Gaming machine
The gaming machine addresses the need to enhance player interest by using a determination means and special game execution means to set various gaming states, including time-limit states, based on specific determination results, resulting in a more engaging gaming experience.
Patent Information
- Application Number
- JP2023040631
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-15
- Publication Date
- 2025-06-17
- Estimated Expiration
- 2043-03-15
AI Technical Summary
Existing gaming machines lack the ability to further enhance player interest as the diversification of games and effects has advanced, leading to a desire for a gaming machine that can provide more engaging game states.
The gaming machine incorporates a determination means to derive specific determination results, a special game execution means to execute advantageous special games, and a setting means to set various gaming states, including first and second time-limit game states, based on these results, allowing for different game states to be set after the special game ends.
This configuration enriches the variations of game states that can be set, thereby enhancing player interest and providing a more engaging gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, as a gaming machine of this type, when a gaming ball enters a start entry port provided in the gaming area, a win / lose lottery is held to determine whether or not a special game will be played, and a special pattern showing the result of the win / lose lottery is determined. The special pattern is then displayed in a varying manner, and a specific pattern (jackpot pattern) is displayed as stopped, indicating that the result of the win / lose lottery is that a special game will be played (a jackpot has been won), thereby playing a special game in which many prize balls can be won. In such gaming machines, in order to increase the player's interest, multiple game states with different degrees of advantage are provided, and when a predetermined specific pattern is determined, the game state after the special game ends is set to a game state with a different degree of advantage (for example, a time-saving game state). Also, in recent years, in order to increase the interest of players, in the above-mentioned win / lose lottery, in addition to the lottery result that a special game will be executed, a specific lottery result can be derived that sets a game state with a different degree of advantage (time-saving game state) without the need for a special game, as a gaming benefit different from the execution of the special game, and a gaming machine has been devised that sets a game state with a different degree of advantage from a predetermined game state without the need for a special game by displaying a stopped special pattern (time-saving pattern) that indicates the specific lottery result (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-78994 Summary of the Invention [Problem to be solved by the invention]
[0004] In such a gaming machine, although various effects can be executed in each gaming state to enhance the player's interest, in recent years as the diversification of games and effects has advanced, the emergence of a gaming machine capable of executing games and effects that can further enhance the player's interest has been desired.
[0005] Therefore, the present invention has been made in view of the above-described circumstances, and an object thereof is to provide a gaming machine capable of enhancing the player's interest.
Means for Solving the Problems
[0006] In order to achieve the above object, the present invention is configured as follows. (1) The present invention Akira includes a determination means capable of deriving any one of a plurality of determination results including a specific determination result, a special game execution means capable of executing a special game advantageous to the player on the condition that the specific determination result is derived, Non-time-limit state where it is difficult for the game ball to enter a predetermined entry area a setting means capable of setting any one of a gaming state and Time-limit state where it is relatively easy for the game ball to enter the entry area and ends when a predetermined end condition is satisfied a plurality of gaming states including the gaming state, As the time-limit game state, a first time-limit game state and a second time-limit game state different from the first time-limit game state are provided. wherein the setting means When the specific determination result is derived in the first time-limit game state, a game state different from the time-limit game state is set until a predetermined time point after the derivation when the predetermined end condition is satisfied. When the specific determination result is derived in the second time-limit game state, the time-limit game state is maintained at the predetermined time point without the predetermined end condition being satisfied, and the game state set at the predetermined time point is referred to. the First time-limit gaming state in which the specific determination result is derived Based on this, it is referred to that a game state different from the time-limit game state is set. and the Second time-limit gaming state in which the specific determination result is derived Based on this, it is referred to that the time-limit game state is set. are different in the gaming state set after the end of the special game executed on the condition that the specific determination result is derived. game gaming machine It includes a game board having a game area where the game ball flows down, an outer rail and an inner rail attached to the game board, a guide area formed between the outer rail and the inner rail for guiding the launched game ball to the game area, and a return prevention mechanism for preventing the game ball from returning from the game area to the guide area. The return prevention mechanism includes a displacement means displaceable to a first state, a second state, or a third state. The displacement means includes a first side surface portion facing the outer rail, a second side surface portion facing the game area, and a tip portion on the tip side. The distance from the tip portion to the outer rail is a specific distance. When the game ball trying to go from the guide area to the game area is a first game ball and the game ball trying to go from the game area to the guide area is a second game ball, the first state is a state where the specific distance is shorter than the second state, the second state is a state where the specific distance is longer than the first state, and the third state is a state where the first game ball contacts the first side surface portion, the outer rail, and the second game ball, and the second game ball contacts the tip portion, the outer rail, and the first game ball, so that the specific distance is longer than the first state and shorter than the second state, and shorter than the distance from the lowest point of the second game ball to the outer rail. This is a feature.
[0007] According to the gaming machine according to the present invention, Time-limit the gaming state includes First time-limit a gaming state and Second time-limit a gaming state, When a specific determination result is derived in the first time-saving game state, a predetermined end condition is satisfied, and a game state different from the time-saving game state is set until a predetermined time point after the derivation. When a specific determination result is derived in the second time-saving game state, the time-saving game state is maintained at a predetermined time point without the predetermined end condition being satisfied, and the game state set at the predetermined time point is referred to. Based on the first time-saving when a specific determination result is derived in the gaming state it is referred to that a game state different from the time-saving game state is set based on this and the second time-saving when a specific determination result is derived in the gaming state it is referred to that the time-saving game state is set based on this are different in executed on condition that a specific determination result is derivedSince the game states set after the end of the special game are different, it is possible to enrich the variations of the game states to be set, and thus enhance the player's interest.
Advantages of the Invention
[0008] According to the present invention, it is possible to provide a gaming machine capable of enhancing the player's interest.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] (First Embodiment) Hereinafter, the first embodiment of the present invention will be described with reference to the drawings. (External Configuration of Pachinko Machine P) The gaming machine according to this embodiment is a pachinko machine P that uses game balls as gaming media. Although not particularly shown, in the game hall where the pachinko machine P is installed, a plurality of pachinko machines P are arranged side by side in the installation area of the gaming machine called an island, and a game ball lending device for lending out game balls is installed adjacent to each pachinko machine P. Further, each pachinko machine P is connected to the corresponding game ball lending device R. The gaming ball lending device R is capable of inserting a storage medium (card) in which value information necessary for inserting bills and lending gaming balls is stored. Then, after inserting a bill (or inserting a card) into the gaming ball lending device R and performing a predetermined operation on the pachinko machine P, it is possible to receive a lending of gaming balls from the gaming ball lending device R.
[0011] As shown in FIG. 1 or FIG. 2, the pachinko machine P according to this embodiment is a rectangular frame fixed to an island, and includes a machine frame 1 having a hollow portion (not particularly shown), and a rectangular frame that is attached to the machine frame 1 by a hinge mechanism (not particularly shown) so as to be openable and closable, and has a hollow portion (not particularly shown). A main body frame 2, and a front door 3 that is attached to the main body frame 2 by a hinge mechanism (not particularly shown) so as to be openable and closable and has an opening (not particularly shown) formed in the front.
[0012] As shown in FIG. 1, a speaker as an audio output device 10 is provided at the lower left portion of the machine frame 1. Further, a game board 11 for forming a game area 12 is accommodated in the hollow portion of the main body frame 2. In addition, on the front door 3, there are a transparent plate 4 that covers the opening, an upper tray 6 and a receiving tray 7 that are located below the transparent plate 4 and can receive gaming balls, and an operation handle 5 that is attached to the right of the receiving tray 7 for performing a shooting operation of the gaming balls. And speakers as audio output devices 10, each attached one by one to the upper left and upper right of the transparent plate 4. Also, as shown in FIG. 1, a front door effect lamp DL that performs an effect by emitting light in various colors and light emission patterns is provided on the outer periphery of the front door 3. On the upper left portion of the outer periphery of the front door 3, a state notification lamp EL that notifies various states generated by the establishment of a predetermined generation condition by emitting light in various colors is provided. Both the front door effect lamp DL and the state notification lamp EL are configured by LEDs capable of emitting light in a plurality of colors.
[0013] In this pachinko machine P, when the main body frame 2 is closed with respect to the machine frame 1 and further the front door 3 is closed, a transparent plate 4 is positioned with a gap in front of the game board 11. As a result, the game board 11 located at the rear can be visually recognized through the transparent plate 4.
[0014] Also, the upper tray 6 is configured such that game balls lent out by the game ball lending device R and prize balls paid out from the pachinko machine P are guided thereto. The upper tray 6 can receive a predetermined amount of game balls. When the upper tray 6 is full of game balls, the game balls lent out or paid out thereafter are guided to the receiving tray 7. Further, although not particularly shown, a discharge hole for discharging the stored game balls and an opening / closing plate capable of opening and closing the discharge hole are provided on the bottom surface of the receiving tray 7. In a normal state, although the discharge hole is closed by the opening / closing plate, by moving the opening / closing lever 8 (see FIG. 1) attached integrally with the opening / closing plate in the lateral direction, the opening / closing plate also moves in the same direction and the discharge hole is opened. Thereby, the game balls can be dropped from the discharge hole and discharged outside the receiving tray 7.
[0015] Also, the operation handle 5 is formed so that a player can rotate it in a predetermined direction. When the player rotates the operation handle 5, the game balls received in the upper tray 6 are sent to a launching device (not particularly shown), and the game balls are launched toward the game area 12 by the launching device with an intensity corresponding to the rotation angle of the operation handle 5. The game balls launched in this way are guided by a pair of rails 13a, 13b fixed to the game board 11 and ascend to reach the game area 12.
[0016] The game area 12 is a portion partitioned into a substantially circular shape by a pair of rails 13a, 13b fixed to the game board 11 in the space formed between the game board 11 and the transparent plate 4 when the main body frame 2 and the front door 3 are closed with respect to the machine frame 1, and is an area where the game balls can flow down. As shown in FIG. 3A, this game area 12 is composed of a first game area 12a which is the area on the left when viewed from a player facing the pachinko machine P, and a second game area 12b which is the area on the right when viewed from a player facing the pachinko machine P. These two game areas 12 are designed such that the possibility of a game ball entering differs depending on the firing intensity of the firing device. Specifically, when the firing intensity of the firing device is less than a predetermined intensity (an intensity such that the game ball fired by the firing device does not reach the highest point of the game area 12), the game ball enters the first game area 12a. On the other hand, when the firing intensity of the firing device is equal to or greater than the predetermined intensity (an intensity such that the game ball fired by the firing device can reach the highest point of the game area 12), the game ball enters the second game area 12b.
[0017] Here, the rails 13a and 13b will be described in detail. The game board 11 is a plate-shaped member that is substantially rectangular when viewed from the front (see FIG. 3A). As described above, a pair of rails 13a and 13b are provided on the board surface of the game board 11. Hereinafter, the outer rail 13a (the rail closer to the outer periphery of the game board 11) among the rails 13a and 13b will also be referred to as the outer rail 13a, and the inner rail 13b (the rail farther from the outer periphery of the game board 11) will also be referred to as the inner rail 13b.
[0018] The outer rail 13a is a long, thin metal plate-shaped member having a width larger than the diameter of the game ball (see FIG. 3A), and is attached (supported) along the base surface of a rail base (not particularly shown) installed on the board surface of the game board 11. The rail base is a plate-shaped member that is substantially C-shaped when viewed from the front. When installed on the board surface of the game board 11, it opens downward to the right and is cut out in an arc shape centered on the approximate center of the game area 12 (game board 11) (that is, an arc shape that protrudes to the left). The cut-out surface formed by this cut-out serves as the base surface. By being attached to the base surface, the outer rail 13a is arranged in an arc shape that protrudes to the left, starting from a position to the left of the lower center of the game board 11 and extending to the left end, upper end, and upper right end of the game board 11 (see FIG. 2).
[0019] The inner rail 13b is a long, thin plate-like member made of synthetic resin having substantially the same width as the outer rail 13a. It is erected on the playing board surface of the game board 11 so as to face the outer rail 13a with a gap larger than the diameter of the game ball. Starting from a position slightly to the left of the lower center of the game board 11, it is arranged in an arc shape convex to the left from near the left end to near the upper left end of the game board 11. And, by the front surface of the space portion sandwiched between the outer rail 13a and the inner rail 13b facing the back surface of the transparent plate 4b, a guiding passage 640 through which the game ball launched by the launching device can pass is formed (see FIGS. 3D to 3G). This guiding passage 640 communicates with the game area 12 and guides the game ball launched by the launching device to the game area 12. Also, at the upper end of the inner rail 13b (the tip of the inner rail 13b, in other words, the boundary portion between the guiding passage 640 and the game area 12), a backflow prevention portion 700 for preventing the game ball that has entered the game area 12 from returning to the guiding passage 640 is provided.
[0020] As shown in FIGS. 3B and 3C, the backflow prevention portion 700 includes a rotating portion 710, a case portion 730 in which the rotating portion 710 is disposed, and a cover plate 750 that covers the case portion 730 with the rotating portion 710 disposed therein. The rotating portion 710 is attached to the case portion 730 and the cover plate 750 so as to be rotatable while being sandwiched between the case portion 730 and the cover plate 750.
[0021] The case portion 730 includes a synthetic resin thin plate-like base plate 731 fixed to the game board 11 and a synthetic resin thin plate-like side plate 732 erected from a portion corresponding to substantially the right half of the outer peripheral edge of the base plate 731 (substantially the right half of the base plate 731 in the state fixed to the game board 11). The base plate 731 and the side plate 732 form a space S that opens in the front direction of the game board 11 and the direction of the guiding passage 640 (see FIG. 3C). The base plate 731 is provided with a cylindrical boss 731a that is located at its upper end (the upper end of the base plate 731 in the state of being fixed to the game board 11) and stands upright from the base plate 731, a cylindrical base-side bearing portion 731b that is located below the boss 731a (slightly above the center of the base plate 731) and stands upright from the base plate 731, a substantially fan-shaped guide groove 731c that is located below the base-side bearing portion 731b (slightly below the center of the base plate 731) and penetrates the base plate 731, and an elongated rod-shaped engagement pin 731d that is located below the guide groove 731c (at the lower end portion of the base plate 731) and stands upright from the base plate 731 (see FIG. 3C).
[0022] The cover plate 750 is a thin plate-shaped member made of synthetic resin that covers the opening in the front direction of the game board 11 in the case portion 730. The cover plate 750 is provided with a screw hole 750a that is disposed at a position corresponding to the boss 731a of the base plate 731 in a state of covering the above-described opening and penetrates the cover plate 750, a cylindrical cover-side bearing portion 750b that is disposed at a position corresponding to the base-side bearing portion 731b of the base plate 731 on the back surface of the cover plate 750 (the surface facing the base plate 731 in a state of covering the above-described opening) and stands upright from the back surface of the cover plate 750, and an engagement hole 750c that is disposed at a position corresponding to the engagement pin 731d of the base plate 731 in a state of covering the above-described opening and penetrates the cover plate 750 (see FIG. 3C).
[0023] The rotating portion 710 is a member having a "く" - shaped outer shape, and includes a substantially elliptical columnar rotating base portion 711 made of synthetic resin that is rotatably attached to the base plate 731 and the cover plate 750, and a thin plate-shaped rotating valve 712 made of synthetic resin that protrudes from near the upper end of the rotating base portion 711 (near the upper end of the rotating base portion 711 in the state of being attached to the case portion 730) (see FIG. 3C). In a state where the rotating portion 710 is attached to the case portion 730, the rotating base portion 711 is located within the space S of the case portion 730 and is rotatable within this space S while being sandwiched between the base plate 731 and the cover plate 750, and the rotating valve 712 protrudes outside the space S through the opening in the direction of the induction passage 640 in the case portion 730 and is rotatable along with the rotating base portion 711.
[0024] The rotating base 711 includes a substantially elliptical base bottom surface 711a facing the base plate 731 in a state of being attached to the case portion 730, a base side surface 711b standing upright from the outer peripheral edge of the base bottom surface 711a, and a substantially elliptical base top surface 711c located at the standing end of the base side surface 711b and facing the base bottom surface 711a with the base side surface 711b interposed therebetween (see FIG. 3C). In addition, at positions corresponding to the base-side bearing portion 731b of the base plate 731 and the cover-side bearing portion 750b of the cover plate 750 on the rotating base 711 in a state of being attached to the case portion 730, a shaft hole 711d penetrating from the base top surface 711c to the base bottom surface 711a is provided, and at a position corresponding to the guide groove 731c of the base plate 731, a guide pin (not particularly shown) protruding in the direction of the base plate 731 from the base bottom surface 711a is provided. Also, the length from the base bottom surface 711a to the base top surface 711c is slightly shorter than the length from the surface of the base plate 731 of the case portion 730 to the standing end of the side plate 732. Thus, when the rotating portion 710 is attached to the case portion 730, the rotating base 711 is housed in the space S in a state of being sandwiched between the base plate 731 and the cover plate 750.
[0025] The rotating valve 712 is a substantially rectangular thin plate-like member extending vertically upward from the upper left end of the base side surface 711b of the rotating base 711 in a state of being attached to the case portion 730, and faces the direction of the guiding passage 640 (opposite to the guiding passage 640). It includes a guiding passage side surface 712a, a gaming area side surface 712b facing the guiding passage side surface 712a and facing the direction of the gaming area 12 (opposite to the gaming area 12), a downwardly inclined upper end surface 712c extending from the upper end edge of the guiding passage side surface 712a to the upper end edge of the gaming area side surface 712b, and a protruding piece 712d protruding from a substantially central portion in the longitudinal direction (vertical direction) of the gaming area side surface 712b toward the gaming area 12 (see FIG. 3C). The length from the base side surface 711b to the upper end edge of the guiding passage side surface 712a is longer than the length from the base side surface 711b to the upper end edge of the gaming area side surface 712b. Also, when the rotating base 711 is attached to the case portion 730, the rotating valve 712 protrudes from the space S into the guiding passage 640 through the opening in the direction of the guiding passage 640 in the case portion 730. In a normal state, it extends vertically upward within the guiding passage 640, and the tip of the rotating valve 712 is positioned slightly below the outer rail 13a (see Fig. 3D). That is, the length from the base side surface 711b of the rotating base 711 to the tip of the rotating valve 712 is such that when the rotating base 711 is attached to the case portion 730, it can substantially shield the guiding passage 640 in a normal state.
[0026] When attaching the above-described rotating portion 710 to the above-described case portion 730 and the cover plate 750, first, align the base side bearing portion 731b of the base plate 731 with the shaft hole 711d of the rotating base 711, and arrange the rotating portion 710 on the case portion 730 such that the guide pin of the rotating base 711 is inserted into the guide groove 731c of the base plate 731. Next, insert an elongated shaft pin 760 with a length reaching from the base side bearing portion 731b to the cover side bearing portion 750b of the cover plate 750 through the shaft hole 711d of the rotating base 711. Then, align the boss 731a of the base plate 731 with the screw hole 750a of the cover plate 750, and align the cover side bearing portion 750b with the tip of the shaft pin 760 protruding from the shaft hole 711d of the rotating base 711. Further, arrange the cover plate 750 such that the engaging pin 731d of the base plate 731 is inserted into the engaging hole 750c of the cover plate 750. Finally, by screwing a screw 764 into the boss 731a and the screw hole 750a from the surface side (the surface facing the back of the cover plate 750) of the cover plate 750, the rotating base 711 is sandwiched between the base plate 731 and the cover plate 750 (with the cover plate 750 covering the opening in the front direction of the game board 11 in the case portion 730), and the rotating portion 710 is attached to the case portion 730 and the cover plate 750 (see Fig. 3C and Fig. 3D, etc.).
[0027] Then, as described above, when the rotating part 710 is attached to the case part 730 and the cover plate 750, one end of the shaft pin 760 is locked to the base-side bearing part 731b, and the other end is locked to the cover-side bearing part 750b. Thus, the rotating base part 711 is supported in a state of being sandwiched between the base plate 731 and the cover plate 750 so as to be rotatable about the shaft pin 760 as the axis. Here, as described above, the rotating base part 711 is a substantially elliptical columnar member, the rotating valve 712 extending from the rotating base part 711 is a thin plate-like member, and the rotating base part 711 is a heavier member than the rotating valve 712. Accordingly, when the rotating part 710 is attached to the case part 730 and the cover plate 750, normally, although the rotating base part 711 is biased by its own weight to rotate counterclockwise about the shaft pin 760, it stays in a state where the guide pin inserted into the guide groove 731c of the base plate 731 abuts against the left end of the guide groove 731c. At this time, the rotating valve 712 extends vertically upward in the guide passage 640, and the guide passage 640 is substantially shielded by the rotating valve 712 (see Fig. 3D). On the other hand, when a game ball launched by the launching device and rising in the guide passage 640 contacts the guide passage side surface 712a of the rotating piece 712, the rotating base part 711 rotates clockwise about the shaft pin 760 until the game area side surface 712b of the rotating piece 712 abuts against the side surface of the boss 731a on the base plate 731, contrary to its own weight. Also, in a state where the game area side surface 712b abuts against the side surface of the boss 731a, the rotating valve 712 extends toward the upper right (the upper end direction of the game area 12), and the guide passage 640 is opened (see Fig. 3E).
[0028] Next, the rotation of the rotary valve 712 and the prevention of backflow of the game balls that have entered the game area 12 by the rotary valve 712 into the guiding passage 640 will be described in detail. In the following, when the rotating part 710 is attached to the case part 730 and the cover plate 750, the normal state (when the rotary valve 712 extends vertically upward) may be referred to as the "non-rotating state", and the state where the rotating base 711 rotates and the game area 712b abuts against the side surface of the boss 731a may be referred to as the "rotating state", and the state during the period from the non-rotating state to the rotating state (the state when the rotating base 711 is rotating) may be referred to as the "rotating state".
[0029] As described above, in the non-rotating state, the rotary valve 712 extends vertically upward in the guiding passage 640, and the distance from the tip of the rotary valve 712 (the upper edge of the upper end of the guiding passage side surface 712a) to the outer rail 13a at this time is shorter than the diameter of the game ball. Furthermore, it is the shortest among the distances from the tip of the rotary valve 712 to the outer rail 13a during the period from the non-rotating state to the rotating state. Also, as described above, in the rotating state, the rotary valve 712 extends obliquely upward to the right, and the distance from the tip of the rotary valve 712 to the outer rail 13a at this time is longer than the diameter of the game ball. Furthermore, it is the longest among the distances from the tip of the rotary valve 712 to the outer rail 13a during the period from the non-rotating state to the rotating state.
[0030] In the non-rotating state, when a game ball launched by the launching device and rising in the guiding passage 640 contacts the guiding passage side surface 712a of the rotating piece 712, the rotating base 711 rotates until it reaches the rotating state. As described above, in this rotating state, the distance from the tip of the rotary valve 712 to the outer rail 13a is longer than the diameter of the game ball, and the guiding passage 640 is opened. As a result, the game ball that has contacted the guiding passage side surface 712a enters the game area 12. After the game ball enters the game area 12, the force generated by the contact of the game ball with the side surface 712a of the guiding passage is released, and immediately, the rotating base 711 rotates counterclockwise due to its own weight and enters a non-rotating state. In this non-rotating state, since the guiding pin abuts against the left end of the guiding groove 731c, the rotating base 711 cannot rotate counterclockwise any further. Also, the distance from the tip of the rotating valve 712 to the outer rail 13a is shorter than the diameter of the game ball, and the guiding passage 640 is substantially shielded by the rotating valve 712. Then, even if the game ball that has entered the game area 12 contacts, for example, a windmill or a nail and heads from the game area 12 toward the guiding passage 640, it will contact the side surface 712b of the rotating valve 712 on the game area side, and the entry into the guiding passage 640 will be blocked. Thus, in the non-rotating state, the rotating valve 712 prevents the game ball that has entered the game area 12 from returning to the guiding passage 640.
[0031] Also, in the rotating state during the transition from the rotating state to the non-rotating state, there may be a situation where a game ball (hereinafter also referred to as a returning game ball) BB that has entered the game area 12 but attempts to return into the guiding passage 640 contacts a game ball (hereinafter also referred to as an entering game ball) BG that is launched by the launching device, ascends in the guiding passage 640, and attempts to enter the game area 12 (see FIGS. 3F and 3G).
[0032] In this rotating contact state, the entering game ball BG contacts the side surface 712a of the rotating valve 712 on the guiding passage side, the outer rail 13a, and the returning game ball BB, and the returning game ball BB contacts the tip of the rotating valve 712, the outer rail 13a, and the entering game ball BG (see FIGS. 3F and 3G). Also, in this state of contact during rotation, the distance from the tip of the rotating valve 712 to the outer rail 13a is longer than the distance from the tip of the rotating valve 712 to the outer rail 13a in the non-rotating state, and shorter than the distance from the tip of the rotating valve 712 to the outer rail 13a in the rotating state. Further, the distance D1 from the tip of the rotating valve 712 to the outer rail 13a is shorter than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a (see Fig. 3G). Furthermore, in this state of contact during rotation, the tip of the rotating piece 712 is positioned on the upper left side of the lowest point P of the returning game ball BB (that is, above and to the left of the lowest point P of the returning game ball BB) (see Fig. 3G).
