Gaming machine

The gaming machine addresses the issue of unauthorized gameplay by allowing ball lending and indicating the unexecutable state through a light-emitting mechanism, ensuring proper game state management and preventing unauthorized continuation.

JP7716797B2Active Publication Date: 2025-08-01SANSEI R&D KK
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Patent Information

Application Number
JP2024146335
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-08-28
Publication Date
2025-08-01
Estimated Expiration
2041-12-07

AI Technical Summary

Technical Problem

Players may attempt to operate the ball lending button after a game is controlled to be unexecutable, leading to potential issues.

Method used

A gaming machine with a game control mechanism that allows ball lending after determining a specific measurement number exceeds a reference number, accompanied by a light-emitting mechanism to indicate the unexecutable state and a power supply operation unit to maintain or release the unexecutable state based on information erasure, enabling ball lending when the game is unexecutable.

Benefits of technology

Enables ball lending after the game is controlled to be unexecutable, preventing unauthorized gameplay continuation and ensuring proper game state management.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of performing ball dispending after a game is controlled to be made unexecutable.SOLUTION: A Pachinko game machine PY1 comprises a game control microcomputer 101 and a ball dispensing button 62. When the number of difference balls is 80,000 or more when a game is controlled in a jackpot game state and the jackpot game state is completed, the game control microcomputer 101 controls jackpot determination processing to be unexecutable, and allows an outer end signal for stopping the game to be output to the outside of the Pachinko game machine PY1. When the number of difference balls is 80,000 or more when the game is controlled in the jackpot game state, it is notified in advance that the game becomes unexecutable due to the completion of the jackpot game state. When the ball dispensing button 62 is depressed after the jackpot determination processing becomes unexecutable because the number of difference balls is 80,000 or more when the game is controlled in the jackpot game state and the jackpot game state is completed, ball dispensing is executable by a payout control microcomputer 171.SELECTED DRAWING: Figure 64
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Description

Technical Field

[0001] The present invention relates to a gaming machine represented by a pachinko gaming machine or the like.

Background Art

[0002] For example, in the gaming machine described in Patent Document 1 below, when illegal magnetism is detected (when a predetermined stop condition is satisfied), the game control microcomputer (game control means) controls the game to be unexecutable. Therefore, after the game is controlled to be unexecutable, the player cannot continue to play the game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, even after the game is controlled to be unexecutable, there is a possibility that the player may operate the operation means (ball lending button) in order to lend the game balls.

[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a gaming machine that can lend balls after the game is controlled to be unexecutable.

Means for Solving the Problems

[0006] The gaming machine of the present invention is a game control means capable of controlling a game, an operable ball lending operation means, a ball lending control unit capable of executing ball lending of game balls based on an operation on the ball lending operation means, A light-emitting means capable of emitting light, A power supply operation unit capable of turning on or off the power supply, In a gaming machine comprising The game control means is controllable to a big win game state based on the determination in a predetermined hit determination process, is capable of measuring a specific measurement number based on the number of prize balls given to the player, when the specific measurement number is equal to or more than a predetermined reference number when being controlled to the big win game state and the big win game state ends, Game controls to make it impossible to execute, and is capable of outputting an external signal to the outside of the gaming machine, After controlling the game to be unexecutable, if information related to the game is not erased when the power is turned on, the control to make the game unexecutable is maintained. On the other hand, after controlling the game to be unexecutable, if information related to the game is erased when the power is turned on, the control to make the game unexecutable is released, The light-emitting means is When the game is controlled to be unexecutable based on the specific measurement number being equal to or greater than the reference number, it emits light in a specific light-emitting mode indicating that the game is controlled to be unexecutable, and can continue to emit light in the specific light-emitting mode until the power is cut off along with an operation on the power supply operation unit, After the game is controlled to be unexecutable based on the specific measurement number being equal to or greater than the reference number, if information related to the game is not erased when the power is turned on, it can emit light in the specific light-emitting mode, when the specific measurement number becomes equal to or more than the reference number when being controlled to the big win game state, before the big win game state ends, it is announced that the game will become impossible to execute due to the end of the big win game state, when the specific measurement number is equal to or more than the reference number when being controlled to the big win game state and the big win game state ends Game after becoming impossible to execute, when the ball lending operation means is operated, the game machine is characterized in that the ball lending by the ball lending control unit can be executed.

Effect of the Invention

[0007] According to the present invention, it is possible to perform ball lending after the game is controlled to be impossible to execute.

Brief Description of the Drawings

[0008]

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Embodiments for Carrying Out the Invention

[0009] Hereinafter, embodiments of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the drawings to be referred to, the same parts are denoted by the same reference numerals, and duplicate descriptions regarding the same parts are omitted in principle. In this specification, for the sake of simplification of description, the names of information, signals, physical quantities, members, etc. may be omitted or abbreviated by writing symbols or signs referring to the information, signals, physical quantities, members, etc. Also, in any of the flowcharts described later, the plurality of processes in any plurality of steps can be arbitrarily changed in the execution order or executed in parallel within a range where there is no contradiction in the processing content.

[0010] 1. Structure of the Gaming Machine The pachinko gaming machine PY1 of this embodiment will be described. First, the structure of the pachinko gaming machine PY1 will be described with reference to FIGS. 1 to 5. In the following description, the left-right, up-down directions of each part of the pachinko gaming machine PY1 are the left-right, up-down directions (in the front view) for the player facing the pachinko gaming machine PY1. Also, "front" is the direction approaching the player facing the pachinko gaming machine PY1 from the pachinko gaming machine PY1, and "rear" is the direction approaching the pachinko gaming machine PY1 from the player facing the pachinko gaming machine PY1.

[0011] As shown in FIG. 1, the pachinko gaming machine PY1 includes a gaming machine frame 2. The gaming machine frame 2 includes an outer frame 22 and a front door 23 that can be opened and closed with respect to the outer frame 22. Further, the front door 23 includes a game board mounting frame 2A to which a game board unit YU described later is attached, and a front frame 23m that is rotatably supported on the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed with respect to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko gaming machine PY1 is installed in a game parlor (game store), a player in front of the pachinko gaming machine PY1 can visually recognize the game area 6 formed on the game board 1 through the transparent plate 23t. As the transparent plate 23t, a transparent glass plate, a transparent synthetic resin plate, or the like can be used. It is only necessary that the game area 6 can be visually recognized from the front of the pachinko gaming machine PY1.

[0012] At the lower right part of the front surface of the front frame 23m, there is a handle 72k that can be rotated to launch the game balls. The amount of operation (rotation angle) of the handle 72k is associated with the magnitude (launch intensity) of the force applied to the game balls to launch them (the amount that the launch device 72 described later drives the launch solenoid). Therefore, the game balls are launched with a launch intensity corresponding to the rotational operation of the handle 72k. Also, at the lower center of the front surface of the front frame 23m, there is a lower decorative body 36 that protrudes significantly forward. On the upper surface of the lower decorative body 36, there is an upper tray 34 for storing the game balls supplied to the handle 72k. Also, at the lower center of the front surface of the lower decorative body 36, there is a lower tray 35 for storing the surplus game balls that cannot be completely accommodated in the upper tray 34.

[0013] On the front side of the upper tray 34 on the upper surface of the lower decorative body 36, an operable first input device (hereinafter referred to as "normal button") 40 is provided. The normal button 40 is composed of, for example, a button having a pressing surface, a lever having a gripping portion, etc. Also, in the right decorative body 32 formed to protrude forward from the right edge portion of the surface of the front frame 23m, an operable second input device (hereinafter referred to as "special button") 41 is provided. The special button 41 is composed of, for example, a button having a pressing surface, a lever having a gripping portion, etc. Although not shown in FIG. 1, a select button (cross key) for selecting up, down, left, and right is provided on the left side of the normal button 40.

[0014] On the upper surface of the lower decorative body 36, to the right of the normal button 40, there are a balance display section 61, a ball loan button 62 that can be pressed, and a return button 63 that can be pressed. The balance display section 61 shows a number corresponding to the number of game balls that can be loaned when cash, a prepaid card, etc. is inserted into the card unit CU. The ball loan button 62 (operating means) enables ball loaning with the number shown in the balance display section 61 as the upper limit when pressed. The return button 63 is for taking out the card containing the information of the number shown in the balance display section 61 (information on the number of game balls that can be loaned) from the card unit CU when pressed.

[0015] Further, a speaker 52 capable of outputting sound is provided on the bottom surface of an upper decorative body 31 that protrudes forward from the upper part of the surface of the front frame 23m. The speaker 52 (sound output means) consists of a left speaker 52L arranged on the left side and a right speaker 52R arranged on the right side. Also, frame lamps 53 capable of emitting light are provided at the right edge of the front frame 23m and on the left and right sides of the front lower dish 35 of the lower decorative body 36. Furthermore, a movable frame device 58 as an effect device for enhancing the gaming interest is attached above the left and right edges of the front frame 23m. The frame movable device 58 is composed of a left frame movable device 58L arranged on the left side and a right frame movable device 58R arranged on the right side.

[0016] Note that the positions and numbers of the members and devices provided on the gaming machine frame 2 can be appropriately changed within a range that does not interfere with the game.

[0017] Next, the game board unit YU will be mainly described with reference to FIGS. 2 to 5. The game board unit YU includes a game board 1 and an effect unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. A substantially circular opening 1A is formed at approximately the center of the game board 1 when viewed from the front. Along the opening 1A, a substantially ring-shaped inner wall portion 1B for partitioning a game area 6 through which game balls can flow downward is formed to protrude forward. Also, outside the inner wall portion 1B, a substantially ring-shaped outer wall portion 1C for partitioning the game area 6 is formed to protrude forward.

[0018] A game area 6 surrounded by the inner wall portion 1B, the outer wall portion 1C, etc. is formed on the front surface of the game board 1. That is, the front surface of the game board 1 is partitioned by the inner wall portion 1B and the outer wall portion 1C into the game area 6 and other areas.

[0019] The game area 6 is an area where game balls launched by operating the handle 72k can flow down, and is provided for playing games on the pachinko machine PY1. A number of game pins (not shown) project in the game area 6. The game pins constitute a path for appropriately guiding game balls that enter the game area 6 and flow down in the game area 6 to the first starting port 11, the second starting port 12, the general winning port 10, the gate 13, the first big winning port 14, the second big winning port 15, etc., which will be described later.

[0020] In the game area 6, a first starting winning device 11D in which a first starting port 11 into which game balls can enter is formed, and a second starting winning device (so-called "electric chute") 12D that enables or disables the entry of game balls into the second starting port 12 are provided.

[0021] The first starting winning device 11D is immovable. Therefore, the first starting port 11 is constant (unchanged) without the ease of entry of game balls changing. The winning of game balls into the first starting port 11 triggers the lottery of the first special symbol (hereinafter referred to as "special symbol 1") (acquisition and determination of the special symbol 1-related random number described later: hereinafter referred to as "lottery of special symbol 1") and the variable display of special symbol 1 (identification symbol). Also, when a game ball wins into the first starting port 11, a predetermined number (for example, 4) of game balls are paid out as bonus balls.

[0022] The electric chute 12D includes an operable electric chute opening / closing member 12k. The electric chute opening / closing member 12k is normally (in the normal state) in a closed position where it is impossible or extremely difficult for game balls to enter the second starting port 12. And when it enters a special state, it moves to an open position where game balls can enter the second starting port 12. In this way, the movement of the electric chute opening / closing member 12k to the open position is also referred to as the "open state" of the second starting port 12 or the electric chute 12D, and only when it is in the open state can game balls enter the second starting port 12. On the other hand, the fact that the electric chute opening / closing member 12k is in the closed position is also referred to as the "closed state" of the second starting port 12 or the electric chute 12D. Also, the fact that the second starting port 12 or the electric chute 12D becomes the "open state" is also referred to as "the electric chute 12D opens", and the fact that the electric chute 12D becomes the "closed state" is also referred to as "the electric chute 12D closes".

[0023] Winning a game ball into the second start port 12 of the game ball triggers a lottery for the second special symbol (hereinafter referred to as "Special Symbol 2") (obtaining and determining the special symbol 2-related random number described below: hereinafter referred to as "lottery for Special Symbol 2") and the variable display of Special Symbol 2 (identification symbol). Also, when a game ball wins into the second start port 12, a predetermined number (for example, 4) of game balls are paid out as prize balls.

[0024] In addition, a general winning port 10 into which game balls can enter is provided in the game area 6. When a game ball wins into the general winning port 10, a predetermined number (for example, 3) of game balls are paid out as prize balls.

[0025] In addition, a gate 13 through which game balls can pass is provided in the game area 6. The passing of a game ball through the gate 13 triggers a lottery for the normal symbol (hereinafter referred to as "Normal Symbol") (that is, obtaining and determining the normal symbol random number: hereinafter referred to as "lottery for Normal Symbol") and the variable display of the Normal Symbol. The electric chute 12D is opened by executing an auxiliary game. That is, the auxiliary game is a game accompanied by the opening of the electric chute 12D.

[0026] In addition, a first large winning device 14D (hereinafter also referred to as "Normal AT14D") in which a first large winning port 14 into which game balls can enter is formed is provided in the game area 6.

[0027] The first large winning device 14D includes a normal AT opening / closing member 14k that can operate between an open state and a closed state. The first large winning port 14 opens and closes by the operation of the normal AT opening / closing member 14k. The normal AT opening / closing member 14k is normally in a closed state that closes the first large winning port 14, and it is impossible or extremely difficult for a game ball to enter the first large winning port 14. When the normal AT opening / closing member 14k operates to the open state, it becomes possible for a game ball to enter the first large winning port 14. Thus, a game ball can enter the first large winning port 14 only when the normal AT opening / closing member 14k is in the open state. When a game ball wins into the first large winning port 14, a predetermined number (for example, 15) of game balls are paid out as prize balls.

[0028] In addition, in the game area 6, a guiding stage 12g for guiding the game balls to the second starting port 12 is provided. Note that the game balls rolling on the upper surface of the guiding stage 12g can flow downward toward the second starting port 12.

[0029] In addition, in the game area 6, a second large winning device 15D (hereinafter, also referred to as "VAT15D") in which a second large winning port 15 into which game balls can enter is formed is provided. The second large winning device 15D includes an operable VAT opening / closing member 15k. The VAT opening / closing member 15k normally closes the second large winning port 15, and it is impossible or extremely difficult for game balls to enter the second large winning port 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in the open state, it becomes easy for game balls to enter the second large winning port 15. On the other hand, the state in which the VAT opening / closing member 15k closes the second large winning port 15 is also referred to as the "closed state". In this way, the second large winning port 15 is opened and closed by the operation of the VAT opening / closing member 15k. When game balls win through the second large winning port 15, a predetermined number (for example, 15) of game balls are paid out as prize balls.

[0030] Here, with reference to FIG. 3, the second large winning device 15D will be described in detail. Inside the second large winning device 15D, a gate-shaped second large winning port sensor 15a that detects game balls that have entered the second large winning port 15 and allows the game balls to pass downward is provided.

[0031] Below the downstream area of the second large winning port sensor 15a, a specific area 16 and a non-specific area 17 through which (into which) game balls can pass are provided. The game balls that have passed through the second large winning port sensor 15a are sorted by a sorting device 16D into the specific area 16 or the non-specific area 17. The sorting device 16D includes a sorting member 16k made of a substantially rectangular flat plate and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to be slidable left and right by the drive of the sorting solenoid 16s.

[0032] When the sorting solenoid 16s is not energized, the sorting member 16k is in a first state (passage blocking state: in a front view of FIG. 3(A), the left end of the sorting member 16k is located slightly to the right of the left end of the specific area 16, and the sorting member 16k covers the specific area 16 directly above it) that prevents the passage of game balls into the specific area 16. When the sorting member 16k is in the first state, game balls that have won the second large winning opening 15 cannot or are extremely difficult to pass through the specific area 16 after passing through the second large winning opening sensor 15a, and instead pass through the non-specific area 17. The route of the game balls flowing from the second large winning opening 15 to the non-specific area 17 is referred to as the first route.

[0033] On the other hand, when the sorting solenoid 16s is energized, the sorting member 16k is in a second state (passage allowing state: in a front view of FIG. 3(B), the left end of the sorting member 16k is located slightly to the left of the right end of the specific area 16, and the sorting member 16k does not cover the specific area 16 directly above it, and the area directly above the specific area 16 is open) that allows the passage (entry) of game balls into the specific area 16. When the sorting member 16k is in the second state, game balls that have won the second large winning opening 15 can easily pass through the specific area 16 after passing through the second large winning opening sensor 15a. The route of the game balls flowing from the second large winning opening 15 to the specific area 16 is referred to as the second route.

[0034] Basically, the sorting member 16k is held in the first state. That is, it can be said that the first state is the normal state of the sorting member 16k. And the sorting solenoid 16s can be energized and changed to the second state only in a predetermined round game (for example, 10R).

