot is used to aim for a ball to enter the first start port 20. On the other hand, when a hit or miss judgment based on a ball entering the first start port 20 results in a hit and the game state changes, in principle, a right shot is used to aim for a ball to enter the gate 28, the second start port 21, the first large prize entry port 30, and the second large prize entry port 35.

[0062] 3 and 4, a main display 40 is disposed outside the play area 3 (outside the play area) at the lower right of the play board 2. The main display 40 includes a first special symbol display 41a (first special symbol display section) which displays a first special symbol in a variable and stationary manner, a second special symbol display 41b (second special symbol display section) which displays a second special symbol in a variable and stationary manner, and a normal symbol display 42 (normal symbol display section) which displays a normal symbol in a variable and stationary manner.

[0063] The main display 40 also includes a first special pattern reserve display 43a which displays the number of pieces of win / lose determination information relating to the first special pattern (first special pattern reserve), a second special pattern reserve display 43b which displays the number of pieces of win / lose determination information relating to the second special pattern (second special pattern reserve), and a regular pattern reserve display 44 which displays the number of pieces of activation reserve (regular pattern reserve) of the regular pattern display 42.

[0064] Furthermore, the main display 40 includes a round indicator 45 which indicates the number of rounds of the jackpot game to be executed when the result of the first special pattern hit / miss judgment or the second special pattern hit / miss judgment is a jackpot (specific result), a game status indicator 46 which indicates that the probability fluctuation function is activated, a launch direction indicator 47 which indicates the direction in which the game ball is launched (whether it should be hit to the left or to the right), and a hit indicator 48 which indicates that the result of the first special pattern hit / miss judgment or the second special pattern hit / miss judgment is a jackpot.

[0065] The various displays included in the main display 40 are controlled by a main control unit described later. In the following description, the first special symbol and the second special symbol are sometimes collectively referred to as special symbols, the first special symbol display 41a and the second special symbol display 41b are sometimes collectively referred to as special symbol display units, and the first special symbol reservation display 43a and the second special symbol reservation display 43b are sometimes collectively referred to as special symbol reservation display units.

[0066] In the special symbol display section, the special symbol (identification information) is displayed variably for a predetermined time, and then displayed as a stopped symbol, and the result of the lottery (special symbol hit / miss judgment, big win lottery) based on the ball entering the first start hole 20 or the second start hole 21 is announced by the stopped special symbol (stopped symbol). The stopped special symbol is one special symbol selected from a plurality of types of special symbols by the special symbol hit / miss judgment. If the stopped symbol is a predetermined specific special symbol (specific identification information), that is, if it is a winning symbol such as a big win symbol or a small win symbol, a special game (big win game) is executed in which the first big win hole 30 or the second big win hole 35 is opened in an opening pattern according to the type of the stopped specific special symbol. The opening pattern of the big win hole (first big win hole 30, second big win hole 35) in the special game will be described later.

[0067] As shown in FIG. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays special symbols according to the result of the first special symbol hit / miss judgment. In this embodiment, seven types of jackpots, "7R 1st to 7th jackpots", are provided as the result of the first special symbol hit / miss judgment (see FIG. 8). The LEDs of the first special symbol display 41a are capable of adopting display modes (also called "specific modes" or "specific display results") according to each of the seven types of jackpots.

[0068] Specifically, if the result of the first special pattern hit / miss judgment is "7R 1st jackpot", the three LEDs of "ijn" will be lit and the rest will be turned off (7R 1st jackpot pattern), if it is "7R 2nd jackpot", the three LEDs of "imn" will be lit and the rest will be turned off (7R 2nd jackpot pattern), if it is "7R 3rd jackpot", the three LEDs of "jln" will be lit and the rest will be turned off (7R 3rd jackpot pattern), if it is "7R 4th jackpot", "jkn" In the case of "7R 5th jackpot", the three LEDs of "kln" are turned on and the rest are turned off (7R 5th jackpot pattern), in the case of "7R 6th jackpot", the three LEDs of "klp" are turned on and the rest are turned off (7R 6th jackpot pattern), in the case of "7R 7th jackpot", the three LEDs of "kln" are turned on and the rest are turned off (7R 7th jackpot pattern). In addition, if the result of the first special pattern hit / miss judgment is "miss", one LED of "n" is turned on and the rest are turned off (miss pattern, non-specific mode).

[0069] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a-h" and displays special symbols according to the result of the second special symbol hit / miss judgment. In this embodiment, two types of jackpots, "15R 8th jackpot" and "15R 9th jackpot", are provided as the result of the second special symbol hit / miss judgment (see FIG. 8). The LEDs of the second special symbol display 41b are capable of adopting display modes (also called "specific modes" or "specific display results") according to each of the two types of jackpots.

[0070] Specifically, if the result of the second special symbol hit / miss judgment is "15R 8th jackpot", the four LEDs of "acde" will be lit and the rest will be turned off (15R 8th jackpot symbol), and if it is "15R 9th jackpot", the four LEDs of "bfgh" will be lit and the rest will be turned off (15R 9th jackpot symbol). Also, if the result of the second special symbol hit / miss judgment is "miss", one LED of "g" will be lit and the rest will be turned off (miss symbol, non-specific mode).

[0071] In addition, the stopping display mode of the special pattern (stopping pattern) and the type of jackpot (type of number of rounds, number of jackpots, etc.) are not limited to this embodiment and can be set arbitrarily.

[0072] Before the special symbol is displayed in a static state, the special symbol is displayed in a predetermined time period. The special symbol can be displayed in a static state in which the LEDs are lit so that light flows repeatedly in a predetermined order, such as a clockwise or counterclockwise direction. The first special symbol displayed in a static state on the first special symbol display 41a is maintained in the static display state until the next first special symbol is displayed in a static state. Similarly, the second special symbol displayed in a static state on the second special symbol display 41b is maintained in the static display state until the next second special symbol is displayed in a static state.

[0073] The special symbol is displayed (the display state is maintained) until a predetermined display time (also called the "display period") has elapsed. The display time can be any time less than 1.0 second (for example, 0.6 seconds (600 ms)). In this embodiment, the display time of the special symbol based on the result of the special symbol hit / miss judgment (also called the "miss display time") and the display time of the special symbol based on the result of the special symbol hit / miss judgment (also called the "jackpot display time") are the same. The miss display time and the jackpot display time may be different.

[0074] If the special symbol displayed as a stop symbol is a losing symbol (non-specific mode) and a special symbol reservation is stored at the time of the stop symbol, the oldest (first) special symbol reservation in the memory order is consumed when the stop symbol display period (missing stop display time) of the losing symbol has elapsed, and the variable display of the next special symbol begins. Also, if the special symbol displayed as a stop symbol is a losing symbol and a special symbol reservation is not stored at the time of the stop symbol, the special symbol is maintained in a stopped display state even after the stop symbol display period (missing stop display time) of the losing symbol has elapsed. On the other hand, if the special symbol displayed as a stop symbol is a jackpot symbol (specific mode), when the stop symbol display period (jackpot stop display time) of the jackpot symbol has elapsed, the game moves to the opening period of the jackpot game described later, and the first round of the jackpot game begins after the opening period. The round is also called a "round game" or a "unit opening game". The round may also be simply written as "R".

[0075] In this pachinko game machine 1, when a game ball enters the first start hole 20 or the second start hole 21, various information (also called "acquired information") such as a random number for determining whether or not a special pattern has been won is acquired based on the ball entry, and the acquired various information is temporarily stored in a special pattern reservation memory unit (not shown) formed in the RAM of the main control unit. In detail, if the ball enters the first start hole 20, it is stored in the first special pattern reservation memory unit (not shown) as a first special pattern reservation, and if the ball enters the second start hole 21, it is stored in the second special pattern reservation memory unit (not shown) as a second special pattern reservation. An upper limit is set for the number of special pattern reservations that can be stored in each special pattern reservation memory unit, and the upper limit value in this embodiment is "4". These first special pattern reservation memory unit and second special pattern reservation memory unit are also called "first acquired information storage means" and "second acquired information storage means", respectively, and are also collectively called "acquired information storage means".

[0076] The reserved special symbols stored in the reserved special symbols storage unit are consumed when it becomes possible to display the special symbols based on the reserved special symbols. The consumption of reserved special symbols means judging the random numbers for judging whether the special symbols correspond to the reserved special symbols, and executing the variable display of the special symbols (variable game) to show the judgment result. Therefore, in this pachinko game machine 1, even if the variable display of the special symbols based on the ball entering the first start hole 20 or the second start hole 21 cannot be executed immediately at the time of the ball entering, that is, even if the variable display of the special symbols (variable game) is being executed or the special game is being executed, the right to judge whether the special symbols are the same or not for the ball entering can be reserved up to a predetermined number.

[0077] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, when the number of pending items is "0", the display can be "u□v□" (for example, □: off, ●: red, ▲: green) with both LEDs turned off; when the number of pending items is "1", the display can be "u□v●" with the "u" LED turned off and the "v" LED turned red; when the number of pending items is "2", the display can be "u●v□" with the "u" LED turned red and the "v" LED turned off; when the number of pending items is "3", the display can be "u●v●" with both LEDs lit red; and when the number of pending items is "4 (maximum number)", the display can be "u▲v▲" with both LEDs lit green.

[0078] In addition, the second special chart reserved indicator 43b is composed of two LEDs of "wx", and displays the number of second special chart reserved by controlling the display of the LEDs according to the number of second special chart reserved. For example, when the reserved number is "0", the display mode is "w□x□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are turned off, and the reserved numbers "1" to "4" are also determined in the same way as the first special chart reserved indicator 43a.

[0079] The normal symbol is displayed in a variable manner when the game ball passes through the gate 28. The normal symbol display 42 displays the normal symbol in a variable manner for a predetermined period of time, and then displays it in a stopped state, and the result of the normal symbol hit / miss judgment based on the game ball passing through the gate 28 is announced by the stopped normal symbol (stopped symbol). The stopped normal symbol is one normal symbol selected from a plurality of types of normal symbols by the normal symbol hit / miss judgment. When the stopped normal symbol is a predetermined specific normal symbol (a winning normal symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0080] Specifically, as shown in FIG. 4, the normal pattern display 42 is composed of two LEDs, "st", and displays the normal pattern according to the result of the normal pattern hit / miss judgment by the lighting state of the LEDs. For example, if the judgment result is a hit, the winning normal pattern with both LEDs lit is displayed as "s■t■" (for example, ■: lit, □: unlit). If the judgment result is a miss, the losing normal pattern with only the "t" LED lit is displayed as "s□t■". Note that the losing normal pattern is not a specific normal pattern. Before the normal pattern is displayed, the normal pattern is displayed for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs alternately light up and disappear. In addition, the normal pattern displayed in the stopped state on the normal pattern display 42 is maintained in the stopped display mode until the next normal pattern variable display is started.

[0081] In this pachinko game machine 1, when a game ball passes through the gate 28, various information (also called "acquired information") such as a random number for determining whether a normal pattern is a hit or miss is acquired based on the passage, and this acquired information is temporarily stored as a normal pattern reserve in a normal pattern reserve memory section (not shown) formed in the RAM of the main control section. An upper limit is set for the number of normal pattern reserves that can be stored in the normal pattern reserve memory section, and in this embodiment, the upper limit value is "4". The normal pattern reserves stored in the normal pattern reserve memory section are consumed when it becomes possible to display a variable normal pattern based on that normal pattern reserve. The consumption of a normal pattern reserve refers to determining the random number for determining whether a normal pattern is a hit or miss corresponding to that normal pattern reserve, and executing a variable normal pattern display to show the result of the determination. Therefore, in this pachinko game machine 1, even if the display of changing normal symbols based on the passage of the game ball through gate 28 cannot be executed immediately at the time of the passage, i.e., even if the display of changing normal symbols is being executed or an auxiliary game is being executed, the right to determine whether the normal symbols are correct or not for the passage can be reserved up to a specified number.

[0082] The number of reserved ordinary maps stored in the reserved ordinary map memory unit is displayed on the reserved ordinary map display 44. Specifically, the reserved ordinary map display 44 is composed of two LEDs, "qr", and displays the number of reserved ordinary maps by turning on the LEDs according to the number of reserved ordinary maps. For example, when the reserved number is "0", the display mode is "q□r□" (for example, □: off, ●: red light, ▲: green light), in which both LEDs are off, and when the reserved number is "1", the display mode is "q□r●", in which the LED of "q" is off and the LED of "r" is lit in red. In addition, the reserved numbers "2" to "4" are also determined in the same way as the first reserved special map display 43a.

[0083] As shown in FIG. 4, the round indicator 45 is composed of two LEDs, a 7R lamp and a 15R lamp. In this round indicator 45, for example, when any of the 7R 1st to 7th jackpots occurs, the 7R lamp is lit and displayed at the timing when the corresponding jackpot pattern is confirmed and displayed. Specifically, the display mode is "7R▲15R△" (for example, △: off, ▲: on). Also, when the 15R 8th jackpot or the 15R 9th jackpot occurs, the 15R lamp is lit and displayed at the timing when the corresponding jackpot pattern is confirmed and displayed. Specifically, the display mode is "7R△15R▲" (for example, △: off, ▲: on).

[0084] As shown in FIG. 4, the winning indicator 48 is composed of three LEDs indicated by "b1 to b3", and when the above-mentioned winning pattern (specific mode, specific display result) is displayed on the special pattern display section, the LEDs are lit in a predetermined mode accordingly, thereby indicating (informing) that the result of the first special pattern hit / miss judgment or the second special pattern hit / miss judgment is a winning pattern. Specifically, for example, when the result of the first special pattern hit / miss judgment is a winning pattern (specific result), and the first special pattern is displayed (stopped) on the first special pattern display 41a after the first special pattern display 41a displays (stops) any of the above-mentioned 7R first to seventh winning patterns, the LEDs "b1" and "b2" are lit and the LED "b3" is turned off, as in "b1■b2■b3□" (for example, ■: lit, □: turned off). Furthermore, if the result of the second special pattern hit / miss judgment is a hit (specific result), and the changing display of the second special pattern based on this is performed on the second special pattern display device 41b, and then the aforementioned 15R 8th jackpot pattern or 15R 9th jackpot pattern is displayed (stopped display) on the second special pattern display device 41b, the "b1" and "b3" LEDs are lit and the "b2" LED is turned off, as in "b1■b2□b3■" (for example, ■: lit, □: unlit).

[0085] In this way, the hit indicator 48 can notify whether the special symbol judgment that triggered the jackpot when the jackpot occurred (when the jackpot symbol was displayed) was the first special symbol judgment or the second special symbol judgment, depending on the lighting state of the three LEDs "b1 to b3". Such a notification of the type of special symbol judgment that triggered the jackpot by the hit indicator 48 is also called "judgment notification", and the hit indicator 48 is also called "judgment notification means".

[0086] The judgment notification by the hit display 48 is made for a predetermined period of time from the occurrence of a jackpot (display of a jackpot pattern), and in this embodiment, it is made from the occurrence of a jackpot (display of a jackpot pattern) until the occurrence of the next jackpot (until the next jackpot pattern is displayed). For example, if a jackpot pattern is displayed (stopped) on the first special pattern display 41a while playing with the left hand (while the first special pattern is being displayed in a changing state), and then, after a jackpot game, a jackpot pattern is displayed (stopped) on the second special pattern display 41b while playing with the right hand (while the second special pattern is being displayed in a changing state), the display mode (lighting mode) of the jackpot display 48 will become "b1■b2■b3□" in response to the display of the jackpot pattern on the first special pattern display 41a, and the display mode "b1■b2■b3□" of the jackpot display 48 will be maintained until the jackpot pattern is displayed on the second special pattern display 41b. Then, when the jackpot symbol is displayed on the second special symbol display 41b, of the two LEDs "b1" and "b2" of the hit display 48 that had been lit up until then, "b2" is turned off, and the display mode (lighting mode) of the hit display 48 becomes "b1■b2□b3■". Also, for example, when a jackpot symbol is displayed on the first special symbol display 41a, and then a jackpot symbol is displayed again on the first special symbol display 41a after a jackpot game, the display mode (lighting mode) of the hit display 48 becomes "b1■b2■b3□" in response to the display of the previous jackpot symbol on the first special symbol display 41a, and then, even after the jackpot symbol related to the next jackpot is displayed on the first special symbol display 41a, the display mode "b1■b2■b3□" of the hit display 48 is maintained. For this reason, in this embodiment, it is possible to indicate (announce) the type of special pattern judgment that triggered the first (previous) jackpot between the ``first (previous) jackpot'' and the ``later (next) jackpot'' (between jackpots).

[0087] The execution period of the judgment notification by the winning indicator 48 (judgment notification period) does not have to extend between jackpots as in this embodiment. For example, it can be from the occurrence of a jackpot (display of a jackpot pattern) to the end of the jackpot game related to the jackpot, from the occurrence of a jackpot (display of a jackpot pattern) to the passage of a predetermined time after the jackpot game related to the jackpot, or from the occurrence of a jackpot (display of a jackpot pattern) to the time when the variable display of the special pattern after the jackpot game related to the jackpot is performed a predetermined number of times. In addition, when the game state after the jackpot game ends is a game state (also called a "specific game state") that is more advantageous to the player than a normal game state such as a high probability state or a time-saving state described later, the judgment notification period can be from the occurrence of a jackpot (display of a jackpot pattern) to the end of the specific game state. Furthermore, when a specific area abnormal passage occurs during a jackpot game, a predetermined period from the occurrence of the specific area abnormal passage can be set as the judgment notification period. In this case, the LED of the winning indicator 48 is lit in a display mode (lighting mode) that indicates the type of special symbol hit / miss judgment (first special symbol hit / miss judgment or second special symbol hit / miss judgment) that triggered the jackpot game being executed when the specific area abnormal passage occurred.

[0088] In this embodiment, the display mode (initial display mode) of the winning indicator 48 when the power supply of the pachinko game machine 1 is turned on is, in principle, a mode in which all three LEDs of "b1 to b3" are turned off (all turned off). Furthermore, in this embodiment, the display by the winning indicator 48 (i.e., "judgment notification") is the subject of backup. For this reason, for example, if the power supply is cut off while the display mode of the winning indicator 48 is "b1■b2■b3□", the lighting pattern data of the LEDs related to that display mode is stored (backed up) in the RAM, and the next time the power supply is turned on, the display mode of the winning indicator 48 is made the same as before the power supply cutoff, based on the backed up lighting pattern data. However, if the RAM is cleared when the power supply of the pachinko game machine 1 is turned on, the backed up lighting pattern data is erased, and the display mode of the winning indicator 48 is made the initial display mode (all turned off) described above. It is also possible to configure the system so that the judgment notification by the winning indicator 48 is not the subject of backup.

[0089] Next, the electrical configuration of the pachinko game machine 1 will be described with reference to Figures 2 and 5. The pachinko game machine 1 of this embodiment includes a main control board 80 (also called the "main control unit" and "game control unit") that controls game progress and game profits, such as special symbol hit / miss judgment, normal symbol hit / miss judgment, and game state transition, a sub-control board 90 (also called the "sub-control unit", "sub-control unit", or "performance control unit") that controls performances executed with the progress of the game, a payout control board 110 (also called the "payout control unit") that controls payout of game balls, an image control board 100 (also called the "image control unit") that controls display of the image display device 7, the performance display device 102, the performance first special symbol reserve display device 103a, and the performance second special symbol reserve display device 103b, etc.

[0090] 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the rear side (back side) of the pachinko game machine 1, and above this main control board case, a storage case for an image control board, etc., that stores a sound control board 106, a lamp control board 107, and an image control board 100 is provided, and above this storage case for an image control board, etc., a sub-control board storage case that stores the sub-control board 90 is provided. Also, below and to the left of the main control board case, a payout control board case that stores a payout control board 110 is provided, and to the right of that, a power supply board case that stores a power supply board 109 is provided.

[0091] The power supply board 109 functions as a power supply means that receives power supplied from the outside and supplies power to the present pachinko game machine 1. Specifically, it supplies power to various electrical components required for the operation of the present pachinko game machine 1, such as various boards, devices, and equipment, sensors, switches, motors, and solenoids, shown in the block diagram of Fig. 5. The power supply board 109 is provided with a power switch (not shown) exposed to the outside of the power supply board case, and power supply is started by turning the power switch ON, and stopped by turning it OFF.

[0092] The main control board 80 is equipped with a one-chip microcomputer for game control (also called a "microcomputer for game control") 81 that controls the progress of the game of the pachinko game machine 1 according to a program. The microcomputer for game control 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The microcomputer for game control 81 transmits and receives data (information) to and from other boards, etc. via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the microcomputer for game control 81. The ROM may also be external. The RAM of the microcomputer for game control 81 is provided with the above-mentioned special chart reservation memory section (first special chart reservation memory section and second special chart reservation memory section) and normal chart reservation memory section.

[0093] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the following sensors are connected: a first start hole sensor 20a, a second start hole sensor 21a, a gate sensor 28a, a first large prize hole sensor 30a, a second large prize hole sensor 35a, a specific area sensor 39a, a non-specific area sensor 49a, and a general prize hole sensor 27a. These various sensors are also referred to as "game ball detection means."

