Gaming Machines

The gaming machine employs light-emitting mechanisms to highlight and enable specific ball entry ports, addressing the challenge of visibility in modern gaming machines, thereby improving player access and experience.

JP7618218B2Active Publication Date: 2025-01-21SANSEI R&D KK
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Patent Information

Application Number
JP2021068316
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-04-14
Publication Date
2025-01-21
Estimated Expiration
2041-04-14

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Abstract

To provide a game machine in which the position of a specific game ball entry port is easy to find.SOLUTION: When executing a specific game (big winning game, round game) in which a game ball enters big winning ports 300 and 350 (specific ball entry ports), decorative LEDs 5a and 5b (light emitters) that illuminate the periphery of the big winning ports 300 and 350 emit light in a predetermined light emission mode and a ball entry port light emission performance is executed in which a light emission-related image 750 associated with the light emission is displayed on a display screen 7a. Therefore, when a specific game is executed, a player can confirm the position of the big winning port that the game ball should enter by visually recognizing the ball entry port light emission performance. Thereby, it makes it easy for a player to find the position of the big winning port according to the execution (start) of the specific game.SELECTED DRAWING: Figure 56
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Description

[Technical field]

[0001] The present invention relates to a gaming machine, and is particularly applicable to pachinko gaming machines and the like. [Background technology]

[0002] Conventionally, there is known a gaming machine that is provided with a plurality of ball entry ports through which gaming balls flowing down a gaming area formed on the surface of a gaming board can enter, and that is configured to shoot the gaming balls to the left or right of the gaming area depending on the gaming state (see, for example, Patent Document 1). The plurality of ball entry ports provided in this type of gaming machine include ball entry ports (also called "specific ball entry ports") that allow gaming balls to enter when a specific condition is met, such as the second start winning port and special winning port described in Patent Document 1. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-29733 A Summary of the Invention [Problem to be solved by the invention]

[0004] In recent gaming machines, the location of the specific ball entry hole as described above is difficult to find due to the influence of the larger display screen located approximately in the center of the gaming board and the diversification of the board decoration, etc. For this reason, some players may have difficulty finding the specific ball entry hole, which may cause disadvantages to the player, such as not being able to quickly get the gaming ball into the specific ball entry hole.

[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 in which the location of a specific ball entrance is easy to find. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configuration.

[0007] The gaming machine according to the first embodiment is A gaming machine in which a game ball is shot toward a gaming board to play a game, A display screen visible from the front side of the game board; A plurality of ball entry ports into which game balls flowing down a game area formed on the surface of the game board can enter; A light-emitting body capable of illuminating an area around a specific ball entrance among the plurality of ball entrances; A game control means for controlling the progress of a game; A performance control means capable of controlling a performance associated with a game, The specific ball entry hole is configured to be changeable between a first state in which the game ball cannot be entered and a second state in which the game ball can be entered, The game control means 、 A win / loss determination is performed based on the establishment of a predetermined condition, and when the result of the win / loss determination is a specific result, the gaming state of the gaming machine can be controlled to a special gaming state that is advantageous to the player; In the special game state, a round game can be executed in which the specific ball entrance is changed from the first state to the second state, A process for starting a predetermined opening period and a process for sending an opening command at the start of the special game state can be executed; A process of starting the round game and a process of transmitting a round start command after the opening period has elapsed are executable, The performance control means 、 Based on the reception of the opening command, during the opening period, a first entrance light-emitting effect is executed in which the light-emitting body is caused to emit light in a first light-emitting manner and a performance image associated with the light-emitting is displayed on the display screen in a first display manner; Upon receiving the start round command, The above round Games In , the light emitter A second light emission mode different from the first light emission mode. The light is emitted in the light emitting mode of Associated with the emission Directed images In a second display manner different from the first display manner, Display on the display screen Second It is possible to perform lighting effects at the entrance The gist of the present invention is as follows. Effect of the Invention

[0008] According to the present invention described above, it is possible to provide a gaming machine in which the location of a specific ball entrance is easy to find. [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] 4 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. [Figure 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 correctness 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 the large prize opening closing process. [Diagram 35] 13 is a flowchart of a comparison and determination process. [Diagram 36] 13 is a flowchart of a game status setting process. [Figure 37] 13 is a flowchart of a specific area sensor detection process. [Figure 38] This is a flowchart of the processing at the time of the initial ball entry. [Figure 39] 13 is a flowchart of a power interruption monitoring process. [Diagram 40] 13 is a flowchart of a sub-control main process. [Diagram 41] 13 is a flowchart of a reception interrupt process. [Diagram 42] 13 is a flowchart of a 2 ms timer interrupt process. [Diagram 43]13 is a flowchart of a 10 ms timer interrupt process. [Diagram 44] 13 is a flowchart of a received command analysis process. [Diagram 45] 13 is a flowchart of a received command analysis process. [Figure 46] This is a flowchart for starting a variable performance. [Figure 47] This is a flowchart for processing jackpot history information. [Figure 48] A schematic diagram of the second large prize device. [Figure 49] This is a table showing the correspondence between the type of jackpot and the timing of movable piece operation in the V round. [Figure 50] This is a timing chart showing the relationship between the second large prize opening sensor and the opening and closing of a specific area (operation of the movable piece). [Figure 51] FIG. 13 is an explanatory diagram showing an example of a history screen. [Figure 52] 13 is a flowchart of a rendering mode control process according to the second embodiment. [Figure 53] 13 is a flowchart of a rendering mode control process according to the second embodiment. [Figure 54] 13 is a flowchart of a rendering mode control process according to the second embodiment. [Figure 55] FIG. 11 is an explanatory diagram showing the transition of the rendering mode in Example 2. [Figure 56] FIG. 11 is an explanatory diagram of the main parts of the game board (game area) according to Example 3. [Figure 57] FIG. 11 is an explanatory diagram of the main parts of the game board (game area) according to Example 3. [Figure 58] FIG. 11 is an explanatory diagram of the main parts of the game board (game area) according to Example 3. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] Next, the embodiment of the present invention will be described using examples. In the following, an example will be described in which the present invention is applied 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 shooting the game ball toward the game board.

[0011] The pachinko gaming machine exemplified below is a so-called "digital pachinko type (type 1)" gaming machine that displays a changing special pattern based on the entry of a gaming ball into the starting hole, and when the changing display ends and the jackpot pattern is displayed stationary, a jackpot game (special game) in which a predetermined amount of gaming profit (e.g. prize balls) can be played by the player.

[0012] In the following description, the term "front" simply refers to the surface side (near side) when the gaming machine is viewed from the front, and refers to the side where the player is positioned when playing. The term "rear" simply refers to the back side when the gaming machine is viewed from the front. Furthermore, the terms "upper side," "lower side," "left side," and "right side" simply refer to the top, bottom, left, and right directions when the gaming machine is viewed from the front, and refer to the top, bottom, left, and right directions in Figures 1 and 3, for example. EXAMPLES

[0013] As shown in Figures 1 to 3, the pachinko game machine 1 of the first embodiment is roughly comprised of a game machine frame 50 and a game board 2 attached within the game machine frame 50. The game board 2 is configured to be detachable from the game machine frame 50. Figure 3 shows the game board 2 removed from the game machine frame 50.

[0014] 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.

[0015] The front frame 51 is provided with a launch handle 60 for launching (shooting) 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 can store game balls and supply the stored game balls to the launching device, and a surplus ball receiving tray (lower tray) 62 that stores game balls that cannot be contained in the ball supply tray 61.

[0016] In addition, the front frame 51 is provided with a first effect button 63a and a second effect button 63b (collectively referred to as the "effect button 63") as operation means that the player can operate during the execution of game effects that are executed as the game progresses. The effect buttons 63 can be used differently depending on the type of game effect.

[0017] The first effect button 63a is configured to be movable up and down. The second effect button 63b is configured to be movable forward and backward and rotate left and right. The structure of the effect button 63 is not limited to the embodiment, and may be any structure that can detect input from the player, or may be a means for the player to directly touch the button portion to input (for example, a retractable type, a touch sensor type, etc.), or may be a non-contact input means (photoelectric type, etc.) that detects the proximity of a part of the player's body to input.

[0018] Although not shown, an operating lever that can be tilted at least in the front-back and left-right directions is provided on the upper surface (top surface) of the upper tray 61 as operating means that can be operated by the player.

[0019] Additionally, the front frame 51 is provided with a decorative frame lamp 66 and a speaker 67. The frame lamp 66 is composed of multiple LEDs, and a board (LED board) on which the LEDs are mounted is placed at a predetermined decorative location so that light is emitted from the back side to the front side of the front frame 51. The frame lamp 66 is also called the "frame decorative LED."

[0020] The game board 2 is a transparent game board made of a transparent resin plate material. On the surface of the game board 2, a game area 3 where game balls launched by operating a launch handle 60 flow down is formed and surrounded by a rail member 4. The game area refers to at least the area on the surface of the game board 2 where game balls flow down. The game area can also refer to the area surrounded by the rail member 4 (outer rail) (the inside of the rail member 4).

[0021] A ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is a component for preventing a game ball once guided into the game area from returning to the launching device side.

[0022] On the back side of the game board 2, there are provided board lamps 5 (see FIG. 5) that decorate the game area 3 (board surface). The board lamps 5 are composed of multiple LEDs, and a board (LED board) on which the LEDs are mounted is arranged at a predetermined decorative location so that light is emitted from the back side of the game board 2 (transparent game board) toward the front side. The board lamps 5 (also called "LEDs for board decoration") are provided not only on the back side of the game board 2, but also on various parts (also called "board parts") provided on the game board 2, such as the center decoration 10, decorative member 13, movable decorative member 14, and big prize device described below.

[0023] In addition, a number of game nails 16 that guide the game ball are protruded from the surface of the game board 2 (game area 3), and an image display device 7 that serves as a presentation display means for displaying various presentations is provided near the center of the game board 2 (within the game area).

[0024] The image display device 7 is composed of a liquid crystal display, and 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 (play area 3). The display screen 7a can be viewed from the front side of the game board 2 through the opening.

[0025] In addition, the performance display means is not limited to an image display device (liquid crystal display), but may be, for example, a dot-type display device or a drum (reel)-type display device that displays the performance using elements other than images.

[0026] The display screen 7a of the image display device 7 is provided with a performance pattern display area 7b (also referred to as a "performance pattern display section") in which performance patterns 8L, 8C, and 8R (also simply referred to as "performance pattern 8") are displayed. The performance pattern 8 changes in synchronization with the changing display of the first special pattern and the second special pattern, which will be described later. The changing display can be displayed, for example, by scrolling up and down, left and right, diagonally, etc., and in this embodiment, the display is generally scrolled from top to bottom. The performance pattern display area 7b is composed of three pattern display areas, for example, "left," "middle," and "right," and the left pattern display area displays the left performance pattern 8L, the middle pattern display area displays the middle performance pattern 8C, and the right pattern display area displays the right performance pattern 8R.

[0027] In this embodiment, the performance symbols 8L, 8C, and 8R are each composed of a plurality of symbols (identification information) each representing a number from "1" to "9", and are displayed (scrolled) in the order of "1" → "2" → "8" → "9" (ascending order) as a rule, and when it reaches "9", it returns to "1" and continues to display until it stops. Depending on the combination (stop display mode) of the left, center, and right performance symbols displayed in the performance symbol display area 7b, the display result of the display of the first special symbol displayed on the first special symbol display device 41a (also called "first special symbol display section") described later and the display result of the display of the second special symbol displayed on the second special symbol display device 41b (also called "second special symbol display section"), that is, the result of the special symbol hit / miss judgment (also called simply "hit / miss judgment") is displayed so that the player can easily recognize it. In this embodiment, the stopping order of the changing display symbols 8L, 8C, and 8R is, in principle, "left → right → center."

[0028] For example, if the result of the special symbol hit / miss judgment is a jackpot, it is possible to stop and display the performance symbols in the form of three identical digits such as "777" (also called "jackpot performance symbols"), pre-set chance symbols such as "135", or special symbols such as "3★3" (also called "special symbols"). Also, if the result is a miss, it is possible to stop and display the performance symbols in the form of scattered numbers (also called "miss performance symbols") in which at least one of the three symbols such as "637" or "373" is different. This allows the player to easily grasp the progress of the game, such as the hit / miss judgment, by looking at the performance symbols that are stopped and displayed. In other words, the player generally does not directly grasp the result of the special symbol hit / miss judgment by looking at the special symbols displayed on the first special symbol display 41a or the second special symbol display 41b, but rather by looking at the performance symbols displayed in the performance symbol display area 7b.

[0029] The positions of the left, center, and right pattern display areas do not need to be set separately, and the display areas of the left, center, and right performance patterns may be the whole pattern display area (performance pattern display area 7b). In this embodiment, the left, center, and right performance patterns 8 are displayed, but for example, a matrix pattern display area of ​​3 rows and 3 columns is set on the display screen to display 9 performance patterns, and the stopping state (stop 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 (for example, 4) areas to perform changing display and stopping display of three performance patterns in each area, and the number of performance patterns and the form of the pattern display area are not particularly limited.

[0030] Here, the first special pattern, the second special pattern, and / or the performance pattern are simply referred to as "pattern" or "identification information". In addition, the normal pattern is also referred to as "normal pattern", 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, either or both of the first special pattern and the second special pattern are also referred to as "special pattern (special pattern)". In addition, among the results of the special pattern hit / miss judgment, a "jackpot" is also referred to as a "specific result", and a "miss" is also referred to as a "non-specific result". Furthermore, among the stop display modes of the identification information, the stop display mode corresponding to the result of the special pattern hit / miss determination being a "jackpot" may be referred to as a "jackpot mode", "specific display mode", "specific display result", etc., and the stop display mode corresponding to the result of the special pattern hit / miss determination being a "miss" may be referred to as a "miss mode", "non-specific display mode", "non-specific display result", etc.

[0031] The display screen 7a of the image display device 7 displays game effects using the aforementioned effect symbols (also called "effect symbol game effects"), as well as big win game effects (also called "special game effects") that are executed in conjunction with big win games, demo effects for waiting customers, etc. In these effects, in addition to effect symbols such as numbers, effect images other than effect symbols, such as background images and character images, are also displayed. Note that effect symbol game effects are also called "variable effects".

[0032] 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 chart 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 chart holds described later. Depending on the display mode (display number) of the first effect hold and the second effect hold, the number of stored first special chart holds displayed on the first special chart hold display 43a described later and the number of stored second special chart holds displayed on the second special chart hold display 43b described later can be clearly shown to the player.

[0033] A center decorative body 10 that surrounds a display screen 7a (performance pattern display area 7b) is provided near the center of the game board 2 (game area 3) and in front of the image display device 7. A stage section 11 having a game ball rolling surface on which game balls can roll is provided at the bottom of the center decorative body 10, and a hollow warp section 12 is provided at the left part of the center decorative body 10.

[0034] The warp section 12 is configured to include a warp entrance and a warp exit, and is a guide path that receives game balls flowing down the game area 3 from the warp entrance, 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 have a higher chance of entering a first starting opening 20 described below than game balls that are not guided to the stage section 11.

[0035] In addition, a decorative member 13 in the shape of letters, figures, etc. is provided on the upper part of the center decorative body 10. The decorative member 13 is configured to include an electric decoration member such as an LED, and can be lit up according to the game status.

[0036] In addition, a movable decorative member 14 that can be operated in response to game effects is provided at the top of the center decorative body 10 and behind the decorative member 13. In Fig. 3, only a part of the movable decorative member 14 is visible, but when a game effect that has a relatively high probability of a jackpot is executed, the movable decorative member 14 falls downward and covers the front of the display screen 7a, making most of it visible. This increases the player's anticipation of a jackpot.

[0037] A fixed winning device 19 is provided below the image display device 7 in the game area 3 (below the stage section 11), which includes a non-variable first starting hole 20 in which the ease of entry of a game ball (possibility of entry) does not change. A random number for determining whether or not a special symbol has been hit is acquired based on the entry of a game ball into the first starting hole 20, and when a predetermined condition is established, a hit / miss determination for the first special symbol (also called "first special symbol hit / miss determination") is executed, and the first special symbol is displayed in a variable manner, and is displayed stationary based on the result of the first special symbol hit / miss determination. In other words, the variable display of the first special symbol (first special symbol hit / miss determination) is executed based on the entry of a game ball into the first starting hole 20.

[0038] To the right of the image display device 7 in the game area 3 (to the right of the stage section 11), a variable winning device 22 (also called a "variable starting hole") is provided, which includes a variable second starting hole 21 that changes the ease of entry of the game ball (possibility of entry). A random number for determining whether or not the special symbol is a winner is acquired based on the entry of the game ball into the second starting hole 21, and when a predetermined condition is established, a win / loss determination for the second special symbol (also called a "win / loss determination for 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 win / loss determination for the second special symbol. In other words, the variable display of the second special symbol (win / loss determination for the second special symbol) is executed based on the entry of the game ball into the second starting hole 21.

[0039] The first starting hole 20 is also called the "first judgment entry hole," and the second starting hole 21 is also called the "second judgment entry hole." The first special symbol hit / miss judgment is also called the "first judgment," and the second special symbol hit / miss judgment is also called the "second judgment."

[0040] The variable winning device 22 includes an opening / closing member (wing member) 23, and opens / closes the second starting hole 21 by operating the opening / closing member 23. By this opening / closing, the second starting hole 21 can be changed from a first state (closed state) to a second state (open state) in which the probability of a game ball entering the hole is higher than that of 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 is made such that a game ball can enter the hole only when the opening / closing member 23 is in an open state, and the game ball cannot enter the hole when the opening / closing member 23 is in a 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 a closed state, as long as the game ball is more difficult to enter the hole when the opening / closing member 23 is in a closed state than when the opening / closing member 23 is in an open state.

[0041] To the right of the first starting hole 20 in the game area 3, there are provided a first large prize device 31 having a variable first large prize hole 30 in which the ease of entry of the game ball (entry possibility) changes, and a second large prize device 36 having a variable second large prize hole 35 in which the ease of entry of the game ball (entry possibility) changes. In this embodiment, the second large prize device 36 (second large prize hole 35) is disposed directly above the first large prize device 31 (first large prize hole 30).

[0042] The first large prize opening 30 is also called the "first variable ball opening" or the "first special ball opening," and the second large prize opening 35 is also called the "second variable ball opening" or the "second special ball opening." In addition, either or both of the first large prize opening 30 and the second large prize opening 35 are also called the "large prize opening," the "variable ball opening," or the "special ball opening." Furthermore, either or both of the first large prize device 31 and the second large prize device 36 are also called the "large prize device," the "variable ball opening device," or the "special ball opening."

[0043] The first large prize winning device 31 includes an opening / closing member 32, and opens and closes the first large prize winning opening 30 by operating the opening / closing member 32. The opening / closing member 32 is a horizontally long rectangular plate when viewed from the front, and is driven by a first large prize winning opening solenoid 33 (see FIG. 5) so that it can rotate (in the front-rear direction) around its lower side as an axis between an upright state and a state tilted forward (toward the viewer). When the opening / closing member 32 is in the upright state, the first large prize winning opening 30 is in a closed state, and when the opening / closing member 32 is in the forward tilted state, the first large prize winning opening 30 is in an open state. When the first large prize winning opening 30 is in the open state, a game ball can enter the first large prize winning opening 30.

[0044] In other words, the first large prize opening 30 is configured as a variable ball entry opening that can be changed between a ball entry prohibited state (closed state, first state) in which the game ball cannot enter, and a ball entry permitted state (open state, second state) in which the game ball can enter, by operating the opening / closing member 32.

[0045] The second large prize winning device 36 includes an opening / closing member 37, and opens and closes the second large prize winning opening 35 by operating the opening / closing member 37. The opening / closing member 37 is a horizontally long rectangular plate when viewed from the front, and is driven by a second large prize winning opening solenoid 38 (see FIG. 5) so that it can rotate (in the front-rear direction) around its lower side as an axis between an upright state and a state tilted forward (toward the player). When the opening / closing member 37 is in the upright state, the second large prize winning opening 35 is in a closed state, and when the opening / closing member 37 is in the forward tilted state, the second large prize winning opening 35 is in an open state. When the second large prize winning opening 35 is in the open state, a game ball can enter the second large prize winning opening 35.

[0046] In other words, the second large prize opening 35 is configured as a variable ball entry opening that can be changed between a ball entry prohibited state (closed state, first state) in which the game ball cannot enter and a ball entry permitted state (open state, second state) in which the game ball can enter, by operating the opening / closing member 37.

[0047] 3 shows the first large prize opening 30 and the second large prize opening 35 in a state where a ball can be inserted (the opening / closing member 32 and the opening / closing member 37 are tilted forward), but in reality, the first large prize opening 30 and the second large prize opening 35 are not in a state where a ball can be inserted at the same time, and when a large prize opening is in a state where a ball can be inserted during a jackpot game, one of the large prize openings is in a state where a ball can be inserted and the other is in a state where a ball cannot be inserted. Also, when a jackpot game is not being played and during the interval between rounds during a jackpot game, both the first large prize opening 30 and the second large prize opening 35 are in a state where a ball cannot be inserted.

