Pachinko machine

The Pachinko gaming machine addresses the need for enhanced game enjoyment by incorporating innovative features such as dynamic display mechanisms and special game execution, resulting in an engaging and interactive gameplay experience.

JP7674647B2Active Publication Date: 2025-05-12SAMMY CORPORATION
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Patent Information

Application Number
JP2021020532
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

Technical Problem

Existing Pachinko gaming machines lack features to enhance game enjoyment and differentiate themselves from conventional models.

Method used

The gaming machine incorporates a start-up prize opening, a large prize opening that can be used in both open and closed states, a winning determination mechanism, a design display device showing the accuracy of game results, and a special game execution mechanism. It also features multiple performance patterns, BGM output based on presentation formats, and specific effects like fire notifications to encourage gameplay.

Benefits of technology

The machine improves game enjoyment by providing dynamic and engaging gameplay experiences, enhancing player interaction, and offering varied display modes and effects that keep players engaged.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a Pachinko game machine capable of improving amusement of a game.SOLUTION: When a prescribed condition is satisfied, while suppressing the execution of a read-ahead performance related to some reservation, a special performance in a performance mode which is the same as or similar to the read-ahead performance can be executed, in variable display of a special pattern relative to some reservation executed by consuming some reservation.SELECTED DRAWING: Figure 82
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Description

[Technical Field]

[0001] Regarding pachinko gaming machines. [Background technology]

[0002] In conventional pachinko machines, a special game is executed when a winning lottery results in a jackpot, and a large number of prize balls are won by placing a game ball in a jackpot slot during the special game. Furthermore, after the special game ends, the machine transitions to a high-base state, which is a time-saving state, and this high-base state continues until a predetermined number of winning lotteries are performed, thereby improving the ease of winning the special game. Various effects using visual and audio effects are known to suggest or notify the likelihood of the special game being executed, such as developing a reach effect such as a battle effect (see, for example, Patent Document 1), changing the display mode of a reserved object (reserved image) (see, for example, Patent Document 2), or executing a pseudo-consecutive effect in which a single change in a decorative pattern is displayed as multiple pseudo-changes (see, for example, Patent Document 3). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-85669 [Patent Document 2] Japanese Patent Application Laid-Open No. 2014-213021 [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 employ this type of configuration, further improvements to 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 improve the entertainment value of the game. [Means for solving the problem]

[0006] A gaming machine according to one aspect of the present invention includes: A starting winning hole into which a game ball can be inserted; A big prize opening that can be in an open state or a closed state; A winning / loose determination means for determining whether a winning or loose game has been won when a game ball has entered the starting hole; A pattern display device that displays a variable and stationary special pattern indicating the result of the winning / losing judgment; a special game execution means for executing a special game accompanied by opening 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. When the first symbol is temporarily stopped and displayed, the display mode of the first symbol can be changed to a predetermined mode, while the display mode of the second symbol is configured not to be changed to the predetermined mode, The device is configured to be able to display 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 first performance pattern is a performance pattern in which a development performance is not executed during the variable display of the special symbol, and the second performance pattern 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 able to display the variable display and 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 can be changed into a predetermined pattern, but the other first symbols are configured not to be changed into the predetermined pattern, It has multiple 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 background music can be continuously output without interruption from the end of the variable display of the special symbol to the start of the variable display of the next special symbol, When the first symbol is temporarily stopped and then displayed again, 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, It is possible to execute a performance display according to the type of performance format, and in a second performance format, it is possible to execute a performance display according to the second performance format, In the second performance format, when a development performance is executed after the start of the variable display of the special pattern, the performance display corresponding to the development performance can be executed instead of the 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 variable display of the special symbol, 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 symbol 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 predetermined situation where the presentation display corresponding to the second presentation format is re-executed during the variable display of the special symbol for which the development presentation has been executed, the predetermined BGM is not output, and in a specific situation where the variable display of the special symbol for which the development presentation has been executed has ended and the variable display of the next special symbol has begun, the predetermined 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 sequence among a plurality of pattern sequences is configured not to change into a predetermined pattern, or to have a relatively low expectation of changing into a predetermined pattern compared to other patterns, The first pattern is configured to be displayable including a first image and a 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 where the first pattern displayed including the first image and the second image changes to a specific mode, 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 not to move while the second image is configured to move. This is a pachinko gaming machine characterized by the above. <Additional Notes> Although other embodiments of the present invention are listed below, the present invention can be implemented without being limited to these. The gaming machine according to this another aspect is: A starting winning hole into which the game ball can be inserted; A big 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 unit that controls the progress of the game; a performance display unit capable of displaying a performance; a sub-game unit that controls the effect display on the effect 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 acquired, the random number can be stored as reserved; A winning / losing lottery is executed based on the random number related to the reservation, and the variation pattern of the special symbol can be determined based on the result of the winning / losing lottery. The special symbol is displayed in a variable manner on the special symbol display unit 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 lottery is a win and the special symbol is stopped and displayed in a specific manner, The normal symbol display unit displays a normal symbol in a variable manner, and then displays the normal symbol in a stopped manner in a predetermined manner, thereby enabling execution of an auxiliary game in which the variable member can be set to an open state. 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 able to transition to the high base state by satisfying a predetermined transition condition, It is configured to be able to execute a pre-reading effect that suggests or notifies the execution expectation of the special game related to the remaining reservation, When a predetermined condition is satisfied, the execution of a pre-reading effect related to a certain reservation is suppressed, while a special effect of the same or similar effect mode as the pre-reading effect can be executed in the variable display of the special pattern related to the certain reservation that is executed when the certain reservation is consumed. 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 variations described in the description for implementing the invention are also valid aspects of the present invention. [Effects of the Invention]

[0008] According to the pachinko gaming machine of the present invention, it is possible to improve the entertainment value of the game. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a front view of the pachinko gaming machine. [Figure 2] This is an oblique view of the front of the above-mentioned pachinko game machine with the frame member open. [Figure 3] This is an oblique view from the rear of the above-mentioned pachinko game machine with the frame member open. [Figure 4] FIG. 1 is a perspective view showing a game board attached to the pachinko gaming machine. [Figure 5] This is a functional block diagram of the pachinko gaming machine. [Figure 6] FIG. 1 is a diagram showing the transition of the gaming state of the assumed pachinko gaming machine. [Figure 7] This is a diagram showing the power-on process of the main control board of the pachinko gaming 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. [Figure 10] FIG. 10 is a diagram showing a winning / losing lottery table for the assumed pachinko gaming machine. [Figure 11] FIG. 10 is a diagram showing a winning symbol lottery table for the assumed pachinko gaming machine. [Figure 12] This is a diagram showing a variation pattern lottery table during a low base state of the assumed pachinko gaming machine. [Figure 13] This is a diagram showing a variation pattern lottery table during a 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 time for the underlying pachinko gaming machine. [Figure 15] This is a diagram showing the power-on process of the performance control board of the pachinko gaming machine. [Figure 16] This is a diagram showing the interrupt processing of the performance control board of the pachinko gaming machine that is the premise. [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 in a situation where a reach presentation with a high expectation of a jackpot is being performed on the underlying pachinko gaming machine. [Figure 19] This is a diagram showing the game presentation when a jackpot game is being played on the pachinko gaming machine. [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 underlying pachinko game machine. [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 (hold charge presentation) for a specific game (breakthrough zone) in the pachinko game machine of this embodiment. [Figure 23] This is a diagram showing an example of the presentation (breakthrough zone battle presentation) of a specific game (breakthrough zone) in the pachinko gaming machine of this embodiment. [Figure 24] This is a diagram showing an example of the presentation (breakthrough zone battle victory presentation) of a specific game (breakthrough zone) in the pachinko gaming machine of this embodiment. [Figure 25] This is a diagram showing an example of a presentation (V prize promotion presentation) during small win play in the pachinko gaming machine of this embodiment. [Figure 26] This is a diagram showing an example of a presentation (jackpot type notification presentation) during a special game start demo in the pachinko gaming 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 gaming machine of this embodiment. [Figure 28] A figure showing an example of the presentation during a specific game (pseudo jackpot) in the pachinko gaming machine of this embodiment. [Figure 29] This is a figure showing an example of the presentation during a special game (second jackpot) after a specific specific game (pseudo jackpot) is executed in the pachinko gaming machine of this embodiment. [Figure 30]This is a figure 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. [Figure 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. [Figure 32] This figure shows an example of a presentation (battle mode final battle presentation) that is displayed with up to four remaining reserved balls from the final change in a specific game (battle mode) in the pachinko game machine of this embodiment. [Figure 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. [Figure 34] A diagram showing the game flow in the pachinko gaming machine of the 2-1 embodiment. [Figure 35] A diagram showing the distribution ratio of big win (small win) patterns in the pachinko gaming machine of the 2-1 embodiment. [Figure 36] A figure showing an example of the presentation of a long-term chance state in a pachinko gaming machine of the 2-1 embodiment. [Figure 37] A figure showing an example of the normal electric device opening effect 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 2-2 embodiment. [Figure 39] A figure showing an example of the presentation during chance time in the pachinko gaming machine of the 2-2 embodiment. [Figure 40] A figure showing another example of the presentation during chance time of the pachinko gaming machine of the 2-2 embodiment. [Figure 41] A figure showing an example of the presentation during super chance time of the pachinko gaming machine of the 2-2 embodiment. [Figure 42] A diagram showing the game flow in the pachinko gaming machine of the second-third embodiment. [Figure 43] A diagram showing the distribution ratio of big win (small win) patterns in the pachinko gaming machine of the second-third embodiment. [Figure 44] FIG. 11 is a diagram showing an example of a screen for setting the automatic operation function of the pachinko gaming machine of the third embodiment. [Figure 45] FIG. 11 is a diagram showing an example of a screen after the automatic operation function of the pachinko gaming machine of the third embodiment has been set. [Figure 46] FIG. 11 is a diagram showing an example of a screen for selecting the effect for which you want to set the automatic operation timing of the pachinko gaming machine of the third embodiment. [Figure 47] FIG. 11 is a diagram showing an example of a screen for setting the automatic operation timing of the pachinko gaming 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. 10 is a diagram showing an example of an effect screen relating to the occurrence of the "rescue function" of the pachinko gaming machine of the fourth embodiment (when there is a reserve relating to the first special symbol at the time of the 699th spin). [Figure 50] FIG. 10 is a diagram showing an example of an effect screen regarding the occurrence of the "rescue function" of the pachinko gaming 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 related to the special symbol lottery of the pachinko gaming machine of the fourth embodiment. [Figure 52] A figure showing an example of the winning / losing result, pattern, and variation pattern for the regular pattern lottery of the pachinko gaming machine of the fourth embodiment. [Figure 53] A figure showing an example of the arrangement of winning devices, etc. in the gaming area of ​​a pachinko gaming 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 gaming 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 gaming 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 gaming machine of the seventh embodiment. [Figure 58] A figure showing another example of the presentation screen during special play of the pachinko gaming machine of the seventh embodiment. [Figure 59] A figure showing an example of an effect screen after the special game of the pachinko gaming machine of the seventh embodiment has ended. [Figure 60] FIG. 13 is a diagram showing an example of a presentation screen when a special game relating to the first special symbol is executed in the pachinko gaming machine of the seventh embodiment. [Figure 61] FIG. 13 is a diagram showing an example of a presentation screen when a special game relating to the second special symbol 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 ending the high base state in the pachinko gaming 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 the eighth embodiment. [Figure 66] A figure showing an example of the presentation of a high base state (battle mode) in the pachinko gaming machine of the eighth embodiment. [Figure 67] A figure showing an example of the presentation of a high base state (super invincible battle mode) in the pachinko gaming machine of the eighth embodiment. [Figure 68] A figure showing an example of the presentation of a high base state (invincible battle mode) in the pachinko gaming machine of the eighth embodiment. [Figure 69] A diagram showing the game flow of the pachinko gaming machine of Example 9-1. [Figure 70] A figure showing an example of a presentation (battle victory) in the pachinko gaming machine of Example 9-1. [Figure 71] A figure showing an example of a presentation (battle defeat) in the pachinko gaming machine of Example 9-1. [Figure 72] A figure showing an example of a presentation (final battle) in the pachinko gaming machine of the 9-1 embodiment. [Figure 73] A figure showing example 1 of presentation in the pachinko gaming machine of Example 9-2. [Figure 74] A figure showing presentation example 2 in the pachinko gaming machine of Example 9-2. [Figure 75] A diagram showing the inter-round time in the 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 gaming 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 conditions for terminating the high base state in a pachinko gaming 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 its variable object in a pachinko game machine of the 11th embodiment. [Figure 81] A figure showing an example of a variation pattern and a presentation pattern in a pachinko gaming machine of the 11th embodiment. [Figure 82] A figure showing an example of a pre-reading effect and a pseudo consecutive effect in a pachinko gaming machine of the 11th embodiment. [Figure 83] A figure showing an example of a presentation using a presentation 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 the pachinko gaming machine of the 11th embodiment. [Figure 85] A figure showing an example of the presentation of a high base state (battle mode) in the pachinko gaming machine of the 11th embodiment (an example of the presentation related to the transition to battle mode). [Figure 86]A figure showing an example of the presentation of a high base state (battle mode) in the pachinko gaming machine of the 11th embodiment (an example of the presentation related to the transition to consecutive win mode). [Figure 87] A figure showing an example of the presentation of a high base state (consecutive win mode) in the pachinko gaming 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 second special pattern in the 12th embodiment. [Figure 89] A figure showing an example of a volume setting function in a pachinko gaming machine of the 13th embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0010] (Prerequisite technology) The pachinko gaming machine (hereinafter referred to as "base technology") that is the premise of the present invention will be explained below with reference to the drawings. As a representative example of a pachinko gaming machine relating to the base technology, a pachinko gaming machine is shown in Figures 1 and 3, and the game board provided in this pachinko gaming machine is shown in Figure 4. First, the mechanical configuration of the pachinko gaming machine will be explained with reference to these figures. In the following explanation, for convenience, the directions indicated by the arrows in Figure 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 has a rectangular outer shape, and is attached to the front of the opening of an outer frame P1 that is fixed in the gaming facility. A square front frame P2 that is sized to fit the opening of the outer frame P1 is attached to the front of the opening of the outer frame P1 by upper and lower hinge mechanisms (upper hinge portion 10, lower hinge portion 20) that are arranged on the left edge of the front of each other, allowing the front and rear frames to be opened and closed sideways and to be attached and detached.

[0012] A game board P5 and glass frame P3 are detachably set in the front frame P2. The glass frame P3 is rectangular and is attached and held in place on the front side of the front frame P2 using upper and lower hinge mechanisms (upper hinge 10, lower hinge 20) so that it can be opened and closed sideways and detachably attached. The game board P5 is detachably set in the front side of the front frame P2, and a player can view a game area P501 on the front side of the game board P5 through the glass P301 of the glass frame P3, which is held closed. The front frame P2 and glass frame P3 are rotated either left or right by inserting a key into a keyhole in a locking unit P30 located on the right edge of the front of the pachinko gaming machine P. Depending on the direction of rotation, the outer frame P1 and front frame P2 are unlocked, or the front frame P2 and glass frame P3 are unlocked. As a specific example, when a key is inserted into the keyhole of the locking unit P30 and turned to the right, the outer frame P1 and front frame P2 are unlocked, and when a key is inserted into the keyhole of the locking unit P30 and turned to the left, the front frame P2 and 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 also has a performance lamp P350 that lights up according to the game's progress, and a speaker P370 that can output sound effects and other sounds according to the game's progress. A performance operation unit P380 for performing predetermined performance operations is attached to the center of the lower part of the glass frame P3. The performance operation unit P380 of the pachinko game machine shown as the prerequisite technology includes a push-in input button P381 and a tilt-in operation lever P382. The button P381 can be operated by the player at any time, while the lever P382 is one of the movable objects (frame-movable accessory P360) provided in the glass frame, and allows operation input when the operation means itself is displaced to a protruding state (input-permitted state) (multiple operations are possible with one performance operation means).

[0014] A handle P204 for adjusting the firing strength and firing operation 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 firing device unit P240, which, although not shown, includes a ball feeding mechanism P241 that feeds the game balls stored in the upper ball tray P341 one by one, a firing device P242 having a firing mechanism (a ball hammer driven by a rotary solenoid) that shoots the game balls fed from the ball feeding mechanism toward the game area P501, and a firing control board P243 that synchronously controls the operation of the ball feeding mechanism P241 and the firing device P242.

[0015] As shown in Figure 4, the game board P5 (game board unit) is constructed using a base material formed into a rectangular flat plate using transparent synthetic resin or wood. Note that Figure 1 is a front view of the pachinko game machine P including the game board P5, and Figure 4 shows a perspective view of the game board unit P5. Figure 4 illustrates the 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 operating. 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 near the center of the lower part of the game board to the inside of the outer rail P502 from the lower left to the upper left, and a curved rail ornament P504 arranged between the end of the outer rail P502 at the upper right and the bottom of the board surface and opening to the left, and a substantially circular game area P501 is defined and formed inside the area 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, which will be described later and is arranged approximately in the center, and a right area P501R (right-hitting area) which is the area to the right of the center role P540. Additionally, the outer rail and the inner rail form a guide passage for guiding the game balls shot out by the launcher unit P240 to the game area P501.

[0016] In the game area P501, various ball entry devices (called "entry devices" when prize balls are generated) such as a first start entry port P711 (first start entry port), a second start entry port P721 (second start entry port), a general entry port P731, a general operation port P741 (a general operation gate device), a big entry port P751 (attacker), etc. are arranged, along with a large number of game nails P510 and windmills P511 (not shown). Note that there may be one big entry port, or there may be multiple big entry ports. In addition, in this specification, in terms of the configuration of the ball entry device, the term "entry" or "winning (especially winning balls)" refers to the game ball being detected by an internal detection switch in comparison with a ball that is discharged after entering the ball entry device or a ball that enters the ball entry device and then flows down the game area P501 (gate type), and in the case of a ball that flows down to a downstream game area such as a gate type ball entry port, it may be particularly described as "passing through." Also, the ball entry device may be referred to as a ball entry port, and the winning device may be referred to as a winning port.

[0017] In addition, at the lower right of the game area P501, there are a number of main control display devices P50, including a first special symbol display device P51, a second special symbol display device P52, and a normal symbol display device P53, all of which are controlled by a main control board (described later). A center role device P540 is located approximately in the center of the game area P501, and the screen of the performance display device P80 is visible through the opening of this center role device P540. An effect role device P560 (movable role device) that performs performance operations according to the game's development status is located above this center role device P540. At the bottom end of the game area P501, there is an outlet P790 through which game balls that do not enter the winning holes of the 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 (played ball passage) at the bottom of the front frame P2, and are discharged outside the game machine after passing through an outlet ball sensor P792 (fired ball number sensor) provided at the bottom of the front frame to detect 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 a first special symbol game. This first start winning device P710 is provided with a first start winning port P711 into which a gaming ball can enter. The entry of a gaming ball into the first start winning port P711 triggers the acquisition of a random number (also referred to as a first random number, details of which will be described later) used in a lottery for a first special symbol, and a lottery for a first special symbol is held based on the entry of the gaming ball into the first start winning port P711 either immediately after the ball enters or after a holding period has elapsed.

