Pachinko machine
The Pachinko gaming machine addresses the need for enhanced gameplay interest by incorporating dynamic display and performance features, resulting in improved player engagement and differentiation from conventional machines.
Patent Information
- Application Number
- JP2021020531
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-02-12
- Publication Date
- 2025-05-12
- Estimated Expiration
- 2041-02-12
AI Technical Summary
Existing Pachinko gaming machines lack features to enhance gameplay interest and differentiate themselves from conventional models, leading to a need for improved game enjoyment.
The gaming machine incorporates a start-up prize opening, a large prize opening with open and closed states, a winning determination mechanism, a design display device for accuracy judgment, and special game execution features, along with performance patterns and BGM output mechanisms to enhance the gaming experience.
This configuration improves the fun and engagement of the game by providing variable and dynamic displays, performance effects, and audio outputs, thereby differentiating the machine from conventional models and enhancing player enjoyment.
Smart Images

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Abstract
Description
[Technical field]
[0001] Regarding pachinko gaming machines. [Background technology]
[0002] In conventional pachinko machines, a special game is executed when the winning / losing lottery result is a jackpot, and a large number of prize balls are acquired by inserting a game ball into the big prize slot during the execution of the special game. In addition, the machine is shifted to a high base state, which is a time-saving state, after the special game ends, and the high base state is continued until a predetermined number of winning / losing lotteries are performed, thereby improving the ease of acquiring the special game. In addition, in order to suggest or notify the expectation of the execution of the special game, various effects using effect images and effect sounds are known, such as developing into a reach effect such as a battle effect (see, for example, Patent Document 1), changing the display mode of the reserved object (reserved image) (see, for example, Patent Document 2), and executing a pseudo consecutive effect in which one change display of a decorative pattern is shown as multiple pseudo change displays (see, for example, Patent Document 3). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2012-85669 A [Patent Document 2] JP 2014-213021 A [Patent Document 3] JP 2011-50700 A Summary of the Invention [Problem to be solved by the invention]
[0004] Since there are already many conventional pachinko gaming machines that use this type of configuration, further improvements in the entertainment value of the game are required to differentiate the new machine from the conventional models.
[0005] The present invention has been made in consideration of such problems, and aims to provide a pachinko gaming machine that can increase the entertainment value of the game. [Means for solving the problem]
[0006] In one embodiment of the present invention, a gaming machine includes: A starting winning hole into which a game ball can be inserted; A large prize opening that can be in an open state or a closed state; A winning / losing determination means for executing a winning / losing determination when a game ball enters a starting hole; A symbol display device that displays a special symbol indicating the result of the winning or losing judgment in a variable and stationary manner; a special game execution means for executing a special game involving the opening of a big prize opening when the result of the win / loss determination is a win; Equipped with As a display of a pattern that shows the result of the winning / losing judgment in a dramatic manner, a first pattern change display and a stop display, and a second pattern change display and a stop display can be displayed, The first symbol can be temporarily stopped during the display of the special symbol, while the second symbol is continuously displayed even during the temporary stop display of the first symbol. The device is configured to be capable of displaying a predetermined launch notification effect that prompts the launch of a game ball to a predetermined position, and the first symbol can be displayed superimposed on the predetermined launch notification effect, while the second symbol is configured not to be displayed superimposed on the predetermined launch notification effect; The display has a first performance pattern which is a performance pattern in which a development performance is not executed during the variable display of the special symbol, and a second performance pattern which is a performance pattern in which a development performance is executed during the variable display of the special symbol, By making it possible to display the first symbol in each of the plurality of symbol rows, it is configured to be possible to display the variable display and the stop display of the plurality of first symbols, In the first performance pattern, each of the plurality of first symbols is configured to be able to change into a predetermined form, In the second performance pattern, some of the first symbols among the plurality of first symbols are capable of changing into a predetermined pattern, but the other first symbols are configured not to change into the predetermined pattern; The system has a plurality of types of presentation formats and is configured to be able to output background music according to the type of presentation format. At least in the second performance format, the predetermined BGM can be continuously output without interruption from the end of the variable display of the special pattern to the start of the next variable display of the special pattern, When the first symbol is displayed again after being temporarily stopped, the output of the predetermined BGM that has been continuing is stopped, and then the predetermined BGM is output again or a different BGM is output. And, A performance display according to the type of performance format can be executed, and in a second performance format, a performance display according to the second performance format can be executed; In the second performance format, when a development performance is executed after the start of the variable display of the special pattern, a performance display corresponding to the development performance can be executed instead of a performance display corresponding to the second performance format during the execution of the development performance, In the second presentation format, when a development presentation is executed after the start of the display of the special pattern variations, and a predetermined presentation is executed after the development presentation is executed to end the development presentation, it is possible to end the presentation display corresponding to the development presentation during the display of the special pattern variations for which the development presentation has been executed, and to re-execute the presentation display corresponding to the second presentation format, but even in the specified situation where the presentation display corresponding to the second presentation format is re-executed during the display of the special pattern variations for which the development presentation has been executed, the specified BGM is not output, and in a specific situation where the display of the special pattern variations for which the development presentation has been executed ends and the display of the next special pattern variations begins, the specified BGM is output from the beginning, A specific type of first symbol among a plurality of types of first symbols variably displayed in a specific symbol row among the plurality of symbol rows is configured not to change into a predetermined pattern, or to have a relatively low expectation of changing into the predetermined pattern compared with other symbols; The first pattern is configured to be displayable including the first image and the second image, and the first pattern displayed including the first image and the second image is configured to be changeable to a specific state different from a predetermined state, and in a special situation in which the first pattern displayed including the first image and the second image changes to the specific state, both the first image and the second image are configured to move while the movement width of the first image is smaller than the movement width of the second image, or the first image is configured to not move while the second image is configured to move. This is a pachinko gaming machine characterized by the above. <Additional Notes> Other aspects of the present invention will be listed below, but the present invention can be carried out without being limited thereto. The gaming machine according to this embodiment is A starting winning hole into which a game ball can be inserted; A large prize opening that can be in an open state or a closed state; A variable member that can be in an open state or a closed state; A special symbol display unit capable of displaying a special symbol; A normal pattern display unit capable of displaying a normal pattern; A main gaming section that controls the progress of a game; A performance display unit capable of displaying a performance; A sub-game unit that controls the performance display on the performance display unit; Equipped with It is configured to be able to obtain a random number based on the ball entering the starting winning hole, When the random number is obtained, the random number is configured to be stored as reserved; A winning / losing lottery is executed based on the random number related to the reservation, and a variation pattern of the special symbol can be determined based on the result of the winning / losing lottery. The special symbol display unit is configured to display the special symbol in a variable manner based on the determined variable pattern of the special symbol, and then the special symbol is displayed in a stopped manner; The system is configured to be able to execute a special game that can open the big prize opening after the result of the random number-based winning / losing lottery is a winning result and the special symbol is stopped and displayed in a specific manner, The auxiliary game that can open the variable member is configured to be executable by displaying the normal symbol in a stopped state in a predetermined manner after the normal symbol is displayed in a variable manner on the normal symbol display unit, The game state relating to the ease of a game ball entering the variable member includes a low base state and a high base state in which the ease of a game ball entering the variable member is higher than that in the low base state, and the game state is configured to be transitionable to the high base state by satisfying a predetermined transition condition; The display is configured to be capable of displaying a variable right display that is newly displayed when a new reservation occurs and is moved when the variable display of the special pattern starts, The variable right display in the second display mode is configured to have a higher expectation of execution of a special game than the variable right display in the first display mode, The variable right display in the third display mode is configured to have a higher expectation of execution of a special game than the variable right display in the first display mode, The display mode of the variable right display corresponding to a certain reservation is configured to be changeable from a first display mode to a second display mode, The display mode of the variable right display corresponding to a certain reservation is configured to be changeable from a first display mode to a third display mode, The display mode of the variable right display corresponding to a certain reservation is configured not to be changed from the second display mode to the third display mode, The display mode of the variable right display corresponding to a certain reservation is configured not to be changed from the third display mode to the second display mode. This is a pachinko gaming machine characterized by the above.
[0007] Any combination of the components of the invention described above, mutual substitution of the components or expressions of the invention among methods, devices, systems, computer programs, recording media storing computer programs, data structures, etc., and configurations related to the embodiments and modified examples described in the description for implementing the invention are also valid aspects of the invention. Effect of the Invention
[0008] According to the pachinko gaming machine of the present invention, it is possible to increase the entertainment value of the game. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a front view of the pachinko gaming machine. [Diagram 2] This is an oblique view of the front of the above-mentioned pachinko game machine with the frame member open. [Diagram 3] This is an oblique view from the rear of the above-mentioned pachinko game machine with the frame member open. [Figure 4] This is an oblique view showing a game board attached to the pachinko gaming machine in question. [Diagram 5] This is a functional block diagram of the pachinko gaming machine. [Figure 6] A diagram showing the transition of the gaming state of the pachinko gaming machine. [Figure 7] A diagram showing the power-on process of the main control board of the pachinko game machine. [Figure 8] A diagram showing the game stop state setting process during the power-on process. [Figure 9] This is a diagram showing the interrupt processing of the main control board of the pachinko gaming machine that is the subject of the present invention. [Figure 10] FIG. 13 is a diagram showing a win / loss lottery table for the assumed pachinko gaming machine. [Figure 11] FIG. 13 is a diagram showing a winning symbol lottery table of the assumed pachinko gaming machine. [Figure 12]This figure shows a fluctuation pattern lottery table during a low base state of the assumed pachinko gaming machine. [Figure 13] This figure shows a fluctuation pattern lottery table during the high base state of the assumed pachinko gaming machine. [Figure 14] This is a diagram showing a special variation pattern lottery table that is referenced during a limited period of the pachinko gaming machine. [Figure 15] A diagram showing the power-on process of the performance control board of the pachinko gaming machine that is the premise. [Figure 16] A diagram showing the interrupt processing of the performance control board of the pachinko gaming machine that is the subject of the present invention. [Figure 17] This is a diagram showing the game presentation of the pattern change display (while decorative patterns are displayed stopped) during normal play (low probability / low base) of the assumed pachinko game machine. [Figure 18] This is a diagram showing the game presentation when the assumed pachinko gaming machine is performing a reach presentation that has a high expectation of resulting in a jackpot. [Figure 19] This is a diagram showing the game presentation when a jackpot game is being played on the pachinko gaming machine that is the subject of the invention. [Figure 20] This is a diagram showing the game presentation when the electric chute support function is operating during a specific game state (high probability or low probability / high base) of the pachinko game machine in question. [Figure 21] A diagram showing the game flow in the pachinko gaming machine of this embodiment. [Figure 22] A figure showing an example of a presentation (reserved charge presentation) of a specific game (breakthrough zone) in the pachinko game machine of this embodiment. [Figure 23] A figure showing an example of a presentation (breakthrough zone battle presentation) of a specific game (breakthrough zone) in the pachinko gaming machine of this embodiment. [Figure 24] A figure showing an example of a presentation (breakthrough zone battle victory presentation) for a specific game (breakthrough zone) in the pachinko gaming machine of this embodiment. [Diagram 25] A figure showing an example of a presentation (V prize promotion presentation) during small jackpot play in the pachinko gaming machine of this embodiment. [Figure 26] A figure showing an example of a presentation (a big win type notification presentation) during a special game start demo in the pachinko game machine of this embodiment. [Figure 27] This is a diagram showing an example of the presentation during a special game (first jackpot) when transitioning to a specific specific game (pseudo jackpot) in the pachinko game machine of this embodiment. [Figure 28] A figure showing an example of a presentation during a specific game (pseudo jackpot) in the pachinko gaming machine of this embodiment. [Figure 29] This is a diagram showing an example of the presentation during a special game (second jackpot) after a specific specific game (pseudo jackpot) is executed in the pachinko game machine of this embodiment. [Diagram 30] This is a diagram showing an example of a presentation (first half of battle mode) during a specific game (battle mode) in the pachinko gaming machine of this embodiment. [Diagram 31] This figure shows an example of a presentation (reserved charge presentation (battle mode)) that is displayed when there are up to four reserved balls remaining after the final change in a specific game (battle mode) in the pachinko game machine of this embodiment. [Diagram 32] This figure shows an example of a presentation (battle mode final battle presentation) displayed for a maximum of four reserved balls remaining from the final change in a specific game (battle mode) in the pachinko game machine of this embodiment. [Diagram 33] A figure showing an example of the arrangement of winning devices and the like in the game area of a pachinko game machine of the second embodiment. [Diagram 34] A diagram showing the game flow in the pachinko gaming machine of the 2-1st embodiment. [Diagram 35] A diagram showing the distribution ratio of big win (small win) patterns in the pachinko gaming machine of the 2-1 embodiment. [Diagram 36] A figure showing an example of the presentation of a long-term chance state in a pachinko gaming machine of the 2-1st embodiment. [Figure 37] A figure showing an example of the normal electric device opening presentation in the pachinko gaming machine of the 2-1 embodiment. [Figure 38]A diagram showing the game flow in the pachinko gaming machine of the 2-2nd embodiment. [Figure 39] A figure showing an example of the presentation during chance time in the pachinko gaming machine of the 2-2nd embodiment. [Diagram 40] A figure showing another example of the presentation during the chance time of the pachinko gaming machine of the 2-2nd embodiment. [Diagram 41] A figure showing an example of the presentation during super chance time in the pachinko game machine of the 2-2nd embodiment. [Diagram 42] A diagram showing the game flow in the pachinko gaming machine of the 2nd-3rd embodiment. [Diagram 43] A diagram showing the distribution ratio of big win (small win) patterns in the pachinko gaming machine of the second-third embodiment. [Diagram 44] A figure showing an example of a screen for setting the automatic operation function of the pachinko game machine of the third embodiment. [Diagram 45] A figure showing an example of a screen after the automatic operation function of the pachinko game machine of the third embodiment is set. [Diagram 46] A figure showing an example of a screen for selecting the effect for which you want to set the automatic operation timing of the pachinko game machine of the third embodiment. [Figure 47] A figure showing an example of a screen for setting automatic operation timing of the pachinko game machine of the third embodiment. [Figure 48] A figure showing an example of the arrangement of winning devices and the like in the game area of a pachinko game machine of the third embodiment. [Figure 49] FIG. 13 is a diagram showing an example of a presentation screen regarding the occurrence of the "rescue function" of the pachinko game machine of the fourth embodiment (when there is a reserve related to the first special pattern at the time of the 699th spin). [Figure 50] FIG. 13 is a diagram showing an example of a presentation screen regarding the occurrence of the "rescue function" of the pachinko game machine of the fourth embodiment (when there are no reserved symbols related to the first special symbol at the time of the 699th spin). [Figure 51] A figure showing an example of a variation pattern regarding the special pattern lottery of the pachinko game machine of the fourth embodiment. [Figure 52]A figure showing an example of the winning / losing result, pattern, and variation pattern for the normal pattern lottery of the pachinko gaming machine of the fourth embodiment. [Figure 53] A figure showing an example of the arrangement of winning devices and the like in the game area of a pachinko game machine of the fifth embodiment. [Figure 54] FIG. 13 is a diagram showing an example of an effect screen relating to the occurrence of the “rescue function” of the pachinko game machine of the fifth embodiment (when the variation at the 500th spin is the variation of the first special symbol). [Figure 55] FIG. 13 is a diagram showing an example of an effect screen relating to the occurrence of the “rescue function” of the pachinko game machine of the fifth embodiment (when the variation at the 500th spin is the variation of the second special symbol). [Figure 56] A figure showing an example of the arrangement of winning devices and the like in the game area of a pachinko game machine of the seventh embodiment. [Figure 57] A figure showing an example of a presentation screen during special play in a pachinko game machine of the seventh embodiment. [Figure 58] A figure showing another example of the presentation screen during special play of the pachinko game machine of the seventh embodiment. [Figure 59] A figure showing an example of a presentation screen after the special game of the pachinko game machine of the seventh embodiment ends. [Figure 60] A figure showing an example of a presentation screen when a special game related to a first special pattern is executed in the pachinko gaming machine of the seventh embodiment. [Figure 61] A figure showing an example of a presentation screen when a special game related to the second special pattern is executed in the pachinko gaming machine of the seventh embodiment. [Figure 62] A diagram showing the pattern types related to the first special pattern and the second special pattern of the pachinko gaming machine of the eighth embodiment. [Figure 63] A diagram showing the game flow in the pachinko gaming machine of the eighth embodiment. [Figure 64] A diagram showing the conditions for terminating the high base state in a pachinko game machine of the eighth embodiment. [Figure 65] A figure showing an example of the presentation of a high base state (ST mode) in a pachinko gaming machine of an eighth embodiment. [Figure 66]A figure showing an example of the presentation of a high base state (battle mode) in a pachinko gaming machine of an eighth embodiment. [Figure 67] A figure showing an example of the presentation of a high base state (super invincible battle mode) in a pachinko gaming machine of an eighth embodiment. [Figure 68] A figure showing an example of the presentation of the high base state (invincible battle mode) in the pachinko gaming machine of the eighth embodiment. [Figure 69] A diagram showing the game flow of a pachinko game machine of the 9-1st embodiment. [Figure 70] A figure showing an example of a presentation (battle victory) in the pachinko gaming machine of the 9-1st embodiment. [Figure 71] A figure showing an example of a presentation (battle defeat) in the pachinko gaming machine of the 9-1st embodiment. [Figure 72] A figure showing an example of presentation (final battle) in the pachinko gaming machine of the 9-1st embodiment. [Figure 73] A figure showing presentation example 1 in the pachinko gaming machine of 9-2 embodiment. [Figure 74] A figure showing presentation example 2 in the pachinko gaming machine of 9-2 embodiment. [Figure 75] A diagram showing the inter-round time in a pachinko gaming machine of the 10th embodiment. [Figure 76] A figure showing the pattern types related to the first special pattern and the second special pattern of the pachinko game machine of the 11th embodiment. [Figure 77] A diagram showing the game flow in the pachinko gaming machine of the 11th embodiment. [Figure 78] A diagram showing the termination conditions of the high base state in a pachinko game machine of the 11th embodiment. [Figure 79] A figure showing an example of the presentation screen before and after the occurrence of the ``rescue function'' in the pachinko gaming machine of the 11th embodiment. [Figure 80] A figure showing an example of a reserved object and a floating object in a pachinko game machine of an eleventh embodiment. [Figure 81]A figure showing an example of a variation pattern and a presentation pattern in a pachinko game machine of an eleventh embodiment. [Figure 82] A figure showing an example of a pre-reading effect and a pseudo consecutive effect in a pachinko gaming machine of an eleventh embodiment. [Figure 83] A figure showing an example of a presentation using a special device in the pachinko gaming machine of the 11th embodiment. [Figure 84] A figure showing an example of the presentation of a high base state (challenge mode) in a pachinko gaming machine of an eleventh embodiment. [Figure 85] A figure showing an example of the high base state (battle mode) presentation (an example of the presentation related to the transition to battle mode) in the pachinko game machine of the 11th embodiment. [Figure 86] A figure showing an example of the presentation of the high base state (battle mode) in the pachinko game machine of the 11th embodiment (an example of the presentation regarding the transition to consecutive mode). [Figure 87] A figure showing an example of the presentation of a high base state (consecutive win mode) in the pachinko game machine of the 11th embodiment. [Figure 88] A diagram showing the pattern types and high base state termination conditions for the first special pattern and the second special pattern in the 12th embodiment. [Figure 89] A figure showing an example of a volume setting function in a pachinko game machine of the thirteenth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] (Prerequisite technology) The pachinko machine on which the present invention is based (hereinafter referred to as the "based technology") will be described below with reference to the drawings. As a representative example of a pachinko machine related to the based technology, a pachinko machine is shown in Fig. 1 and Fig. 3, and a game board installed in this pachinko machine is shown in Fig. 4. First, the mechanical configuration of the pachinko machine will be described with reference to these figures. In the following description, for convenience, the directions indicated by the arrows in Fig. 2 will be referred to as the front-rear direction, the left-right direction, and the up-down direction, respectively.
[0011] [Pachinko machine configuration] First, we will explain the basic structure of the front side of the pachinko gaming machine P. As shown in Figures 1 and 2, the pachinko gaming machine P is configured with a rectangular outer shell, and is attached to the front of the opening of the outer frame P1, which is fixed in the gaming facility, with the front frame P2, which is configured with a square shape and sized to match the opening of the outer frame P1, attached to the front side by upper and lower hinge mechanisms (upper hinge portion 10, lower hinge portion 20) arranged on the left edge of the front of each other so that it can be opened and closed sideways and can be attached and detached.
[0012] The game board P5 and the glass frame P3 are set in a detachable manner on the front frame P2. The glass frame P3 is rectangular and is assembled and held in a lateral opening and closing manner and detachable manner by using upper and lower hinge mechanisms (upper hinge portion 10, lower hinge portion 20) on the front side of the front frame P2. The game board P5 is set in a detachable manner on the front side of the front frame P2, and is configured so that a player can see a game area P501 provided on the front side of the game board P5 through the glass P301 of the glass frame P3, which is held closed. In addition, the front frame P2 and the glass frame P3 are rotated in either the left or right direction by inserting a key into a keyhole of a locking portion P30 provided on the front right edge of the pachinko game machine P, and the outer frame P1 and the front frame P2 are unlocked, or the front frame P2 and the glass frame P3 are unlocked, depending on the direction of rotation. As a specific example, when a key is inserted into the keyhole of the locking part P30 and turned to the right, the outer frame P1 and the front frame P2 are unlocked, and when a key is inserted into the keyhole of the locking part P30 and turned to the left, the front frame P2 and the glass frame P3 are unlocked.
[0013] The lower part of the glass frame P3 is provided with upper and lower ball trays P340 (upper ball tray P341 and lower ball tray P342) for storing game balls. The glass frame P3 is also provided with a performance lamp P350 that emits light according to the development status of the game, and a speaker P370 that can output sounds such as sound effects according to the development status of the game. A performance operation unit P380 for performing a predetermined performance operation is attached to the center of the lower part of the glass frame P3. The performance operation unit P380 of the present pachinko game machine shown as the prerequisite technology has a push-in input button P381 and a tilt-operated lever P382. The button P381 allows the player to operate it at all times, while the lever P382 is one of the movable objects (frame movable role object P360) provided in the glass frame, and allows operation input when the operation means itself is displaced to a state in which it protrudes upward (input permitted state) (multiple operations are possible with one performance operation means).
[0014] A handle P204 for adjusting the launching operation and launching strength of the game balls is provided at the lower right of the front frame P2. The lower part of the front frame P2 is further provided with a launching device unit P240, which, although not shown, includes a ball sending mechanism P241 that sends out the game balls stored in the upper ball tray P341 one by one, a launching device P242 having a launching mechanism (a ball-hitting hammer driven by a rotary solenoid) that shoots the game balls sent out from the ball sending mechanism toward the play area P501, and a launch control board P243 that synchronously controls the operation of the ball sending mechanism P241 and the launching device P242.
[0015] The game board P5 (game board unit) is constructed based on a base material formed into a rectangular flat plate using transparent synthetic resin or wood, as shown in Fig. 4. Fig. 1 is a front view of the pachinko game machine P including the game board P5, as seen from the front side, and Fig. 4 shows a perspective view of the game board unit P5. Fig. 4 illustrates a state in which the performance device P560 (also called a "movable performance device," "performance movable body," "performance movable device," etc.) provided on the game board unit is in operation. The front surface of the game board P5 is provided with an arc-shaped outer rail P502 arranged from the lower left to the upper right, an arc-shaped inner rail P503 arranged from the lower center of the game board to the lower left to the upper left inside the outer rail P502, and a rail ornament P504 arranged between the end of the outer rail P502 at the upper right to the lower part of the board surface and formed in a curved shape opening to the left, and a substantially circular game area P501 is partitioned and formed inside surrounded by the outer rail P502, the inner rail P503, and the rail ornament P504. This game area P501 has a left area P501L (left hitting area) which is the area to the left of the center role P540, and a right area P501R (right hitting area) which is the area to the right of the center role P540, based on the center role P540 described later arranged in the approximately center. In addition, a guide passage for guiding the game ball shot out by the launcher unit P240 to the game area P501 is formed by the outer rail and the inner rail.
[0016] In the game area P501, various winning devices (called "winning devices" when winning balls are generated) such as a first start winning hole P711 (first start hole), a second start winning hole P721 (second start hole), a general winning hole P731, a general operation hole P741 (a general operation gate device), a big winning hole P751 (attacker), etc. are arranged, together with a large number of game nails P510 and a windmill P511 (not shown). Note that the big winning hole may be one or multiple. In addition, in this specification, in terms of the configuration of the ball entry device, the game ball is discharged after entering the ball entry device, and the game ball is detected by an internal detection switch as "entry" or "winning (especially winning balls)" in contrast to the ball entry device (gate type) in which the game ball enters the ball entry device and then flows down the game area P501, and the game ball that flows down to the downstream game area such as the gate type ball entry port may be described as "passing through". Also, the ball entry device may be referred to as the ball entry port, and the winning device may be referred to as the winning port.
[0017] In addition, at the lower right of the game area P501, the main control display device P50, which is controlled to light by the main control board described later, such as the first special symbol display device P51, the second special symbol display device P52, and the normal symbol display device P53, are collectively arranged. At the approximate center of the game area P501, the center role device P540 is arranged, and the screen of the performance display device P80 is arranged so that it can be seen through the opening of this center role device P540. At the upper part of this center role device P540, etc., a performance role device P560 (movable role device) that performs a performance operation according to the development status of the game is provided. At the lower end of the game area P501, an out hole P790 is provided through which game balls that flow down without entering the winning holes of various ball entry devices can pass. Game balls that enter the winning ports of various winning devices or that flow into the outlet P790 flow down to the rear side of the game board P5 through through holes (not shown) formed in the front and rear of the game board P5, are collected in a recovery flow path (used ball passage) at the bottom of the front frame P2, and are discharged outside the game machine after passing through an out ball sensor P792 (fired ball number sensor) provided at the bottom of the front frame for detecting the total number of game balls that have been fired.
[0018] The first start winning device P710 is provided as a start winning device corresponding to the first special symbol game. The first start winning device P710 is provided with a first start winning port P711 into which a game ball can enter. The entry of a game ball into the first start winning port P711 is an opportunity to obtain a random number (also called a first random number, details of which will be described later) used in a lottery relating to the first special symbol, and a lottery relating to the first special symbol is executed based on the entry of the game ball into the first start winning port P711 at a timing immediately after the ball enters or after a retention period has elapsed.
