Gaming machine
The gaming machine enhances ball visibility and prevents jams through a movable part with a light-transmissive material and convex structure, addressing visibility and jamming issues in pachinko machines.
Patent Information
- Application Number
- JP2024027016
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-26
- Publication Date
- 2025-07-11
- Estimated Expiration
- 2040-04-02
AI Technical Summary
Conventional gaming machines, such as pachinko machines, face issues with poor visibility of entered game balls and ball jams, which affect gameplay and player experience.
The gaming machine incorporates a game board with a movable first moving part that includes a ball-entry port with a light-transmissive material and a convex structure, guiding the game balls through a guiding passage while enhancing visibility and preventing jams.
The solution improves ball visibility and prevents jams, providing a more enjoyable gaming experience by ensuring smooth gameplay and reducing operational interruptions.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, in gaming machines such as pachinko machines, when a predetermined variable display start condition is satisfied, such as a game ball being launched passing through a passage area provided in a game area where the game ball can roll, control is executed to variably display a symbol as identification information on the display area of an image display device, control is executed to derive and display the variably displayed symbol, and when the derived and displayed symbol becomes a predetermined combination (specific display mode), a big win gaming state advantageous to the player is provided (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, conventionally, gaming machines have been required to improve the visibility of the game balls that have entered and to prevent ball jams.
[0005] The present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of improving the visibility of the game balls that have entered and preventing ball jams.
Means for Solving the Problems
[0006] In order to achieve the above object, the present invention provides a gaming machine as follows. The present invention is a game board on which a game medium can roll, a movable first moving part, It is provided on the gaming board and includes a ball - entry part into which a gaming medium can enter. The first moving part can receive a gaming medium by moving in a predetermined direction, Ball entry opening changing from a state where it can receive the gaming medium to a state where it cannot receive it, The edge of the ball entry opening and the end on the predetermined direction side in the first moving part and can swing with respect to the predetermined direction even when the gaming medium abuts between it and, The first moving part has a convex structure with a top formed at an end in the predetermined direction and an inclined part whose width widens from the top when viewed facing the upper surface which is a part for receiving the gaming medium. The inclined part has an inclined surface that inclines from the edge to the center side from the upper surface to the lower surface of the first moving part. The ball - entry part Formed of a light-transmissive material guides the gaming medium that has entered the ball - entry port On the rear side of the game board through a guiding passage, and has a convex part with a contact part where the flowing - down gaming medium contacts at the lower side of the ball - entry port and at the lower end side of the part where the flowing - down gaming medium in the guiding passage can be confirmed. The convex part can guide the gaming medium that has not entered the ball - entry port to the left and right respectively. The gaming machine is characterized by this.
[0007] The gaming machine according to the present invention performs a lottery related to the game in response to a gaming medium entering the first start winning port or the second start winning port, and according to the lottery result, varies a first special symbol based on the entry of the gaming medium into the first start winning port or a second special symbol based on the entry of the gaming medium into the second start winning port, and main control means capable of controlling to a special gaming state advantageous to the player in response to the display result of the first special symbol or the second special symbol becoming a predetermined special display mode, and includes demo performance execution means for executing a demo performance. The demo performance execution means performs a demo performance for the first special symbol when the number of holds of the first special symbol is 0 for a certain period of time or more, and performs a demo performance for the second special symbol when the number of holds of the second special symbol is 0 for a certain period of time or more. It is characterized by this.
Effects of the Invention
[0008] According to the present invention, it is possible to provide a gaming machine capable of enhancing the visibility of the entered game balls and preventing ball jams.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] As an example of a gaming machine according to an embodiment of the present invention, a first pachinko gaming machine, a second pachinko gaming machine, and a third pachinko gaming machine will be described as examples.
[0011] In this specification, unless otherwise specified, the front side of the pachinko gaming machine is defined as the front direction, the back side of the pachinko gaming machine is defined as the rear direction, the left side when the pachinko gaming machine is viewed from the front is defined as the left direction, the right side when the pachinko gaming machine is viewed from the front is defined as the right direction, the upper side of the pachinko gaming machine is defined as the upward direction, the lower side of the pachinko gaming machine is defined as the downward direction, the clockwise direction when the pachinko gaming machine is viewed from the front is defined as the rightward rotation direction, and the counterclockwise direction opposite thereto is defined as the leftward rotation direction.
[0012] Both the first pachinko gaming machine and the second pachinko gaming machine are so-called type 1 pachinko gaming machines called digital pachinko. Among them, the first pachinko gaming machine is a pachinko gaming machine in which a first special symbol and a second special symbol can be variably displayed in parallel. Also, the second pachinko gaming machine is a pachinko gaming machine in which only one of the first special symbol and the second special symbol can be variably displayed without being variably displayed in parallel.
[0013] The third pachinko machine is a pachinko machine called a 1-type 2-type hybrid machine that combines a so-called 1-type machine called a digital pachinko and a 2-type machine called a blade type machine. The third pachinko machine described in this specification also has a first special symbol and a second special symbol. In this specification, an example will be described in which only one of them is variably displayed without the first special symbol and the second special symbol being variably displayed in parallel. However, it is not intended to exclude a pachinko machine of the 1-type 2-type hybrid machine in which the first special symbol and the second special symbol can be variably displayed in parallel.
[0014] In this specification, when simply referred to as "special symbol", unless otherwise specified, it means both the first special symbol and the second special symbol.
[0015] Also, the "variable display" as used in this specification is a concept that includes both, for example, a "fluctuating display" in which symbols are displayed while fluctuating and a "stopped display" in which symbols are displayed while stopped. The operation from the start of the fluctuating display until the stopped display is referred to as one "variable display". When the symbols being fluctuated are stopped (hereinafter also referred to as "derived"), the result of the winning determination process of the special symbol (hereinafter also referred to as "special symbol lottery") described later and the result of the winning determination process of the normal symbol (hereinafter also referred to as "normal symbol lottery") are determined. Although there may be a case where the symbols appear to be stopped, but the results of the winning determination process of the special symbol and the winning determination process of the normal symbol are not determined (for example, a temporarily stopped state), such a state is included in the above-mentioned fluctuating display. Even when the symbols are, for example, temporarily stopped, at this point, since the results of the winning determination process of the special symbol and the winning determination process of the normal symbol are not determined, the symbols can be fluctuated again.
[0016] In addition, in this specification, when explaining the first pachinko machine, the second pachinko machine, and the third pachinko machine, the case where the number of special symbols is two (the first special symbol and the second special symbol) will be taken as an example for explanation. However, for the second pachinko machine and the third pachinko machine, the number of special symbols may be one.
[0017] [1. First Pachinko Machine] First, the first pachinko machine will be explained.
[0018] [1-1. Appearance Configuration] FIG. 1 is an example of a perspective view showing the appearance of the first pachinko machine when viewed obliquely upward from the front right. FIG. 2 is an example of an exploded perspective view of the first pachinko machine when viewed obliquely upward from the front right. FIG. 3 is an example of a perspective view showing the appearance of the first pachinko machine when viewed obliquely upward from the rear right.
[0019] [1-1-1. Basic Configuration] As shown in FIGS. 1 to 3, the first pachinko machine includes an outer frame 2, a base door 3, a glass door 4, a tray unit 5, a launching device 6, a display device 7 (see FIG. 2), a payout unit 8 (see FIGS. 2 and 3), a substrate unit 9 (see FIGS. 2 and 3), and a game board unit 10 (see FIG. 2), etc. Further, an LED unit 160 (see FIG. 2) is provided at the lower right of the game board unit 10. Here, the outer frame 2, the base door 3, the glass door 4, the tray unit 5, the launching device 6, the display device 7, the payout unit 8, and the substrate unit 9 will be briefly explained, and the details of the game board unit 10 and the LED unit 160 will be described later. The above parentheses indicate the reference drawings for the configurations not shown in FIG. 1.
[0020] (Outer Frame) The outer frame 2 is a frame body having a substantially rectangular shape in a front view and has an opening 21 penetrating in the front-rear direction. This outer frame 2 is fixedly attached to the island equipment in the game arcade. For example, a hinge (not shown in the reference numeral) is provided on the front side of the left end portion of the outer frame 2, and the base door 3 is pivotally supported by this hinge. By doing so, it is possible to pivot the base door 3 forward with respect to the outer frame 2 about the hinge.
[0021] Note that since the outer frame 2 supports a large number of members such as a payout unit 8, a board unit 9, a display device 7, a game board unit 10, a glass door 4, and a dish unit 5, etc. via the base door 3, high strength is required. On the other hand, in order to enhance the production effect, for example, an increase in size of the display device 7 (see FIG. 2) and the game board unit 10 is required. Therefore, by configuring the outer frame 2 with, for example, a thin metal plate, it is possible to maintain high strength while increasing the size of the display device 7 and the game board unit 10. In particular, if the outer frame 2 is made of aluminum, it is also possible to achieve weight reduction.
[0022] (Base Door) On the back side of the base door 3, for example, a payout unit 8 and a board unit 9 are attached and supported.
[0023] The game board unit 10 is fitted on the front side of the base door 3. Also, on the front side of, for example, the left end portion of the base door 3, hinges (not shown in the reference numeral) are provided at the upper end portion, the middle portion below the substantially central portion in the vertical direction, and the lower end portion, respectively. The glass door 4 is pivotally supported by the hinges at the upper end portion and the middle portion, and the dish unit 5 is pivotally supported by the hinges at the middle portion and the lower end portion, respectively. By doing so, it is possible to pivot the glass door 4 and the dish unit 5 forward integrally or individually with respect to the base door 3 about the hinges.
[0024] On the surface side of the base door 3, for example, on the lower right side, a launching device 6 is fixedly attached. For example, on the upper left and right sides respectively, speakers 32 (see FIG. 2) are fixedly attached. From these speakers 32, for example, voice effects such as characters displayed on the display device 7, music, sound effects, voice announcements, error notifications, and other performance sounds are output.
[0025] Furthermore, on the side opposite to the hinge of the base door 3 (i.e., the right end), a locking device (not shown) is provided. This locking device has a function of locking the base door 3 with respect to the outer frame 2 or locking the glass door 4 with respect to the base door 3.
[0026] (Glass door) The glass door 4 is a frame-shaped member with an opening 41 formed therein. A protective glass 43 (see FIG. 2) having permeability is attached to the opening 41 from the rear side. When the glass door 4 is closed with respect to the base door 3, the game area 105 (see FIG. 4 described later) formed in the game board unit 10 and the protective glass 43 face each other. In this way, the game area 105 can be visually recognized from the front when the glass door 4 is closed with respect to the base door 3, and the game balls flowing down in the game area 105 can be prevented from popping out forward.
[0027] Note that the protective glass 43 may be formed by attaching a plurality of (for example, two) glasses with a gap therebetween, or may be a unitized structure in which a plurality of glasses are unitized with a gap therebetween. Furthermore, in the case of a unitized structure, a light guide plate may be provided between the glasses, for example. The above-mentioned protective glass 43 is not limited to being made of glass, and may be made of, for example, transparent resin.
[0028] Also, at the lower part of the glass door 4, an operation unit 66 is provided that can be operated by a player, for example, to receive a gaming information providing service (for example, "Unime memo (registered trademark)"). This operation unit 66 can also function as an operation unit that can be operated by the manager of the game hall or the like on the hall menu screen.
[0029] Also, at the upper part of the glass door 4, a speaker cover 45 is provided in front of the above-described speaker 32. Further, a number of LED groups 46 used for light emission effects and the like are arranged at the peripheral edge of the opening 41 of the glass door 4, and an LED cover is provided in front of these LED groups 46. The reference numeral 46 shown in FIGS. 1 and 2 is strictly speaking an LED cover, but for convenience, it will be described as an LED group 46. The LED group 46 is, for example, a light-emitting means for performing notification by light and light emission effects in various variations, but is not limited to LEDs as long as such light emission effects can be executed, and may be, for example, liquid crystals or lamps.
[0030] (Dish unit) The dish unit 5 is a unitized combination of an upper dish 51 and a lower dish 52. The dish unit 5 is located at the front lower part of the base door 3 and is arranged below the glass door 4. As described above, the dish unit 5 is configured to be rotatable and openable with respect to the base door 3 so that a store employee or the like of the game hall can eliminate ball jams when they occur, for example. Note that the dish unit 5 does not necessarily need to be provided with the upper dish 51 and the lower dish 52 respectively, and may be configured as an integral dish.
[0031] The upper tray 51 is provided to be able to store game balls, and the game balls stored in the upper tray 51 are launched from the launcher 6 toward the game area 105 (see FIG. 4 described later). The upper tray 51 is provided with a payout port 53, an effect button 54, etc. The game balls lent out or paid out as bonus balls are paid out from the payout port 53 to the upper tray 51. The effect button 54 is what is called a so-called "CHANCE button", a "push button", etc. The effect button 54 may have a predetermined effect function in addition to the operation function operated by the player. As the predetermined effect function, for example, a function that vibrates or protrudes upward based on the result of the winning determination process of the special symbol corresponds. Also, it may also serve as the function of the operation unit 66 described above.
[0032] The lower tray 52 is mainly for storing the game balls that have overflowed from the upper tray 51. The lower tray 52 is provided with a payout port 55 communicating with the upper tray 51, and the game balls that have overflowed from the upper tray 51 are paid out from the payout port 55 to the lower tray 52.
[0033] An opening (not shown) that can be opened and closed by the operation of the player is formed on the bottom surface of the lower tray 52. When the opening formed on the bottom surface of the lower tray 52 is opened, the game balls stored in the lower tray 52 can be transferred to the ball box placed below the lower tray 52. In addition, when a so-called per-machine counting system is provided for each machine, not only is a ball box not required, but the game balls counted by the per-machine counting system can also be stored and the stored game balls can be used for the game again.
[0034] (Launcher) The launcher 6 is for launching the game balls stored in the upper tray 51 toward the game area 105 (see FIG. 4 described later). The launcher 6 is at the front lower right of the base door 3 and is arranged right below the tray unit 5. The launcher 6 includes a panel body 61, a drive device (not shown), and a launch handle 62.
[0035] The panel body 61 is provided such that, when the dish unit 5 is closed with respect to the base door 3, the dish unit 5 and the launching device 6 fixedly attached to the base door 3 appear as an integral unit in terms of appearance.
[0036] The launching handle 62 is configured to be rotatable clockwise or counterclockwise and is disposed on the front surface side of the panel body 61. The above-described driving device is disposed on the back surface side of the panel body 61 and is constituted by, for example, a launching solenoid (not shown). When the launching handle 62 is operated by a player, a game ball is launched by the operation of the driving device. When operating the launching handle 62, the greater the clockwise rotation amount (operation amount), the stronger the launching intensity of the game ball.
[0037] The game ball launched from the launching device 6 disposed in the lower right of the dish unit 5 rolls in an arc along the guide rail 110 (see FIG. 4 described later) via a launching rail (not shown) and is launched into the game area 105 (see FIG. 4 described later). Note that the arrangement position of the launching device 6 is not limited to the lower right of the dish unit 5 and may be the lower left of the dish unit 5. In this case, the above-described launching rail becomes unnecessary, and the area below the glass door 4 can be effectively utilized, enhancing versatility.
[0038] (Display device) The display device 7 (see Fig. 2) has a display area for displaying various effect images related to the game, and is attached so that the above display area faces the opening of the game panel 100. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, a display device composed of electroluminescence, etc., or may be a device that projects an image using a projection device such as a projector. In the display area of the display device 7, for example, an effect identification symbol (for example, a decorative symbol) is variably displayed to display the result of the winning determination process of the special symbol, an effect image according to the result of the winning determination process of the special symbol, an effect image during the big win game state, a demo effect image, an effect image indicating the suspension status of the variable display of the special symbol, etc. are displayed. In this embodiment, the display device 7 is attached to the game board unit 10, but if the display area of the display device 7 is arranged so as to face the opening of the game panel 100, the display device 7 may be attached to the base door 3.
[0039] In this embodiment, one display device 7 is provided to display the above various effect images, but a plurality (for example, two) of display devices may be provided and the effect images may be displayed using these plurality of display devices.
[0040] (Payout Unit) The payout unit 8 (see Figs. 2 and 3) is arranged on the back side of the base door 3 and is composed of a ball passage 81, a payout device 82, etc. Game balls are supplied to the ball passage 81 from a storage tank 80 (see Figs. 2 and 3). Note that game balls are supplied to the storage tank 80 from island facilities (not shown). When the payout condition is satisfied, the payout device 82 pays out a predetermined number of game balls out of the game balls supplied from the storage tank 80 to the ball passage 81 to, for example, the upper tray 51. Also, a power switch 95 is provided on the back side of the payout unit 8 as shown in Fig. 3.
[0041] (Board Unit) The board unit 9 (see Figs. 2 and 3) is arranged on the back side of the base door 3. Various control boards and the like are provided on the board unit 9.
[0042] Specifically, as shown in FIG. 3, a main control board 91 on which a main control circuit 200 (see FIG. 6 described later) is mounted, a sub-control board 92 on which a sub-control circuit 300 (see FIG. 6 described later) is mounted, a payout / firing control board 93 on which a payout / firing control circuit 400 (see FIG. 6 described later) for controlling the payout and firing of game balls is mounted, and a power supply board on which a power supply circuit 450 (see FIG. 6 described later) for supplying power is mounted, etc. are provided on the board unit 9.
[0043] In FIG. 3, for the sake of convenience, the main control board 91, the sub-control board 92, the payout / firing control board 93, and the power supply board 94 are shown by reference numerals. However, all of these boards are housed in a board case.
[0044] Also, in this embodiment, the sub-control board 92 is configured as a one-board substrate (a substrate on which one control LSI or a plurality of LSIs are provided on one substrate). However, it is not limited to this. For example, all or part of the display control circuit 304, the audio control circuit 305, the LED control circuit 306, and the accessory control circuit 307 (all of which are shown in FIG. 6 described later), etc. may be on separate boards, and the sub-control board 92 may be composed of a plurality of boards.
[0045] [1-1-2. Game Board Unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 provided in the first pachinko game machine.
[0046] As shown in FIG. 4, the game board unit 10 mainly includes a game panel 100 in which a game area 105 where the launched game balls can roll down is formed, a guide rail 110, a center accessory 115 disposed at approximately the center of the game area 105, a first start port 120, a general winning port 122, a passing gate unit 125, a special electric accessory unit 130, second start ports 140A and 140B, a normal electric accessory unit 145, a small winning unit 150, an LED unit 160, an out port 178, and a back unit (not shown) disposed behind the game board unit 10. As described above, the LED unit 160 will be described later.
[0047] (Game panel) An opening (not shown) is formed in the game panel 100 at a position facing the display area of the display device 7. Also, a guide rail 110 is provided on the front surface of the game panel 100, and game pins (not shown) and the like are implanted. The game ball launched from the launching device 6 (see FIGS. 1 and 2) jumps out from the guide rail 110 toward the game area 105, collides with the game pins and the like, and flows downward toward the lower part of the game area 105 while changing its traveling direction.
[0048] Also, behind the game panel 100, a back unit (not shown) provided with a decorative body is arranged to enhance the production effect. The game panel 100 is made of a transparent resin so that the decorative body provided in the back unit can be visually recognized in a front view. In this case, the entire game panel 100 may be made of a transparent member, or for example, only the part where the decorative body provided in the back unit can be visually recognized in a front view may be made of a transparent member. Also, the game panel 100 may be made of a member having no transparent part (for example, wood), and a transparent member may be provided in part to enhance the production effect.
[0049] In this embodiment, the game panel 100 is made of a transparent resin so that the back unit can be visually recognized in a front view, but the entire game panel 100 may be transparent, or only a part thereof may be transparent.
[0050] (Guide rail) The guide rail 110 is composed of an arc-shaped outer rail and inner rail (both not shown). The game area 105 is partitioned (defined) by the guide rail 110. The outer rail and the inner rail have a function of guiding the game ball launched from the launching device 6 to the upper part of the game area 105.
[0051] (Center accessory) The center accessory 115 is configured to be fitted into the opening of the game panel 100 and has an arc-shaped center rail 116 above it. The game balls launched toward the game area 105 are distributed left and right by the center rail 116.
[0052] In this first pachinko machine, in the game area 105, the area to the left of the center accessory 115 is referred to as the left area 106, and the area to the right of the center accessory 115 is referred to as the right area 107. The definitions of the left area and the right area are the same for the second pachinko machine and the third pachinko machine described later.
[0053] The game balls launched toward the game area 105 by the launching device 6 flow down through the left area 106 or the right area 107. The game balls flowing down through the left area 106 or the right area 107 flow downward while changing their traveling directions due to collisions with game pins or the like implanted in the game panel 100. When the operation amount of the launching handle 62 is small, the launched game balls flow down through the left area 106. On the other hand, when the operation amount of the launching handle 62 is large, the launched game balls flow down through the right area 107.
[0054] In this specification, as the operation mode (way of hitting) of the launching handle 62, the way of hitting the game balls so that they flow down through the left area 106 is referred to as "left hitting", and the way of hitting the game balls so that they flow down through the right area 107 is referred to as "right hitting". In this way, the player can distribute the game balls toward the left area 106 or the right area 107.
[0055] In addition, the center accessory 115 is formed with a warp inlet 117 at the outer peripheral edge on the left side, through which the game balls flowing down in the left area 106 can enter. The game balls that have entered the warp inlet 117 are configured to be guided to a stage 118 formed in the center accessory 115. The stage 118 is formed such that the game balls can roll in the left - right direction in front of and below the display area of the display device 7. Note that the stage 118 may be formed in multiple stages, such as an upper - stage side stage and a lower - stage side stage, for example.
[0056] A chance inlet 119 through which game balls can enter is formed at the rear side of approximately the center in the left - right direction of the stage 118. The game balls that have entered the chance inlet 119 are configured to be discharged directly above the first start port 120. Therefore, the game balls that have entered the chance inlet 119 have a higher probability of winning (passing through) the first start port 120 compared to the game balls that did not enter the warp inlet 117 or the game balls that entered the warp inlet 117 but did not enter the chance inlet 119.
[0057] (First start port) The first start port 120 is arranged below the display area of the display device 7 and is arranged such that the game balls struck from the left can win (it is difficult or impossible for the game balls struck from the right to win). When a game ball wins the first start port 120, it is detected by the first start port switch 121 (see FIG. 6 described later). Note that it may be possible for the game balls struck from the right to win the first start port 120. Also, instead of or in addition to the above - mentioned first start port 120, a first start port may be provided such that the game balls struck from the right can win (it is difficult or impossible for the game balls struck from the left to win).
[0058] When the first start port switch 121 (see FIG. 6 described later) detects the winning (passing) of a game ball into the first start port 120, various data related to the first special symbol (for example, the jackpot determination random value of the first special symbol, the symbol random value of the first special symbol, the reach determination random value of the first special symbol, and various random values such as the effect selection random value of the first special symbol, etc.) are extracted, and the various extracted data are stored up to a predetermined number (for example, a maximum of 4). When the start condition is satisfied, the various stored data are used for the winning determination process of the first special symbol. When a game ball wins in the first start port 120, for example, 3 prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball into the first start port 120 is not limited to this.
[0059] In this specification, the winning of a game ball into the first start port 120 is referred to as the start winning of the first special symbol, and various data related to the first special symbol (for example, the jackpot determination random value of the first special symbol, the symbol random value of the first special symbol, the reach determination random value of the first special symbol, and various random values such as the effect selection random value of the first special symbol, etc.) are referred to as the start information of the first special symbol. Also, storing the start information of the first special symbol until the start condition is satisfied is referred to as holding, and the held start information of the first special symbol is also referred to as the "held ball of the first special symbol". The same applies to the second special symbol.
[0060] (General winning port) A plurality of general winning ports 122 are arranged in the lower left of the game area 105, and are arranged such that a left-hit game ball can win (it is difficult or impossible for a right-hit game ball to win). When a game ball wins in the general winning port 122, it is detected by the general winning port switch 123 (see FIG. 6 described later).
[0061] When the general winning port switch 123 (see FIG. 6 described later) detects the winning (passing) of a game ball into the general winning port 122, for example, 4 prize balls are paid out, but the number of prize balls paid out based on the winning of a game ball into the general winning port 122 is not limited to 4.
[0062] Also, in this embodiment, although the general winning opening 122 is arranged such that a right-hit game ball has difficulty or is impossible to win, it is not necessarily limited to this. Instead of or in addition to the above general winning opening 122, a general winning opening through which a right-hit game ball can win may be provided.
[0063] (Passing Gate Unit) The passing gate unit 125 is arranged in the right area 107 and is a unit body integrating a passing gate 126 configured such that a right-hit game ball can substantially pass through, and a passing gate switch 127 (see FIG. 6 described later) for detecting the passing of the game ball through the passing gate 126.
