Gaming Machines
By introducing an abnormal detection and notification mechanism in the game console, and using the combination of movable objects and different light and sound modes, the problem that illegal activity notifications in the prior art are difficult to be identified in a timely manner, and the timely handling of abnormal situations is improved.
Patent Information
- Application Number
- JP2021073059
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-23
- Publication Date
- 2025-04-01
- Estimated Expiration
- 2041-04-23
AI Technical Summary
When existing gaming machines detect illegal activities, it is difficult to effectively notify store employees, especially in environments with excessive noise and light, resulting in the failure to deal with abnormal situations in a timely manner.
By introducing anomaly detection and notification mechanisms into the game console, movable objects are used to make exception notifications, combining different modes of light and sound, ensuring that notifications can be identified and responded in a chaotic environment in a timely manner.
It improves the ability of store employees to identify and respond to abnormal situations, reduces misjudgments caused by environmental noise and light interference, and ensures timely handling of abnormal situations.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines such as pinball gaming machines and reel gaming machines. [Background technology]
[0002] Conventionally, as this type of gaming machine, a machine that notifies of fraud by displaying an error image on a display screen when a magnetic fraud is detected by a magnetic sensor has been proposed (for example, see Patent Document 1). This gaming machine is equipped with a movable role (movable board body) used for the presentation of the game, and if the movable role is in an operating position when fraud is detected, the movable role is returned to a standby position. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-070611 A Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned gaming machine, the movable accessory is returned to the standby position to make the error image on the display screen easier to see. However, since it is difficult for a store clerk who is located away from the gaming machine to see the error image on the display screen, he or she may not notice an abnormality such as fraud. In addition, even if a fraud is notified by sound or light, it may be drowned out by the sound or light output from other gaming machines in the gaming store during the performance. For this reason, there is still room for improvement in order to appropriately deal with abnormalities.
[0005] The main object of the gaming machine of the present invention is to make it easier for store clerks to understand abnormalities and to encourage them to take prompt action. [Means for solving the problem]
[0006] In order to achieve the above-mentioned main object, the gaming machine of the present invention employs the following means.
[0007] The gaming machine of the present invention is A gaming machine that performs a win / loss determination based on the establishment of a predetermined condition and executes a game presentation based on the result of the win / loss determination, An abnormality detection means for detecting a predetermined abnormality; an abnormality notification means for notifying an abnormality when an abnormality is detected by the abnormality detection means; As the game performance, a movable performance execution means for executing a movable performance that operates a movable role provided in a game frame; Equipped with The abnormality notification means performs the abnormality notification by operating the movable part. The gist of the present invention is as follows.
[0008] In the gaming machine of the present invention, the abnormality is notified by operating the movable role, so it can be more noticeable than the abnormality notification by only displaying on the screen. In addition, the operation of the movable role provided in the game frame is likely to attract attention from the surroundings, and can be easily recognized by store clerks in distant locations. Therefore, by performing a new abnormality notification using the movable role used in the movable performance (game performance), it is possible to make it easier for store clerks to understand the abnormality and promptly deal with it.
[0009] In the gaming machine of the present invention, the movable role may operate in a first operation pattern in the movable performance and operate in a second operation pattern different from the first operation pattern in the abnormality notification. In this way, it is easier to understand that the operation is for abnormality notification, which is different from that for the movable performance, and the abnormality can be notified more appropriately.
[0010] In the gaming machine of the present invention, the movable part may be equipped with a light-emitting part, which emits light in a first light-emitting pattern during the movable performance and emits light in a second light-emitting pattern different from the first light-emitting pattern during the abnormality notification. In this way, abnormalities can be identified not only from the movement of the movable part but also from the light emitted by the light-emitting part. Note that each light-emitting pattern may have a different light-emitting color (lighting color), or may differ in the presence or absence of blinking or the interval between blinking.
[0011] In the gaming machine of the present invention, the first movable part as the movable part and the second movable part provided at a different position from the first movable part are provided, and in the movable performance, the expected probability of winning the hit judgment differs between when the first movable part operates and when the second movable part operates, and in the abnormality notification, both the first movable part and the second movable part may be operated. In this way, the difference between the operation of the movable performance and the operation of the abnormality notification is made even easier to understand, so that the abnormality can be more appropriately notified. In addition, even if the player tries to prevent the notification when the player's cheating is notified as an abnormality notification, it is difficult for the player to prevent or hide the operation of the two movable parts while cheating. Therefore, it is possible to prevent the notification of the cheating from being blocked and to more appropriately notify the cheating (abnormality). In addition, in the movable performance, both the first movable part and the second movable part may be operated. In addition, for the abnormality notification, there must be a period during which the first movable part and the second movable part operate simultaneously, and either of the movable parts may start or finish operating first.
[0012] In the gaming machine of the present invention, the abnormality notification means may terminate the operation for the moving performance of the movable role object and start the operation for the abnormality notification when an abnormality is detected by the abnormality detection means during the execution of the moving performance. In this way, the abnormality notification can be prioritized even during the execution of the moving performance, so that the abnormality can be reliably notified. Effect of the Invention
[0013] The main object of the gaming machine of the present invention is to make it easier for store staff to understand abnormalities and to encourage them to take prompt action. [Brief description of the drawings]
[0014] [Figure 1] 1 is a front view of a pachinko machine 1 according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a rear view of the pachinko machine 1. [Diagram 3]1 is a schematic diagram of a game board 20 of a pachinko machine 1. FIG. [Figure 4] This is a schematic diagram of the movable part 18. [Diagram 5] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Figure 6] 1 is an explanatory diagram showing an example of a performance display of the performance display device 37. FIG. [Figure 7] 1 is an explanatory diagram illustrating the specifications of a pachinko machine 1. FIG. [Figure 8] 4 is a flowchart showing an example of a main control process executed by a CPU 60a of the main control device 60. [Figure 9] 10 is a flowchart illustrating an example of a power-on process. [Figure 10] A flowchart showing an example of a start winning process. [Figure 11] 13 is a flowchart showing an example of a normal symbol game process. [Figure 12] 13 is a flowchart showing an example of normal pattern change display related processing. [Figure 13] 13 is a flowchart showing an example of a normal symbol winning game process. [Figure 14] 13 is a flowchart showing an example of a special symbol game process. [Figure 15] 13 is a flowchart showing an example of a special symbol game process. [Figure 16] 13 is a flowchart showing an example of a first special pattern change display related process. [Figure 17] A flowchart showing an example of a second special pattern change display related process. [Figure 18] FIG. 13 is an explanatory diagram showing an example of a fluctuation pattern table. [Figure 19] 13 is a flowchart showing an example of a probability change flag ending process. [Figure 20] 13 is a flowchart showing an example of a time-saving flag end process. [Figure 21] 13 is a flowchart showing an example of a time-saving flag setting process. [Figure 22]13 is a flowchart showing an example of a time-saving flag setting process. [Figure 23] 13 is a flowchart showing an example of a jackpot game processing. [Figure 24] 13 is a flowchart showing an example of a jackpot game processing. [Diagram 25] 13 is a flowchart illustrating an example of an illegality monitoring process. [Figure 26] 13 is a flowchart showing an example of a pattern change presentation process. [Figure 27] 13 is a flowchart showing an example of a pattern change presentation process. [Figure 28] 13 is a flowchart illustrating an example of an fraud notification process. [Figure 29] 1 is an explanatory diagram showing an example of the alarm operation of the movable part 18. FIG. [Diagram 30] An explanatory diagram showing a variation pattern table of a modified example. [Diagram 31] 13 is a flowchart showing a modified example of a pattern change presentation process. [Diagram 32] 13 is a flowchart showing a modified example of an fraud notification process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] Next, the embodiment of the present invention will be described with reference to examples. EXAMPLES
[0016] Fig. 1 is a front view of a pachinko machine 1 of the present invention, Fig. 2 is a rear view of the pachinko machine 1, Fig. 3 is a schematic diagram of a game board 20 of the pachinko machine 1, Fig. 4 is a schematic diagram of a movable accessory 18, and Fig. 5 is a block diagram showing an electrical configuration of the pachinko machine 1. In this embodiment, an example of applying the present invention to a so-called seven-type (first type) game machine, which starts the variable display of special symbols when a game ball enters a start hole, and starts a jackpot game when the special symbols are stopped and displayed as a predetermined jackpot symbol, will be described.
[0017] [External configuration of pachinko machine 1] 1, the pachinko machine 1 of this embodiment includes a game board 20 arranged so that the board surface can be seen through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper tray 11 and a lower tray 12 for storing game balls, and a launch handle 13 for launching the game balls stored in the upper tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine compatible with prepaid cards, and a CR unit 50 for reading and writing prepaid cards is provided on the left side of the pachinko machine 1.
[0018] The front frame 3 is fitted into the inner frame 5 and can be opened and closed relative to the inner frame 5 using hinges provided at the top and bottom of the left side as fulcrums. The inner frame 5 is also fitted into the outer frame 2 and can be opened and closed relative to the outer frame 2 using hinges provided at the top and bottom of the left side as fulcrums. The front frame 3 and the inner frame 5 are configured as a roughly rectangular plastic frame body. Meanwhile, the outer frame 2 is configured as a roughly rectangular wooden frame body, and is fixed to the island frame of the island equipment in the game hall.
[0019] A speaker 14 (see FIG. 5) is provided in the front frame 3 to emit various sound effects as the game progresses and to emit warning sounds to alert the player. In addition, a plurality of LEDs 15 (see FIG. 5) are arranged in the front frame 3 so as to surround the periphery of the game board 20 as decorative light-emitting elements that emit light according to the game status.
[0020] Furthermore, the front frame 3 is also provided with a movable accessory 18, as shown in FIG. 4. The movable accessory 18 includes a pair of left and right movable members 18a, a movable accessory motor 18b (see FIG. 5) that drives the movable member 18a, and an LED 18c as a decorative light-emitting element provided on the front of the movable member 18a. As shown in FIG. 4(a), the movable accessory 18 is normally stored inside the front frame 3 (initial position) and cannot be seen by the player, and in the movable performance described below, as shown in FIG. 4(b), the movable accessory motor 18b drives the movable member 18a to protrude outside the frame (upward) of the front frame 3, thereby making it visible to the player. The LED 18c lights up or flashes in conjunction with the operation of the movable member 18a.
[0021] Prize balls and loan balls are dispensed into the upper tray 11, and balls that overflow from the upper tray 11 are dispensed into the lower tray 12. An adjustment display device 52 that displays the balance of a prepaid card inserted into the CR unit 50 is disposed above the upper tray 11, and a ball loan button 53 that instructs the loan of game balls is provided on one of both sides of the adjustment display device 52, and a settlement button 54 that instructs the settlement (return) of the prepaid card inserted into the CR unit 50 is provided on the other side. In addition, an effect button 16 that performs various effects in response to the player's operation is disposed in front of the upper tray 11.
[0022] As shown in Fig. 2, a ball tank 77, a tank rail 78, and a payout device 72 are provided on the back side of the inner frame 5 of the pachinko machine 1. When game balls enter each winning hole provided on the game board 20, the payout device 72 pays out a predetermined number of game balls as prize balls from the ball tank 77 via the tank rail 78 to the upper tray 11. In addition, when the ball loan button 53 is operated, the payout device 72 pays out loan balls to the upper tray 11.
[0023] The launch handle 13 is located to the right of the lower tray 12, and when the player rotates it clockwise, a launch motor 83 (see Figure 5) of the launch device (not shown) is activated, and game balls are shot one by one toward the game board 20 with a launch force that corresponds to the amount of rotation of the launch handle 13.
[0024] [Configuration of the game board 20] As shown in Fig. 3, the game board 20 has a game area 21 surrounded by an outer rail 21a and an inner rail 21b. The game board 20 includes a performance display device 37 provided in the approximate center of the game area 21, a center role 38 including a warp entrance, a warp gutter, a stage, etc., arranged around the performance display device 37, a normal symbol operation gate 22 arranged to the right of the center role 38, a first start opening 23 that is always open and arranged below the center role 38, a second start opening 24 that can be opened and closed and arranged below the normal symbol operation gate 22, a big prize opening 25 arranged in the lower right of the game area 21, a normal prize opening 27 that is always open and arranged in the lower left of the game area 21, and an outlet 29 for collecting game balls that do not enter any of the prize openings. In addition, a large number of nails 21c that guide or bounce game balls flowing down the game area 21 are planted in the game board 20.
[0025] The second starting hole 24 is a variable ball entry hole configured as a normal electric device, and includes a pair of left and right opening and closing blades (opening and closing members) 24b and a second starting hole solenoid 24c (see FIG. 5) that operates the opening and closing blades 24b. This second starting hole 24 is normally in a closed state in which the opening and closing blades 24b are upright and it is difficult for game balls to enter, and when a normal symbol is stopped and displayed as a winning symbol and a winning game (a normal symbol winning game) is executed, the opening and closing blades 24b are opened to the left and right by the second starting hole solenoid 24c, so that the second starting hole 24 is in an open state in which game balls can easily enter. A second starting hole switch 24a is attached to the second starting hole 24 to detect the entry of game balls and count the number of balls that have entered. The second starting hole 24 is closed when the second starting hole switch 24a counts the number of game balls that have entered the hole or when a predetermined maximum opening time has elapsed before the second starting hole switch 24a counts the number of game balls that have entered the hole.