[0019] The second start winning device P720 is provided as a start winning device corresponding to the second special symbol game. This second start winning device P720 is provided with a second start winning port P721 into which a gaming ball can enter, and a normal electric device P770 (also referred to as a variable member) which is a movable body that switches to a state that makes it easier for the ball to enter the second start winning port P721 when a normal symbol lottery described below is won. The entry of a gaming ball into the second start winning port P721 triggers the acquisition of a random number (also referred to as a second random number, details of which will be described later) used in the lottery for the second special symbol. Based on the entry of the gaming ball into the second start winning port P721, the lottery for the second special symbol is held immediately after the ball enters or after a holding period has elapsed. The second start winning device P721 changes between an open state in which the game ball can or easily enters the second start winning port P721 and a closed state in which the game ball cannot or has difficulty entering the second start winning port P721 by operating the normal electric device P770 (also referred to as auxiliary play). In other words, the second start winning device P720 is structured so that it is difficult for the game ball to enter the second start winning port unless it is displaced to the open state, and when it is displaced to the open state by a predetermined trigger described below (a trigger when the normal symbol lottery is won), the ease of the game ball to enter increases. Note that various configurations of the normal electric device P770 are known, and some configurations do not change the ease of ball entry by opening the movable body P771. Therefore, the "open state" and "closed state" may be referred to as the "easy ball entry state (easy ball entry mode)" and the "difficult ball entry state (difficult ball entry mode)," respectively.

[0020] The general winning device P730 has a left-side general winning device P730L arranged in the left-hand hitting area P501L and a right-side general winning device P730R arranged in the right-hand hitting area P501R. In the pachinko gaming machine P in this premise technology, the left-side general winning device P730L is configured as a single unit consisting of three general winning ports P731La to P731Lc, while the right-side general winning device P730R is configured as part of the jackpot winning device P750 described below. Entering a game ball into the general winning port P731 triggers the payout of prize balls, just like other winning devices. Note that the number and location of the general winning ports P731 in the premise pachinko gaming machine are merely examples, and they may be configured to be arranged only in the right-hand hitting area P501R.

[0021] The normal symbol activation gate device P740 (normal symbol activation port) is provided as a starting ball entry port for normal symbol games. This normal symbol activation gate device P740 is provided with an activation gate P741 through which game balls can pass, and is configured so that the game balls that enter can flow further downstream of the game area of ​​the game board. The passage of a game ball through the activation gate P741 triggers a normal symbol lottery to determine whether to open the second start winning device P720, i.e., whether to activate the normal electric device P770. As a variant, the function that triggers the normal symbol lottery can be configured to be provided in the aforementioned normal winning port P731. In this case, in addition to the function of executing the normal symbol lottery, a function of generating prize balls can also be provided as a single winning device (normal symbol activation winning port).

[0022] The big prize device P750 is configured with a big prize opening P751 (special electric device P755) that opens and closes when the result of the first special symbol lottery or the second special symbol lottery results in a big prize or a small prize, and is sometimes referred to as an "attacker (device)." The big prize device P750 changes between an open state in which a game ball can or easily enters the big prize opening P751 (for example, a state in which the special electric device P755 is activated), and a closed state in which a game ball cannot or has difficulty entering the big prize opening P751 (for example, a state in which the special electric device P755 is deactivated). In a big prize game, multiple rounds of play (unit games) are played involving the opening and closing of the big prize opening P751. It should be noted that even when the special electric device P755 is activated, a series of activation patterns (also called "opening patterns") may cause the movable body P756 constituting the large prize opening P751 to close, making it difficult for a ball to enter. The name of the special game may be subdivided depending on the number of round games to be executed. For example, a special game in which 10 round games are executed is preferably referred to as 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 to correspond to the game state to which the game is transitioned after the special game is executed. For example, a special game in which 10 round games are executed and the probability fluctuation function is activated after the special game ends is preferably referred to as 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 3 round games are executed and the probability fluctuation function is not activated after the special game ends is preferably referred to as 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 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 below) after a big win game when the game ball passes through a specific area during the big win game, (b) activating a device for continuously activating special electric devices when the game ball passes through a specific area during a small win game, and granting the right to play a big win game, and (c) determining whether or not to execute a subsequent round based on whether or not the game ball passed through a specific area in a specific round during the big win game. In addition, an opening / closing member P761 (valve member) which is a structure for changing the ease of passage may be provided in the "specific area", and the flow path may be divided by the action of the opening / closing member P761, so that the game ball passes through the specific area P760 or other non-specific areas. 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-hand 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 make the ball enter the big prize opening P751 by aiming at the right-hand area P501R, that is, by performing a so-called right hit.

[0025] Next, we will explain the basic structure of the rear side of the assumed pachinko gaming machine P. A back set unit P4 is attached to the rear side of the front frame, and has a window that connects the front and rear sides for attaching a game board unit P5 in the center. The back set unit P4 is equipped with a storage tank P401 that stores a large number of game balls supplied from the gaming facility, a gutter member P402 that allows the game balls to flow down from the storage tank P401, a prize ball payout unit P410 that pays out the game balls guided by the gutter member, and a rear passage member P403 that allows the 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 and a valve member P406 that forms a flow path that removes 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] The back side of the game board P5 is equipped with a main control board P40 (also referred to as the main game section) that controls the overall game progress of the pachinko game machine P, a performance control board P41 (also referred to as the sub-game section) that controls the overall performance in accordance with the game progress in accordance with the control of the main control board P40, and an image control board P42 (also referred to as the image control section) that controls image display in accordance with 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 a performance display device P80 (also referred to as a liquid crystal display device or performance display section) to form an assembly that constitutes a performance display unit. On the other hand, the back side of the back set unit P4 is equipped with a payout control board P43 (also referred to as the payout control section) that controls the payout of game balls, and a power supply board P44 (not shown, also referred to as a power supply section or power supply section) that receives power from the gaming facility and supplies power to various control boards and electrical and electronic components. These control boards are housed in a transparent resin board case with a crimped and sealed structure to prevent unauthorized modifications, and are arranged in a predetermined position on the back of the game board P5 or the back of the back set unit P4. These control boards and the electrical and electronic components of each part of the pachinko game machine are connected to each other via harnesses (connector cables), allowing the game to proceed on the pachinko game machine P and the performance of the effects to be executed.

[0027] [Function Block] FIG. 5 shows the functional blocks of the pachinko gaming machine.

[0028] The pachinko gaming machine is configured in a form in which functions are divided among a power supply board P44 that generates power used within the gaming machine based on AC power supplied from outside the gaming machine, a main control board P40 (main control CPU) that controls the basic operation of the game and the progress of the game, a payout control board P43 (payout control CPU) that serves 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 between electrical connections.

[0029] By operating the 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 gaming machine settings, and therefore the power switch is protected by an open / close 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 port switch P712), the second start winning port P721 (special chart 2 start port switch P722), the large winning port P751 (large winning port switch P752), the regular chart operation port P741 (regular chart operation 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 outlet port P790, as well as switches and sensors used for managing various games and monitoring for fraud, such as the setting key switch P49, vibration detection sensor P72, and magnet sensor P73. The main control board receives input of information relating to the occurrence of various game states from these switches, determines the control content relating to the progress of the game, and outputs information relating 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 expand the large prize opening P751 when a big win or small win occurs, 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 the 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 other launch devices P242, to control the respective devices.

[0032] The main control board P40 is also connected to a main control display device P50 that displays various information such as special symbol display devices P51 and P52 (also referred to as the first special symbol display unit and the second special symbol display unit) that display the fluctuations of the first special symbol and the second special symbol, a round indicator light P54 that indicates the type of big win or small win (number of rounds), and a status indicator light P55 that indicates the game status, as well as a 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). Note that there are many other methods of calculating the "base value," such as data that excludes winnings from the start winning slot P711, etc., but these will be explained separately when necessary for the present invention, and details will be omitted in the explanation of the pachinko gaming machine that is the premise of this invention.

[0033] In addition to the above, 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 to and from each of them. The main control board P40 is also electrically connected to other control boards within the gaming machine, namely, a performance control board P41 and a 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 status of the main control board transmitted from the main control board P40, and also controls the launch of game balls by the launcher unit P240 in response to the player's operation of the handle P204. The payout device P410, for example, has 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 launcher (launcher unit) P240 is configured to move game balls remaining in the ball tray P340 (upper ball tray P341) one by one to a launchable position using the ball feed unit P241, and then launch the game balls by hitting them with a striking hammer. In addition, the payout control board P43 is equipped with a RAM clear switch P48 which is mainly used to initialize the gaming machine and to clear errors that occur during play, and operation information of the RAM clear switch P48 is input to the main control board via the 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 sensors (e.g., drive motors, initial position detection sensors, performance position detection sensors) of the performance movable prop P560, the speaker P83 (upper speaker P370, lower speaker 141), the performance operation unit P380 (e.g., the performance button P381, performance lever P382, cross key P383, etc., which are the performance operation means P81), and the performance lamp P82 (also referred to as "decorative lamp," "board lamp (P550)," or "frame lamp (P350)"), and transmits and receives various control signals to and from each of 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 (e.g., 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, etc.

[0036] Data transmission 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. Because 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 reference information generated by the main control board P40 unless that information is transmitted. Note that, in the pachinko gaming machine P assumed herein, data is transmitted and received bidirectionally between the main control board P40 and the payout control board P43. However, similar to the case between 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 gaming machine P as the prerequisite technology configured as described above will be explained for each game state. The "game state" can be broadly categorized 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 aim is to acquire the right to transition to the "special game state." Within the normal game state, there are multiple game states that vary in the degree of advantage to the player in acquiring the right to transition to the special game state. 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 to the player than the normal game state (low probability / low base state)) is referred to as a "specific game state." The "special game state" refers to the so-called "big hit game" and "small hit game," in which the special electric device driving 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 gameplay state (low probability / low base state)] First, the game method and game progress in the normal game state will be explained. Note that 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 describes the game state in which a player generally starts playing. The game method and game progress in the specific game state, and the meanings of the terms "low (high) probability" and "low (high) base" will be explained 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 assumed pachinko game machine P, in the normal game mode (low probability / low base state), the player operates the handle P204 so that the game ball is launched toward the left area P501L (left-hit area) of the game area to play the game.

[0040] When a player launches a game ball into the left area P501L of the game area, the launched game ball flows down the game area P501 and is displaced by game nails P510 (also called "obstacle nails" or "nails") and windmills P511, either entering (winning) a first start winning hole P711 located approximately below the center of the game area P501 of the game board, also known as the "navel," or a general winning hole P731L of the left general winning device, or entering (winning) a game ball that has been played without entering either hole, into the out hole P790. When the ball enters either the first start winning hole P711 or the general winning hole P731, the main control board P40 outputs information (control commands) to the payout control board P43 to award the number of prize balls determined for each prize hole, and the player acquires new game balls by the payout of prize balls.

[0041] Here, a special chart 1 start port switch P712 is located inside the first start winning port P711, and when a player shoots a game ball into the left area P501L in the game area, and the ball enters the first start winning port P711, game ball detection information from the special chart 1 start port switch P712 is input to the main control board P40, which is a game state (game result) that can occur when the ball enters the first start winning port P711.

[0042] When the main control board P40 receives game ball detection information from the special symbol 1 start switch P712, it dispenses a predetermined number of game balls and obtains a random number value for the lottery related to the control of the first special symbol. Random number values ​​can be obtained by acquiring a random number generated by a random number generation circuit on an electrical circuit based on game ball detection (hard latch), or by executing a process in which the control device of the main control board P40 confirms game ball detection information through software processing to obtain a random number value from a previous random number generation circuit, or by obtaining a random number value updated by software (soft latch). Different methods may be used depending on the random number value obtained, or they may be used in combination. Note that when a ball enters the general prize slot, no random number related to the special symbol is obtained, and only prize balls are dispensed.

[0043] The lottery for controlling the first special symbol is a "special symbol lottery," which includes a "win / lose lottery," a "winning symbol lottery," and a "variation pattern lottery." The "win / lose lottery" is a process that uses an acquired random number value to determine whether the lottery result is a "jackpot" or a "lose" (depending on the specifications of the gaming machine, the lottery result may also include a "small win"). The "winning symbol lottery" (sometimes simply called a "pattern lottery") is a process that determines the display pattern of the stopped 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 for one lottery result (jackpot, small win), one symbol can be determined from multiple stopped display symbols, and the execution mode of the special game for a "jackpot" or a "small win" can be made different depending on the stopped display pattern determined here. The "variation pattern lottery" is a process that determines when the special symbol display device P51 (P52) displays the stop display pattern indicating the result of the win / lose lottery. It also determines the time (referred to as the "variation display time" or "variation pattern") during which the variable display indicating that the special symbol lottery has been executed is displayed on the special symbol display device P51 (P52). Different random numbers are typically used for the "win / lose lottery," "win symbol lottery," and "variation pattern lottery," and are referred to as the "win / lose lottery random number," "pattern random number," and "variation pattern random number," respectively. The lottery for controlling the second special symbol, which is conducted based on the detection of a game ball on the special symbol 2 start switch P722, is also a similar "special symbol lottery." The "special symbol 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 fires a game ball into the left area P501L of the game area, causing the game ball to enter the first starting winning port P711, causing a lottery for the first special pattern (special pattern lottery), and a special pattern stop display pattern indicating a ``big hit'' (``small hit'') is displayed on the special pattern display device, thereby playing a game with the aim of obtaining the right to play a special game.

[0045] As mentioned above, during the process of the player's special symbol lottery, the special symbol is displayed in a variable manner according to the time determined by the variable pattern lottery. The underlying pachinko gaming machine P is equipped with a hold function that temporarily stores random numbers corresponding to the right to execute a predetermined number of special symbol lotteries if a new ball enters 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 underlying pachinko gaming machine P is equipped with a hold function that temporarily stores random numbers corresponding to the right to execute a predetermined number of special symbol lotteries if a new ball enters the start winning slot P711. The hold function for the special symbol lottery based on the winning of the first start winning slot P711 can hold up to four special symbol lotteries. The hold function can be set for each special symbol, and the pachinko gaming machine P of the underlying technology is also equipped with a hold function that holds the random numbers used for up to four special symbol lotteries for the second special symbol, separate from the hold function for the first special symbol.

[0046] In this way, in the normal gaming state (low probability / low base state), the player shoots the gaming ball into the left area P501L of the gaming area to execute a special symbol lottery for the first special symbol. Then, in the special symbol lottery, if the player wins the lottery result that results in a special gaming state such as a "big win" or a "small win," and the special symbol display device displays that the player has acquired the right to transition to the special gaming state, the gaming state of the pachinko gaming machine P transitions to the special gaming 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 device P755 is activated, that is, a drive signal is output from the main control board P40 to the special electric device drive means P70, and the big prize opening P751 becomes a state in which it is easy for a ball to enter. The main difference between the two is that the "big win" is based on the operation of the device continuous operation device that activates the special electric device P755 multiple times in succession, while the "small win" ends with a single operation of the special electric device. Another difference is that when the special electric device operates based on the operation of the device continuous operation device (jackpot), the operation of the special electric device P755 can be made to operate in a manner that is more advantageous to the player, specifically, the total opening time of the large prize winning port P751 in the operation state of the device continuous operation device (jackpot) is allowed to be up to 30 seconds, while the total opening time of the large prize winning port P751 in the small prize winning state is limited to 1.8 seconds. The following explanation of the game method and game progress in the special game state 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 jackpot, it is called a "jackpot start demo" or "character combination operation start demo", and in the case of a small jackpot, it is called a "small jackpot start demo") for informing the player that various special games have been won, a period called a "round (game)" (also called a "unit game") in which the special electric device P755 operates once, and a period called the "special game end demo" (in the case of a jackpot, it is called a "jackpot end demo" or "character combination operation end demo", and in the case of a small jackpot, it is called a "small jackpot end demo") for informing the player of the game results (such as the number of game balls won) during the special game and the type of normal game state (including 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 prerequisite technology, the large prize opening P751 is located in the right area P501R (right-hit area) of the game area, and even if a game ball is shot into the left area P501L similar to the normal game state (low probability / low base state), it is almost impossible to expect the ball to enter the large prize opening P751. Therefore, before the round game begins in the special game, when the large prize opening P751 is in a state where it is easy to enter the ball, a right-hit 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-hit area) of the game area. 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-hand area P501R (right-hit area) of the game area (performs a right-hit).

[0050] During the "round (game)" period, in the pachinko gaming machine P of the underlying technology, a drive signal is output from the main control board P40 to the special electric accessory drive means P70, causing the large prize slot P751 to enter an easy or difficult state, and effects such as a celebration of winning a large prize (small prize) according to the execution period of the special game, or an effect 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, are executed. The player shoots game balls into the right area P501R (right-hand hitting area) of the game area in order to get a large number of game balls by having the game ball enter the large prize slot P751.

[0051] A single "round (game)" period ends when the opening pattern of the large prize opening (the operating 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 "specified number" of game balls (sometimes expressed as "count" or "C") enter the slot. Then, depending on the type of special game state currently being executed (type of big win or small win), when all rounds of game play to be executed have ended, the state transitions to a "special game end demo."

[0052] Next, when the "special game end demo" period begins, the pachinko game machine P of the underlying technology will perform an effect to announce 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 occurred consecutively with the specific game period described below (acquired without transitioning to the normal game state (low probability / low base state)), and will also execute an effect to announce the type of normal game state to which the game will be transitioned after the special game state and an effect related to the play method in the game state to which the game will be transitioned (such as the right-hit announcement effect described above).The player will operate the handle based on the effect being executed in preparation for play according to the type of normal game state to which the game will be transitioned.

[0053] In most of the pachinko gaming machines P that are the premise of the present invention, with a few exceptions, when a jackpot game is executed as a special gaming state, the normal gaming state transitions to a state called a "specific gaming state" in which the player is more likely to acquire the right to transition to the special gaming state, and the gameplay allows the player to enjoy so-called "consecutive wins" in which the specific gaming state and the special gaming state are repeated consecutively.

[0054] [Specific game state] Next, we will explain the "specific game state." As shown in Figure 6, there are three types of 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 these.

[0055] (Probability state) The "probability state" is based on the operating state of the "probability fluctuation function" (also called "probability change"), which is a function that changes the probability that the result of the lottery in the special symbol lottery will be a "jackpot." When the probability fluctuation function is activated and the win / loss lottery in the special symbol lottery has a higher probability of being a "jackpot" than when it is not activated, it is expressed as a "high probability (state)" (sometimes expressed as a "probability change state" or "probability fluctuation state"), and when the probability fluctuation function is not activated 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 winning a jackpot for one special symbol lottery is high.