[0033] When the incoming game ball BG and the returning game ball BB come into contact with each other in this state of contact during rotation and then the returning game ball BB tries to return into the guiding passage 640, since the returning game ball BB contacts the tip of the rotating valve 712 from the direction of the game area 12, the rotating valve 712 that contacts this returning game ball BB tries to rotate counterclockwise and displace to the non-rotating state. Then, along with the displacement toward the non-rotating state, the distance from the tip of the rotating valve 712 to the outer rail 13a gradually becomes shorter, and the guiding passage 640 will be shielded by the rotating valve 712. Therefore, in this case, although the incoming game ball BG ascending in the guiding passage 640 flows down (flows backward) through the guiding passage 640 that it has ascended, it becomes difficult for the returning game ball BB to return into the guiding passage 640. Thus, when it becomes a state of contact during rotation and the incoming game ball BG and the returning game ball BB come into contact with each other at the boundary portion between the guiding passage 640 and the game area 112, it is possible to prevent the returning game ball BB from returning to the guiding passage 640, and it is possible to prevent a situation where both the incoming game ball BG and the returning game ball BB flow down through the guiding passage 640.
[0034] In addition, in the above-described contact state during rotation, if the distance D1 from the tip of the rotating valve 712 to the outer rail 13a is longer than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a, after the incoming game ball BG and the returning game ball BB come into contact, the returning game ball BB is likely to enter the gap between the tip of the rotating valve 712 and the outer guide rail 13a. And if the returning game ball BB enters this gap, the rotating valve 712 will rotate clockwise due to the returning game ball BB, and will attempt to displace into the rotating state. Then, along with the displacement toward the rotating state, the distance from the tip of the rotating valve 712 to the outer rail 13a gradually becomes longer, and the guiding passage 640 opens, so a situation will occur where the returning game ball BB returns into the guiding passage 640. In the pachinko machine P according to this embodiment, in the above-described contact state during rotation, since the distance D1 from the tip of the rotating valve 712 to the outer rail 13a is shorter than the distance D2 from the lowest point P of the returning game ball BB to the outer rail 13a, the occurrence of the above-described situation can be suppressed.
[0035] Next, return to the description of the game area 12. In the game area 12, as shown in FIGS. 2 and 3A, there are a windmill and a number of pins for making the flow direction of the game ball irregular, a general winning opening 14 into which the game ball can enter, a first starting winning opening 15 and a second starting winning opening 16 as starting areas, a gate 20 through which the game ball can pass, an attacker device 17 that operates by satisfying a predetermined condition, an out port 19 that guides the game ball outside the game area 12, and an effect display device 21, a board effect lamp GL, a right hit notification lamp RL (not particularly shown), and a device effect device YS that perform various effects and various suggestions (notifications) as the game progresses. In FIG. 3A, only some of the pins are shown, and other pins are omitted.
[0036] As shown in FIG. 3A, the general winning opening 14 is provided at a position slightly to the left from the lower center of the game area 12. When a game ball enters the general winning opening 14, a predetermined number (five in this embodiment) of prize balls are paid out. Note that the number and installation positions of the general winning openings 14 are not particularly limited.
[0037] As shown in FIG. 3A, the first start winning opening 15 is provided at a position slightly below the center of the game area 12. In the pachinko machine P according to this embodiment, only the game balls flowing down in the first game area 12a can enter the first start winning opening 15, and the game balls flowing down in the second game area 12b cannot enter.
[0038] As shown in FIG. 3A, the gate 20 is provided at the upper part of the second game area 12b (a position slightly above the center of the right part of the game area 12). In the pachinko machine P according to this embodiment, only the game balls flowing down in the second game area 12b can pass through the gate 20, and the game balls flowing down in the first game area 12a cannot pass through the gate 20. Also, almost all the game balls that enter the second game area 12b are configured to pass through the gate 20. When the game ball passes through the gate 20, a lottery for the normal symbol described later is performed. And when the result of the lottery for the normal symbol is a winning result, the movable piece 16b described later protrudes for a predetermined time.
[0039] Below the gate 20, as shown in FIG. 3A, the second start winning opening 16 and a flat plate-shaped movable piece 16b (normal electric accessory) that can protrude and retract with respect to the game board 11 are provided side by side. The upper surface of the movable piece 16b is formed to be downwardly inclined from the right end to the left end in a state of protruding from the game board 11. Immediately below the gate 20, the right end of the movable piece 16b is located, and the second start winning opening 16 is arranged to the left of the left end of the movable piece 16b. The second start winning opening 16 has a cup shape that opens upward, and the game balls that reach the opening enter the second start winning opening 16. Also, in the pachinko machine P according to this embodiment, the time (hereinafter, also referred to as the opening arrival time) until the game ball at the right end of the upper surface of the movable piece 16b reaches the opening of the second start winning opening 16 is configured to be approximately 0.3 seconds. In the state where the movable piece 16b protrudes from the game board 11 (hereinafter also referred to as the protruding state), the upper surface of this movable piece 16b functions as a guide member that guides the game ball to the opening of the second start winning opening 16 (see Fig. 4(b)). On the other hand, in the state where the movable piece 16b is immersed in the game board 11 (hereinafter also referred to as the immersed state), the movable piece 16b is unable to guide the game ball to the opening of the second start winning opening 16 (see Fig. 4(a)). Also, only the game balls flowing down in the second game area 12b can enter the second start winning opening 16, and the game balls flowing down in the first game area 12a cannot enter.
[0040] Note that the second start winning opening 16 and the movable piece 16b are not limited to the above-described configuration. For example, with respect to the second start winning opening 16, as the movable piece 16b, a blade member that can rotate in the left-right direction around an axis perpendicular to the game board 11 and can open and close the second start winning opening 16 may be provided. Specifically, when the movable piece 16b (blade member) is closed, the second start winning opening 16 is in a closed state and it is impossible for the game ball to enter the second start winning opening 16. On the other hand, when the movable piece 16b opens, the second start winning opening 16 is in an open state, and by functioning as a guide member that guides the game ball toward the second start winning opening 16, it may be possible for the game ball to enter the second start winning opening 16. Also, the movable piece 16b may be a lid member that rotates in the front-rear direction around an axis horizontal to the game board 11 to open and close the second start winning opening 16, or may be a shutter member that slides in the vertical direction to open and close the second start winning opening 16.
[0041] Note that the installation positions of the first start winning opening 15 and the second start winning opening 16 are not particularly limited. For example, the first start winning opening 15 and the second start winning opening 16 may be arranged at positions where it is easy for the game balls flowing down in any of the game areas 12 (the first game area 12a, the second game area 12b) to enter.
[0042] When a game ball enters the first start winning opening 15 or the second start winning opening 16, a predetermined number of prize balls are paid out, and a winning or losing lottery is conducted to determine whether a jackpot (hereinafter also referred to as the winning or losing of the jackpot) described later occurs, or whether a short-time game state (hereinafter also referred to as the winning or losing of short-time granting) described later is granted. According to the result of the winning or losing lottery, one special symbol is determined from a plurality of predetermined special symbols. A plurality of types of special symbols that can be determined are provided, and according to the type of the determined special symbol, game benefits such as the execution of a special game advantageous to the player and the granting of a short-time game state (setting of the short-time game state JT1 or JT2 described later) are granted. Note that the number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 or the second start winning opening 16 is not particularly limited as long as it is one or more, and can be any number. Also, between the first start winning opening 15 (the start winning opening without the movable piece 16b) and the second start winning opening 16 (the start winning opening with the movable piece 16b), the number of prize balls may be the same or different. In the pachinko machine P according to this embodiment, the number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 is three, and the number of prize balls paid out based on the entry of a game ball into the second start winning opening 16 is one.
[0043] As shown in FIG. 3A, the attacker device 17 is provided substantially at the center of the right part of the game area 12 (below the second start winning opening 16 and the movable piece 16b). This attacker device 17 includes a large winning opening 18 into which a game ball can enter, and an opening / closing door 18b that opens and closes the large winning opening 18. In the normal state, since the opening / closing door 18b is closed and the large winning opening 18 is closed, it is impossible for a game ball to enter the large winning opening 18. However, when the above-described special game is executed, the opening / closing door 18b opens and the large winning opening 18 is opened, making it possible for a game ball to enter the large winning opening 18. Specifically, during the above-described special game, a round game in which the large winning opening 18 is opened is executed a plurality of times. When one game ball enters the large winning opening 18, a predetermined number (15 in this embodiment) of prize balls are paid out. Also, as shown in FIG. 3A, game balls flowing down the second game area 12b can enter the big winning opening 18, while game balls flowing down the first game area 12a cannot enter. Although not particularly shown, pins, windmills, etc. are arranged so that almost all game balls flowing down the second game area 12b can reach the big winning opening 18, except for those that have entered the second starting winning opening 16. Therefore, as long as the big winning opening 18 is in an open state, if game balls are continuously launched, the game balls will enter the big winning opening 18.
[0044] Furthermore, as shown in FIGS. 5(a) and 5(b), inside the attacker device 17, a rolling path 51 is provided along which game balls that have entered the big winning opening 18 can roll toward the left. This rolling path 51 branches into an upper passage 52 and a lower passage 53 at a predetermined position in the rolling direction. A general area 58 into which game balls that have entered the big winning opening 18 can enter is provided at the end of the upper passage 52, and a specific area 57 into which game balls that have entered the big winning opening 18 can enter is provided at the end of the lower passage 53 (see FIGS. 5(a) and 5(b)).
[0045] Also, as shown in FIGS. 5(a) and 5(b), at the position where the rolling path 51 branches into the upper passage 52 and the lower passage 53, a diverting member 59 for diverting game balls to either the upper passage 52 or the lower passage 53 is provided. This diverting member 59 is rotatable about an axis perpendicular to the game board 11 and is displaceable between a first position where the path to the upper passage 52 is opened and the path to the lower passage 53 is blocked, and a second position where the path to the upper passage 52 is blocked and the path to the lower passage 53 is opened. Then, game balls that have entered the big winning opening 18 will enter the upper passage 52 and then enter the general area 58 when the diverting member 59 is in the first position, and will enter the lower passage 53 and then enter the specific area 57 when the diverting member 59 is in the second position.
[0046] Although not particularly shown, the attacker device 17 is provided with a specific area discharge port for discharging the game balls that have entered the specific area 57 to the outside of the big winning opening 18 (the back side of the game board 11), and a general area discharge port for discharging the game balls that have entered the general area 58 to the outside of the big winning opening 18 (the back side of the game board 11).
[0047] In addition, in the pachinko machine P according to this embodiment, for each type of special symbol determined at the time of winning a big hit, the opening / closing mode (opening / closing pattern) of the opening / closing door 18b and the operation mode (operation pattern) of the sorting member 59 in the round game executed during the above-mentioned special game are set. And in the pachinko machine P according to this embodiment, when a predetermined number (one in this embodiment) of game balls enter the specific area 57 during a specific round game, the game state after the end of the special game is set to a high-probability game state that is an advantageous game state for the player and a high-probability short-time game state that is a game state combining the short-time game state JT2 described later. On the other hand, when a predetermined number of game balls do not enter the specific area 57 during a specific round game (that is, when all the game balls that have entered the big winning opening 18 enter the general area 58), the game state after the end of the special game is set to a low-probability short-time game state LJT2 that is a game state combining the low-probability game state and the short-time game state JT2. The opening / closing pattern of the opening / closing door 18b, the operation pattern of the sorting member 59, and the setting of the game state will be described in detail later. Note that, as described above, instead of setting the game state after the special game to the high-probability short-time game state or the low-probability short-time game state LJT2 based on whether a predetermined number of game balls have entered the specific area 57 during the round game in the special game, the game state after the special game may be set to the high-probability short-time game state or the low-probability short-time game state LJT2 according to the type of special symbol determined when a big win is won. For example, when a big win is won, when a specific special symbol is determined, the game state after the special game is set to the high-probability short-time game state, but when a special symbol other than the specific special symbol is determined, the game state after the special game may be set to the low-probability short-time game state LJT2 or the normal game state. In this way, when the game state after the special game is determined according to the type of special symbol, it is not necessary to provide the above-mentioned specific area 57.
[0048] As shown in FIG. 3A, the out port 19 is provided at the lowermost part of the game area 12 and receives game balls that have not entered any of the general winning port 14, the first start winning port 15, the second start winning port 16, and the big winning port 18. Then, the game balls received by the out port 19 are guided to the back side of the game board 11 and collected.
[0049] As shown in FIG. 3A, the effect display device 21 is provided substantially at the center of the game area 12. In the pachinko machine P according to this embodiment, a liquid crystal display device is used as the effect display device 21. The effect display device 21 is provided with a display unit 21a for displaying images such as moving images and still images. In addition to the background image being displayed on the display unit 21a, the effect symbol 50 (dummy symbol) is variably displayed, and a variable effect for notifying the player of the result of the winning or losing lottery is performed according to the stop display mode of each effect symbol 50. Also, during special games, on the display unit 21a, an opening effect executed at the start of the special game, a round game effect executed during the round games described later, and an ending effect executed after all round games are completed (at the end of the special game) (hereinafter, the opening effect, the round game effect, and the ending effect are collectively referred to as the in-special-game effects) are performed. In the opening effect, an opening image is displayed, in the round game effect, a round game image is displayed, and in the ending effect, an ending image is displayed. Note that the effect display device 21 is not limited to a liquid crystal display device. For example, a drum-type display device that performs various displays using a plurality of drums with patterns attached to the outer periphery may be used.
[0050] As shown in FIG. 2, the board effect lamp GL is provided above the game area 12 and is a device that performs effects and suggestions by emitting light in various colors and light emission patterns. The board effect lamp GL is composed of LEDs capable of emitting light in multiple colors. Note that the installation position and the number of installed board effect lamps GL are not particularly limited. Although not particularly shown, the right-hit notification lamp RL is provided on the right side of the effect display device 21 and is composed of an LED capable of lighting and extinguishing.
[0051] The accessory effect device YS is a device that performs effects by operating in a predetermined manner. The accessory effect device YS of this embodiment is a disc-shaped structure as shown in FIG. 2, and can be displaced (moved) up and down within a range from an initial position corresponding to the upper center of the game area 12 to a movable position corresponding to above the center of the game area 12 by a drive motor M (not particularly shown). Further, the accessory effect device YS can be rotated clockwise or counterclockwise by a rotation motor RM (not particularly shown) at the movable position. The accessory effect device YS normally stays at the initial position and is displaced to the movable position at various timings (for example, during the execution of the reach development effect described later), and at this movable position, an accessory rotation effect that rotates (operates in a predetermined manner) clockwise or counterclockwise is performed. Also, in the pachinko machine P according to this embodiment, the above-described initial position is a position above the upper center of the effect display device 21, and the above-described movable position is the position of the upper center of the effect display device 21. That is, although the accessory effect device YS is configured not to overlap the effect display device 21 at the initial position where it normally stays, at the movable position, it sandwiches a predetermined gap with the effect display device 21 and overlaps on its front surface. Thereby, normally, it is possible to prevent the variable effect executed by the effect display device 21 from being obstructed by the accessory effect device YS and ensure the visibility of the variable effect. On the other hand, since the accessory rotation effect is performed when the accessory effect device YS is displaced to the movable position, the player can be made to pay attention to the accessory rotation effect. Further, when the accessory effect device YS is in the movable position, it overlaps with a later-described activation warning character image displayed on the display unit 21a on its front surface, and the activation warning character image becomes difficult or impossible to visually recognize by the accessory effect device YS. Note that the effect executed by the accessory effect device YS is not limited to the accessory rotation effect. For example, a lamp such as an LED may be provided on the accessory effect device YS, and an effect in which this lamp lights up in a predetermined manner may be executed. The pachinko machine P according to this embodiment includes, as an effect device, in addition to the effect display device 21, a speaker as the above-described audio output device 10, and a lamp (see FIG. 1) as an effect lighting device 23 that performs effects by emitting light in various colors and lighting patterns. Note that the effect device is not limited to these, and for example, an effect prop device that moves in various timings and manners may be provided.
[0052] At the front position of the upper tray 6, there is provided an effect operation device 9 that enables a player to operate to advance or switch effects executed during the game or during standby. The effect operation device 9 includes an operation dial 9a that is a circular ring-shaped frame body and can be rotated, and an operation button 9b that is fitted into the operation dial 9a and can be pressed. When a predetermined effect is being executed by the effect display device 21, when the operation dial 9a is rotated or the operation button 9b is pressed, various effects such as variable effects proceed or the display switches to a different one. Note that the effect operation device 9 is not limited to the operation dial 9a, the operation button 9b, etc., and a cross key or the like that enables input in the up, down, left, and right directions may be provided. Also, while providing the effect operation device 9 such as the operation dial 9a and the operation button 9b, the above-described cross key may be provided separately.
[0053] Also, as shown in FIG. 3A, at the lower right part of the game board 11 and outside the game area 12, as a device for displaying various situations regarding the game, a first special symbol display device 30, a second special symbol display device 31, a first special symbol hold display device 38, a second special symbol hold display device 39, a normal symbol display device 32, and a normal symbol hold display device 33 are provided.
[0054] Also, as described above, although the pachinko machine P according to this embodiment has the game ball lending device R electrically connected thereto, operations on the game ball lending device R such as lending out game balls and discharging cards are accepted by the pachinko machine P. Therefore, as shown in FIG. 1, the pachinko machine P is provided with a value information display device 35 for displaying value information (remaining balance information) stored in a card, a ball lending button 36 that can be pressed, and a card return button 37 that can be pressed.
[0055] Also, on the back side of the game board 11, as shown in FIG. 3H, a main control board 100 that stores set values and control states of the pachinko machine P to be described later and controls the basic operation of the game of the pachinko machine P is mounted in a transparent box-shaped main control board case 150, and a firing and payout control board 200 that controls the firing of game balls and the payout of bonus balls is mounted in a transparent box-shaped firing and payout control board case 250, and a sub-control board 300 that controls various effects is mounted in a transparent box-shaped sub-control board case 350, and a game ball lending control board 400 that relays operations to the game ball lending device R is mounted in a transparent box-shaped game ball lending control board case 450.
[0056] Also, on the back side of this game board 11, a power supply board 600 for supplying power to each board is provided, and a power switch 650 is provided on this power supply board 600. The power switch 650 can be switched to on or off. When the power switch 650 is turned on, power is supplied from the power supply board 600 to each board, and when the power switch 650 is turned off, the supply of power from the power supply board 600 to each board stops. In this specification, it is also said that when the power switch 650 is turned on and power is supplied, it is "the power is on", and when the power switch 650 is turned off and the supply of power stops, it is "the power is off".
[0057] (Configuration of the control means of the pachinko machine P) Next, the control means for controlling the operation of the pachinko machine P will be described. As shown in FIG. 6, the above-described control means is composed of a main control board 100, a shooting payout control board 200, a sub-control board 300, a game ball lending control board 400, and a power supply board 600. Also, as shown in FIG. 6, the shooting payout control board 200 and the sub-control board 300 are connected to the main control board 100, and the game ball lending control board 400 is connected to the shooting payout control board 200. Further, an external information terminal board 500 for transmitting various external signals (hereinafter also referred to as external information) during the game progress to the outside of the pachinko machine P (for example, the hall computer of the game parlor, etc.) is connected to the main control board 100 and the shooting payout control board 200. In addition, a power supply board 600 is connected to each board.
[0058] (Outline of the main control board 100) As described above, the main control board 100 stores setting values, the control state of the pachinko machine P, etc., and controls the games performed in the pachinko machine P. Specifically, special figure games (winning or losing lottery, determination of special symbols, variable display of special symbols (hereinafter also referred to as variable of special symbols), etc.) started when a game ball enters the first start winning opening 15 or the second start winning opening 16, general figure games (lottery of normal symbols, variable display of normal symbols (hereinafter also referred to as variable of normal symbols), etc.) started when a game ball passes through the gate 20, and the above-described special games, etc. are controlled.
[0059] Also, in the pachinko machine P according to this embodiment, as a setting regarding the balls in play, only one stage of setting value 1 is defined, and a winning or losing random number determination table 110 used in the winning or losing lottery described later is provided corresponding to this setting value 1. As for the settings related to the ball payout, not only one level but also multiple levels, for example, six levels from setting value 1 to setting value 6, may be defined. When multiple levels are defined for the settings related to the ball payout, the probability of winning the jackpot in the winning or losing lottery can be set to be different according to the difference in these setting values. For example, it can be set such that the probability of winning the jackpot is higher for setting value 6 than for setting value 1. Since the higher the probability of winning the jackpot, the higher the possibility of obtaining prize balls, by changing the setting value, the amount of prize balls paid out assumed in the pachinko machine P changes. The winning or losing random number determination table 110 used in the winning or losing lottery is provided corresponding to each of the setting values 1 to 6, and when the setting value is changed, the entire winning or losing random number determination table 110 provided for each setting value is changed accordingly. As will be described later, the main control board 100 is provided with a RAM clear switch 109 and a setting switch 108. In the pachinko machine P according to this embodiment, when the front door 3 is open and the power is turned on with both the RAM clear switch 109 and the setting switch 108 turned on, it shifts to a setting change state in which the setting value can be changed. Then, during this setting change state, the setting value can be changed by pressing the RAM clear switch 109. In the pachinko machine P according to this embodiment, as described above, only one level of setting value 1 is defined for the settings related to the ball payout, so even if the RAM clear switch 109 is pressed during the setting change state, the setting value remains 1 (that is, the setting value is not changed). Note that, for both a pachinko machine in which only one stage of settings related to the payout balls is provided and a pachinko machine in which a plurality of stages of settings related to the payout balls are provided, they are configured such that the same controls and processes can be executed with respect to the set values (that is, a common processing program (module) for the controls and processes related to the set values is provided). However, for example, in a pachinko machine in which only one stage of settings related to the payout balls is provided as in this embodiment, even if the RAM clear switch 109 is pressed during the setting change state as described above, the set value is not changed, etc. Depending on the number of stages of the provided settings, some controls and processes are executed or not executed differently. In this specification, various controls and processes related to the set values are described on the premise of a pachinko machine in which a plurality of stages of settings related to the payout balls are provided, and if necessary, the differences in the controls and processes in the case where only one stage of settings related to the payout balls is provided as in this embodiment are supplementarily explained.
[0060] Also, when the power of the pachinko machine P according to this embodiment is on, it stays in any one of four control states: a playable state in which a game can be executed, a setting confirmation state in which the set set value can be confirmed, a setting change state in which the set set value can be changed, and a game stop state in which execution of the game, confirmation, and change of the set value are impossible. And when the control state of the pachinko machine P is the setting change state, by performing the above-described pressing operation of the RAM clear switch 109, the set set value can be changed (switched). Note that, as described above, in the pachinko machine P according to this embodiment, since only one stage of set value 1 is defined, the set value is not changed even if the RAM clear switch 109 is pressed during the setting change state. The storage and change of the set value, the control state set when the power is turned on, etc. will be described in detail later.
[0061] In this embodiment, as shown in FIG. 3I, the main control board 100 is a rectangular plate-shaped board, which is a single-sided board (one-layer board) with wiring patterns provided only on one side. Note that the main control board 100 may adopt a double-sided board (two-layer board) with wiring patterns provided on both sides.
[0062] Also, on the surface of the main control board 100, as shown in FIG. 3I, there are provided a one-chip type main IC 104 integrally formed with a main CPU 101, a main ROM 102, and a main RAM 103, a plurality of other ICs, a main information display device 105, a connector 106, a test dedicated output terminal 107, a setting switch 108, a RAM clear switch 109, and the like.
[0063] The main CPU 101 is a device that performs various arithmetic processes. The main ROM 102 is a device (Read Only Memory) having a storage area for storing spec codes indicating the specifications of the pachinko machine P (such as the types of high and low winning probabilities of jackpot hits, the method of determining the game state after the end of special games, etc.), control programs necessary for the game, tables, etc. (such as the win / loss random number determination table 110 and the special symbol random number determination table 111 described later). The main RAM 103 is a device (Read Write Memory) capable of storing the above-described set values, the control state of the pachinko machine P, various data related to the progress of the game, etc., and having a readable and writable storage area used for temporarily storing data during arithmetic processing by the main CPU 101. Based on signals from various sensors and timers described later, the main CPU 101 reads out the control programs and tables stored in the main ROM 102 to perform arithmetic processing, and also controls various devices connected to the main CPU 101 and performs processes such as sending commands to other boards (such as the sub-control board 300) based on the results of the arithmetic processing.