[0026] The big prize opening 25 is a variable ball entrance configured as a special electric device, and includes an opening / closing plate (opening / closing member) 25b and a big prize opening solenoid 25c (see FIG. 5) that operates the opening / closing plate 25b. This big prize opening 25 is usually closed by the opening / closing plate 25b to prevent game balls from entering, and when the special symbol is stopped and displayed as a big win symbol to play a big win game, the opening / closing plate 25b is opened forward by the big prize opening solenoid 25c to open the opening / closing plate 25b to allow game balls to enter. A big prize opening switch 25a is attached to the big prize opening 25 to detect the entry of game balls and count the number of balls that have entered. The big prize opening 25 is closed when the big prize opening switch 25a counts the number of game balls that have entered the game or when a predetermined maximum opening time has elapsed before the big prize opening switch 25a counts the number of game balls that have entered the game (round game). The big win game is played by repeating the above-mentioned round game a predetermined number of times.
[0027] The first starting hole 23 allows the player to insert the game ball by rotating the launch handle 13 (so-called left hit) so that the game ball flows down to the left area (first game area) of the game area 21. On the other hand, the second starting hole 24 and the big prize hole 25 cannot insert the game ball by hitting from the left, and the game ball can be inserted by rotating the launch handle 13 (so-called right hit) so that the game ball flows down to the right area (second game area) of the game area 21. However, since the second starting hole 24 and the big prize hole 25 are variable prize holes, they can only be opened when a normal symbol is won or when a special symbol is won as a big hit, respectively, and the game ball can only be inserted when the hole is opened.
[0028] Arranged in the lower right corner of the game board 20 are a first special pattern display device (first special pattern display device) 31, a second special pattern display device (second special pattern display device) 32, a first special pattern reserved number display device (first special pattern reserved number display device) 33, a second special pattern reserved number display device (second special pattern reserved number display device) 34, a normal pattern display device (normal pattern display device) 35, and a normal pattern reserved number display device (normal pattern reserved number display device) 36.
[0029] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as 7-segment display devices, and a plurality of display modes are expressed by a combination of lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 start the variable display of the special symbol by sequentially switching the display mode based on the entrance of a game ball into the start hole, and when a predetermined variable time has elapsed, the special symbol is displayed in one of a plurality of predetermined stop display modes to stop and display. Then, when the special symbol is displayed in a predetermined stop display mode (jackpot symbol), a jackpot game is executed. The first special symbol display device 31 is a display device for the first start hole ball entrance that displays the variable special symbol based on the entrance of a game ball into the first start hole 23, and the second special symbol display device 32 is a display device for the second start hole ball entrance that displays the variable special symbol based on the entrance of a game ball into the second start hole 24. In addition, the special pattern displayed by the first special pattern display device 31 is also called the first special pattern (first special pattern), and the special pattern displayed by the second special pattern display device 32 is also called the second special pattern (second special pattern).
[0030] In addition, if a game ball enters the first start hole 23 during the variable display of the special symbol or during a jackpot game, the variable display of the first special symbol is reserved up to a predetermined number (four times in this embodiment), and after the current variable display ends, the variable display of the reserved first special symbol is started sequentially. The reserved number of first special symbols is displayed on the first reserved number display device 33. Also, if a game ball enters the second start hole 24 during the variable display of the special symbol or during a jackpot game, the variable display of the second special symbol is reserved up to a predetermined number (for example, four times), and after the current variable display ends, the variable display of the reserved second special symbol is started sequentially. The reserved number of second special symbols is displayed on the second reserved number display device 34.
[0031] In this embodiment, the normal symbol display device 35 is configured as an LED display device having multiple display units. The normal symbol display device 35 displays normal symbols by repeatedly turning on and off each of the multiple display units based on the detection of a game ball by the gate switch 22a provided on the normal symbol operation gate 22, and when a predetermined variation time has passed, the normal symbol is displayed stationary by turning on or off each of the multiple display units. When a specific display unit among the multiple display units is lit, it is a winning symbol, and when it is not, it is a losing symbol. When the normal symbol is displayed stationary as a winning symbol, the second starting hole 24 is opened.
[0032] In this embodiment, when the game ball passes through the normal symbol operation gate 22 during the variable display of the normal symbol, the variable display of the normal symbol is reserved up to a predetermined number (for example, 4), and when the current variable display ends, the variable display of the reserved normal symbol is started sequentially. The reserved number of normal symbols is displayed on the normal symbol reserved number display device 36.
[0033] The performance display device 37 is an image display device composed of a liquid crystal display or the like, and displays various performances such as the display of performance patterns (pseudo patterns) 371L, 371C, 371R corresponding to special patterns on the display screen, a notice performance that predicts a reach performance or a big win, and a button performance that involves the operation of the performance button 16. FIG. 6 is an explanatory diagram showing an example of the performance display of the performance display device 37. As shown in the figure, three performance patterns 371L, 371C, 371R of left, center, and right, consisting of numbers, English letters, characters, symbols, characters, etc. (numbers in the example of the figure), are displayed in the center of the display screen of the performance display device 37. When a game ball enters the start hole (the first start hole 23 or the second start hole 24), the three performance patterns 371L, 371C, 371R are displayed in a variable manner so as to scroll from top to bottom, and when a predetermined variable time has passed, they are displayed in the order of left, right, and center. When the right performance pattern 371R is stopped and displayed, if the right performance pattern 371R does not match the left performance pattern 371L, it is a miss (miss without a reach). On the other hand, when the right performance pattern 371R matches the left performance pattern 371L, it becomes a reach and transitions to a reach performance. Then, when the middle performance pattern 371C is stopped and displayed after the reach performance, if the middle performance pattern 371C does not match the left and right performance patterns 371L, 371R, it is a miss (reach miss), and when the middle performance pattern 371C matches the left and right performance patterns 371L, 371R, it is a big hit. Also, when the middle performance pattern 371C stopped and displayed from the reach state is a specific pattern, it is a time-saving hit. In addition, in conjunction with the varying display of the performance symbols 371L, 371C, and 371R, the performance display device 37 also displays, for example, a character symbol 373 indicating the possibility (reliability) of a big win.
[0034] In addition, the first and second reserved patterns 372a and 372b are also displayed in the corner (lower part) of the display screen of the performance display device 37 as shown in FIG. 6. The first reserved pattern 372a is a pattern corresponding to the reserved memory of the first special pattern. The first reserved pattern 372a is additionally displayed one by one in sequence from the right side every time a game ball enters the first starting hole 23 during the variable display of the special pattern, and is erased one by one from the opposite side from the start ball entry every time the variable display of the first special pattern starts. In addition, the second reserved pattern 372b is a pattern corresponding to the reserved memory of the second special pattern. The second reserved pattern 372b is additionally displayed one by one in sequence from the right side every time a game ball enters the second starting hole 24 during the variable display of the special pattern, and is erased one by one from the opposite side from the start ball entry every time the variable display of the second special pattern starts.
[0035] [Control circuit configuration] As shown in FIG. 5, the pachinko machine 1 includes a main control device 60, a payout control device 70, a launch control device 80, a sub-integrated control device 90, a performance display control device 91, and a power supply board 95 (see FIG. 2) as its control circuits. The main control device 60 is configured as a microprocessor centered on a CPU 60a, and includes, in addition to the CPU 60a, a ROM 60b that stores processing programs and tables, a RAM 60c that temporarily stores data when executing the processing programs, an input / output port, a communication port, and the like. Although not shown, the payout control device 70 and the launch control device 80 are also configured as microprocessors centered on a CPU, and include, in addition to the CPU, a ROM, a RAM, an input / output port, a communication port, and the like. The pachinko machine 1 is also provided with an external connection terminal board 65, and signals indicating game status and game results are transmitted to the hall computer 100 (see FIG. 5) via the external connection terminal board 65.
[0036] The main control device 60 is responsible for the basic progress of the game. As shown in FIG. 4, the main control device 60 receives detection signals from the front frame opening switch 3a for detecting the opening of the front frame 3, the inner frame opening switch 5a for detecting the opening of the inner frame 5, and the like, via the rear wiring relay terminal board 64. In addition, the main control device 60 receives detection signals (detection signals) from the gate switch 22a for detecting the passage of a game ball through the normal symbol operation gate 22, the first start port switch 23a for detecting the entry of a game ball into the first start port 23, the second start port switch 24a for detecting the entry of a game ball into the second start port 24, the big prize port switch 25a for detecting the entry of a game ball into the big prize port 25, the normal prize port switch 27a for detecting the entry of a game ball into the normal prize port 27, the fraud detection sensor 28, and the like, via the game board relay terminal board 61. As the fraud detection sensor 28, at least one of the following is provided: a magnetic sensor provided around the first start hole 23, the second start hole 24, and the big prize hole 25 to detect magnetism (magnetic force), a radio wave sensor provided around the main control device 60 and the payout control device 70 to detect radio waves, and a vibration sensor provided around the front frame 3 and the game board 20 to detect vibration. Furthermore, the main control device 60 is directly input with an operation signal from a setting key switch 67 and a RAM clear switch 68 provided on the back side of the pachinko machine 1, and the setting contents using the setting key switch 67 and the RAM clear switch 68 can be displayed on a setting display device (performance display device) 69 provided on the back side of the pachinko machine 1. On the other hand, the main control device 60 outputs a drive signal to the second start hole solenoid 24c, the big prize hole solenoid 25c, etc. via the game board relay terminal board 61. In addition, the main control device 60 outputs display signals to the first special symbol display device 31, the second special symbol display device 32, the first special symbol reserved number display device 33, the second special symbol reserved number display device 34, the regular symbol display device 35, the regular symbol reserved number display device 36, etc., via a symbol display device relay terminal board 62. Furthermore, the main control device 60 outputs signals to the hall computer 100 via a rear wiring relay terminal board 64 and an external connection terminal board 65.
[0037] The setting key switch 67 is a switch for setting various settings such as the probability of a big win for a special symbol. The RAM clear switch 68 is a switch for executing RAM clearing, and the manager of the game hall can execute RAM clearing by turning on the power while pressing the RAM clear switch 68. In this embodiment, the RAM clear switch 68 is also used to select the setting value of the big win probability for a special symbol. That is, the setting key switch 67 and the RAM clear switch 68 are used to select and set one of six setting values (settings 1 to 6) to which different big win probabilities are assigned as the big win probability for a special symbol. The setting display device 69 is configured as a 7-segment display device, and displays the setting values for various settings, the performance of the pachinko machine 1, and error codes when an error occurs. The manager of the game hall inserts a predetermined key into the setting key switch 67, rotates it, and turns on the power while pressing the RAM clear switch 68. Then, the RAM clear is performed on the pachinko machine 1, and the setting value is changed. When the pachinko machine 1 is in this state, the administrator can select a desired setting value from among settings 1 to 6 by pressing the RAM clear switch 68. In this embodiment, the pachinko machine 1 displays the numbers "1" to "6" corresponding to the currently selected setting value in sequence on the setting display device 69 every time the RAM clear switch 68 is pressed. Therefore, the administrator can select a desired setting value by repeatedly pressing the RAM clear switch 68 so that the number displayed on the setting display device 69 corresponds to the desired setting value. The setting value selected by operating the RAM clear switch 68 is confirmed by the administrator by rotating the key inserted into the setting key switch 67 and returning it to the initial position, and is set as the jackpot probability of the special pattern. By performing such operations, the administrator can set one of settings 1 to 6 for each pachinko machine 1.In this embodiment, the setting value is selected and set using the setting key switch 67 and the RAM clear switch 68, but the present invention is not limited to this. For example, the setting value may be selected and set using any other operating means that can be operated from the outside, such as a rotary knob, or a dedicated switch for selecting the setting value may be provided. In addition, the pachinko machine 1 displays the setting value on the setting display device 69, but the setting value may be displayed on another display device or may be notified by sound. In addition, the setting value is not limited to six, from settings 1 to 6, and any number of setting values may be selected from a plurality of setting values.
[0038] The payout control device 70 is responsible for controlling the payout of prize balls and loan balls. A detection signal from a ball-out switch 76 that detects a ball-out in a ball tank 77 for storing game balls to be paid out to the upper tray 11 is input to the payout control device 70 via the back wiring relay terminal board 64, a detection signal from a payout switch 74 that detects game balls to be paid out to the upper tray 11 is input via the payout relay terminal board 71 and the back wiring relay terminal board 64, and a detection signal from a full switch 75 that detects a fullness of the lower tray 12 is directly input to the payout control device 70. On the other hand, a drive signal to the payout motor 73 is output from the payout control device 70 via the back wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to be able to communicate bidirectionally with the main control device 60, and drives the payout motor 73 according to a command sent from the main control device 60 to pay out prize balls. When the payout control device 70 receives a detection signal from either the ball out switch 76 or the full switch 75, it stops driving the payout motor 73 and suspends the payout operation of winning balls until the detection condition is resolved and the detection signal is no longer input.
[0039] The payout control device 70 is also configured to be able to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to be able to communicate bidirectionally with the settlement display device 52, and detection signals from the ball lending switch 53a and the settlement switch 54a provided on the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball lending switch 53a detects the operation of the ball lending button 53 and outputs a detection signal, and the settlement switch 54a detects the operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 inputs a ball lending command, it drives the payout motor 73 to pay out the loaned balls. The payout control device 70 is also configured to be able to communicate bidirectionally with the launch control device 80, and when a predetermined launch stop condition, such as inputting a detection signal from the full switch 75, is met, it sends a launch stop command to the launch control device 80.
[0040] The launch control device 80 is responsible for controlling the launch of game balls into the play area 21. The launch control device 80 receives inputs such as a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from a launch stop switch 81 that detects the operation of the launch stop button, and a touch signal from a touch switch 82 that detects that the player is touching the launch handle 13. On the other hand, a drive signal to the launch motor 83 is output from the launch control device 80. The launch control device 80 controls the launch motor 83 so that the game balls are launched into the play area 21 with a launch strength based on the rotation amount signal. When the launch control device 80 has not input a touch signal or has input a launch stop command, it stops the drive of the launch motor 83 regardless of the operation of the launch handle 13, and does not launch the game balls.
