Gaming Machines
By designing a multi-channel structure and a winning detection device in the game console, the shortcomings of existing game consoles in improving the fun of the game are solved, and a higher game complexity and player participation are achieved.
Patent Information
- Application Number
- JP2023139616
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-30
- Publication Date
- 2025-04-14
- Estimated Expiration
- 2040-07-10
AI Technical Summary
There are shortcomings in existing game consoles in improving the fun of games, especially in the lack of innovation in the design and gameplay of game consoles.
A multi-channel structure gaming machine is designed, including a first runner for the game ball to flow, a second runner guiding the game ball to the first runner, and a winning detection device after the game ball passes through the first runner. Through these runners and detection devices, the movement path and winning conditions of the game ball are carefully controlled, thereby increasing the complexity and fun of the game.
Through the design of multi-channel structure and win-win detection device, the game console not only improves the fun and complexity of the game, but also increases the sense of participation and challenge of players.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Gaming machines such as pachinko machines have been publicly known. It is like this.
[0003] Patent Document 1 describes a game machine equipped with a movable performance device that performs a predetermined moving performance by rotating. The technology is disclosed. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-59498 Summary of the Invention [Problem to be solved by the invention]
[0005] In such gaming machines, it is desirable to further increase the entertainment value of the game.
[0006] The present invention has been made in view of the above-mentioned problems, and aims to improve the enjoyment of games. The purpose is to provide a gaming machine that can [Means for solving the problem]
[0007] The gaming machine according to the present invention comprises: A gaming machine having a structural part including a first part (for example, a tower accessory P7400, etc.), a second part (for example, a distribution part P7360, etc.), and a third part (for example, a specific area unit P7900, etc.), The first portion has a flow path (for example, a passage portion P7612, etc.) for the game ball supplied to the first portion, The second portion has a flow path (for example, a passage portion P7361b, etc.) that guides the game ball to the first portion, The third section includes a detection means (for example, a sensor unit P7911a, etc.) capable of detecting the winning of a game ball that has passed through the flow path of the first section, The first portion is A first flow path (for example, a specific region side guide portion P7424a, etc.), A second flow path (for example, a non-specific area side guide portion P7424b, etc.) different from the first flow path, The game ball can roll 1st A first distribution unit (for example, a third stage unit P7700, etc.) having a rolling surface and capable of distributing game balls supplied to the first unit to the first flow path or the second flow path; A first rolling obstruction part (for example, a rolling obstruction part P7733, etc.) that can change the rolling direction of the game ball rolling in the first distribution part, A second rolling surface on which the game ball can roll is provided, a second sorting unit (e.g., a second stage unit P7600, etc.) different from the first sorting unit that can sort the liquid into a third flow path (e.g., a passage unit P7612, etc.) connected to the first sorting unit or a fourth flow path (e.g., a discharge passage side guide unit P7423b, etc.) different from the third flow path; The rolling direction of the game balls rolling in the second distribution unit can be changed. Second A rolling obstruction portion (for example, a rolling obstruction portion P7633, etc.), The third flow path (e.g., passage P7612, etc.) guides the game ball from the upstream side to the downstream side in a first direction (e.g., approximately vertical as shown at the starting end (opposite tip) of the arrow in the passage P7612 in Figure 252), and then guides the game ball from the upstream side to the downstream side in a second direction (e.g., approximately horizontal as shown at the middle part of the arrow in the passage P7612 in Figure 252) that has a smaller inclination angle with respect to the horizontal plane than the first direction, The first rolling obstacle portion includes a plurality of first protrusions (for example, protrusions P7733b, etc.) that can come into contact with the game balls rolling in the first distribution portion, The aforementioned Second The rolling obstacle portion is the second distribution portion. A ball that can be brought into contact with the rolling ball. Multiple Second protrusions (e.g., protrusions P7633c etc. ), The plurality of first protrusions are arranged so that the game ball can move downstream from the first rolling surface, The plurality of Second The protruding part is From the second rolling surface It is located so that it can be moved downstream. 、 By displacing the first distribution part, the game ball can move downstream from the first rolling surface, and depending on the position to which the first distribution part is displaced, When the game ball continues to roll on the first rolling surface without moving downstream from the first rolling surface, When the game ball moves to the first flow path downstream of the first rolling surface, There is a case where the game ball moves to the second flow path downstream of the first rolling surface, It is characterized by: [Effects of the Invention]
[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed diagonally from above front right. [Figure 2] 1 is an example of an exploded perspective view of the first pachinko gaming machine when viewed from diagonally above the front right. [Figure 3] 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from diagonally above the rear right. [Figure 4] 1 is an example of a front view showing the appearance of a game board unit of a first pachinko gaming machine. [Figure 5] 10 is an example of a front view showing an LED unit of the first pachinko gaming machine. FIG. [Figure 6] 1 is an example of a block diagram showing a control circuit of a first pachinko gaming machine. [Figure 7] 10 is an example of a game flow of the first pachinko gaming machine. [Figure 8] 10 is an example of a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. [Figure 9] 10 is an example of a special symbol winning determination table in the first pachinko gaming machine. [Figure 10] 10 is an example of a special symbol determination table in the first pachinko gaming machine. [Figure 11] 10 is an example of a jackpot type determination table for the first pachinko gaming machine. [Figure 12] 10A and 10B are examples of special symbol variation pattern tables in the first pachinko gaming machine, and show (A) a special symbol variation pattern table for a low start and (B) a special symbol variation pattern table for a high start. [Figure 13] 10 is a flowchart (part 1) showing an example of a main control process in the first pachinko gaming machine. [Figure 14] 10 is a flowchart (part 2) showing an example of the main control process in the first pachinko gaming machine. [Figure 15] 10 is a flowchart (part 3) showing an example of the main control process in the first pachinko gaming machine. [Figure 16] 10 is a flowchart (part 4) showing an example of the main control process in the first pachinko gaming machine. [Figure 17] 10 is a flowchart showing an example of an initial setting process at startup in the first pachinko gaming machine. [Figure 18] 10 is a flowchart showing an example of power cut processing in the first pachinko gaming machine. [Figure 19] 10 is a flowchart showing an example of a special symbol control process in the first pachinko gaming machine. [Figure 20] 10 is a flowchart showing an example of a special symbol management process in the first pachinko gaming machine. [Figure 21] 10 is a flowchart showing an example of a special symbol variable display start process in the first pachinko gaming machine. [Figure 22] 10 is a flowchart (part 1) showing an example of a special symbol variable display ending process in the first pachinko gaming machine. [Figure 23] 10 is a flowchart (part 2) showing an example of the special symbol variable display ending process in the first pachinko gaming machine. [Figure 24] 10 is a flowchart showing an example of a special symbol game determination process in the first pachinko gaming machine. [Figure 25] 10 is a flowchart showing an example of a special symbol game determination process in the first pachinko gaming machine. [Figure 26] 10 is a flowchart showing an example of a special symbol game ending process in the first pachinko gaming machine. [Figure 27] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in the first pachinko gaming machine. [Figure 28] 10 is a flowchart showing an example of a special prize opening control process in the first pachinko gaming machine. [Figure 29] 10 is a flowchart showing an example of a jackpot end process in the first pachinko gaming machine. [Figure 30] 10 is a flowchart showing an example of a normal symbol control process in the first pachinko gaming machine. [Figure 31] 10 is a flowchart showing an example of an external maskable interrupt process in the first pachinko gaming machine. [Figure 32] 10 is a flowchart showing an example of a system timer interrupt process in the first pachinko gaming machine. [Figure 33] 10 is a flowchart showing an example of a setting control process in the first pachinko gaming machine. [Figure 34] 10 is a flowchart showing an example of a setting change process in the first pachinko gaming machine. [Figure 35] 10 is a flowchart showing an example of a setting confirmation process in the first pachinko gaming machine. [Figure 36] 10 is a flowchart showing an example of a first normal game pre-processing in a first pachinko gaming machine. [Figure 37] 10 is a flowchart showing an example of a second normal game pre-processing in the first pachinko gaming machine. [Figure 38] 10 is a flowchart showing an example of a switch input detection process in the first pachinko gaming machine. [Figure 39] 10 is a flowchart showing an example of an abnormal state monitoring process in the first pachinko gaming machine. [Figure 40] 10 is a flowchart showing an example of a sub-control circuit process in the first pachinko gaming machine. [Figure 41] 10 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 42] 10 is an example of a timing chart of a signal of "prize ball information 1" among signals output to the outside of the first pachinko gaming machine. [Figure 43] 10 is a table showing an example of an outline of errors in the first pachinko gaming machine. [Figure 44] 10 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 45] 10 is an example of a front view showing the appearance of a game board unit of a second pachinko gaming machine. [Figure 46] FIG. 10 is an example of a block diagram showing a control circuit of a second pachinko gaming machine. [Figure 47] 10 is an example of a special symbol winning determination table in the second pachinko gaming machine. [Figure 48] 10 is an example of a special symbol determination table in the second pachinko gaming machine. [Figure 49] 10 is an example of a jackpot type determination table for the second pachinko gaming machine. [Figure 50] 10 is an example of a variation pattern table of special symbols in the second pachinko gaming machine. [Figure 51] 10 is a flowchart showing an example of a special symbol control process in the second pachinko gaming machine. [Figure 52] 10 is a flowchart showing an example of a special symbol management process in the second pachinko gaming machine. [Figure 53] 10 is a flowchart showing an example of a special symbol variable display start process in the second pachinko gaming machine. [Figure 54] 10 is a flowchart showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 55] 10 is a flowchart showing an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 56] 10 is a flowchart showing an example of a special symbol game ending process in the second pachinko gaming machine. [Figure 57] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in a second pachinko gaming machine. [Figure 58] 10 is a flowchart showing an example of a special prize opening control process in the second pachinko gaming machine. [Figure 59] 10 is a flowchart showing an example of a jackpot end process in the second pachinko gaming machine. [Figure 60] 10 is an example of a front view showing the appearance of a game board unit of a third pachinko gaming machine. FIG. [Figure 61] FIG. 10 is an example of a block diagram showing a control circuit of a third pachinko gaming machine. [Figure 62] 10 is an example of a special symbol winning determination table in the third pachinko gaming machine. [Figure 63] 10 is an example of a special symbol determination table in the third pachinko gaming machine. [Figure 64] 10 is an example of a jackpot type determination table for the third pachinko gaming machine. [Figure 65] 10 is an example of a special symbol variation pattern table in the third pachinko gaming machine. [Figure 66] 10 is a flowchart showing an example of a special symbol control process in the third pachinko gaming machine. [Figure 67] 10 is a flowchart showing an example of a special symbol management process in the third pachinko gaming machine. [Figure 68] 10 is a flowchart showing an example of a special symbol variable display start process in the third pachinko gaming machine. [Figure 69] 10 is a flowchart showing an example of a special symbol variable display ending process in the third pachinko gaming machine. [Figure 70] 10 is a flowchart showing an example of a special symbol game determination process in the third pachinko gaming machine. [Figure 71] 10 is a flowchart showing an example of a special symbol game ending process in the third pachinko gaming machine. [Figure 72]A flowchart showing an example of the V winning device opening preparation process in the third pachinko gaming machine. [Figure 73] 10 is a flowchart showing an example of a V winning device opening control process in the third pachinko gaming machine. [Figure 74] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in the third pachinko gaming machine. [Figure 75] 10 is a flowchart showing an example of a special prize opening control process in the third pachinko gaming machine. [Figure 76] 10 is a flowchart showing an example of a jackpot end process in the third pachinko gaming machine. [Figure 77] This is an example of a time chart showing the relationship between the opening timing of the jackpot opening and the opening timing of the specific area in a specific round of play during execution of an extended example of jackpot game control processing, and shows the cases where (A) the opening mode of the specific area is the first opening mode, (B) the opening mode of the specific area is the second opening mode, and (C) the opening mode of the specific area is the third opening mode. [Figure 78] 10 is an example of a special symbol determination table in an extended example. [Figure 79] This is an example of a jackpot type determination table in an extended example. [Figure 80] Another example of a time chart showing the relationship between the opening timing of the jackpot opening and the opening timing of the specific area in a specific round of play during execution of the extended example jackpot game control processing, showing (A) the case where the opening mode of the specific area is the first opening mode, and (B) the case where the opening mode of the specific area is the second opening mode. [Figure 81] FIG. 10 is a front view showing a gaming board of a gaming machine according to a second embodiment of the present invention. [Figure 82] 10A is a perspective view showing a general winning slot unit of a gaming machine according to a second embodiment of the present invention, and FIG. 10B is a front view showing the general winning slot unit of a gaming machine according to the second embodiment of the present invention. [Figure 83]83(a) is a plan view showing a general winning port unit of a gaming machine according to a second embodiment of the present invention, and FIG. 83(b) is a cross-sectional view taken along the line XP1-XP1 in FIG. [Figure 84] 10 is a front cross-sectional view showing the upper attacker section of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 85] FIG. 10 is a perspective view showing a lower attacker section of a gaming machine according to a second embodiment of the present invention. [Figure 86] 10 is a front cross-sectional view showing the lower attacker portion of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 87] 10 is a perspective view showing the base plate of the lower attacker section of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 88] 10 is a front view showing the base plate of the lower attacker section of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 89] 10 is an oblique view showing a base plate on which the opening and closing unit of the lower attacker part of the gaming machine according to the second embodiment of the present invention is fixed. FIG. [Figure 90] 10 is a rear view showing the base plate on which the opening and closing unit of the lower attacker section of the gaming machine according to the second embodiment of the present invention is fixed. FIG. [Figure 91] 10 is a perspective view showing a cover of a lower attacker section of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 92] 10 is a rear view showing the cover of the lower attacker section of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 93] 10 is a perspective view showing the rear guide portion of the lower attacker portion of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 94] 94(a) is a front view showing the rear guide portion of the lower attacker portion of the gaming machine according to the second embodiment of the present invention, (b) is a plan view showing the rear guide portion of the lower attacker portion of the gaming machine according to the second embodiment of the present invention, (c) is a cross-sectional view taken along XP2-XP2 in FIG. [Figure 95] 10 is a front view showing the installation state of the rear guide portion of the lower attacker portion of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 96] 10 is an enlarged schematic front view showing the underside of the gaming board of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 97] 10 is a front view showing the flow of game balls on the game board of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 98] 10 is a front cross-sectional view showing the flow of game balls in the upper attacker section of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 99] FIG. 10 is a front cross-sectional view showing the flow of game balls in the lower attacker section of a gaming machine according to a second embodiment of the present invention. [Figure 100] FIG. 10 is a rear perspective view showing the flow of game balls in the lower attacker section of the gaming machine according to the second embodiment of the present invention. [Figure 101] 10 is a front view showing the flow of game balls below the game board of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 102] FIG. 10 is a front view of the upper movable performance device and upper device lifting mechanism of the gaming machine according to the second embodiment of the present invention. [Figure 103] FIG. 10 is a perspective view of an upper movable performance device of a gaming machine according to a second embodiment of the present invention. [Figure 104] 10 is an exploded view of the first presentation section of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 105] FIG. 10 is a bottom view of an upper movable performance device of a gaming machine according to a second embodiment of the present invention. [Figure 106] 10 is an exploded view of the second presentation section of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 107] FIG. 10 is an exploded view of a pupil movable unit of a gaming machine according to a second embodiment of the present invention. [Figure 108] FIG. 10 is an exploded view of an upper movable performance device of a gaming machine according to a second embodiment of the present invention. [Figure 109] 10 is an enlarged front view of the left end of the liftable part of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 110] 10 is a perspective view of the right end portion of the upper movable performance device of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 111] 10 is a perspective view of the right end of the liftable part of the gaming machine according to the second embodiment of the present invention. FIG. [Figure 112] FIG. 10 is a perspective view of an upper movable performance device of a gaming machine according to a second embodiment of the present invention. [Figure 113] FIG. 10 is an exploded view of the left end (part) of the upper movable performance device of the gaming machine according to the second embodiment of the present invention. [Figure 114] FIG. 10 is a left side view of the eyebrow rotation drive unit of the gaming machine according to the second embodiment of the present invention. [Figure 115] FIG. 10 is a front view of the eyebrow rotation drive unit of the gaming machine according to the second embodiment of the present invention. [Figure 116] 10 is a plan view of a pupil rotation drive unit of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 117] 10 is a perspective view of a left guide member and a left drive mechanism of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 118] 10 is an enlarged perspective view of an upper portion of a left guide member and a left drive mechanism of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 119] 10 is an enlarged perspective view of a lower portion of a left guide member and a left drive mechanism of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 120] 10 is a perspective view of a right guide member and a right drive mechanism of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 121] 10 is an enlarged perspective view of a right guide member and a lower portion of a right drive mechanism of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 122] FIG. 10 is a front view showing a state in which a performance according to the first mode is being performed. [Figure 123] FIG. 10 is a front view showing a state in which a performance according to the second mode is being performed. [Figure 124] FIG. 10 is a plan view showing a state in which a performance according to the second mode is being performed. [Figure 125] FIG. 10 is a front view showing a state in which a performance according to the second mode is being performed. [Figure 126] FIG. 10 is a front view showing a state in which a performance according to the third mode is being performed. [Figure 127] FIG. 10 is a front view of a rotating device of a gaming machine according to a second embodiment of the present invention. [Figure 128] FIG. 10 is a front perspective view of a rotating device of an amusement machine according to a second embodiment of the present invention. [Figure 129]FIG. 10 is a rear perspective view of a rotating device of an amusement machine according to a second embodiment of the present invention. [Figure 130] This is a front view showing a rotating device with the rotating body not shown. [Figure 131] This is a rear view of a rotating device with the rotating body not shown. [Figure 132] 132 is a cross-sectional view taken along the line XP5-XP5 in FIG. 131. [Figure 133] FIG. 10 is an exploded perspective view showing a rotating body of a gaming machine according to a second embodiment of the present invention. [Figure 134] FIG. 10 is a front view showing the inside of a rotating body of a gaming machine according to a second embodiment of the present invention. [Figure 135] FIG. 10 is a side view showing the drive means of the gaming machine according to the second embodiment of the present invention. [Figure 136] FIG. 10 is an exploded perspective view showing the shielding means of the gaming machine according to the second embodiment of the present invention. [Figure 137] 137(a) is a front view showing a light-emitting means-side shielding member of a gaming machine according to a second embodiment of the present invention, and FIG. 137(b) is a cross-sectional view taken along the line XP6-XP6 in FIG. [Figure 138] 138(a) is a front view showing a rotor-side shielding member of a gaming machine according to a second embodiment of the present invention, and FIG. 138(b) is a cross-sectional view taken along the line XP7-XP7 in FIG. [Figure 139] This is a front oblique view showing the rotating prop with the first performance surface controlled to move to the performance position. [Figure 140] This is a front view showing the lighting of the rotating device when the first performance surface is controlled to move to the performance position. [Figure 141] This is a side cross-sectional view showing the rotating prop with the second performance surface controlled to move to the performance position. [Figure 142] This is a front oblique view showing the rotating prop with the second performance surface moved and controlled to the performance position. [Figure 143] This is a front view showing the lighting of the rotating device when the second performance surface is controlled to move to the performance position. [Figure 144] 10 is a front view showing a presentation device of a gaming machine according to a second embodiment of the present invention. FIG. [Figure 145] FIG. 10 is a rear view showing the effect device in a standby state. [Figure 146] FIG. 2 is a perspective view showing a left-right movement control mechanism and a movable body. [Figure 147] FIG. 2 is a rear view showing the left-right movement control mechanism and the movable body. [Figure 148] FIG. 2 is an exploded perspective view showing a left-right movement control mechanism and a movable body. [Figure 149] FIG. 4 is an enlarged rear view showing the left portion of the left-right movement control mechanism. [Figure 150] FIG. 4 is an enlarged rear view showing the central portion of the left-right movement control mechanism. [Figure 151] FIG. 4 is an enlarged rear view showing the right portion of the left-right movement control mechanism. [Figure 152] FIG. [Figure 153] FIG. [Fig. 154] FIG. 2 is a perspective view showing a belt and an engaging portion. [Figure 155] 150. (a) is a cross-sectional view taken along the line XP3-XP3 in FIG. 150. (b) is a cross-sectional view taken along the line XP4-XP4 in FIG. [Figure 156] FIG. [Figure 157] FIG. [Figure 158] A front view showing a gaming machine in which the movable body is positioned in the center in the left-right direction at the performance position. [Figure 159] A front view showing the gaming machine with the movable body positioned to the right of the performance position. [Figure 160] A front view showing the gaming machine with the movable body positioned to the left of the performance position. [Figure 161] A front view showing a gaming machine that moves a movable body from a performance position to a standby position. [Figure 162] 1A is a schematic diagram showing the movable body and the regulating means positioned at the standby position, and FIG. 1B is a schematic diagram showing the movable body and the regulating means positioned at the center in the left-right direction at the performance position. [Figure 163]10A is a schematic diagram showing the movable body and the restricting means positioned to the right of the performance position, and FIG. 10B is a schematic diagram showing the movable body and the restricting means positioned to the left of the performance position. [Fig. 164] 10 is a schematic diagram showing a movable body and a regulating means that move the movable body from a performance position to a standby position. FIG. [Figure 165] FIG. 10 is a front view showing a game board of a gaming machine according to a third embodiment of the present invention. [Figure 166] FIG. 10 is a front view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 167] FIG. 10 is a front perspective view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 168] FIG. 10 is a front perspective view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 169] FIG. 10 is a rear view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 170] FIG. 10 is a rear view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Figure 171] FIG. 10 is an exploded rear perspective view of a lower accessory device of a gaming machine according to a third embodiment of the present invention. [Fig. 172] This is a rear perspective view of the lower accessories and link arm. [Fig. 173] This is an exploded rear oblique view of the lower part. [Fig. 174] This is a cross-sectional view taken along the line AA in Figure 170. [Figure 175] A rear view showing the lower part in the standby position. [Figure 176] A rear view showing the state in which the lower role is located halfway between the standby position and the performance position. [Figure 177] A rear view showing the lower part of the device in its performance position. [Figure 178] FIG. 2 is a cross-sectional view taken along line AA according to a first modified example. [Figure 179] FIG. 2 is a cross-sectional view taken along line AA according to a second modified example. [Figure 180] FIG. 10 is a cross-sectional view taken along line AA according to a third modified example. [Figure 181]11 is a perspective view showing the effect device of the gaming machine according to the third embodiment of the present invention, in which the opening and closing device is in the closed position. FIG. [Figure 182] FIG. 11 is a front view showing the effect device of the gaming machine according to the third embodiment of the present invention, with the opening and closing device in the closed position. [Figure 183] FIG. 11 is a rear perspective view showing the effect device of the gaming machine according to the third embodiment of the present invention, with the opening and closing device in the closed position. [Figure 184] FIG. 11 is a rear perspective view of the gaming machine according to the third embodiment of the present invention, with part of the presentation device omitted, in which the opening / closing device is in the closed position. [Figure 185] FIG. 10 is a rear view showing the effect device in the closed state of the gaming machine according to the third embodiment of the present invention. [Figure 186] FIG. 10 is a plan view showing the effect device of the gaming machine according to the third embodiment of the present invention, in which the opening and closing device is in the open position. [Figure 187] FIG. 10 is a side cross-sectional view showing the effect device of the gaming machine according to the third embodiment of the present invention, with the opening and closing device in the open position. [Figure 188] 11 is a perspective view showing a performance device in which an opening and closing device of a gaming machine according to a third embodiment of the present invention is in the open position. FIG. [Figure 189] FIG. 10 is a front view showing the effect device of the gaming machine according to the third embodiment of the present invention, with the opening and closing device in the open position. [Figure 190] FIG. 11 is a rear view showing the effect device for producing an effect in the open / locked state of the gaming machine according to the third embodiment of the present invention. [Figure 191] FIG. 11 is a rear view showing the effect device for producing an open / unlocked state in a gaming machine according to a third embodiment of the present invention. [Figure 192] FIG. 10 is a plan view showing a performance device in which a bullet role and a decorative role are set as performance positions for a gaming machine according to a third embodiment of the present invention. [Figure 193] FIG. 10 is a side cross-sectional view showing a performance device in which the bullet role and the decorative role are set to the performance position of the gaming machine according to the third embodiment of the present invention. [Figure 194] This is an oblique view showing the bullet role and decorative role in the standby position. [Figure 195]This is a perspective view with some parts omitted showing the bullet role and decorative role in the standby position. [Figure 196] This is an oblique view showing the bullet role and decorative role in the performance position. [Figure 197] This is a perspective view with some parts omitted showing the bullet props and decorative props in the performance position. [Figure 198] FIG. 1 is an exploded perspective view showing a bullet accessory and a decorative accessory. [Figure 199] 187(a) is a cross-sectional view taken along the line X1-X1 in Fig. 187. (b) is a cross-sectional view taken along the line X2-X2 in Fig. 187. [Figure 200] 1A is a front view showing a guide gear, FIG. 1B is a front view showing a bullet accessory, FIG. 1C is a front view showing a first decorative base part, and FIG. 1D is a front view showing a second decorative base part. [Figure 201] FIG. 10 is an exploded perspective view showing the bullet accessory. [Figure 202] FIG. 2 is an exploded perspective view showing an outer spiral member and an inner spiral member. [Figure 203] 1A is a schematic diagram showing a bullet role and a decorative role at a standby position, and FIG. 1B is a schematic diagram showing a bullet role and a decorative role moving from a standby position to a performance position. [Figure 204] 1A is a schematic diagram showing a bullet role and a decorative role moving from a standby position to a performance position, and FIG. 1B is a schematic diagram showing a bullet role and a decorative role at the performance position. [Figure 205] This is a schematic diagram showing the distance traveled in the forward and backward directions by the bullet device, the first decorative device, and the second decorative device. [Figure 206] 1A is a schematic diagram showing a bullet role and a decorative role moving from a performance position to a standby position, and FIG. 1B is a schematic diagram showing a bullet role and a decorative role at the standby position. [Figure 207] FIG. 10 is a front view showing a game board of a gaming machine according to a fourth embodiment of the present invention. [Figure 208] FIG. [Figure 209] FIG. [Figure 210] This is an exploded oblique view showing the tower accessories and specific area unit. [Figure 211] This is an oblique view showing the tower accessories. [Figure 212] This is an exploded perspective view showing the tower accessories. [Figure 213] This is an exploded perspective view showing the tower accessories as seen from the rear. [Figure 214] FIG. 2 is an exploded perspective view showing a drive unit. [Figure 215] FIG. 2 is an exploded perspective view showing an upper portion of the drive unit. [Figure 216] FIG. 2 is an exploded perspective view showing a lower portion of the drive unit. [Figure 217] FIG. 2 is a plan view showing a discharge guide unit, a drive unit, and a sorting unit. [Figure 218] FIG. 2 is a plan view showing the drive gear and the disk portion. [Figure 219] FIG. 2 is a cross-sectional side perspective view showing the performance device. [Figure 220] FIG. [Figure 221] This is an oblique view showing the tower accessories and specific area unit as seen from the rear. [Figure 222] This is an oblique view showing the tower accessories and specific area unit with some parts omitted, seen from the rear. [Figure 223] FIG. 2 is a cross-sectional side perspective view showing the drive unit. [Figure 224] FIG. 2 is a side cross-sectional view showing the drive unit. [Figure 225] FIG. 2 is a cross-sectional side perspective view showing a first stage portion and a second stage portion. [Figure 226] FIG. 3 is a side cross-sectional view showing a first stage portion and a second stage portion. [Figure 227] FIG. 2 is a perspective view showing a first stage portion. [Figure 228] FIG. 2 is a plan view showing a first stage portion. [Figure 229] FIG. 2 is a perspective view showing a rear portion of a first stage portion. [Figure 230] 1A is a front view showing the swing transmission part, and FIG. 1B is a rear view showing the swing transmission part. [Figure 231]FIG. 2 is a perspective view showing a second stage portion. [Figure 232] FIG. 4 is a plan view showing a second stage portion. [Figure 233] This is an enlarged oblique view showing the tower accessories with some parts omitted. [Figure 234] This is an enlarged oblique view showing the rear part of the tower accessory with some parts omitted. [Figure 235] 10A is a front view showing a rolling inhibiting portion located in front of a second stage rotating portion, and FIG. 10B is a side cross-sectional view showing the rolling inhibiting portion of the second stage rotating portion. [Figure 236] FIG. 10 is a cross-sectional side perspective view showing a third stage portion and a specific area unit. [Figure 237] FIG. 10 is a side cross-sectional view showing a third stage portion and a specific area unit. [Figure 238] FIG. 10 is an exploded side cross-sectional view showing a third stage portion and a specific area unit. [Figure 239] FIG. 10 is a perspective view showing a third stage portion and a specific area unit. [Figure 240] FIG. 10 is a plan view showing a third stage portion and a specific area unit. [Figure 241] This is a front view schematically showing the operation of the tower device. [Figure 242] This is a plan view schematically showing the tower mechanism tilted to the left. [Figure 243] This is a plan view schematically showing the tower accessory tilted backward. [Figure 244] This is a plan view schematically showing the tower mechanism tilted to the right. [Figure 245] 1A is a rear view schematically showing a state in which the first stage body and the support part are swung to tilt rightward, and FIG. 1B is a rear view schematically showing a state in which the first stage body and the support part are swung to tilt leftward. DETAILED DESCRIPTION OF THE INVENTION
[0010] As examples of gaming machines according to the embodiment of the present invention, a first pachinko gaming machine and a second pachinko gaming machine are shown. The following explanation will be given using the third type of pachinko gaming machine and the third type of pachinko gaming machine as examples.