[0019] The second start winning device P720 is provided as a start winning device corresponding to the second special symbol game. The second start winning device P720 is provided with a second start winning port P721 into which the game ball can enter, and a normal electric device P770 (also called a variable member) which is a movable body that switches to a state in which the ball can easily enter the second start winning port P721 when the game ball wins a normal symbol lottery described later. The entry of the game ball into the second start winning port P721 is an opportunity to obtain a random number (also called a second random number, details of which will be described later) used in the lottery related to the second special symbol, and the lottery related to the second special symbol is executed at the timing immediately after the ball enters the second start winning port P721 or after a retention period has elapsed based on the entry of the game ball into the second start winning port P721. The second start winning device P721 changes between an open state where the game ball can or easily enters the second start winning port P721 and a closed state where the game ball cannot or has difficulty entering the second start winning port P721 by the operation of the normal electric role P770 (also called auxiliary play). In other words, the second start winning device P720 is structured so that the game ball is difficult to enter the second start winning port unless it is displaced to the open state, and when it is opened by a predetermined opportunity (opportunity to win the normal pattern lottery) described later, the game ball becomes easy to enter. Note that various forms of the structure of the normal electric role P770 are known, and since there are cases where the structure does not change the ease of ball entry by opening the movable body P771, the "open state" and the "closed state" are written as "easy ball entry state (easy ball entry mode)" and "difficult ball entry state (difficult ball entry mode)", respectively.
[0020] The general winning device P730 has a left general winning device P730L arranged in the left hitting area P501L and a right general winning device P730R arranged in the right hitting area P501R. In the pachinko game machine P in the present premise technology, the left general winning device P730L is configured as one unit of three general winning ports P731La to P731Lc, while the right general winning device P730R is configured as a part of the big winning device P750 described later. The entry of a game ball into the general winning port P731 triggers the payout of prize balls, as with other winning devices. Note that the number and positions of the general winning ports P731 of the premise pachinko game machine are merely examples, and may be configured to be arranged only in the right hitting area P501R.
[0021] The normal symbol operation gate device P740 (normal symbol operation port) is provided as a start ball entry port corresponding to normal symbol games. This normal symbol operation gate device P740 is provided with an operation gate P741 through which the game ball can pass, and the game ball that has entered is configured to be able to flow further downstream of the game area of the game board. The passage of the game ball through the operation gate P741 triggers a normal symbol lottery to determine whether or not the second start winning device P720 is opened, that is, whether or not the normal electric role P770 is operated. As a modified example, it is also possible to configure the general winning port P731 described above to have a function that triggers the normal symbol lottery, and in this case, in addition to the function of executing the normal symbol lottery, it is also possible to provide a function of generating prize balls as one winning device (normal symbol operation winning port).
[0022] The big prize winning device P750 is configured with a big prize winning port P751 (special electric device P755) that opens and closes when the result of the first special symbol lottery or the second special symbol lottery is a big prize or a small prize, and may be called an "attacker (device)". The big prize winning device P750 changes between an open state in which the game ball can or easily enters the big prize winning port P751 (for example, a state in which the special electric device P755 is activated), and a closed state in which the game ball cannot or has difficulty entering the big prize winning port P751 (for example, a state in which the special electric device P755 is not activated). In a big prize game, multiple rounds of play (unit games) involving the opening and closing of the big prize winning port P751 are played. In addition, even if the special electric device P755 is in an activated state, the movable body P756 constituting the large prize winning port P751 may be in a closed state that makes it difficult for a ball to enter due to a series of activation patterns (also called "opening patterns"). In addition, the name of the special game may be subdivided according to the number of round games to be executed. For example, a special game in which 10 round games are executed is preferably called a 10 round jackpot, a 10R jackpot, a 10 round special game, a 10R special game, etc. ("R" is the initial letter of "round" = "ROUND"). Furthermore, the name of the special game may be further subdivided in accordance with the game state to which the special game is transitioned after it is executed. For example, a special game in which a round game is executed 10 times and in which a probability fluctuation function is activated after the special game ends is preferably called a 10-round special jackpot, a 10R special jackpot, a 10-round special game, a 10R special game, etc., and a special game in which a round game is executed 3 times and in which a probability fluctuation function is not activated after the special game ends is preferably called a 3-round normal jackpot, a 3R normal jackpot, a 3-round normal special game, a 3R normal special game, etc.
[0023] Depending on the specifications (specs) of the gaming machine, the big winning device P750 may be provided with a specific area P760 (called a "V zone" or "V area", or, depending on the function, called a "probability fluctuation function activation area" or "continuation area") through which the gaming ball can pass. Examples of functions related to this "specific area" include (a) activating a probability fluctuation function (described later) after a big win game when the ball passes through a specific area during a big win game, (b) activating a role continuous activation device (a flag for continuously activating a special electric role) when the ball passes through a specific area during a small win game, and granting the right to play a big win game, and (c) making the execution of a subsequent round definite or not based on whether or not the ball passed through a specific area in a specific round during a big win game. In addition, an opening / closing member P761 (valve member) that is a structure for changing the ease of passage may be provided for the "specific area", and the flow path may be divided by the action of the opening / closing member P761, so that the ball passes through the specific area P760 or a non-specific area other than the specific area. Also, during a big win game or a small win game, there may be a period during which the passage of the game ball through the specific area P761 is valid and a period during which it is invalid.
[0024] In the pachinko game machine P, the big prize device P750 is provided in the right area P501R (right-hit area) of the game area P501. Therefore, in a big prize game or a small prize game, when a game ball is shot toward the game area P501, it is easy to shoot the ball into the big prize opening P751 by aiming at the right area P501R, that is, by performing a so-called right hit.
[0025] Next, the basic structure of the rear side of the pachinko game machine P will be described. A rear set unit P4 having a window communicating front and rear for mounting a game board unit P5 in the center is attached to the rear side of the front frame. The rear set unit P4 is provided with a storage tank P401 for storing a large number of game balls supplied from the game facility, a gutter member P402 for causing game balls to flow down from the storage tank P401, a prize ball payout unit P410 for paying out game balls guided by the gutter member, and a rear passage member P403 for causing game balls paid out from the prize ball payout unit P410 to flow down to the upper ball tray P341 or the lower ball tray P342. In addition, a ball removal mechanism (a ball removal operation lever P405, a valve member P406 for forming a flow path for removing game balls from the flow path in conjunction with the operation lever) is provided on the game ball flow path from the storage tank P401 to the ball tray P340.
[0026] On the rear side of the game board P5, there are attached a main control board P40 (also called a main game section) which controls the overall game progress of the pachinko game machine P, a performance control board P41 (also called a sub game section) which controls the overall performance according to the game progress according to the control of the main control board P40, and an image control board P42 (also called an image control section) which controls the image display according to the game development. In the pachinko game machine P of the present premise technology, the performance control board P41 and the image control board P42 are integrated with the performance display device P80 (also called a liquid crystal display device or a performance display section) to form a performance display unit in an assembly state. On the other hand, on the rear side of the back set unit P4, there are attached a payout control board P43 (also called a payout control section) which controls the payout of game balls, and a power supply board P44 (not shown, also called a power supply section or a power supply section) which receives power from the game facility and supplies power to various control boards and electric and electronic components. In order to prevent unauthorized modification, these control boards are arranged in a predetermined position on the back of the game board P5 or the back of the back set unit P4 in an assembled state housed in a transparent resin board case having a crimping structure and a sealing seal structure. These control boards and the electric and electronic components of each part of the pachinko game machine are connected to each other via harnesses (connector cables), making it possible to progress the game in the pachinko game machine P and execute the performance.
[0027] [Function block] FIG. 5 shows the functional blocks of the assumed pachinko gaming machine.
[0028] The pachinko game machine is configured in such a way that functions are shared among a power supply board P44 that generates power for use within the game machine based on an AC power source supplied from outside the game machine, a main control board P40 (main control CPU) that controls the basic game operation and game progress, a payout control board P43 (payout control CPU) as a frame control device that controls the payout of prize balls and the launch of game balls, and a performance control board P41 that controls performance operations and processing. Note that the arrows shown in the figure are divided by function, with solid arrows indicating the relationship between transmission and reception at the top and dashed arrows indicating the relationship of electrical connection.
[0029] By operating a power switch P47 provided on the power supply board P44, the power supply board P44 generates and supplies the power required for the operation of the main control board P40, the performance control board P41, the payout control board P43, and the various gaming devices electrically connected thereto, which will be described later. As will be described in detail later, the power-on operation of the power switch P47 is a switch operation that triggers the start of processing of information related to the settings of the gaming machine, so the power switch is protected by an opening and closing cover to prevent unauthorized operation.
[0030] The main control board P40 is connected to various detection switches related to the progress of games, such as the first start winning port P711 (special chart 1 start winning port switch P712), the second start winning port P721 (special chart 2 start winning port switch P722), the large winning port P751 (large winning port switch P752), the regular winning port P741 (regular winning port switch P742), and other detection switches such as the general winning port P731 (left side general winning port, right side general winning port) and the out port P790, as well as switches and sensors used for managing various games and monitoring for fraud, such as the setting key switch P49, the vibration detection sensor P72, and the magnet sensor P73. The main control board receives input of information related to the occurrence of various game states from these switches, determines the control content related to the progress of the game, and outputs information related to the drive mode to game devices such as the special electric device drive means P70, which is composed of a solenoid or the like and is driven to widen the large prize opening P751 when a big win or small win is achieved, and the normal electric device drive means P71, which is driven to put the normal electric device P770 into a state where it is easy for a ball to enter when the normal pattern lottery is won.
[0031] Sensors and the like connected to the main control board P40 are connected to terminals called input ports on the main control board, and notify the main control board P40 of the occurrence or non-occurrence of various game states based on sensor detection, and receive information output from terminals called output ports, such as launch permission signals for the special electric role drive means P70, the normal electric role drive means P71, and the launch device P242, to control the respective devices.
[0032] The main control board P40 is connected to the main control display device P50, which displays various information such as special symbol display devices P51 and P52 (also called the first special symbol display unit and the second special symbol display unit) that display the variation of the first special symbol and the second special symbol, the round indicator light P54 that notifies the type of big win or small win (number of rounds), and the status indicator light P55 that notifies the game status, and the performance display device P59 that displays the performance of the gaming machine (for example, the base value during normal play, i.e., the ratio of the number of winning balls to the total number of shots). Regarding the "base value," there are many other methods of calculation, such as data that excludes winnings from the start winning hole P711, etc., but these will be explained separately when necessary in the present invention, and details will be omitted in the explanation of the pachinko gaming machine that is the premise.
[0033] The main control board P40 is configured to be electrically connectable to devices outside the gaming machine via an external information output terminal P77, a test terminal P78, etc., and transmits and receives various control signals between them. The main control board P40 is also electrically connected to the other control boards in the gaming machine, the performance control board P41 and the payout control board P43.
[0034] The payout control board P43 controls the payout of prize balls by the payout device P410 based on signals indicating the payout of prize balls and the control state of the main control board transmitted from the main control board P40, and also controls the launch of game balls by the launching device unit P240 in response to the operation of the handle P204 by the player. The payout device P410 has, as an example, a payout motor P411 and a ball counting sensor P412, and is configured to be able to pay out game balls one by one by the rotation of the payout motor P411. The launching device (launching device unit) P240 is configured to move the game balls remaining in the ball tray P340 (upper ball tray P341) one by one to a launchable position by the ball feed unit P241, and then launch the game balls by hitting the game balls with a hitting mallet. In addition, the payout control board P43 is provided with a RAM clear switch P48 which is mainly used to initialize the gaming machine and clear errors that occur during play, and operation information of the RAM clear switch P48 is input to the main control board via a harness and connector used to connect the payout control board P43 and the main control board P40.
[0035] The performance control board P41 is electrically connected to the performance display device P80, the driving source and position detection sensor (for example, a driving motor, an initial position detection sensor, a performance position detection sensor) of the performance movable prop P560, the speaker P83 (upper speaker P370, lower speaker 141), the performance operation unit P380 (for example, the performance button P381, the performance lever P382, the cross key P383, etc., which are the performance operation means P81), and the performance lamp P82 (also called "decorative lamp", "board lamp (P550)", "frame lamp (P350)"), and transmits and receives various control signals between them. In addition, the performance control board P42 and the performance display device P80 may be connected via an image control board P42 (VDP) that controls the display of the performance display device P80 (for example, a device that displays images such as a liquid crystal display device). In addition, in the pachinko gaming machine based on this premise, the speaker P83 is configured to be controlled by the performance control board P41, but it may also be configured to control the speaker P83 by providing a separate audio control board equipped with an IC for audio control or the like.
[0036] Data transmission and reception between the main control board P40 and the performance control board P41 is performed in one direction, from the main control board P40 to the performance control board P41. Since the one-way data transmission from the main control board P40 to the performance control board P41 is maintained, data cannot be transmitted from the configuration included in the performance control board P41 to the configuration included in the main control board P40, and data transmission cannot be requested. Therefore, the performance control board P41 cannot refer to information generated by the main control board P40 unless that information is transmitted. Note that, in the pachinko game machine P based on this premise, data is transmitted and received in both directions between the main control board P40 and the payout control board P43. However, as with the main control board P40 and the performance control board P41, data may be transmitted and received in one direction from the main control board P40 to the payout control board P43.
[0037] [Basic gameplay] Next, the basic game progress and game method in the pachinko game machine P as the prerequisite technology configured as above will be explained for each game state. The "game state" is roughly divided into a "normal game state" and a "special game state" in which it is easier to acquire game balls compared to the normal game state. The "normal game state" is a state in which the player aims to acquire the right to transition to the "special game state", and among the normal game states, there are multiple game states that have different degrees of advantage for the player in acquiring the right to transition to the special game state, and among the multiple normal game states, a state in which it is relatively easy for the player to acquire the right to transition to the special game state (a state that is more advantageous for the player than the normal game state (low probability / low base state)) is expressed as a "specific game state". The "special game state" refers to the so-called "big win game" and "small win game," in which the special electric device drive means P70 is driven by the main control board P40, causing the big prize opening P751 to open, making it easier to obtain game balls.
[0038] [Normal game state (low probability / low base state)] First, the game method and game progress in the normal game state will be explained. The normal game state described here is an explanation of the "normal game state (low probability / low base state)" (see Figure 6) excluding the specific game state, and generally describes the game state in the situation where the player starts playing. The game method and game progress in the specific game state, and the meaning of the terms "low (high) probability" and "low (high) base" will be described later.
[0039] In the normal game mode (low probability / low base state), the player first operates the handle P204 to launch a game ball toward the game area P501 provided on the game board P5. In the pachinko game machine P, the player operates the handle P204 so that the game ball is launched toward the left side area P501L (left hitting area) of the game area in the normal game mode (low probability / low base state).
[0040] When a game ball is shot into the left area P501L of the game area by a player, the shot game ball flows down the game area P501, and while the flow direction is displaced by the game nail P510 (also called "obstacle nail" or "nail") or the windmill P511, it enters (wins) the first start winning hole P711 located at the approximately lower center position in the game area P501 of the game board called "navel" or the like, or the general winning hole P731L of the left general winning device, or does not enter any winning hole and enters the out hole P790 as a played game ball. When the ball enters the first start winning hole P711 or the general winning hole P731, the main control board P40 outputs information (control command) to the payout control board P43 to give the number of winning balls determined for each winning hole, and the player gets new game balls by the prize ball payout.
[0041] Here, a special chart 1 start port switch P712 is arranged inside the first start winning port P711, and when a player shoots a game ball into the left side area P501L in the game area and the ball enters the first start winning port P711, game ball detection information of the special chart 1 start port switch P712 is input to the main control board P40.
[0042] When the main control board P40 receives the input of the game ball detection information of the special pattern 1 start switch P712, it pays out a predetermined number of game balls and obtains a random number value for performing a lottery related to the control of the first special pattern. The random number value can be obtained by acquiring a random number value generated by a random number generating circuit on an electric circuit based on the detection of a game ball (hard latch), or by executing a process to acquire a random number value from a previous random number generating circuit when the control device of the main control board P40 confirms the game ball detection information by processing on the software, or by acquiring a random number value updated by software (soft latch). Depending on the random number value to be acquired, they may be used separately or in combination. Note that when a ball enters the general winning port, the random number related to the special pattern is not acquired and only the prize ball is paid out.
[0043] The lottery for controlling the first special symbol is a "special symbol lottery", which includes a "win / lose lottery", a "win symbol lottery", and a "variation pattern lottery". A "win / lose lottery" is a process that uses an acquired random number value to determine whether the lottery result is a "big win" or a "lose" (depending on the specifications of the gaming machine, the lottery result may include a "small win"). A "win symbol lottery" (sometimes simply called a "pattern lottery") is a process that determines the display pattern of the stop display symbols that indicate the win / lose lottery result on the special symbol display device P51 (P52) in the main control display device P50, and one symbol can be determined from multiple stop display symbols for one lottery result (big win, small win), and it is possible to make the execution mode of the special game in the "big win" and "small win" different depending on the stop display pattern determined here. The "variable pattern lottery" is a process that determines the timing at which the stop display pattern indicating the result of the win / lose lottery is displayed on the special pattern display device P51 (P52), and determines the time (called the "variable display time" or "variable pattern") at which the variable display indicating that the special pattern lottery has been executed is displayed on the special pattern display device P51 (P52). The random numbers used for the "win / lose lottery", "win pattern lottery", and "variable pattern lottery" are generally different, and are called the "win / lose lottery random number", "pattern random number", and "variable pattern random number", respectively. The lottery for controlling the second special pattern, which is performed based on the detection of the game ball of the special pattern 2 start switch P722, is also a similar "special pattern lottery". The "special pattern lottery" will be explained later.
[0044] Returning to the explanation of the game method in the normal game state (low probability / low base state), in the normal game state (low probability / low base state), the player shoots the game ball into the left area P501L of the game area, causes the game ball to enter the first starting winning port P711, and a lottery for the first special pattern (special pattern lottery) is executed, and a special pattern stop display pattern indicating a "big win" ("small win") is displayed on the special pattern display device, and the player plays a game with the aim of acquiring the right to play the special game.
[0045] As described above, in the process in which the player receives the special symbol lottery, the special symbol is displayed in a variable manner according to the time determined by the variable pattern lottery. In the pachinko game machine P, when a ball is newly entered into the start winning slot (first start winning slot P711, second start winning slot P721) during the period in which the special symbol is displayed in a variable manner, the machine is provided with a hold function for temporarily storing a random number value corresponding to the right to execute a predetermined number of special symbol lotteries. In the pachinko game machine P, the hold function for the special symbol lottery based on the winning of the first start winning slot P711 allows the hold function to hold up to four special symbol lotteries. The hold function can be set for each special symbol, and in the pachinko game machine P of the present premise technology, the hold function for the special symbol lottery for the second special symbol allows the hold function to hold the random number value used for up to four special symbol lotteries, in addition to the hold function for the first special symbol.
[0046] In this way, in the normal game state (low probability / low base state), the player shoots the game ball into the left area P501L of the game area to execute a special symbol lottery for the first special symbol. Then, when the player wins the lottery result that results in a special game state such as a "big win" or a "small win" in the special symbol lottery and the right to transition to the special game state is displayed on the special symbol display device, the game state of the pachinko game machine P transitions to the special game state.
[0047] [Special game state] Next, the game method and game progress in the special game state will be explained. In the special game state, there are a "big win (game)" and a "small win (game)", but in both cases, the special electric role P755 is operated, that is, a drive signal is output from the main control board P40 to the special electric role drive means P70, and the big prize winning port P751 becomes a state in which it is easy for a ball to enter. The big difference between them is that the "big win" is based on the operation of the role continuous operation device that operates the special electric role P755 several times in succession, while the "small win" ends with one operation of the special electric role. Another difference is that in the operation of the special electric role based on the operation of the role continuous operation device (jackpot), the operation of the special electric role P755 can be made more advantageous to the player, specifically, the total opening time of the big prize winning port P751 in the operation state of the role continuous operation device (jackpot) is allowed to be up to 30 seconds, while the total opening time of the big prize winning port P751 in the small win is limited to 1.8 seconds. In the following explanation of the game method and game progress in the special game state, an explanation will be given using a jackpot as an example.
[0048] The progress of the special game in the pachinko game machine P of the premise technology is composed of, in chronological order, a presentation period called the "special game start demo" (in the case of a big win, it is called the "big win start demo" or the "linked role operation start demo", and in the case of a small win, it is called the "small win start demo") for notifying the player that various special games have been acquired, a period called the "round (game)" (also called the "unit game") in which the special electric role device P755 is operated once, and a period called the "special game end demo" (in the case of a big win, it is called the "big win end demo" or the "linked role operation end demo", and in the case of a small win, it is called the "small win end demo") for notifying the player of the game result (the number of game balls acquired, etc.) during the special game and the type of normal game state (including a specific game state) to which the player will transition.
[0049] Next, the method of playing during each of the above-mentioned special games will be explained. First, during the "special game start demo" period, in the pachinko game machine P of the premise technology, the big prize winning hole P751 is located in the right area P501R (right hitting area) of the game area, and since it is almost impossible to expect a ball to enter the big prize winning hole P751 even if the game ball is shot into the left area P501L similar to the normal game state (low probability / low base state), a right hitting notification effect is executed using the effect display device P80, speakers (lower speaker P141, upper speaker P370), and effect lamp P82 to encourage the player to shoot the game ball into the right area P501R (right hitting area) of the game area before the round game begins in which the big prize winning hole P751 is in a ball-easily entering state in the special game. In response to the right-hit notification, the player increases the amount of operation of the handle P204 to adjust the strength of the game ball's launch, and changes the launch position so that the game ball flows down into the right-side area P501R (right-hit area) of the game area (performs a right hit).
[0050] During the "round (game)" period, the pachinko game machine P of the premise technology puts the big prize opening P751 in an easy or difficult ball entry state by a drive signal output from the main control board P40 to the special electric device drive means P70, and performs effects such as a performance to celebrate the acquisition of a big prize (small prize) according to the execution period of the special game, or a performance suggesting whether the normal game state to which the player transitions after the special game ends will be a specific game state that is more advantageous to the player. The player shoots game balls into the right area P501R (right hitting area) of the game area in order to get a large number of game balls by having the game balls enter the big prize opening P751.
[0051] A "round (game)" period ends when the opening pattern of the big prize opening (operation mode of the special electric device) determined based on the type of big win (small win) is completed (the opening time has elapsed) or when a predetermined "prescribed number" of game balls (sometimes called "count" or "C") enter the slot. Then, depending on the type of special game state being executed (type of big win or small win), when all rounds to be executed have ended, the state transitions to a "special game end demo" state.
[0052] Next, when the "special game end demo" period begins, the pachinko game machine P of the premise technology performs an effect to notify the player of the number of game balls acquired during the current special game state period and the cumulative number of game balls acquired during the multiple special game states that were performed consecutively with the specific game period described below (acquired without transitioning to the normal game state (low probability / low base state)), and also performs an effect to notify the type of normal game state to which the player will transition after the special game state and an effect related to the play method in the game state to which the player will transition (such as the right-hit notification effect described above). The player operates the handle in preparation for playing according to the type of normal game state to which the player will transition, based on the effect being performed.
[0053] In most of the pachinko game machines P that are the premise of the present invention, with some exceptions, when a jackpot game is executed as a special game state, the normal game state transitions to a state called a "specific game state" in which the player is more likely to acquire the right to transition to the special game state, and the gameplay allows the player to enjoy a so-called "consecutive wins" in which the specific game state and the special game state are repeated consecutively.
[0054] [Specific game state] Next, we will explain the "specific game state". As shown in Figure 6, there are three specific game states. The elements that distinguish these types are the "probability state" and the "base state", and the specific game state is formed by combining them.
[0055] (Probability state) The "probability state" is based on the operating state of the "probability change function" (also called "probability change"), which is a function that changes the probability of the lottery result being a "jackpot" in the special pattern lottery. When the probability change function is operating and the special pattern lottery result is a "jackpot" with a higher probability than when it is not operating, it is expressed as a "high probability (state)" (sometimes expressed as a "probability change state" or "probability change state"), and when the probability change function is not operating, it is expressed as a "low probability (state)". The "high probability (state)" is a more advantageous game state than the normal game state (low probability / low base state) in that the probability of a jackpot is higher for one special pattern lottery.
[0056] (Base state) The "base state" is a state related to the "base", i.e., "the (expected) proportion of game balls obtained as prize balls when a predetermined number of game balls are fired", and generally, a state in which the operation of the normal electric device P770 is easier (more advantageous) than the normal game state (low probability / low base state) is called a "high base (state)" (also called an "electric chute support (electric support) state"). Note that, depending on the specifications of the game machine, even if the "electric chute support function" is not in operation, if the recommended game ball firing position is switched to increase the "proportion of game balls obtained as prize balls when a predetermined number of game balls are fired", it may be expressed as a "high base (state)". The "high base (state)" is a game state that is advantageous for the player in that the number of game balls paid out as prize balls increases (it is easier to pay out) during the period until the special game state is acquired, allowing the player to aim for the acquisition of the special game state while suppressing the consumption of game balls.
[0057] The "electric chute support function" is a state in which the operation of the normal electric role P770 is easier than in the normal game state (low probability / low base state), and is mainly composed of a combination of three functions (having at least one). The three functions that make up the "electric chute support function" are "normal symbol probability change", "normal symbol time reduction", and "(normal electric role) opening extension". "Normal symbol probability change" refers to a state in which there is a high probability that the normal electric role will be activated in the "normal symbol lottery". "Normal symbol time reduction" refers to a state in which the time from when the normal symbol lottery is executed to when the result of the normal symbol lottery is displayed is shortened in the normal symbol display means P53 (also called the normal symbol display unit) in the main control display device P50. "Extended opening of normal electric device" refers to changing the operation of the normal electric device P770 in a manner that makes it easier for a game ball to enter the winning hole related to the normal electric device P770, for the type of winning selected in the normal pattern lottery. One example of this would be extending and lengthening the total time that the normal electric device is in a state that makes it easier for a ball to enter.
[0058] The "normal symbol lottery" differs from the above-mentioned special symbol lottery in that the above-mentioned special symbol lottery is a lottery regarding the operation of the special electric device P755, while the normal symbol lottery is a lottery regarding the operation of the normal electric device P770, and the lottery is triggered by the entry of a game ball into the normal symbol operation gate device P740, but they are almost the same in that the win / loss, symbol, and variation pattern are determined by lottery and have a reserve function. When specifically expressing the lottery for the win / loss, symbol, and variation pattern of the normal symbol lottery, it is expressed with "normal symbol" (or "normal symbol") at the beginning, such as "normal symbol win / loss lottery", "normal symbol pattern lottery", and "normal symbol variation pattern lottery".