[0056] (base state) The "base state" refers to the "base," i.e., the state related to the "proportion (expected value) of game balls obtained as prize balls when a predetermined number of game balls are fired." 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 gaming machine, even if the "electric chute support function" is not activated, if the recommended game ball firing position is changed, thereby increasing the "proportion of game balls obtained as prize balls when a predetermined number of game balls are fired," this may be referred to as a "high base (state)." The "high base (state)" is a game state that is advantageous to the player in that it increases the number of game balls paid out as prize balls (easier to be paid out) during the period leading up to the special game state, allowing the player to aim for the special game state while reducing the consumption of game balls.

[0057] The "electric chute support function" is a state in which the operation of the normal electric role device P770 is easier than in the normal game state (low probability / low base state), and is mainly composed of a combination of three functions (at least one of which is provided). The three functions that make up the "electric chute support function" are "normal symbol probability change," "normal symbol time reduction," and "(normal electric role device) opening extension." "Normal symbol probability change" refers to a state in which there is a high probability that the "normal symbol lottery" will result in the operation of the normal electric role device. "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 referred to as 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 to make it easier for the game ball to enter the winning slot related to the normal electric device P770 for the type of winning that is won in the normal pattern lottery, and one example would be extending and lengthening the total time that the normal electric device is in a state where it is easy for the ball to enter.

[0058] The "normal symbol lottery" differs from the above-mentioned special symbol lottery in that the lottery is a lottery regarding the operation of the special electric device P755, whereas 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 hold function. When specifically expressing the lottery for the win / loss, symbol, and variation pattern of the normal symbol lottery, they are expressed with "normal symbol" (or "normal symbol") at the beginning, such as "normal symbol win / loss lottery," "normal symbol symbol lottery," or "normal symbol variation pattern lottery."

[0059] We have explained that "probability state" and "base state" are elements that distinguish the types of "specific game state," 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). Generally, 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 special symbol lotteries executed per unit time increases, which is an advantageous state for the player in that more special symbol lotteries can be executed 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 gaming 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 gaming state 1 (low probability / high base state) is made by the gaming state transitions shown in (1), (8), and (12) of Figure 6. The gaming state transition conditions for (1), (8), and (12) of Figure 6 include (a) winning a jackpot in each state and (b) the passage of a predetermined number of games (*(8) only). Although not shown, there is also a case where the specific gaming state 1 transitions back to the specific gaming state 1 via a jackpot game. On the other hand, if the conditions for terminating the special gaming state are met, the transition occurs as shown in (2), (7), and (11) of Figure 6. The gaming state transition conditions for (2), (7), and (11) include (c) winning a jackpot game of the type that will transition to the respective gaming state in the specific gaming state 1 and (d) the passage of a predetermined number of games (*(2) only). The "number of games" refers, for example, to the "number of times the special symbol lottery is executed."

[0062] When the pachinko machine P transitions to specific game state 1 (low probability / high base state), both the "electric chute support function" and "variable time reduction function" described above are activated. The layout of each winning device on the game board P5 of the pachinko machine P includes a normal symbol activation gate device P740 and a second start winning slot P721 for the normal electric device located in the right-hand region P501R (right-hit region) of the game area. The player can easily enter the normal symbol lottery and the special symbol lottery by "hitting right," which fires the game ball into the right-hand region P501R (right-hit region) of the game area. Furthermore, the pachinko machine P is also controlled in the "time reduction state" described above in 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 first step is for the player to fire a game ball into the right area P501R (right-hand hitting area) of the game area and have it enter (pass) through the normal symbol operation gate device P740, and when the ball enters (passes) through 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 (approximately 1 / 1) of winning due to the operation of the normal symbol probability variable function, so when one game ball enters (passes) through 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 port P721, which triggers the special pattern lottery for the second special pattern in the assumed pachinko game machine P, becomes in a ball-entering state, and the player then fires a game ball toward the second start winning port P721 as the second subsequent step. When the game ball enters the second start winning port 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 (jackpot, small jackpot) is executed.

[0064] Specific gaming state 1 (low probability / high base state) ends when a predetermined number of plays (number of times special symbol lottery drawings have been made) has elapsed, depending on the gaming state transition conditions that led to the transition to that state (for example, if a jackpot is hit, the type of jackpot that was hit, etc.), or when a new jackpot game is won (note that there are cases where this state will be transitioned to again after a jackpot game). In the case of winning a small jackpot game, the specific gaming state is often not set to end, but depending on the specifications of the gaming machine, it may be designed to end when a small jackpot game is won (or when multiple small jackpot games are won, or when a specific type of small jackpot game is won). When specific gaming state 1 (low probability / high base state) ends due to the number of plays, it transitions to the normal gaming 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 explained.

[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 Figure 6. The gaming state transition conditions for (3), (7), and (9) of Figure 6 are (a) winning a jackpot game in each state. Although not shown, there is also a case where the game transitions from the specific gaming state 2 to the specific gaming state 2 again via a jackpot game. On the other hand, if the conditions for ending the special gaming state are met, the transition occurs as shown in (4), (8), and (10) of Figure 6. The gaming state transition conditions for these (4), (8), and (10) include (b) winning a jackpot game of the type that will cause a transition to the respective gaming state in the specific gaming state 2, and (c) the passage of a predetermined number of games.

[0067] When the game transitions to specific game state 2 (high probability / high base state), the underlying pachinko game machine P differs from specific game state 1 (low probability / high base state) in that it is a "high probability (state)" in which the "probability fluctuation function" is activated. The game progress and playing method in specific game state 2 are the same as 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 symbol lottery is higher.

[0068] Specific gaming state 2 (high probability / high base state) ends when a predetermined number of plays (number of times special symbol lottery drawings have been received) has elapsed, depending on the gaming state transition conditions that led to 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 this state will be transitioned to again after a jackpot game). Specific gaming state 2 generally does not end if a small jackpot game is won. When specific gaming state 2 (high probability / high base state) ends due to the number of plays, it transitions to the normal gaming state (low probability / low base state), specific gaming state 1 (low probability / high base state), or specific gaming 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 explained.

[0070] The transition to the specific gaming state 3 (high probability / low base state) is made by the gaming state transitions shown in (5), (10), and (11) of Figure 6. The gaming state transition conditions for (5), (10), and (11) of Figure 6 include (a) winning a jackpot game in each state, and (b) the elapse of a predetermined number of games (*(10) only). Although not shown, there is also a case where the specific gaming state 3 transitions back to the specific gaming state 3 via a jackpot game. On the other hand, if the conditions for ending the special gaming state are met, the transition occurs as shown in (6), (9), and (12) of Figure 6. The gaming state transition conditions for these (6), (9), and (12) include (c) winning a jackpot game of the type that will cause a transition to the respective gaming state in the specific gaming state 3, and (d) the elapse of a predetermined number of games (*(6) only).

[0071] When the game transitions to specific game state 3 (high probability / low base state), the assumed pachinko game machine P enters a "high probability (state)" in which the "probability fluctuation function" is 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 assumed pachinko game machine P, the normal symbol activation gate device P740 and the second start winning port P721 for the normal electric device are located 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 symbol lottery is low, and there is no advantage to hitting right.

[0072] Therefore, the player will play by "hitting from the left" by firing the game ball into the left area P501L (left-hit 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 it is a high probability state, the probability of winning a jackpot in the special pattern lottery is high and a jackpot game can be won early.

[0073] Specific gaming state 3 (high probability / low base state) ends when a predetermined number of plays (number of times special symbol lottery drawings have been received) has elapsed depending on the gaming state transition conditions that led to 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 this state will be transitioned to again after a jackpot game). Specific gaming state 3 generally does not end if a small jackpot game is won. If specific gaming state 3 (high probability / low base state) ends due to the number of plays, it will transition to the normal gaming state (low probability / low base state).

[0074] In addition, specific game state 3 (high probability / low base state) differs from the board layout configuration shown in Figure 6, which is described as the assumed pachinko game machine P, in that a third start winning port of a type that does not have a normal electric device P770 is placed in the right area P501R (right-hand hitting area), and by activating the ``time-saving state'', many special pattern lotteries can be received in a short period of time.Depending on the layout configuration of the winning device on the game board and the control of the time-saving state, it may be a game state in which ``right-hand hitting'' is recommended.

[0075] As explained above, in the assumed pachinko gaming machine P, the game progresses through multiple game states, but it is not necessary to have all of the game states described above. Therefore, among the gaming machine specifications configured by the combination of multiple game states, gaming machine specifications (sometimes called "specs") that can be adopted in the assumed pachinko gaming machine P are exemplified 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-Limit Probability Variation)," "V Probability Variation (also known as "Ball Probability Variation" or "Attack Round System")," and "Latent Probability Variation." Differences in gaming machine specifications due to these differences in probability variation functions are sometimes expressed as "this gaming machine is an XX machine (e.g., an ST machine)." Furthermore, gaming machines without a probability variation function also have a gaming machine specification called "Small Win V," in which, when a ball passes through a specific area P760 inside the large prize opening P751 during a small win game, the device that operates the continuous operation of the special device is then activated (i.e., the game transitions to a big win game).

[0077] [(Until next time) Guaranteed chance] First, we will explain "probability change (until next time)." "Probability change until next time" generally refers to 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 jackpot 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, a gaming machine with "probability change until next time" is configured so that specific gaming state 2 (high probability / high base state) continues until the right to the next jackpot game is acquired, and does not end depending on the number of symbol 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). Also, in "pachinko gaming machines in which specific game state 3 (high probability / low base state) continues until the right to the next jackpot game is acquired," it is sometimes referred to as "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 regarding the electric chute support function, it is expressed separately 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 (Stop-number probability change)." "ST" is an abbreviation for "Special Time," and generally refers to the gaming machine specifications for a pachinko machine in which "specific gaming state 2 (high probability / high base state) continues until a predetermined number of special symbol lotteries are performed (a predetermined number of symbol variations 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 specific game state 1 (low probability / high base state) or specific game state 3 (high probability / low base state). Also, similar to 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)" when the game state is controlled to 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] Also, even if the game is "ST (limited number of times guaranteed hit)", 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 a jackpot is essentially guaranteed until the next time due to a high probability, it may be expressed as "guaranteed hit until next time".

[0082] As mentioned above, "Kakuhen until next time" and "ST (Stop chance)" are distinguished as "Kakuhen states" in terms of gaming machine specifications in that the end times of the probability fluctuation function of the special symbol lottery are different. On the other hand, as in the "V chance (Kakuhen ball, Attack round system)" explained below, there are also cases where gaming machine specifications ("specs") are expressed by requiring special conditions regarding whether or not the probability fluctuation function of the special symbol lottery is activated in a specific gaming state, that is, the start of the execution of the probability fluctuation function.

[0083] [V chance] Next, we will explain the gaming machine specification called "V probability change." "V probability change" refers to a gaming machine specification for a pachinko machine that controls the transition to a specific gaming state (specific gaming state 1 or specific gaming state 3) with the activation of a probability fluctuation function after a jackpot game when a game ball passes through a "specific area P750" (sometimes called a "V zone" or "V area") provided in the large prize winning port P751 ("V entry") under predetermined conditions (such as during the execution of a specific jackpot round) during a jackpot game before the gaming state transitions to a specific gaming state. The "specific area" used in "V probability change" is sometimes 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 (it depends on whether or not the game ball passes through the specific area P760), and depending on whether the activated probability fluctuation function ends with control equivalent to the previously explained "Kyakuhen until next time" or with control equivalent to "ST", expressions other than "V-Kyakuhen (V-Loop)" and "V-ST" are used to indicate gaming machine specifications.

[0085] In addition, in pachinko gaming machines P that use "V probability variation" as a gaming machine specification, if a V does not land during a jackpot game, the probability variation function does not activate after the jackpot game, and the game is controlled to normal gaming mode or specific gaming mode 1 (low probability / high base state). Furthermore, whether or not the game state activates the probability variation function after a jackpot game can be switched between cases where a V does and does not land, and the operation mode of the electric chute support function can also be changed. For example, in a "V probability variation (V-loop)" machine, if a V is landed, the probability variation function and electric chute support function continue until the next jackpot is won, but if a V is not landed, the probability variation function does not activate, and the electric chute support function is limited to 100 special symbol lotteries.

[0086] [Small Hit V] Next, we will explain the gaming machine specification (spec) called "Small Hit V" which can provide the 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, i.e., starts the jackpot game, when the "specific area P760" (sometimes called the "V zone" or "V area") provided inside the large prize opening P751 passes through during the small win game (while the special electric accessory is operating) that is executed when the result of the special symbol lottery is a small win. In other words, by passing through the specific area P760 during a small win, it is a gaming machine specification that allows you to win the jackpot game without winning the result that would be a jackpot as a result of the special symbol lottery.

[0088] "Small hit V" is a "Type 1 (pachinko)" game that activates the continuous operation device of the special device and the special electric device as a result of a special pattern lottery, but when the special electric device is operating while the continuous operation device of the special device is not operating (while the large prize opening P751 is open), the continuous operation device of the special device is activated when the special electric device passes through a specific area P760. It is sometimes referred to as "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 referred to as a "Type 1 / Type 2 mixed machine".

[0089] Generally, pachinko machines that use the "small win V" feature do not have a probability variable function (probability fluctuation function), and the degree of advantage changes depending on whether or not the electric chute support function is present. In other words, the winning slot for the standard electric device P770, which is more likely to win when the electric chute support function is activated, is configured as a starting winning slot that triggers a change in a special symbol that is more likely to win a small win (for example, a 1 / 2 chance of winning a small win). This makes it easier to win a small win when the electric chute support function is active, and allows players to aim for a jackpot by winning a V during a small win game. This allows for a gameplay that increases the chances of winning a jackpot by winning a small win, rather than increasing the random number range that results in a jackpot, as with the probability variable function.

[0090] [Other gaming machine specifications] The gaming machine specifications described above are representative, and several other distinctive gaming machine specifications are known, so a brief explanation of these will be provided 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 is activated occurs repeatedly, sandwiched between jackpot games (a so-called "consecutive game state"), and when a predetermined number of repetitions (consecutive game 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 "probability change 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 terminate the probability variation function each time a special symbol lottery is performed while the probability variation function for the special symbol lottery is in operation. When the probability variation function and the electric chute support function are in operation and the fall lottery is won, the operation of the electric chute support function may end along with the termination 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] It should be noted that the above gaming machine specifications can be combined in multiple ways. For example, if "ST" and "fall" are combined, when the specific gaming state 2 (high probability / high base state) is in progress, the specific gaming state 2 (high probability / high base state) will end (transition to another gaming state) if any of the following conditions are met: (1) the fall lottery is won, (2) a predetermined number of special pattern lotteries are held, or (3) the right to play a jackpot game is acquired.

[0094] Next, we will explain the control of the main control board P40 that controls the progress of the game in the assumed pachinko gaming machine P. Note that the pachinko gaming machine P that is the premise for the explanation of this embodiment is a pachinko gaming machine that employs "ST (number cut probability change)" as the gaming machine specification (spec) described above. Note that in the explanation of the embodiment, the notation "Ps XX" indicating the processing step in the figure will be expressed 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, which is the premise, 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 gaming 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 used to appropriately set the necessary settings for the subsequent operation of the CPU, and details thereof will be omitted.

[0097] After the CPU initial settings are complete, the CPU executes input port confirmation processing (step 1004) and power-off information confirmation / checksum processing (step 1006), and then performs processing related to the game stop state setting processing (step 1008) based on the results of these processing.

[0098] More specifically, the input port confirmation process (step 1004) is a process for generating information for determining whether a flag indicating whether a "setting change process" is being performed, which can change the "setting value" for changing the degree of advantage of the special symbol lottery of the pachinko gaming machine P (particularly the activation probability of the consecutive operation device of the accessory, i.e., the probability of winning a jackpot), and a flag indicating whether a "setting confirmation process" is being performed, which is for checking the "setting value," are to be established (turned on) in the game stop state setting process that is performed after the relevant process. In the assumed pachinko gaming machine P, one-byte data is generated, including data indicating the detection status of the frame open switch P131 (a switch that detects whether the front frame is open relative 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.

[0099] The subsequent power-off information confirmation / checksum process (step 1006) is a process to check whether the pachinko game machine P shut down the power normally the last time the power was turned off, and whether the control data related to the game status at the time the power was turned off was properly saved and stored in the memory area of ​​the CPU of the main control board P40.If the data is not normal, it is treated as an error and a flag is set (turned on) to stop gameplay in the game stop status 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 finished 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 progression 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 "game stop state setting process" is detailed in Figure 8, and will be explained based on the description in Figure 8.

[0101] In the game stop state setting process, first, whether the slot is open is determined based on the 1-byte data generated in the input port confirmation process (step 1004) (step 1100). If the front slot P2 of the pachinko gaming machine P is open relative to the outer slot P1 when the power is turned on (YES in step 1100), a specific bit in the 1-byte data is set to "1," and the subsequent process in step 1102 is skipped. On the other hand, if the slot is not open when the pachinko gaming machine is turned on, it is determined that some of the operations required to execute the setting change process have not been performed, and the operation information of the setting key switch is calculated to be OFF from the 1-byte data generated in the input port confirmation process (step 1004). Note that, although not shown, in both cases where the result in step 1102 is YES or NO, the bit in the 1-byte data indicating that the slot is open is also calculated to be OFF.

[0102] In the next step 1104, it is determined whether the one-byte data generated in the input port confirmation process (step 1004) is information that can be used to determine whether a setting change operation has occurred. In the assumed pachinko gaming machine P, the following three conditions are required to determine whether a setting change operation has occurred: (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 being rotated), and (3) the RAM clear switch P48 is on. As mentioned above, the information for the frame open switch P131 in the one-byte data is set to off, and this step determines whether both (2) and (3) are met. For example, if two specific bit data are "1," it is determined that a setting change operation has occurred. (Note that the active data indicating that both switches are on does not necessarily have to be "1"; 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 status flag, and the game stop status setting process is terminated (steps 1106, 1118). On the other hand, if NO is determined in step 1104, the process proceeds to the subsequent 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 being 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 determination 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) of the setting value when a situation occurs in which game play cannot proceed, such as a checksum abnormality (RAM abnormality) or a setting value abnormality. The determination in step 1108 determines whether a game stop state should be set based on the results of the power-off information confirmation / checksum process (step 1006) and the error information stored at the time of the previous power-off process. If it is determined that an error state should be set (YES in step 1108), the game stop state flag is set to "unrecoverable error state" and the game stop state setting process is terminated (steps 1110, 1118). If it is determined that no error has occurred, the process proceeds to the subsequent 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 has been performed: (1) the frame release 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," or "RAM clear operation" 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 (YES in step 1112), the pachinko gaming machine performs a process of clearing the game stop state flag to transition to a playable state after clearing the RAM (step 1114). On the other hand, unless the RAM clear operation has been performed, the current one-byte data is set as is. At this time, if an operation to transition to the "setting confirmation state" has been performed (NO in step 1112), the bit data indicating the operation status of the setting key switch P49 is set to "1," and the one-byte data indicating the game stop state flag is stored as data indicating "setting confirmation in progress" (step 1118). Furthermore, if neither a RAM clear operation nor a transition to the setting confirmation state has been performed, the one-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 will be 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 will not be able to progress as described as "basic game progress." These controls will be described in the explanation of the interrupt process below.