[0011] In this specification, unless otherwise specified, the front side of the pachinko machine is referred to as the forward direction, The rear side of the pachinko machine is the rear direction, the left side when looking at the pachinko machine from the front is the left direction, The right side of the pachinko machine when viewed from the front is the right direction, the top side of the pachinko machine is the up direction, and The bottom of the Chinko machine is the downward direction, and the clockwise direction when looking at the Pachinko machine from the front is the right direction. The counterclockwise direction is defined as the left-handed direction.
[0012] Both the first and second pachinko gaming machines are called digital pachinko machines. It is a so-called Type 1 pachinko gaming machine. Among these, the first pachinko gaming machine is the first special This is a pachinko gaming machine that can variably display the symbol and the second special symbol in parallel. The Chinko gaming machine does not display the first special symbol and the second special symbol in parallel. This is a pachinko gaming machine in which only one of the two is displayed variably.
[0013] The third type of pachinko machine is the so-called digital pachinko machine and the feather model. Pachinko machines called Type 1 / 2 mixed machines, which are a combination of two types of machines called Type 1 and Type 2. The third pachinko gaming machine described in this specification also has a first special symbol and a second special symbol. In this specification, the first special symbol and the second special symbol are displayed in parallel and in a variable manner. This section explains an example in which only one of the two is variably displayed without the other being displayed. A type 1 / type 2 mixed pachinko game machine that can variably display one special symbol and a second special symbol in parallel. It is not intended to exclude
[0014] In this specification, when simply referring to a "special design," unless otherwise specified, , shall mean both the first special design and the second special design.
[0015] In addition, the term "variable display" as used in this specification means, for example, a "variable display" in which a pattern is displayed by changing. The concept includes both "display" and "stop display" where the pattern stops and is displayed. The operation from the start of the display to the stop of the display is called one "variable display". When the symbol stops and is displayed (hereinafter also referred to as "derivation"), the special symbol will be determined as a winning symbol, as described below. The results of the special pattern lottery process (hereinafter referred to as the "special pattern lottery") and the normal pattern winning judgment process (hereinafter referred to as the "normal pattern lottery" The result of the "regular symbol lottery" is determined. Although it may look like it, the results of the special symbol hit determination process and the normal symbol hit determination process have not been confirmed. There may be cases where the pattern is displayed in a non-repeated manner (for example, a temporary stop), but such a manner This is included in the above variable display. Even if the symbol temporarily stops, Since the results of the special symbol hit determination process and the normal symbol hit determination process have not been determined, The pattern can be displayed in a variable manner.
[0016] In addition, in this specification, a first pachinko gaming machine, a second pachinko gaming machine, and a third pachinko gaming machine In explaining the pachinko machines, each machine has two special symbols (first special symbol, second special symbol, 2) special symbols) will be used as an example. For pachinko gaming machines, the number of special symbols may be one.
[0017] [1. The first pachinko machine] First, the first pachinko gaming machine will be described.
[0018] [1-1. Appearance] FIG. 1 is a perspective view showing the appearance of a first pachinko gaming machine when viewed from the front right upper side. FIG. 2 is an exploded perspective view of the first pachinko gaming machine as seen from the front right diagonally above. FIG. 3 shows an example of the appearance of the first pachinko gaming machine when viewed from the rear and diagonally above to the right. FIG.
[0019] [1-1-1.Basic configuration] As shown in FIGS. 1 to 3, the first pachinko gaming machine includes an outer frame 2, a base door 3, a glass A stop door 4, a tray unit 5, a dispenser 6, a display device 7 (see FIG. 2), a dispensing unit 8 (see FIG. 2) , see FIG. 3), a board unit 9 (see FIG. 2, FIG. 3), and a game board unit 10 (see FIG. 2 Furthermore, the game board unit 10 is provided with an LED unit 160 (see FIG. 2) is provided. Here, an outer frame 2, a base door 3, a glass door 4, a dish unit The dispenser 5, the dispenser 6, the display device 7, the dispensing unit 8 and the base unit 9 will be briefly described. The game board unit 10 and the LED unit 160 will be described in detail later. The above parentheses indicate reference drawings for configurations not shown in FIG.
[0020] (Outer frame) The outer frame 2 is a frame body having a generally rectangular shape when viewed from the front, and has an opening 21 penetrating therethrough in the front-rear direction. The outer frame 2 is fixed to the island equipment of the game center. For example, on the front side of the left end of the outer frame 2, A hinge (not shown) is provided on which the base door 3 is pivoted. In this way, the base door 3 can be rotated forward relative to the outer frame 2 around the hinge. It is now possible to do this.
[0021] The outer frame 2 is connected to a dispensing unit 8, a base unit 9, and a It supports a number of components such as the display device 7, the game board unit 10, the glass door 4, and the plate unit 5. High strength is required to maintain the performance. For example, there is a demand for larger display devices 7 (see FIG. 2) and game board units 10. Therefore, by forming the outer frame 2 from, for example, a thin metal plate, the display device 7 and the game board unit 10 It is possible to increase the size while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, It is also possible to reduce the weight.
[0022] (base door) The base door 3 has, for example, a dispensing unit 8 and a base unit 9 attached to its rear side. These are supported by the government.
[0023] The game board unit 10 is fitted on the front surface of the base door 3. For example, in front of the left end, there is an upper end, a middle part below the center in the vertical direction, and a lower A hinge (without a reference number) is provided at each end, and the hinges at the top end and the middle The glass door 4 is pivotally supported, and the tray unit 5 is pivotally supported on hinges at the middle and bottom ends. By doing so, the glass door 4 and the base door 3 are moved relative to each other with the hinges as axes. The plate unit 5 can be rotated forward integrally or individually.
[0024] In addition, a launching device 6 is fixedly attached to the surface of the base door 3, for example, on the lower right side. For example, speakers 32 (see FIG. 2) are fixed on the left and right sides of the upper part. From this speaker 32, for example, the characters displayed on the display device 7 are output. The output includes sound effects such as music, sound effects, voice announcements, error notifications, and the like.
[0025] Furthermore, a locking device (not shown) is provided on the opposite side of the hinge of the base door 3 (i.e., the right end). This locking device is used to lock the base door 3 to the outer frame 2 and It has the function of locking the glass door 4 to A3.
[0026] (glass door) The glass door 4 is a frame-shaped member having an opening 41 formed therein. The glass door 4 is attached from the rear side with a protective glass 43 (see FIG. 2). When the base door 3 is closed, a play area 105 ( 4 described later) and the protective glass 43 face each other. When the door 3 is closed, the play area 105 can be seen from the front. In addition, it is possible to prevent the game balls flowing down the game area 105 from flying out forward.
[0027] The protective glass 43 is made up of multiple (for example, two) pieces of glass attached with a gap between them. Alternatively, multiple panes of glass may be unitized with gaps between them. Furthermore, in the case of a unitized product, glass and glass may be The protective glass 43 may be a glass The material is not limited to this, and may be made of, for example, a transparent resin.
[0028] In addition, at the bottom of the glass door 4, there is a game information service (for example, "Unimemo (registered trademark)" An operation unit 66 is provided that can be operated by, for example, a player to receive the provided prize. This operation unit 66 can be operated by the manager of the game center on the hall menu screen. It can also function as a user-operated control panel.
[0029] In addition, a speaker cover is provided on the upper portion of the glass door 4, in front of the speaker 32. Furthermore, a bar 45 is provided on the periphery of the opening 41 of the glass door 4. A large number of LED groups 46 used for the The reference numeral 46 shown in FIGS. 1 and 2 is not strictly For example, it is an LED cover, but for convenience, it will be described as an LED group 46. For example, it is a light-emitting means for making announcements with light or for producing light-emitting effects with various variations. However, if such lighting effects can be achieved, it is not limited to LEDs, but can also be used with LCDs, lamps, etc. may be.
[0030] (Dish unit) The tray unit 5 is a unit consisting of an upper tray 51 and a lower tray 52. , is disposed at the front lower portion of the base door 3 and below the glass door 4. For example, when a ball jam occurs, the above-mentioned As shown in the figure, the door can be opened and closed by rotating it relative to the base door 3. The unit 5 does not necessarily have to have an upper tray 51 and a lower tray 52, but may be an integrated tray. It may be configured as follows.
[0031] The upper tray 51 is provided so as to be able to store game balls, and the game balls stored in the upper tray 51 are released. The balls are shot from the shooting device 6 toward the game area 105 (see FIG. 4 described later). An exit 53 and a performance button 54 are provided. The game balls are paid out from the payout port 53 to the upper tray 51. The effect button 54 is a so-called "C The effect button 54 is called the "CHANCE button" or "push button". In addition to the operation function operated by the player, the game device may have a predetermined effect function. As a function, for example, it vibrates or protrudes upward based on the result of the special symbol hit determination process. The function of the operation unit 66 may also be used.
[0032] The lower tray 52 is mainly for collecting game balls that have overflowed from the upper tray 51. 2 is provided with a payout outlet 55 that communicates with the upper tray 51, and game balls that have spilled from the upper tray 51 are paid out. The coins are dispensed from the outlet 55 onto the lower tray 52.
[0033] The bottom surface of the lower tray 52 has an opening (reference symbol When the opening formed on the bottom surface of the lower tray 52 is opened, the lower tray 5 The game balls stored in the tray 2 can be transferred to the ball box placed below the lower tray 52. If a so-called counting system is installed on each machine, not only is there no need for a ball box, The game balls counted by each machine's counting system are stored and the stored game balls are used again for play. It is also possible.
[0034] (launcher) The launching device 6 launches the game balls stored in the upper tray 51 into the game area 105 (see FIG. 4 described later). The launcher 6 is located at the front right lower part of the base door 3, and is used to launch the weapon. The launcher 6 is disposed on the lower right side of the unit 5. The launcher 6 comprises a panel body 61, a drive unit (not shown), and and a firing handle 62.
[0035] The panel body 61 is configured to be in a state where the dish unit 5 is closed relative to the base door 3. The base door 3 is fixed to the launcher 6, and the launcher 5 is attached to the base door 3 so that the appearance is integrated. It will be established in.
[0036] The firing handle 62 is configured to be rotatable clockwise or counterclockwise, and is attached to the panel body 61. The driving device is disposed on the rear side of the panel body 61, and The firing handle 62 is operated by the player. When the ball is released, the drive unit operates to release the ball. In this case, the greater the amount of rotation (amount of operation) in the clockwise direction, the stronger the launch strength of the game ball.
[0037] The game balls are launched from the launching device 6 located at the lower right of the tray unit 5 and run along the launch rail ( (not shown) and rolls in an arc along a guide rail 110 (see FIG. 4 described later) to the play area. The ball is shot into the area 105 (see FIG. 4 described later). The position is not limited to the lower right of the tray unit 5, but may be the lower left of the tray unit 5. No rails are required, and the area below the glass door 4 can be used effectively, making it more versatile. It is possible to increase it.
[0038] (display device) The display device 7 (see FIG. 2) has a display area for displaying various effect images related to the game. The display area is attached to the opening of the game panel 100 so that the display area faces the opening. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, an The display device may be a display device configured by electroluminescence, or a projection device such as a projector. The display area of the display device 7 may include, for example, , the result of the special pattern hit determination process by variably displaying the special pattern (for example, decorative pattern) for the performance It also displays the special image according to the result of the special symbol hit determination process, and the performance during the jackpot game state. An image to be displayed, a demo effect image, an effect image showing the pending status of the variable display of the special symbol, etc. are displayed. In this embodiment, the display device 7 is attached to the game board unit 10. If the display area is arranged to face the opening of the game panel 100, the display device 7 is It may be attached to the door 3.
[0039] In this embodiment, one display device 7 is provided to display the various effect images. However, a plurality of display devices (for example, two) are provided and the performance is performed using these display devices. The output image may be displayed.
[0040] (Dispensing unit) The dispensing unit 8 (see Figures 2 and 3) is disposed on the rear side of the base door 3. The ball passage 81 is provided with a storage tank 80 (see FIGS. 2 and 3). The storage tank 80 receives game balls from an island facility (not shown). When the dispensing condition is met, the dispenser 82 dispenses the balls from the storage tank 80 into the ball passage 81. A predetermined number of game balls are dispensed onto the upper tray 51, for example. A power switch 95 is provided on the rear side of the unit 8 as shown in FIG.
[0041] (Board unit) The board unit 9 (see FIGS. 2 and 3) is disposed on the rear side of the base door 3. The set 9 is provided with various control boards and the like.
[0042] Specifically, as shown in FIG. 3, a main control circuit 200 (see FIG. 6 described later) is implemented. The main control board 91 and the sub-control board 9 on which the sub-control circuit 300 (see FIG. 6 described later) are mounted. 2. A payout / launch control circuit 400 (see FIG. 6 below) for controlling the payout / launch of game balls is implemented. A dispensing / launching control board 93 and a power supply circuit 450 (see FIG. 10 to be described later) for supplying power. 6) is mounted on a power supply board and the like.
[0043] 3, for convenience, a main control board 91, a sub-control board 92, a payout / launch control board 9 3 and power supply board 94 are shown as reference numerals, but these boards are all It is housed in a case.
[0044] In this embodiment, the sub-control board 92 is a one-board board (one control board). However, it is not limited to this. For example, a display control circuit 304, a sound control circuit 305, an LED control circuit 306, and and the accessory control circuit 307 (see FIG. 6 described later) are all or partly mounted on separate boards. By doing so, the sub-control board 92 may be configured from multiple boards.
[0045] [1-1-2. Game board unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 provided in the first pachinko gaming machine. is.
[0046] As shown in FIG. 4, the game board unit 10 is mainly configured to move the launched game ball in a rolling flow. A game panel 100 in which a playable play area 105 is formed, a guide rail 110, and a play area A center role object 115 disposed in the approximate center of the area 105, a first starting opening 120, and a general entrance The prize mouth 122, the passing gate unit 125, the special electric accessory unit 130, and the second start Mouth 140A, 140B, normal electric accessory unit 145, small hit unit 150, L The ED unit 160, the outlet 178, and the back unit disposed behind the game board unit 10. As described above, the LED unit 160 will be discussed later.
[0047] (Game panel) The game panel 100 has an opening (no reference number) at a position facing the display area of the display device 7. In addition, a guide rail 110 is provided on the front surface of the game panel 100. Both machines have game nails (no reference number) planted in them. The launched game ball flies out from the guide rail 110 toward the game area 105 and hits the game nail. The ball collides with the balls and changes direction as it flows downwards into the play area 105.
[0048] In addition, a back unit with a decorative body is provided at the back of the game panel 100 to enhance the presentation effect. The game panel 100 is provided with a unit (not shown). The decorative body is made of transparent resin so that it can be seen from the front. The entire unit 0 may be made of a transparent material, or, for example, a decorative body provided on the back unit. Only the portion of the game panel 1 that can be seen from the front may be made of a transparent material. 00 is made of materials that do not have transparent parts (for example, wood), and some transparent parts are used for the effect. The effect may be enhanced.
[0049] In this embodiment, the game panel 100 is transparent so that the rear unit can be seen from the front. Although it is made of resin, the entire gaming panel 100 may be made transparent, or only a part of it may be made transparent. It may also be clear.
[0050] (guide rail) The guide rail 110 is made up of an arc-shaped outer rail and an inner rail (both of which have no reference numerals). The play area 105 is defined by a guide rail 110. The outer rail and the inner rail guide the game balls launched from the launching device 6 to the top of the game area 105. It has a guidance function.
[0051] (Center role) The center device 115 is configured to fit into the opening of the gaming panel 100. The ball is launched towards the play area 105 and has an arc-shaped center rail 116 at the top. The game balls are distributed to the left and right by the center rail 116.
[0052] In this first pachinko gaming machine, in the gaming area 105, from the center role 115 The area to the left of the center role object 115 is called the left area 106, and the area to the right of the center role object 115 is called the right area The left and right areas are defined in the second pachinko game machine and The same applies to the third pachinko gaming machine.
[0053] The game balls launched by the launching device 6 toward the game area 105 are dropped into the left area 106 or The game balls flowing down the left area 106 or the right area 107 are , and then, due to collision with a game nail or the like planted in the game panel 100, the ball changes direction and moves downward. When the amount of operation of the launch handle 62 is small, the launched game ball flows down toward the left area. On the other hand, when the amount of operation of the launch handle 62 is large, the launched game ball flows down 106. It flows down the right area 107.
[0054] In this specification, the left side area is used as the operation mode (hitting mode) of the launch handle 62. A hitting style in which the game ball is shot down the right area 107 is called a "left hit." The way of hitting the ball so that it flows down the right side is called "right hitting". The ball can be hit towards either the left area 106 or the right area 107. do.
[0055] In addition, the center role 115 has a left outer periphery on which game balls flow down the left area 106. The warp entrance 117 is formed so that the player can enter. The trick ball is configured so as to be guided to a stage 118 formed in the center accessory 115. The stage 118 is located below and in front of the display area of the display device 7, and the game ball can roll in the left and right directions. The stage 118 is formed, for example, as an upper stage and a lower stage. The stage may be formed in multiple stages.
[0056] At the rear side of the stage 118, approximately in the center in the left-right direction, there is a chance entrance 119 through which a game ball can enter. The game ball that entered the chance entrance 119 is directly above the first starting hole 120. Therefore, the game ball that enters the chance entrance 119 is Game balls that did not enter the warp entrance 117, or that entered the warp entrance 117 but were not The game ball that has a higher probability of entering the first starting hole 120 (passing through) than the game ball that has not entered the first starting hole 119 ) is now being done.
[0057] (First starting point) The first starting hole 120 is located below the display area of the display device 7, and The balls are arranged so that they can win (it is difficult or impossible for balls hit to the right to win). When a game ball enters the first start hole 120, a first start hole switch 121 (see FIG. 6 described later) is turned on. It should be noted that if the game ball hit from the right side is capable of entering the first starting hole 120, Alternatively, instead of or in addition to the first starting hole 120, a game ball hit from the right The first starting hole is provided so that it is possible to win (it is difficult or impossible for a game ball hit from the left to win). That's fine.
[0058] The first start port switch 121 (see FIG. 6 described later) controls the insertion of the game ball into the first start port 120. When a prize (pass) is detected, various data related to the first special symbol (for example, the first special symbol Random number value for determining the jackpot, random number value for the first special pattern, random number value for determining the reach of the first special pattern, And various random numbers such as random numbers for selecting the first special pattern) are extracted, and each extracted A predetermined number of types of data (for example, up to four types) are stored. When the condition is met, the first special symbol is subjected to a winning determination process. When a winning ball is won, for example, three prize balls are paid out. The number of prize balls paid out based on the prize is not limited to this.
[0059] In this specification, the entry of a game ball into the first starting hole 120 is referred to as the starting entry of the first special symbol. Various data related to the first special symbol (for example, random number value for determining the first special symbol's jackpot, The random number value of the first special pattern, the random number value for determining the reach of the first special pattern, and the first special pattern The random number values for the first special symbol selection and other random numbers are referred to as the start information of the first special symbol. Storing the start information of the first special symbol until the condition is met is called "reservation." The information on the start of the first special symbol is also called the "reserved ball of the first special symbol." The same is true for
[0060] (General prize entry) A plurality of general winning holes 122 are arranged in the lower left of the game area 105. The balls are arranged so that they can win (it is difficult or impossible for balls hit to the right to win). When a game ball enters the general winning hole 122, a general winning hole switch 123 (see FIG. 6 described later) is turned on. It is detected by (illumination).
[0061] The general winning port switch 123 (see FIG. 6 described later) controls the entry of game balls into the general winning port 122. When a prize (passing) is detected, for example, four prize balls are paid out. The number of winning balls paid out based on winning game balls is not limited to four.
[0062] In this embodiment, the general winning hole 122 is a hole in which a game ball hit to the right is difficult to win or However, this is not necessarily limited to this, and the above general winning slots 12 In place of or in addition to 2, a general winning slot may be provided through which game balls hit to the right can win a prize.
[0063] (Passing gate unit) The passage gate unit 125 is disposed in the right area 107, and a game ball hit from the right side is A passing gate 126 configured to allow almost all balls to pass through, and a passing gate 126 A unit body integrating a passage gate switch 127 (see FIG. 6 described later) for detecting passage is.
[0064] When the passage of the game ball to the passage gate 126 is detected by the passage gate switch 127, Various data related to the normal symbols (for example, random numbers for determining whether a normal symbol is a winning symbol) are extracted and used for the lottery. The various data output is stored up to a predetermined number (for example, up to four). The winning symbol is used for the normal symbol winning judgment process. Even if the passage of a game ball through the game unit 125 is detected, no prize balls will be paid out. Also, the pass gate unit 125 may be provided in the left region 106 instead of or in addition to the right region 107. may be arranged in
[0065] In addition, the passing gate 126 is designed to be a trigger for operating the accessory continuous operation device. In other words, it is possible to change from a non-jackpot gaming state (for example, a normal gaming state) to a jackpot. The condition for transitioning to the game state is that both the condition device and the consecutive operation device of the device are activated. However, when the stop display mode (pattern combination) indicating a jackpot is derived, the condition device In this case, it is possible to operate the device but not operate the continuous operation device of the device. Then, assuming that the condition device is activated, the game ball is thrown into the passage gate 126. That is, the game ball is detected by the passage gate switch 127 (see FIG. 6 described later). This may activate the accessory continuous operation device and transition to a jackpot gaming state. stomach.
[0066] In this specification, the passage of the game ball through the passage gate 126 is referred to as the start passage, and the passage gate Various data relating to the normal symbols extracted by the passage of the game ball through the slot 126 (for example, The random number value for determining whether a regular pattern is a winning symbol is called the starting information for the regular pattern. Storing the start information of the normal pattern until it is called reservation, and the start of the reserved normal pattern The information is also referred to as "reserved balls with normal patterns."
[0067] (Special electric accessory unit) The special electric accessory unit 130 includes a big winning hole 131 for a big win and a big winning hole 131 for a big win. A big winning entry port count switch 132 (described later) for detecting the entry (passage) of a game ball into 6) and the special electric device 133. The gate 130 is located in the lower right corner of the game area 105, and is closer to the gate unit 125 than the gate unit 125. is placed below.
[0068] The big winning hole 131 for the big win can be won by a game ball hit from the right (a game ball hit from the left can be won by The prize is placed in a way that makes it difficult or impossible to win. Instead of or in addition to the big winning hole 131 for the big win, the game ball hit from the left wins. A large winning hole for a possible big win is arranged, and a game ball is won at the top of the center role 115. A large prize winning hole for possible big wins may be arranged.
[0069] In addition, the big winning slot 131 for the big win is limited to the big win game state which is the game state advantageous to the player. When the ball is controlled, a predetermined number (for example, 10 balls) of balls can win (pass) the prize. The winning hole is opened. The winning hole count switch 132 for the big win (see Figure 6 below) When the entry of a game ball into the big winning hole 131 for the big win is detected by the However, the payout is based on the entry of the game ball into the big winning hole 131 for the big win. The number of winning balls is not limited to 10.
[0070] The special electric device 133 is a special electric shutter 134 that can move back and forth in the forward and backward directions. and a special solenoid 135 (see FIG. 6 described later) that operates the shutter 134. The electric device 133, that is, the special shutter 134, is a device for controlling the direction of the game balls to the big winning hole 131 for the big win. An open state in which winning (passing) is possible or easy, and the game ball entering the big winning hole 131 for the big win It is configured to be able to transition to a closed state where (passing) is impossible or difficult. The transition of the large prize winning hole 131 from a closed state to an open state takes place over a predetermined number of rounds. That is, the big win game state is initiated when the big win winning hole 131 is closed for a predetermined period of time. By playing a round game that transitions to an open state over multiple rounds, This is a gaming state that allows a large number of gaming balls to be paid out as prize balls.
[0071] (Second starting port) In this embodiment, the second starting port 140A and the second starting port 140B are used as the second starting port. The second starting holes 140A and 140B are arranged in the technique area 105. Balls hit from the right can win (balls hit from the left are difficult or impossible to win). However, this is not limited to this, and the game ball hit from the left side may be in the second starting hole 140A or / and It may be possible to win at the second starting hole 140B.
[0072] When the game ball enters the second start hole 140A, the second start hole switch 141A (see FIG. 6 described later) is turned on. Also, when the game ball enters the second starting hole 140B, the second starting hole This is detected by switch 141B (see FIG. 6). Whichever of these the game ball lands on will trigger the process of determining whether the second special symbol has been won.
[0073] The second start port switches 141A and 141B (see FIG. 6 described later) activate the second start port 140A. When the winning (passage) of the game ball to 140B is detected, the start information of the second special symbol is extracted. The extracted start information is reserved up to a predetermined number (for example, up to four). The information is used for determining whether the second special symbol has been won. For example, three prize balls are paid out. On the other hand, when a game ball enters the second starting hole 140B, for example, For example, one prize ball is paid out. However, the number of game balls entering the second starting holes 140A and 140B is The number of prize balls paid out based on the prize is not limited to this.