[0064] Also, although not particularly illustrated, the storage area of the main RAM 103 in this embodiment is roughly divided into a used area that is an area between a predetermined start address (for example, F00H (the alphanumeric characters with "H" appended at the end are in hexadecimal notation; the same applies hereinafter)) and a predetermined end address (for example, F200H), and an unused area that is an area between a specific start address (for example, F300H) and a specific end address (for example, F400H) that is separated from the end address of the used area by a predetermined distance (for example, 16 bytes) or more.
[0065] Also, although not particularly illustrated, in the used area, four areas, namely, a first area, a second area, a third area, and a fourth area, are arranged in order from a predetermined start address to a predetermined end address. In the first area, set values and a game machine status flag indicating the control status during stay (game playable status, setting confirmation status, setting change status, game stop status) are stored. Also, in the second area, a checksum of the main RAM 103 calculated when the power is turned off and a backup flag for determining whether there is an abnormality in the backup process of the main RAM 103 performed when the power is turned off are stored. Also, in the third area, information on errors generated in the pachinko machine P and the like is stored. Also, in the fourth area, various data related to the progress of the game (information on the special symbol in fluctuation described later, the launch position of the game ball (the game area 12 where the game ball is launched), the first special symbol reservation number, the second special symbol reservation number, the high probability hit count, the time shortening count, execution phase data indicating the progress of the special symbol game, the normal symbol reservation number, normal symbol execution phase data indicating the progress of the normal symbol game, information indicating that the special symbol is not fluctuating, etc.) are stored. Note that the data stored in the fourth area is not limited to these. For example, in the pachinko machine P set so that a special fluctuation pattern is determined when the number of fluctuations after the end of a special game reaches a specific number, information such as the above-mentioned specific number may be stored.
[0066] In addition, in the unused area, data such as the number of balls launched and the number of bonus balls paid out after the game starts in the initial state after factory shipment is stored. Specifically, the total number of bonus balls based on the entry of game balls into the general winning opening 14, the first start winning opening 15, the second start winning opening 16, and the big winning opening 18 (hereinafter referred to as the total bonus ball number), the total number of bonus balls based on the entry of game balls into the big winning opening 18 (hereinafter referred to as the special electric accessory total bonus ball number), the total number of bonus balls based on the entry of game balls into the first start winning opening 15, the second start winning opening 16, and the big winning opening 18 (hereinafter referred to as the accessory total bonus ball number), etc. are stored. And in this unused area, information related to the game such as the ball output rate, the special electric accessory ratio, and the accessory ratio is calculated based on the data such as the number of balls launched and the number of bonus balls described above. Here, the ball output rate is the ratio of the total bonus ball number to the number of balls launched, and is a value calculated by total bonus ball number / number of balls launched. Also, the special electric accessory ratio is the ratio of the special electric accessory total bonus ball number to the total bonus ball number, and is a value calculated by special electric accessory total bonus ball number / total bonus ball number. Also, the accessory ratio is the ratio of the accessory total bonus ball number to the total bonus ball number, and is a value calculated by accessory total bonus ball number / total bonus ball number.
[0067] Note that the data stored in the unused area is not limited to these. For example, the total number of bonus balls based on the entry of game balls into the general winning opening 14 may be stored. In addition, in this specification, the data such as the number of balls launched and the number of bonus balls paid out stored in the above-mentioned unused area is also referred to as "game performance data", and the information related to the game such as the ball output rate described above is also referred to as "game performance display information".
[0068] In addition, in the pachinko machine P according to this embodiment, in a specific area in the unused area, a difference ball count value used for operation stop control based on the difference ball count (hereinafter also referred to as difference ball operation stop control) described later, various states related to the difference ball operation stop control (activation warning before state, activation warning state, activation notice state, activation state) described later, test signal information described later, and activation security information described later are stored. Note that the difference ball count value, the difference ball operation stop control phase data, the test signal information, and the activation security information may be stored not in the unused area but, for example, in the first area or the fourth area of the used area. The difference ball operation stop control will be described in detail later.
[0069] The main information display device 105 is a device for displaying various information, and is composed of four 7-segment displays with decimal points arranged side by side. The main information display device 105 in this embodiment does not incorporate a processing device such as a CPU that performs unique arithmetic processing on the received data, and only performs display based on the data received from the main IC 104. Specifically, during the setting confirmation state or the setting change state, the set value stored in the used area (first area) of the main RAM 103 is displayed. Also, during the playable state, the game performance display information stored in the unused area of the main RAM 103 is displayed. Further, during the game stop state or when an error occurs in the pachinko machine P, a code indicating that is displayed. Note that the main information display device 105 may be composed not of a 7-segment display but of a liquid crystal display, a dot matrix display, or the like. Also, the main information display device 105 may incorporate other devices as long as it does not incorporate a device that independently processes the data received from the main IC 104. For example, it may incorporate a driver circuit or the like for controlling the operation of the main information display device 105.
[0070] The connector 106 is for connecting various harnesses, cables, etc., and a plurality of them are provided on the surface of the main control board 100. In addition, the test dedicated output terminal 107 is a terminal for outputting a test signal used during the type test, and is provided on the surface of the main control board 100. Here, the type test is a test for determining whether the pachinko machine P conforms to a predetermined rule, and the test signal is a signal used during the type test. In the pachinko machine P according to this embodiment, various test signals are generated by the main CPU 101 at various timings, and the generated test signals can be output from the test dedicated output terminal 107 to the outside of the pachinko machine P. Specifically, a test computer (not particularly shown) is used for the type test, and this test computer is provided with a dedicated receiving terminal (not particularly shown) that can be connected to the test dedicated output terminal 107. Then, when the above-mentioned receiving terminal is connected to the test dedicated output terminal 107, the test signal generated by the main CPU 101 and output from the test dedicated output terminal 107 is input to the test computer outside the pachinko machine P via this receiving terminal. The output of the test signal will be described in detail later.
[0071] In addition, the setting switch 108 is referred to for setting the control state (playable state, setting confirmation state, setting change state, game stop state) when the power is turned on. The setting switch 108 is provided with an operation portion (not particularly shown) having a keyhole, and is formed such that a rotation operation is possible with a predetermined key inserted into this keyhole. In the normal state, the setting switch 108 is off, but when a rotation operation is performed, the setting switch 108 is turned on. In addition, the RAM clear switch 109 is used for clearing various data stored in the main RAM 103 and changing setting values. The RAM clear switch 109 is provided with a push button 109a (see FIG. 3I) that can be pushed. When the push button 109a is not pushed, the RAM clear switch 109 is off, but when the push button 109a is pushed, the RAM clear switch 109 is turned on.
[0072] In the pachinko machine P according to this embodiment, when the power is turned on from off (when power is restored from a power failure), the control state in which it stayed before the power was turned off (immediately before the power failure occurred), the on or off state of the setting switch 108 at the time when the power is turned on (when power is restored from a power failure), the on or off state of the RAM clear switch 109, the on or off state of the main body frame open detection sensor 2a (that is, the opening or closing of the main body frame 2) to be described later, the presence or absence of an abnormality in the backup process of the main RAM 103 performed when the power is turned off, and the presence or absence of an abnormality in the main RAM 103, any one of the control states is set. And by operating the push button 109a during the setting change state (when the RAM clear switch 109 is turned on), the set value can be changed (switched). As described above, the set value is stored in the used area of the main RAM 103, and when the set value is changed, the set value stored in the used area of this main RAM 103 is changed.
[0073] In the main RAM 103 in this embodiment, in addition to the above-described game performance data and set values, various data related to the progress of the game (the number of reserved first special figures, the number of reserved second special figures, execution phase data indicating the progress of the special figure game, the number of reserved general figures, general figure execution phase data indicating the progress of the general figure game, etc.) to be described later are stored. Note that the devices and electronic components provided on the surface of the main control board 100 are not limited to those described above. For example, a switch or the like for executing the display of various information on the main information display device 105 and switching the display content may be provided. Also, in the pachinko machine P according to this embodiment, both the clearing of the data stored in the main RAM 103 and the change of the set value are performed by operating the RAM clear switch 109, but it is not limited to this. For example, a setting change switch independent of the RAM clear switch 109 may be provided. The RAM clear switch 109 may be set to be used for clearing the data stored in the main RAM 103, and the setting change switch may be set to be used for changing the set value.
[0074] Also, as shown in FIG. 6, on the main control board 100, there are a general winning opening detection sensor 14a for detecting that a game ball has entered the general winning opening 14, a first start winning opening detection sensor 15a for detecting that a game ball has entered the first start winning opening 15, a second start winning opening detection sensor 16a for detecting that a game ball has entered the second start winning opening 16, a big winning opening detection sensor 18a for detecting that a game ball has entered the big winning opening 18, a gate detection sensor 20a for detecting that a game ball has passed through the gate 20, a setting switch 108, a RAM clear switch 109, a magnetic detection sensor 70a for detecting the magnetism directed towards the game board 11, a radio wave detection sensor 71a for detecting radio waves irradiated to specific locations (such as the first start winning opening 15, the second start winning opening 16, the big winning opening 18, etc.) of the game board 11, a vibration detection sensor 72 for detecting vibrations caused by illegal acts such as shaking the pachinko machine P, and a specific area detection sensor 57a for detecting that a game ball has entered the specific area 57, all of which are connected. And detection signals output from these respective detection sensors and signals indicating on or off of each switch are input to the main control board 100. Note that the sensors connected to the main control board 100 are not limited to these, and for example, a general area detection sensor for detecting that a game ball has entered the general area 58 may be provided.
[0075] Note that the magnetic detection sensor 70a turns on when detecting magnetism and outputs a magnetic detection signal to the main control board 100, and during the detection of magnetism, the magnetic detection signal is continuously output. And when the magnetic detection sensor 70a stops detecting magnetism, it turns off and stops outputting the magnetic detection signal to the main control board 100. Also, on the main control board 100, when a magnetic detection signal is input from the magnetic detection sensor 70a, it is determined that a main control magnetic error has occurred. In addition, when the radio wave detection sensor 71a detects a radio wave, it turns on and outputs a radio wave detection signal to the main control board 100. During the detection of the radio wave, the radio wave detection signal is continuously output. Then, when the radio wave detection sensor 71a stops detecting the radio wave, it turns off and stops outputting the radio wave detection signal to the main control board 100. Also, when the main control board 100 receives a radio wave detection signal from the radio wave detection sensor 71a, it determines that a main control radio wave error has occurred. In addition, when the vibration detection sensor 72 detects that the pachinko machine P is vibrating, it turns on and outputs a vibration detection signal to the main control board 100. During the detection of the vibration, the vibration detection signal is continuously output. Then, when the vibration detection sensor 72 stops detecting the vibration of the pachinko machine P, it turns off and stops outputting the vibration detection signal to the main control board 100. Also, when the main control board 100 receives a vibration detection signal from the vibration detection sensor 72, it determines that a main control vibration error has occurred.
[0076] In addition, the big winning opening detection sensor 18a is provided in the middle of the path from the big winning opening 18 to the big winning opening discharge port. In the pachinko machine P according to this embodiment, the time from when a game ball enters the big winning opening 18 until the game ball is detected by the big winning opening detection sensor 18a is about 0.5 seconds.
[0077] Furthermore, connected to the main control board 100 as devices to be controlled are a movable piece solenoid 16c that drives the protrusion and retraction of the movable piece 16b provided in the second start winning opening 16, a big winning opening solenoid 18c that drives the opening and closing of the opening and closing door 18b of the big winning opening 18, a sorting member solenoid 59c that displaces the sorting member 59, a first special symbol display device 30, a second special symbol display device 31, a normal symbol display device 32, a first special symbol hold display device 38, a second special symbol hold display device 39, a normal symbol hold display device 33, and a main information display device 105. Then, by the main control board 100, when each solenoid is driven, the protrusion and retraction control of the movable piece 16b provided in the second start winning opening 16, the opening and closing control of the big winning opening 18, and the displacement control of the sorting member 59 are performed, and also the display control of each display device is performed.
[0078] (Overview of the Launch and Payout Control Board 200) The launch and payout control board 200 mainly controls the payout of bonus balls based on the entry of game balls into various winning openings and the payout of lent game balls based on a player's predetermined operation, as well as the launch of game balls. As shown in FIG. 6, the launch and payout control board 200 includes a payout CPU 201, a payout ROM 202, and a payout RAM 203, and is connected so as to be capable of two-way communication with the main control board 100.
[0079] Also, as shown in FIG. 6, on the launch and payout control board 200, as devices for controlling the launch of game balls, there are a touch sensor 5a for detecting that the player has touched the operation handle 5, an operation volume 5b for detecting the operation angle (rotation angle) of the operation handle 5, a launch stop switch 5c for stopping the launch of game balls, a ball feed solenoid 60 for sending the game balls received in the upper tray 6 to a launch device (not shown), a launch motor 61 for launching game balls, and a launched ball detection sensor 64 for detecting that a game ball has been launched by the launch motor 61. Control signals output from the touch sensor 5a, the operation volume 5b, and the launch stop switch 5c are input to the launch and payout control board 200.
[0080] When the control state of the pachinko machine P is the playable state and the state related to the differential ball operation stop control described below is the pre-activation warning state, the activation warning state, or the pre-activation notice state, when the player touches the operation handle 5 and performs a rotation operation, control signals from the touch sensor 5a and the operation volume 5b (hereinafter also referred to as rotation operation signals) are input to the emission payout control board 200, and control is performed to energize the ball feed solenoid 60 and the emission motor 61 to emit the pachinko balls. While the ball feed solenoid 60 and the emission motor 61 are energized, the pachinko balls are continuously emitted at intervals of 0.6 seconds (that is, at a emission pace of 100 balls per minute). Then, when the contact of the player with the operation handle 5 is released or the rotation operation of the operation handle 5 stops, the input of the rotation operation signal to the emission payout control board 200 stops, and the control to emit the pachinko balls also stops. Also, even when a rotation operation signal is input to the emission payout control board 200, when a control signal from the emission stop switch 5c (hereinafter also referred to as an emission stop control signal) is input to the emission payout control board 200, control is performed to stop the energization of the ball feed solenoid 60 and the emission motor 61 and stop the emission of the pachinko balls. Note that when the control state of the pachinko machine P is the game stop state, or when the control state of the pachinko machine P is the playable state and the state related to the differential ball operation stop control is the activation state, even if a rotation operation signal is input to the emission payout control board 200, the ball feed solenoid 60 and the emission motor 61 are not energized, and control to emit the pachinko balls is not performed. Also, when the control state of the pachinko machine P is the game stop state, or when the control state of the pachinko machine P is the playable state, regardless of the state related to the difference ball operation stop control (that is, regardless of whether the state related to the difference ball operation stop control is the pre-warning state before activation, the warning state of activation, the pre-announcement state of activation, or the activation state), when a rotation operation signal is input to the launch payout control board 200, it transmits a handle operation command to the main control board 100, and when the input of the rotation operation signal stops, it stops transmitting the handle operation command to the main control board 100. That is, while the rotation operation signal is being input (while the player touches the operation handle 5 and performs a rotation operation), the handle operation command is continuously transmitted to the main control board 100. Note that as a device for launching a game ball, instead of the launch motor 61, a rotary solenoid may be used.
[0081] Also, as shown in FIG. 6, connected to the launch payout control board 200 are a payout motor 62 for paying out the game balls stored in a game ball storage section (not particularly shown) as a device for controlling the payout of game balls, and a payout count switch 63 for detecting and counting the paid-out game balls. Although not particularly shown, the payout count switch 63 has a built-in payout radio wave detection sensor for detecting the radio wave irradiated to the switch. When the launch payout control board 200 receives a bonus ball designation command transmitted from the main control board 100, the launch payout control board 200 controls the payout motor 62 to pay out a predetermined number of game balls (bonus balls) based on this bonus ball designation command. At this time, the number of the paid-out game balls is counted by the payout count switch 63, and it is possible to determine whether a predetermined number of game balls have been paid out.
[0082] In addition, the ejection control board 200 in this embodiment transmits an ejection bonus ball signal to the external information terminal board 500 as an external signal to be transmitted to the outside of the pachinko machine P. This ejection bonus ball signal is based on the fact that game balls have actually been ejected by the ejection motor 62 (game balls have been counted by the ejection count switch 63). As a result, the ejection bonus ball signal is transmitted to the outside of the pachinko machine P (such as an external information display device or a hall computer that displays information such as the number of variable times and jackpot times) via the external information terminal board 500, enabling the devices outside the pachinko machine P to grasp the actual number of game balls ejected. Note that the external signal related to the ejection of game balls (bonus balls) is not limited to the ejection bonus ball signal. For example, instead of a signal based on the actual ejection of game balls, a received bonus ball signal based on receiving a bonus ball designation command from the main control board 100 may be transmitted to the external information terminal board 500. This way, the devices outside the pachinko machine P may also be able to grasp the number of game balls scheduled to be ejected based on the received bonus ball designation command.
[0083] Furthermore, as shown in FIG. 6, the ejection control board 200 is connected to a main body frame opening detection sensor 2a that detects the open state of the main body frame 2, a front door opening detection sensor 3a that detects the open state of the front door 3, a tray full detection sensor 7a that detects the full state of the tray 7, an out sensor 19a that detects game balls received into the out port 19 or entering each winning port and guided to the back side of the game board 11 via the out passage, and an out port radio wave detection sensor 71b that detects radio waves irradiated to the out port 19.
[0084] The main body frame opening detection sensor 2a turns on when it detects that the main body frame 2 is open and outputs a main body frame opening detection signal to the ejection control board 200. During the opening of the main body frame 2, the main body frame opening detection signal is continuously output. Then, when the ejection control board 200 receives the main body frame opening detection signal, it transmits a main body frame opening command to the main control board 100. On the other hand, when the main body frame opening detection sensor 2a stops detecting that the main body frame 2 is open, it turns off and stops outputting the main body frame opening detection signal. When the input of the main body frame opening detection signal stops, the ejection control board 200 determines that the main body frame 2 has been closed and stops sending the main body frame opening command to the main control board 100.
[0085] When the front door opening detection sensor 3a detects that the front door 3 is open, it turns on and outputs a door opening detection signal to the ejection control board 200. While the front door 3 is open, the door opening detection signal is continuously output. When the ejection control board 200 receives the door opening detection signal, it sends a door opening command to the main control board 100. On the other hand, when the front door opening detection sensor 3a stops detecting that the front door 3 is open, it turns off and stops outputting the door opening detection signal. When the input of the door opening detection signal stops, the ejection control board 200 determines that the front door 3 has been closed and stops sending the door opening command to the main control board 100.
[0086] The tray full detection sensor 7a is provided at a predetermined position of the tray 7. When a predetermined amount or more of the game balls paid out as prize balls are stored in the tray 7 and it becomes full, the stored game balls reach the above-mentioned predetermined position. When the tray full detection sensor 7a detects that the game balls have reached the above-mentioned predetermined position, it turns on and outputs a tray detection signal to the ejection control board 200. While the stored game balls reach the above-mentioned predetermined position, the tray detection signal is continuously output. When the ejection control board 200 receives the tray detection signal, it sends a tray full command to the main control board 100. On the other hand, when the tray full detection sensor 7a stops detecting that the game balls have reached the above-mentioned predetermined position, it turns off and stops outputting the tray detection signal to the ejection control board 200. When the input of the tray detection signal stops, the ejection control board 200 determines that the full state of the tray 7 has been released and stops sending the tray full command to the main control board 100.
[0087] The out sensor 19a is provided in the out passage. Also, each time the out sensor 19a detects a game ball that is received at the out port 19 or enters a winning port and passes through the out passage, it turns on and outputs an out signal to the emission payout control board 200. Then, each time the out signal is input, the emission payout control board 200 transmits an out command to the main control board 100.
[0088] The out port radio wave detection sensor 71b is provided at a predetermined position around the out port 19. Also, when the out port radio wave detection sensor 71b detects radio waves, it turns on and outputs a radio wave detection signal to the emission payout control board 200, and while detecting radio waves, the radio wave detection signal is continuously output. On the other hand, when the out port radio wave detection sensor 71b stops detecting radio waves, it turns off and stops outputting the radio wave detection signal to the emission payout control board 200.
[0089] As described above, the payout radio wave detection sensor is built into the payout count switch 63. Also, when the payout radio wave detection sensor detects radio waves, it turns on and outputs a radio wave detection signal to the emission payout control board 200, and while detecting radio waves, the radio wave detection signal is continuously output. On the other hand, when the payout radio wave detection sensor stops detecting radio waves, it turns off and stops outputting the radio wave detection signal to the emission payout control board 200.
[0090] Also, as described above, a game ball lending control board 400 that relays operations to the game ball lending device R is connected to the emission payout control board 200. As shown in FIG. 6, a value information display device 35, a ball lending switch 36a that detects a pressing operation of the ball lending button 36, and a card return switch 37a that detects a pressing operation of the card return button 37 are connected to the emission payout control board 200 via the game ball lending control board 400. Note that these devices may be directly connected to the emission payout control board 200 instead of being connected to the emission payout control board 200 via the game ball lending control board 400.
[0091] When a card storing value information enabling lending of game balls (i.e., a card with a remaining balance) is inserted into and recognized by the game ball lending device R, a value information signal indicating the value information is transmitted from the game ball lending device R to the value information display device 35 via the emission payout control board 200 and the game ball lending control board 400. As a result, the value information corresponding to the received value information signal is displayed on the value information display device 35.
[0092] Also, when a card storing value information enabling lending of game balls is inserted into the game ball lending device R and recognized, and the ball lending button 36 is pressed while in the recognized state, a detection signal output from the ball lending switch 36a is transmitted to the game ball lending device R via the game ball lending control board 400 and the emission payout control board 200. Upon receiving the above detection signal, the game ball lending device R performs a process of subtracting predetermined value information from the stored value information, and transmits a lending payout command for paying out, as lent balls, the number (for example, 125) of game balls corresponding to the subtracted value information to the emission payout control board 200, and also transmits a subtraction command corresponding to the subtracted value information to the value information display device 35 via the emission payout control board 200 and the game ball lending control board 400. Then, upon receiving the lending payout command, the emission payout control board 200 performs control to pay out the number (for example, 125) of game balls corresponding to the subtracted value information. Also, upon receiving the subtraction command, the value information display device 35 performs an update display to the value information after subtraction.
[0093] Also, when the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the emission payout control board 200, and the emission payout control board 200 transmits a return request signal requesting return of the card to the game ball lending device R. Then, when the game ball lending device R receives the return request signal, control is performed to eject the card by the game ball lending device R.
[0094] In addition, when a card in which value information enabling lending out of game balls is not stored (i.e., a card with no remaining balance) is inserted into the game ball lending device R, or when all the value information stored in the card has disappeared as a result of subtracting predetermined value information by pressing the ball lending button 36 (i.e., when the remaining balance of the card has disappeared), the game ball lending device R may perform control to eject the card.
[0095] As described above, in the launch payout control board 200, both control of payout of prize balls based on entry of game balls into various winning openings (general winning opening 14, first start winning opening 15, second start winning opening 16, big winning opening 18), and control of payout of game balls (lent balls) lent out based on operations of the player are performed.
[0096] Further, in the pachinko machine P according to this embodiment, as errors related to devices connected to the launch payout control board 200 (hereinafter also referred to as payout-related errors), there is a possibility that a ball depletion error, a full state error, a payout count switch error, a ball jam error, an excessive prize ball error, a payout radio wave error, a payout motor error, or a door opening error may occur. And in the launch payout control board 200, based on the operating status of the above-described switches connected to the launch payout control board 200, various signals output from the above-described sensors connected to the launch payout control board 200 to the launch payout control board 200, etc., among the payout-related errors, determination (detection of occurrence) of the occurrence of a ball depletion error, a full state error, a payout count switch error, a ball jam error, an excessive prize ball error, a payout radio wave error, a payout motor error is performed. Note that in this specification, determination of the occurrence of an error not only means specifically determining the occurrence of an error based on the operating status of switches and detection by various sensors (for example, a payout radio wave detection sensor, a main body frame opening detection sensor 2a, etc.), but also means that detection of the operating status of switches and detection by various sensors have been performed.
[0097] A ball depletion error is an error that occurs when there are no game balls stored in the game ball storage section. In the launch payout control board 200, when the payout motor 62 is operating to pay out game balls, but the game balls are not counted by the payout count switch 63 for a predetermined period, it is determined that a ball depletion error has occurred. When a ball depletion error occurs, a ball depletion error command indicating the same is transmitted from the launch payout control board 200 to the main control board 100, enabling the main control board 100 to detect the occurrence of the ball depletion error.