[0041] The sub-integrated control device 90 is responsible for controlling the effects of the game. The sub-integrated control device 90 is configured as a microprocessor centered on a CPU 90a, and in addition to the CPU 90a, it is equipped with a ROM 90b, a RAM 90c, an input / output port, a communication port, and the like. This sub-integrated control device 90 can receive various commands from the main control device 60 via the effect relay terminal board 63 by one-way communication, and performs effect control according to the received command. A detection signal from the effect button switch 16a that detects the operation (pressing) of the effect button 16 is input to the sub-integrated control device 90. On the other hand, the sub-integrated control device 90 outputs an audio signal to the speaker 14, a lighting signal to the LEDs 15 and 18c, and a drive signal 9 to the movable role motor 18b. In addition, the sub-integrated control device 90 outputs a command for effect display control to the effect display control device 91 by one-way communication. The performance display control device 91 receives a command for performance display control from the sub integrated control device 90, and controls the display of the performance display device 37 so that a performance image corresponding to the command is displayed on the performance display device 37.
[0042] The power supply board 95 is a DC power supply that converts AC voltage from an external AC power supply into DC voltage, and supplies power to each part of the pachinko machine 1 by operating the power switch 95a. Even when the power switch 95a is turned off and the power supply of the pachinko machine 1 is turned off, the power supply board 95 supplies power from the AC power supply to the RAM 60c of the main control device 60, etc., and data in the RAM 60c is held by the power from the AC power supply. The power supply board 95 also includes an auxiliary power supply composed of a capacitor or the like, and stores the power supplied from the AC power supply in the auxiliary power supply. As a result, during a power outage in which the supply of power from the AC power supply is cut off, power from the auxiliary power supply is supplied to the RAM 60c of the main control device 60, etc., and data in the RAM 60c of the main control device 60 is held for a certain period of time. In this way, the main control device 60 has a backup function that holds the memory of the RAM 60c by power from the AC power supply or the auxiliary power supply even when the power switch 95a is turned off or a power outage occurs. On the other hand, the sub integrated control device 90 does not have such a backup function, so when the power switch 95a is turned off or a power outage occurs, the memory of the RAM 90c is cleared.
[0043] [Overview of Pachinko Machine 1] Next, an overview of the game in the pachinko machine 1 thus configured will be described. Figure 7 is an explanatory diagram for explaining the specifications of the pachinko machine 1. In the pachinko machine 1 of this embodiment, the probability of winning a special symbol varies depending on the game state and the setting value. That is, as shown in Figure 7(a), when the game state is the normal state (normal game state), the probability of winning a special symbol is 1 / 320, the probability of winning a special symbol is 1 / 310, the probability of winning a special symbol is 1 / 300, the probability of winning a special symbol is 1 / 290, the probability of winning a special symbol is 1 / 280, and the probability of winning a special symbol is 1 / 270. On the other hand, when the game state is a probability variable state (probability variable game state), the probability of winning in setting 1 is 1 / 64, the probability of winning in setting 2 is 1 / 62, the probability of winning in setting 3 is 1 / 60, the probability of winning in setting 4 is 1 / 58, the probability of winning in setting 5 is 1 / 56, and the probability of winning in setting 6 is 1 / 54. When a special symbol wins, a 4-round jackpot game (a jackpot game in which a round game with a specified number of 10 and a maximum opening time of 30 seconds is repeated 4 times) or a 10-round jackpot game (a jackpot game in which the above round game is repeated 10 times) is executed.
[0044] Also, as shown in FIG. 7(b), the probability of winning with a normal symbol varies depending on the game state. When the game state is in the normal state, the b time-saving state, or the c time-saving state, it is 1 / 3, and when the game state is in the a time-saving state, it is 1 / 1.1. When a win occurs with a normal symbol, a normal symbol winning game (normal symbol winning game) is executed in which the second starting hole 24 (normal electric role) opens. When a win occurs with a normal symbol when the game state is in the normal state, a normal symbol winning game with a specified number of 10 and a maximum opening time of 0.1 seconds is executed, and when a win occurs with a normal symbol when the game state is in the a time-saving state, the b time-saving state, or the c time-saving state, a normal symbol winning game with a specified number of 10 and a maximum opening time of 5.8 seconds is executed. The a time-saving state, the b time-saving state, and the c time-saving state are all game states (easy states) in which it is easy for the game ball to enter the second starting hole 24, and each state has a different occurrence condition.
[0045] In the pachinko machine 1 having such specifications, when a game ball enters the first starting hole 23 by hitting from the left (firing of a game ball into the first game area), the variable display of the first special symbol starts. Then, when the first special symbol stops and displays as a big win symbol, a big win occurs, and a big win game is executed in which the big prize opening 25 is opened. The big prize opening 25 cannot accept game balls by hitting from the left, but can accept game balls by hitting from the right (firing of a game ball into the second game area). Therefore, when a big win game is executed, the player will play the big win game by hitting from the right. The winning symbol of the special symbol may include a small win symbol in which a small win game is executed in which the opening time of the big prize opening 25 is shorter than that of the big win game.
[0046] The special jackpot patterns include normal jackpot patterns and probability jackpot patterns, and when the special pattern is stopped and displayed as a normal jackpot pattern, the time-saving state a occurs as the game state after the jackpot game ends. When a jackpot game is played with a normal jackpot pattern, the time-saving state a continues until the variable display of the special pattern is executed a predetermined number of times (100 times). On the other hand, when the special pattern is stopped and displayed as a probability jackpot pattern, the probability jackpot state occurs in addition to the time-saving state a as the game state after the jackpot game ends. In this embodiment, the selection rate of the probability jackpot pattern is 65%. When a jackpot game is played with a probability jackpot pattern, the probability jackpot state and the time-saving state a continue until the variable display of the special pattern is executed a predetermined number of times (10,000 times), that is, essentially, until the next jackpot occurs. Therefore, in the special bonus state and the a time-saving state, by hitting to the right, the player can advantageously generate a jackpot while minimizing the loss of balls in his or her possession, giving the player the chance to win a large number of balls in a short period of time.
[0047] In addition, when the variable display of the special symbol is executed a predetermined number of times (900 times) without a jackpot occurring (when the variable counter, which counts the number of times the special symbol changes, described later, reaches a specified value), the b time-saving state occurs as a game state. The probability of a jackpot is 1 / 320 to 1 / 270, and the b time-saving state continues until the variable display of the special symbol is executed a predetermined number of times (1000 times), so when the b time-saving state occurs, in most cases a jackpot can be generated during the b time-saving state. In this embodiment, the probability of a jackpot varies depending on the setting 1 to 6, and the scheduled number of times, which is the condition for the b time-saving state to occur, is a fixed number (900 times) regardless of the setting 1 to 6, so the lower the setting value (the lower the probability of a jackpot), the higher the probability of reaching the scheduled number of times (the probability of not winning a jackpot until the scheduled number of times).
[0048] Furthermore, when the special symbol stops and is displayed as a time-saving symbol (specific symbol) different from the jackpot symbol, the c time-saving state occurs as the game state. The c time-saving state continues until the number of times the special symbol changes is executed less than the b time-saving state (20 times).
[0049] Thus, the a time-saving state, the b time-saving state, and the c time-saving state have different occurrence conditions, the a time-saving state is a time-saving state (time-saving game state) that occurs after the end of a jackpot game, the b time-saving state is a time-saving state that occurs when the special symbol changes the scheduled number of times (900 times) without a jackpot occurring, and the c time-saving state is a time-saving state that occurs when the special symbol is stopped and displayed as a time-saving symbol. The a time-saving state, the b time-saving state, and the c time-saving state also have different termination conditions, and end when the special symbol changes 100 times (low probability), 1000 times, and 20 times, respectively.
[0050] Furthermore, the time-saving state a, the time-saving state b, and the time-saving state c are all game states that activate a time-saving function that shortens the time of the normal pattern variation compared to the normal state, and an opening extension function that extends the opening time of the second starting hole 24 when the normal pattern is won compared to the normal state. However, the time-saving state a activates a normal pattern probability change function that increases the probability of winning the normal pattern compared to the normal state, but the time-saving state b and the time-saving state c do not activate the normal pattern probability change function because the time-saving state occurs without a jackpot. In this case, the time-saving state a, the time-saving state b, and the time-saving state c are different game states, and the time-saving state a in which the normal pattern probability change function is activated is more advantageous to the player than the time-saving state b and the time-saving state c. Of course, it is also possible to make the time-saving state a the same as the time-saving state without activating the normal pattern probability change function in accordance with the time-saving state b and the time-saving state c. In this case, even if a situation occurs in which two of the time-saving state a, the time-saving state b, and the time-saving state c overlap, there is no need to change the time-saving state.
[0051] [Main control processing] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. FIG. 7 is a flow chart showing an example of the main control process executed by the CPU 60a of the main control device 60. This process is executed when the power switch 95a of the pachinko machine 1 is operated. The main control process is performed by repeatedly executing the following processes after executing the power-on process required for turning on the power of the pachinko machine 1 (S10): random number update process (S20), winning confirmation process (S30), start winning process (S40), normal symbol game process (S50), normal symbol winning game process (S60), special symbol game process (S70), big win game process (S80), and fraud monitoring process (S90). In this embodiment, the time required for the processes of S20 to S90 is about 2 msec, and these processes are repeatedly executed at intervals of about 2 msec. The main control device 60 executes a main control process to send various commands to the control devices in charge and have them execute processes according to the commands, thereby progressing the entire game of the pachinko machine 1.
[0052] [Power-on process] FIG. 9 is a flow chart showing an example of the power-on process. In the power-on process of S10, the CPU 60a of the main control device 60 first sets access permission to enable reading and writing of data to the RAM 60c after completing a security check (S100). Then, it is determined whether the backup flag is OFF (S102) and whether the RAM clear signal is OFF (S104). The backup flag is a flag indicating whether the stored contents of the RAM 60c are normal or not. The backup flag is determined whether the stored contents of the RAM 60c are normal or not by, for example, a checksum process, and is turned ON when it is determined to be normal, and is turned OFF when it is determined to be abnormal. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch 68 operated, and is turned OFF when the power is turned on with the RAM clear switch 68 not operated.
[0053] When it is determined that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, the CPU 60a starts from the initial state. That is, the CPU 60a performs an initialization process to clear and initialize the game information storage area of the RAM 60c that stores game information and to start a game from the initial state (S110), transmits corresponding initial commands to the payout control device 70 and the sub integrated control device 90 (S108), and ends the power-on process. As described above, if the power is turned on while the setting key switch 67 and the RAM clear switch 68 are operated, the RAM clear signal turns ON, and the CPU 60a stores one setting value set (selected) by the setting key switch 67 from settings 1 to 6 in the setting value storage area of the RAM 60c in accordance with the initialization process, and activates the setting value. The setting value storage area is not cleared by the initialization process.
[0054] On the other hand, if it is determined in S102 and S104 that the backup flag is ON and the RAM clear signal is OFF, the system starts from the state immediately before the power was cut off. That is, the CPU 60a first reads out the game information immediately before the power was cut off that is stored in the game information storage area of the RAM 60c (S110). The game information immediately before the power was cut off is information that indicates the state of the game that was in progress immediately before the power was cut off. Then, the system performs a power recovery process to resume the game according to the read game information (S112), and transmits corresponding recovery commands to the payout control device 70 and the sub integrated control device 90 (S114), and ends the power-on process. When the power-on process ends, the system returns to the main control process and proceeds to the next random number update process (S20).
[0055] In the pachinko machine 1 of this embodiment, the main control device 60 has a backup function for retaining the memory of the RAM 60c as described above, and if the game information is normally stored in the RAM 60c when the power is turned on and the RAM is not cleared, the game can be restored to the game state before the power is turned off. On the other hand, the sub-integrated control device 90 does not have such a backup function, and therefore cannot recognize the game state of the pachinko machine 1 when the power is turned on. Therefore, in this embodiment, the main control device 60 selectively transmits an initial command and a return command to the sub-integrated control device 90 according to the game information stored at the time of return in the power-on process, so that the sub-integrated control device 90 determines the game state of the pachinko machine 1 immediately after the power is turned on based on the received command.
[0056] [Random number update process] The random number update process of S20 is a process for updating various random numbers for judgment. The random numbers for judgment include, for example, a random number for jackpot judgment (random number for special pattern win / loss judgment) used for jackpot judgment (win / loss judgment) performed based on the entry of a game ball into the start hole (first start hole 23 or second start hole 24), a random number for time-saving judgment used for time-saving judgment performed based on the entry of a game ball into the start hole, a random number for jackpot pattern determination used to determine a jackpot pattern to be stopped and displayed on the special pattern display device (first special pattern display device 31 or second special pattern display device 32) when the result of the jackpot judgment is a jackpot, and a random number for time-saving judgment used for determining a jackpot pattern to be stopped and displayed on the special pattern display device (first special pattern display device 31 or second special pattern display device 32) when the result of the time-saving judgment is a win. These include random numbers for determining time-saving symbols used to determine the time-saving symbols to be stopped and displayed on the special symbol display device (first special symbol display device 31), random numbers for determining loss symbols used to determine loss symbols to be stopped and displayed on the special symbol display device (first special symbol display device 31 or second special symbol display device 32) when both the results of the jackpot judgment and the time-saving judgment are losses, random numbers for determining fluctuation patterns used to determine the fluctuation pattern (fluctuation time) of special symbols, and random numbers for determining whether a win has been made or not based on the passage of the game ball through the normal symbol operation gate 22. When the random number update process is completed, the process returns to the main control process and proceeds to the next winning confirmation process (S30).