[0074] In this embodiment, even if a ball is hit to the right but does not enter the big winning slot 131, On the downstream side of the flow direction of the game balls, there are two flow paths, one above the other, for the game balls to flow down. 107a, 107b are formed. It is hit to the right and does not enter the big winning hole 131 for the big win. The game balls that flow further downstream are picked up by, for example, a branch pin 108 shown in FIG. , and is distributed to the upper flow-down path 107a or the lower flow-down path 107b.
[0075] The second starting port 140A allows the game balls sorted into the upper flow path 107a to win. Most of the game balls flowing down the upper flow path 107a can win a prize. However, most of the game balls flowing down the upper flow path 107a enter the second starting port 140A. It is not essential to configure the second starting hole 140A to be a prize. For example, It may be a configuration in which it is not possible to expect the balls to flow down the upper flow path 107a. The winning probability may be set to a certain value (for example, approximately one-third to one-fifth). , the game ball that has flowed down the upper flow path 107a but has not entered the second starting hole 140A. is configured to be discharged outside the aircraft through an outlet 178.
[0076] The second starting port 140B allows the game balls sorted to the downward flow path 107b to win. The details will be explained later in the explanation of the normal electric accessory unit 145. do.
[0077] (Normal electric accessory unit) The normal electric accessory unit 145 is arranged on the side of the downward flow path 107b, A prize opening from which a predetermined number of game balls are paid out as prize balls when the ball enters (passes through) the prize opening. A unit that integrates a switch that detects the entry of a game ball into the winning hole and a normal electric device 146. In this embodiment, the winning hole is the second starting hole 140B, and the switch The switch is the second start port switch 141B. However, the above winning port is the second start port 140 It is not necessary to use B, and for example, the first starting hole may be the winning hole.
[0078] The normal electric device 146 is a normal electric shutter 147 that can move back and forth in the forward and backward directions. and a normal power solenoid 148 (see FIG. 6 described later) that operates the shutter 147. The electric device 146, i.e., the normal electric shutter 147, is a game ball entering the second starting hole 140B. (Passing) is possible or easy open state, and the game ball cannot enter the second starting hole 140B. It is configured to be able to transition between a closed state and a closed state where it is difficult to close. Instead of the above-mentioned normal shutter 147, a so-called electric tulip, for example, a pair of blades The movable member is not limited to a pair of members, and may be a wing-type member, Includes door type, protruding plate type, etc.
[0079] (Small hit unit) The small winning unit 150 has a large winning hole 151 for small winning and a play to the large winning hole 151 for small winning. A small winning large winning hole count switch 152 (see FIG. 6 described later) detects the winning (passage) of the winning ball. (See reference), and a small hit shutter 153 that can move back and forth in the forward and backward directions, and this small hit shutter 153 It is a unit body that integrates a small hit solenoid 154 that can activate the small hit.
[0080] The shutter 153 for small wins can be moved forward and backward to the big winning port 151 for small wins. The opening state in which the winning ball can enter (pass) is easy, and the opening state in which the winning ball can enter (pass) the winning ball can be easily opened. The game is configured to be able to transition between a closed state where it is impossible or difficult for the skill ball to win and a closed state where it is difficult or impossible for the skill ball to win.
[0081] When the large winning hole 151 for small win is opened and a game ball enters, the winning game ball The large winning entry count switch 152 (see FIG. 6 described later) is detected. When the prize count switch 152 detects a game ball, for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of game balls into the large prize winning hole 151 for small wins is It's not limited to 10.
[0082] In addition, the small hit unit 150 is a downward flow path 107b, and is a normal electric accessory unit. Therefore, the first electric device 146 is operated by the operation of the electric device 146. When the second starting hole 140B is open, even if the large winning hole 151 for small winning is open, Even if the ball flows down the downward flow path 107b, the ball does not reach the large winning hole 151 for small winning. Before that, in order to win the second starting hole 140B provided on the upstream side, the large winning hole 1 for small winning It becomes difficult (or impossible) to score 51.
[0083] In this embodiment, the large winning hole 131 for the big win and the large winning hole 151 for the small win are respectively A separate large prize winning hole is provided, but is not limited to this, and is opened when the large prize winning game control process is executed. The large prize opening that is opened when the small prize game control process is executed may be the same large prize opening. .
[0084] (Outlet) The outlet 178 is a port for receiving various winning balls (for example, the first First starting hole 120, second starting hole 140A, 140B, big winning hole 131 for big win, general winning hole This is to eject the game balls that did not win any of the prizes (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30 The out hole 178 is for both the game balls hit from the left and the game balls hit from the right. It is provided at the most downstream side of the game area 105 so that it can be discharged outside the machine. In addition to the outlet 178, a position that is not the most downstream side, for example, between a plurality of general winning ports 122 or An outlet is provided between the electric accessory unit 145 and the small winning unit 150, etc., The gaming balls flowing down the area 105 may be discharged outside the machine.
[0085] (Back unit) The back unit (not shown) has a decorative body and, as described above, is made of a transparent material. The rear unit is provided on the rear side of the game panel 100. The stage is equipped with a group 58 of stage props, such as movable props, controlled by a control circuit (see FIG. 6). The group 58 is arranged around the display area of the display device 7. At least one or more of the components of the special symbols or the components of the special symbols that make up the special symbols are used. It functions as a stage prop that can operate based on the results of the set processing.
[0086] [1-1-3. LED unit] The LED unit 160 is located at the lower right of the game board unit 10 and outside the game area 105. The LED unit 160 is an integrated unit of various display units. It is a unit body.
[0087] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko gaming machine. do.
[0088] As shown in FIG. 5, the LED unit 160 includes a normal symbol display unit 161 and a normal symbol display unit 162. Hold display section 162, first special symbol display section 163, second special symbol display section 164, first special symbol It is equipped with a pattern reserve display section 165 and a second special pattern reserve display section 166.
[0089] (Normal pattern display section) The normal symbol display unit 161 displays the result of the normal symbol winning judgment process. Equipped with LEDs 161a and 161b for displaying regular patterns. When the condition (hereinafter referred to as "normal symbol start condition") is met, the normal symbol display LED 161 The variable display of the normal pattern begins, with a, 161b alternately turning on and off. When a predetermined time has passed since the variable display of the normal symbol started, the variable display of the normal symbol will stop, and the normal symbol will The result of the pattern winning determination process is derived.
[0090] When the result of the normal pattern hit determination process is a normal pattern hit, the normal pattern display LED 161 The combination of a and 161b turning on and off will result in a specific stop display pattern. When the result of the winning judgment process is a normal symbol winning, the normal symbol display LED 161a lights up. At the same time, the normal symbol display LED 161b is turned off. If the result is a loss, for example, the normal symbol display LED 161a goes out and the normal symbol The pattern display LED 161b lights up. However, the normal pattern that shows the result of the normal pattern winning judgment process The stop display mode of the pattern display LEDs 161a and 161b is not limited to this. When the stop display is displayed in a specific stop display mode, it is determined that the normal electric device 146 is to be operated. Then, the normal power shutter 147 is driven to open and close in a predetermined pattern, and the game is started at the second starting port 140B. It becomes easier for the ball to win (pass through).
[0091] (Regular pattern reserved display section) When the variable display of the normal symbol is reserved, the reserved display unit 162 for the normal symbol The number of variable displays of regular patterns held (hereinafter referred to as "reserved number of regular patterns") The normal symbol reserved display LEDs 162a and 162b are provided. The variable display is on hold when the passage of the game ball through the passage gate 126 is detected and the normal After various data related to the design (for example, random numbers for determining whether a normal design is a winning combination) is extracted, This refers to the state until the start condition of the normal pattern is met. The pattern is not being displayed in a variable manner, and the variable display of the normal pattern is on hold. This is true when at least all of the following conditions are met.
[0092] The normal symbol reserved display unit 162 is a normal symbol reserved display LED 162a, 162b. -The number of reserved variable displays of normal patterns is displayed depending on the combination of lights off. For example, normal patterns When the number of reserved items is one, the reserved display LED 162a for normal symbols lights up and the normal symbol The reserved symbol display LED 162b is turned off. Also, if the reserved number of normal symbols is two, Both of the normal symbol reserved display LEDs 162a and 162b are lit. When the number is three, the normal symbol hold display LED 162a flashes and the normal symbol hold display LED 162b flashes. The reserved display LED 162b lights up. Furthermore, if the reserved number of normal symbols is four, Both the reserved display LEDs 162a and 162b for the symbols flash. However, the number of reserved symbols for the normal symbols The display mode of the normal symbol hold display LEDs 162a, 162b is not limited to this.
[0093] (Special design display section) The special symbol display unit displays the result of the special symbol winning judgment process, and the first special symbol The first special symbol display unit 163 and the second special symbol display unit 164 are provided. is provided with a first special symbol display LED group 163a consisting of, for example, eight LEDs. The second special symbol display unit 164 is also a second special symbol display LED group 165 consisting of, for example, eight LEDs. Equipped with 64a.
[0094] The conditions for starting the variable display of the first special symbol (hereinafter referred to as the "starting conditions of the first special symbol") When the first special symbol display LED group 163a is turned on and off alternately or mutually, The variable display of the first special symbol, which lights up repeatedly, begins. The variable display of the first special symbol, which lights up repeatedly, begins. After a predetermined time has passed, the variable display of the first special symbol will stop and the first special symbol will be judged as a winning symbol. The results of the constant processing are derived.
[0095] If the result of the winning determination process of the first special symbol is a big win, the first special symbol display unit 163 The first special symbol display LED group 163a (for example, eight LEDs) is turned on and off. The combination results in a specific stop display mode. Then, the first special symbol display unit 163 displays a specific stop display mode. When the display is stopped in the display mode, a transition to a big win gaming state is determined.
[0096] The conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions of the second special symbol") When the second special symbol display LED group 164a is turned on and off alternately or mutually, The variable display of the second special symbol, which lights up repeatedly, begins. The variable display of the second special symbol, which lights up repeatedly, begins. After a predetermined time has passed, the variable display of the second special symbol will stop and the winning judgment of the second special symbol will be The results of the constant processing are derived.
[0097] If the result of the winning determination process of the second special symbol is a big win, the second special symbol display unit 164 The second special symbol display LED group 164a (for example, eight LEDs) is turned on and off. The combination results in a specific stop display mode. Then, the second special symbol display unit 164 displays a specific stop display mode. When the display is stopped in the display mode, a transition to a big win gaming state is determined.
[0098] (Special design reserved display section) When the variable display of the special pattern is reserved, the reserved display unit for the special pattern is The number of variable special symbols (hereinafter referred to as the "reserved number of special symbols") is displayed. It is provided with a first special symbol reserved display section 165 and a second special symbol reserved display section 166.
[0099] The first special symbol reserved display unit 165, when the variable display of the first special symbol is reserved, The number of reserved first special symbols is displayed, and the reserved display LED 165a for the first special symbol is displayed. , 165b. "The variable display of the first special symbol is reserved" means that the first starting slot 1 The entry (passage) of the game ball into 20 is detected and various data related to the first special pattern (for example, Random number for determining the jackpot of the first special symbol, random number for the symbol of the first special symbol, reach of the first special symbol Random number for judgment and random number for selection of performance used when determining the variation pattern of the first special pattern The situation from the time the random numbers (e.g., numbers, etc.) are extracted until the conditions for starting the first special symbol are met. The conditions for starting the first special symbol will be explained later.
[0100] The first special symbol reserved display unit 165 is a first special symbol reserved display LED 165a, 165 The number of reserved variable displays of the first special symbol is displayed by the combination of lighting and extinguishing of b. For example, when the number of reserved first special symbols is one, the reserved display LED 165a for the first special symbol is The first special symbol reserved display LED 165b is turned off. When the number of reserved patterns is two, both of the reserved display LEDs 165a and 165b for the first special pattern Also, if the number of reserved first special symbols is 3, the reserved display L for first special symbol will be The ED165a flashes and the first special symbol reserved display LED165b lights up. Furthermore, when the number of reserved first special symbols is four, the reserved display LED 165a for the first special symbol , 165b flash. However, the reserved number for the first special symbol, which indicates the reserved number of the first special symbol, The display mode of the display LEDs 165a and 165b is not limited to this.
[0101] The second special symbol reserved display unit 166, when the variable display of the second special symbol is reserved, The number of reserved second special symbols is displayed, and the reserved display LED 166a for the second special symbol is displayed. , 166b. "The variable display of the second special pattern is reserved" means that the second starting port 1 The entry (passage) of the game ball into 40A, 140B is detected and various data related to the second special pattern are displayed. (For example, the random number value for determining the jackpot of the second special pattern, the random number value of the second special pattern, Used to determine the reach of the pattern and the variation pattern of the second special pattern. After the random numbers for selecting the effect and other random numbers are extracted, the conditions for starting the second special symbol are met. The conditions for starting the second special symbol will be explained later.
[0102] The second special symbol reserved display unit 166 is a reserved display LED for the second special symbol 166a, 166b. The number of reserved second special symbols is displayed by the combination of lighting and extinguishing of b. For example, when the number of reserved second special symbols is one, the reserved display LED 166a for the second special symbol is The second special symbol reserved display LED 166b is turned off. When the number of reserved patterns is two, both of the reserved display LEDs 166a and 166b for the second special pattern In addition, if the number of reserved second special symbols is three, the reserved display L for second special symbols will be displayed. The ED166a flashes and the second special symbol reserved display LED166b lights up. Furthermore, when the number of reserved second special symbols is four, the reserved display LED 166a for the second special symbol , 166b flash. However, the reserved number for the second special symbol, which indicates the reserved number of the second special symbol, The display mode of the display LEDs 166a and 166b is not limited to this.
[0103] [1-2. Electrical configuration] Next, the control circuit of the first pachinko gaming machine will be described with reference to FIG. 1 is an example of a block diagram showing a control circuit of a first pachinko gaming machine.
[0104] As shown in FIG. 6, the first pachinko gaming machine mainly includes a main control circuit that controls the game. 200, a sub-control circuit 300 that controls the presentation according to the progress of the game, and a payout / launch control circuit The circuit 400 and the power supply circuit 450 are included.
[0105] [1-2-1. Main control circuit] The main control circuit 200 controls processes such as those executed when the power is turned on and those related to game operations. The main CPU 201, the main ROM 202 (read-only memory) a main RAM 203 (a read / write memory), an initial reset circuit 204, and a buffer It is equipped with a backup capacitor 207 and is housed in a main board case (not shown). .
[0106] The main CPU 201 includes a main ROM 202, a main RAM 203, and an initial reset The main CPU 201 is connected to a watchdog timer (WDT) that monitors the operation of the main CPU 201. It has built-in functions such as a timer and fraud prevention features.
[0107] The main ROM 202 contains a program for controlling the operation of the first pachinko gaming machine by the main CPU 201. The main CPU 201 stores programs for controlling the operation of the computer, various tables, etc. The main ROM 202 has a function of executing various processes according to a program stored in the main ROM 202. do.
[0108] The main RAM 203 is provided with a storage area for storing various data necessary for the progress of the game. The main RAM 203 serves as a temporary storage area for the main CPU 201. In this embodiment, the main CPU Although RAM is used as a temporary storage area for 201, it is not limited to this, and any readable / writable storage may be used. It just needs to be a medium.
[0109] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary. It outputs the following.
[0110] The backup capacitor 207 is used to restore the data stored in the main RAM 203 in the event of a power outage. It has the function of temporarily supplying power to prevent data loss.
[0111] Furthermore, the main control circuit 200 has an I / O port that can be connected to various devices and the like so as to be able to communicate with each other. 205 and the sub-control circuit 300. It also has a command output port 206 and the like.
[0112] In addition, various devices are connected to the main control circuit 200. For example, 200 includes the above-mentioned normal symbol display unit 161, the normal symbol reserved display unit 162, the first special symbol Pattern display section 163, second special pattern display section 164, first special pattern reserved display section 165, second special A separate pattern hold display unit 166, a normal power solenoid 148, a special power solenoid 135, and , a small hit solenoid 154, etc. are connected to the main control circuit 200. In addition, a performance display monitor 170 and an error notification monitor 172 are also connected. Circuit 200 communicates with these devices by sending signals through I / O ports 205. The operation of the device can be controlled.
[0113] The performance display monitor 170 displays performance display data and other information under the control of the main CPU 201. The performance display data is, for example, a predetermined number (for example, 60,000) of Indicates the percentage of game balls paid out in game states other than the jackpot game state with respect to the game balls fired. This is also called the base value.
[0114] The error notification monitor 172 displays an error code. In addition to the error code, 72 also displays the following information: , a setting change code indicating that a setting change is in progress, a setting confirmation code indicating that a setting change is in progress It is also possible to display the code for checking the settings. A pattern that is not normally displayed on the pattern display device (for example, a pattern that indicates that settings are being changed) Alternatively, a setting change symbol (showing the change symbol) may be displayed.
[0115] In addition, the main control circuit 200 includes a first start port switch 121 and a second start port switch 141. A, 141B, passing gate switch 127, big winning entrance count switch 132, The general winning port switch 123 and the large winning port count switch 152 for small winnings are also connected. When these switches are detected, a detection signal is sent to the main control unit via I / O port 205. The signal is output to the control circuit 200.
[0116] Furthermore, the main control circuit 200 is provided with a function to call a hall attendant and a function to display the number of jackpots. a call device (not shown) with functions such as a hall computer that manages the pachinko machines in the entire hall; An external terminal board 184 used when transmitting data to a computer 186, a PC with a setting function described later, In the case of a Chinko gaming machine, a setting key 174 is operated to change or check the setting value. The backup data stored in the main RAM 203 is updated in response to the operation of the manager of the game arcade. A backup clear switch 176 or the like is connected to enable clearing. In this example, the backup clear switch 176 is a switch for changing the setting value, which will be described later. However, it is not limited to this and may be provided with a setting switch to change the setting value. This may be done.
[0117] In addition, the setting key 174 and the backup clear switch 176 can be operated by anyone other than the manager of the game center. Store the items in a designated case so that they cannot be easily touched by third parties (such as players). It is preferable that the case be "inside a specified case" in order to prevent the setting key from being opened. Not only those with a configuration that cannot contact the switch 174 or the backup clear switch 176, Only the setting key 174 and the backup clear switch 176 of the case are turned on and off. A slot is provided, and pachinko machines can be removed from the island equipment using a key managed by the amusement facility manager. When the back surface is exposed by moving the setting key 174 or / and the back panel, the manager of the game center can It also includes a configuration that allows contact with the backup clear switch 176.
[0118] In this embodiment, the setting key 174 and the backup clear switch 176 are However, the present invention is not limited to this and may be applied to, for example, a payout / launch control circuit 40. 0 or power supply circuit 450. A third party other than the site manager can easily operate the setting key 174 or the backup clear switch 176. It is preferable to prevent contact.
[0119] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes a sub-CPU 301, a program ROM 302, and a work RAM 303. 03, display control circuit 304, audio control circuit 305, LED control circuit 306, role control circuit 307 and a command input port 308. The sub-control circuit 300 is a main control circuit. In response to commands from 200, effects are executed according to the progress of the game. However, the sub-control circuit 300 is provided with a performance button 54 (see FIG. 1) that can be operated by the player. is also connected.
[0120] The program ROM 302 stores a program for controlling the game of the first pachinko game machine by the sub-CPU 301. The sub-CPU 30 stores programs for controlling the output, various tables, etc. 1 executes various processes according to the programs stored in the program ROM 302. In particular, the sub-CPU 301 controls various frames transmitted from the main control circuit 200. The game presentation is controlled according to the command.
[0121] The work RAM 303 is a temporary storage area for the sub-CPU 301, and stores various flags and variables. It has the function of storing values.
[0122] The display control circuit 304 is a circuit for controlling the display in the display device 7. The control circuit 304 includes an image data processor (hereinafter referred to as VDP) and various image data processors. Image data ROM in which data for generating the image data is stored, and image data is temporarily stored It is equipped with a frame buffer that converts image data into image signals, and a D / A converter. do.
[0123] The display control circuit 304 controls the display device 7 in response to an image display command from the sub-CPU 301. The image data to be displayed is temporarily stored in the frame buffer. The image data to be displayed includes decorative pattern image data showing decorative patterns, background image data, and It includes various image data related to the game, such as game data, image data for effects, etc.
[0124] Then, the display control circuit 304 reads the image data stored in the frame buffer at a predetermined timing. Image data is supplied to a D / A converter, which converts the image data into an image signal and supplies the converted image signal to the display device 7 at a predetermined timing. When an image signal is supplied to the device 7, an image related to the image signal is displayed on the display device 7. In this way, the display control circuit 304 controls the display device 7 to display images related to games. It can be done.
[0125] The audio control circuit 305 is a circuit for controlling the audio generated from the speaker 32. The audio control circuit 305 is a circuit that controls the audio and the audio source IC, an audio data ROM for storing audio data; an amplifier for amplifying audio signals (hereinafter referred to as AMP) It is equipped with the following:
[0126] The sound source IC controls the sound output from the speaker 32. The sound source IC is In response to a voice generation command from 301, a plurality of voice data stored in the voice data ROM is The sound source IC selects one piece of audio data from the audio data. The audio data is read from the data ROM, converted into a predetermined audio signal, and the converted audio signal is The AMP amplifies the signals of the voice and sound effects output from the speaker 32. It is something that widens the scope.
[0127] The LED control circuit 306 is a circuit for controlling the LED group 46 including decorative LEDs. The LED control circuit 306 includes a drive circuit for supplying LED control signals and a plurality of It is equipped with a decoration data ROM in which various LED decoration patterns are stored.
[0128] The role control circuit 307 controls each role (for example, one or more roles in the performance role group 58). The accessory control circuit 307 is a circuit for controlling the operation of each accessory. It is equipped with a drive circuit for supplying signals and a ROM for storing operation patterns. can.
[0129] In addition, the accessory control circuit 307 controls the accessory device in response to an accessory operation command from the sub-CPU 301. One operation pattern is selected from multiple operation patterns stored in the data ROM. Then, the selected operation pattern is read from the accessory data ROM, and the read operation pattern By supplying a drive signal corresponding to the point, the mechanical operation of each part is controlled. The lighting circuit operates based on a lighting command from the sub-CPU 301. Select one lighting pattern from the multiple lighting patterns available. The lighting control signal corresponding to the lighting pattern is read from the accessory data ROM. By supplying this, the lighting operation of each accessory is controlled.
[0130] The command input port 308 is connected to the command output port 206 and is the main control circuit. It receives various commands sent from the path 200.
[0131] The payout / launch control circuit 400 controls the payout of prize balls and loan balls. The launch control circuit 400 includes a payout device 82 capable of paying out game balls, a a card unit 180 capable of controlling ball lending; etc. are connected.
[0132] The payout / launch control circuit 400 receives a prize ball control command sent from the main control circuit 200. When the signal is received, a predetermined signal is sent to the payout device 82, causing the payout device 82 to pay out game balls. Control is performed to ensure this.
[0133] A ball lending operation panel 182 is connected to the card unit 180. The Nel 182 has a ball loan button for receiving ball loans and a cache data storage. A rental / return button (not shown) is provided for receiving the return of the ball rental card. For example, when a player performs a ball lending operation, a ball lending control signal corresponding to the ball lending operation is generated. The payout / launch control circuit 400 transmits the card number to the card unit 180. 180, the payout device 82 is caused to pay out game balls based on the ball dispensing control signal transmitted from the The operation panel 182 is often provided on the pachinko machine side, It may be provided on the card unit 180 side.
[0134] In addition, the dispensing / launching control circuit 400 controls the dispensing / launching handle 62 to be turned clockwise. Based on this, a firing solenoid (not shown) is energized according to the rotation angle (amount of rotation). It supplies power and controls the launch of the game ball.
[0135] The power supply circuit 450 supplies the power supply voltage required for playing games to the main control circuit 200 and the sub-control circuit 200. This is a power supply circuit created to supply power to the circuit 300, the payout / launch control circuit 400, etc.
[0136] The power supply circuit 450 is connected to a power switch 95 and the like. , pachinko gaming machine (more specifically, a main control circuit 200, a sub-control circuit 300, a payout / launch This is turned on when supplying the necessary power to the control circuit 400, etc.
[0137] [1-3. Game flow] Next, the game flow of the first pachinko gaming machine will be described with reference to FIG. 7 is an example of a game flow of the first pachinko gaming machine. This is not a control flow, but a flow that can be understood by appearance.
[0138] As shown in FIG. 7, in a pachinko game, game balls are thrown by user operations such as a player. When the game ball is launched and enters one of the various winning holes (for example, the first starting hole 120, etc.), the game is started. The payout control process for the game ball is performed. In the pachinko game, there is a special symbol game that uses a special symbol. The special symbol game includes, for example, a start A special symbol winning determination process is performed based on the winning of the game balls in the slots 120, 140A, and 140B. This is a game in which the player decides whether to move to a jackpot game state or not. The game is, for example, a game in which a winning decision is made for a normal symbol based on the passage of a game ball through a passing gate 126. The process is executed, and the normal electric accessory 146 is activated to open the winning slot (in this embodiment, the second starting slot 140B It is a game in which you decide whether to open the Although "games with different symbols" are sometimes called "games," "games" is a term used in a broad sense. For example, the operation unit such as the normal symbol game or the effect button 54 (see FIG. 1) is used. Games that are designed to be visually appealing are also included in the term "games."
[0139] In addition, in this specification, from the start of the variable display of the special pattern until the end of this variable display, Until the result of the special symbol hit determination process is finalized (derived) (for more details, The time until the special symbol confirmation time has elapsed is considered one special symbol game. After the result of the determination process is derived, if the game is controlled to a big win game state or a small win game state, The period from the end of the big win game state or the end of the small win game state is considered one special pattern game.
[0140] In the special symbol game, the stop display mode indicating a jackpot is the first special symbol display unit 163 or When the second special symbol display unit 164 is output, the game is controlled to a jackpot game state. In this state, the special electric device 133 is operated to open the big winning hole 131 for a predetermined time (for example, A round game is played in which the ball is open for a maximum of 30,000 msec. The possibility of winning at the big prize slot 131 is relatively increased.
[0141] In addition, in the normal symbol game, the stop display mode indicating the normal symbol win is set to the normal symbol display unit 16. When the winning jackpot is led out to 1, the winning jackpot (for example, in this embodiment, The second starting hole 140B) is opened, and the possibility of winning at the second starting hole 140B is relatively high. can be effectively improved.
[0142] In addition, the games that can be played in pachinko games are special symbol games and regular symbol games. The game is not limited to these games, and a new game different from these may be executable.
[0143] Below, an outline of the game flow of the special symbol game and the normal symbol game will be explained.
[0144] [1-3-1. Special Design Game] As shown in FIG. 7, the special symbol game mainly includes a first starting slot 120 or a second starting slot 121. A special pattern start winning process that is carried out when there is a winning (passing) to the start port 140A, 140B. and special symbol control processing that is performed based on the establishment of the special symbol start condition. etc. are included.