[0048] The second large prize device 36 is also configured to include a specific area 39 (also called the "V area" or "first area") and a non-specific area 49 (also called the "non-V area" or "second area") through which a gaming ball that has entered the second large prize opening 35 (special ball opening) can pass, and a movable piece 150 for guiding (distributing) a gaming ball that has entered the second large prize opening 35 (special ball opening) to the specific area 39 or the non-specific area 49. The movable piece 150 is also called the "distribution member" or "distribution means."

[0049] The movable piece 150 operates based on the number of game balls detected by the second large prize opening sensor 35a described below, 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, second distribution state), game balls that enter the second large prize opening 35 are guided (distributed) to the non-specific area 49 (area other than the specific area) and cannot pass through the specific area 39. Normally, the movable piece 150 is in the non-operating state (second distribution state).

[0050] On the other hand, when the movable piece solenoid 151 is ON, i.e., when the movable piece 150 is operating (operating state, first distribution state), the game ball that enters the second large prize opening 35 is guided (distributed) to the specific area 39, and is able to pass through the specific area 39 (this is also called "V passing").

[0051] In this pachinko game machine 1, a high probability state, which will be described later, is generated (occurs) based on at least one of the game balls that enter the second large prize opening 35 passing through the specific area 39 (V passing). In other words, the specific area 39 is a probability variable activation opening (probability variable area). Such a specific area 39 is not provided in the first large prize device 31. The second large prize device 36 and the second large prize opening 35 that are provided with the specific area 39 are also called "V attackers."

[0052] In this way, the pachinko game machine 1 of this embodiment, 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 (whether or not the V passes through), is a so-called "V-certain machine." The high probability state is one of the game benefits given to the player separately from the special game.

[0053] Here, the configuration of the second large prize winning device 36 will be explained. Figure 48 is a schematic diagram showing the second large prize winning device 36. 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"). Therefore, game balls that enter the second large prize winning opening 35 are always detected by the second large prize winning opening sensor 35a.

[0054] The second large prize opening sensor 35a is a sensor for detecting that a game ball has entered the second large prize opening 35 (entry of a game ball into the second large prize opening 35). It is possible to count the number of balls that have entered the second large prize opening 35 based on the detection by this second large prize opening sensor 35a. That is, when a game ball is detected by the second large prize opening sensor 35a, the number of detections (i.e., the number of balls that have entered) is counted on a round-by-round basis by a ball number counting means (not shown) provided in the RAM of the main control unit 80, which will be described later. This counting result (count value) is cleared when the round ends.

[0055] In addition, the gaming ball detected by the second large winning opening sensor 35a then passes through a specific area 39 (first area) or a non-specific area 49 (second area) through a predetermined gaming ball guide passage, and is then discharged outside the machine (to the back side of the gaming machine 1). The gaming ball can pass through the specific area 39 only when the movable piece 150 is in operation (operating state, first distribution state), in other words, only when the specific area 39 is open (see FIG. 48(b)).

[0056] A specific area sensor 39a (also referred to as a "first passage detection means" or a "first passage detection sensor") 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. The specific area sensor 39a is a sensor for detecting that a gaming ball has passed through the specific area 39 (first area) (passage of the gaming ball into the specific area 39).

[0057] A non-specific area sensor 49a (also referred to as a "second passage detection means" or a "second passage detection sensor") 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. The non-specific area sensor 49a is a sensor for detecting that a gaming ball has passed through the non-specific area 49 (second area) (passage of the gaming ball into the non-specific area 49).

[0058] The specific area sensor 39a and the non-specific area detection sensor 49a are also sensors (also called "discharge detection means" or "discharge detection 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 game balls are 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 discharge number counting means (not shown) provided in the RAM of the main control unit 80, which will be described later. This counting result (count value) is cleared when the round ends.

[0059] 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.

[0060] In this embodiment, the control program of the main control unit 80 is capable of comparing the number of balls entering the second large prize opening 35 with the number of balls released based on the counting results of the number of game balls entering and released from the second large prize opening 35 (comparison judgment means). If the comparison judgment shows that the number of balls entering and the number of balls released do not match, a predetermined error process is executed (error processing means). This comparison judgment (match / mismatch judgment) monitors the presence or absence of abnormalities or fraudulent acts related to the entry of balls into the second large prize opening 36 (second large prize opening 35) having the specific area 39.

[0061] For example, inside the second large prize winning device 36 (second large prize winning opening 35), the movable piece 150 for opening and closing the specific area 39 is operated, so there is a risk that the game balls may get caught in the movable piece 150 and become stuck in the second large prize winning device 36 (second large prize winning opening 35) (upstream of the specific area 39 and the non-specific area 49). When such ball clogging occurs, the game balls that entered the second large prize winning opening 35 are not discharged, so the number of balls entered and the number of balls discharged do not match. By monitoring the number of balls entered and the number of balls discharged in this way, it is possible to check whether or not the balls are jammed. In addition, since the number of balls entered and the number of balls discharged do not match when the specific area sensor 39a detects game balls due to fraudulent acts such as so-called string-hanging gobbling and radio wave gobbling, it is possible to prevent unexpected damage from occurring by monitoring the presence or absence of fraudulent acts based on this.

[0062] In this embodiment, if such an event that is suspected to be ball jamming or fraud occurs, a predetermined error process is executed assuming that an error related to a discrepancy in the number of balls entered and discharged from the second large winning port 35 has occurred. Details of the comparison between the number of entered balls and the number of balls discharged and the error process when the number of entered balls and the number of balls discharged do not match will be described later.

[0063] In this embodiment, the control program of the main control unit 80 can determine the occurrence of an error (abnormality) regarding the passage of a gaming ball into the specific area 39. Specifically, when the second large winning opening 35 is open and in a state (second state) in which the detection of a gaming ball by the specific area sensor 39a (the passage of a gaming ball into the specific area 39) is treated as valid, a specific area valid period is set, and when a gaming ball is detected by the specific area sensor 39a (when detection is made by the specific area sensor 39a) during a period other than the specific area valid period (period other than the specific area valid period), it is determined that an error regarding the specific area 39 has occurred, and the detection is treated as invalid. Also, when an abnormality occurs in the signal (specific area passing signal) of the specific area sensor 39a due to a poor connection or the like, it can be determined that an error regarding the specific area 39 has occurred. By determining errors based on the specific area validity period or poor connection of the specific area sensor 39a, it is possible to monitor for fraudulent activity, equipment failure, damage, etc., thereby making it possible to prevent unexpected damage from occurring.

[0064] A gate 28 (game ball passage opening) through which game balls can pass is provided in the right area of ​​the center ornament 10 in the game area 3. A random number for determining whether a normal symbol is a winner or loser is obtained based on the passage of the game ball through the gate 28, and when a predetermined condition is met, a normal symbol win / loss determination (also called a "normal symbol win / loss determination") is executed to determine whether or not the second start opening 21 is opened, and the normal symbol is displayed in a variable manner and is stopped based on the result of the normal symbol win / loss determination. When the winning normal symbol is displayed in a stopped state, the second start opening 21 is opened.

[0065] Furthermore, a plurality of general winning openings 27 are provided in the lower part 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 of which is a right general winning opening provided to the right of the first large winning opening 30.

[0066] The first start hole 20, the second start hole 21, the first large prize hole 30, the second large prize hole 35, and the general prize hole 27 are ball entry holes that trigger the payout of prize balls, and when a game ball enters each ball entry hole, a predetermined number of game balls (also called "prize balls") are paid out from each ball entry hole. In this embodiment, the number of prize balls at the first start hole 20 is "4", the number of prize balls at the second start hole 21 is "1", the number of prize balls at the general prize hole 27 is "10", and the number of prize balls at the first large prize hole 20 and the second large prize hole 35 is "15". Note that the number of prize balls is not limited to this and can be determined arbitrarily.

[0067] The game area 3, which is provided with a plurality of ball entry ports (first start port 20, second start port 21, first large prize entry port 30, second large prize entry port 35, general prize entry port 27, and gate 28) in this way, can be divided into a left game area 3A on the left side of the center in the left-right direction and a right game area 3B on the right side. Firing a game ball so that it flows down the left game area 3A is also called "left hit", and firing a game ball so that it flows down the right game area 3B is also called "right hit". In addition, the left game area 3A is also called "first game area", the right game area 3B is also called "second game area", and either the left game area 3A or the right game area 3B is also called "specific area".

[0068] Of the multiple ball entry ports provided in the game area 3, the first starting port 20 and the three left general winning 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 starting port 21, the first large winning port 30, the second large winning port 35, the right general winning 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.

[0069] In this pachinko game machine 1, when the game starts, in principle, the player hits the ball from the left to aim for it to land in the first starting hole 20. On the other hand, when the game state changes due to a big win determined based on the ball landing in the first starting hole 20, in principle, the player hits the ball from the right to aim for it to land in the gate 28, the second starting hole 21, the first big winning hole 30, and the second big winning hole 35.

[0070] As shown in Fig. 3, a main display 40 is provided outside the play area 3 (outside the play area) and at the lower right of the play board 2. As shown in Fig. 4, the main display 40 includes a first special symbol display 41a (first special symbol display section) for displaying and stopping the first special symbol, a second special symbol display 41b (second special symbol display section) for displaying and stopping the second special symbol, a normal symbol display 42 (normal symbol display section) for displaying and stopping the normal symbol, a first special symbol reserved display 43a for displaying the number of hit / miss judgment information related to the first special symbol (first special symbol reserved), a second special symbol reserved display 43b for displaying the number of hit / miss judgment information related to the second special symbol (second special symbol reserved), and a normal symbol display 44. The main display 40 includes a normal symbol reserved indicator 44 that displays the number of reserved operations (normal symbol reserved) in the indicator 42, a round indicator 45 that indicates the number of rounds of the jackpot game that will be executed when the result of the hit / miss judgment is a jackpot (specific result), a game status indicator 46 that indicates that the probability fluctuation function is activated, a launch direction indicator 47 that indicates the launch direction of the game ball (whether it should be hit to the left or the right), and a hit indicator 48 that indicates (notifies) whether the trigger for the execution of the jackpot game when a jackpot game is executed is the first special symbol hit / miss judgment or the second special symbol hit / miss judgment. The display of the various indicators that make up the main display 40 is controlled by a main control unit described later.

[0071] In addition, either or both of the first special pattern display device 41a and the second special pattern display device 41b are also referred to as the "special pattern display unit," and either or both of the first special pattern reserve display device 43a and the second special pattern reserve display device 43b are also referred to as the "special pattern reserve display unit."

[0072] In the special symbol display section, the special symbol (identification information) is displayed in a variable manner for a predetermined time, and then displayed in a stopped state. 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 special symbol (stopped symbol) displayed in a stopped state. The special symbol displayed (stopped display) after the variable display is one special symbol selected from a plurality of types of special symbols based on the result of the special symbol hit / miss judgment. If the special symbol displayed in a stopped state is a hit symbol (specific display mode, specific display result) such as a predetermined big win symbol or small win symbol, a special game (big win game) is played 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 displayed hit symbol. In other words, the special game (big win game) can be played based on the specific display result being derived as the display result of the variable display of the special symbol. The opening patterns of the major prize openings (first major prize opening 30, second major prize opening 35) in the special game will be described later.

[0073] As shown in FIG. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays a special symbol according to the result of the first special symbol hit / miss judgment. In this embodiment, when the result of the first special symbol hit / miss judgment is a "hit" (specific result), three types of hits are provided: "7R 1st hit", "7R 2nd hit", and "15R 3rd hit" (see FIG. 6 and FIG. 8). The LEDs of the first special symbol display 41a can adopt a display mode (also called a "specific display mode" or "specific display result") according to each of the three types of hits.

[0074] For example, if the result of the first special symbol 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 symbol), if it is "7R 2nd jackpot", the three LEDs of "imn" will be lit and the rest will be turned off (7R 2nd jackpot symbol), if it is "15R 3rd jackpot", the three LEDs of "jln" will be lit and the rest will be turned off (15R 3rd jackpot symbol). Also, if the result of the first special symbol hit / miss judgment is "miss" (non-specific result), one LED of "n" will be lit and the rest will be turned off (miss symbol).

[0075] 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, when the result of the second special symbol hit / miss judgment is a "jackpot" (specific result), two types of jackpots are provided: "15R 4th jackpot" and "15R 5th jackpot" (see Figs. 6 and 8). The LEDs of the second special symbol display 41b are capable of adopting display modes (also called "specific display modes" or "specific display results") according to each of the two types of jackpots.

[0076] For example, if the result of the second special symbol hit / miss judgment is "15R 4th jackpot", the four LEDs of "acde" will be lit and the rest will be turned off (15R 4th jackpot symbol), and if it is "15R 5th jackpot", the four LEDs of "bfgh" will be lit and the rest will be turned off (15R 5th jackpot symbol). Also, if the result of the second special symbol hit / miss judgment is "miss" (non-specific result), one LED of "g" will be lit and the rest will be turned off (miss symbol).

[0077] Before the special symbol is displayed in a static state, the special symbol is displayed in a predetermined time period. The LEDs are turned on so that the light flows repeatedly in a predetermined order, such as clockwise or counterclockwise. 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.

[0078] 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. Specifically, 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".

[0079] 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 display of the special symbols to show the result of the judgment. Therefore, in this pachinko game machine 1, when the display of the special symbols (judgment of whether it is a hit or a miss) based on the ball entering the first start hole 20 or the second start hole 21 cannot be executed immediately in response to the ball entering, that is, when the display of the special symbols is being executed or a special game is being executed, the right to judge whether the special symbols are hit or a miss for the ball entering can be reserved up to a predetermined number.

[0080] 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.

[0081] 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.

[0082] 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 and then stops, and the normal symbol (stopped symbol) displayed in a stopped state notifies the result of the normal symbol hit / miss judgment based on the game ball passing through the gate 28. The normal symbol displayed in a stopped state is one normal symbol selected from a plurality of types of normal symbols based on the normal symbol hit / miss judgment. If the normal symbol displayed in a stopped state 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.

[0083] As shown in FIG. 4, the normal pattern display 42 is composed of two "st" LEDs, and displays a normal pattern according to the result of the normal pattern hit / miss judgment by the way in which they are lit. For example, if the judgment result is a hit, a winning normal pattern with both LEDs lit is displayed as "s■t■" (for example, ■: lit, □: unlit). If the judgment result is a miss, a missing normal pattern is displayed as "s□t■" with only the "t" LED lit. Note that a missing normal pattern is not a specific normal pattern.

[0084] Before the normal symbol is displayed, the normal symbol is displayed for a predetermined time, and the display mode is, for example, a mode in which both LEDs alternately light and turn off. Also, the normal symbol displayed on the normal symbol display 42 is maintained in the stopped display mode until the next normal symbol is displayed.

[0085] 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 or not a normal symbol is a winning symbol is acquired based on the passage, and the acquired information is temporarily stored as a normal symbol reserve in a normal symbol reserve memory unit 86 formed in the RAM of the main control unit. An upper limit is set for the number of normal symbol reserves that can be stored in the normal symbol reserve memory unit 86, and in this embodiment, the upper limit is "4".

[0086] The reserved normal symbols stored in the reserved normal symbols memory unit are consumed when it becomes possible to display the normal symbols based on the reserved normal symbols. The consumption of reserved normal symbols means judging the random number for judging whether the normal symbols are correct or not corresponding to the reserved normal symbols, and executing the variable display of the normal symbols to show the judgment result. Therefore, in this pachinko game machine 1, when the variable display of the normal symbols based on the passage of the game ball to the gate 28 cannot be executed immediately in response to the passage, that is, when the variable display of the normal symbols is being executed or the auxiliary game is being executed, the right to judge whether the normal symbols are correct or not for the passage can be reserved up to a predetermined number.

[0087] 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.

[0088] As shown in FIG. 4, the round display 45 is composed of two LEDs, a 7R lamp and a 15R lamp. In this round display 45, for example, when the 7R first jackpot or the 7R second jackpot 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 any of the 15R third to fifth jackpots 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).

[0089] As shown in Fig. 4, the winning indicator 48 is configured to include three LEDs indicated by "b1 to b3". In this embodiment, when a predetermined lighting condition is met between the time when the jackpot pattern (specific display mode) described above is stopped and displayed on the special pattern display unit (first special pattern display unit 41a or second special pattern display unit 41b) (i.e., after a jackpot occurs) and the time when the jackpot game related to the jackpot ends, the three LEDs "b1 to b3" are lit in a predetermined mode to display (notify) whether the jackpot (jackpot game) is due to the first special pattern hit / miss judgment or the second special pattern hit / miss judgment.

[0090] Here, the jackpot in this embodiment includes a "V-passing scheduled jackpot" in which the game ball is scheduled to pass through the specific area 39, and a "V-non-passing scheduled jackpot" in which the game ball is not scheduled to pass through the specific area 39. In this embodiment, there are two types of V-non-passing scheduled jackpots, "7R second jackpot" and "15R fifth jackpot", and there are three types of V-passing scheduled jackpots, "7R first jackpot", "15R third jackpot", and "15R fourth jackpot" (see FIG. 6).

[0091] Then, when an irregular event occurs regarding V passing, such as passing V during a jackpot game related to a jackpot that is not scheduled to pass V, or not passing V during a jackpot game related to a jackpot that is scheduled to pass V, the hit indicator 48 is lit in a predetermined manner. That is, there are two conditions for lighting the hit indicator 48 (three LEDs "b1 to b3"): (1) V has been passed during a jackpot game related to a jackpot that is not scheduled to pass V, and (2) V has not been passed during a jackpot game related to a jackpot that is scheduled to pass V, and the jackpot game has ended.

[0092] In addition, passing through V during a jackpot game related to a jackpot that is scheduled to pass through V (normal V passing) is also called "normal V passing", passing through V during a jackpot game related to a jackpot that is not scheduled to pass through V is also called "irregular V passing", and not passing through V during a jackpot game related to a jackpot that is scheduled to pass through V is also called "irregular V non-passing".

[0093] Specifically, if the game ball passes through a specific area 39 during a jackpot game related to a jackpot that is not scheduled to pass through a V (if an irregular V passage occurs), if the jackpot game is based on the result of the first special pattern judgment being a jackpot, then the LEDs for "b1" and "b3" are turned on and the LED for "b2" is turned off, as in "b1■b2□b3■" (for example, ■: lit, □: off; same below), and if the jackpot game is based on the result of the second special pattern judgment being a jackpot, then the LEDs for "b2" and "b3" are turned on and the LED for "b1" is turned off, as in "b1□b2■b3■".

[0094] In addition, if during a jackpot game related to a jackpot that is scheduled to pass through a V, the game ball does not pass through the specific area 39 and the jackpot game ends (if an irregular V non-passage occurs), if the jackpot game is based on the result of the first special pattern hit / miss judgment being a jackpot, then, as in the case of an irregular V passing, the LEDs "b1" and "b3" are turned on and the LED "b2" is turned off, and if the jackpot game is based on the result of the second special pattern hit / miss judgment being a jackpot, then, as in the case of an irregular V passing, the LEDs "b2" and "b3" are turned on and the LED "b1" is turned off.

[0095] In this embodiment, the condition for lighting the hit indicator 48 (the three LEDs "b1 to b3") is also that the jackpot game ends without the occurrence of an irregular event such as an irregular V passing or non-passing of an irregular V during the jackpot game (the third lighting condition).

[0096] Specifically, if a jackpot game related to a jackpot that is scheduled to pass through V ends when the game ball passes through specific area 39 during the jackpot game, or if a jackpot game related to a jackpot that is not scheduled to pass through V ends without the game ball passing through specific area 39 during the jackpot game, if the jackpot game is based on the result of the first special pattern hit / miss judgment being a jackpot, then the LED of "b1" is turned on and the LEDs of "b2" and "b3" are turned off, as in "b1■b2□b3□", and if the jackpot game is based on the result of the second special pattern hit / miss judgment being a jackpot, then the LED of "b2" is turned on and the LEDs of "b1" and "b3" are turned off, as in "b1□b2■b3□".

[0097] In this way, the hit indicator 48 can notify whether the trigger for executing the "jackpot game in which an irregular event has occurred" or the "jackpot game in which an irregular event has not occurred" is the first special symbol hit judgment or the second special symbol hit judgment, depending on the lighting state of the three LEDs "b1 to b3". Such a notification by the hit indicator 48 is also called a "judgment notification", the hit indicator 48 that performs the judgment notification is also called a "judgment notification means", and the main control unit 80 that controls the display of the hit indicator 48 is also called a "judgment notification execution means".

[0098] The judgment notification by the winning indicator 48 when an irregular V passage occurs is executed in a predetermined period after the occurrence of the irregular V passage (after the occurrence). In this case, the predetermined period (judgment notification execution period) can be, for example, from the end of the jackpot game in which the irregular V passage occurred to the start of the next jackpot game. In this case, the judgment notification is started based on the end of the jackpot game in which the irregular V passage occurred, and the judgment notification is ended based on the start of the next jackpot game. Alternatively, it can be from the occurrence of the irregular V passage during the jackpot game to the start of the next jackpot game after the jackpot game. In this case, the judgment notification is started based on the occurrence of the irregular V passage, and the judgment notification is ended based on the start of the next jackpot game.