[0094] The first start hole sensor 20a is provided in the first start hole 20 and detects game balls that have entered the first start hole 20. The second start hole sensor 21a is provided in the second start hole 21 and detects game balls that have entered the second start hole 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The first large prize hole sensor 30a is provided in the first large prize hole 30 and detects game balls that have entered the first large prize hole 30. The second large prize hole sensor 35a is provided in the second large prize hole 35 and detects game balls that have entered the second large prize hole 35. The specific area sensor 39a is provided in a specific area 39 in the second large prize hole 35 and detects game balls that have entered the second large prize hole 35 and have passed through the specific area 39. The non-specific area sensor 49a is provided in the non-specific area 49 in the second large prize opening 35, and detects game balls that have entered the second large prize opening 35 and passed through the non-specific area 49. The general prize opening sensors 27a are provided in each of the general prize openings 27, and detect game balls that have entered the general prize openings 27. The RAM of the game control microcomputer 81 (main control unit 80) is provided with an area for counting and storing the number of game balls detected by each of these sensors (game ball detection means), and the number of detections by each sensor can be counted by the control (program) of the game control microcomputer 81 (counting means).

[0095] As solenoids, the second start port solenoid 24, the first large prize port solenoid 33, the second large prize port solenoid 38, and the movable piece solenoid 151 are connected. These various solenoids are also called "electrical drive source" or "drive means." The second start port solenoid 24 is for driving the opening / closing member 23 of the variable prize device 22, and the first large prize port solenoid 33 is for driving the opening / closing member 32 of the first large prize device 31. The second large prize port solenoid 38 is for driving the opening / closing member 37 of the second large prize device 36, and the movable piece solenoid 151 is for driving the movable piece 150 of the second large prize device 36. Furthermore, the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, the second special symbol reserve display 43b, the normal symbol reserve display 44, the round display 45, the game status display 46, the launch direction display 47, and the win display 48 are connected to the main control board 80. The display control of the main display 40 including these displays is performed by a game control microcomputer 81.

[0096] The main control board 80 also transmits various commands to the payout control board 110, and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (installed adjacent to the pachinko game machine 1 and enabling ball lending based on information stored in an inserted prepaid card (game value storage medium) or the like), and is also connected to a launching device 112 via a launching control board 111 (also called a "launching control unit"). The launching device 112 includes a launching handle 60 (see FIG. 1).

[0097] The payout control board 110 is equipped with a payout control one-chip microcomputer (also called a "payout control microcomputer") 116 that controls the payout of game balls from the pachinko game machine 1 according to a program. The payout control microcomputer 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The payout control microcomputer 116 drives a payout motor 121 of a payout device 120 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 81 and signals from a card unit 135 connected to the pachinko game machine 1 via an input / output circuit 117. The paid out game balls are detected by payout sensors 122 and 123 for counting. When the player operates the handle 60 (see FIG. 1) of the launching device 112, the touch sensor 114 detects the touch of the player with the launching handle 60, and the launching volume 115 detects the amount of rotation of the launching handle 60. Then, the launching motor 113 is controlled to launch the game ball with a strength corresponding to the magnitude of the detection signal of the launching volume 115.

[0098] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.

[0099] As shown in FIG. 5, the sub-control board 90 is equipped with a one-chip microcomputer for performance control (also called a "microcomputer for performance control") 91 that controls the performance of the pachinko game machine 1 according to a program. The microcomputer for performance control 91 includes a ROM that stores programs for controlling game performance as the game progresses, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM. The microcomputer for performance control 91 transmits and receives data to and from other boards, etc. via an input / output circuit 95. The input / output circuit 95 may be built into the microcomputer for performance control 91. The ROM may also be external.

[0100] The sub-control board 90 is connected to an image control board 100, a sound control board 106, and a lamp control board 107. The sub-control board 90 (sub-controller), the image control board 100 (image controller), the sound control board 106 (sound controller), and the lamp control board 107 (lamp controller) function as a presentation control means (also called a "presentation execution means") that controls various presentations such as display presentations, sound presentations, and lamp presentations (light presentations) to be executed by corresponding presentation devices, members, and the like (presentation means) according to the game situation.

[0101] The performance control microcomputer 91 (performance control means) of the sub-control board 90 can control the performance based on the result of the special symbol hit / miss judgment executed under the control of the main control unit, and causes the CPU of the image control one-chip microcomputer 101 (also called the "image control microcomputer") of the image control board 100 to perform display control of the image display device 7, the performance display device 102, the performance first special symbol reserve display device 103a, and the performance second reserve display device 103b based on a command received from the main control board 80. The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including performance symbols, reserved symbols, etc.) and background images. The image control microcomputer 101 reads image data from the ROM based on a command from the performance control microcomputer 91. Then, it executes display control based on the read image data.

[0102] The performance display 102 is equipped with two LEDs, and performs a change display and a stop display in accordance with the change display and stop display of the performance pattern 8. The change display on the performance display 102 is performed by flashing the two LEDs. Then, the display is stopped in a display mode that shows the display result of the performance pattern 8 (the result of the special pattern hit / miss judgment) by turning on / off the two LEDs or by combining colors. Similarly, the performance first special pattern hold display 103a and the performance second hold display 103b also have two LEDs. Then, the performance first special pattern hold display 103a is displayed and controlled in a display mode that shows the same number of reserved items as the number of reserved items displayed in the first performance hold display area 9c and the first special pattern hold display 43a by turning on / off the two LEDs or by combining colors. Similarly, the second special effect reserve indicator 103b is controlled to display the same number of reserved items as the number of reserved items displayed in the second effect reserve display area 9d and the second special effect reserve indicator 43b by turning on and off the two LEDs or by combining colors. This is because the performance display is displayed on almost the entirety of the display screen 7a (performance pattern display section), or the movable decorative member 14 is operated to cover almost the entirety of the performance pattern display area 7b (performance pattern display section) of the display screen 7a, and various images displayed on the display screen 7a, such as the performance pattern 8, the first performance reserve 9a, the second performance reserve 9b, etc., may become partially or entirely invisible, and therefore such reserve indicators 103a, 103b are provided. Note that a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcomputer 101 of the image control board 100.

[0103] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90. A CPU may be implemented in the voice control board 106, and in this case, the CPU may be made to execute the voice control. Furthermore, in this case, a ROM may be implemented in the voice control board 106, and the sound data may be stored in the ROM. Furthermore, the speaker 67 may be connected to the image control board 100, and the CPU of the image control board 100 may be made to execute the voice control. Furthermore, in this case, the sound data may be stored in the ROM of the image control board 100.

[0104] In addition, based on commands received from the main control board 80, the performance control microcomputer 91 determines light pattern data (data that determines the on / off status, light color, etc., also known as lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5 from the data stored in ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.

[0105] Furthermore, the performance control microcomputer 91 operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108 based on the command received from the main control board 80. As described above, the movable decorative member 14 is a so-called movable gimmick provided on the center decorative body 10. The performance control microcomputer 91 determines the operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined operation mode from the data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. Note that a CPU may be implemented in the lamp control board 107, and in this case, the CPU may be made to execute the lighting control of the lamp and the operation control of the movable decorative member 14. Furthermore, in this case, a ROM may be implemented in the lamp control board 107, and data regarding the light emission pattern and the operation pattern may be stored in the ROM.

[0106] In addition, a first effect button detection switch 63c and a second effect button detection switch 63d that detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.) are connected to the sub-control board 90. Therefore, when the player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal is output from the corresponding effect button detection switch to the sub-control board 90. The first effect button detection switch 63c and the second effect button detection switch 63d are collectively referred to simply as the "effect button detection switch."

[0107] Next, the control related to the hit / miss judgment in the pachinko game machine 1 of this embodiment will be described. In this embodiment, there are "jackpot" (specific result) and "miss" (non-specific result) as a result of the special symbol hit / miss judgment. When it is "jackpot", a "jackpot symbol" is displayed in a stopped state in the special symbol display section, and when it is "miss", a "miss symbol" is displayed in a stopped state in the special symbol display section. When it is judged that it is a jackpot, a "special game" is executed in which the first large prize winning hole 30 or the second large prize winning hole 35 is opened according to an opening pattern corresponding to the type of the special symbol that is stopped and displayed. The special game is a game in which a game ball is inserted into the first large prize winning hole 30 or the second large prize winning hole 35 (special ball entry hole) that is opened in a predetermined opening pattern. The special game executed when it is a jackpot is also called a "jackpot game".

[0108] There are multiple types of jackpots. As shown in FIG. 6, there are nine types of jackpots: "7R (round) 1st jackpot", "7R 2nd jackpot", "7R 3rd jackpot", "7R 4th jackpot", "7R 5th jackpot", "7R 6th jackpot", "7R 7th jackpot", "15R 8th jackpot", and "15R 9th jackpot". The 7R 1st to 7th jackpots are jackpots in which the jackpot opening number (number of rounds) of the jackpot (1st jackpot 30 or 2nd jackpot 35) is 7 times, and the 15R 8th and 9th jackpots are jackpots in which the jackpot opening number (number of rounds) of the jackpot (1st jackpot 30 or 2nd jackpot 35) is 15 times.

[0109] Here, the 7R 1st to 7th jackpots are collectively referred to as "7R jackpots", and the 15R 8th and 9th jackpots are collectively referred to as "15R jackpots". In addition, the jackpot game related to the 7R jackpot is also called "7R jackpot game", and the jackpot game related to the 15R jackpot is also called "15R jackpot game".

[0110] In this embodiment, the jackpot type based on the difference in the number of rounds is set to two types, 7R jackpot and 15R jackpot, but it is possible to provide various jackpot types, such as two types, 5R jackpot and 10R jackpot, or one type, 7R jackpot, and it is also possible to provide three or more types (for example, three types, 5R jackpot, 7R jackpot, and 10R jackpot). In this embodiment, the maximum number of rounds in a jackpot game is set to 15R (15R jackpot), but the maximum number of rounds is not limited to this, and it is also possible to set it to less than 15R (for example, 10R).

[0111] In each round of the jackpot game according to the present embodiment, one of the first large prize opening 30 and the second large prize opening 35 is in an open state (a state in which balls can be entered, a state in which game balls can be received), and the other is in a closed state (a state in which balls cannot be entered, a state in which game balls cannot be received). In other words, the two large prize openings 30, 35 (special ball openings) are never open at the same time, and only one of the large prize openings (special ball openings) is open. Specifically, in the first round, the first major prize opening 30 (lower large prize opening) is closed and the second major prize opening 35 (upper large prize opening) is opened; in the second round, the first major prize opening 30 (lower large prize opening) is opened and the second major prize opening 35 (upper large prize opening) is closed; in the third round, as in the first round, the first major prize opening 30 (lower large prize opening) is closed and the second major prize opening 35 (upper large prize opening) is opened; and in the fourth round, as in the second round, the first major prize opening 30 (lower large prize opening) is opened and the second major prize opening 35 (upper large prize opening) is closed. Thereafter, as the rounds progress to the 5th round, the 6th round, and so on, the first large prize opening 30 (lower large prize opening) is closed and the second large prize opening 35 (upper large prize opening) is opened, and the first large prize opening 30 (lower large prize opening) is opened and the second large prize opening 35 (upper large prize opening) is closed alternately. That is, in the jackpot game of this embodiment, the second large prize opening 35 (upper large prize opening) is opened in the odd round, and the first large prize opening 30 (lower large prize opening) is opened in the even round, and the first large prize opening 30 (lower large prize opening) and the second large prize opening 35 (upper large prize opening) are opened alternately, with the second large prize opening 35 (upper large prize opening) opening first.

[0112] Here, the large prize opening pattern during the big win game will be explained. In this embodiment, the opening patterns of the first large prize opening 30 and the second large prize opening 35 are the same. That is, in an odd-numbered round during the big win game, the second large prize opening 35 is opened until 25000 ms (25 seconds) have elapsed since the start of the round, and is closed after 25000 ms (25 seconds) has elapsed, and the round is ended. That is, the second large prize opening 35 is opened in an opening pattern with an opening time of 25000 ms and an opening count of one time. The second large prize opening 35 opened in this opening pattern can easily receive a game ball by hitting it to the right. On the other hand, in an even-numbered round during the big win game, the first large prize opening 30 is opened until 25000 ms (25 seconds) have elapsed since the start of the round, and is then closed after 25000 ms (25 seconds) has elapsed, and the round is ended. In other words, the first large prize opening 30 is opened in an opening pattern of 25000 ms and 1 opening. The first large prize opening 30 opened in this opening pattern can be easily inserted with a game ball by hitting it from the right.

[0113] In addition, in the fifth round during a big win game, in addition to opening the second large winning opening 35, the movable piece 150 is operated based on the number of game balls that have entered the second large winning opening 35 reaching a predetermined number. Specifically, when a game ball enters the second large winning opening 35, the entered game ball is detected by the second large winning opening sensor 35a, and the number of game balls detected (i.e., the number of balls that have entered the second large winning opening 35) is counted by a ball number counting means (not shown) provided in the RAM of the main control unit 80. When the count value by this ball number counting means reaches a predetermined value, this triggers the operation of the movable piece 150. In other words, the operation timing of the movable piece 150 is regulated by the predetermined value (the number of balls that have entered the second large winning opening 35).

[0114] The predetermined value (counting value) that triggers the operation of the movable piece 150 is set within the range of the number of game balls (prescribed number) that are allowed to enter the second large prize opening 35 during one round, and in this embodiment, two predetermined values ​​are provided, broadly speaking: a "first predetermined value (first counting value)" and a "second predetermined value (second counting value)" that is a value larger than the first predetermined value.

[0115] Specifically, as shown in FIG. 48, the correspondence between the "jackpot type" and the "first and second predetermined values" is pre-stored in the ROM of the main control unit 80 (value storage means). In this embodiment, the first predetermined value (first count value) is set to "1", and the second predetermined value (second count value) is set to "2". The first predetermined value is set for all jackpot types. On the other hand, the second predetermined value is set for a specific jackpot type (in this example, the 1st, 3rd, 5th, and 7th jackpots of 7R and the 8th jackpot of 15R), and is not set for other jackpot types (in this example, the 2nd, 4th, and 6th jackpots of 7R and the 9th jackpot of 15R). For this reason, in this embodiment, the movable piece 150 operates at least once in the 5th round of the jackpot game, and can operate a maximum of twice.

[0116] The setting manner of the first and second predetermined values ​​shown in FIG. 48 is merely an example, and various other manners can be adopted. In this embodiment, the second predetermined value is set to "2", but the second predetermined value can be set to a value of "3" or more (for example, any of "3" to "9"). Furthermore, the second predetermined value may be set to a different value depending on the type of jackpot, such as "2" for the 7R first jackpot and "3" for the 7R third jackpot.

[0117] In this embodiment, two types of operation modes (operation patterns) in which the movable piece 150 operates are provided in advance, each having a relatively different possibility of the game ball passing through the specific area 39. That is, two modes are provided, a mode in which the game ball has a low possibility of passing through the specific area 39 (first operation mode) and a mode in which the game ball has a high possibility of passing through the specific area 39 (second operation mode), and the movable piece 150 operates in either mode. The mode in which the movable piece 150 operates is determined by the above-mentioned predetermined value that triggers the operation of the movable piece 150, that is, the count value by the ball number counting means (the number of game balls detected by the second large winning opening sensor 35a, that is, the number of balls that enter the second large winning opening 35).

[0118] Specifically, when the count value (the number of balls entering the second large winning opening 35) becomes a first predetermined value ("1" in this example) and the movable piece 150 operates, the movable piece 150 operates in a mode (first operation mode) in which the possibility of the game ball passing through the specific area 39 is low, and when the count value (the number of balls entering the second large winning opening 35) becomes a second predetermined value ("2" in this example) and the movable piece 150 operates, the movable piece 150 operates in a mode (second operation mode) in which the possibility of the game ball passing through the specific area 39 is high. When the movable piece 150 operates in the first operation mode, the possibility of the game ball passing through the specific area 39 is extremely low, and the passage of the game ball into the specific area 39 is difficult (substantially impossible). On the other hand, when the movable piece 150 operates in the second operation mode, the possibility of the game ball passing through the specific area 39 is high, and the passage of the game ball into the specific area 39 is easy.

[0119] As described above, the second predetermined value is set for a specific jackpot type, and is not set for other jackpot types. Therefore, the five types of jackpots corresponding to the specific jackpot types for which the second predetermined value is set, i.e., the 7R 1st, 3rd, 5th, and 7th jackpots and the 15R 8th jackpot, are jackpots that operate the movable piece 150 in a manner in which the game ball has a high probability of passing through the specific area 39 (also called "V-passing scheduled jackpots") (see FIG. 48). On the other hand, the jackpots for which the second predetermined value is not set, i.e., the 7R 2nd, 4th, and 6th jackpots and the 15R 9th jackpot, are jackpots that operate the movable piece 150 in a manner in which the game ball has a low probability of passing through the specific area 39 (also called "V-non-passing scheduled jackpots") (see FIG. 48). In other words, a "V-passing jackpot" is a jackpot (variable jackpot) that is based on the assumption that a high probability state (a bonus will be awarded) will occur, and a "V-non-passing jackpot" is a jackpot (non-variable jackpot) that is based on the assumption that a high probability state (a bonus will not be awarded) will not occur, as described below. The jackpot game (special game) related to a non-V-passing jackpot is also called the "first special game," and the jackpot game (special game) related to a V-passing jackpot is also called the "second special game."

[0120] Here, the relationship between the operation of the movable piece 150 and the game ball that has entered the second large prize opening 35 is as follows. As shown in FIG. 49, when the count value by the ball counting means described above reaches a first predetermined value ("1" in this example), the movable piece 150 is put into an operating state for 80 ms (the movable piece solenoid 151 is turned ON). That is, when the first ball entering the second large prize opening 35 is detected, the specific area 39 is put into an open state (V open) for only 80 ms (0.08 seconds). In other words, the movable piece 150 operates in an operating pattern with an operating time (opening time) of 80 ms and an operating count (opening count) of 1. In this case, the operation of the movable piece 150 is performed for only an extremely short time (instant) of 80 ms, so that by the time the game ball that triggered said operation (the game ball that is the first (initial) ball to enter the second large prize opening 35) passes through the second large prize opening sensor 35a and reaches the location where the movable piece 150 is disposed, it is highly likely that the operation of the movable piece 150 will have ended (become in a non-operating state) (see FIG. 50(a)). Therefore, the possibility that the game ball will pass through the specific area 39 is extremely low.

[0121] On the other hand, when the count value by the ball counting means described above reaches a second predetermined value ("2" in this example), the movable piece 150 is put into an operating state for 3000 ms (the movable piece solenoid 151 is turned ON) (FIG. 49). That is, when the second ball is detected entering the second large winning opening 35, the specific area 39 is in an open state (V-open) for 3000 ms (3 seconds). That is, the movable piece 150 operates in an operating pattern with an operating time (opening time) of 3000 ms and an operating count (opening count) of 1. In this case, since the operation of the movable piece 150 is performed for a relatively long time of 3000 ms, it is highly likely that the operation of the movable piece 150 has not yet ended (is in an operating state) by the time the game ball that triggered the operation (the game ball corresponding to the second ball entering the second large winning opening 35) passes through the second large winning opening sensor 35a and reaches the arrangement portion of the movable piece 150 (see FIG. 50(b)). Therefore, there is an extremely high possibility that the game ball will pass through the specific area 39. If the movable piece 150 is in an operating state when the round of play ends, the operation of the movable piece 150 also ends with the end of the round of play.

[0122] In this way, when the count value by the entering ball counting means reaches a first predetermined value, the movable piece 150 operates in a short opening operation pattern (first operation mode) that opens the specific area 39 for an extremely short time (80 ms), and when the count value by the entering ball counting means reaches a second predetermined value, it operates in a long opening operation pattern (second operation mode) that opens the specific area 39 for a longer time (3000 ms) than the short opening operation pattern. In a "V non-passing scheduled jackpot", the movable piece 150 operates in the short opening operation pattern (first operation mode) in the fifth round, but does not operate in the long opening operation pattern (second operation mode) thereafter, and in a "V passing scheduled jackpot", the movable piece 150 operates in the short opening operation pattern (first operation mode) in the fifth round, and then it is possible to operate in the long opening operation pattern (second operation mode).

[0123] For this reason, the "V non-passing jackpot" is a jackpot with a low probability of the game state after the jackpot game being a high probability state described later, in other words, a jackpot with a high probability of the game state being a normal state (low probability state) described later, since the game ball enters the second large winning opening 35 in the fifth round, and the game ball has a very high probability of passing through the specific area 39 during the round (substantially zero). On the other hand, the "V passing jackpot" is a jackpot with a high probability of the game state after the jackpot game being a high probability state described later, since the game ball has a very high probability of passing through the specific area 39 during the round (almost 100%) if two or more game balls enter the second large winning opening 35 in the fifth round. Thus, in this embodiment, the fifth round of the jackpot game is a V round that determines whether the game state after the jackpot game is a high probability state based on whether the game ball passes through the specific area 39. Such V-rounds are also called "bonus determination games," "specific round games," or "specific rounds."

[0124] Here, the movable piece 150 is a member that guides (distributes) the game ball that entered the V attacker (second large winning hole 35) to the specific area 39 or the non-specific area 49, and is involved in the game ball in the V attacker. For this reason, the movable piece 150 is usually provided in a part that is difficult to see at a glance around the game board 2 (game area 3) or the V attacker, such as inside or at the back of the V attacker (see FIG. 50). In addition, the opening pattern of the large winning hole (first large winning hole 30 and second large winning hole 35) during the big win game in this embodiment is the same for the V-passing big win and the V-non-passing big win for each of the 7R big win and the 15R big win, and the opening pattern in the V round (the 5th round in this example) is also the same (see FIG. 6). By controlling the operation of the movable piece 150 based on the count value (number of balls entering the V attacker) by the ball entry counting means in the V round and by this, it becomes possible to make it difficult to determine the situation in which a game ball passes through a specific area (V passing situation) in a V round, such as "at what timing a game ball that has entered the V attacker may pass through the specific area 39" or "whether or not the game ball has passed through the specific area 39".