[0059] The "probability state" and "base state" have been explained as elements that distinguish the types of "specific game states," but another element that constitutes a specific game state is the "time-saving state" (also called the "variable time-saving state" or the state in which the "variable time-saving function" is activated). In general, the "time-saving state" refers to a state in which the variable display time (variable pattern) of a special symbol is shortened and the number of times that a special symbol lottery is performed per unit time increases, which is an advantageous state for the player in that more special symbol lotteries can be performed per unit time. The "time-saving state" (variable time-saving state) is often controlled simultaneously with the above-mentioned "high probability state" and "electric chute support state," and it rarely constitutes a specific game state by itself.
[0060] [Specific game state 1: Low probability / high base state] Returning to the explanation of the "specific gaming state", first, the progress of the game and the playing method in the specific gaming state 1 (low probability / high base state) shown in FIG. 6 will be explained.
[0061] The transition to the specific game state 1 (low probability / high base state) is made by the game state transition shown in (1), (8), and (12) of FIG. 6. The game state transition conditions for (1), (8), and (12) of FIG. 6 include (A) winning a jackpot game in each state, and (B) a predetermined number of games having passed (※(8) only). Although not shown, there are also cases where the game state transitions from the specific game state 1 to the specific game state 1 again via a jackpot game. On the other hand, when the conditions for ending the special game state are met, the game state transitions as shown in (2), (7), and (11) of FIG. 6. The game state transition conditions for (2), (7), and (11) include (C) winning a jackpot game of a type that will cause a transition to each game state in the specific game state 1, and (D) a predetermined number of games having passed (※(2) only). Note that the "number of games" refers to the "number of times a special symbol lottery is executed" as an example.
[0062] When the specific game state 1 (low probability / high base state) is entered, both the "electric chute support function" and the "variable time reduction function" are activated in the assumed pachinko game machine P. In the layout configuration of each winning device on the game board P5 of the assumed pachinko game machine P, the normal symbol operation gate device P740 and the second start winning port P721 related to the normal electric role are arranged in the right area P501R (right hit area) of the game area, and the player can easily receive the normal symbol lottery and the special symbol lottery by performing a "right hit" that launches the game ball into the right area P501R (right hit area) of the game area. In addition, the assumed pachinko game machine P is also controlled in the aforementioned "time reduction state" in the specific game state 1 (low probability / high base state).
[0063] To explain the progress of the game in more detail, when the specific game state 1 (low probability / high base state) is reached, the player shoots the game ball into the right area P501R (right hitting area) of the game area and makes the ball enter (pass) the normal symbol operation gate device P740 as the first step, and when the ball enters (passes) the normal symbol operation gate device P740, a normal symbol lottery is held on the main control board P40. The normal symbol lottery in the specific game state 1 (low probability / high base state) has a high probability (about 1 / 1) of winning due to the operation of the normal symbol probability function, so when one game ball enters (passes) the normal symbol operation gate device P740, one operation of the normal electric device P770 occurs. When the normal electric device P770 is activated, the second start winning hole P721, which is the trigger for the special pattern lottery for the second special pattern in the pachinko game machine P, becomes in a ball entry-friendly state, and the player launches a game ball toward the second start winning hole P721 as the second step. When the game ball enters the second start winning hole P721, the detection information is input to the main control board P40, a special pattern lottery for the second special pattern is executed, and a lottery for the right to play a special game (big win, small win) is executed.
[0064] The specific game state 1 (low probability / high base state) ends when a predetermined number of plays (number of times special symbol lottery has been received) has elapsed depending on the game state transition condition that caused the transition to that state (for example, if a jackpot is executed, the type of jackpot executed, etc.) or when a new jackpot game is acquired (note that there are cases where the state transitions to this state again after a jackpot game). In the case of the acquisition of a small jackpot game, the specific game state is often not terminated, but depending on the specifications of the gaming machine, it may be designed to end when a small jackpot game is acquired (or when multiple small jackpot games are acquired, or when a specific type of small jackpot game is acquired). When the specific game state 1 (low probability / high base state) ends due to the number of plays, it transitions to the normal game state (low probability / low base state).
[0065] [Specific game state 2: High probability / high base state] Next, the progress of the game and the game method in the specific game state 2 (high probability / high base state) shown in FIG. 6 will be described.
[0066] The transition to the specific gaming state 2 (high probability / high base state) is made by the gaming state transitions shown in (3), (7), and (9) of FIG. 6. The gaming state transition conditions for (3), (7), and (9) of FIG. 6 are (A) winning a jackpot game in each state. Although not shown, there are also cases where the specific gaming state 2 transitions back to the specific gaming state 2 via a jackpot game. On the other hand, when the conditions for ending the special gaming state are met, the transition occurs as shown in (4), (8), and (10) of FIG. 6. The gaming state transition conditions for (4), (8), and (10) include (B) winning a jackpot game of a type that will cause a transition to each gaming state in the specific gaming state 2, and (C) the passage of a predetermined number of games.
[0067] When the specific game state 2 (high probability / high base state) is entered, it is different from the specific game state 1 (low probability / high base state) in that the "probability fluctuation function" is activated to enter a "high probability (state)". The progress of the game and the method of playing in the specific game state 2 are the same as those in the specific game state 1, but the difference is that the player can win a jackpot earlier because the probability of winning the jackpot in the special pattern lottery is higher.
[0068] The specific game state 2 (high probability / high base state) ends when a predetermined number of plays (number of times special symbol lottery has been received) has elapsed depending on the game state transition condition that caused the transition to that state (for example, the type of jackpot executed in the case of a jackpot execution, etc.) or when a new jackpot game is won (note that there are cases where the state transitions to this state again after a jackpot game). It is common for the specific game state 2 not to end if a small jackpot game is won. When the specific game state 2 (high probability / high base state) ends due to the number of plays, it transitions to the normal game state (low probability / low base state), specific game state 1 (low probability / high base state), or specific game state 3 (high probability / low base state).
[0069] [Specific game state 3: High probability / low base state] Next, the progress of the game and the game method in the specific game state 3 (high probability / low base state) shown in FIG. 6 will be described.
[0070] The transition to the specific game state 3 (high probability / low base state) is made by the game state transitions shown in (5), (10), and (11) of FIG. 6. The game state transition conditions for (5), (10), and (11) of FIG. 6 include (a) winning a jackpot game in each state, and (b) a predetermined number of games having passed (only (10)). Although not shown, there are also cases where the game state 3 transitions back to the specific game state 3 via a jackpot game. On the other hand, when the conditions for ending the special game state are met, the game state transitions as shown in (6), (9), and (12) of FIG. 6. The game state transition conditions for (6), (9), and (12) include (c) winning a jackpot game of a type that will cause a transition to each game state in the specific game state 3, and (d) a predetermined number of games having passed (only (6)).
[0071] When the game moves to specific game state 3 (high probability / low base state), the pachinko game machine P is in a "high probability (state)" with the "probability fluctuation function" activated, and unlike specific game state 1 and specific game state 2, the "electric chute support function" and the "variation time reduction function" are not activated. In the layout configuration of each winning device on the game board P5 of the pachinko game machine P, the normal pattern operation gate device P740 and the second start winning port P721 related to the normal electric role are arranged in the right area P501 (right hit area) of the game area, but even if the player performs a "right hit" in which the game ball is fired into the right area P501R (right hit area) of the game area in specific game state 3 (high probability / low base state), the probability of winning in the normal pattern lottery is low, and there is no advantage to performing a right hit.
[0072] Therefore, the player will play by "hitting from the left" by firing the game ball into the left area P501L (left hitting area) of the game area, and the game method and progress will be the same as in the normal game state (low probability / low base state), except that because this is a high probability state, the probability of winning a jackpot in the special pattern lottery is high and therefore a jackpot game can be won early.
[0073] The specific game state 3 (high probability / low base state) ends when a predetermined number of plays (number of times special symbol lottery has been received) has elapsed depending on the game state transition condition that caused the transition to that state (for example, if a jackpot is hit, the type of jackpot that has been hit, etc.) or when a new jackpot game is won (note that there are cases where the state transitions to this state again after a jackpot game). It is common for the specific game state 3 not to end if a small jackpot game is won. If the specific game state 3 (high probability / low base state) ends due to the number of plays, it transitions to the normal game state (low probability / low base state).
[0074] In addition, specific game state 3 (high probability / low base state) differs from the board layout configuration of Figure 6 described as the underlying pachinko game machine P in that a third start winning port that does not have a normal electric device P770 is placed in the right area P501R (right-hitting area) and a "time-saving state" is activated so that many special pattern lotteries can be held in a short period of time. For example, depending on the layout configuration of the winning device on the game board and the control of the time-saving state, it may become a game state in which "right-hitting" is recommended.
[0075] As explained above, the pachinko gaming machine P is a machine in which the game progresses through multiple game states, but it is not necessary to have all of the game states described above. Therefore, among the game machine specifications that are composed of combinations of multiple game states, examples of game machine specifications (sometimes called "specs") that can be adopted by the pachinko gaming machine P are given below.
[0076] Regarding typical gaming machine specifications ("specs"), examples of types of gaming machine specifications related to the operation of the probability variation function of the special symbol lottery include "(until next time) probability variation", "ST (number of times cut probability variation)", "V probability variation (also called "ball certainty" or "attack round system")", and "latent probability variation". The difference in gaming machine specifications due to the difference in the probability variation function is sometimes expressed as "this gaming machine is an 'XX machine (e.g. ST machine)'". In addition, in gaming machines that do not have a probability variation function, there is a gaming machine specification called "small win V" in which the special device continuous operation device is activated (i.e., transition to a big win game) by passing through a specific area P760 inside the big winning port P751 during a small win game.
[0077] [(Until next time) guaranteed chance] First, we will explain "probable change (until next time)". "Probable change until next time" generally indicates the gaming machine specifications for "a pachinko gaming machine in which specific gaming state 2 (high probability / high base state) continues until the right to the next big win game is acquired" as the most advantageous gaming state among the multiple specific gaming states provided in the pachinko gaming machine P. In other words, the gaming machine with "probable change until next time" is configured so that the specific gaming state 2 (high probability / high base state) continues until the right to the next big win game is acquired, and does not end depending on the number of pattern changes, etc.
[0078] Depending on the type of jackpot, there may be cases where the machine is controlled to specific game state 1 (low probability / high base state) or specific game state 3 (high probability / low base state). In addition, even in a "pachinko game machine in which specific game state 3 (high probability / low base state) continues until the right to play the next jackpot is acquired," it may be called "probability change until the next time" in the sense that the probability fluctuation function continues until the next jackpot, but since the base state is a "low base state" and play similar to the normal game state (low probability / low base state) is required for the electric chute support function, it is expressed as "latent probability change" because the probability change continues until the next time when the electric chute support function is not activated.
[0079] [ST (number of times cut off)] Next, we will explain "ST (number of times cut probability change)". "ST" is an abbreviation of "Special Time", and generally indicates the gaming machine specifications for "a pachinko gaming machine in which a specific gaming state 2 (high probability / high base state) is continued until a predetermined number of special symbol lotteries are performed (a predetermined number of symbol changes are executed) or until the right to play a jackpot game is acquired".
[0080] Depending on the type of jackpot, there may be cases where the game state is controlled to a specific game state 1 (low probability / high base state) or a specific game state 3 (high probability / low base state). As with the above-mentioned "probability change until next time", it is also possible to configure the game state to have a state called "latent probability change (latent ST)" in cases where the game state is controlled to a specific game state 3 (high probability / low base state) until a predetermined number of special symbol lotteries are performed or the right to play a jackpot game is acquired.
[0081] In addition, even if the game is in "ST (limited number of times)", if the period during which the game state is controlled by ST is set to "until the special pattern lottery has been drawn 10,000 times", or if the game machine specifications are such that the probability of a jackpot being won is high and the next jackpot is essentially guaranteed, it may be expressed as "limited time until next time".
[0082] As described above, "Kakuhen until next time" and "ST (Kakuhen with cut-off number)" are distinguished as "Kakuhen states" in terms of gaming machine specifications in that the end of the probability fluctuation function of the special symbol lottery is different. On the other hand, as in the "V Kakuhen (Kakuten ball, Attack round system)" explained below, there are also cases where the gaming machine specifications ("specs") are expressed by requiring special conditions regarding the operation or non-operation of the probability fluctuation function of the special symbol lottery in a specific gaming state, that is, the start of the execution of the probability fluctuation function.
[0083] [V chance] Next, a gaming machine specification called "V probability change" will be explained. "V probability change" refers to a gaming machine specification of a pachinko gaming machine that performs control to transition to a specific gaming state (specific gaming state 1 or specific gaming state 3) with the operation of a probability fluctuation function after a jackpot game when a game ball passes through the "specific area P750" (sometimes called the "V zone" or "V area") provided in the big prize winning port P751 under a predetermined condition (such as during the execution of a specific jackpot round) ("V winning") during a jackpot game before the game state transitions to a specific gaming state. The "specific area" used in "V probability change" may also be referred to as the "probability fluctuation function activation area."
[0084] As mentioned above, "V-Kyakuhen" is a gaming machine specification indicating that whether or not the probability fluctuation function is activated depends on the game result during the jackpot game (whether or not the game ball passes through the specific area P760), and depending on whether the activated probability fluctuation function ends with the same control as the previously explained "Kyakuhen until next time" or with the same control as "ST", an expression indicating a gaming machine specification different from "V-Kyakuhen (V-loop)" or "V-ST" is used.
[0085] In addition, in a pachinko game machine P that adopts "V probability change" as a game machine specification, if a V does not win during a jackpot game, the probability change function does not operate after the jackpot game, and the game is controlled to a normal game state or a specific game state 1 (low probability / high base state). In addition, whether or not the game state after a jackpot game is one in which the probability change function operates can be switched between cases where a V wins and cases where a V does not win, and at the same time, the operation mode of the electric chute support function can be changed. As an example, in a "V probability change (V-loop)" machine, if a V wins, the probability change function and the electric chute support function continue until the next jackpot is won, and if a V does not win, the probability change function does not operate, and the electric chute support function is also limited to 100 special pattern lotteries.
[0086] [Small Hit V] Next, we will explain the gaming machine specification (spec) called "Small Win V" as a gaming machine specification that can provide a player with an advantageous gaming state in terms of winning a jackpot without having a probability fluctuation function.
[0087] "Small Win V" is a gaming machine specification that activates the accessory continuous operation device following the small win game, that is, starts the big win game, when the "specific area P760" (sometimes called the "V zone" or "V area") provided inside the big win port P751 is passed during the small win game (during the operation of the special electric accessory) that is executed when the result of the special pattern lottery is a small win. In other words, it is a gaming machine specification that allows you to win the big win game without winning the result that becomes a big win as a result of the special pattern lottery by passing through the specific area P760 during a small win.
[0088] The "Small Hit V" is a "Type 1 (Pachinko)" game that activates the continuous operation device of the reels and the special electric reels as a result of a special pattern lottery, but when the special electric reels are in operation (while the large prize opening P751 is open) and the continuous operation device of the reels is not in operation, the "Small Hit V" is a specification that activates the continuous operation device of the reels when passing through a specific area P760, and is sometimes expressed as a "Type 1 Small Hit V", but since it has a gameplay similar to the specifications of the so-called "Type 2 Pachinko" in conventional Pachinko game machines, it is sometimes expressed as a "Type 1 / Type 2 mixed machine", etc.
[0089] In general, pachinko machines that adopt the "small hit V" as the gaming machine specification do not have a probability variable function (probability fluctuation function), and the degree of advantage is changed depending on the presence or absence of the electric chute support function. In other words, by configuring the winning hole related to the normal electric role P770, which is more likely to win when the electric chute support function is activated, as a starting winning hole that is a trigger for the fluctuation of a special pattern that is more likely to win a small hit (for example, a small hit with a 1 / 2 chance), it is possible to win a small hit easily under the circumstances where the electric chute support function is activated, and to aim for a big hit by winning the V during a small hit game. In this way, the gameplay increases the possibility of winning a big hit by winning a small hit, rather than increasing the random number range that results in a big hit like the probability variable function.
[0090] [Other gaming machine specifications] The gaming machine specifications described above are representative, and several other characteristic gaming machine specifications are known, so we will briefly explain these below.
[0091] (limiter) A "limiter" is a function that limits the operation of the probability fluctuation function or electric chute support function when a specific game state in which the probability fluctuation function or electric chute support function operates occurs repeatedly with the execution of a jackpot game between them (a so-called "consecutive jackpot" state), and when a predetermined number of repetitions (consecutive jackpot count) is reached, even if a jackpot game that would normally activate the probability fluctuation function or electric chute support function is executed. A limiter function that limits the "probability fluctuation function" based on the number of consecutive times is called a "variable probability limiter," and a function that limits the "electric chute support function" based on the number of consecutive times is called a "time-saving limiter (electric support limiter)." A gaming machine equipped with a limiter function is called a "limiter machine."
[0092] (Fall) "Fall" refers to the gaming machine specifications that execute a "fall lottery" to decide whether or not to end the probability variation function each time a special pattern lottery is performed during the period when the probability variation function of the special pattern lottery is in operation. When the probability variation function and the electric chute support function are in operation together, if the fall lottery is won, the operation of the electric chute support function may end along with the end of the probability variation function, or only the probability variation function may end and the operation of the electric chute support function may continue.
[0093] In addition, the above-mentioned gaming machine specifications can be combined in multiple ways. For example, when "ST" and "Fall" are combined, in the specific gaming state 2 (high probability / high base state), if any of the following is satisfied when the specific gaming state 2 (high probability / high base state) is reached: (1) the fall-down lottery is won, (2) a predetermined number of special pattern lotteries have been held, or (3) the right to play a jackpot game has been acquired, the specific gaming state 2 (high probability / high base state) will end (transition to another gaming state).
[0094] Next, the control of the main control board P40 that controls the progress of the game in the pachinko game machine P will be described. Note that the pachinko game machine P that is the premise of the present embodiment is a pachinko game machine that employs "ST (number of times cut probability change)" as the above-mentioned game machine specification (spec). Note that in the description of the embodiment, the notation "Ps XX" indicating the processing step in the figure will be described as "Step XX" in the text.
[0095] [Main control board power-on process (main control board main loop process)] The main control board P40 of the pachinko gaming machine P first executes a power-on process (step 1000) when the power of the pachinko gaming machine P is turned on. Here, the power-on process will be described in detail with reference to FIG.
[0096] When the power-on process is started in the main control board P40 of the pachinko game machine P, initial settings related to the operation of the CPU, which is the arithmetic unit provided on the main control board P40, are performed (step 1002). The initial settings are appropriately set as necessary for the subsequent operation of the CPU, and the details thereof are omitted.
[0097] After the CPU initial settings are completed, it then executes an input port confirmation process (step 1004) and a power-off information confirmation / checksum process (step 1006), and based on the results of these processes, it performs processing related to the game stop state setting process (step 1008).
[0098] More specifically, the input port confirmation process (step 1004) is a process for generating information for determining whether or not a flag indicating whether or not a "setting change process" is in a state in which a "setting value" for changing the degree of advantage of the special symbol lottery of the pachinko game machine P (particularly the probability of operation of the consecutive operation device of the role, i.e., the probability of winning) is to be changed, and whether or not a flag indicating whether or not a "setting confirmation process" for confirming the "setting value" is in a state in which the "setting change process" is to be performed is to be performed, in the game stop state setting process performed after the said process. In the pachinko game machine P, data including data indicating the detection status of the frame opening switch P131 (a switch that detects that the front frame is open to the outer frame), the detection status of whether the RAM clear switch P48 is being operated by the player, and the detection status of whether the setting key switch P49 is being rotated is generated as 1-byte data.
[0099] The subsequent power-off information confirmation / checksum process (step 1006) is a process to confirm whether the pachinko game machine P properly shut down the power the last time the power was turned off, and whether the control data relating to the game state at the time the power-off occurred was properly saved and stored in the memory area of the CPU of the main control board P40. If the data is not normal, a flag is set (turned on) as an error, and game play is stopped in the game stop state setting process (step 1008) described below.
[0100] The "game stop state setting process" (step 1008) is a process for setting a flag to prevent the player from actually being able to play after the power-on process has ended and the process has transitioned to the main loop process to start playing, and is a process for setting a flag to transition to one of the game progress disallowed states, "setting change state," "setting confirmation state," or "irrecoverable error state," based on the results of the input port confirmation process (step 1004) and the power cut information confirmation / checksum process (step 1006). The details of the "game stop state setting process" are shown in FIG. 8, and an explanation will be given based on the description of FIG. 8.
[0101] In the game stop state setting process, first, it is judged whether the frame is open based on the 1 byte data generated in the input port confirmation process (step 1004) (step 1100). If the front frame P2 of the pachinko game machine P is open to the outer frame P1 when the power is turned on (YES in step 1100), a specific bit of the 1 byte data is "1", so the process of the following step 1102 is omitted. On the other hand, if the frame is not open when the pachinko game machine is turned on, it is determined that some of the operations required to execute the setting change process are not satisfied, and the operation information of the setting key switch is calculated to be OFF data from the 1 byte data generated in the input port confirmation process (step 1004). Although not shown, in either the case where the result is YES or NO in step 1102, the bit of the 1 byte data indicating that the frame is open is also calculated to be OFF data.
[0102] In the next step 1104, it is determined whether the 1-byte data generated in the input port confirmation process (step 1004) is information that can be determined as "there is a setting change operation". In the assumed pachinko game machine P, the situation that is determined as "there is a setting change operation" requires three states: (1) the frame open switch P131 is on (the frame is open when the power is turned on), (2) the setting key switch P49 is on (it is rotated), and (3) the RAM clear switch P48 is on. As described above, the information of the frame open switch P131 in the 1-byte data is set to off, and this step determines whether both (2) and (3) are satisfied. For example, if two specific bit data are "1", it is determined that there is a setting change operation (note that the active data indicating that the two switches are on does not necessarily have to be "1", and any one of the data may be "0"). Then, if it is determined that a setting change operation has been performed, that is, if YES is determined in step 1104, data indicating "setting change in progress" is stored as the game stop state flag, and the game stop state setting process is terminated (steps 1106, 1118). On the other hand, if NO is determined in step 1104, the process proceeds to the next step 1108. Note that, if the setting value information stored in the RAM (Random Access Memory) of the main control board P40 is abnormal data (if a recovery operation is performed from an unrecoverable error state), data corresponding to the setting value "1" is set as the initial setting value in the area for storing the setting value (step 1118).
[0103] Next, in step 1108, a judgment is made as to whether a game stop error has occurred. A game stop error refers to an error that requires RAM clearing and setting (changing) processing of a set value when a situation occurs in which the game cannot proceed, such as a checksum abnormality (RAM abnormality) or a set value abnormality. The judgment in step 1108 judges whether or not a game stop state should be set based on the processing result of the power off information confirmation / checksum processing (step 1006) and the error information stored at the time of the previous power off processing. If it is judged that an error state should be set (if YES is judged in step 1108), the game stop state flag is set to "unrecoverable error state" and the game stop state setting processing is terminated (steps 1110, 1118), and if it is judged that no error has occurred, the processing proceeds to the following step 1112.
[0104] In the next step 1112, it is determined whether the RAM clear switch P48 has been operated. In the game stop state setting process, the state when proceeding to this step is as follows: (a) When an operation to transition to the setting confirmation state is being performed, in other words, when the following conditions are met for determining that "a setting change operation has been performed": (1) the frame open switch P131 is on (the frame is open when the power is turned on), (2) the setting key switch P49 is on, and (3) the RAM clear switch P48 is on. (a) When a RAM clear operation is performed to clear data, in other words, when the condition (2) that the setting key switch P49 is on is not satisfied and the condition (3) that the RAM clear switch P48 is on is satisfied, (c) When the power is turned on without any operations such as "setting change operation", "setting confirmation operation", "RAM clear operation", etc. being performed, In these states, the 1-byte data generated in the input port confirmation process (step 1004) is either (a) bit data indicating the on / off state of the setting key switch P49 is "1 (on data)", (b) bit data indicating the on / off state of the operation detection state of the RAM clear switch P48 is "1 (on data)", or (c) the 1-byte data is all off data (for example, all bits are "0").
[0105] Then, in step 1112, it is determined whether the RAM clear switch P48 has been operated. If the RAM clear operation has been performed (if YES is determined in step 1112), the pachinko gaming machine performs a process of clearing the game stop state flag in order to clear the RAM and then transition to a playable state (step 1114). On the other hand, in a situation other than when the RAM clear operation has been performed, the current 1 byte data is set as it is, and at this time, when an operation to transition to the "setting confirmation state" has been performed (if NO is determined in step 1112), the bit data indicating the operation status of the setting key switch P49 is "1", and is stored as data indicating "setting confirmation in progress" in the 1 byte data indicating the game stop state flag (step 1118). Also, if there is no RAM clear operation or transition to the setting confirmation state, the 1 byte data generated in the input port confirmation process (step 1004) is originally data indicating no game stop as the game stop state flag, and is set as no game stop information.
[0106] If a value indicating some kind of stopped state is stored for the game stop state flag set in the "game stop state setting process" (step 1008), the value indicating the stopped state is referenced in the interrupt process (step 2000), which is the main control of game progress and is executed after transition to the main loop (steps 1028 to 1036), which is the game-allowed state in the power-on process (step 1000), and the game progress described as "basic game progress" cannot be allowed; these controls will be described in the explanation of the interrupt process below.
[0107] Returning to the explanation of the power-on process in FIG. 7, the subsequent process will be explained. When the game stop state setting process (step 1008) is completed, it is determined whether or not a RAM clear operation has been performed (step 1010). A RAM clear operation is the operation of the RAM clear switch P48 when the power to the pachinko game machine P is turned on. Note that this process is executed whether the setting key switch P49 is off or on. If it is determined in step 1010 that a RAM clear operation has been performed, a predetermined portion of the memory area of the RAM of the main control board P40 is initialized.
[0108] In the subsequent processing from step 1014 to step 1020, a processing is performed in which a performance control command (performance command) is set from the main control board P40 to the performance control board P41 when the power is turned on to make the performance control board P41 recognize the state of the gaming machine. More specifically, in step 1014, a processing is performed in which the performance control command that was not transmitted the last time the power was turned off (when a power outage occurred) is cleared from the storage area. Then, in step 1016, information regarding the current gaming state of the main control board P40 that has been restored after the power is turned on is generated as a performance control command, and if it is determined in step 1018 that the gaming is not stopped, in step 1020, the generated performance control command indicating the restored gaming state is set in an area that stores the transmission data of the performance control command.