[0099] In addition, the judgment notification by the winning indicator 48 when the irregular V non-passing occurs is executed in a predetermined period after the irregular V non-passing occurs (after the occurrence). In this case, the predetermined period (judgment notification execution period) can be, for example, from the end of the big win game in which the irregular V non-passing occurs to the start of the next big win game. In this case, the judgment notification is started based on the end of the big win game in which the irregular V non-passing occurs, and the judgment notification ends based on the start of the next big win game. Alternatively, it can be from the confirmation of the irregular V non-passing during the big win game to the start of the next big win game after the big win game. In this case, the judgment notification is started based on the confirmation of the irregular V non-passing (for example, the end of the V round described later), and the judgment notification ends based on the start of the next big win game.

[0100] Furthermore, when the jackpot game ends without any irregular events occurring during the jackpot game (when the jackpot game ends normally), the judgment notification by the win display 48 is executed in a predetermined period after the end of the jackpot game (after the end). In this case, the predetermined period (judgment notification execution period) can be, for example, from the end of the jackpot game to the start of the next jackpot game. In this case, the judgment notification is started based on the end of the jackpot game, and the judgment notification is ended based on the start of the next jackpot game. Alternatively, it can be from the transition to a game state after the end of the jackpot game (for example, a high probability high base state or a low probability high base state) to the start of the next jackpot game. In this case, the judgment notification is started based on the start of a game state after the end of the jackpot game (for example, a high probability high base state or a low probability high base state), and the judgment notification is ended based on the start of the next jackpot game.

[0101] In this way, the predetermined period (predetermined time) from the occurrence (confirmation) of the irregular V passing or irregular V non-passing during the jackpot game to the start of the next jackpot game after the end of the jackpot game can be set as the judgment notification execution period when an irregular event occurs. Also, the predetermined period (predetermined time) from the end of the previous jackpot game to the start of the next jackpot game can be set as the judgment notification execution period when the jackpot game ends without the occurrence of an irregular event.

[0102] In either case, the judgment notification may be terminated (all three LEDs "b1 to b3" are turned off) by turning the power of the pachinko gaming machine 1 off (OFF) and then on again (ON) while the judgment notification is being executed. In this way, the manager or staff of the gaming hall (hereinafter also referred to as "gaming hall personnel") can operate the power switch of the pachinko gaming machine 1 to terminate the judgment notification at any timing.

[0103] In addition, the conditions for terminating the judgment notification are not limited to the examples mentioned above (the start of the next jackpot game or the powering off of the pachinko game machine 1), and for example, the judgment notification can be terminated based on the end of a specific game state (also called a "specific game state") when a game state that is relatively advantageous to the player, such as a high probability state or a time-saving state (high base state) described below, is transitioned to after the end of a jackpot game, or the judgment notification can be terminated based on the passage of a predetermined time (judgment notification time) from the start of the judgment notification.

[0104] Next, the electrical configuration of the pachinko game machine 1 will be described based on Fig. 2 and Fig. 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 performance associated with game progress, a payout control board 110 (also called the "payout control unit") that controls payout of game balls, and an image control board 100 (also called the "image control unit") that controls display of the image display device 7, the performance display 102, the performance first special symbol reserve display 103a, and the performance second special symbol reserve display 103b.

[0105] As shown in FIG. 2, a main control board storage case that stores a main control board 80 is provided in the approximate center of the rear side (back side) of the pachinko game machine 1, an image control board storage case that stores a sound control board 106, a lamp control board 107, and an image control board 100 is provided above the main control board case, and a sub-control board storage case that stores a sub-control board 90 is provided above the image control board storage case. In addition, a payout control board case that stores a payout control board is provided on the lower left side of the main control board case, and a power board case that stores a power board 109 is provided on the right side. The power board 109 functions as a power supply means that receives power supplied from the outside and supplies power to the pachinko game machine 1. Specifically, it supplies power to various electrical components required for the operation of the pachinko game machine 1, such as various boards, devices, equipment, sensors, switches, motors, solenoids, etc., provided in the pachinko game machine 1. A power switch (not shown) is provided on the power supply board 109 and is exposed to the outside of the power supply board case. Turning the power switch ON starts the supply of power, and turning the power switch OFF stops the supply of power.

[0106] Furthermore, an external terminal board 118 is provided at the top right of the rear surface of the pachinko gaming machine 1 for outputting various signals (also called "information related to the game" or "external information") indicating the operating status of the gaming machine 1 to the outside of the gaming machine. The external terminal board 118 is connected to an information output circuit (not shown) of the main control board 80, and by connecting wiring of an external device (such as a hall computer) to the terminals provided on the external terminal board 118, it is possible to output various signals (external information) from the main control board 80 (information output circuit) to the external device.

[0107] Signals (external information) that can be output include, for example, a ball entry signal that can identify the detection of a game ball entering (passing through) various winning ports or gates (detection by a game ball detection means), a special pattern signal that can identify the start (during change) and stop of a special pattern change, a jackpot signal that can identify that a big winning device is in operation (during a jackpot game), a probability fluctuation signal that can identify that a probability fluctuation function is in operation (in a high probability state), a time-saving signal that can identify that a change time-saving function is in operation (in a time-saving state), an open time extension signal that can identify that an open time extension function is in operation (in a high base state), etc.

[0108] These various signals are generated by the main control board 80 (main control unit) and output from an information output circuit (not shown) of the main control board 80 to an external device such as a hall computer via an external terminal board 118. The main control board 80 (main control unit) that executes the processes related to such signal output is also referred to as "information output means."

[0109] The main control board 80 is equipped with a one-chip game control microcomputer 81 (also called a "game control microcomputer") that controls the progress of the game on the pachinko game machine 1 according to a predetermined program. The game control microcomputer 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 game control programs stored in the ROM. The main control board 80 (main control unit) equipped with the game control microcomputer 81 functions as a game control means that controls the progress of the game.

[0110] The game control microcomputer 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 game control microcomputer 81. The ROM may be external. The RAM of the game control microcomputer 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 a regular chart reservation memory section 86.

[0111] 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."

[0112] The first start hole sensor 20a is provided in the first start hole 20 and detects a game ball that has entered the first start hole 20 (entry into the first start hole 20). The second start hole sensor 21a is provided in the second start hole 21 and detects a game ball that has entered the second start hole 21 (entry into the second start hole 21). The gate sensor 28a is provided in the gate 28 and detects a game ball that has passed through the gate 28 (passing through the gate). The first large prize hole sensor 30a is provided in the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30 (entry into the first large prize hole 30). The second large prize hole sensor 35a is provided in the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35 (entry into the second large prize hole 35). The specific area sensor 39a is provided in the specific area 39 in the second large prize opening 35, and detects game balls that have entered the second large prize opening 35 and passed through the specific area 39 (passing the specific area). 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 (passing the non-specific area). The general prize opening sensor 27a is provided in each general prize opening 27, and detects game balls that have entered the general prize opening 27 (entry into the general prize opening 27).

[0113] 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 the various sensors (game ball detection means), and by the control (program) of the game control microcomputer 81, it is possible to count the number of detections by each sensor (counting means).

[0114] Also connected as solenoids are 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. These various solenoids are also called "electrical drive source" or "drive means."

[0115] The second start port solenoid 24 is for driving the opening / closing member 23 of the variable winning device 22 , and the first large winning port solenoid 33 is for driving the opening / closing member 32 of the first large winning device 31 .

[0116] In addition, the second large prize opening 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.

[0117] 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. That is, the display control of these main displays 40 is performed by the game control microcomputer 81.

[0118] The main control board 80 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, 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). The card unit 135 is a game ball lending processing device that is installed adjacent to the pachinko game machine 1 and enables ball lending based on information stored in an inserted prepaid card (game value storage medium) or the like.

[0119] The payout control board 110 is equipped with a payout control one-chip microcomputer 116 (also called the "payout control microcomputer") that controls the payout of game balls from the pachinko game machine 1 according to a predetermined 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.

[0120] The payout control microcomputer 116 drives the payout motor 121 of the 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 the card unit 135 connected to the pachinko game machine 1 via the input / output circuit 117. The paid-out game balls are detected by payout sensors 122 and 123 for counting.

[0121] When the player operates the handle 60 (see FIG. 1) of the launching device 112, the touch sensor 114 detects the player's contact with the launching handle 60, and the launch volume 115 detects the amount of rotation of the launching handle 60, and these detection signals are input to the launch control board 111. Then, the launching motor 113 is driven and controlled so that the game ball is launched with a strength corresponding to the magnitude of the detection signal of the launch volume 115.

[0122] 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.

[0123] 5, a one-chip microcomputer 91 for controlling effects (also called a "microcomputer for controlling effects") that controls the effects of the pachinko game machine 1 according to a predetermined program is mounted on the sub-control board 90. The microcomputer 91 for controlling effects includes a ROM that stores programs for controlling game effects as the game progresses, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.

[0124] The performance control microcomputer 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 performance control microcomputer 91. The ROM may be external.

[0125] 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, etc. (presentation means) according to the game situation.

[0126] Based on a command received from the main control board 80, the performance control microcomputer 91 of the sub-control board 90 causes the CPU of the image control one-chip microcomputer 101 (also called the "image control microcomputer") of the image control board 100 to control the display of the image display device 7, the performance display device 102, the performance first special pattern reserved display device 103a, and the performance second reserved display device 103b. 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 patterns, reserved patterns, 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, the display control is performed based on the read image data.

[0127] The performance display 102 is composed of two LEDs, and the LEDs flash (variation display) and light or turn off (stop display) in synchronization with the variation display and stop display of the performance pattern 8, and the display is controlled in a display mode that indicates the display result of the performance pattern 8 (the result of the special pattern hit or miss judgment) by the lighting / extinguishing or color combination of the two LEDs. In addition, the performance first special pattern hold display 103a and the performance second special pattern hold display 103b are also composed of two LEDs. And, the performance first special pattern hold display 103a is displayed and controlled in a display mode that indicates 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 the lighting / extinguishing or color combination of the two LEDs. Similarly, the performance second special pattern hold display 103b is displayed and controlled in a display mode that indicates the same number of reserved items as the number of reserved items displayed in the second performance hold display area 9d and the second special pattern hold display 43b by the lighting / extinguishing or color combination of the two LEDs. The reason why such a performance display 102 and hold displays 103a, 103b are provided is because it is possible that a part or all of various images displayed on the display screen 7a, such as the performance pattern 8, the first performance hold 9a, the second performance hold 9b, etc., cannot be seen by displaying the character pattern on almost the entire display screen 7a (performance pattern display section) or by operating the movable decorative member 14 to cover almost the entire performance pattern display area 7b (performance pattern display section) of the display screen 7a. In addition to the image control one-chip microcomputer 101 of the image control board 100, a VDP (Video Display Processor) may be provided.

[0128] 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.

[0129] 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.

[0130] 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 commands received from the main control board 80. The movable decorative member 14 is a so-called movable gimmick provided on the center decorative body 10. The performance control microcomputer 91 determines operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined operating mode from 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.

[0131] A CPU may be mounted on the lamp control board 107, in which case the CPU may be made to execute control of the lighting of the lamps and the operation of the movable decorative member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data relating to the light emission pattern and operation pattern may be stored in the ROM.

[0132] In addition, the sub-control board 90 is connected to 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.). Therefore, when the player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, an operation signal is output from the corresponding effect button detection switch to the sub-control board 90. Note that either or both of the first effect button detection switch 63c and the second effect button detection switch 63d are also referred to as "effect button detection switch."

[0133] Next, matters related to the judgment based on the ball entering the first start hole 20 or the second start hole 21 (detection of the game ball by the first start hole sensor 20a or the second start hole sensor 21a) will be explained. In this embodiment, the results of the special pattern hit / miss judgment are "jackpot" and "miss." If the result of the special pattern hit / miss judgment is a "jackpot," a "jackpot pattern" is displayed in the special pattern display section, and if the result is a "miss," a "miss pattern" is displayed in the special pattern display section.

[0134] If the result of the special symbol hit / miss judgment 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 in an opening pattern according to the type of special symbol (jackpot symbol) that is stopped and displayed after the variable display based on the result of the hit / miss judgment (jackpot). The special game executed when a jackpot is hit is also called a "jackpot game".

[0135] There are several types of jackpots. As shown in Figure 6, there are five types of jackpots: "7R (round) 1st jackpot", "7R 2nd jackpot", "15R 3rd jackpot", "15R 4th jackpot", and "15R 5th jackpot".

[0136] The "7R 1st jackpot" and "7R 2nd jackpot" are jackpots in which the large prize opening (1st large prize opening 30 or 2nd large prize opening 35) opens 7 times (number of rounds), while the "15R 3rd jackpot", "15R 4th jackpot" and "15R 5th jackpot" are jackpots in which the large prize opening (1st large prize opening 30 or 2nd large prize opening 35) opens 15 times (number of rounds). A jackpot with 7 rounds is also called a "7R jackpot", and a jackpot with 15 rounds is also called a "15R jackpot".

[0137] In this embodiment, the number of times (number of rounds) that the round game (also simply called "round") that constitutes the jackpot game is executed is 7R or 15R, but the number of rounds can be set arbitrarily within a predetermined maximum number of rounds (for example, 16 rounds) taking into consideration the game playability, ball output performance (specifications), etc.

[0138] In each round of the jackpot game according to the present embodiment, one of the first and second large prize winning openings 30 and 35 is in an open state (a ball winning state, a second state), and the other is in a closed state (a ball winning state, a first state). In other words, the two large prize winning openings 30 and 35 are never open at the same time, and only one of them is open.

[0139] 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, 6th round, and so on, the closing of the first large prize opening 30 (lower large prize opening) and the opening of the second large prize opening 35 (upper large prize opening) alternate with the opening of the first large prize opening 30 (lower large prize opening) and the closing of the second large prize opening 35 (upper large prize opening).

[0140] 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, starting with the second large prize opening 35 (upper large prize opening). In addition, a predetermined interval time (closing time) is set between each round. In this embodiment, the interval time between the 7th round and the 8th round is set to 2000 ms (2 seconds), and the interval period between each of the other rounds is set to 500 ms (0.5 seconds).

[0141] 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 the odd round during the big win game, the second large prize opening 35 is opened until 25000 ms (25 seconds) have elapsed from the start of the round, and is closed after 25000 ms (25 seconds) has elapsed, and the round ends. 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 30 opened in this opening pattern can easily have a game ball enter it by hitting it to the right.

[0142] On the other hand, in an even-numbered round during a jackpot game, the first large prize winning hole 30 is opened until 25,000 ms (25 seconds) have elapsed since the start of the round, and then closed after 25,000 ms (25 seconds) have elapsed, ending the round. In other words, the first large prize winning hole 30 is opened in an opening pattern with an opening time of 25,000 ms and one opening. By hitting the right side, it is possible to easily insert a game ball into the first large prize winning hole 30 that opens in this opening pattern.

[0143] In addition, in the seventh round during the big win game, the second large winning opening 35 is opened, and in addition to this, the movable piece 150 is operated based on the number of game balls (ball number) that have entered the second large winning opening 35. That is, 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. Then, when the count value by the ball number counting means reaches a predetermined value, this triggers the operation of the movable piece 150. The operation timing of the movable piece 150 is determined by this predetermined value (count value).

[0144] The operation of the movable piece 150 includes a "first operation" in which the movable piece 150 in the non-operating state (second distribution state) is put into the operating state (first distribution state), and a "second operation" in which the movable piece 150 in the operating state (first distribution state) is put into the non-operating state (second distribution state). The operating state (first distribution state) is a state in which a game ball that has entered the second large winning opening 35 is distributed to a specific area 39 (first area), and the non-operating state (second distribution state) is a state in which a game ball that has entered the second large winning opening 35 is distributed to a non-specific area 49 (second area).

[0145] The predetermined value (counting value) that triggers the operation of the movable piece 150 is set to a value that does not exceed the number of game balls (also called the "prescribed number") that are permitted to enter the second large winning hole 35 during one round. In this embodiment, three predetermined values ​​are set as the value: a first predetermined value (first counting value) C1, a second predetermined value (second counting value) C2 that is a value larger than the first predetermined value C1, and a third predetermined value (third counting value) C3 that is a value larger than the second predetermined value C2. Among them, the first predetermined value C1 and the second predetermined value C2 are values ​​(also called the "first value") that trigger the execution of the first operation (second distribution state → first distribution state), and the third predetermined value C3 is a value (also called the "second value") that triggers the execution of the second operation (first distribution state → second distribution state). In this embodiment, the specified number of large prize slots is "9", and within this specified number range, the first specified value C1 is "1", the second specified value C2 is "2", and the third specified value C3 is "9".

[0146] Here, as described above, the jackpot in this embodiment is divided into "V-passing jackpot" and "V-non-passing jackpot". The V-passing jackpot is a jackpot that is based on the premise that the game state after the jackpot game will be in a high probability state described below, and is essentially a "variable jackpot". On the other hand, the V-non-passing jackpot is a jackpot that is based on the premise that the game state after the jackpot game will not be in a high probability state described below, and is essentially a "non-variable jackpot" (also called a "normal jackpot").

[0147] In this embodiment, there are two types of V non-passing scheduled jackpots, "7R 2nd jackpot" and "15R 5th jackpot", and there are three types of V passing scheduled jackpots, "7R 1st jackpot", "15R 3rd jackpot" and "15R 4th jackpot" (see FIG. 6). A predetermined value that acts as an operating trigger for the movable piece 150 is set according to the type of jackpot, and the correspondence between the type of jackpot and the predetermined value is stored in advance in the ROM of the main control unit 80 (value storage means). The correspondence is shown in FIG. 49.

[0148] As shown in the figure, among the first predetermined value C1 to the third predetermined value C3 which are the operation triggers of the movable piece 150, the first predetermined value C1 is set for both the V non-passing scheduled jackpot and the V passing scheduled jackpot (all jackpot types), and the second predetermined value C2 and the third predetermined value C3 are set only for the V passing scheduled jackpot (specific jackpot type). Specifically, the first predetermined value C1 is set for all (five types) of the 7R first jackpot to the 15R fifth jackpot. On the other hand, the second predetermined value C2 and the third predetermined value C3 are not set for the 7R second jackpot and the 15R fifth jackpot, but are set for the 7R first jackpot, the 15R third jackpot, and the 15R fourth jackpot. Based on the correspondence between the jackpot type and the predetermined value which is the operation trigger of the movable piece 150, the operation control of the movable piece 150 is executed at the seventh round of the jackpot game.

[0149] That is, in the seventh round of the big win game, when the count value by the ball counting means (the number of balls entering the second big winning hole 35) becomes the first predetermined value C1 and the first operation of the movable piece 150 is executed, the second operation is executed after the execution by the passage of the first predetermined operation time. On the other hand, when the count value by the ball counting means becomes the second predetermined value C2 and the first operation of the movable piece 150 is executed, the second operation is executed after the execution by the count value by the ball counting means becomes the third predetermined value C3. Also, when the count value by the ball counting means becomes the second predetermined value C2 and the first operation of the movable piece 150 is executed, and a second operation time longer than the first operation time has elapsed before the count value by the ball counting means becomes the third predetermined value C3, the second operation is executed after the passage of the second operation time. Such operation control of the movable piece 150 is executed in the seventh round of a jackpot game related to a jackpot scheduled not to pass through a V, and in the seventh round of a jackpot game related to a jackpot scheduled to pass through a V.

[0150] The relationship between the operation of the movable piece 150 and the game ball that has entered the second large winning opening 35 is as follows. As shown in FIG. 50, when the count value (entry ball count number) by the aforementioned entry ball counting means reaches a first predetermined value C1 ("1" in this example), the movable piece 150 enters an operating state (the movable piece solenoid 151 is ON), and when 80 ms (first operating time) has elapsed, the movable piece 150 enters a non-operating state (the movable piece solenoid 151 is OFF). That is, when the first entry of a ball into the second large winning opening 35 is detected, the specific area 39 enters an open state (V open) for only 80 ms (0.08 seconds). That is, the movable piece 150 is operated in an operating pattern with an operating time (opening time) of 80 ms and an operating frequency (opening frequency) 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 the operation (also called the "short-time first 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, the operation of the movable piece 150 is highly likely to have ended (become in a non-operating state) (see FIG. 48(a)). Therefore, the possibility that the game ball will pass through the specific area 39 is extremely low. This short-time first operation is performed for both V non-passing scheduled jackpots and V passing scheduled jackpots.

[0151] In addition, in the case of a V-passing jackpot, when the count value by the aforementioned ball-entry counting means reaches the second predetermined value C2 ("2" in this example), the movable piece 150 is activated (the movable piece solenoid 151 is ON), and then when the count value by the ball-entry counting means reaches the third predetermined value C3 ("9" in this example) or the round execution time (23000 ms: second operation time in this example) has elapsed before the third predetermined value C3, the movable piece 150 is deactivated (the movable piece solenoid 151 is OFF). In other words, when the second ball is detected in the second large winning hole 35, the specific area 39 is in an open state (V open) until the ninth ball is detected, or until the round execution time (the specified opening time of the second large winning hole) has elapsed before the ninth ball is detected.