[0125] As a result, according to the pachinko game machine 1 of this embodiment, even if one pays close attention to the movement (opening pattern) of the V attacker as in the conventional method, it becomes difficult to determine (understand, predict) the result of the V round before it is determined, so it becomes possible to eliminate the decline in interest in the game caused by the result of the V round (whether or not the game ball will pass through a specific area) being able to be determined (predicted) in advance.

[0126] The large prize opening pattern is not limited to this embodiment, and the opening pattern may be different between the first large prize opening 30 and the second large prize opening 35. In this embodiment, the only difference is the number of rounds (7R or 15R) depending on the type of the jackpot, and the large prize opening pattern is the same, but the large prize opening pattern may be different depending on the type of the jackpot. Furthermore, the operation pattern (first operation mode, second operation mode) of the movable piece 150 is not limited to this embodiment.

[0127] The distribution probability of each jackpot in the hit / miss judgment of the first special pattern (special pattern 1) is 5% for 7R 1st jackpot, 15% for 7R 2nd jackpot, 12% for 7R 3rd jackpot, 15% for 7R 4th jackpot, 18% for 7R 5th jackpot, 10% for 7R 6th jackpot, and 25% for 7R 7th jackpot. If these are divided into V-passing jackpots and V-non-passing jackpots, the V-passing jackpots are 60% (5%+12%+18%+25%=60%) and the V-non-passing jackpots are 40% (15%+15%+10%=40%) (see Figures 6 and 8).

[0128] On the other hand, the distribution probability of each jackpot in determining whether the second special pattern (Special Pattern 2) is a hit or miss is 80% for the 8th jackpot of 15R and 20% for the 9th jackpot of 15R. If divided into jackpots that are scheduled to pass through V and jackpots that are not scheduled to pass through V, the probability of the jackpots that are scheduled to pass through V is 80% and the probability of the jackpots that are not scheduled to pass through V is 20% (see Figures 6 and 8).

[0129] For this reason, when a jackpot is determined based on the second special symbol entering the second starting hole 21, which has become easier to enter due to the operation of the opening extension function described below (occurrence of a high base state), the possibility of a V-pass scheduled jackpot is higher than when a jackpot is determined based on the first special symbol entering the first starting hole 20. Also, when a jackpot is determined based on the second special symbol entering the second starting hole 21, a 15R jackpot will occur, which cannot occur when a jackpot is determined based on the first special symbol entering the first starting hole 20.

[0130] In this way, the pachinko game machine 1 is set so that it is more likely to be advantageous for the player to win a jackpot when the game ball enters the second start hole 21 and the jackpot is determined (the second special symbol win / loss judgment) than when the game ball enters the first start hole 20 and the jackpot is determined (the first special symbol win / loss judgment). For this reason, the player plays the game hoping for the ball to enter the second start hole 21. This is particularly noticeable during the operation of the opening extension function, which increases the frequency of balls entering the second start hole 21.

[0131] In this pachinko game machine 1, the judgment of whether or not a special symbol has been hit (jackpot judgment) is made based on a random number for judging whether or not a special symbol has been hit (also called "information for judging whether or not a hit has been hit"), and the judgment of the type of the jackpot in the event of a jackpot is made based on a random number for determining the type of jackpot (also called "random number for determining the type of symbol" or "information for determining the type of symbol"). As shown in FIG. 7(A), the random number for judging whether or not a special symbol has been hit takes a value in the range of "0 to 629", and the random number for determining the type of jackpot takes a value in the range of "0 to 99". In addition, the random numbers (acquired information) acquired based on the ball entering the first starting hole 20 or the second starting hole 21 include a random number for judging whether or not a special symbol has been hit and a random number for determining the type of jackpot, as well as a variable pattern random number (also called "variable pattern information").

[0132] The fluctuation pattern random number is a random number for determining a fluctuation pattern including a fluctuation time. The fluctuation pattern random number has a value in the range of "0 to 198". In addition, the random numbers acquired based on the passage of the gate 28 include a random number for determining whether or not a normal pattern has been drawn, as shown in FIG. 7(B). The random number for determining whether or not a normal pattern has been drawn is a random number for determining whether or not an auxiliary game that opens the second starting hole 21 is to be played (a normal pattern lottery). The normal pattern random number has a value in the range of "0 to 240".

[0133] Next, the game state of the pachinko game machine 1 of this embodiment will be described. The pachinko game machine 1 of this embodiment is capable of controlling the game state when a variable game is executed by a combination of activation / deactivation of each function of the probability variable function for special and normal symbols, the variable time shortening function (time shortening function), and the opening extension function. The game state when a variable game is executed can be called the mode of the variable game (also called the "variable mode").

[0134] The state in which the probability fluctuation function is activated for the special symbols (first special symbol and second special symbol) is called the "high probability state," and the state in which it is not activated is called the "normal state" or "low probability state." In the normal state, the hit / miss determination is performed using the normal state jackpot determination table, and in the high probability state, the hit / miss determination is performed using the high probability state jackpot determination table in which the value of the special symbol hit / miss determination random number that is determined to be a hit is higher than in the normal state (see FIG. 8(A)). Therefore, in the high probability state, the probability of the special symbol hit / miss determination being determined to be a hit is higher than in the normal state. In other words, when the probability fluctuation function for the special symbol is activated, the probability that the result of the special symbol's variable display will be a hit (the stopped symbol will be a hit symbol) is higher than when it is not activated.

[0135] In addition, the state in which the time-saving function (time-saving function) is activated for the special symbols (first special symbol and second special symbol) is called the "time-saving state," and the state in which it is not activated is called the "non-time-saving state." In the time-saving state, the average time of fluctuation of the special symbols (the time from the start of the fluctuation display to the final display) is shorter than the average time of fluctuation of the special symbols in the non-time-saving state. In other words, in the time-saving state, the fluctuation pattern is determined using a fluctuation pattern table that is determined so that a fluctuation pattern with a short fluctuation time is selected more often than in the non-time-saving state (see FIG. 9). As a result, in the time-saving state, the pace of consumption of the reserved special symbols is faster, and effective balls (balls that can be stored as reserved special symbols) in the starting hole are more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.

[0136] The probability fluctuation function and the fluctuation time shortening function for the special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. In addition, the probability fluctuation function and the fluctuation time shortening function for the normal symbols are designed to operate in synchronization with the fluctuation time shortening function for the special symbols. In other words, the probability fluctuation function and the fluctuation time shortening function for the normal symbols operate in the time-shortening state of the special symbols, and do not operate in the non-time-shortening state. Therefore, in the time-shortening state, the probability of winning in the normal symbol hit / miss judgment is higher than in the non-time-shortening state. Specifically, in the time-shortening state, the normal symbol hit / miss judgment (normal symbol judgment) is performed using a normal symbol hit judgment table in which the value of the normal symbol random number (hit random number) judged as a hit is greater than that of the normal symbol hit judgment table used in the non-time-shortening state (see FIG. 8(C)). As a result, in the time-saving state (when the probability fluctuation function for normal symbols is activated), the probability that the display result of the normal symbol fluctuation display will be a winning one (the stopped symbol will be a normal winning symbol) is higher than in the non-time-saving state (when the probability fluctuation function for normal symbols is not activated).

[0137] In addition, in the time-saving state, the normal symbol variation time is shorter than in the non-time-saving state. In this embodiment, the normal symbol variation time is 30 seconds in the non-time-saving state, and 1 second in the time-saving state (see FIG. 8(D)). Furthermore, in the time-saving state, the opening time extension function of the variable winning device 22 (second start hole 21) is activated, and the opening time of the second start hole 21 in the auxiliary game is longer than in the non-time-saving state. In addition, in the time-saving state, the opening number increase function of the variable winning device 22 is activated, and the opening number of the second start hole 21 in the auxiliary game is greater than in the non-time-saving state. Specifically, when the result of the normal pattern hit / miss judgment in the non-time-saving state is a hit, the opening / closing member 23 of the variable winning device 22 (second starting port 21) performs one opening operation for 0.2 seconds, and when the result of the normal pattern hit / miss judgment in the time-saving state is a hit, the opening / closing member 23 of the variable winning device 22 (second starting port 21) performs three opening operations for 2.0 seconds.

[0138] When the probability variation function and variation time shortening function for normal symbols, as well as the opening time extension function and opening count increase function of the variable winning device 22 are operating, the second starting hole 21 opens more frequently and the frequency with which game balls enter the second starting hole 21 increases compared to when these functions are not operating (this is also called a "high frequency state"). As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these functions are operating is called a "high base state" or "electric support state," and the state in which they are not operating is called a "low base state." In a high base state (high frequency state), you can aim for a jackpot without significantly reducing the number of game balls you have.

[0139] The high base state does not necessarily have to be one in which all of the above functions are activated. In other words, it is sufficient that the activation of at least one of the functions of the probability fluctuation function and fluctuation time reduction function of the normal symbol, and the opening time extension function and opening count increase function of the variable winning device 22 makes the second starting hole 21 easier to open (higher ball entry frequency) than when the function is not activated. Also, the high base state may be controlled independently without being associated with the time reduction state of the special symbol. The function that generates such a high base state can also be called the "high base generation function."

[0140] In the pachinko game machine 1 of this embodiment, when the 7R first, third, fifth, seventh jackpot or the 15R eighth jackpot (i.e., a V-passing jackpot) occurs, the game state after the jackpot game is a high probability state of the special pattern based on the passage of the game ball into the specific area 39, since the possibility that the game ball will pass through the specific area 39 during the jackpot game is extremely high, and the special pattern time-saving state and high base state are also entered (see FIG. 6). This game state is also called a "high probability high base state." The high probability high base state is a so-called "probability change game state." The pachinko game machine 1 of this embodiment is a type of pachinko game machine (so-called "ST machine") in which the high probability high base state (high probability state) ends when a predetermined number of times (predetermined number of times) of special patterns are displayed (variable play) is executed. Therefore, in the high probability high base state, if the variable display (variable play) of the special symbol is executed a predetermined number of times (for example, 150 times) without the occurrence of a jackpot, the state becomes a low probability state of the special symbol, a non-time shortening state, and a low base state (see FIG. 6). This game state is also called a "low probability low base state." Note that the high probability high base state also ends if a jackpot occurs in the high probability high base state and a jackpot game is executed.

[0141] In addition, in the case of a 7R 2nd, 4th, or 6th jackpot or a 15R 9th jackpot (i.e., a V non-passing jackpot), the game state after the jackpot game is a low probability state of the special pattern, and a time-saving state and high base state of the special pattern, since the possibility of the game ball passing through the specific area 39 during the jackpot game is extremely low (see FIG. 6). This game state is also called a "low probability high base state." The low probability high base state is a so-called "time-saving game state" (also called a "time-saving state"), and ends when a variable display (variable game) of the special pattern is executed a predetermined number of times (for example, 50 times, 75 times, or 100 times) or when a jackpot is won and a jackpot game is executed.

[0142] In addition, although the possibility is extremely low, if the game ball does not pass through the specific area 39 during a jackpot game related to a V-passing jackpot, the game state after the jackpot game will be a "low probability high base state." In addition, although the possibility is extremely low, if the game ball passes through the specific area 39 during a jackpot game related to a non-V-passing jackpot, the game state after the jackpot game will be a "high probability high base state."

[0143] In a high base state such as a high probability high base state or a low probability high base state, it is more advantageous to advance the game by hitting the ball to the right game area 3B. In a high base state, the second start hole 21 is more easily opened than in a low base state, and it is easier to enter the ball into the second start hole 21 than into the first start hole 20. Therefore, the ball is hit to the right in order to enter the ball into the second start hole 21 while passing the ball through the gate 28, which is the opportunity for determining whether the normal symbol is a hit or not. This allows more start balls to be entered (opportunities for determining whether the special symbol is a hit or not) than when hitting to the left. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, and a notification is given that the ball should be launched toward the right game area 3B (right hit instruction notification).

[0144] On the other hand, in a low base state (e.g., a low-probability low base state), it is more advantageous to advance the game by hitting the game ball from the left into the left game area 3A. In a low base state, the second starting hole 21 is less likely to open than in a high base state, and it is easier to hit the ball into the first starting hole 20 than into the second starting hole 21. Therefore, the left hit is performed to make the game ball enter the first starting hole 20. This allows more starting hits (opportunities to determine whether the special pattern has been hit) to be obtained compared to when hitting from the right. In this state, the launch direction indicator 47 is controlled to light up (display controlled) in a predetermined manner, and notifies the player that the game ball should be launched toward the left game area 3A (left hit instruction notification).

[0145] Specifically, the launch direction indicator 47 is composed of two LEDs, "yz", and indicates the launch direction by lighting the LEDs according to the game state. For example, in a low base state, it can notify that the ball should be launched to the left game area by displaying "y□z□" (e.g., □: off, ■: on) with both LEDs off. Also, in a high base state, it can notify that the ball should be launched to the right game area by displaying "y■z■" (e.g., □: off, ■: on).

[0146] In this embodiment, the instruction notification instructing whether the game ball should be shot toward the left game area 3A or the right game area 3B of the game area 3 is performed not only by the display mode of the LED by the shooting direction indicator 47, but also by displaying a shooting instruction image on the image display device 7 (display screen 7a). From the player's perspective, the image display device 7 (display screen 7a) is easier to see and understand the display contents than the shooting direction indicator 47. Therefore, the player generally looks at the shooting instruction image displayed on the image display device 7 (display screen 7a) and recognizes whether he should "shoot left" or "shoot right", that is, whether the current game state is a "left-hitting game state" in which the left hit is performed or a "right-hitting game state" in which the right hit is performed. The left-hitting game state is a low base state in which a variable game is performed, and the right-hitting game state is a state in which a jackpot game is performed (special game state) and a high base state in which a variable game is performed. The instruction notification of the shooting direction will be described in detail later.

[0147] In this embodiment, when the game state (variation mode) is in a low base state, the game is progressed by hitting from the left, so the first special symbol hit / miss judgment (first special symbol fluctuation game) is mainly executed based on the ball entering the first starting hole 20. On the other hand, when the game state (variation mode) is in a high base state, the game is progressed by hitting from the right, so the second special symbol hit / miss judgment (second special symbol fluctuation game) is mainly executed based on the ball entering the second starting hole 21.

[0148] As described above, in the pachinko game machine 1 of this embodiment, if the low-probability, low base state in which no jackpot game is being played is taken as the basis, the variable game played in the low-probability, low base state can be regarded as "normal game", and the low-probability, low base state can be regarded as the "normal game state".

[0149] On the other hand, a jackpot game is a game that can be executed by varying the display of special symbols and then stopping the display of the jackpot symbol, and since it is an advantageous game for the player in which a large number of prize balls can be obtained by the game ball entering the large prize opening (first large prize opening 30, second large prize opening 35), a jackpot game can be considered as a "special game," and the game state in which the jackpot game is played (jackpot game state) can be considered as a "special game state."

[0150] In addition, since a high-probability, high-base state (high-probability game state) is a more advantageous state for the player than a low-probability, low-base state or a low-probability, high-base state (i.e., a low probability state), variable gameplay played in a high-probability, high-base state can also be considered as a "special game," and a high-probability, high-base state can also be considered as a "special game state."

[0151] [Main control main processing] Next, the operation of the game control microcomputer 81 (control processing by the main control unit 80) will be described with reference to Fig. 10 to Fig. 38. Note that counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. Also, in this specification, "S" such as S101 ("S" in the flowchart) means a step.

[0152] When the power supply of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads out the main control main processing program shown in FIG. 10 from the ROM of the main control board 80 and executes it. As shown in the figure, in the main control main processing, initial settings are first performed (S101). In the initial settings, for example, stack settings, constant settings, interrupt time settings, CPU settings of the main control board 80, SIO, PIO, CTC (interrupt time controller), and various flags, status, and counter resets are performed. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initial settings (S101) are performed only once after the power supply is turned on, and are not performed thereafter.

[0153] Following the initial setting (S101), interrupts are prohibited (S102), and a normal / special symbol main random number update process (S103) is executed. In this normal / special symbol main random number update process (S103), the values ​​of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0", and may be changed randomly. The updated random number counter values ​​are stored sequentially in a predetermined update value storage area (not shown) of the RAM of the main control board 80.

[0154] When the normal and special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. This interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80 at, for example, a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values ​​by the normal and special symbol main random number update process (S103) is repeatedly executed. Note that, if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) is not started immediately, but is started after the interrupt is permitted (S104).

[0155] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), the command (control signal) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. The output command and the like include information on the game state, the result of the special symbol hit / miss judgment, the symbol (hit symbol) as the jackpot type, the variation pattern, and the like. Note that the command is composed of, for example, 2 bytes of information. In this case, the upper byte is information on the type of command, and the lower byte is information on the content of the command.

[0156] In the input process (S202) that follows the output process (S201), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, first large prize hole sensor 30a, second large prize hole sensor 35a, general prize hole sensor 27a, etc. (see FIG. 5)) that are mainly provided in the pachinko game machine 1 are read and stored in the output buffer of the RAM as prize ball information. In addition, a detection signal from a lower tray full detection sensor that detects whether the lower tray 62 is full is also taken in and stored in the output buffer of the RAM as lower tray full data.

[0157] The normal and special symbol main random number update process (S203) that is performed next is the same as the normal and special symbol main random number update process (S103) that is performed in the main control main process of Fig. 10. That is, the update process of the various random number counter values ​​(including the normal symbol random number counter value) shown in Fig. 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) to the start of the next interrupt process (S105)).

[0158] Following the normal pattern / special pattern main random number update process (S203), the start port sensor detection process (S204), normal pattern operation process (S205), special pattern operation process (S206), specific area sensor detection process (S207), non-specific area sensor detection process (S208), start ball entry process (S209), and power off monitoring process (S210) are executed. After that, other processes (S211) that are not closely related to the present invention are executed, and the interrupt process (S105) is terminated. Then, the main control main process S102 to S104 are repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80, and when the interrupt pulse is input (about 4 ms later), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) executed again, the command etc. set in the output buffer of the RAM in the previous interrupt process (S105) is output.

[0159] [Starting port sensor detection process] As shown in Fig. 12, in the start gate sensor detection process (S204), first, it is determined whether the game ball has passed through the gate 28, that is, whether the game ball has been detected by the gate sensor 28a (S301). If the game ball has not passed through the gate 28 (NO in S301), proceed to S305, and if the game ball has passed through the gate 28 (YES in S301), it is determined whether the number of reserved balls with normal symbols (the number of reserved normal symbols, specifically, the value of a counter that counts the number of reserved normal symbols provided in the RAM) is less than 4 (S302).

[0160] If the number of reserved balls for normal symbols is not less than 4 (NO in S302), proceed to S305. On the other hand, if the number of reserved balls for normal symbols is less than 4 (YES in S302), add "1" to the number of reserved balls for normal symbols (S303), and perform normal symbol random number acquisition process (S304). In the normal symbol random number acquisition process (S304), the value (label-TRND-H) of the random number counter for determining whether or not a normal symbol is a hit is acquired, which is stored in the update value memory area (not shown) of the RAM, and the acquired random number value (acquired information) is stored in an address space corresponding to the current number of reserved balls for normal symbols in the normal symbol reservation memory section provided in the RAM of the main control board 80.

[0161] In S305, it is determined whether or not a game ball has entered the second starting hole 21, that is, whether or not a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), proceed to S309 without processing S306 to S308, and if a game ball has entered the second starting hole 21 (YES in S305), it is determined whether or not the number of reserved balls in the special chart 2 (the number of reserved second special charts, specifically, the value of the counter that counts the number of reserved second special charts provided in the RAM of the main control unit 80) is less than 4 (upper limit number) (S306). If the number of reserved balls for Special Chart 2 is not less than 4 (NO in S306), the process proceeds to S309 without processing S307 and S308, but if the number of reserved balls for Special Chart 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls for Special Chart 2 (S307).

[0162] Next, a special pattern 2 related random number acquisition process (S308) is performed. In the special pattern 2 related random number acquisition process (S308), the value of the random number counter for determining whether or not the special pattern is a hit (label-TRND-A), the value of the random number counter for determining the type of big win (label-TRND-AS), and the value of the fluctuation pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values ​​shown in FIG. 7(A) are acquired), and these acquired random number values ​​(acquired information) are stored in an address space corresponding to the current number of reserved balls for special pattern 2 in the second special pattern reserved memory unit.

[0163] Next, in the start hole sensor detection process (S204), it is determined whether or not a game ball has entered the first start hole 20, that is, whether or not a game ball has been detected by the first start hole sensor 20a (S309). If a game ball has not entered the first start hole 20 (NO in S309), this process is terminated without performing the process from S310 onwards, and if a game ball has entered the first start hole 20 (YES in S309), it is determined whether or not the number of reserved balls in special chart 1 (the number of reserved first special charts, specifically, the value of the counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) is less than 4 (upper limit number) (S310). If the number of reserved balls for Special Chart 1 is not less than 4 (NO in S310), this process ends without performing the processing in S311 and thereafter; if the number of reserved balls for Special Chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for Special Chart 1 (S311).