[0145] When a game ball enters the first starting hole 120 or the second starting hole 140A, 140B. In this special symbol start winning process, various special symbol start winning processes are performed. Counters (for example, jackpot determination counters, pattern determination counters, etc.) Various data (for example, random number values for determining whether a jackpot has been reached, random number values for symbols, random number values for determining whether a jackpot has been reached, and , various random numbers such as random numbers for effect selection, etc.) are extracted (acquired). The numerical value is reserved as start information. This special symbol start winning process is executed as the special symbol control process. This can be done even while the process is ongoing.
[0146] In addition, in the special symbol control process, it is determined whether or not the start condition for the special symbol is established. When the start condition of another pattern is established, the jackpot extracted from the counter for determining the jackpot of the special pattern The random number value for judgment is referenced and a special symbol hit judgment process is performed to determine whether or not it is a "jackpot." After that, a stop symbol determination process is performed to determine the stop symbols. The random number for determining the special symbol is extracted from the counter for determining the special symbol, and the winning number of the special symbol is calculated. The special symbol to be stopped and displayed is determined by referring to the result of the determination process.
[0147] In this embodiment, if the probability variable flag is on, probability variable control is executed. In the pattern hit determination process, if the probability flag is off, there is a relatively low probability of a "jackpot." If the probability flag is on, it is determined to be a "jackpot" with a relatively high probability. In the following description, the probability of being determined to be a "jackpot" is referred to as the "jackpot probability." It is called.
[0148] The probability change flag is one of the management flags stored in the main RAM 203. This is a flag to manage whether or not to execute control. If the probability variable flag is on, the probability variable control The game state in which the control is executed (for example, in this embodiment, the high probability time-saving game state or the high probability non-time-saving game state) On the other hand, if the probability variable flag is off, the game will proceed without the probability variable control. The game progresses in a skill state (for example, a normal game state or a low-probability time-saving game state).
[0149] Next, a process for determining the variation pattern of the special symbol is carried out. A random number is extracted from the fixed counter, and the result of the random number and the special symbol winning judgment process described above is The result and the special symbols that are displayed as described above are used to determine the variation pattern of the special symbols (variable display Then, based on the result of the special symbol variation pattern determination process, the special symbol variation pattern is determined. A variable display control process for a different symbol is performed.
[0150] Once the special symbol variation pattern is determined, the next step is to determine the effect pattern. Then, based on the result of the effect pattern determination process, the display device 7 For example, decorative patterns and character effects are displayed in the display area of the The sound effects and sound effects output from the microphone 32 are controlled by the microphone 32. The control process is performed by the sub-CPU 301.
[0151] Then, when the variable display control process and the performance control process of the special pattern are completed and a jackpot is reached, The jackpot game control process is executed in the jackpot game state. When the jackpot game state ends, the special symbol game ends and the In this case, a game state transition control process is performed to change the game state to a new game state according to the type of jackpot. The state changes. For example, both the probability change flag and the time-saving flag are set to ON. If it is a jackpot type, after the jackpot game state ends, the game state will transition to a time-limited probability game state.
[0152] On the other hand, if there is no big win, that is, if there is a miss, the special symbol game ends. Although not shown in 7, if it is a small hit, a small hit game control process is performed.
[0153] Then, each time the start condition of the special symbol is established, various processes of the special symbol control process described above are performed. It is repeated.
[0154] In addition, if a game ball enters the starting hole 120, 140A, or 140B during the special symbol control process, In this case, the special symbol start winning process is executed. The starting information of the special pattern extracted when the game ball enters B (for example, the random number value for determining the big win, Various random numbers such as random numbers for special symbols, random numbers for reach determination, and random numbers for performance selection Various data such as the above will be held until the conditions for starting the special pattern are met.
[0155] In addition, in the first pachinko machine, four pieces of information on the start of the first special symbol and the start of the second special symbol are You can reserve up to 8 special symbol start information in total, including 4 dynamic information, but The number of start information of the special symbol that can be used is not limited to this. For example, It may be possible to reserve more than the start information of the second special pattern, or the start of the second special pattern It may be possible to reserve more information than the start information of the first special symbol.
[0156] Also, although not shown in Figure 7, the starting conditions for the special symbol are as follows: Until the winning is established, when the game ball enters (passes) the starting hole 120, 140A, 140B, Based on the extracted starting information, the winnings (whether or not there is a "jackpot" win) and fluctuation patterns are displayed as special patterns. A look-ahead judgment is made prior to the hit judgment process, and based on the result of this look-ahead judgment, A pre-reading function for performing a predetermined effect may be provided. The start information extracted by the entry of the game ball into the start hole 120, 140A, 140B is stored. This may be done before or after the patient is placed on hold.
[0157] [1-3-2. Normal symbol game] As shown in FIG. 7, in the normal symbol game, the game ball is mainly dropped into the passing gate 126. When the normal pattern starts passing through, the normal pattern start passing process is performed. This includes normal symbol control processing that is performed based on the establishment of a symbol.
[0158] When a game ball passes through the passing gate 126, a normal symbol start passing process is executed. In this normal pattern start passing process, the start of the normal pattern is determined from the winning judgment counter for the normal pattern. Extract (acquire) information (for example, random numbers for determining whether a normal pattern is a winning symbol) and use the extracted start information Put on hold.
[0159] In addition, in the normal symbol control process, the main CPU 201 determines whether the start condition of the normal symbol is established. When variable display of normal symbols is started, the main CPU 201 determines whether or not The random number value for determining whether a normal pattern is a winning combination is extracted from the winning combination counter for the pattern. Execute the normal pattern hit judgment process to determine whether or not the pattern is "hit", and then determine the variable pattern In this process, the result of the normal symbol winning judgment process is referenced, and the normal symbol winning The variation pattern is determined.
[0160] Next, the main CPU 201 determines the result of the normal symbol winning determination process and the normal symbol winning result. A variable display control process that controls the variable display of the normal pattern by referring to the variable pattern of the normal pattern; In addition, the performance control process is executed to perform a predetermined performance. There are also cases where this is the case.
[0161] Then, when the variable display control process and the performance control process of the normal pattern are completed, the main CPU 201 indicates that a normal winning symbol indicating a "normal winning symbol" is displayed on the normal symbol display unit 161 (see FIG. 6). If it is determined that a stop display mode indicating a normal win has been derived, The main CPU 201 executes a normal symbol winning game control process. In the control process, the normal electric device 146 (see Fig. 4 and Fig. 6) is activated, and the winning slot (for example, In this example, for example, the game ball can enter (pass through) the second starting hole 140B (see FIG. 4) or On the other hand, it is determined that the stop display mode indicating a normal win has not been derived. When the normal symbol hit game control process is executed, the main CPU 201 does not execute the normal symbol hit game control process. Exit.
[0162] In addition, in a game state where time-saving control is not executed (for example, a normal game state), a normal win is indicated. The probability that the stop display mode is derived may be set to 0. Special symbol shortening control that shortens the variable display time of the special symbol compared to when it is not in use, and The electric device 146 is operated to open the winning hole (for example, the second starting hole 140B in this embodiment). Control that increases the frequency of the power supply being turned on or off is appropriate. This time-saving control may be a control that performs both special chart shortening control and electric support control. Alternatively, the control may be such that only one of the special chart shortening control and the electric support control is performed.
[0163] Then, each time the start condition of the normal symbol is established, various processes of the normal symbol control process described above are performed. It is repeated.
[0164] In addition, if a game ball passes through the passing gate 126 during the normal symbol control process, The pattern start passing process is executed. Also, the signal extracted when the game ball passes through the passing gate 126 is The starting information of the normal pattern (for example, the random number value for determining the winning of the normal pattern) is set as the starting condition of the normal pattern. will be held until it is established.
[0165] In addition, the start of variable display of normal patterns will be carried out in the order of reservation, and the start conditions of normal patterns will be met Then, about the start information of the reserved normal pattern that was reserved first Perform variable display.
[0166] In addition, various random number values (for example, the random number value for determining the jackpot of the first special pattern, the pattern of the first special pattern Random number value, random number value for determining whether the first special symbol is in a reach, random number value for determining whether the second special symbol is in a jackpot, The random number value for the special pattern, the random number value for the reach judgment of the second special pattern, and the winning judgment of the normal pattern The method of extracting the random numbers (used random numbers, etc.) is by executing a program by the main CPU 201. A software random number system may be used to generate random numbers within a predetermined range (width), or a system may be used that generates random numbers within a predetermined cycle. A hard random number method extracts random values from a counter in a random number generator, where random numbers are updated at It may be used.
[0167] [1-4. Basic specifications] Next, the basic specifications of the first pachinko gaming machine will be described with reference to FIGS.
[0168] In addition, in the first pachinko game machine, neither the probability change control nor the time reduction control is executed. Regular game state, high probability time-saving game state in which both probability control and time-saving control are executed, probability control is High probability non-time shortening game state in which time shortening control is executed but not executed, and probability variable control is executed Although the main CPU is not activated, there is a low probability time-saving game state in which time-saving control is executed. 201 can progress the game in any of these game states. However, the game state that is progressed under the control of the main CPU 201 is Not limited to this, normal game state, high probability time-saving game state, high probability non-time-saving game state and low probability time-saving game state It is also possible to prevent the game from progressing in any of the skill states. In any of the following game states: regular game state, high probability time-saving game state, and low probability time-saving game state The game will proceed in this way, and the game will not proceed in a high probability non-time shortened game state, etc. You may do so.
[0169] In this embodiment, left hitting is recommended in the normal game state, and left hitting is recommended in the high probability time-saving game state and the high probability non-time-saving game state. In the short game state and the low probability time-saving game state, right hitting is recommended. The control unit 100 executes control to display the hitting style in the display area of the display device 7, for example.
[0170] [1-4-1. Jackpot probability for each setting] FIG. 8 is a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. As shown in FIG. 8, in the first pachinko gaming machine, the setting key 17 4 or backup clear switch 176 (see FIG. 6), for example, setting 1 It can be set to one of several setting values, such as setting 1 to setting 6. In the case of pachinko machines with setting functions such as The main CPU 201 executes a special symbol winning determination process based on the set value. do.
[0171] Specifically, in the game state where the probability variable flag is off and the probability variable control is not executed (for example, in this embodiment, The probability of winning in normal play mode and low probability time-saving play mode is determined by the first special symbol. Regardless of whether the determination process or the second special symbol winning determination process is executed, for example, , setting 1: approximately 1 in 319, setting 2: approximately 1 in 314, setting 3: approximately 1 in 309, setting 4 The odds are approximately 1 in 304 at setting 1, 1 in 299 at setting 5, and 1 in 294 at setting 6. In addition, the probability variable flag is on in the game state where the probability variable control is executed (for example, in the present embodiment, the high probability time-shortened game The probability of winning in the high probability non-time-saving game mode is approximately 1 in 77 at setting 1, 2 is approximately 1 in 76, setting 3 is approximately 1 in 75, setting 4 is approximately 1 in 74, setting 5 is approximately 73 1, setting 6 is about 1 in 72. The probability of a small hit is shown in Figure 8. However, it can be set to different values depending on the setting value, or it can be set as a common probability for settings 1 to 6. Good too.
[0172] In this embodiment, the probability of winning is different for each setting value. For example, the same jackpot probability may be set for setting 1 and setting 2, or the same jackpot probability may be set for setting 3 and setting 4. There are multiple settings, such as a common jackpot probability for settings 5 and 6. The probability of winning may be the same.
[0173] In this embodiment, the probability of winning varies depending on the set value. If the degree of advantage differs depending on the setting value, the target that differs depending on the setting value will not necessarily have the same jackpot probability. For example, when a game ball enters a specific winning slot, the game is controlled to enter a jackpot game state. In a pachinko machine like this, the probability of winning a particular prize slot varies depending on the setting value. The pachinko gaming machine may be a pachinko gaming machine with a setting function. is not required.
[0174] [1-4-2. Special symbol winning judgment table] FIG. 9 shows the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. 9 is an example of a winning determination table for the special symbols shown in FIG. The hit determination table is shown as an example for the case of setting 1 shown in FIG.
[0175] The special symbol hit determination table is a table referenced in the special symbol hit determination process. That is, the game ball enters the first starting hole 120 or the second starting hole 140A, 140B. The result will be a "big hit", "small hit" or "miss" based on the random number value obtained at the time of the jackpot determination. This is a table that is referred to when determining the first special drawing. The only choices that can be drawn in the pattern hit determination process are "big hit" and "miss." The lottery targets for the second special pattern hit determination process are "big hit", "small hit" and "ha However, the first special symbol hit determination process includes the "small hit" It may also be possible to
[0176] As mentioned above, the random number value for determining the jackpot is the random number value used to determine the winning of the special pattern. In this embodiment, the random number for determining a big win is 0 to 65535 (65536 types). However, the range of generated random numbers is not limited to the above.
[0177] In this embodiment, in the hit determination process of the first special pattern, the extracted random number value for jackpot determination Based on this, it is determined whether it is a "jackpot" or a "miss". For each value of the probability flag (0 or 1), a random number value is used to determine whether the game is a "jackpot." The relationship between the range (width) and the corresponding jackpot determination value data, and the determination of "miss" The relationship between the range (width) of random numbers for determining a big hit and the corresponding data for determining a miss is It is prescribed.
[0178] In this specification, when the value of the probability flag is "0", the probability flag is off, If the value of the probability flag is "1", the probability flag is on.
[0179] In addition, in the process of determining whether the second special symbol is a winning symbol, the winning symbol is determined based on the extracted random number value for determining whether the second special symbol is a winning symbol. The result will be determined as a "big hit", "small hit" or "miss". For each value of the probability flag (0 or 1), a random number is used to determine whether the game is a "jackpot." The relationship between the range (width) of the numerical value and the corresponding big hit determination value data, The relationship between the range (width) of random numbers for determining a big hit and the corresponding small hit determination value data, and The range (width) of the random number value for determining a jackpot and the corresponding miss judgment The relationship with the constant data is defined.
[0180] In this embodiment, the probability variable flag is off when the first special symbol is hit and extracted. If the random number for determining a jackpot is between 0 and 204, it is determined to be a "jackpot" and the winner is determined to be a The judgment value data is determined as "jackpot judgment value data". In addition, the winning judgment process of the first special symbol When the probability flag is off at the time of processing, the extracted random number value for determining the jackpot is between 0 and 204. If it is not, it is judged as a "miss" and the judgment value data is determined as the "miss judgment value data". can be.
[0181] In addition, when the first special pattern is hit, the probability flag is on and the extracted jackpot If the random number for judgment is between 0 and 850, it is judged as a "jackpot" and the judgment value data is determined as "jackpot determination value data". Also, when the first special pattern is hit, the probability of winning is If the lag is on and the extracted random number for determining a jackpot is not between 0 and 850 is judged as "miss", and the judgment value data is determined as "miss judgment value data".
[0182] Similarly, when the second special pattern is hit, the probability flag is off and the extracted jackpot is If the random number for determining the winning combination is between 0 and 204, it is determined to be a "jackpot" and the determination value data The data is determined as "jackpot determination value data". Also, when the second special pattern is hit, The flag is off and the extracted random number for jackpot determination is between 205 and 22049. If it is, it is judged as a "small hit" and the judgment value data is determined as "small hit judgment value data". Furthermore, when the winning judgment process of the second special symbol is performed, the probability variable flag is off, and the extracted large If the random number for determining a win is not between 0 and 22049, it is determined to be a "miss" and the The value data is determined to be "miss judgment value data."
[0183] In addition, when the probability variable flag is on during the hit determination process of the second special pattern, the extracted jackpot If the random number for judgment is between 0 and 850, it is judged as a "jackpot" and the judgment value data is determined as "jackpot determination value data". Also, when the second special pattern is hit, the probability of winning is If the lag is on and the extracted random number for determining the jackpot is between 851 and 22695, If there is a hit, it is judged as a "small hit" and the judgment value data is determined as the "small hit judgment value data" Furthermore, when the winning judgment process of the second special pattern is performed, the probability flag is on and the extracted jackpot If the random number for judgment is not between 0 and 22695, it is judged as a "miss" and the judgment value The data is determined to be "miss judgment value data."
[0184] [1-4-3. Special symbol determination table] FIG. 10 shows the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. 10 is an example of a special symbol determination table stored in the memory.
[0185] The special symbol determination table is played in the first starting slot 120 or the second starting slots 140A and 140B. When the ball wins, the random number of the special design is obtained and the winning / losing judgment value data is used. The "Winning Selection Symbol Command" and "Pattern Designation Command" determine the stopping symbol. This is the table that is referenced when selecting a special symbol. If the result of the jackpot determination process is a jackpot, the winning pattern determined according to the jackpot type is specified. The "designation command" is a command to specify the special symbol when the variable display of the special symbol is stopped. This is a command to specify the symbol to be displayed. The symbol random number value for the special symbol is, for example, 0 to It is selected from 99 (100 types).
[0186] According to the special symbol determination table shown in FIG. 10, the result of the first special symbol winning determination process When the jackpot determination value data is obtained as, for example, the hit selection pattern command and pattern The designated command is selected as follows: If the random number value of the first special symbol is 0 or If is 1, "z0" is selected as the symbol command when winning, and the symbol designation command "zA1" is selected as the first special symbol. Also, if the random number of the first special symbol is between 2 and 9, If there is, "z1" is selected as the symbol selection command when winning, and "z2" is selected as the symbol specification command when winning. "zA1" is selected. Also, if the random number value of the first special symbol is between 10 and 59, In this case, "z2" is selected as the symbol selection command when winning, and " zA2" is selected. Furthermore, if the random number value of the first special symbol is between 60 and 99, In this case, "z3" is selected as the symbol selection command when winning, and " zA2" is selected.
[0187] In addition, if the miss judgment value data is obtained as a result of the hit judgment process of the first special pattern, Regardless of whether the random number value of the first special symbol is 0 to 99, the symbol selection command is not selected when winning. is not selected, and the pattern specification command "zA3" is selected.
[0188] In addition, if the jackpot determination value data is obtained as a result of the hit determination process of the second special pattern, For example, the winning symbol selection command and symbol designation command are selected as follows: In other words, if the random number value of the second special symbol is between 0 and 29, the selected symbol will be "z4" is selected as the command, and "zA4" is selected as the symbol specification command. In addition, if the random number value of the second special symbol is between 30 and 59, the selected symbol will be "z5" is selected as the command, and "zA5" is selected as the symbol specification command. If the random number value of the second special symbol is between 60 and 99, the selected symbol will be "z6" is selected as the command, and "zA5" is selected as the design specification command.
[0189] In addition, if small hit determination value data is obtained as a result of the hit determination process of the second special pattern, Even if the random number value of the special symbol is between 0 and 99, the symbol selection command when winning is " "z7" is selected, and "zA6" is selected as the pattern specification command.
[0190] In addition, when small hit determination value data is obtained as a result of the hit determination process of the second special pattern, The in-CPU 201 executes a small win game control process. In the small win game control process, for example, The small win shutter 153 (see FIG. 6) is operated to open the small win big winning hole 151 (see FIG. 4) ) is controlled to make it possible for the game ball to enter (pass through) or to be in an open state where it is easy to do so, and the winning ball is paid out. It can be recalled.
[0191] In addition, if the result of the hit determination process for the second special pattern is "miss", the pattern of the special pattern Regardless of whether the random number is 0 to 99, the symbol selection command will not be selected when the win occurs. The command "zA7" is selected.
[0192] In this embodiment, the special symbol winning determination table (see FIG. 9) is referenced to extract the special symbol. The winning / losing judgment value data is determined based on the random number value for jackpot judgment, and then the special pattern judgment table is Refer to the bull (see Figure 10) and select the symbol command when winning based on the random number value of the special symbol. The game is designed to perform a two-stage lottery to determine the code and the design command. For example, the extracted random number value for determining a big win and the random number value for the special symbol are used. Based on this, the winning or losing of the special symbol, the symbol selection command at the time of winning, and the symbol designation command are determined. A so-called one-stage lottery may be performed.
[0193] [1-4-4. Jackpot Type Determination Table] FIG. 11 shows the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. This is an example of a jackpot type determination table stored in the memory. The jackpot game state is determined according to the winning selection command determined in accordance with the random number of the pattern. The number of rounds to be executed, the value of the probability variable flag, the number of probability variable times, the value of the time-saving flag, and This is referenced when determining the type of jackpot, such as the number of time reductions.
[0194] In this specification, as in the case of the probability variable flag, if the value of the time-saving flag is "0" When the value of the time-saving flag is "1", the time-saving flag is on.
[0195] In this embodiment, if the result of the hit determination process of the first special symbol is "jackpot", The type is determined as follows. For example, if the winning symbol selection command is "z0", The number of turns is "10", the probability flag is on, the number of chance turns is "10000", and the time reduction flag is off. Also, if the selected symbol command is "z1", the number of rounds will be "10", The probability flag is on, the probability number of times is "10000", the time-saving flag is on, the time-saving number of times is "100 00". Also, if the selected symbol command is "z2", the number of rounds will be " 4", the probability change flag is on, the probability change count is "10000", the time reduction flag is on, the time reduction count is " Furthermore, if the selected symbol command is "z3", the round The number of turns is set to "4", the probability flag is off, the time-saving flag is on, and the number of time-saving turns is set to "50". .
[0196] In addition, if the result of the hit determination process of the second special pattern is "jackpot", the jackpot type is For example, if the selected symbol command is "z4", the number of rounds is "10", the probability change flag is on, the probability change count is "10000", and the time reduction flag is off. Also, if the selected symbol command is "z5", the number of rounds will be "10", and the probability of winning will be The flag is on, the number of chance changes is "10000", the time-saving flag is on, the number of time-saving changes is "10000" Furthermore, if the selected symbol command is "z6", the number of rounds will be "10". The special mode flag is turned off, the time-saving flag is turned on, and the number of time-saving times is set to "50".
[0197] However, the types of jackpots shown in FIG. 11 are only examples and are not limited to these. If the value of the variable flag is determined to be "0", the number of times of the variable is not determined, but the variable control is executed. The number of chances may be set to "0" to indicate that the chances are not exceeded.
[0198] In addition, the "10000" number of chances is executed in the game state after the big win game state ends. It is determined to be a jackpot in the hit determination process of the special pattern (i.e. the next jackpot) The purpose is to be able to continue to execute the variable rate control until the end.
[0199] [1-4-5. Special symbol variation pattern table] FIG. 12 is an example of a variation pattern table of special symbols of the first pachinko gaming machine, (A) Variable pattern table of special symbols for low start, (B) Special symbols for high start The table shows the fluctuation patterns of the "Production" column in Figure 12. The main CPU 201 controls the insertion of a game ball into the first start hole 120. When based on the prize, the variation pattern of the first special symbol is determined, and the second starting slots 140A, 140B When the winning of the game ball is determined, the variation pattern of the second special symbol is determined.
[0200] In a normal game state where left-handed play is recommended, for example, the low start type shown in FIG. The variation pattern of the special symbol is determined by referring to the variation pattern table of the special symbol.
[0201] On the other hand, right-hand play is recommended in the game state, that is, high probability time-saving game state, high probability non-time-saving game state In the low probability time-saving game state, for example, the special pattern for high start shown in FIG. 12(B) The variation pattern of the special symbol is determined by referring to the variation pattern table.
[0202] As shown in Figures 12(A) and (B), the variation pattern of the special symbols is Type, result of special pattern hit determination process (win / lose), random number value for reach determination, and performance selection However, it is not limited to this and may be determined based on the random number value used instead of any of the above. may also be determined based on other values.
[0203] The random number for reach determination is selected from, for example, 0 to 249 (250 types), The random number for selection is selected from, for example, 0 to 99 (100 types). The range of values is not limited to the above.
[0204] Refer to the special symbol fluctuation pattern table for high start to find the special symbol fluctuation pattern. If you decide, refer to the special symbol variation pattern table for low start to determine the variation of the special symbol. The expected number of times that special symbols are displayed per unit time is higher than when the dynamic pattern is determined. In particular, refer to the special symbol fluctuation pattern table for low start When determining the fluctuation pattern of the second special symbol, for example, approximately 600,000 msec (e.g. For example, long fluctuations A to C) are displayed over an extremely long period of time. When determining the special symbol fluctuation pattern by referring to the special symbol fluctuation pattern table for The second special symbol can only be displayed for a very short time, for example, 1000 msec (for example, ultra-fast fluctuation). A change in display is made.
[0205] The main CPU 201 transmits the determined fluctuation pattern information to the sub CPU 301. The sub CPU 301 calculates the display based on the fluctuation pattern information transmitted from the main CPU 201. The display effects displayed in the display area of the display device 7 and the sound effects output from the speaker 32 are controlled. do.
[0206] Although not shown in FIG. 12, for each setting value, for example, the range of the random number value for effect selection may be changed. In addition, the variation pattern (variable display time) of the determined special symbol may be different.
[0207] In this embodiment, for example, in the normal game state, the variation pattern of the special symbol for the low start The table is referred to determine the variation pattern of the special symbol, for example, a high probability time-saving game state, a high probability non- In the time-saving game state or low-probability time-saving game state, the special pattern for high start is changed. The variation pattern of the special symbol is determined by referring to the rule, but the present invention is not limited to this.
[0208] [1-5. Main control processing] Next, referring to FIGS. 13 to 39, the main CPU 201 of the main control circuit 200 executes This section explains the details of the various processes (various modules) that are performed. [1-5-1. Main control main processing] Next, referring to FIGS. 13 to 16, the main processing ( The main control (main processing) will be explained. Figs. 13 to 16 show the main control (main processing) in the first pachinko gaming machine. 10 is a flowchart showing an example of a main control process.
[0209] The main CPU 201 first determines whether the power interruption signal is at a high level (S 11). Although not shown, the main CPU 201 also sets the stack pointer and handles interrupts. It goes without saying that the address of the vector table is set prior to S11.
[0210] If it is determined in S11 that the power cutoff signal is not at a high level (S11 is determined as NO), In this case, the main CPU 201 repeats the determination process of S11.
[0211] On the other hand, if it is determined in S11 that the power interruption signal is at a high level (S11 is Y If the determination is ES, the main CPU 201 moves the process to S12.
[0212] In S12, the main CPU 201 turns on the backup clear switch 176 and the setting In this process, the flag management process of the backup clearing key 174 is performed (S12). The on / off state of the switch 176 and the on / off state of the setting key 174 are saved. That is, the backup clear switch 176 and the setting key 174 are turned on / off. The OFF state is stored in the start control flag area in the main RAM 203. The main CPU 201 executes the process of S12. After that, the process proceeds to S13.
[0213] In S13, the main CPU 201 performs a wait process. The control circuit 300 is waiting for activation. In this case, the activation waiting time (wait period) is, for example, For example, 12000.07 msec. After executing the process of S13, the main CPU 201 Thereafter, the process proceeds to S14.
[0214] While waiting for the sub-control circuit 300 to start up, the main CPU 201 For example, it checks the interrupt request signal, processes the WDT output when an interrupt request signal occurs, and It may also be possible to perform processing such as outputting initialization signals for various sensors during timing.
[0215] In S14, the main CPU 201 checks whether the power failure before startup (the previous time) was normal. In this process, it is determined whether or not the power interruption detection flag stored in the power interruption detection flag area in the main RAM 203 is Based on the value, it is determined whether the power interruption is normal or abnormal.