[0107] Returning to the explanation of the power-on process in Figure 7, the following 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 of steps 1014 to 1020, when power is turned on, a processing is performed in which a processing is performed in which the main control board P40 sets a processing for causing the processing for ...

[0109] When the process for setting the performance control command at power-on is completed, the necessary data (drive signal) is output from the output port to the special electric device drive means P70 and the normal electric device drive means P71 to return the large prize slot P751 (special electric device P755) and the normal electric device P770 to the state before the power was cut off. (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 interval at which the interrupt processing time occurs for the CPU of the main control board P40 (step 1024). In the assumed pachinko gaming machine P, the interval at which the interrupt processing (FIG. 9, step 2000) described below is executed 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 Figure 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 that stores timing information to monitor the occurrence of CPU runaway (such as a situation where processing loops and stops progressing) in the main control board P40.

[0113] Then, in step 1030, it is determined whether a power outage has occurred (for example, whether a power outage signal sent from the power supply board P44 based on a drop in voltage has been input to the input port of the CPU of the main control board P40), and if a power outage has occurred, the current game state is stored, and power outage information and checksum information are stored, and power outage processing (step 1032) is executed to stop processing as the CPU of the main control board P40. If a power outage 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 these random number values ​​are sometimes updated in the interrupt process described below, and this process is intended to prevent the random number update period from becoming constant due to the random numbers only being updated 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 such as updating the random number values ​​in accordance with those processes, so it is not essential to provide the random number update process within 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 of step 1036, which permits interrupts, is performed, if an input indicating the interrupt execution period (the state in which 4 ms has elapsed since the previous interrupt process occurred) 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 Figure 9. In the pachinko gaming machine P, the majority 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 gaming 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) The interrupt process begins with a watchdog timer clear process. 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 (step 2002).

[0118] (Input port confirmation process) The input port confirmation process checks the information input to the input port of the CPU of the main control board P40, and generates information that can identify whether or not there is input information necessary for making decisions in subsequent processes (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, 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 such as 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 to monitor for fraud such as the magnetic sensor P73, door opening sensor P131, and 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 (referred to as "level data"). Note that for any part of the data that is not the same in all reads of the three reads, the data determined in the previous interrupt process (the interrupt process 4 ms ago) is used as the level data; in other words, if the data cannot be read correctly in the current interrupt, the data stored in the previous interrupt will not be updated.

[0121] Once the input data (level data) for this interrupt is determined, a comparison is made with the input data for the previous interrupt, generating "rising data" (data identifying the bit at which the input data changed from off to on), and storing data identifying the switch that switched to on input in this interrupt.

[0122] (Random number update process) The random number update process is a process of updating so-called software random numbers, which are random numbers updated by software, among various random numbers such as the win / fail random numbers, pattern random numbers, and variation pattern random numbers for the special symbol lottery, and the normal symbol win / fail random numbers, normal symbol random numbers, and normal symbol variation pattern random numbers for the normal symbol lottery (step 2006). In the pachinko gaming machine P assumed, the random numbers used for the special symbol lottery and the normal symbol lottery are specified to have some that are updated at the circuit update cycle in the random number generation circuit, and some that are updated at the software cycle, and by combining these, the randomness of the various random numbers when they are obtained is maintained.

[0123] In the random number update process, the software random numbers are updated as described above. The update method is as follows: (a) A random number is updated by incrementing (+1) or decrementing (-1) the random number, and if it exceeds the upper (or lower) limit of the random number range, it is set to the lower (or upper) limit. (a) A method that subtracts (or adds) an arbitrary prime number from a random number, and if the value exceeds the random number range, adds (or subtracts) the value of the random number range +1 (or the random number range -1). (c) A random number is repeatedly incremented (or decremented) from the random number set as the 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 updating method is not limited to the one exemplified in this embodiment, and any method may be adopted as long as it can maintain the randomness of the random numbers.

[0124] (Settings control processing) The setting control process is performed 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 is stored as a game stop flag during the power-on process, is on data or not, and if it is not on data, i.e., if the setting key was not operated on when the pachinko game machine was powered on, the process is terminated.

[0126] On the other hand, if the bit data indicating that the setting key is being operated while the game stop flag is on, the input information (generated in the input port confirmation process described above) of the setting key switch P49 in the current interrupt process is referenced to determine whether or not to terminate the "setting change in progress" or "setting confirmation in progress" state, and if the setting key switch P49 is turned off, the game stop flag is cleared, making the game playable, and then a presentation control command is set in the presentation control board to restore (or start) the presentation, depending on whether the return is from the "setting change state" or the "setting confirmation state."

[0127] Furthermore, during the power-on process (see FIG. 7), if the game stop flag is "setting changing," the operation status of the RAM clear switch P48 (the switch operated to change the setting value), which serves as 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 "setting changing," if rising data related to the operation of the setting change switch P48 is generated during this interrupt, the "setting value" is changed to the next setting value in a predetermined change order. For example, in a pachinko game machine P having setting value data in which the setting is switched in order from 1 to 6, the setting control process increases the setting value by "1" each time rising data based on the operation of the setting change switch (RAM clear switch P48) is generated (if the setting value before operation was 6, it is changed to 1 as the next value).

[0128] In the assumed pachinko gaming machine P, by providing processing for the setting change state and setting confirmation state during interrupt processing (see Figure 9), the operation of the setting key switch and setting change switch is monitored at the interrupt processing cycle, and 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 power-on processing (see Figure 7) when no separate interrupt processing is set. Note that during power-on processing, it may be configured to monitor switches related to setting change and setting confirmation, control the display device, and update the setting values.

[0129] (Game stop monitoring process) The game stop monitoring process is a process in which the CPU of the main control board reads the game stop flag data generated during the power-on process (see Figure 7) executed when the power to 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 in which game play must be stopped, i.e., states in which the player is unable to play, include "settings being changed," "settings being checked," and "an unrecoverable error occurring."

[0132] (Timer decrement process) The timer subtraction process is a process for updating timer data used to manage 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 detection 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 and 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, divided into timer data types 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 storage area that stores these individual timer data types, and the time values ​​of various timers are updated. The timer update process decrements (-1) the timer data stored in the storage area. If the stored timer data is already "0", it is processed so that it remains "0" even after processing (for example, if it becomes a negative value, it is set to "0", or if it is "0", it is not decremented).

[0136] In the assumed pachinko gaming machine P, the cycle of one interrupt is 4 ms, so if the data is a 1-byte timer, only managed objects that are updated a maximum of 255 times (approximately 1 second) can be controlled, but if there is no (or little) game information that is managed only within 1 second, it is possible to configure it with only 2-byte timer data and not have 1-byte timer update processing. 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 that sets valid periods for winning openings that can be changed to easy or difficult winning modes (mainly the winning openings related to the large winning opening P751 and the normal electric device P770) during the period when they are controlled to the easy winning mode and during the valid extension period, and sets invalid periods for other periods (when the winning opening is in the difficult winning mode and is outside the valid extension period) (Step 2016).

[0138] In the assumed pachinko gaming machine, the process involves setting the validity period to the winnings at the large winning port P751, which is a large winning device, and the second starting winning port P721, which is a second starting winning device P720 equipped with a normal electric device P770.

[0139] The valid extension period is a control period of a certain length that is appropriately set depending on 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 it transitions to a difficult-to-enter state is treated as a valid winning ball, even after the control period for executing opening control on 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), an effective extension period for the passage of the gaming ball through the specific area P760 may also be set, and in such cases, the effective period of the specific area is also set in this process.

[0141] (Winning monitoring process) The winning monitoring process is a process that determines whether or not a winning ball is a valid winning ball based on the winning balls in the various winning slots (large winning slot P751, starting slot P711, P721, general winning slot P731) of the pachinko game machine, and generates information that triggers the process of generating the right to draw special symbols for the winning balls and the balls in the starting slot (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) determining whether or not a prize has been won during the valid period in the case of a winning slot with a validity 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 each winning slot).

[0143] In addition, the winning monitoring process not only checks for the occurrence of winnings at various winning ports, but also determines the out ball detection switch P792 provided to count out balls, the operating port switch P742 which triggers the normal pattern lottery, and, depending on the gaming machine specifications, 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 also 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 symbol lottery (also called a normal symbol reservation) when rising data of the normal symbol 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 port 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 / loss random number, normal symbol symbol 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 processing related to the normal symbol lottery, normal symbol variable display, and operation of the normal electric role P770 (step 2022). These processes transition to different sub-module processes depending on the data indicating the control status of the normal symbol or normal electric role, called the normal symbol status, and perform control according to the status. The normal symbol status includes "0: normal symbol waiting", "1: normal symbol variable", "2: normal symbol stop display", "3: normal electric role in operation", and "4: normal electric role end demo in progress", and processes according to each status are performed.

[0147] <<Normal pattern variation start monitoring control process>> The normal symbol variation start monitoring control process is a sub-module process that is called from the normal symbol control process when the normal symbol status is "0: normal symbol waiting".

[0148] In the normal symbol variation start monitoring control process, first, it is confirmed whether the reserved number for the normal symbol lottery is "0". If it is "0", the right to change the normal symbol has not been generated, so the normal symbol control process is exited. On the other hand, if the reserved number for the normal symbol lottery is not "0", it is determined that the right to change the normal symbol has been generated, and the normal symbol variation start conditions have been 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 begin to fluctuate, the reserved number information is decremented by 1 from the area storing the reserved number information related to the normal pattern lottery, and then the normal pattern random number, normal pattern random number, and normal pattern variation pattern random number are called up, and the normal pattern lottery, normal pattern lottery, and normal pattern variation pattern lottery are performed, respectively. 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 memory area for reserved number information is shifted so that it is processed in the order stored, and the normal pattern status is updated to "1: Normal pattern variation in progress." Regarding the normal pattern lottery, different lottery tables are used depending on the operating status of the aforementioned "base state" (normal pattern probability variation function, normal pattern variation time reduction function), and in a high base state, it is more likely to be a hit and the normal pattern variation display time is more likely to be determined.

[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 display device P53 executes the display of changes in the normal pattern until the normal pattern change display time corresponding to the normal pattern change pattern determined during the normal pattern change start monitoring control processing has elapsed, that is, until the timer (normal pattern change display timer) that manages the display of changes in the normal pattern becomes 0 during the timer update processing.

[0152] More specifically, if the normal symbol variable display timer is not 0, the normal symbol display switching counter, whose maximum value is "5", is updated each time this process is executed, and when the normal symbol display switching counter reaches "5", a process is performed to store information about the next light-emitting pattern in a memory area that stores data for specifying the light-emitting pattern of the LED that constitutes the normal symbol display device P53. The normal symbol display switching counter is reset to its initial value of "0" when it reaches its maximum value of "5". In other words, the normal symbol variable display switches the lighting pattern of the normal symbol display device P53 at intervals of five interrupts (4 ms x 5 = 20 ms). The switching interval can be set as appropriate; for example, if the maximum value of the normal symbol display switching counter is set to 25, the display pattern of the normal symbol display device P53 will be switched at intervals of once every 25 interrupts (once every 100 ms).

[0153] When the normal symbol variable display time ends, that is, when the normal symbol variable display timer is "0", in this process, data for specifying the LED lighting pattern indicating the stop display mode is stored in a memory area that stores the LED lighting pattern of the normal symbol display device P53 so that the display pattern of the normal symbol stop display pattern determined by the normal symbol lottery is stopped and displayed on the normal symbol display device P53 in the main control display device P50. Then, the normal symbol pattern fixed time (the time to display the stop display pattern) is stored in the normal symbol stop display timer, and the normal symbol status is updated to "2: normal symbol stop display in progress".

[0154] <<Processing during normal symbol stop display>> The normal symbol stop display processing is a sub-module processing called from 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 checked whether the value of the normal pattern stop display timer, which has the pattern fixation time set, is "0", and when it becomes "0", a process is performed to set up to move on to the next game operation.

[0156] When the normal symbol stop display timer reaches "0", if the result of this normal symbol lottery is a "win", the operation pattern of the normal electric device P770 is called up according to the operation state of the winning symbol 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 symbol status is updated to "3: Normal electric device in operation".

[0157] On the other hand, when the normal symbol stop display timer reaches "0," if the result of this normal symbol lottery is a "miss," the normal symbol status is updated to "0: normal symbol waiting."

[0158] "Normal electric device operation processing" The normal electric role operation processing is a sub-module processing that is called from the normal symbol control processing when the normal symbol status is "3: normal electric role operation".

[0159] In the normal electric role operation processing, the opening operation (change to easy ball entry mode) and closing operation (change to difficult ball entry 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 processing, and the establishment of the operation termination condition of the normal electric role is monitored. The operation of the normal electric role P770 ends when (a) the specified number of normal electric role wins set as the termination 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 operation termination condition of the normal electric role is established, the timer area that stores the effective extension period of the normal electric role is set to the time to measure the extension period of a certain period previously determined in accordance with the structure of the normal electric role P770. Then, the time value related to the operation termination demo of the normal electric role is set in the normal electric role operation termination demo timer, and the normal symbol status is set to "4: normal electric role termination demo in progress".

[0161] 《Normal electric device operation end demo processing》 The normal electric role operation end demo processing is a sub-module processing called from the normal symbol control processing when the normal symbol 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 in progress process waits until it reaches "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 symbol lottery (a hold related to the first special symbol lottery is also called the first hold or first special symbol hold, and a hold related to the second special symbol lottery is also called the second hold or second special symbol hold) when the rising data of the special symbol 1 start port switch P712 and the special symbol 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 / loss random number, pattern random number, and variable 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 slot provided on the game board P5, the reserved number of the corresponding special symbol and the start slot switch data are called up, and the reserved number is added for each start slot and a random number is obtained.

[0166] In addition, if the starting port to be processed is configured as a starting port (electric chute) for a normal electric device, the validity period setting process described above determines whether the winning entry into the starting port for the normal electric device P770 occurred within the validity period, and if it is within the validity period, the processing described above is performed.

[0167] When the win / loss random number, the pattern random number, and the variation pattern random number are stored, the acquired random number information is used in advance using a notice judgment value table to generate information that allows prediction of the content of the variations that will occur when variations based on the various reserved random numbers are executed, and this information is notified to 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 / loss random number, the pattern random number, and the variation 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.

[0168] (Special pattern control processing) The special symbol control process (step 2026) executes one of the following processes based on status information for managing special symbols, called special symbol status (also called "special symbol status"), and status information for managing the operating state of special electric symbols, called special electric symbol status (also called "special electric game status"): management of the start of special symbol fluctuation (special symbol fluctuation start monitoring control process), processing during special symbol fluctuation, and processing during special symbol stop symbol display.

[0169] The special symbol status has the states "0: waiting for special symbol change," "1: special symbol changing," "2: missing symbol stopped and displayed," "3: jackpot symbol stopped and displayed," and "4: small jackpot symbol stopped and displayed." The special electric device status has the states "0: waiting for win," "1: special electric device operating," "2: large prize entrance closed," "3: jackpot end demo in progress," "4: small jackpot special power in operation," "5: small jackpot closed," and "6: small jackpot end demo in progress." Note that depending on the gaming machine specifications, there may be no small jackpot, in which case there will be no status data related to small jackpots. 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 second special symbol is given priority in the process of controlling, and in a situation where both the first special symbol and the second special symbol are reserved, the second special symbol starts to vary first (the second special symbol varies first), a gaming machine specification in which this is processed 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 will be exemplified and explained.

[0171] In the special symbol control process, first, the second special symbol is controlled. When control of the second special symbol begins, the special symbol status of the first special symbol and the information on the special electric device status are referenced. If the special electric device status indicates that a big win or small win is in progress (when the special electric device status is other than "0: waiting for a win"), and if the first special symbol is changing and the special pattern status of the first special symbol is other than "0: waiting for special symbol change", the process is completed without any further processing.

[0172] When the situation calls for the control of the second special symbol, 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 decrement results in 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 special symbol 2. Note that although a timer subtraction process is also performed 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 variation start monitoring control process is a sub-module process to which the process transitions when the special symbol status is "0: waiting for special symbol variation."

[0174] The special symbol change start monitoring and control process checks whether there are any reserved special symbols being processed. If there are no reserved symbols, the process ends. If there are reserved symbols, the next process is executed. The next process is a special symbol lottery, which is performed when the change starts. The special symbol lottery first reads and inspects the data stored as setting values ​​to determine whether the setting value information is appropriate. If the setting values ​​are appropriate, the appropriate lottery table is selected by referencing the data in the area storing each flag indicating the game status, etc., and a win / lose lottery, pattern lottery, and change pattern lottery are executed. After the lottery results are stored in the memory area, the special symbol status is updated to "1: Special symbol changing." In addition, the results determined by the special symbol lottery are sent to the effect control board P41 as effect control commands (win / lose command, pattern command, change pattern command) and used as information for the process (lottery process) to determine the content of the change effect executed in conjunction with the display of the special symbol change. Details of the special symbol lottery will be described later.

[0175] Special pattern change processing The special symbol changing process is a sub-module process that is transitioned to when the special symbol status is "1: special symbol changing".

[0176] In the processing during special pattern change, a timer that manages the display time of the special pattern change is monitored until the change time of the special pattern 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 controlled by special pattern 1)) to show the change display of the special pattern 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 processes are performed: setting information 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; setting a pattern fixation time for fixing the stopped display symbol of the special symbol; and setting lighting pattern data for displaying the stopped display symbol indicating the stopped display symbol determined as a result of the win / loss lottery and the pattern lottery on the special symbol display device P52 (P51). Then, depending on the result of the win / loss lottery, the special symbol status is set to one of "2: Miss symbol stopped and displayed," "3: Big win symbol stopped and displayed," or "4: Small win symbol stopped and displayed."

[0178] <<Processing during the display of the special symbol missing symbol>> The process for special symbol missing symbol stop display is a process to be executed when the special symbol status is "2: Miss symbol stop display".

[0179] In the processing for special symbol misses and symbol stop display, it is checked whether the value of the timer that manages the symbol fixation time set in the processing for special symbol change has reached "0", and if it has reached "0", it updates the special symbol status of the special symbol being processed to "0: waiting for special symbol change", updates 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), and checks whether the termination condition has been met. When the game state transition condition has been met, it controls the transition of the game state (flag off, etc.).

[0180] Special jackpot pattern stop display processing The special symbol jackpot symbol stop display processing is a process that is transitioned to when the special symbol status is "3: jackpot symbol stop display."

[0181] The special jackpot symbol stop display processing checks whether the timer value for the symbol fixation time set in the special symbol change processing has reached "0." If it does, the special symbol status of the special symbol being processed is updated to "0: Special symbol change waiting" and the special electric device status is updated to "2: Large prize entrance closed." Furthermore, to terminate the game state related to the special symbol lottery (probability change function, electric chute support function, and change time reduction function), the remaining number information storage area and operation flag storage area are cleared. Then, to execute the jackpot game corresponding to the jackpot symbol, the information in the various memory areas used as data during the previous jackpot game is initialized from the jackpot symbol information, and the control content data for the special electric device P755 during the jackpot game is set.