[0064] When the passing of the game ball through the passing gate 126 is detected by the passing gate switch 127, various data related to the normal symbol (for example, a random number value for determining a win in the normal symbol, etc.) are extracted, and the extracted various data are stored up to a predetermined number (for example, a maximum of 4). The stored various data are used for the win determination process of the normal symbol. Note that even if the passing of the game ball through the passing gate unit 125 is detected by the passing gate switch 127, no prize balls are paid out. Also, the passing gate unit 125 may be arranged in the left area 106 instead of or in addition to the right area 107.
[0065] Also, the passing gate 126 may be made to function as a trigger for operating the accessory continuous operation device. That is, the transition condition from a non-bonus game state (for example, a normal game state, etc.) to a bonus game state is that both the condition device and the accessory continuous operation device operate. However, when a stop display mode (symbol combination) indicating a bonus is derived, the condition device can be made to operate while the accessory continuous operation device can be made not to operate. Then, on the premise that the condition device is operating, when the game ball passes through the passing gate 126, that is, when the game ball is detected by the passing gate switch 127 (see FIG. 6 described later), the accessory continuous operation device may be operated to shift to the bonus game state.
[0066] In this specification, the passage of the game ball through the passing gate 126 is referred to as the start passage, and various data related to the normal symbol (for example, the random number value for determining the winning of the normal symbol, etc.) extracted by the passage of the game ball through the passing gate 126 is referred to as the start information of the normal symbol. Also, storing the start information of the normal symbol until the start condition is satisfied is referred to as holding, and the held start information of the normal symbol is also referred to as the "held ball of the normal symbol".
[0067] (Special electric accessory unit) The special electric accessory unit 130 is a unit body that integrates the big winning large winning opening 131, the big winning large winning opening count switch 132 (see FIG. 6 described later) for detecting the winning (passage) of the game ball into the big winning large winning opening 131, and the special electric accessory 133. The special electric accessory unit 130 is located in the substantially lower right part within the game area 105 and is arranged below the passing gate unit 125.
[0068] The big winning large winning opening 131 is arranged such that a game ball hit to the right can win (it is difficult or impossible for a game ball hit to the left to win). However, it is not limited to this. Instead of or in addition to the above big winning large winning opening 131, a big winning large winning opening where a game ball hit to the left can win may be arranged, or a big winning large winning opening where a game ball can win may be arranged at the upper part of the center accessory 115.
[0069] Also, the big winning large winning opening 131 is a winning opening that is opened so that a predetermined number (for example, 10) of game balls can win (pass) when it is controlled to the big winning game state, which is a game state advantageous to the player. When the winning of the game ball into the big winning large winning opening 131 is detected by the big winning large winning opening count switch 132 (see FIG. 6 described later), for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the winning of the game ball into the big winning large winning opening 131 is not limited to 10.
[0070] The special electric device 133 includes a special electric shutter 134 that can move forward and backward in the front-rear direction, and a special electric solenoid 135 (see FIG. 6 described later) that operates the special electric shutter 134. The special electric device 133, that is, the special electric shutter 134, is configured to be capable of transitioning between an open state in which it is possible or easy for a game ball to enter (pass through) the big win large winning opening 131 and a closed state in which it is impossible or difficult for a game ball to enter (pass through) the big win large winning opening 131. Note that the state transition from the closed state to the open state of the big win large winning opening 131 is performed over a predetermined number of rounds. That is, the big win game state is a game state in which a large number of game balls can be paid out as bonus balls by performing round games in which the big win large winning opening 131 transitions from the closed state to the open state over a predetermined period for a plurality of rounds.
[0071] (Second start port) In this embodiment, as the second start port, a second start port 140A and a second start port 140B are arranged in the game area 105. For both of these second start ports 140A and 140B, a game ball hit from the right can enter (it is difficult or impossible for a game ball hit from the left to enter). However, it is not limited to this, and a game ball hit from the left may be able to enter the second start port 140A or / and the second start port 140B.
[0072] When a game ball enters the second start port 140A, it is detected by a second start port switch 141A (see FIG. 6 described later). Also, when a game ball enters the second start port 140B, it is detected by a second start port switch 141B (see FIG. 6 described later). Whichever of the second start ports 140A and 140B a game ball enters, it triggers the winning determination process for the second special symbol.
[0073] When the second start openings 141A and 141B (see FIG. 6 described later) detect the winning (passing through) of a game ball into the second start openings 140A and 140B, the start information of the second special symbol is extracted, and the extracted start information is held until a predetermined number (for example, a maximum of 4) is reached. The held start information is used for the winning determination process of the second special symbol. When a game ball wins in the second start opening 140A, for example, 3 prize balls are paid out. On the other hand, when a game ball wins in the second start opening 140B, for example, 1 prize ball is paid out. However, the number of prize balls paid out based on the winning of a game ball into the second start openings 140A and 140B is not limited to this.
[0074] By the way, in this embodiment, on the downstream side as the flow-down direction of the game balls that did not win in the big winning opening 131 for big wins of the balls hit to the right, two flow-down paths 107a and 107b are formed vertically as the flow-down paths of the game balls. The game balls that were hit to the right and flowed down further downstream without winning in the big winning opening 131 for big wins are distributed to the upper flow-down path 107a or the lower flow-down path 107b by, for example, the branch pin 108 shown in FIG. 4.
[0075] The second start opening 140A is arranged so that the game balls distributed to the upper flow-down path 107a can win, and most of the game balls flowing down the upper flow-down path 107a can win. However, it is not essential to configure so that most of the game balls flowing down the upper flow-down path 107a win in the second start opening 140A. For example, a configuration where it is hardly expected that the second start opening 140A wins may be used, or a configuration where a predetermined expected value (for example, generally 1 / 3 to 1 / 5) of the game balls flowing down the upper flow-down path 107a can win may be used. Note that the game balls that flowed down the upper flow-down path 107a but did not win in the second start opening 140A are configured to be discharged outside the machine from the out opening 178.
[0076] The second start opening 140B is arranged so that the game balls distributed to the lower flow-down path 107b can win, and the details thereof will be described later in the description of the normal electric accessory unit 145.
[0077] (Normal Electric Game Element Unit) The normal electric game element unit 145 is arranged on the side of the lower flow path 107b. It is a unit body that integrates a winning port through which a predetermined number of game balls are paid out as winning balls when the game balls win (pass through), a switch that detects the winning of the game balls into this winning port, and a normal electric game element 146. In this embodiment, the above-mentioned winning port is the second starting port 140B, and the above-mentioned switch is the second starting port switch 141B. However, it is not essential to use the second starting port 140B as the above-mentioned winning port. For example, the first starting port may be used as the above-mentioned winning port.
[0078] The normal electric game element 146 includes a shutter 147 for normal electricity that can move forward and backward in the front-rear direction, and a solenoid 148 for normal electricity (see FIG. 6 described later) that operates this shutter 147 for normal electricity. The normal electric game element 146, that is, the shutter 147 for normal electricity, is configured to be able to shift between an open state in which it is possible or easy for game balls to win (pass through) into the second starting port 140B and a closed state in which it is impossible or difficult for game balls to win into the second starting port 140B. Instead of the above-mentioned shutter 147 for normal electricity that can move forward and backward in the front-rear direction, a movable member composed of, for example, a pair of blade members called a so-called electric tulip may be adopted. Also, the movable member is not limited to a pair and includes blade types, door types, protruding plate types, etc.
[0079] (Small Win Unit) The small win unit 150 is a unit body that integrates a large winning port 151 for small wins, a large winning port count switch 152 for small wins (see FIG. 6 described later) that detects the winning (passing through) of game balls into the large winning port 151 for small wins, a shutter 153 for small wins that can move forward and backward in the front-rear direction, and a solenoid 154 for small wins that can operate this shutter 153 for small wins.
[0080] The shutter 153 for small wins is configured to be able to shift between an open state in which it is possible or easy for game balls to win (pass through) into the large winning port 151 for small wins and a closed state in which it is impossible or difficult for game balls to win into the large winning port 151 for small wins by moving forward and backward in the front-rear direction.
[0081] When a game ball wins a prize when the large winning opening 151 for small wins is opened, the winning game ball is detected by the large winning opening count switch 152 for small wins (see FIG. 6 described later). When a game ball is detected by the large winning opening count switch 152 for small wins, for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball into the large winning opening 151 for small wins is not limited to 10.
[0082] Also, the small win unit 150 is disposed in the downstream flow path 107b below and on the downstream side of the normal electric accessory unit 145. Therefore, when the second start opening 140B is opened by the operation of the normal electric accessory 146, even if the large winning opening 151 for small wins is opened, the game ball flowing down the downstream flow path 107b will enter the second start opening 140B provided on the upstream side before reaching the large winning opening 151 for small wins, making it difficult (or impossible) for the game ball to win a prize in the large winning opening 151 for small wins.
[0083] In this embodiment, the large winning opening 131 for big wins and the large winning opening 151 for small wins are provided separately, but it is not limited to this. The large winning opening opened during the execution of the big win game control process and the large winning opening opened during the execution of the small win game control process may be the same large winning opening.
[0084] (Outlet) The outlet 178 is for discharging game balls that have been launched toward the game area 105 but have not won a prize in any of the various winning openings (for example, the first start opening 120, the second start openings 140A and 140B, the large winning opening 131 for big wins, the general winning opening 122, etc.) outside the machine. This outlet 178 is provided on the most downstream side of the game area 105 so that it can discharge both the left-shot game balls and the right-shot game balls outside the machine. However, in addition to the above-mentioned outlet 178, an outlet may be provided at a position that is not the most downstream side, for example, between a plurality of general winning openings 122 or between the normal electric accessory unit 145 and the small win unit 150, so as to discharge the game balls flowing down the game area 105 outside the machine.
[0085] (Rear unit) The rear unit (not shown) has a decorative body and is provided on the rear side of the transparent game panel 100 as described above. This rear unit includes an effect implement group 58 such as a movable implement controlled by a sub-control circuit 300 (see FIG. 6 described later). The effect implement group 58 is arranged around the display area of the display device 7. At least one or more implements or effect implement constituent members constituting the implements in these effect implement groups 58 function as effect implements operable based on the result of the winning determination process of the special symbol.
[0086] [1-1-3. LED Unit] The LED unit 160 is located at the lower right of the game board unit 10 and is arranged outside the game area 105 (see FIGS. 4 and 5). The LED unit 160 is a unit body integrating various display parts.
[0087] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko game machine.
[0088] As shown in FIG. 5, the LED unit 160 includes a normal symbol display part 161, a normal symbol hold display part 162, a first special symbol display part 163, a second special symbol display part 164, a first special symbol hold display part 165, and a second special symbol hold display part 166.
[0089] (Normal symbol display part) The normal symbol display part 161 displays the result of the winning determination process of the normal symbol and includes normal symbol display LEDs 161a and 161b. When the conditions for starting the variable display of the normal symbol (hereinafter referred to as the "starting conditions of the normal symbol") are satisfied, the variable display of the normal symbol in which the normal symbol display LEDs 161a and 161b alternately light and go out is started. When a predetermined time has elapsed since the start of the variable display of the normal symbol, the variable display of the normal symbol stops, and the result of the winning determination process of the normal symbol is derived.
[0090] When the result of the winning determination process for the normal symbol is a win for the normal symbol, the combination of lighting and extinguishing of the normal symbol display LEDs 161a and 161b becomes a specific stop display mode. For example, when the result of the winning determination process for the normal symbol is a win for the normal symbol, the normal symbol display LED 161a lights up and the normal symbol display LED 161b goes out. On the other hand, when the result of the winning determination process for the normal symbol is a loss, for example, the normal symbol display LED 161a goes out and the normal symbol display LED 161b lights up. However, the stop display mode of the normal symbol display LEDs 161a and 161b indicating the result of the winning determination process for the normal symbol is not limited to this. And when the normal symbol is stopped and displayed in a specific stop display mode, it is determined to operate the normal electric accessory 146, and the general-purpose shutter 147 is driven to open and close in a predetermined pattern, making it easier for the game ball to win (pass) through the second start port 140B.
[0091] (Reserved display section for normal symbol) The reserved display section 162 for the normal symbol displays the number of variable displays of the normal symbol that are reserved (hereinafter referred to as the "number of reserved normal symbols") when the variable display of the normal symbol is reserved, and includes reserved display LEDs 162a and 162b for the normal symbol. The above "the variable display of the normal symbol is reserved" refers to the state from when the passage of the game ball through the passage gate 126 is detected and various data related to the normal symbol (for example, the random number value for winning determination of the normal symbol, etc.) are extracted until the start condition of the normal symbol is satisfied. Note that the start condition of the normal symbol is satisfied when at least all of the conditions that the normal symbol is not in the variable display state and the variable display of the normal symbol is reserved are met.
[0092] The holding display section 162 for normal symbols displays the number of holds for the variable display of normal symbols by the combination of lighting and extinguishing of the holding display LEDs 162a and 162b for normal symbols. For example, when the number of holds for a normal symbol is 1, the holding display LED 162a for normal symbols lights up and the holding display LED 162b for normal symbols goes out. Also, when the number of holds for a normal symbol is 2, both of the holding display LEDs 162a and 162b for normal symbols light up. Also, when the number of holds for a normal symbol is 3, the holding display LED 162a for normal symbols blinks and the holding display LED 162b for normal symbols lights up. Furthermore, when the number of holds for a normal symbol is 4, both of the holding display LEDs 162a and 162b for normal symbols blink. However, the display modes of the holding display LEDs 162a and 162b for normal symbols indicating the number of holds for normal symbols are not limited to this.
[0093] (Special symbol display section) The special symbol display section displays the result of the winning determination process for special symbols, and includes a first special symbol display section 163 and a second special symbol display section 164. The first special symbol display section 163 includes, for example, a first special symbol display LED group 163a composed of 8 LEDs. Similarly, the second special symbol display section 164 also includes a second special symbol display LED group 164a composed of, for example, 8 LEDs.
[0094] When the condition for starting the variable display of the first special symbol (hereinafter referred to as the "starting condition for the first special symbol") is satisfied, the variable display of the first special symbol in which the first special symbol display LED group 163a repeatedly lights and extinguishes alternately or mutually is started. When a predetermined time has elapsed since the start of the variable display of the first special symbol, the variable display of the first special symbol stops and the result of the winning determination process for the first special symbol is derived.
[0095] When the result of the winning determination process for the first special symbol is a big win, the combination of lighting and extinguishing of the first special symbol display LED group 163a (for example, 8 LEDs) constituting the first special symbol display section 163 becomes a specific stop display mode. And when the first special symbol display section 163 is stopped and displayed in the specific stop display mode, the transition to the big win gaming state is determined.
[0096] When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions for the second special symbol") are satisfied, the variable display of the second special symbol starts, in which the second special symbol display LED group 164a repeatedly lights and goes out alternately or mutually. When a predetermined time has elapsed since the start of the variable display of the second special symbol, the variable display of the second special symbol stops, and the result of the winning determination process for the second special symbol is derived.
[0097] When the result of the winning determination process for the second special symbol is a big win, the combination of lighting and extinguishing of the second special symbol display LED group 164a (for example, 8 LEDs) that constitutes the second special symbol display unit 164 becomes a specific stop display mode. And when the second special symbol display unit 164 stops displaying in a specific stop display mode, the transition to the big win gaming state is determined.
[0098] (Reserved display unit for special symbol) The reserved display unit for special symbol displays the number of variable displays of the special symbol that are reserved (hereinafter referred to as the "reservation number of special symbols") when the variable display of the special symbol is reserved, and includes a first reserved display unit 165 for the first special symbol and a second reserved display unit 166 for the second special symbol.
[0099] The first reserved display unit 165 for the first special symbol displays the reservation number of the first special symbol when the variable display of the first special symbol is reserved, and includes first reserved display LEDs 165a and 165b for the first special symbol. "The variable display of the first special symbol is reserved" means the state from when the winning (passing) of the game ball into the first start port 120 is detected and various data related to the first special symbol (for example, the random number value for the big win determination of the first special symbol, the symbol random number value of the first special symbol, the random number value for the reach determination of the first special symbol, and various random number values such as the production selection random number value used when determining the variation pattern of the first special symbol, etc.) are extracted until the starting conditions for the first special symbol are satisfied. The starting conditions for the first special symbol will be described later.
[0100] The first special symbol holding display unit 165 displays the number of holds of the variable display of the first special symbol by the combination of lighting and extinguishing of the first special symbol holding display LEDs 165a and 165b. For example, when the number of holds of the first special symbol is 1, the first special symbol holding display LED 165a lights up and the first special symbol holding display LED 165b goes out. When the number of holds of the first special symbol is 2, both of the first special symbol holding display LEDs 165a and 165b light up. When the number of holds of the first special symbol is 3, the first special symbol holding display LED 165a blinks and the first special symbol holding display LED 165b lights up. Further, when the number of holds of the first special symbol is 4, both of the first special symbol holding display LEDs 165a and 165b blink. However, the display modes of the first special symbol holding display LEDs 165a and 165b indicating the number of holds of the first special symbol are not limited to this.
[0101] The second special symbol holding display unit 166 displays the number of holds of the second special symbol when the variable display of the second special symbol is on hold, and includes the second special symbol holding display LEDs 166a and 166b. "The variable display of the second special symbol is on hold" means the state from when winning (passing) of the game balls into the second start ports 140A and 140B is detected and various data related to the second special symbol (for example, jackpot determination random values for the second special symbol, symbol random values for the second special symbol, reach determination random values for the second special symbol, and various random values such as production selection random values used when determining the variation pattern of the second special symbol, etc.) are extracted until the start condition of the second special symbol is satisfied. The start condition of the second special symbol will be described later.
[0102] The second special symbol hold display unit 166 displays the number of holds for the variable display of the second special symbol by the combination of lighting and extinguishing of the second special symbol hold display LEDs 166a and 166b. For example, when the number of holds for the second special symbol is 1, the second special symbol hold display LED 166a lights up and the second special symbol hold display LED 166b goes out. Also, when the number of holds for the second special symbol is 2, both the second special symbol hold display LEDs 166a and 166b light up. Further, when the number of holds for the second special symbol is 3, the second special symbol hold display LED 166a blinks and the second special symbol hold display LED 166b lights up. Moreover, when the number of holds for the second special symbol is 4, both the second special symbol hold display LEDs 166a and 166b blink. However, the display modes of the second special symbol hold display LEDs 166a and 166b indicating the number of holds for the second special symbol are not limited to this.
[0103] [1-2. Electrical Configuration] Next, with reference to FIG. 6, the control circuit of the first pachinko game machine will be described. FIG. 6 is an example of a block diagram showing the control circuit of the first pachinko game machine.
[0104] As shown in FIG. 6, the first pachinko game machine mainly includes a main control circuit 200 that controls the game, a sub-control circuit 300 that controls the effects according to the progress of the game, a payout / firing control circuit 400, and a power supply circuit 450.
[0105] [1-2-1. Main Control Circuit] The main control circuit 200 controls processes such as those executed at power-on and processes related to game operations. It includes a main CPU 201, a main ROM 202 (read-only memory), a main RAM 203 (read / write memory), an initial reset circuit 204, and a backup capacitor 207, etc., and is housed in a main board case (not shown).
[0106] The main CPU 201 is connected to a main ROM 202, a main RAM 203, an initial reset circuit 204, etc. The main CPU 201 incorporates a WDT (watchdog timer) for monitoring operations and functions for preventing fraud, etc.
[0107] The main ROM 202 stores a program for controlling the operation of the first pachinko gaming machine by the main CPU 201, various tables, etc. The main CPU 201 has a function of executing various processes according to the program stored in the main ROM 202.
[0108] The main RAM 203 is provided with a storage area for storing various data necessary for the progress of the game. This main RAM 203 functions as a temporary storage area of the main CPU 201 and stores values of various flags and variables. In this embodiment, a RAM is used as the temporary storage area of the main CPU 201, but it is not limited to this, and any readable and writable storage medium may be used.
[0109] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary.
[0110] The backup capacitor 207 has a function of temporarily supplying power so that the data stored in the main RAM 203 does not disappear during a power failure or the like.
[0111] Furthermore, the main control circuit 200 also includes an I / O port 205 that is communicably connected to various devices, etc., and a command output port 206 that is connected to be able to output various commands to the sub-control circuit 300.
[0112] In addition, various devices are connected to the main control circuit 200. For example, the main control circuit 200 is connected to the above-described normal symbol display unit 161, normal symbol hold display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol hold display unit 165, second special symbol hold display unit 166, solenoid 148 for general electricity, solenoid 135 for special electricity, and small hit solenoid 154, etc. In addition to these, a performance display monitor 170, an error notification monitor 172, etc. are also connected to the main control circuit 200. The main control circuit 200 can control the operations of these devices by transmitting signals via the I / O port 205.
[0113] On the performance display monitor 170, performance display data, set values to be described later, etc. are displayed under the control of the main CPU 201. The performance display data is, for example, data indicating the ratio of the game balls paid out in a game state other than the big win game state for the launch of a predetermined number (e.g., 60000) of game balls, and is also called a base value.
[0114] An error code is displayed on the error notification monitor 172. In addition to the error code, the error notification monitor 172 can also display, for example, a setting change in progress code indicating that a setting change process is in progress and a setting confirmation in progress code indicating that a setting confirmation process is in progress, etc., in the case of a pachinko game machine with a setting function to be described later. Note that as the setting change in progress code, a symbol that is not normally displayed in the special symbol display device (for example, a setting change symbol indicating that a setting change is in progress) may be displayed.
[0115] In addition, the main control circuit 200 is also connected to a first start port switch 121, second start port switches 141A, 141B, a passing gate switch 127, a big win big winning port count switch 132, a general winning port switch 123, a small hit big winning port count switch 152, etc. When these switches are detected, a detection signal is output to the main control circuit 200 via the I / O port 205.
[0116] Furthermore, the main control circuit 200 is connected to a calling device (not shown) having functions such as calling a croupier and displaying the number of jackpot occurrences, an external terminal board 184 used when transmitting data to a hall computer 186 that manages pachinko gaming machines throughout the hall, a setting key 174 that is operated when changing or checking set values in the case of a pachinko gaming machine with a setting function described later, a backup clear switch 176 that can clear backup data stored in the main RAM 203 according to the operation of the casino manager, and the like. In this embodiment, the backup clear switch 176 also serves as a switch for changing set values described later, but is not limited thereto, and a setting switch for changing set values may be provided.
[0117] Also, the setting key 174 and the backup clear switch 176 are preferably housed in a predetermined case so that a third party other than the casino manager (for example, a player) cannot easily touch them. The "predetermined case" includes not only those with a configuration where the setting key 174 and the backup clear switch 176 cannot be contacted without opening the case, but also those where notches are provided only at the corresponding positions of the setting key 174 and the backup clear switch 176 of the case, and when the casino manager rotates the pachinko gaming machine from the island equipment using a key managed by the casino manager to expose the back, the casino manager can contact the setting key 174 or / and the backup clear switch 176.
[0118] Note that in this embodiment, the setting key 174 and the backup clear switch 176 are connected to the main control circuit 200, but are not limited thereto. For example, they may be configured to be connected to a payout / firing control circuit 400 or a power supply circuit 450. Also in this case, it is preferable to prevent a third party other than the casino manager from easily contacting the setting key 174 and the backup clear switch 176.
[0119] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes a sub-CPU 301, a program ROM 302, a work RAM 303, a display control circuit 304, an audio control circuit 305, an LED control circuit 306, a device control circuit 307, a command input port 308, and the like. The sub-control circuit 300 executes an effect according to the progress of the game in response to a command from the main control circuit 200. Although not shown in FIG. 6, an effect button 54 (see FIG. 1) that can be operated by the player is also connected to the sub-control circuit 300.
[0120] The program ROM 302 stores a program for controlling the game effect of the first pachinko machine by the sub-CPU 301, various tables, and the like. The sub-CPU 301 has a function of executing various processes according to the program stored in the program ROM 302. In particular, the sub-CPU 301 controls the game effect according to various commands transmitted from the main control circuit 200.
[0121] The work RAM 303 has a function of storing values of various flags and variables as a temporary storage area of the sub-CPU 301.
[0122] The display control circuit 304 is a circuit for performing display control in the display device 7. The display control circuit 304 includes an image data processor (hereinafter referred to as VDP), an image data ROM in which data for generating various image data is stored, a frame buffer for temporarily storing image data, a D / A converter for converting image data into an image signal, and the like.
[0123] The display control circuit 304 temporarily stores image data for display on the display device 7 in the frame buffer in response to an image display command from the sub-CPU 301. The image data for display on the display device 7 includes various image data related to the game, such as decorative symbol image data showing decorative symbols, background image data, and effect image data.
[0124] Then, the display control circuit 304 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies the converted image signal to the display device 7 at a predetermined timing. When the image signal is supplied to the display device 7, an image related to the image signal is displayed on the display device 7. In this way, the display control circuit 304 can perform control to display an image related to the game on the display device 7.
[0125] The audio control circuit 305 is a circuit for controlling the audio generated from the speaker 32. The audio control circuit 305 includes a sound source IC for controlling the audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.