[0035] In the specific area 16 and the non-specific area 17, there are provided a specific area sensor 16a and a non-specific area sensor 17a that detect game balls that have passed through (entered) each area 16, 17 and allow the game balls to pass downward.

[0036] Note that only one of the first large winning device 14D and the second large winning device 15D can be provided as long as it does not interfere with the game.

[0037] Also, at substantially the lowermost part of the game area 6, two out ports 19 are provided for discharging the game balls that have not won in any of the winning ports into which they have been launched into the game area 6 to the outside of the game area 6. Further, the game board 1 is provided with board lamps 54 that can emit light.

[0038] Incidentally, the game area 6 through which the game balls can flow down can be divided into a left game area (first game area) on the left side of the center in the left - right direction and a right game area (second game area) on the right side. The operation mode of the handle 72k for launching the game balls so that the game balls flow down the left game area is called "left shot". On the other hand, the operation mode of the handle 72k for launching the game balls so that the game balls flow down the right game area is called "right shot". In the pachinko game machine PY1, the flow path through which the game balls can flow down when the game balls are launched with a left shot is called the first flow path R1, and the flow path through which the game balls can flow down when the game balls are launched with a right shot is called the second flow path R2. The first flow path R1 and the second flow path R2 are also constituted by a number of game nails and the like.

[0039] On the first flow path R1, a first start port 11 and two general winning ports 10 are provided. Therefore, the player can aim to win in the first start port 11 or the general winning port 10 by launching the game balls so that they flow down the first flow path R1 with a left shot. On the other hand, on the second flow path R2, a second start port 12, a gate 13, a first major winning port 14, and a second major winning port 15 are provided. Therefore, the player can aim to pass through the gate 13 or win in the second start port 12, the first major winning port 14, or the second major winning port 15 by launching the game balls so that they flow down the second flow path R2 with a right shot.

[0040] In addition, the game balls that have not entered any of the winning ports (the first start port 11, the second start port 12, the general winning port 10, the first major winning port 14, and the second major winning port 15) are guided to the out port 19 and discharged. Also, the number of prize balls for winning in each winning port can be set appropriately.

[0041] In addition, display devices 8 are arranged to the lower left adjacent (a portion other than the game area 6) of the game area 6 formed on the front surface of the game board 1. As shown in FIG. 4, the display devices 8 include a special figure 1 display 81a that variably displays special figure 1, a special figure 2 display 81b that variably displays special figure 2, and a general figure display 82 that variably displays the general figure. Further, the display devices 8 include a special figure 1 hold display 83a that displays the number of holds (U1: the number of times the variable display of special figure 1 by the special figure 1 display 81a is held) of special figure 1 to be described later, and a special figure 2 hold display 83b that displays the number of holds (U2: the number of times the variable display of special figure 2 by the special figure 2 display 81b is held) of special figure 2 to be described later.

[0042] The variable display of special figure 1 is executed when the lottery for special figure 1 is performed upon winning of a game ball into the first start port 11. Also, the variable display of special figure 2 is executed when the lottery for special figure 2 is performed upon winning of a game ball into the second start port 12. In the following description, special figure 1 and special figure 2 are collectively referred to as special figures, and the lottery for special figure 1 and the lottery for special figure 2 are collectively referred to as special figure lottery. Also, the special figure 1 display 81a and the special figure 2 display 81b are collectively referred to as special figure display 81. Further, the special figure 1 hold display 83a and the special figure 2 hold display 83b are collectively referred to as special figure hold display 83.

[0043] The variable display of the special figure notifies the result of the special figure lottery. In the variable display of the special figure, the special figure is variably displayed and then stops and is displayed. The special figure that stops and is displayed (stop special figure, special symbol derived and displayed as the display result of the variable display) is one special figure selected from a plurality of types of special figures by the special figure lottery. When the stop special figure is a predetermined specific special figure (special figure in a specific stop mode, that is, jackpot symbol), a jackpot game (an example of a special game) for opening the big winning ports (the first big winning port 14 and the second big winning port 15) is performed.

[0044] The special figure display 81 is composed of, for example, eight LEDs (Light Emitting Diodes) arranged side by side, and displays a special figure corresponding to the result of the special figure lottery according to its lighting pattern. For example, when the result of the special figure lottery is a big win (one of multiple types of big wins described later), the special figure display 81 displays a big win pattern composed of lighting of the LEDs at the 1st, 2nd, 5th, and 6th positions from the left, such as "□□■■□□■■" (□: lit, ■: unlit). Also, when the result of the special figure lottery is a loss, the special figure display 81 displays a loss pattern composed of lighting only the rightmost LED, such as "■■■■■■■□". Note that the lighting pattern of the LEDs corresponding to the result of the special figure lottery is not limited and can be set as appropriate. Therefore, for example, all the LEDs may be turned off as a loss pattern.

[0045] Also, in the variable display of the special figure, before the special figure is stopped and displayed, the special figure is variably displayed for a predetermined variable time. The mode of the variable display of the special figure is, for example, a mode in which each LED lights up so that light repeatedly flows from left to right. Note that the mode of the variable display of the special figure is not particularly limited, and may be set as appropriate, such as all the LEDs flashing simultaneously as long as each LED is not stopped and displayed (lit in a specific mode).

[0046] Incidentally, in the pachinko gaming machine PY1, when a game ball wins a prize (enters) the first start port 11 or the second start port 12, various random numbers (an example of numerical information or determination information) for performing special drawing selections and the like may be acquired. These various random numbers are temporarily stored in a special drawing hold memory unit 105 described later as a special drawing hold. Hereinafter, the various random numbers acquired by the winning (entry) of the game ball into the first start port 11 are referred to as "special drawing 1-related random numbers", and the various random numbers acquired by the winning (entry) of the game ball into the second start port 12 are referred to as "special drawing 2-related random numbers". Here, the special drawing 1-related random numbers are stored as a special drawing 1 hold in the special drawing 1 hold memory unit 105a in the special drawing hold memory unit 105. On the other hand, the special drawing 2-related random numbers are stored as a special drawing 2 hold in the special drawing 2 hold memory unit 105b in the special drawing hold memory unit 105. It is possible to set an upper limit (for example, 4) on the number of special drawing 1 holds (special drawing 1 hold number) that can be stored in the special drawing 1 hold memory unit 105a and the number of special drawing 2 holds (special drawing 2 hold number) that can be stored in the special drawing 2 hold memory unit 105b. Hereinafter, the special drawing 1 hold and the special drawing 2 hold are collectively referred to as "special drawing holds", and the special drawing 1 hold number and the special drawing 2 hold number are collectively referred to as "special drawing hold numbers". Also, the special drawing 1-related random numbers and the special drawing 2-related random numbers are collectively referred to as "special drawing-related random numbers".

[0047] In the pachinko gaming machine PY1, when the variable display of the special drawing is not performed immediately after the game ball wins a prize at the first start port 11 or the second start port 12, specifically, when a prize is won during the execution of the variable display of the special drawing or during the execution of the jackpot game, the variable display (or the right to conduct a special drawing selection) of the special drawing for that prize can be reserved. The special drawing holds stored in the special drawing hold memory unit 105 are consumed when the variable display of the special drawing based on that special drawing hold becomes possible. That is, the digestion of the special drawing hold means determining the special drawing-related random numbers and the like corresponding to that special drawing hold and executing the variable display of the special drawing to show the determination result.

[0048] And the special drawing hold number is displayed on the special drawing hold indicator 83. Each of the special drawing 1 hold indicator 83a and the special drawing 2 hold indicator 83b is composed of, for example, 4 LEDs, and it is possible to display the special drawing hold number by lighting the LEDs corresponding to the special drawing hold number.

[0049] In addition, the variable display of the general symbols notifies the result of the general symbol lottery. In the variable display of the general symbols, the general symbols stop displaying after the variable display. The general symbols to be stopped (stopped general symbols, general symbols derived as the display result of the variable display) are one general symbol selected from a plurality of types of general symbols by the general symbol lottery. When the stopped general symbol is a predetermined specific general symbol (general symbol in a predetermined stop mode, i.e., the winning symbol), an auxiliary game for opening the second start port 12 (electric chute 12D) is performed.

[0050] The general symbol display 82 is composed of, for example, two LEDs, and displays general symbols corresponding to the result of the general symbol lottery according to the lighting mode. When the result of the general symbol lottery is a win, the general symbol display 82 displays a winning symbol composed of lighting both LEDs, such as "□□" (□: lit, ■: extinguished). When the result of the general symbol lottery is a loss, it displays a losing symbol composed of lighting only the right LED, such as "■□". A mode of extinguishing all LEDs may be adopted as the losing symbol. Note that the lighting mode of the LEDs corresponding to the result of the general symbol lottery is not limited and can be set as appropriate.

[0051] Before the general symbols stop displaying, the variable display of the general symbols is performed for a predetermined variable time. The mode of the variable display of the general symbols is, for example, a mode in which both LEDs light alternately. Note that the mode of the variable display of the general symbols is not particularly limited, and may be set as appropriate, such as all LEDs flashing simultaneously as long as each LED is not stopped displaying (lit in a specific mode).

[0052] In the pachinko gaming machine PY1, when a game ball passes through gate 13, a normal symbol random number (an example of numerical information or determination information) for performing a normal drawing lottery may be acquired. This random number is stored in a normal symbol hold memory unit 106 described later on the condition that the variable display of the normal symbols or the auxiliary game is not being executed. It is possible to set an upper limit (for example, 4) for the number of normal symbol holds (normal symbol hold number) that can be stored in the normal symbol hold memory unit 106. Incidentally, hereinafter, the normal symbol random number acquired when the game ball passes through gate 13 is also referred to as a "normal symbol related random number".

[0053] Next, with reference to FIG. 5, the effect unit 1U attached to the back surface of the game board 1 will be described. The effect unit 1U is mainly a unitized assembly of a plurality of devices for performing effects. The effect unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as the "on-board movable device") 55, and a second board movable device (hereinafter referred to as the "under-board movable device") 56.

[0054] The image display device 50 is composed of, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display device, etc., and has a display screen 50a capable of displaying symbols and the like.

[0055] The on-board movable device 55 is arranged in front of the display screen 50a and is movable along the display screen 50a, and includes an on-board movable body 55k with decorations. The under-board movable device 56 is arranged in front of the display screen 50a and is movable along the display screen 50a, and includes an under-board movable body 56k with decorations.

[0056] FIG. 5(A) schematically shows a state in which the on-board movable body 55k and the under-board movable body 56k are held in a normal standby state (initial position) without operating. When the drive source of the on-board movable device 55 is driven, the on-board movable body 55k moves downward (descends), and when the drive source of the under-board movable device 56 is driven, the under-board movable body 56k moves upward (ascends). At this time, the image display device 50 is covered by the descending on-board movable body 55k or the ascending under-board movable body 56k, and the image display device 50 becomes difficult to view.

[0057] Note that the position and number of members and devices provided in the game board unit YU can be appropriately changed within a range that does not interfere with the game.

[0058] 2. Electrical Configuration of the Gaming Machine Next, based on FIGS. 6 to 9, the electrical configuration of the pachinko gaming machine PY1 will be described. As shown in FIGS. 6 to 7, the pachinko gaming machine PY1 includes a game control board (hereinafter also referred to as the "main control board") 100 that controls game benefits such as special drawing, variable display of special symbols, jackpot games, setting of game states to be described later, normal drawing, variable display of normal symbols, and auxiliary games (progress of the game), a game effect (special symbol variation effect, hold effect, jackpot game effect) according to the progress of the game by the main control board 100, a waiting-for-player effect, and an effect control board (hereinafter also referred to as the "sub control board") 120 that controls effects such as an operation promotion effect that prompts an operation during a period (operation valid period) when operations of the normal button 40 and the special button 41 are valid, and a payout control board 170 that controls the payout of game balls, etc. are provided on the back side of the image display device 50 of the game board 1 (see FIG. 8). The main control board 100 can be positioned as a game control unit that controls the game. Also, the effect control board 120 can be positioned as an effect control unit that controls effects together with an image control board 140, a lamp control circuit 151, and an audio control circuit 161 to be described later. Note that the effect control unit only needs to include at least the effect control board 120 and be able to control game effects, waiting-for-player effects, and operation promotion effects using effect means (image display device 50, speaker 52, frame lamp 53, panel lamp 54, and movable devices 55, 56, etc.).

[0059] In addition, the pachinko gaming machine PY1 is equipped with a power supply board 190. The power supply board 190 supplies power to the main control board 100, the effect control board 120, and the payout control board 170, and supplies necessary power to other devices via these boards. The power supply board 190 is provided with a pushable RAM clear switch 191. The RAM clear switch 191 (specific operation means) is used to cause the game CPU 102 to clear (hereinafter referred to as "RAM clear") the game information (such as information on the game state in a high-probability state, the number of special figure holds, and the winning / losing determination result of a big win) stored in the game RAM 104 of the game control microcomputer 101 to be described later when the power is turned on. As shown in FIG. 8, the RAM clear switch 191 is provided on the power supply board 190 arranged on the back side of this pachinko gaming machine PY1. Therefore, the RAM clear switch 191 cannot be operated by anyone other than the employees of the game parlor who can open and close the front door 23. That is, the RAM clear switch 191 can be said to be an operation means that cannot be substantially operated by the player. When the RAM clear switch 191 is pushed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcomputer 101. In this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the arrangement position of the RAM clear switch 191 can be changed as appropriate, and it may be provided on the main control board 100 or a dedicated board, for example.

[0060] In addition, a backup power supply circuit 192 is provided on the power supply board 190. When power is not supplied to the pachinko game machine PY1, the backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the effect RAM 124 of the effect control board 120, which will be described later. Therefore, the information stored in the game RAM 104 of the main control board 100 and the effect RAM 124 of the effect control board 120 is retained even when the power of the pachinko game machine PY1 is cut off. Also, a power switch 193 is connected to the power supply board 190. By operating the power switch 193 to ON or OFF, the power supply can be switched between on and off. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, or a backup power supply circuit for the effect RAM 124 of the effect control board 120 may be provided on the effect control board 120.

[0061] As shown in FIG. 6, a one-chip microcomputer for game control (hereinafter referred to as "game control microcomputer") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program is mounted on the main control board 100. The game control microcomputer 101 includes a game ROM (Read Only Memory) 103 that stores programs, tables, etc. for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as a work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.

[0062] The game ROM 103 stores programs for performing main control main processing, main side timer interrupt processing, etc., which will be described later. Also, the game ROM 103 stores a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a pre-reading determination table, a jackpot game control table, a hit determination table, a normal symbol variation pattern determination table, an auxiliary game control table, etc., which will be described later. Note that the game ROM 103 may be external.

[0063] The game RAM 104 is provided with the aforementioned special drawing storage unit 105, general drawing storage unit 106, and the like. The game RAM 104 is also provided with a non-volatile storage unit 107. The non-volatile storage unit 107 is provided with a total prize ball number storage unit 107a, a total launched ball number storage unit 107b, and a difference ball number storage unit 107c. In the non-volatile storage unit 107, even when a RAM clear is executed, the game CPU 102 does not erase the stored content. The non-volatile storage unit 107 (total prize ball number storage unit 107a, total launched ball number storage unit 107b, difference ball number storage unit 107c) will be described in detail later.

[0064] The main control board 100 is also provided with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operation means) (see Fig. 8). As shown in Fig. 9, the 7-segment display 300 is a so-called 4-connected 7-segment, and is provided with a total of 32 lighting (emitting light) parts. Specifically, the 7-segment display 300 includes a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340 in order from left to right. The four display areas 310, 320, 330, and 340 each have eight lighting parts (LED elements) LB1 to LB8, LB9 to LB16, LB17 to LB24, and LB25 to LB32 so as to be able to represent numbers from "0" to "9". The display control of the 7-segment display 300 is performed by the game control microcomputer 101.

[0065] The setting key cylinder 180 functions as an operating means when setting a set value corresponding to the jackpot determination probability. Inside this setting key cylinder 180, when a setting key (not shown) is inserted, it is rotated between the initial position and the rotational position. Therefore, in this pachinko gaming machine PY1, by rotating the setting key cylinder 180 to the rotational position, pressing the RAM clear switch 191, and then turning on the power, it is possible to shift to a setting mode in which the set value can be set. And in this setting mode, the set value can be set to "1". However, in this pachinko gaming machine PY1, only one type of set value, "1", is provided. Therefore, the set value cannot be changed from "1". When the setting key cylinder 180 is rotated from the rotational position to the standby position while in the setting mode, the setting change mode ends and the RAM clear is executed.

[0066] Also, the main control board 100 is provided with a special reset switch 181 that can be pressed. As shown in FIG. 8, the special reset switch 181 is provided on the main control board 100 arranged on the back side of this pachinko gaming machine PY1. Therefore, only employees of the game parlor who can open and close the front door 23 can operate the special reset switch 181. That is, the special reset switch 181 can be said to be an operating means that is substantially impossible to operate by the player. The function of the special reset switch 181 will be described in detail later. Also, the main control board is equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.