[0182] In the special jackpot symbol stop display processing, a processing is further 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 accordance with these processing, lighting pattern data is also set to light up the right-hit indicator light P56 (an LED that lights up when a game is in a playing state where a right-hit game that aims the game ball at the right side of the playing area is recommended), which is one of the components of the main control display device P50.

[0183] <<Processing during the stop display of the special small winning pattern>> The processing during the stop display of the special small win pattern is the processing to be performed when the special pattern status is "4: Small win pattern stop display."

[0184] Like the special small win symbol stop display process, the special small win symbol stop display process sets data related to the operation of the special electric device P755 and sets the right-hit indicator light P56 when the symbol fixation time expires. Furthermore, in the pachinko gaming machine P of this underlying technology, unlike when a small win symbol is stopped, when a small win game is being played (when a small win symbol is stopped), there is no process for terminating the game state related to the special symbol lottery (high probability state or high base state). Similar to the process for the special lose symbol stop display process, the game state is controlled based on the determination of whether the termination conditions for each game state have been met. Furthermore, in accordance with these processes, the special electric device status is updated to "5: Small win closed." Depending on the gaming machine specifications, as a variant, it is also possible to design a specification that forcibly terminates the game state (high probability state or high base state) when a small win game is being played, just as when a jackpot symbol is stopped.

[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 almost the same as the processing of the second special symbol, except that the information referenced differs from that of the second special symbol (for example, whether or not a change can be initiated is determined by referring to the special symbol status of the second special symbol rather than the special symbol status of the first special symbol), so an explanation of this will be omitted.

[0186] 《Ball entry sequence control, parallel control》 In addition, the explanation of the special symbol control process described above was based on the process related to the "second special symbol priority consumption control," but if a gaming machine specification different from that of the pachinko gaming machine used here is adopted, it is possible to proceed with the special symbol control process using a different process. Representative examples 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 the second special symbol is expected in a certain gaming state.

[0188] "Parallel control (parallel consumption)" differs from the aforementioned "second special symbol priority consumption control" and "ball entry order consumption" in that it allows for the simultaneous display of both the first and second special symbols. The simultaneous consumption of two symbols increases the number of special symbol draws per unit time. When the special electric device P755 is activated with the display of special symbol #1 (when a jackpot or small win is executed), the other symbol may be forcibly stopped as a miss or the remaining time of the display may be temporarily suspended. For example, when special symbol #1 results in a jackpot, the other special symbol may be forcibly stopped as a miss, or when special symbol #1 results in a jackpot or small win, the display of the other special symbol may be temporarily suspended.

[0189] (Special electric device control processing) The special electric accessory control process is a process that executes submodule processing related to the operation of the special electric accessory P755 according to the data content (value) of the special electric accessory status (sometimes referred to as the special electric game status) and manages the operation of the special electric accessory (step 2028). In other words, when a big win game or a small win game is executed, 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 prize opening P751.

[0190] As mentioned above, the special electric device status has the following states: "0: Waiting for a win", "1: Special electric device in operation", "2: Large prize entry port closed", "3: Large prize end demo in operation", "4: Small prize special electric signal in operation", "5: Small prize closed", and "6: Small prize end demo in operation".

[0191] Among these special electric device statuses, if the status is "0: Waiting for a win", the player has not yet acquired the right to play a big win or small win game, 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 processing is executed when the special electric device status is "1: special electric device in operation" or "4: small win special electric device in operation." This processing is executed when a so-called round game (unit game) is being executed in the special game (a state in which the large prize opening P751 can be controlled to open).

[0194] The special electric device activation process first determines whether the end conditions for the round (unit game) have been met. The end conditions for the round are determined when either (a) a predetermined number of wins (also called a "count") corresponding to the activated special electric device have been achieved, or (b) the opening time (opening pattern) set as the activation pattern for the activated special electric device has expired. If these conditions are not met, the special electric device control process for this interrupt process is terminated without further processing. Note that the activation patterns (opening patterns) of the special electric device P755 include patterns that open and close the large prize opening P751 multiple times. When these patterns are executed, the timer used to determine (b) reaches "0" multiple times during one round of play. After checking whether there is next activation data for one round of play, the system determines that the above (b) has been met if it determines that condition (c) "there is no next activation pattern data for this unit game" is met.

[0195] On the other hand, if either of the above conditions (A) or (B) for ending the round game is met, the next process is to store the time for closing the special prize opening in the timer for managing the closing time of the special electric device, and to increment the status of the special electric device to "2: Large prize opening closed." 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 main prize entrance" The large prize opening closing process is a process that is executed when the special electric device status is "2: large prize opening closing" or "5: small prize closing." This process is a process that is controlled in the "between rounds" between rounds in the special game, as well as in the "big prize start demo (period)" or "small prize start demo (period)" state before the start of the first round at the start of the big prize game or small prize game, or in the state of waiting until the win end demo process, which will be described later, is executed after the final round of round play has ended.

[0197] In the large prize opening closing process, first it is determined whether the large prize opening closing time set in the special electric device operation process has elapsed, and if the closing time management timer is not "0", i.e., if the closing time has not elapsed, the special electric device control process for this interrupt is terminated.

[0198] When the time for closing the big prize opening has elapsed, it is determined whether or not the operation (round game) of the special electric device P755 that finished operating first was the final round game in this 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 determination of whether or not it was the final round game is made based on whether or not the cumulative data of the number of times the special electric device P755 was operated during this winning game exceeds the maximum number of times the special electric device P755 was operated in this 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 operated is "0".

[0199] In the large prize opening closing process, if it is determined that the final round of play has ended, the execution pattern of the win end demo (mainly the win end demo time data) is read and set according to the type of win (the type of special symbol that started the large prize or small prize). Then, the special electric device status is incremented to "3: large prize end demo in progress" or "6: small prize end demo in progress," and a performance command for executing the win end demo performance is set in the performance control board P41. Furthermore, the time value data set as the valid extension period for setting the valid extension period of the large prize opening P751 is stored in the timer that manages the valid extension period of the large prize opening P751, and the process ends.

[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 winning start demo is in progress), then the presentation control command sent to the presentation control board P41 is 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 winning play (in the assumed pachinko game machine, this is the right area P501R (right hit area) of the game board).

[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 the data in the data area for counting the number of game balls that have entered the large prize opening P751 during a round of play is initialized. Then, the time value relating to the first opening of the large prize opening P751 during a round of play (or the closing immediately after the start of the round of play) is set as the operation pattern data for the large prize opening P751 (special electric device P755) during the round of play, and the data in the storage area relating to the cumulative number of times the special electric device P755 has been operated is incremented.

[0202] (Ball control processing) The prize ball control process is a process for awarding a prize ball to a player when a game ball enters a prize slot 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 whether or not a control command related to the execution of prize ball payout is 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 information transmitted from the payout control board P43 in two registers (storage areas). One register is called a status register, and stores information for determining whether or not information has been transmitted from the payout control board P43 and whether the transmitted information was transmitted correctly. The other register is called a data register, and stores information on the control content related to payout control transmitted from the payout control board P43. If the status register is not abnormal, the data in 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 slot, which stores the number of wins for each winning slot, stored in the winning monitoring process (step 2018), is checked to see if there are any unpaid wins. This checking process checks each winning slot in a predetermined order, and if it is determined that the winning counter data for one winning slot 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 slot. This process limits the payout control command sent to the payout control board P43 in one interrupt to one, even if the winning counter data for multiple winning slots is not "0."

[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 regarding the payout number normally, and whether the command is received normally or if there is some abnormality and a communication error is determined. In the payout command control process, until the command reception status is determined (it is determined whether reception was completed normally or there is 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 / off within the payout command request process and the payout command control process, respectively.

[0206] (Abnormality detection processing) The abnormality detection process is a process of checking whether an abnormality has occurred based on information from a sensor installed in the pachinko gaming machine P for fraud detection (step 2032).

[0207] More specifically, this process determines whether or not an abnormality has occurred based on the input information generated in the input port confirmation process (step 2004) regarding inputs from sensors such as the vibration sensor P72, magnetic sensor P73, radio wave detection sensor P74, and frame open sensor P131. In addition to the various sensors, other detection targets include the removal of harnesses for electrical connections and short circuits in the wiring.

[0208] If abnormal data exists for any of the judgment information, the corresponding error flag is turned on and stored, and then a command to notify the error information is set as a performance control command to the performance control board P41.

[0209] (Sensor detection determination process) The sensor detection determination process is a process in which the period during which the sensor or switch detection was continuously performed is determined from the detection data (level data) of the sensor or switch generated in the input port confirmation process (step 2004), and a flag for performing the process is set (step 2034).

[0210] In the sensor detection determination process, if 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 conditions for starting execution of various processes are met, and if the conditions are met, the process corresponding to the switch being monitored is executed.If the switch being monitored is no longer on data, the data 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 is set as a performance control command to the performance control board P41 to notify the error, 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 fraud, as well as sensors that require on-data input for a certain period of time to determine whether the switch is due to human operation or electrical noise.

[0213] (Game status display processing) 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 content on the main control display device P50 is not output by this process but by the LED output process described below (step 2036).

[0214] In the assumed pachinko gaming machine P, lighting data (lighting patterns) such as an error indicator light (status indicator light P55) that indicates an error state, special pattern hold indicator lights (special pattern 1 hold indicator light P61, special pattern 2 hold indicator light P62) that display the number of holds related to the special pattern lottery, and regular pattern hold indicator light P63 that displays the number of holds related to the regular pattern lottery are generated and stored as data to be output by the LED output processing.

[0215] In addition, in the game status display process, if a blinking display is required for the LED indicator light that is controlled to be lit, 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 assumed pachinko game machine P, although up to four special symbol lottery reserves can be reserved, the special symbol reserve indicator light is composed of two LED indicator lights (special symbol 1 reserve indicator light P61 and special symbol 2 reserve indicator light P62 each have two LEDs), so when there are three or more reserved numbers, at least one LED is designed to blink rather than be continuously lit.

[0216] (Output port output processing) The output port output process is a process for setting up the transmission of signals related to game operations to the electric gadgets, which are operating devices on the game board P5 connected to the main control board P40, and 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 processing. The output content of the launch permission signal is set depending on the communication status with the payout control board P43 and the occurrence of an error that requires the game to be stopped.

[0219] (Performance control command transmission processing) The performance control command transmission process is a process of 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 storage area as an untransmitted performance control command during other processing.

[0220] The assumed pachinko gaming 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 write and read performance control commands using information called a "write pointer" and a "read pointer," which are updated by the process of writing (setting) a performance control command and the process of reading (sending) a performance control command, to calculate the address of the storage area where the command will be written and the address of the storage area where the command will be read in the next process.

[0221] In addition, in the assumed pachinko gaming machine P, the configuration of the performance control command is made up of two 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 in the write pointer and the read pointer match, and if they match, it is determined that there are no performance control commands to send and the process ends. On the other hand, if the data in the write pointer and the read pointer do not match, it is determined that there are performance control commands to send and moves on to the next process.

[0223] If it is determined that there is a performance control command to be sent, the MODE data and EVENT data are called from the address in the memory area of ​​the main control board P40 calculated from the data of the read pointer, and are temporarily stored in registers 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 registers of the main control board P40 are transmitted sequentially to the performance control board P41 as performance control commands. First, the MODE data is set in the performance command output port, which is the output port for transmitting performance control commands to the performance control board P41, and a strobe signal is output to cause the performance control board P41 to perform a read operation. The main control board P40 then outputs the EVENT data, but after inserting a 26 μs wait time to ensure sufficient time for the performance control board P41 to receive the MODE data, it sets the EVENT data in the output port and outputs a strobe signal, just as when transmitting MODE data. 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 in which information regarding the game status and information regarding security such as the occurrence of an error is output as a signal from the external information output terminal 77 to an external device (data counter or hall computer) connected to the assumed pachinko gaming machine P (step 2042). The signal output from the external information output terminal 77 is output based on the data set in the output port of the main control board P40, and there are signals that send a pulse signal that is an ON potential for a certain period when an opportunity to output a signal occurs, and signals that continue to output an ON potential until the condition for terminating the signal output is met.

[0226] In the external information output process, a signal related to the game state is first generated. To identify the type of specific game state as a signal related to the game state, the assumed pachinko gaming machine P references 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 in progress (jackpot or small jackpot), and updates the external output data so that the corresponding data is transmitted when controlled to each game state. Note that, depending on the specifications of the gaming machine, output signals may be generated based on information indicating the presence or absence of a fluctuation time shortening function or information indicating a specific type of jackpot.

[0227] The output signals output by the external information output process include not only signals related to the game status but also information based on the occurrence of predetermined game results. For example, there are signals (also called "symbol lock signals") sent each time a special symbol is displayed and stopped, signals set in the external output data and transmitted to an external device each time a game ball is detected entering one of the various winning slots, such as the start slot switch (special symbol 1 start slot switch P712, special symbol 2 start slot switch P722) or the special prize slot switch P752, or signals sent to an external device each time a predetermined number of prize balls are paid out based on the balls entering one of the winning slots (e.g., 10). These signals are primarily pulse signals, with one signal transmitted as a pulse signal with a 128-ms on potential. However, if multiple game results occur consecutively, after one pulse signal is output, a certain period of off potential output is inserted, and then a pulse signal is output again.

[0228] Furthermore, 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 abnormality detection process (step 2032) described above is calculated and compared with comparison data for confirming whether 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 outputs data indicating lighting patterns to the multiple LEDs that make up the main control display device P50, causing the LEDs to emit light and display the game progress and game status (step 2044).

[0230] The LEDs that make up the main control display device P50 are 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 is a collective indicator light related to multiple game states, and in detail refers to indicator lights such as the special symbol probability variation indicator light that indicates whether the probability variation function is activated or not, the regular symbol probability variation indicator light that indicates whether the regular symbol probability variation function is activated or not (whether the electric chute support function is activated or not), and the error indicator light that indicates an error state.

[0232] In the LED output processing, the lighting data for the display unit 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 for this 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 gaming machine P, the main control display device P50 is controlled using a dynamic lighting method that outputs lighting data to 32 LEDs in sequence using at least four interrupt processes.

[0234] In addition, in the LED output processing, in addition to the LED display that the player should see as the main control display device P50, the LED display that is controlled to light only when the game stop flag is in a setting change state, a setting confirmation state, or an unrecoverable error state is also controlled to light.

[0235] In the assumed pachinko gaming machine P, when a flag indicating a game stop state is stored in the game stop flag, the setting of lighting pattern data for the main control display device P50 is omitted, and all LEDs constituting the main control display device are turned off during setting change, setting confirmation, and unrecoverable error. As a variant, when the game stop flag is set, a fixed lighting pattern set for each state may be used for light display, and for example, all LEDs constituting the main control display device P50 may be configured to be turned on during the period when the setting is being changed.

[0236] (Out-of-area control processing) The out-of-area control processing consists of a test signal output processing (processing for outputting signals used in testing pachinko machines) that outputs signals used in testing pachinko machines, and a processing that controls the display of the performance display device (step 2046). "Out-of-area" means that the processing is executed by a program in a memory area that is not included in the calculation of the capacity of the program memory area specified in the rules for pachinko machines.

[0237] The test signal output process sets information relating to the game results and game status in the output port to be output from the test terminal P78 of the pachinko gaming machine P to external testing equipment. The performance display process checks the game status, counts the number of out balls, calculates the ratio (base) between the number of out balls and the number of winning balls, updates it as display data, and displays it 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 a "win / lose lottery," a "winning symbol lottery," and a "variable pattern lottery."

[0239] (Winners will be selected by lottery) The "win / lose lottery" is a lottery that determines whether the special electric device P755 will be activated based on the results of the special pattern lottery that is executed. More simply, it is a lottery that determines whether the lottery result for the special pattern is a "big win," a "small win," or a "lose." Depending on the specifications of the pachinko game machine P, there are some that do not have a "small win" as a result of the win / lose lottery. Also, when configured to have a first special pattern and a second special pattern, it may be configured so that the win / lose lottery result for one special pattern has a "small win," but the lottery result for the other special pattern does not have a "small win."

[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 starting port (first starting winning port P711, second starting winning port P721, etc.). In the assumed pachinko game machine P, the range of possible random numbers for the winning / losing random number (random number value range) is 65,536, 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") used for the winning / losing lottery according to the game status and setting values.

[0241] Figure 10 shows examples of lottery tables used for winning / losing lotteries. Figure 10 (A) shows a winning / losing lottery table when the setting value is "1" and the probability is low, and Figure 10 (B) shows a winning / losing lottery table when the setting value is "1" and the probability is high. Figure 10 (C) and (D) show winning / losing lottery tables when the setting value is "6" and the probability is low and high, 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 for 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 we will explain the flow of the win / loss lottery.

[0243] First, it is determined whether the result of the first win / loss lottery falls within the jackpot random number range (from "0" to "327"). Specifically, the process subtracts the jackpot random number range "328" to be determined from the current win / loss random number random number "1500". At this time, the subtraction result is "1172", which is not a negative value, so it is determined that this win / loss random number does not fall within the jackpot random number range.

[0244] In the next process, the random number value "1172" after the previous calculation for determining whether or not there is a jackpot is compared with the range of random numbers for "loss" ("328" to "65370"), which is the range for determining whether or not there is a jackpot in the subsequent lottery table. More specifically, the range of random numbers for "loss" ("65043") that is the target of the determination is subtracted from the primary data for the random number for "win / loss" ("1172"). At this time, the calculation result is a negative value, so information corresponding to the "loss" result is stored as the lottery result.

[0245] If a special symbol lottery is conducted in a high probability state for the current hit / fail random number "1500", the lottery will be performed using the hit / fail lottery table shown in Figure 10(B) to determine whether it belongs to the random number range of the first jackpot ("0" to "1639"). In this case, the result of the comparison (subtraction) between the hit / fail random number and the random number range will be a negative value, so the hit / fail lottery result will be determined to be a "jackpot".

[0246] In the pachinko gaming machine P, a method of determining the lottery result is adopted by sequentially comparing the data acquired as a random number with the random number range corresponding to the lottery result in the lottery table, and a similar lottery method is adopted for the winning symbol lottery and the variation pattern lottery, which will be 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 result in a jackpot may be adopted, or a different lottery method may be adopted for each lottery content.

[0247] (Winning design lottery) The "winning pattern lottery" is a process that, based on the result of the winning or losing special pattern lottery described above, determines the stop display pattern of the special pattern as a lottery result required for switching the control content related to the subsequent operation of the special electric device P755 and the lottery table (see Figures 12 to 14) for the variable pattern lottery described below.

[0248] Figure 11 shows a big win pattern lottery table (see Figure 11(A)) used in the winning pattern lottery when the result of the win / loss lottery is a "big win," a small win pattern lottery table (see Figure 11(B)) used in the winning pattern lottery when the result of the win / loss lottery is a "small win," and a losing pattern lottery table (see Figure 11(C)) used in the winning pattern lottery when the result of the win / loss lottery is a "loser."

[0249] The "pattern random number" used to draw the winning pattern has a random value range of "1000" (from "0" to "999"), and when expressed as 2-byte data, the upper byte is expressed as "0" to "3" and the lower byte is expressed as "0" to "255".