[0126] The sound source IC controls the audio output from the speaker 32. The sound source IC selects one piece of audio data from a plurality of pieces of audio data stored in the audio data ROM in response to an audio generation command from the sub-CPU 301. Further, the sound source IC reads the selected audio data from the audio data ROM, converts the audio data into a predetermined audio signal, and supplies the converted audio signal to the AMP. The AMP amplifies signals such as audio and sound effects output from the speaker 32.
[0127] The LED control circuit 306 is a circuit for controlling the LED group 46 including decorative LEDs and the like. The LED control circuit 306 includes a drive circuit for supplying an LED control signal, a decorative data ROM in which a plurality of types of LED decoration patterns are stored, and the like.
[0128] The accessory control circuit 307 is a circuit for controlling the operation of each accessory (for example, one or more accessories among the effect accessory group 58). The accessory control circuit 307 includes a drive circuit for supplying a drive signal to each accessory, an accessory data ROM in which an operation pattern is stored, and the like.
[0129] Also, the accessory control circuit 307 selects one operation pattern from a plurality of operation patterns stored in the accessory data ROM in response to an accessory operation command from the sub-CPU 301. Then, it reads out the selected operation pattern from the accessory data ROM and supplies a drive signal corresponding to the read operation pattern to control the mechanical operation of each accessory. Further, the lighting circuit selects one lighting pattern from a plurality of lighting patterns stored in the accessory data ROM based on a lighting command from the sub-CPU 301. Then, it reads out the selected lighting pattern from the accessory data ROM and supplies a lighting control signal corresponding to the read lighting pattern to control the lighting operation of each accessory.
[0130] The command input port 308 is connected to the command output port 206 and receives various commands transmitted from the main control circuit 200.
[0131] The payout / firing control circuit 400 controls the payout of prize balls and loan balls. Connected to this payout / firing control circuit 400 are a payout device 82 capable of paying out game balls, a firing device 6 capable of firing game balls, a card unit 180 capable of executing control related to ball lending, and the like.
[0132] When the payout / firing control circuit 400 receives a prize ball control command transmitted from the main control circuit 200, it transmits a predetermined signal to the payout device 82 to control the payout device 82 to pay out game balls.
[0133] A ball lending operation panel 182 is connected to the card unit 180. The ball lending operation panel 182 is provided with a ball lending button for receiving balls on loan and a lending return button (both not shown) for receiving the return of a ball lending card in which cash data is stored. For example, when a ball lending operation is performed by a player, a ball lending control signal corresponding to the ball lending operation is transmitted to the card unit 180. The payout / firing control circuit 400 performs control to cause the payout device 82 to pay out game balls based on the ball lending control signal transmitted from the card unit 180. Note that the operation panel 182 is often provided on the pachinko game machine side, but it may also be provided on the card unit 180 side.
[0134] In addition, the payout / firing control circuit 400 supplies power to a firing solenoid (not shown) according to the rotation angle (rotation amount) based on the fact that the firing handle 62 is rotated in the clockwise direction, and performs control to fire game balls.
[0135] The power supply circuit 450 is a power supply circuit created to supply the necessary power supply voltage for games to the main control circuit 200, the sub-control circuit 300, the payout / firing control circuit 400, and the like.
[0136] A power switch 95 and the like are connected to the power supply circuit 450. The power switch 95 is turned on when supplying power necessary for the pachinko game machine (more specifically, the main control circuit 200, the sub-control circuit 300, the payout / firing control circuit 400, etc.).
[0137] [1-3. Game flow] Next, with reference to FIG. 7, the game flow of the first pachinko game machine will be described. FIG. 7 is an example of the game flow of the first pachinko game machine. Note that the game flow shown in FIG. 7 is a flow that can be grasped from the appearance, not a control flow.
[0138] As shown in FIG. 7, in a pachinko game, a game ball is launched by a user operation such as a player, and when the game ball wins a prize in various winning holes (for example, the first start hole 120, etc.), a payout control process for the game ball is performed. The pachinko game includes a special symbol game using special symbols and a normal symbol game using normal symbols. The special symbol game is, for example, a game that executes a winning determination process for special symbols based on the winning of a game ball in the start holes 120, 140A, and 140B, and determines whether to shift to a big win game state or not. Also, the normal symbol game is, for example, a game that executes a winning determination process for normal symbols based on the passage of a game ball through the passing gate 126, and determines whether to operate the normal electric accessory 146 to open the winning hole (the second start hole 140B in this embodiment) or not. In this specification, the "special symbol game" may be referred to as a "game", but the "game" is a term used in a broad concept, and for example, a game in an effect such as a normal symbol game or an operation unit such as an effect button 54 (see FIG. 1) is also included in the "game".
[0139] Also, in this specification, from the start of the variable display of the special symbol until the end of this variable display and the result of the winning determination process of the special symbol is determined and displayed (derived) (more specifically, until the special symbol determination time elapses) is defined as one special symbol game. However, after the result of the winning determination process of the special symbol is derived, when it is controlled to a big win game state or a small win game state, the period until the end of the big win game state or the small win game state is defined as one special symbol game.
[0140] When a stop display mode indicating a big win in the special symbol game is derived on the first special symbol display unit 163 or the second special symbol display unit 164, it is controlled to a big win game state. In the big win game state, a round game is executed in which the big win large winning hole 131 is opened for a predetermined time (for example, a maximum of 30000 msec) by the operation of the special electric accessory 133, and the possibility of winning in the big win large winning hole 131 is relatively increased.
[0141] Also, when a stop display mode indicating a normal symbol per normal symbol is derived in the normal symbol display unit 161 in the normal symbol game, the winning opening (for example, the second start opening 140B in this embodiment) becomes an open state by the operation of the normal electric accessory 146, and the possibility of winning the second start opening 140B is relatively increased, for example.
[0142] Note that the games executable in the pachinko game are not limited to the special symbol game and the normal symbol game, and a new game different from these may be executable.
[0143] Hereinafter, the outlines of the game flows of the special symbol game and the normal symbol game will be described.
[0144] [1-3-1. Special Symbol Game] As shown in FIG. 7, the special symbol game mainly includes a special symbol start winning process performed when a winning (passing) occurs in the first start opening 120 or the second start openings 140A and 140B, and a special symbol control process performed based on the establishment of the start condition of the special symbol, etc.
[0145] When a game ball wins in the first start opening 120 or the second start openings 140A and 140B, a special symbol start winning process is performed. In this special symbol start winning process, various types of data related to the special symbol (for example, various random values such as a jackpot determination random value, a symbol determination random value, a reach determination random value, and an effect selection random value, etc.) are respectively extracted (acquired) from various types of counters for the special symbol (for example, a jackpot determination counter, a symbol determination counter, etc.). Each of the extracted random values is reserved as start information. This special symbol start winning process is performed even during the execution of the special symbol control process.
[0146] In addition, in the special symbol control process, it is determined whether or not the start condition of the special symbol is satisfied. When the start condition of the special symbol is satisfied, a winning determination process for the special symbol is performed, in which it is determined whether or not it is a "big win" by referring to the random number value for big win determination extracted from the big win determination counter of the special symbol. Then, a stop symbol determination process for determining the stop symbol is performed. In the stop symbol determination process, a special symbol to be stopped and displayed is determined by referring to the random number value for symbol determination extracted from the symbol determination counter of the special symbol and the result of the winning determination process for the special symbol.
[0147] In this embodiment, if the probability variation flag is on, probability variation control is executed. In the above-mentioned winning determination process for the special symbol, when the probability variation flag is off, it is determined to be a "big win" with a relatively low probability, and when the probability variation flag is on, it is determined to be a "big win" with a relatively high probability. Hereinafter, in this specification, the probability of being determined to be a "big win" is referred to as the "big win probability".
[0148] The probability variation flag is one of the management flags stored in the main RAM 203 and is a flag for managing whether or not to execute probability variation control. When the probability variation flag is on, the game progresses in a game state where probability variation control is executed (for example, in this embodiment, a high probability short game state or a high probability non-short game state). On the other hand, when the probability variation flag is off, the game progresses in a game state where probability variation control is not executed (for example, a normal game state or a low probability short game state).
[0149] Next, a variation pattern determination process for the special symbol is performed. In this process, a random number value is extracted from the variation pattern determination counter, and based on this random number value, the result of the above-mentioned winning determination process for the special symbol, and the above-mentioned special symbol to be stopped and displayed, the variation pattern (variable display pattern) of the special symbol is determined. Then, a variable display control process for the special symbol is performed based on the result of the variation pattern determination process for the special symbol.
[0150] When the variation pattern of the special symbol is determined, next, an effect pattern determination process for determining the effect pattern is performed. Then, based on the result of the effect pattern determination process, effect control processes such as display effects such as decorative symbols and character effects displayed in the display area of the display device 7, and sound effects such as sounds and sound effects output from the speaker 32 are performed. Note that the effect control process is performed by the sub-CPU 301.
[0151] Then, when the variable display control process and the effect control process of the special symbol are completed and it is a big win, a big win game control process is performed. The big win game control process is a process executed in the big win game state. When the big win game state ends, the special symbol game ends, and a game state transition control process to a non-big win game state is performed. In this case, the game state transitions according to the type of big win. For example, in the case of a big win type in which both the probability variation flag and the time shortening flag are set to on, after the end of the big win game state, it transitions to the probability variation time shortening game state.
[0152] On the other hand, when it is not a big win, that is, a loss, the special symbol game ends. Although not shown in FIG. 7, in the case of a small win, a small win game control process is performed.
[0153] And each time the start condition of the special symbol is satisfied, the various processes of the above-described special symbol control process are repeated.
[0154] Note that when a game ball wins a prize at the start ports 120, 140A, and 140B during the special symbol control process, a special symbol start prize process is executed. Also, the start information of the special symbol (for example, various data such as various random number values for big win determination, symbol random number values of the special symbol, random number values for reach determination, and random number values for effect selection) extracted at the time of winning a prize at the start ports 120, 140A, and 140B is held until the start condition of the special symbol is satisfied.
[0155] In addition, in the first pachinko machine, up to a maximum of eight pieces of starting information for special symbols can be held in total, consisting of four pieces of starting information for the first special symbol and four pieces of starting information for the second special symbol. However, the number of pieces of starting information for special symbols that can be held is not limited to this. For example, it may be possible to hold more starting information for the first special symbol than for the second special symbol, or vice versa.
[0156] Also, although not shown in FIG. 7, a preliminary determination may be made to determine a win / loss (the presence or absence of a "big win" winning) and a variation pattern prior to the winning determination process for the special symbol based on the starting information extracted when a game ball wins (passes through) the starting ports 120, 140A, and 140B between when the special symbol starts winning and when the starting condition for the special symbol is satisfied. A preliminary effect function may be provided to perform a predetermined effect based on the result of this preliminary determination. Note that the above preliminary determination may be made before the starting information extracted by the winning of the game ball at the starting ports 120, 140A, and 140B is held, or after it is held.
[0157] [1-3-2. Normal Symbol Game] As shown in FIG. 7, the normal symbol game mainly includes a normal symbol start passing process that is performed when a game ball passes through the passing gate 126, and a normal symbol control process that is performed based on the establishment of the starting condition for the normal symbol, and the like.
[0158] When a game ball passes through the passing gate 126, the normal symbol start passing process is executed. In this normal symbol start passing process, starting information for the normal symbol (for example, a random value for winning determination of the normal symbol, etc.) is extracted (acquired) from the counter for winning determination for the normal symbol, and the extracted starting information is held.
[0159] Also, in the normal symbol control process, the main CPU 201 determines whether the start condition of the normal symbol is satisfied. When starting the variable display of the normal symbol, the main CPU 201 refers to the random number value for determining a win of the normal symbol extracted from the counter for determining a win of the normal symbol for the normal symbol, executes the win determination process of the normal symbol to determine whether it is a "win of the normal symbol", and then executes the variable pattern determination process. In this process, the result of the win determination process of the normal symbol is referred to, and the variable pattern of the normal symbol is determined.
[0160] Next, the main CPU 201 refers to the result of the win determination process of the normal symbol and the determined variable pattern of the normal symbol, and executes a variable display control process for controlling the variable display of the normal symbol and an effect control process for performing a predetermined effect. Note that the effect control process may not be executed.
[0161] Then, when the variable display control process and the effect control process of the normal symbol are completed, the main CPU 201 determines whether a normal winning symbol indicating "win of the normal symbol" has been derived to the normal symbol display unit 161 (see FIG. 6). When it is determined that a stop display mode indicating a normal win has been derived, the main CPU 201 executes a game control process for a win of the normal symbol. In this game control process for a win of the normal symbol, the normal electric accessory 146 (see FIGS. 4 and 6) operates, and a winning (passing) of a game ball into a winning opening (for example, in this embodiment, for example, the second start opening 140B (see FIG. 4)) becomes possible or an open state that is easy. On the other hand, when it is determined that a stop display mode indicating a normal win has not been derived, the main CPU 201 does not execute the game control process for a win of the normal symbol and ends the normal symbol control process.
[0162] In a gaming state where time-saving control is not executed (for example, a normal gaming state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time-saving control corresponds to control in which at least one of a special figure shortening control for shortening the variable display time of a special symbol and an electric support control for increasing the frequency of operating the normal electric accessory 146 to open a winning port (for example, the second start port 140B in this embodiment) is performed, as compared to when the time-saving control is not executed. This time-saving control may be control that performs both the special figure shortening control and the electric support control, or may be control that performs only one of the special figure shortening control and the electric support control.
[0163] And each time the start condition of the normal symbol is satisfied, the various processes of the above-described normal symbol control process are repeated.
[0164] In addition, when a game ball passes through the passage gate 126 during the normal symbol control process, a normal symbol start passage process is executed. Also, the start information of the normal symbol (for example, a winning determination random value of the normal symbol, etc.) extracted when the game ball passes through the passage gate 126 is held until the start condition of the normal symbol is satisfied.
[0165] The start of the variable display of the normal symbol is performed in the order in which it is held. When the start condition of the normal symbol is satisfied, variable display is executed for the start information that was held first among the held start information of the normal symbol.
[0166] Note that the extraction method of various random values (for example, a big win determination random value of the first special symbol, a symbol random value of the first special symbol, a reach determination random value of the first special symbol, a big win determination random value of the second special symbol, a symbol random value of the second special symbol, a reach determination random value of the second special symbol, and a winning determination random value of the normal symbol, etc.) may use a software random number method in which a random value is generated within a predetermined range (width) by executing a program by the main CPU 201, or may use a hardware random number method in which a random value is extracted from a counter in a random number generator in which the random number is updated at a predetermined cycle.
[0167] [1-4. Basic Specifications] Next, with reference to FIGS. 8 to 12, the basic specifications of the first pachinko machine will be described.
[0168] In the first pachinko machine, there are a normal game state in which neither probability variation control nor time shortening control is executed, a high probability time shortening game state in which both probability variation control and time shortening control are executed, a high probability non-time shortening game state in which probability variation control is executed but time shortening control is not executed, and a low probability time shortening game state in which probability variation control is not executed but time shortening control is executed. The main CPU 201 can advance the game in any of these game states. However, the game state advanced by the control of the main CPU 201 is not limited to this, and any of the normal game state, high probability time shortening game state, high probability non-time shortening game state, and low probability time shortening game state may not be advanced. For example, the game may be advanced in any of the normal game state, high probability time shortening game state, and low probability time shortening game state, and the game may not be advanced in the high probability non-time shortening game state.
[0169] In this embodiment, left hitting is recommended in the normal game state, and right hitting is recommended in the high probability time shortening game state, high probability non-time shortening game state, and low probability time shortening game state. The sub CPU 301 executes control to display the recommended hitting method, for example, in the display area of the display device 7.
[0170] [1-4-1. Jackpot Probability for Each Set Value] FIG. 8 is an example of a table showing the jackpot probability (approximate) for each set value in the first pachinko machine. As shown in FIG. 8, in the first pachinko machine, using the above-described setting key 174, backup clear switch 176 (both are shown in FIG. 6), etc., it is possible to set to any one of a plurality of set values such as setting 1 to setting 6. In the case of such a pachinko machine with a setting function, the jackpot probability varies according to the set value, and the main CPU 201 executes the winning determination process of the special symbol based on the set set value.
[0171] Specifically, the jackpot probability in a gaming state where the probability variation control flag is off and the probability variation control is not executed (for example, the normal gaming state and the short gaming state with a low probability in this embodiment) is, for example, about 1 / 319 in setting 1, about 1 / 314 in setting 2, about 1 / 309 in setting 3, about 1 / 304 in setting 4, about 1 / 299 in setting 5, and about 1 / 294 in setting 6, regardless of whether the winning determination process for the first special symbol or the winning determination process for the second special symbol is executed. Also, the jackpot probability in a gaming state where the probability variation control flag is on and the probability variation control is executed (for example, the short gaming state with a high probability and the non - short gaming state with a high probability in this embodiment) is about 1 / 77 in setting 1, about 1 / 76 in setting 2, about 1 / 75 in setting 3, about 1 / 74 in setting 4, about 1 / 73 in setting 5, and about 1 / 72 in setting 6. Note that the small win probability is not shown in FIG. 8, but it may vary according to the setting value or may be a common probability for settings 1 to 6.
[0172] Also, in this embodiment, the jackpot probabilities are different for all setting values, but it is not limited to this. For example, the jackpot probabilities may be the same for multiple setting values, such as a common jackpot probability for setting 1 and setting 2, a common jackpot probability for setting 3 and setting 4, and a common jackpot probability for setting 5 and setting 6.
[0173] Also, in this embodiment, although the jackpot probability varies according to the setting value, if the degree of advantage for the player varies according to the setting value, the object that varies according to the setting value is not necessarily limited to the jackpot probability. For example, in a pachinko gaming machine where when a game ball wins in a specific winning opening, it is controlled to be in a jackpot gaming state, the winning probability for the specific winning opening may be made different according to the setting value. Note that it is not essential to make the pachinko gaming machine a pachinko gaming machine with a setting function.
[0174] [1 - 4 - 2. Winning Determination Table for Special Symbols] FIG. 9 is an example of a winning determination table for special symbols stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. Note that the winning determination table for special symbols shown in FIG. 9 shows the case of setting 1 shown in FIG. 8 as an example.
[0175] The winning determination table for special symbols is a table referred to in the winning determination process for special symbols, that is, a table referred to when determining "big win", "small win", or "loss" by lottery based on the big win determination random number value obtained when a game ball wins a prize in the first start port 120 or the second start ports 140A and 140B. Note that in this embodiment, the lottery targets in the winning determination process for the first special symbol are only "big win" and "loss". In contrast, the lottery targets in the winning determination process for the second special symbol are "big win", "small win", and "loss". However, "small win" may be included in the lottery targets in the winning determination process for the first special symbol.
[0176] The big win determination random number value is a random number value used in the winning determination process for special symbols as described above. In this embodiment, the big win determination random number value is extracted from 0 to 65535 (65536 types). However, the range of the generated random number value is not limited to the above.
[0177] In this embodiment, in the winning determination process for the first special symbol, it is determined as "big win" or "loss" based on the extracted big win determination random number value. In the first special symbol winning determination table, for each value (0 or 1) of the probability variation flag, the relationship between the range (width) of the big win determination random number value determined as "big win" and the corresponding big win determination value data, and the relationship between the range (width) of the big win determination random number value determined as "loss" and the corresponding loss determination value data are defined.
[0178] Note that in this specification, when the value of the probability variation flag is "0", the probability variation flag is off, and when the value of the probability variation flag is "1", the probability variation flag is on.
[0179] Also, in the winning determination process of the second special symbol, it is determined as "big win", "small win" or "loss" based on the extracted random number value for big win determination. In the winning determination table of the second special symbol, for each value of the probability variation flag (0 or 1), the relationship between the range (width) of the random number value for big win determination determined as "big win" and the corresponding big win determination value data, the relationship between the range (width) of the random number value for big win determination determined as "small win" and the corresponding small win determination value data, and the relationship between the range (width) of the random number value for big win determination determined as "loss" and the corresponding loss determination value data are defined.
[0180] In this embodiment, when the probability variation flag is off during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 0 to 204, it is determined as "big win", and the winning / losing determination value data is determined as "big win determination value data". Also, when the probability variation flag is off during the winning determination process of the first special symbol and the extracted random number value for big win determination is not any value from 0 to 204, it is determined as "loss", and the determination value data is determined as "loss determination value data".
[0181] Also, when the probability variation flag is on during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 0 to 850, it is determined as "big win", and the determination value data is determined as "big win determination value data". Also, when the probability variation flag is on during the winning determination process of the first special symbol and the extracted random number value for big win determination is not any value from 0 to 850, it is determined as "loss", and the determination value data is determined as "loss determination value data".
[0182] Similarly, when the probability variation flag is off during the winning determination process of the second special symbol, if the extracted big win determination random number value is any of 0 to 204, it is determined as a "big win", and the determination value data is determined as "big win determination value data". Also, when the probability variation flag is off during the winning determination process of the second special symbol, if the extracted big win determination random number value is any of 205 to 22049, it is determined as a "small win", and the determination value data is determined as "small win determination value data". Further, when the probability variation flag is off during the winning determination process of the second special symbol, if the extracted big win determination random number value is not any of 0 to 22049, it is determined as a "loss", and the determination value data is determined as "loss determination value data".
[0183] Also, when the probability variation flag is on during the winning determination process of the second special symbol, if the extracted big win determination random number value is any of 0 to 850, it is determined as a "big win", and the determination value data is determined as "big win determination value data". Also, when the probability variation flag is on during the winning determination process of the second special symbol, if the extracted big win determination random number value is any of 851 to 22695, it is determined as a "small win", and the determination value data is determined as "small win determination value data". Further, when the probability variation flag is on during the winning determination process of the second special symbol, if the extracted big win determination random number value is not any of 0 to 22695, it is determined as a "loss", and the determination value data is determined as "loss determination value data".
[0184] [1-4-3. Special Symbol Determination Table] FIG. 10 is an example of a special symbol determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.
[0185] The special symbol determination table is a table referred to when selecting the "winning selection symbol command" and the "symbol designation command" that determine the stop symbol based on the symbol random number value of the special symbol obtained when a game ball wins the first start port 120 or the second start ports 140A and 140B and the above-mentioned win / loss determination value data. The "winning selection symbol command" is a command for designating a winning symbol determined according to the type of big win when the result of the winning determination process of the special symbol is a big win, and the "symbol designation command" is a command for designating the symbol displayed when the variable display of the special symbol stops. The symbol random number value of the special symbol is extracted, for example, from among 0 to 99 (100 types).
[0186] According to the special symbol determination table shown in FIG. 10, when big win determination value data is obtained as a result of the winning determination process of the first special symbol, for example, the winning selection symbol command and the symbol designation command are selected as follows. That is, when the symbol random number value of the first special symbol is 0 or 1, "z0" is selected as the winning selection symbol command, and "zA1" is selected as the symbol designation command. Also, when the symbol random number value of the first special symbol is any one of 2 to 9, "z1" is selected as the winning selection symbol command, and "zA1" is selected as the symbol designation command. Also, when the symbol random number value of the first special symbol is any one of 10 to 59, "z2" is selected as the winning selection symbol command, and "zA2" is selected as the symbol designation command. Further, when the symbol random number value of the first special symbol is any one of 60 to 99, "z3" is selected as the winning selection symbol command, and "zA2" is selected as the symbol designation command.
[0187] Also, when loss determination value data is obtained as a result of the winning determination process of the first special symbol, regardless of whether the symbol random number value of the first special symbol is any of 0 to 99, the winning selection symbol command is not selected, and "zA3" is selected as the symbol designation command.
[0188] Also, when big win determination value data is obtained as a result of the winning determination process for the second special symbol, for example, the winning selection symbol command and the symbol specification command are selected as follows. That is, when the symbol random number value of the second special symbol is any of 0 to 29, "z4" is selected as the winning selection symbol command, and "zA4" is selected as the symbol specification command. Also, when the symbol random number value of the second special symbol is any of 30 to 59, "z5" is selected as the winning selection symbol command, and "zA5" is selected as the symbol specification command. Further, when the symbol random number value of the second special symbol is any of 60 to 99, "z6" is selected as the winning selection symbol command, and "zA5" is selected as the symbol specification command.
[0189] Also, when small win determination value data is obtained as a result of the winning determination process for the second special symbol, regardless of whether the symbol random number value of the special symbol is any of 0 to 99, "z7" is selected as the winning selection symbol command, and "zA6" is selected as the symbol specification command.
[0190] Note that when small win determination value data is obtained as a result of the winning determination process for the second special symbol, the main CPU 201 executes small win game control processing. In the small win game control processing, for example, the small win shutter 153 (see FIG. 6) is operated to execute control to make the small win big winning opening 151 (see FIG. 4) in an open state where it is possible or easy for game balls to win (pass through), and prize balls can be paid out.
[0191] Also, when the result of the winning determination process for the second special symbol is "loss", regardless of whether the symbol random number value of the special symbol is any of 0 to 99, the winning selection symbol command is not selected, and "zA7" is selected as the symbol specification command.