[0098] A full tray error is an error that occurs when the tray 7 is in a full state. In the launch payout control board 200, when a tray detection signal is input, it is determined that a full tray error has occurred. When a full tray error occurs, a full tray error command indicating the same is transmitted from the launch payout control board 200 to the main control board 100, enabling the main control board 100 to detect the occurrence of the full tray error.
[0099] A payout count switch error is an error that occurs when the payout count switch 63 does not operate due to a disconnection of the harness or the like. In the launch payout control board 200, when the operation of the payout count switch 63 cannot be confirmed, it is determined that a payout count switch error has occurred. When a payout count switch error occurs, a payout count switch error command indicating the same is transmitted from the launch payout control board 200 to the main control board 100, enabling the main control board 100 to detect the occurrence of the payout count switch error.
[0100] A ball jam error is an error that occurs when an abnormal operation occurs in the payout motor 62. In the launch payout control board 200, when the payout motor 62 receives an operation signal but does not operate, it is determined that a ball jam error has occurred. When a ball jam error occurs, a ball jam error command indicating the same is transmitted from the launch payout control board 200 to the main control board 100, enabling the main control board 100 to detect the occurrence of the ball jam error.
[0101] An excessive prize ball error occurs when game balls are paid out even though no prize ball designation command has been received, or when more game balls are paid out than the number of game balls scheduled to be paid out based on the received prize ball designation command. In the launch payout control board 200, when the number of game balls paid out despite not being scheduled reaches a predetermined number (for example, 10), it is determined that an excessive prize ball error has occurred. When an excessive prize ball error occurs, an excessive prize ball error command indicating that fact is transmitted from the launch payout control board 200 to the main control board 100, enabling the main control board 100 to recognize the occurrence of the excessive prize ball error.
[0102] A payout radio wave error is an error that occurs when radio wave irradiation is detected. In the launch payout control board 200, when a radio wave detection signal is input from the out port radio wave detection sensor 71b or the payout radio wave detection sensor, it is determined that a payout radio wave error has occurred. When a payout radio wave error occurs, a payout radio wave error command indicating that fact is transmitted from the launch payout control board 200 to the main control board 100, enabling the main control board 100 to recognize the occurrence of the payout radio wave error.
[0103] A payout motor error is an error that occurs when the payout motor 62 does not operate due to a disconnection in the harness or the like. In the launch payout control board 200, when the operation of the payout motor 62 cannot be confirmed, it is determined that a payout motor error has occurred. When a payout motor error occurs, a payout motor error command indicating that fact is transmitted from the launch payout control board 200 to the main control board 100, enabling the main control board 100 to recognize the occurrence of the payout motor error.
[0104] Among the payout-related errors, a door opening error is an error that occurs when the main body frame 2 or the front door 3 is open. Here, as described above, both the main body frame opening detection sensor 2a that detects the opening of the main body frame 2 and the front door opening detection sensor 3a that detects the opening of the front door 3 are connected to the ejection control board 200. However, the determination of the occurrence of a door opening error is made not by the ejection control board 200 but by the main control board 100. Specifically, when the main control board 100 receives at least one of the main body frame opening command transmitted from the ejection control board 200 when a main body frame opening detection signal is input to the ejection control board 200, or the front door opening command transmitted from the ejection control board 200 when a front door opening detection signal is input to the ejection control board 200, the main control board 100 determines that a door opening error has occurred. When it is determined that a door opening error has occurred, the main control board 100 transmits an ejection stop command for stopping the control of the game ball ejection operation to the ejection control board 200. Thereby, during the occurrence of a door opening error, the ejection control board 200 performs control to stop the game ball ejection operation.
[0105] Note that among the ejection-related errors, the errors whose occurrence is determined by the main control board 100 are not limited to the door opening error, and the occurrence of other errors may also be determined by the main control board 100.
[0106] Also, in the main control board 100, the occurrence of errors related to the devices connected to the main control board 100 (such as the above-mentioned main control radio wave error, main control magnetic error, main control vibration error, abnormal winning error that occurs when too many game balls enter the first start winning opening 15, the second start winning opening 16, and the big winning opening 18, illegal winning error that occurs when a game ball enters the big winning opening 18 except during the execution of a special game, etc., hereinafter also referred to as main control related errors) is also determined. Then, in the main control board 100, when the occurrence of a payout-related error other than the door opening error is detected, or when it is determined that a door opening error or a main control-related error has occurred, the main CPU 101 transmits an error indication command indicating the occurred error to the sub-control board 300. As a result, the sub-control board 300 can also detect the occurrence of various errors, and can display an error indication image corresponding to the occurred error on the effect display device 21, light up various lamps (the panel effect lamp GL, the front door effect lamp DL, the status notification lamp EL) in a manner corresponding to the occurred error, or output an error indication voice corresponding to the occurred error from the voice output device 10, so that the occurred error is suggested. Also, when the cause of the error disappears and the occurred error is cleared, the main control board 100 detects or determines the clearance of the occurred error, for example, by no longer receiving the command used for error determination. Then, when the clearance of the occurred error is detected or when it is determined that the occurred error has been cleared, the main CPU 101 transmits an error clearance command indicating the clearance of the error to the sub-control board 300. As a result, the sub-control board 300 can also detect the clearance of the occurred error and can end the suggestion of the occurred error.
[0107] (Overview of the sub-control board 300) The sub-control board 300 controls the effects executed during the game, standby, etc. As shown in FIG. 6, this sub-control board 300 includes a sub CPU 301 that performs various arithmetic processes, a sub ROM 302 that stores a control program for executing the effect, data, tables, etc. necessary for the execution of the effect, and a sub RAM 303 that is used as a temporary storage area during the arithmetic process, and is connected so as to be communicable in one direction from the main control board 100 to the sub-control board 300.
[0108] Also, the sub-CPU 301 reads out the control program stored in the sub-ROM 302 based on commands transmitted from the main control board 100 and signals from timers, performs arithmetic processing, and transmits commands for execution of effects to an image control board (not particularly shown), an audio control board (not particularly shown), a lighting control board (not particularly shown) for controlling lighting of various lamps, and an operation control board (not particularly shown) for controlling displacement of the accessory effect device YS and accessory rotation effects. Note that in the pachinko machine P according to this embodiment, as described above, the audio control board and the lighting control board are provided separately, but one board (audio and lighting control board) integrating the functions of these boards may be provided, and the board may control both audio output and lighting.
[0109] Also, an effect display device 21 is connected to the sub-control board 300 via an image control board, an audio output device 10 and a cross key detection sensor 25a for detecting a pressing operation of the cross key 25 are connected via an audio control board. Further, various lamps (front door effect lamp DL, status notification lamp EL, panel effect lamp GL, right hit notification lamp RL), a rotation operation detection sensor 9c for detecting a rotation operation of the operation dial 9a, and a pressing operation detection sensor 9d for detecting a pressing operation of the operation button 9b are connected to the sub-control board 300 via a lighting control board. Furthermore, a drive motor M and a rotation motor RM are connected to the sub-control board 300 via an operation control board.
[0110] Although not particularly shown, the image control board includes an image CPU, an image ROM, an image RAM, etc. Image data such as symbols and backgrounds to be displayed on the effect display device 21 is stored in the image ROM of this image control board. Then, based on commands transmitted from the sub-control board 300, the image CPU controls image display by the effect display device 21 by storing the image data read from the image ROM in the image RAM.
[0111] Although not particularly shown, the voice control board includes a sound chip (CPU), a sound ROM, a sound RAM, etc. The sound ROM stores sound data such as voices output from the voice output device 10 and BGM. Then, based on the command transmitted from the sub-control board 300, the sound data read from the sound ROM is stored in the sound RAM to control the voice output from the voice output device 10.
[0112] Based on commands from the sub-control board 300 (commands related to the execution of various effects and various suggestions, etc.), the lighting and extinguishing of various lamps (front door effect lamp DL, status notification lamp EL, panel effect lamp GL, right strike notification lamp RL) are controlled. Also, when a rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a or a depression operation detection signal output from the depression operation detection sensor 9d based on the depression operation of the operation button 9b is input to the electrical decoration control board, a predetermined command is transmitted to the sub-control board 300.
[0113] Based on commands from the sub-control board 300, the operation control board controls the driving of the drive motor M and the rotation motor RM. Then, when the drive motor M is driven, the effect prop device YS is displaced vertically within the range between the initial position and the movable position, and when the rotation motor RM is driven, a prop rotation effect (an effect of rotating clockwise or counterclockwise) by the effect prop device YS is performed at the movable position.
[0114] (Overview of the power supply board 600) The power supply board 600 supplies power to each board such as the main control board 100, the emission payout control board 200, and the sub-control board 300. A backup power supply is provided on this power supply board 600. In addition, the pachinko machine P according to this embodiment is provided with a power-off detection circuit for detecting the voltage value of the power supplied from the power supply board 600. When the voltage value of the supplied power becomes equal to or lower than a predetermined value (for example, when the power switch 650 is turned off or an unexpected power failure occurs), this power supply detection circuit determines that a power-off has occurred and transmits a power-off occurrence signal to the main control board 100. When the voltage value becomes greater than the predetermined value (for example, when the power switch 650 is turned on or when recovering from an unexpected power failure), it determines that it has recovered from the power-off and stops transmitting the power-off occurrence signal to the main control board 100.
[0115] When the main CPU 101 of the main control board 100 detects a power-off occurrence signal (when a power-off has occurred), it prohibits access to the main RAM 103, calculates the checksum of the main RAM 103 (used area and unused area) and sets the backup flag, and performs backup processing for holding various data (set values, game machine state flags indicating control states, test signal information, checksum, backup flag, error information, various data related to the progress of the game (number of reserved first special figures, number of reserved second special figures, execution phase data indicating the progress of the special figure game, number of reserved general figures, general figure execution phase data indicating the progress of the general figure game), game performance data) stored in the storage area of the main RAM 103. When the power-off occurrence signal is no longer detected (when recovering from the power-off), by comparing the checksum calculated at the time of the power-off with the checksum calculated at the time of recovery from the power-off and checking the backup flag set at the time of the power-off, it is determined whether there is an inconsistency between the stored data of the main RAM 103 at the time of the power-off and the stored data of the main RAM 103 at the time of recovery from the power-off (that is, whether an abnormality has occurred in the above-described backup processing). Then, the processing at the time of power-off recovery is executed.
[0116] Here, in order to prevent the processing when power failure occurs from becoming complicated, the sub-control board 300 in this embodiment is not provided with a power failure detection circuit, and the above-described backup processing is not performed on the sub-control board 300. Therefore, when returning from a power failure, the sub-CPU 301 controls the effect based on the various commands transmitted from the main CPU 101, so that an appropriate effect can be executed at that time.
[0117] Further, when the main CPU 101 stops detecting the power failure signal (returns from the power failure), when the playable state or the setting change state described later is set, at this time, and when the setting confirmation state described later is set, at the time when the setting confirmation state ends, the main CPU 101 transmits an initial processing execution signal for executing the initial processing for stopping the accessory effect device YS at the initial position to the sub-control board 300. Then, when this initial processing execution signal is received, the initial processing of the accessory effect device YS is executed on the sub-control board 300. Specifically, when this initial processing is executed, after the accessory effect device YS moves to the movable position, it moves to the initial position. Further, in the pachinko machine P according to this embodiment, the time from the start to the end of the initial processing is 25 seconds.
[0118] (Outline of the game of the pachinko machine P) Next, the game in the pachinko machine P of this embodiment will be described based on various tables stored in the main ROM 102. As described above, in the pachinko machine P of this embodiment, the special drawing game and the general drawing game proceed in parallel. Further, as the game states when proceeding with these two games, any game state in which either a low-probability game state (so-called non-variable state) or a high-probability game state (so-called variable state) is combined with either a non-time-limited game state or a time-limited game state is set. Further, in the pachinko machine P according to this embodiment, as the time-limited game state, two time-limited game states, a time-limited game state JT1 and a time-limited game state JT2, are provided, and either time-limited game state can be set. Specifically, in the pachinko machine P according to this embodiment, a normal game state, which is a game state combining a low-probability game state and a non-time-limit game state, a low-probability time-limit game state LJT1, which is a game state combining a low-probability game state and a time-limit game state JT1, a low-probability time-limit game state LJT2, which is a game state combining a low-probability game state and a time-limit game state JT2, or a high-probability time-limit game state, which is a game state combining a high-probability game state and a time-limit game state JT2, is set.
[0119] Here, the low-probability game state and the high-probability game state are game states set so that the probabilities of winning a jackpot by a win / loss lottery to be described later are different. In the high-probability game state, the probability of winning a jackpot by a win / loss lottery is set to a higher value than that in the low-probability game state. That is, it is easier to win a jackpot by a win / loss lottery in the high-probability game state than in the low-probability game state.
[0120] In the non-time-limit game state, the time-limit game state JT1, and the time-limit game state JT2, the frequency of game balls entering the second start winning opening 16 (the difficulty of ball entry, in other words, the frequency of the win / loss lottery based on the entry of game balls into the second start winning opening 16) is set to predetermined contents. In the pachinko machine P according to this embodiment, the time-limit game state JT2 is set so that the movable piece 16b is more likely to be maintained in the protruding state (that is, it is easier for game balls to enter the second start winning opening 16) than in the non-time-limit game state and the time-limit game state JT1. Also, although there are some differences as will be described later, both the non-time-limit game state and the time-limit game state JT1 are set so that the movable piece 16b is hardly maintained in the protruding state (that is, it is almost impossible for game balls to enter the second start winning opening 16). Note that in the initial state immediately after factory shipment or after the execution of the abnormal-time initialization process and the normal initialization process to be described later, the normal game state is set.
[0121] In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 enters the first start winning opening 15 or the second start winning opening 16, a winning or losing lottery is conducted, and a special symbol associated with the result of the winning or losing lottery is determined. In the winning or losing lottery in this embodiment, first, a determination of whether or not a jackpot is won is made. When a determination result that the jackpot is not won (hereinafter also referred to as non-winning of the jackpot) is derived, next, a determination of whether or not to grant time shortening (whether or not to grant a time shortening game state, in other words, whether or not to set a time shortening game state) is made. If a determination result that the time shortening game state is not granted (hereinafter also referred to as non-winning of time shortening grant) is derived, it is a losing result. And when a determination result that the jackpot is won is derived by this winning or losing lottery (that is, when the jackpot is won), a special game is executed in which the big winning opening 18 is opened and it becomes possible to let a game ball enter the big winning opening 18. Further, the game state after the end of the special game is set to either the low probability time shortening game state LJT2 or the high probability time shortening game state. That is, after the end of the special game, it shifts to either the low probability time shortening game state LJT2 or the high probability time shortening game state.
[0122] Also, when a determination result that a time shortening game state is to be granted (hereinafter also referred to as winning of time shortening grant) is derived by the above-described winning or losing lottery, as will be described later, either the time shortening symbol J1 or J2 is determined as a special symbol (hereinafter also referred to as time shortening symbol) associated with the winning of time shortening grant. In the pachinko machine P according to this embodiment, when the short-time symbol J1 is determined in the normal game state, the short-time game state JT1 is set without changing the low-probability game state. That is, when winning the short-time award by the above-mentioned success or failure lottery in the normal game state and the short-time symbol J1 is determined, the low-probability game state remains the same, and the non-short-time game state is changed to the short-time game state JT1, thereby shifting to the low-probability short-time game state LJT1. Also, when the short-time symbol J2 is determined in the normal game state, the short-time game state JT2 is set without changing the low-probability game state. That is, when winning the short-time award by the above-mentioned success or failure lottery in the normal game state and the short-time symbol J2 is determined, the low-probability game state remains the same, and the non-short-time game state is changed to the short-time game state JT2, thereby shifting to the low-probability short-time game state LJT2. On the other hand, when losing by the above-mentioned success or failure lottery in the normal game state (not winning the jackpot and not winning the short-time award), the game state remains the normal game state. Thus, in the pachinko machine according to this embodiment, in the normal game state, the short-time game state (short-time game state JT1 (low-probability short-time game state LJT1) or short-time game state JT2 (low-probability short-time game state LJT2)) can be set without going through the winning of the jackpot and the execution of the special game. That is, the game state can be changed without going through the winning of the jackpot and the execution of the special game.
[0123] Also, in the pachinko machine P according to this embodiment, even during a game state other than the normal game state (that is, during the low-probability short-time game state LJT1, during the low-probability short-time game state LJT2, during the high-probability short-time game state (during the short-time game state)), the success or failure of the short-time award is determined by the above-mentioned success or failure lottery and it is possible to win the short-time award. When winning the short-time award, the short-time symbol J1 or J2 can be determined. However, in the pachinko machine P according to this embodiment, during a gaming state other than the normal gaming state, even if a short-time award is won and the short-time symbol J1 or J2 is determined, a new short-time gaming state based on the determination is not set, and the gaming state set at the time of the determination is maintained. That is, even if a short-time award is won during the low-probability short-time gaming state LJT1, the low-probability short-time gaming state LJT2, or the high-probability short-time gaming state, the short-time gaming state based on the winning is not newly set, and the currently set low-probability short-time gaming state LJT1, low-probability short-time gaming state LJT2, or high-probability short-time gaming state continues. Thus, in the pachinko machine according to this embodiment, in a gaming state other than the normal gaming state, unlike the normal gaming state, a new short-time gaming state is not set without going through a jackpot win and the execution of a special game.
[0124] Note that the determination of whether a short-time award is given may be made only in the winning or losing lottery during the normal gaming state, rather than in the winning or losing lottery during all gaming states. That is, although it is possible to win a short-time award by the winning or losing lottery during the normal gaming state, it may be arranged not to win a short-time award by the winning or losing lottery during a gaming state other than the normal gaming state. In this case, during a gaming state other than the normal gaming state, since a short-time award is not won, a new short-time gaming state is not set without going through a jackpot win and the execution of a special game.
[0125] Here, in the pachinko machine P according to this embodiment, the game balls flowing down the first game area 12a can enter the first start winning opening 15. Also, the game balls flowing down the second game area 12b can pass through the gate 20, enter the second start winning opening 16, and enter the big winning opening 18. During the normal gaming state and the short low-probability gaming state LJT1, the player is made to launch the gaming ball (so-called left launch) towards the first gaming area 12a so that the gaming ball enters the first start winning opening 15. During the short low-probability gaming state LJT2, the short high-probability gaming state, and the special game, the player is made to launch the gaming ball (so-called right launch) towards the second gaming area 12b so that the gaming ball enters the big winning opening 18, or the gaming ball passes through the gate 20 and enters the second start winning opening 16. That is, during the normal gaming state and the short low-probability gaming state LJT1, the player is mainly made to play the game in the first gaming area 12a, and during the short low-probability gaming state LJT2 and the short high-probability gaming state, the player is mainly made to play the game in the second gaming area 12b. Specifically, when the short low-probability gaming state LJT2 or the short high-probability gaming state is set, or when the special game is started, a right launch suggestion (for example, display of a right launch suggestion image such as "→→→ Right launch" on the display unit 21a of the effect display device 21, lighting of the right launch notification lamp RL that prompts the player to launch the game ball towards the second gaming area 12b, etc.) that prompts the player to launch the gaming ball towards the second gaming area 12b is performed. Also, when the normal gaming state is set, a left launch suggestion (for example, display of a left launch suggestion image such as "←←← Left launch" on the display unit 21a of the effect display device 21, turning off of the above-mentioned right launch notification lamp RL, etc.) that prompts the player to launch the gaming ball towards the first gaming area 12a is performed. In the pachinko machine P according to this embodiment, when the short-time symbol J1 is determined in the normal gaming state, the short low-probability gaming state LJT1 is set, but when the short low-probability gaming state LJT1 is set, the above-mentioned left launch suggestion is not performed.
[0126] The win / loss lottery is performed based on various random numbers obtained when the gaming ball enters the first start winning opening 15 or the second start winning opening 16, and various tables stored in the main ROM 102 for determining the random numbers. Here, the pachinko machine P according to this embodiment has, as random numbers related to the win / loss lottery and the determination of special symbols, a win / loss random number used for determining the result of the win / loss lottery (winning a big prize, winning time reduction, or losing), a special symbol random number used for determining the type of special symbol, and a variation pattern random number used for determining the variation pattern command described later. In the pachinko machine P according to this embodiment, the above-described win / loss random number uses a hardware random number built into the main control board 100. This win / loss random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence makes a full cycle, and the start value is changed every time the system is reset. The variation pattern command is for determining the pattern (variation time, mode) of a variation effect that can notify the result of the win / loss lottery. The random number used for determining the variation pattern command is not limited to the above, and for example, other random numbers may be used in addition to this random number.
[0127] When a game ball enters the first start winning opening 15 or the second start winning opening 16, random number values are respectively obtained for the above-described random numbers, and each random number value is stored in the hold storage area of the main RAM 103. This hold storage area is composed of a first hold storage area for storing each random number value of the random numbers related to the win / loss lottery and the determination of special symbols (hereinafter referred to as the first special symbol random number) obtained by the entry of a game ball into the first start winning opening 15, and a second hold storage area for storing each random number value of the random numbers related to the win / loss lottery and the determination of special symbols (hereinafter referred to as the second special symbol random number) obtained by the entry of a game ball into the second start winning opening 16. And these hold storage areas are each composed of a total of four storage areas from the first storage unit to the fourth storage unit, and can store a total of four sets of the first special symbol random numbers and a total of four sets of the second special symbol random numbers.
[0128] Also, in the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15, the first special drawing random numbers are sequentially stored from the first storage unit in the first hold storage area. For example, when a game ball enters the first start winning opening 15 in a state where the first special drawing random numbers are not stored in any of the storage units in the first hold storage area, the first special drawing random number obtained on this occasion is stored in the first storage unit of the first hold storage area. Further, when a game ball enters the first start winning opening 15 in a state where the first special drawing random number is stored in the first storage unit of the first hold storage area, the first special drawing random number obtained on this occasion is stored in the second storage unit of the first hold storage area. Further, when a game ball enters the first start winning opening 15 in a state where the first special drawing random numbers are stored in the first and second storage units of the first hold storage area, the first special drawing random number obtained on this occasion is stored in the third storage unit of the first hold storage area. Further, when a game ball enters the first start winning opening 15 in a state where the first special drawing random numbers are stored in the first to third storage units of the first hold storage area, the first special drawing random number obtained on this occasion is stored in the fourth storage unit of the first hold storage area. And when a game ball enters the first start winning opening 15 in a state where the first special drawing random numbers are stored in the first to fourth storage units of the first hold storage area, the first special drawing random number related to this entry is not stored.
[0129] Similarly, when a game ball enters the second start winning opening 16, the second special drawing random numbers are sequentially stored from the first storage unit in the second hold storage area. Since the specific memory processing is the same as that of the above-described first special drawing random number memory, the description thereof is omitted. Also, in the pachinko machine P according to this embodiment, the number of sets of the first special drawing random numbers stored in the first hold storage area (hereinafter also referred to as the first hold number) is stored in a first hold number counter (not particularly shown), and the number of sets of the second special drawing random numbers stored in the second hold storage area (hereinafter also referred to as the second hold number) is stored in a second hold number counter (not particularly shown). In this specification, as described above, the storage of the first special figure random number and the second special figure random number in the hold memory area is also referred to as "holding" or "hold memory", and the first hold number and the second hold number are also simply referred to as "hold numbers".
[0130] And the pachinko machine P according to this embodiment has a win / loss random number determination table 110 for determining the result of the win / loss lottery, a special symbol random number determination table 111 for determining the type of the special symbol, a special electric accessory operation table 112 for controlling the special game executed when winning a jackpot, a game state setting table 113 for setting the game state after winning the time reduction award (after the time reduction symbol J1 or J2 is determined) or after the end of the special game, a variation pattern table 114 for determining the variation pattern command, and a stop display time table 115 for determining the stop display time for stopping the display of the special symbol after the variation display of the special symbol ends. Note that the tables related to the win / loss lottery and the like are not limited to these, and when it is necessary to perform other determinations or decisions based on random numbers, a table may be provided as appropriate.
[0131] The win / loss random number determination table 110 is for determining the result of the win / loss lottery (winning a jackpot, winning the time reduction award, or losing), and is roughly divided into a low probability determination table 110a referred to in the low probability game state (normal game state, low probability time reduction game state LJT1, low probability time reduction game state LJT2), and a high probability determination table 110b referred to in the high probability game state (high probability time reduction game state). In the pachinko machine P according to this embodiment, as described above, only one level of setting value 1 is defined as the setting related to the balls put out, and only one type corresponding to the setting value 1 is provided for the low probability determination table 110a and the high probability determination table 110b.