[0152] Here, during a big win game, as long as the game balls are normally shot (hit to the right) and flow smoothly down the game area 3 (right game area 3B), in one round (round game), a specified number of game balls usually enter the big prize winning hole before the round execution time has elapsed. For this reason, in this embodiment, after the second ball is detected entering the second big prize winning hole 35 (the count value becomes the second predetermined value C2) and the movable piece 150 is in an operating state, it usually returns to a non-operating state when the ninth ball is detected (the count value becomes the third predetermined value C3). Therefore, in the operation of the movable piece 150 triggered by the count value by the ball counting means becoming the second predetermined value C2, the movable piece 150 is operated in an operating pattern that keeps the movable piece 150 in an operating state (first distribution state) until the count value becomes the third predetermined value C3. In this case, the operation of the movable piece 150 is performed for a relatively long time, which is essentially until the end of the round, so that by the time the game ball that triggered the operation (also called the "long-term first operation") (the game ball that is the second ball to enter the second large prize opening 35) passes through the second large prize opening sensor 35a and reaches the position where the movable piece 150 is disposed, the operation of the movable piece 150 is highly likely to have not yet finished (is in an operating state) (see FIG. 48(b)). Therefore, there is a very high possibility that the game ball and the subsequent game balls that follow it will pass through the specific area 39.

[0153] 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 pattern (also referred to as the "first operating 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 pattern (also referred to as the "second operating mode") that opens the specific area 39 for a longer time than the short opening pattern. In other words, the operating modes of the movable piece 150 include the first operating mode (short-time first operation) and the second operating mode (long-time first operation) in which game balls are more likely to be distributed to the specific area 39 (more likely to pass through the specific area 39) than in the first operating mode.

[0154] In addition, in the case of a V non-passing scheduled jackpot, the movable piece 150 operates in the short opening pattern in the seventh round, but does not operate in the long opening pattern thereafter, and in the case of a V passing scheduled jackpot, the movable piece 150 operates in the short opening pattern in the seventh round, and then can operate in the long opening pattern. In other words, in a jackpot game related to a V non-passing scheduled jackpot, the movable piece 150 (distribution means) does not operate in the second operating mode during the jackpot game (during special play) but operates in the first operating mode, and in a jackpot game related to a V passing scheduled jackpot, the movable piece 150 (distribution means) operates in the second operating mode during the jackpot game (during special play).

[0155] For this reason, in the case of a V non-passing jackpot, even if the game ball enters the second large winning port 35 in the 7th round, the chances of the game ball passing through the specific area 39 during that round are extremely low, so it is a jackpot that is unlikely to result in the game state after the jackpot game ends being in the high probability state described below, in other words, it is a jackpot that is likely to result in the normal state (low probability state) described below.

[0156] On the other hand, in the case of a V-passing jackpot, if two or more game balls enter the second large prize opening 35 in the seventh round, there is an extremely high possibility that the game balls will pass through the specific area 39 during that round, resulting in a jackpot with a high probability of the game state after the jackpot game ends, as described below.

[0157] In this embodiment, the seventh round of the jackpot game is a V round that determines whether the game state after the jackpot game ends is a high probability state based on whether the game ball passes through the specific area 39. Such a V round is also called a "benefit determination game" or a "specific round game," and rounds other than the V round are also called "non-V rounds" or "normal round games." In addition, a jackpot game (special game) related to a jackpot that is not scheduled to pass through V is also called a "first special game," and a jackpot game (special game) related to a jackpot that is scheduled to pass through V is also called a "second special game."

[0158] As described above, by controlling the operation of the movable piece 150 based on the number of balls entering the second large prize opening 35 (V attacker) in the V round, the opening pattern of the second large prize opening 35 (V attacker) in the V round can be made the same for the V-passing jackpot and the V-non-passing jackpot, and as a result, it is possible to distribute the game balls to the specific area 39 or the non-specific area 49 regardless of the opening pattern of the second large prize opening 35 (V attacker). Therefore, even if the player pays attention to the movement (opening pattern) of the second large prize opening 35 (V attacker), it becomes difficult to determine from the outside whether the game ball is likely to pass through the specific area 39. This makes it difficult to impair the effect of the presentation related to the V round and the presence or absence of V passing (V passing / non-passing) (for example, the round presentation of the V round, the notification presentation related to V passing / non-passing, etc.).

[0159] The specified number of the jackpot openings and the specified value that triggers the operation of the movable piece 150 are not limited to the numbers (values) shown in this embodiment. For example, the specified number of the jackpot openings may be "10" or "8". The first to third specified values ​​that trigger the operation of the movable piece 150 may be values ​​that do not exceed the specified number of the jackpot openings and satisfy the relationship of "first specified value < second specified value < third specified value". However, from the viewpoint of not impairing the playability (specifications) of the jackpot game, such as V passing being difficult to occur (effectively not occurring) in a jackpot game related to a V non-passing scheduled jackpot and V passing being easy to occur (effectively occurring) in a jackpot game related to a V passing scheduled jackpot, the first specified value is preferably "1", the second specified value is preferably "2" or "3", and the third specified value is preferably a value whose difference from the second specified value is 3 or more, and is particularly preferably a value equal to the specified number of the jackpot openings. When the third predetermined value is set to a value less (smaller) than the specified number of big winning slots, the second operation of the movable piece 150 is performed before the end of the round, and the movable piece 150 becomes in an inoperative state (second distribution state).

[0160] In this embodiment, the first to third predetermined values ​​are fixed values, but either one or both of the second and third predetermined values ​​may be variable (different) values ​​depending on the type of jackpot (type of jackpot pattern). For example, for the 7R first jackpot, 15R third jackpot, and 15R fourth jackpot, which are V-passing jackpots, the second predetermined value C2 can be set to "2", "3", and "4", respectively, and the third predetermined value C3 can be all set to "9", or the second predetermined value C2 can be set to "2" and the third predetermined value C3 can be set to "8", "6", and "5", respectively, or the second predetermined value C2 can be set to "2", "3", and "4", respectively, and the third predetermined value C3 can be set to "5", "6", and "8", respectively. In this case, it is possible to vary the timing at which the movable piece 150 in an inactive state becomes active, and the timing at which the movable piece 150 in an active state becomes inactive, thereby varying the timing at which the V passage occurs during the V round and the period during which the V passage is possible (the period during which the movable piece 150 is in an active state). This makes it possible to diversify the game content (playability) of the V round and improve interest. In addition, by increasing the number of jackpot types compared to this embodiment and setting various relationships between the jackpot types and the second and third predetermined values, it is possible to provide more diversity.

[0161] In addition, 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.

[0162] The distribution probability of each jackpot in the hit / miss judgment of the first special pattern (Special pattern 1) is 45% for the 1st jackpot of 7R, 50% for the 2nd jackpot of 7R, and 5% for the 3rd jackpot of 15R. If divided into the jackpots scheduled to pass through V and the jackpots scheduled not to pass through V, the probability is 50% for the jackpots scheduled not to pass through V and 50% for the jackpots scheduled not to pass through V (see Figures 6 and 8). On the other hand, the distribution probability of each jackpot in the hit / miss judgment of the second special pattern (Special pattern 2) is 80% for the 4th jackpot of 15R, and 20% for the 5th jackpot of 15R. If divided into the jackpots scheduled to pass through V and the jackpots scheduled not to pass through V, the probability is 80% for the jackpots scheduled not to pass through V and 20% for the jackpots scheduled not to pass through V (see Figures 6 and 8).

[0163] For this reason, if 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-passing jackpot is higher than if a jackpot is determined based on the first special symbol entering the first starting hole 20. Also, if a jackpot is determined based on the second special symbol entering the second starting hole 21, the possibility of a 15R jackpot is higher than if a jackpot is determined based on the first special symbol entering the first starting hole 20.

[0164] 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 starting hole 21 and the judgment (second special symbol judgment, second judgment) is made than when the game ball enters the first starting hole 20 and the judgment (first special symbol judgment, first judgment) is made. Therefore, the player plays the game hoping for the ball to enter the second starting hole 21. This is particularly noticeable during the operation of the opening extension function, which increases the frequency of balls entering the second starting hole 21.

[0165] In this embodiment, the determination of whether or not it is a jackpot is made based on a random number for determining whether or not a special symbol is a hit (also called "information for determining whether or not it is a hit"), and if it is a jackpot, the determination of the type of jackpot is made based on a random number for determining the type of jackpot (also called "random number for determining the symbol" or "information for determining the symbol"). As shown in Figure 7(A), the random number for determining whether or not a special symbol is a 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".

[0166] Furthermore, 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 determining whether or not a special symbol has been hit and a random number for determining the type of big win, as well as a fluctuation pattern random number (also called "fluctuation pattern information"). The fluctuation pattern random number is a random number for determining a fluctuation pattern including a fluctuation time, and takes a value in the range of "0 to 198".

[0167] 7B is a random number for determining whether or not a normal symbol has been drawn, which is obtained based on the passage of the gate 28. The random number for determining whether or not a normal symbol has been drawn is a random number for determining whether or not a supplementary game that opens the second starting hole 21 is to be played (a normal symbol lottery), and takes a value in the range of "0 to 240."

[0168] Next, the game states of the pachinko game machine 1 of this embodiment will be described. The pachinko game machine 1 of this embodiment has a plurality of game states by combinations of the probability fluctuation function for special and normal symbols, the fluctuation time shortening function, and the opening extension function, which are in the activated or deactivated state. The state in which the probability fluctuation function for special symbols is activated is called the "high probability state," and the state in which it is not activated is called the "normal state" or "low probability state." The "low probability state (normal state)" is also called the "first game state," and the "high probability state" is also called the "second game state."

[0169] In the high probability state, the probability of being judged as a jackpot in the special symbol hit / miss judgment (jackpot probability, probability of a specific result being derived) is higher than in the normal state. That is, in the normal state, the hit / miss judgment is performed using a jackpot judgment table for the normal state in which the jackpot probability is a predetermined probability (1 / 315 in this embodiment), and in the high probability state, the hit / miss judgment is performed using a jackpot judgment table for the high probability state in which the jackpot probability is higher than the predetermined probability (1 / 63 in this embodiment) (see FIG. 8(A)). Therefore, when the probability variation function of the special symbol is activated, the probability of a specific display result being derived as the display result of the variable display of the special symbol (probability of the stopped symbol becoming a jackpot symbol) is higher than when it is not activated.

[0170] In addition, the state in which the time-saving function for the special symbols is activated 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 the special symbols to change (the time from the start of the change display to the final display) is shorter than the average time of the special symbols to change in the non-time-saving state. In other words, in the time-saving state, the change pattern is determined using a change pattern table that is set so that a change pattern with a relatively short change 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. The change time-saving function for the special symbols may be activated for both the first special symbol and the second special symbol, or may be activated for either the first special symbol or the second special symbol.

[0171] The probability fluctuation function and the fluctuation time shortening function for the special symbols may operate simultaneously, or only one of them may operate. 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.

[0172] Specifically, in the time-saving state, the normal pattern hit judgment (normal pattern judgment) is performed using a normal pattern hit judgment table in which the value of the normal pattern random number (hit random number) judged as a hit is greater than that of the normal pattern hit judgment table used in the non-time-saving state (see Figure 8 (C)). In other words, when the probability fluctuation function for the normal pattern is activated, the probability that the display result of the normal pattern fluctuation display will be a hit (the stopped pattern will be a normal winning pattern) is higher than when it is not activated.

[0173] Also, 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, but 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.

[0174] 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 performs a short opening once, opening the second starting hole 21 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 performs a long opening three times, opening the second starting hole 21 for 2.0 seconds.

[0175] 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 is opened more frequently than when these functions are not operating, and the frequency with which game balls enter the second starting hole 21 increases (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 also called a "high base state" or "electric support state," and the state in which they are not operating is also called a "low base state" or "non-electric support 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.

[0176] 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."

[0177] In the pachinko game machine 1 of this embodiment, when the 7R first jackpot, the 15R third jackpot, or the 15R fourth jackpot occurs, the game state after the jackpot game becomes a high probability state of the special symbol based on the passage of the game ball into the specific area 39, since there is an extremely high possibility that the game ball will pass through the specific area 39 during the jackpot game, and the game state becomes a time-saving state of the special symbol and a high base state (see FIG. 6). This game state is also called a "high probability high base state."

[0178] The high probability high base state ends when the variable display of the special symbol is executed a predetermined number of times (for example, 100 times) without a jackpot, or when a jackpot occurs before the number of times (variations) of the variable display of the special symbol reaches a predetermined number (for example, 100 times) and a jackpot game is executed (started). This high probability high base state is what is called a "probability variable game state" for the player. If the game ball has not passed through the specific area 39, the state will be the normal state of the special symbol, the time-saving state of the special symbol, and the high base state (low probability high base state).

[0179] In addition, if the 7R second jackpot or the 15R fifth jackpot occurs, the game state after the jackpot game will be a low probability state (normal state) of the special symbol, a time-saving state of the special symbol, and a high base state because the possibility of the game ball passing through the specific area 39 during the jackpot game is extremely low (see Figure 6). This game state is also called a "low probability high base state."

[0180] The low probability high base state ends when the variable display of the special symbol is executed a predetermined number of times (for example, 100 times) without a jackpot, or when a jackpot occurs before the number of times (variations) of the variable display of the special symbol reaches a predetermined number (for example, 100 times) and a jackpot game is executed (started). This low probability high base state is what is called a "time-saving game state" for the player. Note that, although the possibility is extremely low, if the game ball passes through the specific area 39 during a jackpot game related to the 7R second jackpot or the 15R fifth jackpot, the "high probability high base state" will be entered.

[0181] In addition, when the game state becomes a "high probability high base state" and a "low probability high base state", it is possible to make it difficult for the player to determine whether the probability fluctuation function is operating after the end of the jackpot game, that is, whether the game state after the jackpot game is a high probability state or a low probability state. In this way, a state in which it is difficult to determine whether it is a high probability state or a low probability state is also called a "probability non-notification state". In the probability non-notification state, it is difficult (substantially impossible) for the player to determine whether it is a high probability state or not through the appearance (appearance) of the pachinko game machine 1, such as the performance performed as the game progresses. This "probability non-notification state" can be generated, for example, until the variable display of the special pattern is performed a predetermined number of times (for example, 100 times), which is the end condition of the "low probability high base state".

[0182] 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 trigger for determining whether the normal symbol is hit or not. This allows more start balls to be entered (opportunities for determining whether the special symbol is hit or not) than when hitting the ball 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). The high base state is also called a "right hit game state".

[0183] On the other hand, in the 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 the low base state, the second starting hole 21 is less likely to open than in the 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 hitting is performed to make the game ball enter the first starting hole 20. This allows more starting balls (opportunities to determine whether or not the special pattern has been hit) to be obtained compared to the case of hitting the ball 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 hitting instruction notification). The low base state is also called a "left hitting game state."

[0184] Specifically, the launch direction indicator 47 is composed of two LEDs, "yz", and indicates the launch direction by the display mode (lighting mode) of the LEDs. For example, in the low base state, it is possible to notify that the ball should be launched to the left play area by displaying "y□z□" (for example, □: off, ■: on) with both LEDs turned off. In addition, in the high base state, it is possible to notify that the ball should be launched to the right play area by displaying "y■z■" (for example, □: off, ■: on). Furthermore, apart from the instruction notification by the launch direction indicator 47, during a jackpot game or in a high base state, a right hit instruction image instructing the player to hit to the right is displayed on the display screen 7a of the image display device 7. In addition, when the high base state is shifted to the low base state, a left hit instruction image instructing the player to hit to the left is displayed on the display screen 7a of the image display device 7. The control related to the display of these instruction images is executed by the sub-control board 90 and the image control board 100 (performance execution means).

[0185] As described above, in the pachinko game machine 1 of this embodiment, if the "low probability low base state" in which the probability variation function and the variation time shortening function are not operating is used as a reference, this low probability low base state can be regarded as a "normal game state" or a "normal state", and the game in which the special symbol is variably displayed in this state can be regarded as a "normal game". And, it is possible to set a "low probability high base state" or a "high probability high base state" as a game state (specific game state) that is more advantageous to the player than the low probability low base state (normal game state).

[0186] In addition, a jackpot game is a game that can be executed by varying the display of a special pattern and then stopping the display of the jackpot pattern, 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, the 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."

[0187] In addition, the low-probability low base state (normal gaming state) and the low-probability high base state (time-saving gaming state, electric support gaming state) are gaming states belonging to the "first gaming state", and the high-probability high base state (high probability game state), which is more advantageous to the player than the low-probability low base state and the low-probability high base state, is a gaming state belonging to the "second gaming state". However, since the low-probability high base state is a gaming state that is more enjoyable for the player than the low-probability low base state, the low-probability low base state can also be regarded as a gaming state belonging to the "first gaming state", and the low-probability high base state can also be regarded as a gaming state belonging to the "second gaming state". In other words, the low base state may be the "first gaming state", and the high base state may be the "second gaming state".

[0188] In addition, in the pachinko game machine 1 of this embodiment, three game states can be set: a "low probability low base state," a "low probability high base state," and a "high probability high base state." In addition, it may also be possible to set a high probability state for special patterns, a non-time-saving state for special patterns, and a low base state, that is, a "high probability low base state."

[0189] [Main control main processing] Next, the processing contents of the game control microcomputer 81 (control processing by the main control unit 80) will be described with reference to Fig. 10 to Fig. 39. Note that counters, flags, statuses, buffers, etc. that appear in the description of the processing contents of the game control microcomputer 81 are provided in the RAM of the main control board 80.

[0190] 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.

[0191] 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.

[0192] 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).

[0193] [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) etc. set in the output buffer provided in the RAM of the main control board 80 in each process described below is output to the sub-control board 90, the payout control board 110, etc. The output command etc. includes 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, etc. In addition, the command consists 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.

[0194] In the input process (S202) that follows the output process (S201), the 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, specific area sensor 39a, non-specific area sensor 49, etc. (see FIG. 5)) attached mainly to the pachinko game machine 1 are read, and if the detection signal is from a sensor that triggers the payout of prize balls, it is 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.

[0195] 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)).

[0196] 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), 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.

[0197] [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 it 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).

[0198] 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 processing (S304). In the normal symbol random number acquisition processing (S304), the value of the random number counter for determining whether or not a normal symbol has been selected (label-TRND-H, FIG. 7(B)) stored in the update value memory area (not shown) of the RAM is acquired, 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 reserved memory section provided in the RAM of the main control board 80.

[0199] 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), the process proceeds to S309. On the other hand, 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 for the special chart 2 (the number of reserved second special charts, specifically, the value of a 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). Then, if the number of reserved balls for the special chart 2 is not less than 4 (NO in S306), the process proceeds to S309, and if the number of reserved balls for the special chart 2 is less than 4 (YES in S306), "1" is added to the number of reserved balls for the special chart 2 (S307).

[0200] Following the process of S307, 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 special pattern hit / miss random number 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 ​​(acquired information) are stored in the address space corresponding to the current number of reserved balls for special pattern 2 in the second special pattern reserved memory unit.

[0201] Next, in S309, it is determined whether or not a game ball has entered the first starting hole 20, that is, whether or not a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), the process is terminated. If a game ball has entered the first starting hole 20 (YES in S309), it is determined whether or not the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically, the value of a 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). Then, if the number of reserved balls for special chart 1 is not less than 4 (NO in S310), the process is terminated. 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).

[0202] Following the process of S311, a special pattern 1 related random number acquisition process (S312) is performed. In the special pattern 1 related random number acquisition process (S312), similar to the special pattern 2 related random number acquisition process (S308), the value of the special pattern hit / miss determination 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 the acquired random number values ​​are stored in the address space corresponding to the current number of special pattern 1 reserved balls in the first special pattern reserved memory unit.

[0203] [General Action Processing] After the start port sensor detection process (S204), the game control microcomputer 81 performs the normal symbol operation process (S205) shown in Fig. 13. 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 map operation status" is "1" (YES in S401), normal pattern waiting processing (S402) is performed; if the "normal map operation status" is "2" (NO in S401, YES in S403), normal pattern changing processing (S404) is performed; if the "normal map operation status" is "3" (NO in both S401 and S403, YES in S405), normal pattern determination processing (S406) is performed; if the "normal map operation status" is "4" (NO in all of S401, S403, and S405), normal electric role processing (S407) is performed. The normal map operation status is initially set to "1."

[0204] [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 processing S502 to S505. On the other hand, if it is not "0" (NO in S501), a normal symbol hit / miss determination process described later is performed (S502), and then a normal symbol change pattern selection process is performed (S503). In the normal symbol change pattern selection process (S503), 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, a 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, a normal symbol change pattern with a normal symbol change time of 30 seconds is selected.

[0205] Following the normal symbol variation pattern selection process (S503), the normal symbol random number shift process (S504) described later is performed, followed by the normal symbol variation start process (S505), and the process ends. In the normal symbol variation start process (S505), the normal symbol variation display is started based on the normal symbol variation pattern selected in S503, and the normal operation status is set to "2". In the normal symbol variation start process (S505), a normal symbol variation start command is set to notify the sub-control board 90 of the start of the normal symbol variation.