[0164] Next, the special pattern 1 related random number acquisition process (S312) is performed. In the special pattern 1 related random number acquisition process (S312), similarly to the special pattern 2 related random number acquisition process (S308), the value of the special pattern hit / miss judgment counter (label-TRND-A), the value of the jackpot type determination random number counter (label-TRND-AS), and the value of the fluctuation pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values ​​shown in FIG. 7(A) are acquired), and these acquired random number values ​​are stored in the address space corresponding to the current number of reserved balls for special pattern 1 in the first special pattern reserved memory unit.

[0165] [General Action Processing] The game control microcomputer 81 performs the normal symbol operation process (S205) shown in Fig. 13 after the start hole sensor detection process (S204). In the normal symbol operation process (S205), the process related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and each stage is assigned a "normal symbol operation status 1, 2, 3, 4". If the normal symbol operation status is "1" (YES in S401), the normal symbol standby process (S402) is performed; if it is "2" (NO in S401, YES in S403), the normal symbol variable process (S404) is performed; if it is "3" (NO in both S401 and S403, YES in S405), the normal symbol determination process (S406) is performed; if it is "4" (NO in all of S401, S403, and S405), the normal electric device process (S407) is performed. The default operating status is "1".

[0166] [Normal pattern waiting process] As shown in FIG. 14, in the normal symbol waiting process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501), and if it is "0" (YES in S501), this process is terminated without performing the process after S502. On the other hand, if the number of reserved balls for the normal symbol is not "0" (NO in S501), the normal symbol hit / miss determination process described later is performed (S502), and then the normal symbol change pattern selection process is performed (S503). In the normal symbol change pattern selection process, by referring to the normal symbol change pattern selection table shown in FIG. 8(D), if the game state is in the time-saving state, the normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, the normal symbol change pattern with a normal symbol change time of 30 seconds is selected.

[0167] Next, after performing the normal pattern random number shift process (S504) described later, the normal pattern variation start process (S505) is performed, and this process ends. In the normal pattern variation start process (S505), the normal pattern variation display is started in the normal pattern variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal pattern variation start process, a normal pattern variation start command is set to notify the sub-control board 90 of the start of the normal pattern variation.

[0168] [Normal pattern match determination process] As shown in FIG. 15, in the normal symbol hit / miss judgment process (S502), first, the value of the normal symbol hit / miss judgment random number counter (label-TRND-H) stored in the normal symbol reserve memory unit is read (S601). Next, it is judged whether the time-saving flag is ON (whether the game state is in the time-saving state or not) (S602). If it is judged that the time-saving flag is ON, that is, the game state is in the time-saving state (YES in S602), it is judged whether or not there is a hit by the high probability normal symbol hit / miss judgment based on the table for the time-saving state (hit judgment value is "0" to "239") among the normal symbol hit judgment tables shown in FIG. 8 (C) (S604), and the process proceeds to S605. In other words, it is judged whether or not the value of the normal symbol hit / miss judgment random number counter (label-TRND-H) that has been read out matches any of the hit judgment values. On the other hand, if it is determined in S602 that the time-saving flag is not ON, i.e., that the game is not in the time-saving state (NO in S602), a low-probability normal symbol hit / miss judgment based on the table for the non-time-saving state (hit judgment values ​​are "0" and "1") among the normal symbol hit judgment tables shown in Fig. 8(C) is used to judge whether or not the game is a hit (S603), and the process proceeds to S605. Then, it is determined whether or not the result of the normal symbol hit / miss judgment (S603, S604) is a hit (normal symbol hit) (S605), and if it is determined to be a miss (NO in S605), the missing normal symbol (normal symbol miss symbol) to be displayed as a stop symbol is determined (S606), and the process ends. On the other hand, if it is determined in S605 that there is a win (a normal winning symbol) (YES in S605), the winning normal symbol (a normal winning symbol) to be displayed is determined (S607), the normal winning symbol flag is turned ON (S608), and the processing ends.

[0169] [Normal pattern random number shift processing] As shown in FIG. 16, in the normal pattern random number shift process (S504), first, the number of reserved balls for normal patterns is decremented by 1 (S701). Next, the storage location of each reserved normal pattern in the reserved normal pattern memory unit is shifted one position from the current position to the side to be read (S702). Then, the address space that is the storage location of the top reserved memory in the reserved normal pattern memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth reserved normal pattern is cleared to 0 (S703), and this process is completed. In this way, the reserved normal patterns are consumed in the order of reservation.

[0170] [Normal pattern change processing] As shown in FIG. 17, in the normal pattern change process (S404), first, it is determined whether the normal pattern change time has elapsed (S801), and if it has not elapsed (NO in S801), this process ends without performing the processes in S802 and after. On the other hand, if the normal pattern change time has elapsed (YES in S801), a normal pattern change stop command is set (S802) and the normal pattern operation status is set to "3" (S803). Then, other processes such as stopping the normal pattern change display with the display result (won normal pattern or lost normal pattern) according to the result of the random number for normal pattern hit / miss judgment are performed (S804), and this process ends.

[0171] [Normal pattern confirmation process] As shown in FIG. 18, in the normal pattern determination process (S406), first, it is determined whether or not the normal pattern hit flag is ON (S901). If the normal pattern hit flag is not ON (NO in S901), the normal pattern operation status is set to "1" (S905), and this process is terminated. On the other hand, if the normal pattern hit flag is ON (YES in S901), it is determined whether or not the time-saving flag is ON, that is, whether or not the time-saving state is in progress (S902). If the time-saving state is in progress (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S903). As described above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. Therefore, the second starting hole opening counter, which counts the number of times the second starting hole 21 is opened, is set to "3".

[0172] On the other hand, if the game is not in the time-saving state (NO in S902), the opening pattern during the non-time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S906). As described above, the opening pattern during the non-time-saving state is an opening pattern in which a 0.2-second opening is performed once. Therefore, the second starting hole opening counter is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this process ends.

[0173] [Normal electric accessory processing] As shown in Fig. 19, in the normal electric accessory process (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has ended in the auxiliary game that was executed as a winning one.

[0174] If the normal hit end flag is not ON (NO in S1001), it is determined whether or not second start port 21 is being opened (S1002). If it is not being opened (NO in S1002), it is determined whether or not the time (timing) to open second start port 21 has arrived (S1003), and if not (NO in S1003), this process is terminated, and if it has arrived, second start port 21 is opened (S1004), and this process is terminated. On the other hand, if the second starting port 21 is open (YES in S1002), it is determined whether the time has come to close the second starting port 21 (i.e. whether a predetermined opening time has elapsed since the second starting port 21 was opened) (S1005), and if it has not come (NO in S1005), this processing is terminated, and if it has come (YES in S1005), the second starting port 21 is closed (S1006).

[0175] Following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" or not (S1008). If it is not "0" (NO in S1008), this process is terminated to open the second start hole 21 again. On the other hand, if the value of the second start hole opening counter is "0" (YES in S1008), a normal win end process (S1009) is performed to end the auxiliary game, and a normal win end flag is set (S1010), and this process is terminated. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the opening and closing member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.

[0176] On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), the normal symbol operation status is set to "1" (S1013), and this process is terminated. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (S205).

[0177] [Special diagram action processing] As shown in Fig. 11, the game control microcomputer 81 performs special symbol operation processing (S206) following normal symbol operation processing (S205). As shown in Fig. 20, in the special symbol operation processing (S206), the processing related to the special symbol display device 41 and the big prize device (first big prize device 31, second big prize device 36) is divided into four stages, and "special symbol operation status 1, 2, 3, 4" is assigned to each stage. If the special symbol operation status is "1" (YES in S1101), special symbol standby processing (S1102) is performed; if it is "2" (NO in S1101, YES in S1103), special symbol changing processing (S1104) is performed; if it is "3" (NO in S1101, S1103, YES in S1105), special symbol determination processing (S1106) is performed; and if it is "4" (NO in S1101, S1103, S1105), special electric device processing (S1107) is performed as a jackpot game. The special symbol operation status is initially set to "1."

[0178] [Special pattern waiting process] As shown in FIG. 21, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting hole 21 (i.e., the number of reserved balls in the special symbol 2) is "0" (S1201). If the number of reserved balls in the special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value acquired due to a ball entering the second starting hole 21, it is determined whether the number of reserved balls in the first starting hole 20 (i.e., the number of reserved balls in the special symbol 1) is "0" (S1206). Then, if the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value obtained as a result of a ball entering the first starting hole 20, it is determined whether or not the display screen 7a of the image display device 7 is in the process of becoming a standby screen (a demo screen for waiting customers is being executed) (S1211), and if so (YES in S1211), this process ends without processing S1212, and if not (NO in S1211), a standby screen setting process is executed to display the standby screen (S1212).

[0179] If it is determined in S1201 that the number of reserved balls for Special Chart 2 is not "0" (NO in S1201), that is, if there is one or more memories of random number counter values ​​obtained due to a ball entering the second starting hole 21, the following Special Chart 2 hit / miss determination process (S1202), Special Chart 2 change pattern selection process (S1203), Special Chart 2 random number shift process (S1204), and Special Chart 2 change start process (S1205) are performed in this order. In addition, when the number of reserved balls for the special chart 2 is "0" but the number of reserved balls for the special chart 1 is not "0" (YES in S1201, NO in S1206), that is, when there is no memory of the random number counter value related to the second starting hole 21 but there is one or more memories of the random number counter value acquired due to the ball entering the first starting hole 20, the special chart 1 hit / miss judgment process (S1207), the special chart 1 change pattern selection process (S1208), the special chart 1 random number shift process (S1209), and the special chart 1 change start process (S1210) described later are performed in this order. Thus, in this embodiment, the change display of the first special pattern based on the first special pattern reservation is performed only when the number of reserved balls for the special chart 2 is "0" (YES in S1201). In other words, the consumption of the second special pattern reservation (the change display of the second special pattern) is executed in priority to the consumption of the first special pattern reservation (the change display of the first special pattern). In this embodiment, a win / loss determination based on the second special chart reservation is more likely to result in a jackpot that is more beneficial to the player than a win / loss determination based on the first special chart reservation (see Figure 8(B)).

[0180] [Special diagram 2 correctness judgment processing] As shown in FIG. 22, in the special pattern 2 hit / miss judgment process (S1202), first, the value (label-TRND-A) of the random number counter for determining whether or not the special pattern hit is hit (oldest memory) stored in the lowest area of ​​the second special pattern reserved memory section of the RAM (i.e., the RAM area corresponding to the first one of the second special pattern reserved) is read out as a judgment value (S1301). Next, it is judged whether or not the probability variable flag is ON, that is, whether or not it is in a high probability state (S1302). Then, if it is not in a high probability state (NO in S1302), that is, if it is in a normal state, a hit / miss judgment is made based on the hit judgment table for the normal state (the hit judgment value is "3" and "397") in the hit judgment table (see FIG. 8(A)) (S1303). On the other hand, if it is in a high probability state (YES in S1302), a hit / miss judgment is made based on the hit judgment table for the high probability state in the hit judgment table (see FIG. 8(A)) (S1304). In the jackpot determination table for high probability states, the jackpot determination values ​​are "3," "53," "113," "173," "227," "281," "337," "397," "449," and "503."

[0181] If the result of the hit / miss determination (S1303, S1304) is a "jackpot" (YES in S1305), the value of the random number counter for determining the jackpot type (label-TRND-AS) is read out, the type of jackpot is determined based on the jackpot type determination table shown in Fig. 8(B) (S1307), the jackpot symbol is determined based on the value of the random number for determining the jackpot type (S1308), the jackpot flag is turned ON (S1309), and this process ends. On the other hand, if the result of the hit / miss determination (S1303, S1304) is not a "jackpot" ("miss") (NO in S1305), the miss symbol is determined (S1306), and this process ends.

[0182] Here, when determining the type of jackpot, in the case of a win / loss judgment related to the first special symbol, the type of jackpot is determined using a jackpot type judgment table for the first special symbol, and in the case of a win / loss judgment related to the second special symbol, the type of jackpot is determined using a jackpot type judgment table for the second special symbol. Note that the special symbol win / loss judgment and the jackpot type determination judgment may each be called "judgment", or the jackpot judgment may be performed and the jackpot pattern determined may also be called "judgment". In addition, the main control unit 80 (game control microcomputer 81) that executes the win / loss judgment related to the second special symbol (S1303, S1304) functions as a "second win / loss judgment means".

[0183] [Special Chart 2 Variation Pattern Selection Processing] As shown in FIG. 21, in the special symbol waiting process (S1102), the special symbol 2 winning / losing determination process (S1202) is followed by the special symbol 2 variation pattern selection process (S1203). As shown in FIG. 23 and FIG. 24, in the special symbol 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1401). As a result, if it is determined that the game state is not in a time-saving state (NO in S1401), that is, if it is in a non-time-saving state, it is then determined whether the big win flag is ON or not (S1402).

[0184] In S1402, when it is determined that the jackpot flag is ON (YES in S1402), the non-time-saving state jackpot table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) (S1403). In this embodiment, one of the fluctuation patterns P1 to P3 is selected. In this embodiment, it is assumed that the fluctuation time is also determined once the fluctuation pattern is determined. Next, the process proceeds to S1404.

[0185] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), then it is determined whether the reserved number of the second special symbol is "1" or "2" (S1405). The reserved number here is the number of memories including the information that determines the variation pattern by this process, so the number of reserved memories is set to any value from "1" to "4". Then, if it is determined in S1405 that the reserved number is either "1" or "2" (YES in S1405), a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) by referring to the first reserved number miss table (the part of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "1, 2"). In this embodiment, one of the variation patterns P4 to P7 is selected. On the other hand, if it is determined in S1405 that the reserved number is neither "1" nor "2", i.e., either "3" or "4" (NO in S1405), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the second reserved number miss table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "3, 4") (S1407). In this embodiment, one of the fluctuation patterns P8 to P11 is selected. In addition, the first reserved number miss table is set to be more likely to select a fluctuation pattern with a relatively long fluctuation time than the second reserved number miss table. In addition, the shortest selectable fluctuation time (12000 ms) is also longer than that of the second reserved number miss table (4000 ms).

[0186] Also, when it is determined in S1401 that the time-saving state is in effect (YES in S1401), as shown in FIG. 24, it is determined whether the jackpot flag is ON (S1408). As a result, when it is determined that the jackpot flag is ON (YES in S1408), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the time-saving state jackpot table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state and the jackpot) (S1409). In this embodiment, one of the fluctuation patterns P12 to P14 is selected.

[0187] On the other hand, if it is determined in S1408 that the jackpot flag is not ON (NO in S1408), it is determined whether the reserved number is "1" or not (S1410). The reserved number here is the same as described above, and the reserved number is set to any value from "1" to "4". If it is determined in S1410 that the reserved number is "1" (YES in S1410), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the third reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "1"). In this embodiment, one of the fluctuation patterns P15 to P18 is selected.

[0188] Also, when it is determined in S1410 that the reserved number is not "1", that is, that the reserved number is any one of "2" to "4" (NO in S1410), a fourth reserved number miss table (a portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "2 to 4") is referenced to select a fluctuation pattern based on the fluctuation pattern random number counter value (label-TRND-T1) (S1411). In this embodiment, one of the fluctuation patterns P19 to P22 is selected. Here, the fluctuation pattern selected in the time-saving state and miss is more likely to be a short fluctuation pattern than the fluctuation pattern selected in the non-time-saving state and miss. This is to speed up the consumption speed of the reserved special chart (to speed up the game during the time-saving state) by selecting more fluctuation patterns with short fluctuation times in the time-saving state.

[0189] After the variation pattern is selected as described above, other processes shown in Fig. 23 are performed (S1404), and this process is terminated. In addition, in the other processes (S1404), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of the RAM, etc. In addition, the variation pattern designation command set in this process is included in a variation start command described later, and is transmitted to the sub-control unit 90 by the output process (S201).

[0190] [Special Illustration 2: Random Number Shift Processing] As shown in FIG. 25, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for special chart 2 is decremented by 1 (S1501). Next, the storage location of various counter values ​​in the second special chart reserved memory unit is shifted to the lower side (for example, to the address "0000" side when the second special chart reserved memory unit has an address space corresponding to addresses "0000" to "0003") (S1502). Then, "0" is set in the top address space of the second special chart reserved memory unit, that is, the RAM area corresponding to the fourth reserved second special chart (if the upper limit number has been stored) is cleared to 0 (S1503), and this process is completed.

[0191] After the special symbol 2 random number shift process (S1204) is executed, the special symbol 2 variation start process (S1205) is executed as shown in Fig. 21. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2" and the variation start command is set in the output buffer of the RAM to start the variation display of the second special symbol.

[0192] Also, in the special pattern waiting process (S1102) shown in FIG. 21, if the number of reserved balls for special chart 2 is "0" and the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), the special chart 1 hit / miss determination process (S1207), special chart 1 change pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 change start process (S1210) are performed in this order.

[0193] [Special Diagram 1 Correctness Judgment Processing] As shown in FIG. 26, in the special symbol 1 hit / miss judgment process (S1207), each process of S1601 to S1609 is performed in the same flow as the special symbol 2 hit / miss judgment process (S1202) shown in FIG. 22. Therefore, detailed explanation of this process is omitted. However, since this process is a process related to the special symbol 1, in S1601, the random number counter value (label-TRND-A) for the hit / miss judgment of the special symbol stored in the lowest area of ​​the first special symbol reserved memory section of the RAM (i.e., the RAM area corresponding to the first one of the first special symbol reserved) is read and processed. In addition, the main control unit 80 (game control microcomputer 81) that executes the hit / miss judgment related to the first special symbol (S1603, S1604) functions as the "first hit / miss judgment means".

[0194] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 27 and 28, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1712) is performed in the same flow as the special chart 2 variation pattern selection process (S1403) shown in Figures 23 and 24. Therefore, detailed explanation of this process will be omitted.

[0195] [Special Illustration 1: Random number shift processing] As shown in Fig. 29, in the special chart 1 random number shift process (S1209), first, the number of reserved balls in the special chart 1 is decremented by 1 (S1801). Next, the storage location of various counter values ​​in the first special chart reserved memory unit is shifted to the lower side by one (S2002). Then, "0" is set in the top address space of the first special chart reserved memory unit, that is, the RAM area corresponding to the fourth reserved ball in the first special chart (if the upper limit number has been stored) is cleared to 0 (S1803), and this process is completed.

[0196] After the special symbol 1 random number shift process (S1209) is executed, the special symbol 1 variation start process (S1210) is executed as shown in Fig. 21. In the special symbol 1 variation start process (S1210), the special symbol operation status is set to "2" and a variation start command is set in the output buffer of the RAM to start the variation display of the first special symbol.

[0197] [Special pattern change processing] As shown in Fig. 30, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol (variation time determined according to the variation pattern selected in S1203 or S1208 in Fig. 21, see Fig. 9) has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), the process ends. This allows the variation display of the special symbol to continue.

[0198] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Next, it is determined whether the high probability flag is ON (S1903), and if it is ON (YES in S1903), the high probability counter is decremented by 1 (S1904), and it is determined whether the value of the high probability counter is "0" (S1905). If it is determined that the value of the high probability counter is "0" (YES in S1905), the high probability flag is turned OFF (S1906), and the process proceeds to S1907. On the other hand, if it is determined that the high probability flag is not ON (NO in S1903) or if it is determined that the value of the high probability counter is not "0" (NO in S1905), the process proceeds to S1907.

[0199] In S1907, it is determined whether or not the time-saving flag is ON (S1907), and if it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the variable display of the special pattern is executed during the time-saving state is decremented by 1 (S1908), and it is determined whether or not the value of the time-saving counter is "0" (S1909). If the value of the time-saving counter is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. Also, if it is determined that the time-saving flag is not ON (NO in S1907) or if it is determined that the value of the time-saving counter is not "0" (NO in S1909), the process proceeds to S1911.

[0200] In S1911, the special symbol operation status is set to "3" (S1911). Next, other processing is performed, such as stopping the variable display of the special symbol with a result according to the judgment results of the special symbol hit / miss judgment random number and the jackpot type determination random number (S1912), and this processing ends. When stopping (ending) the variable display of the special symbol, the game control microcomputer 81 sets the stopped display time (stopped display period) of the special symbol (stopped symbol). Then, when the set stopped display time (stopped display period) has elapsed, the special symbol determination processing (S1106) is performed.

[0201] In addition, the main control unit 80 (game control microcomputer 81) which executes processes (S1906, S1910) such as turning off the special probability flag when the value of the special probability counter becomes "0" and turning off the time-saving flag when the value of the time-saving counter becomes "0" functions as a "game state control means" or a "mode setting means".

[0202] [Special design confirmation process] As shown in FIG. 31, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), it is determined whether the type of the current jackpot is a 15R jackpot (15R 8th jackpot or 15R 9th jackpot) (S2002). As a result, if it is determined that the type of the current jackpot is a 15R jackpot (YES in S2002), the value of the round counter that counts the number of rounds executed during the jackpot game is set to "15" (S2003), and the process proceeds to S2006. On the other hand, if it is determined that the type of this jackpot is not a 15R jackpot (NO in S2002), the type of jackpot is a 7R jackpot (any of the 1st to 7th jackpots of 7R), so the value of the round counter is set to "7" (S2005) and processing proceeds to S2006.

[0203] In S2006, lighting pattern data that determines the display mode (lighting mode) of the round indicator 45 is set (S2006), and the process proceeds to S2007. Specifically, lighting pattern data for the two LEDs (7R lamp, 15R lamp) that constitute the round indicator 45 is set (S2006) according to the judgment result of the above-mentioned S2002, i.e., the type of the current jackpot (number of rounds). When this set lighting pattern data is output by the output process (S201), the LEDs (round lamps) of the round indicator 45 are lit according to the lighting pattern data.