[0216] If it is determined in S14 that the power interruption was not normal (if S14 is determined as NO), The in-CPU 201 shifts the process to S18.
[0217] On the other hand, if it is determined in S14 that the power interruption was normal (if S14 is determined as YES), ), the main CPU 201 checks the checksum of the work area stored in the main RAM 203. The value is calculated (S15), and then the checksum value of the working area is verified (S16). After executing the process of S16, the main CPU 201 proceeds to S17.
[0218] In S17, the main CPU 201 determines whether the collation result is abnormal.
[0219] If the collation result is determined to be normal in S17 (S17 is If the result is NO, the main CPU 201 moves the process to S22. The processing will be described later.
[0220] On the other hand, if the collation result is determined to be abnormal, i.e., abnormal, in S17 (S If the determination in S17 is YES, the main CPU 201 moves the process to S18.
[0221] In S18, the main CPU 201 turns on the setting key 174 and the backup clear switch 176. It is determined whether at least one of the switches 176 is off. , if both the setting key 174 and the backup clear switch 176 are on, N The result is O, and both the setting key 174 and the backup clear switch 176 are OFF. If so, and either the setting key 174 or the backup clear switch 176 If either one is off, the result is YES.
[0222] In S18, at least the setting key 174 and the backup clear switch 176 are turned on. If it is determined that neither of them is off, that is, both are on (S18 is NO If the determination is affirmative, the main CPU 201 moves the process to S21. More details will be given later.
[0223] On the other hand, in S18, the setting key 174 and the backup clear switch 176 If it is determined that at least one of them is off (if S18 is determined as YES), The main CPU 201 shifts the process to S19.
[0224] In S19, the main CPU 201 sets the security signal of the external terminal to ON. After executing the process of S19, the main CPU 201 shifts the process to S20.
[0225] In S20, the main CPU 201 displays an error on the performance display monitor 170 (see FIG. 6). This process is performed by I / O port 2, which outputs a signal to the performance display monitor 170. Set the data for error display to the output port of 05. This will A predetermined LED in 170 lights up and an error message is displayed. After processing 0, it enters an infinite loop.
[0226] In this way, if the previous power outage was not normal, or if the If the checksum value of the selected work area does not match the checksum, The first power supply is turned on until it is determined that both the power supply and the backup clear switch 176 are on. It is not possible to play games on the Chinko gaming machine.
[0227] Next, the process of S21 will be described. In S21, the main CPU 201 A value indicating the change is stored in the start control flag area in the main RAM 203. This process is performed when an abnormal startup occurs, and the value indicating that the setting has been changed is stored again. After executing the process of S21, the main CPU 201 transfers the process to S22. Move to 22.
[0228] In S22, the main CPU 201 detects the XINT detection flag in the main RAM 203. The main CPU 201 performs a process of clearing the power interruption detection flag area (S22). After the process of S22 is executed, the process proceeds to S23.
[0229] In S23, the main CPU 201 performs a startup state determination process. Based on the value of the start control flag stored in the start control flag area in the in-RAM 203, Determine the current startup state (power recovery / setting change / setting confirmation / RAM clear). Main C After executing the process of S23, the PU 201 shifts the process to S24.
[0230] In S24, the main CPU 201 performs a RAM setting process at startup. is a clearing process ( For example, the creation of a work area and address setting are performed. This is done both at the time of data transfer and at the time of initialization, and the backup area is not cleared. After executing the process of S24, the main CPU 201 shifts the process to S25.
[0231] In S25, the main CPU 201 performs startup initialization processing. Initial setting process according to the current startup state (power outage recovery / setting change / setting confirmation / RAM clear) The startup initial setting process will be described in detail later with reference to FIG. After executing the process of S25, the main CPU 201 shifts the process to S26.
[0232] In S26, the main CPU 201 performs interrupt disable processing. After executing the process of S26, the process proceeds to S27.
[0233] In S27, the main CPU 201 performs power cutoff processing. After the process of S27 is executed, the process proceeds to S28. 18, which will be discussed later.
[0234] In S28, the main CPU 201 performs an update process of the initial value random number. , the initial value random number of various random number counters (for example, random number counters for determining the jackpot of special symbols, etc.) After executing the process of S28, the main CPU 201 returns to S2 Move to 9.
[0235] In S29, the main CPU 201 determines whether or not a game is permitted. The determination process is performed based on the value of the game permission flag.
[0236] If it is determined in S29 that the game is not permitted (if S29 is determined as NO), The in-CPU 201 shifts the process to S30.
[0237] On the other hand, if it is determined in S29 that the game is permitted (if S29 is determined as YES), If so, the main CPU 201 shifts the process to S31.
[0238] In S30, the main CPU 201 performs an interrupt permission process. After the process of S30 is executed, the process returns to S26 and the processes from S26 onwards are executed.
[0239] In S31, the main CPU 201 performs a register save process. After executing the process of S31, the process of 01 proceeds to S32.
[0240] In S32, the main CPU 201 performs a performance display monitor tallying and calculating process. In this process, various base values are calculated and updated. This process is also performed in the main RAM2. This is done using an area (outside the area) separate from the work area in 03. After the process of S32 is executed, the process proceeds to S33.
[0241] In S33, the main CPU 201 restores the registers saved in S31. After executing the process of S33, the main CPU 201 shifts the process to S34.
[0242] In S34, the main CPU 201 performs an interrupt permission process. After the process of S34 is executed, the process proceeds to S35.
[0243] In S35, the main CPU 201 determines whether the system cycle time has elapsed. The system cycle time is, for example, 6 ms, which is three times the interrupt cycle (for example, 2 ms). It is ec.
[0244] If it is determined in S35 that the system cycle time has not elapsed (S35 is determined as NO), If the setting is not satisfied, the main CPU 201 returns the process to S26 and performs the processes from S26 onwards. cormorant.
[0245] On the other hand, if it is determined in S35 that the system cycle time has elapsed (YES in S35), If the determination is affirmative, the main CPU 201 moves the process to S36.
[0246] In S36, the main CPU 201 sets the interrupt counter area of the main RAM 203 The stored interrupt counter value is decremented by 1 three times. The value of the interrupt counter that manages the interrupt disabled section in the main process is reset. After executing the process of S36, the PU 201 proceeds to S37.
[0247] In this embodiment, various processes related to game control, which will be described later, are performed within the main control process. Before executing the process (for example, the process of S37 to S44), an interrupt disabled period of, for example, 6 msec (S Therefore, in this embodiment, the game control described later is Various processes related to this are executed, for example, every 6 msec (every system cycle). In this embodiment, an example has been described in which the interrupt inhibit period is set to three times the interrupt period, but this is not limiting. do not have.
[0248] In S37, the main CPU 201 performs a system timer update process. The timer is a timer that manages the system period (for example, 6 msec). The value is stored in the system period management timer area in the work area of the main RAM 203. After executing the process of S37, the main CPU 201 shifts the process to S38.
[0249] In S38, the main CPU 201 performs a main control command transmission / reception process. In the main CPU 201, the command transmission and reception process for payout control is mainly performed. After the process of S38 is executed, the process proceeds to S39.
[0250] In S39, the main CPU 201 performs special symbol control processing. The processing related to the special symbol game is performed. For details of this special symbol control processing, see Figure 1. After executing the process of S39, the main CPU 201 returns the process to S Move to 40.
[0251] In S40, the main CPU 201 performs normal symbol control processing. The processing related to the normal symbol game is performed. After executing the process of S40, the main CPU 201 returns to the process of S40. Move to S41.
[0252] In S41, the main CPU 201 performs a game action display unit control process. In the process, each display unit of the LED unit 160 (for example, the first special symbol display unit 163, the second special symbol display unit 164, the The main CPU 2 sets the display data to be output to the special symbol display unit 164, etc. After executing the process of S41, the process proceeds to S42.
[0253] In S42, the main CPU 201 performs a game information data generation process. is the control processing of the external terminal board pulse signal, the setting processing of the output data, and the generation processing of the test firing signal. The process of generating the test firing signal is performed in a separate working area from the main RAM 203. This is done using another area (outside the area). The main CPU 201 executes the process of S42. After that, the process proceeds to S43.
[0254] In S43, the main CPU 201 performs port output processing. The output data is set (transferred) to the main output port 206 (see FIG. 6). After executing the process of S43, the CPU 201 proceeds to S44.
[0255] In S44, the main CPU 201 performs a state monitoring process. The process includes a placement determination process, a game abnormality detection determination process, and a payout abnormality detection determination process. In the judgment process, if there is a change in the firing position (for example, right or left shot), the firing position frame In the game abnormality detection judgment process, if an abnormality is found, a game abnormality detection command is sent. In the dispensing abnormality detection judgment process, if an abnormality is found, a dispensing abnormality detection command is sent. After executing the process of S44, the main CPU 201 returns to the process of S26. and perform the processing from S26 onwards.
[0256] [1-5-2. Initial setting process at startup] Next, referring to FIG. 17, the process performed in S25 of the main control main process (see FIGS. 13 to 16) FIG. 17 shows the startup initial setting process in the first pachinko gaming machine. 10 is a flowchart illustrating an example of a startup initial setting process.
[0257] The main CPU 201 first performs a process of loading a start control flag (S51). After executing the process of S51, the in-CPU 201 shifts the process to S52.
[0258] In S52, the main CPU 201 determines whether the value of the start control flag is a value indicating power recovery. Determine whether or not
[0259] If it is determined in S52 that the value of the start control flag is not a value indicating power interruption recovery (S5 If the determination in step S52 is NO, the main CPU 201 moves the process to step S54.
[0260] On the other hand, if it is determined in S52 that the value of the start control flag is a value indicating power interruption recovery, (If the determination in S52 is YES), the main CPU 201 shifts the processing to S53.
[0261] In S53, the main CPU 201 performs a second normal game pre-processing. The details of the pre-skill process will be described later with reference to Figure 37. Then, the game permission flag is set to ON, and the game is permitted. After the process of S53 is executed, the startup initial setting process is finished, and the process is returned to the main control main process ( (See Figures 13 to 16).
[0262] In S54, the main CPU 201 determines whether the value of the startup control flag has been changed or confirmed. It is determined whether the value indicates recognition.
[0263] In S54, the value of the activation status flag is not a value indicating a setting change or setting confirmation, i.e. If it is determined that the value indicates RAM clear (if S54 is a NO result), the main CP U201 transfers the processing to S56.
[0264] On the other hand, if the value of the activation status flag is a value indicating a setting change or setting confirmation in S54, If so (YES in S54), the main CPU 201 returns to S55. Move to.
[0265] In S55, the main CPU 201 performs a transmission reservation process for the setting operation command. The setting operation command reserved for transmission in this process will be sent during the next system timer interrupt process. In the performance control command transmission process (see S242 in FIG. 32 described later), After executing the process of S55, the main CPU 201 executes the startup initialization process. Then, the process is returned to the main control process (see FIGS. 13 to 16).
[0266] In S56, the main CPU 201 performs a first normal game pre-processing. The details of the pre-skill process will be described later with reference to Figure 36. Then, the game permission flag is set to ON, and the game is permitted. After the process of S56 is executed, the startup initial setting process is finished and the process is transferred to the main control main process ( (See Figures 13 to 16).
[0267] [1-5-3. Power cut processing] Next, referring to FIG. 18, the process performed in S27 of the main control main process (see FIGS. 13 to 16) FIG. 18 shows an example of the power cutoff process in the first pachinko gaming machine. 10 is a flowchart illustrating an example.
[0268] The main CPU 201 first determines whether the XINT detection flag is on (S 61).
[0269] If it is determined in S61 that the XINT detection flag is not on (S61 is determined as NO) In this case, the main CPU 201 ends the power cutoff process and returns the process to the main control process (see FIG. 1 3 to see Figure 16).
[0270] On the other hand, if it is determined in S61 that the XINT detection flag is on (S61 is Y If the determination is ES, the main CPU 201 shifts the process to S62.
[0271] In S62, the main CPU 201 performs a checksum value calculation process. After executing the process of S62, the PU 201 shifts the process to S63.
[0272] In step S63, the main CPU 201 checks the checksum value and the value of the power interruption detection flag. , and stored in corresponding predetermined storage areas in the main RAM 203. The main CPU 201 executes the process of S63. After executing the above, the process proceeds to S64.
[0273] In S64, the main CPU 201 performs a process to clear the XINT detection flag. After executing the process of S64, the main CPU 201 executes the RAM access prohibition value setting process. After executing the process of S65, the main CPU 201 executes the process. , moved to S66.
[0274] In S66, the main CPU 201 repeats the CPU reset waiting process until power is cut off. vinegar.
[0275] [1-5-4. Special symbol control processing] Next, referring to FIG. 19, the special symbol control process executed by the main CPU 201 will be described. 19 and 20 show the main control process in the first pachinko gaming machine. 13 to 16. It is a chart.
[0276] As shown in FIG. 19, the main CPU 201 first executes the second special drawing in step S71. Load the control state number of the special symbol. The control state number of the special symbol is the variable display (special This number indicates the status of the control process for the main CPU. After executing the process of S71, the process of 201 proceeds to S72.
[0277] Although not shown, the main CPU 201 executes the special symbol control process. Prior to the processing of S71, the addresses of the work areas of each special symbol in the main RAM 203 are An address setting process is performed to set the address in a predetermined register.
[0278] Also, although not shown, the main CPU 201 executes the special symbol control process. It also checks the number of reserved first special symbols and the number of reserved second special symbols. Then, the main CPU 201 determines whether the reserved number of the first special symbol remains at "0" for a certain period of time or more. If there is, the demo display command transmission reservation process for the first special pattern is performed, and the second special pattern If the number of reserved symbols remains at "0" for a certain period of time, a demo display of the second special symbol will be displayed. Command transmission reservation processing is performed. Note that the demo display command reserved for transmission in this processing is The performance control command transmission process during the system timer interrupt process (see S242 in Figure 32 below) Then, the demo display command is sent to the sub-control circuit 300. When the circuit 300 receives such a demo display command, the demo display command for the main special symbol is In this case, the sub-CPU 301 performs a demo display effect. This will be explained in the processing section.
[0279] In S72, the main CPU 201 determines the control state of the second special symbol loaded in S71. Based on the number, it is determined whether or not it is time to start variable display of the second special symbol.
[0280] If it is determined in S72 that the second special symbol is not at the timing to start variable display (S 72 is a NO judgment), that is, any processing related to the second special symbol is being executed. If so, the main CPU 201 transfers the process to S73. During the execution of the big win game control process based on the result of the set process, NO is determined in S72.
[0281] On the other hand, if it is determined in S72 that the second special symbol is at the timing of starting variable display, If so (YES in S72), the main CPU 201 proceeds to S74.
[0282] In S73, the main CPU 201 performs special symbol management processing. The details of the process will be described later with reference to FIG. 20. After the process is executed, the process proceeds to S74.
[0283] In S74, the main CPU 201 loads the control state number of the first special symbol. After executing the process of S74, the main CPU 201 shifts the process to S75.
[0284] In S75, the main CPU 201 determines the control state of the first special symbol loaded in S74. Based on the number, it is determined whether or not it is time to start variable display of the first special symbol.
[0285] If it is determined in S75 that the first special symbol is not at the timing to start variable display (S 75 is a NO judgment), that is, any processing related to the first special symbol is being executed. If so, the main CPU 201 transfers the process to S76. During the execution of the jackpot game control process based on the result of the set process, NO is determined in S75.
[0286] On the other hand, if it is determined in S75 that the first special symbol is at the timing of starting variable display, If so (YES in S75), the main CPU 201 proceeds to S77.
[0287] In S76, the main CPU 201 performs the special symbol management process. The details of the special symbol management process will be described later with reference to FIG. After the process of S76 is executed, the process proceeds to S77.
[0288] In S77, the main CPU 201 loads the control state number of the second special symbol. After executing the process of S77, the main CPU 201 shifts the process to S78.
[0289] In S78, the main CPU 201 determines the control state of the second special symbol loaded in S77. Based on the number, it is determined whether or not it is time to start variable display of the second special symbol.
[0290] If it is determined in S78 that the second special symbol is not at the timing to start variable display (S If the determination in step S78 is NO, the main CPU 201 moves the process to step S80.
[0291] On the other hand, if it is determined in S78 that the second special symbol is at the timing of variable display start, If the result of S78 is YES, that is, if no processing related to the second special symbol is executed, If the variable display is not yet started, the main CPU 201 advances the process to S79.
[0292] In S79, the main CPU 201 performs the special symbol management process. The details of the special symbol management process will be described later with reference to FIG. After the process of S79 is executed, the process proceeds to S80.
[0293] In S80, the main CPU 201 loads the control state number of the first special symbol. After executing the process of S80, the main CPU 201 shifts the process to S81.
[0294] In S81, the main CPU 201 determines the control state of the first special symbol loaded in S80. Based on the number, it is determined whether or not it is time to start variable display of the first special symbol.
[0295] If it is determined in S81 that the first special symbol is not at the timing to start variable display (S If the result of step 81 is NO, the main CPU 201 ends the special symbol control process and The process returns to the main control process (see FIGS. 13 to 16).
[0296] On the other hand, if it is determined in S81 that the first special symbol is at the timing of variable display start, If the result of S81 is YES, that is, if no processing related to the first special symbol is executed, If the variable display is not yet started, the main CPU 201 moves the process to S82.
[0297] In S82, the main CPU 201 performs the special symbol management process. The details of the special symbol management process will be described later with reference to FIG. After executing the process of S82, the special symbol control process is ended, and the process is returned to the main control process ( (See Figures 13 to 16).
[0298] The main CPU 201 sets an interruption prohibition section and executes the above-mentioned special symbol control process (S7 It is preferable that steps S81 to S82 are performed within an interrupt disabled section.
[0299] In this way, in this embodiment, when any processing related to the second special symbol is being executed, In this case, if any processing related to the first special symbol is being executed, If no processing is being performed and variable display can be started, If no processing is being performed and variable display can be started, the following special A pattern management process is executed.
[0300] [1-5-5. Special design management processing] Next, referring to FIG. 20, S73, S76, and S77 in the special symbol control process (see FIG. 19) 9. The special symbol management process executed by the main CPU 201 in S82 will be described. FIG. 20 is a flowchart showing an example of a special symbol management process in the first pachinko gaming machine. is.
[0301] For example, if the special symbol management process is called in S73 or S79 during the special symbol control process, When the special symbol management process is executed, the second special symbol becomes the processing target, and the special symbol management process is executed. When called and executed in S76 or S82 during control processing, the first special symbol is processed. Be eligible.
[0302] The numbers ("0" to "5") in parentheses to the right of each process in FIG. 20 indicate the process The main CPU 201 controls the special symbol control state number. By executing the corresponding processes, the special symbol game progresses.
[0303] The main CPU 201 first determines whether the waiting time for the special symbol is 0 (S9 1).
[0304] If it is determined in S91 that the waiting time for the special symbol is not 0 (if S91 is determined as NO), In this case, the main CPU 201 ends the special symbol management process and returns the process to the special symbol control process. (See Figure 19)
[0305] On the other hand, if it is determined in S91 that the waiting time for the special symbol is 0 (S91 is YE In the case of S determination, the main CPU 201 shifts the process to S92.
[0306] In S92, the main CPU 201 loads the control state number of the special symbol. After executing the process of S92, the main CPU 201 moves the process to S93. PU201 executes the process from S93 onwards based on the control state number read out in the process of S92. Do the following.
[0307] In S93, the main CPU 201 performs a special symbol variable display start process. The process of 3 is performed when the control state number of the special symbol is "0". The details of the special symbol variable display start process will be described later with reference to FIG. 21. If the state number is not "0", the main CPU 201 shifts the process to S94.
[0308] In S94, the main CPU 201 performs a special symbol variable display end process. The process of 4 is carried out when the control state number of the special symbol is "1". The details of the separate symbol variable display ending process will be described later with reference to Figs. 22 and 23. If the control state number of the other symbol is not "1", the main CPU 201 moves the process to S95. vinegar.
[0309] In S95, the main CPU 201 performs a special symbol game determination process. The process is performed when the control state number of the special symbol is "2". The details of the pattern game determination process will be described later with reference to Figs. 24 and 25. If the control state number is not "2", the main CPU 201 proceeds to S96.
[0310] In S96, the main CPU 201 performs a process for preparing to open the big prize opening. This process is performed when the control state number of the special symbol is "3". The details of the mouth opening preparation process will be described later with reference to Figure 27. Control state number of special symbol If is not "3", the main CPU 201 shifts the process to S97.
[0311] In S97, the main CPU 201 performs the big prize opening control process. The process is performed when the control state number of the special symbol is "4". The details of the process will be described later with reference to Figure 28. When the control state number of the special symbol is "4", If not, the main CPU 201 proceeds to step S98.
[0312] In S98, the main CPU 201 performs a jackpot end process. This is the process that is performed when the control state number of the special symbol is "5". The details of this process will be described later with reference to FIG.
[0313] After completing the processes of S93 to S98, the main CPU 201 transfers the process to the special symbol control process ( 19). Note that the main CPU 201 returns the special symbol management process to the special symbol control process. If it is called in S73 during processing, the process returns to S74, and if it is called in S76, If it is called in S79, the process returns to S80. If the special symbol control process has been called in S82, the special symbol control process also ends.
[0314] [1-5-6. Special pattern variable display start processing] Next, referring to FIG. 21, in S93 during the special symbol management process (see FIG. 20), the main CPU The special symbol variable display start process executed by 201 will be described. 10 is a flowchart showing an example of a special symbol variable display start process in a pachinko gaming machine.
[0315] In addition, the special pattern variable display start process is during the special pattern management process that processes the first special pattern. When called in S93, the first special symbol is the target of processing. The display start process was called in S93 during the special pattern management process that targets the second special pattern. In this case, the second special symbol will be processed.
[0316] As shown in FIG. 21, the main CPU 201 first checks whether the control state number of the special symbol is " It is determined whether the value is "0" (S101).
[0317] If it is determined in S101 that the control state number of the special symbol is not "0" (S101 If the result is NO, the main CPU 201 ends the special symbol variable display start process and The process returns to the special symbol management process (see FIG. 20).
[0318] On the other hand, if it is determined in S101 that the control state number of the special symbol is "0" (S If the determination in S101 is YES, the main CPU 201 moves the process to S102.
[0319] In S102, the main CPU 201 determines whether the special symbol pause flag is off. The special symbol pause flag is a flag that stops the game from proceeding to the next process. Therefore, in this S102, even if the result of S101 is YES, (That is, even if the start condition of the special symbol is established), the special symbol pause flag is off If it is not, that is, if it is on (if S102 is determined to be NO), the special symbol variable display is started. The startup process ends without proceeding.
[0320] If it is determined in S102 that the special symbol pause flag is not off, that is, is on, If the result of S102 is NO, the special symbol variable display start process will not proceed as described above. First, the main CPU 201 ends the special symbol variable display start process. U201 returns the process to the special symbol management process (see Figure 20).
[0321] On the other hand, if it is determined in S102 that the special symbol pause flag is off (S102 If the result is YES, the main CPU 201 moves the process to S103.
[0322] In S103, the main CPU 201 performs a shift process of the start information of the special symbol. After executing the process of S103, the main CPU 201 shifts the process to S104.
[0323] In S104, the main CPU 201 performs a process for determining whether or not a special symbol has been won. Then, refer to the special symbol hit determination table (see Figure 6) and calculate the random number for determining the special symbol hit. In this embodiment, the winning of the special symbol is judged by using the following formula: In the special symbol winning judgment process, first, If it is determined that there is no big hit, it is a small hit. If it is determined that it is not a small win, it is determined that it is a miss. After executing the process of S104, the main CPU 201 moves the process to S105. vinegar.
[0324] In S105, the main CPU 201 performs a special symbol determination process. The result of the hit determination process (S104) of the other pattern (for example, a big hit, a small hit, or a miss) This is a process for determining or deciding the special symbol that will stop. Refer to the table (see Figure 10) and use the random number value of the special symbol to select the "Winning Time Selection" as described above. In this embodiment, the type of the losing command is determined as follows: Since there is only one type, if the special symbol hit determination process is a miss, the stopping symbol must be determined. After executing the process of S105, the main CPU 201 moves the process to S106. vinegar.
[0325] In S106, the main CPU 201 performs a jackpot type determination process. If the result of the special symbol winning determination process is, for example, a jackpot, determine the type of jackpot. In this process, the big win type determination table (see FIG. 11) is referenced. Then, in accordance with the "selection symbol command at the time of winning" determined in the special symbol determination process (S105), The type of win is determined. In this embodiment, there are multiple types of big wins. There may be only one type of jackpot. Furthermore, instead of having multiple types of jackpots, In addition to or in addition to the above, multiple types of other winnings (for example, small winnings) may be provided. The main CPU 201 performs the process of S106. After executing the above, the process proceeds to S107.
[0326] In S107, the main CPU 201 performs a process of determining a variation pattern of the special symbol. This process is a process for determining or deciding the variation pattern of the special symbols. For example, the type of special symbol, the winning probability of the special symbol, etc. are determined by referring to the moving pattern table (see FIG. 12). As a result of the determination process (S104), the random number value for reach determination or / and the random number value for effect selection, etc. In this embodiment, left-handed play is recommended. In the normal game state, the special symbols for the low start are displayed in the variable pattern table (see Figure 12(A)). The variation pattern of the special symbol is determined by referring to the reference symbol, and the game state in which hitting the right is recommended (for example, For example, in high probability time-saving game state, high probability non-time-saving game state, low probability time-saving game state, The special symbol variation pattern is calculated by referring to the special symbol variation pattern table (see Figure 12(B)). After executing the process of S107, the main CPU 201 returns to S10 Transfer to step 8.
[0327] In S108, the main CPU 201 performs a variable display time setting process for the special symbols. In this process, the fluctuation pattern table (see Figure 12) is referenced and the fluctuation pattern of the special symbol is The fluctuation time corresponding to the fluctuation pattern determined in the determination process (S107) is the fluctuation time of the special symbol. After executing the process of S108, the main CPU 201 returns the process to Move to S109.
[0328] In S109, the main CPU 201 sets the control state number of the special symbol to "1". In this way, the control status number of the special symbol is set to "1". By switching the control state number, after the special symbol variable display start process is completed, The separate variable symbol display end process (see S94 in FIG. 20) is performed. After executing the process of S109, the process proceeds to S110.
[0329] In S110, the main CPU 201 performs a game state designation parameter setting process. In this process, for example, the game status stored in a predetermined area in the main RAM 203 is The parameters that change (for example, the number of remaining chances and the number of remaining time reductions) are updated. After executing the process of S110, the main CPU 201 shifts the process to S111.
[0330] In S111, the main CPU 201 performs a game status management process. Mainly, updating various flags related to game status management (for example, probability change flags, time-saving flags, etc.) After executing the process of S111, the main CPU 201 advances the process to S112. Transfer.
[0331] In S112, the main CPU 201 executes a transmission reservation process for a special symbol effect start command. The special symbol effect start command scheduled for transmission in this process will be In the performance control command transmission process during the timer interrupt process (see S242 in Figure 32 described later) , and is transmitted to the sub-control circuit 300.