[0192] In this embodiment, based on the extracted jackpot determination random number value with reference to the winning determination table for special symbols (see FIG. 9), the win / loss determination value data is determined. Then, with reference to the special symbol determination table (see FIG. 10), a so-called two-stage lottery is performed to determine the winning selection symbol command and the symbol designation command based on the symbol random number value of the special symbol. However, it is not limited to this. For example, a so-called one-stage lottery may be performed to determine the win / loss of the special symbol, the winning selection symbol command, and the symbol designation command based on the extracted jackpot determination random number value and the symbol random number value of the special symbol.
[0193] [1-4-4. Jackpot Type Determination Table] FIG. 11 is an example of the jackpot type determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The jackpot type determination table is referred to when determining the type of jackpot, such as the number of rounds executed in the jackpot gaming state, the value of the probability variation flag, the number of probability variation times, the value of the time shortening flag, and the number of time shortening times, according to the winning selection symbol command determined corresponding to the symbol random number value of the special symbol.
[0194] In this specification, similar to the case of the probability variation flag, when the value of the time shortening flag is "0", it is the time shortening flag off, and when the value of the time shortening flag is "1", it is the time shortening flag on.
[0195] In this embodiment, when the result of the winning determination process for the first special symbol is "big win", the big win type is determined as follows. For example, when the selected symbol command at the time of winning is "z0", the round number is determined to be "10", the probability variation flag is on, the probability variation count is "10000", and the time shortening flag is off. Also, when the selected symbol command at the time of winning is "z1", the round number is determined to be "10", the probability variation flag is on, the probability variation count is "10000", the time shortening flag is on, and the time shortening count is "10000". Further, when the selected symbol command at the time of winning is "z2", the round number is determined to be "4", the probability variation flag is on, the probability variation count is "10000", the time shortening flag is on, and the time shortening count is "10000". Furthermore, when the selected symbol command at the time of winning is "z3", the round number is determined to be "4", the probability variation flag is off, the time shortening flag is on, and the time shortening count is "50".
[0196] Also, when the result of the winning determination process for the second special symbol is "big win", the big win type is determined as follows. For example, when the selected symbol command at the time of winning is "z4", the round number is determined to be "10", the probability variation flag is on, the probability variation count is "10000", and the time shortening flag is off. Also, when the selected symbol command at the time of winning is "z5", the round number is determined to be "10", the probability variation flag is on, the probability variation count is "10000", the time shortening flag is on, and the time shortening count is "10000". Further, when the selected symbol command at the time of winning is "z6", the round number is determined to be "10", the probability variation flag is off, the time shortening flag is on, and the time shortening count is "50".
[0197] However, the types of big wins shown in FIG. 11 are just examples and are not limited to this. When the value of the probability variation flag is determined to be "0", the probability variation count is not determined, but the probability variation count may be set to "0" in the sense that the probability variation control is not executed.
[0198] Note that the "10000" of the probability variation count means that the probability variation control can be continuously executed until it is determined to be a big win in the winning determination process of the special symbol executed in the game state after the end of the big win game state (i.e., the next big win).
[0199] [1-4-5. Special Symbol Variation Pattern Table] FIG. 12 is an example of a special symbol variation pattern table for a first pachinko gaming machine, and includes (A) a special symbol variation pattern table for low start and (B) a special symbol variation pattern table for high start. Note that the column of "Effect Contents" in FIG. 12 is shown for convenience to make it easier to understand. The main CPU 201 determines the variation pattern of the first special symbol when a game ball wins the first start port 120, and determines the variation pattern of the second special symbol when a game ball wins the second start ports 140A and 140B.
[0200] In the normal gaming state where left-handed shooting is recommended, for example, the variation pattern of the special symbol is determined with reference to the special symbol variation pattern table for low start shown in FIG. 12(A).
[0201] On the other hand, in the gaming state where right-handed shooting is recommended, that is, in the high-probability short gaming state, high-probability non-short gaming state, or low-probability short gaming state, for example, the variation pattern of the special symbol is determined with reference to the special symbol variation pattern table for high start shown in FIG. 12(B).
[0202] As shown in FIGS. 12(A) and (B), the variation pattern of the special symbol is determined based on the type of special symbol, the result of the hit determination process of the special symbol (win or loss), the random number value for reach determination, and the random number value for effect selection. However, it is not limited to this, and it may be determined based on other values etc. instead of or in addition to any of the above.
[0203] Note that the random number value for reach determination is extracted, for example, from among 0 to 249 (250 types), and the random number value for effect selection is extracted, for example, from among 0 to 99 (100 types). However, the range of the generated random number values is not limited to the above.
[0204] When determining the variation pattern of the special symbol by referring to the variation pattern table of the special symbol for high start, the expected value of the variable display frequency of the special symbol per unit time is larger than when determining the variation pattern of the special symbol by referring to the variation pattern table of the special symbol for low start. In particular, when determining the variation pattern of the special symbol by referring to the variation pattern table of the special symbol for low start, the second special symbol is variably displayed for an extremely long time, for example, approximately 600,000 msec (for example, long variations A to C). On the other hand, when determining the variation pattern of the special symbol by referring to the variation pattern table of the special symbol for high start, the second special symbol is variably displayed for an extremely short time, for example, 1000 msec (for example, ultra-fast variation).
[0205] The main CPU 201 transmits the determined variation pattern information to the sub CPU 301. The sub CPU 301 controls the display effects displayed in the display area of the display device 7 and the sound effects output from the speaker 32 based on the variation pattern information transmitted from the main CPU 201.
[0206] Although not shown in FIG. 12, for each set value, for example, the range of the random number value for effect selection may be changed so that the determined variation pattern (variable display time) of the special symbol is different.
[0207] Also, in this embodiment, for example, in the normal game state, the variation pattern of the special symbol is determined by referring to the variation pattern table of the special symbol for low start, and in the high-probability short game state, high-probability non-short game state, or low-probability short game state, for example, the variation pattern of the special symbol is determined by referring to the variation pattern table of the special symbol for high start, but it is not limited to this.
[0208] [1-5. Main control process] Next, with reference to FIGS. 13 to 39, the contents of various processes (various modules) executed by the main CPU 201 of the main control circuit 200 will be described. [1-5-1. Main control main process] Next, with reference to FIGS. 13 to 16, the main process (main control main process) executed by the main CPU 201 will be described. FIGS. 13 to 16 are flowcharts showing an example of the main control main process in the first pachinko gaming machine.
[0209] First, the main CPU 201 determines whether or not the power-off signal is at the High level (S11). Although not shown, it goes without saying that the main CPU 201 sets the stack pointer and the address of the interrupt vector table prior to S11.
[0210] If it is determined in S11 that the power-off signal is not at the High level (if S11 is NO), the main CPU 201 repeats the determination process of S11.
[0211] On the other hand, if it is determined in S11 that the power-off signal is at the High level (if S11 is YES), the main CPU 201 moves the process to S12.
[0212] In S12, the main CPU 201 performs flag management processing for the backup clear switch 176 and the setting key 174 (S12). In this process, the on / off state of the backup clear switch 176 and the on / off state of the setting key 174 are saved. That is, the on / off states of the backup clear switch 176 and the setting key 174 are stored in the startup control flag area in the main RAM 203. Also, in this process, the game permission flag is set to off. After executing the process of S12, the main CPU 201 moves the process to S13.
[0213] In S13, the main CPU 201 performs a wait process. In this process, the sub-control circuit 300 waits for startup. The startup wait time (wait period) in this case is, for example, 12000.07 msec. After executing the process of S13, the main CPU 201 moves the process to S14.
[0214] Incidentally, while the sub-control circuit 300 is waiting to start up, the main CPU 201 may perform, for example, check processing of an interrupt request signal, output processing of the WDT when an interrupt request signal is generated, output processing of various sensor initialization signals at a predetermined timing, and the like.
[0215] In S14, the main CPU 201 determines whether the power-off before startup (the previous time) was a normal power-off. In this process, based on the value stored in the power-off detection flag area in the main RAM 203, it is determined whether it was a normal power-off or an abnormal power-off.
[0216] If it is determined in S14 that it was not a normal power-off (if S14 is a NO determination), the main CPU 201 transfers the process to S18.
[0217] On the other hand, if it is determined in S14 that it was a normal power-off (if S14 is a YES determination), the main CPU 201 calculates the checksum value of the work area stored in the main RAM 203 (S15), and then performs a collation process on the checksum value of the work area (S16). After the main CPU 201 executes the process of S16, it transfers the process to S17.
[0218] In S17, the main CPU 201 determines whether the collation result is abnormal.
[0219] If it is determined in S17 that the collation result is not abnormal, that is, normal (if S17 is a NO determination), the main CPU 201 transfers the process to S22. The processes after S22 will be described later.
[0220] On the other hand, if it is determined in S17 that the collation result is abnormal, that is, not normal (if S17 is a YES determination), the main CPU 201 transfers the process to S18.
[0221] In S18, the main CPU 201 determines whether at least one of the setting key 174 and the backup clear switch 176 is off. That is, if both the setting key 174 and the backup clear switch 176 are on, the determination is NO. If both the setting key 174 and the backup clear switch 176 are off, or if either one of the setting key 174 and the backup clear switch 176 is off, the determination is YES.
[0222] In S18, if it is determined that at least one of the setting key 174 and the backup clear switch 176 is not off, that is, both are on (when S18 is a NO determination), the main CPU 201 transfers the process to S21. The process of S21 will be described later.
[0223] On the other hand, in S18, if it is determined that at least one of the setting key 174 and the backup clear switch 176 is off (when S18 is a YES determination), the main CPU 201 transfers the process to S19.
[0224] In S19, the main CPU 201 sets the security signal of the external terminal to on. After executing the process of S19, the main CPU 201 transfers the process to S20.
[0225] In S20, the main CPU 201 performs error display processing on the performance display monitor 170 (see FIG. 6). This process sets error display data to the output port of the I / O port 205 where a signal is output to the performance display monitor 170. As a result, a predetermined LED in the performance display monitor 170 lights up, and an error display is performed. After executing the process of S20, the main CPU 201 enters an infinite loop.
[0226] Thus, when the previous power-off was not a normal power-off, or when the verification result of the checksum value of the work area stored in the main RAM 203 is not normal, the execution of the game in the first pachinko machine is not possible until both the setting key 174 and the backup clear switch 176 are determined to be on.
[0227] Next, the process of S21 will be described. In S21, the main CPU 201 stores a value indicating that it is a setting change in the startup control flag area in the main RAM 203. This process is a process performed at the time of abnormal startup, and is designed to store the value indicating that it is a setting change again. After executing the process of S21, the main CPU 201 transfers the process to S22.
[0228] In S22, the main CPU 201 clears the XINT detection flag area and the power-off detection flag area in the main RAM 203 (S22). After executing the process of S22, the main CPU 201 transfers the process to S23.
[0229] In S23, the main CPU 201 performs a startup state determination process. In this process, based on the value of the startup control flag stored in the startup control flag area in the main RAM 203, the current startup state (power-off recovery / setting change / setting confirmation / RAM clear) is determined. After executing the process of S23, the main CPU 201 transfers the process to S24.
[0230] In S24, the main CPU 201 performs RAM setting processing at startup. In this process, a clearing process (for example, construction of a work area and address setting, etc.) of the work area (volatile area) in the main RAM 203 that manages flags and the like is performed. Note that this process is commonly performed at the time of power-off recovery and initialization, and the backup area is not cleared. After executing the process of S24, the main CPU 201 transfers the process to S25.
[0231] In S25, the main CPU 201 performs startup initial setting processing. In this processing, initial setting processing corresponding to the current startup state (power-off recovery / setting change / setting confirmation / RAM clear) is performed. Note that the details of the startup initial setting processing will be described later with reference to FIG. 17. After executing the processing of S25, the main CPU 201 transfers the processing to S26.
[0232] In S26, the main CPU 201 performs interrupt prohibition processing. After executing the processing of S26, the main CPU 201 transfers the processing to S27.
[0233] In S27, the main CPU 201 performs power-off processing. After executing the processing of S27, the main CPU 201 transfers the processing to S28. Note that the details of the power-off processing will be described later with reference to FIG. 18.
[0234] In S28, the main CPU 201 performs initial value random number update processing. In this processing, update processing of the initial value random number of various random number counters (for example, random number counter for determining a big win of a special symbol, etc.) is performed. After executing the processing of S28, the main CPU 201 transfers the processing to S29.
[0235] In S29, the main CPU 201 determines whether it is in a game permission state. This determination processing is performed based on the value of the game permission flag.
[0236] If it is determined in S29 that it is not in the game permission state (if S29 is a NO determination), the main CPU 201 transfers the processing to S30.
[0237] On the other hand, if it is determined in S29 that it is in the game permission state (if S29 is a YES determination), the main CPU 201 transfers the processing to S31.
[0238] In S30, the main CPU 201 performs interrupt permission processing. After executing the processing of S30, the main CPU 201 returns the processing to S26 and performs the processing after S26.
[0239] In S31, the main CPU 201 performs the save process of the registers. After executing the process of S31, the main CPU 201 transfers the process to S32.
[0240] In S32, the main CPU 201 performs the performance display monitor aggregation calculation process. In this process, various base values are calculated and updated. Also, this process is performed using an area (outside the area) different from the work area in the main RAM 203. After executing the process of S32, the main CPU 201 transfers the process to S33.
[0241] In S33, the main CPU 201 performs the restoration process of the registers saved in S31. After executing the process of S33, the main CPU 201 transfers the process to S34.
[0242] In S34, the main CPU 201 performs the interrupt permission process. After executing the process of S34, the main CPU 201 transfers the process to S35.
[0243] In S35, the main CPU 201 determines whether the system cycle time has elapsed. The system cycle time is, for example, 6 msec which is three times the interrupt cycle (for example, 2 msec).
[0244] If it is determined in S35 that the system cycle time has not elapsed (when S35 is a NO determination), the main CPU 201 returns the process to the process of S26 and performs the processes after S26.
[0245] On the other hand, if it is determined in S35 that the system cycle time has elapsed (when S35 is a YES determination), the main CPU 201 transfers the process to S36.
[0246] In S36, the main CPU 201 performs the process of subtracting 1 three times from the value of the interrupt counter stored in the interrupt counter area of the main RAM 203. By this process, the value of the interrupt counter that manages the interrupt prohibition section in the main control main process is reset. After executing the process of S36, the main CPU 201 moves the process to S37.
[0247] Note that in this embodiment, within the main control main process, before executing various processes related to game control (for example, the processes of S37 to S44) described later, an interrupt prohibition section of, for example, 6 msec (the process section of S26 to S35) is provided. Therefore, in this embodiment, various processes related to game control described later are executed, for example, every 6 msec (every system cycle). Note that in this embodiment, an example in which the interrupt prohibition section is three times the interrupt cycle has been described, but the present invention is not limited to this.
[0248] In S37, the main CPU 201 performs an update process of the system timer. The system timer is a timer that manages the system cycle (for example, 6 msec). The value of the system timer is stored in the system cycle management timer area in the work area of the main RAM 203. After executing the process of S37, the main CPU 201 moves the process to S38.
[0249] In S38, the main CPU 201 performs a main control command transmission / reception process. In this process, mainly, a command transmission / reception process for payout control is performed. After executing the process of S38, the main CPU 201 moves the process to S39.
[0250] In S39, the main CPU 201 performs a special symbol control process. In this process, processes related to the special symbol game are performed. Details of this special symbol control process will be described later with reference to FIG. 19. After executing the process of S39, the main CPU 201 moves the process to S40.
[0251] In S40, the main CPU 201 performs normal symbol control processing. In this processing, processing related to the normal symbol game is performed. Details of this normal symbol control processing will be described later with reference to FIG. 30. After executing the processing of S40, the main CPU 201 transfers the processing to S41.
[0252] In S41, the main CPU 201 performs game operation display unit control processing. In this processing, setting processing of display data to be output to each display unit of the LED unit 160 (for example, the first special symbol display unit 163, the second special symbol display unit 164, etc.) is performed. After executing the processing of S41, the main CPU 201 transfers the processing to S42.
[0253] In S42, the main CPU 201 performs game information data generation processing. In this processing, control processing of the external terminal board pulse signal, setting processing of output data, generation processing of the test firing test signal, etc. are performed. Note that the generation processing of the test firing test signal is performed using an area (outside the area) different from the work area in the main RAM 203. After executing the processing of S42, the main CPU 201 transfers the processing to S43.
[0254] In S43, the main CPU 201 performs port output processing. In this processing, setting (transfer) of output data to the command output port 206 (see FIG. 6) is performed. After executing the processing of S43, the main CPU 201 transfers the processing to S44.
[0255] In S44, the main CPU 201 performs state monitoring processing. In this processing, firing position determination processing, game abnormality detection determination processing, payout abnormality detection determination processing, etc. are performed. In the firing position determination processing, if there is a change in the firing position (for example, right shot or left shot), a firing position command is reserved for transmission. In the game abnormality detection determination processing, if there is an abnormality, a game abnormality detection command is reserved for transmission. In the payout abnormality detection determination processing, if there is an abnormality, a payout abnormality detection command is reserved for transmission. After executing the processing of S44, the main CPU 201 returns the processing to S26 and performs the processing after S26.
[0256] [Initial setting process at startup] Next, referring to FIG. 17, the initial setting process at startup performed in S25 during the main control main process (refer to FIGS. 13 to 16) will be described. FIG. 17 is a flowchart showing an example of the initial setting process at startup in the first pachinko game machine.
[0257] The main CPU 201 first performs a process of loading the startup control flag (S51). After executing the process of S51, the main CPU 201 transfers the process to S52.
[0258] In S52, the main CPU 201 determines whether the value of the startup control flag is a value indicating power failure recovery.
[0259] If it is determined in S52 that the value of the startup control flag is not a value indicating power failure recovery (when S52 is a NO determination), the main CPU 201 transfers the process to S54.
[0260] On the other hand, if it is determined in S52 that the value of the startup control flag is a value indicating power failure recovery (when S52 is a YES determination), the main CPU 201 transfers the process to S53.
[0261] In S53, the main CPU 201 performs the second normal game pre-processing. The details of this second normal game pre-processing will be described later with reference to FIG. 37. When the second normal game pre-processing is performed, the game permission flag is set to on, and the game permission state is established. After executing the process of S53, the main CPU 201 ends the initial setting process at startup and returns the process to the main control main process (refer to FIGS. 13 to 16).
[0262] In S54, the main CPU 201 determines whether the value of the startup control flag is a value indicating setting change or setting confirmation.
[0263] When it is determined in S54 that the value of the startup status flag is not a value indicating setting change or setting confirmation, that is, it is a value indicating RAM clear (when S54 is NO), the main CPU 201 transfers the process to S56.
[0264] On the other hand, when it is determined in S54 that the value of the startup status flag is a value indicating setting change or setting confirmation (when S54 is YES), the main CPU 201 transfers the process to S55.
[0265] In S55, the main CPU 201 performs the reservation process for transmitting the setting operation command. Note that the setting operation command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the production control command transmission process (refer to S242 in FIG. 32 described later) during the next system timer interrupt process. After executing the process of S55, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (refer to FIGS. 13 to 16).
[0266] In S56, the main CPU 201 performs the first normal game pre-processing. The details of this first normal game pre-processing will be described later with reference to FIG. 36. When the first normal game pre-processing is performed, the game permission flag is set to on, and the game permission state is entered. After executing the process of S56, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (refer to FIGS. 13 to 16).
[0267] [1-5-3. Power-off process] Next, with reference to FIG. 18, the power-off process performed in S27 during the main control main process (refer to FIGS. 13 to 16) will be described. FIG. 18 is a flowchart showing an example of the power-off process in the first pachinko game machine.
[0268] The main CPU 201 first determines whether the XINT detection flag is on (S61).
[0269] When it is determined in S61 that the XINT detection flag is not on (when S61 is a NO determination), the main CPU 201 ends the power-off process and returns the process to the main control main process (see FIGS. 13 to 16).
[0270] On the other hand, when it is determined in S61 that the XINT detection flag is on (when S61 is a YES determination), the main CPU 201 moves the process to S62.
[0271] In S62, the main CPU 201 performs a checksum value calculation process. After executing the process of S62, the main CPU 201 moves the process to S63.
[0272] In S63, the main CPU 201 stores the checksum value and the value of the power-off detection flag in corresponding predetermined storage areas in the main RAM 203, respectively. In this case, they are stored in the backup area of the main RAM 203. After executing the process of S63, the main CPU 201 moves the process to S64.
[0273] In S64, the main CPU 201 performs a clear process of the XINT detection flag. Then, after executing the process of S64, the main CPU 201 performs a RAM access prohibition value setting process (S65). After executing the process of S65, the main CPU 201 moves the process to S66.
[0274] In S66, the main CPU 201 repeats the CPU reset waiting process until power-off.
[0275] [1-5-4. Special symbol control process] Next, with reference to FIG. 19, the special symbol control process executed by the main CPU 201 will be described. FIGS. 19 and 20 are flowcharts showing an example of the special symbol control process performed in S39 during the main control main process (see FIGS. 13 to 16) in the first pachinko game machine.
[0276] As shown in FIG. 19, first, in S71, the main CPU 201 loads the control state number of the second special symbol. The control state number of the special symbol is a number indicating the state (status) of the control process regarding the variable display (special symbol game) of each special symbol. After executing the process of S71, the main CPU 201 transfers the process to S72.
[0277] Although not shown, when executing the special symbol control process, the main CPU 201 performs an address setting process of setting the addresses of the work areas of each special symbol in the main RAM 203 to a predetermined register prior to the process of S71.
[0278] Also, although not shown, when executing the special symbol control process, the main CPU 201 also performs a process of checking the hold count of the first special symbol and the hold count of the second special symbol. Then, when the hold count of the first special symbol is "0" for a certain period of time or more, the main CPU 201 performs a reserved transmission process of the demo display command for the first special symbol, and when the hold count of the second special symbol is "0" for a certain period of time or more, the main CPU 201 performs a reserved transmission process of the demo display command for the second special symbol. The demo display command reserved in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (refer to S242 in FIG. 32 described later) during the next system timer interrupt process. When the sub-control circuit 300 receives the demo display command, if such a demo display command is a demo display command for the main special symbol, the sub-CPU 301 performs a demo display effect. The main special symbol will be described in the sub-control process described later.
[0279] In S72, the main CPU 201 determines whether or not the second special symbol is at the timing of starting variable display based on the control state number of the second special symbol loaded in S71.
[0280] When it is determined in S72 that the second special symbol is not at the timing of starting variable display (when S72 is NO), that is, when any process related to the second special symbol is being executed, the main CPU 201 transfers the process to S73. For example, during the execution of the jackpot game control process based on the result of the hit determination process of the second special symbol, a NO determination is made in S72.
[0281] On the other hand, when it is determined in S72 that the second special symbol is at the timing of starting variable display (when S72 is YES), the main CPU 201 transfers the process to S74.
[0282] In S73, the main CPU 201 performs special symbol management processing. Details of this special symbol management processing will be described later with reference to FIG. 20. After executing the process of S73, the main CPU 201 transfers the process to S74.
[0283] In S74, the main CPU 201 loads the control state number of the first special symbol. After executing the process of S74, the main CPU 201 transfers the process to S75.
[0284] In S75, the main CPU 201 determines whether the first special symbol is at the timing of starting variable display based on the control state number of the first special symbol loaded in S74.
[0285] When it is determined in S75 that the first special symbol is not at the timing of starting variable display (when S75 is NO), that is, when any process related to the first special symbol is being executed, the main CPU 201 transfers the process to S76. For example, during the execution of the jackpot game control process based on the result of the hit determination process of the first special symbol, a NO determination is made in S75.
[0286] On the other hand, when it is determined in S75 that the first special symbol is at the timing of starting variable display (when S75 is YES), the main CPU 201 transfers the process to S77.
[0287] In S76, the main CPU 201 performs special symbol management processing. As described above, the details of the special symbol management processing will be described later with reference to FIG. 20. After executing the processing of S76, the main CPU 201 transfers the processing to S77.
[0288] In S77, the main CPU 201 loads the control state number of the second special symbol. After executing the processing of S77, the main CPU 201 transfers the processing to S78.
[0289] In S78, the main CPU 201 determines whether the second special symbol is at the timing of starting variable display based on the control state number of the second special symbol loaded in S77.
[0290] If it is determined in S78 that the second special symbol is not at the timing of starting variable display (when S78 makes a NO determination), the main CPU 201 transfers the processing to S80.
[0291] On the other hand, if it is determined in S78 that the second special symbol is at the timing of starting variable display (when S78 makes a YES determination), that is, when no processing related to the second special symbol has been executed and variable display can be started, the main CPU 201 transfers the processing to S79.
[0292] In S79, the main CPU 201 performs special symbol management processing. As described above, the details of the special symbol management processing will be described later with reference to FIG. 20. After executing the processing of S79, the main CPU 201 transfers the processing to S80.
[0293] In S80, the main CPU 201 loads the control state number of the first special symbol. After executing the processing of S80, the main CPU 201 transfers the processing to S81.