[0109] When the process related to the setting of the performance control command at the time of power-on is completed, the necessary data (drive signal) is output from the output port to the special electric role drive means P70 and the normal electric role drive means P71 in order to return the large winning port P751 (special electric role P755) and the normal electric role P770 to the state before the power failure. (Step 1022)
[0110] Then, when the processing up to step 1022 in the power-on processing is completed, a process is performed to set the generation interval of the interrupt processing time for the CPU of the main control board P40 (step 1024). In the pachinko game machine P, the interval for executing the interrupt processing (FIG. 9, step 2000) described below is set to 4 ms (milliseconds). When this process is completed, the system moves to a cyclical process called a main loop in which the player is ready to play, and the cyclical process in the main loop is repeatedly executed until a power outage occurs.
[0111] (Main loop) As shown in FIG. 7, the main loop processing of the main control board first prohibits the occurrence of interrupt processing in step 1026, and restricts the execution of interrupt processing until the main loop processing is completed (until interrupts are permitted in step 1036).
[0112] Once interrupts are prohibited, the next step 1028 clears (initializes) an area called a watchdog timer which stores timing information to monitor for occurrences of CPU runaway (such as situations in which processing loops and stops progressing) in the main control board P40.
[0113] Then, in step 1030, it is determined whether a power cut has occurred (for example, whether a power cut signal sent from the power supply board P44 based on a voltage drop has been input to the input port of the CPU of the main control board P40), and if a power cut has occurred, a power cut process (step 1032) is executed to store the current game state, store the power cut information and checksum information, and stop the processing as the CPU of the main control board P40. If a power cut has not occurred, the process proceeds to the next step.
[0114] In step 1034, a process is performed to update the random numbers used for the special symbol lottery and the random number values used for the normal symbol lottery. Note that some of these random numbers are updated in the interrupt process described below, and this process is to prevent the random number update period from becoming constant due to the random numbers being updated only in the interrupt process. Note that if there are processes that are executed irregularly in the interrupt process, it is possible to prevent the random number update period from becoming constant by adopting a method of updating the random number value in accordance with those processes, so it is not essential to provide the random number update process in the main loop.
[0115] Step 1036 is the final process in the main loop, and performs a process to permit interrupts. Immediately after, the process returns to the first process in the main loop, step 1026, which prohibits interrupts. However, when the process in step 1036 that permits interrupts is performed, if an input indicating the interrupt execution period (a state in which 4 ms has elapsed since the occurrence of the previous interrupt process) is received by the CPU of the main control board P40, the interrupt process described below will be executed.
[0116] [Interrupt processing] Next, the interrupt processing (also called "timer interrupt processing") performed by the CPU of the main control board P40 will be explained with reference to Fig. 9. In the pachinko game machine P, most of the progress of the game is controlled by the interrupt processing (step 2000), and the sub-module programs, which are provided so as to be changeable according to the game machine specifications (specs), are read out and controlled in a general-purpose fixed order. The processing related to these sub-modules will be explained briefly below.
[0117] (Watchdog timer clear) At the beginning of the interrupt process, a watchdog timer clear process is provided. This process is the same as the watchdog timer clear process in the main loop process (FIG. 7, steps 1026 to 1036) executed by the CPU of the main control board P40 described above (step 2002).
[0118] (Input port confirmation process) The input port confirmation process is a process for generating information that can identify whether or not there is input information necessary for making a decision in the subsequent processes by confirming information input to the input port of the CPU of the main control board P40 (step 2004).
[0119] The information input to the input port includes input signals related to manual operation, such as input signals indicating the operation status of the RAM clear switch P48 and the setting key switch P49, and input signals indicating the operation status (touched or not) of the handle P204, input signals indicating the game results based on the detection of game balls by the special chart 1 start port switch P712 and the large prize port switch P752, and input signals indicating the detection status of sensors installed for fraud monitoring, such as the magnetic sensor P73, the door opening sensor P131, and the vibration detection sensor P72.
[0120] In the input port confirmation process, the input signals of these input ports are read three times at 10 μs (microseconds), and the data that is the same data (same bits) in all reads is stored in the RAM of the main control board P40 as the input data for the current interrupt (called "level data"). Note that for any part of the data that is not the same in all reads out of the three reads, the data determined in the previous interrupt process (interrupt process 4 ms ago) is used as the level data, that is, if the data cannot be read normally in the current interrupt, the data stored in the previous interrupt will not be updated.
[0121] Once the input data (level data) for the current interrupt has been determined, a comparison is made with the input data for the previous interrupt to generate "rising data" (data identifying the bit at which the input data changed from off to on), and data identifying the switch that changed to on input in the current interrupt is stored.
[0122] (Random number update process) The random number update process is a process for updating so-called software random numbers, which are random numbers updated by software, among various random numbers such as the win / lose random numbers, pattern random numbers, and variation pattern random numbers related to the special symbol lottery, and the normal symbol win / lose random numbers, normal symbol random numbers, and normal symbol variation pattern random numbers for the normal symbol lottery (step 2006). In the pachinko game machine P, the random numbers used for the special symbol lottery and the normal symbol lottery are specified to have random numbers updated at the update period on the circuit in the random number generation circuit and those updated at the software period, and by combining them, the randomness of various random numbers when they are obtained is maintained.
[0123] In the random number update process, as described above, the soft random numbers are updated. The update method is as follows: (a) A random number is updated by incrementing (+1) or decrementing (-1) the random number, and if the random number exceeds the upper limit (or lower limit) of the random number range, the lower limit (or upper limit) is set. (a) A method that subtracts (or adds) an arbitrary prime number from a random number, and if the result exceeds the random number range, adds (or subtracts) the value of the random number range +1 (or -1); (c) A random number is incremented (or decremented) repeatedly from a random number set as an initial value, and when one cycle of updating is completed, a separately updated "initial value random number" is set as the new initial value and the same update is repeated (also called an initial value update type random number). The update method is not limited to the one exemplified in this embodiment, and any method may be used as long as it can maintain the randomness of the random numbers.
[0124] (Settings control processing) The setting control process is a process when the game stop flag set during the power-on process (see FIG. 7) in the CPU of the main control board P40 is "setting change in progress" or "setting confirmation in progress" (step 2008).
[0125] In the setting control process, first, it is determined whether the bit data indicating that the setting key is being operated, which was stored as a game stop flag during the power-on process, is on or not, and if it is not on, i.e., if the setting key was not operated on when the pachinko game machine was powered on, this process is terminated.
[0126] On the other hand, when the bit data indicating that the setting key is being operated while the game play stop flag is on, the input information of the setting key switch P49 in the current interrupt processing (generated in the input port confirmation processing described above) is referenced to determine whether or not to end the "setting change" or "setting confirmation" state. When the setting key switch P49 is turned off, the game stop flag is cleared and the game becomes playable. After that, depending on whether the state is returning from the "setting change state" or the "setting confirmation state", a presentation control command is set in the presentation control board to restore (or start) the presentation.
[0127] Also, in the power-on process (see FIG. 7), if the game stop flag is "changing settings", the operation status of the RAM clear switch P48 (the switch operated to change the setting value), which plays the role of the "setting change switch" at this interrupt timing, is checked during the period until the setting key switch P49 is turned off. When the game stop flag is "changing settings", if rising data related to the operation of the setting change switch P48 is generated in the current interrupt, the data is changed so that the "setting value" becomes the next setting value in the predetermined change order. For example, in the case of a pachinko game machine P having setting value data in which the setting is switched in order from 1 to 6, the setting value is increased by "1" in this setting control process every time rising data based on the operation of the setting change switch (RAM clear switch P48) is generated (if the setting value before the operation is 6, it is changed to 1 as the next value).
[0128] In the pachinko game machine P, which is the premise of the invention, the processing for the setting change state and the setting confirmation state is set during interrupt processing (see FIG. 9), so that the operation of the setting key switch and the setting change switch is monitored at the interrupt processing period, and the display data can be output to the display device by the LED output processing described later, and it is possible to omit setting a program for periodic monitoring during the power-on processing (see FIG. 7) when the interrupt processing is not separately set. Note that the power-on processing may be configured to monitor the switches related to the setting change and the setting confirmation, control the display device, and update the setting value.
[0129] (Game stop monitoring process) The game stop monitoring process is a process in which the CPU of the main control board reads the data of the game stop flag generated during the power-on process (see FIG. 7) executed when the power of the pachinko game machine is turned on, and checks whether the game is stopped or not (step 2010).
[0130] In the game stop monitoring process, if some game stop information (game stop flag) is stored in the read game stop flag data, for example, if the game stop flag data is not 0 but any bit is "1", it is determined that the game is stopped (a state in which game stop is required), and it is determined that game is stopped, and some of the processes during the interrupt process (from "timer subtraction process (step 2014)" to "special electric device control process (step 2028)" in Figure 9) are omitted.
[0131] In the pachinko gaming machine P, examples of states that require gameplay to be stopped, i.e., states in which it is impossible for the player to play, include "settings being changed," "settings being checked," and "an unrecoverable error has occurred."
[0132] (Timer decrement process) The timer subtraction process is a process for updating timer data used for managing time related to the progress of a game (step 2014).
[0133] Examples of timer data update processing include management of the variable display time that is set when the variable display of special patterns begins, timer data update processing triggered by the progress of the game, such as the operation time of the special electric device P755 during a jackpot game (the opening time of the large prize opening P751), timing processing for error determination such as detecting ball jams, processing for timing the switching time for switching the LED lighting pattern in the main control display device P50, such as the special pattern display devices P51, P52, and processing for timing the period for outputting information to external devices (such as a hall computer) from the external information output terminal P77, etc.
[0134] The timer data updated by the timer update process is stored in consecutive memory areas in the memory area (RAM memory area) of the main control board P40, separated by type of timer data, such as "1-byte timer" and "2-byte timer."
[0135] In the timer update process, processes such as "1-byte timer update process" and "2-byte timer update process" are performed on the memory area that stores the types of individual timer data, and the time values of various timers are updated. The timer update process decrements (-1) the timer data stored in the memory area. If the stored timer data is already "0", it is processed so that it remains "0" even after processing (for example, setting it to "0" if it becomes a negative value, or not decrementing if it is "0").
[0136] In the pachinko game machine P, which is the premise of the invention, the period of one interrupt is 4 ms, so in the case of 1-byte timer data, only managed objects that end with a maximum of 255 updates (about 1 second) can be controlled, but if there is no (or there is little) game information that is managed only within 1 second, it is possible to configure the system with only 2-byte timer data and not have a 1-byte timer update process. Also, if it is necessary to manage time values that cannot be managed even with a 2-byte timer, it may be configured to have timer data that can manage longer times, such as a "3-byte timer."
[0137] (Validity period setting process) The valid period setting process is a process for setting a valid period for a winning hole that can be changed to an easy or difficult state (mainly the winning hole related to the large winning hole P751 and the normal electric device P770) during the period when the winning hole is in the easy state and during the valid extension period, and for other periods (when the winning hole is in the difficult state and outside the valid extension period) an invalid period is set (step 2016).
[0138] In the pachinko gaming machine, the process involves setting the validity period to include winning at the large prize opening P751, which is a large prize device, and the second start prize opening P721, which is a second start prize device P720 equipped with a normal electric device P770.
[0139] In addition, the valid extension period is a fixed control period that is appropriately set according to the structure of the electric device, so that a game ball that enters the large prize opening P751 or the normal electric device P770 just before the large prize opening P751 or the normal electric device P770 transitions to a difficult-to-enter state is treated as a valid winning ball, even after the control period for executing opening control for electric devices such as the large prize opening P750 (special electric device P755) and the normal electric device P770 has elapsed.
[0140] In addition, depending on the gaming machine specifications, if there is a specific area P760 (V area), a valid extension period for the passage of the gaming ball through the specific area P760 may also be set, and in such a case, the valid period of the specific area is also set in this process.
[0141] (Winning monitoring process) The winning monitoring process is a process that judges whether or not a winning ball is a valid winning ball based on the winning ball of the various winning holes (large winning hole P751, starting hole P711, P721, general winning hole P731) of the pachinko game machine, and generates information that triggers the process of generating the right to a special pattern lottery for the winning ball or the ball that entered the starting hole (generation of a reserve). (Step 2018)
[0142] The processing involves (a) detecting whether or not a prize has been won for each winning slot in a predetermined order based on the data generated in the input port confirmation process (step 2004), (b) in the case of a winning slot with a valid period, judging whether a prize was won during the valid period, and if a valid prize has been won for each winning slot, (c) setting a performance control command indicating the winning information for each winning slot to be sent to the performance control board P41, and (d) updating a counter value (called a ``winning counter'') for storing the number of times an action trigger based on a win for each winning slot has occurred (in other words, updating a counter value that stores the number of unprocessed actions among the actions based on the detection of the various winning slots).
[0143] In addition, the winning monitoring process not only checks for the occurrence of winnings at various winning ports, but also checks the out ball detection switch P792 provided for counting out balls, the operating port switch P742 which triggers the normal pattern lottery, and, depending on the specifications of the gaming machine, the entry and passage of gaming balls into and through the specific area P760 (V area).In addition to the occurrence of prize balls and the occurrence of triggers for the special pattern lottery, this process checks for the detection of gaming balls necessary for the operation of the gaming machine (for example, the process of sending information to the performance control board P41 that the balls have passed through the operating port switch P742 or the specific area P760).
[0144] (Operation port monitoring process) The operation port monitoring process performs processing related to the occurrence of a reservation related to the normal pattern lottery (also called a normal pattern reservation) when rising data of the normal pattern operation port switch P742 is generated from the data generated in the input port confirmation process (step 2004). (Step 2020)
[0145] More specifically, when the normal symbol operation switch P742 is detected, the number of reserved numbers related to the normal symbol lottery is checked, and if the number of reserved numbers does not reach the upper limit, a random number can be stored as a new reserved number, so the data in the memory area storing the reserved number is incremented (+1) to increase the reserved number information by one, and then the normal symbol win / lose random number, normal symbol pattern random number, and normal symbol variation pattern random number are obtained from the random number generation circuit, or the current corresponding software random number is obtained and stored as a reserved number.
[0146] (Normal pattern control processing) The normal symbol control process performs processes related to the normal symbol lottery, the normal symbol variable display, and the operation of the normal electric role P770 (step 2022). These processes transition to different submodule processes depending on the data indicating the control state of the normal symbol or normal electric role, called the normal symbol status, and perform control according to the state. The normal symbol statuses include "0: normal symbol waiting", "1: normal symbol variable", "2: normal symbol stop display", "3: normal electric role operation", and "4: normal electric role end demo", and processes according to each state are performed.
[0147] <<Normal pattern variation start monitoring control process>> The normal pattern change start monitoring and control process is a sub-module process that is called by the normal pattern control process when the normal pattern status is "0: normal pattern waiting".
[0148] In the normal symbol variation start monitoring and control process, first, it is confirmed whether the reserved number related to the normal symbol lottery is "0". If it is "0", the right to vary the normal symbol has not been generated, so the normal symbol control process is terminated. On the other hand, if the reserved number related to the normal symbol lottery is not "0", it is determined that the right to vary the normal symbol has been generated, and the normal symbol variation start condition is met, so the process related to the start of the normal symbol variation is executed.
[0149] When it is determined that the normal pattern should start to change, the reserved number information is decremented by 1 from the area that stores reserved number information related to the normal pattern lottery, and then the normal pattern random number, normal pattern random number, and normal pattern change pattern random number are called up, and the normal pattern lottery, normal pattern lottery, and normal pattern change pattern lottery are performed, respectively, and the lottery results are stored in the memory area of the main control board, the random number information used this time is cleared, and the reserved number information memory area is shifted so that it is processed in the order stored, and the normal pattern status is updated to "1: normal pattern changing". Regarding the normal pattern lottery, different lottery tables are used depending on the operating status of the above-mentioned "base state" (normal pattern probability change function, normal pattern change time reduction function), and in a high base state, it is easy to win, and the normal pattern change display time tends to be short.
[0150] "Normal pattern change processing" The normal pattern changing process is a sub-module process that is called from the normal pattern control process when the normal pattern status is "1: normal pattern changing".
[0151] The normal pattern change processing is a process in which the normal pattern change display is executed in the normal pattern display device P53 until the normal pattern change display time corresponding to the normal pattern change pattern determined during the normal pattern change start monitoring and control processing has elapsed, that is, until the timer (normal pattern change display timer) that manages the normal pattern change display becomes 0 during the timer update processing.
[0152] More specifically, when the normal pattern variable display timer is not 0, the normal pattern display switching counter, whose maximum value is "5", is updated each time this process is executed, and when the normal pattern display switching counter becomes "5", a process is performed to store information about the next light emission pattern in a memory area that stores data for specifying the light emission pattern of the LED that constitutes the normal pattern display device P53. The normal pattern display switching counter is reset to its initial value of "0" when it becomes its maximum value of "5". In other words, the normal pattern variable display switches the light emission pattern of the normal pattern display device P53 at intervals of five interrupts (4 ms x 5 = 20 ms). The switching interval can be set appropriately, and for example, if the maximum value of the normal pattern display switching counter is set to 25, the display pattern of the normal pattern display device P53 is switched at intervals of once every 25 interrupts (once every 100 ms).
[0153] When the normal pattern variable display time ends, that is, when the normal pattern variable display timer is set to "0", in this process, data for designating an LED lighting pattern indicating the stop display mode is stored in a memory area for storing the LED lighting pattern of the normal pattern display device P53 so that the display pattern of the normal pattern stop display pattern determined by the normal pattern lottery is stopped and displayed on the normal pattern display device P53 in the main control display device P50. Then, the normal pattern fixed time (the time to display the stop display pattern) is stored in the normal pattern stop display timer, and the normal pattern status is updated to "2: normal pattern stop display in progress".
[0154] "Processing during normal symbol stop display" The normal symbol stop display processing is a sub-module processing called by the normal symbol control processing when the normal symbol status is "2: normal symbol stop display".
[0155] In the normal pattern stop display process, at the end of the normal pattern change process, it is confirmed whether the value of the normal pattern stop display timer, which has the pattern fixation time set, is "0", and when it becomes "0", processing is performed to set up to move on to the next game operation.
[0156] When the normal pattern stop display timer reaches "0", if the result of this normal pattern lottery is a "win", the operation pattern of the normal electric device P770 is called up according to the operation state of the winning pattern and the base state (extension function of the normal electric device), and the operation pattern is set, the winning counter related to the normal electric device P770 is cleared, and the normal pattern status is updated to "3: Normal electric device in operation".
[0157] On the other hand, when the normal pattern stop display timer reaches "0", if the result of this normal pattern lottery is a "miss", the normal pattern status is updated to "0: waiting for normal pattern".
[0158] "Processing during normal operation of electric devices" The normal electric role operation processing is a sub-module processing called by the normal symbol control processing when the normal symbol status is "3: normal electric role operation".
[0159] In the normal electric role operation process, the opening operation (change to an easy-to-score mode) and closing operation (change to a difficult-to-score mode) of the normal electric role are controlled based on the operation pattern of the normal electric role P770 set in the normal symbol stop display process, and the establishment of the operation end condition of the normal electric role is monitored. The operation of the normal electric role P770 ends when (a) a specified number of normal electric role wins set as the end condition of the normal electric role occur, or (b) the operation of the preset operation pattern ends (when the opening operation period of the normal electric role ends).
[0160] When the normal electric role operation end condition is satisfied, the timer area that stores the effective extension period of the normal electric role is set to a time for timing a certain extension period that is previously determined in accordance with the structure of the normal electric role P770. Then, the time value related to the operation end demo of the normal electric role is set in the normal electric role operation end demo timer, and the normal symbol status is set to "4: normal electric role end demo in progress".
[0161] "Normal electric device operation end demo processing" The normal electric role operation end demo processing is a submodule processing called by the normal pattern control processing when the normal pattern status is "4: normal electric role end demo in progress".
[0162] In the normal electric role operation end demo process, the normal electric role operation end demo timer set in the normal electric role operation process is waited for to reach "0", and when the normal electric role operation end demo timer reaches "0", the normal symbol status is updated to "0: normal symbol waiting".
[0163] (Start port monitoring process) The start port monitoring process performs processing related to the occurrence of a hold related to the special pattern lottery (a hold related to the first special pattern lottery is also called the first hold or the first special pattern hold, and a hold related to the second special pattern lottery is also called the second hold or the second special pattern hold) when rising data of the special pattern 1 start port switch P712 and the special pattern 2 start port switch P722 is generated from the data generated in the input port confirmation process (step 2004). (step 2024)
[0164] More specifically, when the special pattern 1 start port switch P712 and the special pattern 2 start port switch P722 are detected, the number of reserved numbers related to the special pattern lottery is checked, and if the number of reserved numbers does not reach the upper limit, a random number can be stored as a new reserved number, so the data in the memory area storing the reserved number is incremented (+1) to increase the reserved number information by one, and then the win / lose random number, pattern random number, and variation pattern random number are obtained from the random number generation circuit, or the current corresponding software random number is obtained and stored as a reserved number.
[0165] In addition, the underlying pachinko game machine P has two types of special symbols, a first special symbol (sometimes referred to as special symbol 1) and a second special symbol (sometimes referred to as special symbol 2), so for each start hole provided on the game board P5, the reserved number of the corresponding special symbol and the start hole switch data are called up, and the reserved number is added for each start hole and a random number is obtained.
[0166] In addition, if the starting hole to be processed is composed of a starting hole (electric chute) related to a normal electric device, the valid period setting process described above determines whether or not the winning entry to the starting hole related to the normal electric device P770 occurred within the valid period, and if it is within the valid period, the processing described above is performed.
[0167] When storing the win / lose random number, the design random number, and the change pattern random number, the obtained random number information is used in advance to generate information that allows prediction of the change content when the change based on the various reserved random numbers is executed, using a notice judgment value table, and notifies the performance control board P41 as a performance control command (referred to as "pre-judgment command," "pre-judgment information," and "pre-reading judgment command"). The pre-judgment commands are generated for each of the win / lose random number, the design random number, and the change pattern random number, and when they are sent to the performance control board P41, they are used in the lottery for executing the "pre-reading performance" described below in the performance control board P41.
[0168] (Special pattern control processing) The special pattern control process (step 2026) executes one of the following processes based on status information for managing special patterns, called special pattern status (also called "special pattern status"), and status information for managing the operating state of special electric devices, called special electric device status (also called "special electric game status"): management of the start of special pattern change (special pattern change start monitoring and control process), processing during special pattern change, and processing during special pattern stop pattern display.
[0169] The special symbol status has the states of "0: waiting for special symbol change", "1: special symbol changing", "2: missing symbol stopped and displayed", "3: big win symbol stopped and displayed", and "4: small win symbol stopped and displayed". The special electric device status has the states of "0: waiting for win", "1: special electric device operating", "2: big prize entrance closed", "3: big win end demo", "4: small win special electric operation", "5: small win closed", and "6: small win end demo". Note that depending on the specifications of the gaming machine, there may be cases where there is no small win, in which case there is no status data related to the small win. Control based on these statuses will be described later.
[0170] In the case where there are multiple special symbols, the special symbol control process is performed based on a predetermined order (priority order). In the predetermined order, the process is performed to control the second special symbol with priority, and in a situation where both the first special symbol and the second special symbol are reserved, the variation of the second special symbol is started first (the second special symbol varies with priority), a gaming machine specification that is processed so that this variation is started first (the second special symbol varies with priority) is called "second special symbol (special symbol 2) priority consumption control", and in the explanation of the embodiment of the pachinko gaming machine P that is the premise, the processing related to this type is illustrated and explained.
[0171] In the special symbol control process, first, the second special symbol is controlled. When the control of the second special symbol is started, first, the special symbol status of the first special symbol and the information of the special electric device status are referenced. When the special electric device status is data indicating that a big win or small win is being played (when the special electric device status is other than "0: waiting for a win"), if the first special symbol is changing and the special pattern status of the first special symbol is other than "0: waiting for special pattern change", the process is completed without performing any processing.
[0172] When the situation is such that the control of the second special symbol is to be executed, a process for updating the timer value for the control related to the second special symbol is executed. The timer is updated by decrementing (-1) the data in the memory area that stores the timer, and if the result of the decrement is a negative value, "0" is set. Then, when the timer update is completed, a submodule process described later is called and executed based on the special symbol status corresponding to the special symbol 2. Note that, although there is a timer subtraction process during the interrupt process, the timer updated by the timer subtraction process does not include the timer data updated by the special symbol control process, and the timer data for the control related to the special symbol is managed in the special symbol control process.
[0173] Special symbol variation start monitoring and control process The special symbol change start monitoring and control process is a sub-module process which is entered when the special symbol status is "0: waiting for special symbol change".
[0174] In the special symbol change start monitoring control process, it is checked whether or not there is a reserved special symbol being processed as a target, and if there is no reserved, the process is terminated, and if there is a reserved special symbol, the next process is executed. The next process is a special symbol lottery that is executed when the change starts. In the special symbol lottery, the data stored as the setting value is first read and inspected to determine whether the setting value information is appropriate. If the setting value is appropriate, the appropriate lottery table is selected by referring to the data in the area storing each flag indicating the game state, etc., and the winning / losing lottery, the pattern lottery, and the change pattern lottery are executed, and after the lottery results are stored in the memory area, the special symbol status is updated to "1: Special symbol changing". In addition, the contents determined by the special symbol lottery are sent to the performance control board P41 as performance control commands (winning / losing command, pattern command, change pattern command), and are used as information for the determination process (lottery process) of the contents of the change performance executed in accordance with the display of the change of the special symbol. Details regarding the special symbol lottery will be described later.
[0175] Special pattern change processing The special pattern changing process is a sub-module process to which the process is transitioned when the special pattern status is "1: special pattern changing".
[0176] In the special pattern change process, a timer that manages the special pattern change display time is monitored until the special pattern change time determined by the change pattern lottery has elapsed, and a special pattern display switching timer (maximum value "24") that is updated at every interruption performs switching processing of the lighting display pattern of the special pattern display device (second special pattern display device P52 (first special pattern display device P51 when special pattern 1 is controlled)) to show the special pattern change display every 25 interruptions until the remaining change time becomes "0".