[0067] Various sensors MS and various actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. Also, the main control board 100 outputs signals to the various actuators MA.

[0068] Among various sensors MS connected to the main control board 100, there are a first start port sensor for detecting a game ball that has won a prize at the first start port 11, a second start port sensor for detecting a game ball that has won a prize at the second start port 12, a general winning port sensor for detecting a game ball that has won a prize at the general winning port 10, a gate sensor for detecting a game ball that has passed through the gate 13, a first big winning port sensor for detecting a game ball that has won a prize at the first big winning port 14, a second big winning port sensor 15a for detecting a game ball that has won a prize at the second big winning port 15, a specific area sensor 16a for detecting a game ball that has passed through (entered) the specific area 16, and a non-specific area sensor 17a for detecting a game ball that has passed through (entered) the non-specific area 17.

[0069] In addition, various sensors MS include a discharge port sensor for detecting all game balls (total number of balls fired) flowing down in the game area 6. Here, the game balls that have flowed down outside the game area 6 are discharged to the outside of the pachinko game machine PY1 through a discharge path (not shown) provided at the lower part of the game board mounting frame 2. Therefore, the discharge port sensor is provided in the discharge path. Also, various sensors MS include a magnetic sensor for detecting improper magnetism. The magnetic sensor detects the magnetism generated when a player uses a magnet or the like to illegally cause a game ball to win a prize at various winning ports 10, 11, 12, 14. When each of the above sensors detects a game ball, it outputs a signal corresponding to the detection content to the main control board 100.

[0070] In addition, various sensors MS include a front door opening sensor for detecting the opening of the outer frame 22 of the front door 23 and a front frame sensor for detecting the opening of the front frame 23m with respect to the game board mounting frame 2A. When the front door opening sensor detects the opening of the front door 23, it outputs a signal corresponding to the detection content to the main control board 100. When the front frame sensor detects the opening of the front frame 23m, it outputs a signal corresponding to the detection content to the main control board 100. Note that the types and numbers of sensors connected to the main control board 100 can be appropriately changed within a range that does not interfere with the game.

[0071] In addition, various actuators MA connected to the main control board 100 include a solenoid for driving the solenoid opening / closing member 12k of the electric chute 12D, a first big winning port solenoid for driving the normal AT opening / closing member 14k of the first big winning device 14D, a second big winning port solenoid for driving the VAT opening / closing member 15k of the second big winning device 15D, and a distribution solenoid 16s for driving the distribution member 16k of the distribution device 16D. Note that the types and numbers of actuators connected to the main control board 100 can be appropriately changed within a range that does not interfere with the game.

[0072] Furthermore, displays 8 (special figure display 81, general figure display 82, and special figure hold display 83) are connected to the main control board 100. The display control of these displays 8 is performed by the game control microcomputer 101.

[0073] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. A card unit CU (installed adjacent to the pachinko machine PY1 and enabling ball lending based on information such as a prepaid card inserted therein) and a payout device 73 are connected to the payout control board 170, and a firing device 72 is connected via a firing control circuit 175. Note that the firing device 72 includes a handle 72k (see FIG. 1).

[0074] The payout control board 170 is equipped with a one-chip microcomputer for payout control (hereinafter referred to as the "payout control microcomputer") 171 that can execute control processing related to the payout of game balls according to a program. The payout control microcomputer 171 includes a payout ROM that stores a program for controlling payouts, a payout RAM used as a work memory, a payout CPU that executes the program stored in the payout ROM, and a payout I / O port section (input / output circuit) for inputting and outputting data and signals.

[0075] The payout control board 170 (payout control microcomputer 171) performs the payout of prize balls or the payout of loan balls (ball lending) using the payout device 73 based on signals from the game control microcomputer 101 and signals from the connected card unit CU. For example, when a game ball enters (wins) the first start port 11, a detection signal from the first start port sensor 11a is input to the game control microcomputer 101. As a result, the game control microcomputer 101 outputs a prize ball signal indicating that the game ball has entered the first start port 11 to the payout control board 170. In this case, the payout control microcomputer 171 that has received the prize ball signal performs the payout of prize balls (e.g., 3 balls) based on the prize ball number information stored in the payout ROM, using the payout device 73, for the entry of the ball into the first start port 11. At this time, the game balls being paid out are detected by the prize ball sensor for counting, and a detection signal from the prize ball sensor is output to the payout control board 170.

[0076] Also, the launching device 72 is provided with a touch switch that can detect contact with the handle 72k (see FIG. 1) of a person such as a player. When there is an operation of the handle 72k by the player, the touch switch detects the contact of the player with the handle 72k and outputs a detection signal to the payout control board 170. Further, a launch volume knob that can detect the rotation angle (operation amount) of the handle 72k is connected to the launching device 72. The launching device 72 drives the launch solenoid so that the game ball is launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, a game ball is launched at about every 0.6 seconds.

[0077] Also, the payout control board 170 is connected to the external terminal board 160. That is, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits the external end signal sent from the main control board 100 to an external unit GU (data counter, hall computer, etc.) provided outside the pachinko game machine PY1. The information included in the external end signal includes, for example, information indicating whether a big win has been won, information on the game state, and information indicating an error or irregularity (abnormality). Note that although the external terminal board 160 transmits the external end signal to the external unit GU by parallel communication, it may transmit the external end signal by asynchronous serial communication (a common asynchronous serial communication port). Also, although the main control board 100 is connected to the external terminal board 160 via the payout control board 170, the main control board 100 may be connected to the external terminal board 160 via a board other than the payout control board 170 (for example, a relay board), or the main control board 100 and the external terminal board 160 may be directly connected.

[0078] Also, a remaining balance display board 172 is connected to the payout control board 170. The remaining balance display board 172 controls the display of the numbers shown in the remaining balance display section 61 (the number of game balls that can be lent). That is, when cash, a prepaid card, or the like is inserted into the card unit CU, a signal including information on the number of game balls that can be lent is transmitted to the remaining balance display board 172 via the payout control board 170. Thereby, the remaining balance display board 172 causes the remaining balance display section 61 to display a number corresponding to the number of game balls that can be lent. Thus, if a number corresponding to the number of game balls that can be lent is displayed in the remaining balance display section 61, it indicates that ball lending is executable.

[0079] In addition, a ball lending button sensor 62a (see FIG. 6) capable of detecting a pressing operation on the ball lending button 62 is provided. The ball lending button sensor 62a is connected to the card unit CU via the balance display board 172 and the payout control board 170. Therefore, when the ball lending button sensor 62a detects a pressing operation on the ball lending button 62, the detection signal is input to the card unit CU via the payout control board 170. Thereby, the card unit CU performs ball lending of game balls using the payout control board 170 and the payout device 73. That is, the payout control microcomputer 171 (ball lending control unit) executes payout of lent balls (ball lending) using the payout device 73 based on receiving a ball lending signal from the card unit CU. Further, the payout control board 170 (payout control microcomputer 171) transmits a signal including information on the number of game balls lent to the balance display board 172. Thereby, the balance display board 172 newly displays a number corresponding to the number of game balls that can be lent at the current time.

[0080] In addition, a return button sensor 63a (see FIG. 6) capable of detecting a pressing operation on the return button 63 is provided. The return button sensor 63a is connected to the card unit CU via the balance display board 172 and the payout control board 170. Therefore, when the return button sensor 63a detects a pressing operation on the return button 63, the detection signal is input to the card unit CU via the payout control board 170. Thereby, the card unit CU takes out a card including information on the number of game balls that can be lent at the current time. Also at this time, the balance display board 172 displays "0" indicating that there are no game balls that can be lent at the balance display unit 61 for a predetermined period of time, and then does not display anything at the balance display unit 61.

[0081] Also, the main control board 100 transmits various commands including information related to the game to the effect control board 120 according to the progress of the game. The effect control board 120 can grasp the progress status of the game (the control content of the game) by the main control board 100 based on the various commands sent from the main control board 100. Note that the connection between the main control board 100 and the effect control board 120 is a unidirectional communication connection that allows only the transmission of signals from the main control board 100 to the effect control board 120. That is, a unidirectional circuit (for example, a circuit using a diode), not shown in the figure, as a communication direction restricting means is interposed between the main control board 100 and the effect control board 120.

[0082] As shown in FIG. 7, an effect control one-chip microcomputer (hereinafter referred to as "effect control microcomputer") 121 for controlling the effects of the pachinko game machine PY1 according to a program is mounted on the effect control board 120. The effect control microcomputer 121 includes an effect ROM 123 that stores programs and the like for controlling effects as the game progresses by the main control board 100, an effect RAM 124 used as a work memory, and an effect CPU 122 that executes the programs stored in the effect ROM 123.

[0083] Also, the effect ROM 123 stores programs for performing sub-control main processing, reception interrupt processing, sub-side timer interrupt processing, etc., which will be described later. Note that the effect ROM 123 may be external.

[0084] In addition, on the effect control board 120, an effect I / O port section 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139 are mounted. The RTC 139 measures the current date and time (date and time). The RTC 139 operates by the power supplied from a predetermined island power supply device (not shown) to the pachinko game machine PY1 when power is supplied from the island power supply device, and operates by the power supplied from a backup power circuit 192 provided in the power supply board 190 when power is not supplied from the island power supply device. Therefore, the RTC 139 can measure the current date and time even when the power of the pachinko game machine PY1 is not turned on. Note that a backup power circuit for the RTC 139 may be provided on the effect control board 120. A circuit including a capacitor and a built-in battery (button battery, etc.) can be adopted for the backup power circuit.

[0085] An image control board 140 is connected to the effect control board 120. The effect control microcomputer 121 of the effect control board 120 causes the image CPU 141 of the image control board 140 to perform display control of the image display device 50 based on the command received from the main control board 100, that is, according to the progress of the game by the main control board 100. Note that the connection between the effect control board 120 and the image control board 140 is a bidirectional communication connection that enables both transmission of signals from the effect control board 120 to the image control board 140 and transmission of signals from the image control board 140 to the effect control board 120.

[0086] The image control board 140 includes an image ROM 142 that stores programs for image control and the like, an image RAM 143 used as a work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. Further, the image control board 140 includes a CG ROM 145 that stores the data of the images to be displayed on the image display device 50, a VRAM 146 used for developing the image data stored in the CG ROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured on a single chip. The CG ROM 145 stores, for example, image data (still image data, moving image data, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including production designs) and background images) for displaying the images to be displayed on the image display device 50.

[0087] Based on the commands from the production control microcomputer 121, the VDP 144 reads the image data from the CG ROM 145 and develops it in the development area in the VRAM 146 according to the display list created by the image CPU 141. Then, the developed image data is appropriately synthesized to draw an image in the frame buffer in the VRAM 146. And the image drawn in the frame buffer is output to the image display device 50 as an RGB signal. Thereby, various production images are displayed on the display screen 50a.

[0088] Note that the display list is composed of a group of commands for instructing the execution of drawing in units of frames. The display list includes information on various parameters such as the type of image to be drawn, the position where the image is to be drawn, the display priority, the display magnification, and the transmittance of the image.

[0089] Based on the commands received from the main control board 100, that is, according to the progress of the game by the main control board 100, the production control microcomputer 121 outputs voices, music, sound effects, etc. from the speaker 52 via the audio control circuit 161.

[0090] The audio data such as the audio output from the speaker 52 is stored in the effect ROM 123 of the effect control board 120. Note that the audio control circuit 161 may be a board with a CPU implemented thereon. In this case, the CPU may be made to execute audio control. Further, in this case, a ROM may be implemented on the board and the audio data may be stored in the ROM. Also, the speaker 52 may be connected to the image control board 140, and the image CPU 141 of the image control board 140 may be made to execute audio control. Further, in this case, the audio data may be stored in the image ROM 142 of the image control board 140.

[0091] Also, various switches serving as input units, various actuators SA serving as drive sources, and various lamps SL are connected to the effect control board 120 via a predetermined relay board (not shown). Signals output from the various switches are input to the effect control board 120. Also, the effect control board 120 outputs signals to the various actuators SA. Further, the effect control board 120 performs lighting control of the various lamps SL via the lamp control circuit 151 based on commands received from the main control board 100 and the like.

[0092] The various switches connected to the effect control board 120 include a normal button detection switch 40a, a special button detection switch 41a, and a select button detection switch. Each of the detection switches 40a, 41a outputs a signal corresponding to the detected content to the effect control board 120. Also, the various switches connected to the effect control board 120 include a steering wheel rotation detection sensor 42a. The steering wheel rotation detection sensor 42a detects (detects) a rotation operation on the steering wheel 72k (see FIG. 1) by a person such as a player, and is provided inside the steering wheel 72k. Therefore, when the steering wheel 72k is rotationally operated, the steering wheel rotation detection sensor 42a detects the rotation operation on the steering wheel 72k and outputs a detection signal to the effect control board 120. Note that the types and numbers of switches connected to the effect control board 120 can be appropriately changed within a range that does not interfere with the game.

[0093] The various actuators SA connected to the performance control board 120 include motors that drive the on-board movable device 55, the under-board movable device 56, the frame movable device 58, etc. It is possible to drive the motors to cause the respective movable devices to perform predetermined operations. Specifically, the performance control microcomputer 121 creates operation pattern data that determines the operation modes of the respective movable devices, and controls the operations of the respective movable devices via the lamp control circuit 151. Note that the types and numbers of the actuators connected to the performance control board 120 can be appropriately changed within a range that does not interfere with the game.

[0094] The various lamps SL connected to the performance control board 120 include the frame lamp 53, the board lamp 54, etc., and cause each lamp to emit light. Specifically, the performance control microcomputer 121 creates light emission pattern data (data that determines lighting / extinguishing and light emission colors, etc., also referred to as lamp data) that determines the light emission modes of the respective lamps, and controls the light emission of each lamp according to the light emission pattern data. Note that the data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.

[0095] Note that the lamp control circuit 151 may be a board on which a CPU is mounted. In this case, the CPU may be made to execute the lighting control of each lamp and the operation control of each movable device. Further, in this case, a ROM may be mounted on the board, and data related to the light emission pattern and the operation pattern may be stored in the ROM. Also, the types and numbers of the lamps connected to the performance control board 120 can be appropriately changed within a range that does not interfere with the game.

[0096] 3. Main Games by the Gaming Machine Next, the main games performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 10 to 15.

[0097] 3-1. Games Related to the General Drawing First, a game related to the general drawing will be described. When the launched game ball passes through gate 13, the pachinko gaming machine PY1 conducts a general drawing lottery. When the general drawing lottery is conducted, the general drawing display 82 performs variable display (stop display after variable display) of the general drawing. Here, the general drawing that stops displaying includes a winning symbol and a losing symbol. Note that the losing symbol of the general drawing is also referred to as "losing general drawing" in order to distinguish it from the losing symbol of the special drawing described later. When the winning symbol stops displaying, an auxiliary game is executed and the game related to the passage of the said gate 13 ends. On the other hand, when the losing general drawing stops displaying, the auxiliary game is not conducted and the game related to the passage of the said gate 13 ends. Also, hereinafter, when the game ball passes through gate 13 when the variable display of the general drawing or the auxiliary game is not being conducted, it is called "fulfillment of the general drawing variable start condition".

[0098] When conducting such a series of games (general drawing lottery, variable display of the general drawing, auxiliary game), the pachinko gaming machine PY1 acquires general drawing related random numbers due to the fulfillment of the general drawing variable start condition. As shown in Fig. 10(A), the general drawing related random numbers to be acquired include normal symbol random numbers. The normal symbol random numbers are random numbers (judgment information) for conducting a winning judgment. Appropriate ranges are provided for each random number.

[0099] 3-1-1. Winning Judgment The hit determination is a determination for determining whether or not there is a hit (whether or not to execute an auxiliary game) using one or more hit determination tables as shown in FIG. 11(A). The hit determination table can be associated with the game state described later. That is, the game state includes a non-time-saving state and a time-saving state, and as the hit determination table, a hit determination table used in the non-time-saving state (non-time-saving hit determination table) and a hit determination table used in the time-saving state (time-saving hit determination table) can be distinguished. In each hit determination table, the determination value of the normal symbol random number (normal symbol random number value) is distributed to a hit and a miss, which are the results of the hit determination. Therefore, the pachinko machine PY1 collates the acquired normal symbol random number with the hit determination table to perform a hit determination of whether it is a hit or a miss. Then, based on the result of the hit determination, a normal symbol variation pattern determination for performing variable display of the normal symbol is performed. If the result of the hit determination is a hit, basically, a winning symbol is stopped and displayed in the variable display of the normal symbol. On the other hand, if the result of the hit determination is a miss, basically, a losing normal symbol is stopped and displayed in the variable display of the normal symbol. Also, the winning probability of a hit can be changed as appropriate.