[0132] In the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15 or the second start winning opening 16, one win / loss random number is acquired within the numerical range of 0 to 65535. Then, according to the game state at the time of performing the win / loss lottery, one of the win / loss random number determination tables 110, i.e., the low probability determination table 110a or the high probability determination table 110b, is selected, and the win / loss lottery is performed based on the acquired win / loss random number and the selected win / loss random number determination table 110.
[0133] As shown in FIG. 7(a), according to the low probability determination table 110a, when the win / loss random number is 1000 to 1217, it is determined as a big win; when the win / loss random number is 3000 to 6275, it is determined as a win with shortened time; and when the win / loss random number is any other value (0 to 999, 1218 to 2999, 6276 to 65535), it is determined as a loss. Therefore, the probability of a big win in this low probability determination table 110a is approximately 1 / 300, and the probability of a win with shortened time is approximately 1 / 20.
[0134] As shown in FIG. 7(b), according to the high probability determination table 110b, when the win / loss random number is 1000 to 2309, it is determined as a big win; when the win / loss random number is 3000 to 6275, it is determined as a win with shortened time; and when the win / loss random number is any other value (0 to 999, 2310 to 2999, 6276 to 65535), it is determined as a loss. Therefore, the probability of a big win in this high probability determination table 110b is approximately 1 / 50, and the probability of a win with shortened time is approximately 1 / 20. That is, the high probability determination table 110b is set such that the probability of a big win is approximately six times that of the low probability determination table 110a. Also, in either the low probability determination table 110a or the high probability determination table 110b, the probability of a win with shortened time is set to be the same.
[0135] In addition, the numerical range of the winning or losing random number determined as a jackpot win in the low-probability determination table 110a is set to be included in the numerical range of the winning or losing random number determined as a jackpot win in the high-probability determination table 110b (specifically, the lower limit value in the numerical range determined as a jackpot win is the same, and the upper limit value is different). That is, the winning or losing random number determined as a jackpot win in the low-probability determination table 110a will also be determined as a jackpot win in the high-probability determination table 110b. Note that in the pachinko machine P according to this embodiment, as described above, the lower limit value in the numerical range of the winning or losing random number determined as a jackpot win is the same, and the upper limit value is different, but it is not limited to this, and it may be set such that the upper limit value is the same and the lower limit value is different.
[0136] In addition, the numerical range of the winning or losing random number determined as a win for shortening the playing time in the low-probability determination table 110a and the numerical range of the winning or losing random number determined as a win for shortening the playing time in the high-probability determination table 110b are outside the numerical range of the winning or losing random number determined as a jackpot win, and are set such that the upper limit value and the lower limit value of the numerical range are the same. As a result, in both the low-probability determination table 110a and the high-probability determination table 110b, the probability of winning for shortening the playing time is set to be the same.
[0137] Also, in the pachinko machine P according to this embodiment, both the numerical range determined as a jackpot win and the numerical range determined as a win for shortening the playing time are configured by a range of consecutive numerical values, but it is not limited to this, and it may be configured by a discontinuous numerical range including a losing numerical value in between.
[0138] Note that when multiple levels are defined as settings related to the payout balls, when comparing the high-probability determination table and the low-probability determination table corresponding to the same set value, the high-probability determination table may be set such that the probability of winning a jackpot is higher than that of the low-probability determination table. Similarly, in both the high-probability determination table and the low-probability determination table corresponding to the same set value, the winning probability of time shortening may be set to be the same.
[0139] The special symbol random number determination table 111 is for determining the type of special symbol. As shown in FIGS. 8(a) and (b), it includes a first start winning opening determination table 111a that is referred to when a winning or losing lottery is performed by the first special figure random number, and a second start winning opening determination table 111b that is referred to when a winning or losing lottery is performed by the second special figure random number. In the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15 or the second start winning opening 16, one special symbol random number is obtained within the numerical range of 0 to 199. Then, when the above-mentioned winning or losing lottery is performed, according to the start winning opening into which the game ball has entered, one of the special symbol random number determination tables 111, i.e., the first start winning opening determination table 111a or the second start winning opening determination table 111b, is selected, and based on the obtained special symbol random number and the selected special symbol random number determination table 111, the type of the special symbol is determined.
[0140] In the pachinko machine P according to this embodiment, six types of jackpot symbols (X1, X2, X3, X4, X5, X6) are provided as special symbols (hereinafter also referred to as jackpot symbols) determined when a jackpot is won, and two types of time shortening symbols (J1, J2) are provided as special symbols (time shortening symbols) determined when a time shortening award is won, and two types of losing symbols (Z1, Z2) are provided as special symbols (hereinafter also referred to as losing symbols) determined in the case of a loss.
[0141] As shown in Fig. 8(a), according to the first start winning opening determination table 111a, when a jackpot is won, if the special symbol random number is 0 to 99, the jackpot symbol X1 is determined; if the special symbol random number is 100 to 193, the jackpot symbol X2 is determined; if the special symbol random number is 194 to 199, the jackpot symbol X3 is determined. That is, in this first start winning opening determination table 111a, when a jackpot is won, the probability that the jackpot symbol X1 is determined is 50%, the probability that the jackpot symbol X2 is determined is 47%, and the probability that the jackpot symbol X3 is determined is 3%. Also, when a winning of time shortening is won, if the special symbol random number is 0 to 169, the time shortening symbol J1 is determined; if the special symbol random number is 170 to 199, the time shortening symbol J2 is determined. That is, in this first start winning opening determination table 111a, when a winning of time shortening is won, the probability that the time shortening symbol J1 is determined is 85%, and the probability that the time shortening symbol J2 is determined is 15%.
[0142] As shown in Fig. 8(b), according to the second start winning opening determination table 111b, when a jackpot is won, if the special symbol random number is 0 to 39, the jackpot symbol X4 is determined; if the special symbol random number is 40 to 139, the jackpot symbol X5 is determined; if the special symbol random number is 140 to 199, the jackpot symbol X6 is determined. That is, in this second start winning opening determination table 111b, when a jackpot is won, the probability that the jackpot symbol X4 is determined is 20%, the probability that the jackpot symbol X5 is determined is 50%, and the probability that the jackpot symbol X5 is determined is 30%. Also, when a winning of time shortening is won, if the special symbol random number is 0 to 169, the time shortening symbol J1 is determined; if the special symbol random number is 170 to 199, the time shortening symbol J2 is determined. That is, in this second start winning opening determination table 111b, similar to the first start winning opening determination table 111a, when a winning of time shortening is won, the probability that the time shortening symbol J1 is determined is 85%, and the probability that the time shortening symbol J2 is determined is 15%.
[0143] Also, when losing in the win / loss lottery based on the first special drawing random number, the losing symbol Z1 is determined without performing the above-described lottery based on the special symbol random number. Further, when losing in the win / loss lottery based on the second special drawing random number, the losing symbol Z2 is determined without performing the above-described lottery based on the special symbol random number. That is, the special symbol random number determination table 111 is referred to when winning a jackpot or winning a time reduction, and is not referred to when losing.
[0144] The special electric accessory operation table 112 is for controlling special games executed when winning a jackpot, and is referred to for operating the big winning opening solenoid 18c and the sorting member solenoid 59c during the execution of the special game. In the pachinko machine P according to the present embodiment, as shown in FIGS. 9(a) to 9(c), as the special electric accessory operation table 112, a first operation table 112a referred to when winning a jackpot and determining the jackpot symbol X1 or X4, a second operation table 112b referred to when winning a jackpot and determining the jackpot symbol X2 or X5, and a third operation table 112c referred to when winning a jackpot and determining the jackpot symbol X3 or X6 are provided.
[0145] Specifically, when winning a jackpot and determining the jackpot symbol X1 or X4, the special game is executed with reference to the first operation table 112a shown in FIG. 9(a). According to this first operation table 112a, the round game that ends when either the condition that the big winning opening 18 is opened for 29.0 seconds or 10 game balls enter the big winning opening 18 is satisfied is executed three times in total, from 1 round to 3 rounds. Also, during the execution of each round game, the opening / closing door 18b is displaced from the closed position to the open position and positioned at the open position for 29.0 seconds, and then displaced from the open position to the closed position (opening / closing pattern), so that the big winning opening 18 is opened only once, and the time during which the big winning opening 18 is closed (i.e., the interval time) between each round game is set to 2.0 seconds. Furthermore, as shown in FIG. 9(a), when the jackpot symbol X1 or X4 is determined, during each round of the 1st and 3rd rounds of the game, the distribution member 59 operates in such a manner (operation pattern) that it stays (is positioned) at the first position. Further, during the 2nd round of the game, the distribution member 59 also operates in such a manner that it stays at the first position.
[0146] Also, when winning the jackpot and the jackpot symbol X2 or X5 is determined, a special game is executed with reference to the second operation table 112b shown in FIG. 9(b). According to this second operation table 112b, a round game that ends under the same conditions as the above-described first operation table 112a is executed three times in total, from the 1st round to the 3rd round. The opening / closing pattern and the interval time of the opening / closing door 18b are also set to the same content as the first operation table 112a. Also, as shown in FIG. 9(b), when the jackpot symbol X2 or X5 is determined, during each round of the 1st and 3rd rounds of the game, similar to the case where the jackpot symbol X1 or X4 is determined, the distribution member 59 operates in such a manner that it stays at the first position. In contrast, during the 2nd round of the game, the distribution member 59 operates in such a manner that it stays at the second position.
[0147] Also, when winning the jackpot and the jackpot symbol X3 or X6 is determined, a special game is executed with reference to the third operation table 112c shown in FIG. 9(c). According to this third operation table 112c, a round game that ends under the same conditions as the above-described first operation table 112a and the second operation table 112b is executed ten times in total, from the 1st round to the 10th round. The opening / closing pattern and the interval time of the opening / closing door 18b are set to the same content as the first operation table 112a and the second operation table 112b. Also, as shown in FIG. 9(c), when the jackpot symbol X3 or X6 is determined, during each round of the game in the 1st, 3rd, 4th to 10th rounds, the distribution member 59 operates in a manner of staying at the first position, similar to the case when the jackpot symbols X1, X2, X4, or X5 are determined. Further, during the round game in the 2nd round, the distribution member 59 operates in a manner of staying at the second position, similar to the case when the jackpot symbols X2 or X5 are determined.
[0148] As described above, in the pachinko machine P according to this embodiment, when the jackpot symbols X2, X3, X5, or X6 are determined, in the 2-round game (specific round game), the big winning opening 18 is continuously opened for 29.0 seconds, and the distribution member 59 stays at the second position. Therefore, as long as the game ball is launched toward the second game area 12b, the game ball can enter the big winning opening 18 and surely enter a predetermined number (one in this embodiment) of game balls into the specific area 57. On the other hand, when the jackpot symbols X1 or X4 are determined, in the 2-round game, although the big winning opening 18 is continuously opened for 29.0 seconds, the distribution member 59 stays at the first position. Therefore, even if the game ball enters the big winning opening 18, all the game balls will enter the general area 58, and it is impossible to make the game ball enter the specific area 57.
[0149] The game state setting table 113 is for setting the game state after the end of the special game when the special game is executed, and the game state after the winning of time shortening is given and the time shortening symbol J1 or J2 is determined in the normal game state. In the pachinko machine P according to this embodiment, when a special game is executed, the game state after the end of the special game is set according to whether or not a predetermined number of game balls have entered the specific area 57 during the special game. Further, when a time-saving winning is determined in the normal game state and the time-saving symbol J1 or J2 is determined, the game state corresponding to the determined time-saving symbol is set. Further, in the pachinko machine P according to this embodiment, as will be described later, whether or not a game ball can enter the specific area 57 is set corresponding to the type of determined jackpot symbol. Substantially, it is determined whether or not to shift to the high-probability time-saving game state after the end of the special game based on the determined jackpot symbol.
[0150] In the pachinko machine P according to this embodiment, as shown in FIGS. 10(a) to 10(d), as the game state setting table 113, there are provided a first game state setting table 113a to be referred to when a predetermined number of game balls have entered the specific area 57 during the special game, a second game state setting table 113b to be referred to when a predetermined number of game balls have not entered the specific area 57 during the special game, a third game state setting table 113c to be referred to when a time-saving winning is determined in the normal game state and the time-saving symbol J1 is determined, and a fourth game state setting table 113d to be referred to when a time-saving winning is determined in the normal game state and the time-saving symbol J2 is determined.
[0151] Specifically, as shown in FIG. 10(a), when a predetermined number of game balls have not entered the specific area 57 during the special game, the game state after the end of the special game is set to the low-probability game state and is set to the time-saving game state JT2. That is, the low-probability time-saving game state LJT2 is set after the end of the special game. Further, the number of continuous times of the time-saving game state (hereinafter, also referred to as the time-saving number of times) is set to 100 times. In this case, after the special game ends, the low-probability short-time game state LJT2 continues until the result of the winning or losing lottery is derived 100 times (until the number of fluctuations of the special symbol reaches 100 times) without winning the jackpot. Then, if all 100 results of the winning or losing lottery during the low-probability short-time game state LJT2 are other than winning the jackpot (that is, winning the time reduction award or losing), the time reduction game state JT2 is changed from the low-probability game state to a non-time reduction game state, and thus the game state is changed to the normal game state. Note that in the pachinko machine P according to this embodiment, since the probability of winning the jackpot in the low-probability game state is approximately 1 / 300 (see Fig. 7(a)), it is not always the case that the jackpot is won during the low-probability short-time game state LJT2.
[0152] As shown in Fig. 10(b), when a predetermined number of game balls enter the specific area 57 during the special game, the game state after the end of the special game is set to the high-probability short-time game state and is also set to the time reduction game state JT2. That is, the high-probability short-time game state is set after the end of the special game. Also, both the number of continuous times of the high-probability game state (hereinafter also referred to as the high-probability number of times) and the time reduction number of times are set to 10,000 times. In this case, after the special game ends, the high-probability short-time game state continues until the result of the winning or losing lottery is derived 10,000 times (until the number of fluctuations of the special symbol reaches 10,000 times) without winning the jackpot. Then, if all 10,000 results of the winning or losing lottery during the high-probability short-time game state are other than winning the jackpot, the high-probability game state is changed to the low-probability game state, and the time reduction game state JT2 is changed from the time reduction game state to a non-time reduction game state, and thus the game state is changed to the normal game state. Note that in the pachinko machine P according to this embodiment, the probability of winning the jackpot in the high-probability game state is approximately 1 / 50 (see Fig. 7(b)). Substantially, until the jackpot is won again, the above-mentioned high-probability short-time game state continues.
[0153] Here, in the pachinko machine P according to the present embodiment, as described above, when a jackpot is won and the jackpot symbols X2, X3, X5, or X6 are determined, the distribution member 59 stays at the second position during two rounds of the special game based on the determination. Therefore, as long as the game ball is launched into the second game area 12b to cause the game ball to enter the big winning opening 18, a predetermined number of game balls always enter the specific area 57. That is, in the pachinko machine P according to the present embodiment, when the jackpot symbols X2, X3, X5, or X6 are determined, as long as the game ball is launched into the second game area 12b, a high-probability short-time game state is set in principle. However, even when the jackpot symbols X2, X3, X5, or X6 are determined, if, for example, an abnormality such as the big winning opening 18 not opening occurs and a predetermined number of game balls do not enter the specific area 57 during the special game based on the determination, the game state after the end of the special game is set to the low-probability short-time game state LJT2.
[0154] Also, as described above, when a jackpot is won and the jackpot symbols X1 or X4 are determined, the distribution member 59 stays at the first position during any round of the special game based on the determination. Therefore, even if the game ball enters the big winning opening 18, a predetermined number of game balls do not enter the specific area 57. That is, in the pachinko machine P according to the present embodiment, when the jackpot symbols X1 or X4 are determined, the low-probability short-time game state LJT2 is set in principle. However, even when the jackpot symbols X1 or X4 are determined, if, for example, an abnormality such as the distribution member 59 staying at the second position occurs and a predetermined number of game balls enter the specific area 57 during the special game based on the determination, the game state after the end of the special game is set to the high-probability short-time game state.
[0155] As shown in FIG. 10(c), when a winning of time shortening is determined and the time shortening symbol J1 is determined in the normal game state, after the variable display of the time shortening symbol J1 as the special symbol ends and the stop display time described later for stopping the display of the special symbol elapses, the low probability game state remains as it is, and the non-time shortening game state is changed to the time shortening game state JT1. That is, when the variable display of the time shortening symbol J1 ends and the stop display time elapses, the low probability time shortening game state LJT1 is set. Also, the number of times of time shortening is set to 10,000 times. In this case, until the result of the win / loss lottery is derived 10,000 times without winning a jackpot (until the number of times of variation of the special symbol reaches 10,000 times), the low probability time shortening game state LJT1 continues. And if all 10,000 results of the win / loss lottery during the low probability time shortening game state LJT1 are other than winning a jackpot, the low probability game state remains as it is, and the time shortening game state JT1 is changed to the non-time shortening game state, whereby the game state is changed to the normal game state. Note that in the pachinko machine P according to this embodiment, as described above, the probability of winning a jackpot in the low probability game state is approximately 1 / 300 (see FIG. 7(a)), and substantially, until winning a jackpot again, the above-described low probability time shortening game state LJT1 continues.
[0156] As shown in FIG. 10(d), when a winning of time shortening is determined and the time shortening symbol J2 is determined in the normal game state, after the variable display of the time shortening symbol J2 as the special symbol ends and the above-described stop display time elapses, the low probability game state remains as it is, and the non-time shortening game state is changed to the time shortening game state JT2. That is, when the variable display of the time shortening symbol J2 ends and the stop display time elapses, the low probability time shortening game state LJT2 is set. Also, the number of times of time shortening is set to 10,000 times. In this case, the low-probability short-game state LJT2 continues until the results of the win / loss lottery are derived 10,000 times without winning the jackpot (until the number of fluctuations of the special symbol reaches 10,000 times). Then, if all 10,000 results of the win / loss lottery during the low-probability short-game state LJT2 are other than winning the jackpot, the short-game state JT2 is changed from the short-game state to a non-short-game state while the low-probability game state remains the same, and thus the game state is changed to the normal game state. Note that in the pachinko machine P according to this embodiment, as described above, the probability of winning the jackpot in the low-probability game state is approximately 1 / 300 (see Fig. 7(a)), and substantially, the above-described low-probability short-game state LJT2 continues until winning the jackpot again.
[0157] Here, as described above, in the pachinko machine P according to this embodiment, even in game states other than the normal game state (low-probability short-game state LJT1, low-probability short-game state LJT2, high-probability short-game state), there may be a winning of short-game awarding and the short-game symbol J1 or J2 may be determined. In this case, the currently set game state continues as it is.
[0158] Also, the timing for setting the game state to the low-probability short-game state LJT1 or LJT2 when winning the short-game awarding in the normal game state is not limited to the point in time when the above-described stop display time has elapsed, and it may be any point in time from the start to the end of the above-described variable display of the short-game symbol (for example, the start point, any point during the variable display, the end point, etc.).
[0159] As described above, the variation pattern table 114 is for determining the variation pattern command. In the pachinko machine P according to this embodiment, when the special symbol is determined as described above, a variation pattern command is determined based on the result of the determination. The variation pattern command is for determining the variation pattern of the variation effect as described above. The variation pattern and the variation time (the variation time of the variation display of the special symbol) of the variation effect are determined by the variation pattern command. In the pachinko machine P according to this embodiment, the variation effect is divided into the first half and the second half, and the variation pattern and the variation time of the first half of the variation effect, and the variation pattern and the variation time of the second half of the variation effect are all determined by the variation pattern command. Specifically, the determined variation pattern command is transmitted from the main control board 100 to the sub-control board 300. The sub-control board 300 determines the specific mode of the variation effect (for example, the image displayed on the display unit 21a, etc.) based on the received variation pattern command.
[0160] In the pachinko machine P according to this embodiment, a plurality of types of variation pattern commands are provided, and each variation pattern command is associated with a variation pattern table 114. For each variation pattern table 114, the type and determination ratio of the determined variation pattern command are set.
[0161] The pachinko machine P according to this embodiment includes a table MP1 referred to during the normal game state, a table MP2 referred to during the low-probability short game state LJT1, a table MP3 referred to during the low-probability short game state LJT2, and a table MP4 referred to during the high-probability short game state as the variation pattern table 114 (see FIGS. 11 and 12).
[0162] When a game ball enters the first start winning opening 15 or the second start winning opening 16, a single variation pattern random number is obtained within the numerical range of 0 to 249. Based on the obtained variation pattern random number, the special symbol determined as described above, the current hold number (the first hold number or the second hold number), and the variation pattern table 114 corresponding to the current game state, a variation pattern command is determined.
[0163] Here, during the normal game state or during the low-probability short game state LJT1, in order to allow the player to play the game in the first game area 12a, in principle, the game ball enters the first start winning opening 15, and the entry of the game ball into the second start winning opening 16 is irregular. However, regardless of whether the game ball enters either the first start winning opening 15 or the second start winning opening 16, the variation pattern command is determined using the same variation pattern table 114 corresponding to the current game state. When the low-probability short game state LJT2 ends and the normal game state is set, there may be a case where the second special figure random number obtained based on the entry of the game ball into the second start winning opening 16 during the low-probability short game state LJT2 is stored. For this second special figure random number, the variation pattern command is determined using the variation pattern table 114 corresponding to the normal game state. Similarly, during the low-probability short game state LJT2 or during the high-probability short game state, in order to allow the player to play the game in the second game area 12b, in principle, the game ball enters the second start winning opening 16, and the entry of the game ball into the first start winning opening 15 is irregular. However, regardless of whether the game ball enters either the first start winning opening 15 or the second start winning opening 16, the variation pattern command is determined using the same variation pattern table 114 corresponding to the current game state. Also, when determining the variation pattern command based on the entry of the game ball into the first start winning opening 15, the first hold number at that time is referenced, and when determining the variation pattern command based on the entry of the game ball into the second start winning opening 16, the second hold number at that time is referenced.
[0164] Note that as the variation pattern table 114, separate tables may be provided for each of the current game state and the type of start winning opening into which the game ball has entered (the first start winning opening 15 (the first special figure random number), the second start winning opening 16 (the second special figure random number)). That is, the variation pattern command may be determined by referring to the variation pattern table 114 corresponding to the current game state and the start winning opening into which the game ball has entered.
[0165] As shown in Fig. 11(a), according to the table MP1 referred to during the normal gaming state, when a losing symbol Z1 or Z2 is determined (i.e., the result of the win / loss lottery is a loss), and the current number of holds (first hold number, second hold number) is 0 or 1, if the variation pattern random number is from 0 to 219, a variation pattern command "00H" associated with a variation pattern called "13 - second variation" (a variation pattern where the variation time of the first half is set to 0 seconds and the variation time of the second half is set to 13 seconds) is determined; if the variation pattern random number is from 220 to 239, a variation pattern command "02H" associated with a variation pattern called "20 - second variation" (a variation pattern where the variation time of the first half is set to 13 seconds and the variation time of the second half is set to 7 seconds) is determined; if the variation pattern random number is from 240 to 249, a variation pattern command "03H" associated with a variation pattern called "60 - second variation" (a variation pattern where the variation time of the first half is set to 13 seconds and the variation time of the second half is set to 47 seconds) is determined.
[0166] Also, when a losing symbol Z1 or Z2 is determined and the current number of holds is 2 or more, if the variation pattern random number is from 0 to 219, a variation pattern command "01H" associated with a variation pattern called "3 - second variation" (a variation pattern where the variation time of the first half is set to 0 seconds and the variation time of the second half is set to 3 seconds) is determined; if the variation pattern random number is from 220 to 239, a variation pattern command "02H" associated with a variation pattern of "20 - second variation" is determined; if the variation pattern random number is from 240 to 249, a variation pattern command "03H" associated with a variation pattern of "60 - second variation" is determined.
[0167] Also, when a jackpot symbol X1, X2, X3, X4, X5, or X6 is determined (i.e., the result of the win / loss lottery is a jackpot win), regardless of the current number of holds, if the variation pattern random number is from 0 to 24, a variation pattern command "0AH" associated with a variation pattern of "20 - second variation" is determined; if the variation pattern random number is from 25 to 249, a variation pattern command "0BH" associated with a variation pattern of "60 - second variation" is determined.
[0168] Also, when the short-time symbol J1 is determined, regardless of the number of pending operations at the current time, when the variation pattern random number is 0 to 249 (that is, regardless of the value of the variation pattern random number), the variation pattern command "0EH" associated with the "13-second variation" variation pattern is determined. Also, when the short-time symbol J2 is determined, regardless of the number of pending operations at the current time, when the variation pattern random number is 0 to 249, the variation pattern command "0FH" associated with the "13-second variation" variation pattern is determined.