[0206] [Normal pattern match determination process] As shown in FIG. 15, in the normal symbol hit / miss judgment process (S502), first, the value of the random number counter for normal symbol hit / miss judgment (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 (i.e., whether the game state is in the time-saving state or not) (S602). If it is judged in S602 that the time-saving flag is ON, that is, that 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 random number counter for normal symbol hit / miss judgment (label-TRND-H) 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), it is determined whether or not the game is a win by a low-probability normal symbol win / loss determination based on the table for the non-time-saving state (win determination values ​​are "0" and "1") in the normal symbol win determination table shown in Fig. 8(C) (S603), and the process proceeds to S605. Then, in S605, it is determined whether or not the result of the normal symbol win / loss determination (S603, S604) is a win (normal symbol win) (S605), and if it is determined that the game is not a win (miss) (NO in S605), the losing normal symbol (normal symbol miss) 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.

[0207] [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 normal pattern balls 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 zero (S703), and the process is completed. In this way, the reserved normal patterns are consumed in the order of reservation.

[0208] [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), the process ends as it is. On the other hand, if the 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 at the display result (winning normal pattern or losing normal pattern) according to the result of the random number for determining whether the normal pattern is a hit or miss are performed (S804), and this process ends.

[0209] [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 winning flag is ON (S901). If the normal pattern winning 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 winning 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".

[0210] 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.

[0211] [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.

[0212] If the normal hit end flag is not ON (NO in S1001), it is determined whether or not the 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 (opening timing) to open the second start port 21 has arrived (S1003), and if not (NO in S1003), the processing ends, and if it has arrived, the second start port 21 is opened (S1004), and the processing ends. 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 (closing timing) (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), the processing is terminated, and if it has come (YES in S1005), the second starting port 21 is closed (closed) (S1006).

[0213] 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), the process is terminated to open the second start hole 21 again. On the other hand, if it is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), 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.

[0214] On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening (auxiliary play) of the second starting hole 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 the process ends. As a result, in the next interrupt process, the normal symbol waiting process (S402) is executed again as the normal symbol operation process (S205) (see Figures 11 and 13).

[0215] [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). In the special symbol operation processing (S206), as shown in Fig. 20, the processing related to the special symbol display unit (first special symbol display device 41a and second special symbol display device 41b) and the big prize device (first big prize device 31 and 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 waiting process (S1102) is performed, if the special symbol operation status is "2" (NO in S1101, YES in S1103), special symbol changing process (S1104) is performed, if the special symbol operation status is "3" (NO in S1101, S1103, YES in S1105), special symbol determination process (S1106) is performed, and if the special symbol operation status is "4" (NO in S1101, S1103, S1105), special electric device process (S1107) is performed as a jackpot game. The special symbol operation status is initially set to "1".

[0216] [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 it is in the process (YES in S1211), this process is terminated as it is, and if it is not in the process (NO in S1211), a standby screen setting process is executed to display the standby screen (S1212).

[0217] 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.

[0218] In addition, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting hole 21 but there is one or more memories of random number counter values ​​obtained due to a ball entering the first starting hole 20, 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) described below are performed in this order.

[0219] In this embodiment, the display of the first special symbol based on the reserved first special symbol is performed only when the reserved second special symbol is "0" (YES in S1201). In other words, the consumption of the reserved second special symbol (display of the variable second special symbol) is executed in priority to the consumption of the reserved first special symbol (display of the variable first special symbol). In this embodiment, the judgment of whether or not the player has won based on the reserved second special symbol is more likely to result in a big win that is more profitable for the player than the judgment of whether or not the player has won based on the reserved first special symbol (see FIG. 8(B)).

[0220] [Special diagram 2 correctness judgment processing] As shown in FIG. 22, in the special pattern 2 win / loss determination process (S1202), first, as a determination value, the value (label-TRND-A) of the random number counter for determining whether or not the special pattern is win / loss stored (the oldest memory) in the lowest area of ​​the second special pattern reserved memory section of the RAM (i.e., the RAM area corresponding to the first second special pattern reserved) is read out (S1301).

[0221] Next, it is determined whether the probability flag is ON, that is, whether the state is high probability or not (S1302). If the state is not high probability (NO in S1302), that is, if the state is normal, a hit / miss determination is made based on the hit determination table for normal state (hit determination values ​​are "3" and "397") in the hit determination table (FIG. 8(A)) (S1303). On the other hand, if the state is high probability (YES in S1302), a hit / miss determination is made based on the hit determination table for high probability state in the hit determination table (FIG. 8(A)) (S1304). In the hit determination table for high probability state, the hit determination values ​​are "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".

[0222] Next, in S1305, it is determined whether the result of the hit / miss determination (S1303, S1304) is a "jackpot" or not (S1305). If it is determined to be a jackpot (YES in S1305), the value of the random number counter for determining the jackpot type (label-TRND-AS) is read out, the jackpot type is determined based on the jackpot type determination table shown in FIG. 8(B) (S1307), the jackpot pattern is determined based on the value of the random number for determining the jackpot type (S1308), the jackpot flag is turned ON (S1309), and the process is terminated. On the other hand, if it is determined that the result of the hit / miss determination (S1303, S1304) is not a "jackpot" ("miss") (NO in S1305), the miss pattern is determined (S1306), and the process is terminated. The main control unit 80 (the game control microcomputer 81) which executes the win / loss determination for the second special symbol (S1303, S1304) functions as the "second win / loss determination means."

[0223] Here, when determining the type of the jackpot, in the case of a hit / miss judgment related to the first special symbol, the type of the jackpot is determined using the jackpot type judgment table for the first special symbol, and in the case of a hit / miss judgment related to the second special symbol, the type of the jackpot is determined using the jackpot type judgment table for the second special symbol. Note that the hit / miss judgment of the special symbol 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".

[0224] [Special Chart 2 Variation Pattern Selection Processing] As shown in FIG. 21, in the special symbol waiting process (S1102), the special symbol 2 hit / miss 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). If it is determined in S1401 that the game state is not in a time-saving state (NO in S1401), that is, if the game state is in a non-time-saving state, it is then determined whether the big win flag is ON or not (S1402).

[0225] 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.

[0226] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), it is determined whether the reserved number of the second special symbol is either "1" or "2" (S1405). The reserved number here refers to 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".

[0227] Then, in S1405, if it is determined that the reserved number is either "1" or "2" (YES in S1405), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) by referring to the first 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 "1, 2") (S1406). In this embodiment, one of the fluctuation patterns P4 to P7 is selected.

[0228] 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).

[0229] Also, when it is determined in S1401 that the time-saving state is in effect (YES in S1401), 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.

[0230] 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" (S1410). The reserved number here is the same as described above, and the reserved number is set to any value from "1" to "4".

[0231] In S1410, when it is determined 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") (S1411). In this embodiment, one of the fluctuation patterns P15 to P18 is selected.

[0232] Also, if 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 (the part 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 and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label-TRND-T1) (S1412). In this embodiment, one of the fluctuation patterns P19 to P22 is selected.

[0233] Here, the variation pattern selected when the result of the hit / miss judgment in the time-saving state is a miss is more likely to be a short variation pattern than the variation pattern selected when the result of the hit / miss judgment in the non-time-saving state is a 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 variation patterns with short fluctuation times in the time-saving state.

[0234] After the variation pattern is selected as described above, other processing shown in Fig. 23 is performed (S1404), and the processing ends. In the other processing (S1404), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of the RAM, etc. The variation pattern designation command set in this processing is included in a variation start command, which will be described later, and is transmitted to the sub-control board 90 by the output processing (S201).

[0235] [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 consists of 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 zero (S1503), and this process is completed.

[0236] After the special pattern 2 random number shift process (S1204) is executed, the special pattern 2 variation start process (S1205) is executed as shown in Fig. 21. In the special pattern 2 variation start process (S1205), the special pattern 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 pattern.

[0237] Next, in the special pattern waiting process (S1102), 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.

[0238] [Special Diagram 1 Correctness Judgment Processing] As shown in FIG. 26, in the special symbol 1 hit / miss judgment process (S1207), the process (S1601-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. 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."

[0239] In addition, either or both of the first correctness determination means and the aforementioned second correctness determination means are also referred to as the "correctness determination means" or "determination means."

[0240] [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.

[0241] [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 (S1802). 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 zero (S1803), and this process is completed.

[0242] After executing the special pattern 1 random number shift process (S1209), execute the special pattern 1 variation start process (S1210) in Fig. 21. In the special pattern 1 variation start process (S1210), the special pattern 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 pattern.

[0243] [Special pattern change processing] As shown in Fig. 30, in the special symbol variation process (S1104), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in S1203 or S1208. 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.

[0244] 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 or not 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 or not the value of the high probability counter is "0" (S1905). If it is determined that the high probability counter is "0" (YES in S1905), the high probability flag is turned OFF (S1906), and processing 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 high probability counter is not "0" (NO in S1905), processing proceeds directly to S1907.

[0245] In S1907, it is determined whether or not the time-saving flag is ON (S1907). Then, when 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). When 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. On the other hand, when it is determined that the time-saving flag is not ON (NO in S1907) or when it is determined that the value of the time-saving counter is not "0" (NO in S1909), the process proceeds directly to S1911.

[0246] In S1911, the special symbol operation status is set to "3" (S1911). Then, other processing such as stopping the variable display of the special symbol based on the results of the special symbol hit / miss judgment random number and the jackpot type determination random number is performed (S1912), and this processing is terminated.

[0247] [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 (S2002). As a result, if it is determined that it 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 the current jackpot is not a 15R jackpot (NO in S2002), the jackpot type is a 7R jackpot, so the value of the round counter is set to "7" (S2005), and the process proceeds to S2006.

[0248] 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.

[0249] Next, in S2007, a judgment type flag is set (S2007). The judgment type flag indicates whether the special symbol judgment that triggered the current jackpot was the first special symbol judgment or the second special symbol judgment. In other words, it is a flag that makes it possible to specify whether the jackpot was determined by the first special symbol judgment or the second special symbol judgment. In this embodiment, two flags are provided as the judgment type flag: a first judgment flag indicating that the special symbol judgment that triggered the current jackpot was the first special symbol judgment, and a second judgment flag indicating that the special symbol judgment was the second special symbol judgment.

[0250] The pachinko game machine 1 of this embodiment has a "7R jackpot" (7R 1st and 2nd jackpot) and a "15R jackpot" (15R 3rd to 5th jackpot). Among them, the 7R 1st and 2nd jackpot and the 15R 3rd jackpot are jackpot types when the 1st special symbol hit judgment is a jackpot, and the 15R 4th and 5th jackpot are jackpot types when the 2nd special symbol hit judgment is a jackpot (see FIG. 6).

[0251] Therefore, in this embodiment, the judgment type flag is set based on the current jackpot type (S2007). That is, if the type of the current jackpot is any of the 7R 1st jackpot, 7R 2nd jackpot, and 15R 3rd jackpot, the current jackpot is determined by the first special symbol hit judgment (also called "special symbol 1 hit"). Therefore, the first judgment flag is set to ON (S2007). On the other hand, if the type of the current jackpot is the 15R 4th jackpot or the 15R 5th jackpot, the current jackpot is determined by the second special symbol hit judgment (also called "special symbol 2 hit"). Therefore, the second judgment flag is set to ON (S2007). The judgment type flag is set to OFF (initialized) when the jackpot game (special game state) related to the current jackpot ends.

[0252] Next, in S2008, the large prize opening pattern corresponding to the type (kind) of the jackpot is set (S2008), and the process proceeds to S2009. Here, as described above, the opening pattern of the large prize opening is determined according to the type of the jackpot (see FIG. 6). Specifically, if the 7R first or second jackpot is the 7R opening pattern corresponding to the respective jackpot is set, and if the 15R third to fifth jackpot is the 15R opening pattern corresponding to the respective jackpot is set. Then, the corresponding opening pattern for the jackpot is executed in each jackpot game.

[0253] In S2009, the movable piece operation timing is set according to the type of the jackpot, and the process proceeds to S2010. As described above, the operation of the movable piece 150 in the V round (the seventh round in this embodiment) is performed based on the number of game balls entering the second big prize 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. 49). Specifically, a first predetermined value C1, a second predetermined value C2, and a third predetermined value C3 that are predetermined according to the type of the jackpot are set (predetermined value setting means). 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 count counting means in the V round (the seventh round). In addition, the second predetermined value C2 and the third predetermined value C3 are not set when the type of jackpot is a "V non-passing jackpot", and are set only when the type of jackpot is a "V passing jackpot".

[0254] Next, in S2010, the opening command for the jackpot is set to start the jackpot game (S2010). The opening command is provided according to the type of jackpot. Specifically, an opening command is provided for each jackpot, such as an opening command for the 7R 1st jackpot, an opening command for the 7R 2nd jackpot, an opening command for the 15R 3rd jackpot, an opening command for the 15R 4th jackpot, and an opening command for the 15R 5th jackpot.

[0255] The opening command set in S2010 is transmitted to the sub-control unit 90 by the output process (S201). In the sub-control unit 90 that receives the opening command, processing related to the execution of a predetermined game presentation (for example, an opening presentation) corresponding to the opening period is performed.

[0256] Next, in S2111, an opening period corresponding to the opening command set in S2010 is started (S2111). The opening period is the period from the stop display (confirmation display) of the jackpot pattern to the start of the first round of the jackpot game.

[0257] Next, in S2012, the special chart operation status is set to "4" (S2012), and the process is terminated. On the other hand, if it is determined in the above-mentioned S2001 that the jackpot flag is not ON (NO in S2001), the special chart operation status is set to "1" (S2013), and the process is terminated as it is.

[0258] [Special electric device processing (jackpot play)] As shown in FIG. 32, in the special electric device processing (S1108), first, it is determined whether the probability variable flag is ON (S2101), and if it is determined that the probability variable flag is ON (YES in S2101), the probability variable flag is turned OFF (S2102), and then it is determined whether the time-saving flag is ON (S2103). If it is determined that the time-saving flag is ON in S2103 (YES in S2103), the time-saving flag is turned OFF (S2104), and the process proceeds to S2105. If it is determined that NO in S2101, the process proceeds to S2103 without turning OFF the probability variable flag, and if it is determined that NO in S2103, the process proceeds to S2105 without turning OFF the time-saving flag. In other words, during the execution of the big win game, it is controlled to a low probability state and a non-time-saving state. In this embodiment, since the low base state is always maintained during the non-time-saving state, the game is also controlled to the low base state during the execution of a jackpot game.

[0259] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that the opening process of the big prize winning devices (first big prize winning device 31 and second big prize winning device 36) in the jackpot game has all ended (the jackpot game has ended). In other words, it is a flag indicating that all rounds constituting the jackpot game have ended. This jackpot end flag is turned ON in S2121 described later.

[0260] If it is determined in S2105 that the jackpot 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 jackpot opening pattern set for each jackpot 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 time 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 jackpot closing process described below has ended.

[0261] 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 the 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 (start round) 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 board 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 winning and that is determined for the round to be started is started.

[0262] 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 in which it is determined that it is not time to start a round include an opening period before the start of a round, during a round (during a round game), and an interval period after the end of a round.

[0263] In S2111, it is determined whether a round is being executed, that is, whether the big prize opening is being opened based on the predetermined opening pattern started in S2108 (S2111). As a result, when it is determined that a round is being executed (the big prize opening is being opened) (YES in S2111), it is then determined whether the round being executed is a V round (S2112). As described above, in this embodiment, the seventh round of the big prize game is the V round, so here it is determined whether it is the seventh round. Then, if the round being executed is a V round (seventh round) (YES in S2112), a V round process described later is performed (S2113), and if it is not a V round (if it is a round other than the seventh round), the process proceeds to S2114 without performing the V round process (S2113).

[0264] 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 opening pattern set for the currently running round has ended), and (2) the specified number of game balls (in this embodiment, "9 balls") set for the currently running round have 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 condition that was satisfied first. During a jackpot game, as long as the game ball is normally shot (hit to the right) and flows smoothly down the game area 3 (right game area 3B), the condition (2) is usually satisfied as the round end condition. On the other hand, when it is determined in S2114 that the round end condition is not satisfied (NO in S2114), the process is terminated.

[0265] On the other hand, if it is determined in S2114 that the round end condition has been 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 identify the ending round (ending round) is set, such as a "1R end command" for the end of the first round, or a "2R end command" for the end of the second round. The set round end command is sent to the sub-control board 90 by the output process of S201.

[0266] In S2116, the large prize opening closing process described later is performed, and then it is determined whether the large prize opening closing process has been completed (S2117). Although details will be described later, in the large prize opening closing process (S2116), mainly, the closing process of the large prize opening (first large prize opening 30 or second large prize opening 35) accompanying the end of the round, the interval period setting process, the comparison judgment process between the number of balls entering the V attacker and the number of balls discharged in the V round, the retry process based on the result of the comparison judgment, and the error process are executed. When these processes are completed, it is determined in S2117 that the large prize opening closing process has been completed (YES in S2117). During the execution of the large prize opening closing process, the closing process flag described later is ON, and when the large prize opening closing process is completed (completed), the closing process flag is turned OFF. Therefore, the judgment in S2117 is made based on the ON / OFF of the closing process flag. In addition, each of the interval period setting process, comparison judgment process, retry process, and error process that can be executed in the large prize opening closing process is also referred to individually as a "confirmation process", and these processes are collectively referred to as the confirmation process.

[0267] When it is determined in S2117 that the large prize opening closing process has not been completed (the closing process flag is ON) (NO in S2117), the process is terminated as it is. On the other hand, when it is determined in S2117 that the large prize opening closing process has been completed (the closing process flag is OFF) (YES in S2117), the value of the round counter is decremented by 1 (S2118), and it is determined whether the value of the round counter is "0" or not (S2119). Then, when it is determined that the value of the round counter is not "0" (NO in S2119), the process is terminated as it is. On the other hand, when it is determined that the value of the round counter is "0" (YES in S2119), the large prize end process is performed (S2120), and then the large prize end flag is turned ON (S2121), and the process is terminated. Note that the value of the round counter becomes "0" when all rounds in the large prize to be executed are completed.

[0268] In the jackpot end process in S2120, the jackpot ending command is set and the jackpot ending period is started. The ending command is selected and set from a plurality of ending commands based on the game state at the time of the jackpot, the jackpot 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.

[0269] For example, the ending period (ending time) set at the end of a jackpot game related to the first special symbol can be 10 seconds, and the ending period (ending time) set at the end of a jackpot game related to the second special symbol can be 5 seconds, etc. This is because the second special symbol is mainly displayed in a variable manner in a high base state (right-hitting game state), which is a game state aiming for the next jackpot following the so-called first jackpot (so-called "consecutive jackpots"), so by making the ending time related to the second special symbol shorter than the ending time related to the first special symbol, the game in the high base state can be progressed speedily (smoothly). Alternatively, the ending period (ending time) set at the end of a jackpot game related to a V-passing jackpot can be 2 seconds, and the ending period (ending time) set at the end of a jackpot game related to a V-non-passing jackpot can be 10 seconds, and so on, depending on the type of jackpot. This is also because, after the end of a jackpot game related to a V-passing jackpot, in principle, a high probability high base state (high probability state) is entered, and a game state in which consecutive wins can occur is entered, and the game in this game state can proceed quickly. The ending period (ending time) can also be the same regardless of the type of special pattern or jackpot, etc.

[0270] Here, the ending period is a period that is set after all opening operations of the large prize winning ports (first large prize winning port 30 and second large prize winning port 35) in a big win game are completed and before the variable display of the special pattern (performance pattern) can be executed, and is also called the "ending period". During the ending period, the large prize winning ports are closed. The performance executed in this "ending period" is also called the "ending performance". In addition, the opening period is a period that is set before the first (first round) opening operation of the large prize winning ports in a big win game is started and after the variable display of the special pattern (performance pattern) can be executed, and is also called the "starting period". In addition, the performance executed in this "starting period" is also called the "starting performance".

[0271] In the above-mentioned 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 (ending time) of the jackpot ending performance has elapsed (S2122), and if it is determined that the ending time has not elapsed (NO in S2122), the processing ends. 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 the game status setting processing (S2124) described later is performed.

[0272] Next, in S2125, the big win flag is turned OFF (S2125), the special symbol operation status is set to "1" (S2126), and the process ends. As a result, in the next interrupt process, the special symbol standby process (S1102) is executed again as the special symbol operation process (S206).

[0273] The main control unit 80 (game control microcomputer 81) which executes the above-mentioned special electric device processing (S1108) functions as a "special game execution means."

[0274] [V Round Processing] As shown in Fig. 33, in the V round process (S2113), first, it is determined whether or not the movable piece 150 provided in the V attacker (second large winning hole 35) is in an inoperative state (second distribution state) (S2701). If it is determined that it is in an operative state (first distribution state) (NO in S2701), the process proceeds to S2709 described later, and if it is determined that it is in an inoperative state (YES in S2701), the number of game balls that entered the V attacker during the V round, that is, the count value by the ball number counting means described above, is determined (S2702).