[0100] 3-1-2. Normal Symbol Variation The normal symbol variation pattern determination is a determination for determining the normal symbol variation pattern using one or more normal symbol variation pattern determination tables as shown in FIG. 11(B). The normal symbol variation pattern is identification information regarding predetermined matters related to the variable display of the normal symbol, such as the normal symbol variation time.

[0101] The normal symbol variation pattern determination table can be associated with the game state. That is, as the normal symbol variation pattern determination table, a normal symbol variation pattern determination table used when in the non-time-saving state (non-time-saving normal symbol variation pattern determination table) and a normal symbol variation pattern determination table used when in the time-saving state (time-saving normal symbol variation pattern determination table) can be distinguished.

[0102] In each normal pattern variation pattern determination table, one normal pattern variation pattern, which is the result of the normal pattern variation pattern determination, is stored for each normal pattern to be stopped. That is, the pachinko gaming machine PY1 can vary the normal pattern variation time between the non-time-saving state and the time-saving state. For example, in the non-time-saving state, for the variable display of the normal pattern when displaying a losing normal pattern (losing normal pattern) stopped, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 30 seconds, and for the variable display of the normal pattern when displaying a winning symbol stopped, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 30 seconds. Also, in the time-saving state, for the variable display of the normal pattern when displaying a losing normal pattern stopped, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 5 seconds, and for the variable display of the normal pattern when displaying a winning symbol stopped, the normal pattern variation pattern is determined such that the normal pattern variation time is, for example, 5 seconds. The variable display of the normal pattern for the normal pattern variation time associated with the normal pattern variation pattern determined by this determination is performed by the normal pattern display 82. Also, these normal pattern variation times can be changed as appropriate. In this way, by performing the winning determination and the normal pattern variation pattern determination, the variable display of the normal pattern is performed on the normal pattern display 82.

[0103] 3-1-3. Auxiliary Game The auxiliary game is executed when a winning symbol is stopped and displayed (derived) as the display result (the result of the normal pattern lottery) in the variable display of the normal pattern.

[0104] The auxiliary game includes elements that make up the auxiliary game (auxiliary game components), that is, various elements such as the number of times the electric chute 12D is opened and the opening time for each opening. And each of these elements is associated with the game state. The pachinko gaming machine PY1 controls the auxiliary game using one or more auxiliary game control tables as shown in FIG. 11(C) based on the game state. The auxiliary game control table is associated with the game state. Each auxiliary game control table stores the auxiliary game components. Also, the number of opening times and the opening time in each of these elements can be changed as appropriate.

[0105] The pachinko gaming machine PY1 can vary the opening time of the electric chute 12D between the auxiliary game in the non-time-limited state and the auxiliary game in the time-limited state. For example, in the auxiliary game in the non-time-limited state, the electric chute 12D is opened for a first opening time (a time when it is difficult for a game ball to win in the electric chute 12D (e.g., 0.08 seconds)). Hereinafter, the auxiliary game in the non-time-limited state is also referred to as the "short-opening auxiliary game". Also, in the auxiliary game in the time-limited state, the electric chute 12D is opened for a second opening time longer than the first opening time (a time when it is easy for a game ball to win in the electric chute 12D (e.g., 3.00 seconds)). Hereinafter, the auxiliary game in the time-limited state is also referred to as the "long-opening auxiliary game".

[0106] 3-2. Games related to the special drawing Next, the games related to the special drawing will be described. When a launched game ball wins in the first start port 11, the pachinko gaming machine PY1 conducts the lottery of Special Drawing 1. When the lottery of Special Drawing 1 is conducted, the variable display (stop display after variable display) of Special Drawing 1 is performed on the Special Drawing 1 display 81a to notify the result of the lottery of Special Drawing 1. Here, the stopped Special Drawing 1 has jackpot symbols and losing symbols. That is, the result of the lottery of Special Drawing 1 includes a jackpot and a loss. When a jackpot symbol is stopped and displayed, a jackpot game is executed, a new game state is set, and the game based on the winning ends. On the other hand, when a losing symbol is stopped and displayed, a jackpot game is not conducted, and the game based on the winning ends.

[0107] Similarly, when a game ball launched by the pachinko machine PY1 wins a prize at the second start port 12, a lottery of Special Figure 2 is conducted. When the lottery of Special Figure 2 is conducted, on the Special Figure 2 display 81b, a variable display (stopped display after variable display) of Special Figure 2 is performed to notify the result of the lottery of Special Figure 2. Here, the stopped display of Special Figure 2 includes jackpot symbols and losing symbols. That is, the results of the lottery of Special Figure 2 include a jackpot and a loss. When a jackpot symbol is stopped and displayed, a jackpot game is executed, a new game state is set, and the game based on the said winning ends. On the other hand, when a losing symbol is stopped and displayed, a jackpot game is not conducted, and the game based on the said winning ends.

[0108] In the following, when a game ball wins a prize at the first start port 11, it is called "the fulfillment of the first start condition", and when a game ball wins a prize at the second start port 12, it is called "the fulfillment of the second start condition". Also, "the fulfillment of the first start condition" and "the fulfillment of the second start condition" are collectively called "the fulfillment of the start condition". Also, regarding the losing symbols of the special symbols, in order to distinguish them from the losing symbols of the general figure described above, they are also called "losing special figures".

[0109] When the pachinko machine PY1 conducts such a series of games (special figure lottery, variable display of special figure, jackpot game, setting of game state), upon the fulfillment of the start condition, it acquires special figure-related random numbers and makes various determinations about the said random numbers. As shown in FIG. 10(B), the special figure-related random numbers to be acquired include special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special figure variation pattern random numbers. The special symbol random numbers are random numbers for making a jackpot determination. The jackpot symbol type random numbers are random numbers for making a jackpot symbol type determination. The reach random numbers are random numbers for making a reach determination. The special figure variation pattern random numbers are random numbers for making a variation pattern determination of the special symbols. Appropriate ranges are provided for each random number. Note that random numbers are sometimes referred to as determination information.

[0110] 3-2-1. Jackpot Determination The jackpot determination is a determination for deciding whether it is a jackpot (whether to execute a jackpot game) using one or more jackpot determination tables as shown in FIG. 12(A). The game states include a normal probability state and a high probability state, and the jackpot determination tables are associated with whether it is a normal probability state or a high probability state. That is, as the jackpot determination tables, it is possible to distinguish between a jackpot determination table used in the normal probability state (jackpot determination table for normal probability) and a jackpot determination table used in the high probability state (jackpot determination table for high probability).

[0111] In each jackpot determination table, jackpots, which are the results of jackpot determinations, and losses are assigned special symbol random number determination values (special symbol random number values). The pachinko gaming machine PY1 collates the acquired special symbol random number with the jackpot determination table to determine whether it is a jackpot or a loss. As shown in FIG. 12(A), the jackpot determination table for high probability has more special symbol random number determination values determined as jackpots than the jackpot determination table for normal probability. Also, the winning probability of the jackpot can be changed as appropriate.

[0112] 3-2-2. Jackpot Symbol Type Determination The jackpot symbol type determination is a determination for deciding the type of jackpot symbol (jackpot symbol type) using one or more jackpot symbol type determination tables as shown in FIG. 12(B) when the result of the jackpot determination is a jackpot. For each type of jackpot symbol, it is possible to associate the content of the jackpot, in other words, the components of the jackpot composed of game benefits given to the player, etc.

[0113] The jackpot symbol type determination table can be associated with the type of the variable-display special symbol, in other words, the type of the start port where the winning that caused (generated) the jackpot symbol type determination occurred. That is, as the jackpot symbol type determination table, it is possible to distinguish between the jackpot symbol type determination table (the first jackpot symbol type determination table) used when performing the variable display of Special Figure 1 and the jackpot symbol type determination table (the second jackpot symbol type determination table) used when performing the variable display of Special Figure 2.

[0114] There are multiple types of jackpot symbols, and in each jackpot symbol type determination table, the determination value (jackpot symbol type random number value) of the jackpot symbol type random number is allocated to the jackpot symbol type, which is the result of the jackpot symbol type determination. Therefore, the pachinko gaming machine PY1 collates the acquired jackpot symbol type random number with the jackpot symbol type determination table to determine the type of the jackpot symbol. And in the first jackpot symbol type determination table and the second jackpot symbol type determination table, the jackpot symbol type random number values are appropriately allocated to various jackpot symbols. Also, the allocation rate of the jackpot symbol type can be changed as appropriate. Also, the types of jackpot symbols can be increased or decreased as appropriate.

[0115] For example, as shown in FIG. 12(B), it is possible to set the allocation rate of the jackpot symbol type by the jackpot symbol type determination for Special Figure 1 such that the jackpot symbol X is 50% and the jackpot symbol Y is 50%, and set the allocation rate of the jackpot symbol type by the jackpot symbol type determination for Special Figure 2 such that the jackpot symbol Z is 100%. In this way, it is possible to make the allocation rates of the jackpot symbol types different between the lottery for Special Figure 1 in which the game ball wins the first start port 11 and the lottery for Special Figure 2 in which the game ball wins the second start port 12.

[0116] 3-2-3. Reach Determination The reach determination is a determination for deciding whether to generate a reach in a special figure variation effect described later using one or a plurality of reach determination tables as shown in FIG. 12(C) when the result of the jackpot determination is a loss.

[0117] The reach determination table can be associated with the gaming state. That is, as the reach determination table, it is possible to distinguish between a reach determination table used in the non-time-limited state (non-time-limited reach determination table) and a reach determination table used in the time-limited state (time-limited reach determination table).

[0118] In each reach determination table, the determination value of the reach random number (reach establishment random number value) is distributed to "reach present (generate a reach)" and "reach absent (do not generate a reach)", which are the results of the reach determination. Therefore, the pachinko gaming machine PY1 collates the acquired reach random number with the reach determination table to determine whether there is a reach or no reach (whether to generate a reach). As shown in FIG. 12(C), it is possible to vary the number of reach establishment random number values determined as "reach present (generate a reach)" between the non-time-limited reach determination table and the time-limited reach determination table. In the following, "reach present with a loss" refers to "reach present (generate a reach)" on the premise that the result of the jackpot determination is a "loss", and "reach absent with a loss" may also refer to "reach absent (do not generate a reach)".

[0119] 3-2-4. Special Figure Variation The special figure variation pattern determination is a determination for determining the variation pattern (special figure variation pattern) of the variable display of the special figure using one or more special symbol variation pattern determination tables (special figure variation pattern determination tables) as shown in FIGS. 13 to 14, and is performed in both cases where the jackpot determination result is a jackpot and a loss. The special figure variation pattern is identification information for identifying predetermined matters such as the special figure variation time and the production flow (production content) of the special figure variation production described later. Note that the special figure variation pattern can include identification information regarding the result of the jackpot determination and the result of the reach determination in addition to the special figure variation time and the production flow (production content) of the special figure variation production. As the special figure variation pattern, it is possible to use a plurality of types of special figure variation patterns having different identification information respectively, and the number thereof can be changed as appropriate.

[0120] The special figure variation pattern determination table can be associated with the type of the special symbol that performs the variable display to be determined, in other words, the type of the start port where the winning that causes the special figure variation pattern determination has occurred. That is, as the special figure variation pattern determination table, the special figure variation pattern determination table (special figure 1 variation pattern determination table: FIG. 13) used when performing the variable display of special figure 1 and the special figure variation pattern determination table (special figure 2 variation pattern determination table: FIG. 14) used when performing the variable display of special figure 2 can be distinguished.

[0121] And each special figure variation pattern determination table can also be associated with the game state. That is, as the special figure 1 variation pattern determination table, the special figure 1 variation pattern determination table (non-time-limit special figure 1 variation pattern determination table) used in the non-time-limit state and the special figure 1 variation pattern determination table (time-limit special figure 1 variation pattern determination table) used in the time-limit state can be distinguished. On the other hand, regarding the special figure 2 variation pattern determination table as well, the special figure 2 variation pattern determination table (non-time-limit special figure 2 variation pattern determination table) used in the non-time-limit state and the special figure 2 variation pattern determination table (time-limit special figure 2 variation pattern determination table) used in the time-limit state can be distinguished.

[0122] In addition, each special figure variation pattern determination table associated with the game state can be further associated with the jackpot determination result, the jackpot symbol type determination result, or the reach determination result. That is, the non-time reduction special figure 1 variation pattern determination table and the non-time reduction special figure 2 variation pattern determination table each have those for jackpot use (for each jackpot symbol type), for reach-with-loss use, and for non-reach-with-loss use, etc. Similarly, the time reduction special figure 1 variation pattern determination table and the time reduction special figure 2 variation pattern determination table each have those for jackpot use (for each jackpot symbol type), for reach-with-loss use, and for non-reach-with-loss use, etc.

[0123] Furthermore, each special figure 1 variation pattern determination table for non-reach-with-loss can be associated with the number of special figures on hold. For example, it is possible to distinguish between the special figure 1 variation pattern determination table for non-reach-with-loss used when the number of special figures 1 on hold (U1) is 0 to 2 and the special figure 1 variation pattern determination table for non-reach-with-loss used when the number of special figures 1 on hold (U1) is 3 to 4. Also, each special figure 2 variation pattern determination table for non-reach-with-loss can be associated with the number of special figures on hold. For example, it is possible to distinguish between the special figure 2 variation pattern determination table for non-reach-with-loss used when the number of special figures 2 on hold (U2) is 0 to 2 and the special figure 2 variation pattern determination table for non-reach-with-loss used when the number of special figures 2 on hold (U2) is 3 to 4.

[0124] Then, the variable display of the special figure with the special figure variation time corresponding to the special figure variation pattern determined by each special figure variation pattern determination is performed on the special figure display 81. And when a jackpot symbol is stopped and displayed as the display result (the result of the special figure lottery) in the variable display of the special figure, the variable display of the next special figure is not immediately performed, and subsequently, the jackpot game is executed.

[0125] In addition, each special figure variation pattern can be associated with the production flow of the special figure variation production shown in the second column from the right in the tables of FIGS. 13 to 14.

[0126] In addition, as shown in the rightmost column of the tables in FIGS. 13 to 14, for the special figure variation patterns, names may be assigned in association with the special figure (big win determination result) and the content of the special figure variation effect. For example, the special figure variation pattern related to a big win is called "big win variation". On the other hand, among the losses with a reach, the special figure variation pattern in which an SP reach, which is a type of reach, is performed is called "SP loss variation", the special figure variation pattern in which an L reach, which is a type of reach, is performed among the losses with a reach is called "L loss variation", the special figure variation pattern in which the special figure variation effect ends with an N reach, which is a type of reach, among the losses with a reach is called "N loss variation", and the special figure variation pattern related to a loss without a reach is called "normal loss variation".

[0127] 3-2-5. Prediction determination The pachinko gaming machine PY1 performs a prediction determination using one or more prediction determination tables as shown in FIG. 15 based on the acquired special figure-related random numbers. For the prediction determination, for example, there are determinations such as whether the special symbol random number is determined to be a big win in the big win determination, what type of big win symbol is determined by the big win symbol type random number in the big win symbol type determination, and what special figure variation pattern is determined by the special figure variation pattern random number in the special figure variation pattern determination. The prediction determination table can be associated with the type of the start winning opening related to its start winning. That is, it is possible to distinguish between the prediction determination table when winning at the first start winning opening 11 (the first prediction determination table) and the prediction determination table when winning at the second start winning opening 12 (the second prediction determination table).

[0128] In addition, the prediction determination table can be associated with the gaming state. That is, it is possible to distinguish between the prediction determination table used in the non-time shortening state (the non-time shortening prediction determination table) and the prediction determination table used in the time shortening state (the time shortening prediction determination table).

[0129] That is, the prediction determination table can distinguish between a first prediction determination table used in the non-time-saving state, a first prediction determination table used in the time-saving state, a second prediction determination table used in the non-time-saving state, and a second prediction determination table used in the time-saving state. Note that what kind of determination is included in the prediction determination can be changed as appropriate.

[0130] 3-3. Jackpot Game Next, the jackpot game will be described. The jackpot game includes a plurality of round games accompanied by the opening and closing of the big winning opening (the first big winning opening 14 or the second big winning opening 15), an opening (also denoted as OP) from the start of the jackpot game until the start of the first round game, and an ending (also denoted as ED) from the end of the last round game until the end of the jackpot game. Each round game starts at the end of the opening or the end of the previous round game and ends at the start of the next round game or the start of the ending. Also, it is possible not to provide an OP or an ED. In the following, the round game of a predetermined number of times (in a predetermined order) is simply referred to as a "round". For example, the first (first time) round game is referred to as "1 round (1R)", and the tenth round game is referred to as "10 rounds (10R)".