[0169] As shown in FIG. 11(b), according to the table MP2 referred to during the low-probability short-time game state LJT1, when the losing symbol Z1 or Z2 is determined and the number of pending operations at the current time is 0 or 1, when the variation pattern random number is 0 to 219, the variation pattern command "10H" associated with the "13-second variation" variation pattern is determined; when the variation pattern random number is 220 to 239, the variation pattern command "12H" associated with the "20-second variation" variation pattern is determined; when the variation pattern random number is 240 to 249, the variation pattern command "13H" associated with the "60-second variation" variation pattern is determined.
[0170] Also, when the losing symbol Z1 or Z2 is determined and the number of pending operations at the current time is 2 or more, when the variation pattern random number is 0 to 219, the variation pattern command "11H" associated with the "3-second variation" variation pattern is determined; when the variation pattern random number is 220 to 239, the variation pattern command "12H" associated with the "20-second variation" variation pattern is determined; when the variation pattern random number is 240 to 249, the variation pattern command "13H" associated with the "60-second variation" variation pattern is determined.
[0171] Also, when the big win symbols X1, X2, X3, X4, X5, or X6 are determined, regardless of the current number of holds, when the variable pattern random number is 0 to 24, the variable pattern command "1AH" associated with the "20 - second variation" variable pattern is determined, and when the variable pattern random number is 25 to 249, the variable pattern command "1BH" associated with the "60 - second variation" variable pattern is determined.
[0172] Also, when the time - shortened symbol J1 or J2 is determined, regardless of the current number of holds, when the variable pattern random number is 0 to 249, the variable pattern command "1CH" associated with the "13 - second variation" variable pattern is determined.
[0173] As shown in FIG. 12(a), according to the table MP3 referred to during the low - probability time - shortened game state LJT2, when the losing symbol Z1 or Z2 is determined and the current number of holds is 0 or 1, when the variable pattern random number is 0 to 219, the variable pattern command "20H" associated with the "13 - second variation" variable pattern is determined, when the variable pattern random number is 220 to 239, the variable pattern command "22H" associated with the "20 - second variation" variable pattern is determined, and when the variable pattern random number is 240 to 249, the variable pattern command "23H" associated with the "45 - second variation" (the variation time of the first half is 13 seconds and the variation time of the second half is 32 seconds) variable pattern is determined.
[0174] Also, when the losing symbol Z1 or Z2 is determined and the current number of holds is 2 or more, when the variable pattern random number is 0 to 219, the variable pattern command "21H" associated with the "2 - second variation" (the variable pattern with the variation time of the first half set to 0 seconds and the variation time of the second half set to 2 seconds) variable pattern is determined, when the variable pattern random number is 220 to 239, the variable pattern command "22H" associated with the "20 - second variation" variable pattern is determined, and when the variable pattern random number is 240 to 249, the variable pattern command "23H" associated with the "45 - second variation" variable pattern is determined.
[0175] Also, when the jackpot symbols X1, X2, X3, X4, X5 or X6 are determined, regardless of the number of holds at the current time, when the variable pattern random number is 0 to 24, the variable pattern command "2AH" with the variable pattern of "20-second variation" is determined, and when the variable pattern random number is 25 to 249, the variable pattern command "2BH" with the variable pattern of "45-second variation" is determined.
[0176] Also, when the short-time symbol J1 or J2 is determined and the number of holds at the current time is 0 or 1, when the variable pattern random number is 0 to 219, the variable pattern command "2CH" with the variable pattern of "13-second variation" is determined, when the variable pattern random number is 220 to 239, the variable pattern command "2EH" with the variable pattern of "20-second variation" is determined, and when the variable pattern random number is 240 to 249, the variable pattern command "2FH" with the variable pattern of "45-second variation" is determined. Also, when the short-time symbol J1 or J2 is determined and the number of holds at the current time is 2 or more, when the variable pattern random number is 0 to 219, the variable pattern command "2DH" with the variable pattern of "2-second variation" is determined, when the variable pattern random number is 220 to 239, the variable pattern command "2EH" with the variable pattern of "20-second variation" is determined, and when the variable pattern random number is 240 to 249, the variable pattern command "2FH" with the variable pattern of "45-second variation" is determined.
[0177] As shown in FIG. 12(b), according to the table MP4 referred to during the high-probability short game state, when a losing symbol Z1 or Z2 is determined and the current number of holds is 0 or 1, if the variation pattern random number is 0 to 219, a variation pattern command "30H" associated with a "13-second variation" variation pattern is determined; if the variation pattern random number is 220 to 239, a variation pattern command "32H" associated with a "20-second variation" variation pattern is determined; if the variation pattern random number is 240 to 249, a variation pattern command "33H" associated with a "45-second variation" variation pattern is determined.
[0178] Also, when a losing symbol Z1 or Z2 is determined and the current number of holds is 2 or more, if the variation pattern random number is 0 to 219, a variation pattern command "31H" associated with a variation pattern of "1-second variation" (a variation pattern where the variation time of the first half is set to 0 seconds and the variation time of the second half is set to 1 second) is determined; if the variation pattern random number is 220 to 239, a variation pattern command "32H" associated with a "20-second variation" variation pattern is determined; if the variation pattern random number is 240 to 249, a variation pattern command "33H" associated with a "45-second variation" variation pattern is determined.
[0179] Also, when a jackpot symbol X1, X2, X3, X4, X5, or X6 is determined, regardless of the current number of holds, if the variation pattern random number is 0 to 24, a variation pattern command "3AH" associated with a "20-second variation" variation pattern is determined; if the variation pattern random number is 25 to 249, a variation pattern command "3BH" associated with a "45-second variation" variation pattern is determined.
[0180] Also, when the short-time symbol J1 or J2 is determined and the number of holds at the current time is 0 or 1, if the variation pattern random number is 0 to 219, the variation pattern command "3CH" with the "13-second variation" pattern is determined; if the variation pattern random number is 220 to 239, the variation pattern command "3EH" with the "20-second variation" pattern is determined; if the variation pattern random number is 240 to 249, the variation pattern command "3FH" with the "45-second variation" pattern is determined. Also, when the short-time symbol J1 or J2 is determined and the number of holds at the current time is 2 or more, if the variation pattern random number is 0 to 219, the variation pattern command "3DH" with the "1-second variation" pattern is determined; if the variation pattern random number is 220 to 239, the variation pattern command "3EH" with the "20-second variation" pattern is determined; if the variation pattern random number is 240 to 249, the variation pattern command "3FH" with the "45-second variation" pattern is determined.
[0181] The variation pattern command determined as above is transmitted to the sub-control board 300, and based on the variation pattern command, the specific form of the first half of the variation effect and the specific form of the second half of the variation effect are determined. Then, the variation effect is executed according to the specific form determined in this way, and the sum of the variation time of the first half and the variation time of the second half set in the variation pattern command is the time from the start to the end of the variation effect (the variation display of the special symbol). For example, when the determined variation pattern command is "02H" (the variation time of the first half is 13 seconds and the variation time of the second half is 7 seconds), the total value of 20 seconds (= 13 seconds + 7 seconds) of the variation time of the first half and the variation time of the second half is the variation time of the entire variation effect (the entire variation display of the special symbol). Note that for the variable pattern commands of "00H", "01H", "0EH", "0FH", "10H", "11H", "1CH", "20H", "21H", "2CH", "2DH", "30H", "31H", "3CH", "3DH", "0 seconds" is defined as the variable time for the first half. When these variable pattern commands are determined, the entire variable effect is executed in a manner defined according to the corresponding variable pattern command during the variable time of the second half.
[0182] Also, based on the above-mentioned variable time, a variable effect is performed by the effect display device 21, and a variable display of a special symbol is performed by the special symbol display device (the first special symbol display device 30 or the second special symbol display device 31). Specifically, when the start winning opening into which the game ball has entered is the first start winning opening 15, the first special symbol display device 30 is blinked during the above-mentioned variable time, and when the start winning opening into which the game ball has entered is the second start winning opening 16, the second special symbol display device 31 is blinked during the above-mentioned variable time. Then, after the elapse of the variable time and until the stop display time described later elapses, the determined special symbol is stopped and displayed.
[0183] Note that regarding the mode of the variable effect, instead of determining either the mode of the first half or the mode of the second half of the variable effect based on the variable pattern command, other commands are determined in addition to the variable pattern command, and the mode of the first half of the variable effect is determined based on one of the commands, and the mode of the second half of the variable effect is determined based on another command. Also, the variable effect may not be divided into the first half and the second half, but may be divided into more parts, and the mode of each part is determined based on the corresponding command.
[0184] The stop display time table 115 is for determining the stop display time for stopping and displaying the special symbol after the variable display of the special symbol ends, as described above. In this stop display time table 115, stop display times are determined according to the current game state (the game state at the time of executing the win / loss lottery) and the type of special symbol determined as described above. The main CPU 101 refers to this stop display time table 115 and determines the stop display time according to the current game state and the determined special symbol. Then, when the variable display of the special symbol ends (stops), the special symbol will be stopped and displayed until the determined stop display time elapses. As shown in FIG. 13, according to the stop display time table 115, when the current game state is the normal game state, if a losing symbol Z1 or Z2 is determined, a stop display time of 0.5 seconds is determined; if a big win symbol X1, X2, X3, X4, X5, or X6 is determined, a stop display time of 0.5 seconds is determined; and if a time-saving symbol J1 or J2 is determined, a stop display time of 20 seconds is determined. Also, when the current game state is the low-probability time-saving game state LJT1, the low-probability time-saving game state LJT2, or the high-probability time-saving game state, if a losing symbol Z1 or Z2 is determined, if a big win symbol X1, X2, X3, X4, X5, or X6 is determined, and if a time-saving symbol J1 or J2 is determined, in all cases, a stop display time of 0.5 seconds is determined.
[0185] Next, the processing related to the normal symbol game will be described. In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 passes through the gate 20, a lottery for a normal symbol is performed to determine whether to operate the movable piece 16b to project the movable piece 16b. When a win is obtained by this lottery of the normal symbol, for a predetermined operating time, the movable piece 16b is in a projected state, so that the game ball flowing down to the upper right end of the movable piece 16b is guided to the second start winning opening 16, and it becomes possible for the game ball to enter the second start winning opening 16. This lottery of the normal symbol is performed based on a win determination random number obtained when the game ball passes through the gate 20 and a win determination random number determination table 116 stored in the main ROM 102 for determining the random number.
[0186] When the game ball passes through gate 20, the above-mentioned hit determination random number is acquired, and the random number value is stored in the general pattern reservation storage area of the main RAM 103 with a maximum of four. Specifically, this general pattern reservation storage area is composed of a total of four storage parts from the first storage part to the fourth storage part, and is stored from the first storage part in the order of passing through gate 20. Also, when the hit determination random number has already been stored in some storage parts, the hit determination random number is stored in the storage part with the smallest number among the empty storage parts. And when four hit determination random numbers have already been stored in the general pattern reservation storage area, even if the game ball passes through gate 20, the hit determination random number related to this passage is not stored in the general pattern reservation storage area. In addition, in the pachinko machine P according to this embodiment, a hardware random number built in the main control board 100 is used as the hit determination random number. This hit determination random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence makes a round, and the start value is changed every time the system is reset. Also, in the pachinko machine P according to this embodiment, the number of hit determination random numbers stored in the general pattern reservation storage area (hereinafter also referred to as the general pattern reservation number) is stored in a general pattern reservation counter (not particularly shown).
[0187] The hit determination random number determination table 116 is for determining whether it is a hit by lottery of the normal symbol. As shown in FIGS. 14(a) to (c), it includes a first determination table 116a referred to during the non-time shortening game state (that is, during the normal game state), a second determination table 116b referred to during the time shortening game state JT1 (that is, during the low probability time shortening game state LJT1), and a third determination table 116c referred to during the time shortening game state JT2 (that is, during the low probability time shortening game state LJT2 or the high probability time shortening game state). Although not particularly shown, the first determination table 116a is also referred to during the special game. In the pachinko machine P according to this embodiment, when a game ball passes through the gate 20, one winning determination random number is acquired within the numerical range of 0 to 65535. Then, if the game state at the time of performing the normal symbol lottery is a non-time-limited game state, the first determination table 116a is selected, and the normal symbol lottery is performed based on the acquired winning determination random number and the selected first determination table 116a. Also, if the game state at the time of performing the normal symbol lottery is the time-limited game state JT1, the second determination table 116b is selected, and the normal symbol lottery is performed based on the acquired winning determination random number and the selected second determination table 116b. Further, if the game state at the time of performing the normal symbol lottery is the time-limited game state JT2, the third determination table 116c is selected, and the normal symbol lottery is performed based on the acquired winning determination random number and the selected third determination table 116c.
[0188] As shown in FIG. 14(a), according to the first determination table 116a, when the winning determination random number is 1 to 65500, it is determined as a win, and when the winning determination random number is other than this (0, 65501 to 65535), it is determined as a loss. Therefore, the probability of winning in this first determination table 116a is approximately 99 / 100. As shown in FIG. 14(b), according to the second determination table 116b, similar to the first determination table 116a, when the winning determination random number is 1 to 65500, it is determined as a win, and when the winning determination random number is other than this (0, 65501 to 65535), it is determined as a loss. Therefore, the probability of winning in this second determination table 116b is also approximately 99 / 100, similar to the first determination table 116a. As shown in FIG. 14(c), according to the third determination table 116c, similar to the first determination table 116a and the second determination table 116b, when the winning determination random number is 1 to 65500, it is determined as a win, and when the winning determination random number is other than this (0, 65501 to 65535), it is determined as a loss. Therefore, the probability of winning in this third determination table 116c is also approximately 99 / 100, similar to the first determination table 116a and the second determination table 116b. As described above, in the pachinko machine P according to this embodiment, the probability of winning by the lottery of the normal symbol is set to be the same in any gaming state. In addition, when winning by the lottery of the normal symbol, a winning symbol is determined, and when losing, a losing symbol is determined.
[0189] Further, the pachinko machine P according to this embodiment includes a normal symbol variation pattern determination table 117 and a movable piece operation control table 118 as tables for determining the variation pattern of the normal symbol and controlling the operation of the movable piece 16b.
[0190] The normal symbol variation pattern determination table 117 is for determining the variation pattern of the normal symbol. As described above, when the lottery of the normal symbol is performed by the game ball passing through the gate 20, the variation pattern of the normal symbol is determined based on this normal symbol variation pattern determination table 117. In the pachinko machine P according to this embodiment, as shown in FIG. 15, when the gaming state is a non-time-limited gaming state, a variation pattern of the normal symbol with a variation time of 10 seconds is determined. When the gaming state is a time-limited gaming state JT1, a variation pattern of the normal symbol with a variation time of 9.5 seconds, which is slightly shorter than the non-time-limited gaming state, is determined. When the gaming state is a time-limited gaming state JT2, a variation pattern of the normal symbol with a variation time of 1 second, which is extremely shorter than the non-time-limited gaming state and the time-limited gaming state JT1, is determined. Although not particularly shown, during special games, similar to the non-time-limited gaming state, a variation pattern of the normal symbol with a variation time of 10 seconds is determined. Then, when the variation pattern of the normal symbol is determined, the normal symbol display device 32 (see FIG. 3A) blinks for the variation time set in this variation pattern of the normal symbol. When winning by the lottery of the normal symbol and a winning symbol is determined, the normal symbol display device 32 lights up, and when losing and a losing symbol is determined, the normal symbol display device 32 turns off. In this specification, the blinking display of the normal symbol display device 32 is referred to as "variation of normal symbols", and the lighting or extinguishing of the normal symbol display device 32 is referred to as "stop display of normal symbols", "stop of variation of normal symbols", "stop of variation of normal symbols", etc.
[0191] Also, the movable piece operation control table 118 is referred to in order to control the operation of the movable piece 16b provided in the second start winning opening 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 lights up, the movable piece 16b operates in a manner defined in the movable piece operation control table 118. Specifically, when the game state is a non-time-limited game state, as shown in FIG. 16, the movable piece solenoid 16c is energized for 0.05 seconds (= 0.05 seconds × 1 time), so that the movable piece 16b is in a protruding state for 0.05 seconds. Also, when the game state is the time-limited game state JT1, as shown in FIG. 16, the movable piece solenoid 16c is energized for 0.08 seconds (= 0.08 seconds × 1 time), so that the movable piece 16b is in a protruding state for 0.08 seconds, which is slightly longer than the non-time-limited game state. Also, when the game state is the time-limited game state JT2, as shown in FIG. 16, the movable piece solenoid 16c is energized for 3 seconds (= 3 seconds × 1 time), so that the movable piece 16b is in a protruding state for 3 seconds, which is longer than the non-time-limited game state and the time-limited game state JT1. Although not particularly shown, during special games, the movable piece 16b is in a protruding state for 0.05 seconds, similar to the non-time-limited game state.
[0192] As described above, during the non-time-limited game state (normal game state), in the regular symbol lottery executed when the game ball passes through gate 20, it hits with an extremely high probability, and the movable piece 16b often enters the protruding state. However, since the variation time of the regular symbol is 10 seconds and the operating time of the movable piece 16b is 0.05 seconds, the time from when the movable piece 16b is in the retracted state to when it enters the protruding state is long (the interval from when it enters the protruding state to the next time it enters the protruding state is long), and the time the movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time maintained in this protruding state is shorter than approximately 0.3 seconds, which is the above-mentioned opening arrival time (the time until the game ball at the right end of the upper surface of the movable piece 16b reaches the opening of the second start winning opening 16). Therefore, during the non-time-limited game state, almost the movable piece 16b is in the retracted state, and even if it enters the protruding state, the game ball at the right end of the upper surface of the movable piece 16b enters the retracted state before reaching the opening of the second start winning opening 16. Therefore, in principle, it is impossible for the game ball that has entered the second game area 12b to enter the second start winning opening 16.
[0193] Also, during the time-limited game state JT1 (low-probability time-limited game state LJT1), since the probability of hitting in the regular symbol lottery is the same as that during the non-time-limited game state, similar to the non-time-limited game state, the movable piece 16b often enters the protruding state. However, since the variation time of the regular symbol is 9.5 seconds and the operating time of the movable piece 16b is 0.08 seconds, similar to the non-time-limited game state, the time from when the movable piece 16b is in the retracted state to when it enters the protruding state is long, and the time the movable piece 16b is maintained in the protruding state is extremely short. Furthermore, the time maintained in this protruding state is shorter than the above-mentioned opening arrival time (approximately 0.3 seconds). Therefore, although there are some differences in the variation time of the regular symbol and the operating time of the movable piece 16b between the non-time-limited game state and the time-limited game state JT1, during the time-limited game state JT1 as well, almost the movable piece 16b is in the retracted state, and even if it enters the protruding state, the game ball at the right end of the upper surface of the movable piece 16b enters the retracted state before reaching the opening of the second start winning opening 16. Therefore, in principle, it is impossible for the game ball that has entered the second game area 12b to enter the second start winning opening 16.
[0194] On the other hand, during the time-saving game state JT2 (including the low-probability time-saving game state LJT2 and the high-probability time-saving game state), since the probability of winning in the ordinary symbol lottery is the same as that in the non-time-saving game state and the time-saving game state JT1, the movable piece 16b has many opportunities to be in the protruding state, similar to the non-time-saving game state and the time-saving game state JT1. And since the variation time of the ordinary symbol is 1 second, which is shorter than that in the non-time-saving game state and the time-saving game state JT1, and the operating time of the movable piece 16b is 3 seconds, which is longer than that in the non-time-saving game state and the time-saving game state JT1, the time from when the movable piece 16b is in the retracted state to when it becomes the protruding state is shorter, and the time the movable piece 16b is maintained in the protruding state is longer, compared to the non-time-saving game state and the time-saving game state JT1. Furthermore, the time maintained in this protruding state is longer than the above-mentioned opening arrival time (about 0.3 seconds). Therefore, during the time-saving game state JT2, the period when the movable piece 16b is in the protruding state becomes longer, and the game ball on the upper right end of the movable piece 16b can be guided to the opening of the second start winning opening 16. Thus, the game balls that enter the second game area 12b can enter the second start winning opening 16 with a high frequency.
[0195] As described above, in the pachinko machine P according to this embodiment, in any of the non-time-saving game state, the time-saving game state JT1, and the time-saving game state JT2, although the probability of winning by the ordinary symbol lottery is generally set extremely high, by varying the variation time of the ordinary symbol and the operating time of the movable piece 16b, the possibility of the game ball entering the second start winning opening 16 changes. In the pachinko machine P according to this embodiment, in both the non-time-saving game state and the time-saving game state JT1, although it is impossible for the game ball to enter the second start winning opening 16, during the time-saving game state JT2, the game ball can enter the second start winning opening 16 with a high frequency. Therefore, during the time-saving game state JT2 (including the low-probability time-saving game state LJT2 and the high-probability time-saving game state), since the prize balls based on the entry of the game ball into the second start winning opening 16 can be frequently obtained, while suppressing the decrease of the game balls accompanying the progress of the game, compared to the non-time-saving game state (normal game state) and the time-saving game state JT1 (low-probability time-saving game state LJT1), more opportunities for win-lose lottery per predetermined time can be obtained.
[0196] Further, in the pachinko machine P according to this embodiment, during the short-time game state JT2, control is performed so that the average variation time of the special symbol becomes shorter compared to during the non-short-time game state and during the short-time game state JT1 (the so-called operation of the special symbol variation shortening function) (see FIGS. 11 and 12). As a result, combined with the change in the frequency of the game balls entering the second start winning opening 16 described above, during the short-time game state JT2, compared to during the non-short-time game state and during the short-time game state JT1, the win / loss lottery and the variation display of the special symbol are more likely to be executed. That is, the frequency of executing the win / loss lottery (in other words, the frequency of executing the variation display of the special symbol) changes.
[0197] Note that in order to change the possibility of game balls entering the second start winning opening 16, the frequency of executing the win / loss lottery, and the frequency of the variation display of the special symbol for each game state, for each game state, one or a plurality of elements that determine the performance of the normal pattern game (the probability of winning in the normal symbol lottery, the variation time of the normal symbol, the operation time of the movable piece 16b) may be set to different contents, or all elements may be set to different contents. Further, while all elements that determine the performance of the normal pattern game are set to the same content in any game state, the average variation time of the special symbol may be set to be different for each game state.
[0198] (Outline of the processing at the time of power failure recovery in the main control board 100) As described above, when the power of the pachinko machine P is turned on from off (when recovering from a power failure), the main CPU 101 of the main control board 100 determines the control state that was staying before the power was turned off (immediately before the power failure occurred), the on or off state of the setting switch 108 at the time when the power is turned on (at the time of power failure recovery), the on or off state of the RAM clear switch 109, the on or off state of the main body frame open detection sensor 2a (opening or closing of the main body frame 2), the occurrence or non-occurrence of an abnormality in the backup process of the main RAM 103 performed when the power is turned off (hereinafter referred to as backup abnormality), and the occurrence or non-occurrence of an abnormality in the main RAM 103 (hereinafter referred to as RAM abnormality), and sets one of the control states accordingly.
[0199] (Occurrence and release of backup abnormality and RAM abnormality in the main control board 100) Here, the occurrence and release of backup abnormality and RAM abnormality in the main control board 100 will be described. When power is restored, if there is an inconsistency between the data stored in main RAM 103 at the time the power outage occurred and the data stored in main RAM 103 at the time the power outage was restored, it is determined that a backup abnormality has occurred, and if the above-mentioned inconsistency does not occur, it is determined that a backup abnormality has not occurred. This backup abnormality is highly likely to occur due to a temporary cause (for example, a failure to read or store data due to a temporary abnormality in one of the devices). In addition, when a new main ROM 102, main RAM 103, etc. are installed and the power supply of the pachinko machine P is turned on, a backup abnormality is bound to occur because the backup process has not been executed before that.
[0200] Moreover, if it becomes impossible to read or write data within the used area of the main RAM 103, it is determined that a RAM abnormality has occurred. In the pachinko machine P according to this embodiment, only the used area is judged to have a RAM abnormality, and if data cannot be read or written in the unused area, it is not judged that a RAM abnormality has occurred. It is also possible to judge whether a RAM abnormality has occurred not only in the used area, but also in both the used area and the unused area. Then, when set in this way, if data cannot be read or written in at least either the used area or the unused area, it is judged that a RAM abnormality has occurred, and the processing described below (initialization processing in the event of an abnormality, setting of a game stop state) may be performed. This RAM abnormality is highly likely to occur due to an abnormality in the hardware itself, such as chip damage, and requires replacement or repair of the main RAM 103.