[0057] [Winning confirmation process] The winning confirmation process of S30 detects the state of various sensors (such as the first start port switch 23a, the second start port switch 24a, the gate switch 22a, the large winning port switch 25a, and the normal winning port switch 27a) and stores the state in a predetermined state storage area of the RAM 60c. In addition, it determines whether or not a game ball is detected by a switch related to a prize ball (the above-mentioned winning port switches except the gate switch 22a), and if it is determined that a game ball is detected, it calculates the number of prize balls to be paid out and stores it as prize ball information in a predetermined prize ball information storage area of the RAM 60c. Then, if the prize ball information is not a value of 0, it transmits a prize ball number designation command (prize ball information) to the payout control device 70 and ends the winning confirmation process. When the payout control device 70 receives the prize ball number designation command, it drives the payout motor 73 to pay out game balls one by one, and executes a prize ball payout process in which the prize ball information (number of unpaid game balls) is decremented by one each time a paid-out game ball is detected by the payout switch 74. This prize ball payout process is repeatedly executed until the prize ball information becomes 0, but when a game ball is detected entering the machine and a new prize ball number designation command is received from the main control device 60, the process is repeated until the prize ball information also becomes 0. When the winning confirmation process is completed, the process returns to the main control process and proceeds to the next start winning process (S40).
[0058] [Start-up winning process] 10 is a flow chart showing an example of the start winning process. In the start winning process of S40, the CPU 60a of the main control device 60 first inputs a detection signal from the first start hole switch 23a to determine whether or not a game ball has entered the first start hole 23 (S200). When it is determined that a game ball has entered the first start hole 23, it determines whether or not the current reserved number of the first special symbol (the reserved number of the first special symbol) is less than the upper limit number (in this embodiment, the value is 4) (S202). When it is determined that the reserved number of the first special symbol is less than the upper limit number, it increments the reserved number of the first special symbol by a value of 1 and updates the display of the reserved number display device 33 of the first special symbol (S204), and obtains a random number for determining the first special symbol and stores it in a predetermined random number for determining storage area of the RAM 60c (S206). Here, the random numbers for judgment acquired in S206 include information on the progress of the variable game of the first special symbol, such as the random numbers for judging a big win, the random numbers for judging a time-saving pattern, the random numbers for determining a big win pattern, the random numbers for determining a time-saving pattern, the random numbers for determining a losing pattern, and the random numbers for determining a variable pattern. Then, a command to indicate the number of reserved first special symbols is sent to the sub-integrated control device 90 (S208), and the process proceeds to S210. The command to indicate the number of reserved first special symbols includes information on the number of reserved first special symbols for displaying the first reserved symbol 372a on the performance display device 37. Note that, if it is determined in S200 that no game ball has entered the first starting hole 23, or if it is determined in S202 that the number of reserved first special symbols has reached the upper limit, the process skips S204 to S208 and proceeds to the process of the next step S210.
[0059] Next, a detection signal from the second start hole switch 24a is input to determine whether or not a game ball has entered the second start hole 24 (S210). When it is determined that a game ball has entered the second start hole 24, it is determined whether or not the current reserved number of the second special symbol (second special symbol reserved number) is less than its upper limit number (in this embodiment, the value is 4) (S212). When it is determined that the reserved number of the second special symbol is less than the upper limit number, the reserved number of the second special symbol is incremented by a value of 1 and the display of the second special symbol reserved number display device 34 is updated (S214), and a random number for determining the second special symbol is obtained and stored in a predetermined random number for determination storage area of the RAM 60c (S216). Here, the random number for determination obtained in S216 can be information on the progress of the variable game of the second special symbol, such as the random number for determining a jackpot, the random number for determining a jackpot symbol, the random number for determining a losing symbol, and the random number for determining a variable pattern. Then, a second special symbol reserved number instruction command is sent to the sub-integrated control device 90 (S218), and the process proceeds to S220. The second special symbol reserved number instruction command includes information regarding the reserved number of second special symbols for displaying the second reserved symbol 372b on the performance display device 37. If it is determined in S210 that no game ball has entered the second starting hole 24, or if it is determined in S212 that the reserved number of second special symbols has reached the upper limit, the process skips S214 to S218 and proceeds to the next process of S220.
[0060] Next, a detection signal from the gate switch 22a is input to determine whether or not the game ball has passed through the normal symbol activation gate 22 (S220). When it is determined that the game ball has passed through the normal symbol activation gate 22, it is determined whether or not the current number of reserved normal symbols is less than the upper limit (for example, a value of 4) (S222). When it is determined that the number of reserved normal symbols is less than the upper limit, the number of reserved normal symbols is incremented by a value of 1 and the display of the normal symbol reserved number display device 36 is updated (S224). Next, a random number for determining the normal symbol is obtained and stored in a predetermined random number for determination storage area of the RAM 60c (S226). As the random number for determining the normal symbol, information on the progress of the variable game of the normal symbol, such as the above-mentioned random number for determining whether the normal symbol is a hit or miss, can be exemplified. Then, a normal symbol reserved number instruction command is sent to the sub-integrated control device 90 (S228), and the start winning process is terminated. If it is determined in S220 that the game ball has not passed through the normal symbol activation gate 22, or if it is determined in S222 that the number of reserved normal symbols has reached the upper limit, the process of S224 to S228 is skipped and the start winning process is terminated. When the start winning process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50).
[0061] [Normal symbol game processing] FIG. 11 is a flow chart showing an example of normal symbol game processing. In the normal symbol game processing of S50, the CPU 60a of the main control device 60 first judges whether or not the normal symbol hit flag (normal symbol hit flag) is a value of 1 (S300). The normal symbol hit flag is a flag indicating whether or not a normal symbol hit game is being played. If it is judged that the normal symbol hit flag is a value of 1, it is judged that a normal symbol hit game is being played, and the normal symbol game processing is terminated. When the normal symbol game processing is terminated, the process proceeds to the next normal symbol hit game processing of S60. On the other hand, if it is judged that the normal symbol hit flag is a value of 0, not a value of 1, it is judged that a normal symbol hit game is not being played, and it is judged whether or not the normal symbol is being displayed in a variable manner (S302), and whether or not the fixed symbol of the normal symbol is being displayed (S304). If it is determined that the normal symbol is not being displayed variably and that the display time of the fixed symbol is not in progress, it is determined whether the number of reserved normal symbols is greater than the value 0 (S306). If it is determined that the number of reserved normal symbols is not greater than the value 0, that is, the value is 0, the normal symbol game process is terminated. On the other hand, if it is determined that the number of reserved normal symbols is greater than the value 0, the oldest of the normal symbol determination random numbers stored in the determination random number storage area is read (S308), and a normal symbol variable display related process for displaying the normal symbol variably is executed (S310), and the normal symbol game process is terminated. Details of the normal symbol variable display related process of S310 will be described below with reference to the flowchart of FIG. 12.
[0062] In the normal symbol variation display related process, it is determined whether the a time-saving flag is 0 (S350). The a time-saving flag is a flag indicating whether the a time-saving state is in progress, and the a time-saving state occurs when a jackpot occurs. The b time-saving flag, which will be described later, is a flag indicating whether the b time-saving state is in progress, and the c time-saving flag is a flag indicating whether the b time-saving state is in progress. If it is determined that the a time-saving flag is 0, that is, that the current game state is not in the a time-saving state, a win / loss determination is made using a low probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S352). On the other hand, if it is determined that the a time-saving flag is 1, that is, that the current game state is in the a time-saving state, a win / loss determination is made using a high probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S354). The normal symbol hit / miss judgment is performed by comparing the normal symbol hit / miss judgment random number with the hit value included in the normal symbol hit judgment table. If the normal symbol hit / miss judgment random number matches the hit value, it is judged as a hit, and if they do not match, it is judged as a miss. The high probability normal symbol hit judgment table has more hit values set compared to the low probability normal symbol hit judgment table. As a result, the hit probability of the normal symbol is high in the a time-saving state and low when not in the a time-saving state. Therefore, the hit probability of the normal symbol is low not only when the current game state is normal, but also when it is in the b time-saving state or the c time-saving state. If the result of the hit / miss judgment is a hit ("YES" in S356), a winning symbol is determined as the confirmed symbol of the normal symbol (S358), and the normal symbol fluctuation time from when the normal symbol fluctuation display starts until the winning symbol is confirmed and displayed (a winning fluctuation pattern) is determined (S362). Also, if the result of the hit / miss judgment is a miss ("NO" in S356), a losing symbol is determined as the confirmed symbol of the normal symbol (S360), and the normal symbol fluctuation time from when the normal symbol fluctuation display starts until the losing symbol is confirmed and displayed (a losing fluctuation pattern) is determined (S362). The normal symbol fluctuation time is set to a time shorter than that in the normal state, regardless of the type of time-saving state (time-saving state a, time-saving state b, time-saving state c).Once the confirmed normal symbol pattern and the change time (change pattern) have been determined in this manner, the display of the normal symbol changes begins (S364), the number of reserved normal symbols is decremented by a value of 1, and the display on the normal symbol reserve number display device 36 is updated (S366), a command to start changing the normal symbols is sent to the sub-integrated control device 90 (S368), and the normal symbol game processing is terminated.
[0063] Returning to the normal symbol game process of FIG. 11, when the normal symbol variable display is started, the CPU 60a of the main control device 60 determines in S302 that the normal symbol is being variably displayed, and then determines whether the normal symbol variable time determined in S362 or S364 has elapsed (variation according to the determined variable pattern has ended) (S312). If it is determined that the normal symbol variable time has not elapsed, the normal symbol game process is temporarily terminated, and if it is determined that the normal symbol variable time has elapsed, a fixed symbol display process is performed to display the fixed symbol of the normal symbol being variably displayed (S314). Then, it is determined whether the fixed symbol display time (for example, 0.5 seconds) has elapsed (S316). If it is determined that the fixed symbol display time has not elapsed, the normal symbol game process is temporarily terminated. When the normal pattern game process is executed after the confirmed normal pattern is displayed, it is determined in S304 that the display time for the confirmed pattern is in progress, and it is again determined in S316 whether or not the confirmed pattern display time has elapsed. If it is determined that the confirmed pattern display time has elapsed, the display of the confirmed pattern is terminated (S318), and it is determined whether or not the confirmed normal pattern is a winning pattern (S320).
[0064] If it is determined that the confirmed normal pattern is not a winning pattern but a losing pattern, the normal pattern game process is terminated. On the other hand, if it is determined that the confirmed normal pattern is a winning pattern, the normal pattern winning flag (normal pattern winning flag) is set to a value of 1 (S322) and the normal pattern game process is terminated. When the normal pattern game process is terminated, the process proceeds to the next normal pattern winning game process in S60.
[0065] [Normal symbol winning game processing] FIG. 13 is a flow chart showing an example of a normal symbol winning game process. In the normal symbol winning game process of S60, the CPU 60a of the main control device 60 first judges whether the normal symbol winning flag is a value of 1 or not (S400). If it is judged that the normal symbol winning flag is a value of 0, not a value of 1, it is judged that the normal symbol winning game is not being played, and the normal symbol winning game process is terminated. On the other hand, if it is judged that the normal symbol winning flag is a value of 1, it is judged that the normal symbol winning game is being played, and it is judged whether the second start hole 24 is being opened or not (S402). If it is judged that the second start hole 24 is not being opened, it is judged whether the opening waiting time has elapsed or not (S404). If it is judged that the opening waiting time has not elapsed, it is terminated. On the other hand, when it is determined that the opening waiting time has elapsed, the opening pattern (maximum opening time) of the second start hole 24 is determined (S406), and the second start hole solenoid 24c is controlled so that the second start hole 24 opens in the determined opening pattern (S408), and the normal symbol winning game processing is temporarily terminated. The opening pattern of the second start hole 24 differs depending on the game state. In this embodiment, when the game state is the normal state, an opening pattern is set in which the hole is opened once for a maximum of 0.1 seconds, and when the game state is the time-saving state (time-saving state a, time-saving state b, or time-saving state c), an opening pattern is set in which the hole is opened once for a maximum of 5.8 seconds.
[0066] When the second start hole 24 is opened, the next time the normal symbol winning game process is executed, it is determined in S402 that the second start hole 24 is open, and it is determined whether or not a specified number of game balls (for example, 10 balls) have entered the second start hole 24 based on the detection signal from the second start hole switch 24a (S410), and whether or not the elapsed time since the opening of the second start hole 24 has started has reached the maximum opening time determined in S406 (S412). If it is determined that the specified number of game balls have not entered the second start hole 24 and that the elapsed time since the opening of the second start hole 24 has started has not reached the maximum opening time, the normal symbol winning game process is temporarily terminated while the second start hole 24 is kept open. On the other hand, if it is determined that the specified number of game balls have entered the second start hole 24 or that the elapsed time since the opening of the second start hole 24 has started has reached the maximum opening time, the second start hole 24 is closed (S414). Then, in order to end the normal symbol winning game, the normal symbol winning flag is set to a value of 0 (S416), and the normal symbol winning game process is ended. When the normal symbol winning game process is ended, the process proceeds to the special symbol game process of S70.
[0067] [Special symbol game processing] FIG. 14 and FIG. 15 are flow charts showing an example of special symbol game processing. In the special symbol game processing of S70, the CPU 60a of the main control device 60 first judges whether the jackpot flag is value 1 or not (S500). If it judges that the jackpot flag is value 1, it judges that a jackpot game is in progress, and ends the special symbol game processing. When the special game processing is ended, it returns to the main control processing and proceeds to the next jackpot game processing (S80). On the other hand, if it judges that the jackpot flag is value 0 instead of value 1, it judges that a jackpot game is not in progress, and judges whether either the first special symbol or the second special symbol is being displayed in a variable manner (S502), and whether or not the fixed symbol is being displayed (S504). If it judges that either the first special symbol or the second special symbol is not being displayed in a variable manner and the fixed symbol is not being displayed, it judges whether or not the reserved number of the second special symbol is greater than the value 0 (S506). If it is determined that the number of reserved second special symbols is greater than the value 0, the oldest of the random numbers for determining the second special symbol stored in the random number memory area for determining the second special symbol is read (S508), and a process related to the second special symbol change display for displaying the change in the second special symbol is executed (S510), and the special symbol game process is terminated.