[0204] In S2007, lighting pattern data that determines the display mode (lighting mode) of the winning indicator 48 is set (S2007), and the process proceeds to S2008. As described above, the winning indicator 48 indicates whether the special symbol hit judgment that triggered the winning when the winning occurred (when the winning symbol was displayed) was the first special symbol hit judgment or the second special symbol hit judgment. The pachinko game machine 1 of this embodiment has two types of winning, namely, "7R winning" (7R 1st to 7th winning) and "15R winning" (15R 8th and 9th winning), and the "7R winning" is the winning type when the winning is achieved by the first special symbol hit judgment, and the "15R winning" is the winning type when the winning is achieved by the second special symbol hit judgment (see FIG. 6). Therefore, in this embodiment, based on the judgment result of S2002 described above, the lighting pattern data of the three LEDs constituting the winning indicator 48 is set (S2007). That is, if the type of the current jackpot is judged to be a 15R jackpot in S2002 (YES in S2002), the current jackpot is determined by the second special symbol hit / miss judgment (also called "special symbol 2 jackpot"). As the lighting pattern data corresponding to this, data for lighting the "b1" and "b3" LEDs out of the three "b1 to b3" LEDs shown in FIG. 4 is set. On the other hand, if it is determined in S2002 that the type of the current jackpot is not a 15R jackpot (NO in S2002), the type of the current jackpot is a 7R jackpot, and the jackpot is determined by the first special symbol hit / miss judgment (also called "special symbol 1 jackpot"). Therefore, as the lighting pattern data corresponding to this, data for lighting the "b1" and "b2" LEDs out of the three "b1 to b3" LEDs shown in Fig. 4 is set. When this set lighting pattern data is output by the output process (S201), the LEDs of the hit indicator 48 are lit according to the lighting pattern data.

[0205] In this embodiment, the 7R jackpot is set as the special 1 jackpot, and the 15R jackpot is set as the special 2 jackpot, so that the 15R jackpot is not derived as a result of the first special symbol hit / miss judgment, and the 7R jackpot is not derived as a result of the second special symbol hit / miss judgment (see FIG. 6). For this reason, when setting the lighting pattern data of the hit indicator 48 in S2007, it is set based on the judgment result of S2002 (the type of the hit that occurred). On the other hand, for example, when a common type of hit is set for the special 1 jackpot and the special 2 jackpot, the type of the special symbol hit / miss judgment that triggered the hit (the first special symbol hit / miss judgment or the second special symbol hit / miss judgment) cannot be determined based on the type of the hit that occurred. In such a case, for example, the jackpot flags set in the above-mentioned S1309 and S1609 may be divided into those corresponding to the special jackpot 1 (for example, the "special jackpot 1 flag") and those corresponding to the special jackpot 2 (for example, the "special jackpot 2 flag"). In this way, by determining the type of jackpot flag that is ON (special jackpot 1 flag or special jackpot 2 flag), it becomes possible to determine the type of special pattern hit / miss judgment that triggered the jackpot when the jackpot occurred, and this makes it possible to appropriately determine the lighting pattern data of the hit indicator 48.

[0206] Next, in S2008, the opening pattern of the jackpot corresponding to the type of jackpot (type of jackpot) is set (S2008), and the process proceeds to S2009. As mentioned above, the opening pattern of the jackpot is determined according to the type of jackpot (see FIG. 6). Specifically, if the jackpot is any of the 7R 1st to 7th jackpots, the opening pattern for the 7R jackpot corresponding to the respective jackpot is set, and if the 15R 8th or 15R 9th jackpot is the 15R jackpot corresponding to the respective jackpot is set. Then, in each jackpot game, the opening and closing operation of the jackpot opening (special ball opening) is executed according to the corresponding jackpot opening pattern.

[0207] Next, the movable piece operation timing according to the type of the jackpot is set (S2009), and the process proceeds to S2010. As described above, the operation of the movable piece 150 in the V round (the fifth round in this embodiment) is performed based on the number of game balls entering the second big winning hole 35 (V attacker), and the number of balls that triggers the operation is determined according to the type of the jackpot (see FIG. 48). Specifically, a "first predetermined value (c1) corresponding to the number of balls that defines the first operation timing" and a "second predetermined value (c2) corresponding to the number of balls that defines the second operation timing" that are predetermined according to the type of the jackpot are set (predetermined value setting means). In this embodiment, the first predetermined value (c1) is set to "1", and the second predetermined value (c2) is set to "2". The operation of the movable piece 150 is controlled based on the value set in S2009 and the count value (the number of balls entering the V attacker) by the ball number counting means in the V round (the fifth round). The second predetermined value (c2) is not set when the type of the jackpot is a "V non-passing jackpot", but is set only when the type is a "V passing jackpot".

[0208] In S2010, in order to start a jackpot game, an opening command for the jackpot is set (S2010). The opening command is determined according to the type of jackpot, and is provided for each jackpot, such as an opening command for the 7R first jackpot, an opening command for the 7R second jackpot, etc. Then, an opening period corresponding to the set opening command is set.

[0209] The main control unit 80 transmits the set opening command to the sub-control unit 90 at a predetermined timing by an output process (S201). Then, the sub-control unit 90 that receives the opening command performs a predetermined game presentation corresponding to the opening period.

[0210] In addition, in S2011, the opening period of the big win game is started (S2011), and the special chart operation status is set to "4" (S2012). In addition, if it is determined in S2001 that the big win flag is not ON (NO in S2001), the special chart operation status is set to "1" (S2013), and the process is terminated.

[0211] The opening period is a period before the first opening operation of the big prize winning port in a big win game is started, and is set after the stop display time (stop display period) of the special pattern (performance pattern) stopped and displayed with the big win pattern has elapsed, and is a period during which the variable display (variable game) of the special pattern (performance pattern) is not executable. The opening period is also called the "start period". In addition, the performance executed in the opening period (start period) is also called the "opening performance" or "start performance". The length of the opening period (opening time) is generally set to a length that allows the player to recognize that the big win game is about to start, and may be longer or shorter than the big win stop display time, or may be the same time as the big win stop display time. In addition, the length of the opening period (opening time) may be different depending on the game state when the big win occurs and the type of the big win.

[0212] The main control unit 80 (game control microcomputer 81) that executes the processes of S2010 and S2011 functions as an "opening period setting means."

[0213] [Special electric device processing (jackpot play)] As shown in FIG. 32, in the special electric role processing (S1107), first, it is determined whether or not the probability variable flag is ON (S2101), and if it is determined that the probability variable flag is ON (YES in S2101), it is turned OFF (S2102), and then it is determined whether or not the time-saving flag is ON (S2103). If it is determined that the time-saving flag is ON in S2103 (YES in S2103), it is turned OFF (S2104), and the process proceeds to S2105. Note that if it is determined that the probability variable flag is not ON in S2101 (NO in S2101), the probability variable flag is OFF, so the process proceeds to S2103 without performing the process of S2102. Also, if it is determined that the time-saving flag is not ON in S2103 (NO in S2103), the time-saving flag is OFF, so the process proceeds to S2105 without performing the process of S2104. In other words, during the execution of a jackpot game, the game is controlled to a low probability state and a non-time-saving state. In this embodiment, since the game is always in a low base state during the non-time-saving state, the game is also controlled to a low base state during the execution of a jackpot game.

[0214] Next, it is determined whether the big win end flag is ON (S2105). The big win end flag is a flag indicating that all opening processes of the big win devices (first big win device 31 and second big win device 36) in the big win game have ended (all rounds have ended). If it is determined that the big win end flag is not ON (NO in S2105), it is then determined whether it is time to start a round (S2106). This is determined based on the big win opening pattern set for each big win type described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is the timing to execute the first opening process of the first round. Also, if the first round has already started, it is determined whether the previous round has ended and the predetermined interval period has ended.

[0215] When it is determined in S2106 that it is time to start a round (YES in S2106), a round start command for the corresponding round is set (S2107), a special prize opening process is performed (S2108), and this process is terminated. As a result, the special prize opening is opened and a specific round starts. In S2107, a round start command that can specify the round to start is set, such as a "1R start command" for the start of the first round, and a "2R start command" for the start of the second round. The set round start command is transmitted to the sub-control unit 90 by the output process of S201. In addition, in the special prize opening process of S2108, a special prize opening opening pattern that is determined according to the type of the executed special prize opening and that is determined for the round to be started is started.

[0216] On the other hand, if it is determined in S2106 that it is not time to start a round (NO in S2106), the process proceeds to S2111. Here, examples of cases where it is determined that it is not time to start a round include an opening period before the start of one round, during a round, and during an interval period after the end of a round. In S2111, it is determined whether or not a round is being executed, that is, whether or not the large prize opening operation based on the predetermined opening pattern started in S2108 is being executed (S2111). As a result, if it is determined that a round is being executed (the large prize opening operation is being executed) (YES in S2111), it is determined whether or not the currently executed round is a V round (S2112). As described above, in this embodiment, the fifth round of the big win game is the V round, so here it is determined whether or not it is the fifth round. If the round being executed is the V round (5th round) (YES in S2112), the V round processing described below is performed (S2113), and if it is not the V round (NO in S2112), the process proceeds to S2114 without executing the V round processing (S2113).

[0217] In S2114, it is determined whether the round end condition of the currently running round is satisfied (S2114). Here, as the round end condition of this embodiment, two conditions are set: (1) the round execution time (in this embodiment, "25 seconds") set for the currently running round has elapsed (or the release pattern set for the currently running round has ended), and (2) the number of game balls (in this embodiment, "9 balls") set for the currently running round has entered the ball in the currently running round. Then, when either one of the conditions is satisfied, the round end condition is satisfied based on the previously satisfied condition. When it is determined in S2114 that the round end condition is not satisfied (NO in S2114), this process is terminated without performing the process from S2115 onwards.

[0218] On the other hand, if it is determined in S2114 that the round end condition is met (YES in S2114), a round end command for the corresponding round is set (S2115), and the process proceeds to S2116. In S2115, a round end command that can specify the round to end is set, such as a "1R end command" if the first round is ended, or a "2R end command" if the second round is ended. The set round end command is sent to the sub-control unit 90 by the output process of S201.

[0219] In S2116, the large prize opening (first large prize opening 30 or second large prize opening 35) is closed when the round ends, and a process of setting a predetermined interval time (large prize opening closing process) is performed (S2116). In this embodiment, two types of interval time between rounds are provided, namely, "2000 ms (2 seconds)" and "200 ms (0.2 seconds)". The interval time set at the end of the V round (the interval period between the 5th round and the 6th round) is "2000 ms", and the interval time set at the end of other rounds is "200 ms". At the end of the V round, in order to secure time to determine whether the number of balls entered and the number of balls discharged in the V round match or not from the viewpoint of monitoring the presence or absence of ball clogging and preventing fraud, the interval time after the end of the V round is "2000 ms", and the interval time between other rounds is "200 ms". This makes it possible to monitor ball jams and prevent cheating in the V round, while quickly and smoothly alternately opening the first large prize opening 30 and the second large prize opening 35 for the other rounds.

[0220] Next, in S2117, it is determined whether or not the interval time set in the previous big prize opening closing process (S2116) has elapsed (S2117). This process of S2117 is also a process that is performed following the case where it is determined in S2111 that the round is not being executed (NO in S2111). In S2117, if it is determined that the interval time has not elapsed (NO in S2117), this process is terminated as it is, and if it is determined that the interval time has elapsed (YES in S2117), the value of the round counter is decremented by 1 (S2118), and it is determined whether or not the value of the round counter is "0" (S2119). Then, if it is determined that the value of the round counter is not "0" (NO in S2119), this process is terminated in order to start the next round. On the other hand, if it is determined that the value of the round counter is "0" (YES in S2119), a big prize end process (S2120) that ends the big prize game is executed. In the jackpot end process (S2120), the jackpot ending command is set and the jackpot ending period is started. Next, the jackpot end flag is turned ON (S2121), and this process ends. The round counter value becomes "0" when all rounds in the jackpot to be executed are completed.

[0221] Here, in the big win end process (S2120), a process for setting an ending command is performed, and the ending command to be set is selected from a plurality of ending commands based on the game state at the time of the big win, the big win type information, and the ON / OFF state of the V flag. The ending period to be executed (set) differs depending on the type of ending command to be set.

[0222] The ending period is a period that is set after all opening operations of the large prize openings (first large prize opening 30 and second large prize opening 35) during a big win game have been completed and before the variable display of special patterns (performance patterns) can be executed. The ending period is also called the "end period." During the ending period (end period), the large prize openings are in a closed state. The performance executed during the ending period (end period) is also called the "ending performance" or "end performance."

[0223] Also, in a V round (in a jackpot game), information indicating whether or not the game ball passed through a specific area is also called "specific area information." This specific area information has information indicating that the game ball passed through a specific area in a V round (V flag: ON) and information indicating that the game ball did not pass through a specific area in a V round (V flag: OFF), and an ending period determination means (ending period determination means) that determines the ending period can determine the ending period based on this specific area information.

[0224] In S2105, if it is determined that the jackpot end flag is ON (YES in S2105), the final round in the jackpot game is over, so it is determined whether the execution time for the jackpot ending performance has elapsed (S2122), and if it is determined that the ending time has not elapsed (NO in S2122), the processing is terminated. On the other hand, if it is determined that the ending time has elapsed (YES in S2122), the jackpot end flag is turned OFF (S2123), and a game state setting process (S2124) described later is performed. Next, the jackpot flag is turned OFF (S2125), the special symbol operation status is set to "1" (S2126), and the processing is terminated. As a result, in the next interrupt processing, the special symbol standby process (S1102) is executed again as the special symbol operation process (S206).

[0225] The main control unit 80 (game control microcomputer 81) which executes the above special electric role processing (S1107) functions as a "special game execution means", and since the special electric role processing (S1107) is also a process for controlling the game state to a jackpot game state (special game state), the main control unit 80 (game control microcomputer 81) also functions as a "game state control means". In addition, the main control unit 80 (game control microcomputer 81) which executes the special symbol waiting process (S1102), the special symbol variable process (S1104), and the special symbol determination process (S1106) among the special symbol operation processes (S206) functions as a "variable game execution means".

[0226] [V Round Processing] As shown in FIG. 33, in the V round process (S2113), first, it is determined whether the number of game balls entering the V attacker (second large winning hole 35) during the V round, that is, the count value by the aforementioned ball entry counting means, is the first predetermined value (c1) (S2701). As described above, in the V round, the movable piece 150 is operated based on the number of game balls entering the V attacker during the V round, and the "first predetermined value (first count value)" and "second predetermined value (second count value)" that determine the number of balls that trigger the operation are set in the above-mentioned S2009. In S2701, it is determined whether the count value by the ball entry counting means in the current V round is the "first predetermined value (c1) corresponding to the number of balls that specifies the first operation timing" set in S2009. In this embodiment, the first predetermined value (c1) is set to "1" regardless of the type of jackpot (see Figure 48), so if the count value by the ball counting means is "1" (YES in S2701), processing of S2702 is performed, and if it is not "1" (NO in S2701), processing of S2703 is proceeded to without performing processing of S2702.

[0227] In S2702, a specific area opening / closing process is performed to open and close the specific area 39 by operating the movable piece 150 (S2702). Since the specific area opening / closing process here corresponds to the first operation of the movable piece 150 based on the number of balls entering the V attacker being "1", the operation of the movable piece 150 in this case is performed in a short opening operation pattern (first operation mode) that opens the specific area 39 for only 80 ms (see FIG. 49).

[0228] In addition, in S2702, the specific area effective period is set in association with the operation of the movable piece 150. The specific area effective period is a period during which the detection of the game ball by the specific area sensor 39a is determined to be valid (a special benefit is awarded). A period other than the effective period is a period during which the detection of the game ball by the specific area sensor 39a is determined to be invalid (a special benefit is not awarded). If a game ball is detected by the specific area sensor 39a during a period other than the specific area effective period (outside the specific area effective period), the detection is determined to be invalid, and it is determined that a "specific area abnormal passage", which is a type of error regarding the passage of the game ball into the specific area 39, has occurred (error determination means). In this embodiment, the specific area effective period is set to be a period from the start of the operation of the movable piece 150 in the V round until a predetermined time (for example, 2 seconds) has elapsed after the end of the operation. The reason why the valid period continues even after the operation of the movable piece 150 is completed is that if a gaming ball passes through the specific area 39 just before the operation of the movable piece 150 is completed and the gaming ball is detected by the specific area 39a, the detection is treated as valid. Note that, since the operation of the movable piece 150 in S2702 is based on the short opening operation pattern, the possibility that the gaming ball will be detected by the specific area sensor 39a due to this operation is extremely low.

[0229] Next, in S2703, it is determined whether the V round (jackpot game) being executed is related to a "V-pass scheduled jackpot" (S2703). In the case of a V-pass scheduled jackpot, after the first operation (short opening operation pattern) of the movable piece 150 is performed during the V round, the second operation can be executed by the subsequent entry of the game ball into the V attacker. Therefore, in S2703, it is determined whether the V round being executed is related to a "V-pass scheduled jackpot", and if it is determined that it is not a V-pass scheduled jackpot (NO in S2703), that is, if the V round being executed is related to a "V non-pass scheduled jackpot", this process is terminated without performing the processes of S2704 and S2705.

[0230] On the other hand, if it is determined that the V round being executed is related to the "V passing scheduled jackpot" (YES in S2703), it is determined whether or not the count value by the ball counting means is the second predetermined value (c2) (S2704). Here, it is determined whether or not the count value by the ball counting means in the V round (the number of balls that enter the V attacker) is the "second predetermined value (c2) corresponding to the number of balls that specifies the second operation timing" set in S2009. In this embodiment, since the second predetermined value (c2) is set to "2" (see FIG. 48), if the count value by the ball counting means is "2" (YES in S2704), the process of S2705 is performed, and if it is not "2" (NO in S2704), this process is terminated without performing the process of S2705.

[0231] In S2705, similarly to S2702 described above, a specific area opening / closing process is performed to open and close the specific area 39 by operating the movable piece 150 (S2705). However, since the specific area opening / closing process in S2705 corresponds to the second operation of the movable piece 150 based on the number of balls entering the V attacker being "2", the operation of the movable piece 150 in this case is performed in a long opening operation pattern (second operation mode) that opens the specific area 39 for 3000 ms (3 seconds) (see FIG. 49). Also in S2705, a specific area effective period is set in association with operating the movable piece 150. As a result, when the specific area 39 is opened by the operation of the movable piece 150 in S2705 and a game ball is detected by the specific area sensor 39a during the specific area effective period, the detection is determined to be valid. On the other hand, when the gaming ball is detected by the specific area sensor 39a during a period other than the specific area effective period, the detection is determined to be invalid and an occurrence of an abnormal passage through the specific area (specific area error) is determined (error determination means).

[0232] Here, when the specific area sensor 39a detects a game ball and the V flag is turned ON (when the specific area sensor 39a detects a game ball within the valid period), the game status indicator 46 is set to a predetermined display mode, and it is notified that the game status after the jackpot game ends will be a high probability state. Specifically, the game status indicator 46 is composed of three LEDs of "a1a2a3". In this embodiment, in the normal state (low probability state), the display mode is "a1□a2□a3□" (for example, □: off, ■: on). Also, when the specific area sensor 39a detects a game ball during the jackpot game and the V flag is turned ON, the display mode is "a1■a2■a3■". When the jackpot game ends and the game status is set to the high probability state, the display mode is "a1□a2□a3□". Furthermore, the lighting control timing of the game status indicator 46 is not limited to such timing, and during a jackpot game, the display mode may remain "a1□a2□a3□" even if the game ball passes through a specific area, and when there is a transition to a high probability state after the jackpot game ends, the display mode may change to "a1■a2■a3■," and when there is a transition from the high probability state to a low probability state, the display mode may change to "a1□a2□a3□."

[0233] That is, in the specific area sensor detection process (S207) described later, the V flag is turned on only when a V passage (a game ball passing through the specific area 39) is detected during the specific area effective period, and the V flag is not turned on when a V passage is detected outside the specific area effective period (V invalid period). When the V flag is ON, the probability variable flag is turned on. That is, the game state after the big win game is set to a high probability state (see the game state setting process (S2124) described later). This prevents the V flag from being turned on based on a V passage due to fraudulent conduct, that is, prevents the game from being fraudulently set to a high probability state.

[0234] [Game status setting process] As shown in FIG. 34, in the game state setting process (S2124), first, it is determined whether the V flag is ON (S2201). The V flag is a flag that is turned ON in the specific area sensor detection process (S207) described later. If it is determined in S2201 that the V flag is ON (YES in S2201), the probability variable flag is turned ON (S2202), the probability variable counter is set (S2203), and the V flag is turned OFF (S2204).

[0235] In S2203, a value corresponding to the number of variable games (special symbol hit / miss judgment) that can be executed in the high probability state is set in the probability counter. In this embodiment, "150" is set.

[0236] If it is determined in S2201 that the V flag is ON (YES in S2201) and the processing of S2202 to S2204 is performed, or if it is determined in S2201 that the V flag is not ON (OFF) (N in S2201), then the time-saving flag is turned ON (S2206) and the time-saving counter is set (S2207), and this processing ends.

[0237] In S2207, a value corresponding to the number of variable games (special symbol hit / miss judgment) that can be performed in the time-saving state and high base state (high frequency state) is set in the time-saving counter. The operation period of the time-saving function and the high base generation function (also called the "time-saving period" or "electric support period") is determined by the number of times the special symbol changes (the number of times the variable game is performed). In this embodiment, the number is predetermined according to the type of jackpot.