[0332] The main CPU 201 sets an interruption prohibition section and starts the above-mentioned special symbol variable display process. Processing (especially, game status management processing (S111) and special symbol effect start command transmission reservation processing) It is preferable to perform the process (S112) within an interrupt disabled section.
[0333] [1-5-7. Special pattern variable display end processing] Next, referring to FIG. 22 and FIG. 23, in S94 of the special symbol management process (see FIG. 20), The special symbol variable display end process executed by the main CPU 201 will now be described. 2 and 23 show an example of a special symbol variable display end process in the first pachinko gaming machine. This is a flowchart.
[0334] In addition, the special pattern variable display end processing is during the special pattern management processing that processes the first special pattern. When called in S94, the first special symbol is the target of processing. The display termination process was called in S94 during the special pattern management process that targets the second special pattern. In this case, the second special symbol is the processing target. In this case, the special design of the person who is the subject of the processing will be simply referred to as the "special design", and the special design of the person who is not the subject of the processing will be referred to as the "special design". The special symbol is referred to as the "other special symbol."
[0335] The main CPU 201 first determines whether the control state number of the special symbol is "1". (S121).
[0336] If it is determined in S121 that the control state number of the special symbol is not "1" (S121 If the result is NO, the main CPU 201 ends the special symbol variable display end process and The process returns to the special symbol management process (see FIG. 20).
[0337] On the other hand, if it is determined in S121 that the control state number of the special symbol is "1" (S If the determination in S121 is YES, the main CPU 201 moves the process to S122.
[0338] In S122, the main CPU 201 loads the special symbol pause flag value. After executing the process of S122, the main CPU 201 shifts the process to S123.
[0339] In S123, the main CPU 201 resets the special symbol pause flag loaded in S122. Based on the value, it is determined whether the special symbol pause flag is off.
[0340] If it is determined in S123 that the special symbol pause flag is not off, that is, is on, If the result of S123 is NO, the main CPU 201 executes the special symbol variable display end process. The process is then ended, and the process returns to the special symbol management process (see FIG. 20).
[0341] On the other hand, if it is determined in S123 that the special symbol pause flag is off (S123 If the result is YES, the main CPU 201 moves the process to S124.
[0342] In S124, the main CPU 201 sets the control state number of the special symbol to "2". In this way, the control state number of the special symbol is set to "2" By switching the number, after the special symbol variable display end process is completed, the special symbol game The determination process (see S95 in FIG. 20) is performed. After executing the process of step 4, the process proceeds to step S125.
[0343] In S125, the main CPU 201 executes a transmission reservation process for a special symbol effect stop command. In this process, the variable display of the special symbols is also stopped. The special symbol effect stop command that is scheduled to be sent in the process will be executed during the next system timer interrupt process. In the output control command transmission process (see S242 in FIG. 32 described later), the sub-control circuit 300 After executing the process of S125, the main CPU 201 returns to S126. Move to.
[0344] In S126, the main CPU 201 adds 1 to the value of the symbol determination number counter. The pattern confirmation counter counts the number of times a special pattern is confirmed (the number of times the special pattern game is executed). The count value is stored in a predetermined area in the main RAM 203. For example, the number of games of special symbol games played under specific conditions such as the number of remaining chance games or the number of remaining time reduction games may be managed. A counter for determining the number of symbols may be provided, but the counter for determining the number of symbols may be provided to determine the number of symbols to be used in a special game under a specific condition. After executing the process of S126, the main CPU 201 may manage the number of games played. The process proceeds to S127.
[0345] In S127, the main CPU 201 executes the special symbol winning determination process (S10 in FIG. 21). Determine whether the result of (see 4) is a small hit.
[0346] In S127, the result of the special symbol winning judgment process (see S104 in FIG. 21) is a small win. If it is determined that the value is not the same as the value of ... , move to S129.
[0347] On the other hand, in S127, the result of the special symbol winning determination process (see S104 in FIG. 21) If it is determined to be a small win (if S127 is determined to be YES), the main CPU 201 Then, the process proceeds to S128.
[0348] In S128, the main CPU 201 turns on the special symbol pause flag for the other special symbol. By performing this process, the other The main CPU 201 can start or stop the variable display of special symbols. After executing the process of S128, the process proceeds to S129.
[0349] In S129, the main CPU 201 executes the special symbol winning determination process (S10 in FIG. 21). 4) is judged to be a jackpot or not.
[0350] In S129, the result of the special symbol winning judgment process (see S104 in FIG. 21) is a jackpot. If it is determined that the special drawing is not the same as the special drawing (NO in S129), the main CPU 201 The pattern variable display ending process is ended, and the process returns to the special pattern management process (see FIG. 20).
[0351] On the other hand, in S129, the result of the special symbol winning determination process (see S104 in FIG. 21) If it is determined to be a jackpot (if S129 is a YES judgment), the main CPU 201 Then, the process proceeds to S130.
[0352] In S130, the main CPU 201 activates the special symbol pause flag for the other special symbol. By performing this process, the other The main CPU 201 can prevent the variable display of the special symbols from starting. After executing the process of S30, the process proceeds to S131.
[0353] In S131, the main CPU 201 determines whether the other special symbol is being variably displayed. (S131).
[0354] If it is determined in S131 that the other special symbol is not being displayed in a variable manner (S131 is N In the case of O determination, the main CPU 201 ends the special symbol variable display end process, and Return to the special symbol management process (see FIG. 20).
[0355] On the other hand, if it is determined in S131 that the other special symbol is being variably displayed (S13 If the result of step S1 is YES, the main CPU 201 proceeds to step S132.
[0356] In S132, the main CPU 201 adds 1 to the value of the symbol determination number counter. After executing the process of S132, the in-CPU 201 shifts the process to S133.
[0357] In S133, the main CPU 201 sets the variable display stop flag. Once the processing is complete, a test firing signal is output to the outside. This signal indicates that the special symbol has been forcibly stopped as a miss. After executing the process of S133, the process proceeds to S134.
[0358] In S134, the main CPU 201 forcibly sets the winning flag of the other special symbol to high. By performing this process, the winning judgment process for the special symbol to be processed is completed. If the result of the process (see S104 in FIG. 21) is a jackpot, the other special symbol is displayed in a variable manner. Even if the result of the hit determination process for the other special symbol is a jackpot, The other symbol is forcibly stopped as a miss. After executing the above, the process proceeds to S135.
[0359] In S135, the main CPU 201 performs the operation related to the variable display of the other special symbol. After executing the process of S135, the main CPU 201 executes the process of S135. The theory is transferred to S136.
[0360] In S136, the main CPU 201 sets the timer for the other special symbol to a predetermined waiting time. In this process, the special symbol is displayed in a stopped state indicating a jackpot. When the reel stops, the other special symbol will stop in a stop display mode that indicates a loss. After executing the process of S136, the main CPU 201 returns the process to S136. Move to 137.
[0361] In S137, the main CPU 201 sets "2" to the control state number of the other special symbol. After executing the process of S137, the main CPU 201 proceeds to S138. Transfer.
[0362] In S138, the main CPU 201 performs a game state designation parameter setting process. After executing the process of S138, the main CPU 201 shifts the process to S139.
[0363] In S139, the main CPU 201 determines whether the other party is ready to send a special symbol effect stop command. The other special symbol effect stop command that was reserved for transmission in this process will be The performance control command transmission process during the system timer interrupt process (see S242 in Figure 32 below) In step S139, the main CPU 201 sends the result to the sub-control circuit 300. After the process is executed, the special symbol variable display end process is terminated, and the process is transferred to the special symbol management process (Fig. 2 0).
[0364] In this way, in the special symbol variable display end process of this embodiment, The special symbol pause flag is not set, and the winning judgment process for this special symbol (see FIG. 21) If the result of S104) is a jackpot and the other special symbol is being displayed in a variable manner, In this case, a process is performed to forcibly change the variable display of the other special symbol to a miss.
[0365] [1-5-8. Special symbol game judgment processing] Next, referring to FIG. 24 and FIG. 25, in S95 of the special symbol management process (see FIG. 20), The special symbol game determination process executed by the main CPU 201 will be described. 25 is a flow chart showing an example of a special symbol game determination process in the first pachinko gaming machine. This is a chart.
[0366] In addition, this special symbol game judgment process is a special symbol management process that processes the first special symbol. When called in S95, the first special symbol is the target of processing. When the setting process is called in S95 during the special pattern management process that processes the second special pattern , the second special pattern is the target for processing.
[0367] First, the main CPU 201 determines whether the control state number of the special symbol is "2". (S141).
[0368] If it is determined in S141 that the control state number of the special symbol is not "2" (S141 If the result is NO, the main CPU 201 ends the special symbol game determination process and Return to the special symbol management process (see FIG. 20).
[0369] On the other hand, if it is determined in S141 that the control state number of the special symbol is "2" (S If the determination in S141 is YES, the main CPU 201 moves the process to S142.
[0370] In S142, the main CPU 201 determines whether or not a jackpot has been reached, that is, whether or not the stopped special It is determined whether the other symbol is a stopped display mode indicating a big win.
[0371] In S142, the special symbol that has stopped is not a jackpot, that is, the special symbol that has stopped is in a stop display state that indicates a jackpot. If it is determined that the above is not the case (if S142 is determined as NO), the main CPU 201 On the other hand, in S142, the jackpot, i.e., the stopped special symbol, is If it is determined that the display mode is a stop display mode indicating a jackpot (if S142 is determined as YES), The main CPU 201 shifts the process to S145.
[0372] In S143, the main CPU 201 determines whether or not a small win has occurred, i.e., whether or not the stopped special It is determined whether the other symbol is a stop display mode indicating a small win.
[0373] In S143, the stop display state is not a small win, that is, the stopped special pattern is a miss. If it is determined that the above is the case (if S143 is a NO determination), the main CPU 201 Move to S144.
[0374] In S144, the main CPU 201 performs a special symbol game end process. The pattern game ending process will be described later with reference to Figure 26. When the special symbol game end process is performed, the special symbol game determination process is ended, and the process is returned to the special symbol management Return to the process (see FIG. 20).
[0375] On the other hand, in S143, it is a small win, that is, the stopped special pattern indicates a small win. If it is determined that the display mode is the one (YES in S143), the main CPU 201 Then, the process proceeds to S145.
[0376] In S145, the main CPU 201 executes the big win game control process or the small win game control process. In this process, for example, a hall capacitor is connected via the external terminal board 184. 186 (see FIG. 6) and the signal generator 187 (not shown) The signals generated and updated in this process are special symbols. This signal is related to the special symbol that is the target of the game determination process. After the process of S145 is performed, the process proceeds to S146. For example, the signals output to the hall computer 186 and the island computer will be described later. .
[0377] In S146, the main CPU 201 executes the process of setting the round display LED data. After that, the main CPU 201 performs processing, for example, the big prize slot to be opened (for example, the big prize The upper limit of the number of times the large winning opening 131 for a big win or the large winning opening 151 for a small win is opened is set. (S147), jackpot signal setting processing to the external terminal board 184 (S148), special pattern Processing to set the control state number to "3" (S149), game state designation parameter setting processing (S150), and the process of sending reservation of the big win start display command (S151) In addition, the control status number of the special symbol is set to "3" (S149). By switching the control number, after the special symbol game judgment process is completed, the big prize opening The release preparation process (see S96 in FIG. 20) is then performed. ends the special symbol game determination process, and returns the process to the special symbol management process (see FIG. 20).
[0378] In addition, the main CPU 201 sets an interrupt prohibition section and executes the above-mentioned special symbol game determination process ( It is preferable that steps S141 to S151 are performed within an interrupt disabled section.
[0379] [1-5-9. Special symbol game end processing] Next, referring to FIG. 26, S1 in the special symbol game determination process (see FIGS. 24 and 25) The special symbol game ending process executed by the main CPU 201 will be described in 44. 26 is a flowchart showing an example of a special symbol game ending process in the first pachinko gaming machine. It is.
[0380] First, the main CPU 201 sets the control state number of the special symbol to "0" (S16 1) In this way, when the process of setting the control state number of the special symbol to "0" is performed, The main CPU 201 executes the process of S161. After that, the process proceeds to S162.
[0381] In S162, the main CPU 201 executes a game state designation parameter setting process for the special symbol. After that, the main CPU 201 performs the transmission reservation process ( S163). The special symbol game end command scheduled for transmission in this process will be The performance control command transmission process during the system timer interrupt process (see S242 in Figure 32 below) ) is sent to the sub-control circuit 300. After the process of S163, U201 ends the special symbol game end process and ends the special symbol game determination process, The process returns to the special symbol management process (see FIG. 20).
[0382] [1-5-10. Preparation for opening the large prize slot] Next, referring to FIG. 27, in S96 during the special symbol management process (see FIG. 20), the main CPU The big prize opening preparation process executed by 201 will be explained. 10 is a flowchart showing an example of the preparation process for opening the large prize opening in the Nko gaming machine.
[0383] In addition, this large prize opening preparation process is during the special pattern management process that processes the first special pattern. When called in S96, the first special symbol will be processed. When the preparation process is called in S96 during the special pattern management process that targets the second special pattern , the second special pattern is the target for processing.
[0384] First, the main CPU 201 determines whether the control state number of the special symbol is "3". (S171).
[0385] If it is determined in S171 that the control state number of the special symbol is not "3" (S171 If the result is NO, the main CPU 201 ends the large prize opening preparation process and Return to the special symbol management process (see FIG. 20).
[0386] On the other hand, if it is determined in S171 that the control state number of the special symbol is "3" (S If the determination in S171 is YES, the main CPU 201 moves the process to S172.
[0387] In S172, the main CPU 201 loads the value of the counter for the number of times the large prize opening is performed. The big prize opening number counter is, if the big prize game control process is being executed, The counter that counts the number of rounds played corresponds to the small win game system. When the control process is executed, a counter that counts the number of times the small win game control process is executed corresponds to the The count value of the large prize opening counter (large prize opening counter value) is The data is stored in a predetermined area in the RAM 203. The main CPU 201 executes the process of S172. After that, the process proceeds to S173.
[0388] In S173, the main CPU 201 determines whether or not a large prize slot (for example, a large prize slot 13 for a large prize) is selected. 1 or the number of times the large winning opening 151 for small winnings has been opened is determined to be the upper limit. In this embodiment, the number of times the big win opening 131 for the big win is opened in the big win game state is The upper limit of the number of rounds is, for example, as shown in the jackpot type determination table (see Figure 11). On the other hand, the small wins that are released in the small win game state are 4 rounds or 10 rounds. The upper limit of the number of times the big winning opening 151 can be opened is, for example, once.
[0389] If it is determined in S173 that the number of times the big prize opening is opened is the upper limit (S173 is Y If the determination is ES, the main CPU 201 shifts the process to S174.
[0390] In S174, the main CPU 201 sets the control state number of the special symbol to "5". In this way, the process of setting the control state number of the special symbol to "5" (S174) is performed. By switching the control state number, after the completion of the preparation process for opening the big prize opening, The main CPU 201 then performs the termination process (see S98 in FIG. 20). After the process of 74 is executed, the process proceeds to S175.
[0391] In S175, the main CPU 201 performs a game state designation parameter setting process. After that, the main CPU 201 performs a transmission reservation process for the big win end display command (S17 6) The jackpot end display command scheduled for transmission in this process will be sent at the next system timer. In the performance control command transmission process during the interruption process (see S242 in Figure 32 below), After the process of S176, the main CPU 201 The prize opening preparation process is terminated, and the process returns to the special symbol management process (see FIG. 20).
[0392] Returning to S173, if it is determined that the number of times the large prize opening has been opened is not the upper limit (S173 If the determination is NO, the main CPU 201 shifts the process to S177.
[0393] In S177, the main CPU 201 adds 1 to the value of the large prize opening number counter. After executing the process of S177, the main CPU 201 returns to the process of S178. Move to.
[0394] In S178, the main CPU 201 performs a process of selecting the big prize slot to be opened. In the process, when the jackpot game control process is executed, the jackpot winning entry is opened. If the prize slot 131 (see FIG. 4) is selected and the small win game control process is executed, the small win big prize The prize slot 151 (see FIG. 4) is selected. The main CPU 201 executes the process of S178. After that, the process proceeds to S179.
[0395] In S179, the main CPU 201 performs various setting processes related to the big prize slot. In the theory, for example, opening of the big prize winning hole (big prize winning hole 131, small prize winning hole 151) Number of times, maximum opening time of the main prize entrance, maximum number of winning balls that can be won at the main prize entrance, number of winning balls when the main prize entrance is won, etc. The number of times the big prize opening is opened is set to rounds if the big prize game control process is being executed. The number corresponds to the number of times the small win game control process is executed, and the number of times the small win big winning port 151 is opened is In addition, in one round or small win game control processing, the big prize opening is opened multiple times. However, in this case, there is a need to control the number of rounds and the It is preferable to perform the control for managing the number of times the prize opening is opened and closed as a separate process. After executing the process of S179, U201 transfers the process to S180.
[0396] In this embodiment, the maximum opening time of the big prize winning port is set at the time of executing the big prize game control process. For example, if it is set to a maximum of 30,000 msec, when the small hit game control process is executed, For example, the maximum number of winning balls in the big prize slot is set to 1800 msec. When the skill control process is executed, for example, it is set to a maximum of 10, and the small hit game control process is executed. For example, the maximum number of balls that can be won when a ball enters the winning slot is set to 5. The number of the large winning holes 131 for the first prize and the large winning holes 151 for the second prize are set to 10. However, the values set in the various setting processes related to the big prize slot are not limited to the above.
[0397] In S180, the main CPU 201 performs a special prize opening / closing control process. is the opening and closing control data of the large winning entrance (large winning entrance 131 for large winning, large winning entrance 151 for small winning) After executing the process of S180, the main CPU 201 returns the process to S Move to 181.
[0398] In S181, the main CPU 201 sets the control state number of the special symbol to "4". In this way, the process of setting the control state number of the special symbol to "4" (S181) is performed. By switching the control state number, after the completion of the preparation process for opening the big prize opening, The prize opening control process (see S97 in FIG. 20) is performed. After executing the process of S181, the process proceeds to S182.
[0399] In S182, the main CPU 201 performs a game state designation parameter setting process. After executing the process of S182, the main CPU 201 shifts the process to S183.
[0400] In S183, the main CPU 201 executes a transmission reservation process for a command to display the opening of the big prize opening. The command to display the opening of the big prize entrance that is scheduled to be sent in this process will be sent at the next system time. In the performance control command transmission process during the current interrupt process (see S242 in FIG. 32 described later), The main CPU 201 executes the process of S183. Then, the process for preparing to open the big prize opening is completed, and the process returns to the special symbol management process (see FIG. 20).
[0401] [1-5-11. Large prize opening control process] Next, referring to FIG. 28, in S97 during the special symbol management process (see FIG. 20), the main CPU The big prize opening control process executed by 201 will be explained. 10 is a flowchart showing an example of a control process for opening a large prize opening in an Nko gaming machine.
[0402] In addition, this big prize opening control process is a special pattern management process that processes the first special pattern. When called in S97, the first special symbol will be processed. When the control process is called in S97 during special pattern management processing that targets the second special pattern , the second special pattern is the target for processing.
[0403] First, the main CPU 201 determines whether the control state number of the special symbol is "4". (S191).
[0404] If it is determined in S191 that the control state number of the special symbol is not "4" (S191 If the result is NO, the main CPU 201 ends the big prize opening control process and Return to the special symbol management process (see FIG. 20).
[0405] On the other hand, if it is determined in S191 that the control state number of the special symbol is "4" (S If the determination in S191 is YES, the main CPU 201 moves the process to S192.
[0406] In S192, the main CPU 201 selects the large winning slot (large winning slot 131 for the large winning, small winning It is determined whether the number of game balls that have entered the special prize opening 151 is the maximum number of prizes. In this process, a large prize winning counter (for example, , a big winning entry count switch 132, a small winning entry count switch 152 (See Figure 6) etc.) is the maximum number of winnings or more. The value of the large prize winning slot counter counted by the large prize winning slot counter is set. It is stored in a predetermined area in the in-RAM 203.
[0407] In S192, the large prize entry port (large prize entry port 131 for large prizes, large prize entry port 151 for small prizes) If it is determined that the number of winning balls is not the maximum number of winning balls (if S192 is determined to be NO), If so, the main CPU 201 shifts the process to S193.
[0408] On the other hand, in S192, the large prize entry port (large prize entry port 131 for large prizes, large prize entry port 15 for small prizes) 1) If it is determined that the number of winning balls is equal to or greater than the maximum number of winning balls (S192 is Y If the determination is ES, the main CPU 201 shifts the process to S194.
[0409] In S193, the main CPU 201 selects the large winning slot (large winning slot 131 for the large winning, small winning In this process, it is determined whether the maximum opening time of the big prize opening 151 has elapsed. The maximum opening time set in the prize slot related setting process (see S179 in Figure 27) has elapsed. It is determined whether or not the time limit has passed.
[0410] In S193, the most popular large prize slots (large prize slot 131 for large prizes, large prize slot 151 for small prizes) If it is determined that the large opening time has not elapsed (if S193 is determined as NO), Main C The PU201 ends the big prize opening control process and transfers the process to the special symbol management process (see FIG. 20). ) back.
[0411] On the other hand, in S193, the large prize entry port (large prize entry port 131 for large prizes, large prize entry port 151 for small prizes) If it is determined that the maximum opening time of the The in-CPU 201 shifts the process to S194.
[0412] In S194, the main CPU 201 selects the large winning slot (large winning slot 131 for the large winning, small winning The main CPU 201 executes the process of S194. After that, the process proceeds to S195.
[0413] In S195, the main CPU 201 sets the control state number of the special symbol to "3". In this way, the process of setting the control state number of the special symbol to "3" (S1 95) to switch the control state number, this big prize opening control process is completed After that, the big prize opening preparation process (see S96 in FIG. 20) will be performed again. After executing the process of S195, the main CPU 201 shifts the process to S196.
[0414] In S196, the main CPU 201 performs a game state designation parameter setting process. After executing the process of S196, the main CPU 201 shifts the process to S197.
[0415] In S197, the main CPU 201 executes a transmission reservation process for the display command between rounds. The display command between rounds that is scheduled for transmission in this process will be sent at the next system timer interrupt. In the performance control command transmission process (see S242 in Figure 32 below), After the process of S197, the main CPU 201 sends the The opening control process is ended, and the process returns to the special symbol management process (see FIG. 20).
[0416] [1-5-12. Jackpot End Processing] Next, referring to FIG. 29, in S98 during the special symbol management process (see FIG. 20), the main CPU The big win end process executed by 201 will be described. 10 is a flowchart showing an example of the jackpot end processing in a gaming machine.
[0417] In addition, this jackpot end processing is S9 during the special pattern management processing that processes the first special pattern. If called with 8, the first special symbol will be processed. Similarly, the jackpot end processing will be the second When called in S98 during special pattern management processing that targets special patterns, the second special pattern The pattern is the target of processing.
[0418] The main CPU 201 first determines whether the control state number of the special symbol is "5". (S201).
[0419] If it is determined in S201 that the control state number of the special symbol is not "5" (S201 If the result is NO, the main CPU 201 ends the big win end process and The pattern management process (see FIG. 20) also ends, and the process returns to the special pattern control process (see FIG. 19). In this case, the process returns to the process from which the special symbol management process was called.
[0420] On the other hand, if it is determined in S201 that the control state number of the special symbol is "5" (S If the determination in S201 is YES, the main CPU 201 moves the process to S202.
[0421] In S202, the main CPU 201 performs a special symbol game end setting process. In theory, the values of various flags (for example, probability flags, time-saving flags, etc.) are set or reset. And various counters (for example, probability counter, time-saving counter, pattern confirmation number counter, big prize The process of setting or resetting the values of the counters (number of times the gate is opened, the large prize gate winning counter, etc.) The special symbol pause flag is set in the special symbol game end setting process (S202). After executing the process of S202, the main CPU 201 returns to S2 Move to 03.
[0422] In S203, the main CPU 201 performs a special symbol game end process. The main CPU 201 performs the special symbol game ending process described with reference to FIG. After executing the process of S203, the big win end process is completed and the special symbol management process ( 20) is also completed, and the process returns to the special symbol control process (see FIG. 19). As described above, the special symbol management process returns to the process that called it.
[0423] The main CPU 201 sets an interruption prohibition section and executes the above-mentioned big win end process without interruption. It is preferable to do this within a prohibited area.
[0424] [1-5-13. Normal pattern control processing] Next, referring to FIG. 30, in S40 of the main control main processing (see FIGS. 13 to 16), The normal symbol control process executed by the CPU 201 will be described.
[0425] FIG. 30 is a flowchart showing an example of normal symbol control processing in the first pachinko gaming machine. The numbers in parentheses to the right of each process in the flowchart shown in FIG. The value ("0" to "4") is the control state number of the normal symbol. By executing each process corresponding to the control state number of the symbol, the normal symbol game progresses. do.
[0426] The main CPU 201 first determines whether the waiting time for the normal symbol is 0 (S2 11).
[0427] If it is determined in S211 that the waiting time for the normal pattern is not 0 (S211 is determined as NO), In this case, the main CPU 201 ends the normal symbol control process and returns to S41 (FIG. 1 (See 6.)
[0428] On the other hand, if it is determined in S211 that the waiting time for the normal symbol is 0 (S211 If the determination is YES, the main CPU 201 shifts the process to S212.
[0429] In S212, the main CPU 201 loads the control state number of the normal symbol (S After executing the process of S212, the main CPU 201 proceeds to S213. The main CPU 201 executes the following based on the control status number read in the process of S212. Then, the process from S213 onwards is carried out.
[0430] In S213, the main CPU 201 performs variable display start processing for normal symbols. The processing of S213 is performed when the control state number of the normal symbol is "0". If the control state number of the normal symbol is not "0", the main CPU 201 returns to step S214. Move to.
[0431] In S214, the main CPU 201 performs variable display end processing for normal symbols. The process of S214 is performed when the control state number of the normal symbol is "1". In this process, the main CPU 201 performs various processes when the variable display of the normal symbols is terminated. If the control state number of the normal symbol is not "1", the main CPU 201 executes the process. Move to 215.
[0432] In S215, the main CPU 201 performs a normal symbol game determination process. The process of 5 is performed when the control state number of the normal symbol is "2". In the normal pattern game judgment process, the result of normal pattern derivation (for example, normal pattern hit or miss) If the control state number of the normal symbol is not "2", the main CPU 201 performs the determination process. The process proceeds to S216.
[0433] In S216, the main CPU 201 performs the normal electric accessory opening process. The process of 6 is carried out when the control state number of the normal symbol is "3". In this process, for example, the opening process of the normal electric accessory 146 is performed in a predetermined manner. If the control state number of the passing pattern is not "3", the main CPU 201 returns to step S217. Transfer.
[0434] In S217, the main CPU 201 performs normal symbol winning end processing. The process of 7 is performed when the control state number of the normal pattern is "4". When the CPU 201 finishes this normal symbol winning end process, it ends the normal symbol control process. The process returns to the main control process (see FIGS. 13 to 16).