[0294] In S81, the main CPU 201 determines whether the first special symbol is at the timing of starting variable display based on the control state number of the first special symbol loaded in S80.
[0295] When it is determined in S81 that the first special symbol is not at the timing of starting variable display (when S81 is NO), the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see FIGS. 13 to 16).
[0296] On the other hand, when it is determined in S81 that the first special symbol is at the timing of starting variable display (when S81 is YES), that is, when no process related to the first special symbol has been executed and variable display can be started, the main CPU 201 transfers the process to S82.
[0297] In S82, the main CPU 201 performs special symbol management processing. As described above, the details of the special symbol management processing will be described later with reference to FIG. 20. After executing the process of S82, the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see FIGS. 13 to 16).
[0298] Note that the main CPU 201 preferably sets an interrupt prohibition section and performs the above-described special symbol control process (S71 to S82) within the interrupt prohibition section.
[0299] In this way, in this embodiment, when any process related to the second special symbol is being executed, when any process related to the first special symbol is being executed, when no process related to the second special symbol is being executed and variable display can be started, when no process related to the first special symbol is being executed and variable display can be started, the special symbol management process described later is executed in the order of priority.
[0300] [1-5-5. Special Symbol Management Process] Next, with reference to FIG. 20, the special symbol management process executed by the main CPU 201 in S73, S76, S79, and S82 during the special symbol control process (see FIG. 19) will be described. FIG. 20 is a flowchart showing an example of the special symbol management process in the first pachinko game machine.
[0301] In addition, for example, when the special symbol management process is called and executed in S73 or S79 during the special symbol control process, the second special symbol is the processing target, and when the special symbol management process is called and executed in S76 or S82 during the special symbol control process, the first special symbol is the processing target.
[0302] Also, the numerical values ("0" to "5") described in parentheses to the right of each process shown in FIG. 20 are the control state numbers of the special symbols to be processed. The main CPU 201 advances the special symbol game by executing each process corresponding to the control state number.
[0303] The main CPU 201 first determines whether the waiting time of the special symbol is 0 (S91).
[0304] If it is determined in S91 that the waiting time of the special symbol is not 0 (when S91 is NO), the main CPU 201 ends the special symbol management process and returns the process to the special symbol control process (see FIG. 19).
[0305] On the other hand, if it is determined in S91 that the waiting time of the special symbol is 0 (when S91 is YES), the main CPU 201 moves the process to S92.
[0306] In S92, the main CPU 201 loads the control state number of the special symbol. After executing the process of S92, the main CPU 201 moves the process to S93. Note that the main CPU 201 performs the processes after S93 based on the control state number read in the process of S92.
[0307] In S93, the main CPU 201 performs the special symbol variable display start process. The process of S93 is a process performed when the control state number of the special symbol is "0". Details of this special symbol variable display start process will be described later with reference to FIG. 21. If the control state number of the special symbol is not "0", the main CPU 201 moves the process to S94.
[0308] In S94, the main CPU 201 performs a special symbol variable display end process. The process of S94 is a process performed when the control state number of the special symbol is "1". Details of this special symbol variable display end process will be described later with reference to FIGS. 22 and 23. When the control state number of the special symbol is not "1", the main CPU 201 transfers the process to S95.
[0309] In S95, the main CPU 201 performs a special symbol game determination process. The process of S95 is a process performed when the control state number of the special symbol is "2". Details of this special symbol game determination process will be described later with reference to FIGS. 24 and 25. When the control state number of the special symbol is not "2", the main CPU 201 transfers the process to S96.
[0310] In S96, the main CPU 201 performs a big winning opening preparation process. The process of S96 is a process performed when the control state number of the special symbol is "3". Details of this big winning opening preparation process will be described later with reference to FIG. 27. When the control state number of the special symbol is not "3", the main CPU 201 transfers the process to S97.
[0311] In S97, the main CPU 201 performs a big winning opening control process. The process of S97 is performed when the control state number of the special symbol is "4". Details of this big winning opening control process will be described later with reference to FIG. 28. When the control state number of the special symbol is not "4", the main CPU 201 transfers the process to S98.
[0312] In S98, the main CPU 201 performs a jackpot end process. The process of S98 is a process performed when the control state number of the special symbol is "5". Details of this jackpot end process will be described later with reference to FIG. 29.
[0313] After completing the processing of S93 to S98, the main CPU 201 returns the processing to the special symbol control processing (see FIG. 19). Note that when the special symbol management processing is called at S73 during the special symbol control processing, the main CPU 201 returns the processing to S74; when it is called at S76, the main CPU 201 returns the processing to S77; when it is called at S79, the main CPU 201 returns the processing to S80; and when it is called at S82, the special symbol control processing also ends.
[0314] [1-5-6. Special Symbol Variable Display Start Processing] Next, with reference to FIG. 21, the special symbol variable display start processing executed by the main CPU 201 at S93 during the special symbol management processing (see FIG. 20) will be described. FIG. 21 is a flowchart showing an example of the special symbol variable display start processing in the first pachinko game machine.
[0315] Note that when the special symbol variable display start processing is called at S93 during the special symbol management processing targeting the first special symbol, the first special symbol becomes the processing target. Similarly, when the special symbol variable display start processing is called at S93 during the special symbol management processing targeting the second special symbol, the second special symbol becomes the processing target.
[0316] As shown in FIG. 21, the main CPU 201 first determines whether the control state number of the special symbol is "0" (S101).
[0317] If it is determined in S101 that the control state number of the special symbol is not "0" (when S101 is a NO determination), the main CPU 201 ends the special symbol variable display start processing and returns the processing to the special symbol management processing (see FIG. 20).
[0318] On the other hand, if it is determined in S101 that the control state number of the special symbol is "0" (when S101 is a YES determination), the main CPU 201 moves the processing to S102.
[0319] In S102, the main CPU 201 determines whether the special symbol stop flag is off. The special symbol stop flag is a flag that stops the progress of the game so as not to proceed to the next process. Therefore, in this S102, even if S101 is a YES determination (that is, even if the start condition of the special symbol is satisfied), if the special symbol stop flag is not off, that is, if it is on (when S102 is a NO determination), the special symbol variable display start process does not proceed and ends.
[0320] If it is determined in S102 that the special symbol stop flag is not off, that is, if it is on (when S102 is a NO determination), as described above, the special symbol variable display start process does not proceed, and the main CPU 201 ends the special symbol variable display start process. After that, the main CPU 201 returns the process to the special symbol management process (see FIG. 20).
[0321] On the other hand, if it is determined in S102 that the special symbol stop flag is off (when S102 is a YES determination), the main CPU 201 moves the process to S103.
[0322] In S103, the main CPU 201 performs a shift process of the start information of the special symbol. After executing the process of S103, the main CPU 201 moves the process to S104.
[0323] In S104, the main CPU 201 performs a winning determination process for the special symbol. In this process, referring to the special symbol winning determination table (see FIG. 6), the winning determination of the special symbol is performed using the jackpot determination random value for the special symbol. In this embodiment, it is determined whether it is a jackpot, a minor win, or a loss. In the special symbol winning determination process, first, a determination process as to whether it is a jackpot is performed. If it is determined in this process that it is not a jackpot, a determination process as to whether it is a minor win is performed. If it is determined in this process that it is not a minor win, it is determined that it is a loss. After executing the process of S104, the main CPU 201 moves the process to S105.
[0324] In S105, the main CPU 201 performs a special symbol determination process. This process is a process of determining or deciding a stop symbol of a special symbol corresponding to the result of the winning determination process of the special symbol (S104) (for example, a big win, a small win, or a loss). In this process, referring to a special symbol determination table (see FIG. 10), using the symbol random number value of the special symbol, the above-mentioned "selection symbol command at winning" and "symbol designation command" are determined. In this embodiment, since there is one type of loss, when the winning determination process of the special symbol results in a loss, it is not necessary to determine a stop symbol. After executing the process of S105, the main CPU 201 transfers the process to S106.
[0325] In S106, the main CPU 201 performs a big win type determination process. This process is a process of determining or deciding the type of such a big win when the result of the winning determination process of the special symbol is, for example, a big win. In this process, referring to a big win type determination table (see FIG. 11), the type of the big win is determined according to the "selection symbol command at winning" determined in the special symbol determination process (S105). In this embodiment, although there are multiple types of big wins, the number of big win types may be one. Furthermore, instead of or in addition to having multiple types of big wins, multiple types of other wins (for example, small wins) may be provided, or multiple types of losses may be provided. After executing the process of S106, the main CPU 201 transfers the process to S107.
[0326] In S107, the main CPU 201 performs a special symbol variation pattern determination process. This process is a process of determining or deciding the variation pattern of the special symbol. In this process, by referring to the variation pattern table (see FIG. 12), for example, the variation pattern of the special symbol is determined according to the type of the special symbol, the result of the winning determination process of the special symbol (S104), the reach determination random number value or / and the effect selection random number value, etc. In this embodiment, in the normal gaming state where left-handed play is recommended, the variation pattern of the special symbol is determined by referring to the variation pattern table for the special symbol for low start (see FIG. 12(A)), and in the gaming state where right-handed play is recommended (for example, high-probability short gaming state, high-probability non-short gaming state, low-probability short gaming state), the variation pattern of the special symbol is determined by referring to the variation pattern table for the special symbol for high start (see FIG. 12(B)). After executing the process of S107, the main CPU 201 moves the process to S108.
[0327] In S108, the main CPU 201 performs a special symbol variable display time setting process. In this process, by referring to the variation pattern table (see FIG. 12), the variation time corresponding to the variation pattern determined in the special symbol variation pattern determination process (S107) is determined as the variation time of the special symbol. After executing the process of S108, the main CPU 201 moves the process to S109.
[0328] In S109, the main CPU 201 performs a process of setting "1" to the control state number of the special symbol. In this way, by performing the process of setting the control state number of the special symbol to "1" to switch the control state number, after the end of this special symbol variable display start process, the special symbol variable display end process (see S94 in FIG. 20) will be performed. After executing the process of S109, the main CPU 201 moves the process to S110.
[0329] In S110, the main CPU 201 performs a game state designation parameter setting process. In this process, for example, an update process of parameters related to the game state (such as the number of remaining probability variation times and the number of remaining time shortening times, etc.) stored in a predetermined area in the main RAM 203 is performed. After executing the process of S110, the main CPU 201 transfers the process to S111.
[0330] In S111, the main CPU 201 performs a game state management process. In this process, mainly, an update process of various flags related to the management of the game state (such as a probability variation flag and a time shortening flag, etc.) is performed. After executing the process of S111, the main CPU 201 transfers the process to S112.
[0331] In S112, the main CPU 201 performs a reservation process for transmitting a special symbol effect start command. Note that the special symbol effect start command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (refer to S242 in FIG. 32 described later) during the next system timer interrupt process.
[0332] Note that the main CPU 201 preferably sets an interrupt prohibition section and performs the above-described special symbol variable display start process (especially, the game state management process (S111) and the reservation process for transmitting the special symbol effect start command (S112)) within the interrupt prohibition section.
[0333] [1-5-7. Special Symbol Variable Display End Process] Next, with reference to FIGS. 22 and 23, the special symbol variable display end process executed by the main CPU 201 in S94 during the special symbol management process (refer to FIG. 20) will be described. FIGS. 22 and 23 are flowcharts showing an example of the special symbol variable display end process in the first pachinko game machine.
[0334] When the special symbol variable display end process is called in S94 during the special symbol management process that targets the first special symbol, the first special symbol becomes the target. Similarly, when the special symbol variable display end process is called in S94 during the special symbol management process that targets the second special symbol, the second special symbol becomes the target. Also, in the special symbol variable display end process described below, the special symbol that is the target is simply referred to as the "special symbol", and the special symbol that is not the target is referred to as the "other special symbol".
[0335] The main CPU 201 first determines whether the control state number of the special symbol is "1" (S121).
[0336] If it is determined in S121 that the control state number of the special symbol is not "1" (when S121 is NO), the main CPU 201 ends the special symbol variable display end process and returns the process to the special symbol management process (see FIG. 20).
[0337] On the other hand, if it is determined in S121 that the control state number of the special symbol is "1" (when S121 is YES), the main CPU 201 moves the process to S122.
[0338] In S122, the main CPU 201 loads the special symbol pause flag value. After executing the process of S122, the main CPU 201 moves the process to S123.
[0339] In S123, the main CPU 201 determines whether the special symbol pause flag is off based on the special symbol pause flag value loaded in S122.
[0340] If it is determined in S123 that the special symbol pause flag is not off, that is, it is on (when S123 is NO), the main CPU 201 ends the special symbol variable display end process and returns the process to the special symbol management process (see FIG. 20).
[0341] On the other hand, when it is determined in S123 that the special symbol stop flag is off (when S123 is a YES determination), the main CPU 201 transfers the process to S124.
[0342] In S124, the main CPU 201 sets the control state number of the special symbol to "2". In this way, by switching the control state number by performing the process of setting the control state number of the special symbol to "2", after the end of this special symbol variable display end process, the special symbol game determination process (see S95 in FIG. 20) will be performed. After executing the process of S124, the main CPU 201 transfers the process to S125.
[0343] In S125, the main CPU 201 performs the transmission reservation process of the special symbol effect stop command. In this process, the process of stopping the variable display of the special symbol is also performed. Note that the special symbol effect stop command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. After executing the process of S125, the main CPU 201 transfers the process to S126.
[0344] In S126, the main CPU 201 increments the value of the symbol determination number counter by 1. The symbol determination number counter is a counter for counting the number of times the special symbol is determined (the number of times the special symbol game is executed), and its count value is stored in a predetermined area in the main RAM 203. For example, a counter for managing the number of games of the special symbol game performed under a specific state such as the remaining number of probability variation times or the remaining number of time shortening times may be provided, or the number of games of the special symbol game under a specific state may be managed by the symbol determination number counter. After executing the process of S126, the main CPU 201 transfers the process to S127.
[0345] In S127, the main CPU 201 determines whether the result of the special symbol winning determination process (see S104 in FIG. 21) is a small win.
[0346] In S127, when it is determined that the result of the winning determination process for the special symbol (see S104 in FIG. 21) is not a minor win (when S127 is a NO determination), the main CPU 201 transfers the process to S129.
[0347] On the other hand, in S127, when it is determined that the result of the winning determination process for the special symbol (see S104 in FIG. 21) is a minor win (when S127 is a YES determination), the main CPU 201 transfers the process to S128.
[0348] In S128, the main CPU 201 sets the special symbol pause flag for the other special symbol. By performing this process, it is possible to prevent the start or stop of the variable display of the other special symbol during the execution of the minor win game control process. After executing the process of S128, the main CPU 201 transfers the process to S129.
[0349] In S129, the main CPU 201 determines whether the result of the winning determination process for the special symbol (see S104 in FIG. 21) is a big win.
[0350] In S129, when it is determined that the result of the winning determination process for the special symbol (see S104 in FIG. 21) is not a big win (when S129 is a NO determination), the main CPU 201 ends the special symbol variable display end process and returns the process to the special symbol management process (see FIG. 20).
[0351] On the other hand, in S129, when it is determined that the result of the winning determination process for the special symbol (see S104 in FIG. 21) is a big win (when S129 is a YES determination), the main CPU 201 transfers the process to S130.
[0352] In S130, the main CPU 201 sets the special symbol pause flag for the other special symbol. By performing this process, it is possible to prevent the start of the variable display of the other special symbol during the execution of the big win game control process. After executing the process of S130, the main CPU 201 transfers the process to S131.
[0353] In S131, the main CPU 201 determines whether the other special symbol is in variable display (S131).
[0354] If it is determined in S131 that the other special symbol is not in variable display (when S131 is NO), the main CPU 201 ends the special symbol variable display end process and returns the process to the special symbol management process (see FIG. 20).
[0355] On the other hand, if it is determined in S131 that the other special symbol is in variable display (when S131 is YES), the main CPU 201 moves the process to S132.
[0356] In S132, the main CPU 201 increments the value of the symbol determination number counter by 1. After executing the process of S132, the main CPU 201 moves the process to S133.
[0357] In S133, the main CPU 201 sets the variable display stop flag. When this process is performed, a test firing signal is output to the outside. This test firing signal is a signal indicating that the other special symbol has been forcibly stopped as a loss. After executing the process of S133, the main CPU 201 moves the process to S134.
[0358] In S134, the main CPU 201 forcibly changes and sets the winning flag of the other special symbol to a loss. By performing this process, even if the result of the winning determination process of the special symbol to be processed (see S104 in FIG. 21) is a big win and the other special symbol is in variable display and the result of the winning determination process of this other special symbol is a big win, the other special symbol will be forcibly stopped as a loss. After executing the process of S134, the main CPU 201 moves the process to S135.
[0359] In S135, the main CPU 201 performs a process of clearing the work area related to the variable display of the other special symbol. After executing the process of S135, the main CPU 201 moves the process to S136.
[0360] In S136, the main CPU 201 performs a process of setting a predetermined determination waiting time for the timer of the other special symbol. In this process, the determination waiting time is set so that when the special symbol stops in the stop display mode indicating a big win, the other special symbol stops in the stop display mode indicating a loss. After executing the process of S136, the main CPU 201 moves the process to S137.
[0361] In S137, the main CPU 201 sets "2" in the control state number of the other special symbol. After executing the process of S137, the main CPU 201 moves the process to S138.
[0362] In S138, the main CPU 201 performs a game state designation parameter setting process. After executing the process of S138, the main CPU 201 moves the process to S139.
[0363] In S139, the main CPU 201 performs a transmission reservation process for the other special symbol effect stop command. Note that the other special symbol effect stop command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. After executing the process of S139, the main CPU 201 ends the special symbol variable display end process and returns the process to the special symbol management process (see FIG. 20).
[0364] As described above, in the special symbol variable display end process of the present embodiment, the special symbol pause flag is not set for the special symbol that is the processing target, the result of the hit determination process (see S104 in FIG. 21) of this special symbol is a big win, and when the other special symbol is in variable display, a process of forcibly making the variable display of the other special symbol a loss is performed.
[0365] [1-5-8. Special Symbol Game Judgment Process] Next, with reference to FIGS. 24 and 25, the special symbol game determination process executed by the main CPU 201 in S95 during the special symbol management process (see FIG. 20) will be described. FIGS. 24 and 25 are flowcharts showing an example of the special symbol game determination process in the first pachinko gaming machine.
[0366] Note that when this special symbol game determination process is called in S95 during the special symbol management process targeting the first special symbol, the first special symbol becomes the processing target. Similarly, when the special symbol game determination process is called in S95 during the special symbol management process targeting the second special symbol, the second special symbol becomes the processing target.
[0367] The main CPU 201 first determines whether the control state number of the special symbol is "2" (S141).
[0368] If it is determined in S141 that the control state number of the special symbol is not "2" (when S141 is a NO determination), the main CPU 201 ends the special symbol game determination process and returns the process to the special symbol management process (see FIG. 20).
[0369] On the other hand, if it is determined in S141 that the control state number of the special symbol is "2" (when S141 is a YES determination), the main CPU 201 moves the process to S142.
[0370] In S142, the main CPU 201 determines whether it is a big win, that is, whether the stopped special symbol is in a stop display mode indicating a big win.
[0371] If it is determined in S142 that it is not a big win, that is, the stopped special symbol is not in a stop display mode indicating a big win (when S142 is a NO determination), the main CPU 201 moves the process to S143. On the other hand, if it is determined in S142 that it is a big win, that is, the stopped special symbol is in a stop display mode indicating a big win (when S142 is a YES determination), the main CPU 201 moves the process to S145.
[0372] In S143, the main CPU 201 determines whether it is a small win, that is, whether the stopped special symbol is in a stop display mode indicating a small win.
[0373] In S143, when it is determined that it is not a small win, that is, the stopped special symbol is in a stop display mode indicating a loss (when S143 is a NO determination), the main CPU 201 transfers the process to S144.
[0374] In S144, the main CPU 201 performs a special symbol game end process. This special symbol game end process will be described later with reference to FIG. 26. Note that when the main CPU 201 performs the special symbol game end process, it ends the special symbol game determination process and returns the process to the special symbol management process (see FIG. 20).
[0375] On the other hand, in S143, when it is determined that it is a small win, that is, the stopped special symbol is in a stop display mode indicating a small win (when S143 is a YES determination), the main CPU 201 transfers the process to S145.
[0376] In S145, the main CPU 201 performs start setting processing for big win game control processing or small win game control processing. In this processing, signals output to, for example, a hall computer 186 (both shown in FIG. 6) and an island computer (not shown) via an external terminal board 184 are generated and updated. Note that the signals generated and updated in this processing are signals related to the special symbol that is the processing target of the special symbol game determination process. After the main CPU 201 performs the process of S145, it transfers the process to S146. Note that signals output to, for example, a hall computer 186 and an island computer via the external terminal board 184 will be described later.
[0377] In S146, the main CPU 201 performs a process of setting round display LED data. After that, the main CPU 201 performs processes such as setting the upper limit value of the number of times the large winning opening (for example, the large winning opening 131 for jackpot or the large winning opening 151 for small win) to be opened (S147), setting the jackpot signal to the external terminal board 184 (S148), setting the control state number of the special symbol to "3" (S149), setting the game state designation parameter (S150), and reserving the transmission of the jackpot start display command (S151). By performing the process of setting the control state number of the special symbol to "3" (S149) to switch the control state number, after the end of this special symbol game determination process, the large winning opening opening preparation process (see S96 in FIG. 20) will be performed. After that, the main CPU 201 ends the special symbol game determination process and returns the process to the special symbol management process (see FIG. 20).
[0378] Note that the main CPU 201 preferably sets an interrupt prohibition section and performs the above-mentioned special symbol game determination processes (S141 to S151) within the interrupt prohibition section.
[0379] [1-5-9. Special Symbol Game Ending Process] Next, with reference to FIG. 26, the special symbol game ending process executed by the main CPU 201 in S144 during the special symbol game determination process (see FIGS. 24 and 25) will be described. FIG. 26 is a flowchart showing an example of the special symbol game ending process in the first pachinko game machine.
[0380] The main CPU 201 first sets "0" to the control state number of the special symbol (S161). In this way, when the process of setting the control state number of the special symbol to "0" is performed, the execution of the next special symbol game becomes possible. After executing the process of S161, the main CPU 201 moves the process to S162.
[0381] In S162, the main CPU 201 performs a special symbol game state designation parameter setting process. After that, the main CPU 201 performs a transmission reservation process for a special symbol game end command (S163). Note that the special symbol game end command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. Then, after the process of S163, the main CPU 201 ends the special symbol game end process and the special symbol game determination process, and returns the process to the special symbol management process (see FIG. 20).
[0382] [1-5-10. Big winning opening preparation process] Next, with reference to FIG. 27, the big winning opening preparation process executed by the main CPU 201 in S96 during the special symbol management process (see FIG. 20) will be described. FIG. 27 is a flowchart showing an example of the big winning opening preparation process in the first pachinko game machine.
[0383] Note that when this big winning opening preparation process is called in S96 during the special symbol management process targeting the first special symbol, the first special symbol becomes the processing target. Similarly, when the big winning opening preparation process is called in S96 during the special symbol management process targeting the second special symbol, the second special symbol becomes the processing target.
[0384] The main CPU 201 first determines whether the control state number of the special symbol is "3" (S171).
[0385] If it is determined in S171 that the control state number of the special symbol is not "3" (when S171 is a NO determination), the main CPU 201 ends the big winning opening preparation process and returns the process to the special symbol management process (see FIG. 20).
[0386] On the other hand, if it is determined in S171 that the control state number of the special symbol is "3" (when S171 is a YES determination), the main CPU 201 moves the process to S172.
[0387] In S172, the main CPU 201 loads the jackpot opening count value. The jackpot opening count counter corresponds to a counter that counts the number of executions of the round game executed in the jackpot game state if the jackpot game control process is being executed, and corresponds to a counter that counts the number of executions of the small win game control process if the small win game control process is being executed. Note that the counted value of the jackpot opening count counter (jackpot opening count value) is stored in a predetermined area in the main RAM 203. After executing the process of S172, the main CPU 201 transfers the process to S173.
[0388] In S173, the main CPU 201 determines whether the number of openings of the jackpot opening (for example, the big win jackpot opening 131 or the small win jackpot opening 151) is the upper limit value. In this embodiment, the upper limit value of the number of rounds, which is the number of openings of the big win jackpot opening 131 opened in the jackpot game state, is, for example, 4 rounds or 10 rounds as shown in the jackpot type determination table (see FIG. 11). On the other hand, the upper limit value of the number of openings of the small win jackpot opening 151 opened in the small win game state is, for example, 1 time.
[0389] If it is determined in S173 that the number of openings of the jackpot opening is the upper limit value (if S173 is a YES determination), the main CPU 201 transfers the process to S174.
[0390] In S174, the main CPU 201 sets the control state number of the special symbol to "5". By performing the process of setting the control state number of the special symbol to "5" (S174) and switching the control state number in this way, after the end of this jackpot opening preparation process, the jackpot end process (see S98 in FIG. 20) will be performed. After executing the process of S174, the main CPU 201 transfers the process to S175.