[0238] Specifically, as shown in FIG. 6, in the case of the 7R 1st, 3rd, 5th, and 7th jackpots and the 15R 8th jackpot, that is, the jackpots scheduled to pass through the V, the number is "150 times". On the other hand, among the jackpots scheduled not to pass through the V, the 7R 2nd jackpot is "50 times", the 7R 4th jackpot is "75 times", and the 7R 6th jackpot and the 15R 9th jackpot are "100 times". In response to this, in S2207, "50", "75", "100", or "150" is set according to the type of the jackpot that has ended (the current jackpot).

[0239] Here, if the probability variable counter and the time-saving counter are both set to "150", after the jackpot game ends, the high probability high base state will be in effect until the variable game (variable display of special symbols) is executed 150 times, and when the 150th variable game (miss variable) ends, the high probability high base state ends and the low probability low base state will be entered. Note that if a jackpot occurs in the high probability high base state before the variable game is executed 150 times, the occurrence of the jackpot will be the trigger for the high probability high base state to end.

[0240] On the other hand, if the probability variable counter is not set, the end time (ending period) of the low probability high base state will differ depending on the value set in the time-saving counter. In other words, if the probability variable counter is not set and the time-saving counter is set to "50", after the jackpot game ends, the low probability high base state will be in effect until 50 variable games (display of special symbols changing) are played, and when the 50th variable game (miss change) is played, the low probability high base state will end and the low probability low base state will be entered. Note that if a jackpot occurs before the number of variable games played reaches 50 in the low probability high base state, the occurrence of the jackpot will be the trigger for the end of the low probability high base state.

[0241] In addition, if the probability variable counter is not set and the time-saving counter is set to "75", after the big win game ends, the low probability high base state will be in effect until the variable game (variable display of special symbols) is executed 75 times, and when the 75th variable game (miss variable) is executed, the low probability high base state will end and the low probability low base state will be in effect. Note that if a big win occurs before the variable game is executed 75 times in the low probability high base state, the occurrence of the big win will be the trigger for the end of the low probability high base state.

[0242] In addition, if the probability variable counter is not set and the time-saving counter is set to "100", after the big win game ends, the low probability high base state will be in effect until the variable game (variable display of special symbols) is executed 100 times, and when the 100th variable game (miss variable) is executed, the low probability high base state will end and the low probability low base state will be entered. Note that if a big win occurs before the variable game is executed 100 times in the low probability high base state, the occurrence of the big win will be the trigger for the end of the low probability high base state.

[0243] The time-saving counter and the probability-changing counter count the total number of times the first special symbol is displayed and the second special symbol is displayed. The values ​​set in the time-saving counter and the probability-changing counter are not limited to those in this embodiment, and the values ​​can be determined in consideration of the gameplay and the ball-out rate. For example, the time-saving counter and the probability-changing counter may be set to "10,000". Considering the probability of a jackpot in a high probability state, the business hours of a game store in one day, and the number of variable games that can be executed during the business hours, the value of "10,000" (10,000 times) is essentially the same as guaranteeing a high probability state (high probability high base state) until the next jackpot occurs or until the business hours end. Therefore, when the game state is set to a high probability state (high probability high base state), it can be said that the high probability state (high probability high base state) is guaranteed until the next jackpot occurs (effectively the same).

[0244] The main control unit 80 (game control microcomputer 81) which executes the above game state setting process (S2124) functions as a "game state control means."

[0245] [Specific area sensor detection processing] As shown in Fig. 11, the game control microcomputer 81 performs a specific area sensor detection process (S207) following the special chart operation process (S206). As shown in Fig. 35, in the specific area sensor detection process (S207), first, it is determined whether or not a game ball has been detected by the specific area sensor 39a (S2401). As a result, if it is determined that there has been no detection by the specific area sensor 39a (NO in S2401), this process is terminated without performing the processes after S2402. On the other hand, if it is determined that there has been detection by the specific area sensor 39a (YES in S2401), it is determined whether or not the detection is during the specific area valid period (S2402).

[0246] When it is determined in S2402 that the specific area is valid (YES in S2402), the V flag is turned ON (S2403), a specific area passing command is set in the output buffer of the RAM (S2404), and this process ends. In other words, when the game ball that entered the second large winning port 35 in the V round (fifth round) passes through the specific area 39 during the specific area valid period (when detected by the specific area sensor 39a), this triggers the V flag to turn ON (S2403) and the specific area passing command is set (S2404).

[0247] The processing of S2403 and S2404 is executed in both cases where the game ball passes through the specific area 39 triggered by the movable piece 150 operating in a short opening operation pattern in the V round of a V-passing scheduled jackpot or a V non-passing scheduled jackpot, and where the game ball passes through the specific area 39 triggered by the movable piece 150 operating in a long opening operation pattern in the V round of a V-passing scheduled jackpot. Therefore, in this embodiment, even if an irregular event occurs in which the ball passes through the V in a V non-passing scheduled jackpot that does not assume V passing, the irregular V passing is processed as a valid V passing.

[0248] The specific area passing command set in S2404 is transmitted at a predetermined timing to the sub-control board 90 by the output process (S201). Based on receiving the specific area passing command, the sub-control board 90 recognizes that a V passing has occurred in the V round (that a V passing has occurred and the V round has ended).

[0249] On the other hand, when it is determined in S2402 that the specific area is not in an effective period (is in an invalid period) (NO in S2402), the V flag is not turned ON, and an invalid period passing command is set in the output buffer of the RAM (S2405), and this process is terminated. In other words, when the game ball passes through the specific area 39 (detected by the specific area sensor 39a) during a period (invalid period) other than the specific area effective period, the passing is an abnormal passing through the specific area (specific area error), and an invalid period passing command indicating this is set. When this invalid period passing command is transmitted to the sub-control board 90 at a predetermined timing by the output process (S201), the sub-control board 90 performs a predetermined error notification using the image display device 7 (display screen 7a), frame lamp 66, board lamp 5, speaker 67, etc. based on the received invalid period passing command. The main control unit 80 (game control microcomputer 81) that executes the process of S2402 that may be a trigger for setting such an invalid period passing command (S2405) functions as an "error determination means."

[0250] [Non-specific area sensor detection processing] As shown in FIG. 11, the game control microcomputer 81 performs the non-specific area sensor detection process (S208) following the specific area sensor detection process (S207). As shown in FIG. 36, in the non-specific area sensor detection process (S208), first, it is determined whether or not a game ball has been detected by the non-specific area sensor 49a (S2411). As a result, if it is determined that there has been no detection by the non-specific area sensor 49a (NO in S2401), this process is terminated without performing the processes in S2412 and thereafter. On the other hand, if it is determined that there has been detection by the non-specific area sensor 49a (YES in S2411), it is determined whether or not the V flag is OFF (S2412), and if it is OFF (YES in S2412), it proceeds to S2413, and if it is not OFF (NO in S2412), this process is terminated without performing the processes in S2413 and thereafter. It should be noted that if the V flag is not OFF (NO in S2412), that is, if the V flag is ON, then a V pass has occurred in the V round, and therefore the processing from S2413 onwards is not performed.

[0251] In S2413, it is determined whether the number of game balls passing through the non-specific area 49 is "9" (S2413). As described above, when game balls are detected by the non-specific area sensor 49a, the number of detections is counted as the number of game balls passing through the non-specific area by a non-specific area passing counting means (not shown), so in S2413, it is determined whether the number of game balls passing through the non-specific area is "9" by referring to the count value (count value). If the number of game balls passing through the non-specific area 49 is not "9" (NO in S2413), this process is terminated as it is, and if the number of game balls passing through the non-specific area 49 is "9" (YES in S2413), a specific area non-passing command is set in the output buffer of the RAM (S2414), and this process is terminated. In other words, during the V round (fifth round), while the game balls enter the V attacker (second large prize opening 35), if nine game balls (the specified number) pass through the non-specific area 49 without the V flag being turned ON (without passing through the V) (nine game balls are detected by the non-specific area sensor 49a), this triggers the non-passing through specific area command to be set (S2414).

[0252] The specific area non-passage command set in S2414 is transmitted at a predetermined timing to the sub-control board 90 by the output process (S201). Based on receiving the specific area non-passage command, the sub-control board 90 recognizes that V passing did not occur in the V round (the V round ended without V passing).

[0253] [Processing at the start of the ball] As shown in Fig. 11, the game control microcomputer 81 performs the non-specific area sensor detection process (S208) followed by the start ball entry process (S209). As shown in Fig. 37, in the start ball entry process (S209), the number of reserved balls for special pattern 1, the number of reserved balls for special pattern 2, and the number of reserved balls for normal pattern stored in the RAM of the main control board 80 are read out (S2501).

[0254] Next, in S2502, it is determined whether the number of reserved balls in the special chart 2 has increased by "1" (S2502). As a result, if it is determined that the number of reserved balls in the special chart 2 has increased by "1" (YES in S2502), the process proceeds to S2503. This corresponds to the case where "1" is added to the number of reserved balls in the special chart 2 in S307 in the start port sensor detection process (S204) based on the game ball entering the second start port 21. On the other hand, if it is determined that the number of reserved balls in the special chart 2 has not increased (NO in S2502), the process proceeds to S2506 without performing the processes of S2503 to S2505.

[0255] In S2503, the latest acquired random number value (acquired information) acquired in the special symbol 2 related random number acquisition process (S308) in the immediately preceding start hole sensor detection process (S204) and stored in the second special symbol reserved memory unit is read (S2503). Next, in S2504, the acquired random number value related to the read second special symbol is determined (S2504). Specifically, the value of the special symbol hit / miss determination random number counter (special symbol hit / miss determination random number value) acquired when the ball enters the start hole is determined to be a hit or miss depending on the current game state (low probability state or high probability state). In addition, if the determination result (preliminary determination result) is a hit, the type of hit is determined. The processing of S2504 corresponds to a pre-judgment (so-called "reserve pre-read") in which a hit / miss judgment (judgment as to whether or not it is a jackpot) for the reserved special chart 2 is made prior to the hit / miss judgment (S1303, S1304) in the hit / miss judgment processing (S1202).

[0256] In the advance judgment, it is possible to determine whether or not the value matches the jackpot judgment value based on a jackpot judgment table (see Figure 8 (A)), that is, if the probability state is high, the jackpot judgment table for high probability states is used, and if the probability state is normal (low probability state), the jackpot judgment table for normal states is used.

[0257] As another pre-determination mode, for example, a fluctuation pattern information determination table capable of determining fluctuation pattern information may be provided, which includes a fluctuation pattern information determination table for a normal state (low probability state) and a fluctuation pattern information determination table for a high probability state (high probability state), and it is possible to determine the fluctuation pattern information based on the fluctuation pattern information determination table according to the game state and the acquired random number value (such as the value of a random number counter for determining whether or not a special symbol has been hit). From this fluctuation pattern information, it is possible to determine in advance whether or not a jackpot has been hit, the type of jackpot, and whether or not a game performance with a high probability of hitting a jackpot will be executed.

[0258] Next, in S2505, the game information including at least the reserved ball number data related to the second special pattern read in S2501 and the information pre-determined in S2504 (pre-determined information) is generated as a special pattern 2 start ball entry command and set in the output buffer of the RAM (S2505). In addition, as the special pattern 2 start ball entry command, a part or all of the value of the special pattern 2 acquisition random number read in S2503 may be sent directly to the sub-control board, or the value of the special pattern 2 acquisition random number may not be sent directly, and game information acquired based on the value of the special pattern 2 acquisition random number (for example, the above-mentioned variation pattern information, etc.) may be sent.

[0259] The sub-controller 90 (sub-control board) is capable of identifying (distinguishing) whether the information is related to a jackpot, how many balls are reserved for the second special pattern, what type of jackpot it is, etc., by analyzing the special 2 start-entry command transmitted by the main controller 80. In addition, in this embodiment, by analyzing the special 2 start-entry command, it is possible to determine whether the acquired special 2 acquisition random number will be a jackpot when judged in a high probability state, and whether it will be a jackpot when judged in a low probability state. As a result, the sub-controller 90 stores the received special 2 start-entry command as a reserve (performance reserve information), pre-judges the performance reserve information at a specific timing, and determines whether performance reserve information that is judged as a jackpot when judged in a low probability state is stored.

[0260] In addition, from the viewpoint of preventing fraud, the random number value for determining whether or not a special pattern has been hit is not sent directly to the sub-control unit among the obtained random number values ​​read out in S2503, but instead command data including information indicating the value of the random number counter for determining the type of jackpot (random number value for determining the type of jackpot) and the value of the fluctuation pattern random number counter (fluctuation pattern random number value), as well as information indicating the result of the preliminary judgment, can be generated and set as a special pattern 2 start entry command.

[0261] Next, in S2506, as in the processing related to the special chart 2 described above, it is determined whether the number of reserved balls in the special chart 1 has increased by "1" (S2506). As a result, if it is determined that the number of reserved balls in the special chart 1 has increased by "1" (YES in S2506), the processing proceeds to S2507. This corresponds to the case where "1" is added to the number of reserved balls in the special chart 1 in S311 in the starting hole sensor detection processing (S204) based on the game ball entering the first starting hole. On the other hand, if it is determined that the number of reserved balls in the special chart 1 has not increased (NO in S2506), this processing ends without performing the processing after S2507.

[0262] In S2507, it is determined whether the time-saving flag is ON (S2507), and if it is determined that the time-saving flag is ON, i.e., that the base state is high (YES in S2507), this process ends without performing the processes in S2508 and after. On the other hand, if it is determined that the time-saving flag is OFF, i.e., that the base state is low (NO in S2507), the process proceeds to the pre-determination processes in S2508 and after.

[0263] Here, when the time-saving flag is ON, that is, when the current game state is a high base state, the opening extension function that increases the frequency of balls entering the second starting hole 21 is activated, and the state is such that the hit / miss judgment of the special symbol 2 (the hit / miss judgment of the second special symbol) is easily performed. In addition, in this embodiment, the consumption of the special symbol 2 reservation (the variable display of the second special symbol) is executed in priority to the consumption of the special symbol 1 reservation (the variable display of the first special symbol) (so-called "special symbol 2 priority variable machine"). In such a configuration, for example, when a pre-judgment of the special symbol 1 is performed in a high base state, the result is notified to the player by a performance such as a notice, and the result of the pre-judgment is clearly indicated as a jackpot, the player can take advantage of the priority of the special symbol 2 reservation consumption to intentionally eliminate the special symbol 2 reservation at any timing (set it to "0") and intentionally generate a jackpot related to the special symbol 1 for which the result of the pre-judgment was indicated. It is not preferable from the viewpoint of fairness of the game that the player can adjust the timing of the occurrence of such a jackpot. For this reason, if the current game state is not a low base state but a high base state (YES in S2507), the processing related to the pre-determination of special chart 1 from S2508 onwards is not performed, and this processing is terminated.

[0264] The processing of S2508 to S2510 is the same as the processing of S316 to S318 described above for the special pattern 1. That is, the latest acquired random number value (acquired information) acquired in the special pattern 1 related random number acquisition processing (S312) in the start port sensor detection processing (S204) and stored in the first special pattern reservation memory unit is read (S2508), a preliminary judgment is made on the read acquired random number value (S2509), and game information including at least the reserved ball number data related to the first special pattern read in S2501 and the information (preliminary judgment information) preliminarily judged in S2509 is generated as a special pattern 1 start ball entry command and set in the output buffer of the RAM (S2510). Note that the preliminary judgment (reserved pre-read) of S2509 is performed prior to the hit / miss judgment (S1603, S1604) in the special pattern 1 hit / miss judgment processing (S1207).

[0265] [Power off monitoring process] As shown in FIG. 11, the game control microcomputer 81 performs the power off monitoring process (S210) following the start ball entry process (S209). As shown in FIG. 38, in the power off monitoring process (S210), first, it is determined whether or not a power off signal has been input (S2601), and if there is no input (NO in S2601), this process is terminated. On the other hand, if there is a power off signal input (YES in S2601), data regarding the current state of the gaming machine (whether or not it is in a high probability state, whether or not it is in a jackpot game, how many balls are reserved, how many times the probability change and time reduction are left, etc.) is stored (backed up) in the RAM (S2602), the power off flag is turned ON (S2603), and loop processing is performed without returning to the interrupt process (S105). In S2602, in addition to the data regarding the current state of the gaming machine, any data previously determined as the target for backup can be stored (backed up). In this embodiment, as described above, since the lighting pattern data that determines the display mode of the winning indicator 48 is to be backed up, the lighting pattern data relating to that display mode is also stored in S2602.

[0266] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 (control processing by the sub-control unit 90) will be described with reference to Figs. 39 to 47. The counters, flags, status, buffers, etc., which appear in the description of the operation of the performance control microcomputer 91, are provided in the RAM of the sub-control board 90 (sub-control unit). When the power supply of the pachinko game machine 1 is turned on (when the power supply board 109 starts to supply power), the performance control microcomputer 91 provided in the sub-control board 90 reads out and executes the program of the sub-control main processing shown in Fig. 39 from the ROM of the sub-control board 90. As shown in the figure, in the sub-control main processing, first, a CPU initialization processing is performed (S4001). In the CPU initialization processing (S4001), stack setting, constant setting, CPU setting, SIO, PIO, CTC (interrupt time controller), etc. are set, and various flags, statuses, and counters are reset.

[0267] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). When the power of this pachinko game machine 1 is turned on, the power-off signal is output from the power supply board 109 to the sub-control board 90. Then, if the result of the determination in S4002 is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003) and the process proceeds to S4004. On the other hand, if the result of the determination in S4002 is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized and the process proceeds to S4004. That is, if the power-off signal is not ON or if the contents of the RAM are not normal even if the power-off signal is ON (NO in S4002), the RAM of the sub-control board 90 is initialized, but if the power-off signal is ON and the contents of the RAM are kept normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, various flags, statuses, and counter values ​​are reset. Note that S4001 to S4003 are executed only once after power is turned on (when power is turned on), and are not executed thereafter. For this reason, the processing of S4001 to S4003 is also referred to as "power-on processing."

[0268] Here, when the performance control microcomputer 91 executes the power-on processing (S4001 to S4003), it executes a notification (power-on notification) that the power-on processing is being executed until the power-on processing is completed (second notification means). Specifically, a message indicating that the power-on processing is being executed is displayed on the display screen 7a of the image display device 7, and an alarm sound indicating the same is output from the speaker 67 (second notification means). As described above, when the power is turned on, at least the CPU initialization processing (S4001) is executed, and if the judgment in S4002 is a negative judgment (NO in S4002), the RAM initialization (S4003) is also executed, but if the CPU initialization processing (S4001) is executed but the RAM initialization (S4003) is not executed, the message "power restoration in progress" is displayed, and if both the CPU initialization processing (S4001) and the RAM initialization (S4003) are executed, the message "RAM clearing in progress" is displayed. The display of these messages is executed by sending a command (power-on command) from the sub-control board 90 to the image control board 100, and processing by the CPU (image control microcomputer 101) of the image control board 100 that receives the command. Whether the message "Power restoration in progress" or "RAM clearing in progress" is displayed is determined by the content (type) of the command sent from the sub-control board 90 to the image control board 100. Also, in this embodiment, there is only one type of notification sound for the power-on process, which is output from the speaker 67 via the audio control board 106.

[0269] In S4004, interrupts are inhibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values ​​of various random number counters for determining effects are updated. The updated random number counter values ​​are sequentially stored in a predetermined update value storage area (not shown) of the RAM of the sub-control board 90. The random numbers for determining effects include a random number for determining a preview effect that determines a preview effect and a random number for determining a performance pattern that determines a performance pattern. The method of updating the random numbers can be the same as the method of updating the random numbers performed by the main control board 80 described above. When updating, the random number value may be added by 2 instead of by 1. The random number for determining effects is acquired at a predetermined timing. This timing can be, for example, when a control signal (starting ball entry command) notifying that a starting ball has been entered is transmitted from the main control board 80, when a control signal (changing start command) notifying the start of a change is transmitted from the main control board 80, or when a changing performance pattern described later is determined. The acquired random number for determining the effect is stored in a predetermined random number counter value storage area (not shown) of the RAM of the sub-control board 90.

[0270] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also called the "sub output buffer") of the RAM of the sub control board 90 are transmitted to the image control board 100, the voice control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (effect pattern game effects, special game effects related to big win games, etc.) using various performance devices (image display device 7, speaker 67, board lamp 5, frame lamp 66, movable decorative member 14, etc.) according to the received command.

[0271] Next, interrupts are permitted in S4007, and thereafter, S4004 to S4007 are looped. While interrupts are permitted, it becomes possible to execute reception interrupt processing (S4008), 2 ms timer interrupt processing (S4009), and 10 ms timer interrupt processing (S4010). By executing these control processes, it becomes possible to control the display of performance patterns and the like executed on the display screen 7a (performance pattern display area 7b) of the image display device 7, control the lighting of various lamps, control the operation of movable decorative members, control the sound output from the speaker, and the like.

[0272] [Receive interrupt processing] As shown in FIG. 40, in the reception interrupt process (S4008), first, it is determined whether or not the strobe signal (STB signal) is ON, that is, whether or not the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91 (S4101). As a result, if it is determined that the strobe signal is not ON (NO in S4101), this process ends without performing the process of S4102. On the other hand, if it is determined that the strobe signal is ON (YES in S4101), the various commands sent from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and this process ends. This reception interrupt process (S4008) is executed with priority over other interrupt processes (S4009, S4010).