[0435] In this embodiment, the random number for determining whether a normal symbol is a winning symbol is generated in the range (width) of 0 to 255. For example, 0 to 255 is used as the normal symbol winning judgment value data. The normal symbol winning probability is , determined by the number of normal pattern winning judgment value data for the total random number for normal pattern winning judgment Therefore, for example, the probability of winning a normal symbol is 255 / 256 in this embodiment. The probability of winning a normal pattern is the same when time-saving control is executed and when time-saving control is not executed. However, the variable display of normal symbols is the same as or almost the same as the game in which time-saving control is not executed. In the state, the execution time is relatively long, for example 600 seconds, while in the time-saving control In a gaming state where the game is executed, it is executed for a relatively short time, for example, 1 second. When the time-saving control is executed, the execution frequency of the normal electric accessory opening process, i.e., the second starting port The frequency with which game balls land on 140A and 140B is increased.
[0436] [1-5-14.External Maskable Interrupt Processing] Next, referring to FIG. 31, the external maskable memory executed under the control of the main CPU 201 is This process is performed in response to an external interrupt request that occurs, for example, when power is interrupted. FIG. 31 shows the external mass of the first pachinko gaming machine. 10 is a flowchart illustrating an example of a cable interrupt process.
[0437] The main CPU 201 first performs a process of saving the protection register (S221). After executing the process of S221, the PU 201 proceeds to S222.
[0438] In S222, the main CPU 201 The predetermined input port is, for example, a power interruption detection line, a backup clock, Rear switch line, sensor abnormality detection line, radio wave sensor line, open detection line, magnetic The status of the sensor line, vibration sensor line, solenoid monitoring sensor line, etc. is set. After executing the process of S222, the main CPU 201 returns the process to S2 Move to 23.
[0439] In S223, the main CPU 201 determines whether or not a power interruption has been detected.
[0440] If it is determined in S223 that no power interruption has been detected (if S223 is determined as NO), On the other hand, if a power interruption is detected in S223, the in-CPU 201 proceeds to S225. If so (YES in S223), the main CPU 201 returns to S22 Move to step 4.
[0441] In S224, the main CPU 201 sets (turns on) the XINT detection flag. The XINT detection flag is a flag that indicates power cutoff, and the value of the XINT detection flag is , and stored in the XINT detection flag area in the work area of the main RAM 203. After executing the process of S2224, U201 transfers the process to S225.
[0442] In S225, the main CPU 201 restores the protection registers saved in S221. After executing the process of S225, the main CPU 201 returns to S226. Transfer.
[0443] In S226, the main CPU 201 performs an interrupt permission process. Thereafter, the main CPU 201 ends the external maskable interrupt process.
[0444] [1-5-15. System timer interrupt processing] Next, referring to FIG. 32, the main CPU 201 sets an interrupt period of, for example, 2 msec. The system timer interrupt process executed in the first pause will be described. 10 is a flowchart showing an example of a system timer interrupt process executed in the gaming machine. .
[0445] First, the main CPU 201 performs a process of saving the protection register (S231).
[0446] Next, the main CPU 201 determines whether the XINT detection flag is off ( S232) If it is determined that the XINT detection flag is not OFF (i.e., power interruption is detected), If so (NO in S232), the main CPU 201 proceeds to S246. On the other hand, if it is determined that the XINT detection flag is off (i.e., power interruption is not detected), If so (YES in S232), the main CPU 201 proceeds to S233.
[0447] In S233, the main CPU 201 performs interrupt permission processing. 201 reads the status of the input port of the I / O port 205 (S234), and Move to S235.
[0448] In S235, the main CPU 201 determines whether or not a game is permitted. In this process, the main CPU 201 determines whether or not a game is to be started based on the value of the start control flag, for example. The start control flag determines whether the start state at power-on is Determine whether the state is return, setting change, setting confirmation, RAM clear, etc. For example, if the power is restored after a power outage, it is determined that the game is permitted, and the setting change is Furthermore, if the setting is checked or the RAM is cleared, it is determined that the game is not permitted.
[0449] The startup control flag is set by the backup clear switch 176 when the power is turned on. and the ON / OFF information of the setting key 174. For example, when the power is turned on, If both the backup clear switch 176 and the setting key 174 are off, the power is restored. If both the backup clear switch 176 and the setting key 174 are on, the setting is changed. If the backup clear switch 176 is off and the setting key 174 is on, the setting is confirmed. If the backup clear switch 176 is on and the setting key 174 is off, the RAM is cleared. It is judged as A.
[0450] If it is determined in S235 that the game is not permitted (if S235 is determined as NO) The main CPU 201 then performs a setting control process (S236). That is, in this embodiment, the setting change process and the setting confirmation process are performed. The setting confirmation process is performed within the system timer interrupt process, which is performed every 2 msec, for example. This is performed when the game is not permitted, i.e., when the game is not permitted. The details of the setting control process (S236) will be described later with reference to FIG. After executing step S246, the main CPU 201 advances the process to step S246.
[0451] If the game is not permitted (if S235 is determined to be NO), the main CPU 201 , prohibition of the launch of game balls from the launch device 6 (see FIG. 6), a specific switch (for example, a setting key 174, backup clear switch 176, etc.) and dispensing device It is preferable to set a prohibition on the payout of prize balls from 82.
[0452] On the other hand, if it is determined in S235 that the game is permitted (YES in S235), In this case, the main CPU 201 transfers the process to S237.
[0453] In S237, the main CPU 201 executes a process of adding 1 to the value of the interrupt counter. The interrupt counter is used during the interrupt prohibited section of the main control main processing (see Figures 13 to 16). The count value of the interrupt counter is stored in the main RAM2 The main CPU 201 stores the value in the interrupt counter area in the work area of S237. After the process is executed, the process proceeds to S238.
[0454] In S238, the main CPU 201 performs an update process for the interrupt period timer. After executing the process of S238, the main CPU 201 shifts the process to S239. The interrupt period timer is a timer for managing the interrupt period (for example, 2 msec). The current count value is stored in the interrupt period management timer area in the work area of the main RAM 203. can be.
[0455] In S239, the main CPU 201 performs a random number update process. Various random number counters (for example, random number counters for determining whether a special symbol has been selected) are updated. In this way, the random number update process is performed at a predetermined cycle (2 msec in this embodiment). This makes it possible to guarantee the reliability of various random numbers, which are important factors in determining the number of balls that are dispensed. After executing the process of S239, the main CPU 201 shifts the process to S240.
[0456] In S240, the main CPU 201 performs a switch input detection process. The details of the touch input detection process will be described later with reference to FIG. After the process of S240 is executed, the process proceeds to S241.
[0457] In S241, the main CPU 201 performs a winning information command setting process. In this process, the transmission reservation process for the performance control command (winning information command) is performed. After executing the process of S241, U201 transfers the process to S242.
[0458] In S242, the main CPU 201 performs a performance control command transmission process. In this process, a command reserved for transmission is transmitted from the main control circuit 200 to the sub-control circuit 300. After executing the process of S242, the main CPU 201 shifts the process to S243. .
[0459] In S243, the main CPU 201 performs a register save process. After executing the process of S243, the process of 01 proceeds to S244.
[0460] In S244, the main CPU 201 performs a performance display monitor control process. In this case, the game judgment process, the prize ball addition judgment process, the display content update process of the performance display monitor 170, etc. The data stored in this process is the data necessary for the progress of the game. In a separate area (outside the area), i.e., in the area to be backed up, e.g., RAM Even if it is cleared, the data is stored in an area that is not cleared. Main CPU2 After executing the process of S244, the process of 01 proceeds to S245.
[0461] In S245, the main CPU 201 restores the registers saved in S243. After executing the process of S245, the main CPU 201 shifts the process to S246. .
[0462] In S246, the main CPU 201 restores the protection registers saved in S231. Then, the system timer interrupt process is completed.
[0463] [1-5-16. Setting control processing] Next, referring to FIG. 33, the process performed in S236 during the system timer interrupt process (see FIG. 32) FIG. 33 shows the setting control process in the first pachinko gaming machine. 10 is a flowchart illustrating an example of processing.
[0464] As shown in FIG. 33, the main CPU 201 first checks whether the value of the start control flag has been changed. It is determined whether the value indicates a change (S251).
[0465] If it is determined in S251 that the value of the start control flag indicates a setting change (S If the determination in step S251 is YES, the main CPU 201 performs a setting change process (S252). The details of this setting change process will be described later with reference to FIG. After executing 2), the main CPU 201 shifts the process to S255.
[0466] On the other hand, if it is determined in S251 that the value of the start control flag is not a value indicating a setting change, If so (NO in S251), the main CPU 201 shifts the process to S253.
[0467] In S253, the main CPU 201 checks whether the value of the start control flag indicates a setting check. Determine whether there is.
[0468] If it is determined in S253 that the value of the start control flag is a value indicating setting confirmation (S If the determination in step S253 is YES, the main CPU 201 performs a setting confirmation process (S254). Details of this setting confirmation process will be described later with reference to FIG. After executing 4), the main CPU 201 shifts the process to S255.
[0469] On the other hand, if it is determined in S253 that the value of the start control flag is not a value indicating setting confirmation, If it is determined that the RAM is cleared (if S253 is a NO judgment), The CPU 201 proceeds to step S257.
[0470] In S255, the main CPU 201 performs a setting operation display process. The main CPU 201 performs a process of displaying the currently set setting value. After the above process is executed, the process proceeds to S256.
[0471] In S256, the main CPU 201 performs a performance control command transmission process. In this process, the setting change process (S252), the setting confirmation process (S254), or the startup initial setting process Commands reserved for transmission within the process (S25) (initialization command, power recovery command, or The main CPU 201 sends the setting operation command to the sub-control circuit 300. After the process of S56 is executed, the process proceeds to S257.
[0472] In S257, the main CPU 201 performs output processing of the WDT (watchdog timer). This process (WDT output process) involves reading the WDT clear register address, The T clear process and WDT restart process are performed in this order. Although not described, this WDT output process is performed as appropriate. After the process in S257, The main CPU 201 ends the setting control process and returns the process to the system timer interrupt process (see FIG. 32). Return to the previous page (see page 14).
[0473] [1-5-17. Setting change processing] Next, referring to FIG. 34, the setting change performed in S252 in the setting control process (see FIG. 33) will be described. The setting change process in the first pachinko gaming machine will be described. 10 is a flowchart illustrating an example of the process.
[0474] First, the main CPU 201 checks whether the backup clear switch 176 has been pressed. This process is performed by determining whether the input port of the I / O port 205 is This is done by reading the information stored in the
[0475] In S261, it is determined that the backup clear switch 176 is not pressed. In this case (NO in S261), the main CPU 201 moves the process to S263. On the other hand, if it is determined that the backup clear switch 176 is pressed (S261 is Y), In the case of S determination, the main CPU 201 shifts the process to S262.
[0476] In S262, the main CPU 201 performs a process of updating the set value within the range. After executing the process of S262, the PU 201 shifts the process to S263.
[0477] In this embodiment, the backup clear switch 176 is operated in the setting change process. However, instead of or in addition to this, for example, For example, a setting switch is provided, and the setting value can be changed by operating this setting switch. This may be done.
[0478] In S263, the main CPU 201 determines whether the setting key 174 is turned off. The setting is made (S263).
[0479] If it is determined in S263 that the setting key 174 is not turned off (S263 If the determination is NO, the main CPU 201 ends the setting change process and returns the process to the setting control process. On the other hand, if it is determined in S263 that the setting key 174 is turned off, the process returns to the normal process (see FIG. 33). If this is the case (YES in S263), the main CPU 201 returns to S264. Move to.
[0480] In S264, the main CPU 201 performs a first normal game pre-processing. Details of the pre-game processing will be described later with reference to FIG. 36. When the first normal game pre-processing is performed, the game permission flag is set to ON, and the game is permitted. After the first normal game pre-processing (S264) is executed, the main CPU 201 executes the setting change processing. and returns the process to the setting control process (see FIG. 33).
[0481] [1-5-18. Setting confirmation process] Next, referring to FIG. 35, the setting confirmation performed at S253 in the setting control process (see FIG. 33) will be described. The setting confirmation process in the first pachinko gaming machine will be described. 10 is a flowchart illustrating an example of the process.
[0482] The main CPU 201 first determines whether the setting key 174 is turned off (S2 71) This determination process is the same as the process of S263 in the setting change process described above (see FIG. 34). It is carried out in the same way.
[0483] If it is determined in S271 that the setting key 174 is not turned off (S271 If the determination is NO, the main CPU 201 ends the setting confirmation process and returns the process to the setting control process. Return to the process (see Figure 33).
[0484] On the other hand, if it is determined in S271 that the setting key 174 is turned off (S271 If the result is YES, the main CPU 201 performs a second normal game pre-processing (S272). The second normal game pre-processing will be described in detail later with reference to FIG. As described above, when this second normal game pre-processing is performed, the game permission flag is set to ON, and the game is started. After the second normal game pre-processing (S272) is executed, the main CPU 201 The setting confirmation process ends, and the process returns to the setting control process (see FIG. 33).
[0485] [1-5-19. First normal game pre-processing] Next, referring to FIG. 36, the first communication performed at S264 in the setting change process (see FIG. 34) The normal game pre-processing will be explained. FIG. 36 shows the first normal game pre-processing in the first pachinko gaming machine. This is a flowchart showing an example of pre-processing. In the initial setting process (see Figure 17), if power is restored, the setting is changed, or the setting is confirmed, This is also performed as an initial setting process when the RAM is cleared.
[0486] The main CPU 201 first performs RAM setting processing at initialization (S281). So, what is the area in the main RAM 203 where backup data is stored in the event of a power outage (hereinafter referred to as " Clearing process (e.g., creating a working area and setting addresses) The data is stored in the performance display monitor control process (see S244 in FIG. 32). The area where the data is stored is not cleared. Also, in this process, the initial data is generated and the generated The initial data is stored in the work area created in the main RAM 203. In other words, the backed-up data is erased when the power is cut off, and the game state is restored to the initialized state. Although not shown, this process initializes the game state. By returning the game to the normal state, it becomes possible to start playing, and the play permission flag is set to ON. After the initialization RAM setting process (S281) is executed, the main C The PU 201 shifts the process to S282.
[0487] In S282, the main CPU 201 performs a transmission reservation process for the initialization command. The initialization command reserved for transmission in this process is sent to the performance control command in the setting control process (see Figure 33). In the command transmission process (S256), the command is transmitted to the sub-control circuit 300. When this is executed, the main CPU 201 ends the first normal game pre-processing. When the pre-skill processing is completed, the play permission flag is set to ON, and the game is permitted.
[0488] [1-5-20. Second normal game pre-processing] Next, referring to FIG. 37, the second communication performed in S272 in the setting confirmation process (see FIG. 35) The normal game pre-processing will be explained. FIG. 37 shows the second normal game pre-processing in the first pachinko gaming machine. This is a flowchart showing an example of pre-processing. In the initial setting process (see FIG. 17), this is also executed as the initial setting process when power is restored after interruption.
[0489] The main CPU 201 first performs a RAM setting process when power is restored (S291). In this process, for example, data stored in the backup area in the main RAM 203 is read. The data that is read and written is stored in the work area in the main RAM 203. The data is stored in the area. For example, the data includes game status information, winning flags for special symbols and normal symbols, etc. This information is necessary for the game to proceed, such as the on / off status of the game and the number of reserved items. That is, the data backed up at the time of power outage is restored to the work area in the main RAM 203. By returning the power, it is possible to return the game to the same state as before the power outage. This process returns the game to the same state as before the power outage, allowing you to start playing again. The game permission flag is set to ON, and the game is permitted. After the RAM setting process at power interruption recovery (S291) is executed, the process proceeds to S292.
[0490] In S292, the main CPU 201 determines whether the probability variable flag is on. This process is performed by reading data stored in the work area in the main RAM 203. do.
[0491] If it is determined in S292 that the probability variable flag is not on (if S292 is determined to be NO) If so, the main CPU 201 shifts the process to S294.
[0492] On the other hand, if it is determined in S292 that the probability variable flag is on (S292 is YES If the determination is affirmative, the main CPU 201 shifts the process to S293.
[0493] In S293, the main CPU 201 sets the probability change notification flag to ON. This is done to notify the state of the probability variable flag when the power is restored. When it is on, the main CPU 201 turns on, for example, a probability change notification LED (not shown). This allows you to check whether the probability variable flag is on or not by looking at the appearance when the power is restored. After executing the process of S293, the main CPU 201 returns the process to S Move to 294.
[0494] In S294, the main CPU 201 performs a process for scheduling the transmission of a power interruption recovery command. The power interruption recovery command scheduled for transmission in this process is transmitted in the performance control process (see Figure 33). In the control command transmission process (S256), the command is transmitted to the sub-control circuit 300. After executing the process, the main CPU 201 ends the second normal game pre-processing.
[0495] [1-5-21. Switch input detection processing] Next, referring to FIG. 38, the process performed in S240 during the system timer interrupt process (see FIG. 32) The switch input detection process will be explained. 10 is a flowchart showing an example of a switch input detection process in the embodiment;
[0496] The main CPU 201 first performs an abnormal state monitoring process (S301). The details of the visual processing will be described later with reference to FIG. After the above process is executed, the process proceeds to S302.
[0497] In S302, the main CPU 201 performs a normal symbol related switch check process. This process is performed by reading the information set in the input port of the I / O port 205. After executing the process of S302, the main CPU 201 shifts the process to S303. .
[0498] In S303, the main CPU 201 performs a special symbol related switch check process. This process is performed by reading the information set in the input port of the I / O port 205. Then, the first start port switch 121 and / or the second start port switch 141A If 141B is on, the first special symbol start information or / and the second special symbol start information A pending addition command for information is scheduled for transmission. In this case, for example, when a pre-reading effect is executed, In this case, a specific hold addition command that can be identified as a hold for which a pre-reading performance is executed is sent. After executing the process of S303, the main CPU 201 moves the process to S304. vinegar.
[0499] In S304, the main CPU 201 performs a prize ball related switch check process. This process is performed by reading the information set in the input port of the I / O port 205. If the prize ball related switch is on, a prize ball payout command is scheduled to be sent. After executing the process of S304, the main CPU 201 ends the switch input detection process and The process returns to the system timer interrupt process (see FIG. 32).
[0500] [1-5-22. Abnormal state monitoring process] Next, referring to FIG. 39, the process performed in S301 during the switch input detection process (see FIG. 38) The abnormal state monitoring process will be explained. 10 is a flowchart illustrating an example of an abnormal state monitoring process.
[0501] First, the main CPU 201 performs abnormal state monitoring pre-processing (S311). , abnormality detection information (for example, various sensors set in the input port of the I / O port 205) After executing the process of S311, the main CPU 201 performs the update process of the information of the server. The process proceeds to S312.
[0502] In S312, the main CPU 201 performs a general-purpose abnormality detection and determination process. For multiple monitoring items that are the target of anomaly detection judgment, it is necessary to check whether there is an abnormality for each monitoring item. After executing the process of S312, the main CPU 201 performs the process Move to S313.
[0503] In S313, the main CPU 201 performs an induction magnetic field monitoring process. It is determined whether an induced magnetic field is detected, and if an induced magnetic field is detected, The detection information flag is set to ON. After the process of S313, the main CPU 201 The abnormal state monitoring process ends, and the process returns to the switch input detection process (see FIG. 38).
[0504] [1-6. Sub-control processing] Next, referring to FIG. 40, each of the operations executed by the sub-CPU 301 of the sub-control circuit 300 The contents of the seed processing will be explained.
[0505] FIG. 40 is a flowchart showing an example of the sub-control circuit processing in the first pachinko gaming machine. It is.
[0506] As shown in FIG. 40, the sub CPU 301 first performs an initialization process (S321). In the initialization process, for example, RAM access permission, work area initialization, hardware initialization Initialization such as initialization, device initialization, application initialization, and backup restoration initialization When this process is completed, the sub-CPU 301 moves the process to S322. vinegar.
[0507] In S322, the sub CPU 301 reads the command from the command input port 308 (see FIG. 6). In this process, the main control circuit set in the command input port 308 This is done by reading the command sent from 200 (see Figure 6). Then, the sub-CPU 301 shifts the process to S323.
[0508] In S323, the sub CPU 301 executes a command analysis process. The command read in step S322 is analyzed. The sub CPU 301 shifts the process to S324.
[0509] In S324, the sub-CPU 301 executes a process for determining a performance mode. The sub-CPU 301 generates an animation request including designation information for the performance content. and then operate various production devices based on the generated animation requests. Various requests (e.g., drawing requests, sound requests, lamp requests, etc.) When this process is completed, the sub-CPU 301 generates a processing The theory will be transferred to S325.
[0510] In S325, the sub CPU 301 executes the drawing control process. The sub CPU 301 transmits a drawing request to the display control circuit 304 (see FIG. 6). The display control circuit 304 receives a message (drawing request) from the sub-CPU 301. Based on this, drawing control is performed to display an image in the display area of the display device 7. When the above steps are completed, the sub-CPU 301 shifts the process to S326.
[0511] In S326, the sub-CPU 301 executes the voice control process. The sub-CPU 301 transmits a sound request to the audio control circuit 305. The circuit 305 receives a message (sound request) from the sub-CPU 301. Based on this, audio control is performed to output audio from the speaker 32. The sub-CPU 301 transfers the process to S327.
[0512] In S327, the sub-CPU 301 executes the LED control process. Then, the sub CPU 301 transmits an LED request to the LED control circuit 306. The control circuit 306 responds to the message (LED request) sent from the sub-CPU 301. Based on this, all or some of the LEDs constituting the LED group 46 are turned on or blinked. After completing this process, the sub-CPU 301 returns to step S328. Transfer.
[0513] In S328, the sub-CPU 301 executes a bonus control process. The sub-CPU 301 transmits the bonus request to the bonus control circuit 307. 307, based on the message (request for the role) sent from the sub-CPU 301, A performance related to all or part of the props that make up the group of props for performance 58 (see Figures 1, 2, and 6) When this process is completed, the drive control for operating the output drive motor (not shown) is performed. The sub-CPU 301 ends the sub-control circuit main processing.
[0514] In addition, the first pachinko gaming machine can variably display the first special symbol and the second special symbol in parallel. However, the sub-CPU 301 can select either the first special symbol or the second special symbol. One special design is the main special design and the other is the sub-special design. In this embodiment, in the normal game state where hitting from the left is recommended, the first special A different symbol is the main special symbol, and right-hand play is recommended (high probability time-saving game state, high probability non-time In the short game state, low probability time-saving game state, the second special symbol is the main special symbol. The CPU 301 performs variable display of decorative symbols for the main special symbols and display of characters, etc. For example, the result of the sub-special symbol winning judgment process is For example, if there is a big win, the main special symbol will be displayed while the sub special symbol will be displayed. It may also be possible to perform output.
[0515] [1-7. Small Hit Rush] In the first pachinko gaming machine described above, it is possible to realize a so-called small win rush. Below, we will explain the small hit rush.
[0516] As described above, the first pachinko gaming machine has a normal gaming state, a high probability time-saving gaming state, a high probability A non-time-saving game state and a low-probability time-saving game state are provided, and the main CPU 201 As mentioned above, the normal game state is In this state, left-handed hitting is recommended, so the first special prize based on the entry of the game ball into the first starting hole 120 The symbol game is mainly executed. In addition, other game states (high probability time-saving game state, high probability non- In the time-saving game state and low-probability time-saving game state), right-hand hitting is recommended, so the second starting port 14 The second special symbol game based on the winning of the game ball to 0A, 140B is mainly executed. When the winning slot included in the normal electric accessory unit 145 is set as the first starting slot, In either the high probability time-saving game state or the low probability time-saving game state, the first special The symbol game is mainly executed, and in the high probability non-time shortened game state, the second special symbol game is mainly executed. It will be executed.
[0517] In this embodiment, in a high probability non-time shortening game state, the entry of the game ball into the large winning hole 151 for small winning The prize frequency is different from other game states (for example, normal game state, high probability time-saving game state, low probability time-saving game state) By increasing the number of balls fired per unit time compared to This results in a rush of small wins where the expected value (for example, number of winning balls) can exceed 1.
[0518] Here, an example of the mechanism of the small hit rush will be explained. First, a game ball hit to the right Almost all of them pass through the passing gate 126. In the high probability non-time shortening game state, the normal electric device 146 The frequency with which the winning opening (for example, the second starting opening 140B in this embodiment) is opened is increased. In addition, the electric support control is not executed unless the jackpot game control process is executed. Since the large prize winning port 131 is not in an open state, the second starting port 14 The frequency with which 0B is in the open state is lower than in the gaming state in which time-saving control is executed. If the large winning hole 151 for small winning is opened, it is hit to the right and flows down the downward flow path 107b. The allocated game balls can enter the large prize winning hole 151 for small win. When a game ball lands on 51, for example, 10 prize balls are paid out as described above. The game ball that is hit to the right and distributed to the upper flow path 107a is the second starting port 140A. If the game ball enters the second starting hole 140A, 140B, for example, a special As shown in the winning decision table for the pattern (see Figure 9), the probability is relatively low, such as one-third (approximately). Not only is the stop display mode that indicates a small win with a high probability derived, but also a special pattern for a high start As shown in the fluctuation pattern table (see FIG. 12(B)), the ultra-fast fluctuation (for example, variable Since the display time is 1000 msec), the game ball is input to the large winning hole 151 for small winning. The prize frequency is different from other game states (for example, normal game state, high probability time-saving game state, low probability time-saving game state) In this way, the number of balls fired per unit time is increased compared to the number of balls fired per unit time. It is now possible to realize a small hit rush in which the expected value of the game (for example, the number of winning balls) can exceed 1. are.
[0519] On the other hand, the game state in which the time-saving control is executed (for example, a high-probability time-saving game state, a low-probability time-saving game state) ), the electric support control is executed, and the second starting port 140B is opened. Most of the game balls that are hit and distributed to the downward flow path 107b are passed through the second starting port 140. Therefore, even if the large winning slot 151 for small winnings is open, However, the expected value of the game ball entering the large winning hole 151 for small win is low. Even if a game ball enters the second starting hole 140B, for example, only one prize ball is paid out. The game ball that is hit to the right and distributed to the upper flow path 107a is dropped into the second starting hole 140A. For example, three prize balls will be paid out if you win, but the second starting hole 140A is Approximately one-third to one-fifth of the game balls that are sorted into the upper flow-down path 107a In this way, in a gaming state where time-saving control is executed, The expected value of the game value (for example, the number of winning balls) paid out for each shot does not exceed 1. It looks like this.
[0520] Also, in normal gameplay, left-handed play is recommended, but if you play right-handed, When the ball passes through the gate 126, a stop display mode indicating a winning symbol is generated. When the normal electric device 146 is activated, a small prize is awarded when the game ball enters the second starting hole 140B. There is a possibility that the winning big winning slot 151 will be opened. However, in the normal game state, The special symbol variation pattern table (see Figure 12(A)) is used to determine the variation of the special symbol. Since the pattern is determined, if the game ball enters the second starting hole 140A, 140B, Even if the variable time is extremely long, the variable display of the second special symbol is performed in any of the long fluctuations A to C. Therefore, the frequency with which the large winning hole 151 for small wins is opened is extremely low. There is no practical benefit for the player to hit the right side in this situation. If the winning slot is the first starting slot, the probability of winning a normal symbol in the normal game state is set to 0, for example. By doing so, it is possible to eliminate the practical benefit of hitting from the right side.