[0131] The elements constituting such a jackpot game (jackpot game constituent elements) include the number of round games, the number of times the big winning opening (the first big winning opening 14 or the second big winning opening 15) is opened in each round game, the type and opening time (opening pattern) of the big winning opening in which each opening is performed, the time to be closed until the next opening (closing time), the time of the opening (opening time), and the time of the ending (ending time). The pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in FIG. 16 after the stop display in the special figure. In the jackpot game control table, the jackpot game constituent elements are stored for each jackpot game. It is possible to control one type or a plurality of types of jackpot games as the jackpot game.

[0132] For example, as shown in FIG. 16, from 1R to 9R, a round game in which the first major winning opening 14 is opened for up to 29.5 seconds, or a round game in which the first major winning opening 14 is opened for up to 0.1 second, is performed. And in 10R (the final round), a round game in which the second major winning opening 15 is opened for up to 29.5 seconds, or a round game in which the second major winning opening 15 is opened for up to 0.1 second, is performed. Also, in each round game, when a predetermined number (for example, 10) of game balls are detected by the major winning opening sensor, the round game is ended even before the maximum opening time of the major winning openings 14 and 15 has elapsed.

[0133] Also, the number of times and the time in each element can be appropriately changed. Also, the big win game can be performed using both the first major winning opening 14 and the second major winning opening 15 or using only one of them.

[0134] Here, the specific area 16 will be described in detail. Since the specific area 16 takes a non-winning closed state and a winning open state by the distribution member 16k, the operating mode of the distribution member 16k can be said to be the opening / closing mode of the specific area 16. Hereinafter, the operating mode of the distribution member 16k will also be referred to as the "opening / closing mode of the specific area 16". In this way, although the distribution member 16k is controlled in a certain operating mode (the specific area 16 is in a certain opening / closing mode), the difficulty (easiness) of allowing the game ball to enter the specific area 16 in the big win game is set by the combination of the certain operating mode of the distribution member 16k (the certain opening / closing mode of the specific area 16) and the opening / closing mode of the second major winning opening 15 in the big win game. Note that hereinafter, the fact that the specific area 16 is in the open state will also be referred to as "V opening".

[0135] For 15 seconds after the opening of the second largest winning opening starts, the distribution solenoid 16s is energized, and the distribution member 16k is controlled to the second state (FIG. 3(B)). Therefore, in a round game in which the second largest winning opening 15 is opened for a maximum of 29.5 seconds, from the relationship between the opening time and timing of the second largest winning opening 15 and the time and timing during which the distribution member 16k is controlled to the second state, it is easy for the game ball to pass through the specific area 16 (to enter the game ball into the specific area 16). On the other hand, in a round game in which the second largest winning opening 15 is opened for a maximum of 0.1 second, from the relationship between the opening time and timing of the second largest winning opening 15 and the time and timing during which the distribution member 16k is controlled to the second state, it is almost impossible (difficult) for the game ball to pass through the specific area 16 (to enter the game ball into the specific area 16). Thus, in a jackpot game, there are a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which it is easy for the game ball to pass through the specific area 16 (hereinafter also referred to as "V passing") during the jackpot game, and a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through the specific area 16, and it is possible to execute them. As described above, the jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in the V long opening pattern is called "V long jackpot". On the other hand, the jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in the V short opening pattern is called "V short jackpot".

[0136] 3-4. Game state Next, the gaming states will be described. As shown in FIG. 17, the pachinko machine PY1 can be set to any one of the following gaming states: "low probability low base gaming state", "low probability high base gaming state", "high probability low base gaming state", "high probability high base gaming state", and "big win gaming state". Note that the "low probability low base gaming state" can be abbreviated as "low low base state", the "low probability high base gaming state" as "low high base state", the "high probability low base gaming state" as "high low base state", and the "high probability high base gaming state" as "high high base state", respectively. The states constituting the gaming state include a state related to the probability of being determined as a "big win" in the big win determination and a state related to the ease of opening the electric stop 12D. The former includes a normal probability state and a high probability state. On the other hand, the latter includes a non-time-saving state and a time-saving state.

[0137] The normal probability state is set in the "low probability low base gaming state" or the "low probability high base gaming state", and is a state where the probability of being determined as a big win in the big win determination is the normal probability. The high probability state is set in the "high probability low base gaming state" or the "high probability high base gaming state", and is a state where the probability of being determined as a big win in the big win determination is a high probability higher than the normal probability. Therefore, it can be said that the high probability state is more advantageous to the player than the normal probability state. When the pachinko machine PY1 is powered on for the first time, the normal probability state is set. And by winning a big win, it becomes possible to switch from the normal probability state to the high probability state. For example, in the big win game, it is possible to switch to the high probability state by the game ball passing through the specific area 16. Also, it is possible to switch to the high probability state depending on the type of big win symbol. The high probability state can be switched from the high probability state to the normal probability state by performing the big win determination a predetermined number of times without winning a big win or by winning the next big win.

[0138] The non-time-shortening state is set in the "low-probability low-base game state", "high-probability low-base game state", or "big win game state". The time-shortening state is set in the "low-probability high-base game state" or "high-probability high-base game state", and it is a game state in which the opening time of the electric chute 12D in one auxiliary game is more likely to be longer than that in the non-time-shortening state. For example, in the time-shortening state, the opening time (e.g., 3.00 seconds) is longer than the opening time of the electric chute 12D in the non-time-shortening state (e.g., 0.08 seconds). Also, in the time-shortening state, the special figure variation pattern determination is performed using a special figure variation pattern determination table defined such that a special figure variation pattern with a shorter special figure variation time is selected more often than in the non-time-shortening state (see FIGS. 13 to 14). As a result, in the time-shortening state, the pace of digestion of the special figure hold becomes faster, and an effective winning (a winning that can be stored as a special figure hold) at the start port is likely to occur. Therefore, it is possible to aim for a big win under smooth game progress.

[0139] Also, the time-shortening state can be made such that the general figure variation time is more likely to be shorter than in the non-time-shortening state. For example, in the time-shortening state, a general figure variation time (5 seconds) shorter than the general figure variation time (30 seconds) determined in the non-time-shortening state is determined. Therefore, in the time-shortening state, the number of executions of the general figure lottery per unit time is larger.

[0140] Also, the time-shortening state can be made such that it is more likely to be judged as a win in the win determination. For example, in the time-shortening state, it is judged as a win with a higher probability (e.g., 59936 / 65536) than the probability (e.g., 6600 / 65536) of being judged as a win in the non-time-shortening state. Therefore, in the time-shortening state, the number of times of being judged as a win in the win determination per unit time is larger.

[0141] In such a time-saving state, compared to the non-time-saving state, the opening time of the solenoid 12D per unit time becomes longer, and it becomes easier for the game balls to frequently win the second start port 12. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. Therefore, in the time-saving state with a high base, it is possible to aim for a jackpot win without significantly reducing the number of game balls in possession. Thus, it can be said that the time-saving state is more advantageous for the player than the non-time-saving state.

[0142] When the pachinko machine PY1 is powered on for the first time, the non-time-saving state is set. And, for example, the time-saving state can be set by winning a jackpot. The time-saving state can be changed from the time-saving state to the non-time-saving state by performing a jackpot determination a predetermined number of times without winning a jackpot or by winning the next jackpot.

[0143] In addition, in the time-saving state, compared to the non-time-saving state, it is easier to win a hit, the general pattern variation time tends to be shorter, and the opening time of the solenoid 12D in one auxiliary game tends to be longer. Regarding the game related to the general pattern, it is set advantageously for the player in three aspects. However, even a part of these points that are set advantageously for the player may be sufficient.

[0144] In addition, the game state after the pachinko machine PY1 is powered on for the first time is the "low probability low base game state" where the normal probability state and the non-time-saving state are set. This game state is also referred to as the "normal game state". In the "jackpot game state", although a hit determination is made but a jackpot determination is not made, the non-time-saving state is set with the start of the jackpot game. Also, regarding the game state, it is possible to use all of the above-mentioned game states or only a part of them. In addition, as game states other than the normal game state, the "high probability high base state", "high probability low base state", "low probability high base state", "high probability state", "time-saving state", "high base state", and "jackpot game state" can be called "special privilege game states" where special privileges are given to the player.

[0145] 4. Main Effects by the Gaming Machine Next, the main effects performed by the pachinko gaming machine PY1 will be described with reference to FIGS. 18 to 24.

[0146] 4-1. Effect mode First, the effect mode will be described. The effect mode is a classification of effects (or a higher-conceptual attribute). The pachinko gaming machine PY1 can be set to a customer-waiting effect mode, a normal effect mode, a probability-variable effect mode, a time-saving effect mode, and a jackpot effect mode as the effect modes.

[0147] The customer-waiting effect mode can be set when no special figure variation effect is being performed in the "low probability low base game state", "low probability high base game state", "high probability low base game state", and "high probability high base game state", and it is an effect mode indicating a waiting state where no special figure variation effect is being performed. When the customer-waiting effect mode is set, a customer-waiting effect is performed. In the customer-waiting effect, for example, as shown in FIG. 18(A-1), a customer-waiting demo video G100 introducing the pachinko gaming machine PY1 is displayed on the display screen 50a. Also, when the normal button 40 is operated while the customer-waiting demo video G100 is being displayed, as shown in FIG. 18(A-2), a setting screen G101 for setting the effects of the pachinko gaming machine PY1 is displayed. The settings related to the effects include the volume setting of the sound output from the speaker 52, the brightness setting of the display screen 50a ("light quantity setting"), the frequency setting of the effects to be executed ("effect setting"), and the like.

[0148] The normal performance mode can be set when a special figure variation performance is being carried out in the "low probability low base game state", and it is a performance mode indicating a non-time-saving state. In the normal performance mode, for example, as shown in FIG. 18(B-1), there is a first normal performance mode in which a background image representing a daytime mountain view (daytime normal use background image G102) is displayed on the display screen 50a; as shown in FIG. 18(B-2), there is a second normal performance mode in which a background image representing an evening mountain view (evening normal use background image G103) is displayed on the display screen 50a; and as shown in FIG. 18(B-3), there is a third normal performance mode in which a background image representing a nighttime mountain view (nighttime normal use background image G104) is displayed on the display screen 50a. It is switched with the condition that one or more special figure variation performances are carried out without winning a big hit. Furthermore, in each of the first to third normal performance modes, in the special figure variation performance, there are a normal pre-stage performance mode before a reach is established and a normal post-stage performance mode after a reach is established. In the normal pre-stage performance mode, any one of the daytime normal use background image G102, the evening normal use background image G103, and the nighttime normal use background image G104 is displayed on the display screen 50a, but in the normal post-stage performance mode, a dedicated background image corresponding to the type of reach is displayed. The performance in which the daytime normal use background image G102, the evening normal use background image G103, or the nighttime normal use background image G104 is displayed on the display screen 50a can be called the "normal mode performance". A player watching the normal mode performance can be made to understand that the game state is controlled to the normal game state (low probability low base game state). Note that the normal performance mode may also be set in the "high probability low base game state", and the "normal mode performance" may also be executed when a special figure variation performance is being carried out in the "high probability low base game state". Or, a special performance mode that is set only in the "high probability low base game state" may be provided.

[0149] The probability-variable effect mode is an effect mode that can be set when a special figure variation effect is being performed in the "high-probability high-base game state", and it is an effect mode indicating a high-probability state and a time-saving state. In the probability-variable effect mode, for example, as shown in FIG. 18(B-4), a background image representing the universe (probability-variable background image G105) is displayed on the display screen 50a. Further, the probability-variable effect mode includes, in the special figure variation effect, a pre-reach probability-variable effect mode before a reach is established and a post-reach probability-variable effect mode after a reach is established. In the pre-reach probability-variable effect mode, the probability-variable background image G105 is displayed on the display screen 50a, but in the post-reach probability-variable effect mode, a dedicated background image corresponding to the type of reach is displayed. The effect of displaying the probability-variable background image G105 on the display screen 50a can be referred to as the "probability-variable mode effect (advantageous effect)". A player watching the probability-variable mode effect can be made to understand that the game state is controlled to the high-probability high-base state (high-probability state and time-saving state).

[0150] The time-saving effect mode is an effect mode that can be set when a special figure variation effect is being performed in the "low-probability high-base game state", and it is an effect mode indicating a normal probability state and a time-saving state. In the time-saving effect mode, for example, as shown in FIG. 18(B-5), a background image representing the sky (time-saving background image G106) is displayed on the display screen 50a. Also, the number of times of the variable display of the special symbol is shown in the upper right part of the display screen 50a until the low-probability high-base state ends. Further, the time-saving effect mode includes, in the special figure variation effect, a pre-reach time-saving effect mode before a reach is established and a post-reach time-saving effect mode after a reach is established. In the pre-reach time-saving effect mode, the time-saving background image G106 is displayed on the display screen 50a, but in the post-reach time-saving effect mode, a dedicated background image corresponding to the type of reach is displayed. The effect of displaying the time-saving background image G106 on the display screen 50a can be referred to as the "time-saving mode effect". A player watching the time-saving mode effect can be made to understand that the game state is controlled to the low-probability high-base state (normal probability state and time-saving state).

[0151] The big win display mode is a display mode that can be set when a big win game is being played in the "big win gaming state", and is a display mode indicating that a big win game is being played. In the big win display mode, for example, during the opening of the big win game, as shown in FIG. 18(C-1), on the display screen 50a, a big win opening display is performed in which an opening image G107 suggesting the start of the big win game and a right hit image G108 prompting "right hit" are displayed. During the round of the big win game, as shown in FIG. 18(C-2), on the display screen 50a, a round display (advantageous display) is performed in which a round image G109 indicating the number of rounds, a prize ball number image G110 suggesting the number of prize balls paid out, and a background image representing the town (round background image G114) are displayed. During the ending of the big win game, as shown in FIG. 18(C-3), on the display screen 50a, a big win ending display is performed in which an ending image G111 suggesting the display mode set after the big win game and a total prize ball number image G112 suggesting the total number of prize balls paid out in the big win gaming state are displayed.

[0152] Note that the types of display modes can be changed or added as appropriate.

[0153] 4-2. Special Figure Variation Display Next, the special figure variation display (also simply referred to as "variation display") will be described. When the variable display of the special figure of the pachinko gaming machine PY1 is started, based on the special figure variation pattern related to the variable display of the special figure and the special figure lottery result (big win determination result, big win symbol type determination result, reach determination result, and special figure variation pattern determination result), etc., the special figure variation display is executed. In the special figure variation display, on the display screen 50a, the variable display of the performance symbol is superimposed on a predetermined background image. The performance symbol is composed of, for example, numeric symbols from 1 to 9. In the variable display of the performance symbol, the performance symbol varies with the start of the variable display of the special figure and stops with the end of the variable display of the special figure. That is, after the variable display of the performance symbol is performed for the special figure variation time, the variation stops and the stop display of the performance symbol is performed. Then, the result of the special figure lottery is notified by the stop display of the performance symbol.

[0154] In addition, in the special drawing variation effect, in addition to the variation display of the effect symbols, other effects can be performed using various effect devices such as the image display device 50, the speaker 52, the frame lamp 53, the panel lamp 54, the movable devices 55, 56, 58, the normal button 40, and the special button 41. In this case, even after the stop display of the effect symbols, other effects can be continuously performed.

[0155] 4-2-1. Effect Symbol Display Area As shown in FIG. 19(A), on the display screen 50a of the image display device 50, it is possible to provide a left effect symbol area 50b1, a middle effect symbol area 50b2, and a right effect symbol area 50b3 by dividing the display screen 50a into three substantially equal parts in the horizontal direction, namely, the left side, the center, and the right side. The left effect symbol area 50b1 is an area for displaying the left effect symbol EZ1 when the stop display of the effect symbols in the special drawing variation effect is performed. Similarly, the middle effect symbol area 50b2 and the right effect symbol area 50b3 are areas for displaying the middle effect symbol EZ2 and the right effect symbol EZ3, respectively.

[0156] Also, as shown in FIG. 19(A), it is possible to provide a small symbol area 50c in a section at the left end (upper left corner) of the upper end portion of the display screen 50a. The small symbol area 50c is an area for variably displaying the small symbols KZ1, KZ2, and KZ3 when the variable display of the special drawing is being performed. The small symbols KZ1, KZ2, and KZ3 are composed of, for example, numerical symbols from 1 to 9.

[0157] In FIG. 19(A), the left effect symbol area 50b1, the middle effect symbol area 50b2, the right effect symbol area 50b3, and the small symbol area 50c are indicated by a two-dot chain line, but this is described for the purpose of showing the ranges of the left effect symbol area 50b1, the middle effect symbol area 50b2, the right effect symbol area 50b3, and the small symbol area 50c, and they are not actually displayed.

[0158] 4-2-2. Normal Variation The pachinko gaming machine PY1 can first perform normal variations in the special figure variation performance. The normal variation functions as an effect suggesting that the variable display of the special figure has started.