[0177] When the remaining variable display time of the special symbol becomes "0", the following are performed: information is set to output an external signal indicating that the variable display of the special symbol has been executed once to an external device (such as a data counter or hall computer) connected to the pachinko game machine P; a pattern fixing time is set to fix the stop display pattern of the special symbol; and lighting pattern data is set to display the stop display pattern indicating the stop display pattern determined as a result of the win / lose lottery and pattern lottery on the special symbol display device P52 (P51). Then, the special symbol status is set to one of "2: Miss pattern stopped and displayed", "3: Big win pattern stopped and displayed", or "4: Small win pattern stopped and displayed" according to the win / lose lottery result.
[0178] <<Processing during special pattern stop display>> The special symbol losing symbol stop display process is a process to be entered when the special symbol status is "2: losing symbol stop display".
[0179] In the processing for special symbols that have not been selected and are stopped, it is checked whether the value of the timer that manages the symbol fixation time set in the processing for special symbols that are changing has reached "0", and if so, the special symbol status of the special symbol being processed is updated to "0: waiting for special symbol change", and the number of remaining plays for the game state related to the special symbol lottery (probability change function, electric chute support function, change time reduction function) is updated, and the establishment of the termination condition is confirmed. When the game state transition condition is established, control related to the transition of the game state (flag off, etc.) is performed.
[0180] 《Special pattern jackpot pattern stop display processing》 The special pattern jackpot pattern stop display processing is a process to be entered when the special pattern status is "3: jackpot pattern stop display."
[0181] In the special symbol jackpot symbol stop display process, it is checked whether the value of the timer that manages the symbol fixation time set in the special symbol change process has become "0", and if it has become "0", the special symbol status of the special symbol being processed is updated to "0: waiting for special symbol change" and the special electric device status is updated to "2: large prize opening closed". Furthermore, in order to end the game state related to the special symbol lottery (probability change function, electric chute support function, change time reduction function), a process is executed to clear the remaining number information storage area and operation flag storage area of each. Then, in order to execute a jackpot game according to the jackpot symbol, the information of various memory areas that was used as data during the previous jackpot game is initialized from the jackpot symbol information, and the control content data of the special electric device P755 during the jackpot game is set.
[0182] In the special symbol jackpot symbol stop display process, further, a process is executed to send a performance control command to the performance control board P41 to execute a jackpot game performance (jackpot start demo performance). In addition, in conjunction with these processes, lighting pattern data is also set to light up the right hit indicator light P56 (an LED that lights up when a game state in which a right hit game that aims at the right side of the game area and launches the game ball is recommended), which is one of the components of the main control display device P50.
[0183] 《Processing during the special small winning pattern stop display》 The processing during the special small win pattern stop display is the processing to be transitioned to when the special pattern status is "4: Small win pattern stop display".
[0184] The special small win symbol stop display process, like the special big win symbol stop display process, sets data related to the operation of the special electric device P755 and sets the right-hit indicator P56 when the symbol fixing time ends. In addition, in the pachinko game machine P of the base technology, unlike when the big win symbol stops, when a small win game is executed (small win symbol stop display), there is no process to end the game state related to the special symbol lottery (high probability state or high base state), and like the process of the special miss symbol stop display process, the game state is controlled based on the judgment result of whether or not the end condition is met for each game state. In addition, in accordance with these processes, the special electric device status is updated to "5: small win closed". Note that, depending on the game machine specifications, as a modified example, it is also possible to design it as a specification having a process to forcibly end the game state (high probability state or high base state) when a small win game is executed, like when a big win symbol stops.
[0185] When any of the above sub-module processes is selectively performed, the processing of the second special symbol is followed by the processing of the first special symbol. The processing of the first special symbol is omitted because it is almost the same processing as the processing of the second special symbol, except that the information referenced is different from that of the processing of the second special symbol (for example, whether or not a change can be started is determined by referring to the special symbol status of the second special symbol, not the special symbol status of the first special symbol).
[0186] 《Ball entry order digestion control, parallel control》 In addition, the above-mentioned special symbol control process was explained based on the process related to the "second special symbol priority consumption control", but if a different gaming machine specification is adopted from the pachinko gaming machine assumed here, it is possible to proceed with the special symbol control process by a different process. The representative ones will be briefly explained below.
[0187] "Ball entry order consumption control" is a gaming machine specification in which the reserved information corresponding to the first special symbol and the second special symbol is processed one by one in the order in which they are generated. While one symbol is changing, the other symbol's change will not be displayed, and this specification is often adopted when the occurrence of both reserved balls corresponding to the first special symbol and reserved balls corresponding to the second special symbol is expected in a certain gaming state.
[0188] "Parallel control (parallel consumption)" is a type of gaming machine specification that can simultaneously display both the first special symbol and the second special symbol, unlike the above-mentioned "second special symbol priority consumption control" and "ball entry order consumption". Since two symbols can be consumed at the same time, it is possible to increase the number of special symbol lotteries per unit time. In addition, when the special electric device P755 is activated with the stop display of the first special symbol (when a big win or small win is executed), the other symbol is forcibly stopped as a miss, or the subtraction of the remaining time of the variable display is temporarily suspended. As an example, it is possible to adopt a specification that when the first special symbol becomes a big win, the other special symbol is forcibly stopped as a miss, or when the first special symbol becomes a big win or small win, the variable display of the other special symbol is temporarily suspended.
[0189] (Special electric device control processing) The special electric device control process is a process that executes submodule processes related to the operation of the special electric device P755 according to the data contents (values) of the special electric device status (sometimes called the special electric game status) and manages the operation of the special electric device (step 2028). In other words, when executing a big win game or a small win game, it is a process that controls each state in the big win game and small win game state and controls the opening and closing of the big win opening P751.
[0190] As mentioned above, the special electric device status has the following states: "0: Waiting for hit", "1: Special electric device in operation", "2: Large prize entry port closed", "3: Large prize end demo in operation", "4: Small prize special electric current in operation", "5: Small prize closed", and "6: Small prize end demo in operation".
[0191] Among these special electric device statuses, when the status is "0: waiting for win", the player has not yet acquired the right to play a big win or small win game through his / her play, so the special electric device control processing ends without performing any processing.
[0192] If the special electric device status is other than "0: waiting for a win", one of the processes described below will be executed depending on the status.
[0193] Special electric device operation processing The special electric device operation process is executed when the special electric device status is "1: special electric device operation" or "4: small hit special electric device operation". This process is executed when a so-called round game (unit game) is being executed in the special game (a state in which the large winning port P751 can be controlled to open).
[0194] In the special electric role operation process, first, a process is performed to determine whether the end condition of the round game (unit game) has been met. The end condition of the round game is determined to be when either (a) a specified number of winnings (also called "count") corresponding to the activated special electric role has been won, or (b) the opening time (opening pattern) set as the operation pattern of the executed special electric role has ended. If these conditions are not met, the special electric role control process in this interrupt process is terminated without performing any further processing. Note that among the operation patterns (opening patterns) of the special electric role P755, there is a pattern that opens and closes the large winning port P751 multiple times, and when these patterns are executed, while the timer used to determine (b) becomes "0" multiple times during one round game, it is determined whether there is the next operation data during one round game, and if it is determined that the condition (c) "there is no next operation pattern data in this unit game" is met, it is determined that the above (b) has been met.
[0195] On the other hand, if either of the above (A) or (B) of the round game end conditions is met, the next process is to store the special winning hole closing time in the special electric device closing time management timer, and to increment the special electric device status to "2: special winning hole closing". Then, the command data for notifying the end of the round game as a performance control command is set to the performance control board P41, and the process ends.
[0196] <<Processing during closing of the large prize entrance>> The large prize opening closing process is executed when the special electric device status is "2: large prize opening closing" or "5: small prize closing". This process is a process for a state controlled during the "round between" rounds in a special game, as well as a process for a state controlled during the "big prize start demo (period)" or "small prize start demo (period)" before the start of the first round at the start of a big prize game or small prize game, or a process controlled during a waiting period until the win end demo process described later is executed after the end of the final round of round games.
[0197] In the large prize opening closure processing, first, it is determined whether the large prize opening closure time set in the special electric device operation processing has elapsed, and if the closure time management timer is not "0", i.e., the closure time has not elapsed, the special electric device control processing for this interrupt is terminated.
[0198] When the big prize opening closing time has elapsed, it is judged whether the operation (round game) of the special electric device P755 that has been activated first was the final round game in the current winning game (big win game, small win game), and different processing is executed at the end of the final round game and at the end of a round game other than the final round (or at the time of the winning start demo). The judgment of whether it was the final round game is based on whether the cumulative data of the number of times the special electric device P755 was activated during the current winning game exceeds the maximum number of times the special electric device P755 was activated in the current winning game, and at the time of the winning start demo, the cumulative data of the number of times the special electric device P755 was activated is "0".
[0199] In the large prize opening closing process, when it is judged that the final round of play has ended, the execution pattern of the winning end demo (mainly the winning end demo time data) is read and set according to the type of winning (the type of special pattern that started the large prize or small prize). Then, the special electric role status is incremented to "3: in the large prize end demo" or "6: in the small prize end demo", and a performance command for executing the winning end demo performance is set in the performance control board P41. Furthermore, the time value data determined as the effective extension period for setting the effective extension period of the large prize opening P751 is stored in the timer that manages the effective extension period of the large prize opening P751, and the process is terminated.
[0200] On the other hand, in the process of closing the large prize opening, if it is determined that the game has ended other than the final round (or the start of a winning demo), then as a performance control command to the performance control board P41, information that enables identification of which round the next round of play will be (N-round start demo command *N is an integer) and information (right hit command) to indicate the recommended firing position during a winning game (in the assumed pachinko game machine, this is the right area P501R (right hit area) of the game board) are sent.
[0201] Then, the special electric device status is decremented and updated to "1: special electric device in operation" or "4: small win special power in operation", and data in a data area for counting the number of winning balls into the large prize winning hole P751 during a round game is initialized. Then, the time value related to the first opening of the large prize winning hole P751 during a round game (or the closing immediately after the start of the round game) is set as the operation pattern data of the large prize winning hole P751 (special electric device P755) during the round game, and data in a storage area related to the cumulative number of times the special electric device P755 is operated is incremented.
[0202] (Ball prize control processing) The prize ball control process is a process for awarding a game ball to a player as a prize ball when the game ball enters a prize hole arranged on the game board P5. The process is configured to execute the following three sub-module processes. (Step 2030)
[0203] <Payment data reception monitoring process> The payout data reception monitoring process is a process for checking the presence or absence of a control command related to the execution of the payout of prize balls transmitted from the payout control board P43 to the main control board P40, and receiving (storing) the transmitted command. The main control board P0 stores the information transmitted from the payout control board P43 in two registers (storage areas). The first register is called a status register, and stores information for determining whether there is information transmitted from the payout control board P43 and whether the transmitted information was transmitted normally. The other register is called a data register, and stores information on the control contents related to the payout control transmitted from the payout control board P43. If the status register is not abnormal, the data of the data register is stored in the storage area as payout control information.
[0204] <<Payment command request processing>> In the payout command request process, the winning counter data for each winning port, which stores the winning count data for each winning port stored in the winning monitoring process (step 2018), is checked to see if there are any winnings that have not been paid out. This check process checks each winning port in a predetermined order, and if it is determined that the winning counter data for one winning port is not "0", a process is performed to send a control command to the payout control board P43 to execute the payout of game balls according to the number of winning balls for the corresponding winning port. With this process, even if the winning counter data for multiple winning ports is not "0", the payout control command sent to the payout control board P43 in one interrupt is limited to one.
[0205] <<Payout command control process>> In the payout command control process, a check is made to see if the payout control board P43 has received information about the payout number normally, and this process determines whether the command is received normally or if there is some abnormality that causes a communication error. Until the payout command control process determines the command reception status (whether it was received normally or an error), the transmission of the next payout control command in the payout command request process is temporarily suspended by flag data that is set on and off in the payout command request process and the payout command control process, respectively.
[0206] (Abnormality detection processing) The abnormality detection process is a process for checking whether an abnormality has occurred based on information from a sensor installed in the pachinko game machine P for detecting fraud (step 2032).
[0207] More specifically, this is a process for determining whether or not an abnormality has occurred based on the input information generated in the input port confirmation process (step 2004) regarding the inputs of sensors such as the vibration sensor P72, the magnetic sensor P73, the radio wave detection sensor P74, and the frame opening sensor P131. In addition to the various sensors, the process also detects the removal of a harness for electrical connection, a short circuit in the wiring, and the like.
[0208] If abnormal data exists for any of the judgment information, the corresponding error flag is turned on and stored, and then a command for notifying the error information is set as a performance control command for the performance control board P41.
[0209] (Sensor detection determination process) The sensor detection determination process is a process in which, based on the detection data (level data) of the sensors and switches generated in the input port confirmation process (step 2004), a period during which the sensors or switches have been continuously detected is determined, and a flag for carrying out the process is set (step 2034).
[0210] In the sensor detection determination process, when the level data of the detection data information of the target sensor or switch is on, the data for counting the continuous on input period of the corresponding switch is incremented and updated, and it is determined whether the execution start conditions of various processes are met, and if the conditions are met, the process corresponding to the switch to be monitored is executed. When the on data of the monitored switch is no longer present, the data for counting the continuous input period is initialized (updated to "0").
[0211] For example, if the winning port detection switch installed in the winning port detects that the switch is continuously in the on state, it is determined that a ball jam has occurred, and the system is controlled to an error state, and command information for causing the performance control board P41 to notify an error is set as a performance control command, and signal data is generated and output to notify an external device (such as a hall computer) of the occurrence of an error.
[0212] The switches that are detected in this process include touch sensor switches on the steering wheel P204 and switches for detecting tampering, as well as sensors that require the input of on data for a certain period of time to determine whether a switch is due to human operation or electrical noise.
[0213] (Game status display process) The game status display process is a process for generating lighting data for displaying information about the progress of the game on the main control display device P50. Although it is called a display process, the display contents on the main control display device P50 are not output by this process but by the LED output process described later. (Step 2036)
[0214] In the pachinko game machine P that is the premise, lighting data (lighting patterns) are generated for, for example, an error indicator light (status indicator light P55) that indicates an error state, a special pattern reserve indicator light (special pattern 1 reserve indicator light P61, special pattern 2 reserve indicator light P62) that displays the reserve number related to the special pattern lottery, and a normal pattern reserve indicator light P63 that displays the reserve number related to the normal pattern lottery, and stored as data to be output by the LED output processing.
[0215] In addition, in the game status display process, when a blinking display is required for the LED indicator light that is controlled to be turned on, the display switching counter for the corresponding LED is updated and the lighting pattern is switched by comparing the counter value with a threshold value. For example, in the pachinko game machine P, which is the premise, the number of reserved special symbol lotteries can be reserved up to four, but since the special symbol reserved indicator light is composed of two LED indicator lights (the special symbol 1 reserved indicator light P61 and the special symbol 2 reserved indicator light P62 each have two LEDs), when there are three or more reserved numbers, at least one LED is specified to be displayed in a blinking manner rather than continuously lit.
[0216] (Output port output processing) The output port output process is a process for setting the transmission of signals related to game operations to the electric role objects, which are operating devices on the game board P5 connected to the main control board P40, the payout control board P43, etc. (Step 2038).
[0217] More specifically, when the operation pattern of the normal electric role or the special electric role is set during the normal symbol control processing or the special electric role control processing, signal data for opening (or closing) each electric role is output to the normal electric role drive means P71 and the special electric role drive means P72 (solenoids in the assumed pachinko game machine) by processing during the output port output processing.
[0218] In addition, a control signal (launch permission signal) for permitting or prohibiting the launch of game balls based on the player's handle operation is generated and output to the payout control board P43 by the output port output process. The output content of the launch permission signal is set according to the communication state with the payout control board P43 and the occurrence of an error that requires the game to be stopped.
[0219] (Performance control command transmission process) The performance control command transmission process is a process for outputting a performance control command to the performance control board P41, and in the pachinko game machine P, the performance control command is transmitted to the performance control board P41 only in the performance control command transmission process (step 2040). Note that the setting of the performance control command to be transmitted is set in a predetermined memory area as an untransmitted performance control command during other processes.
[0220] The assumed pachinko game machine P uses a storage area called a ring buffer, which cyclically references a storage destination, as an area for storing unsent performance control commands. The storage area called the ring buffer is designed to execute writing and reading of performance control commands using information called a "write pointer" and a "read pointer" that are updated by each process of writing (setting) a performance control command and reading (sending) a performance control command, and are used to calculate the address of the storage area to write a command to and the address of the storage area to read a command from in the next process.
[0221] In addition, in the pachinko game machine P, the performance control command is made up of two pieces of data: MODE data indicating the type of command, and EVENT data indicating the content of the command.
[0222] Returning to the explanation of the specific processing contents of the performance control command transmission process, the performance control command transmission process first checks whether the information of the write pointer and the read pointer match, and if they match, it is determined that there is no performance control command to be transmitted and the process ends. On the other hand, if the data of the write pointer and the read pointer do not match, it is determined that there is a performance control command to be transmitted and the process moves to the next step.
[0223] If it is determined that there is a performance control command to be sent, the MODE data and EVENT data are called up from the address in the memory area of the main control board P40 calculated from the data of the read pointer, and each is temporarily stored in a register in the CPU of the main control board P40. After clearing the performance control command in the ring buffer from which it was read, the value of the read pointer is updated to the value to be used in the next processing.
[0224] The MODE data and EVENT data stored in the register of the main control board P40 are transmitted to the performance control board P41 in sequence as performance control commands. First, the MODE data is set in the performance command output port, which is an output port for transmitting performance control commands to the performance control board P41, and a strobe signal is output to make the performance control board P41 perform a read operation. The main control board P40 then outputs the EVENT data, but after a waiting time of 26 μs is inserted to ensure a sufficient period for the performance control board P41 to receive the MODE data, the EVENT data is set in the output port and a strobe signal is output, just as when the MODE data was transmitted. When the performance control board P41 confirms the strobe signal, it generates a performance control command reception interrupt and receives the performance control command transmitted from the main control board P40.
[0225] (External information output processing) The external information output process is a process of outputting information on the game status and information on security such as error occurrence as signals from the external information output terminal 77 to external devices (data counters and hall computers) connected to the prerequisite pachinko game machine P (step 2042). The signals output from the external information output terminal 77 are output based on data set in the output port of the main control board P40, and include signals that transmit a pulse signal that is an ON potential for a certain period when a trigger for signal output occurs, and signals that continue to output an ON potential until a condition for terminating the signal output is met.
[0226] In the external information output process, first, a signal related to the game state is generated. In order to make it possible to identify the type of specific game state as the signal related to the game state, the pachinko game machine P, which is the premise, refers to information corresponding to the operating state of the probability fluctuation function (probability state), the operating state of the electric chute support function (base state), and information indicating that a special game is being played (a big win or a small win), and updates the external output data so that the corresponding data is transmitted when it is controlled to each game state. Note that, not limited to the examples given here, depending on the specifications of the game machine, an output signal may be generated based on information indicating the presence or absence of a fluctuation time shortening function or information indicating a case of a specific type of big win.
[0227] In addition, as the output signal outputted in the external information output process, not only the signal related to the game state but also the information based on the occurrence of a predetermined game result is outputted. For example, there is a signal (also called a "pattern fixing signal") that is sent every time the variable display of the special pattern is executed and stopped, and a signal that is set in the external output data and sent to an external device every time the entrance of a game ball into various winning holes such as the start hole switch (special pattern 1 start hole switch P712, special pattern 2 start hole switch P722) and the big winning hole switch P752 is detected, or every time the payout of prize balls based on the entrance of balls into various winning holes reaches a predetermined number (for example, 10 balls). These signals are mainly composed of pulse signals, and one signal is sent as a pulse signal with a 128 ms on potential, but if multiple game results occur consecutively, after the output of one pulse signal is finished, a certain period of off potential output is sandwiched, and then the pulse signal is output again.
[0228] In addition, in the external signal output process, the data in the memory area that stores the error flag as a result of the confirmation in the above-mentioned abnormality detection process (step 2032) is calculated and compared with comparison data for confirming whether or not an error requiring a security notification has occurred. If it is determined that a security signal needs to be output, the output data to be set in the output port is updated so that the bit corresponding to the security signal in the external output data is turned on.
[0229] (LED output processing) The LED output process is a process for outputting data indicating a lighting pattern to the multiple LEDs constituting the main control display device P50, causing the LEDs to emit light and display the progress and status of the game (step 2044).
[0230] The LEDs that make up the main control display device P50 include a first special pattern display device P51 (8 LEDs), a second special pattern display device P52 (8 LEDs), a first special pattern hold indicator light P61 (2 LEDs), a second special pattern hold indicator light P62 (2 LEDs), a normal pattern display device P53 (2 LEDs), a normal pattern hold indicator light P63 (2 LEDs), as well as a round indicator light P54, a status indicator light P55, and a right hit indicator light (a total of 8 LEDs), for a total of 32 LED display sections.
[0231] The status indicator light P55 refers to a group of indicator lights related to multiple game states, and in detail refers to indicator lights such as the special symbol probability variation indicator light which indicates whether the probability variation function is activated or not, the normal symbol probability variation indicator light which indicates whether the normal symbol probability variation function is activated or not (whether the electric chute support function is activated or not), and the error indicator light which indicates an error state.
[0232] In the LED output processing, the lighting data for the display section in the main control display device is set to the output port one byte at a time for each interrupt processing, thereby lighting up the main control display device P50. Based on the value of a digit counter that is updated for each interrupt processing, the LED of the main control display device P50 to be lit by the current interrupt is selected, lighting pattern data according to the game status is selected, and set as display data to control the lighting of each LED.
[0233] In other words, in the pachinko game machine P, the main control display device P50 is controlled using a dynamic lighting method in which lighting data is output in sequence to 32 LEDs using at least four interrupt processes.
[0234] In addition, in the LED output processing, in addition to the LED display that should be visually recognized by the player as the main control display device P50 described above, the LED display is also controlled to light only when the game stop flag is in a setting change state, a setting confirmation state, or an unrecoverable error state.
[0235] In the pachinko game machine P, when a flag indicating a certain game stop state is stored in the game stop flag, the setting of the lighting pattern data for the main control display device P50 is omitted, and the LEDs constituting the main control display device are all turned off during the setting change, setting confirmation, and unrecoverable error. As a modified example, when the game stop flag is set, a fixed lighting pattern set for each state may be used for the light display, and for example, the LEDs constituting the main control display device P50 may be configured to be all lit during the period when the setting is being changed.
[0236] (Out-of-area control processing) The out-of-area control process is composed of a test signal output process (processing for outputting signals used in testing the pachinko machine) that outputs signals used in testing the pachinko machine, and a process for controlling the display of the performance display device (step 2046). "Outside the area" refers to a process executed by a program in a memory area that is not included in the calculation of the capacity of the program memory area defined in the rules for the pachinko machine.
[0237] The test signal output process sets information on the game results and game status in the output port to be output from the test terminal P78 of the pachinko game machine P to an external test device. The performance display process checks the game status, calculates the number of out balls and the ratio (base) between the number of out balls and the number of winning balls, updates them as display data, and displays them on the performance display device P59.
[0238] [Special design lottery] Next, the special symbol lottery executed by the CPU of the main control board P40 will be described in detail with reference to Figures 10 to 14. The "special symbol lottery" is mainly composed of "win / lose lottery", "win symbol lottery", and "variable pattern lottery".
[0239] (Win or lose lottery) The "win / lose lottery" is a lottery that determines whether the special electric device P755 will be activated based on the result of the special pattern lottery that is executed, or more simply, a lottery that determines whether the lottery result for the special pattern is a "big win," a "small win," or a "miss." Note that, depending on the specifications of the pachinko game machine P, there are some that do not have a "small win" as a lottery result for the win / lose lottery. Also, when configured to have a first special pattern and a second special pattern, it may be configured to have a "small win" as a lottery result for the win / lose lottery for one special pattern, and not have a "small win" as a lottery result for the win / lose lottery for the other special pattern.
[0240] The winning / losing lottery is performed using a random number value called a "winning / losing random number" that is obtained and stored when a game ball enters a start port (such as the first starting winning port P711 or the second starting winning port P721). In the pachinko game machine P that is the premise of this invention, the range of possible random numbers for the winning / losing random number (random number range) is 65,536, ranging from "0" to "65,535," and is composed of so-called 2-byte random numbers. When the winning / losing lottery is performed, the result of the winning / losing lottery is determined by comparing the value of this random number value with a lottery table (called a "winning / losing lottery table") that is used for the winning / losing lottery according to the game status and setting values.
[0241] Figure 10 shows some examples of lottery tables used for winning / losing lottery. Figure 10 (A) shows a winning / losing lottery table for a setting value of "1" and a low probability state, and Figure 10 (B) shows a winning / losing lottery table for a setting value of "1" and a high probability state. Figure 10 (C) and (D) show winning / losing lottery tables for a setting value of "6" and a low probability state and a high probability state, respectively.
[0242] For example, in a situation where a win / loss lottery is performed using the win / loss lottery table in Figure 10 (A), let us assume that the win / loss random number in this special pattern lottery is a random number corresponding to the first special pattern (Special Pattern 1) and the random number value is "1500", and the flow of the win / loss lottery will be explained.
[0243] First, it is determined whether the result of the first winning / losing lottery falls within the range of random numbers for a jackpot (from "0" to "327"). Specifically, the random number value of this winning / losing random number, "1500", is subtracted by the range of random numbers for the jackpot to be determined, "328". At this time, the result of the subtraction is "1172", which is not a negative value, so it is determined that this winning / losing random number does not fall within the range of random numbers for a jackpot.
[0244] In the next process, the random number value "1172" after the previous calculation of the jackpot determination is compared with the range of losing random numbers ("328" to "65370") as the determination area of the subsequent winning / losing lottery result in the winning / losing lottery table. More specifically, the losing random number range "65043" to be determined is subtracted from the primary winning / losing random number data "1172". At this time, the calculation result is a negative value, so information corresponding to the "losing" result is stored as the winning / losing lottery result.
[0245] If the current random number "1500" is selected as a special symbol in a high probability state, it will be selected using the random number selection table shown in Figure 10(B) to determine whether it belongs to the random number range for the first jackpot (from "0" to "1639"). In this case, the result of the comparison (subtraction) between the random number and the random number range is a negative value, so the result of the selection is determined to be a "jackpot."
[0246] In the pachinko game machine P, the method of determining the lottery result is adopted by sequentially comparing the data acquired as a random number with the random number range according to the lottery result of the lottery table, and the same lottery method is adopted for the winning symbol lottery and the variation pattern lottery described later. Note that the lottery method is not limited to the above example, and a method of directly determining whether the acquired random number matches the random number that will be a jackpot or not may be adopted, and a different lottery method may be adopted for each lottery content.