[0201] When a backup abnormality occurs at power-off restoration, an initialization process during abnormality is executed and a game stop state based on the occurrence of the backup abnormality is set, except when the following setting change conditions are satisfied. When a RAM abnormality occurs at power-off restoration, an initialization process during abnormality is executed and a game stop state based on the occurrence of the RAM abnormality is set. When both a backup abnormality and a RAM abnormality occur repeatedly, an initialization process during abnormality is executed and a game stop state based on the occurrence of the RAM abnormality is set with priority given to the backup abnormality. As will be described later, in the initialization process during abnormality that is executed when a game stop state is set, all data stored in the main RAM 103 (that is, all data stored in the used area and unused area, specifically, setting values, game machine state flags, test signal information, checksum, backup flags, error information, various data related to the progress of the game, game performance data) is cleared.
[0202] When a game stop state based on the occurrence of a backup abnormality is set, at power-off restoration, a setting change state is set by satisfying the setting change conditions (specifically, the setting switch 108 is on, the RAM clear switch 109 is on, and the main body frame open detection sensor 2a is on) for setting the control state to the setting change state, and then the game playable state is set when the setting switch 108 is turned off. On the other hand, when the setting change conditions are not satisfied, the game remains in the game stop state. When a game stop state based on the occurrence of a RAM abnormality is set, at power-off restoration, a setting change state is set by satisfying the setting change conditions in a state where the RAM abnormality has been cleared (when the main RAM 103 has been replaced or repaired and there is no RAM abnormality), and then the game playable state is set when the setting switch 108 is turned off. On the other hand, when the RAM abnormality has not been cleared at power-off restoration or when the setting change conditions are not satisfied, the game remains in the game stop state. That is, in the pachinko machine P according to this embodiment, when a game stop state is set based on the occurrence of a backup abnormality or a RAM abnormality, even if the power is turned on again, the game playable state is not directly set. Instead, through a setting change state set by turning on the power in a state where the setting change conditions are met, the game playable state is set (the machine transitions to the game playable state).
[0203] (Setting of the control state at power failure recovery) Hereinafter, with reference to FIGS. 17 to 18, the control state set at power failure recovery will be specifically described. (1) When, at power failure recovery, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, and there is no occurrence of a backup abnormality or a RAM abnormality In this case, as shown in FIG. 17, regardless of whether the control state immediately before the power failure was the game playable state, the setting change state, the setting confirmation state, or the game stop state, at power failure recovery, the control state immediately before the power failure is set. That is, the control state at power failure recovery remains the control state where it stayed immediately before the power failure. Also, when the control state immediately before the power failure was the game playable state and a special game was in progress, the special game is resumed at power failure recovery. Note that in the pachinko machine P according to this embodiment, in principle, it stays in the setting change state or the setting confirmation state only while the setting switch 108 is on. In the above case, when the control state immediately before the power failure was the setting change state, the setting change state is set at power failure recovery, and when the control state immediately before the power failure was the setting confirmation state, the setting confirmation state is set at power failure recovery. However, since the setting switch 108 is off, the game playable state is set (changed to the game playable state) immediately after the setting change state or the setting confirmation state is set.
[0204] (2) When, at power failure recovery, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, and there is no occurrence of a backup abnormality or a RAM abnormality Also in this case, as shown in FIG. 17, regardless of whether the control state immediately before the power failure was a playable state, a setting change state, a setting confirmation state, or a game stop state, the control state immediately before the power failure is set at the time of power failure recovery. Further, when the control state immediately before the power failure was a playable state and a special game was in progress, the special game is resumed at the time of power failure recovery. Also in this case, when the setting change state or the setting confirmation state is set at the time of power failure recovery, the playable state is not set immediately thereafter.
[0205] (3) When, at the time of power failure recovery, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, and no backup abnormality or RAM abnormality has occurred In this case, as shown in FIG. 17, when the control state immediately before the power failure was a playable state or a setting confirmation state, at the time of power failure recovery, normal initialization processing is performed based on the fact that the RAM clear switch 109 is on, and the playable state is set. Also, when the control state immediately before the power failure was a setting change state, at the time of power failure recovery, normal initialization processing is performed and the setting change state is set. Also, when the control state immediately before the power failure was a game stop state, the game stop state is set at the time of power failure recovery. Also, as will be described later, in the normal initialization processing executed based on the fact that the RAM clear switch 109 is on, the data stored in the second to fourth regions in the used area of the main RAM 103 (that is, the checksum, backup flag, error information, various data related to the progress of the game) is cleared. Therefore, when the control state immediately before the power failure was a playable state, if a hold was stored or during the variable display of the special symbol or the normal symbol, the stored hold is cleared and the variable display of the special symbol or the normal symbol is reset. When a special game was in progress, this special game is also reset. Also, when the control state immediately before the power failure is the setting change state and the setting value is being changed, the setting value is not cleared in the above-described normal initialization process. Therefore, even in the setting change state set after the power failure recovery, the setting value being changed immediately before the power failure (the setting value stored in the main RAM 103) is maintained as it is. Then, the playable state is set immediately after the setting change state is set. As a result, the setting change state ends, and the setting value being changed will be determined as described later.
[0206] (4) When, at the time of power failure recovery, the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, and there is no occurrence of backup abnormality and no occurrence of RAM abnormality Also in this case, as shown in FIG. 17, when the control state immediately before the power failure is the playable state or the setting confirmation state, normal initialization processing is performed at the time of power failure recovery, and the playable state is set. Also, when the control state immediately before the power failure is the setting change state, normal initialization processing is performed at the time of power failure recovery, and the setting change state is set. Also, when the control state immediately before the power failure is the game stop state, the game stop state is set at the time of power failure recovery. Also, when the control state immediately before the power failure is the playable state and there is a stored reservation or during the variable display of the special symbol or the normal symbol, the stored reservation is cleared, and the variable display of the special symbol or the normal symbol is reset. When in the middle of a special game, this special game is also reset. Also, when the control state immediately before the power failure is the setting change state and the setting value is being changed, even in the setting change state set after the power failure recovery, the setting value being changed immediately before the power failure is maintained as it is. And since the playable state is not set immediately after the setting change state is set and the setting change state does not end, the setting value being changed is not determined at this point.
[0207] (5) When, at the time of power failure recovery, the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, and there is no occurrence of backup abnormality and no occurrence of RAM abnormality In this case, as shown in FIG. 17, regardless of whether the control state immediately before the power failure was a playable state, a setting change state, a setting confirmation state, or a game stop state, the control state immediately before the power failure is set at the time of power failure recovery. Also, when the control state immediately before the power failure was a playable state and a special game was in progress, the special game is resumed at the time of power failure recovery. Also, the playable state is set immediately after the setting change state or the setting confirmation state is set.
[0208] (6) When, at the time of power failure recovery, the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, and there is no occurrence of backup abnormality or RAM abnormality In this case, as shown in FIG. 17, when the control state immediately before the power failure was a playable state or a setting confirmation state, the setting confirmation state is set at the time of power failure recovery. Also, when the control state immediately before the power failure was a setting change state, the setting change state is set at the time of power failure recovery. Also, when the control state immediately before the power failure was a game stop state, the game stop state is set at the time of power failure recovery. Also, when the control state immediately before the power failure was a playable state and a special game was in progress, the setting confirmation state is set at the time of power failure recovery, and then the special game is resumed when the setting switch 108 is turned off. Also, the playable state is not set immediately after the setting change state is set.
[0209] (7) When, at the time of power failure recovery, the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, and there is no occurrence of backup abnormality or RAM abnormality In this case, as shown in FIG. 17, when the control state immediately before the power failure was the playable state or the setting confirmation state, normal initialization processing is performed at the time of power failure recovery, and the playable state is set. Also, when the control state immediately before the power failure was the setting change state, normal initialization processing is performed at the time of power failure recovery, and the setting change state is set. Further, when the control state immediately before the power failure was the game stop state, the game stop state is set at the time of power failure recovery. Also, when the control state immediately before the power failure was the playable state and there was a stored hold or the variable display of the special symbol or the normal symbol was in progress, the stored hold is cleared, and the variable display of the special symbol or the normal symbol is reset. When a special game was in progress, this special game is also reset. Also, when the control state immediately before the power failure was the setting change state and the setting value was being changed, the setting value being changed immediately before the power failure is maintained as it is even in the setting change state set after the power failure recovery. And the playable state is set immediately after the setting change state is set. As a result, the setting change state ends, and the setting value being changed is determined.
[0210] (8) When the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, and there is no occurrence of backup abnormality and no occurrence of RAM abnormality at the time of power failure recovery In this case, as shown in FIG. 17, regardless of whether the control state immediately before the power failure was the playable state, the setting confirmation state, or the game stop state, normal initialization processing is executed at the time of power failure recovery, and the setting change state is set. Also, when the control state immediately before the power failure was the playable state and there was a stored hold or the variable display of the special symbol or the normal symbol was in progress, the stored hold is cleared, and the variable display of the special symbol or the normal symbol is reset. When a special game was in progress, this special game is also reset. Also, when the control state immediately before power-off is the setting change state and the setting value is being changed, even in the setting change state set after power-off recovery, the setting value being changed immediately before power-off is maintained as it is. And since the playable state is not set immediately after the setting change state is set and the setting change state does not end, the setting value being changed is not determined at this point.
[0211] (9) When power-off recovery occurs and there is a backup abnormality but no RAM abnormality (excluding the case where the setting switch 108, the RAM clear switch 109, and the main body frame open detection sensor 2a are all on). That is, when power-off recovery occurs, if the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, there is a backup abnormality, and no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, there is a backup abnormality, and no RAM abnormality; if the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, there is a backup abnormality, and no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, there is a backup abnormality, and no RAM abnormality; if the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, there is a backup abnormality, and no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, there is a backup abnormality, and no RAM abnormality; if the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, there is a backup abnormality, and no RAM abnormality, in any of these cases, regardless of whether the control state immediately before power-off is the playable state, the setting change state, the setting confirmation state, or the game stop state, at the time of power-off recovery, the abnormal initialization process is executed and the game stop state based on the occurrence of the backup abnormality is set (see Figure 17).
[0212] (10) When the power is cut and restored, if the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, there is a backup abnormality, and there is no RAM abnormality In this case, as shown in FIG. 17, regardless of whether the control state immediately before the power cut is the playable state, the setting change state, the setting confirmation state, or the game stop state, at the time of power cut restoration, the initialization process at the time of abnormality is executed and the setting change state is set. Also, when the control state immediately before the power cut is the playable state, if there is a reservation stored or during the variable display of the special symbol or the normal symbol, the stored reservation is cleared and the variable display of the special symbol or the normal symbol is reset. When in the middle of a special game, this special game is also reset. Also, in the pachinko machine P according to this embodiment, in this case (when there is a backup abnormality at the time of power cut restoration), in the initialization process at the time of abnormality executed at the time of power cut restoration, the setting value is also cleared. Therefore, when the control state immediately before the power cut is the setting change state and the setting value is being changed, in the setting change state set after the power cut restoration, the setting value being changed immediately before the power cut (the setting value stored in the main RAM 103) is not maintained, and the setting value stored in the main RAM 103 is changed to a preset setting value (in this embodiment, "1") as the initial value. Note that the playable state is not set immediately after the setting change state is set and the setting change state does not end, so the setting value is not determined at this point.
[0213] (11) When the power is cut and restored, if the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, there is no backup abnormality, and there is a RAM abnormality In this case, as shown in FIG. 18, regardless of whether the control state immediately before the power cut is the playable state, the setting change state, the setting confirmation state, or the game stop state, at the time of power cut restoration, the initialization process at the time of abnormality is executed and the game stop state based on the occurrence of the RAM abnormality is set. In the pachinko machine P according to this embodiment, when no backup abnormality has occurred, there are cases where, even though a RAM abnormality has occurred, it cannot be detected (discovered). Further, the determination target for the occurrence of a RAM abnormality is only within the used area, and when data reading and writing are impossible in the unused area, it is not determined that a RAM abnormality has occurred. Thus, when a RAM abnormality cannot be detected or when it is not determined that a RAM abnormality has occurred, as if no RAM abnormality has occurred, the control state at power-off recovery is set in the same manner as in case (1) above.
[0214] (12) When, at power-off recovery, the setting switch 108 is ON, the RAM clear switch 109 is OFF, the main body frame open detection sensor 2a is OFF, no backup abnormality has occurred, and a RAM abnormality has occurred Also in this case, as shown in FIG. 18, regardless of whether the control state immediately before power-off was a playable state, a setting change state, a setting confirmation state, or a game stop state, at power-off recovery, an initialization process during abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Further, when a RAM abnormality cannot be detected or when it is not determined that a RAM abnormality has occurred, as if no RAM abnormality has occurred, the control state at power-off recovery is set in the same manner as in case (2) above.
[0215] (13) When, at power-off recovery, the setting switch 108 is OFF, the RAM clear switch 109 is ON, the main body frame open detection sensor 2a is OFF, no backup abnormality has occurred, and a RAM abnormality has occurred Also in this case, as shown in FIG. 18, regardless of whether the control state immediately before power-off was a playable state, a setting change state, a setting confirmation state, or a game stop state, at power-off recovery, an initialization process during abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Further, when a RAM abnormality cannot be detected or when it is not determined that a RAM abnormality has occurred, as if no RAM abnormality has occurred, the control state at power-off recovery is set in the same manner as in case (3) above.
[0216] (14) When the power is restored after a power failure, if the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, there is no backup abnormality, and there is a RAM abnormality Also in this case, as shown in FIG. 18, regardless of whether the control state immediately before the power failure was the playable state, the setting change state, the setting confirmation state, or the game stop state, when the power is restored, the initialization process during abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Further, when a RAM abnormality cannot be detected or when it is not determined that a RAM abnormality has occurred, the control state at the time of power restoration is set in the same manner as in the case of (4) above, assuming that no RAM abnormality has occurred.
[0217] (15) When the power is restored after a power failure, if the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, there is no backup abnormality, and there is a RAM abnormality Also in this case, as shown in FIG. 18, regardless of whether the control state immediately before the power failure was the playable state, the setting change state, the setting confirmation state, or the game stop state, when the power is restored, the initialization process during abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Further, when a RAM abnormality cannot be detected or when it is not determined that a RAM abnormality has occurred, the control state at the time of power restoration is set in the same manner as in the case of (5) above, assuming that no RAM abnormality has occurred.
[0218] (16) When the power is restored after a power failure, if the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, there is no backup abnormality, and there is a RAM abnormality Also in this case, as shown in FIG. 18, regardless of whether the control state immediately before the power failure was the playable state, the setting change state, the setting confirmation state, or the game stop state, when the power is restored, the initialization process during abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Also, when a RAM abnormality cannot be detected or is not determined to have occurred, it is assumed that no RAM abnormality has occurred, and the control state at power-off recovery is set in the same manner as in case (6) above.
[0219] (17) When, at power-off recovery, setting switch 108 is off, RAM clear switch 109 is on, main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred Also in this case, as shown in FIG. 18, regardless of whether the control state immediately before power-off was a playable state, a setting change state, a setting confirmation state, or a game stop state, at power-off recovery, an initialization process during abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Also, when a RAM abnormality cannot be detected or is not determined to have occurred, it is assumed that no RAM abnormality has occurred, and the control state at power-off recovery is set in the same manner as in case (7) above.
[0220] (18) When, at power-off recovery, setting switch 108 is on, RAM clear switch 109 is on, main body frame open detection sensor 2a is on, no backup abnormality has occurred, and a RAM abnormality has occurred Also in this case, as shown in FIG. 18, regardless of whether the control state immediately before power-off was a playable state, a setting change state, a setting confirmation state, or a game stop state, at power-off recovery, an initialization process during abnormality is executed, and a game stop state based on the occurrence of a RAM abnormality is set. Also, when a RAM abnormality cannot be detected or is not determined to have occurred, it is assumed that no RAM abnormality has occurred, and the control state at power-off recovery is set in the same manner as in case (8) above. Thus, in the pachinko machine P according to this embodiment, when a RAM abnormality occurs, even when the setting change conditions are satisfied, a game stop state is set with priority over the setting change state.
[0221] (19) When, at power-off recovery, a backup abnormality has occurred and a RAM abnormality has occurred That is, when power is cut off and restored, if the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is off, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is off, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is off, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is off, the main body frame open detection sensor 2a is on, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is off, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, there is a backup abnormality, and there is no RAM abnormality; if the setting switch 108 is on, the RAM clear switch 109 is on, the main body frame open detection sensor 2a is on, there is a backup abnormality, and there is no RAM abnormality, in any of these cases, regardless of whether the control state immediately before the power cut-off is a playable state, a setting confirmation state, or a game stop state, at the time of power cut-off restoration, an abnormal initialization process is executed, and a game stop state based on the occurrence of a RAM abnormality is set with priority over the game stop state based on the occurrence of a backup abnormality (see Fig. 18).
[0222] Then, when the setting confirmation state or the setting change state is set by executing the above-mentioned processes (1) to (19), in the main information display device 105, the set values stored in the main RAM 103 are displayed. Further, when the playable state is set, in the main information display device 105, game performance display information based on the game performance data stored in the main RAM 103 is displayed. Further, when the game stop state is set, in the main information display device 105, a code indicating that the game stop state is set is displayed. In addition, when the playable state is set immediately after the setting confirmation state or the setting change state is set, in the main information display device 105, the set value is displayed for an instant and then the game performance display information is displayed according to the setting of the playable state.
[0223] Also, when the setting confirmation state or the setting change state is set based on the setting switch 108 being on, then, when the setting switch 108 is turned off thereafter, a process of switching the setting confirmation state or the setting change state being set to the playable state is executed, and the playable state is set. And by setting the playable state, the display of the main information display device 105 also switches to the corresponding content.
[0224] In addition, in a pachinko machine in which multiple-stage settings are provided, during the setting of the setting change state, on the condition that the main body frame opening detection sensor 2a detects the opening of the main body frame 2, each time the push button 109a is pressed and the RAM clear switch 109 is turned on, the set values stored in the main RAM 103 are changed one step at a time. Specifically, the set value stored in the main RAM 103 is changed to a value incremented by 1. For example, in a pachinko machine P provided with setting values from “1” to “6” (six - stage setting), when the setting value stored in the main RAM 103 is “2” and the push button 109a is pressed while the main body frame 2 is open, the setting value stored in the main RAM 103 will be changed to “3”. Then, each time the push button 109a is pressed while the main body frame 2 is open, the setting value stored in the main RAM 103 is changed as “4” → “5” → “6”, and after “6”, it is changed to “1”. Note that each time the setting value stored in the main RAM 103 is changed, the display of the setting value on the main information display device 105 is also changed. And when the setting switch 108 is turned off, hereafter, the change of the setting value stored in the main RAM 103 becomes impossible. That is, at this point, the setting value stored in the main RAM 103 is determined as the new setting value. In the pachinko machine P according to this embodiment, since only one - stage setting is provided, even if the push button 109a is pressed, the setting value will not be changed. Also, the display of the setting value on the main information display device 105 will not be changed.
[0225] (Processing when an abnormal setting value occurs) In the pachinko machine P according to this embodiment, when noise or the like occurs, a situation may occur where the setting value stored in the used area of the main RAM 103 is rewritten to an abnormal value (for example, a value other than “1”). Thus, when a situation where the stored setting value becomes an abnormal value (hereinafter also referred to as setting value abnormality) occurs, it is impossible to perform a jackpot lottery based on an appropriate setting value, which may seriously affect the progress of the game. Therefore, in the pachinko machine P according to this embodiment, when the main CPU 101 determines whether a setting value abnormality has occurred at the time when the above-described jackpot lottery or normal symbol lottery is performed during a playable state, a setting value abnormality determination process is performed. And when it is determined in this setting value abnormality determination process that a setting value abnormality has occurred, the above-described initialization process at the time of abnormality is executed, and a game stop state based on the occurrence of the setting value abnormality is set. Note that in the pachinko machine P according to this embodiment, since the next jackpot lottery and the variable display of special symbols are not performed during the execution of a special game, the setting value abnormality determination process based on the jackpot lottery can be executed only when the special game is not being executed. On the other hand, since the normal symbol lottery is performed both when the special game is not being executed and when it is being executed, the setting value abnormality determination process based on the normal symbol lottery can be executed both when the special game is not being executed and when it is being executed.
[0226] When a game stop state based on the occurrence of a setting value abnormality is set, at the time of power failure recovery, a setting change state is set by satisfying the setting change condition, and then a playable state is set when the setting switch 108 is turned off. On the other hand, when the setting change condition is not satisfied, the game remains in the game stop state. That is, when a game stop state based on the occurrence of a setting value abnormality is set, similar to the case when a game stop state based on the occurrence of a backup abnormality or a RAM abnormality is set, even if the power is turned on again, the playable state is not directly set, and the playable state is set through the setting change state set by turning on the power in a state where the setting change condition is satisfied.
[0227] (Normal initialization process, initialization process at the time of abnormality, clear process) In the pachinko machine P according to this embodiment, when a game stop state is set based on the occurrence of a backup abnormality, a RAM abnormality, or a setting value abnormality, the initialization process at the time of abnormality is executed. Also, when a backup abnormality occurs at the time of power failure recovery and a setting change state is set by satisfying the setting change condition, the initialization process at the time of abnormality is also executed. In this initialization process during abnormal conditions, as described above, all the data stored in the main RAM 103 (all the data stored in the used area and unused area, specifically, set values, gaming machine state flags, test signal information, checksum, backup flag, error information, various data related to the progress of the game, gaming performance data, etc.) is cleared. In addition, when a game stop state is set based on the occurrence of backup abnormality, RAM abnormality, or set value abnormality, then, subsequently, when the setting change state is set, "1" may be automatically stored as the default set value in the used area of the main RAM 103.
[0228] Also, at the time of power failure recovery, when the RAM clear switch 109 is on and a control state other than the game stop state (playable state, setting change state, setting confirmation state) is set, except for the case where the initialization process during abnormal conditions is executed as described above (when a backup abnormality occurs at the time of power failure recovery and the setting change state is set by satisfying the setting change conditions), the normal initialization process is executed. In this normal initialization process, as described above, the data (checksum, backup flag, error information, various data related to the progress of the game) stored in the second area to the fourth area in the used area of the main RAM 103 is cleared. Also, at the time of power failure recovery, when the RAM clear switch 109 is off and the playable state or the setting confirmation state is set, a clear process for clearing a part of the main RAM 103 is executed. In this clear process, the data (that is, checksum, backup flag, error information) stored in the second area and the third area in the used area of the main RAM 103 is cleared. Note that hereinafter, the initialization process during abnormal conditions and the normal initialization process may be collectively referred to simply as RAM clear.
[0229] (Overview of various controls when a game stop state is set based on the occurrence of set value abnormality, backup abnormality, or RAM abnormality) As described above, in the pachinko machine P according to this embodiment, when noise or the like occurs during a playable state and a special drawing game, a normal drawing game, or a special game is being executed, a setting value abnormality may occur, and in some cases, a game stop state based on the occurrence of the setting value abnormality may be set. Further, during the above-described situation, for example, when an instantaneous power failure (i.e., momentary interruption) occurs and the power is restored (when the power is restored after a power cut), a backup abnormality or a RAM abnormality may occur in the main control board 100, and in some cases, a game stop state based on the occurrence of the backup abnormality or the RAM abnormality may be set. In the pachinko machine P according to this embodiment, when staying in a game stop state due to the above-described setting being performed based on the occurrence of a setting value abnormality, a backup abnormality, or a RAM abnormality, the special drawing game, the normal drawing game, and the special game that were being executed during the playable state before the game stop state was set are not performed, and the game does not proceed.
[0230] Specifically, when in a playable state and the state regarding the differential ball operation stop control described later is the pre-activation warning state, the activation warning state, or the activation notice state, when a rotation operation of the operation handle 5 is performed, the control for firing a game ball is performed by the launch payout control board 200. On the other hand, in the game stop state, even if a rotation operation of the operation handle 5 is performed, the control for firing a game ball by the launch payout control board 200 is not performed. That is, when in a playable state and the state regarding the differential ball operation stop control described later is the pre-activation warning state, the activation warning state, or the activation notice state, when a rotation operation of the operation handle 5 is performed, a game ball is fired. However, in the game stop state, even if a rotation operation of the operation handle 5 is performed, the game ball is not fired. Here, in the pachinko machine P according to this embodiment, when each control state (playable state, setting confirmation state, setting change state, game stop state) is set, the main CPU 101 of the main control board 100 transmits a state setting command indicating that each control state has been set to the launch payout control board 200 and the sub-control board 300. As a result, the launch payout control board 200 and the sub-control board 300 can also grasp the set control state.