[0521] In this embodiment, it is configured to be a small hit rush in a high probability non-time shortened game state. However, the present invention is not limited to this. For example, the variable display time of the special symbol can be shortened without executing the electric support control. In the high probability time-saving game state in which the special chart shortening control is executed, a small hit rush occurs. It can also be set to
[0522] [1-8. Signals output outside the aircraft] Next, the external terminal board 184 (see FIG. 6) is connected to the outside of the first pachinko gaming machine (for example, The island computer 186 (see FIG. 6) is provided in each island. In this embodiment, the signal to be inputted from the outside of the first pachinko gaming machine is The following explains the signals that can be input, but it is possible to input signals from outside the first pachinko gaming machine. It's okay to have it.
[0523] In this embodiment, the external terminal board 184 (see FIG. 6) is connected to the outside of the first pachinko gaming machine. The external terminal board 184 has connectors CH1 to CH12 for outputting signals. The signal output from CH to the outside of the first pachinko gaming machine may be, for example, "prize ball information 1"; "Door / Frame Opening", "External Information 1" to "External Information 8", "Ball Information 2" and "Security However, the signals output from each CH to the outside of the first pachinko game machine are The types of signals are not limited to these, and other signals may be output to the outside of the device. However, it may be configured so that any one of these signals is not output.
[0524] FIG. 41 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. As shown in Figure 41, the signal "prize ball information 1" is output from CN1, and the signal "prize ball information 1" is output from CH2. The "door / frame open" signal is output from CH3 to CH10, and the "external information 1 " to "External Information 8" signals are output, and the "Prize Ball Information 2" signal is output from CH11. The first pachinko machine outputs a "security" signal. The conditions for outputting signals from the aircraft to the outside are as shown in Figure 41.
[0525] Next, an example of a timing chart of signals output to the outside of the first pachinko gaming machine is shown below. The signal of "prize ball information 1" will be used as an example. As shown in FIG. In this case, the signal for "prize ball information 1" is output every 120 msec for every 10 prize balls paid out.
[0526] FIG. 42 shows the signal of "prize ball information 1" among the signals output to the outside of the first pachinko gaming machine. 10 is an example of a timing chart of a signal.
[0527] As shown in FIG. 42, the payout detection switch (not shown) detects when one prize ball is paid out. As described above, in this embodiment, the big prize slot (big prize slot) When the game ball enters the winning hole 131 or the large winning hole 151 for small wins (see Figure 4 for both) For example, 10 prize balls are paid out, and the starting hole (first starting hole 120 or second starting hole 1 40A (see Figure 4)), three prize balls will be paid out. When a game ball enters the general winning slot 122 (see FIG. 4), for example, four prize balls are paid out. can be.
[0528] Then, the main CPU 201 (see FIG. 6) executes the "prize ball" command every time 10 prize balls are paid out. The signal "Information 1" is output to the outside of the first pachinko game machine for, for example, 120 msec. More specifically, the main CPU 201 starts from the previous output of the "prize ball information 1" signal. Then, when the payout detection switch for the 10th prize ball is turned on, for example, 120 ms During ec, the signal "prize ball information 1" is output. In addition, the signal "prize ball information 1" is output after the 10th ball. The timing at which the prize ball payout detection switch is turned on is just an example. For example, if the payout detection switch for the 10th prize ball is turned on and off, Also, the signal for "prize ball information 1" can be output every time 10 prize balls are paid out, or The output for msec is just an example, and the output timing of the "Ball Information 1" signal The timing and output time can be set as appropriate.
[0529] Next, the "security" signal, which is one of the signals output from the first pachinko machine, An example of a signal is explained below. The "security" signal is mainly output when an error occurs. This is the signal that is sent.
[0530] FIG. 43 is a table showing an example of an outline of errors in the first pachinko gaming machine, In detail, for each error name, the cause of the occurrence in the main control circuit 200, the main control circuit 200 (see FIG. 6) The release trigger is the "security" signal (illustrated as "security signal" in Figure 43). 10 is a table showing output times and notes.
[0531] The error summary shown in Figure 43 is an example, and only some of these errors are listed. For example, it may be possible to determine that anything not shown in FIG. 43 is an error. The following are examples of errors that are not shown in Figure 43: For example, if a solenoid monitoring sensor (not shown) is on or off for a predetermined period of time or more, Solenoid monitoring sensor error when the big prize entrance (big prize entrance 131 or There are game balls that have not been released inside the large winning hole 151 for small winning (see Figure 4 for both) When the prize slot is not open and there is a prize in the main prize slot, an error occurs. This corresponds to a vibration sensor error when the sensor is on for a predetermined period of time. A specific area is provided in the big winning hole 131 for the big win, and the specific area is used for playing during the execution of the big win game control. Based on the ball passing through, the probability control is executed after the jackpot game control ends. In this case, there may be an abnormality in passing to a specific area or an undischarged game ball inside the big winning hole 131. Even if the ball passes through a specific area even though it does not exist, it is judged as an error. It is preferable to configure it as follows.
[0532] When the main CPU 201 (see FIG. 6) determines that an error has occurred, it The sub-CPU that received the fraud detection command sends a fraud detection command to the sub-CPU. 301 executes notification control according to the content of the error.
[0533] Below is an example of when an abnormal winning error occurs at the big winning slot. The control by the CPU 201 and the sub-CPU 301 (see Figure 6) will be briefly explained. .
[0534] As shown in FIG. 43, for example, after the initial power-on, the first big winning hole 131 (See FIG. 4) is released, if one winning is detected, the main CPU 201 (See FIG. 6) ) determines that an abnormal entry error has occurred in the jackpot entry port and sends a "security" signal. , output for 12 seconds. Also, a big win error message indicating that an abnormal winning error has occurred in the big win entry port. A correct detection related command is sent to the sub-CPU 301 (see FIG. 6).
[0535] In this embodiment, as shown in FIG. 43, any error is treated as a "security error." The output time of the "Tee" signal is 12 seconds, so external devices (e.g., hall computers) 186 (see FIG. 6) and the island computer (not shown) receive the "security" signal. Although it is possible to know that an error has occurred by doing this, it is not possible to know the content of the error. However, this is not limited to this, and for example, the output time of the "security" signal can be Depending on the type of error, the external device that received the "security" signal can However, it may be possible to understand the contents of the error.
[0536] The sub-CPU 301 (see FIG. 6) detects, for example, an abnormal winning error at the big winning slot. When a detection-related command is received, the device executes all or part of the following notification control, for example: If 30 seconds have passed since receiving a fraud detection related command, the notification control shown below will be terminated. Complete. A message such as "Big Winning Prize" is displayed on the display device 7 via the display control circuit 304 (see FIG. 6 for both). Notification control that displays the words "Abnormal winning error." A message such as "Grand Prize" is output from the speaker via the voice control circuit 305 (see FIG. 6 for both). An alarm control that outputs the voice message "Abnormal entry error." Notification control for outputting, for example, a beep from a speaker via the voice control circuit 305. The LED group 46 (see, for example, FIG. 6) is controlled to emit, for example, red light via the LED control circuit 306. Alarm control that turns on all lights.
[0537] In addition, if a power outage occurs within 30 seconds after receiving a fraud detection-related command, In this case, the sub-CPU 301 ends the above-mentioned notification control.
[0538] In addition, the sub-CPU 301 may, for example, indicate the occurrence of an abnormal winning error at the big winning port. During the execution of the notification control described above, a fraud detection related command indicating an abnormal winning error at the big winning port When the notification control is received, the notification control is executed again.
[0539] Next, regarding the signal output to the outside of the first pachinko gaming machine according to the gaming state, FIG. 4. FIG. 44 shows the first pachinko game machine, which outputs a payout amount according to the game state. 44 is a table showing an example of an input signal. In FIG. 44, an output signal is indicated by a circle, and an output Signals that are not detected are indicated by an x.
[0540] As shown in FIG. 44, in this embodiment, the game controlled by the main CPU 201 The signal output varies depending on the state. For example, during normal play (big hit, small hit) No signal is output during low probability time-saving gameplay (except during high probability gameplay, high probability time-saving game) and During the period other than during a hit or small hit), the signals of "External Information 3" and "External Information 7" are output, and During the guaranteed time-saving game state (except during big wins and small wins), "External Information 3", "External Information 5" and The signal "External Information 7" is output, and during high probability non-time-limited play state (except during big win, small win For other than these, the signals "External Information 3" and "External Information 6" are output.
[0541] In this way, the signal output according to the game status controlled by the main CPU 201 is By making the signals different, an external device (e.g., hall computer 1) that can receive the signals can 86 (see FIG. 6) and the island computer (not shown)) to the pachinko gaming machine to which the external information is to be sent. It is possible to grasp the state of play at the time.
[0542] In this embodiment, as shown in FIG. 44, during the small win game control process (normal game state The signal output during normal play (except during big hits, small hits, probability change, and time reduction) Similarly, during small hit game control processing (low probability time-saving game state) The signal output to is output during low probability time-saving game state (except during big hit, small hit) The signal is the same as the signal output during small hit game control processing (high probability time-saving game state), It is the same as the signal output during high probability time-saving game state (except during big hit, small hit), The signal output during the winning game control process (high probability non-time shortening game state) is The signal is the same as the signal output during a win (except during a big win or a small win). Receivable external devices (e.g., hall computer 186 (see Figure 6) and island computer (not shown)) is a signal that indicates that a small win game control process is being executed in the pachinko game machine to which the external information is being sent. However, instead of this, it is not possible to grasp whether or not a small win game control process has been performed. The signal output during the small win game control process is different from the signal output when the small win game control process is not in progress. By this, a small win game control process is executed in the pachinko game machine to which the external information is transmitted. It may be possible to determine whether or not the signal is being transmitted from an external device that can receive the signal.
[0543] In addition, during the low probability time-saving game state shown in Figure 44 (other than during a big hit or a small hit), During short play state (other than during big hit, other than during small hit), during small hit play control processing (low probability time-saving play state During the high probability time-saving game state) and small hit game control processing (high probability time-saving game state), output is performed during the execution of time-saving control In this case, when both the electric support control and the special chart shortening control are being executed, In this case, it may be assumed that time-saving control is being executed, or that the electric support control and the special chart shortening control are being executed. When only the power support control is being executed, it may be determined that the time-saving control is being executed. And when only the special drawing shortening control is being executed, the time shortening control is being executed. It may be possible.
[0544] [2. The second pachinko machine] Next, the second pachinko gaming machine will be explained. It is a type 1 pachinko machine called a digital pachinko. The Nko gaming machine does not have the first special symbol and the second special symbol displayed in parallel. This differs from the first pachinko gaming machine in that only one of the two is variably displayed. The board unit and electrical configuration also differ from the first pachinko gaming machine.
[0545] In the following, in describing the second pachinko gaming machine, for example, the outer frame 2 and the base door 3, etc. The basic configuration of the second pachinko game machine and the like, and the external terminal board 1184 (see Figure 46) External (for example, hall computer 1186 (see Figure 46) or island computer installed on each island) The function, shape, and location of the first signal are determined by the first signal, such as a signal output to a computer (not shown). We will omit as much as possible explanations of the points that are common to pachinko gaming machines.
[0546] In explaining the second pachinko gaming machine, the same terms used in explaining the first pachinko gaming machine will be used. The configuration described with reference to the drawings will be the same as that of the first pachinko gaming machine, with the same symbols and steps. However, the new number will be used in the explanation of the second pachinko game machine. The configuration described with reference to the attached drawings has functions and the like in common with the first pachinko gaming machine. Even if the configuration is the same, the first pachinko gaming machine uses a different code and step number from the first pachinko gaming machine. This shall be explained.
[0547] By the way, the first special symbol and the second special symbol are not displayed in parallel, and eventually As for pachinko gaming machines in which only one of the two is displayed in a variable manner, the first special symbol and the second special symbol are displayed in a variable manner. When the variable display of the 2nd special symbol is on hold, for example, the first special symbol is activated before the first special symbol is activated. 2 Pachinko gaming machines in which the conditions for starting special symbols are established with priority (hereinafter referred to as "priority variable machines"). A pachinko game in which the starting conditions are met in the order of winning, including the first and second starting holes. There are two types of machines (hereinafter referred to as "sequential variable machines").
[0548] In priority variable machines, the conditions for starting the first special symbol are either the first special symbol or the second special symbol. The variable display of the second special symbol is not in progress, the game is not in a jackpot state, etc. Certain conditions, such as the fact that the first special symbol is not reserved and the variable display of the first special symbol is reserved, The conditions for the second special symbol are met when all the requirements are met, and the conditions for the first special symbol and the second special symbol are met when all the requirements are met. Any of the special symbols are not being displayed in a variable manner, and the game is not in a jackpot state, etc. 2 It is established when all certain requirements are met, such as the variable display of special symbols being reserved. .
[0549] In addition, in sequential variable machines, the starting conditions for the first special symbol are the first special symbol and the second special symbol. None of the above are being displayed in a variable manner, the variable display of the first special symbol is on hold, and At least all of the following conditions must be met: the first reserved bet is a reserved bet of the variable display of the first special symbol; The condition for the second special symbol to start is that both the first and second special symbols is not being displayed, the variable display of the second special symbol is on hold, and The reservation is a reservation of the variable display of the second special symbol. do.
[0550] The following explanation will be given using a priority variable rate machine as an example.
[0551] [2-1. Game board unit] Referring to FIG. 45, the game board unit 1010 of the second pachinko game machine will be described. This game board unit 1010 also has a protective glass 4, similar to the first pachinko game machine. 2) and in front of the base door 3 (see FIG. 2).
[0552] FIG. 45 is a front view showing the appearance of a game board unit 1010 provided in the second pachinko gaming machine. The front side of the game board unit 1010 has a structure that allows the launched game balls to roll and flow down. A play area 1105 is formed.
[0553] In addition, various components (for example, the first starting The moving port 1120, etc., are arranged in the play area 105 of the first pachinko game machine together with various components. Some of them will be covered, but I will explain them in detail again.
[0554] As shown in FIG. 45, the game board unit 1010 mainly has a function of detecting whether the launched game ball is A game panel 1100 in which a rolling and flowing play area 1105 is formed, and a guide rail 11 10, a center role 1115 arranged in the approximate center of the game area 1105, and a first starting hole 1120, general winning entrance 1122, passing gate unit 1125, special electric role unit 1130, the second starting port 1140, the normal electric accessory unit 1145, and the LED unit The LED light source 1160 is provided with an outlet 1178 and a rear unit (not shown). The unit 1160 is the same as the LED unit 160 of the first pachinko game machine. , and explanation of this second pachinko gaming machine will be omitted.
[0555] (Game panel) The game panel 1100 has an opening (reference numeral 1007) at a position facing the display area of the display device 1007. In addition, a guide rail 1110 is formed on the front surface of the game panel 1100. The launching device 6 (see FIG. 1) is provided with a game nail (no reference number) and the like. 2) is launched from the guide rail 1110 toward the play area 1105. The balls fly out, collide with the game pins, etc., and change direction, flowing downwards in the game area 1105. Lower.
[0556] In addition, a decorative element is provided behind the game panel 1100 to enhance the effect. The game panel 1100 is provided on the rear unit. The decorative body is made of transparent resin so that it can be seen from the front. The entire 1100 may be made of a transparent material, or, for example, a Only the portion of the decorative body that can be seen from the front may be made of a transparent material. The panel 1100 is made of a material (for example, wood) that does not have a transparent part, and a transparent material is provided in a part of it. This may be done to enhance the dramatic effect.
[0557] (guide rail) The guide rail 1110 is an arc-shaped outer rail and an inner rail, similar to the first pachinko game machine. The play area 1105 is made up of guide rails 1 The outer rail and inner rail are defined by the launcher 1006 (rear 46) to the upper part of the play area 1105. do.
[0558] (Center role) The center device 1115 is fitted into an opening (no reference number) in the game panel 1100. The game area is configured as follows, and has an arc-shaped center rail 1116 at the top. The game balls launched towards the area 1105 are distributed to the left and right by the center rail 1116. It can be done.
[0559] The game balls launched by the launcher 1006 toward the game area 1105 land in the left area 1 106 or the right area 1107. The flowing game ball collides with the game nails or the like planted in the game panel 1100, and the direction of travel is changed. The amount of operation of the release handle 62 (see Figures 1 and 2) is small. In this case, the launched game ball flows down the left side area 1106. When the amount of operation of the control panel 1104 (see FIG. 1) is large, the launched gaming ball flows down the right area 1107.
[0560] In addition, the center role 1115 has a left outer peripheral edge, and a free flow that flows down the left area 1106. A warp entrance 1117 is formed so that the ball can enter. The game ball that enters the game can be guided to a stage 1118 formed in the center role 1115. The stage 1118 is located in front of the lower edge of the display area of the display device 1007. The ball is formed so as to be able to roll in the left and right direction. The stage may be formed in multiple stages, such as a top stage and a bottom stage.
[0561] At the rear side of the stage 1118, approximately in the center in the left-right direction, there is a chance entrance 11 through which a game ball can enter. 19 is formed, and the game ball that entered the chance entrance 1119 is Therefore, when the chance entrance 1119 The game balls are those that did not enter the warp entrance 1117 and those that entered the warp entrance 1117. However, compared with the game ball that did not enter the chance entrance 1119, the first starting entrance 1 It is designed to win (pass) 120.
[0562] (First starting point) The first starting hole 1120 is located below the display area of the display device 1007, and is The balls are positioned so that the balls that are hit from the right can win (balls that are hit from the right are difficult or impossible to win). When a game ball enters the first starting hole 1120, the first starting hole switch 1121 ( (See FIG. 46 described later.) It should be noted that if the game ball hit from the right side enters the first starting hole 1120 Alternatively, instead of or in addition to the first starting hole 1120, The first start in which the ball can win (the ball hit from the left is difficult or impossible to win) A mouth may be provided.
[0563] The first start port switch 1121 (see FIG. 46 below) is used to start the game at the first start port 1120. When the winning (passing) of the ball is detected, the start information of the first special symbol is extracted, and the extracted start A predetermined number of pieces of information (for example, up to four pieces) are reserved. The reserved start information is used when the start condition is met. When the first special symbol is placed in the first starting hole 1120, the first special symbol is subjected to a winning determination process. Then, for example, three prize balls are paid out. However, if the game ball enters the first starting hole 1120, The number of prize balls paid out based on this is not limited to this.
[0564] (General Prize Winners) A plurality of general winning slots 1122 are arranged in the lower left of the display area of the display device 1007. The balls hit from the left can win (the balls hit from the right are difficult or impossible to win). When a game ball enters one of the multiple general winning slots 1122, This is detected by the general prize winning port switch 1123 (see Figure 46 below).
[0565] The general winning port switch 1123 (see Figure 46 below) is used to play the general winning port 1122. When a ball is detected as having entered (passed through), for example, four prize balls are paid out. The number of winning balls paid out based on the winning of a game ball on 22 is not limited to four.
[0566] In this embodiment, the general winning hole 1122 is a hole where a game ball hit from the right side is difficult to win or However, this is not necessarily the case, and the above general winning slots 1 and 2 are arranged so that In place of or in addition to 122, a general winning hole may be provided in which a game ball hit from the right can win a prize. stomach.
[0567] (Passing gate unit) The passing gate unit 1125 is arranged in the right area 1107, and A passing gate 1126 configured so that the ball can pass through almost all of it, and a passing gate 1126 It is integrated with a passage gate switch 1127 (see Figure 46 described later) that detects the passage of the game ball. The unit body is arranged in the right area 1107, and the game ball hit to the right is approximately When the passing of the game ball through the passing gate 1126 is detected, The start information of the passing pattern is extracted, and the extracted start information is reserved up to a predetermined number (for example, up to 4 pieces). The various reserved data are used to determine whether the normal symbols are winning. When the pass switch 1127 detects the passage of the game ball to the pass gate unit 1125, Even if the ball is not dispensed, the passing gate unit 1125 is not dispensed. 7, or in addition to it, may be located in the left region 1106.
[0568] (Special electric accessory unit) The special electric accessory unit 1130 is a large prize winning hole 1131 and a game ball to the large prize winning hole 1131. Count switch 1132 (see Figure 46 below) for detecting winning (passing) of the special electric It is a unit body that integrates the special electric device unit 1130 with the special electric device unit 1133. In region 1107, it is arranged below pass gate unit 1125.
[0569] The big prize slot 1131 allows balls to be hit from the right (balls hit from the left are difficult to win). However, this is not limited to the above. In place of or in addition to the above-mentioned big prize slot 1131, a big prize that can be won by a game ball hit from the left A large winning hole where the game ball can enter is arranged above the center role 1115. It may be arranged to place the
[0570] The big prize slot 1131 is controlled to a big win game state, which is a game state advantageous to the player. A ball is opened so that a predetermined number (for example, 10) of balls can enter (pass through) the ball. The count switch 1132 (see Figure 46 below) is used to transfer the winnings to the big prize slot 1131. When a winning ball is detected, for example, 10 prize balls are paid out. The number of winning balls paid out based on the winning of a game ball into 1131 is not limited to 10.
[0571] The special electric device 1133 is a special electric shutter 1134 that can move back and forth in the forward and backward directions, and and a special solenoid 1135 (see FIG. 46 described later) for operating a special shutter 1134. The special electric device 1133, that is, the special electric shutter 1134, is connected to the big winning port 1131. The opening state in which the game ball can enter (pass) is possible or easy, and the game ball can enter the big winning hole 1131. It is configured to be able to transition to a closed state where it is impossible or difficult to win (pass). In the game state, the transition from the closed state to the open state occurs over a predetermined number of rounds. That is, the big win game state is a state in which the big win port 1131 is closed for a predetermined period of time. By playing multiple rounds of round play that transitions to an open state, a large amount of This is a gaming state in which it is possible to pay out game balls as prize balls.
[0572] (Second starting port) The second starting opening 1140 is located in the left area 1106 (more specifically, below the left side of the first starting opening 1120). However, the second starting hole 1140 is located in the left side of the winning hole. For example, the pins make it difficult or impossible to win, and the ball hit to the right can win. It is configured to be guided to the vicinity of the second starting port 1140 so that the second It is not essential that the starting hole 1140 be configured in this way. For example, The second starting hole 1140 may be provided in the right area 1107 so that the winning entry is possible. Alternatively, the game ball may be configured so that a game ball hit from the left can win a prize.
[0573] When the game ball enters the second start hole 1140, the second start hole switch 1141 (see FIG. 4 described later) is turned on. 6) is detected by the second start switch 1141 (see FIG. 46 described later). When the entry (passage) of the game ball into the second starting hole 1140 is detected, the start information of the second special symbol is The extracted start information is held in a predetermined number (for example, up to four). When the start condition is met, the start information is used to determine whether the second special symbol is a winning symbol. When a game ball enters the slot 1140, for example, three prize balls are paid out. When a game ball enters the second starting hole 11, for example, one prize ball is paid out. The number of prize balls paid out based on the winning of a game ball into 40 is not limited to this.
[0574] (Normal electric accessory unit) The normal electric accessory unit 1145 is located in the left area 1106 (more specifically, the first starting port 112 0) and when the game ball enters (passes through) the A prize slot from which balls are dispensed as prize balls, and a switch that detects when a game ball enters this prize slot. This is a unit body that integrates the normal electric device 1146. The opening is the second starting opening 1140, and the switch is the second starting opening switch 1141. .
[0575] The normal electric device 1146 is a movable member 1147 for normal electric power, which is called an electric tube, and this normal A normal power solenoid 1148 (see FIG. 46 described later) that operates the power movable member 1147. The normal electric device 1146, that is, the normal electric movable member 1147, is connected to the second starting port 1140. The opening state in which the game ball can enter (pass) through the second starting hole 1140 is opened or easy. It is configured to be able to transition between a closed state where it is impossible or difficult for the ball to win and a closed state where it is impossible or difficult for the ball to win. Instead of the movable member 1147 for normal power supply called a "chu", for example, a shutter that can move back and forth A meter may also be employed.
[0576] (Outlet) The outlet 1178 is a port for receiving various winning balls (for example, , the first starting gate 1120, the second starting gate 1140, the big prize gate 1131 and the general prize gate 112 1) and 2) are discharged from the machine. The outlet 1178 is operable for both left-handed and right-handed game balls. It is provided at the most downstream side of the play area 1105 so that it can be discharged outside. In addition to the outgoing port 1178, a position that is not the most downstream side, for example, between multiple general winning ports 1122 An outlet is provided at the center of the game area 1105 so that the game balls flowing down the game area 1105 are discharged outside the machine. Good too.
[0577] (Back unit) The back unit (not shown) is equipped with a game board unit 1010, similar to the first pachinko gaming machine. This rear unit is a decoration and is provided on the rear side of the game panel 1100. The sub-control circuit 1300 is arranged around the display area of the display device 1007. It is equipped with a group of stage props 1058 such as movable props. At least one or more of the components or components for the performance that constitute the components are used to determine whether a special pattern is a winning symbol. It functions as a stage prop that can operate based on the results of the theory.
[0578] [2-2. Electrical configuration] Next, the control circuit of the second pachinko gaming mach...
Claims
[Claim 1] A gaming machine having a structural portion including a first portion, a second portion, and a third portion, The first portion includes a flow path for game balls supplied to the first portion, The second portion includes a flow path for guiding the game ball to the first portion, The third section includes a detection means capable of detecting a winning of a game ball that has passed through the flow path of the first section, The first portion is A first flow path; a second flow path different from the first flow path; A first distribution section having a first rolling surface on which the game balls can roll and capable of distributing the game balls supplied to the first section to the first flow path or the second flow path; A first rolling obstacle portion capable of changing the rolling direction of the game ball rolling in the first distribution portion; A second distribution section different from the first distribution section, which has a second rolling surface on which the game balls can roll and can distribute the game balls to a third flow path connected to the first distribution section or a fourth flow path different from the third flow path; A second rolling obstacle portion capable of changing the rolling direction of the game ball rolling in the second distribution portion, The third flow path guides the game ball from the upstream side to the downstream side in a first direction, and then guides the game ball from the upstream side to the downstream side in a second direction having a smaller inclination angle with respect to a horizontal plane than the first direction, The first rolling obstacle portion includes a plurality of first protrusions that can come into contact with the game ball rolling in the first distribution portion, The second rolling obstacle portion includes a plurality of second protrusions that can come into contact with the game ball rolling in the second distribution portion, The plurality of first protrusions are arranged so that the game ball can move downstream from the first rolling surface, The plurality of second protrusions are arranged so that the game ball can move downstream from the second rolling surface, By displacing the first distribution portion, the game ball can move downstream from the first rolling surface, and depending on the position to which the first distribution portion is displaced, A case where the game ball continues to roll on the first rolling surface without moving downstream from the first rolling surface, When the game ball moves to the first flow path downstream of the first rolling surface, There is a case where the game ball moves to the second flow path downstream of the first rolling surface. A gaming machine characterized by:
Citation Information
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