[0247] (Winning design lottery) The "winning pattern lottery" is a process which, based on the result of the special pattern lottery described above, determines the stop display pattern of the special pattern as a lottery result required for switching the control contents related to the operation of the special electric device P755 thereafter and the lottery table (see Figures 12 to 14) for the variable pattern lottery described below.
[0248] Figure 11 shows a big win pattern selection table (see Figure 11(A)) used in the winning pattern selection when the win / loss lottery result is a "big win," a small win pattern selection table (see Figure 11(B)) used in the winning pattern selection when the win / loss lottery result is a "small win," and a losing pattern selection table (see Figure 11(C)) used in the winning pattern selection when the win / loss lottery result is a "losing."
[0249] The "pattern random number" used to select the winning pattern has a random value range of "1000" (from "0" to "999"), and when expressed as 2-byte data, the most significant byte is expressed as "0" to "3" and the least significant byte is expressed as "0" to "255".
[0250] To explain the selection of the winning symbol using a specific example, for example, when the result of the lottery is a jackpot and the symbol random number is "400" (upper byte is "1", lower byte is "144"), the lottery table for the upper byte "1" shown in Figure 11 (A) is used, and the "5R (5 rounds) special symbol 2" corresponding to the lower byte "128" to "191" is obtained as the lottery result, and when the special symbol is displayed in a variable manner, the "5R special symbol 2" symbol is displayed as the stopped display symbol on the first special symbol display device P51 (in the case of the second special symbol selection, the second special symbol display device P52).
[0251] When the "5R Probability 2" symbol is displayed as a stopped symbol on the first special symbol display device P51, a jackpot game corresponding to the "5R Probability 2" symbol is executed. At this time, the content of each round game of the 5 rounds of jackpot games (such as the opening pattern and opening time of the large prize winning port P751) may be made different based on the stopped display symbol when the "5R Probability 2" symbol is displayed as a stopped display symbol on the first special symbol display device and when the "5R Probability 1" symbol is displayed as a stopped display symbol, and it is also possible to control the control content in the specific game state to which the game is transferred after the jackpot game to be different. The allocation of control in these jackpot games and specific game states is appropriately determined for each pachinko game machine P in order to realize gameplay according to the specifications (specs), and a detailed description thereof will be omitted.
[0252] In addition, the underlying pachinko game machine P is described as displaying patterns grouped according to the type of jackpot through the lottery shown in Figure 11 (A); however, for example, in the previous example, after the type of jackpot is determined as the lottery result "5R special 2", the stopping display pattern that will result in the corresponding type of jackpot is determined by another lottery from multiple patterns, so that the winning pattern lottery may be performed in two stages: determining the type of jackpot and then determining the stopping display pattern.
[0253] In addition, in the pachinko game machine P, as shown in Fig. 11(A), when the jackpot pattern is determined by the winning pattern lottery in the special pattern lottery for each of the first special pattern and the second special pattern, the types of winning patterns that can be determined are different. More specifically, in the pachinko game machine P, the possibility of determining "10R probability 5" or "10R probability 8" is increased in the jackpot of the second special pattern, and it can be said that the pachinko game machine P is designed to be more likely to win a jackpot with a large number of rounds than the winning pattern lottery for the first special pattern, and to be more likely to win a jackpot that transitions to a high probability / high base state as a specific game state.
[0254] In Fig. 11(B), a small winning symbol lottery table is illustrated. The small winning symbol lottery table is a table that is referred to in the winning symbol lottery when the result of the special symbol lottery is "small winning", and the lottery method is the same as that of the big winning symbol lottery table described above.
[0255] In the small win symbol lottery table shown in Fig. 11(B), most of the winning symbols are "small win 1", and in some cases where the winning or losing lottery result of the second special symbol is "small win", "small win 2" can be determined. In addition, the small win symbol may be one type, or three or more types of symbols may be determined.
[0256] As an example of the purpose of providing multiple small winning symbols as in the pachinko game machine P, the number of game balls that can be obtained can be varied by simply changing the opening state of the large winning port P751 during a small winning game, or, for example, in a pachinko game machine P that adopts a small winning V as a game machine specification (spec), the small winning symbols can be differentiated to distinguish between a small winning game in which it is easy to win a V in a specific area and a small winning game in which it is difficult to win a V, or the small winning symbols can be differentiated to distinguish the type of specific game to which the game is transferred after the execution of a large winning game after winning a V. The "small winning game in which it is easy to win a V" and the "small winning game in which it is difficult to win a V" are realized by allocating the flow path by the action of an opening and closing member P761 (valve member), which is a structure for changing the ease of passage to the "specific area". Specifically, (1) during a small win game, the large prize winning port P751 is opened multiple times (for example, 10 times for 0.1 seconds), and immediately after the start of the first opening of the large prize winning port P751 during a small win game (for example, 0.1 seconds after the start of the first opening of the large prize winning port P751), the opening / closing member P761 (valve member) switches to a flow path that guides the large prize winning port P751 toward the specific area, and immediately after the end of the final opening of the large prize winning port P751 during a small win game (for example, 0.1 seconds after the 10th opening of the large prize winning port P751 is completed), A small win game where the opening and closing member P761 (valve member) switches to a flow path that does not guide to the specific area side immediately after the opening of the current large prize opening (any of the 1st to 10th openings) is forcibly ended and closed (0.1 seconds after the opening of any of the 1st to 10th openings of the large prize opening P751 is ended and closed) or when 10 balls, which are a predetermined specified number, enter during a small win game, the opening and closing member P761 (valve member) switches to a flow path that does not guide to the specific area side. In other words, if the player continues to shoot game balls toward the large prize opening P751, the probability that all 10 balls, which are a predetermined specified number, will enter the large prize opening P751 is approximately 100%, and the probability that at least one of the 10 balls will pass through the specific area is approximately 100%. This is a small win game where the small win game where the opening and closing member P761 (valve member) switches to a flow path that does not guide to the specific area side immediately after the opening of the current large prize opening (any of the 1st to 10th openings) is forcibly ended and closed (for example, 0.1 seconds after the opening of any of the 1st to 10th openings of the large prize opening P751 is ended and closed). In other words, if the player continues to shoot game balls toward the large prize opening P751, the probability that all 10 balls, which are a predetermined specified number, will enter the large prize opening P751 is approximately 100%.On the other hand, (2) a small win game in which the large prize opening P751 is opened once (for example, once for 0.2 seconds) during a small win game, and a long time has passed since the start of the first opening of the large prize opening P751 during a small win game (for example, 5 seconds after the start of the first opening of the large prize opening P751), the opening / closing member P761 (valve member) switches to a flow path that guides the ball toward the specific area, and 0.1 seconds after the switch, the opening / closing member P761 (valve member) switches to a flow path that does not guide the ball toward the specific area, is a "small win game in which it is difficult to win a V prize." In other words, a small win game in which there is a nearly 100% probability that all 10 balls, which is the predetermined number, will not enter the large win port P751 even if the player continues to shoot game balls toward the large win port P751, and in which there is a nearly 100% probability that even if some game balls enter the large win port P751, none of them will pass through the specific area, is a "small win game in which it is difficult to win a V prize."
[0257] In Fig. 11(C), a losing symbol selection table is illustrated. The losing symbol selection table is a table that is referred to in the winning symbol selection when the result of the special symbol selection is "losing". The selection method is the same as that of the big winning symbol selection table described above for the first special symbol, but is different for the second special symbol.
[0258] More specifically, FIG. 11(C) shows only the losing symbol lottery table for the first special symbol, and in the underlying pachinko game machine P, lottery processing is performed only when the losing symbol lottery table shows the first special symbol, and either "Miss 1" or "Miss 2" is determined as the stop display symbol.
[0259] The "Miss 2" symbol is a losing symbol that wins with a probability of about 6.4% when the first special symbol fails, and when "Miss 2" wins, the variation pattern lottery is configured to make it easier to determine the variation pattern (variation time) by referring to a special lottery table (not shown) that is likely to become a reach. Therefore, the "Miss 2" is sometimes called a "reach miss symbol".
[0260] In addition, the pachinko game machine P does not have a losing symbol lottery table for the second special symbol, and is configured to determine the losing symbol 1 regardless of the symbol random number, omitting the comparison process between the symbol random number and the table, and storing the losing symbol 1. Note that the machine may be configured to win the losing symbol by using a lottery table that always wins the symbol 1.
[0261] (Variation pattern lottery) The "variable pattern lottery" is a process for determining the variable display time until the stop display pattern, which is the lottery result of the special pattern, is stopped by lottery. In the pachinko game machine P, which is the premise of the game, the variable display time of the special pattern is determined by using a variable pattern table described later in the special pattern lottery as the necessary performance time for the performance display device P80 to perform a performance notification regarding whether or not there is a jackpot, and if there is a jackpot, what type of jackpot it is.
[0262] Figure 12 shows a "low base medium fluctuation pattern lottery table" mainly for the normal game state (low probability / low base medium) and the low base state (non-electric chute support state), i.e., the state in which it is recommended to launch the game ball into the left side area P501L of the game board in the pachinko game machine P as the premise.
[0263] In Fig. 12, "ID" represents information stored as a result of a variation pattern lottery, and "variation pattern" represents a representative example of the variation presentation mode displayed on the presentation display device P80 when the ID is selected. "Variation time" is the variation display time value of the special pattern in the result of the target variation pattern lottery (variation pattern ID), and represents the time from when the special pattern is displayed to when it stops.
[0264] In FIG. 12, "Keep 1 Change" to "Keep 4 Change" indicate the reserved number in a situation where the conditions for executing the special symbol lottery are met. When the result of the lottery is "lose" and there are N reserved balls of the target special symbol (here, the first special symbol), the lottery for the variation pattern is executed using the variation pattern table of "Keep N Change". In other words, the lottery for the variation pattern of the first special symbol in the low base state is configured to use different variation pattern tables depending on the reserved number. In addition, when there is no reserved ball and a game ball enters the starting winning hole, it is temporarily stored as reserved for processing, so the lottery for the variation pattern is executed using the variation pattern table of "Keep 1 Change".
[0265] On the other hand, as shown in Fig. 12, the variation pattern lottery corresponding to the second special symbol is independent of the reserved number, and is configured to use a common lottery table regardless of the reserved number. Although not shown, if the result of the pattern lottery is "miss 2 (reach miss pattern)", the variation pattern lottery for the first special symbol is configured to use variation pattern table 1 (variation pattern table for miss 2) that is independent of the reserved number.
[0266] In Fig. 12, "10R probability", "5R probability", "10R normal", and "5R normal" indicate the variation pattern table used for the variation pattern lottery at the time of the jackpot in the low base state, and the result of the lottery is "jackpot", and the lottery is performed by selecting the appropriate variation pattern table depending on which pattern the pattern lottery result is. In Fig. 12, since the second special pattern is not the main part of the game in the low base state, the jackpot variation pattern table is expressed to be determined in a form independent of the jackpot pattern, but the jackpot of the second special pattern may have multiple patterns depending on the type of jackpot.
[0267] Here, a specific example of the variation pattern lottery in a low base state will be described with reference to Fig. 12. As a specific example, a lottery for the first special symbol will be described, in which the variation pattern random number is "30000", the number of reserved balls at the start of the variation is 3 (the number of reserved balls becomes 2 after the start of the variation), and the winning / losing lottery result and the winning symbol lottery are "Loss 1".
[0268] First, since the reserved number at the start of the fluctuation is "3", the fluctuation pattern table of "reserved 3 fluctuation" is used. The lottery process is similar to the lottery process for the win / lose lottery described above, and the fluctuation pattern random number is compared (subtracted) with the random number range corresponding to the fluctuation pattern ID of each lottery result to determine whether the random number belongs to the same range. By performing this process, the result of the repeated comparison between the fluctuation pattern random number and the random number range at the timing of normal fluctuation B of ID "2" becomes a negative value, and the same ID is determined as the fluctuation pattern lottery, and after a 7-second fluctuation display is performed as the special pattern fluctuation display, the losing pattern 1 is displayed on the first special pattern display device P51.
[0269] Next, the variation pattern table in the high base state will be explained using Figure 13. The configuration of the variation pattern table in the high base state is the opposite of the variation pattern table in the low base state shown in Figure 12, and is configured to have a variation pattern table at the time of a miss that depends on the reserved number for the second special pattern, and a table for each jackpot pattern at the time of a jackpot. In Figures 12 and 13, many variation patterns are configured to be determined in common, but this is also for the purpose of simplifying the explanation, and it is also possible to configure the variation patterns determined in the low base state and the high base state to have very few overlaps or no overlap at all.
[0270] In addition, as a feature of the fluctuation pattern table in the high base state, it is configured so that a 2-second fluctuation (fluctuation pattern ID "12"), which is the shortest fluctuation time of the assumed pachinko game machine P, can be determined as the lottery result for the "Hold 3 Fluctuation" and "Hold 4 Fluctuation" of the second special pattern when a miss occurs.
[0271] Furthermore, as a feature of the variation pattern in the high base state, the lottery for the first special symbol is always configured to determine a 10-second variation of the variation pattern ID "4". The reason for configuring the first special symbol as a 10-second variation is that in the jackpot symbol lottery table shown in Figure 11, the player's profit in the event of a jackpot is large (the expected value of winning balls is high due to the large number of execution rounds, and there are many jackpot symbols that transition to the probability variation state as a specific game state), and the purpose is to enable the player to win a more advantageous jackpot by prioritizing and implementing a large number of variation displays corresponding to the second special symbol. In addition, even if there is almost no difference in the degree of advantage between the first special pattern and the second special pattern in a jackpot game, the adoption of the second special pattern priority consumption control makes it possible to avoid the first special pattern being displayed in a variable manner, and to make it easier to maintain the reservation established in the normal game state (low base state) until the end of the specific game state (high base state), which is an advantageous state, and to avoid requiring a large amount of game balls to generate the reservation of the first special pattern in the low base state compared to the amount of game balls used to generate the reservation of the second special pattern in the high base state.
[0272] Fig. 14 is a diagram showing a special table in a limited period, and shows a special variation pattern table referred to in a specific period. In Fig. 14, as an example of a special variation pattern table provided in the pachinko game machine P, a special variation pattern table for three periods is comprehensively described.
[0273] More specifically, Figure 14 shows that the pachinko game machine P is equipped with a "reserved consecutive wins table" (for IDs "51" and "71") that is referenced in the period from the first change to the fourth change after a jackpot (the period known as a "reserved consecutive wins" (reserved consecutive wins) in which a jackpot is reached with four reserved wins that exist at the time of a jackpot), a high frequency reach table (for IDs "52", "53", "54", and "72") that is referenced in the nth to mth change after a jackpot and in which a 55-second reach change is likely to be selected, and a "result change table" (for IDs "55" and "73") that is referenced in the final change display in a high base state and which mainly executes the "result performance" described below.
[0274] In this way, a special fluctuation pattern table that is referenced for a limited period of time is called a "special fluctuation pattern table" or a "limited frequency (pattern table)".
[0275] In the pachinko game machine P, the limited frequency pattern table can be referenced for a set period after a big win (the operation of a special electric device, in other words, the operation of a device continuous operation device). It is also possible to vary the presence or absence of reference for these reference periods depending on the type of big win (big win pattern), and it is also possible to configure the reference period to be different for a specific period after the operation of a special electric device based on a small win. What special variation pattern table is referenced in what situation can be set appropriately for each pachinko game machine, and is not limited to the example shown, and details will be explained separately if necessary.
[0276] Next, we will explain the control of the performance control board P41 that controls the performance operation of the pachinko game machine P. Note that the operation control of the performance control board P41 has fewer restrictions in the type test of the game machine and has a higher degree of design freedom compared to the control of the main control board P40, so it is not limited to only the processing described below, and the timing of the processing can also be changed as appropriate.
[0277] [Power-on process for the performance control board ~ main loop process] When the power supply of the pachinko game machine P is turned on, the CPU of the performance control board P41 executes a power-on process (step 4000). Here, the power-on process of the performance control board P41 will be described in detail with reference to FIG.
[0278] When the power-on process (step 4000) is started in the performance control board P41 of the pachinko game machine P, an initial setting process related to the operation of the CPU, which is a calculation device provided on the performance control board P41, is performed (step 4002). The initial setting process is to appropriately perform settings necessary for the subsequent operation of the CPU, and the details will be omitted. However, since there is a time difference between the completion of the power-on process of the main control board P40 (FIG. 7) and the power-on process of the performance control board (FIG. 15) for the performance that was executed when the previous power outage occurred, if the performance before the power outage is restored after the power is restored, there is a risk of a discrepancy occurring with the operation of the main control board P40. Therefore, in the initial process when the power outage is restored to the performance control board P41, performance information, etc. is often initialized so that the performance that was executed before the power outage is not executed (called a "performance control board reset" or "sub-reset").
[0279] (Main loop of the performance control board) In the assumed pachinko game machine P, the process proceeds to main loop processing after initial setting processing. In the assumed pachinko game machine P, the time of the cycle (frame) for drawing the performance image in the image control board P42 connected to the performance display device P80 (image display device) is set to about 33 ms (30 FPS) so that 30 images are drawn per second, so that the main loop processing is performed once at a cycle of 16 ms, which is about half of that cycle (steps 4002 to 4016).
[0280] In the main loop process of the performance control board P41, first, a watchdog timer for detecting runaway of the CPU is cleared (step 4004).
[0281] Next, a process of updating the performance control random number data (step 4006) is performed, and various performance control random numbers to be used when an opportunity arises to execute a performance lottery are updated.
[0282] Next, input port monitoring processing is executed (step 4008). In the pachinko game machine P, which is the premise, the input port is monitored even during interrupt processing of the performance control board P41 described later, but since the input port monitoring processing in the main loop processing is performed at a 16 ms cycle, it is limited to monitoring inputs such as switches that are necessary for the system to be monitored, and monitoring of inputs such as sensors that are necessary for performance control of the performance movable role P560 is omitted. As a modified example, sensors that are objects to be monitored for performance may be checked in the input port monitoring processing in the main loop processing.
[0283] The input port monitoring process is similar to the input port confirmation process of the main control board in that it generates and stores level data from input data from various sensors and stores rising (falling) data.
[0284] Next, the performance control board P41 performs a performance device control process (step 4010) and executes control of performance operations other than the performance display device P80 (image display). The performance devices controlled in this process include lamps P82 ("board lamp (P550)" and "frame lamp (P350)"), speakers P83 (upper speaker P370, lower speaker 141), and performance movable props P560, and transmits performance operation commands according to the performance contents determined to be executed by processing such as the performance control process (step 4012) described later to each of these performance devices to execute the performance operations.
[0285] The output of performance operation commands to the various performance devices in the performance device control process (step 4010) needs to be executed (started) in synchronization with the performance image displayed on the performance display device P80 (image display device). Therefore, when a signal is sent at regular intervals from the image control board P42, which controls the performance display device P80, to the performance control board P41, or a signal attempting forced synchronization is received (received during the input port monitoring process described above), the performance operation commands are output to the various performance devices in synchronization with the performance switchover timing of the performance display device P80.
[0286] With regard to the operation control of the performance movable part P560 among the performance devices, since control of the drive means of the performance movable part P560 at shorter periods is required, sensor monitoring and operation switching are also performed during the interrupt processing of the performance control board P41 described later (see Figure 16) for the operation pattern of the performance movable part P560, which is executed by the performance operation command set in this processing.
[0287] Next, the performance control process (step 4012) executed in the main loop process of the performance control board P41 will be described. The performance control process is a process that determines the performance contents to be executed by various performance devices by drawing or selecting them based on flags that are established based on the results of analyzing the performance control command received from the main control board P40 in the performance control command analysis process described later, information on the received performance control command itself (such as the lottery result ID of the special pattern lottery), input port monitoring process (step 4008), interrupt process (Fig. 16), and other processes.
[0288] The performance control process selects the process to be executed based on each flag information and command analysis information, and executes it by calling the submodule process for the corresponding performance decision. Examples of the performance contents determined here include a process to determine the variable performance corresponding to one special pattern change based on commands related to the execution result of the special pattern lottery (win / lose command, pattern command, change pattern command) (process to determine the contents of notice and reach, the decorative pattern to be stopped, etc.), a pre-reading lottery process to determine whether to execute a pre-reading performance (also called "pre-determination performance") for a newly generated hold based on the hold number information and pre-determination information transmitted when a hold occurs, and a special game performance content determination process to determine the performance content during a special game based on information transmitted as a performance control command when a special game (big win or small win) is executed.
[0289] In addition, the performance control processing not only processes the performance control commands sent from the main control board P40, but also determines the error display content when an error is detected on the performance control board P41 (including the process of determining the error display content based on the error information sent from the main control board), adjusts the volume output from the speaker P83 based on input operations by the player using the performance operation means P81, such as the performance button P381 and the cross key P383, adjusts the light intensity to change the light emission brightness of the lamp P82, and customizes the performance content and the performance content determination tendency.
[0290] In addition, since the process of determining various presentation contents performed in the sub-module processing called by the presentation control processing often uses specifications unique to each gaming machine, an explanation will be omitted here. However, when a process having a characteristic feature is executed in the pachinko gaming machine P that is the subject of the invention, the details will be explained in the explanation of the embodiment of the pachinko gaming machine P that is the subject of the invention.
[0291] Returning to the explanation of the main loop processing of the performance control board, the performance control command analysis processing (step 4014) will be explained as the final processing of the main loop processing.
[0292] The performance control command analysis process stores information corresponding to the performance control command used to determine the performance content in the performance control process described above, and sets flags, based on the information stored as the performance control command sent from the main control board P40. This process must determine the processing content according to the command sent from the main control board P40, and the processing content is determined from the contents of the MODE data and EVENT data, which are the performance control commands, and the processing according to the performance control command is executed.
[0293] Since there is a possibility that one command (MODE data and EVENT data) will be sent for each interrupt processing of the main control board P40 (every 4 ms), in the pachinko game machine P assumed here, the analysis of the performance control command is repeatedly executed as far as it can be processed until the period (16 ms) of the main loop processing of the performance control board P41 has elapsed (step 4016).
[0294] [Performance control board interrupt processing] Next, the interrupt processing executed in the CPU of the performance control board P41 will be explained. The interrupt processing in the performance control board P41 differs from the interrupt processing in the main control board in that it has multiple interrupt processing that are started at different execution triggers (see Figs. 16(A) and (B)). Priorities are set for these multiple interrupt processing, and when an interrupt with a higher priority occurs, the higher priority interrupt processing is controlled to be executed even during execution of an interrupt processing. In this explanation, the performance control timer interrupt processing (Fig. 16(A)) and the performance control command reception interrupt (Fig. 16(B)) will be explained as representative examples.
[0295] (Performance control timer interrupt processing) The performance control timer interrupt process (FIG. 16(A)) is an interrupt process executed at 1 ms intervals in the CPU of the performance control board P41.
[0296] The port input / output process (step 5002) executes a process of generating and storing level data and rising data from the input of a sensor provided for detecting the position of the performance movable prop P560 and other sensors (input sensors of the performance operation means P81) from the input port of the performance control board P41, and a process of outputting a drive signal to the drive means (solenoid, stepping motor, etc.) of the performance movable prop P560 according to the operation pattern set by the performance device control process from the output port. Also, when data is output from the output port, the data of a counter (storage area) that counts the number of outputs is updated if necessary.
[0297] The timer update process (step 5004) is a process of subtracting and adding to a timer that measures the timing of switching the performance action. When the update process for each timer is completed, a comparison operation is performed with a comparison value to determine whether a switching condition for the performance action has occurred, and the performance control process (step 4012) stores information and flags required for determining the performance content in a storage area.
[0298] The sensor monitoring process (step 5006) uses the sensor detection data generated by the port input / output process to determine whether or not sensor detection information related to switching of performance operations has occurred, such as whether or not the performance operation switching condition of the performance movable prop P560 has been met, and performs processing to switch the operation pattern table or to set a condition flag to determine the performance content in the performance control process (step 4012).
[0299] The effect button monitoring process (step 5008) is a process for judging whether or not the effect switching conditions are met based on input from the effect operation means P81, such as the effect button P381, lever P382, cross key P383, etc. The effect button monitoring process judges whether or not the effect operation means P81 has been operated and the operation mode from the level data and rising data (data indicating that the level data has changed from off last time to on this time) indicating the input state of each input device generated in the port input / output process (step 5002).
[0300] For example, when rising data is generated as input information for the performance operation means P81, it is assumed that there has been a player operation on the performance operation means P81, and information such as a flag for executing the corresponding performance is stored. Note that, since judging the input based only on the rising data may result in a false detection due to electrical noise, which may result in switching of the performance operation, it may be possible to judge that there has been a player operation on the performance operation means P81 (which may be expressed as a "single push (single pull) operation" or "one-hit operation") when multiple consecutive inputs of level data (on data) have been made after the occurrence of rising data.
[0301] Also, when the level data of the ON input is detected 500 times in succession, that is, when it is determined that the performance operation means P81 has been operated for 0.5 seconds, it is determined to be a "long press (long drag)" operation and is treated as a special operation. Note that when determining the presence or absence of a "long press (long drag)" operation and its continuation, falling edge data (data indicating that the level data has changed from ON last time to OFF this time) may be detected as electrical noise, but in this case, as with the measures to prevent erroneous detection described above, the end of the "long press (long drag)" operation input may be determined based on the detection of multiple inputs of level data (OFF data) after the detection of falling edge data.
[0302] In the pachinko game machine P, depending on the content of the performance being executed, it is possible to repeatedly execute a process that regards a "single press (single pull)" input operation of the performance operation means P81 as having been performed once every certain period (for example, every 0.3 seconds) by executing a "long press" operation on the performance button P381, and this kind of repeated processing that regards a "single press" operation as having been performed as a trigger for a special operation such as a "long press (long pull)" operation is called an "auto-repeated tap" operation. Note that the "auto-repeated tap" operation is not limited to the operation contents exemplified above, and it is also possible to adopt a method in which a plurality of performance operation means P81 are operated simultaneously, or a method in which an "auto-repeated tap" operation is regarded as having been performed based on the input of the performance button P381 by turning on and off a dip switch or the like provided as a switch different from the performance button.
[0303] It should be noted that, depending on the execution status of the performance, there are periods during which the input to the performance operation means P81 is treated as a valid operation ("valid operation period") and periods during which it is treated as an invalid operation ("invalid operation period").