[0275] As mentioned above, in the V round, the movable piece 150 is activated based on the number of game balls that enter the V attacker, and the predetermined values ​​(first predetermined value C1 to third predetermined value C3; see Figure 49) that determine the number of balls that will trigger the activation are set in the above-mentioned S2009.

[0276] In S2702, it is determined whether the count value by the ball-entering counting means in the current V-round is the first predetermined value C1 set in S2009 (S2702). In this embodiment, the first predetermined value C1 is set to "1", so in S2702, it is determined whether the count value by the ball-entering counting means is "1". As a result, if the count value (the number of balls entered into the V-attacker) is "1" (YES in S2702), the processing of S2703 and S2704 is performed, and if it is not "1" (NO in S2702), the processing of S2703 and S2704 is not performed and the processing proceeds to S2705.

[0277] In S2703, the first operation of the movable piece 150 is performed (S2703). As a result, the movable piece 150, which was in a non-operated state (second distribution state), becomes in an operated state (first distribution state). Note that the first operation at this time is a short-time first operation based on the short opening pattern (first operation mode).

[0278] Next, in S2704, the specific area valid period is started (set) (S2704). The specific area valid period (also called "V valid period") is a period during which the detection of the game ball by the specific area sensor 39a (passage of the game ball into the specific area 39) is valid, and is started (set) when the movable piece 150 is activated (entered into an activated state). Conversely, a period other than the specific area valid period is a period during which the detection of the game ball by the specific area sensor 39a is invalid (also called "specific area invalid period" or "V invalid period"). When the movable piece 150 is in an inactivated state, it is a specific area invalid period (outside the specific area valid period), and if a game ball is detected by the specific area sensor 39a during the invalid period, the detection is invalidated, and it is determined that "abnormal passage of the specific area (specific area error)", which is a type of error regarding the passage of the game ball into the specific area 39, has occurred (error determination means).

[0279] Here, by setting the game status indicator 46 to a predetermined display mode based on the game ball being detected by the specific area sensor 39a and the V flag being turned ON (i.e., the specific area sensor 39a has detected a game ball during the V valid period), it is possible to notify that the game state after the big win game ends will be a high probability state. Specifically, for example, if the game status indicator 46 consisting of three LEDs "a1a2a3" is set to a display mode of "a1□a2□a3□" (for example, □: off, ■: on) in the normal state (low probability state), when the game ball is detected by the specific area sensor 39a during the big win game and the V flag is turned ON, the display mode is set to "a1■a2■a3■". Then, when the big win game ends and the game state is set to the high probability state, the display mode is set to "a1□a2□a3□". In addition, 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 the game transitions to a high probability state after the jackpot game ends, the display mode may change to "a1■a2■a3■", and when the game transitions from the high probability state to a low probability state, the display mode may change to "a1□a2□a3□".

[0280] In addition, when the V flag is ON, the probability variable flag is ON. That is, the game state after the big win game is set to a high probability state (see S2124 described later). In the specific area sensor detection process (S207) described later, the V flag is ON only when a V passage is detected during the specific area effective period, and the V flag is not ON when a V passage is detected outside the specific area effective period (V invalid period). In this way, the V flag is not turned ON based on a V passage due to fraudulent acts, that is, the high probability state is not fraudulently set.

[0281] Next, in S2705, it is determined whether the V round (jackpot game) being executed is related to a V-passing scheduled jackpot (S2705). In the case of a V-passing scheduled jackpot, the movable piece 150 is operated for the first time (short opening pattern) during the V round, and then the movable piece 150 can be operated based on the entry of a game ball into the V attacker. Therefore, in S2705, it is determined whether the V round being executed is related to a V-passing scheduled jackpot, and if it is determined that it is not a V-passing scheduled jackpot (NO in S2705), that is, if the V round being executed is related to a V non-passing scheduled jackpot, this process is terminated without performing the processes of S2705 to S2708.

[0282] On the other hand, if it is determined that the V round being executed is related to a V-passing scheduled jackpot (YES in S2705), the number of balls entering the V attacker (counted value by the ball number counting means) is determined (S2706). Here, it is determined whether the counted value by the ball number counting means in the V round is the second predetermined value C2 set in S2009 (S2706). In this embodiment, the second predetermined value C2 is set to "2" (see FIG. 49), so in S2706, it is determined whether the counted value by the ball number counting means is "2". As a result, if the counted value (number of balls entering the V attacker) is "2" (YES in S2706), the processing of S2707 and S2708 is performed, and if it is not "2" (NO in S2706), this processing is terminated without processing S2707 and S2708.

[0283] The processes of S2707 and S2708 are performed in the same manner as the processes of S2703 and S2704 described above. That is, the first operation of the movable piece 150 is performed as a long-term first operation based on the long-open pattern (second operation mode) (S2707), and the specific area effective period is started (set) in association with this long-term first operation (S2708).

[0284] The above is the process for changing the movable piece 150 from the inactive state to the active state. On the other hand, if it is determined in the above-mentioned S2701 that the movable piece 150 is not in the inactive state (NO in S2701), that is, if it is determined that the movable piece 150 is in the active state, it is determined whether or not the activation time of the movable piece 150 has elapsed (S2709).

[0285] As described above, when the count value by the entering ball counting means reaches the first predetermined value C1 ("1" in this example) and the first operation of the movable piece 150 is executed (YES in S2702, S2703), the second operation of the movable piece 150 is executed after the first operation time ("80 ms" in this example) has elapsed. On the other hand, when the count value by the entering ball counting means reaches the second predetermined value C2 ("2" in this example) and the first operation of the movable piece 150 is executed (YES in S2706, S2707), the second operation of the movable piece 150 is executed after the second operation time ("23000 ms" in this example) has elapsed before the count value by the entering ball counting means reaches the third predetermined value C3 ("9" in this example). Therefore, in S2709, if the operating state of the movable piece 150 is the first operating state based on the count value by the entering ball counting means reaching a first predetermined value C1 (the first entering ball for the V attacker), it is determined whether or not the first operating time has elapsed as the operating time of the movable piece 150, and if the operating state is the second operating state based on the count value by the entering ball counting means reaching a second predetermined value C2 (the second entering ball for the V attacker), it is determined whether or not the second operating time has elapsed as the operating time of the movable piece 150.

[0286] In addition, the determination of whether it is the first or second operation can be made, for example, by setting (ON) a flag indicating whether the operation trigger is the first predetermined value C1 (first ball hitting) or the second predetermined value C2 (second ball hitting) when the first operation of the movable piece 150 is executed (S2703, S2707) and referring to the flag.

[0287] When it is determined in S2709 that the actuation time of the movable piece 150 has elapsed (YES in S2709), a second actuation of the movable piece 150 is performed (S2710). As a result, the movable piece 150 that was in the actuated state (first distribution state) becomes in the non-actuated state (second distribution state).

[0288] Next, in S2711, a predetermined measurement time (predetermined time) is set in the specific area effective period end timer, and the timer starts counting (S2711). In this embodiment, the end of the specific area effective period started in S2704 and S2708 is set to the timing when a predetermined time has elapsed after the operation of the movable piece 150 ends. That is, the specific area effective period (V effective period) is set to the period from the start of the operation of the movable piece 150 in the V round to the elapse of a predetermined time (1.5 seconds in this example) after the operation ends. In S2711, a predetermined time that determines the end of the specific area effective period is set as the measurement time. The reason why the specific area effective period is continued even after the operation of the movable piece 150 ends is that if a game ball passes through the specific area 39 and is detected by the specific area 39a just before the operation of the movable piece 150 ends, the detection is treated as valid.

[0289] During the specific area effective period, the period after the movable piece 150 finishes operating (1.5 seconds in this example) is also referred to as the "special effective period." After this special effective period has elapsed, the V invalid period begins. During the execution period of the retry process of the movable piece 150, which will be described later, the movable piece 150 operates but the V effective period is not set, resulting in the V invalid period.

[0290] On the other hand, if it is determined in S2709 that the operating time of the movable piece 150 has not elapsed (NO in S2709), it is determined whether the V round (jackpot game) being played is related to a V-passing scheduled jackpot (S2712). As a result, if it is determined that the V-passing scheduled jackpot is not (it is a V non-passing scheduled jackpot) (NO in S2712), this process ends as it is.

[0291] On the other hand, if it is determined that the V-passing jackpot is a V-passing scheduled jackpot (YES in S2712), the number of balls entering the V attacker (the count value by the ball count counting means) is determined (S2713). Here, it is determined whether the count value by the ball count counting means in the V round is the third predetermined value C3 set in S2009 (S2713). In this embodiment, the third predetermined value C3 is set to "9" (see FIG. 49), so in S2713, it is determined whether the count value by the ball count counting means is "9". As a result, if the count value (the number of balls entering the V attacker) is not "9" (NO in S2713), this process is terminated as it is, and if it is "9", the above-mentioned processes of S2710 and S2711 are performed, and this process is terminated.

[0292] Here, as described above, in the V round related to the V-passing jackpot, the movable piece 150 that has been activated by the second first operation (long-time first operation) is usually deactivated based on the detection of the ninth ball entering the V attacker (the count value by the ball number detection means becomes the third predetermined value C3). Therefore, after the movable piece 150 performs the second first operation in the V round related to the V-passing jackpot, it is rare that the activation time has elapsed in S2709, and in most cases, the number of balls entering the V attacker (the count value by the ball number detection means) is determined to be the third predetermined value C3 in S2713, and the movable piece 150 is deactivated. In this embodiment, the third predetermined value C3, which is the trigger for the movable piece 150 to become deactivated, is set to "9", which is the same value as the specified number of the V attacker, so that the movable piece 150 becomes deactivated when the V round ends. Therefore, the V round does not end until the condition for the movable piece 150, which has been put into the actuated state by the second first actuation, to change to the non-actuated state is met. In other words, after the movable piece 150 performs the second first actuation in the V round and enters the actuated state (first distribution state), that actuated state is maintained until the V round ends.

[0293] The main control unit 80 (game control microcomputer 81) which executes the operation control of the movable piece 150 by the above V round processing (S2113) functions as "distribution operation control means." In addition, the main control unit 80 (game control microcomputer 81) which executes the processing of S2708 and S2711 in the V round processing (S2113) functions as "validity period setting means."

[0294] [Big prize gate closure process] As shown in Fig. 34, in the special prize opening closing process (S2116), first, it is determined whether the closing process flag is ON (S2801). The closing process flag is a flag that indicates the execution status of the special prize opening closing process, and indicates that the special prize opening closing process is being executed by ON, and indicates that the special prize opening closing process is not being executed by OFF.

[0295] If it is determined in S2801 that the closing process flag is ON (YES in S2801), the process proceeds to S2804 described below, and if it is determined that the closing process flag is not ON (OFF) (NO in S2801), the closing process flag is set ON (S2802) and the interval period starts (S2803). In S2803, the interval time after the end of the round (500 ms or 2000 ms) is set and measurement of that time starts. The interval time (interval period) is set according to the ending round (non-V round or V round).

[0296] Next, in S2804, it is determined whether the round that ended due to the previous round end condition being satisfied (YES in S2114) is a V round (S2804). If the result shows that the round that ended is a V round (YES in S2804), a comparison judgment process (S2805) described below is performed and the process proceeds to S2806, and if the round that ended is not a V round (non-V round) (NO in S2804), the comparison judgment process (S2805) is not performed and the process proceeds to S2806.

[0297] Here, in the V round, when the movable piece 150 for opening and closing the specific area 39 in the V attacker is operated, there is a risk that the game balls may get caught in the movable piece 150, causing the game balls to get stuck in the attacker. Therefore, the number of balls entering the V attacker and the number of balls ejected are compared (managed) by a comparison judgment process (S2805) described later to check whether balls are stuck. In addition, if a V passage (game ball detection by the specific area detection switch 39a) is intentionally generated (falsely detected) by a fraudulent act such as string thief or radio wave thief, the number of balls entering and the number of balls ejected may not match, so it is possible to discover such fraudulent acts and prevent unexpected damage from occurring.

[0298] Next, in S2805, it is determined whether the interval period has ended (the interval time has elapsed) (S2805). As a result, if it is determined that the interval period has not ended, that is, if it is determined that the interval time is being measured (NO in S2805), this process ends. On the other hand, if it is determined that the interval period has ended (YES in S2804), the close process flag is turned OFF (S2807), and this process ends.

[0299] [Comparison and judgment process] As shown in Fig. 35, in the comparison judgment process (S2805), first, the number of game balls that entered the V attacker (second large winning hole 35) in the V round (number of balls entered) is compared with the number of game balls that were discharged from the V attacker (number of balls discharged) (S2901). This comparison judgment is to compare the number of balls entered with the number of balls discharged and judge whether they match or not.

[0300] As described above, the game balls that enter the V attacker in the V round are detected by the second large winning hole sensor 35a, and the number of detections (number of balls entering) is counted by the ball number counting means. The game balls detected by the second large winning hole sensor 35a are then detected by the specific area sensor 39a or the non-specific area sensor 49a (passing through the specific area 39 or the non-specific area 49), and the number of detections (number of balls discharged) is counted by the discharge number counting means.

[0301] In S2901, the count value (number of entering balls) by the entering ball counting means is compared with the count value (number of ejected balls) by the ejection number counting means. That is, based on the detection results of the second large winning hole sensor 35a (entering ball detection means), the specific area sensor 39a (first passing detection means) and the non-specific area sensor 49a (second passing detection means), the number of entering balls into the V attacker is compared with the number of ejected balls. The main control unit 80 (game control microcomputer 81) that executes the process of S2901 functions as a "comparison and judgment means".

[0302] Next, in S2902, it is determined whether the number of balls entering the V attacker during the V round matches the number of balls discharged (S2902) based on the result of the comparison in S2901. If the number of balls entering the V attacker matches the number of balls discharged (YES in S2902), this process ends without performing the processes in S2903 and onward. If the number of balls entering the V attacker matches the number of balls discharged, it can be determined that the game balls entering the V attacker and the balls being discharged are normal, so this process ends without performing the processes in S2903 and onward.

[0303] On the other hand, if it is determined in S2902 that the number of balls entering the V attacker and the number of balls discharged do not match (NO in S2902), it is determined whether it is time to execute (start) the retry process (S2903). In this embodiment, the timing when 1600 ms (1.6 seconds) has passed since the end of the V round is set as the execution time of the retry process, during which the comparison judgment (S2901) between the number of balls entering the V attacker and the number of balls discharged can be executed. Then, when 1600 ms has passed since the end of the V round while the number of balls entering and the number of balls discharged do not match, it is time to execute the retry process (YES in S2903). Therefore, in S2903, it is determined whether 1600 ms has passed since the end of the V round.

[0304] If it is determined in S2903 that it is not time to execute (start) the retry process (NO in S2903), the process proceeds to S2906. On the other hand, if it is determined that it is time to execute the retry process (YES in S2903), it is determined whether the number of ejected balls is less than the number of entered balls, with respect to the discrepancy between the number of entered balls and the number of ejected balls (S2904). If the number of ejected balls is greater than the number of entered balls (NO in S2904), the process proceeds to S2906, and if the number of ejected balls is less than the number of entered balls (YES in S2904), the retry process is executed (S2905), and the process ends.

[0305] Here, the retry process is a process in which the operation and stopping of the movable piece 150 (ON / OFF of the movable piece solenoid 151) is repeated a predetermined number of times (executed multiple times). If the number of balls entering the V attacker exceeds the number of balls discharged, it means that the game balls that entered the V attacker have not yet passed through the specific area 39 or the non-specific area 49 (not detected by the specific area sensor 39a or the non-specific area sensor 49a). Possible causes of this include ball clogging on the path (game ball passage) toward the specific area sensor 39a or the non-specific area sensor 49a, ball bite by the movable piece 150, etc. Therefore, the retry process is executed to resolve ball bite by the movable piece 150, etc.

[0306] In this embodiment, the execution time (execution period) of the retry process is set to 280 ms. Then, during the period from the end of the V round to the time when the retry process is executed (1600 ms) and the period until the execution period of the retry process (280 ms) has elapsed (1880 ms), the comparison judgment (S2901) between the number of balls that enter the V attacker and the number of balls that are discharged is executed at a predetermined interrupt period (for example, 4 ms period). Therefore, after the first comparison judgment is executed with the end of the V round, multiple comparison judgments including the first comparison judgment are executed until the time when the retry process is executed. In addition, when the retry process is executed, multiple comparison judgments may be executed during the execution period.

[0307] After the V round is over, if it is determined that the number of balls entered and the number of balls discharged match as a result of one or more comparison judgments made before the time to execute the retry process arrives (YES in S2902), the comparison judgment process (S2805) ends without performing the retry process or the error processing described below. Also, after the execution of the retry process starts, if it is determined that the number of balls entered and the number of balls discharged match as a result of one or more comparison judgments made during the execution period of the retry process (YES in S2902), the comparison judgment process (S2805) ends without performing the error processing described below. In this case, it means that the ball jamming problem has been resolved by the retry process.

[0308] In this embodiment, the retry process is executed only when the number of discharged balls of the V attacker is less than the number of balls that enter the V attacker (the number of balls that enter the V attacker is greater than the number of discharged balls) (YES in S2904, S2905). In other words, if the number of discharged balls is greater than the number of balls that enter the V attacker (NO in S2904), the retry process is not executed. This is because the fact that the number of discharged balls is greater than the number of balls that enter the V attacker (the number of balls that enter the V attacker is less than the number of discharged balls) is unlikely to indicate that ball clogging or ball biting has occurred upstream of the specific area sensor 39a or the non-specific area sensor 49a in the V attacker, and executing the retry process is unlikely to resolve the situation in which the number of discharged balls is greater than the number of balls that enter the V attacker. Therefore, this embodiment is configured to avoid (eliminate) the execution of unnecessary retry processes (operation of the movable piece 150).

[0309] Next, in S2906, it is determined whether it is time to execute (start) the error process (S2906). In this embodiment, the timing when 1880 ms (1600 ms + 280 ms) has elapsed since the end of the V round is set as the execution time of the error process. Therefore, if 1880 ms has elapsed after the end of the V round with the number of balls entering the V attacker and the number of balls discharged still not matching, it is time to execute the error process (YES in S2906), and accordingly, a predetermined error process is executed (S2907), and this process is terminated. On the other hand, if it is determined in S2906 that it is not time to execute the error process (NO in S2906), this process is terminated without executing the error process.

[0310] The error processing executed in S2907 varies depending on the discrepancy between the number of balls entered and the number of balls discharged, i.e., depending on the circumstances of the discrepancy.

[0311] Specifically, when the number of V attackers discharged is less than the number of winning balls, the following five processes are executed as error processes: (A1) display a message (first error character image) of "V attacker mismatch error" on the display screen 7a of the image display device 7, (A2) turn on the frame lamp 66 in red, (A3) output an error notification sound from the speaker 67, (A4) stop the operation of the special symbol display unit (first special symbol display device 41a and second special symbol display device 41b), and (A5) stop the operation of the big prize device (first big prize device 31 and second big prize device 36). The error processes (five processes (A1) to (A5) in this example) executed when the number of discharged is less than the number of winning balls are also called "first error processes". In addition, the error processing (A1) to (A3) performed using the image display device 7, the frame lamp 66 and the speaker 67 is to notify the outside of the occurrence of an abnormality (also called the "first error") in which the number of V attackers discharged is less than the number of balls scored, and this notification is also called the "first error notification."

[0312] On the other hand, if the number of V attackers discharged is greater than the number of balls scored, (B1) the message "V attacker abnormal discharge error" (second error text image) is displayed on the display screen 7a of the image display device 7, and (B2) the frame lamp 66 is turned on in blue, and these two processes are executed as error processing. The error processing executed when the number of discharged is greater than the number of balls scored (the two processes (B1) and (B2) in this example) is also called "second error processing". In addition, the error processing (B1) and (B2) executed using the image display device 7 and the frame lamp 66 notifies the outside of the occurrence of an abnormality (also called "second error") in which the number of V attackers discharged is greater than the number of balls scored, and this notification is also called "second error notification".

[0313] In this embodiment, in the first error processing, in addition to notifying the first error, the operation of the special symbol display unit and the big prize device is stopped, while in the second error processing, the operation of the special symbol display unit and the big prize device is not stopped, and the second error is notified. The reason for adopting such a configuration is as follows. That is, when the first error (number of ejected balls < number of balls entered) occurs, there is a possibility that game balls remain in the V attacker due to ball clogging or ball bite, etc., and playing the big prize game (round game) in this situation may cause damage or failure of the V attacker (second big prize device 36), and ultimately, there is a possibility that the big prize game (round game) cannot be progressed normally. In addition, if ball jamming or ball biting occurs in the V round during a jackpot game related to a jackpot that is scheduled to pass through the V, and the game ball that should pass through the V cannot pass through the V, if the game is continued as is, the game will proceed without the player being able to obtain the special bonus (high probability state) that he or she would have been able to obtain, which is disadvantageous to the player and may cause trouble between the player and the game hall. From this perspective, when the first error (number of ejected balls < number of entered balls) occurs, the operation of the special symbol display unit and the big prize device is stopped thereafter to stop the progress of the game. Note that stopping the operation of the special symbol display unit means that the variable display of the special symbol cannot be executed. Also, stopping the operation of the big prize device means that the first big prize opening 30 and the second big prize opening 35 (V attacker) are maintained in a closed state (second state) (as being unable to be opened), and the round game cannot be executed (the jackpot game cannot be progressed).