[0250] To explain the winning symbol lottery using a specific example, for example, if the result of the win / lose lottery is a jackpot and the symbol random number is "400" (higher byte is "1", lower byte is "144"), in the case of the winning symbol lottery for the first special symbol, 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 lottery, the second special symbol display device P52).

[0251] When the "5R Probability Change 2" symbol is displayed as a stopped symbol on the first special symbol display device P51, a jackpot game corresponding to the "5R Probability Change 2" symbol is executed. The content of each round of the 5-round jackpot game (such as the opening pattern and opening time of the large prize opening P751) may be different based on the displayed symbol when the "5R Probability Change 2" symbol is displayed as a stopped symbol on the first special symbol display device, and when the "5R Probability Change 1" symbol is displayed as a stopped symbol. It is also possible to control the control content of the specific game state to which the game transitions after the jackpot game is played to be different. The allocation of control for these jackpot games and specific game states is determined as appropriate for each pachinko gaming machine P in order to realize gameplay in accordance with its specifications, and a detailed description thereof will be omitted.

[0252] In addition, the underlying pachinko gaming machine P is described as displaying patterns grouped by type of jackpot through the lottery shown in Figure 11 (A), but for example, in the previous example, after determining the type of jackpot, which is the lottery result "5R special 2", another lottery may be conducted to determine the stop display pattern that will execute the corresponding type of jackpot, from multiple patterns. In this way, the winning pattern lottery may be performed in two stages: determining the type of jackpot and then determining the stop display pattern.

[0253] In addition, in the assumed pachinko gaming machine P, as shown in Figure 11 (A), when determining the jackpot symbol in the winning symbol lottery in the special symbol lottery for each of the first special symbol and the second special symbol, the types of winning symbols that can be determined are configured to be different. More specifically, in the assumed pachinko gaming machine P, in the jackpot of the second special symbol, the possibility of determining "10R probability 5" or "10R probability 8" is increased, and it can be said that it is easier to win a jackpot with a large number of rounds than in the winning symbol lottery for the first special symbol, and is designed to be easier to win a jackpot that will transition to a high probability / high base state as a specific gaming state.

[0254] 11(B) shows an example of a small win symbol lottery table. The small win symbol lottery table is a table that is referenced in the winning symbol lottery when the result of the special symbol lottery lottery is a "small win," and the lottery method is the same as that of the big win symbol lottery table described above.

[0255] In the small win symbol lottery table shown in Figure 11 (B), most of the winning symbols are "small win 1", and in some cases where the winning or losing result of the second special symbol is "small win", "small win 2" can be determined. Note that the small win symbol may be one type, or three or more types of symbols may be determined.

[0256] As in the assumed pachinko gaming machine P, an example of the purpose of providing multiple small win symbols is to simply change the opening mode of the large winning port P751 during small win play to vary the number of game balls that can be won, or, for example, in a pachinko gaming machine P that adopts a small win V as a gaming machine specification (spec), to differentiate the small win symbols to distinguish between small win games in which it is easy to win a V in a specific area and small win games in which it is difficult to win a V, or to differentiate the small win symbols to distinguish the type of specific game to which the game transitions after the execution of a big win game after winning a V. Note that the "small win game in which it is easy to win a V" and the "small win game in which it is difficult to win a V" are realized by allocating the flow path by the action of an opening / closing member P761 (valve member), which is a structure that changes the ease of passage to the "specific area." Specifically, (1) during a small win game, the large winning opening 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 winning opening P751 during a small win game (for example, 0.1 seconds after the start of the first opening of the large winning opening P751), the opening / closing member P761 (valve member) switches to a flow path that guides the large winning opening P751 toward the specific area. A small win game in which the opening / closing member P761 (valve member) switches to a flow path that does not guide toward the specific area immediately after the opening of the current large prize opening (any of the 1st to 10th times) is forcibly ended and closed (for example, 0.1 seconds after any of the 1st to 10th times opening of the large prize opening P751 is ended and closed) or when 10 balls, which is a predetermined specified number, enter during a small win game, causing the opening / closing member P761 (valve member) to switch to a flow path that does not guide toward the specific area. In other words, if the player continues to shoot game balls toward the large prize opening P751, the probability that all 10 balls, which is a predetermined specified number, will enter the large prize opening P751 is approximately 100%, and the probability that at least one of the 10 entering balls will pass through the specific area is approximately 100% is a small win game.On the other hand, (2) during a small win game, the large prize opening P751 is opened once (for example, once for 0.2 seconds), 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), and 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, and this is a small win game in which it is difficult to win a V prize. In other words, a small win game in which even if the player continues to fire game balls at the large prize opening P751, there is an approximately 100% probability that all 10 balls, which is the predetermined number of balls, will not enter the large prize opening P751, and even if some game balls enter the large prize opening P751, there is an approximately 100% probability that 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] Figure 11(C) shows an example of a losing symbol lottery table. The losing symbol lottery table is a table that is referenced in the winning symbol lottery when the result of the special symbol lottery is a "miss." The lottery method is the same as that of the jackpot symbol lottery table described above for the first special symbol, but a different method is used for the second special symbol.

[0258] More specifically, Figure 11(C) shows only the losing symbol lottery table for the first special symbol, and the underlying pachinko gaming machine P performs the lottery process only when the losing symbol lottery table is the first special symbol, and determines either "Miss 1" or "Miss 2" as the stopped display symbol.

[0259] The "Miss 2" symbol is a losing symbol that wins with a probability of approximately 6.4% when the first special symbol fails, and when "Miss 2" is a winning symbol, 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 result in a reach. Therefore, the "Miss 2" symbol is sometimes referred to as a "reach loss symbol."

[0260] In addition, the underlying pachinko gaming machine P does not have a losing symbol lottery table for the second special symbol, and is configured so that the losing symbol of 1 is determined regardless of the symbol random number, and the process of comparing the symbol random number with the table is omitted, and the losing symbol of 1 is stored. Note that it may also be configured so that the losing symbol is won using a lottery table that always wins the symbol of 1.

[0261] (Variation pattern lottery) The "variation pattern lottery" is a process for determining by lottery the variable display time until the stop display pattern, which is the result of the lottery for the special pattern, is stopped. In the pachinko game machine P, which is the premise, the variable display time of the special pattern is determined by using a variation pattern table described later in the special pattern lottery as the performance time required 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 fire the game ball into the left area P501L of the game board in the assumed pachinko game machine P.

[0263] 12, "ID" represents information stored as a result of the 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] "Hold 1 Variation" to "Hold 4 Variation" in Figure 12 indicate the number of reserved balls in a situation where the conditions for executing the special symbol lottery are met. When the result of the lottery is "miss" and there are N reserved balls of the target special symbol (here, the first special symbol), the variation pattern lottery is executed using the variation pattern table of "Hold N Variation." In other words, the variation pattern lottery for the first special symbol in a low base state is configured to use different variation pattern tables depending on the number of reserved balls. Note that when there are no reserved balls and a game ball enters the starting winning slot, it is temporarily stored as reserved for processing, so the variation pattern lottery is executed using the variation pattern table of "Hold 1 Variation."

[0265] On the other hand, as shown in Figure 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 symbol lottery is "miss 2 (reach miss symbol)", even in the variation pattern lottery for the first special symbol, the variation pattern lottery is configured to use variation pattern table 1 (variation pattern table for miss 2) that is independent of the reserved number.

[0266] In Figure 12, "10R probability change", "5R probability change", "10R normal", and "5R normal" indicate the variation pattern table used to draw the variation pattern when a jackpot occurs in a low base state, and the result of the lottery is "jackpot", and the lottery is performed by selecting an appropriate variation pattern table depending on which pattern the pattern draw result is. In Figure 12, since the second special symbol is not the main focus of play in a low base state, the jackpot variation pattern table is expressed as being determined independently of the jackpot symbol, but the jackpot of the second special symbol may also have multiple patterns depending on the type of jackpot.

[0267] Here, a specific example of a variation pattern lottery in a low base state will be explained using Figure 12. As a specific example, a situation will be explained in which the first special symbol is drawn, 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 variation starts), and the winning / losing lottery result and winning symbol lottery are "losing 1".

[0268] First, since the reserved number at the start of the fluctuation is "3", the fluctuation pattern table for "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, at the timing of normal fluctuation B with ID "2", the result of repeated comparisons between the fluctuation pattern random number and the random number range becomes a negative value, and the same ID is determined as the fluctuation pattern lottery, and after a 7-second fluctuation display of the special pattern is performed, losing pattern 1 is displayed on the first special pattern display device P51.

[0269] Next, the fluctuation pattern table in the high base state will be explained using Figure 13. The configuration of the fluctuation pattern table in the high base state is the opposite of the fluctuation pattern table in the low base state shown in Figure 12, and is configured to have a fluctuation pattern table when missing that depends on the number of reserved symbols for the second special symbol, and a table for each jackpot symbol when hitting a jackpot. In Figures 12 and 13, many fluctuation 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 fluctuation patterns determined in the low base state and the high base state to have very little overlap or no overlap at all.

[0270] In addition, a feature of the fluctuation pattern table in a high base state is that it is configured so that a 2-second fluctuation (fluctuation pattern ID "12"), which is the shortest fluctuation time for the assumed pachinko gaming machine P, can be determined as the result of the lottery 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 configured to always determine a 10-second variation of 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 a 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 frequently implementing the variation display corresponding to the second special symbol. Furthermore, 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 second special pattern priority consumption control prevents the first special pattern from being displayed in a variable manner, and makes it easier to maintain the reservation established in the normal game state (low base state) until the specific game state (high base state), which is an advantageous state, ends, and also aims to avoid requiring a large number of game balls to generate a reservation for the first special pattern in the low base state compared to the amount of game balls used to generate a reservation for the second special pattern in the high base state.

[0272] Figure 14 is a diagram showing a special table for a limited period, and shows a special fluctuation pattern table that is referenced in a specific period. Figure 14 comprehensively lists special fluctuation pattern tables for three periods as an example of a special fluctuation pattern table provided in the assumed pachinko gaming machine P.

[0273] More specifically, Figure 14 shows that the assumed pachinko gaming machine P is equipped with a "reserved consecutive win table" (targeting IDs "51" and "71") that is referenced during the period from the first change to the fourth change after a jackpot (the period known as a "reserved consecutive win" (reserved consecutive win) in which a jackpot occurs with four reserves that exist at the time of a jackpot), a high-frequency reach table (targeting IDs "52", "53", "54", and "72") that is referenced during the nth to mth change after a jackpot and that is likely to select a 55-second reach change, and a "result change table" (targeting IDs "55" and "73") that is referenced during the final change display in a high base state and that mainly executes the "result presentation" described below.

[0274] Such special fluctuation pattern tables that are referenced for limited periods are referred to as "special fluctuation pattern tables" or "limited frequency (pattern tables)."

[0275] In the assumed pachinko gaming machine P, the limited frequency pattern table reference period is configured to be referenced during a set period after a jackpot game (the activation of a special electric device, in other words, the activation of a continuous device operation device). It is also possible to vary these reference periods depending on the type of jackpot (jackpot pattern), and it is also possible to configure the reference period to be different during a specific period after the activation of a special electric device based on a small jackpot game. The special variation pattern table to be referenced under certain circumstances can be set appropriately for each pachinko gaming machine, and is not limited to the examples 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 assumed pachinko gaming machine P. Note that the operation control of the performance control board P41 is less restricted in the type test of the gaming machine and has a higher degree of freedom in design compared to the control of the main control board P40, so it is not limited to only the processing explained below, and the timing of the processing can also be changed as appropriate.

[0277] [Power-on processing for the performance control board ~ Main loop processing] When the power supply of the pachinko gaming 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 assumed pachinko gaming 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 details thereof will be omitted. However, regarding the performance that was being executed when the previous power outage occurred, 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). Therefore, 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 is restored to the performance control board P41, performance information etc. is often initialized so that the performance that was being executed before the power outage is not executed (referred to as a "performance control board reset" or "sub-reset").

[0279] (Main loop of the performance control board) In the assumed pachinko gaming machine P, the process proceeds to main loop processing after initial setting processing. In the assumed pachinko gaming machine P, the cycle (frame) time for drawing effect images on the image control board P42 connected to the effect display device P80 (image display device) is set to approximately 33 ms (30 FPS) so that 30 images are drawn per second, and therefore the main loop processing is configured to be performed once at a cycle of 16 ms, which is approximately 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 CPU runaway is cleared (step 4004).

[0281] Next, a process of updating the performance control random number data (step 4006) is performed, and the 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). The assumed pachinko gaming machine P is designed to monitor the input port even during interrupt processing of the performance control board P41 described later, but the input port monitoring processing in the main loop processing is performed at a 16 ms cycle, so 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 necessary for performance control of the performance movable role P560 is omitted. As a variant, sensors that are to be monitored for performance purposes 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 over 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. These performance devices are sent performance operation commands according to the performance content determined to be executed by processing such as the performance control process (step 4012) described later, to each of the performance devices, causing them to execute the performance operations.

[0285] The output of performance operation commands to 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 in the input port monitoring process described above), the timing of the performance change on the performance display device P80 is synchronized and performance operation commands are output to the various performance devices.

[0286] In addition, with regard to the operation control of the performance movable prop P560, which is one of the performance devices, shorter cycle control is required for the drive means of the performance movable prop P560.Therefore, the sensor monitoring and operation switching are performed even during the interrupt processing of the performance control board P41 (see Figure 16), which will be described later, for the operation pattern of the performance movable prop P560, which will be executed by the performance operation command set in this processing.

[0287] Next, we will explain the performance control process (step 4012) executed in the main loop process of the performance control board P41. The performance control process is a process that determines the performance content to be executed by various performance devices by drawing lots 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 below, information on the received performance control command itself (such as the lottery result ID for the special symbol lottery), input port monitoring process (step 4008), interrupt process (Fig. 16), and other processing.

[0288] The effect control process selects the process to be executed based on each flag information and command analysis information, and calls and executes the sub-module process for determining the corresponding effect. Examples of the effect content determined here include a process to determine the variable effect corresponding to one special symbol change based on commands related to the execution result of the special symbol lottery (win / lose command, symbol command, change pattern command) (a process to determine the contents of the notice or reach, the decorative symbol to be stopped, etc.), a pre-reading lottery process to determine whether to execute a pre-reading effect (also called "pre-determination effect") for a newly generated hold based on the hold number information and pre-determination information sent when a hold occurs, and a special game effect content determination process to determine the effect content during a special game based on information sent as an effect control command when a special game (big win or small win) is executed.

[0289] In addition, the presentation control processing not only processes the presentation control commands sent from the main control board P40, but also determines the error display content when an error is detected on the presentation 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 presentation operation means P81, such as the presentation button P381 and the cross key P383, adjusts the light intensity to change the light emission brightness of the lamp P82, and customizes the presentation content and the presentation content determination tendency.

[0290] In addition, since the process of determining various presentation contents performed by the sub-module processing called by the presentation control processing often uses specifications unique to each gaming machine, we will omit the explanation here, and when executing processing with characteristics in the pachinko gaming machine P that is the subject of the invention, we will explain the details 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 to be 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 presentation control command (MODE data and EVENT data) will be sent for each interrupt processing of the main control board P40 (every 4 ms), the assumed pachinko game machine P repeatedly analyzes the presentation control command as much as it can be processed until the period of the main loop processing of the presentation control board P41 (16 ms) has elapsed (step 4016).

[0294] [Performance control board interrupt processing] Next, we will explain the interrupt processing executed by the CPU of the performance control board P41. Unlike the interrupt processing of the main control board, the interrupt processing of the performance control board P41 has multiple interrupt processing that are started at different execution triggers (see Figures 16(A) and (B)). Priorities are set for these multiple interrupt processing, and if an interrupt with a higher priority occurs, the higher priority interrupt processing is controlled to be executed even while an interrupt processing is being executed. In this explanation, we will explain the performance control timer interrupt processing (Figure 16(A)) and the performance control command reception interrupt (Figure 16(B)) as representative examples.

[0295] (Performance control timer interrupt processing) The performance control timer interrupt process (FIG. 16(A)) is an interrupt process executed in a 1 ms cycle in the CPU of the performance control board P41.

[0296] The port input / output process (step 5002) generates and stores level data and rising data from the input of sensors 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 outputs a drive signal from the output port to the drive means (solenoid, stepping motor, etc.) of the performance movable prop P560 according to the operation pattern set in the performance device control process. Also, when data is output from the output port, the data in the 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 the timer that measures the timing of switching the performance operation. When the update process for each timer is completed, a comparison operation with a comparison value is performed to determine whether the performance operation switching condition has occurred, and the performance control process (step 4012) stores the information and flags necessary for determining the performance content in a memory area.

[0298] The sensor monitoring process (step 5006) uses the sensor detection data generated by the port input / output process to determine whether sensor detection information related to switching of performance operations has occurred, such as whether the performance operation switching conditions of the performance movable prop P560 have been met, and performs processing to switch the operation pattern table or sets 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 determining 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, and cross key P383. The effect button monitoring process determines whether or not the effect operation means P81 has been operated and the type of operation based on the level data and rising data (data indicating that the level data has changed from off last time to on this time) that indicate the input status of each input device generated in the port input / output process (step 5002).

[0300] For example, when rising data is generated as input information to the effect operation means P81, it is assumed that there has been a player operation on the effect operation means P81, and information such as a flag for executing the corresponding effect 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 effect operation, it may be determined that there has been a player operation on the effect operation means P81 (sometimes referred to as a "single push (single pull) operation" or "single hit operation") when multiple consecutive inputs of level data (on data) are made after the occurrence of rising data.

[0301] Furthermore, when level data of an 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 drawn out)" operation and is treated as a special operation. Note that when determining whether or not a "long press (long drawn out)" operation has occurred and whether it should continue, falling data (data indicating that the level data has changed from ON last time to OFF this time) may be detected electrically as noise, but in this case, as with the measures to prevent erroneous detection described above, the end of the "long press (long drawn out)" operation may be determined based on the detection of multiple inputs of level data (OFF data) after the detection of falling data.

[0302] In the pachinko gaming machine P, depending on the content of the effect being executed, it is possible to repeatedly execute a process in which a "long press" operation on the effect button P381 is regarded as a "single press (single pull)" input operation of the effect operation means P81 at regular intervals (for example, every 0.3 seconds), and this repeated execution of a process in which a "single press" operation is regarded as having been performed, triggered by a special operation such as a "long press (long pull)" operation, is called an "auto-rapid press" operation. Note that the "auto-rapid press" operation is not limited to the operation content exemplified above, and it is also possible to employ a method in which a plurality of effect operation means P81 are operated simultaneously, or a method in which an "auto-rapid press" operation is regarded as having been performed based on the input of the effect button P381 by turning on and off a dip switch or the like provided as a switch separate from the effect 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 multitasking process (step 5010) is a process in which the processing content to be executed during the currently occurring performance control timer interrupt process varies depending on the value of the task counter (updated between values ​​"0" and "15"), which is updated each time the performance control timer interrupt process is executed. The task counter is configured to cycle in a 16 ms cycle, and the processing at each counter value is executed approximately in sync with one cycle of the main loop process. One example of the processing in each task is to determine 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 generated by port input / output processing), and to monitor the operating status of the image control board P42.