[0304] The multitask processing (step 5010) is a process in which the processing content to be executed during the currently occurring performance control timer interrupt processing is changed according to the value of the task counter (updated between values "0" and "15"), which is updated each time the performance control timer interrupt processing is executed. The task counter is configured to cycle in a 16 ms cycle, and the processing at each counter value is executed almost in sync with one cycle of the main loop processing. As an example of the processing in each task, a process is performed in which it is determined whether the operation of the image control board P42 can be executed based on a signal sent from the image control board P42 (input information is generated by port input / output processing), and the operating status of the image control board P42 is monitored.
[0305] The image control command transmission process (step 5012) is a process for transmitting an image control command (sometimes called an "inter-sub command") to the CPU of the image control board P42 so that the CPU of the image control board P42 executes image display according to the performance content determined by the performance control process P41. Note that the image control board P42 and the performance control board P41 may be configured as the same board, but for convenience in this specification, they are described as the image control board P42.
[0306] In the pachinko game machine P, the performance control board P41 is configured to configure an image control command to consist of a first command indicating the type of display content and a second command specifying the pattern of the display content, and transmits the command to the image control board P42.
[0307] In addition, the pachinko game machine P is configured to transmit image control commands through a performance control timer interrupt process, but it is also possible to configure the transmission and reception of commands between the performance control board P41 and the image control board P42 by providing a separate interrupt process.
[0308] (Performance control command reception interrupt) The performance control command receiving interrupt (Figure 16 (B)) is an interrupt processing that occurs when a strobe signal is output during the performance control command sending processing (step 2040) in the interrupt processing (Figure 9) of the main control board P40 and the strobe signal is received by the performance control board P41.
[0309] When the performance control board P41 starts the performance control command reception interrupt, it reads the performance control command (MODE data or EVENT data) sent from the output port of the main control board P40, and updates and stores the temporary buffer data (steps 5502, 5504).
[0310] When the update of the temporary buffer data is completed, it is determined whether or not reception of one performance control command (a combination of MODE data and EVENT data) is complete (step 5506). Note that the performance control command sent from the main control board P40 is one byte of data, with specific bits being "1" or "0".
[0311] When updating the temporary buffer data (2-byte data storage area) in step 5504 described above, a process is normally performed to store the content of the currently received performance control command in the lower byte of the storage area. At this time, if a specific bit portion of the lower byte of the current temporary buffer data storage area before the update indicates MODE data, the stored data of the temporary buffer data is shifted and stored in the upper byte of the storage area, and then the currently received EVENT data is stored in the lower byte of the temporary buffer data storage area.
[0312] Then, in determining whether reception of the performance control command is complete in step 5506, a determination is made as to whether a specific bit in the lowest byte of the temporary buffer data is data indicating EVENT data. If it is determined to be EVENT data, reception of one performance control command is deemed to be complete (step 5506 YES) and the process proceeds to the next step. If it is determined to be MODE data (step 5506 NO), the performance control command reception interrupt is exited, and other processing is performed and the process waits until a strobe signal based on the transmission of EVENT data is received from the main control board P40.
[0313] If it is determined in step 5506 that reception of the performance control command is complete, it is determined whether the sent performance control command was normal (step 5508). This process is determined, for example, based on whether matching data exists in the list data of performance control commands that can be sent from the main control board P40. If it is determined to be a normal command, it is stored in a memory area for storing received performance control commands to be analyzed in the performance control command analysis process during the performance control timer interrupt process, and if the data is abnormal, the temporary buffer data is discarded.
[0314] [Basic image display example] Next, the basic effects of the pachinko game machine P will be explained with reference to Fig. 17 to Fig. 20. Fig. 17 is a diagram showing the pattern change display (when the decorative pattern is displayed) during normal play (low probability / low base), and Fig. 18 is a diagram showing a situation in which a reach effect with a high expectation of a jackpot is being performed. Fig. 19 is a diagram showing a state in which a jackpot game is being performed, and Fig. 20 is a diagram showing a game effect during operation of the electric chute support function during a specific game state (high probability or low probability / high base).
[0315] (Example of the normal game mode display) Decorative Design FIG. 17 is a diagram showing the pattern variation display (during the stop display of the decorative pattern) during normal play (low probability / low base). Three numbers are displayed in a manner that can be clearly confirmed by the player in the approximate center area of the screen. These three patterns are called "decorative patterns (P801)" (also called "decorative patterns"), and are display objects for the purpose of presentation that are displayed in response to the results of a special pattern lottery, and are displayed in a variable manner in accordance with the variable display of the special pattern. Note that although only numbers are shown in FIG. 17, each number may be displayed with a decorative image such as a character image. Also, when each number is configured to be displayed with a decorative image, the display mode of the decorative image and each number may be made different depending on the game state. By configuring in this way, the player can easily determine the current game state.
[0316] Except when a special effect is being performed, the decorative symbol P801 is displayed once for each variable display of the special symbol (one special symbol lottery). Although not shown, when the decorative symbol P801 is displayed once, the decorative symbol is displayed at high speed (sometimes transparent or hidden), and a "preview" using animation or effect images is used to heighten the expectation of winning the right to play a jackpot.
[0317] When the decorative pattern P801 shown in FIG. 17 starts to change, it is scrolled vertically (from top to bottom), and then the stop display patterns determined by the performance control board P41 are displayed in the order of the left pattern (P801a), the right pattern (P801c), and the center pattern (P801b) for each pattern row. In general, when the three decorative patterns P801 are displayed in the same manner (same pattern), it is a performance that notifies the player that a big win has been achieved. In addition, a state in which one pattern is displayed in a changing manner while other patterns are displayed, for example, a state in which the left and right patterns are displayed in the same pattern (provisionally stopped display) before the center pattern P801b, which is the pattern that stops last (also called the "final stop pattern"), stops, is called a "reach" ("reach state" or "reach mode").
[0318] The changing display of the decorative pattern P801 is often displayed in a manner that scrolls vertically (from top to bottom), but the manner of the changing display is not limited to the vertical direction, and it may also be a manner in which a scrolling operation is performed in the left-right direction or in the front-back (diagonal) direction using the depth, or a rotating operation is performed on the spot without scrolling, and the display may be switched in sequence.
[0319] In addition, the decorative pattern P801 may stop multiple times during one variable display of the special pattern. At this time, when the display stops multiple times, the stop display showing the result of the special lottery is a stop display that is displayed at the same time as the special pattern stop display pattern is stopped and displayed on the special pattern display device, and the stop display at other times is called a "provisional stop (display)". Note that the stop display at the same time as the special pattern stop display may be expressed as a "real stop".
[0320] When the decorative pattern P801 is temporarily stopped, in order to distinguish it from the final stop display of the pattern (full stop), the decorative pattern P801 is not completely fixed, but is temporarily stopped to the extent that it cannot be considered fixed, moves in directions such as up and down or left and right, or swings around the rotation axis 1. In addition to being called a temporary stop, this state is sometimes called a "swing fluctuation."
[0321] After the decorative pattern P801 is temporarily stopped and displayed, it may repeat the change display again. Generally, the re-change from the state where a pattern other than the jackpot pattern is temporarily stopped is called a "pseudo-change (pseudo consecutive)" effect, and the re-change in which the jackpot pattern displayed after the jackpot pattern stops may be changed is called a "promotion (change)" effect. Note that when the promotion effect is executed, it may be configured not to change to a jackpot pattern less favorable than the stopped jackpot pattern, or not to change to a losing pattern.
[0322] In addition, when the decorative symbol P801 is displayed, there is a type of special decorative symbol that is not displayed during normal variable display and is displayed only when some effects are executed, and this is called the "special decoration symbol (P804)" (special symbol). Each special decoration symbol has a meaning, for example, it suggests that a specific big win will be executed, suggests that the above-mentioned pseudo-variable effect will be executed, suggests that a specific reach effect (announcement effect displayed when a reach state is reached) will be executed, etc. When using a special symbol, the special symbol may be temporarily stopped as the decorative symbol (middle symbol P801b) that is temporarily stopped last, or it may be temporarily stopped as one decorative symbol that substitutes for all of the left symbol P801a, the middle symbol P801b, and the right symbol P801c.
[0323] "Simplified installation diagram (mini installation diagram)" In the upper right corner of the screen, three numbers are displayed in the same manner as the decorative pattern P801. This pattern is also called the "simple design (P802)" ("simple design") or "mini design", and is displayed as a display showing the lottery result of the special pattern in accordance with the variable display of the special pattern, just like the "decorative pattern" mentioned above.
[0324] Unlike the "decorative pattern," the simplified design P802 (mini design) is always displayed once for each special pattern lottery in conjunction with the special pattern showing the result of the special lottery being displayed on the special pattern display devices P51 and P52, even if a special effect is performed in which the decorative pattern P801 is not displayed in a stopped state.
[0325] In addition, the variable display of the simplified decoration pattern P802 may be configured to form the same reach state when the decorative pattern P801 described above becomes a reach state, or a simplified variable display method may be adopted in which a certain display switching is performed until the variable display of the special pattern becomes a stopped display state, regardless of the decorative pattern P801, in order to achieve the minimum purpose of notifying the result of the special pattern lottery.
[0326] 《Hold display area》 A reserved display area P810 is provided in the lower area of Fig. 17. In the reserved display area P810, reserved objects P811 corresponding to reserved (random number values) corresponding to unexercised rights are displayed as rights to the special symbol lottery acquired by the player. The example of Fig. 17 shows a state in which three rights to the special symbol lottery are reserved.
[0327] In the example of Figure 17, the earlier the special pattern lottery is executed for a hold (i.e., the earlier the hold occurred), the closer it is to being displayed toward the center of the bottom of the screen, and the display position of the hold object located at the far right of the hold display area P810 is called "Hold 1 (display area)," and as you move toward the left side of the screen, they are called "Hold 2 (display area)," "Hold 3 (display area)," and "Hold 4 (display area)."
[0328] In addition, near the right side of the reserved display area P810, an object of approximately the same form as the reserved object P811 in the reserved display area P810 is displayed at a higher position and larger than the reserved object P811. This display area continues to display the reserved display corresponding to the random number value that triggered the start of the current special pattern variable display from the reserved display area, and is called the "variable object display area (P812)". In addition, the object displayed in the variable object display area P812 is called the "variable object (P813)", but may be called the "reserved display", etc., and the initial "reserved" is added to differentiate it from the reserved object P811 in the reserved display area P810.
[0329] The display mode of the variable object P813 in the variable object display area P812 does not need to be configured exactly the same as that of the reserved object P811, and when a reserved display moves to the variable object display area P812 with the start of the variation, the shape may change or it may disappear (become hidden). Also, the variable object P813 may be configured so that the display mode can change in the same way as the reserved display in the reserved change pre-reading described later (for example, the shape or color of the object changes at a timing in the middle of the variable display).
[0330] 《Simple hold display》 Two numbers are displayed vertically in the center of the left side of the screen. These two numbers indicate the number of reserved 1st special symbols and the number of reserved 2nd special symbols, and are called "Simple Reserve Display (P814)". In the example in Figure 17, the number of reserved 1st special symbols is displayed at the top as "3", and the number of reserved 2nd special symbols is displayed at the bottom as "4".
[0331] (Preview performance) Pending Change Look Ahead 17, the reserved object P811 in the reserve 3 display area in the reserved display area P810 is displayed in a different manner from the reserved objects P811 in the display areas of Reserve 2 and Reserve 1. The assumed pachinko game machine P is configured so that the display manner of the reserved object P811 in Reserve 3 is more likely to result in a jackpot than the display manner of the reserved object P811 in Reserve 2. In this way, the effect of changing the display manner of the reserved object P811 for a specific reserved ball is called "reserved change (preview)."
[0332] In addition, the display mode of the reserved object P811 may be changed gradually, not limited to the mode exemplified in Figure 17, but may have multiple types of change modes, each of which may have a different probability (expectation) of becoming a jackpot.
[0333] In addition to "hold change (pre-reading)," effects that suggest that when a random number value stored as a hold is determined to be the target for an effect to be executed, there is a high possibility that the hold that is the target for the effect to be executed will be a jackpot before the variable display corresponding to the hold that is the target for the effect to be executed begins are called "pre-reading effects" (sometimes called "pre-determination effects").
[0334] When a "pre-reading performance" is executed, the hold determined as the hold that is the target for the execution of the performance may be referred to as a "pre-reading target hold," "trigger hold," "culprit hold," etc., and the changing display of the special pattern based on the pre-reading target hold is referred to as a "pre-reading target change," "trigger change," "culprit change," etc.
[0335] Here, some representative examples of "pre-reading effects" that can be adopted in the pachinko gaming machine P will be given.
[0336] 《Chance Prediction》 "Chance eye pre-reading" is a performance in which the decorative pattern P801 stop display pattern according to a predetermined rule is displayed (or temporarily displayed) in the display of the decorative pattern P801 until the start of the change of the pre-reading target change. Examples of the rules for the stop display mode of the decorative pattern P801 that are predetermined as chance eyes include (a) a case where a miss pattern is displayed by a combination of only patterns with the same color of the number part of the decorative pattern, (b) a case where the decorative pattern stop patterns such as "1", "2", "3" or "5", "4", "3" are displayed in a regular stop display mode such as a sequence of decorative patterns (forward sequence, reverse sequence), and (c) a special number such as "7" or a pattern different from the number such as "first" is displayed as a stop display pattern of the center pattern.
[0337] "Prediction of moving parts for performance" The "pre-reading of a movable role" is a performance in which the movable role P560 or the frame movable role P360 (such as the lever P382 of the pachinko game machine P1) provided on the game board P5 or the frame (glass frame P3) is made to move in a lively manner according to a performance operation pattern from the start of the fluctuation until the fluctuation display of the pre-read target fluctuation begins, or spanning over to the pre-read target fluctuation.
[0338] Zone transition prediction "Zone transition pre-reading" is a pre-reading effect that suggests a high possibility of a jackpot by transitioning to a special performance mode (called a "zone") in the display of the special pattern before the pre-reading target variation begins, and executing a pre-notification lottery to execute a pre-notification effect corresponding to the special performance mode until the display of the variation that becomes the pre-reading target variation. For example, it will be "display normal background → display pre-reading background → jackpot" or "display normal background → display pre-reading background → losing pattern stops and returns to normal background."
[0339] (Example of display when reach effect is executed) Next, Fig. 18 shows a situation where a reach effect is being performed, which has a high expectation of a big win. As described above, the "reach effect" refers to an effect in which the decorative symbols (left symbol P801a, right symbol P801c) other than one decorative symbol (middle symbol P801b) are displayed in the same manner, and it is announced that a big win will occur if one more symbol stops in the same manner.
[0340] In the pachinko game machine P, which is the premise of the present invention, in many cases, a jackpot is notified by the three decorative symbols P801 coming to the same stopped display mode via a reach effect.
[0341] In the example of Figure 18, the left decorative pattern P801a and the right decorative pattern P801c are displayed as "5", and the patterns in the changing middle pattern row are "4", "5", and "6". The "4" pattern vibrates violently, and if it switches to "5", a jackpot will be awarded.
[0342] Here, in the example of FIG. 18, the display of the "5" which is the left and right decorative symbols is displayed smaller than the decorative symbol P801 in the stopped display of FIG. 17, and the decorative symbol P801b of the middle symbol row during the variable display is displayed larger than the decorative symbol P801 in the stopped display, and is highlighted. The small decorative symbols corresponding to the left symbol P801a and the right symbol P801c at this time may be called "escape symbol (P803)" or "reach symbol". In the reach effect, other than the example shown in the figure, there are also cases where whether or not a jackpot will be won is notified depending on the ending of the animation of the notice effect (reach effect) displayed along with the variable display of the decorative symbol, and the left symbol P801a and the right symbol P801c that have already been temporarily stopped are displayed as the evacuation symbol P803 (or are not displayed) to increase the visibility of the effect to which the player is to be paid attention.
[0343] Also, gaming machines are known that do not display three decorative symbols P801, and there are also multi-line reaches that simultaneously form multiple lines of reach patterns, but detailed explanations of these will be omitted.
[0344] As an exception to the reach effect, there is a reach effect called "full rotation reach" in which all three decorative symbols P801 are displayed synchronously and variably in the same manner. Although it differs from the standard of reach effect, "a situation in which all decorative symbols except for one decorative symbol are displayed in the same manner, and if one more symbol stops in the same manner, it will be announced that a jackpot will be won," the full rotation reach is also recognized as a reach effect by those skilled in the art.
[0345] In addition, in FIG. 18, a "performance setting display area (P850)" is displayed in the lower right area of the screen, and in the example of FIG. 18, a volume setting display P851 is displayed as the performance setting display.
[0346] The performance setting display area P850 is an area that displays the setting status and change status of the volume setting function that adjusts the volume level output from the speaker P83 of the gaming machine P, the light intensity adjustment function that adjusts the brightness of the decorative lamp P82 of the gaming machine P, and the performance mode change function that changes the type of preview performance that occurs, called the performance mode, or changes the frequency at which the preview performance occurs.
[0347] The effect setting display area P850 is not always displayed, but is displayed temporarily when the player executes operations related to the various effect settings (volume adjustment function, light intensity adjustment function, effect mode change function) described above, and for example, it is possible to display the effect setting display (volume setting display P851) related to the volume adjustment function shown in Fig. 18 by operating the cross key P383 in the left and right directions. In the situation of Fig. 18, if the player further operates the right button of the cross key P383, the set volume level (black area in the figure) increases, and the volume setting value changes from "3" to "4".
[0348] In addition, in the pachinko game machine P, when adjusting the light intensity, the change operation is performed by operating the cross key P383 in the up and down directions, and the presentation mode change function is, for example, a function for switching the presentation mode in a predetermined order according to the operation of the presentation button. Note that the operation related to these presentation settings may adopt a different operation mode in relation to the execution of the presentation during the game, and a method for changing the settings other than the example may be appropriately adopted.
[0349] In addition, with regard to the display of the effect setting display area P850 and the use of the various effect setting functions, it is possible to set periods during which the player's effect setting operations are valid and periods during which they are invalid, and when a particularly important effect is being executed, the effect setting display area P850 is hidden and the use of the various effect setting functions is invalidated.
[0350] (Example of the display during a big win) Next, with reference to FIG. 19, a display mode of the effects when a jackpot game is being executed in the pachinko game machine P will be described.
[0351] "Display showing the type of jackpot" The decorative pattern P801 that triggered the execution of the jackpot game is displayed on the lower left and upper right of the screen in Fig. 19. The lower left of the screen displays one decorative pattern P801 (also called "jackpot decoration pattern (P805)") in a display mode smaller than the decorative pattern being changed, as in the case of the execution of the reach performance described above, and the upper right of the screen continues to display the simple decoration pattern P802 that was displayed when the change display of the special pattern ended.
[0352] In the pachinko game machine P, the type of the decorative pattern P801 that triggered the jackpot (stopped and displayed when the jackpot occurred) suggests to the player the type of jackpot that will be executed, the expected number of game balls that can be acquired during the jackpot, and the game state after the jackpot (normal game state) in a dramatic way. Therefore, by displaying the decorative pattern (jackpot decoration pattern P805, simple pattern P802) that triggered the jackpot in this way, it is possible to suggest the type of jackpot and the number of game balls that can be expected to be acquired even during the jackpot game.
[0353] In addition, as an indication of the type of jackpot, in FIG. 19, an icon image P821 resembling a pentagonal shield is displayed under the character string "ROUND6" (referred to as "round display (P820)"), and the character "MAX" is written in the center of the icon P821. In the icon P821 in the figure, the character string "MAX" indicates a jackpot, and indicates that the maximum round of jackpot play of the prerequisite pachinko game machine P will be executed. This icon P821 is called a "jackpot icon" or a "cascade (display) icon", and the display increases cumulatively each time a specific game state and a jackpot game are repeatedly executed, and is an indication display that notifies the player so that the player can understand how many times and what type of jackpots have been won in the so-called "cascade" state.
[0354] Although not shown in the figure, the underlying pachinko game machine P executes an effect to inform the player of the type of jackpot by displaying "XX bonus!" (indicating a maximum round jackpot) or "△△ chance" (indicating a jackpot that is not a maximum round) in the "jackpot start demo effect" effect display executed during the jackpot start demo period.
[0355] In addition, even if a jackpot such as a "△△ Chance" with a small number of executed rounds is indicated, it is possible to execute a "jackpot promotion effect" during the jackpot round, such as an "Extra Bonus! + 〇 Rounds" to notify the player that the executed jackpot round is actually a jackpot of the maximum number of rounds.
[0356] In addition, the "jackpot promotion effect" may also be used to suggest that a jackpot game is being played that will transition to a specific game state that is more advantageous to the player than the type of jackpot that was previously notified. For example, the effect display may be switched from a jackpot game (called a "non-variable jackpot" or "normal jackpot") that suggests that the probability fluctuation function will not operate after the jackpot game to a jackpot game (called a "variable jackpot" or "specific jackpot") in which the probability fluctuation function will operate after the jackpot game.
[0357] "Display showing the progress of the big win game" Next, the display of effects showing the progress of a jackpot game during the execution of the jackpot game will be described. In Fig. 19, the effects showing the display of effects of a jackpot include a "round display (P820)" executed by displaying the character string "ROUND_O" in the upper left of the screen, a "number of balls acquired display (P822)" executed by displaying the character string "TOTAL_O Opt" in the lower right of the screen, and a "count display (P825)" displayed by 10 circular image objects in the approximate center of the right side of the screen. Although not shown, in addition to these displays, image displays such as animations called "round effects" are displayed during the jackpot game.
[0358] <Round Display> The "round display (P820)" is a display that indicates which round of round play (unit game) is being played during a jackpot game. The number to the right of "ROUND" is updated when a round game starts. The example in FIG. 19 shows the situation where the 6th round of round play is being played.
[0359] The "round display (p820)" does not necessarily have to be synchronized with the number of rounds executed during the actual big win game. For example, in the above-mentioned "small win V" specifications, the small win game may be counted as the first round, and the first round of the big win game executed after the V win may be treated as the second round. In another example, when the opening pattern of the big win port P751 in the round game ends with a transition to a short-time ball-scoring easy state, the value of the "round display" may not be updated, and the round that was actually executed may be treated as the "actual round" only when the opening pattern of the big win port becomes a long-time ball-scoring easy state.
[0360] 《Number of balls acquired》 The "Number of balls acquired display (P822)" includes a "Number of balls acquired in jackpot display (P823 *not shown)" which displays the number of game balls acquired in one jackpot game currently being played, and a "Cumulative number of balls acquired display (824)" which displays the number of game balls acquired in multiple jackpots across specific games. FIG. 19 shows an example in which the "Cumulative number of balls acquired display (P824)", which is a 5-digit number of acquired balls display, is displayed. The "Number of balls acquired in jackpot display (P823)" and the "Cumulative number of balls acquired display (P824)" may be displayed in parallel at the same time.
[0361] In the pachinko game machine P, the "number of acquired balls display (P822)" displays the cumulative number of prize balls paid out based on balls entering the big prize opening P751 during a big win game. However, the accumulated target of the prize ball payout of the number of acquired balls display P822 may be the cumulative addition of the payout based on balls entering the general prize opening P731 and the second start prize opening P721 arranged in the right area P501R of the game board P5.
[0362] As another variation, the display period of the "Number of acquired balls display (P822)" may be displayed not only during a jackpot game but also during the execution of a specific game, and the period for adding up the cumulative number of prize balls paid out on the "Number of acquired balls display (P822)" may be extended not only during a jackpot game but also during a specific game or a small jackpot game.
[0363] In addition, in the pachinko game machine P, in addition to the "number of balls acquired display (P822)", only in special situations, such as when the accumulated number of prize balls paid out reaches a milestone number, such as "2500 balls", "5000 balls", or "10000 balls", can a "divided number of balls acquired display" be executed to highlight and notify the player in addition to the "number of balls acquired display" (for example, "GET 10000!!" is displayed).
[0364] 《Count display》 The "count display (P825)" is a display showing how many balls can be entered in one round of play until the number of game balls set as the closing condition of the big prize opening P751 is reached, or how many game balls have entered the big prize opening P751 in the current round of play. The former is displayed as a shaded circular object in FIG. 19, and the latter is displayed as a white circular object in two rows at the approximate center of the right side of the screen.
[0365] In the example of Fig. 19, in the sixth round of play, five balls have already been placed in the big prize hole (shown by a white circular object), and the count display P825 shows that five more balls can be placed (shown by a shaded circular object). The count display P825 is reset to its initial state every time a new round starts.
[0366] During the execution of a round of jackpot play, depending on the flow of game balls, a winning entry may occur in which the number of game balls that satisfy the closing condition of the large prize opening P751 is equal to or greater than the number of game balls that satisfy the closing condition of the large prize opening P751 in succession. Such a winning entry in which the number of game balls exceeds the closing condition is called an "over winning entry."
[0367] Although not shown, when an "over win" occurs, a special effect may be performed using the object display of the count display P825, or a special light may be emitted from the effect lamp P82 or a special sound effect may be emitted from the speaker P83 to notify the player. In addition, with regard to the above-mentioned number of won balls display P822, the number of prize balls paid out based on the "over win" may be included in the calculation, or may not be included in the calculation.
[0368] Other effects displayed during big win games Next, other effect displays that are executed in FIG. 19 will be described.
[0369] First, the two numbers displayed approximately in the center of the left side of the screen are the simple hold display P814 mentioned above.
[0370] The display "Sound_2" displayed to the right of the decorative pattern (jackpot decoration P805) at the bottom left of the screen is the "selected music display (P854)" that shows the title of the music being played during the current jackpot game. The pachinko game machine P is designed to allow the player to select the music to be played at will by operating the performance button P381 or the cross key P383 during the first or second round during the jackpot game. Regarding the selected music display P854, if the music can be changed, an image saying "You can change it with the (up) or (down) key" is displayed near the selected music display P854 as shown in FIG. 20.
[0371] In addition, the selection of effects during such jackpot play is not limited to song selection, but also makes it possible to change the round effect and select the effect (effect mode) during a specific game after the jackpot play (collectively referred to as "effect customization display (P853)"), but detailed explanations of these will be omitted.
[0372] Finally, the "Right Hit" and right-side arrow symbol displayed at the bottom of the simplified diagram P802 in the upper right corner of the screen are image displays related to the "Shot Selection Notification (P830)" (also called the "recommended launch position notification"). In the pachinko game machine P, during a jackpot game, the game state is such that it is recommended to launch the game ball into the right area P501R of the game area, so the "Right Hit Notification (P832)" (display of the character string "Right Hit" and the right-side arrow symbol) is executed.