[0273] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is a process executed every time an interrupt pulse with a 2 msec period is input to the sub-control board 90. As shown in FIG. 41, in the 2 ms timer interrupt process (S4009), first, an input process (S4201) is performed to create switch data (edge ​​data and level data) based on the detection signal from the performance button detection switches 63c and 63d. This switch data indicates whether or not the first performance button 63a and the second performance button 63b have been operated (ON, OFF), and is used to execute the operation-responsive performance based on the operation of the performance button 63. Next, a lamp data output process (S4202) is performed to output lamp data for illuminating lamps such as the frame lamp 66 and the panel lamp 5 to a predetermined drive circuit (not shown) via the lamp control board 107 (see FIG. 5), and a drive data output process (S4203) is performed to output drive data for driving the movable decorative member 14 (electrical drive source) to a predetermined drive circuit (not shown) via the lamp control board 107 (see FIG. 5). The lamp data and drive data are created in the 10 ms timer interrupt process described later. Then, watchdog timer processing is performed to reset the watchdog timer (S4204).

[0274] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is a process executed every time an interrupt pulse with a 10 msec period is input to the sub-control board 90. As shown in Fig. 42, the 10 ms timer interrupt process (S4010) first performs a received command analysis process (S4302) described later. Next, a switch state acquisition process is performed (S4303) in which the switch data created in the 2 ms timer interrupt process is stored in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt process, and a switch process is performed (S4304) in which the display contents (e.g., operation-responsive presentation) of the display screen 7a are set based on the switch data stored in the switch state acquisition process.

[0275] Next, the moving effect-related process (S4305) described later is performed. After that, other processes such as creating lamp data (data for controlling the lighting of the board lamps 5 and the frame lamps 66) and updating the random numbers for determining the effects are performed (S4306), and then this process ends.

[0276] [Received command analysis process] As shown in FIG. 43, the received command analysis process (S4302) first determines whether or not a start ball entry command has been received from the main control board 80 (S4395). If it is determined that the start ball entry command has not been received (NO in S4395), the process proceeds to S4401. If it is determined that the start ball entry command has been received (YES in S4395), the process proceeds to S4401 by performing a performance hold information storage process (S4400).

[0277] The effect pending information storage process (S4400) stores various information (game information such as pre-judgment result, random number value for determining the type of big win, and variable pattern random number value) included in the start ball entry command (special chart 1 start ball entry command or special chart 2 start ball entry command) received in S4395 in a predetermined effect pending information storage area of ​​the RAM of the sub-control board 90 in a shift memory format according to the type of special pattern (first special pattern, second special pattern) and the number of special reserved balls at the time of transmission and reception of the start ball entry command (command generation time). For example, if the received start ball entry command is a special chart 1 start ball entry command corresponding to the reserved ball number "4" of special chart 1, information such as the pre-judgment result and the type of win included in the special chart 1 start ball entry command is stored as special chart 1 effect pending information in the area corresponding to the reserved number 4 in the special chart 1 effect pending information storage area. The effect pending information stored in this way is used to execute various effects such as variable effects, notice effects, and effect modes, which will be described later. The storage contents (performance pending information) of the performance pending information storage area in the sub-control board 90 are the same as the storage contents (acquired information) of the special chart pending storage area (first special chart pending storage area, second special chart pending storage area) in the main control board (main control unit) 80. For this reason, the performance pending information storage area of ​​the sub-control board 90 can also be called the "acquired information storage means."

[0278] In S4401, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4401). As a result, if it is determined that a fluctuation start command has been received (YES in S4401), a fluctuation performance start process (S4402) described below is performed and the process proceeds to S4406, and if it is determined that a fluctuation start command has not been received (NO in S4401), the process proceeds to S4406 without performing the fluctuation performance start process (S4402).

[0279] In S4406, it is determined whether or not a fluctuation stop command has been received from the main control board 80 (S4406). As a result, if it is determined that a fluctuation stop command has been received (YES in S4406), a fluctuation performance end process (S4407) is performed and the process proceeds to S4408, and if it is determined that a fluctuation stop command has not been received (NO in S4406), the process proceeds to S4408 without performing the fluctuation performance end process (S4407).

[0280] In the variable performance end process (S4407), a variable performance end command for stopping the display of the performance symbol 8 and ending the variable performance is set in the sub-output buffer. When the set variable performance end command is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 stops the display of the performance symbol 8 that was being displayed on the display screen 7a of the image display device 7, and ends the variable performance (performance symbol game performance). It can be said that the performance control microcomputer 91, which executes the variable performance start process (S4402) and the variable performance end process (S4404), also functions as a "variable game execution means."

[0281] Next, in S4408, it is determined whether or not an opening command has been received from the main control board 80 (S4408). As a result, if it is determined that an opening command has been received (YES in S4408), a special game effect selection process (S4409) is performed to select (set) the effect pattern (effect mode) of the special game effect to be executed during the special game (jackpot game), and the process proceeds to S4410. On the other hand, if it is determined that an opening command has not been received (NO in S4408), the special game effect selection process (S4409) is not performed and the process proceeds to S4410.

[0282] Here, the special game presentation (jackpot game presentation) includes at least an opening presentation executed in the opening period before the opening of the large prize opening accompanying the start of the special game (before the start of the first round), and a round presentation executed in the round game that constitutes the special game (jackpot game).

[0283] In this embodiment, an opening command corresponding to the type of jackpot is transmitted from the main control board 80, and the opening command specifies the opening effect or round effect corresponding to the type of jackpot to be started. In the special game effect selection process (S4409), a special game start command that can specify the effect pattern of the selected special game effect (opening effect, round effect, etc.) and information based on the received opening command (type of opening command, jackpot type related to the jackpot game at the start timing, etc.) is set in the sub output buffer. When the set special game start command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes the corresponding special game effect on the display screen 7a of the image display device 7 according to the progress of the jackpot game.

[0284] The opening performance of this embodiment includes an opening performance that does not include a moving performance and an opening performance that includes a moving performance, and in the special game performance selection process (S4409), one of the opening performances (opening performance pattern) is selected. The details of the opening performance will be described later.

[0285] Next, in S4410, it is determined whether or not an ending command has been received from the main control board 80 (S4410). As a result, if it is determined that an ending command has been received (YES in S4410), an ending effect selection process (S4411) is performed to select the effect pattern for the special game end effect (ending effect) and the effect mode after the special game end, and the like, and the process proceeds to S4413 shown in Fig. 44. On the other hand, if it is determined that an ending command has not been received (NO in S4410), the process proceeds to S4413 without performing the ending effect selection process (S4411).

[0286] In this embodiment, an ending command according to the type of the jackpot related to the current jackpot and whether or not V has passed is transmitted from the main control board 80, and the ending command specifies the ending performance and the performance mode after the jackpot game. Then, in the ending performance selection process (S4411), a special game end command that can specify the performance pattern of the selected ending performance and information based on the received ending command (type of ending command, type of jackpot related to the ended jackpot game, performance mode after the jackpot game, etc.) is set in the sub output buffer. When the set special game end command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes the ending performance related to the end of the jackpot game on the display screen 7a of the image display device 7.

[0287] Next, in S4413, it is determined whether or not a specific area passing command has been received from the main control board 80 (S4413). As a result, if it is determined that a specific area passing command has not been received (NO in S4413), the process proceeds to S4418 without performing the process of S4415, and if it is determined that a specific area passing command has been received (YES in S4413), a V passing designation command is set in the sub output buffer (S4415).

[0288] When the V-passing designation command set in S4415 is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 reads image data for notifying that a V-passing has occurred from the ROM of the image control board 100, and executes a V-passing notification performance based on the read image data on the display screen 7a of the image display device 7. Examples of the V-passing notification performance include displaying a character image of "V" on the display screen 7a, and outputting a sound effect indicating V-passing. Although the possibility is extremely low, even if V-passing occurs in the 15R 9th jackpot, which is a jackpot scheduled not to pass V, the V-passing designation command is set (S4415), and the V-passing notification performance is executed.

[0289] Next, in S4418, it is determined whether or not a round start command has been received from the main control board 80 (S4418). As a result, if it is determined that a round start command has not been received (NO in S4418), the process proceeds to S4420 without carrying out the process of S4419. On the other hand, if it is determined that a round start command has been received (YES in S4418), a round designation command corresponding to the received round start command is set in the sub output buffer (S4419), and the process proceeds to S4420.

[0290] The round start command transmitted from the main control board 80 includes information that can identify which round (start round) is to start, and the CPU (performance control microcomputer 91) of the sub-control board 90 identifies the round number of the start round based on the received round start command and sets a round designation command indicating the round number in the sub-output buffer. When the round designation command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes a round designation on the display screen 7a of the image display device 7 that corresponds to the round number identified based on the round designation command and is in line with the jackpot game being played.

[0291] Finally, in S4420, other processing related to the performance control is performed (S4420), and this processing ends. As other processing performed in S4420, processing based on received commands other than the above-mentioned commands (for example, a normal pattern variation start command, a normal pattern variation stop command, an invalid period passing command, a specific area non-passing command, etc.) is performed.

[0292] [Variable performance start processing] Next, the variable performance start process (S4402) executed based on the reception of the variable performance start command from the main control board 80 in the received command analysis process (S4302) will be described. As shown in FIG. 45, in the variable performance start process (S4402), first, a random number process for determining performance is performed to acquire various random numbers for determining performance, such as a random number for determining a variable performance, a random number for determining a notice performance, a random number for determining a performance pattern, and a random number for determining a specific performance (S4501). In this embodiment, the process of S4501 is performed at the timing when the variable performance start command is received from the main control unit 80, and a predetermined value (acquired information) is acquired from each random number. Based on the acquired value, the variable performance to be executed, the notice performance, the performance pattern to be stopped, etc. are determined. Note that the variable performance means a performance executed in accordance with the variable display (variable play) from the start of the variable display of the special pattern to the end (stop display), and not only the performance pattern play performance (variable display and stop display of the performance pattern 8), but also the movable performance, sound performance, light performance, etc. can be regarded as the variable performance.

[0293] Next, in S4502, the fluctuation start command received in the above-mentioned S4401 is analyzed (S4502). The fluctuation start command includes a fluctuation pattern designation command (information designating a fluctuation pattern) that designates the fluctuation pattern selected in the fluctuation pattern selection process of the first special pattern or the second special pattern. The fluctuation pattern designation command includes, for example, the fluctuation pattern information (P1 to P22) shown in FIG. 9, game state information designating the current game state, judgment result information designating the judgment result of the first special pattern hit / miss judgment or the second special pattern hit / miss judgment, and pattern information designating the jackpot type (jackpot pattern) (see FIG. 8). In addition, there are fluctuation pattern designation commands corresponding to the first special pattern and those corresponding to the second special pattern, and by analyzing the fluctuation pattern designation command, it is possible to determine whether the performance pattern game performance (variation performance) to be started this time is related to the special pattern 1 or the special pattern 2. In addition, the variable pattern information, game status information, pattern information, etc. included in the variable pattern designation command can also be used in other processes other than the variable performance start process to be executed thereafter.

[0294] Next, in S4503, the current mode status is referenced (S4503). The mode status is used to determine the presentation mode to be executed. The mode status is a value between "1" and "5", and each value is assigned to presentation modes A to E. Specifically, mode status "1" corresponds to presentation mode A, mode status "2" corresponds to presentation mode B, mode status "3" corresponds to presentation mode C, mode status "4" corresponds to presentation mode D, and mode status "5" corresponds to presentation mode E. By referencing the current mode status, it is possible to identify the current presentation mode.

[0295] Here, the presentation mode refers to the presentation environment (presentation format) when a variable game is executed, and when the presentation mode is different, the background of the display screen 7a and some or all of the presentation aspects of various presentations such as variable presentation, reach presentation, and notice presentation are different. Specifically, for example, the display aspect of the presentation pattern 8 (for example, pattern design, number design, etc.) is different, and the characters, items, and background images that appear are different, and the image (presentation display) displayed on the image display device 7 is different depending on the presentation mode. Also, when multiple game presentations (reach presentation, notice presentation, etc.) are provided, different game presentations may be executed depending on the presentation mode.

[0296] In this embodiment, when the game state is controlled to a low probability low base state, one of the presentation modes A, B, and C is set, when the game state is controlled to a low probability high base state, presentation mode D is set, and when the game state is controlled to a high probability high base state, presentation mode E is set. Therefore, by checking the presentation mode, the player can know whether the current game state is a low probability low base state, a low probability high base state, or a high probability high base state. Note that a presentation mode (probability non-notification mode) may be provided in which it is difficult (substantially impossible) to know whether the current game state is a low probability high base state or a high probability high base state (whether or not it is a probability change state) even if the presentation mode is checked.

[0297] The presentation mode in the low probability low base state, "A", "B", or "C" (mode status "1", "2", or "3"), can be selected (determined) by, for example, a lottery (random number lottery) using a random number for selecting the presentation mode. In addition, when changing the presentation mode between presentation modes A to C, this change can be triggered by the establishment of a predetermined presentation mode change condition, such as the number of times that variable play is executed (number of times that the pattern changes) in one presentation mode reaches a predetermined number of times or winning a presentation mode change lottery (random number lottery). In addition, presentation mode D is set by the transition to a low probability high base state after the end of a jackpot game related to a V non-passing scheduled jackpot, and presentation mode E is set by the transition to a high probability high base state after the end of a jackpot game related to a V passing scheduled jackpot. Then, when a predetermined number of (150 in this example) of variable games (miss variable) are played in the presentation mode E (high probability high base state) without a jackpot, the high probability high base state ends with the variable game and transitions to a low probability low base state, which triggers the setting of one of presentation modes A to C (for example, presentation mode A). Note that, since the pachinko game machine 1 of this embodiment is a so-called "ST machine," presentation mode E (high probability high base state) is also called "ST mode."

[0298] Next, in S4504, a variable performance pattern determination table (not shown) is set to determine the performance pattern (also called "variable performance pattern") of the variable performance performed using the image display device 7, the panel lamp 5, the movable decorative member 14, etc. (S4504). Specifically, the variable performance pattern determination table to be used is set based on the mode status (current performance mode) referred to in S4503 and the variable pattern designation command received from the main control unit 80. For example, when the variable pattern information designated by the received variable pattern designation command is "P1 (variable pattern P1)" (see FIG. 9), the variable performance pattern determination table at the time of a big win corresponding to the current performance mode is set as the variable performance pattern determination table. In this embodiment, since a plurality of variable performance pattern determination tables corresponding to the performance mode (mode status) are stored in advance in the ROM of the sub-control board 90, in S4504, a table corresponding to the mode status (current performance mode) referred to in S4503 is selected from the variable performance pattern determination tables and set. The variable presentation pattern determination table is mainly for determining the execution mode of the presentation pattern game presentation (the variation mode of the presentation pattern, etc.), and a plurality of variable presentation pattern determination tables are pre-stored in the ROM of the sub-control board 90. In S4504, one of the plurality of variable presentation pattern determination tables is set.

[0299] Next, in S4505, a variable performance pattern that matches the specified variable performance pattern is selected and set based on the variable performance determination random number obtained in S4501 and the variable performance pattern determination table set in S4504 (S4505). As the variable performance pattern, mainly, the execution period of the variable performance (also called "variable period" or "variable performance time") and the variable mode of the performance pattern 8 displayed in the performance pattern display area 7b (execution mode of the performance pattern game performance) are set. As a result, in the performance pattern game performance (variable performance), a case where a reach performance is executed within the variable period (reach variable performance) and a case where a reach performance is not executed (normal variable performance) are determined. In addition, the variable performance pattern includes the execution mode of the display performance, sound performance, light performance, movable performance, etc. executed in conjunction with the variable display of the performance pattern 8 in addition to the variable mode of the performance pattern 8, and whether or not these performances are executed is also determined.

[0300] In addition, the reach effect is, for example, when the display mode of the effect pattern 8 when the result of the special pattern hit / miss judgment indicates a big hit, the three effect patterns 8L, 8C, 8R are all the same (double number) (big hit mode, specific mode), two of the three effect patterns 8L, 8C, 8R (for example, the first stop pattern and the second stop pattern) are displayed (temporarily stopped) as patterns that constitute a big hit mode (also called "reach pattern" or "reach mode"), and the remaining one (for example, the third stop pattern) continues to be displayed in a variable manner (also called "reach state"), and the remaining one effect pattern is displayed as a pattern that completes the big hit mode. This reach effect makes it possible to effectively stimulate the expectation of the player who is aiming for a big hit.

[0301] Here, as shown in FIG. 51(A), the variation presentation pattern in this embodiment is roughly divided into a miss variation presentation pattern corresponding to a miss variation and a big win variation presentation pattern corresponding to a big win variation. In this embodiment, the miss variation presentation pattern and the big win variation presentation pattern are further classified according to the presence or absence of reach presentation and movable presentation, respectively. Specifically, the miss variation presentation pattern is classified into three: a first miss variation presentation pattern that does not include reach presentation and movable presentation, a second miss variation presentation pattern that includes reach presentation and does not include movable presentation, and a third miss variation presentation pattern that includes both reach presentation and movable presentation. In addition, the big win variation presentation pattern is classified into two: a first big win variation presentation pattern that includes reach presentation and does not include movable presentation, and a second big win variation presentation pattern that includes both reach presentation and movable presentation.

[0302] The variable presentation pattern set (selected) in S4505 belongs (corresponds) to at least one of the above-mentioned first to third miss variable presentation patterns and the first and second jackpot variable presentation patterns. Since there are multiple reach presentation patterns such as normal reach presentation and super reach presentation as described later, the variable presentation patterns including reach presentation (other than the first miss variable presentation pattern) are further classified according to the reach presentation pattern. Also, the variable presentation pattern belonging to the first miss variable presentation pattern, the variable presentation pattern belonging to the second miss variable presentation pattern, and the variable presentation pattern belonging to the third miss variable presentation pattern may each be one type or multiple types. This is the same for the first and second jackpot variable presentation patterns.

[0303] In addition, in S4505, the performance pattern 8 (also called "stop performance pattern") to be displayed is determined and set based on the performance pattern determination random number obtained in S4501 and a stop pattern determination table (not shown). There are two types of stop display: a temporary stop display (temporary stop) and a fixed stop display (fixed stop). A temporary stop means that the scrolling display (changing display) of the performance pattern is stopped (paused) once, and the performance pattern is displayed in a state where it moves slightly so that its numbers, characters, etc. can be recognized at a predetermined stop position on the display screen (for example, the performance pattern display area 7b). The state where it moves slightly is also called "shaking change". On the other hand, a fixed stop means that the scrolling display (changing display) of the performance pattern is ended, and the performance pattern is displayed completely stopped at a predetermined stop position on the display screen (for example, the performance pattern display area 7b) in a state where its numbers, characters, etc. can be recognized. When the performance pattern is stopped after being changed, the display result of the change display (the result of the change performance) is displayed definitively (determined display) (derived display). Therefore, the provisional stop of the performance pattern can be executed once or multiple times until it is stopped.

[0304] The stop performance symbols determined (selected) in S4505 are the symbols that temporarily stop (also called "temporary stop symbols") and the symbols that definitely stop (also called "definite stop symbols"). Specifically, the performance symbols 8 that are stopped (definitely stopped) as a result of the variable performance, that is, the definite stop symbols, are those in which the result of the special symbol hit / miss judgment is a miss, and in the case of a miss with reach, one of the three performance symbols 8L, 8C, 8R such as "787" is a different variety from the other performance symbols (a miss with reach), and in the case of a miss without reach, at least one of the three performance symbols 8L, 8C, 8R such as "635" is a different variety from the other performance symbols (a complete miss). On the other hand, if the result of the special pattern hit / miss judgment is a hit, and it is either the 7R 1st to 7th hit or the 15R 9th hit, it will be a repeat number other than "777", and in the case of the 15R 8th hit, it will be a repeat number of "777". As a result, for the 7R hit, it is impossible to determine whether the hit is a V-passing hit or a V-non-passing hit just by the stop display mode of the performance pattern 8. Also, for the 15R 8th hit and the 15R 9th hit, it is possible to determine whether the hit is a V-passing hit or a V-non-passing hit through the stop display mode of the performance pattern 8.

[0305] In addition, the stop display mode (stop performance pattern) of the performance pattern 8 shown in this embodiment is merely an example, and what is to be stopped and displayed as the stop performance pattern can be set appropriately. In addition, for the 7R jackpot, it may be possible to determine whether it is a V-passing scheduled jackpot or a V-non-passing scheduled jackpot through the stop display mode of the performance pattern 8, and for the 15R 8th jackpot and the 15R 9th jackpot, it may be impossible to determine whether it is a V-passing scheduled jackpot or a V-non-passing scheduled jackpot through the stop display mode of the performance pattern 8. In addition, for all jackpots, it may be possible or impossible to determine whether it is a V-passing scheduled jackpot or a V-non-passing scheduled jackpot through the stop display mode of the performance pattern 8.

[0306] In addition, the performance pattern 8 that is temporarily stopped in the middle of the variable display before reaching the final stop, i.e., the temporary stop pattern, is basically set to a number other than the above-mentioned doublet (jackpot mode) (reach miss, complete miss, etc.). However, for example, in the case of a variable performance pattern that executes a so-called "redraw" in which the performance pattern 8 is stopped with a doublet and then displayed again, the temporary stop pattern is set to a number corresponding to a relatively low-advantage jackpot (jackpot mode). In this case, the temporary stop pattern is set to a number corresponding to a relatively low-advantage jackpot (for example, a 15RV non-passing jackpot that is less advantageous than a 15RV passing jackpot). In addition, the final stop pattern after the redraw can again be set to a number corresponding to a relatively low-advantage jackpot, or a number corresponding to a relatively high-advantage jackpot. Furthermore, since the performance pattern 8 is provisionally stopped just before (at the very end of) the changing display ends and the fixed stop, the performance pattern 8 that provisionally stops just before the fixed stop is also a provisional stop pattern, but in this case the provisional stop pattern is the same as the fixed stop pattern.