[0068] On the other hand, if it is determined that the reserved number of the second special symbol is the value 0, it is determined whether or not the reserved number of the first special symbol is greater than the value 0 (S512). If it is determined that the reserved number of the first special symbol is greater than the value 0, the oldest of the random numbers for judgment of the first special symbol stored in the random number for judgment storage area is read (S514), a process related to the first special symbol variable display for displaying the variable display of the first special symbol is executed (S516), and the special symbol game process is terminated. If it is determined in S512 that the reserved number of the first special symbol is the value 0, the special symbol game process is terminated. In S506 to S516, when the reserved number of the first special symbol and the reserved number of the second special symbol are both greater than the value 0, the variable display of the second special symbol (consumption of reserved symbols) is executed with priority (special symbol 2 priority variable). Of course, it is not limited to this, and the first special symbol change display (consumption of reserved) may be given priority (special symbol 1 priority change), the special symbol change display may be performed in the order of balls entering the start hole (first start hole 23, second start hole 24) (ball entry order change), or the first special symbol change display and the second special symbol change display may be performed in parallel (simultaneous change). Details of the second special symbol change display related process of S510 and the first special symbol change display related process of S516 will be described below. FIG. 16 is a flowchart showing an example of the first special symbol change display related process, and FIG. 17 is a flowchart showing an example of the second special symbol change display related process.
[0069] In the first special symbol variation display related process of FIG. 16, first, it is determined whether the probability variable flag is a value of 0 or not (S600). The probability variable flag is a flag indicating whether the current game state is a probability variable state or not, and the probability variable state occurs due to a probability variable jackpot. If it is determined that the probability variable flag is a value of 0, it is determined that the current game state is not a probability variable state, and a jackpot determination is performed using a low probability jackpot determination table (S602). On the other hand, if it is determined that the probability variable flag is a value of 1 instead of 0, it is determined that the current game state is a probability variable state, and a jackpot determination is performed using a high probability jackpot determination table (S604). The jackpot determination is performed by comparing the jackpot determination random number with the hit value included in the jackpot determination table (low probability jackpot determination table, high probability jackpot determination table), and if the jackpot determination random number matches any of the hit values, it is determined as a jackpot, and if it does not match any of the hit values, it is determined as a miss. The low probability jackpot determination table and the high probability jackpot determination table contain more winning values the higher the setting value is among settings 1 to 6, and the high probability jackpot determination table contains more winning values than the low probability jackpot determination table. Therefore, the higher the setting value is, the higher the jackpot probability is, and the probability of winning is higher in the variable state than in the normal state.
[0070] Next, it is determined whether the result of the jackpot determination process is a jackpot (S606). If it is determined that the result of the jackpot determination process is a jackpot, a jackpot pattern is determined as the confirmed pattern of the first special pattern based on the random number for determining the jackpot pattern read in S514 (S608). This process is performed by using the random number for determining the jackpot pattern to select one pattern from among multiple jackpot patterns (for example, 4R normal jackpot pattern, 10R normal jackpot pattern, 10R special jackpot pattern, etc.) that have different contents of the jackpot game (number of rounds) and game states after the jackpot game ends (normal state, special state), using the random number for determining the jackpot pattern. The determined jackpot pattern is stored in the RAM 60c and is saved until the jackpot game ends. When the jackpot pattern is determined, the time period during which the first special pattern changes from when the first special pattern starts to change until the determined jackpot pattern is stopped and displayed (jackpot change pattern) is determined (S610).
[0071] On the other hand, if it is determined in S606 that the result of the jackpot determination process is not a jackpot, the time-saving determination process is performed based on the random number for time-saving determination read out in S514 (S612). The time-saving determination process is performed by comparing the random number for time-saving determination with the hit value included in the time-saving determination table, and if the random number for time-saving determination matches any of the hit values, it is determined that there is a time-saving (hit), and if it does not match any of the hit values, it is determined that there is no time-saving (miss). Note that the time-saving determination may be performed using the random number for jackpot determination instead of the random number for time-saving determination. When the random number for jackpot determination is used to perform the time-saving determination, the hit value for the time-saving determination is set to a value other than the hit value for the jackpot determination. When the time-saving determination process is performed, it is determined whether or not the result of the time-saving determination process is a time-saving (S614).
[0072] When the result of the time-saving determination process is that there is a time-saving, a time-saving pattern is determined as the confirmed pattern of the first special pattern (S616). The time-saving pattern may be determined by determining a predetermined one of the time-saving patterns, or may be determined by selecting one of the time-saving patterns based on a random number for determining the time-saving pattern from among a plurality of time-saving patterns each having a different number of time-saving times. When the time-saving pattern is determined, it is determined whether or not the time-saving flags (time-saving flag a, time-saving flag b, time-saving flag c) and the probability variable flag are all 0 (S618). This determination is to determine whether or not the current game state is neither a time-saving state nor a probability variable state, that is, a normal state. When it is determined that both the time-saving flag and the probability variable flag are 0, it is determined that the current game state is a normal state, and a time (time-saving variable pattern) for the first special pattern to be displayed from the start of the variable display of the first special pattern to the stop display of the determined time-saving pattern is determined (S620).
[0073] On the other hand, if the result of the time-saving judgment process is judged to be neither with time-saving nor without time-saving in S614, that is, if it is judged to be neither a jackpot nor a time-saving hit, a losing pattern is determined as the confirmed pattern of the first special pattern (S622), and the time of the first special pattern from the start of the variable display of the first special pattern to the stop display of the determined losing pattern (missing pattern) is determined (S624). Also, if it is judged in S618 that at least one of the time-saving flags (time-saving flag a, time-saving flag b, time-saving flag c) and the probability variable flag is value 1 (the current game state is the time-saving state or the probability variable state), a missing pattern is determined (S624). That is, if the current game state is the time-saving state or the probability variable state, even if the time-saving judgment process judges that there is a time-saving state and a time-saving pattern is determined, the time-saving state is invalidated and a missing pattern is determined.
[0074] FIG. 18 is an explanatory diagram showing an example of a fluctuation pattern table. As shown in the figure, the jackpot fluctuation pattern includes a fluctuation pattern P01 that develops from normal fluctuation to SP reach A via normal reach, and a fluctuation pattern P02 that develops from normal fluctuation to SP reach B via normal reach. The time-saving fluctuation pattern includes a fluctuation pattern P11 that ends with a normal reach, and a fluctuation pattern P12 that develops into SP reach A similar to the fluctuation pattern P01 of the jackpot fluctuation pattern. The miss fluctuation pattern includes a fluctuation pattern P21 that ends with a normal fluctuation, a fluctuation pattern P22 that ends with a normal reach, a fluctuation pattern P23 that develops into SP reach A similar to the fluctuation pattern P01 of the jackpot fluctuation pattern, and a fluctuation pattern P24 that develops into SP reach B similar to the fluctuation pattern P02 of the jackpot fluctuation pattern. The jackpot fluctuation pattern does not include the fluctuation pattern of normal fluctuation and the fluctuation pattern of normal reach, so a jackpot does not occur with normal fluctuation or normal reach. Also, the occurrence rate (selection rate) of SP reach B is higher than that of SP reach A. The time-saving fluctuation pattern does not include the fluctuation pattern of normal fluctuation and the fluctuation pattern that develops into SP reach B, so time saving does not occur in normal fluctuation or SP reach B. Also, the occurrence rate of SP reach A is higher than that of normal reach. In the miss fluctuation pattern, the order of occurrence rate is normal fluctuation, normal reach, SP reach A, and SP reach B. Therefore, the reliability (expectation) of time saving is higher than that of normal reach, and the reliability (expectation) of big hit is higher than that of SP reach A. Also, in this embodiment, when the SP reach B occurs, a moving performance is executed to operate the movable role 18 (movable member 18a) at a predetermined timing during the execution of the SP reach B in order to increase the player's expectation of a big hit.
[0075] Returning to the first special symbol variation display related process in FIG. 16, when the variation pattern is determined in this way, the variation display of the first special symbol is started (S626), the reserved number of the first special symbol is decremented by a value of 1, and the display of the first special symbol reserved number display device 33 is updated (S628). In addition, with the update of the reserved number of the first special symbol, the judgment random number related to the reserved number to be consumed this time is cleared, and a shift process is performed to shift the judgment random number related to the remaining reserved number. Then, the first special symbol variation start command (first special symbol variation start command) is transmitted to the sub-integrated control device 90 (S630), and the first special symbol variation display related process is terminated. The sub-integrated control device 90 that has received the first special symbol variation start command transmits a control command to the performance display control device 91 so that the pattern variation performance is started on the performance display device 37. In addition, the first special symbol variation start command includes the result of the hit / miss judgment, the variation pattern (variation time) of the first special symbol, the confirmed symbol (jackpot symbol, time-saving symbol, or miss symbol), and the like.
[0076] In the second special pattern change display related process of Figure 17, first, it is determined whether the special probability flag has a value of 0 or not (S600b), and if it is determined that the special probability flag has a value of 0, a jackpot determination is made using a low probability jackpot determination table (S602b), and if it is determined that the special probability flag has a value of 1 rather than 0, a jackpot determination is made using a high probability jackpot determination table (S604b).
[0077] Next, it is determined whether the result of the jackpot determination process is a jackpot or not (S606b). If it is determined that the result of the jackpot determination process is a jackpot, a jackpot pattern is determined as the confirmed pattern of the second special pattern based on the random number for determining the jackpot pattern read in S510 (S608b), and a jackpot variation pattern is determined as the variation pattern of the second special pattern (S610b). On the other hand, if it is determined that the result of the jackpot determination process is a miss, a miss pattern is determined as the confirmed pattern of the second special pattern based on the random number for determining the miss pattern read in S510 (S622b), and a miss variation pattern is determined as the variation pattern of the second special pattern (S624b). The second special pattern does not include a time-saving pattern.
[0078] When the fixed symbol and the change pattern of the second special symbol are thus determined, the display of the change of the second special symbol is started (S626b), the reserved number of the second special symbol is decremented by a value of 1, and the display of the second special symbol reserved number display device 34 is updated (S628b). In addition, the random numbers for judgment related to the reserved number to be consumed this time are cleared in accordance with the update of the reserved number of the second special symbol, and a shift process is performed to shift the random numbers for judgment related to the remaining reserved numbers. Then, a second special symbol change start command (second special symbol change start command) is sent to the sub-integrated control device 90 (S630b), and the second special symbol change display related process is terminated. The sub-integrated control device 90 that has received the second special symbol change start command sends a control command to the performance display control device 91 so that the pattern change performance is started on the performance display device 37. In addition, the second special symbol change start command includes the result of the hit / miss judgment, the change pattern (change time) of the second special symbol, the fixed symbol (hit symbol or miss symbol), and the like.
[0079] Returning to the special symbol game process of FIG. 14 and FIG. 15, when the special symbol game process is executed after the variable display of the special symbol (first special symbol or second special symbol) has started, since it is determined in S502 that either the first special symbol or the second special symbol is being displayed, the CPU 60a of the main control device 60 determines whether the variable time has elapsed (S518). Since the variable time is set according to the variable pattern of the special symbol determined in S620 or S620b, it can be determined whether the variable time has elapsed by comparing the elapsed time from the start of the variable display of the special symbol with the variable time corresponding to the determined variable pattern. If it is determined that the variable time has not elapsed, the special symbol game process is temporarily terminated. If it is determined that the variable time has elapsed, a symbol stop command is sent to the sub integrated control device 90 (S520), and the fixed symbol of the special symbol being displayed is displayed (S522). The sub-integrated control device 90 that has received the symbol stop command transmits a control command to the effect display control device 91 to end the symbol variation effect on the effect display device 37. Then, it is determined whether the display time of the fixed symbol has elapsed (S524). Here, the display time of the fixed symbol is set to 0.5 seconds in this embodiment. If it is determined that the display time of the fixed symbol has not elapsed, the special symbol game process is temporarily terminated. When the special symbol game process is executed after the special symbol is stopped and displayed, it is determined in S504 that the fixed symbol is being displayed, so it is determined again in S524 whether the display time of the fixed symbol has elapsed, and if it is determined that the display time of the fixed symbol has elapsed, the display of the fixed symbol is terminated (S526), and it is determined whether the fixed symbol is a jackpot symbol (S528).
[0080] If it is determined in S528 that the symbol is a jackpot symbol, the operation of the condition device is started in order to generate a jackpot (S530), the operation of the accessory continuous operation device is started (S532), and the value of the jackpot flag is set to 1 (S534). In order to stop the probability variable function and the time-saving function during the jackpot game, the probability variable flag, the time-saving flag a, the time-saving flag b, and the time-saving flag c are cleared to 0 (S536-S542). Then, the fluctuation counter is cleared (S544), a game state designation command is sent to the sub-integrated control device 90 (S546), and the special symbol game process is terminated. The game state designation command includes the value of the jackpot flag, the probability variable flag, the time-saving flag a, the time-saving flag b, the time-saving flag c, and the value of the fluctuation counter. When the special symbol game process is terminated, the process returns to the main control process and proceeds to the jackpot game process in the next S80.