[0373] The "shot notification" may be displayed not only during a jackpot game, but also during a specific game state or during a normal game state. In particular, in a situation where the game state is switched (occurrence / end of a jackpot or occurrence / end of a specific game state), a larger display is temporarily displayed in the center of the screen so that the player can easily recognize it, compared to the shot notification P830 shown in Figure 19, to notify the player of the recommended launch position in the next game state.
[0374] In addition, in the "Shooting Notification (P830)", the image that is temporarily displayed in a larger size when the game state transitions is referred to as the "First Shooting Notification Image" ("Large Right-Hit Display (P831)", "Large Left-Hit Display (P833)"), and the display that shows the recommended firing position in the game state for almost the entire period during which the game state continues during a jackpot game or in a specific game state is sometimes referred to as the "Second Shooting Notification Image" ("Small Right-Hit Display (P832)", "Small Left-Hit Display (P834)").
[0375] As another type of "Shot-by-hit notification (P830)," if a situation is detected in which the game ball is shot to a position other than the recommended shot position, for example, if the game ball is shot to the left area P501L of the game area during a jackpot, a "left-hit warning notification" ("right-hit warning notification (P835)") is issued to alert the player that the game ball should be shot to the right area P501R of the game area. In addition, if the recommended shot position and the actual shot position of the player are reversed, a "right-hit warning notification" ("left-hit warning notification (P936)") is executed.
[0376] (Example of a display during a specific game state) Figure 20 shows the game effects during the operation of the electric chute support function in a specific game state (high probability or low probability / high base). A wide variety of effects are displayed in the figure, but the explanation of those that have been explained in the above explanation will be omitted, and only the effects that have not been explained so far and the effects that have differences from the above explanation will be explained.
[0377] First, as for the presentation displays that have not been explained so far, we will explain the "presentation mode display (P840)" and the "remaining number of plays display (P841)" as presentation displays during a specific game state.
[0378] "Display of performance mode" The "presentation mode display (P840)" is a display showing the current state of the presentation display mode, and is a display showing that a preview presentation corresponding to the corresponding mode is being selected by lottery based on state information called the presentation mode. When the presentation mode display differs, the types of preview presentations visible to the player are generally designed to give a significantly different visual impression, although there are some preview presentations that are common to both. In FIG. 20, "RUSH_MODE" is displayed, and a display is made showing that the game state of the presumed pachinko game machine P is "ST (number of times cut probability change)" (high probability / high base state).
[0379] In addition, the "presentation mode display (P840)" may be displayed in the normal game state (low probability / low base state) in addition to notifying the presentation mode in a specific game state, and when there are multiple presentation modes in one game state, the display may be displayed temporarily each time the conditions for switching the presentation mode are met, or may continue until the presentation mode ends.
[0380] 《Display of remaining games》 The "remaining number of times to play (P841)" is a display that indicates the number of times the special symbol will change (the number of times the special symbol will be drawn) until the specific game state ends, or the number of times the special symbol will change until the current presentation mode ends. In FIG. 20, the display "Remaining_56" is executed in the upper center of the screen, notifying the player that the "ST (number of times cut probability change)" game state will continue until 56 more special symbol drawings are executed.
[0381] Next, in the example of the presentation display in the specific gaming state shown in FIG. 20, a display that differs from the examples of the presentation display in the other gaming states described above will be described.
[0382] Decorative patterns (specific game states) A variable display of a decorative pattern P801 is displayed in the center of the screen in Fig. 20. In comparison with the decorative pattern P801 in the example of the presentation in the normal game state in Fig. 20, the decorative pattern P801 is displayed smaller in the example of the presentation in the specific game state in Fig. 20.
[0383] In the pachinko game machine P, as a premise, the presentation display of the specific game state includes a presentation mode display P840, a remaining number of games display P841, and a big win icon display P821 at the top of the screen, and a selected music display P854 and a number of balls acquired display P824 at the bottom of the screen. In the specific game state, such additional displays that are not displayed in the normal game state (low probability / low base state) are displayed. If the decorative pattern P801 is displayed at the same size as in the normal game state, some of the patterns may overlap with other displays during the stop display, which may cause a problem of reduced visibility of the stop display patterns. In the pachinko game machine P, as a premise, the display of the decorative pattern P801 is simplified to be small so that such a problem is less likely to occur. As an example of simplifying the display of the decorative pattern P801, in addition to reducing the size, a method of not displaying character images or the like that are displayed in conjunction with the numbers indicating the patterns may also be adopted.
[0384] 《Pending display area (specific game state)》 In the pachinko game machine P, as shown in the lower left of the screen in Fig. 20, the reserved object display area P810 in the specific game state has a display area for reserved objects "Reserved 1" to "Reserved 4" from the front side of the screen toward the depth direction as a display of reserved objects P811. Note that the display of the variable object display area P812 (and the variable object display P813) is omitted in the "RUSH_MODE" presentation mode state.
[0385] When the display of the change shown in Figure 20 ends and a new change begins in this state, the display of the reserved object P811 located at the bottom of Figure 20 disappears, and the display of the reserved objects P811 lined up in the back is moved forward and controlled to become larger.
[0386] We will also explain the "result display effect", which is an important effect that is displayed during a specific game, although it is not shown in the figure.
[0387] 《Result display》 The "result display effect" is an effect that, in the underlying pachinko game machine P, is mainly performed when the final change in a specific game state (high base state) is executed, or when the reserved balls that occurred during the specific game state are cleared, and is performed when the player recognizes that the "consecutive wins" state has ended. In the so-called "consecutive wins" state, this effect notifies the player of information on how many jackpot wins the player has won, and how many game balls the player has won in total (corresponding to the display of the number of balls won).
[0388] [This Example] The pachinko game machine P of this embodiment has various characteristic configurations in addition to the basic configuration of the above-mentioned base technology. Below, the differences from the base technology will be mainly explained, and the explanation of the common points will be omitted or simplified. Among the elements that make up the pachinko game machine P of this embodiment, the elements that are the same as or correspond to the elements explained in the base technology will be given the same reference numerals.
[0389] The pachinko game machine P of this embodiment is a pachinko game machine that employs the "Small Hit V" described in the explanation of the typical game machine specifications ("specs") of the assumed pachinko game machine, and is a pachinko game machine that provides new game play by varying the content of the "specific game state" (particularly the length of the period during which the "base state" is maintained in the "high base state") in the normal game state after the execution of a jackpot game (or after the execution of a jackpot game based on the continuous operation device of the device that is activated by passing through a specific area P760 inside the large prize opening P751 during a small hit game) depending on the "base state" in the normal game state when the small hit (or jackpot) game is started.
[0390] In particular, the pachinko game machine P of this embodiment adopts a unique game feature in which, when the right to a small win (or a big win) is acquired in the special pattern reservation (reservation of a second special pattern) which is the main part of the play of the specific game state that is consumed immediately after the normal game state has ended a "specific game state" (low probability / high base state) and is controlled to a "(low probability / ) low base state", the next small win (or big win) can be acquired during the period in which the specific game state (low probability / high base state) is maintained as the game state after the special game state (jackpot play), thereby effectively obtaining the right to two small wins (jackpots).
[0391] The pachinko game machine P of this embodiment having the above-mentioned features will be described in detail below.
[0392] (Board configuration) First, the configuration of the board (the configuration of the game area) of the pachinko game machine P of this embodiment will be described.
[0393] The pachinko gaming machine P of this embodiment can be implemented with a board configuration that is almost the same as that of the prerequisite pachinko gaming machine shown in Fig. 1. The pachinko gaming machine P of this embodiment is configured to have a specific area P760 inside a large winning hole (attacker) P751 in order to adopt the gameplay (specifications) described below. Note that, as long as the changes do not change the gameplay disclosed below (or are only minor changes), a different board configuration may be adopted as appropriate.
[0394] (Specifications) Next, the playability (specifications) of the pachinko game machine P of this embodiment will be explained. In this explanation, regarding the "settings" (setting values) that affect the ball output performance, only the specifications for "setting 1" will be explained, but various numerical values for other setting values are set appropriately.
[0395] In the pachinko game machine P of this embodiment, the probability of winning or losing the lottery is set to a jackpot probability of 1 / 269 (common to the first special pattern and the second special pattern) and a small jackpot probability of 1 / 9.1 (only the second special pattern), and the number of winning balls is set to 4 balls for the first start winning port (first start port) P711, 3 balls for the second start winning port (second start port) P721, 3 balls for the left general winning port P731L, 2 balls for the right general winning port P731R, and 15 balls for the large winning port (attacker) P751.
[0396] In addition, the pachinko game machine P of this embodiment adopts a second special symbol priority consumption control, and when both the first special symbol and the second special symbol are reserved, the second special symbol is given priority for variable display. In the pachinko game machine P of this embodiment, only the second special symbol has a "small win" as a special symbol lottery result, but it is also possible to configure the first special symbol to have a "small win". It goes without saying that, as long as the game nature of the pachinko game machine P of this embodiment is not lost, it is not limited to the second special symbol priority consumption control, and as a modified example, a first special symbol priority consumption control or a ball entry order consumption control in which the ball that entered first is consumed first may be applied.
[0397] The pachinko game machine P of this embodiment adopts a game feature (specification) called "small win V" explained as a prerequisite technology, and is designed to be able to play a big win game by having a game ball pass through a specific area P760 inside the big prize winning port P751 during a small win game that is executed after a "small win" in a special pattern lottery other than when a "big win" is obtained by a special pattern lottery. In this embodiment, when a small win game develops into a big win game, a series of special game states from the start of the small win game to the end of the big win game are called "small win V" or "small win development big win".
[0398] The types of jackpots (including small jackpots V) in the special game state in the pachinko game machine P of this embodiment are 3-round jackpots (jackpots with the first special symbol) and 10-round jackpots (jackpots with the second special symbol or small jackpots V). In addition, for the specific game, which is an advantageous normal game state, the pachinko game machine P of this embodiment does not have a probability fluctuation function, and executes the specific game (high base state) by activating the electric chute support function (electric support) function after various jackpots (including small jackpots V).
[0399] In addition, in the detailed control example described later, the pachinko game machine P of this embodiment is configured to refer to a special variation pattern table (limited frequency pattern table) at a predetermined timing during the specific game period and / or the period when the remaining reserved maximum of four variation displays are displayed after the specific game is completed, and to select a variation pattern to ensure the variation display time of the special pattern as needed, but the timing of referring to the special variation pattern table is such that the number of times the first special pattern variation display and the number of times the second special pattern variation display are separately counted and stored after the execution of the special game is completed, and when the memory information of the number of variations stored corresponding to each of the first special pattern or the second special pattern starts to vary, the special variation pattern table for the first special pattern or the special variation pattern table for the second special pattern can be referred to.
[0400] (Game Flow) Next, the game flow of the pachinko game machine P of this embodiment will be explained with reference to Fig. 21. The game flow shown in Fig. 21 is a flow assuming a case where a game is played according to the design intention of the player (normal game). Note that the game flow when a game is played that ignores the design intention of the player (abnormal game, irregular game) may not fit the situation shown in Fig. 21, but an explanation of the abnormal game will be omitted.
[0401] First, in the "normal game (low probability / low base state)" in FIG. 21, the player plays with a launch strength that allows the game ball to enter the first start winning hole P711 (so-called "left shot" that launches the game ball toward the left area P501L). When the game ball enters the first start winning hole, a special pattern lottery based on the first special pattern (special pattern 1) is held, and if the special pattern lottery result is a jackpot, "jackpot (special pattern 1)" is executed (FIG. 21(A)). Note that the state surrounded by double lines in the figure represents a special game state (jackpot game, small jackpot game).
[0402] When the "jackpot (special chart 1)" ends, the game state transitions to a specific game state (high base state) (Figure 21 (B)). The specific game state after the "jackpot (special chart 1)" is "Breakthrough zone_low probability / high base (special chart 2: 1 time) + maximum 4 reserved balls remaining" (details will be described later), and the high base state (electric chute support function operating state) continues until the second special pattern (special chart 2) changes once and is displayed as stopped.
[0403] When the game moves to the "breakthrough zone", the player plays the game by shooting the game ball at the second start winning hole P721 arranged in the right area P501R of the game area P501, so-called "right hit". Since the "breakthrough zone" is in a high base state, the movable body P771 of the normal electric role P770 provided in the second start winning hole P721 is likely to be in a ball-entering state, and by shooting the game ball into the right area P501R, the game ball enters (passes) the normal symbol operation hole P741, a normal symbol lottery is performed, the normal electric role P770 is activated, and the ball enters the second start winning hole P721, and a special symbol lottery based on the second special symbol (special symbol 2) is performed.
[0404] In the "Breakthrough Zone", the high base state continues until the second special symbol is displayed once, so that the player can receive a special symbol lottery for the second special symbol having a "small win", which is a lottery result that triggers a small win V, once during the high base state and for the maximum number of reserved second special symbols (4 in this embodiment). Here, in the "Breakthrough Zone", the special symbol lottery (maximum 5 times) for the second special symbol results in a big win or small win, and the expectation that the player will win a "small win V / big win (special symbol 2)" (Figure 21 (C)) is set to about 45%. In addition, if the special symbol lottery for the second special symbol does not result in a win (big win, small win) in the "Breakthrough Zone", the game will transition to "normal play (low probability / low base)" (Figure 21 (D)).
[0405] When the "Small Hit V / Big Hit (Special Chart 2)" ends, the game will transition to a specific game state, either "Battle Mode_Low Probability / High Base (Special Chart 2: 6 Times) + Maximum 4 Remaining Reserves" or "Pseudo Big Hit_Low Probability / High Base (Special Chart 2: 95 Times) + Maximum 4 Remaining Reserves" (Figures 21 (E) and (H)).
[0406] Here, the factor that creates the game playability of the pachinko game machine P of this embodiment is the specific game state to which the machine transitions after a "small hit V / jackpot (special chart 2)", either "battle mode" or "pseudo jackpot", and the pachinko game machine P of this embodiment determines whether to transition to "battle mode" or "pseudo jackpot" based on the game state when the winning fluctuation of the special pattern that triggered the execution of the "small hit V / jackpot (special chart 2)" began, rather than the special pattern (stop display pattern) that triggered the execution of the "small hit V / jackpot (special chart 2)".
[0407] Specifically, when controlled to the "breakthrough zone," "battle mode," or "pseudo jackpot," and in a high base state in which the electric chute support function is activated, in the case of a "small hit V / jackpot (special chart 2)" triggered by the change in the special pattern that is the hit for which the change display has begun, the game will transition to "battle mode" after the end of the "small hit V / jackpot (special chart 2)" (Figure 21 (E)), and will be controlled to transition to a "pseudo jackpot" after the end of the "small hit V / jackpot (special chart 2)," which is triggered by the hit change in the second special pattern corresponding to the remaining reserve (reserve related to the second special pattern) that begins to change in the low base state in which the electric chute support function is not activated (Figure 21 (H)).
[0408] "Battle mode_Low probability / High base (Special chart 2: 6 times) + Maximum 4 reserved symbols remaining" (details will be described later) is a specific game in which the high base state (operating state of the electric chute support function) continues until the second special symbol (Special chart 2) changes 6 times and stops. The player shoots a game ball into the right area P501R, just like the "Breakthrough zone", and aims to win a "Small hit V / Big hit (Special chart 2)" before the second special symbol changes up to 10 times (6 times in the high base state + maximum 4 times for the remaining reserved symbols) (Figure 21 (F)). If the second special symbol does not change up to 10 times and does not become a small hit V or a big hit, the game will transition to "Normal game (low probability / low base)" (Figure 21 (G)).
[0409] "Pseudo-Big Win_Low Probability / High Base (Special Chart 2: 95 Times) + Maximum 4 Remaining Reserves" (details will be described later) is a specific game in which the high base state (the state in which the electric chute support function is activated) continues until the second special symbol (Special Chart 2) changes 95 times and stops. As with the "Breakthrough Zone" and "Battle Mode," the player shoots a game ball into the right area P501R, and aims to win a "Small Win V / Big Win (Special Chart 2)" before the second special symbol changes and displays a maximum of 99 times (95 times in the high base state + maximum 4 times for the remaining reserves) (Figure 21 (I)). In the pachinko game machine P of this embodiment, the probability of a "small win" in the special pattern lottery of the second special pattern is set to 1 / 9.1, so it can be said that a small win V or a big win is essentially confirmed by the time the special pattern lottery of the second special pattern is performed 95 times, which is more than 10 times the small win probability. However, if the special pattern lottery result is not a "small win" or a "big win" even if the second special pattern performs 94 variable displays during play during the "pseudo big win", the game will transition to the "battle mode" presentation mode (Fig. 21(J)). The 95th rotation of the "pseudo big win" is the same as the 6th rotation in the "battle mode", and if the 95th rotation and the maximum 4 reserved variable displays related to the second special pattern do not result in a "big win" or a "small win", the game will transition to "normal play (low probability / low base)" (Fig. 21(G)). As an alternative, the timing for transitioning to the "Battle Mode" presentation mode may be set to an earlier timing, for example, when the second special pattern has been displayed in a varying manner 89 times during the "pseudo jackpot", i.e., when the number of times remaining is equal to 6, which is the number of times the high base state continues in the "Battle Mode".
[0410] In the pachinko game machine P of this embodiment, in the period controlled by the specific games "Breakthrough Zone", "Battle Mode", and "Pseudo Big Win", in addition to the termination condition based on the number of times the second special symbol changes, the game may be terminated when the first special symbol changes five times. The termination condition of 95 times for the specific game based on the number of times the second special symbol changes in the "pseudo big win" is set so that the number of times the special symbol changes, which is the maximum duration of the electric chute support function under the current regulations, does not exceed 100 times without satisfying either the specific game termination condition of the first special symbol change display or the second special symbol change display. For example, if the termination condition for the specific game based on the number of times the first special symbol changes is set to 3 times, the period of the "pseudo big win" can be set to the time when the second special symbol (special symbol 2) changes 97 times and stops.
[0411] The pachinko game machine P of this embodiment, which has the game flow described above, has a gameplay that aims to obtain a large amount of balls by winning a small hit V (or a big hit) based on a "small hit" which has a high probability of being won in the special pattern lottery for the second special pattern in the "breakthrough zone," "battle mode," and "pseudo big hit," and looping between the "battle mode" or "pseudo big hit" and the "small hit V / big hit (special pattern 2)." In particular, by winning a "small hit" or "big hit" in the special pattern lottery for the second special pattern while consuming up to four remaining reserved balls generated in the specific games of "Breakthrough Zone" and "Battle Mode", that is, after the high base state ends, the player can move to a "pseudo-big hit", which is a specific game in which the next small hit V (or big hit) is essentially guaranteed, and further wins the equivalent of one small hit V (or big hit). Therefore, the player can experience different gameplay in which the player will get either one small hit V (big hit) or two small hit V (big hit) depending on the timing of the small hit V (big hit) obtained during "Battle Mode".
[0412] In the game flow (Figure 21) of the pachinko game machine P of this embodiment described above, the main end conditions for the high base state in the "breakthrough zone", "battle mode", and "pseudo jackpot" are the number of times the second special pattern is displayed as 1, 6, and 94, respectively. However, depending on the balance between the interest of the presentation and the playability (specifications), the number of times the second special pattern is displayed as the end conditions for the high base state in the "breakthrough zone" and "battle mode" can be appropriately adjusted, for example, to 4 times, the same as the reserved number, or to 10 times to increase the probability of looping between the "battle mode" or "pseudo jackpot" and the "small hit V / jackpot (special chart 2)" (note that the probability of a "small hit" in the special pattern lottery for the second special pattern and the number of rounds of the special game executed in the "small hit V / jackpot (special chart 2)" are also appropriately adjusted).
[0413] In such a modified example, if the number of times the second special symbol, which is the end condition of the high base state, is displayed is less than the maximum number of reserved symbols related to the second special symbol, it is possible to perform a performance that emphasizes winning in a lower base state, and if the number of times the second special symbol, which is the end condition of the high base state, is displayed is the same as the maximum number of reserved symbols related to the second special symbol, it is possible to perform a performance that makes it appear as if there are two chances to win a "small hit V / big hit (special symbol 2)". Also, if the number of times the second special symbol, which is the end condition of the high base state, is displayed is greater than the maximum number of reserved symbols related to the second special symbol, it is possible to provide an interesting performance and gameplay that allows the player to enjoy the game with the expectation that they can win a "small hit V / big hit (special symbol 2)" many times in the high base state.
[0414] (Breakthrough zone) Next, game control and presentation contents in the "breakthrough zone" will be described with reference to Figs.
[0415] The "Breakthrough Zone" is a presentation mode that corresponds to a period during which the second special pattern is displayed once during a high base state, and the second special pattern corresponding to up to four reserved second special patterns that occur during the high base state is displayed.
[0416] During "normal play (low probability / low base)" (see Figure 21), when a "jackpot" is reached in the special pattern lottery for the first special pattern and a "jackpot (special pattern 1)" is executed, the "breakthrough zone" begins after the "jackpot (special pattern 1)".
[0417] After the "Breakthrough Zone" has started, when the first variable display of the second special symbol is performed, the "Reserved Charge Effect" display shown in Fig. 22 begins. The first variable display of the second special symbol in the "Breakthrough Zone" is configured so that a long-term variable pattern of about 60 seconds is selected in the variable pattern lottery of the main control board P40 by referring to the special variable pattern table (variation pattern table for the first variable in the breakthrough zone), and the "Reserved Charge Effect" is executed for a period of about 30 seconds from the start of the variable.
[0418] The "reserved charge effect" is an effect that prompts the player to hold the second special symbol during the effect display period of the "reserved charge effect" and display the reserved object P811 in the reserved display area 810. The "reserved charge effect" is configured so that the character displayed on the screen and the effect (effect) displayed around the character change so as to increase the expectation of a win each time the reserved object P811 is displayed (or each time a game ball enters the second start winning hole P721), and the effect can also prompt the player to increase the reserved second special symbol by hitting to the right.
[0419] When the "hold charge effect" ends with the first display of the second special pattern in the "breakthrough zone", during the first display of the second special pattern in the "breakthrough zone", an effect is performed which notifies the result of whether or not a "small hit V / big hit (special pattern 2)" can be obtained in the "breakthrough zone" based on the result of the lottery for the first display of the second special pattern and the advance judgment information regarding the reservation of the second special pattern that occurred during the execution of the "reserve charge effect" (in this embodiment, a "breakthrough zone battle effect", see Figure 23).
[0420] The "Breakthrough Zone Battle Performance" is a performance that notifies the results of the lottery (including advance judgment information) for up to 5 variations in the "Breakthrough Zone" at once, and for the reservation of the second special pattern that occurs in a high base state (especially during the execution of the "reservation charge performance"), no performance-based notification of the winning / losing lottery result is made other than the display of the variation of the simplified diagram P802. Also, for the remaining reservations of the second special pattern in the "Breakthrough Zone" (reservations of the second special pattern that are consumed after the transition to a low base state), the main control board P40 refers to the special variation pattern table (variation pattern table for the remaining reserved special pattern 2, or the special pattern 2 variation pattern table at low base) and is configured to select a short variation pattern of about 1 second. Note that, as in the "Breakthrough Zone Battle Per...
Claims
[Claim 1] A starting winning hole into which a game ball can be entered; A large prize opening that can be in an open state or a closed state; A winning / losing determination means for executing a winning / losing determination when a game ball enters a starting hole; A symbol display device that displays a special symbol indicating the result of the winning or losing judgment in a variable and stationary manner; a special game execution means for executing a special game involving the opening of a big prize opening when the result of the win / loss determination is a win; Equipped with As a display of a pattern that shows the result of the winning / losing judgment in a dramatic manner, a first pattern change display and a stop display, and a second pattern change display and a stop display can be displayed, The first symbol can be temporarily stopped during the display of the special symbol, while the second symbol is continuously displayed even during the temporary stop display of the first symbol. The device is configured to be capable of displaying a predetermined launch notification effect that prompts the launch of a game ball to a predetermined position, and the first symbol can be displayed superimposed on the predetermined launch notification effect, while the second symbol is configured not to be displayed superimposed on the predetermined launch notification effect; The display device has a first performance pattern which is a performance pattern in which a development performance is not executed during the variable display of the special symbol, and a second performance pattern which is a performance pattern in which a development performance is executed during the variable display of the special symbol, By making it possible to display the first symbol in each of the plurality of symbol rows, it is configured to be possible to display the variable display and the stop display of the plurality of first symbols, In the first performance pattern, each of the plurality of first symbols is configured to be able to change into a predetermined form, In the second performance pattern, some of the first symbols among the plurality of first symbols are configured to be able to change into a predetermined pattern, but the other first symbols are configured not to change into the predetermined pattern, The system has a plurality of types of presentation formats and is configured to be able to output background music according to the type of presentation format, At least in the second presentation format, the predetermined BGM can be continuously output without interruption from the end of the variable display of the special pattern to the start of the next variable display of the special pattern, When the first symbol is displayed again after being temporarily stopped, the output of the predetermined BGM that has been continued is stopped, and then the predetermined BGM is output again or a different BGM from the predetermined BGM is output. A performance display according to the type of performance format can be executed, and in a second performance format, a performance display according to the second performance format can be executed; In the second presentation format, when a development presentation is executed after the start of the variable display of the special symbol, a presentation display corresponding to the development presentation can be executed instead of a presentation display corresponding to the second presentation format during the execution of the development presentation, In the second presentation format, when a development presentation is executed after the start of the variable display of a special pattern, and a predetermined presentation is executed after the development presentation is executed to end the development presentation, it is possible to end the presentation display corresponding to the development presentation during the variable display of the special pattern for which the development presentation has been executed, and to execute the presentation display corresponding to the second presentation format again, but even in a specified situation where the presentation display corresponding to the second presentation format is executed again during the variable display of the special pattern for which the development presentation has been executed, the specified BGM is not output, and in a specific situation where the variable display of the special pattern for which the development presentation has been executed ends and the variable display of the next special pattern begins, the specified BGM is output from the beginning, A specific type of first pattern among a plurality of types of first patterns variably displayed in a specific pattern row among the plurality of pattern rows is configured not to change into a predetermined pattern, or to have a relatively low expectation of changing into the predetermined pattern compared with other patterns; The first pattern is configured to be displayable including the first image and the second image, and the first pattern displayed including the first image and the second image is configured to be changeable to a specific mode different from a predetermined mode, and in a special situation in which the first pattern displayed including the first image and the second image changes to the specific mode, both the first image and the second image are configured to operate while the operating width of the first image is smaller than the operating width of the second image, or the first image is configured to not operate while the second image is configured to operate. A pachinko gaming machine characterized by the above.
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