[0159] When the variable display of the special figure starts, for example, as shown in Fig. 19(A), on the display screen 50a, the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 (hereinafter also referred to as "effect symbols EZ1, EZ2, EZ3" or "effect symbols EZ") are stopped and displayed, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are stopped and displayed. The variable display of the special figure is not being performed, and from the state of waiting for the variable display of the special figure, as shown in Fig. 19(B), along with the start thereof, the variable display of the effect symbols EZ1, EZ2, EZ3 starts, and the variable display of the small symbols KZ1, KZ2, KZ3 starts. Note that "↓" in Fig. 19 indicates that the symbols are in the state of variable display. Then, when the special figure variation pattern of this variable display of the special figure is, for example, "normal losing variation", as shown in Fig. 19(C-1), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in different stop modes, and then, as shown in Fig. 19(D), the effect symbols EZ1, EZ2, EZ3 stop and are displayed in a stop mode suggesting a loss (so-called scattered state). At this time, the small symbols KZ1, KZ2, KZ3 also stop and are displayed all at once in a stop mode suggesting a loss. There are multiple types of stop modes suggesting a loss, such as "1·1·2" and "2·4·6", where the left and right symbols are not the same. On the other hand, when the special figure variation pattern of the variable display of the special figure is a special figure variation pattern with a reach, such as "N losing variation", as shown in Fig. 19(C-2), the left effect symbol EZ1 and the right effect symbol EZ3 temporarily stop in the same stop mode (so-called reach state), and a reach is established. At this time, the variable display of the small symbols KZ1, KZ2, KZ3 continues, and a reach effect corresponding to the special figure variation pattern is performed. Note that the stop order and stop mode of the effect symbols EZ1, EZ2, EZ3 can be changed as appropriate.

[0160] 4-2-3.N Reach In the pachinko gaming machine PY1, when a reach is achieved during normal variation, N-reach can be performed. N-reach is an effect that suggests the possibility that the result of the jackpot determination was "jackpot", and functions as an effect to make the player expect a jackpot.

[0161] In N-reach, as shown in Fig. 20(A), the state where the reach is achieved is maintained for a predetermined time (e.g., 10 seconds), and as shown in Fig. 20(B), the variation speed of the middle effect symbol EZ2 gradually decreases. Then, when the special figure variable display special figure variation pattern is, for example, "N-losing variation", as shown in Fig. 20(C-1), the effect symbols EZ1, EZ2, and EZ3 stop displaying in a stop mode (so-called N-losing appearance) that suggests a reach loss. At this time, the small symbols KZ1, KZ2, and KZ3 also stop displaying simultaneously in a stop mode that suggests a reach loss. There are multiple types of stop modes that suggest a reach loss, such as "7·6·7" and "5·3·5", where the left and right symbols are the same and the middle symbol is different from the left and right symbols. On the other hand, when the special figure variable display special figure variation pattern is, for example, "N-jackpot variation", as shown in Fig. 20(C-2), it stops displaying in a stop mode (so-called triple seven) that suggests a jackpot. There are multiple types of stop modes that suggest a jackpot, such as "7·7·7" and "2·2·2", where the left, middle, and right symbols are the same. At this time, the small symbols KZ1, KZ2, and KZ3 also stop displaying simultaneously in a stop mode that suggests a jackpot. Note that the content of the N-reach effect is not limited to the gradual deceleration of the middle effect symbol EZ2, and can be changed or added as appropriate.

[0162] 4-2-4.SP Reach The pachinko gaming machine PY1 can perform an SP-reach after the N-reach. The SP-reach is an effect that suggests a higher possibility that the result of the jackpot determination was "jackpot" than the N-reach, and functions as an effect to make the player expect a jackpot.

[0163] In SP reach, after N reach, as shown in FIG. 21(A) for example, a background image dedicated to SP reach (SP reach background image G113) is displayed on the display screen 50a, and an image (SP reach start title image) G1 indicating that SP reach has started is displayed at the center of the display screen 50a. Then, as shown in FIG. 21(B), a performance dedicated to SP reach (for example, a battle performance) is carried out. When reaching the final stage of the performance dedicated to SP reach, if the variable display pattern of the special figure in the special drawing is, for example, "SP big win variation", as shown in FIG. 21(C-1), on the display screen 50a, a performance suggesting a big win (for example, a display showing that the main character is happy to win the battle) is carried out, and the performance symbols EZ1, EZ2, EZ3 are stopped and displayed in a stop mode suggesting a big win (so-called double zero). At this time, the small symbols KZ1, KZ2, KZ3 are also stopped and displayed all at once in a stop mode suggesting a big win. On the other hand, if the variable display pattern of the special figure in the special drawing is, for example, "SP loss variation", as shown in FIG. 19(C-2), a performance suggesting a loss (for example, a display showing that the enemy character is happy to win the battle) is carried out, and the performance symbols EZ1, EZ2, EZ3 are stopped and displayed in a stop mode suggesting a reach loss. At this time, the small symbols KZ1, KZ2, KZ3 are also stopped and displayed all at once in a stop mode suggesting a loss. Note that the performance content of SP reach can be appropriately changed or added.

[0164] Here, the possibility (big win expectation, winning expectation) that the production symbols EZ1, EZ2, and EZ3 for each reach stop in a manner indicating a big win will be described in detail. The big win expectation for each reach is determined by the execution probability based on the result of the big win determination. For example, if the execution probability of the N reach is 10% when the result of the big win determination is "loss" and 100% when the result of the big win determination is "big win", and the execution probability of the SP reach is 4% when the result of the big win determination is "loss" and 100% when the result of the big win determination is "big win", it is possible to set the big win expectation of the SP reach higher than that of the N reach. Also, if SP reach A and SP reach B are made executable as SP reaches, and the execution probability of SP reach A is 2% when the result of the big win determination is "loss" and 20% when the result of the big win determination is "big win", and the execution probability of SP reach B is 2% when the result of the big win determination is "loss" and 30% when the result of the big win determination is "big win", it is possible to set the big win expectation of SP reach B higher than that of SP reach A. In this way, it is possible to set the big win expectation by appropriately setting the execution probability according to the result of the big win determination.

[0165] 4-3. Reserved Icon Display Area On the display screen 50a of the image display device 50, as shown in Fig. 22(A), it is possible to provide a reserved icon display area 50d composed of four display areas. The reserved icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and it is possible to display a reserved icon HA in each display area 50d1, 50d2, 50d3, 50d4 according to the reserved number in Fig. 1 or the reserved number in Fig. 2. For example, when the reserved number in Fig. 1 is "1", the reserved icon HA is displayed in the first display area 50d1, and when the reserved number in Fig. 1 is "2", the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2.

[0166] In addition, as shown in FIG. 22(A), it is possible to provide the icon display area 50e consisting of one display area in the vicinity of the hold icon display area 50d. The icon display area 50e can display the icon TA that is the same as or different from the hold icon HA in response to the start of the special figure variation effect.

[0167] Note that the number of display areas constituting the hold icon display area 50d can be appropriately changed. Also, the hold icon display area 50d can be a display area that displays both the special figure 1 hold number and the special figure 2 hold number, or a display area that displays only one of them.

[0168] 4-3-1. Hold effect The pachinko game machine PY1 can perform a hold effect in response to a game ball winning the first start port 11 or the second start port 12. The hold effect can inform the player of the number of special figure 1 holds or special figure 2 holds.

[0169] In the hold effect, when a game ball wins the first start port 11 when the number of special figure 1 holds is "0", the special figure variation effect is started. For example, as shown in FIG. 22(B), the icon TA is displayed in the icon display area 50e. Then, when two more game balls win the first start port 11 during the special figure variation effect, as shown in FIG. 22(C), the hold icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, and the player is informed that the number of special figure 1 holds is "2". After that, when the special figure variation effect ends and a new special figure variation effect is started, as shown in FIG. 22(D), the hold icon HA displayed in the first display area 50d1 of the hold icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the hold icon HA displayed in the second display area 50d2 of the hold icon display area 50d moves to the first display area 50d1 and is displayed, and the player is informed that the number of special figure 1 holds is "1".

[0170] 4-4. Notice effect The pachinko gaming machine PY1 can perform a pre-warning performance at any timing during the special figure variation performance. The pre-warning performance is a performance using the image display device 50, the speaker 52, the frame lamp 53, the panel lamp 54, the movable devices 55, 56, 58, the buttons 40, 41, etc., and can suggest the result of the jackpot determination or the result of the special figure variation pattern determination.

[0171] 4-4-1. Movable body performance The pachinko gaming machine PY1 can perform a movable body performance using the movable devices 55, 56, 58 as a pre-warning performance. The movable body performance is a performance that operates the movable devices 55, 56, 58 and functions as a performance for making the player expect a jackpot.

[0172] In the movable body performance, for example, when developing from an N reach to an SP reach, as shown in Fig. 23(A), the on-board movable device 55 and the under-board movable device 56 operate, and the on-board movable body 55k and the under-board movable body 56k move so as to overlap on the display screen 50a as viewed from the player, suggesting the development to an SP reach. At this time, an effect image is displayed in the space on the display screen 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. Then, as shown in Fig. 23(B), the on-board movable body 55k and the under-board movable body 56k return to the normal standby state (initial position) and develop to an SP reach. Note that the movable body performance is not limited to suggesting the development to an SP reach and can be changed or added as appropriate. Also, the operation content of the movable device in the movable body performance can be changed or added as appropriate.

[0173] 4-4-2. Operation performance The pachinko gaming machine PY1 can perform an operation performance using the normal button 40 or the special button 41 as a pre-warning performance. The operation performance is a performance in which the player operates the normal button 40 or the special button 41 and functions as a performance for making the player expect a jackpot.

[0174] In the operation performance, for example, in the SP reach, a period during which the pressing operation of the special button 41 is valid (button operation valid period) occurs, and with the occurrence of this button operation valid period, as shown in FIG. 24(A), a performance that prompts the operation of the special button 41 (button operation promotion performance) is carried out. In the button operation promotion performance, a button operation promotion image G3 is displayed on the display screen 50a. The button operation promotion image G3 includes an image imitating the special button 41 (special button image G31), an image representing the operation mode of the special button 41 (i.e., the pressing operation) (pressing operation image G32), and an image representing the remaining time of the button operation valid period (operation valid period remaining time image G33). The operation valid period remaining time image G33 generally consists of a substantially curved progress bar and changes as time passes so that the player can easily understand the remaining time of the operation valid period. Then, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated during the button operation valid period, as shown in FIG. 24(B), the on-board movable device 55 operates, and when viewed from the player, the on-board movable body 55k moves so as to overlap on the display screen 50a, suggesting the jackpot expectancy. Note that the operation performance is not limited to the operation of the on-board movable device 55 and can be appropriately changed or added.

[0175] 4-4-3. Anticipatory performance The pachinko gaming machine PY1 can perform an anticipatory performance for the reservation of special figure 1 or the reservation of special figure 2 for which the special figure lottery is not being conducted as a preview performance. The anticipatory performance functions as a performance for suggesting in advance the lottery result of the special figure lottery for the reservation of special figure 1 or the reservation of special figure 2.

[0176] In the preview effect, for example, when the result of the preview determination for the hold in FIG. 1 is "big win", as shown in FIG. 22(C), the hold icon HA that is normally displayed as "〇" in the hold icon display area 50d may be displayed as "☆". Also, when the result of the preview determination is "loss", the hold icon HA may be displayed as "☆" as a so-called fake effect. Note that the preview effect can be performed for both or either of the hold in FIG. 1 and the hold in FIG. 2. Also, not limited to the change in the display mode of the hold icon HA, it can be appropriately changed or added. For example, it is also possible to change the stop mode of the effect symbols EZ1, EZ2, and EZ3 in the FIG. change effect.

[0177] Display on the 5.7-segment display Next, the display on the 7-segment display 300 (see FIG. 9) will be described. On the 7-segment display 300, the normal base, which is the ratio of the total number of normal prize balls obtained by the player in the normal game state to the total number of normal launch balls launched by the player in the normal game state, is displayed as a percentage (%). Note that on the 7-segment display 300, bases other than the normal base (the short-time base, which is the ratio of the total number of short-time prize balls obtained by the player in the short-time state to the total number of short-time launch balls launched by the player in the short-time state, and the big win base, which is the ratio of the total number of big win prize balls obtained by the player in the big win game state to the total number of big win launch balls launched by the player in the big win game state) are not displayed.

[0178] Here, the game control microcomputer 101 always counts the normal launch ball number, the normal total prize ball number, and the total launch ball number. The total launch ball number is the number of launch balls launched by the player in all game states (normal game state, big win game state, high probability high base state, low probability high base state, etc.). The total launch ball number is calculated by the game control microcomputer 101 counting the detections of the discharge port sensor. The normal launch ball number is calculated by the game control microcomputer 101 counting the detections of the discharge port sensor only in the normal game state. The normal total prize ball number is calculated by the game control microcomputer 101 counting the number of prize balls paid out in the normal game state.

[0179] The information on the normal number of balls launched, which is counted for display on the 7-segment display 300, the information on the normal total number of prize balls, and the information on the total number of balls launched are stored in a specific storage area (not shown) of the non-volatile storage unit 107 (see FIG. 6) of the game RAM 104. Therefore, even when the RAM clear is executed, the information on the normal number of balls launched, the information on the normal total number of prize balls, and the information on the total number of balls launched are maintained (not erased). In this way, the game control microcomputer 101 can calculate the normal base using the normal number of balls launched at power-off and the normal total number of prize balls at power-off even when the RAM clear is executed. Then, regardless of the game state (in the normal game state, the big win game state, the high probability high base state, the low probability high base state, etc.), the game control microcomputer 101 displays the value of the normal base in the right two digits (the third display area 330 and the fourth display area 340 (see FIG. 9)) of the 7-segment display 300.

[0180] Here, the normal base is calculated by dividing every 60,000 launches of the total number of balls launched. That is, the normal base calculated from when the power is first turned on after factory shipment until the total number of balls launched reaches 60,000 is the first normal base. After that, when the total number of balls launched exceeds 60,001, the value that was the first normal base is stored as the previous normal base. Then, the normal base calculated from when the total number of balls launched is 60,001 to 120,000 becomes the current normal base. After that, when the total number of balls launched exceeds 120,001, the value that was the previous normal base is stored as the normal base two times ago, and the value that was the current normal base is stored as the previous normal base. Then, the normal base calculated from when the total number of balls launched is 120,001 to 180,000 becomes the current normal base.

[0181] After that, when the total number of fired balls exceeds 180,001, the value that was the normal base two times before is stored as the normal base three times before, the value that was the normal base once before is stored as the normal base two times before, and the value that was the current normal base is stored as the normal base once before. And the normal base calculated until the total number of fired balls reaches from 180,001 to 240,000 becomes the current normal base. After that, when the total number of fired balls exceeds 240,001, the value that was the normal base three times before is erased, the value that was the normal base two times before is stored as the normal base three times before, the value that was the normal base once before is stored as the normal base two times before, and the value that was the current normal base is stored as the normal base once before. And the normal base calculated until the total number of fired balls reaches from 240,001 to 300,000 becomes the current normal base. Similarly hereafter, the normal base is calculated every 60,000 fired balls, and the values up to the normal base three times before are stored.

[0182] In this way, the game control microcomputer 101 can store up to the current normal base, the normal base once before, the normal base two times before, and the normal base three times before in the non-volatile storage unit 107 of the game RAM 104. In this case, the game control microcomputer 101 switches and displays the current normal base ⇒ the normal base once before ⇒ the normal base two times before ⇒ the normal base three times before ⇒ the current normal base every 5 seconds on the 7-segment display 300.

[0183] Specifically, on the 7-segment display 300, when "bL" is shown in the left two digits (the first display area 310 and the second display area 320 (see FIG. 9)), the current normal base is displayed in the right two digits (the third display area 330 and the fourth display area 340). Therefore, a person who sees "bL" in the left two digits can grasp that the value (normal base) shown in the right two digits is the current normal base.

[0184] When 5 seconds have elapsed since the start of the current normal base display, on the 7-segment display 300, "b1" is shown in the left two digits, and the previous normal base is shown in the right two digits. Therefore, a person who sees "b1" in the left two digits can understand that the value (normal base) shown in the right two digits is the previous normal base.

[0185] When 5 seconds have elapsed since the start of the display of the previous normal base, on the 7-segment display 300, "b2" is shown in the left two digits, and the normal base two times before is shown in the right two digits. Therefore, a person who sees "b2" in the left two digits can understand that the value (normal base) shown in the right two digits is the normal base two times before.

[0186] When 5 seconds have elapsed since the start of the display of the normal base two times before, on the 7-segment display 300, "b3" is shown in the left two digits, and the normal base three times before is shown in the right two digits. Therefore, a person who sees "b3" in the left two digits can understand that the value (normal base) shown in the right two digits is the normal base three times before.