[0307] In the pachinko game machine 1 of this embodiment, reach A, reach B, reach C, super reach (also called "SP reach") A, super reach B, super reach C, etc. are set as the variation mode (variable performance pattern) of the performance pattern 8. In S4505, it is determined which of these performances will be performed, or whether these performances will not be performed (this is also called "normal variation"), based on the variation performance pattern determination table.

[0308] For example, when a variable performance with reach is executed, a reach performance is set based on the variable pattern designation command and the variable performance pattern determination table. Here, when a super reach performance (any of SP reach A to C) is executed, it is set so that the possibility of a jackpot is higher than when a normal reach performance (any of reach A to C) is executed. That is, it can be said that the super reach performance is a game performance with a higher possibility of a jackpot (expectation of a jackpot) than when a normal reach performance is executed. Also, when a movable performance is executed together with the reach performance, it is set so that the possibility of a jackpot is higher than when a reach performance is executed without the movable performance. That is, it can be said that a reach performance with a movable performance is a game performance with a higher possibility of a jackpot (expectation of a jackpot) than when a reach performance without the movable performance is executed.

[0309] In this embodiment, when the sub-control board 90 receives a fluctuation pattern designation command that designates a fluctuation pattern with a fluctuation time of 30,000 ms or more (see FIG. 9) as a fluctuation pattern designation command from the main control board 80, a reach performance (reach fluctuation performance) can be set (executed) based on the command. When the fluctuation time is 30,000 ms, a normal reach performance is set (executed) as the reach performance (normal reach fluctuation performance), and when the fluctuation time is 45,000 ms or more, an SP reach performance is set (executed) as the reach performance (SP reach fluctuation performance). Note that in this embodiment, the types of reach performance include three types of normal reaches, Reach A to C, and three types of super reaches, SP Reach A to C, but the types (number) of reach performances are not limited to this, and more reach performances may be provided.

[0310] Here, the change display of the performance pattern 8 is basically performed as follows. That is, after the three performance patterns 8L, 8C, and 8R start to change, the change speed of all the patterns becomes high and approximately constant, and then, at the timing when a predetermined time (for example, 9 seconds) has passed, the change speed of the first stop pattern (left performance pattern 8L in this example) decreases and the first stop pattern stops (temporarily stops). Next, the change speed of the second stop pattern (right performance pattern 8R in this example) decreases and the second stop pattern stops (temporarily stops), and finally, the change speed of the third stop pattern (center performance pattern 8C in this example) decreases and the third stop pattern stops (temporarily stops). After this, the three performance patterns 8L, 8C, and 8R are fixed and stopped, and the display result of the change display is derived and displayed, and one change display ends with this. Based on such a flow from the start to the end of the change display, normal change and reach performance are performed.

[0311] For example, when the time-saving function for the special pattern according to the number of reserved balls or the game state is not activated (when the time-saving function is not activated), when the three performance patterns 8L, 8C, and 8R start to change, the left performance pattern 8L (first stop pattern) stops (temporarily stops) at a timing when a predetermined time (for example, 9 seconds) has elapsed from the start of the change, followed by the right performance pattern 8R (second stop pattern) stopping (temporarily stops). At this time, if the left and right performance patterns 8L and 8R stop (temporarily stops) with the same number pattern (reach state), a reach is established, and then it develops into a reach performance. In the reach performance, if the reach performance is a normal reach, a performance image corresponding to the normal reach is displayed on the display screen 7a, and if it is a SP reach, a performance image corresponding to the SP reach is displayed on the display screen 7a.

[0312] On the other hand, if the reach is not established (i.e., if it is a normal change), the right performance pattern 8R (second stop pattern) stops (temporarily stops), followed by the middle performance pattern 8C (third stop pattern). In this embodiment, in a normal change, the time it takes from the start of the change of the performance pattern 8 until the third stop pattern (middle performance pattern 8C in this example) stops (temporarily stops) is about 11 seconds. However, in a normal change when the change time shortening function of the special pattern is activated, the time it takes from the start of the change display until the left performance pattern 8L (first stop pattern) stops (temporarily stops) is shorter than normal (when the change time shortening function is not activated), and accordingly, the time it takes for the right performance pattern 8R (second stop pattern) and the middle performance pattern 8C (third stop pattern) to stop (temporarily stop) is also shorter.

[0313] Depending on the changing presentation pattern set in S4505 and the preview presentation pattern set in S4506 described below, the order and timing of the stopped display of the presentation patterns may differ from the above-mentioned manner, for example, the three presentation patterns 8L, 8C, and 8R may stop (temporarily stop) all at the same time after the start of the changing display of the presentation pattern 8, or all patterns may continue to change even after a specified time (for example, 9 seconds) has elapsed until the first stopped pattern stops.

[0314] Next, in S4506, a process related to the setting of the notice performance (notice performance setting process) is performed (S4506). The notice performance is a performance that suggests the currently executed variable display or the stored reserved (variable display to be executed later), for example, it is a performance that suggests the possibility that the display result of the currently executed variable display will be a big hit, or the display result of the later executed variable display will be a big hit. The notice performance is also called a "suggestion performance". In this embodiment, various notice performances can be executed, such as a notice performance based on the performance reserved information (pre-determination result) stored in S4400 (also called "reserved pre-reading notice") and a notice performance related to the current (this) variable display (also called "relevant change") (also called "relevant change notice"), so in S4506, it is determined whether or not to execute each notice performance (execution yes / no), and the execution pattern (notice performance pattern) of the notice performance to be executed is set. Specifically, based on the random number for deciding the notice performance acquired in S4501 and a notice performance decision table (not shown) stored in the ROM of the sub-control board 90, it is decided whether or not to execute the notice performance and the notice performance pattern, and based on this decision result, the notice performance pattern is set. The notice performance (suggestion performance) is performed, for example, by displaying an image suggesting the probability of a big win (also called a "notice image" or a "suggestion image") on the display screen 7a (also called a "notice display" or a "suggestion display"). Note that the notice performance can be performed by such display performance (notice display, suggestion display), as well as sound performance, light performance, and moving performance, and can also be performed by a combination of each of these performances.

[0315] The preview performance pattern set in S4506, that is, the type (preview type) and mode of the preview performance to be executed, the presence or absence of a preview performance, etc., will differ depending on the contents of the performance hold information stored in S4400 (the contents of the performance hold information storage area), the result of the special pattern hit / miss judgment specified by the analysis result of the fluctuation start command in S4502 (the hit / miss judgment result related to the current special pattern fluctuation display), and the special pattern fluctuation pattern information specified by the analysis result of the fluctuation start command (the fluctuation pattern and the stop pattern related to the current special pattern fluctuation display). When a preview performance is executed, one preview performance (one type of preview performance) out of multiple preview performances may be executed, or two or more preview performances (multiple types of preview performances) may be executed, that is, multiple types of preview performances may be executed at their respective execution timings during one fluctuation display (during a fluctuation performance).

[0316] Next, in S4507, a variable performance start command for starting a variable performance, etc. based on the variable performance pattern set in S4505 and the preview performance pattern set in S4506 is set in the sub output buffer (S4507), and the variable performance start process is terminated. When the variable performance start command set in S4507 is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 reads out predetermined variable performance image data (image data constituting the start of the variable performance, during the variable performance, and the stop of the variable performance of the performance pattern 8) corresponding to the variable performance pattern specified based on the variable performance start command, i.e., the variable performance pattern set in S4505, and predetermined preview performance image data corresponding to the preview performance pattern specified based on the variable performance start command, i.e., the preview performance pattern set in S4506, from the ROM of the image control board 100, and executes the variable performance and preview performance, etc. based on the read image data on the display screen 7a of the image display device 7. Also, a variable display (blinking display) by two LEDs on the performance display device 102 is executed. Furthermore, in conjunction with the execution of the variable effects, various effects such as sound effects, light effects, and moving effects are executed via the voice control board 106 and the lamp control board 107.

[0317] The RAM of the sub-controller 90 (microcomputer 91 for controlling performance) is provided with a timer for managing (monitoring and measuring) periods (times) related to performances, such as the execution period (variation period) of a variable performance, the execution period of each performance (also called "performance within period"), such as a reach performance or a movable performance, during the variable period, and the effective operation period (described later) during which the operation of the performance button 63 (first performance button 63a or second performance button 63b) is enabled during the variable period. Based on this timer, the sub-controller 90 (microcomputer 91 for controlling performance) is configured to be able to control the start and end of the execution period of various performances and the effective operation period.

[0318] [Movable effect-related processing] Next, the movable performance-related process (S4305) executed in the 10 ms timer interrupt process (S4010) will be described. This process is related to the operation of the movable decorative member 14 (movable performance).

[0319] As shown in Fig. 46, in the movable performance-related process (S4305), first, it is determined whether or not the first operation condition is satisfied (S4701). As described above, the first operation condition is a condition that triggers the execution of the first operation mode that moves (raises) the movable decorative member 14 from the starting position (first state) to the end position.

[0320] For example, if a variable performance pattern including a movable performance (third miss variable performance pattern or second big win variable performance pattern) is selected (set) in the above-mentioned S4505, when a predetermined operation start timing occurs during a variable performance based on that variable performance pattern, the movable decorative member 14 at the starting point position operates in the first operation mode. Also, if an opening performance pattern including a movable performance is selected (set) in the opening performance selection process (S4900) described later, when a predetermined operation start timing occurs during an opening performance based on that opening performance pattern, the movable decorative member 14 at the starting point position operates in the first operation mode.

[0321] In S4701, if the above-mentioned operation start timing arrives when the movable decorative member 14 is at the starting position, it is determined that the first operation condition is met. Note that the operation start timing of the movable decorative member 14 can be appropriately set in the performance pattern (included in the performance pattern).

[0322] In addition, the determination of whether the movable decorative member 14 is in the starting position (non-operating state) can be performed, for example, by providing a sensor (also called the "starting position detection means" or "first position detection means") that can detect that the movable decorative member 14 is in the starting position, and inputting the detection signal to the sub-control board 90 based on the detection signal (position determination means). If the movable decorative member 14 is not in the starting position (non-operating state) when the operation start timing of the movable decorative member 14 arrives (the timing when the first operation condition is satisfied) (for example, when the detection signal of the starting position detection means is OFF), the movable decorative member 14 is not operated in the first operation mode, and a notification (set of the operation notification command described later) is not performed by the notification image 500 described later. This is because it is not possible to ensure the normal operation of the movable decorative member 14, which may lead to malfunctions such as breakdowns and damage to the movable decorative member 14. In such a case, a process (return process) is performed to return the movable decorative member 14 to the starting position (non-operating state), and if it is confirmed that the movable decorative member 14 is in the starting position (non-operating state) as a result, the movable performance can be executed thereafter. On the other hand, if it cannot be confirmed that the movable decorative member 14 is in the starting position (non-operating state) despite the return process being performed, an error notification is issued by the panel lamp 5 or the image display device 7 (display screen 7a), etc. This makes it possible to notify the outside that a malfunction (trouble) has occurred with the movable decorative member 14 (a type of information regarding the movable performance means).

[0323] If it is determined in S4701 that the first operation condition is met (YES in S4701), the first drive data for operating the movable decorative member 14 in the first operation mode is set in the sub-output buffer (S4703), and an operation notification command for notifying about the operation of the movable decorative member 14 is set in the sub-output buffer (S4705). On the other hand, if it is determined in S4701 that the first operation condition is not met (NO in S4701), the process proceeds to S4707 without carrying out the processes of S4703 and S4705.

[0324] When the first drive data set in S4703 is output by the drive data output process (S4203), the movable decorative member 14 operates in the first operation mode in accordance with the first drive data (see Figs. 52(A)-(C), Figs. 55(A)-(C)). Also, when the operation notification command set in S4705 is sent to the image-controlled board 100 by the command sending process (S4006), the image control microcomputer 101 reads image data corresponding to the operation notification command from the ROM of the image-controlled board 100, and displays the notification image 500 based on the image data on the display screen 7a of the image display device 7 (see Figs. 52(A)-(C), Figs. 55(A)-(C)).

[0325] The notification image 500 is displayed at a predetermined position on the display screen 7a at least while the movable decorative member 14 is operating in the first operating mode, i.e., while it is moving (rising) from the start position to the end position. In this embodiment, it is displayed at the bottom left of the screen on the side (left side) where the movable decorative member 14 is provided. Then, when the movable decorative member 14 reaches the end position, the notification image 500 is erased from the screen. The display of this notification image 500 (operation notification) notifies the user that the movable decorative member 14 will move (rise) from the start position to the end position (changing from a non-operating state to an operating state).

[0326] Next, in S4707, it is determined whether the second operation condition is satisfied (S4707). As described above, the second operation condition is a condition that triggers the execution of the second operation mode in which the movable decorative member 14 that has moved to the end position (in the second state) is tilted to the right.

[0327] For example, if a jackpot fluctuation performance pattern (second jackpot fluctuation performance pattern) including a movable performance is selected (set) in S4505 described above, the movable decorative member 14 operates in the first operation mode in a fluctuation performance based on that fluctuation performance pattern, and when a predetermined tilt timing arrives after the movable decorative member 14 operates in the first operation mode in an opening performance based on that opening performance pattern and when a predetermined tilt timing arrives after the movable decorative member 14 operates in the first operation mode in an opening performance based on that opening performance pattern, the movable decorative member 14 operates in the second operation mode.

[0328] In S4707, when the movable decorative member 14 reaches the end position and the tilt timing as described above arrives, it is determined that the second operation condition is met. The tilt timing of the movable decorative member 14 can be any timing after the movable decorative member 14 reaches the end position, and can be appropriately set in the performance pattern (included in the performance pattern), for example, immediately after the arrival (approximately the same timing as the arrival) or several seconds after the arrival (a timing with a pause after the arrival).

[0329] Furthermore, the determination of whether the movable decorative member 14 has reached the end position (whether it is in an operating state) can be made, for example, by providing a sensor (also called "end position detection means" or "second position detection means") that can detect that the movable decorative member 14 is in the end position, and inputting the detection signal to the sub-control board 90 based on the detection signal. Even in this case, it can be configured to perform recovery processing, error notification, etc., as in the case of the start position (non-operating state) described above.

[0330] If it is determined in S4707 that the second operation condition is met (YES in S4707), second drive data for operating the movable decorative member 14 in the second operation mode is set in the sub-output buffer (S4709), and a tilting performance command for displaying a performance associated with the operation of the movable decorative member 14 based on the second drive data is set in the sub-output buffer (S4711).On the other hand, if it is determined in S4707 that the second operation condition is not met (NO in S4707), the process proceeds to S4713 without carrying out the processes of S4709 and S4711.

[0331] When the second drive data set in S4709 is output by the drive data output process (S4203), the movable decorative member 14 operates in the second operation mode in accordance with the second drive data (see Figs. 52(D), 54(A), and 55(D)). Also, when the tilt performance command set in S4711 is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 reads image data corresponding to the tilt performance command from the ROM of the image control board 100, and displays a performance display based on the image data on the display screen 7a of the image display device 7 (see Figs. 52(D), 54(A), and 55(D)). This performance display will be described later.

[0332] Next, in S4713, it is determined whether or not a return condition has been met for returning the movable decorative member 14, which is in an operating state (second state) due to operation in the first or second operating mode, to a non-operating state (first state) (S4713). If it is determined that the return condition has been met (YES in S4713), third drive data for returning the movable decorative member 14 to a non-operating state is set in the sub-output buffer (S4715), and this process ends. On the other hand, if it is determined that the return condition has not been met (NO in S4713), the process proceeds to S4717, which will be described later. The fulfillment of the return condition will be described later.

[0333] When the third drive data set in S4715 is output by the drive data output process (S4203), the movable decorative member 14 operates in a third operating mode according to the third drive data and moves from the end position to the start position (see Figures 54(B) and 56(D)).

[0334] In S4717, it is determined whether the movable decorative member 14 is at the end point position, i.e., whether it is in the operating state (second state) (S4717). As described above, this determination can be made based on the detection signal of a sensor (end point position detection means) that can detect that the movable decorative member 14 is at the end point position, and if the detection signal is ON, it is determined that the movable decorative member 14 is at the end point position (YES in S4717), and if it is OFF, it is determined that the movable decorative member 14 is not at the end point position (NO in S4717).

[0335] If it is determined in S4717 that the movable decorative member 14 is not at the end position (NO in S4717), this process ends without proceeding to S4719, and if it is determined that the movable decorative member 14 is at the end position (YES in S4717), it is determined whether or not an instruction to return the movable decorative member 14 to a non-operating state (return instruction) has been input (S4719). As described above, the return instruction is input by operating the return instruction button or the performance button 63. Then, it is possible to determine whether or not a return instruction has been input based on a detection signal from the return instruction button detection switch or the performance button detection switch, and if the detection signal is ON, it is determined that a return instruction has been input (YES in S4719), and if it is OFF, it is determined that a return instruction has not been input (NO in S4719).

[0336] If it is determined in S4719 that a return command has been input (YES in S4719), the third drive data for returning the movable decorative member 14 to the inoperative state is set in the sub-output buffer (S4715), and this process ends. On the other hand, if it is determined in S4719 that a return command has not been input (NO in S4719), it is determined whether or not an additional operation condition has been established (S4721).

[0337] Although the details will be described later, the additional movable performance that activates the movable decorative member 14 at the end position (second state) is executed (started) when (A) the opening performance related to the jackpot starts when a V-pass scheduled jackpot occurs in a low probability low base state, (B) the round advances to the next round in the jackpot game related to the jackpot, and (C) the ST mode performance (performance mode E) after the jackpot game related to the jackpot starts. Then, the additional movable performance is executed in an operation mode corresponding to each execution timing. When any of these timings (A) to (C) arrives, it is determined that the additional operation condition is established (YES in S4721). Note that the additional movable performance executed at each timing of (A) to (C) may have different operation modes of the movable decorative member 14, or may have the same operation mode.

[0338] If it is determined in S4721 that the additional operation condition is met (YES in S4721), additional drive data for operating the movable decorative member 14 in an operation mode corresponding to the timing at which the additional operation condition is met (any of the above timings (a) to (c)) is set in the sub-output buffer (S4723), and this process ends. On the other hand, if it is determined in S4721 that the additional operation condition is not met (NO in S4721), this process ends without performing the process of S4723.

[0339] When the additional drive data set in S4723 is output by the drive data output process (S4203), the movable decorative member 14 operates according to the additional drive data, and the additional movable performance is executed.

[0340] In addition, in the above-mentioned S4717, instead of judging whether the movable decorative member 14 is at the end point position (second state), it may be judged whether the movable decorative member 14 is at the start point position, that is, whether it is in the non-operating state (first state). In this case, as described above, the judgment can be made based on the detection signal of a sensor (start point position detection means) that can detect that the movable decorative member 14 is at the start point position. If the detection signal is ON, it is judged that the movable decorative member 14 is at the start point position, and if it is OFF, it is judged that it is not at the start point position. This is because if the movable decorative member 14 is not at the start point position, it can be considered that the movable decorative member 14 is at the end point position. Then, if it is judged that the movable decorative member 14 is not at the start point position, proceed to S4719, and if it is judged that it is at the start point position, this process ends without proceeding to S4719. When configured in this manner to determine whether or not the movable decorative member 14 is at the starting point position, the sensor (position detection means) that detects the position of the movable decorative member 14 must at least be a sensor (starting point position detection means) that can detect that it is at the starting point position; the configuration can be adapted even if it does not include a sensor (end point position detection means) that can detect that it is at the end point position, which leads to a reduction in the number of parts.

[0341] [Opening performance selection process] Next, we will explain the opening effect selection process (S4900), which is a process related to the selection of an opening effect, as part of the special game effect selection process (S4409) that is executed based on receiving an opening command from the main control board 80 in the received command analysis process (S4302).

[0342] As shown in Fig. 51 (B), the opening performance pattern in this embodiment includes a first opening performance pattern and a second opening performance pattern. The first opening performance pattern is an opening performance pattern that does not include a moving performance, and the second opening performance pattern is an opening performance pattern that includes a moving performance. The opening performance selection process (S4900) is a process for selecting one of the two opening performance patterns.

[0343] As...

Claims

[Claim 1] A gaming machine capable of playing a game using a predetermined gaming medium, A movable performance member operable between a first state and a second state; A movable control means capable of controlling the movable performance member; A performance execution means capable of executing a predetermined performance; An operation means operable by a player, The performance execution means is capable of executing a movable performance multiple times by operating the movable performance member in the first state to the second state, The movement control means is capable of executing a return process for operating the movable performance member in the second state to the first state during a period from when a first movement performance among the plurality of times of the movement performance is executed to when a next movement performance is executed, The preceding moving effect is executed based on the operation of the operation means within a predetermined operation effective period that occurs during a game, The time when a predetermined time longer than the effective operation period has elapsed from the start of the effective operation period is set as the end timing of the previous moving performance, and the return process is executed upon the arrival of the end timing, After the return process is executed due to the end timing of the previous moving performance, if the moving performance member is not in the first state before the start of the next moving performance, the return process is executed again. A gaming machine characterized by:

Citation Information

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