[0391] In S175, the main CPU 201 performs game state designation parameter setting processing. After that, the main CPU 201 performs reservation processing for transmitting a jackpot end display command (S176). Note that the jackpot end display command reserved for transmission in this processing is transmitted to the sub-control circuit 300 in the effect control command transmission processing (see S242 in FIG. 32 described later) during the next system timer interrupt processing. Then, after the processing of S176, the main CPU 201 ends the big winning opening release preparation processing and returns the processing to the special symbol management processing (see FIG. 20).
[0392] Returning to S173, when it is determined that the number of times the big winning opening is released is not the upper limit value (when S173 is NO determination), the main CPU 201 moves the processing to S177.
[0393] In S177, the main CPU 201 performs processing to add 1 to the big winning opening release count value. After executing the processing of S177, the main CPU 201 moves the processing to S178.
[0394] In S178, the main CPU 201 performs selection processing for the big winning opening to be released. In this processing, if it is during the execution of the jackpot game control processing, the jackpot big winning opening 131 (see FIG. 4) is selected as the big winning opening to be released, and if it is during the execution of the minor jackpot game control processing, the minor jackpot big winning opening 151 (see FIG. 4) is selected. After executing the processing of S178, the main CPU 201 moves the processing to S179.
[0395] In S179, the main CPU 201 performs various setting processes related to the big winning openings. In this process, for example, the number of opening times of the big winning openings (big winning big winning opening 131, small winning big winning opening 151), the maximum opening time of the big winning openings, the maximum number of winning times for the big winning openings, the number of prize balls at the time of winning the big winning openings, etc. are set. The number of opening times of the big winning openings corresponds to the number of rounds during the execution of the big winning game control process, and corresponds to the number of opening times of the small winning big winning opening 151 during the execution of the small winning game control process. Note that it is not the intention to exclude the case where the big winning opening is opened multiple times in one round or the small winning game control process. However, in this case, it is preferable to perform the control for managing the number of rounds and the control for managing the number of opening and closing times of the big winning openings as separate processes. After executing the process of S179, the main CPU 201 moves the process to S180.
[0396] Note that in this embodiment, the maximum opening time of the big winning opening is set to, for example, a maximum of 30000 msec during the execution of the big winning game control process, and set to, for example, a maximum of 1800 msec during the execution of the small winning game control process. The maximum number of winning times for the big winning opening is set to, for example, a maximum of 10 during the execution of the big winning game control process, and set to, for example, a maximum of 5 during the execution of the small winning game control process. The number of prize balls at the time of winning the big winning opening is set to 10 for both the big winning big winning opening 131 and the small winning big winning opening 151, for example. However, the values set in the various setting processes related to the big winning openings are not limited to the above.
[0397] In S180, the main CPU 201 performs the big winning opening opening / closing control process. In this process, the process of generating the opening / closing control data of the big winning openings (big winning big winning opening 131, small winning big winning opening 151) is performed. After executing the process of S180, the main CPU 201 moves the process to S181.
[0398] In S181, the main CPU 201 sets the control state number of the special symbol to "4". By performing the process of setting the control state number of the special symbol to "4" (S181) and switching the control state number in this way, after the completion of this big winning opening preparation process, the big winning opening control process (refer to S97 in FIG. 20) will be performed. After executing the process of S181, the main CPU 201 transfers the process to S182.
[0399] In S182, the main CPU 201 performs a game state designation parameter setting process. After executing the process of S182, the main CPU 201 transfers the process to S183.
[0400] In S183, the main CPU 201 performs a transmission reservation process for the big winning opening display command. The big winning opening display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (refer to S242 in FIG. 32 described later) during the next system timer interrupt process. After executing the process of S183, the main CPU 201 ends the big winning opening preparation process and returns the process to the special symbol management process (refer to FIG. 20).
[0401] [1-5-11. Big winning opening control process] Next, referring to FIG. 28, the big winning opening control process executed by the main CPU 201 in S97 during the special symbol management process (refer to FIG. 20) will be described. FIG. 28 is a flowchart showing an example of the big winning opening control process in the first pachinko game machine.
[0402] When this big winning opening control process is called in S97 during the special symbol management process targeting the first special symbol, the first special symbol becomes the processing target. Similarly, when the big winning opening control process is called in S97 during the special symbol management process targeting the second special symbol, the second special symbol becomes the processing target.
[0403] The main CPU 201 first determines whether the control state number of the special symbol is "4" (S191).
[0404] When it is determined in S191 that the control state number of the special symbol is not "4" (when S191 is NO), the main CPU 201 ends the big winning opening control process and returns the process to the special symbol management process (see FIG. 20).
[0405] On the other hand, when it is determined in S191 that the control state number of the special symbol is "4" (when S191 is YES), the main CPU 201 moves the process to S192.
[0406] In S192, the main CPU 201 determines whether the number of game balls that have won in the big winning openings (the big winning opening 131 for jackpot and the big winning opening 151 for small win) is the maximum winning number. In this process, it is determined whether the value counted by the big winning opening winning counter (for example, the jackpot big winning opening count switch 132, the small win big winning opening count switch 152 (both see FIG. 6), etc.) that counts the number of game balls winning in the big winning openings is a value equal to or greater than the maximum winning number. Note that the big winning opening winning counter value counted by the big winning opening winning counter is stored in a predetermined area in the main RAM 203.
[0407] In S192, when it is determined that the number of game balls that have won in the big winning openings (the big winning opening 131 for jackpot and the big winning opening 151 for small win) is not the maximum winning number (when S192 is NO), the main CPU 201 moves the process to S193.
[0408] On the other hand, in S192, when it is determined that the number of game balls that have won in the big winning openings (the big winning opening 131 for jackpot and the big winning opening 151 for small win) is equal to or greater than the maximum winning number (when S192 is YES), the main CPU 201 moves the process to S194.
[0409] In S193, the main CPU 201 determines whether or not the maximum opening time of the big winning opening (big winning opening 131 for big wins, big winning opening 151 for small wins) has elapsed. In this process, it is determined whether or not the maximum opening time set in various setting processes related to the big winning opening (see S179 in FIG. 27) has elapsed.
[0410] If it is determined in S193 that the maximum opening time of the big winning opening (big winning opening 131 for big wins, big winning opening 151 for small wins) has not elapsed (when S193 is NO), the main CPU 201 ends the big winning opening opening control process and returns the process to the special symbol management process (see FIG. 20).
[0411] On the other hand, if it is determined in S193 that the maximum opening time of the big winning opening (big winning opening 131 for big wins, big winning opening 151 for small wins) has elapsed (when S193 is YES), the main CPU 201 moves the process to S194.
[0412] In S194, the main CPU 201 performs a closing process of the big winning opening (big winning opening 131 for big wins, big winning opening 151 for small wins). After executing the process of S194, the main CPU 201 moves the process to S195.
[0413] In S195, the main CPU 201 performs a process of setting the control state number of the special symbol to "3". By performing the process (S195) of setting the control state number of the special symbol to "3" to switch the control state number, after the end of this big winning opening opening control process, the big winning opening opening preparation process (see S96 in FIG. 20) is performed again. After executing the process of S195, the main CPU 201 moves the process to S196.
[0414] In S196, the main CPU 201 performs a game state designation parameter setting process. After executing the process of S196, the main CPU 201 moves the process to S197.
[0415] In S197, the main CPU 201 performs the transmission reservation process for the inter-round display command. The inter-round display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. Then, after the process of S197, the main CPU 201 ends the big winning opening control process and returns the process to the special symbol management process (see FIG. 20).
[0416] [1-5-12. Big win end process] Next, with reference to FIG. 29, the big win end process executed by the main CPU 201 in S98 during the special symbol management process (see FIG. 20) will be described. FIG. 29 is a flowchart showing an example of the big win end process in the first pachinko gaming machine.
[0417] Note that when this big win end process is called in S98 during the special symbol management process targeting the first special symbol, the first special symbol becomes the processing target. Similarly, when the big win end process is called in S98 during the special symbol management process targeting the second special symbol, the second special symbol becomes the processing target.
[0418] The main CPU 201 first determines whether the control state number of the special symbol is "5" (S201).
[0419] If it is determined in S201 that the control state number of the special symbol is not "5" (when S201 is a NO determination), the main CPU 201 ends the big win end process and also ends the special symbol management process (see FIG. 20), and returns the process to the special symbol control process (see FIG. 19). In this case, it returns to the process where the special symbol management process was called.
[0420] On the other hand, if it is determined in S201 that the control state number of the special symbol is "5" (when S201 is a YES determination), the main CPU 201 moves the process to S202.
[0421] In S202, the main CPU 201 performs special symbol game end setting processing. In this processing, values of various flags (for example, a probability variation flag, a time shortening flag, etc.) are set or reset, and values of various counters (for example, a probability variation counter, a time shortening counter, a symbol determination number counter, a large winning opening opening count counter, a large winning opening winning counter, etc.) are set or reset. Note that the special symbol pause flag is reset in the special symbol game end setting processing (S202). After executing the processing of S202, the main CPU 201 moves the processing to S203.
[0422] In S203, the main CPU 201 performs special symbol game end processing. In this processing, the special symbol game end processing described with reference to FIG. 26 is performed. After executing the processing of S203, the main CPU 201 ends the big win end processing and also ends the special symbol management processing (see FIG. 20), and returns the processing to the special symbol control processing (see FIG. 19). In this case, as described above, the processing returns to the processing in which the special symbol management processing was called.
[0423] Note that the main CPU 201 preferably sets an interrupt prohibition section and performs the above-described big win end processing within the interrupt prohibition section.
[0424] [1-5-13. Normal symbol control processing] Next, with reference to FIG. 30, the normal symbol control processing executed by the main CPU 201 in S40 during the main control main processing (see FIGS. 13 to 16) will be described.
[0425] FIG. 30 is a flowchart showing an example of normal symbol control processing in the first pachinko game machine. Note that the numerical values (from “0” to “4”) described in parentheses to the right of each processing in the flowchart shown in FIG. 30 are normal symbol control state numbers. The main CPU 201 advances the normal symbol game by executing each processing corresponding to the normal symbol control state number.
[0426] The main CPU 201 first determines whether or not the waiting time of the normal symbol is 0 (S211).
[0427] When it is determined in S211 that the waiting time of the normal symbol is not 0 (when S211 is NO), the main CPU 201 ends the normal symbol control process and returns the process to S41 (see FIG. 16).
[0428] On the other hand, when it is determined in S211 that the waiting time of the normal symbol is 0 (when S211 is YES), the main CPU 201 moves the process to S212.
[0429] In S212, the main CPU 201 loads the control state number of the normal symbol (S212). After executing the process of S212, the main CPU 201 moves the process to S213. Note that the main CPU 201 performs the processes after S213 based on the control state number read in the process of S212.
[0430] In S213, the main CPU 201 performs the variable display start process of the normal symbol. The process of S213 is the process performed when the control state number of the normal symbol is "0". When the control state number of the normal symbol is not "0", the main CPU 201 moves the process to S214.
[0431] In S214, the main CPU 201 performs the variable display end process of the normal symbol. The process of S214 is the process performed when the control state number of the normal symbol is "1". In this process, the main CPU 201 performs various processes when ending the variable display of the normal symbol. When the control state number of the normal symbol is not "1", the main CPU 201 moves the process to S215.
[0432] In S215, the main CPU 201 performs the normal symbol game determination process. The process of S215 is the process performed when the control state number of the normal symbol is "2". In this normal symbol game determination process, a determination process of the derived result of the normal symbol (for example, a win or a loss of the normal symbol) is performed. When the control state number of the normal symbol is not "2", the main CPU 201 moves the process to S216.
[0433] In S216, the main CPU 201 performs the normal electric accessory release process. The process of S216 is a process performed when the control state number of the normal symbol is "3". In this process, for example, the release process of the normal electric accessory 146 is performed in a predetermined manner. When the control state number of the normal symbol is not "3", the main CPU 201 transfers the process to S217.
[0434] In S217, the main CPU 201 performs the end process per normal symbol. The process of S217 is a process performed when the control state number of the normal symbol is "4". When the main CPU 201 finishes this end process per normal symbol, it ends the normal symbol control process and returns the process to the main control main process (see FIGS. 13 to 16).
[0435] Note that in this embodiment, the random number for determining the win of the normal symbol is generated, for example, in the range (width) of 0 to 255, and for example, 0 to 255 is used as the normal symbol win determination value data. Since the normal symbol win probability is determined by the number of normal symbol win determination value data with respect to the total random number of the random numbers for determining the win of the normal symbol, for example, the normal symbol win probability is 255 / 256 in this embodiment. This normal symbol win probability is the same or almost the same whether the time shortening control is executed or not. However, the variable display of the normal symbol is executed for a relatively long time, for example, 600 sec, in a game state where the time shortening control is not executed, whereas it is executed for a relatively short time, for example, 1 sec, in a game state where the time shortening control is executed. In this way, when the time shortening control is executed, the execution frequency of the normal electric accessory release process, that is, the winning frequency of the game balls into the second start ports 140A and 140B, is increased.
[0436] [1-5-14. External Maskable Interrupt Process] Next, with reference to FIG. 31, the external maskable interrupt process executed under the control of the main CPU 201 will be described. This process is an interrupt process performed in response to an external interrupt request that occurs, for example, at the time of power failure. Note that FIG. 31 is a flowchart showing an example of the external maskable interrupt process in the first pachinko game machine.
[0437] The main CPU 201 first performs the save process of the protection register (S221). After executing the process of S221, the main CPU 201 transfers the process to S222.
[0438] In S222, the main CPU 201 reads the state of a predetermined input port of the I / O port 205. The above-mentioned predetermined input port is, for example, an input port in which states such as a power-off detection line, a backup clear switch line, a sensor abnormality detection line, a radio wave sensor line, an open detection line, a magnetic sensor line, a vibration sensor line, a solenoid monitoring sensor line, etc. are set. After executing the process of S222, the main CPU 201 transfers the process to S223.
[0439] In S223, the main CPU 201 determines whether it is a power-off detection.
[0440] If it is determined in S223 that it is not a power-off detection (when S223 is a NO determination), the main CPU 201 transfers the process to S225. On the other hand, if it is determined in S223 that it is a power-off detection (when S223 is a YES determination), the main CPU 201 transfers the process to S224.
[0441] In S224, the main CPU 201 sets (turns on) the XINT detection flag. The XINT detection flag is a flag indicating a power-off, and the value of the XINT detection flag is stored in the XINT detection flag area in the work area of the main RAM 203. After executing the process of S2224, the main CPU 201 transfers the process to S225.
[0442] In S225, the main CPU 201 performs the restoration process of the protection register saved in S221. After executing the process of S225, the main CPU 201 transfers the process to S226.
[0443] In S226, the main CPU 201 performs interrupt permission processing. After executing this processing, the main CPU 201 ends the external maskable interrupt processing.
[0444] [1-5-15. System Timer Interrupt Processing] Next, with reference to FIG. 32, the system timer interrupt processing executed by the main CPU 201 at an interrupt period of, for example, 2 msec will be described. Note that FIG. 32 is a flowchart showing an example of the system timer interrupt processing executed in the first pachinko game machine.
[0445] The main CPU 201 first performs a save process of the protection register (S231).
[0446] Next, the main CPU 201 determines whether the XINT detection flag is off (S232). When it is determined that the XINT detection flag is not off (that is, at the time of power failure detection) (when S232 is NO determination), the main CPU 201 transfers the process to S246. On the other hand, when it is determined that the XINT detection flag is off (that is, at the time of non-power failure detection) (when S232 is YES determination), the main CPU 201 transfers the process to S233.
[0447] In S233, the main CPU 201 performs interrupt permission processing. After that, the main CPU 201 reads the state of the input port of the I / O port 205 (S234), and transfers the process to S235.
[0448] In S235, the main CPU 201 determines whether it is in a game permission state. In this process, the main CPU 201 determines whether it is in a game permission state based on, for example, the value of the start control flag or the like. The start control flag is a flag for determining whether the start state at power-on is any of the states such as power failure recovery, setting change, setting confirmation, and RAM clear. For example, in the case of power failure recovery, it is determined that it is in a game permission state, and in the case of setting change, setting confirmation, RAM clear, etc., it is determined that it is not in a game permission state.
[0449] Note that the startup control flag is constituted by the combination of the on / off information of the backup clear switch 176 and the setting key 174 at the time of power-on. For example, at the time of power-on, if both the backup clear switch 176 and the setting key 174 are off, it is a power-off recovery; if both the backup clear switch 176 and the setting key 174 are on, it is a setting change; if the backup clear switch 176 is off and the setting key 174 is on, it is a setting confirmation; if the backup clear switch 176 is on and the setting key 174 is off, it is determined as a RAM clear.
[0450] When it is determined in S235 that the game permission state is not established (when S235 is a NO determination), the main CPU 201 performs setting control processing (S236). In this setting control processing, setting change processing or setting confirmation processing is performed. That is, in this embodiment, the setting change processing and the setting confirmation processing are performed within a system timer interrupt process that is performed, for example, at a cycle of 2 msec, and are performed when the game permission state is not established, that is, when the game is not permitted. Note that the details of the setting control processing (S236) will be described later with reference to FIG. 33. After executing the setting control processing (S236), the main CPU 201 transfers the process to S246.
[0451] Note that when the game permission state is not established (when S235 is a NO determination), the main CPU 201 preferably sets the prohibition of the launch of game balls from the launch device 6 (see FIG. 6), the invalidation of various switches except for specific switches (for example, the setting key 174, the backup clear switch 176, etc.), the prohibition of the payout of bonus balls from the payout device 82, and the like.
[0452] On the other hand, when it is determined in S235 that the game permission state is established (when S235 is a YES determination), the main CPU 201 transfers the process to S237.
[0453] In S237, the main CPU 201 executes a process of incrementing the value of the interrupt counter by 1. The interrupt counter is a counter for counting (managing) the interrupt prohibition period during the main control main process (see FIGS. 13 to 16), and the count value of the interrupt counter is stored in the interrupt counter area within the work area of the main RAM 203. After executing the process of S237, the main CPU 201 transfers the process to S238.
[0454] In S238, the main CPU 201 performs an update process of the interrupt period timer. After executing the process of S238, the main CPU 201 transfers the process to S239. The interrupt period timer is a timer for managing the interrupt period (for example, 2 msec), and the count value of the interrupt period timer is stored in the interrupt period management timer area within the work area of the main RAM 203.
[0455] In S239, the main CPU 201 performs a random number update process. In this random number update process, update processes of various random number counters (for example, a random number counter for determining a big win of a special symbol, etc.) are performed. In this way, by performing the random number update process at a predetermined period (2 msec in this embodiment), it is possible to ensure the reliability of various random numbers, which are important elements related to the appearance of balls. After executing the process of S239, the main CPU 201 transfers the process to S240.
[0456] In S240, the main CPU 201 performs a switch input detection process. Details of this switch input detection process will be described later with reference to FIG. 38. After executing the process of S240, the main CPU 201 transfers the process to S241.
[0457] In S241, the main CPU 201 performs a winning information command setting process. In this process, a transmission reservation process of an effect control command (winning information command) is performed. After executing the process of S241, the main CPU 201 transfers the process to S242.
[0458] In S242, the main CPU 201 performs production control command transmission processing. In this processing, the command reserved for transmission is transmitted from the main control circuit 200 to the sub-control circuit 300. After executing the processing of S242, the main CPU 201 transfers the processing to S243.
[0459] In S243, the main CPU 201 performs register save processing. After executing the processing of S243, the main CPU 201 transfers the processing to S244.
[0460] In S244, the main CPU 201 performs performance display monitor control processing. In this processing, game determination processing, bonus ball addition determination processing, display content update processing of the performance display monitor 170, etc. are performed. The data stored in this processing is in an area separate from the work area where the data necessary for the progress of the game is stored (outside the area), that is, in an area that is backed up and where the data is not cleared even when, for example, the RAM is cleared. After executing the processing of S244, the main CPU 201 transfers the processing to S245.
[0461] In S245, the main CPU 201 performs the restoration processing of the register saved in S243. After executing the processing of S245, the main CPU 201 transfers the processing to S246.
[0462] In S246, the main CPU 201 performs the restoration processing of the protection register saved in S231 and ends the system timer interrupt processing.
[0463] [1-5-16. Setting control processing] Next, with reference to FIG. 33, the setting control processing performed in S236 during the system timer interrupt processing (see FIG. 32) will be described. FIG. 33 is a flowchart showing an example of the setting control processing in the first pachinko game machine.
[0464] As shown in FIG. 33, the main CPU 201 first determines whether the value of the startup control flag is a value indicating a setting change (S251).
[0465] When it is determined in S251 that the value of the startup control flag indicates a setting change (when S251 is a YES determination), the main CPU 201 performs a setting change process (S252). The details of this setting change process will be described later with reference to FIG. 34. After the execution of the setting change process (S252), the main CPU 201 transfers the process to S255.
[0466] On the other hand, when it is determined in S251 that the value of the startup control flag does not indicate a setting change (when S251 is a NO determination), the main CPU 201 transfers the process to S253.
[0467] In S253, the main CPU 201 determines whether the value of the startup control flag indicates a setting confirmation.
[0468] When it is determined in S253 that the value of the startup control flag indicates a setting confirmation (when S253 is a YES determination), the main CPU 201 performs a setting confirmation process (S254). The details of this setting confirmation process will be described later with reference to FIG. 35. After the execution of the setting confirmation process (S254), the main CPU 201 transfers the process to S255.
[0469] On the other hand, when it is determined in S253 that the value of the startup control flag does not indicate a setting confirmation, that is, when it is determined to be a RAM clear (when S253 is a NO determination), the main CPU 201 transfers the process to S257.
[0470] In S255, the main CPU 201 performs a setting operation display process. In this process, the display process of the currently set setting value is performed. After the main CPU 201 executes the process of S255, it transfers the process to S256.
[0471] In S256, the main CPU 201 performs production control command transmission processing. In this processing, commands reserved for transmission within the setting change processing (S252), setting confirmation processing (S254), or startup initial setting processing (S25) (initialization command, power failure return command, or setting operation command) are transmitted to the sub-control circuit 300. After executing the processing of S256, the main CPU 201 transfers the processing to S257.
[0472] In S257, the main CPU 201 performs the output processing of the WDT (watchdog timer). In this processing (WDT output processing), the reading processing of the WDT clear register address, the clear processing of the WDT, and the restart processing of the WDT are performed in this order. Although not described in other processing, this WDT output processing is performed as appropriate. After the processing of S257, the main CPU 201 ends the setting control processing and returns the processing to the system timer interrupt processing (see Fig. 32).
[0473] [1-5-17. Setting change processing] Next, with reference to Fig. 34, the setting change processing performed in S252 during the setting control processing (see Fig. 33) will be described. Fig. 34 is a flowchart showing an example of the setting change processing in the first pachinko game machine.
[0474] The main CPU 201 first determines whether the backup clear switch 176 has been pressed (S261). This processing is performed by reading the information set in the input port of the I / O port 205.
[0475] If it is determined in S261 that the backup clear switch 176 has not been pressed (when S261 is a NO determination), the main CPU 201 transfers the processing to S263. On the other hand, if it is determined that the backup clear switch 176 has been pressed (when S261 is a YES determination), the main CPU 201 transfers the processing to S262.
[0476] In S262, the main CPU 201 performs an update process within the range of the set value. After executing the process of S262, the main CPU 201 transfers the process to S263.
[0477] Note that in this embodiment, in the setting change process, the set value can be changed by operating the backup clear switch 176. However, instead of or in addition to this, for example, a setting switch may be provided so that the set value can be changed by operating this setting switch.
[0478] In S263, the main CPU 201 determines whether the setting key 174 has been turned off (S263).
[0479] If it is determined in S263 that the setting key 174 has not been turned off (when S263 is a NO determination), the main CPU 201 ends the setting change process and returns the process to the setting control process (see FIG. 33). On the other hand, if it is determined in S263 that the setting key 174 has been turned off (when S263 is a YES determination), the main CPU 201 transfers the process to S264.
[0480] In S264, the main CPU 201 performs the first normal game pre - process. The details of this first normal game pre - process will be described later with reference to FIG. 36. As described above, when this first normal game pre - process is performed, the game permission flag is set to on and the game permission state is entered. After executing the first normal game pre - process (S264), the main CPU 201 ends the setting change process and returns the process to the setting control process (see FIG. 33).
[0481] [1 - 5 - 18. Setting confirmation process] Next, with reference to FIG. 35, the setting confirmation process performed in S253 during the setting control process (see FIG. 33) will be described. Note that FIG. 35 is a flowchart showing an example of the setting confirmation process in the first pachinko game machine.
[0482] The main CPU 201 first determines whether the setting key 174 has been turned off (S271). This determination process is performed in the same manner as the process of S263 in the above-described setting change process (see FIG. 34).