[0187] When 5 seconds have elapsed since the start of the display of the normal base three times before, on the 7-segment display 300, as described above, "bL" is shown in the left two digits, and the current normal base is shown in the right two digits, and this is repeated in the same way thereafter.

[0188] Also, on the 7-segment display 300, when the total number of fired balls is 300 or less after the power is first turned on after factory shipment, "--" is displayed in the right two digits. That is, when the total number of fired balls is 300 or less, the value of the normal base is not displayed, and when the total number of fired balls exceeds 300, the value of the normal base is displayed. In this way, when the total number of fired balls is 300 or less, it is avoided to display a normal base value with low reliability because the value of the denominator of the normal base (normal number of fired balls) is too small. Note that even when the total number of fired balls is 300 or less, the display of "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" is repeated every 5 seconds in the left two digits of the 7-segment display 300.

[0189] Also, in the 7-segment display 300, when the power is first turned on after factory shipment and the normal number of fired balls is 6,000 or less, "bL", "b1", "b2", and "b3" indicated by the left two digits are in a blinking mode. After that, when the normal number of fired balls exceeds 6,000 after the power is first turned on after factory shipment, "bL" indicated by the left two digits is in a lit mode. And when the total number of fired balls reaches 60,000 or more after the power is first turned on after factory shipment, "b1" indicated by the left two digits is in a lit mode. When the total number of fired balls reaches 120,000 or more after the power is first turned on after factory shipment, "b2" indicated by the left two digits is in a lit mode. When the total number of fired balls reaches 120,000 or more after the power is first turned on after factory shipment, "b3" indicated by the left two digits is in a lit mode. In this way, for a person who checks the normal base with the 7-segment display 300, when the blinking mode is shown by the left two digits, it is possible to make the person understand that the value of the normal base indicated by the right two digits is a value that has not yet converged sufficiently. In other words, for a person who checks the normal base, when the lit mode is shown by the left two digits, it is possible to make the person understand that the value of the normal base indicated by the right two digits is a value that has converged to some extent.

[0190] Also, in the 7-segment display 300, when it shifts to the setting mode after the power is turned on, the set value ("1") is displayed in the fourth display area 340. After that, when the setting key cylinder 180 is rotated from the rotated position to the standby position, the setting mode ends and the set value ("1") is no longer displayed in the fourth display area 340. In this way, the set value is shown in the fourth display area 340 of the 7-segment display 300 only while the setting mode is set.

[0191] Also, in the 7-segment display 300, an initial display is performed between when the power is turned on and when the normal-base display starts. As described above, when shifting to the setting mode after the power is turned on, the initial display is executed after the setting change mode ends. The initial display on the 7-segment display 300 lights up all the lit portions LB1 to LB32 (see FIG. 9) included from the first display area 310 to the fourth display area 340. That is, "8.8.8.8." is shown on the 7-segment display 300. Thus, by executing the initial display on the 7-segment display 300 immediately after the power is turned on, it is shown that the 7-segment display 300 operates normally.

[0192] 6. Over-award ball prevention function Next, the over-award ball prevention function will be described. In this pachinko gaming machine PY1, the game control microcomputer 101 can activate the over-award ball prevention function so as not to give excessive award balls to the player. Specifically, the over-award ball prevention function is a function that makes the game unexecutable on the condition that the number of difference balls is 80,000 (reference number) or more. Here, the number of difference balls (specific measurement number) is the difference between the total number of award balls and the total number of fired balls. The total number of award balls is the number of award balls that the player obtains (is paid out to the player) in all game states (normal game state, jackpot game state, high-probability high-base state, low-probability high-base state, etc.). Note that the total number of award balls means the total of the number of award balls that the game control microcomputer 101 plans to pay out to the player, but it may also mean the total of the number of award balls actually paid out to the player. The total number of fired balls is, as described above, the number of fired balls that the player has fired in all game states.

[0193] The game control microcomputer 101 constantly counts the total number of prize balls since the power is turned on, and the information on the counted total number of prize balls is stored in the total prize ball number storage unit 107a (see Fig. 6) provided in the non-volatile storage unit 107 of the game RAM 104. Also, the game control microcomputer 101 constantly counts the total number of launched balls since the power is turned on, and the information on the counted total number of launched balls is stored in the total launched ball number storage unit 107b (see Fig. 6) provided in the non-volatile storage unit 107 of the game RAM 104. Then, the game control microcomputer 101 constantly subtracts the total number of launched balls from the total number of prize balls to calculate the number of difference balls, and the information on the calculated number of difference balls is stored in the difference ball number storage unit 107c (see Fig. 6) provided in the non-volatile storage unit 107 of the game RAM 104.

[0194] Therefore, even when the RAM clear is executed, the game control microcomputer 101 does not erase the information on the total number of prize balls, the information on the total number of launched balls, and the information on the number of difference balls stored in the non-volatile storage unit 107. Thus, the game control microcomputer 101 can calculate the number of difference balls across dates using the total number of prize balls at the time of power-off and the total number of launched balls at the time of power-off. Note that when the value of the total number of launched balls is greater than the value of the total number of prize balls, the game control microcomputer 101 treats the number of difference balls as a negative value.

[0195] In this embodiment, when the over-prize ball prevention function is activated, the game control microcomputer 101 not only stops the game control process related to the game (the processes of steps S102 to S108 described later, see Fig. 32), but also stops the launch control process for launching game balls (the process of step 109 described later, see Fig. 32). Therefore, even if the player rotates the handle 72k, the player can immediately notice that the game cannot be played because the game balls are not launched. Note that when the over-prize ball prevention function is activated, the game control microcomputer 101 stops the game control process, so it no longer receives signals according to the detection content from various sensors MS, no longer executes the display control of the displays 8 and the 7-segment display 300, no longer activates various actuators MA, and no longer outputs an external end signal to the external terminal board 160 via the payout control board 170.

[0196] After the over-award ball prevention function is activated, the situation where the game cannot be executed continues until the power is turned off. In this embodiment, the activation of the over-award ball prevention function is released on the condition that the RAM clear is executed. That is, after the over-award ball prevention function is activated, the casino staff turns off the power by operating the power switch 193 to OFF. Then, when the casino staff turns on the power by operating the power switch 193 to ON, the RAM clear switch 191 is pressed. As a result, when the RAM clear is executed, the game control microcomputer 101 can execute the game control process and the firing control process related to the game. Thus, in this embodiment, after the over-award ball prevention function is activated, the game cannot be restarted only by turning the power off and on (re-powering), and the game can be restarted by executing the RAM clear.

[0197] Next, the timing at which the over-award ball prevention function is activated will be described with reference to FIG. 25. The over-award ball prevention function is activated when the game state changes from an advantageous game state favorable to the player to a normal game state on the condition that the number of difference balls is 80,000 or more. That is, the over-award ball prevention function does not necessarily activate at the timing when the number of difference balls reaches 80,000. In this embodiment, the advantageous game state refers to the high-probability high-base state after a big win game or the low-probability high-base state after a big win game.

[0198] For example, assume that during the big win game state shown in FIG. 25(A), the number of difference balls reaches 70,000. Of course, at this time, the over-award ball prevention function does not activate. Next, assume that during the big win game state shown in FIG. 25(B), the number of difference balls reaches 80,000. At this time, the over-award ball prevention function does not activate. Subsequently, even at the timing of transitioning from this big win game state to the high-probability high-base state, the over-award ball prevention function does not activate. Then, as shown in FIG. 25(C), when it comes to the timing of transitioning from the high-probability high-base state to the normal game state, the over-award ball prevention function activates. Thus, in this embodiment, during the big win game state or during the high-probability high-base state, the game does not stop, and it is possible to end the game at a well-defined timing when the advantageous game state for the player ends.

[0199] In this embodiment, the information on the number of balls is stored in the ball number storage unit 107c of the non-volatile memory unit 107, and the number of balls is not reset (cleared) by turning the power off and on. And as described above, even when the RAM is cleared at power-on, the number of balls is not reset. This is based on the following reasons.

[0200] In the pachinko game machine PY1, even during business hours, there are situations where the power is turned off and on (re-powered) or the RAM is cleared due to bugs, malfunctions, serious fraud, etc. In such a situation, if the number of balls is reset by re-powering the power or executing the RAM clear, the meaning of providing the excessive prize ball prevention function will be impaired. That is, if a bug, malfunction, or serious fraud occurs, there is a risk of giving an unfair benefit to the player who resumes the game later, making it difficult for the excessive prize ball prevention function to operate. Therefore, in this embodiment, in order not to give the player the above-mentioned unfair benefit, the number of balls is not reset by re-powering the power or executing the RAM clear.

[0201] Next, the conditions under which the number of difference balls is reset will be described with reference to FIG. 26. In this embodiment, there are two reset conditions for resetting the number of difference balls. The first reset condition is that, as shown in FIG. 26(A), the special reset switch 181 is pressed. That is, when the game control microcomputer 101 receives a signal based on the pressing operation of the special reset switch 181, it clears the information on the number of difference balls stored in the difference ball number storage unit 107c of the non-volatile memory unit 107. When the information on the number of difference balls stored in the difference ball number storage unit 107c is reset (cleared), the information on the total number of prize balls stored in the total prize ball number storage unit 107a and the information on the total number of fired balls stored in the total fired ball number storage unit 107b are also reset. Hereinafter, it will simply be referred to as "the number of difference balls is reset (cleared)". In FIG. 26(A), it shows the case where the number of difference balls is reset when the special reset switch 181 is pressed in the customer waiting state. However, regardless of the game state (for example, the normal game state), when the special reset switch 181 is pressed, the number of difference balls is reset.

[0202] The second reset condition is that, as shown in FIG. 26(A), the customer waiting state continues for 1 hour (predetermined time). That is, if the game is not played for 1 hour after transitioning to the customer waiting state, the game control microcomputer 101 clears the information on the number of difference balls stored in the difference ball number storage unit 107c of the non-volatile memory unit 107. The customer waiting state is a game state in which the special symbol stops displaying without the game being executed.

[0203] The above two reset conditions are provided based on the following reasons. For example, as shown in FIGS. 26(A) and (B), assume that due to the game of a certain player, the number of difference balls reaches 70,000 in the jackpot game state. After that, assume that a certain player transitions from the jackpot game state to the normal game state via the high-probability high-base state and then ends the game. In this case, for the player who starts the game next, when the number of difference balls increases by only a small amount (within 10,000), it is a situation where the over-prize ball prevention function may be activated, which is very disadvantageous.

[0204] Therefore, in this embodiment, as shown in FIG. 26(A), the difference in the number of balls is reset by pressing the special reset switch 181. This allows an arcade employee to reset the difference in the number of balls at any time after a player has finished playing by pressing the special reset switch 181. Also, as shown in FIG. 26(B), if the waiting state continues for one hour, it is determined that the player has finished playing, and the difference in the number of balls is automatically reset. This allows the difference in the number of balls to be reset without placing a burden on arcade employees to perform the reset operation. In this way, by setting the above two reset conditions, it is possible to prevent the next player from being put at a significant disadvantage by having the excess prize ball prevention function activated immediately after starting play.

[0205] Next, the presentation mode when the excessive prize ball prevention function is activated will be described with reference to FIG. 27(A). When the excessive prize ball prevention function is activated, as shown in FIG. 27(A), a red background image RE is displayed on the display screen 50a, along with an error cancellation method image ERX indicating "Error X Excessive Prize Ball Abnormality Please Clear RAM." A game stop sound is also output from the speaker 52. Furthermore, all frame lamps 53 are lit in white, and all board lamps 54 are turned off. Thus, the presentation mode shown in FIG. 27(A) allows the player to immediately recognize that the game cannot be played. The presentation mode shown in FIG. 27(A) continues until the power is cut off. The presentation mode shown in FIG. 27(A) is canceled when RAM is cleared, but continues even if the power is simply turned back on.

[0206] Here, we will explain what happens when an illegal magnetism is detected in this pachinko gaming machine PY1. When an illegal magnetism is detected by the magnetic sensor, the magnetic sensor outputs a signal corresponding to the magnetic detection to the main control board 100. As a result, the game control microcomputer 101 stops the game control process and the launch control process related to the game, just as when the excess prize ball prevention function is activated. In this way, the situation in which the game cannot be played due to the magnetic detection continues until the power is cut off. However, in this case, unlike when the excess prize ball prevention function is activated, the game control microcomputer 101 can execute the game control process and the launch control process related to the game by turning the power off and on (re-applying the power).

[0207] Next, the presentation mode when an illegal magnetism is detected will be explained based on FIG. 27(B). When an illegal magnetism is detected by the magnetic sensor, as shown in FIG. 27(B), a red background image RE is displayed on the display screen 50a, along with an error cancellation method image ER1 indicating "Error 1: Magnetic Field Detection Abnormal. Please turn the power back on." A game stop sound is also output from the speaker 52. Furthermore, all frame lamps 53 are lit in white, and all board lamps 54 are turned off. Comparing the presentation mode when the excessive prize ball prevention function is activated (see FIG. 27(A)) and the presentation mode when an illegal magnetism is detected (see FIG. 27(B)), they are identical except for the cancellation method image. Therefore, it is possible to easily make game parlor employees or players aware that both when an illegal magnetism is detected and when the excessive prize ball prevention function is activated are situations in which game play is impossible.

[0208] Next, the production mode when the number of difference balls reaches 70,000 (preliminary reference number, specific number) will be described based on FIG. 28(A). As a prerequisite, it is assumed that the number of difference balls has reached 70,000 at the timing shown in FIG. 25(A). First, as shown in FIG. 28(A), on the display screen 50a, a round production in which the round image G109, the winning ball number image G110, and the round background image G114 are displayed is being executed. Then, when the number of difference balls reaches 70,000, at the edge of the display screen 50a, a purple purple edge image EFa is displayed, and at the lower part of the display screen 50a, a winning ball warning image KY indicating "Abnormal winning balls with 10,000 shots remaining" is displayed. By displaying these purple edge image EFa and winning ball warning image KY, it is possible to let the player grasp the situation where the operation of the winning ball prevention function is approaching (the situation where the number of difference balls is approaching 80,000). The display of the purple edge image EFa continues even after the jackpot game state ends, but the display of the winning ball warning image KY ends when the jackpot game state ends. Note that the winning ball warning image KY may be configured to continuously display the remaining number of difference balls until reaching 80,000 at any time and continue to be displayed even after the jackpot game state ends.

[0209] Next, the presentation mode when the difference in ball count reaches 80,000 (the reference number) will be explained based on FIG. 28(B). As a prerequisite, assume that the difference in ball count reaches 80,000 at the timing shown in FIG. 25(B). As shown in FIG. 28(B), the display screen 50a is executing a round presentation, displaying the round image G109, the prize ball count image G110, and the round background image G114. When the difference in ball count reaches 80,000, a red-bordered image EFb is displayed on the edge of the display screen 50a, and a game stop notice image KH indicating "game stopped due to end of high base state" is displayed at the bottom of the display screen 50a. The display of the red-bordered image EFb and the game stop notice image KH allows the player to understand that the game is approaching a stop and when the game will stop. The display of the red-bordered image EFb continues even after the jackpot game state ends, but the display of the game stop notice image KH ends when the jackpot game state ends. The game stop warning image KH may be kept displayed even after the big win game state has ended. The display of this game stop warning image KH corresponds to the "game impossible warning effect."

[0210] In this embodiment, when the difference in the number of balls reaches 80,000 or more, the game stop notice image KH shown in FIG. 28(B) is displayed to notify the player that the game will become unplayable when the high probability high base state or the low probability high base state ends (when the game transitions to the normal game state). This allows the player to recognize in advance that the game will become unplayable, and to understand in advance when the game will become unplayable. As a result, it is possible to prevent the player from being confused even if the game suddenly becomes unplayable when the high probability high base state or the low probability high base state ends.

[0211] Also, in this embodiment, as described above, when the number of bonus balls approaches 70,000 or more, a super bonus ball warning image KY (see Fig. 28(A)) is displayed to announce that the game is approaching a state where it cannot be executed. Then, when the number of bonus balls reaches 80,000 or more, a game stop warning image KH (see Fig. 28(B)) is displayed to announce that the game cannot be executed. In this way, it is possible to let the player gradually understand the situation where the game cannot be executed in advance and make it easier for the player to understand the current situation.

[0212] Here, after the number of bonus balls reaches 70,000 at the timing shown in Fig. 25(A), the production mode in the high probability high base state is as shown in Fig. 29(A). That is, as shown in Fig. 29(A), on the display screen 50a, a production in the probability change mode where the probability change background image G105 is displayed is being executed, and the production symbol EZ is variably displayed. And at the edge of the display screen 50a, a purple edge image EFa is displayed. With this purple edge image EFa, while making the player understand that the number of bonus balls has reached 70,000 and the situation where the super bonus ball prevention function is about to activate is approaching, it is possible to allow the player to play the game.