[0081] On the other hand, if it is determined in S528 that the symbol is not a winning symbol but a losing symbol, the process executes the high probability flag end process (S548), the a time-saving flag end process (S550), the b time-saving flag setting process (S552), and the c time-saving flag setting process (S554). Then, a game state designation command is sent to the sub-integrated control device 90 (S546), and the special symbol game process ends. The high probability flag end process, the a time-saving flag end process, the b time-saving flag setting process, and the c time-saving flag setting process will be described below in order.
[0082] FIG. 19 is a flow chart showing an example of the variable probability flag end process. In the variable probability flag end process, it is determined whether the variable probability flag is a value of 1 (variable probability state) (S700). If it is determined that the variable probability flag is a value of 0, not 1, the variable probability flag end process is ended. On the other hand, if it is determined that the variable probability flag is a value of 1, the variable probability counter is decremented by a value of 1 (S702), and it is determined whether the variable probability counter is a value of 0 (S704). The variable probability counter indicates the remaining number of times that the special pattern will change until the variable probability state ends, and a value that is set in advance at the end of a jackpot game is set to the variable probability counter. In this embodiment, when the jackpot pattern is a variable probability jackpot pattern (variable probability jackpot), a value of 10000 is set. Therefore, when a variable probability jackpot is hit, the variable probability state is substantially maintained until the next jackpot is hit. If it is determined that the variable probability counter is not a value of 0, the variable probability flag end process is ended while maintaining the variable probability state. On the other hand, if it is determined that the high probability counter is equal to the value 0, the high probability flag is set to the value 0 (S706) in order to end the high probability state, and the high probability flag end process is terminated.
[0083] FIG. 20 is a flowchart showing an example of the a time-saving flag end process. In the a time-saving flag end process, it is determined whether the a time-saving flag is value 1 (in the a time-saving state) (S710). If it is determined that the a time-saving flag is value 0, not value 1, the a time-saving flag end process is ended. On the other hand, if it is determined that the a time-saving flag is value 1, the a time-saving counter is decremented by value 1 (S712), and it is determined whether the a time-saving counter is value 0 (S714). The a time-saving counter indicates the remaining number of times the special pattern will change until the a time-saving state ends, and a predetermined initial value is set to the a time-saving counter when the jackpot game ends. In this embodiment, if the jackpot pattern is a normal jackpot pattern, a value of 100 is set, and if it is a probability jackpot pattern, a value of 10000 is set. Therefore, when a probability jackpot is drawn, the a time-saving state is substantially maintained until the next jackpot is drawn. If it is determined that the a time-saving counter is not 0, the a time-saving flag end process is terminated while maintaining the a time-saving state. On the other hand, if it is determined that the a time-saving counter is 0, the a time-saving flag is set to 0 (S716) in order to end the a time-saving state, and the a time-saving flag end process is terminated.
[0084] FIG. 21 is a flowchart showing an example of the b time-saving flag setting process. In the b time-saving flag setting process, it is determined whether the probability variable flag is 0 (S730). If it is determined that the probability variable flag is not 0 but 1 (during the probability variable state), the b time-saving flag setting process is terminated. Therefore, the b time-saving state does not occur during the probability variable state. On the other hand, if it is determined that the probability variable flag is 0, it is determined whether the b time-saving flag is 0 (S732). If it is determined that the b time-saving flag is 0, the fluctuation counter is decremented by 1 (S734), and it is determined whether the fluctuation counter is 0 (S736). The fluctuation counter indicates the remaining number of fluctuations of the special pattern until the scheduled number of times is reached, and a predetermined initial value (value 900) is set in the fluctuation counter when the big win game ends. If it is determined that the fluctuation counter is not 0, the b time-saving flag setting process is terminated. On the other hand, if it is determined that the fluctuation counter is 0, in order to generate the b time-saving state, the b time-saving flag is set to 1 (S738), and the b time-saving counter is set (S740), and the b time-saving flag setting process is terminated. The b time-saving counter indicates the remaining number of fluctuations of the special pattern until the b time-saving state ends, and a predetermined initial value (value 1000) is set to the b time-saving counter. Since the probability of a jackpot is 1 / 320 to 1 / 270, when the b time-saving state occurs, a jackpot can be drawn in most cases. When the b time-saving flag setting process is executed after the b time-saving state occurs, in S732, in order to determine that the b time-saving flag is 1 (in the b time-saving state), the b time-saving counter is decremented by 1 (S742), and it is determined whether or not the b time-saving counter is 0 (S744). If it is determined that the b time-saving counter is not 0, the b time-saving flag setting process is terminated while maintaining the b time-saving state. On the other hand, when it is determined that the b time-saving counter is 0, in order to end the b time-saving state, the b time-saving flag is set to 0 (S746), a b time-saving end command is sent to the sub-integrated control device 90 (S748), and the b time-saving flag setting process is terminated. In other words, when the b time-saving counter becomes 0 without hitting a jackpot, the b time-saving state ends and transitions to the normal state.In this embodiment, when the state transitions to the normal state, the fluctuation counter is not initialized, so if the state transitions to the normal state without winning in the b time-saving state, the b time-saving state will not be generated even if the number of times the special symbol changes further reaches the scheduled number of times. Of course, after the state transitions from the b time-saving state to the normal state, the fluctuation counter may be initialized, and the b time-saving state may be generated when the number of times the special symbol changes further reaches the scheduled number of times.
[0085] In this embodiment, the variable counter is counted even if the player is in the a time-saving state (the a time-saving flag is set to a value of 1) but is not in the high probability state (the high probability flag is set to a value of 1). However, the variable counter may not be counted during the a time-saving state. In addition, in a type of pachinko machine in which the variable counter is initialized when the b time-saving counter becomes a value of 0 without a jackpot being drawn during the b time-saving state and the game returns to the normal state, if the number of time-saving times during the b time-saving state (for example, 450 times) is less than the planned number of times (for example, 900 times), the variable counter may be counted during the b time-saving state. In addition, in a pachinko machine (so-called ST machine) in which the number of times of high probability in the high probability state is relatively small (for example, 50 times or 100 times), the variable counter may be counted during the high probability state.
[0086] FIG. 22 is a flowchart showing an example of the c time-saving flag setting process. In the c time-saving flag setting process, it is determined whether the fixed pattern of the special pattern is a time-saving pattern (S760). If it is determined that the fixed pattern is a time-saving pattern, it is determined whether the probability variable flag is a value of 0 (S762), whether the a time-saving flag is a value of 0 (S764), whether the b time-saving flag is a value of 0 (S766), and whether the c time-saving flag is a value of 0 (S768). That is, it is determined whether the current game state is not a probability variable state or a time-saving state, but a normal state. If it is determined that any of the probability variable flag, the a time-saving flag, the b time-saving flag, and the c time-saving flag is a value of 1, it is determined that the current game state is a probability variable state or a time-saving state, and the c time-saving flag setting process is terminated. Therefore, even if the fixed pattern of the special pattern is a time-saving pattern, if the current game state is a probability variable state or a time-saving state, the time-saving hit is invalid. On the other hand, if it is determined that the probability change flag, the time-saving flag a, the time-saving flag b, and the time-saving flag c are all 0, the time-saving flag c is set to 1 (S770) to generate the time-saving state c, and the time-saving counter c is set (S772), and the time-saving flag setting process c is terminated. The time-saving counter c indicates the remaining number of times the special pattern will change until the time-saving state c is terminated, and a predetermined initial value (value 20) is set in the time-saving counter c. If it is determined in S760 that the confirmed pattern of the special pattern is not a time-saving pattern but a miss pattern, it is determined whether the time-saving flag c is 1 (during the time-saving state c) (S774). If it is determined that the time-saving flag c is 0 instead of 1, the time-saving flag setting process c is terminated. On the other hand, if it is determined that the time-saving flag c is 1, the time-saving counter c is decremented by 1 (S776), and it is determined whether the time-saving counter c is 0 (S778). If it is determined that the c time-saving counter is not 0, the c time-saving state is maintained and the c time-saving flag setting process is terminated. On the other hand, if it is determined that the c time-saving counter is 0, the c time-saving flag is set to 0 (S780) in order to terminate the c time-saving state, and the c time-saving flag setting process is terminated.
[0087] [Jackpot game processing] 23 and 24 are flow charts showing an example of the jackpot game process. In the jackpot game process of S80, the CPU 60a of the main control device 60 first judges whether the jackpot flag is value 1 (during jackpot game) or not (S800). If it is judged that the jackpot flag is value 0, not value 1, the jackpot game process is terminated. On the other hand, if it is judged that the jackpot flag is value 1, it judges whether the big prize winning port 25 is being opened (S802), whether the jackpot game start presentation is being performed (S804), whether the jackpot game end presentation is being performed (S806), and whether the opening interval is being performed (S808). If it is judged negatively in any of S802 to S808, it transmits a jackpot game start presentation command to the sub integrated control device 90 (S810), and terminates the jackpot game process. The sub-integrated control device 90 that has received the jackpot game start presentation command starts the jackpot game start presentation. When the jackpot game start presentation starts, the next time the jackpot game processing is executed, in order to determine that the jackpot game start presentation is in progress in S804, it is determined whether the jackpot game start presentation time has elapsed (S812). If it is determined that the jackpot game start presentation time has not elapsed, the jackpot game processing is temporarily terminated, and if it is determined that the jackpot game start presentation time has elapsed, the jackpot game opening 25 is opened by driving the jackpot opening solenoid 25c (S814), and the jackpot game processing is terminated. The main control device 60 transmits a round game presentation command to the sub-integrated control device 90 in conjunction with the opening of the jackpot game opening 25.
[0088] When the large prize opening 25 is opened, the next time the large prize opening 25 is executed, it is determined in S802 that the large prize opening 25 is open, and based on the detection signal from the large prize opening switch 25a, it is determined whether the number of game balls entering the large prize opening 25 has reached a specified number (10 in this embodiment) (S816), and whether the elapsed time (opening time) since the large prize opening 25 was opened has reached the maximum opening time (30 seconds in this embodiment) (S818). If it is determined that the number of game balls entering the large prize opening 25 has not reached the specified number and the opening time of the large prize opening 25 has not reached the maximum opening time, the large prize opening 25 is kept open and the large prize opening 25 is temporarily terminated. On the other hand, when it is determined that the number of game balls entering the big prize opening 25 has reached a specified number, or when it is determined that the opening time of the big prize opening 25 has reached the maximum opening time even if the number of balls entering has not reached the specified number, the big prize opening 25 is closed (S820), and it is determined whether or not the current round game is the final round (S822). Since the number of rounds of the big prize game is set by the big prize pattern ("4R normal big prize pattern", "10R normal big prize pattern", "10R variable big prize pattern"), the determination of whether or not the current round game is the final round is performed by determining whether or not the number of repetitions of the round game has reached a number determined according to the big prize pattern. When it is determined that the current round game is not the final round, an interval between openings is generated (S824), and the big prize game processing is terminated. When an interval between openings is generated, the main control device 60 transmits an interval between openings generation command to the sub integrated control device 90. When an interval between openings occurs, the next time the jackpot game process is executed, in order to determine in S808 that the interval between openings is in progress, it is determined whether the interval between openings (e.g., 2 seconds) has elapsed (S826). If it is determined that the interval between openings has not elapsed, the jackpot game process is temporarily terminated with the jackpot winning hole 25 closed, and if it is determined that the interval between openings has elapsed, the jackpot winning hole 25 is opened again (S814), and the jackpot game process is terminated.
[0089] After repeating the round play in which the big prize winning hole 25 is opened and closed with an interval between openings, if it is determined in S822 that the current round play is the final round, a big prize play end presentation command is sent to the sub-integrated control device 90 (S828) and the big prize play processing is terminated. The sub-integrated control device 90 that has received the big prize play end presentation command starts the big prize play end presentation. When the big prize play end presentation starts, it is determined in S806 that the big prize play end presentation is in progress when the next big prize play processing is started, so it is determined whether or not the big prize play end presentation time has elapsed (S830). If it is determined that the big prize play end presentation time has not elapsed, the big prize play processing is temporarily terminated, and if it is determined that the big prize play end presentation time has elapsed, the operation of the accessory continuous operation device is stopped (S832) and the operation of the condition device is stopped (S834). Next, it is determined whether or not the current big prize pattern is a sure-variable big prize pattern (S836). When it is determined that the jackpot pattern is a probability variable jackpot pattern, in order to generate a probability variable state and an a time-saving state, the probability variable flag is set to a value of 1 (S838), the probability variable counter is set to a value of 10000 (S840), the a time-saving flag is set to a value of 1 (S842), and the a time-saving counter is set to a value of 10000 (S844). On the other hand, when it is determined that the jackpot pattern is not a probability variable jackpot pattern but a normal jackpot pattern, in order to generate an a time-saving state, the a time-saving flag is set to a value of 1 (S846), the a time-saving counter is set to a value of 100 (S848), and the variable counter is set to a value of 900 (S850). Then, in order to end the jackpot game, the jackpot flag is set to a value of 0 (S852), and a game state designation command is sent to the sub-integrated control device 90 (S854), and the jackpot game processing is ended. In addition, the game state designation command includes the value of the special bonus flag, the value of the a time-saving flag, the value of the a time-saving counter, the value of the fluctuation counter, and the value of the jackpot flag.
[0090] [Fraud monitoring process] 25 is a flow chart showing an example of the fraud monitoring process. In the fraud monitoring process of S90, the CPU 60a of the main control device 60 first judges whether or not fraud has been detected based on the detection signal from the fraud detection sensor 28 (S900), and ends the fraud monitoring process if it judges that fraud has not been detected. On the other hand, if it judges that fraud has been detected, it judges the content of the fraud (S902). For example, as described above, when a magnetic sensor, a radio wave sensor, a vibration sensor, or the like is provided as the fraud detection sensor 28, it judges which of the magnetic, radio, and vibration frauds has occurred based on which sensor has detected it. Note that, when only one type of sensor is provided as the fraud detection sensor 28, S902 may be omitted.