[0483] If it is determined in S271 that the setting key 174 has not been turned off (if S271 is a NO determination), the main CPU 201 ends the setting confirmation process and returns the process to the setting control process (see FIG. 33).
[0484] On the other hand, if it is determined in S271 that the setting key 174 has been turned off (if S271 is a YES determination), the main CPU 201 performs the second normal game pre-processing (S272). The details of this second normal game pre-processing will be described later with reference to FIG. 37. As described above, when this second normal game pre-processing is performed, the game permission flag is set to ON and the game permission state is entered. After the execution of the second normal game pre-processing (S272), the main CPU 201 ends the setting confirmation process and returns the process to the setting control process (see FIG. 33).
[0485] [1-5-19. First normal game pre-processing] Next, with reference to FIG. 36, the first normal game pre-processing performed in S264 in the setting change process (see FIG. 34) will be described. FIG. 36 is a flowchart showing an example of the first normal game pre-processing in the first pachinko game machine. Note that this first normal game pre-processing is also performed as an initial setting process at the time of power-off recovery, setting change, and setting confirmation in the startup initial setting process (see FIG. 17), that is, as an initial setting process at the time of RAM clear.
[0486] The main CPU 201 first performs initialization-time RAM setting processing (S281). In this processing, a clearing process (such as construction of a work area and address setting, etc.) is performed on the area in the main RAM 203 (hereinafter referred to as the "backup area") where backup data is stored during power-off. Note that the area where data is stored in the performance display monitor control processing (refer to S244 in FIG. 32) is not cleared. Also, in this processing, initial data is generated, and the generated initial data is stored in the work areas in the constructed main RAM 203, respectively. That is, the data backed up during power-off is erased, and the game state can be returned to the initialized state. Although not shown, in this processing, since the game state is returned to the initialized state, it becomes possible to start the game, and the game permission flag is set to on, entering the game permission state. After the execution of the initialization-time RAM setting processing (S281), the main CPU 201 transfers the processing to S282.
[0487] In S282, the main CPU 201 performs the reservation processing for transmitting the initialization command. The initialization command reserved for transmission in this processing is transmitted to the sub-control circuit 300 in the effect control command transmission processing (S256) during the setting control processing (refer to FIG. 33). When the processing of S282 is executed, the main CPU 201 ends the first normal game pre-processing. When this first normal game pre-processing ends, the game permission flag is set to on, entering the game permission state.
[0488] [1-5-20. Second Normal Game Pre-Processing] Next, with reference to FIG. 37, the second normal game pre-processing performed in S272 during the setting confirmation processing (refer to FIG. 35) will be described. FIG. 37 is a flowchart showing an example of the second normal game pre-processing in the first pachinko game machine. Note that this second normal game pre-processing is also executed as the initial setting processing at the time of power-off return in the startup-time initial setting processing (refer to FIG. 17).
[0489] The main CPU 201 first performs power-failure recovery RAM setting processing (S291). In this processing, for example, the data stored in the backup area in the main RAM 203 is read out, and the read data is stored in the work area in the constructed main RAM 203, respectively. The above data is, for example, various information necessary for advancing the game, such as game state information, on / off states of winning flags for special symbols and normal symbols, and hold number information. That is, by returning the data backed up at the time of power failure to the work area in the main RAM 203 again, it becomes possible to return to the same game state as before the power failure. Although not shown, in this processing, it becomes possible to start the game by returning to the same game state as before the power failure, the game permission flag is set to on, and the game permission state is entered. After executing the power-failure recovery RAM setting processing (S291), the main CPU 201 transfers the processing to S292.
[0490] In S292, the main CPU 201 determines whether the probability variation flag is on. This processing is performed by reading the data stored in the work area in the main RAM 203.
[0491] If it is determined in S292 that the probability variation flag is not on (if S292 is a NO determination), the main CPU 201 transfers the processing to S294.
[0492] On the other hand, if it is determined in S292 that the probability variation flag is on (if S292 is a YES determination), the main CPU 201 transfers the processing to S293.
[0493] In S293, the main CPU 201 sets the probability variation notification flag to on. This is done to notify the state of the probability variation flag at the time of power-failure recovery. When the probability variation notification flag is on, the main CPU 201 controls, for example, a probability variation notification LED (not shown) to light up. Thereby, it becomes possible to grasp visually whether the probability variation flag is on at the time of power-failure recovery. After executing the processing of S293, the main CPU 201 transfers the processing to S294.
[0494] In S294, the main CPU 201 performs a transmission reservation process for a power-off return command. The power-off return command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (S256) during the setting control process (see FIG. 33). When the process of S294 is executed, the main CPU 201 ends the second normal game pre-process.
[0495] [1-5-21. Switch Input Detection Process] Next, with reference to FIG. 38, the switch input detection process performed in S240 during the system timer interrupt process (see FIG. 32) will be described. Note that FIG. 38 is a flowchart showing an example of the switch input detection process in the first pachinko game machine.
[0496] The main CPU 201 first performs an abnormal state monitoring process (S301). The details of this abnormal state monitoring process will be described later with reference to FIG. 39. After executing the process of S301, the main CPU 201 moves the process to S302.
[0497] In S302, the main CPU 201 performs a normal symbol-related switch check process. This process is performed by reading the information set in the input port of the I / O port 205. After executing the process of S302, the main CPU 201 moves the process to S303.
[0498] In S303, the main CPU 201 performs a special symbol-related switch check process. This process is performed by reading the information set in the input port of the I / O port 205. If the first start port switch 121 or / and the second start port switches 141A, 141B are on, a hold addition command for the start information of the first special symbol or / and the start information of the second special symbol is reserved for transmission. In this case, for example, when a pre-reading effect is executed, a specific hold addition command that can identify that it is a hold for which the pre-reading effect is executed is transmitted. After executing the process of S303, the main CPU 201 moves the process to S304.
[0499] In S304, the main CPU 201 performs a winning ball related switch check process. This process is performed by reading the information set in the input port of the I / O port 205. If the winning ball related switch is on, a winning ball payout command is reserved for transmission. After executing the process of S304, the main CPU 201 ends the switch input detection process and returns the process to the system timer interrupt process (see FIG. 32).
[0500] [1-5-22. Abnormal state monitoring process] Next, with reference to FIG. 39, the abnormal state monitoring process performed in S301 during the switch input detection process (see FIG. 38) will be described. Note that FIG. 39 is a flowchart showing an example of the abnormal state monitoring process in the first pachinko gaming machine.
[0501] The main CPU 201 first performs pre-processing for abnormal state monitoring (S311). In this process, update processing of abnormal detection information (for example, information of various sensors set in the input port of the I / O port 205) is performed. After executing the process of S311, the main CPU 201 moves the process to S312.
[0502] In S312, the main CPU 201 performs general-purpose abnormal detection determination processing. In this process, determination processing as to whether there is an abnormality is performed for each of a plurality of monitoring items targeted for abnormal detection determination. After executing the process of S312, the main CPU 201 moves the process to S313.
[0503] In S313, the main CPU 201 performs induction magnetic field monitoring processing. In this process, it is determined whether or not an induction magnetic field is detected. If an induction magnetic field is detected, the induction magnetic field detection information flag is set to on. After the process of S313, the main CPU 201 ends the abnormal state monitoring process and returns the process to the switch input detection process (see FIG. 38).
[0504] [1-6. Sub-control process] Next, with reference to FIG. 40, the contents of various processes executed by the sub-CPU 301 of the sub-control circuit 300 will be described.
[0505] FIG. 40 is a flowchart showing an example of sub-control circuit processing in the first pachinko gaming machine.
[0506] As shown in FIG. 40, the sub-CPU 301 first performs initialization processing (S321). In this initialization processing, for example, initialization processing such as RAM access permission, initialization of the work area, hardware initialization, device initialization, application initialization, backup restoration initialization, etc. is performed. When this processing is completed, the sub-CPU 301 transfers the processing to S322.
[0507] In S322, the sub-CPU 301 performs a read process on the command input port 308 (see FIG. 6). In this process, the command transmitted from the main control circuit 200 (see FIG. 6) set in the command input port 308 is read. When this processing is completed, the sub-CPU 301 transfers the processing to S323.
[0508] In S323, the sub-CPU 301 executes command analysis processing. In this process, the command read in the process of S322 is analyzed. When this processing is completed, the sub-CPU 301 transfers the processing to S324.
[0509] In S324, the sub-CPU 301 executes production mode determination processing. In this process, the sub-CPU 301 generates an animation request including designation information of production contents, and based on the generated animation request, generates various requests (for example, drawing requests, sound requests, lamp requests, and accessory requests, etc.) for operating various production devices. When this processing is completed, the sub-CPU 301 transfers the processing to S325.
[0510] In S325, the sub-CPU 301 executes drawing control processing. In this processing, the sub-CPU 301 transmits a drawing request to the display control circuit 304 (see FIG. 6). The display control circuit 304 performs drawing control for displaying an image in the display area of the display device 7 based on the message (drawing request) transmitted from the sub-CPU 301. When this processing is completed, the sub-CPU 301 moves the processing to S326.
[0511] In S326, the sub-CPU 301 executes audio control processing. In this processing, the sub-CPU 301 transmits an audio request to the audio control circuit 305. The audio control circuit 305 performs audio control for outputting audio to the speaker 32 based on the message (audio request) transmitted from the sub-CPU 301. When this processing is completed, the sub-CPU 301 moves the processing to S327.
[0512] In S327, the sub-CPU 301 executes LED control processing. In this processing, the sub-CPU 301 transmits an LED request to the LED control circuit 306. The LED control circuit 306 performs light emission control for lighting or flashing all or part of the LEDs constituting the LED group 46 based on the message (LED request) transmitted from the sub-CPU 301. When this processing is completed, the sub-CPU 301 moves the processing to S328.
[0513] In S328, the sub-CPU 301 executes accessory control processing. In this processing, the sub-CPU 301 transmits an accessory request to the accessory control circuit 307. The accessory control circuit 307 performs drive control for operating the effect drive motors (not shown) for all or part of the accessories constituting the effect accessory group 58 (see FIGS. 1, 2, and 6) based on the message (accessory request) transmitted from the sub-CPU 301. When this processing is completed, the sub-CPU 301 ends the sub-control circuit main processing.
[0514] Although the first pachinko machine can variably display the first special symbol and the second special symbol in parallel, the sub-CPU 301 designates one of the first special symbol and the second special symbol as the main special symbol and the other as the sub-special symbol, and mainly performs effect control for the main special symbol. In this embodiment, in the normal gaming state where left shooting is recommended, the first special symbol is set as the main special symbol, and in the gaming states where right shooting is recommended (high-probability short gaming state, high-probability non-short gaming state, low-probability short gaming state), the second special symbol is set as the main special symbol. Then, the sub-CPU 301 performs variable display of the decorative symbol for the main special symbol, display effects such as characters, and audio effects for the main special symbol. For example, when the result of the winning determination process for the sub-special symbol is a big win or the like, for example, the effects of the main special symbol may be performed while also performing the effects of the sub-special symbol.
[0515] [1-7. Small win rush] In the first pachinko machine described above, a so-called small win rush can be realized. The small win rush will be described below.
[0516] In the first pachinko machine, as described above, a normal gaming state, a high-probability short gaming state, a high-probability non-short gaming state, and a low-probability short gaming state are prepared, and the main CPU 201 controls to one of these gaming states. As described above, in the normal gaming state, since left shooting is recommended, the first special symbol game based on the winning of the game ball into the first starting port 120 is mainly executed. Also, in the other gaming states (high-probability short gaming state, high-probability non-short gaming state, and low-probability short gaming state), since right shooting is recommended, the second special symbol game based on the winning of the game ball into the second starting ports 140A and 140B is mainly executed. When the winning port included in the normal electric accessory unit 145 is used as the first starting port, the first special symbol game is mainly executed in any one of the normal gaming state, the high-probability short gaming state, and the low-probability short gaming state, and the second special symbol game is mainly executed in the high-probability non-short gaming state.
[0517] In this embodiment, in the high-probability non-time-shortening game state, the winning frequency of game balls into the big winning opening 151 for small wins is increased compared to other game states (for example, the normal game state, the high-probability time-shortening game state, and the low-probability time-shortening game state), so that the expected value of the game value (for example, the number of prize balls, etc.) paid out with respect to the number of balls launched per unit time can exceed 1, resulting in a small-win rush.
[0518] Here, an example of the mechanism of the small-win rush will be described. First, the game ball hit to the right generally passes through the passing gate 126. In the high-probability non-time-shortening game state, electric assist control for increasing the frequency of operating the normal electric accessory 146 to keep the winning opening (for example, the second starting opening 140B in this embodiment) in the open state is not executed. Also, since the big winning opening 131 for big wins does not open unless the big winning game control process is executed, the frequency of the second starting opening 140B being in the open state in the high-probability non-time-shortening game state is lower than that in the game states where time-shortening control is executed. Therefore, if the big winning opening 151 for small wins is open, the game ball hit to the right and distributed to the lower flow path 107b can win in the big winning opening 151 for small wins. When a game ball wins in the big winning opening 151 for small wins, for example, 10 prize balls are paid out as described above. Also, the game ball hit to the right and distributed to the upper flow path 107a can win in the second starting opening 140A. When a game ball wins in the second starting openings 140A and 140B, not only a stop display mode indicating a small win is derived with a relatively high probability such as one-third (approximate) as shown in the winning determination table of the special symbol (see FIG. 9), but also super-fast variation (for example, variable display time of 1000 msec) is executed as shown in the variable pattern table of the special symbol for high start (see FIG. 12(B)). Therefore, the winning frequency of game balls into the big winning opening 151 for small wins is increased compared to other game states (for example, the normal game state, the high-probability time-shortening game state, and the low-probability time-shortening game state). In this way, it is possible to realize a small-win rush in which the expected value of the game value (for example, the number of prize balls, etc.) paid out with respect to the number of balls launched per unit time can exceed 1.
[0519] On the other hand, in a game state where time-saving control is executed (for example, a high-probability time-saving game state or a low-probability time-saving game state), when the electric assist control is executed, the second start port 140B becomes open, and most of the game balls that are hit to the right and diverted to the lower flow path 107b win the second start port 140B. Therefore, even if the big winning port 151 for small wins is open, the expected value of a game ball winning the big winning port 151 for small wins is low. Moreover, as described above, even if a game ball wins the second start port 140B, for example, only one prize ball is paid out. Although, for example, three prize balls are paid out when a game ball that is hit to the right and diverted to the upper flow path 107a wins the second start port 140A, only approximately one-third to one-fifth of the game balls that are hit to the right and diverted to the upper flow path 107a win the second start port 140A. Thus, in the game state where time-saving control is executed, the expected value of the game value (for example, the number of prize balls, etc.) paid out with respect to the number of balls launched per unit time does not exceed 1.
[0520] Also, in the normal game state, left hitting is recommended. However, if a right hit is made, when the game ball that is hit to the right passes through the passage gate 126 and a stop display mode indicating a normal symbol win is derived, the normal electric accessory 146 operates, and there is a possibility that the big winning port 151 for small wins is opened when a game ball wins the second start port 140B. However, in the normal game state, since the variation pattern table of the special symbol for low start (refer to FIG. 12(A)) is referred to determine the variation pattern of the special symbol, even if a game ball wins the second start ports 140A and 140B, the variable display of the second special symbol is performed in any of the long variations A to C with an extremely long variation time, and the frequency of the big winning port 151 for small wins being opened is extremely low. Therefore, there is no practical benefit for the player to make a right hit in the normal game state. Incidentally, when the winning port included in the normal electric accessory unit 145 is used as the first start port, the winning probability of the normal symbol in the normal game state may be set to, for example, 0 so as not to generate a practical benefit for making a right hit.
[0521] In addition, in this embodiment, although it is configured to be a small win rush in the high-probability non-shortened game state, it is not limited to this. For example, in the high-probability shortened game state in which the special symbol variable display time is shortened without executing the electric assist control, it may be configured to be a small win rush.
[0522] [1-8. Signals Output to the Outside of the Machine] Next, signals output from the external terminal board 184 (see FIG. 6) to the outside of the first pachinko machine (for example, the hall computer 186 (see FIG. 6), island computers provided on each island (not shown)) will be described. In this embodiment, signals output to the outside of the first pachinko machine will be described, but signals from the outside of the first pachinko machine may also be inputtable.
[0523] In this embodiment, the external terminal board 184 (see FIG. 6) has CH1 to CH12 as connectors for outputting signals to the outside of the first pachinko machine. Signals output from each CH of the external terminal board 184 to the outside of the first pachinko machine are, for example, various signals such as "bonus ball information 1", "door / frame opening", "external information 1" to "external information 8", "bonus ball information 2", and "security". However, the types of signals output from each CH to the outside of the first pachinko machine are not limited to these, and there may be signals output to the outside other than these signals, or it may be configured such that any of these signals is not output.
[0524] FIG. 41 is a table showing an example of the output conditions of signals output to the outside of the first pachinko machine. As shown in FIG. 41, a signal of "bonus ball information 1" is output from CN1, a signal of "door / frame opening" is output from CH2, signals of "external information 1" to "external information 8" are respectively output from CH3 to CH10, a signal of "bonus ball information 2" is output from CH11, and a signal of "security" is output from CH12. Note that the output conditions of signals from the first pachinko machine to the outside of the machine are as shown in FIG. 41.
[0525] Next, an example of the timing chart of the signal output outside the first pachinko machine will be described by taking the signal of "Prize Ball Information 1" as an example. As shown in FIG. 41, in this embodiment, the signal of "Prize Ball Information 1" is output every 120 msec for every 10 paid-out prize balls.
[0526] FIG. 42 is an example of the timing chart of the signal of "Prize Ball Information 1" among the signals output outside the first pachinko machine.
[0527] As shown in FIG. 42, the payout detection switch (not shown) turns on from off each time a prize ball is paid out. As described above, in this embodiment, when a game ball wins a prize at the big winning opening (big winning opening 131 for big wins or big winning opening 151 for small wins (both shown in FIG. 4)), for example, 10 prize balls are paid out. When a game ball wins a prize at the starting opening (first starting opening 120 or second starting opening 140A (both shown in FIG. 4)), for example, 3 prize balls are paid out. When a game ball wins a prize at the general winning opening 122 (shown in FIG. 4), for example, 4 prize balls are paid out.
[0528] And the main CPU 201 (see FIG. 6) outputs the signal of "Prize Ball Information 1" outside the first pachinko machine for, for example, 120 msec each time 10 prize balls are paid out. More specifically, the main CPU 201 outputs the signal of "Prize Ball Information 1" for, for example, 120 msec at the timing when the payout detection switch for the 10th prize ball turns on starting from the previous output time of the signal of "Prize Ball Information 1". Note that outputting the signal of "Prize Ball Information 1" at the timing when the payout detection switch for the 10th prize ball turns on is just an example, and it may be, for example, during the period from when the payout detection switch for the 10th prize ball turns on to when it turns off. Also, outputting the signal of "Prize Ball Information 1" each time 10 prize balls are paid out or for 120 msec is just an example, and the output timing and output time of the signal of "Prize Ball Information 1" can be set as appropriate.
[0529] Next, an example of the "Security" signal, which is one of the signals output outside the first pachinko machine, will be described. The "Security" signal is mainly a signal output when an error occurs.
[0530] FIG. 43 is a table showing an example of an overview of errors in the first pachinko machine. More specifically, for each error name, it shows the trigger for occurrence in the main control circuit 200, the trigger for cancellation in the main control circuit 200 (see FIG. 6), the output time of the "Security" signal (illustrated as "Security Signal" in FIG. 43), and remarks.
[0531] Note that the overview of the errors shown in FIG. 43 is an example, and only some of them may be determined as errors, or for example, those not shown in FIG. 43 may be determined as errors. Examples of those determined as errors not shown in FIG. 43 include, for example, a solenoid monitoring sensor error when a solenoid monitoring sensor (not shown) is on or off for a predetermined time or more, a large winning port entry / exit abnormality error when there are un-discharged game balls inside the large winning port (the big win large winning port 131 or the small win large winning port 151 (both see FIG. 4)) or when there is a win inside the large winning port when the large winning port is not open, a vibration sensor error when the vibration sensor is on for a predetermined time, etc. Also, for example, if a specific area is provided inside the big win large winning port 131 and based on the fact that a game ball has passed through the specific area during the execution of the big win game control, and the probability variable control is executed after the end of the big win game control, it is preferable to configure it to determine as an error also in cases such as an abnormality in passing through the specific area or when a game ball has passed through the specific area even though there are no un-discharged game balls inside the big win large winning port 131.
[0532] When the main CPU 201 (see FIG. 6) determines that an error has occurred, it transmits an illegal detection-related command to the sub CPU 301 (see FIG. 6). The sub CPU 301 that has received the illegal detection-related command executes notification control according to the content of the error.
[0533] The following will briefly explain the control by the main CPU 201 and the sub-CPU 301 (both refer to FIG. 6) by taking the case where a jackpot big winning opening abnormal winning error occurs as an example.
[0534] As shown in FIG. 43, for example, after the initial power-on, if there is one winning detection before the first jackpot big winning opening 131 (refer to FIG. 4) is opened, the main CPU 201 (refer to FIG. 6) determines that a jackpot big winning opening abnormal winning error has occurred and outputs a "security" signal for 12 seconds. In addition, it transmits an illegal detection related command indicating that a jackpot big winning opening abnormal winning error has occurred to the sub-CPU 301 (refer to FIG. 6).
[0535] In this embodiment, as shown in FIG. 43, for any error, since the output time of the "security" signal is 12 seconds, external devices (for example, the hall computer 186 (refer to FIG. 6) or the island computer (not shown)) can grasp the occurrence of the error by receiving the "security" signal, but cannot grasp the content of the error. However, it is not limited to this. For example, the external device that receives the "security" signal may be able to grasp the content of the error by changing the output time of the "security" signal according to the content of the error.
[0536] When the sub-CPU 301 (refer to FIG. 6) receives, for example, an illegal detection related command indicating a jackpot big winning opening abnormal winning error, it executes all or part of the following notification controls. When, for example, 30 seconds have passed since receiving the illegal detection related command, the following notification controls are terminated. · Notification control to display, for example, the characters "big winning opening abnormal winning error" on the display device 7 (both refer to FIG. 6, for example) via the display control circuit 304. · Notification control to output, for example, the voice "There is a big winning opening abnormal winning error" from the speaker (both refer to FIG. 6, for example) via the voice control circuit 305. · Notification control to output, for example, a beep sound from the speaker via the voice control circuit 305. ·Notification control to turn on all the LEDs 46 (see, for example, FIG. 6) via the LED control circuit 306 in, for example, red.
[0537] In addition, if a power failure occurs before, for example, 30 seconds have elapsed after receiving an illegal detection related command, the sub-CPU 301 terminates the above-described notification control.
[0538] Further, for example, when the sub-CPU 301 receives an illegal detection related command indicating a jackpot big winning opening abnormal winning error during the execution of the above-described notification control indicating the occurrence of a jackpot big winning opening abnormal winning error, the sub-CPU 301 executes the above-described notification control again.
[0539] Next, referring to FIG. 44, signals output outside the first pachinko game machine according to the game state will be described. FIG. 44 is a table showing an example of signals output according to the game state in the first pachinko game machine. In FIG. 44, the output signals are indicated by circles, and the non-output signals are indicated by crosses.
[0540] As shown in FIG. 44, in this embodiment, the output signals differ according to the state of the game controlled by the main CPU 201. For example, during the normal game state (other than during a jackpot or a minor win, other than during a high probability or time limit reduction), no signals are output. During the low probability time limit reduction game state (other than during a jackpot, other than during a minor win), the signals of "external information 3" and "external information 7" are output. During the high probability time limit reduction game state (other than during a jackpot, other than during a minor win), the signals of "external information 3", "external information 5", and "external information 7" are output. During the high probability non-time limit reduction game state (other than during a jackpot, other than during a minor win), the signals of "external information 3" and "external information 6" are output.
[0541] In this way, by varying the signals output according to the state of the game controlled by the main CPU 201, an external device capable of receiving the signals (for example, the hall computer 186 (see FIG. 6) or the island computer (not shown)) can grasp the state of the game in the pachinko game machine that is the external information transmission destination.
[0542] In this embodiment, as shown in FIG. 44, the signals output during the small win game control process (during the normal game state) are the same as the signals output during the normal game state (other than during big win or small win, and other than during probability variation or time shortening). Similarly, the signals output during the small win game control process (during the low probability time shortening game state) are the same as the signals output during the low probability time shortening game state (other than during big win), the signals output during the small win game control process (during the high probability time shortening game state) are the same as the signals output during the high probability time shortening game state (other than during big win), and the signals output during the small win game control process (during the high probability non-time shortening game state) are the same as the signals output during the high probability non-time shortening game state (other than during big win). That is, an off-machine device capable of receiving signals (for example, hall computer 186 (see FIG. 6) or island computer (not shown)) cannot grasp whether the small win game control process is being executed in the pachinko gaming machine that is the external information transmission destination. However, alternatively, by making the signals output during the small win game control process different from the signals output when not in the small win game control process, it may be possible for the off-machine device side capable of receiving the signals to grasp whether the small win game control process is being executed in the pachinko gaming machine that is the external information transmission destination.