[0305] The image control command transmission process (step 5012) is a process of 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 in the performance control process P41. Note that the image control board P42 and the performance control board P41 may be configured on the same board, but for convenience in this specification they will be referred to as the image control board P42.

[0306] In the assumed pachinko game machine P, the performance control board P41 is configured to configure the 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 this to the image control board P42.

[0307] In addition, the underlying pachinko game machine P is configured to send image control commands using a presentation control timer interrupt process, but it is also possible to configure it so that a separate interrupt process is set up to send and receive commands between the presentation control board P41 and the image control board P42.

[0308] (Performance control command reception interrupt) The performance control command reception interrupt (Figure 16(B)) is an interrupt process that occurs when a strobe signal is output during the performance control command transmission process (step 2040) in the interrupt process (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, updates the temporary buffer data, and stores it (steps 5502, 5504).

[0310] When the updating of the temporary buffer data is completed, it is determined whether 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 the aforementioned step 5504, the process of storing the content of the currently received performance control command in the lowest byte of storage area is normally performed. At this time, if a specific bit portion of the lowest 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 highest byte of storage area, and then the currently received EVENT data is stored in the lowest byte of storage area of ​​the temporary buffer data.

[0312] Then, in determining whether reception of the performance control command has been completed 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 performance control command 1 is deemed to have been completed (step 5506 YES) and the process proceeds to the next step. If it is determined to be MODE data (step 5506 NO), the process exits the performance control command reception interrupt and performs other processing while waiting 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 has been completed, 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 gaming machine P will be explained using Figures 17 to 20. Figure 17 is a diagram showing the symbol variation display (when decorative symbols are stopped and displayed) during normal play (low probability / low base), and Figure 18 is a diagram showing a situation in which a reach effect with a high probability of a jackpot is being performed. Figure 19 is a diagram showing the state in which a jackpot game is being performed, and Figure 20 is a diagram showing the game effects during operation of the electric chute support function during a specific play state (high probability or low probability / high base).

[0315] (Example of normal gameplay display) Decorative Design FIG. 17 shows the symbol variation display (when decorative symbols are displayed) during normal play (low probability / low base). Three numbers are displayed in the approximate center of the screen in a manner that is clearly visible to the player. These three symbols are called "decorative symbols (P801)" (also called "decorative symbols") and are dramatic displays that appear in response to the results of a special symbol lottery. They vary in sync with the variable display of the special symbols. Note that while only numbers are shown in FIG. 17, each number may also be accompanied by a decorative image such as a character image. Furthermore, when each number is configured to be accompanied by a decorative image, the display mode of the decorative image and each number may vary depending on the game state. This configuration makes it easier for the player to determine the current game state.

[0316] Except when a special effect is being performed, the decorative symbol P801 is displayed in a variable manner as a single effect for each variable display of the special symbol (one special symbol lottery). Although not shown, when the variable display of the decorative symbol P801 is performed, the decorative symbol is displayed in a variable manner at high speed (sometimes transparently or not), and an effect called a "preview" using animations and effect images is used to heighten the expectation of winning the right to play a jackpot.

[0317] When the decorative symbol P801 shown in FIG. 17 starts to change, it scrolls vertically (from top to bottom), and then the stop display symbols determined by the effect control board P41 are displayed in a stopped state for each symbol row in the order of left symbol (P801a), right symbol (P801c), and center symbol (P801b). Generally, when the three decorative symbols P801 are displayed in the same pattern (identical), it is intended to provide a dramatic indication of a jackpot. Furthermore, a state in which one symbol is displayed in a changing state while other symbols are displayed, such as when the left and right symbols are displayed in the same pattern (provisionally stopped) before the center symbol P801b, which is the symbol that stops last (also called the "final stop symbol"), 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 up and down (from top to bottom), but the manner of the changing display is not limited to the up and down direction, and it may also be a manner that scrolls left and right or in the front and back (diagonal) direction using the depth, or a manner that rotates in place without scrolling and switches the display 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 multiple stop displays occur, 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 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 that is displayed at the same time as the special pattern stop display is sometimes referred to 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 (actual stop), the decorative pattern P801 is not completely fixed, but is temporarily stopped to the extent that it cannot be recognized as fixed, or it moves in directions such as up and down or left and right, or it is configured to oscillate around the rotation axis 1. In addition to being called a temporary stop, such a state may also be called a "oscillation fluctuation."

[0321] After the decorative pattern P801 is temporarily stopped and displayed, the display may change again, and generally, the re-change from a state in which a pattern other than the jackpot pattern has temporarily stopped is called a "pseudo-change (pseudo consecutive)" effect, and the re-change in which the jackpot pattern that is stopped and displayed may be changed after the jackpot pattern has stopped is called a "promotion (change)" effect. Note that when a promotion effect is executed, it may be configured not to change to a jackpot pattern that is less favorable than the stopped jackpot pattern, or not to change to a losing pattern.

[0322] Furthermore, when the decorative symbol P801 stops, there is a type of special decorative symbol that is not displayed during the normal variable display but is displayed only when certain effects are executed; this is called the "special decorative symbol (P804)" (special symbol). Each special decorative symbol has a meaning, such as suggesting that a specific jackpot will be executed, that the aforementioned pseudo-variable effect will be executed, or that a specific reach effect (a notice effect displayed when a reach state is reached) will be executed. When a special symbol is used, the special symbol may be temporarily stopped as the last decorative symbol (middle symbol P801b), or the special symbol may be temporarily stopped as a single decorative symbol that substitutes for all of the left symbol P801a, middle symbol P801b, and right symbol P801c.

[0323] "Simple mounting diagram (mini mounting 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 like the "decorative pattern" mentioned above, it is displayed as a display showing the lottery result of the special pattern in accordance with the variable display of the special pattern.

[0324] Unlike the "decorative pattern," the simple design P802 (mini design) is always displayed once per special pattern lottery, in conjunction with the special pattern indicating the result of the special lottery being displayed on the special pattern display devices P51 and P52, even when 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 decorative pattern P802 may be configured to form the same reach state when the decorative pattern P801 described above reaches 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 reaches 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 reserve display area P810 is provided in the lower area of ​​Fig. 17. In the reserve display area P810, reserve objects P811 corresponding to reserves (random number values) corresponding to unexercised rights as rights to special symbol lotteries acquired by the player are displayed. The example of Fig. 17 shows a state in which three rights to special symbol lotteries are reserved.

[0327] In the example of Figure 17, the earlier the special pattern lottery is executed (i.e., the earlier the hold occurs), the closer it is to being displayed in a position approximately 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, it is 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 referred to as the "variable object display area (P812) in question." In addition, the object displayed in the variable object display area P812 is called the "variable object in question (P813)," but may also be referred to as the "relevant reserved display," and the initial "relevant" 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 and displays in the variable object display area P812 as the variation starts, the shape may change or the object may disappear (become hidden). Also, the variable object P813 may be configured so that its display mode can change in the same way as the reserved display in the reserved change pre-read described below (for example, the shape or color of the object changes at a timing during 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 represent the current number of reserved first special symbols and the number of reserved second special symbols, and are called the "Simple Reserve Display (P814)." In the example in Figure 17, the number of reserved first special symbols is indicated by the number "3" displayed at the top, and the number of reserved second special symbols is indicated by the number "4" displayed at the bottom.

[0331] (Predictive performance) Pending Change Prediction 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 gaming machine P is configured so that the display manner of the reserved object P811 for Reserve 3 is more likely to result in a jackpot than the display manner of the reserved object P811 for Reserve 2. In this way, the effect of changing the display manner of the reserved object P811 for a specific reserved item is called "reserved change (prediction)."

[0332] In addition, the display mode of the reserved object P811 may be changed in stages, not limited to the mode illustrated 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)," when a random number stored as a hold is determined to be the target for an effect to be executed, an effect that suggests that 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 is called a "pre-reading effect" (sometimes called a "pre-determination effect").

[0334] When a "pre-reading effect" is executed, the hold determined as the hold that is the target for the effect to be executed may be referred to as a "pre-reading target hold," a "trigger hold," a "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," a "trigger change," a "culprit change," etc.

[0335] Here, some typical examples of "prediction effects" that can be adopted in the pachinko gaming machine P will be given.

[0336] 《Chance Prediction》 "Chance eye pre-reading" is an effect in which the decorative pattern P801 is displayed as a stopped display (or temporarily displayed as a stopped display) in accordance with a predetermined rule in the display of the decorative pattern P801 until the start of the change of the pre-read target change. Examples of the rules for the stop display mode of the decorative pattern P801 that are predetermined as chance eyes include (a) when a missing pattern is displayed as a stopped display by a combination of only patterns with the same color in the number part of the decorative pattern, (b) when the decorative pattern is displayed in a regular stop display mode such as when the stopped patterns of the decorative pattern are lined up in order (forward order, reverse order), such as "1", "2", "3" or "5", "4", "3", and (c) when a special number such as "7" or a pattern different from the numbers such as "first" is displayed as a stopped display pattern of the center pattern, etc.

[0337] "Prediction of moving props" "Prediction of the movable effect device" is a presentation in which the movable effect device P560 or the frame movable effect device P360 (such as the lever P382 of the pachinko game machine P1) provided on the game board P5 or the frame (glass frame P3) operates in a lively manner according to a presentation operation pattern from the start of the change until the change display of the predicted target change begins, or across the change to the predicted target change.

[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 presentation mode (called a "zone") in the special symbol variation display before the pre-reading target variation starts, and by executing a pre-reading lottery to execute a pre-reading effect corresponding to the special presentation mode until the variation display 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 symbol stops and returns to normal background."

[0339] (Example of display when reach effect is executed) Next, Figure 18 is a diagram showing a situation where a reach effect is being performed, which has a high expectation of a jackpot. As mentioned above, the "reach effect" refers to a situation where decorative symbols (left symbol P801a, right symbol P801c) other than one decorative symbol (center symbol P801b) are displayed in the same manner, and it is announced that a jackpot will occur if one more symbol stops in the same manner.

[0340] In the pachinko gaming machine P, which is the premise of the present invention, in many cases, a jackpot is notified by the three decorative symbols P801 stopping in the same 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 displayed as "4", "5", and "6".The "4" pattern vibrates violently, and if it switches to "5", it will indicate a jackpot.

[0342] In the example of FIG. 18, the left and right decorative symbols, "5," are displayed smaller than the decorative symbol P801 displayed when stopped in FIG. 17, and the decorative symbol P801b of the middle symbol row during the variable display is displayed larger and highlighted than the decorative symbol P801 displayed when stopped. The small decorative symbols corresponding to the left symbol P801a and the right symbol P801c at this time are sometimes called "return symbols (P803)" or "reach symbols." In addition to the example shown in the figure, in reach effects, whether or not a jackpot will occur may be notified based on the outcome of the preview effect (reach effect) animation displayed in conjunction with the variable display of the decorative symbols. The left symbol P801a and the right symbol P801c that have already been temporarily stopped are displayed as the return symbol P803 in a smaller size (or are not displayed) to enhance the visibility of the effect to which the player is to be drawn.

[0343] In addition, gaming machines that do not display three decorative symbols P801 are also known, 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 changing in the same manner. Although it differs in situation 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 occur," a full rotation reach is also recognized by those skilled in the art as a reach effect.

[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 effect 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 effect mode change function that changes the type of preview effect that occurs, called the effect mode, or changes the frequency at which the preview effect occurs.

[0347] The effect setting display area P850 is not always displayed, but is temporarily displayed when the player performs an operation related to the various effect settings (volume adjustment function, light intensity adjustment function, effect mode change function) described above, and for example, by operating the cross key P383 left or right, it is possible to display the effect setting display (volume setting display P851) related to the volume adjustment function shown in Fig. 18. In the situation of Fig. 18, if the player further operates the right button of the cross key P383, the set volume level (blacked out area in the figure) increases, and the volume setting value changes from "3" to "4."

[0348] In addition, in the assumed 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 an example of the presentation mode change function is to switch 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 depending on the relationship with the execution of the presentation during play, and other setting change methods besides the example may be adopted as appropriate.

[0349] In addition, regarding the display of the effect setting display area P850 and the use of 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 to be executed, the effect setting display area P850 is hidden and the use of various effect setting functions is invalidated.

[0350] (Example of the display during a jackpot) Next, based on FIG. 19, a display mode of the effects when a jackpot game is being played on the pachinko gaming machine P will be described.

[0351] "Display showing the type of jackpot" The decorative symbol P801 that triggered the execution of the jackpot game is displayed on the bottom left and top right of the screen in Fig. 19. As in the execution of the aforementioned reach effect, the bottom left of the screen displays a decorative symbol P801 (also called "jackpot symbol (P805)") in a display mode smaller than the decorative symbol being displayed in a variable manner, and the top right of the screen continues to display the simple symbol P802 that was displayed when the variable display of the special symbol ended.

[0352] In the assumed pachinko game machine P, the type of 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 ends (normal game state) in a dramatic way. Therefore, by displaying the decorative patterns that triggered the jackpot (jackpot decoration pattern P805, simple pattern P802), 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] 19, an icon image P821 resembling a pentagonal shield is displayed below the character string "ROUND6" (referred to as "round display (P820)") to indicate the type of jackpot, and the word "MAX" is written in the center of the icon P821. The icon P821 in the figure indicates the jackpot suggested by the character string "MAX," and indicates that the maximum number of rounds of jackpot play that the underlying pachinko gaming machine P has will be played. This icon P821 is called a "jackpot icon" or "cascade (display) icon," and is an effect display that increases in number in a cumulative line each time a specific game state and a jackpot game are repeatedly played, so that the player can understand how many times and what type of jackpot they have won in the so-called "cascade" state.

[0354] Although not shown in the figure, the underlying pachinko gaming machine P executes a presentation to inform the player of the type of jackpot by displaying "XX bonus!" (announces a maximum round jackpot) or "△△ chance" (indicates a jackpot that is not a maximum round) in the "jackpot start demo presentation" presentation that is executed during the jackpot start demo period.

[0355] Furthermore, even if it is suggested that a jackpot such as a "△△ Chance" with a small number of executed rounds is likely to occur, it is possible to execute a "jackpot promotion effect" during the jackpot round, such as an "Extra Bonus! + 〇 Rounds" to announce 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 indicate that a jackpot game is being executed, which will result in a transition to a specific game state that is more advantageous to the player than the type of jackpot that was previously announced. For example, an example of an effect display is one in which the effect display switches from an effect of a jackpot game (called a "non-variable jackpot" or "normal jackpot") that indicates that the probability fluctuation function will not be activated after the jackpot game, to an effect of a jackpot game (called a "variable jackpot" or "specific jackpot") in which the probability fluctuation function will be activated after the jackpot game.

[0357] "Display showing the progress of the jackpot game" Next, we will explain the display effects that show the progress of a jackpot game when a jackpot game is played. In Figure 19, the display effects that show the progress of a jackpot game include a "round display (P820)" that is displayed by the character string "ROUND_0" in the upper left of the screen, a "number of balls acquired display (P822)" that is displayed by the character string "TOTAL_00pt" in the lower right of the screen, and a "count display (P825)" that is 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 also displayed during a jackpot game.

[0358] <Round Display> The "Round Display (P820)" is a display that indicates the number of rounds of the round game (unit game) currently being played during a jackpot game. The number to the right of "ROUND" is updated when a round game starts. The example in Figure 19 shows that the sixth round of round game is being played.

[0359] The "round display (p820)" does not necessarily need to be synchronized with the number of rounds actually executed during a jackpot game. For example, in the specifications of the aforementioned "small jackpot V," the small jackpot game may be counted as the first round, and the first round of the jackpot game executed after the V win may be treated as the second round. In another example, if the opening pattern of the large prize slot P751 during a round game ends with a transition to a short-term ball-scoring easy state, the value of the "round display" may not be updated, and the round actually executed may be treated as an "actual round" only when the opening pattern of the large prize slot becomes a long-term ball-scoring easy state.

[0360] 《Number of balls acquired》 The "Number of balls acquired display (P822)" is available in two types: a "Number of balls acquired in jackpot display (P823 *not shown)" that displays the number of game balls accumulated in one jackpot game currently being played, and a "Cumulative number of balls acquired display (824)" that displays the number of game balls accumulated in multiple jackpots across specific games. Figure 19 shows an example in which the "Cumulative number of balls acquired display (P824)," which is a five-digit display of the number of balls acquired, is displayed. Note that 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 assumed 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 large prize winning port P751 during a jackpot game. However, the cumulative target of prize ball payout on the number of acquired balls display P822 may be cumulatively added up based on balls entering the general prize winning port P731 or the second start prize winning port P721 located in the right area P501R of the game board P5.

[0362] In addition, as another variation, the display period of the "Number of balls acquired 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 the cumulative number of prize balls paid out in the "Number of balls acquired 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 that is the premise, in addition to the "number of balls acquired display (P822)", only in special situations such as when the cumulative number of prize balls paid out reaches a milestone number such as "2500 balls", "5000 balls", or "10000 balls", it is possible to execute a "divided number of balls acquired display" effect that highlights and notifies the player in addition to the "number of balls acquired display" (for example, it displays "GET 10000!!").

[0364] <Count display> The "count display (P825)" is a display that shows how many game balls can be entered in one round of play until the number of game balls set as the closing condition for the large prize opening P751 is reached, or how many game balls have entered the large 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 in 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 slot (shown by the white circular object), and the count display P825 indicates that five more balls can be placed (shown by the shaded circular object). The count display P825 is reset to its initial state each time a new round starts.

[0366] During 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 conditions of the large prize winning port P751 is equal to or greater than the number of game balls that satisfy the closing conditions of the large prize winning port P751, and such a winning entry in which the number of game balls that satisfy the closing conditions is equal to or greater than the number of game balls that satisfy the closing conditions is called an "over winning entry."

[0367] Although not shown, when an "over win" occurs, a special effect may be produced using an object display on 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 number of balls won display P822, the number of prize balls paid out based on the "over win" may or may not be included in the calculation.

[0368] Other display effects during jackpot play Next, other effect displays that are being executed in FIG. 19 will be described.

[0369] First, the two numbers displayed in the approximate center of the left side of the screen are the simple hold display P814 mentioned above.

[0370] The "Sound_2" display to the right of the decorative symbol (jackpot decoration P805) in the lower left corner 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 by operating the effect button P381 or the cross key P383 during the first or second round of a 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 Figure 20.

[0371] In addition, the selection of effects during such jackpot play is not limited to song selection, but also allows for changing the round effects and selecting the effects (effect mode) during specific play 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 images related to the "Hit Selection Notification (P830)" (also called the "Recommended Launch Position Notification"). In the assumed pachinko gaming machine P, during a jackpot game, the game state is such that it is recommended to launch the game ball into the right-side area P501R of the game area, so the "Right Hit Notification (P832)" (display of the text "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 play in a specific game state or during play in a normal game state. In particular, in situations where the game state switches (occurrence / end of a jackpot or occurrence / end of a specific game state), a larger display that is easier for the player to recognize than the shot notification P830 shown in Figure 19 is temporarily displayed in the center of the screen, etc., to notify the player of the recommended launch position in the next game state.