[0314] On the other hand, when the second error (number of ejections>number of balls entered) occurs, it is considered that the second error occurred due to fraudulent acts such as string hanging or radio wave interference with the V Attacker (specific area 39, specific area sensor 39a). In this case, there is little need to stop the progress of the game, since there is little risk of damage or malfunction of the V Attacker (second big prize device 36) or of the player being unable to obtain the special prize (high probability state) that he or she should have obtained, as in the case of the first error. On the other hand, since there is a possibility of fraudulent acts, it is necessary to notify the outside of the occurrence of the second error. From this perspective, when the second error (number of ejections>number of balls entered) occurs, only an error notification (second error notification) is performed without stopping the operation of the special symbol display unit and the big prize device. It is also possible to stop the operation of the special symbol display unit and the big prize device even when the second error occurs.

[0315] In this embodiment, the first error processing and the second error processing have different processing contents, and the first error processing has a larger number of processing operations than the second error processing. Therefore, the first error can be regarded as a more serious error than the second error. Note that the content and number of processing operations of the error processing are not limited to those shown in this embodiment.

[0316] In S2907, when the first error process is executed, a special symbol change prohibition flag for stopping the operation of the special symbol display unit and a big prize device operation prohibition flag for stopping the operation of the big prize device are each turned ON. When the special symbol change prohibition flag is ON, the game control microcomputer 81 is configured not to start a new special symbol change display. Also, when the big prize device operation prohibition flag is ON, the game control microcomputer 81 is configured not to start a new round of play.

[0317] Furthermore, in S2907, when the first error processing is executed, a first error notification command that instructs displaying the message "V attacker mismatch error", turning on the frame lamp 66 red, and outputting an error notification sound from the speaker 67 is set in the output buffer of the RAM. The set first error notification command is sent to the sub-control board 90 by the output processing of S201. The performance control microcomputer 91 of the sub-control board 90 executes displaying the message "V attacker mismatch error", turning on the frame lamp 66 red, and outputting an error notification sound from the speaker 67 based on the sent first error notification command.

[0318] Furthermore, in S2907, when the second error processing is executed, a second error notification command that instructs displaying the message "V ATTACKER ABNORMAL EJECTION ERROR" and turning on the frame lamp 66 in blue is set in the output buffer of the RAM. The set second error notification command is sent to the sub-control board 90 by the output processing of S201. The performance control microcomputer 91 of the sub-control board 90 executes displaying the message "V ATTACKER ABNORMAL EJECTION ERROR" and turning on the frame lamp 66 in blue based on the sent second error notification command.

[0319] When the first error occurs and the first error processing is executed, the first error processing ends and the first error is cleared by re-powering the pachinko game machine 1 after clearing the ball jam or ball bite in the V attacker and pressing the RAM clear switch (not shown) that instructs the execution of RAM clear. In other words, the first error notification ends and the special symbol change prohibition flag and the big prize device operation prohibition flag are turned OFF.

[0320] When a second error occurs and the second error processing is executed, the second error processing ends and the second error is released by turning the power of the pachinko game machine 1 back on while pressing a RAM clear switch (not shown) that instructs the execution of RAM clear. In other words, the second error notification ends. However, the second error notification ends (the second error is released) when a predetermined time (e.g., 5 minutes) has elapsed after the occurrence of the second error (after the execution of the second error processing). This is because it is sufficient for the error notification to make the gaming hall personnel and the like aware of the possibility of fraudulent activity.

[0321] The main control unit 80 (the microcomputer 81 for game control) that executes the process of S2905 functions as a "retry processing means." The main control unit 80 (the microcomputer 81 for game control) that executes the process of S2907 functions as an "error processing means."

[0322] In this embodiment, the above comparison and judgment process (S2805) is executed in the interval period (predetermined period) after the V round ends. Here, when a jackpot game related to a 7R jackpot (also called a "7R jackpot game") is executed and the V round of the 7R jackpot game ends, the 7R jackpot game ends with the end of the V round because the 7th round is the V round. Then, an ending period is set following the interval period after the end of the V round (S2120). In this case, a series of periods from the start of the interval period after the end of the V round to the end of the ending period can be regarded as one ending period (end period). In other words, when the V round of the 7R jackpot game ends and the comparison and judgment process (S2805) is executed, the comparison and judgment process can be said to be executed in the ending period (end period) after the final round as the V round ends.

[0323] [Game status setting process] As shown in Fig. 36, in the game state setting process (S2124) executed when the special game state ends, first, it is determined whether or not 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.

[0324] When 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 to "100" (S2203), and the V flag is turned OFF (S2204). Then, the time-saving flag is turned ON (S2206), the time-saving counter is set to "100" (S2207), and the process proceeds to S2212. That is, in the pachinko game machine 1 of this embodiment, whether or not to set the game state after the big win game to a high probability state is determined based on whether or not the V flag is ON in this game state setting process.

[0325] Here, when the V flag is ON, the value set in the probability variable counter is the number of times that the special symbol hit / miss judgment can be executed in a high probability state. In this embodiment, since the probability variable counter is set to "100", the high probability state will continue until the special symbol change display (special symbol hit / miss judgment) is executed 100 times. However, if a jackpot occurs within 100 times, the high probability state will end when the jackpot game is executed. In addition, when the probability variable flag is ON, the time-saving counter is also set to "100", so while the high probability state is set, the time-saving state (open extension state) is also set, and the time-saving state will end when the high probability state ends.

[0326] On the other hand, if it is determined in S2201 that the V flag is OFF (NO in S2201), the time-saving flag is turned ON (S2209) without turning the probability-changing flag ON, and the time-saving counter is set to "100" (S2210), and the process proceeds to S2212. As a result, the game state after this jackpot game becomes a low probability state, a time-saving state, and a high base state (i.e., a low probability high base state).

[0327] In addition, in a jackpot game related to a jackpot that is scheduled to pass through the V, such as the first jackpot in 7R, if the V does not pass through during the V round due to some reason such as the game ball not being released (V flag is OFF), the game state after the jackpot game will not be set to a high probability state, but will be in a time-saving state (low probability high base state).

[0328] The low probability high base state ends when either of the following conditions is met: the special symbol variable display is performed 100 times (the special symbol hit / miss judgment is performed 100 times), or the next big hit occurs. The time-saving counter and the probability-changing counter count the total number of times the first special symbol variable display and the second special symbol variable display. 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 taking into consideration the gameplay, the ball payout rate, and the like.

[0329] The main control unit 80 (game control microcomputer 81) which executes the above-mentioned processes of S2201 to S2210 functions as a "game state control means."

[0330] Next, in S2212, the type (judgment type) of the special symbol hit judgment that triggered the execution of the current jackpot game is identified by referring to the judgment type flag (S2212). As described above, the judgment type flag consists of a first judgment flag indicating that it is a first special symbol hit judgment and a second judgment flag indicating that it is a second special symbol hit judgment, and either the first judgment flag or the second judgment flag is turned ON in S2007 of the above-mentioned special symbol determination process (S1106). Based on this ON judgment flag, the type (judgment type) of the special symbol hit judgment that triggered the execution of the current jackpot game is identified.

[0331] Next, in S2213, it is determined whether the irregular flag is ON (S2213). The irregular flag is a flag that is set (ON) in the specific area sensor detection process (S207) described later when irregular V passing or irregular V non-passing occurs. In this embodiment, as the irregular flag, an irregular V passing flag indicating that irregular V passing has occurred and an irregular V non-passing flag indicating that irregular V non-passing has occurred are provided, and when irregular V passing occurs, the irregular V passing flag is ON, and when irregular V non-passing occurs, the irregular V non-passing flag is ON. Note that when neither irregular V passing nor irregular V non-passing occurs, both the irregular V passing flag and the irregular V non-passing flag are OFF.

[0332] In S2113, when it is determined that the irregular V passing flag or the irregular V non-passing flag is ON (YES in S2213), irregular lighting pattern data according to the determination type specified in S2212 is set as lighting pattern data for determining the display mode (lighting mode) of the winning indicator 48 (S2214). On the other hand, when it is determined that both the irregular V passing flag and the irregular V non-passing flag are not ON (OFF) (NO in S2213), normal lighting pattern data according to the determination type specified in S2212 is set as lighting pattern data for determining the display mode (lighting mode) of the winning indicator 48 (S2215).

[0333] As described above, the winning indicator 48 can notify (notify judgment) whether the trigger for the execution of the "jackpot game in which an irregular event has occurred" or the "jackpot game in which an irregular event has not occurred" is the first special symbol hit judgment or the second special symbol hit judgment, depending on the lighting state of the three LEDs "b1 to b3" (see FIG. 4). In order to perform this judgment notification, lighting pattern data of the three LEDs constituting the winning indicator 48 is set. When this set lighting pattern data is output by the output process (S201), the three LEDs constituting the winning indicator 48 are lit according to the lighting pattern data.

[0334] The irregular lighting pattern data is lighting pattern data corresponding to the occurrence of irregular V passing or irregular V non-passing, and the normal lighting pattern data is lighting pattern data corresponding to the occurrence of neither irregular V passing nor irregular V non-passing (the case where the big win game ends normally). The lighting mode of the winning indicator 48 (three LEDs) and the judgment announcement execution period when making the judgment announcement are as described above.

[0335] Once the lighting pattern data for the win indicator 48 has been set in S2214 or S2215, the determination type flag and the irregular flag are set to OFF (S2216), and this process ends.

[0336] The main control unit 80 (game control microcomputer 81) which executes the above-mentioned processes of S2212 to S2215 functions as a "judgment notification execution means".

[0337] [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. 37, in the specific area sensor detection process (S207), first, it is determined whether or not the V flag indicating that the game ball has passed through the specific area 39 (V passing) is OFF (S2400). As a result, if it is determined that the V flag is not OFF, that is, ON (NO in S2400), this process is terminated without performing the processes after S2401. If the V flag is ON, this is because V passing has already occurred and the process of S2404 described later has been performed.

[0338] On the other hand, if it is determined in S2400 that the V flag is OFF (NO in S2400), 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 a game ball has been detected by the specific area sensor 39a (YES in S2401), it is determined whether or not the detection occurred during the specific area valid period (V valid period) (S2402).

[0339] If it is determined in S2402 that the specific area is not in the valid period (the V invalid period) (NO in S2402), the invalid period passing command is set in the output buffer of the RAM without turning on the V flag (S2403), and this process ends. In other words, if the game ball passes through the specific area 39 (detected by the specific area sensor 39a) during a period other than the valid period of the specific area (the V invalid period), the passage is an abnormal passage through the specific area (specific area error), and an invalid period passing command indicating this is set. When this invalid period passing command is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 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.

[0340] On the other hand, when it is determined in S2402 that the specific area is valid (YES in S2402), the V flag is turned ON (S2404). In other words, when the game ball that entered the second large winning hole 35 in the V round (seventh 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 be turned ON.

[0341] Next, in S2405, it is determined whether the jackpot that triggered this V passing (V flag ON) is a V passing scheduled jackpot (S2405). If it is determined that it is a V passing scheduled jackpot (YES in S2405), a specific area passing command is set in the output buffer of RAM (S2406), and a normal V passing designation command is set in the output buffer of RAM (S2407), and this process is terminated.

[0342] In addition, when the game control microcomputer 81 sets the normal V passing designation command, that is, when a normal V passing occurs, it outputs a normal V passing signal as external information from an information output circuit (not shown).

[0343] When the specific area passing command set in S2406 is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 executes a performance (also called a "V passing notification performance") that notifies the occurrence of a V passing using the image display device 7 (display screen 7a) or speaker 67, etc., based on the received specific area passing command. The setting (sending) of the specific area passing command is executed based on the first specific area passing (first V passing) during a V round (during the specific area valid period), and is not executed for the second or subsequent V passings.

[0344] In addition, when the normal V passing designation command set in S2407 is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 determines that the current V passing is a normal V passing (normal V passing) based on the received normal V passing designation command, and stores the occurrence of the normal V passing as jackpot history information in a predetermined area of ​​the RAM of the sub-control board 90. In other words, the normal V passing designation command is a command that enables the sub-control unit to determine that a V passing has occurred in the V round of the jackpot game related to the V passing scheduled jackpot (that the V round has been consumed normally). The predetermined area of ​​the RAM in which the jackpot history information is stored is also called the "history information storage area."

[0345] Here, the jackpot history information is information about jackpot games that have been played in the past, and includes information about jackpot types (also called "jackpot type information") and information about V passing (also called "V passing information"). Details will be described later, but the sub-controller 90 (performance control microcomputer 91) stores information about the most recently played jackpot games for a predetermined number of times (for example, the most recent 10 times) as jackpot history information, and is capable of reporting information about jackpot games that have already been played based on the jackpot history information.

[0346] On the other hand, if S2405 determines that the jackpot that triggered this V passing (V flag ON) is not a jackpot scheduled to pass through V (NO in S2405), that is, if the jackpot that triggered this V passing (V flag ON) is a jackpot that is not scheduled to pass through V, an irregular V passing designation command is set in the output buffer of RAM (S2408), the irregular V passing flag is set ON (S2409), and this processing is terminated.

[0347] In addition, when the game control microcomputer 81 sets the irregular V passing designation command, that is, when an irregular V passing occurs, it outputs an irregular V passing signal as external information from an information output circuit (not shown).

[0348] When the irregular V passing designation command set in S2408 is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 determines that the current V passing is an abnormal V passing (irregular V passing) based on the received irregular V passing designation command, and stores the occurrence of the irregular V passing as jackpot history information in a predetermined area (history information storage area) of the RAM of the sub-control board 90. In other words, the irregular V passing designation command is a command that enables the sub-control unit to determine that a V passing that would not normally occur has occurred (occurrence of an irregular V passing) in the V round of a jackpot game related to a V non-passing scheduled jackpot.

[0349] In addition, when V passing occurs in the V round of a jackpot game related to a V passing scheduled jackpot, a specific area passing command is sent based on the V passing (S2046), but when V passing (irregular V passing) occurs in the V round of a jackpot game related to a non-V passing scheduled jackpot, a specific area passing command is not sent based on the V passing. Therefore, a V passing notification effect is not executed for an irregular V passing (a V passing notification effect based on an irregular V passing cannot be executed). As a result, the occurrence of an irregular V passing is not displayed.

[0350] The above is the process when a V passing (including irregular) occurs during the V valid period in the V round. On the other hand, if it is determined in S2401 that the specific area sensor is not ON (is OFF) (NO in S2401), that is, if a V passing has not occurred, it is determined whether or not the V round has ended (S2410), and if it is determined that it has not ended (NO in S2410), this process ends without performing the processes in and after S2411.

[0351] On the other hand, if it is determined that the V round has ended (YES in S2410), it is determined whether or not the V round is due to a V-passing jackpot (S2411). If it is determined that the V round is not due to a V-passing jackpot (NO in S2411), that is, if the ended V round is due to a V-non-passing jackpot, a normal V non-passing designation command is set in the output buffer of RAM (S2412), and this process is terminated. Here, normal V non-passing means that the game ball did not pass through the specific area 39 in the V round of the jackpot game related to the V non-passing jackpot, that is, V passing did not occur according to the jackpot specifications (design).

[0352] In addition, when the game control microcomputer 81 sets the normal V non-pass designation command, that is, when a normal V non-pass occurs, it outputs a normal V non-pass signal as external information from an information output circuit (not shown).

[0353] When the normal V non-passing designation command set in S2412 is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 determines that this V non-passing is a normal V non-passing (normal V non-passing) based on the received normal V non-passing designation command, and stores the occurrence of normal V non-passing as jackpot history information in a predetermined area (history information storage area) of the RAM of the sub-control board 90. In other words, the normal V non-passing designation command is a command that enables the sub-control unit to determine that V passing did not occur in the V round of the jackpot game related to the V non-passing scheduled jackpot (the V round was consumed normally).

[0354] On the other hand, if it is determined in S2411 that the completed V round was due to a jackpot scheduled for V passage (YES in S2411), an irregular V non-pass designation command is set in the output buffer of RAM (S2413), the irregular V non-pass flag is turned ON (S2414), and this processing is terminated.

[0355] In addition, when the game control microcomputer 81 sets the irregular V non-pass designation command, that is, when an irregular V non-pass occurs, it outputs an irregular V non-pass signal as external information from an information output circuit (not shown).

[0356] When the irregular V non-passing designation command set in S2413 is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 determines that this V non-passing is an abnormal V non-passing (irregular V non-passing) based on the received irregular V non-passing designation command, and stores the occurrence of the irregular V non-passing as jackpot history information in a predetermined area (history information storage area) of the RAM of the sub-control board 90. In other words, the irregular V non-passing designation command is a command that enables the sub-control unit to determine that a V pass that would normally occur did not occur (irregular V non-passing occurred) in the V round of a jackpot game related to a V-passing scheduled jackpot.

[0357] Here, irregular V passing is also referred to as the "first passing situation," normal V passing is also referred to as the "second passing situation," irregular V non-passing is also referred to as the "third passing situation," and normal V non-passing is also referred to as the "fourth passing situation." In addition, an irregular V passing designation command is also referred to as the "first passing situation designation command," a normal V passing designation command is also referred to as the "second passing situation designation command," an irregular V non-passing designation command is also referred to as the "third passing situation designation command," and a normal V non-passing designation command is also referred to as the "fourth passing situation designation command," and these four designation commands related to V passing and non-passing are collectively referred to as the "passing situation designation command."

[0358] [Processing at the start of the ball] As shown in FIG. 11, the game control microcomputer 81 performs the start ball entry process (S209) following the specific area sensor detection process (S207). As shown in FIG. 38, in the start ball entry process (S209), first, 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 (S2501). Next, it is determined whether the number of reserved balls for special pattern 2 has increased by "1" (S2502). As a result, if it is determined that the number of reserved balls for special pattern 2 has not increased (NO in S2502), the process proceeds to S2506. On the other hand, if it is determined that the number of reserved balls for special pattern 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 for special pattern 2 in S307 in the start hole sensor detection process (S204) based on the game ball entering the second start hole.

[0359] 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 reservation storage 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 (pre-determination result) is a hit, the type of hit is determined. This corresponds to a pre-determination (so-called "pre-read reservation") of the hit / miss determination (judgment of whether it is a hit or not) for the special symbol 2 reservation prior to the hit / miss determination (S1303, S1304) in the special symbol 2 hit / miss determination process (S1202).

[0360] In addition, the pre-determination can determine whether or not the value matches the jackpot determination value based on the jackpot determination table (see FIG. 8(A)), that is, the jackpot determination table for the high probability state in the high probability state, and the jackpot determination table for the normal state in the normal state (low probability state). In addition, as another pre-determination mode, a variation pattern information determination table for the normal state (for the low probability state) and a variation pattern information determination table for the high probability state (for the high probability state) are provided as variation pattern information determination tables capable of determining variation pattern information. In the pre-determination, it is possible to select a predetermined variation pattern information based on the acquired random number value (such as the value of the random number counter for determining whether or not a special pattern has been hit) and the variation pattern information determination table according to the game state. Then, from the selected variation pattern information, it is possible to identify whether or not there is a jackpot, the type of jackpot, and whether or not a game performance with high jackpot reliability is executed.

[0361] 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.

[0362] In addition, by analyzing the special chart 2 start ball entry command transmitted from the main control unit 80 by the sub-control unit 90, the sub-control unit 90 can identify whether the information is related to a jackpot, how many balls of the second special pattern are reserved, which type of jackpot, etc. In addition, in this embodiment, by analyzing the special chart 2 start ball entry command, it is possible to specify whether the acquired special chart 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-control unit 90 can store the received special chart 2 start ball entry command as a reserve (performance reserve information), pre-judge the performance reserve information at a specific timing, and determine whether the performance reserve information that is judged to be a jackpot when judged to be a hit or not in a low probability state is stored.

[0363] 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.

[0364] Next, in S2506, as in the processing related to the special drawing 2 described above, it is determined whether the number of reserved balls in the special drawing 1 has increased by "1" (S2506). As a result, if it is determined that the number of reserved balls in the special drawing 1 has not increased (NO in S2506), the processing ends as it is. On the other hand, if it is determined that the number of reserved balls in the special drawing 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 drawing 1 in S311 in the starting hole sensor detection processing (S204) based on the game ball entering the first starting hole 20.

[0365] 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., the high base state (YES in S2507), the process is terminated as it is. On the other hand, if it is determined that the time-saving flag is OFF, i.e., the low base state (NO in S2507), the process proceeds to the pre-determination process from S2508 onwards. Here, if the time-saving flag is ON, i.e., if the current game state is in 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 chart 2 (see FIG. 8(B)) is likely to be performed. In addition, in this embodiment, as described later, the consumption of the special chart 2 reservation (the variable display of the second special pattern) is executed in priority to the consumption of the special chart 1 reservation (the variable display of the first special pattern) (so-called special chart 2 priority variable machine). In such a configuration, for example, if a pre-judgment of special chart 1 is performed and the result is notified to the player by a notice or other performance, and the result of the pre-judgment is clearly indicated as a jackpot, the player can use the priority of the reserved special chart 2 consumption to intentionally eliminate the reserved special chart 2 (set it to "0") at any timing and intentionally generate a jackpot related to the special chart 1 for which the result of the pre-judgment was indicated. It is not desirable from the viewpoint of fairness of the game for the player to be able to adjust the timing of such a jackpot occurrence. For this reason, if the current game state is not a low base state but a high base state (YES in S2507), the process related to the pre-judgment of special chart 1 from S2508 onwards is not performed and this process is terminated.