[0091] Next, a fraud detection command based on the current fraud content is transmitted to the sub integrated control device 90 (S904), and the fraud monitoring process is terminated. Upon receiving the fraud detection command, the sub integrated control device 90 executes a fraud notification as described below. In S904, the fraud detection command may be transmitted including the fraud content determined in S902. Note that the fraud detection command is repeatedly transmitted while fraud is being detected, but this is not limited to this. It may be determined whether or not the fraud detection command has already been transmitted before S904, and if the fraud detection command has already been transmitted, the transmission of the fraud detection command may be omitted and the fraud monitoring process may be terminated.
[0092] Next, various processes executed by the sub-integrated control device 90 that received various commands from the main control device 60 will be described. As described above, the commands that the sub-integrated control device 90 receives from the main control device 60 include an initial command, a return command, a special pattern change start command (first special pattern change start command, second special pattern change start command), a pattern stop command, a game state designation command, a jackpot game start presentation command, a jackpot game end presentation command, and a fraud detection command. The processes of the sub-integrated control device 90 that received various commands include a pattern change presentation process for executing a pattern change presentation that changes and displays a presentation pattern in accordance with the display of a special pattern change, a jackpot game presentation process for executing a jackpot game presentation in accordance with the occurrence of a jackpot, and a fraud notification process for executing a fraud notification in accordance with the detection of a fraud. Details of the pattern change presentation process and the fraud notification process will be described below. Note that the jackpot game presentation process does not form the gist of the present invention, so its description will be omitted.
[0093] [Pattern change effect processing] 26 and 27 are flowcharts showing an example of a pattern change performance process executed by the CPU 90a of the sub-integrated control device 90. In the pattern change performance process, the CPU 90a of the sub-integrated control device 90 first judges whether or not a special pattern change start command (first special pattern change start command or second special pattern change start command) transmitted from the main control device 60 has been received (S1000). If it is judged that a special pattern change start command has not been received, the process proceeds to S1008. On the other hand, if it is judged that a special pattern change start command has been received, the process determines the stop pattern of the performance pattern based on the determined pattern of the special pattern (normal jackpot pattern, guaranteed jackpot pattern, time-saving pattern or miss pattern) included in the received special pattern change start command (S1002), and determines the performance pattern based on the change pattern of the special pattern (S1004).
[0094] Here, the determination of the performance pattern can be performed by determining the stop pattern of the performance pattern corresponding to the fixed pattern of the special pattern from the performance pattern setting table stored in advance in ROM90b. For example, when the normal jackpot pattern is determined as the fixed pattern of the special pattern, the stop pattern of the performance pattern is determined to be a double number of even numbers such as "444" or "666", when the probability jackpot pattern is determined, the double number of odd numbers such as "333" or "777", when the time-saving pattern is determined, and a specific number after the reach such as "7★7" is determined. In addition, the determination of the performance pattern can be performed by determining the performance pattern corresponding to the variation pattern of the special pattern from the performance pattern table stored in advance in ROM90b. In this embodiment, when the variation pattern of the special pattern is a normal variation, a normal variation performance pattern is determined in which the performance pattern is displayed as a variation and is displayed as a stop. Also, when the variation pattern of the special symbol is a normal reach, a normal reach performance pattern that transitions to a normal reach after a normal variation is determined. Furthermore, when the variation pattern of the special symbol is an SP reach A, an SP reach performance pattern A that develops from a normal variation to a normal reach and then to an SP reach A is determined. Also, when the variation pattern of the special symbol is an SP reach B, an SP reach performance pattern B that develops from a normal variation to a normal reach and then to an SP reach B is determined. In this way, when the stop symbol and performance pattern of the performance symbol are determined, a symbol variation performance that displays the performance symbol in a variable manner is started (S1006). The symbol variation performance is performed by transmitting a control command to the performance display control device 91 so that the performance symbol is displayed in a variable manner in the determined performance pattern.
[0095] Next, it is determined whether or not a pattern change performance is being performed (S1008). If it is determined that a pattern change performance is not being performed, the process proceeds to S1016. On the other hand, if it is determined that a pattern change performance is being performed, it is determined whether or not the performance pattern of the pattern change performance is an SP reach performance pattern (SP reach performance pattern A or SP reach performance pattern B) (S1010). If it is determined that the performance pattern is an SP reach performance pattern, it is determined whether or not the SP reach timing has arrived (S1012). Here, the SP reach timing is the start timing of the SP reach (SP reach A or SP reach B), and is determined in advance based on the elapsed time since the pattern change performance started. If it is determined that the SP reach timing has arrived, the SP reach performance is started (S1014). If it is determined in S1010 that the performance pattern is not an SP reach performance pattern, or that the SP reach timing has not arrived, S1014 is skipped and the process proceeds to S1016.
[0096] Next, it is determined whether or not an SP reach with a moving effect (for example, SP reach B) is being executed (S1016). If it is determined that an SP reach with a moving effect is not being executed, the process proceeds to S1022. On the other hand, if it is determined that an SP reach with a moving effect is being executed, it is determined whether or not the moving effect timing has arrived (S1018). If it is determined that the moving effect timing has not arrived, the process proceeds to S1022.
[0097] On the other hand, when it is determined in S1018 that the moving performance timing has arrived, the moving performance is started (S1020) and the process proceeds to S1022. The moving performance is performed by driving and controlling the moving part motor 18b so that the pair of moving members 18a protrude from the front frame 3 to the outside of the frame in a predetermined first operation pattern, and by driving and controlling the LED drive circuit (not shown) so that the LED 18c emits light (lights up) in a predetermined first light emission pattern. The first operation pattern is, for example, a pattern in which the pair of moving members 18a protrudes out of the frame at the same time, as shown in FIG. 4(b). In addition, the first light emission pattern is, for example, a pattern in which the LEDs 18c of the moving members 18a are lit up in the same color, and are lit up in either blue or red, which is selected by lottery or the like. For example, in the case of a jackpot, the probability of selecting red is high, and in the case of a miss, the probability of selecting blue is high, so that the expected degree of a jackpot is indicated by the lighting color. Note that in FIG. 4, all of the LEDs 18c are lit up in red.
[0098] Next, it is determined whether or not a moving performance is being performed (S1022), and if it is determined that a moving performance is not being performed, the process proceeds to S1028. On the other hand, if it is determined that a moving performance is being performed, it is determined whether or not the timing to end the moving performance has arrived (S1024), and if it is determined that the timing to end the moving performance has arrived, the moving part motor 18b is driven and controlled so that the moving member 18a is stored inside the front frame 3 (initial position), and the LED 18c is turned off to end the moving performance (S1026), and the process proceeds to S1028. On the other hand, if it is determined that the timing to end the performance has not arrived, the process proceeds to S1028.
[0099] Next, it is determined whether or not a symbol stop command transmitted from the main control device 60 has been received (S1028). If it is determined that a symbol stop command has not been received, the symbol change performance process is terminated. On the other hand, if it is determined that a symbol stop command has been received, the symbol change performance is terminated by stopping and displaying the performance symbol (S1030), and the symbol change performance process is terminated.
[0100] [Fraud Report Processing] 28 is a flow chart showing an example of fraud notification processing executed by the CPU 90a of the sub integrated control device 90. In the fraud notification processing, the CPU 90a of the sub integrated control device 90 first judges whether or not the notification operation of the movable role piece 18 for performing fraud notification is being executed (S1100). If it is judged that the notification operation is being executed, the process proceeds to S1110. On the other hand, if it is judged that the notification operation is not being executed, it judges whether or not the fraud detection command transmitted from the main control device 60 has been received (S1102). If it is judged that the fraud detection command has not been received, the fraud notification processing ends.
[0101] On the other hand, if it is determined in S1102 that a fraud detection command has been received, it is determined whether or not the movable role piece 18 is performing a moving performance (S1104), and if it is determined that a moving performance is being performed, the moving performance is ended (S1106) and the process proceeds to S1108. That is, when the CPU 90a of the sub-integrated control device 90 receives a fraud detection command, it ends the moving performance even if the moving performance end timing of S1024 of the symbol variation performance process has not arrived. Also, if it is determined in S1104 that a moving performance is not being performed, S1106 is skipped and the process proceeds to S1108.
[0102] Next, the notification operation of the movable role 18 is started (S1108), and the process proceeds to S1110. The notification operation is performed by driving and controlling the movable role motor 18b so that the pair of movable members 18a operate in a predetermined second operation pattern, and by driving and controlling the LED drive circuit so that the LED 18c emits light (lights up) in a predetermined second light emission pattern. The second operation pattern is, for example, as shown in Figs. 29(a) and (b), a pattern in which the pair of movable members 18a are operated to alternately repeat protrusion outside the frame and storage inside the frame (initial position). The second light emission pattern is, for example, a pattern in which the LEDs 18c of the pair of movable members 18a are lit up in different colors, for example, the LED 18c of one (the left movable member 18a in Fig. 29) is lit up in red, and the LED 18c of the other (the right movable member 18a in Fig. 29) is lit up in blue. In this way, in the notification operation using the movable role 18, the movable member 18a is operated in a different operation pattern from the movable performance, and the LED 18c is illuminated in a different illumination pattern from the movable performance, so that surrounding players and store clerks can easily recognize that it is a fraud notification. In addition, since the operation of the movable member 18a is a conspicuous operation that protrudes from the front frame 3, it is easy for the store clerk to grasp the fraud even if he is located far away from the pachinko machine 1, and it is possible to urge him to take appropriate measures. In addition, in conjunction with the notification operation of the movable role 18, a sound such as a warning sound for fraud notification may be output from the speaker 14, or the LED 15 of the front frame 3 may be illuminated in a lighting color for fraud notification or in a flashing mode for fraud notification. For example, in the flashing mode for fraud notification, the LED 15 may be flashed faster than during the performance to attract the attention of those around.
[0103] Next, it is determined whether or not the notification operation time for the fraud notification has elapsed (S1110). This determination is made based on whether or not the elapsed time since the notification operation was started in S1108 has reached a predetermined notification operation time. If it is determined that the notification operation time has not elapsed, the fraud notification process is terminated while the notification operation of the movable role 18 is being performed, that is, while the pair of movable members 18a are alternately protruding outside the frame and storing in the frame. On the other hand, if it is determined in S1110 that the notification operation time has elapsed, the notification operation of the movable role 18 is terminated (S1112) and the fraud notification process is terminated. The process of S1112 is performed by storing each movable member 18a in the frame (initial position) and turning off each LED 18c. Note that the notification operation is not limited to being terminated based on the elapse of the notification operation time. For example, the main control unit 60 may transmit a command to the effect that fraud is no longer detected in the fraud monitoring process, and the sub-control unit 90 may terminate the notification operation based on receiving the command. Alternatively, once the notification operation has started, the notification operation may be continued until the store attendant temporarily shuts off the power supply to the pachinko machine 1.
[0104] In the pachinko machine 1 of the embodiment described above, the notification of fraud is made by operating the movable accessory 18 used for the movable performance, so it can be made more noticeable than a system that notifies fraud only by displaying it on the screen. This makes it easier to attract attention from those around, and allows even a store clerk at a distance to easily understand the fraud. In addition, by notifying fraud by the notification operation of the movable accessory 18, it is possible to properly notify the fraud without being drowned out by sounds and lights output during performances from other pachinko machines 1 in the gaming establishment.
[0105] In addition, the movable part 18 operates in a first operation pattern so that a pair of movable members 18a protrude simultaneously during a moving performance, and operates in a second operation pattern so that the pair of movable members 18a protrude alternately during a fraud notification, making it easy to understand that the fraud notification is different from the moving performance, and fraud can be more appropriately notified.
[0106] In addition, the movable part 18 emits light in a first light pattern in which each LED 18c lights up the same color during a movable performance, and emits light in a second light pattern in which each LED 18c lights up a different color during a fraud alert, making it easier to grasp that a fraud alert has occurred.
[0107] Furthermore, if fraud is detected during the execution of a moving performance, the operation for the moving performance is terminated and an operation for notifying fraud is started, so that fraud can be reliably notified by giving priority to fraud notification even during the moving performance.
[0108] In the embodiment, the same fraud notification (notification operation) is performed regardless of the type (content) of fraud, but this is not limited to this. For example, when a high probability of intentional fraud is detected, such as when magnetism or radio waves are detected, the movable role 18 is operated to notify the fraud as in the embodiment, and when a fraud may occur unintentionally (there is a possibility that it is unintentional), such as when vibration is detected, the fraud notification may be performed without the movable role 18 being operated. In addition, when a high probability of intentional fraud is detected, both the notification operation of the movable member 18a and the notification light emission of the LED 18c may be performed, and when a high probability of unintentional fraud is detected, the notification operation of the movable member 18a may be performed without the notification light emission of the LED 18c. Alternatively, when a high probability of intentional fraud is detected, the notification operation may be performed by operating both of the pair of movable members 18a, and when a high probability of unintentional fraud is detected, the notification operation may be performed by operating only one of the pair of movable members 18a.
[0109] In the embodiment, the movable performance and the fraud notification are performed by operating the movable role 18 (the pair of movable members 18a), but the present invention is not limited to this. The movement of the pair of movable members 18a may be regarded as one movement, and the movable performance and the fraud notification may be performed by operating both the movable role 18 and the performance button 16. Fig. 30 is an explanatory diagram showing a variation pattern table of the modified example, Fig. 31 is a flowchart showing the pattern variation performance process of the modified example, and Fig. 32 is a flowchart showing the fraud notification process of the modified example. In the modified example, the same steps as those in the embodiment are assigned the same step numbers, and the description thereof will be omitted.