[0374] In addition, in the "Shot Selection Notification (P830)", the image that is temporarily displayed in a larger size when the game state transitions is referred to as the "First Shot Selection Notification Image" ("Large Right Shot Display (P831)", "Large Left Shot Display (P833)"), and the display that displays the recommended firing position in the game state for almost the entire duration of the game state during a jackpot game or in a specific game state is sometimes referred to as the "Second Shot Selection Notification Image" ("Small Right Shot Display (P832)", "Small Left Shot Display (P834)").

[0375] In addition, as another type of effect of the "Shot Selection Notification (P830)," if a situation is detected in which a game ball is shot to a position other than the recommended launch position, for example, if a 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 launch position and the player's actual launch position 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 when the electric chute support function is activated during a specific game state (high probability or low probability / high base). A wide variety of effects are displayed in the figure, but we will omit the explanation of those already explained above and will instead explain the effects that have not been explained so far and the effects that differ from those explained above.

[0377] First, as for the display effects that have not been explained so far, we will explain the "display effect mode display (P840)" and the "remaining number of plays display (P841)" as the display effects during a specific game state.

[0378] "Display of performance mode" The "presentation mode display (P840)" is a display that shows the current state of the presentation display mode, and indicates that a preview presentation corresponding to the corresponding mode is being selected by lottery based on status information called the presentation mode. When the presentation mode display differs, the types of preview presentations that are visible to the player are generally designed to give a significantly different visual impression, although some preview presentations have the same appearance. In Figure 20, the display "RUSH_MODE" is displayed, indicating that the game state of the underlying pachinko gaming machine P is "ST (number cut probability change)" (high probability / high base state).

[0379] In addition to notifying the presentation mode in a specific game state, the "presentation mode display (P840)" may also be displayed in the normal game state (low probability / low base state), and when there are multiple presentation modes in one game state, the display may be temporary each time the conditions for switching the presentation mode are met, or may continue until the presentation mode ends.

[0380] 《Display of remaining number of games》 The "remaining number of games displayed (P841)" indicates the number of times the special symbol will change (the number of special symbol lotteries) until the specific game state ends, or the number of times the special symbol will change (the number of special symbol lotteries) until the current presentation mode ends. In Figure 20, the message "56 remaining" is displayed in the upper center of the screen, informing the player that the "ST (number of times cut probability change)" game state will continue until 56 more special symbol lotteries are executed.

[0381] Next, in the example of the effect display in the specific gaming state shown in FIG. 20, a description will be given of the display that differs from the example of the effect display in the other gaming states described above.

[0382] Decorative symbols (specific game states) A variable display of a decorative pattern P801 is displayed in the center of the screen in Fig. 20. Compared to the decorative pattern P801 in the example of the effect display in the normal gaming state in Fig. 20, the decorative pattern P801 is displayed smaller in the example of the effect display in the specific gaming state in Fig. 20.

[0383] In the assumed pachinko gaming machine P, the specific gaming state display includes a display mode P840, a remaining number of plays P841, and a jackpot icon P821 at the top of the screen, and a selected music display P854 and a number of balls won P824 at the bottom of the screen. Because these additional displays, which are not displayed in the normal gaming state (low probability / low base state), are displayed in the specific gaming state, if the decorative symbols P801 were displayed at the same size as in the normal gaming state, some of the symbols would overlap with other displays during the stopped display, potentially reducing the visibility of the stopped display symbols. To prevent this from occurring, the assumed pachinko gaming machine P displays the decorative symbols P801 in a small, simplified manner. Examples of simplifying the decorative symbols P801 include reducing their size and not displaying character images or other images that are displayed in conjunction with the numbers indicating the symbols.

[0384] 《Pending display area (specific game state)》 In the assumed pachinko gaming machine P, as shown in the lower left of the screen in Fig. 20, the display area of ​​reserved objects P811 in the reserved display area P810 in a specific game state is provided from the front side of the screen toward the depth direction, with reserved objects "Reserved 1" to "Reserved 4". 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 changing display 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 moves forward and is controlled so that the display becomes 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 effect》 In the pachinko game machine P, the "result display effect" is an effect that is mainly performed when the final change in a specific game state (high base state) is executed, or when the reserve that occurred during the specific game state is cleared, and is performed when the player recognizes that the "consecutive wins" state has ended. It is an effect that notifies the player of information on how many jackpots the player has won in the so-called "consecutive wins" state, and how many game balls the player has won in total (equivalent to displaying the number of balls won).

[0388] [Example] The pachinko gaming machine P of this embodiment has various characteristic configurations in addition to the basic configuration of the above-mentioned underlying technology. Below, the differences from the underlying technology will be mainly explained, and explanations of commonalities will be omitted or simplified. Of the elements that make up the pachinko gaming machine P of this embodiment, elements that are the same as or correspond to elements explained in the underlying technology will be given the same reference numerals.

[0389] The pachinko gaming machine P of this embodiment is a pachinko gaming machine that employs the "Small Hit V" described in the explanation of the typical gaming machine specifications ("specs") of the underlying pachinko gaming machine, and is a pachinko gaming machine that provides novel gameplay by varying the content of the "specific gaming state" (particularly the length of the period for which the "base state" is maintained at a "high base state") in the normal gaming state after the execution of a jackpot game (or after the execution of a jackpot game based on the device continuous operating device that is activated by passing through a specific area P760 inside the large prize opening P751 during a small jackpot game) depending on the "base state" in the normal gaming state when the small jackpot (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 in the "specific game state" (low probability / high base state) and is controlled to the "(low probability / ) low base state", the next small win (or big win) can essentially 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 essentially obtaining the right to two small wins (jackpots).

[0391] The pachinko gaming 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 (configuration of the game area) of the pachinko gaming 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 identical to that of the underlying pachinko gaming machine shown in Figure 1. The pachinko gaming machine P of this embodiment is configured to have a specific area P760 inside a large prize opening (attacker) P751 in order to adopt the gameplay (specifications) described below. Note that a different board configuration may be adopted as appropriate as long as the changes do not change the gameplay disclosed below (or are minor changes).

[0394] (Specifications) Next, we will explain the playability (specifications) of the pachinko gaming machine P of this embodiment. In this explanation, we will only explain the specifications for "setting 1" regarding the "settings" (setting values) that affect the ball output performance, but various numerical values ​​related to 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 1 / 269 for the big win probability (common to the first special pattern and the second special pattern) and 1 / 9.1 for the small win probability (only the second special pattern), and the number of prize balls is set to 4 balls for the first start winning slot (first start slot) P711, 3 balls for the second start winning slot (second start slot) P721, 3 balls for the left general winning slot P731L, 2 balls for the right general winning slot P731R, and 15 balls for the large winning slot (attacker) P751.

[0396] In addition, the pachinko gaming machine P of this embodiment employs 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 in variable display. In the pachinko gaming machine P of this embodiment, only the second special symbol is configured to have 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 gameplay of the pachinko gaming 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, first special symbol priority consumption control or ball entry order consumption control, in which balls that have entered first are consumed first, may also be applied.

[0397] The pachinko game machine P of this embodiment employs a gameplay feature (specification) called "small win V," which was explained as a prerequisite technology. In addition to the case where a "jackpot" is obtained through a special symbol lottery, when a "small win" is obtained through a special symbol lottery and the game ball passes through a specific area P760 inside the large prize opening P751 during the small win game that is subsequently executed, the device for continuously operating the role is activated, and the jackpot game is executed. In this embodiment, when a small win game develops into a jackpot game, the series of special game states from the start of the small win game to the end of the jackpot game are referred to as "small win V" or "small win development jackpot."

[0398] The types of jackpots (including small jackpots V) in the special game state in the pachinko gaming machine P of this embodiment are a 3-round jackpot (jackpot with the first special symbol) and a 10-round jackpot (jackpot with the second special symbol or small jackpot V). In addition, for the specific game, which is an advantageous normal game state, the pachinko gaming 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] Furthermore, 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 period of a specific game and / or the period during which up to four remaining reserved variations are displayed after the specific game has ended, and to select a variation pattern to ensure the variation display time of the special pattern as needed, but the timing for referring to the special variation pattern table is such that the number of variations of the first special pattern and the number of variations of the second special pattern after the execution of the special game has ended are counted and stored separately, 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, it is possible to refer to the special variation pattern table for the first special pattern or the special variation pattern table for the second special pattern.

[0400] (Game Flow) Next, the game flow of the pachinko gaming machine P of this embodiment will be explained using Figure 21. The game flow shown in Figure 21 is a flow assuming that the game is played according to the player's design intention (normal game). Note that the game flow when the game is played ignoring the player's design intention (abnormal game, irregular game) may result in an operation that does not fit the situation shown in Figure 21, but an explanation of abnormal game will be omitted.

[0401] First, in the "normal game (low probability / low base state)" of Figure 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 (Figure 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 remaining reserved symbols" (details will be described later), and the high base state (electric chute support function operating state) continues until the second special symbol (special chart 2) changes once and is displayed as stopped.

[0403] When the game moves to the "breakthrough zone," the player plays by "hitting to the right," aiming the game ball at the second start winning hole P721 located in the right area P501R of the game area P501. Because the "breakthrough zone" is in a high base state, the movable body P771 of the normal electric device P770 provided in the second start winning hole P721 is likely to be in a state where it is easy for the ball to enter, and by firing the game ball into the right area P501R, the game ball enters (passes) the normal symbol operating hole P741, a normal symbol lottery is held, the normal electric device P770 is activated, and when the ball enters the second start winning hole P721, a special symbol lottery is held based on the second special symbol (special symbol 2).

[0404] In the "Breakthrough Zone," the high base state continues until the second special symbol variable display ends. Therefore, the player can enter a special symbol lottery for the second special symbol with a "small win," which is the lottery result that triggers a small win V, once during the high base state and up to the maximum number of reserved second special symbols (four in this embodiment). Here, in the "Breakthrough Zone," the special symbol lottery for the second special symbol (up to five times) results in a big win or small win, and the player's chance of winning a "small win V / big win (special symbol 2)" (Figure 21(C)) is set at approximately 45%. In the "Breakthrough Zone," if the special symbol lottery for the second special symbol does not result in a win (big win or small win), 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 one of two specific game states: "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), (H)).

[0406] Here, the factor that creates the game play of the pachinko gaming machine P of this embodiment is whether to transition to "battle mode" or "pseudo jackpot" as the specific gaming state to transition to after a "small hit V / jackpot (special chart 2)", and the pachinko gaming machine P of this embodiment determines whether to transition to "battle mode" or "pseudo jackpot" based on the gaming 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 where 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 becomes a hit when the change display begins, 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)" triggered by the change in the second special pattern that corresponds to the remaining reserve (reserve related to the second special pattern) that begins to change in a low base state where the electric chute support function is not activated (Figure 21(H)).

[0408] "Battle Mode - Low Probability / High Base (Special Symbol 2: 6 Times) + Maximum 4 Remaining Reserves" (details below) is a specific game in which the high base state (the electric chute support function is activated) continues until the second special symbol (Special Symbol 2) changes six times and stops. As with the "Breakthrough Zone," the player fires a game ball into the right-side area P501R, aiming to win a "Small Win V / Big Win (Special Symbol 2)" within the maximum 10 changes of the second special symbol (6 times in the high base state + maximum 4 times for the remaining reserves) (Figure 21(F)). If the second special symbol does not change up to 10 times and result in a small win V or a big win, the game transitions 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 below) 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 displaying. As with the "Breakthrough Zone" and "Battle Mode," the player fires a game ball into the right-side area P501R, aiming 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 hit" in the special pattern lottery for the second special pattern is set to 1 / 9.1, so by the time the 95th special pattern lottery for the second special pattern, which is more than 10 times the small hit probability, is performed, it can be said that a small hit V or a big hit will be essentially confirmed. However, if the second special pattern changes 94 times during play during a "pseudo-jackpot", and the special pattern lottery result is not a "small hit" or a "jackpot", the game will transition to the "battle mode" presentation mode (Figure 21 (J)). The change on the 95th spin of the "pseudo-jackpot" is the same as the 6th change in "battle mode", and if the change display on the 95th spin and the change display for up to 4 times of the reserved second special pattern do not result in a "jackpot" or a "small hit", the game will transition to "normal play (low probability / low base)" (Figure 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 89 times during the "pseudo-jackpot", i.e., when the number of times remaining is equivalent to 6, which is the number of times the high base state continues in the "Battle Mode".

[0410] In the pachinko gaming machine P of this embodiment, in the period controlled by the specific games "Breakthrough Zone," "Battle Mode," and "Pseudo-Jackpot," in addition to the termination condition based on the number of times the second special symbol changes, the termination condition for each may be configured to be 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 for the "pseudo-jackpot" is set so that the maximum duration of the electric chute support function under the current regulations, that is, 100 times of special symbol changes, is not exceeded without satisfying the specific game termination condition for either 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 three times, the "pseudo-jackpot" period can be set to the time when the second special symbol (Special Symbol 2) changes 97 times and stops and is displayed.

[0411] The pachinko game machine P of this embodiment, which has the game flow described above, has a gameplay in which the player obtains 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-jackpot," and then loops between the "battle mode" or "pseudo-jackpot" and the "small hit V / jackpot (special chart 2)" to obtain a large amount of balls. 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 has ended, the player can move on to a "pseudo-big hit," a specific game in which the next small hit V (or big hit) is essentially guaranteed, and can win an additional output of one small hit V (or big hit).As a result, the player can experience different gameplay, where the output of either one small hit V (big hit) or two small hit V (big hit) balls is different depending on the timing of winning the small hit V (big hit) during the execution of "Battle Mode."

[0412] In the game flow (Figure 21) of the pachinko game machine P of this embodiment described above, the main conditions for ending 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 a change, 1 time, 6 times, and 94 times, respectively. However, depending on the balance between the entertainment value of the presentation and the playability (specifications), the number of times the second special pattern is displayed as a change, which is the condition for ending the high base state in the "Breakthrough Zone" and "Battle Mode," can be adjusted appropriately, for example, to 4 times, the same as the number of reserved times, or to 10 times to increase the probability of looping between "Battle Mode" or "Pseudo-Jackpot" and "Small Hit V / Jackpot (Special Chart 2)" (In addition, the probability of a "small hit" in the special pattern lottery for the second special pattern and the number of rounds of special play executed in "Small Hit V / Jackpot (Special Chart 2)" are also adjusted appropriately).

[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 produce 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 produce a performance that gives the impression that 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 of winning a "small hit V / big hit (special symbol 2)" many times in the high base state.

[0414] (Breakthrough Zone) Next, the game control and presentation contents in the "breakthrough zone" will be explained with reference to FIGS.

[0415] The "Breakthrough Zone" is a presentation mode that corresponds to a period in which the second special symbol is displayed once during a high base state, and the second special symbol is displayed once during a high base state, corresponding to up to four reserved second special symbols that have occurred during the high base state.

[0416] During "normal play (low probability / low base)" (see Figure 21), when a "jackpot" is achieved 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 variation display of the second special symbol is made, the "Hold Charge Effect" display shown in Fig. 22 begins. The first variation display of the second special symbol in the "Breakthrough Zone" is configured so that a long variation pattern of about 60 seconds is selected in the variation pattern lottery on the main control board P40 by referring to the special variation pattern table (variation pattern table for the first variation in the Breakthrough Zone), and the "Hold Charge Effect" is executed for a period of about 30 seconds from the start of the variation.

[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 port 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 change display of the second special symbol in the "breakthrough zone", during the first change display of the second special symbol in the "breakthrough zone", an effect (in this embodiment, a "breakthrough zone battle effect", see Figure 23) is performed to announce the result of whether or not a "small hit V / big hit (special symbol 2)" can be obtained in the "breakthrough zone" based on the result of the lottery on whether the first change display of the second special symbol is successful or not and the advance judgment information regarding the reservation of the second special symbol that occurred during the execution of the "hold charge effect".

[0420] The "Breakthrough Zone Battle" effect is an effect that simultaneously announces the results of up to five variations in the "Breakthrough Zone" (including pre-determined information). For reserved second special symbols that occur during a high base state (especially during the "Reserve Charge" effect), no special notification of the winning / losing lottery results is provided other than the display of the simplified diagram P802. Furthermore, for the remaining reserved second special symbols in the "Breakthrough Zone" (reserved second special symbols that are consumed after the transition to a low base state), the main control board P40 references a special variation pattern table (the variation pattern table for the remaining reserved special symbol 2 or the special symbol 2 variation pattern table during low base) and selects a short variation pattern of approximately one second. Note that a variation display that announces all the results of the lottery (including the current variation result and the pre-determined information for one or more reserved symbols that will begin varying from the next time onward) in a single variation display, such as the "Breakthrough Zone Battle" effect, is sometimes referred to as a "summary variation."

[0421] If a winning variation that triggers a small win V (big win) is executed during the five variations of the "Breakthrough Zone", the "Breakthrough Zone Battle Victory" as shown in Figure 24 will be displayed in the "Breakthrough Zone Battle Effect". The "Breakthrough Zone Battle Victory" will be displayed even if the first variation display of the second special symbol in the "Breakthrough Zone" is a "miss", as long as there is a "win" among the remaining reserved symbols. In the example of Figure 24, the number of reserved symbols for the second special symbol in the simple reserved symbol display P814 is 1, which indicates that the reserved symbol that started to vary when there were only two reserved symbols of the second special symbol remaining was a winning variation. In the "Breakthrough Zone Battle Victory Presentation," if the result of the special symbol lottery is a "small hit," a big hit (small hit V) occurs only when the game ball enters (passes) a specific area P760 in the large prize entry port P751 during the small hit game, and therefore the display of the simplified illustration P802 is not composed of a series of numbers, and a "V" symbol that is not displayed as a normal decorative symbol is displayed to notify the player that they have obtained the right to execute the small hit V. Also, although not shown, if a winning variation is not executed during the five variations of the "Breakthrough Zone," a "Breakthrough Zone Battle Defeat Presentation" is executed.

[0422] In addition, when the first display of the second special pattern in the "breakthrough zone" is completed, the game state will transition from the high base state to the low base state. The timing at which the game state transitions from the high base state to the low base state is when the display time for the second special pattern has elapsed. In order to delay the timing of the display of the second special pattern for the first remaining reserved symbol, a certain waiting period (in the pachinko game machine P of this embodiment, the pattern fixation time for the special symbol) is set after switching from the high base state to the low base state. Even if the normal electric device P770 of the second start winning port P721 is activated just before the first display of the second special pattern in the "breakthrough zone" is completed, the operation of the normal electric device P770 is terminated during the waiting period (the same applies to the final high base state changes in t...

Claims

[Claim 1] 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. When the first symbol is temporarily stopped and displayed, the display mode of the first symbol can be changed to a predetermined mode, while the display mode of the second symbol is configured not to be changed to the predetermined mode; 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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