[0543] Also, during the low probability time shortening game state (other than during big win), the high probability time shortening game state (other than during big win), the small win game control process (during the low probability time shortening game state), and the small win game control process (during the high probability time shortening game state) shown in FIG. 44 are signals output during the execution of time shortening control. In this case, it may be considered that the time shortening control is being executed when both the power saving control and the special figure shortening control are being executed, or when only the power saving control among the power saving control and the special figure shortening control is being executed, or when only the special figure shortening control among the power saving control and the special figure shortening control is being executed.
[0544] [2. Second Pachinko Gaming Machine] Next, the second pachinko machine will be described. As described above, the second pachinko machine is a so-called one-type pachinko machine called a digital pachinko. However, the second pachinko machine differs from the first pachinko machine in that only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel. Therefore, there are also differences in the game board unit and the electrical configuration from those of the first pachinko machine.
[0545] Hereinafter, when explaining the second pachinko machine, for points where the functions, shapes, arrangement positions, etc. are common to the first pachinko machine, such as the basic configuration such as the outer frame 2 and the base door 3, and signals output from the external terminal board 1184 (see FIG. 46) to the outside of the second pachinko machine (for example, the hall computer 1186 (see FIG. 46) and the island computers provided on each island (not shown)), the explanation will be omitted as much as possible.
[0546] In addition, when explaining the second pachinko machine, for the configurations explained with reference to the drawings used in the explanation of the first pachinko machine, the same reference numerals and step numbers as those of the first pachinko machine will be used for the explanation. However, for the configurations explained with reference to the newly adopted drawings in the explanation of the second pachinko machine, even if the functions are common to those of the first pachinko machine, different reference numerals and step numbers will be used for the explanation.
[0547] By the way, as pachinko machines in which only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel, when the variable display of the first special symbol and the variable display of the second special symbol are suspended, for example, a pachinko machine in which the start condition of the second special symbol is established prior to that of the first special symbol (hereinafter referred to as a "priority variation machine"), and a pachinko machine in which the start conditions are established in the order of winning including the first start port and the second start port (hereinafter referred to as a "sequential variation machine").
[0548] In the priority variation mechanism, the start condition of the first special symbol is established when all of certain requirements are met, such as neither the first special symbol nor the second special symbol is in variable display, it is not in a big win gaming state, etc., the variable display of the second special symbol is not suspended, and the variable display of the first special symbol is suspended. The start condition of the second special symbol is established when all of certain requirements are met, such as neither the first special symbol nor the second special symbol is in variable display, it is not in a big win gaming state, etc., and the variable display of the second special symbol is suspended.
[0549] Also, in the sequential variation mechanism, the start condition of the first special symbol is established when at least all of the following are satisfied: neither the first special symbol nor the second special symbol is in variable display, the variable display of the first special symbol is suspended, and the earliest suspension is the suspension of the variable display of the first special symbol. The start condition of the second special symbol is established when at least all of the following are satisfied: neither the first special symbol nor the second special symbol is in variable display, the variable display of the second special symbol is suspended, and the earliest suspension is the suspension of the variable display of the second special symbol.
[0550] Hereinafter, the priority variation mechanism will be described as an example.
[0551] [2-1. Game board unit] Referring to FIG. 45, the game board unit 1010 included in the second pachinko gaming machine will be described. This game board unit 1010 is also arranged behind the protective glass 43 (see FIG. 2) and in front of the base door 3 (see FIG. 2), similar to the first pachinko gaming machine.
[0552] FIG. 45 is an example of a front view showing the appearance of the game board unit 1010 included in the second pachinko gaming machine. A game area 1105 is formed on the front side surface of the game board unit 1010 where the launched game balls can roll down.
[0553] Note that some of the various members (such as the first start port 1120, etc.) arranged in the game area 1105 of the second pachinko machine are common to those arranged in the game area 105 of the first pachinko machine, but will be described again for the sake of completeness.
[0554] As shown in FIG. 45, the game board unit 1010 mainly includes a game panel 1100 in which a game area 1105 where the launched game balls can roll down is formed, a guide rail 1110, a center accessory 1115 arranged at approximately the center of the game area 1105, a first start port 1120, a general winning port 1122, a passing gate unit 1125, a special electric accessory unit 1130, a second start port 1140, a normal electric accessory unit 1145, an LED unit 1160, an out port 1178, and a back unit (not shown). Note that the LED unit 1160 is the same as the LED unit 160 of the first pachinko machine, and the description thereof will be omitted in this second pachinko machine.
[0555] (Game Panel) An opening (not shown) is formed in the game panel 1100 at a position facing the display area of the display device 1007. Further, a guide rail 1110 is provided on the front surface of the game panel 1100, and game nails (not shown) and the like are implanted. The game balls launched from the launch device 6 (see FIGS. 1 and 2) jump out from the guide rail 1110 toward the game area 1105, collide with the game nails and the like, and flow downward toward the lower part of the game area 1105 while changing the traveling direction.
[0556] Further, a back unit (not shown) provided with a decorative body for enhancing the production effect is arranged behind the game panel 1100. The game panel 1100 is made of a transparent resin so that the decorative body provided in the back unit can be visually recognized in a front view. In this case, the entire game panel 1100 may be made of a transparent member, or for example, only the part where the decorative body provided in the back unit can be visually recognized in a front view may be made of a transparent member. Also, the game panel 1100 may be made of a member without a transparent part (for example, wood), and a transparent member may be provided partially to enhance the production effect.
[0557] (Guide rail) The guide rail 1110 is composed of an arc-shaped outer rail and an inner rail (both without reference numerals), similar to the first pachinko machine. The game area 1105 is demarcated by the guide rail 1110. The outer rail and the inner rail have the function of guiding the game balls launched from the launching device 1006 (see FIG. 46 described later) to the upper part of the game area 1105.
[0558] (Center accessory) The center accessory 1115 is configured to be fitted into the opening (without reference numeral) of the game panel 1100 and is provided with an arc-shaped center rail 1116 above. The game balls launched toward the game area 1105 are distributed left and right by the center rail 1116.
[0559] The game balls launched toward the game area 1105 by the launching device 1006 flow down through the left area 1106 or the right area 1107. The game balls flowing down through the left area 1106 or the right area 1107 flow downward while changing their traveling directions due to collisions with game pins or the like implanted in the game panel 1100. When the operation amount of the launch handle 62 (see FIGS. 1 and 2) is small, the launched game balls flow down through the left area 1106. On the other hand, when the operation amount of the launch handle 62 (see FIG. 1) is large, the launched game balls flow down through the right area 1107.
[0560] In addition, a warp entrance 1117 through which the game balls flowing down through the left area 1106 can enter is formed at the left outer peripheral edge of the center accessory 1115. The game balls that enter the warp entrance 1117 are configured to be guided to a stage 1118 formed in the center accessory 1115. The stage 1118 is formed such that the game balls can roll in the left - right direction in front of the lower side of the display area of the display device 1007. Note that the stage 1118 may be formed in multiple stages, for example, an upper - stage side stage and a lower - stage side stage.
[0561] On the rear side of the approximate center in the left - right direction of the stage 1118, a chance entrance 1119 into which game balls can enter is formed. The game balls that enter the chance entrance 1119 are configured to be discharged directly above the first starting port 1120. Therefore, the game balls that enter the chance entrance 1119 have a higher probability of winning (passing through) the first starting port 1120 compared to the game balls that did not enter the warp entrance 1117 or the game balls that entered the warp entrance 1117 but did not enter the chance entrance 1119.
[0562] (First starting port) The first starting port 1120 is arranged below the display area of the display device 1007 and is arranged such that a game ball struck from the left can win (it is difficult or impossible for a game ball struck from the right to win). When a game ball wins the first starting port 1120, it is detected by the first starting port switch 1121 (see FIG. 46 described later). Note that a game ball struck from the right may be able to win the first starting port 1120. Also, instead of or in addition to the above - mentioned first starting port 1120, a first starting port in which a game ball struck from the right can win (it is difficult or impossible for a game ball struck from the left to win) may be provided.
[0563] When the first starting port switch 1121 (see FIG. 46 described later) detects the winning (passing through) of a game ball into the first starting port 1120, the starting information of the first special symbol is extracted, and the extracted starting information is held until a predetermined number (for example, a maximum of 4) is reached. When the starting condition is satisfied, the held starting information is used for the winning determination process of the first special symbol. When a game ball wins the first starting port 1120, for example, 3 prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball into the first starting port 1120 is not limited to this.
[0564] (General winning port) A plurality of general winning openings 1122 are arranged at the lower left of the display area of the display device 1007, and are arranged such that a game ball hit from the left can win (it is difficult or impossible for a game ball hit from the right to win). When a game ball wins any one of the plurality of general winning openings 1122, it is detected by a general winning opening switch 1123 (see FIG. 46 described later).
[0565] When the general winning opening switch 1123 (see FIG. 46 described later) detects the winning (passing) of a game ball into the general winning opening 1122, for example, 4 prize balls are paid out, but the number of prize balls paid out based on the winning of a game ball into the general winning opening 1122 is not limited to 4.
[0566] Also, in this embodiment, the general winning openings 1122 are arranged such that it is difficult or impossible for a game ball hit from the right to win, but it is not necessarily limited to this. Instead of or in addition to the above general winning openings 1122, there may be provided general winning openings through which a game ball hit from the right can win.
[0567] (Passing Gate Unit) The passing gate unit 1125 is arranged in the right area 1107, and is a unit body integrating a passing gate 1126 configured such that a game ball hit from the right can pass through substantially, and a passing gate switch 1127 (see FIG. 46 described later) for detecting the passing of a game ball through the passing gate 1126. It is arranged in the right area 1107 and is configured such that a game ball hit from the right can pass through substantially. When it is detected that a game ball passes through the passing gate 1126, start information of the normal symbol is extracted, and the extracted start information is held until a predetermined number (for example, a maximum of 4). The various held data are used for the winning determination process of the normal symbol. Note that even if the passing gate switch 1127 detects the passing of a game ball through the passing gate unit 1125, no prize balls are paid out. Also, the passing gate unit 1125 may be arranged in the left area 1106 instead of or in addition to the right area 1107.
[0568] (Special Electric Device Unit) The special electric accessory unit 1130 is a unit body that integrates the big winning opening 1131, a count switch 1132 (see FIG. 46 described later) for detecting the winning (passing) of a game ball into the big winning opening 1131, and the special electric accessory 1133. The special electric accessory unit 1130 is disposed below the passing gate unit 1125 in the right region 1107.
[0569] The big winning opening 1131 is arranged such that a game ball hit from the right can win (it is difficult or impossible for a game ball hit from the left to win). However, it is not limited to this. Instead of or in addition to the above big winning opening 1131, a big winning opening where a game ball hit from the left can win may be arranged, or a big winning opening where a game ball can win may be arranged above the center accessory 1115.
[0570] The big winning opening 1131 is a winning opening that is opened so that a predetermined number (for example, 10) of game balls can win (pass) when the game is controlled to a jackpot game state, which is a game state advantageous to the player. When the winning of a game ball into the big winning opening 1131 is detected by the count switch 1132 (see FIG. 46 described later), for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball into the big winning opening 1131 is not limited to 10.
[0571] The special electric accessory 1133 includes a special electric shutter 1134 that can advance and retreat in the front - rear direction, and a special electric solenoid 1135 (see FIG. 46 described later) for operating the special electric shutter 1134. The special electric accessory 1133, that is, the special electric shutter 1134, is configured to be able to shift between an open state where it is possible or easy for a game ball to win (pass) into the big winning opening 1131 and a closed state where it is impossible or difficult for a game ball to win (pass) into the big winning opening 1131. In the jackpot game state, the state transition from the above - mentioned closed state to the open state is performed over a predetermined number of rounds. That is, the jackpot game state is a game state that enables a large number of game balls to be paid out as prize balls by performing a round game in which the big winning opening 1131 transitions from the closed state to the open state over a predetermined period for a plurality of rounds.
[0572] (Second start port) The second start port 1140 is arranged in the left area 1106 (more specifically, below the left side of the first start port 1120). However, the second start port 1140 is configured such that it is difficult or impossible for a left-hit game ball to win, and the game ball hit from the right is guided to the vicinity of the second start port 1140 so that it can win. However, it is not essential to configure the second start port 1140 in this way. For example, it may be provided in the right area 1107 so that a game ball hit from the right can win. Also, the second start port 1140 may be configured such that a left-hit game ball can win.
[0573] When a game ball wins at the second start port 1140, it is detected by the second start port switch 1141 (see FIG. 46 described later). When the second start port switch 1141 (see FIG. 46 described later) detects the winning (passing) of a game ball at the second start port 1140, the start information of the second special symbol is extracted, and the extracted start information is held until a predetermined number (for example, a maximum of 4) is reached. When the start condition is satisfied, the held start information is used for the winning determination process of the second special symbol. When a game ball wins at the second start port 1140, for example, 3 prize balls are paid out. On the other hand, when a game ball wins at the second start port 1140, for example, 1 prize ball is paid out. However, the number of prize balls paid out based on the winning of a game ball at the second start port 1140 is not limited to this.
[0574] (Normal electric accessory unit) The normal electric accessory unit 1145 is arranged in the left area 1106 (more specifically, below the left side of the first start port 1120), and is a unit body that integrates a winning port where a predetermined number of game balls are paid out as prize balls when a game ball wins (passes), a switch that detects the winning of a game ball at this winning port, and the normal electric accessory 1146. In this embodiment, the above-mentioned winning port is the second start port 1140, and the above-mentioned switch is the second start port switch 1141.
[0575] The ordinary electric device 1146 includes a movable member 1147 for ordinary electricity, which is so-called a "denchu", and a solenoid 1148 for ordinary electricity (see FIG. 46 described later) that actuates the movable member 1147 for ordinary electricity. The ordinary electric device 1146, that is, the movable member 1147 for ordinary electricity, is configured to be capable of transitioning between an open state in which it is possible or easy for a game ball to enter (pass through) the second start port 1140 and a closed state in which it is impossible or difficult for a game ball to enter the second start port 1140. Instead of the movable member 1147 for ordinary electricity, which is so-called a "denchu", for example, a shutter that can advance and retreat in the front-rear direction may be employed.
[0576] (Out port) The out port 1178 is for discharging game balls that have been launched toward the game area 1105 but have not won any of the various winning ports (for example, the first start port 1120, the second start port 1140, the big winning port 1131, and the general winning port 1122, etc.) outside the machine. This out port 1178 is provided on the most downstream side of the game area 1105 so that it can discharge both left-shot and right-shot game balls outside the machine. However, in addition to the above out port 1178, an out port may be provided at a position that is not the most downstream side, for example, between a plurality of general winning ports 1122, etc., so as to discharge game balls flowing down in the game area 1105 outside the machine.
[0577] (Rear unit) The rear unit (not shown) decorates the game board unit 1010, similar to the first pachinko game machine, and is provided on the rear side of the game panel 1100. This rear unit is disposed around the display area of the display device 1007 and includes an effect device group 1058 such as movable devices controlled by the sub-control circuit 1300. At least one or more of these effect devices in the effect device group 1058, or the effect device constituent members constituting the effect devices, function as effect devices that can operate based on the result of the winning determination process of the special symbol.
[0578] [2-2. Electrical configuration] Next, with reference to FIG. 46, the control circuit of the second pachinko gaming machine will be described. FIG. 46 is an example of a block diagram showing the control circuit of the second pachinko gaming machine. Although the control circuit of the second pachinko gaming machine has some commonalities with the control circuit of the first pachinko gaming machine, it will be described again in detail.
[0579] As shown in FIG. 46, similar to the first pachinko gaming machine, the second pachinko gaming machine mainly includes a main control circuit 1200 that controls the game, a sub-control circuit 1300 that controls the effects according to the progress of the game, a payout / firing control circuit 1400, and a power supply circuit 1450.
[0580] [2-2-1. Main Control Circuit] The main control circuit 1200 includes a main CPU 1201, a main ROM 1202 (read-only memory), a main RAM 1203 (read / write memory), an initial reset circuit 1204, a backup capacitor 1207, etc., and is housed in a main board case (not shown).
[0581] The main CPU 1201 is connected to the main ROM 1202, the main RAM 1203, the initial reset circuit 1204, etc. The main CPU 1201 incorporates functions such as a WDT for monitoring operations and functions for preventing fraud.
[0582] The main ROM 1202 stores programs for controlling the operation of the second pachinko gaming machine by the main CPU 1201, various tables, etc. The main CPU 1201 has a function of executing various processes according to the programs stored in the main ROM 1202.
[0583] The main RAM 1203 is provided with a storage area for storing various data necessary for the progress of the game. This main RAM 1203 functions as a temporary storage area of the main CPU 1201 and stores the values of various flags and variables. In this embodiment, RAM is used as the temporary storage area of the main CPU 1201, but it is not limited to this, and any readable and writable storage medium may be used.
[0584] The initial reset circuit 1204 monitors the main CPU 1201 and outputs a reset signal as necessary.
[0585] The backup capacitor 1207 has a function of temporarily supplying power so that the data stored in the main RAM 1203 does not disappear during a power failure or the like.
[0586] Furthermore, the main control circuit 1200 also includes an I / O port 1205 that is communicably connected to various devices and the like, and a command output port 1206 that is connected to be able to output various commands to the sub-control circuit 1300.
[0587] Also, various devices are connected to the main control circuit 1200. For example, to the main control circuit 1200, a normal symbol display unit 1161, a normal symbol hold display unit 1162, a first special symbol display unit 1163, a second special symbol display unit 1164, a first special symbol hold display unit 1165, a second special symbol hold display unit 1166, a solenoid for normal electricity 1148, and a solenoid for special electricity 1135 are connected. Also, in addition to these, a performance display monitor 1170 and an error notification monitor 1172 are connected to the main control circuit 1200. The main control circuit 1200 can control the operations of these devices by transmitting signals via the I / O port 1205.
[0588] Performance display data, setting values, etc. are displayed on the performance display monitor 1170 under the control of the main CPU 1201. The performance display data is, for example, data indicating the ratio of game balls paid out in a game state other than the jackpot game state for the launch of a predetermined number (for example, 60,000) of game balls, and is also called a base value.
[0589] An error code is displayed on the error notification monitor 1172. In addition to the error code, the error notification monitor 1172 can also display, for example, in the case of a pachinko gaming machine with a setting function, a setting change in - progress code indicating that the setting change process is in progress, a setting confirmation in - progress code indicating that the setting confirmation process is in progress, and the like. Note that as the setting change in - progress code, a symbol that is not normally displayed in the special symbol display device (for example, a setting change symbol indicating that the setting change is in progress) may be displayed.
[0590] In addition, the main control circuit 1200 is also connected to a first start - port switch 1121, a second start - port switch 1141, a passing gate switch 1127, a count switch 1132, a general winning - port switch 1123, and the like. When these switches are detected, a detection signal is transmitted to the main control circuit 1200 via the I / O port 1205.
[0591] Furthermore, the main control circuit 1200 is connected to a calling device (not shown) having a function of calling a croupier and a function of displaying the number of jackpot times, an external terminal board 1184 used when transmitting data to a hall computer 1186 that manages the pachinko gaming machines in the entire hall, a setting key 1174 that is operated when changing or confirming a setting value in the case of a pachinko gaming machine with a setting function, a backup clear switch 1176 that can clear the backup data stored in the main RAM 1203 according to the operation of the casino manager, and the like. Note that in the case of a pachinko gaming machine with a setting function, the backup clear switch 1176 may be used as a switch for changing the setting value, or a setting switch for changing the setting value may be provided.
[0592] In addition, it is preferable that the setting key 1174 and the backup clear switch 1176 are housed in a predetermined case so that a third party other than the manager of the game parlor (e.g., a player) cannot easily touch them. The "predetermined case" includes not only those with a configuration in which the setting key 1174 and the backup clear switch 1176 cannot be contacted without opening the case, but also those in which notches are provided only at the corresponding positions of the setting key 1174 and the backup clear switch 1176 of the case, and when the pachinko gaming machine is rotated from the island facility using a key managed by the person in charge of the game parlor to expose the back surface, the person in charge of the game parlor can contact the setting key 1174 or / and the backup clear switch 1176.
[0593] In this embodiment, the setting key 1174 and the backup clear switch 1176 are connected to the main control circuit 1200, but it is not limited thereto. For example, they may be configured to be connected to a payout / firing control circuit 1400 or a power supply circuit 1450. Also in this case, it is preferable that a third party other than the person in charge of the game parlor cannot easily contact the setting key 1174 or the backup clear switch 1176.
[0594] [2-2-2. Sub-control circuit] The sub-control circuit 1300 includes a sub-CPU 1301, a program ROM 1302, a work RAM 1303, a display control circuit 1304, an audio control circuit 1305, an LED control circuit 1306, an accessory control circuit 1307, a command input port 1308, and the like. The sub-control circuit 1300 executes an effect according to the progress of the game in response to a command from the main control circuit 1200. Although not shown in FIG. 46, similar to the first pachinko gaming machine, an effect button 54 (see FIG. 1) operable by the player is also connected to the sub-control circuit 1300.
[0595] The program ROM 1302 stores a program for controlling the game presentation of the second pachinko machine by the sub-CPU 1301, various tables, etc. The sub-CPU 1301 has a function of executing various processes according to the program stored in the program ROM 1302. In particular, the sub-CPU 1301 performs control related to game presentation according to various commands transmitted from the main control circuit 1200.
[0596] The work RAM 1303 has a function of storing values of various flags and variables as a temporary storage area of the sub-CPU 1301.
[0597] The display control circuit 1304 is a circuit for performing display control in the display device 1007. The display control circuit 1304 includes a VDP, an image data ROM storing data for generating various image data, a frame buffer for temporarily storing image data, a D / A converter for converting image data into an image signal, etc.
[0598] The display control circuit 1304 temporarily stores, in the frame buffer, the image data to be displayed on the display device 1007 in response to an image display command from the sub-CPU 1301. Note that the image data to be displayed on the display device 1007 includes various image data related to the game, such as decoration symbol image data showing decoration symbols, background image data, and production-use image data.
[0599] Then, the display control circuit 1304 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies the converted image signal to the display device 1007 at a predetermined timing. When the image signal is supplied to the display device 1007, an image related to the image signal is displayed on the display device 1007. In this way, the display control circuit 1304 can perform control to display an image related to the game on the display device 1007.
[0600] The audio control circuit 1305 is a circuit for controlling the audio generated from the speaker 1032. The audio control circuit 1305 includes a sound source IC for controlling the audio, an audio data ROM for storing various audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.
[0601] The sound source IC controls the audio output from the speaker 1032. The sound source IC selects one piece of audio data from a plurality of pieces of audio data stored in the audio data ROM in response to an audio generation command supplied from the sub-CPU 1301. Further, the sound source IC reads out the selected audio data from the audio data ROM, converts the audio data into a predetermined audio signal, and supplies the converted audio signal to the AMP. The AMP amplifies signals such as the audio and sound effects output from the speaker 1032.
[0602] The LED control circuit 1306 is a circuit for controlling the LED group 1046 including decorative LEDs and the like. The LED control circuit 1306 includes a drive circuit for supplying an LED control signal, a decorative data ROM in which a plurality of types of LED decoration patterns are stored, and the like.
[0603] The prop control circuit 1307 is a circuit for controlling the operation of each prop (for example, one or more props among the production prop group 1058). The prop control circuit 1307 includes a drive circuit for supplying a drive signal to each prop, a lighting circuit for supplying a lighting control signal, a prop data ROM in which an operation pattern and a lighting pattern are stored, and the like.
[0604] Also, the accessory control circuit 1307 selects one operation pattern from a plurality of operation patterns stored in the accessory data R...
Claims
【Claim 1】 A game board on which game media can roll, A movable first moving part, An entrance part provided on the game board through which game media can enter, and comprising: By moving in a predetermined direction, the first moving part changes from a state in which it can receive an entrance opening capable of receiving game media to a state in which it cannot receive the entrance opening. Even if the game media abuts between the end on the predetermined direction side of the first moving part and the edge of the entrance opening, it can swing with respect to the predetermined direction. The first moving part has a convex structure having a top formed at the end in the predetermined direction and an inclined part whose width widens from the top when viewed facing the upper surface which is a part for receiving game media. The inclined part is formed with an inclined surface that inclines from the edge to the center side from the upper surface to the lower surface of the first moving part. The entrance part Is formed of a light-transmitting material and has a guiding passage that guides game media that have entered the entrance opening to the rear side of the game board, Below the entrance opening and at the lower end side of a part where game media flowing down the guiding passage can be confirmed, has a convex part formed with a contact part where the flowing-down game media comes into contact, The convex part is capable of guiding game media that have not entered the entrance opening to the left and right respectively. A gaming machine characterized by this.
Citation Information
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