[0366] The processing of S2508 to S2510 is the same as the processing of S2503 to S2505 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) described later.

[0367] [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. 39, in the power off monitoring process (S210), first, it is determined whether or not a power off signal has been input (S2601). Then, if there is no power off signal input (NO in S2601), the process ends. 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 special mode, whether or not it is in a jackpot mode, how many balls are reserved, how many times the special mode and time reduction are remaining, etc.) is stored (backed up) in the RAM (S2602), and the power off flag is turned ON (S2603). After that, the loop process 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).

[0368] [Sub-control main processing] Next, the processing contents of the performance control microcomputer 91 (control processing by the sub-controller 90) will be described with reference to Figures 40 to 47. Note that counters, flags, statuses, buffers, etc. that appear in the description of the processing contents of the performance control microcomputer 91 are provided in the RAM of the sub-control board 90 (sub-controller).

[0369] When the power supply to the pachinko game machine 1 is turned on (when the power supply board 109 starts to supply power), the performance control microcomputer 91 provided on the sub-control board 90 reads out the program of the sub-control main processing shown in Fig. 40 from the ROM of the sub-control board 90 and executes it. As shown in the figure, the sub-control main processing first performs CPU initialization processing (S4001). The CPU initialization processing (S4001) performs stack setting, constant setting, CPU setting, SIO, PIO, CTC (interrupt time controller), etc. setting, resetting various flags, statuses, and counters, etc.

[0370] 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 determination result of 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 determination result of S4002 is YES (YES in S4002), the process proceeds to S4004 without initializing the RAM of the sub-control board 90. In other words, 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 maintained normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, the values ​​of various flags, statuses, and counters 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 called "power-on processing."

[0371] 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. Specifically, it displays a message indicating that the power-on processing is being executed on the display screen 7a of the image display device 7, and outputs an alarm sound indicating that from the speaker 67.

[0372] As described above, when the power is turned on, at least the CPU initialization process (S4001) is executed, and if the judgment in S4002 is negative (NO in S4002), the RAM initialization (S4003) is also executed. If the CPU initialization process (S4001) is executed but the RAM initialization (S4003) is not executed, the message "Power is being restored" is displayed, and if both the CPU initialization process (S4001) and the RAM initialization (S4003) are executed, the message "RAM is being cleared" is displayed. The display of these messages is executed by transmitting 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 is being restored" or "RAM is being cleared" is displayed is determined by the content (type) of the command transmitted from the sub-control board 90 to the image control board 100. In this embodiment, the notification sound for the power-on process is of one type, which is output from the speaker 67 via the audio control board 106.

[0373] 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.

[0374] Following the random number seed update process (S4005), a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the 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 (such as effect pattern game effects and special game effects related to big win games) using various performance devices (such as the image display device 7, speaker 67, board lamp 5, frame lamp 66, and movable decorative member 14) according to the received command.

[0375] Following the command transmission process (S4006), an interrupt is permitted (S4007). Thereafter, S4004 to S4007 are looped. While the interrupt is permitted, it is possible to execute the reception interrupt process (S4008), the 2 ms timer interrupt process (S4009), and the 10 ms timer interrupt process (S4010). By executing these control processes, it is possible to control the display of the 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 the movable decorative members, control the sound output from the speaker, and the like.

[0376] [Receive interrupt processing] 41, 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). If it is determined that the strobe signal is not ON (NO in S4101), the process ends as is.

[0377] On the other hand, if it is determined in S4101 that the strobe signal is ON (YES in S4101), the various commands transmitted from the main control board 80 are stored in the RAM of the sub control board 90 (S4102), and the process ends. This reception interrupt process (S4008) is executed with priority over other interrupt processes (S4009, S4010).

[0378] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is a process that is executed every time an interrupt pulse with a 2 msec period is input to the sub-control board 90. As shown in Fig. 42, the 2 ms timer interrupt process (S4009) first performs input processing to create switch data (edge ​​data and level data) based on detection signals from the performance button detection switches 63c and 63d (S4201).

[0379] Next, in S4202, lamp data output processing is performed to output lamp data for driving decorative lamps (LEDs, etc.) such as the panel lamp 5 and frame lamp 66 (S4202). The lamp data is created by a 10 ms timer interrupt processing described later.

[0380] Next, in S4203, a drive data output process is performed to output drive data for driving the movable decorative member 14 and the speaker 67 (S4203). This drive data is also created by the 10 ms timer interrupt process described below. Then, a watchdog timer process is performed to reset the watchdog timer (S4204), and this process ends.

[0381] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is a process that is executed every time an interrupt pulse with a 10 msec period is input to the sub-control board 90. As shown in Fig. 43, the 10 ms timer interrupt process (S4010) first performs a received command analysis process (S4302) that will be described later.

[0382] Next, a switch state acquisition process is performed 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 (S4303), and a switch process is performed in which the display content of the display screen 7a, etc. is set based on the switch data stored in the switch state acquisition process (S4304).

[0383] Next, the jackpot history information processing (S4305) described later is performed. After that, other processing is performed (S4306), and this processing ends. The other processing (S4306) includes various processing such as creating lamp data (data that controls the light emission of the panel lamp 5, frame lamp 66, etc.), creating drive data (data that controls the operation of the movable decorative member 14, speaker 67, etc.), and updating the random number for determining the performance.

[0384] [Received command analysis process] As shown in FIG. 44, 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).

[0385] The effect pending information storage process (S4400) stores various information (game information such as pre-determination results, random number values ​​for determining the type of jackpot, and variable pattern random number values) contained in the start ball entry command received in S4395 (special ball entry command for special symbol 1 or special ball entry command for special symbol 2) in a shift memory format in a predetermined effect pending information storage area of ​​the RAM of the sub-control board 90 according to the type of special symbol (first special symbol, second special symbol) and the number of special symbol pending balls at the time the start ball entry command is sent and received (when the command is generated).

[0386] 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, the information such as the preliminary judgment result and the hit type included in the special chart 1 start ball entry command is stored as special chart 1 performance reserved information in the area corresponding to the reserved number 4 in the special chart 1 performance reserved information storage area. The performance reserved information stored in this way is used to execute various performances such as variable performances, advance notice performances, and performance modes, which will be described later. The memory contents (performance reserved information) of the performance reserved information storage area in the sub-control board 90 are consistent with the memory contents (acquired information) of the special chart reserved storage section (first special chart reserved storage section, second special chart reserved storage section) in the main control board (main control section) 80 described above. For this reason, the performance reserved information storage area of ​​the sub-control board 90 can also be called an "acquired information storage means."

[0387] In S4401, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4401), and if it is determined that a fluctuation start command has been received (YES in S4401), the fluctuation performance start processing (S4402) described below is performed and processing proceeds to S4406, and if it is determined that a fluctuation start command has not been received (NO in S4401), processing proceeds to S4406 without performing the fluctuation performance start processing.

[0388] In S4406, it is determined whether or not a fluctuation stop command has been received from the main control board 80 (S4406), and if it is determined that a fluctuation stop command has been received (YES in S4406), a fluctuation performance end process is performed (S4407) in which the performance pattern is displayed stopped and the fluctuation performance (performance pattern game performance) is ended.

[0389] In the variable performance end process (S4407), a variable performance end command for stopping the display of the performance pattern 8 and ending the variable performance is set in the output buffer of the RAM of the sub-control board 90. 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 pattern 8 that was being displayed on the display screen 7a of the image display device 7, and ends the variable performance.

[0390] On the other hand, if it is determined in S4406 that the fluctuation stop command has not been received (NO in S4406), the process proceeds to S4408 without performing the fluctuation performance end process. Note that the fluctuation performance includes various performances that are performed in accordance with the fluctuation display of the special pattern.

[0391] Next, in S4408, it is determined whether an opening command has been received from the main control board 80 (S4408), and if it is determined that an opening command has been received (YES in S4408), a special game presentation selection process is performed to select a pattern (presentation mode) of a special game presentation to be executed during a special game (jackpot game) (S4409). The special game presentation includes at least an opening presentation executed during an opening period before the opening of the large prize opening accompanying the start of a special game (before the start of the first round), and a round presentation (jackpot game presentation) executed in accordance with the progress of a round game (game in which a ball enters the large prize opening) during a special game (jackpot game).

[0392] In this embodiment, an opening command corresponding to the type of jackpot is sent from the main control board 80, and this opening command specifies the length of the opening period (opening time), opening performance, round performance, etc., corresponding to the type of jackpot that is currently being started.

[0393] In the special game effect selection process (S4409), a special game start command capable of identifying 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, opening time, jackpot type related to the jackpot game at the start timing, etc.) is set in the output buffer of the RAM of the sub-control board 90. When this 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 special game effect on the display screen 7a of the image display device 7 in accordance with the progress of the jackpot game.

[0394] For example, if the type of the jackpot to be started this time is the 7R first jackpot, an opening performance indicating the start of a jackpot game related to a V-passing jackpot, that is, a jackpot game premised on the occurrence of a high probability state, is performed on the display screen 7a of the image display device 7. In this case, the opening performance is a performance that gives an impression of the start of a jackpot game premised on the transition to a high probability high base state along with the acquisition of prize balls, and for example, a text image such as "super jackpot" or "V jackpot" is displayed on the display screen 7a of the image display device 7, and a corresponding performance sound is output. Then, following the opening performance, a round performance corresponding to the 7R jackpot is developed on the display screen 7a of the image display device 7 in accordance with the progress of the round (based on the reception of a round start command in S4418 described later).

[0395] In addition, when the type of the jackpot to be started this time is the 7R second jackpot, an opening performance indicating the start of the jackpot game related to the "V non-passing scheduled jackpot", that is, the jackpot game premised on not generating a high probability state, is performed on the display screen 7a of the image display device 7. In this case, the opening performance is a performance that gives an impression of the start of the jackpot game premised on the transition to a time-saving state (high base state) along with the acquisition of prize balls, and for example, a text image such as "jackpot" or "chance jackpot" is displayed on the display screen 7a of the image display device 7, and a corresponding performance sound is output. Then, following the opening performance, a round performance corresponding to the 7R jackpot is developed on the display screen 7a of the image display device 7 in accordance with the progress of the round (based on the reception of a round start command in S4418 described later). In addition, the same is true for the 15R jackpot, and an opening performance corresponding to the 15R jackpot can be executed.

[0396] Next, in S4410, it is determined whether or not an ending command has been received from the main control board 80 (S4410). If it is determined that an ending command has been received (YES in S4410), an ending effect selection process is performed (S4411) to select an execution pattern for the special game end effect (ending effect) and the type of effect mode after the special game end, and the like, and the process proceeds to S4412 (FIG. 45).

[0397] In this embodiment, an ending command according to the type of big win and whether or not the game ball passes through the specific area 39 during the big win game (7th round) is transmitted from the main control board 80, and the length of the ending period (ending time) is specified by the ending command. 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, ending time, type of big win related to the ended big win game, performance mode after the big win game, etc.) is set in the output buffer of the RAM of the sub-control board 90. 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 performance related to the end of the big win game on the display screen 7a of the image display device 7.

[0398] On the other hand, if it is determined in S4408 that an opening command has not been received (NO in S4408), the process proceeds to S4410 without performing S4409, and if it is determined in S4410 that an ending command has not been received (NO in S4410), the process proceeds to S4412 without performing S4411.

[0399] In S4412, it is determined whether or not a specific area passing command has been received from the main control board 80 (S4412). If the specific area passing command has not been received (NO in S4412), the process proceeds to S4418, and if the command has been received (YES in S4412), a V passing notification command is set in the output buffer of the RAM of the sub-control board 90 (S4415).

[0400] When the V passing notification 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 the occurrence of a V passing (normal V passing) 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 large "V" character image in the approximate center of the display screen 7a, and outputting a sound effect representing a V passing. The V passing notification performance is also called a "passing performance," and the sub-control unit 90 (performance control microcomputer 91) and the image control unit 100 that control the execution of the V passing notification performance are also called a "passing performance execution means."

[0401] In this embodiment, the V-passing notification effect is executed only when V-passing occurs in the V round of the jackpot game related to the V-passing scheduled jackpot, that is, when normal V-passing occurs. In other words, when V-passing occurs in the V round of the jackpot game related to the V non-passing scheduled jackpot, that is, when irregular V-passing occurs, the V-passing notification effect is not executed (cannot be executed). This is because the specific area passing command is sent from the main control board 80 to the sub-control board 90 only when V-passing (normal V-passing) occurs in the V round of the jackpot game related to the V-passing scheduled jackpot (see S2406).

[0402] Here, suppose that during the execution of the V-passing notification performance, an unexpected event such as a power outage occurs or the power switch of this pachinko game machine 1 (power supply board 109) is turned OFF, causing the supply of power from the power supply board 109 to various boards, devices, and equipment (see FIG. 5) to be stopped, and then the power switch is turned ON to turn on the power. In this case, when the power is turned on, the power-on processing (S4001 to S4003) is executed as described above, and during that time, a power-on notification (message display, notification sound output) is executed (power-on notification means), but at this time, the V-passing notification performance that was being executed before the power cut occurs is not executed. This is because, in this embodiment, the V-passing notification performance is not subject to backup in the event of a power cut, and if a power cut occurs during the execution of the V-passing notification performance and the supply of power from the power supply board 109 is stopped, the data related to the execution of the V-passing notification performance is cleared at that point.

[0403] Next, in S4418, it is determined whether or not a round start command has been received from the main control board 80 (S4418). 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, and 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 output buffer of the RAM of the sub-control board 90 (S4419), and the process proceeds to S4420.

[0404] The round start command transmitted from the main control board 80 includes information capable of identifying which round (start round) is to be started, and the 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 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 suited to the jackpot game being executed on the display screen 7a of the image display device 7 according to the round number identified based on the round designation command.

[0405] In S4420, other processes related to the performance control are performed, and this process is terminated. The other processes performed in S4420 include processes based on received commands other than the above-mentioned commands (for example, a normal pattern variation start command, a normal pattern variation stop command, etc.). Specifically, for example, it is determined whether or not an invalid period passing command (see S2403) has been received from the main control board 80, and if an invalid period passing command has been received, a specific area error notification process is performed.

[0406] In the specific area error notification process, first, a specific area abnormal passage notification command that specifies the execution of a display indicating that a specific area abnormal passage (specific area error) has occurred is set in the output buffer of the RAM of the sub-control board 90. When this set specific area abnormal passage notification command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 reads image data for notifying the occurrence of a specific area abnormal passage (specific area error) from the ROM of the image control board 100, and executes a specific area abnormal passage notification (also called a "specific area error notification") using the read image data on the display screen 7a of the image display device 7. The specific area error notification is performed, for example, by displaying a message (text image) of "Error / V area abnormal passage" on the display screen 7a of the image display device 7. This message display is performed until a predetermined display time (for example, 30 seconds) has elapsed since the occurrence of the specific area abnormal passage (start of message display), and ends when the display time has elapsed. It should be noted that the display patterns, such as the display time and content of the message display as a specific area error notification, are not limited to those shown in this embodiment, and various forms that appeal to the visual and auditory senses of players and game hall personnel can be adopted, such as displaying other characters (messages), displaying figures and symbols in addition to characters, or outputting sound effects.

[0407] Furthermore, the performance control microcomputer 91 creates lamp data for turning on the frame lamp 66 (frame LED) in red as a specific area error notification process. When this created lamp data is output by the lamp data output process (S4202), the lamp control board 107 controls the frame lamp 66 according to the lamp data, and the frame lamp 66 is thereby turned on in red. In other words, the frame lamp 66 is turned on in red as a specific area error notification by the frame lamp 66. The frame lamp 66 is turned on in red until a predetermined lighting time (for example, 5 minutes) has elapsed since the occurrence of the specific area abnormal passage, and ends when the lighting time has elapsed. Note that the lighting (light emission) pattern such as the lighting time and lighting color of the frame lamp 66 as a specific area error notification is not limited to this embodiment, and other lighting times and lighting colors can be adopted, and it is also possible to make it flash instead of lighting.

[0408] Here, in this embodiment, the time for notifying the image display device 7 of the abnormal passage of a specific area (message display time) is set shorter than the time for notifying the frame lamp 66 of the abnormal passage of a specific area (frame lamp lighting time), and the former ends before the latter. This is to avoid the specific area error notification (message display) interfering with the visibility of the presentation display for a long period of time, since the game can continue even if the abnormal passage of a specific area occurs, and the presentation display related to the game presentation such as the big win game presentation and the variable presentation is executed on the display screen 7a. On the other hand, the specific area error notification by the frame lamp 66 has a small effect on the presentation display related to such game presentation, so that the time for notifying the image display device 7 of the specific area error is set longer than that of the image display device 7, so that the occurrence of the abnormal passage of a specific area can be easily recognized by a third party (such as a person related to the game hall).

[0409] Also, in S4420, it is determined whether or not a first error notification command has been received from the main control board 80. If the first error notification command has been received, the above-mentioned first error notification (display of the message "V attacker mismatch error" by the image display device 7, lighting of the frame lamp 66 in red, and output of an error notification sound from the speaker 67) is executed. The display of the message "V attacker mismatch error" is executed by the display control of the image control microcomputer 101, as a result of a command (first error message display command) designating the display of a character image of the message (first error character image) being sent from the sub-control board 90 to the image control board 100. The lighting of the frame lamp 66 in red is executed by the lighting control of the lamp control board 107, as a result of lamp data for lighting the frame lamp 66 (frame LED) in red being output by the lamp data output process (S4202). The output of the error alert sound from the speaker 67 is executed by the sound output control of the audio control board 106, as sound data for the error alert sound (drive data for the speaker 67) is output by the drive data output process (S4203). Note that the form of the first error alert, such as the contents of the message displayed as the first error alert and the lighting pattern of the lamp, is not limited to this embodiment, and any form is acceptable as long as it allows the player, the game hall staff, etc. to recognize the occurrence of the first error through vision, hearing, etc.

[0410] Furthermore, in S4420, it is determined whether or not a second error notification command has been received from the main control board 80, and if a second error notification command has been received, the above-mentioned second error notification (display of the message "V ATTACKER ABNORMAL EJECTION ERROR" by the image display device 7 and lighting of the frame lamp 66 in blue) is executed. The display of the message "V ATTACKER ABNORMAL EJECTION ERROR" is executed by the display control of the image control microcomputer 101 as a result of a command (second error message display command) designating the display of a character image of the message (second error character image) being sent from the sub-control board 90 to the image control board 100. The lighting of the frame lamp 66 in blue is executed by the lighting control of the lamp control board 107 as a result of lamp data for lighting the frame lamp 66 (frame LED) in blue being output by the lamp data output process (S4202). The form of the second error notification, such as the content of the message displayed as the second error notification and the lighting pattern of the lamp, is not limited to this embodiment, and any form is acceptable as long as it allows players, arcade staff, etc. to recognize the occurrence of the second error through sight, hearing, etc.

[0411] [Variable performance start processing] Next, the variable performance start process (S4402) that is performed based on the reception of a variable start command during the received command analysis process (S4302) will be described.

[0412] As shown in Fig. 46, in the variable ...

Claims

[Claim 1] A gaming machine in which a game ball is shot toward a gaming board to play a game, A display screen visible from the front side of the game board; A plurality of ball entry ports into which game balls flowing down a game area formed on the surface of the game board can enter; A light-emitting body capable of illuminating an area around a specific ball entrance among the plurality of ball entrances; A game control means for controlling the progress of a game; A performance control means capable of controlling a performance associated with a game, The specific ball entry hole is configured to be changeable between a first state in which the game ball cannot be entered and a second state in which the game ball can be entered, The game control means includes: A win / loss determination is performed based on the establishment of a predetermined condition, and when the result of the win / loss determination is a specific result, the gaming state of the gaming machine can be controlled to a special gaming state that is advantageous to the player; In the special game state, a round game can be executed in which the specific ball entrance is changed from the first state to the second state, A process for starting a predetermined opening period and a process for sending an opening command at the start of the special game state can be executed; A process of starting the round game and a process of transmitting a round start command after the opening period has elapsed are executable, The performance control means includes: Based on the reception of the opening command, during the opening period, a first entrance light-emitting effect is executed in which the light-emitting body is caused to emit light in a first light-emitting manner and a performance image associated with the light-emitting is displayed on the display screen in a first display manner; Based on the reception of the round start command, a second ball entrance light-emitting effect can be executed in the round game, in which the light-emitting body is caused to emit light in a second light-emitting mode different from the first light-emitting mode, and a performance image associated with the light-emitting is displayed on the display screen in a second display mode different from the first display mode. A gaming machine characterized by:

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