[0231] Also, in the game stop state, the main CPU 101 of the main control board 100 is configured not to detect the entry of game balls into the first start winning opening 15 or the second start winning opening 16 or the passage of game balls through the game ball gate 20. As a result, even if a game ball enters the first start winning opening 15 or the second start winning opening 16, no jackpot lottery is conducted based on such entry, and even if a game ball passes through the gate 20, no normal symbol lottery is conducted based on such passage. Also, no new prize balls, no reservation storage of new special symbol random numbers, and no reservation storage of new normal symbol random numbers occur. Also, when a special symbol variable display, a normal symbol variable display, or a special game is being executed during the playable state, if the game stop state is set, the main CPU 101 of the main control board 100 stops the special symbol variable display, the normal symbol variable display, and the execution of the special game. In this way, in the game stop state, the main CPU 101 of the main control board 100 performs the above-described control, and thus the game does not proceed.
[0232] Also, when in the playable state and in the pre-activation warning state, activation warning state, or activation notice state, if a game ball enters the first start winning opening 15 or the second start winning opening 16, from a predetermined start time point (for example, the start time point of the special symbol variable display) after such entry to a predetermined end time point (for example, the time point when a predetermined time (for example, 3000 ms) has elapsed from the predetermined start time point), the main CPU 101 of the main control board 100 controls to transmit a winning signal to the outside of the pachinko machine P as an external signal via the external information terminal board 500. Also, when in the playable state and in the pre-activation warning state, activation warning state, or activation notice state, if a jackpot is won, from a predetermined start time point (for example, the start time point of the special game based on the winning of the jackpot) after such winning of the jackpot to a predetermined end time point (for example, the end time point of the special game based on the winning of the jackpot), the main CPU 101 of the main control board 100 controls to transmit a jackpot signal to the outside of the pachinko machine P as an external signal via the external information terminal board 500. Accordingly, even for devices outside the pachinko machine P, it is possible to grasp the variable display of special symbols, winning of a jackpot, etc. based on the entry of game balls into the first start winning opening 15 and the second start winning opening 16.
[0233] On the other hand, in the game stop state, since the game does not proceed as described above, the control for the main CPU 101 of the main control board 100 to transmit external signals such as the above-mentioned winning signals and jackpot signals to the outside of the pachinko machine P is also restricted. For example, when the game stop state occurs during the transmission of the above-mentioned winning signal, the main CPU 101 of the main control board 100 stops the variable display of the special symbols, and the main CPU 101 cannot stop the transmission of the winning signal being executed, and the winning signal remains in the transmitted state. Also, when the game stop state occurs when the above-mentioned winning signal has not been transmitted, even if game balls enter the first start winning opening 15 or the second start winning opening 16 thereafter, the main CPU 101 of the main control board 100 does not detect the entry of the balls, and the main CPU 101 cannot start the transmission of the above-mentioned winning signal. Also, when the game stop state occurs during the transmission of the above-mentioned jackpot signal, the main CPU 101 of the main control board 100 stops the execution of the special game, and the main CPU 101 cannot stop the transmission of the jackpot signal being executed, and the jackpot signal remains in the transmitted state. Also, when the game stop state occurs when the above-mentioned jackpot signal has not been transmitted, thereafter, since the main CPU 101 of the main control board 100 does not start the special game, the main CPU 101 does not start the transmission of the above-mentioned jackpot signal.
[0234] Also, when the game stop state is set, the main CPU 101 of the main control board 100 causes an error code to be displayed on the main information display device 105, transmits a state setting command (hereinafter also referred to as a game stop command) indicating that the game stop state is set to the sub-control board 300, generates a security signal indicating that the game stop state is set as an external signal, and outputs the security signal to the outside of the pachinko machine P via the external information terminal board 500. When the sub-control board 300 receives a game stop command, a predetermined game stop state setting suggestion image is displayed on the effect display device 21, a predetermined game stop state suggestion voice is output from the audio output device 10, and the front door effect lamp DL, the status notification lamp EL, and the panel effect lamp GL are lit or extinguished by a predetermined lighting pattern, thereby suggesting that the game stop state has been set. In addition, the security signal output to the outside of the pachinko machine P can be received by a hall computer or an external display device for displaying various information. As a result, the hall computer can grasp that the game stop state has been set, and the external display device can suggest that the game stop state has been set.
[0235] (Outline of control of the movable piece 16b and the opening / closing door 18b during the game stop state) Furthermore, in the pachinko machine P according to this embodiment, the operations of the movable piece 16b of the second start winning opening 16 and the opening / closing door 18b of the big winning opening 18 are restricted in the game stop state. Specifically, in the game stop state, the main CPU 101 of the main control board 100 controls not to operate the movable piece solenoid 16c that drives the movable piece 16b of the second start winning opening 16 to protrude and retract, and also controls not to operate the big winning opening solenoid 18c that drives the opening / closing door 18b of the big winning opening 18 to open and close.
[0236] As a result, for example, when the movable piece 16b of the second start winning opening 16 protrudes during the playable state, the movable piece 16b retracts when the game stop state is set, and the retracted state of the movable piece 16b is maintained during the game stop state. Also, for example, when the opening / closing door 18b of the big winning opening 18 is open during the playable state, the opening / closing door 18b closes when the game stop state is set, and the closed state of the opening / closing door 18b is maintained during the game stop state. Also, for example, if the game stop state is set after a winning result is obtained in the normal symbol lottery during the playable state and before the movable piece 16b of the second start winning opening 16 protrudes, the movable piece 16b does not protrude and remains immersed during the game stop state. Also, for example, if the special game is being executed during the playable state, and after a predetermined round game ends and the opening / closing door 18b of the big winning opening 18 closes, and then the game stop state is set before the next round game starts and the opening / closing door 18b opens, the opening / closing door 18b is not opened and remains closed during the game stop state.
[0237] (Outline of control related to payout of game balls during game stop state) In the pachinko machine P according to this embodiment, during the game stop state, the main CPU 101 performs the above-described control so that the game does not proceed. On the other hand, during the game stop state, although the control to launch the game balls by the launch payout control board 200 is stopped, the control to pay out the game balls by the launch payout control board 200 is not stopped.
[0238] Specifically, after the main CPU 101 of the main control board 100 transmits a prize ball designation command indicating that a corresponding number of prize balls are to be paid out based on the entry of game balls into the general winning opening 14, the first start winning opening 15, the second start winning opening 16, or the big winning opening 18 to the launch payout control board 200 (that is, after the launch payout control board 200 receives the prize ball designation command), even if the game stop state is set, the control to pay out the game balls by the launch payout control board 200 is executed.
[0239] As a result, for example, when prize balls are being sequentially paid out due to game balls entering the big winning opening 18 during the execution of the special game (that is, during the playable state), even if the game stop state is set, all the prize balls based on the above-mentioned ball entry are paid out. That is, even those prize balls that were obtained by game balls entering the big winning opening 18 before the game stop state was set but whose payout was not yet completed at the time when the game stop state was set are all paid out. Thus, in the pachinko machine P according to this embodiment, when a game ball enters any of the winning holes during a playable state and a game stop state is set during the payout of bonus balls based on the ball entry, although the progress of the game by the main control board 100 and the launch of the game balls by the launch payout control board 200 stop, the payout of the bonus balls by the launch payout control board 200 continues without stopping even during the game stop state.
[0240] Similarly, after the player presses the ball loan button 36 and the ball loan payout command for the game ball lending device R to pay out a predetermined number of game balls as loan balls is transmitted to the launch payout control board 200, even if a game stop state is set, the control of the payout of the game balls by the launch payout control board 200 is executed. As a result, when a predetermined number of game balls (loan balls) are being paid out by pressing the ball loan button 36, even if a game stop state is set, all of the predetermined number of game balls will be paid out. That is, even if the ball loan button 36 is pressed before the game stop state is set and the payout of the game balls is started, all of the game balls that have not yet been completely paid out at the time when the game stop state is set will also be paid out.
[0241] Also, in the pachinko machine P according to this embodiment, even during the game stop state, the operations of the game ball lending device R, the value information display device 35, the ball loan switch 36a, and the card return switch 37a are not restricted, nor is the transmission of signals and commands from these devices or the reception of signals and commands by these devices restricted. As a result, in the pachinko machine P according to this embodiment, even if the ball loan button 36 is pressed during the game stop state, all of the predetermined number of game balls will be paid out.
[0242] In addition, in the pachinko machine P according to this embodiment, even during the game stop state, the display of the value information on the value information display device 35 continues. Also, even when the ball lending button 36 is pressed during the game stop state, since the game ball lending device R transmits a subtraction command to the value information display device 35, the value information on the value information display device 35 is updated and displayed even during the game stop state. Furthermore, even when the card return button 37 is pressed during the game stop state, since the card return switch 37a transmits a return request signal to the game ball lending device R, even during the game stop state, control is performed to eject the card by the game ball lending device R.
[0243] (Outline of determination of payout-related errors during game stop state) In the pachinko machine P according to this embodiment, among the payout-related errors, for the out-of-balls error, full-ball error, payout count switch error, ball jamming error, excessive bonus ball error, radio wave error, and payout motor error, determination of occurrence (detection of occurrence) is performed on the launch payout control board 200. Also, among the payout-related errors, for the door open error, determination of occurrence (detection of occurrence) is performed on the main control board 100.
[0244] Here, when the game is in a playable state and the states related to the differential ball operation stop control described later are the pre-activation warning state, activation warning state, and activation notice state, determination of the occurrence of the corresponding errors is performed on both the main control board 100 and the launch payout control board 200. On the other hand, during the game stop state, the main CPU 101 of the main control board 100 only determines the occurrence of the door open error, and does not determine the occurrence of other errors (the above-mentioned main control-related errors) determined by the main control board 100. Specifically, even during the game stop state, when the main body frame 2 or the front door 3 is opened, a main body frame opening detection signal or a front door opening detection signal is input to the ejection payout control board 200, and based on this, a main body frame opening command or a front door opening command is transmitted from the ejection payout control board 200 to the main control board 100. When the main control board 100 receives the main body frame opening command or the front door opening command, the main CPU 101 determines that a door opening error has occurred. On the other hand, even during the game stop state, for example, when magnetism is directed at the game board 11, the magnetic detection sensor 70a detects the magnetism and outputs a magnetic detection signal to the main control board 100. However, even when the magnetic detection signal is input to the main control board 100, the main CPU 101 does not determine that a main control magnetic error has occurred. Therefore, during the game stop state, even if magnetism is directed at the game board 11, no main control magnetic error will occur. Similarly, for example, when radio waves are irradiated on the game board 11, the radio wave detection sensor 71a detects the radio waves and outputs a radio wave detection signal to the main control board 100. However, even when the radio wave detection signal is input to the main control board 100, the main CPU 101 does not determine that a main control radio wave error has occurred. Therefore, during the game stop state, even if radio waves are irradiated on the game board 11, no main control radio wave error will occur. That is, during the game stop state, even if an event that causes a main control related error occurs, the main CPU 101 does not determine that a main control related error has occurred, so no main control related error will occur.
[0245] As described above, even during the game stop state, if it is determined that a door opening error has occurred, the main CPU 101 transmits an error suggestion command corresponding to the door opening error to the sub-control board 300. From the above, even during the game stop state, if the main body frame 2 or the front door 3 is opened, it is determined that a door opening error has occurred, and the effect display device 21, various lamps, and the audio output device 10 suggest that a door opening error has occurred.
[0246] Also, during the game stop state, the payout CPU 201 of the payout control board 200 does not determine the occurrence of any errors. Therefore, during the game stop state, the occurrence of a ball depletion error, a full ball error, a payout count switch error, a ball jam error, an excessive bonus ball error, a payout radio wave error, or a payout motor error is not determined. Specifically, during the game stop state, for example, even if the payout motor 62 is operating but the counting of game balls by the payout count switch 63 has not been performed for a predetermined period, the payout CPU 201 does not determine that a ball depletion error has occurred. Therefore, during the game stop state, a ball depletion error does not occur even if the counting of game balls is not performed for a predetermined period. And since the payout CPU 201 does not determine that a ball depletion error has occurred, a ball depletion error command is not transmitted from the payout control board 200 to the main control board 100, and the main control board 100 does not recognize that a ball depletion error has occurred. Similarly, during the game stop state, for example, even if radio waves are irradiated to the out port 19 and the out port radio wave detection sensor 71b detects the radio waves and outputs a radio wave detection signal to the payout control board 200, the payout CPU 201 does not determine that a payout radio wave error has occurred even if the radio wave detection signal is input to the payout control board 200. Therefore, during the game stop state, a payout radio wave error does not occur even if radio waves are irradiated to the out port 19. And since the payout CPU 201 does not determine that a payout radio wave error has occurred, a payout radio wave error command is not transmitted from the payout control board 200 to the main control board 100, and the main control board 100 does not recognize that a payout radio wave error has occurred. That is, during the game stop state, even if an event that causes a ball depletion error, a full ball error, a payout count switch error, a ball jam error, an excessive bonus ball error, a payout radio wave error, or a payout motor error occurs, the payout CPU 201 does not determine the occurrence of these errors, so these errors do not occur. Also, the main control board 100 does not recognize the occurrence of these errors.
[0247] Even during the game stop state, the payout CPU 201 of the launch payout control board 200 may continue to determine the occurrence of a ball depletion error, a full ball error, a payout count switch error, a ball jam error, an excessive bonus ball error, a payout radio wave error, or a payout motor error.
[0248] (Outline of external signal transmission from the pachinko machine P to the outside during the game stop state) As described above, in the pachinko machine P according to this embodiment, control for transmitting external signals such as winning signals and jackpot signals to the outside of the pachinko machine P is performed by the main CPU 101 of the main control board 100, and control for transmitting external signals such as payout bonus ball signals to the outside of the pachinko machine P is performed by the payout CPU 201 of the launch payout control board 200. Here, during the playable state and when in the pre-activation warning state, activation warning state, or activation notice state, both control for transmitting external signals such as winning signals and jackpot signals by the main CPU 101 and control for transmitting external signals such as payout bonus ball signals by the payout CPU 201 are performed. On the other hand, during the game stop state, as described above, control for transmitting external signals such as winning signals and jackpot signals by the main control board 100 is restricted.
[0249] Also, during the game stop state, control for transmitting external signals such as payout bonus ball signals by the launch payout control board 200 is continuously performed without being restricted. Specifically, for example, even if the game stop state is set during the transmission of an external signal such as a payout bonus ball signal by the payout CPU 201, the transmission of the external signal by the payout CPU 201 ends after a predetermined time has elapsed. Also, for example, if game balls are paid out after the game stop state is set and the number of paid-out game balls reaches a predetermined number, the payout CPU 201 transmits a payout bonus ball signal, and after a predetermined time has elapsed, the transmission of the payout bonus ball signal by the payout CPU 201 ends.
[0250] (Overview of Control When the Setting Change State or Setting Confirmation State is Set) In the pachinko machine P according to this embodiment, when the setting change state or the setting confirmation state is set, even if the rotation operation of the operation handle 5 is performed, the game ball is not launched, and the main CPU 101 of the main control board 100 does not detect the entry of the game ball into the first start winning port 15 or the second start winning port 16 or the passage of the game ball through the gate 20 of the game ball, and stops the variable display of the special symbol, the variable display of the normal symbol, and the execution of the special game. As a result, in the setting change state or the setting confirmation state, the game does not proceed, just like in the game stop state. Also, in the setting change state or the setting confirmation state, the main CPU 101 of the main control board 100 controls so as not to operate the movable piece solenoid 16c that drives the movable piece 16b of the second start winning port 16 to protrude and retract, and also controls so as not to operate the big winning port solenoid 18c that drives the opening and closing door 18b of the big winning port 18 to open and close. As a result, in the setting change state or the setting confirmation state, just like in the game stop state, the movable piece 16b remains immersed and the opening and closing door 18b remains closed. Also, in the setting change state or the setting confirmation state, just like in the game stop state, the main CPU 101 of the main control board 100 only determines the occurrence of the door release error, and does not determine the occurrence of other errors (the above-mentioned main control related errors) determined in the main control board 100.
[0251] Furthermore, during the setting change state or the setting confirmation state, just like in the game stop state, although the payout of the game ball by the launch payout control board 200 continues, the occurrence of a ball shortage error, a full ball error, a payout count switch error, a ball jam error, an excessive prize ball error, a payout radio wave error, and a payout motor error is not determined, and the control of the transmission of external signals such as the payout prize ball signal to the outside of the pachinko machine P is not restricted. During the setting change state or the setting confirmation state, the payout of game balls by the launch payout control board 200 may be stopped, or the determination of the occurrence of a ball shortage error, a full ball error, a payout count switch error, a ball jam error, an excessive bonus ball error, a payout radio wave error, or a payout motor error may be continuously performed, or the control of transmitting an external signal such as a payout bonus ball signal to the outside of the pachinko machine P may be restricted.
[0252] (Outline of the operation stop control based on the difference in the number of balls (operation stop control based on the number of balls)) In the pachinko machine P according to this embodiment, in order to prevent a situation in which the number of game balls obtained by the player during the game becomes excessive and the probability of winning becomes too high, when the number of balls in difference from a predetermined calculation start time during the playable state reaches a predetermined number of operation stops (95,000 in this embodiment), the main CPU 101 executes an operation stop control (operation stop control based on the difference in the number of balls) to stop the operation of the pachinko machine P.
[0253] The number of balls in difference is the difference between the bonus balls paid out based on the entry of game balls into each winning opening (the general winning opening 14, the first start winning opening 15, the second start winning opening 16, the big winning opening 18) (the bonus balls paid out based on the detection of game balls by the general winning opening detection sensor 14a, the first start winning opening detection sensor 15a, the second start winning opening detection sensor 16a, and the big winning opening detection sensor 18a) and the game balls launched by the player and entering each winning opening or received at the out opening 19 (the game balls detected by the out sensor 19a, in other words, the game balls used in the game).
[0254] As described above, in the pachinko machine P according to this embodiment, the ball-in-difference count value used for determining the number of balls in difference is stored in a specific area in the unused area provided in the main RAM 103. The difference ball count value stored in this specific area is reset when power failure recovery occurs without a specific error in states other than the activation notice state and the activation state described later (before activation warning state, activation warning state) (when the power is turned off and on), and is not reset when power failure recovery occurs in a state where a specific error has occurred. That is, in the state before activation warning or activation warning state, when power failure recovery occurs in a state where a specific error has occurred, the difference ball count value stored at the time of power failure is maintained. Also, the above-mentioned difference ball count value is reset by performing an initialization process (normal initialization process) associated with the setting of the setting change state in the activation notice state and the activation state. And when reset, the initial value (100,000 in this form) is set in the difference ball count value. In addition, in the pachinko machine P according to this form, as a specific error, an error that significantly affects the progress of the game (for example, a main control radio wave error that may induce a malfunction of the main CPU 101, an illegal winning error that may cause a failure of the big winning opening 18, etc.) is defined. The specific error is not limited to this, and for example, it may be an error that sets the game stop state when it occurs.
[0255] The difference ball count value is incremented by the number of prize balls planned to be paid out based on each ball entry (each time a game ball is detected by the general winning opening detection sensor 14a, the first start winning opening detection sensor 15a, the second start winning opening detection sensor 16a, or the big winning opening detection sensor 18a) every time a game ball enters each winning opening, and is decremented by 1 every time a game ball is detected by the out sensor 19a. When the difference ball count value is 0, even if detected by the out sensor 19a, the difference ball count value is not decremented and remains 0. And when the difference ball count value reaches a second reference value (195,000 in this form) described later, it means that the number of difference balls has reached a predetermined number of operation stop (95,000).
[0256] In the pachinko machine P according to the present embodiment, as described above, each time a game ball enters a winning opening, the number of prize balls to be paid out based on the ball entry is added to the difference ball count value. However, the present invention is not limited to this, and each time a prize ball is actually paid out based on the entry of a game ball into each winning opening, the number of the paid-out prize balls may be added to the difference ball count value. Also, as described above, each time a game ball is detected by the out sensor 19a, the difference ball count value is decremented by 1. However, the present invention is not limited to this, and each time the launched game ball reaches the game area 12, the difference ball count value may be decremented by 1. That is, each time a game ball is used in the game, the difference ball count value may be decremented by 1. Further, as described above, in the activation notice state and the activation state, the difference ball count value was reset by performing an initialization process (normal initialization process) associated with the setting of the setting change state. However, the present invention is not limited to this, and when the RAM clear switch 109 is on at the time of power failure recovery and the playable state is set, an initialization process (that is, a normal initialization process that is executed without the setting of the setting change state) is performed, and the difference ball count value may be reset. Alternatively, the difference ball count value may be reset by performing an initialization process at the time of abnormality. Also, as described above, in the pre-activation warning state and the activation warning state, the difference ball count value was reset by power failure recovery. However, the present invention is not limited to this, and similar to the activation notice state and the activation state, the difference ball count value may be reset by performing an initialization process (normal-time initialization process) associated with the setting of the setting change state. Alternatively, when the RAM clear switch 109 is on at the time of power failure recovery and the playable state is set, an initialization process (a normal initialization process that is executed without the setting of the setting change state) is performed, and the difference ball count value may be reset. Alternatively, the difference ball count value may be reset by performing an initialization process at the time of abnormality.
[0257] In addition, in the pachinko machine P according to this embodiment, as various states related to the control of the difference ball operation stop, four types of states are provided: the pre-activation warning state, the activation warning state, the activation notice state, and the activation state. During the playable state, it stays in one of the above four states.
[0258] (Pre-activation warning state) The pre-activation warning state is set when the difference ball count value is reset, and it is a state that stays when the difference ball count value has not reached the first reference value (190,000 in this embodiment). During the playable state, it mainly stays in this pre-activation warning state. When the difference ball count value reaches the first reference value, the pre-activation warning state ends and the activation warning state is set. That is, in the pachinko machine P according to this embodiment, it stays in the pre-activation warning state from when the difference ball count value is reset until it reaches the first reference value.
[0259] (Activation warning state) As described above, the activation warning state is set when the difference ball count value reaches the first reference value. When the difference ball count value reaches the second reference value (195,000), the activation warning state ends. At this time of reaching, if a special game is being executed, the activation notice state is set, and if a special game is not being executed, the activation state is set. That is, in the pachinko machine P according to this embodiment, it stays in the activation warning state from when the difference ball count value reaches the first reference value until it reaches the second reference value.
[0260] When the activation warning state is set, the main CPU 101 transmits a first difference ball operation stop control designation command indicating that fact to the sub-control board 300. When the sub-control board 300 receives the first difference ball operation stop control designation command, until the end condition that a power cut occurs, the activation warning state ends, or a predetermined time (600 seconds in this embodiment) elapses, on the display unit 21a of the effect display device 21, an activation warning suggestion indicating that it has just reached the first reference val...
Claims
【Claim 1】 decision means capable of deriving any of a plurality of decision results including a specific decision result; special game execution means capable of executing a special game advantageous to the player on the condition that the specific decision result is derived; setting means capable of setting any of a plurality of game states including a non-time-limited game state in which it is difficult for a game ball to enter a predetermined entry area and a time-limited game state in which it is relatively easy for the game ball to enter the entry area and which ends when a predetermined end condition is satisfied; as the time-limited game state, a first time-limited game state and a second time-limited game state different from the first time-limited game state are provided, the setting means, when the specific decision result is derived in the first time-limited game state, a game state different from the time-limited game state is set by the establishment of the predetermined end condition until a predetermined time point after the derivation, when the specific decision result is derived in the second time-limited game state, the time-limited game state is maintained at the predetermined time point without the establishment of the predetermined end condition, the game state set at the predetermined time point is referred to, when it is referred to that a game state different from the time-limited game state is set based on the derivation of the specific decision result in the first time-limited game state and when it is referred to that the time-limited game state is set based on the derivation of the specific decision result in the second time-limited game state, a gaming machine in which the game state set after the end of the special game executed on the condition of the derivation of the specific decision result is different, a game board having a game area through which a game ball flows down, an outer rail and an inner rail attached to the game board, a guide area formed between the outer rail and the inner rail and capable of guiding a launched game ball to the game area, a return prevention mechanism for preventing the game ball from returning from the game area to the guide area; The return prevention mechanism includes displacement means that can be displaced to a first state, a second state, or a third state. The displacement means has a first side surface portion facing the outer rail, a second side surface portion facing the game area, and a tip portion on the tip side. The distance from the tip portion to the outer rail is defined as a specific distance. The game ball attempting to move from the guide area to the game area is defined as a first game ball. If the game ball attempting to move from the game area to the guide area is defined as a second game ball, the first state is a state where the specific distance is shorter than the second state. The second state is a state where the specific distance is longer than the first state. The third state is characterized in that the first game ball contacts the first side surface portion, the outer rail, and the second game ball, and the second game ball contacts the tip portion, the outer rail, and the first game ball, so that the specific distance is longer than the first state and shorter than the second state, and shorter than the distance from the lowest point of the second game ball to the outer rail.
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