[0110] In the variation pattern table of the modified example in FIG. 30, a movable effect and a button effect can be executed as the effect during the SP reach. The button effect is, for example, configured to be able to rise so that the effect button 16 protrudes, and is an effect that prompts the player to operate the effect button 16 with the effect button 16 protruding. The jackpot variation pattern of the modified example is in the order of SP reach C, in which a button effect and a movable effect are performed, SP reach B, in which a movable effect is performed, and SP reach A, in which a button effect is performed, from the highest occurrence rate. The time-saving variation pattern of the modified example is the same as that of the embodiment, so a description is omitted. The miss variation pattern table of the modified example is in the order of normal variation, normal reach, SP reach A, SP reach B, and SP reach C, from the highest occurrence rate. For this reason, the SP reach B, in which a movable effect is performed, has a higher jackpot expectation than the SP reach A, in which a button effect is performed, and the SP reach C, in which a button effect is performed in addition to the movable effect, has the highest jackpot expectation.
[0111] In the pattern variation effect process of the modified example of FIG. 31, after S1026, it is determined whether or not an SP reach with a button effect (SP reach A or SP reach C) is being executed (S1040), and if it is determined that an SP reach with a button effect is being executed, it is determined whether or not it is a predetermined button effect timing during execution of the SP reach effect (S1042). The button effect timing is, for example, a timing after the movable effect timing, but it may be a timing before the movable effect timing. If it is determined in S1040 that an SP reach with a button effect is not being executed, or if it is determined in S1042 that it is not the button effect timing, the process proceeds to S1046. On the other hand, if it is determined in S1042 that it is the button effect timing, the effect button 16 is raised so as to protrude, and the button effect is started (S1044), and the process proceeds to S1046. In addition, when the button effect is started, the operation of the effect button 16 is enabled, and an image (for example, an image imitating the effect button 16) that prompts the player to operate the effect button 16 is displayed on the effect display device 37. Furthermore, if the effect button 16 is equipped with an LED, the LED is lit or flashes in a predetermined light color.
[0112] Next, it is determined whether or not a button effect is being executed (S1046), and if it is determined that a button effect is not being executed, the process proceeds to S1028. On the other hand, if it is determined that a button effect is being executed, it is determined whether or not the effect button 16 has been operated (S1048), and whether or not the operation valid period of the effect button 16 has elapsed (S1050). If it is determined that the effect button 16 has not been operated and the operation valid period has not elapsed, the process proceeds to S1028. On the other hand, if the effect button 16 is operated before the operation valid period has elapsed, an effect is executed (S1052) to notify the result of the jackpot determination (win / lose determination) or the result of the time-saving determination as an operation-responsive effect corresponding to the operation of the effect button 16, the effect button 16 is lowered to the initial position to end the button effect (S1054), and the process proceeds to S1028. In S1052, if the variation pattern of the special symbol included in the special symbol variation start command received in S1000 is a jackpot variation pattern, a performance is executed to notify that a jackpot has been won, if it is a time-saving variation pattern, a performance is executed to notify that a time-saving win has been won, and if it is a miss variation pattern, a performance is executed to notify that a miss has been won. In the modified example, even if it is determined that the operation effective period has elapsed without the operation of the performance button 16, the operation-responsive performance of S1052 is executed, but this is not limited to this, and if the operation effective period has elapsed without the operation of the performance button 16, S1052 may be skipped and S1054 may be executed without executing the operation-responsive performance.
[0113] In the fraud notification process of the modified example of FIG. 32, when the notification operation of the movable role object is started in S1108, the notification operation of the performance button 16 is started (S1109). The notification operation of the performance button 16 is different from the button performance, and for example, the performance button 16 is raised and lowered repeatedly at a predetermined cycle. That is, the performance button 16 is raised and lowered repeatedly between the protruding position and the initial position. In addition, if the performance button 16 is equipped with an LED, the light color is the same as that during the button performance, but it may be made to blink faster than during the button performance to attract the attention of those around. Then, when it is determined in S1110 that the notification operation time has elapsed, the notification operation of the performance button 16 and the movable role object 18 is ended (S1112b). Note that the notification operations of the performance button 16 and the movable role object 18 are not limited to those that are started and ended approximately at the same time. For example, one may be started first, or one may be ended first. However, there is a period during which the notification action of the performance button 16 and the notification action of the movable role object 18 overlap, i.e., a period during which they operate simultaneously (perform notification actions).
[0114] In this manner, in the modified example, the movable role 18 (first movable role) and the performance button 16 (second movable role) provided at a position different from the movable role 18 perform a different notification action from the game performance (movable performance, button performance). Therefore, the difference between the game performance and the notification action can be made even easier to understand, and the fraud can be more appropriately notified. Also, even if a player tries to block the notification action, it is difficult to block or hide the two notification actions of the movable role 18 and the performance button 16 from the surroundings while committing a fraud. Therefore, it is possible to prevent the notification of the fraud from being blocked and to more appropriately notify the fraud. Also, in the game performance (pattern change performance), if an SP reach (SP reach C in the modified example) in which the button performance and the movable performance are performed is not provided, or if it is provided, the movable performance and the button performance are not performed simultaneously (there is no period in which the operations overlap), the notification action of the performance button 16 and the notification action of the movable role 18 are performed simultaneously, and the fraud can be more effectively notified.
[0115] In the embodiment, a dedicated sensor for detecting fraud, such as a magnetic sensor, a radio wave sensor, or a vibration sensor, is provided as the fraud detection sensor 28, but the invention is not limited thereto. For example, when a game ball is detected by the big prize opening switch 25a when a big prize game is not being played or when a predetermined time or more has passed since the big prize opening 25 was closed in S820 of the big prize game processing, fraud (fraudulent ball entry) may be detected. This fraud occurs, for example, when a player places a game ball with a string or the like wrapped around it in the big prize opening 25 and causes the big prize opening switch 25a to detect it.
[0116] In the embodiment, the device that notifies of fraud is exemplified, but the present invention is not limited thereto, and may be applied to a device that notifies of an error (abnormality) when various errors (abnormalities) occur in the pachinko machine 1. For example, the errors include an unpaid error, a short-paid error, and a full-cup error. An unpaid error occurs when the number of unpaid prize balls that are not detected as paid out by the payout switch 74 reaches a predetermined number or more, even though the payout control device 70 drives the payout motor 73 to pay out game balls. An insufficient-paid-out error occurs when the ball-out switch 76 detects for a predetermined period of time that there is a shortage of game balls required for payout. A full-cup error (lower tray full error) occurs when the full-cup switch 75 detects that the lower tray 12 is full for a predetermined period of time. Note that these errors are usually not caused by the intentional actions of the player (unintentional), and therefore may be notified by a different notification operation from the case of fraud that is highly likely to be intentional as described above.
[0117] In the embodiment, when fraud is detected during the execution of the moving performance, the operation for the moving performance of the moving part 18 is terminated and the notification operation is started, but this is not limited to this. For example, when the timing for the end of the moving performance is approaching, the notification operation may be started after the moving performance ends.
[0118] In the embodiment, the LED 18c emits light in different light emission patterns for the moving performance and the notification operation, but this is not limited to this, and the LED 18c may emit light in the same light emission pattern. Alternatively, the movable role object 18 does not need to include the LED 18c.
[0119] In the embodiment, the movable member 18a operates in different operation patterns for the movable performance and the notification operation, but this is not limited to this, and may operate in the same operation pattern. For example, although they operate in the same operation pattern, the light emission pattern may be different, or the output sound may be different between the performance sound and the notification sound. Also, although they operate in the same operation pattern, they may operate for different operation times, for example, the notification operation may operate for a longer time.
[0120] In the embodiment, the present invention has been described as being applied to a so-called seven-machine type gaming machine, but is not limited to this and may also be applied to a so-called type 1 / type 2 mixed machine which has a specific area inside a large prize opening which opens during a small win game, and in which a gaming ball enters the large prize opening during a small win game, and when the entering gaming ball passes through the specific area, it progresses to a large win game.
[0121] In the embodiment, the present invention has been described as being applied to a pachinko machine 1 (pinball type gaming machine), but it may also be applied to a reel type gaming machine such as a slot machine.
[0122] In the embodiment, the game balls supplied from the island equipment of the game hall are paid out to the upper tray 11 as prize balls or loan balls, but it may be a so-called sealed type pachinko machine. The sealed type pachinko machine plays games by circulating the game balls sealed inside. The pachinko machines of the embodiment and the modified example may be applied to a so-called managed game machine. The managed game machine restricts external access to the main control device, and allows only specific information (information that affects the performance of the game or information that may affect the result of the game) to be transmitted from the frame control device (corresponding to the payout control device in the embodiment) to the main control device, and the frame control device is connected to the CR unit and is configured to be able to communicate with the outside only via the frame control device.
[0123] The correspondence between the main elements of the embodiment and the main elements of the invention described in the section on means for solving the problem will be described. In the embodiment, the fraud detection sensor 28 and the CPU 60a of the main control device 60 that executes the fraud monitoring process correspond to the "abnormality detection means", the movable role 18 including the movable member 18a corresponds to the "movable role (first movable role)", the CPU 90a of the sub-integrated control device 90 that executes the process of S1016 to S1026 of the pattern variation performance process corresponds to the "movable performance execution means", and the CPU 90a of the sub-integrated control device 90 that executes the fraud notification process corresponds to the "abnormality notification means". The LED 18c corresponds to the "light emitting unit". The performance button 16 corresponds to the "second movable role". Note that the correspondence between the main elements of the embodiment and the main elements of the invention described in the section on means for solving the problem does not limit the elements of the invention described in the section on means for solving the problem, since the embodiment is an example for specifically explaining the form for implementing the invention described in the section on means for solving the problem. In other words, the interpretation of the invention described in the "Means for Solving the Problem" section should be based on the description in that section, and the examples are merely specific examples of the invention described in the "Means for Solving the Problem" section.
[0124] Although the embodiment of the present invention has been described above using examples, the present invention is not limited to these examples in any way, and it is of course possible to carry out the present invention in various forms without departing from the spirit of the present invention. [Explanation of symbols]
[0125] 1 pachinko machine, 2 outer frame, 3 front frame, 3a front frame opening switch, 4 glass plate, 5 inner frame, 5a inner frame opening switch, 11 upper tray, 12 lower tray, 13 launch handle, 14 speaker, 15 LED, 16 performance button, 16a performance button switch, 18 movable role, 18a movable member, 18b movable role motor, 18c LED, 20 game board, 21 game area, 21a outer rail, 21b inner rail, 21c nail, 22 normal pattern operation gate, 22a gate switch, 23 first start port, 23a first start port switch, 24 second start port, 24a second start port switch, 24b opening and closing blade, 24c second start port solenoid, 25 large prize port, 25a large prize port switch, 25b opening and closing plate, 25c Large prize opening solenoid, 27 normal prize opening, 27a normal prize opening switch, 28 fraud detection sensor, 29 out opening, 31 first special pattern display device (first special pattern display device), 32 second special pattern display device (second special pattern display device), 33 first special pattern reserved number display device (first special pattern reserved number display device), 34 second special pattern reserved number display device (second special pattern reserved number display device), 35 normal pattern display device (normal pattern display device), 36 normal pattern reserved number display device (normal pattern reserved number display device), 37 performance display device, 371L, 371C,371R performance pattern (pseudo pattern), 372a first reserved pattern, 372b second reserved pattern, 38 center role, 50 CR unit, 51 CR unit terminal board, 52 settlement display device, 53 ball loan button, 53a ball loan switch, 54 settlement button, 54a settlement switch, 60 main control device, 60a CPU, 60b ROM, 60c RAM, 61 game board relay terminal board, 62 pattern display device relay terminal board, 63 performance relay terminal board, 64 back wiring relay terminal board, 65 external connection terminal board, 67 setting key switch, 68 RAM clear switch, 69 setting display device, 70 payout control device, 71 payout relay terminal board, 72 payout device, 73 payout motor, 74 payout switch, 75 full switch, 76 ball out switch, 77 ball tank, 78 tank rail, 80 Launch control device, 81 launch stop switch, 82 touch switch, 83 launch motor, 90 sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 performance display control device, 95 power supply board, 95a power switch, 100 hall computer.
Claims
1. A gaming machine that performs a win / loss determination based on the establishment of a predetermined condition and executes a game presentation based on the result of the win / loss determination, a first abnormality detection means for detecting magnetism as a first abnormality; A second abnormality detection means for detecting an error related to the payout of the game balls as the second abnormality; an abnormality notification means for notifying a first abnormality when the first abnormality detection means detects a magnetism, which is a first abnormality that is highly likely to be intentional, and for notifying a second abnormality when the second abnormality detection means detects an error related to dispensing, which is a second abnormality that is low in the likelihood of being intentional; As the game performance, a movable performance execution means for executing a movable performance that operates a movable role provided in a game frame; Equipped with The abnormality notification means performs an abnormality notification in which the movable role object is caused to protrude outside the gaming machine frame in the first abnormality notification, but performs an abnormality notification in which the movable role object is not caused to protrude outside the gaming machine frame in the second abnormality notification. Amusement machine.
2. 2. The gaming machine according to claim 1, The movable role includes a first movable role provided at the upper part of the game frame and a second movable role provided at the lower part of the game frame which is a position different from the first movable role, In the movable performance, the expected probability of the hit judgment is different when the first movable role is operated and when the second movable role is operated, In the first abnormality notification, both the first movable part and the second movable part are caused to protrude outside the gaming machine frame. Amusement machine.
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