[0213] Also, after the number of bonus balls reaches 80,000 at the timing shown in Fig. 25(B), the production mode in the high probability high base state is as shown in Fig. 29(B). That is, as shown in Fig. 29(B), on the display screen 50a, a production in the probability change mode where the probability change background image G105 is displayed is being executed, and the production symbol EZ is variably displayed. And at the edge of the display screen 50a, a red edge image EFb is displayed. With this red edge image EFb, while making the player understand that the number of bonus balls has reached 80,000 and the situation where the super bonus ball prevention function activates due to the end of the high base state is approaching, it is possible to allow the player to play the game.

[0214] Next, as shown in FIG. 26(A), we will explain the presentation mode when the difference in balls is reset by pressing the special reset switch 181. In this case, an arcade employee opens the front door 23 relative to the outer frame 22 and presses the special reset switch 181. Therefore, the front door opening sensor detects the opening of the front door 23, and the display screen 50a displays an error cancellation method image ER2 indicating "Error 2: Please close the front door" as shown in FIG. 30(A). At this time, a difference in balls reset notification image CLS indicating "Difference in balls has been reset" is displayed at the bottom of the display screen 50a. This allows arcade employees to understand that the difference in balls has been reset.

[0215] Next, as shown in Fig. 26(B), we will explain the presentation mode when the waiting state for customers continues for one hour. In this case, the display screen 50a displays the waiting demo video G100. Then, at this time, as shown in Fig. 30(B), a ball difference reset notification image CLS indicating "The ball difference number has been reset" is displayed at the bottom of the display screen 50a. This makes it possible for the employees of the gaming facility to understand that the ball difference number has been reset.

[0216] 7. Operation of the gaming control microcomputer [Main Control Main Processing] Next, the operation of the game control microcomputer 101 will be explained based on Figures 31 to 47. Note that counters, timers, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcomputer 101 are provided in the game RAM 104. When the power to the pachinko game machine PY1 is turned on, the game control microcomputer 101 provided on the main control board 100 reads out and executes the main control main processing program shown in Figure 31 from the game ROM 103. As shown in the figure, in the main control main processing, first, power-on processing is performed (step S001).

[0217] In the power-on process (S001), for example, initial settings are performed, such as stack settings, constant settings, interrupt time settings, settings for the game CPU 102, settings for SIO, PIO, and CTC (a circuit for interrupt time management), settings for the working area of the game RAM 104 at power restoration, resetting of various flags, statuses, counters, etc. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the power-on process (S001) is executed only once after power-on and is not executed thereafter.

[0218] Also, in the power-on process (S001), when the game control microcomputer 101 inputs a signal based on the pressing operation of the RAM clear switch 191, it executes RAM clear. When RAM clear is executed, the game information stored in the game RAM 104 (such as information on the game state like the high-probability state, information on the number of special figure holds and the winning / losing determination result of the big win, etc.) is erased. However, even when RAM clear is executed, the information on the total number of prize balls stored in the total prize ball number storage unit 107a, the information on the total number of launched balls stored in the total launched ball number storage unit 107b, and the information on the number of difference balls stored in the difference ball number storage unit 107c are not cleared.

[0219] In this power-on process (S001), when RAM clear is executed with the game stop flag, which will be described later, in the ON state, it switches to OFF. On the other hand, if RAM clear is not executed with the game stop flag in the ON state, it remains ON. That is, just by re-powering, the state of the game stop flag does not change. Thus, depending on whether RAM clear is executed or not after the game stop flag is turned ON by the operation of the over-prize ball prevention function, it is determined whether the game resumes or not.

[0220] Following the power-on process (S001), interrupts are prohibited (S002), and the main random number update process for normal and special symbols (S003) is executed. When each random number counter value reaches the upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0221] When the main random number update process for normal and special symbols (S003) ends, interrupts are permitted (S004). While interrupts are permitted, the main-side timer interrupt process (S005) can be executed. The main-side timer interrupt process (S005) is executed based on interrupt pulses repeatedly input to the game CPU 102, for example, at a 4 msec cycle. That is, it is executed, for example, at a 4 msec cycle. Then, between the end of the main-side timer interrupt process (S005) and the start of the next main-side timer interrupt process (S005), the update process of various counter values by the main random number update process for normal and special symbols (S003) is repeatedly executed.

[0222] [Main-side Timer Interrupt Process] Next, the main-side timer interrupt process (S005) will be described. As shown in FIG. 32, in the main-side timer interrupt process (S005), first, it is determined whether the game stop flag is ON (S101). The game stop flag is turned ON when the over-prize ball prevention function is activated. If the game stop flag is ON (YES in S101), the processes of steps S102 to S113 are skipped. As a result, the game becomes unexecutable. On the other hand, if the game stop flag is OFF (NO in S101), subsequently, the input process described later is executed (S102).

[0223] Next, the main random number update process for normal and special symbols is executed (S103). The main random number update process for normal and special symbols (S103) is the same as the main random number update process for normal and special symbols (S003) performed in the main control main process of FIG. 31. Subsequently, the sensor detection process is executed (S104).

[0224] In the sensor detection process (S104), general winning opening sensor processing, gate sensor processing, second start opening sensor processing, first start opening sensor processing, first big winning opening sensor processing, second big winning opening sensor processing, specific area sensor processing, and discharge port sensor processing are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0225] In the general winning opening sensor processing, it is determined whether a game ball is detected by the general winning opening sensor. Further, a command for the general winning opening sensor is generated according to the result of the process.

[0226] In the gate sensor processing, it is determined whether a game ball is detected by the gate sensor. When it is determined that a game ball is detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is acquired, and the acquired normal symbol random number is stored in the normal symbol retention storage unit 106 provided in the game RAM 104. Note that when a predetermined number (for example, 4) of normal symbol random numbers are stored in the normal symbol retention storage unit 106, the newly acquired normal symbol random number is not stored. Further, a command for the gate sensor is generated according to the result of the process.

[0227] In the second start port sensor process, it is determined whether a game ball is detected by the second start port sensor. When it is determined that a game ball has been detected, special symbol random number counters, jackpot symbol type random number counters, reach random number counters, and special pattern random number counters, which together form special pattern 2 related random numbers, are obtained, and the obtained special pattern 2 related random numbers are stored in a special pattern 2 hold memory unit 105b provided in the game RAM 104. The special pattern 2 hold memory unit 105b has a plurality of storage areas from the first area to the nth area (n is an integer of 2 or more), and the obtained special pattern 2 related random numbers are stored in order from the first area. Note that when the special pattern 2 related random numbers are stored up to the nth area, newly obtained special pattern 2 related random numbers are not stored. Also, a second pre-reading determination is made using the obtained special pattern 2 related random numbers and a second pre-reading determination table. Further, according to the result of the process, a second start port sensor command including a special pattern 2 hold number command representing the number of special pattern 2 related random numbers (special pattern 2 hold number) stored in the special pattern 2 hold memory unit 105b and a second start winning command representing the result of the second pre-reading determination is generated.

[0228] In the first start port sensor process, it is determined whether a game ball is detected by the first start port sensor. When it is determined that a game ball has been detected, special symbol random number counters, jackpot symbol type random number counters, reach random number counters, and special pattern random number counters, which together form special pattern 1 related random numbers, are obtained, and the obtained special pattern 1 related random numbers are stored in a special pattern 1 hold memory unit 105a provided in the game RAM 104. The special pattern 1 hold memory unit 105a has a plurality of storage areas from the first area to the nth area (n is an integer of 2 or more), and the obtained special pattern 1 related random numbers are stored in order from the first area. Note that when the special pattern 1 related random numbers are stored up to the nth area, newly obtained special pattern 1 related random numbers are not stored. Also, a first pre-reading determination is made using the obtained special pattern 1 related random numbers and a first pre-reading determination table. Further, according to the result of the process, a first start port sensor command including a special pattern 1 hold number command representing the number of special pattern 1 related random numbers (special pattern 1 hold number) stored in the special pattern 1 hold memory unit 105a and a first start winning command representing the result of the first pre-reading determination is generated.

[0229] In the first major winning opening sensor process, it is determined whether a game ball is detected by the first major winning opening sensor. Also, a command for the first major winning opening sensor is generated according to the result of the process.

[0230] In the second major winning opening sensor process, it is determined whether a game ball is detected by the second major winning opening sensor. Also, a command for the second major winning opening sensor is generated according to the result of the process.

[0231] In the specific area sensor process, it is determined whether a game ball is detected by the specific area sensor. Also, a command for the specific area sensor is generated according to the result of the process.

[0232] In the discharge port sensor process, it is determined whether a game ball is detected by the discharge port sensor.

[0233] The game control microcomputer 101 executes a normal operation process (S105) after the sensor detection process (S104) shown in FIG. 32. In the normal operation process (S105), a normal symbol standby process, a normal symbol variation process, a normal symbol determination process, and an auxiliary game control process are sequentially performed. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0234] The normal symbol standby process is a process performed while waiting for the variable display of the normal symbol and the auxiliary game not to be performed. In the normal symbol standby process, a hit determination is made based on the normal symbol random number stored in the normal symbol hold memory unit 106. Also, a normal symbol variation pattern determination is made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command including information regarding the results of the hit determination and the normal symbol variation pattern is generated. Then, based on the normal symbol variation time associated with the determined normal symbol variation pattern, the variable display of the normal symbol is started on the normal symbol display 82.

[0235] The normal symbol variation process is a process performed during the variable display of the normal symbol. In the normal symbol variation process, in response to the passage of the normal symbol variation time since the start of the variable display of the currently executing normal symbol, the normal symbol is stopped and displayed based on the hit determination result. Then, a normal symbol variation stop command indicating the end of the variable display of the normal symbol is generated.

[0236] The normal symbol determination process is a process performed when the normal symbol is stopped and displayed. In the normal symbol determination process, in response to the passage of a predetermined stop time (for example, 0.8 seconds) since the start of the stopped display of the currently executing normal symbol, it is determined whether the stopped-displayed normal symbol is a winning symbol. If the winning symbol is stopped and displayed, based on the current game state and the auxiliary game control table, an auxiliary game is started, and an auxiliary game start command indicating the start of the auxiliary game is generated.

[0237] The auxiliary game control process is a process performed when the auxiliary game is being played. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. Also, an auxiliary game control command is generated according to the result of the process.

[0238] The game control microcomputer 101 executes, after the normal operation process (S105) shown in FIG. 32, a difference ball number measurement process (S106) and a special operation process (S107) described later. Subsequently, a distributor control process for controlling the distributor 16D is executed (S108).

[0239] Next, the game control microcomputer 101 executes a launch control process for controlling the launch of the game ball (S109). That is, by executing the launch control process (S109), the player can launch the game ball by rotating the handle 72k. On the other hand, if the launch control process (S109) is not executed, the player cannot launch the game ball even by rotating the handle 72k.

[0240] Subsequently, the game control microcomputer 101 executes a seven-segment display control process for controlling the display of the seven-segment display 300 (S110). Next, it executes an error process for determining an error (irregularity) due to magnetic detection or an error due to the opening of the front door 23 or the front frame 23m (S111). In the error process (S111), it determines whether or not illegal magnetism has been detected by the magnetic sensor. Then, according to the result of the process, it generates a command for the magnetic sensor. Also, in the error process (S111), it determines whether or not the front door 23 or the front frame 23m is open by the front door open sensor or the front frame sensor. Then, according to the result of the process, it generates a command for frame opening.

[0241] Next, the game control microcomputer 101 executes an output process to be described later (S112). Subsequently, it executes other processes (S113). As the other processes (S113), for example, it controls the special figure reservation indicator 83 to a display mode indicating the number based on the number of special figures reserved, updates the timer, and the like.

[0242] Then, the game control microcomputer 101 executes a power-off monitoring process when the power is turned off (S114), and ends this process. In the power-off monitoring process (S114), when the game control microcomputer 101 determines that the power is cut off due to a decrease in the monitored voltage, it stores game information, information on the total number of prize balls, information on the total number of launched balls, information on the number of difference balls, information on the game stop flag, etc. in a predetermined storage area of the game RAM 104. Then, it sets a prohibition on access to the game RAM 104.

[0243] [Input Processing] As shown in FIG. 33, in the input processing (S102), first, it is determined whether the special reset switch 181 is ON, that is, whether a signal based on the pressing operation on the special reset switch 181 is received (S201). If it is not ON (NO in S201), the process proceeds to step S204. On the other hand, if it is ON (YES in S201), a non-erasing clear process is executed (S202). In the non-erasing clear process (S202), the information on the total number of prize balls stored in the total prize ball number storage unit 107a, the information on the total number of fired balls stored in the total fired ball number storage unit 107b, and the information on the number of difference balls stored in the difference ball number storage unit 107c are cleared. Note that even if the non-erasing clear process (S202) is executed, the information on the total number of fired balls stored in a specific storage area (not shown) of the non-erasing storage unit 107 is not cleared. This is because, as described above, the information on the total number of fired balls is used for display on the 7-segment display 300.

[0244] Subsequent to step S202, a non-erasing clear command is set in the output buffer of the game RAM 104 (S203), and the process proceeds to step S204. Thus, when the non-erasing clear command is transmitted to the effect control board 120, as shown in FIG. 30(A), a difference ball number reset notification image CLS is displayed at the lower part of the display screen 50a. In step S204, other processes are executed to end this process. In the other processes (S204), the game control microcomputer 101, for example, captures a detection signal from a lower tray full switch that detects the fullness of the lower tray 35, and stores it as lower tray full data in the output buffer of the game RAM 104.

[0245] [Difference Ball Counting Process] As shown in FIG. 34, in the difference ball counting process (S106), first, a total prize ball count process for counting the total number of prize balls to be paid out to the player is executed (S301). Information on the counted total number of prize balls is stored in the total prize ball count storage unit 107a (see FIG. 6). Next, based on detection by the discharge port sensor, a total launched ball count process for counting the total number of launched balls is executed (S302). Information on the counted total number of launched balls is stored in the total launched ball count storage unit 107b (see FIG. 6). Then, a difference ball number calculation process for subtracting the total number of launched balls from the total number of prize balls to calculate the difference ball number is executed (S303). Information on the calculated difference ball number is stored in the difference ball number storage unit 107c (see FIG. 6). In the difference ball number calculation process (S303), the game control microcomputer 101 may transmit a difference ball number command including the information on the calculated difference ball number to the effect control board 120 so that the effect control microcomputer 121 sequentially grasps the difference ball number.

[0246] Subsequently, in step S304, it is determined whether the over-prize ball notice flag is OFF. The over-prize ball notice flag indicates that the difference ball number is 70,000 or more. If it is ON (NO in S304), the process proceeds to step S308. On the other hand, if it is OFF (YES in S304), it is determined whether the difference ball number is 70,000 or more (S305). If it is less than 70,000 (NO in S305), the process proceeds to step S308. In contrast, if it is 70,000 or more (YES in S305), the over-prize ball notice flag is turned ON (S306), and an over-prize ball notice command is set in the output buffer of the game RAM 104. As a result, when the over-prize ball notice command is transmitted to the effect control board 120, as shown in FIG. 28(A), a purple border image EFa and an over-prize ball notice image KY are displayed on the display screen 50a.

[0247] Next, in step S308, it is determined whether the jackpot ball flag is OFF. The jackpot ball flag indicates that the number of difference balls is 80,000 or more. If it is ON (NO in S308), this process ends. On the other hand, if it is OFF (YES in S308), it is determined whether the number of difference balls is 80,000 or more (S309). If it is less than 80,000 (NO in S309), this process ends. In contrast, if it is 80,000 or more (YES in S309), the jackpot ball flag is turned ON (S310). Then, the jackpot ball notification command is set in the output buffer of the game RAM 104, and this process ends. As a result, when the jackpot ball notification command is transmitted to the effect control board 120, as shown in FIG. 28(B), the red border image EFb and the game stop notice image KH are displayed on the display screen 50a.

[0248] [Special operation process] As shown in FIG. 35, in the special operation process (S107), the processes related to the special symbol display device 81 and the big winning devices (the first big winning device 14D and the second big winning device 15D) are divided into four stages, and "special operation status 1, 2, 3, 4" are assigned to each of these stages. Then, the game control microcomputer 101 performs the special symbol standby process (S1302) when the "special operation status" is "1" (YES in S1301), and performs the special symbol variation process (S1304) when the "special operation status" is "2" (NO in S1301 and YES in S1303), and performs the special symbol determination process (S1306) when the "special operation status" is "3" (NO in both S1301 and S1303 and YES in S1305), and performs the special electric accessory process (S1307) when the "special operation status" is "4" (all of S1301, S1303, and S1305 are NO). Note that the special operation status is "1" in the initial setting.

[0249] [Special Symbol Standby Process] As shown in FIG. 36, in the special symbol standby process (S1302), first, it is determined whether the number of balls held at the second start port 12 (i.e., the number of special figure 2 held balls) is "0" (S1401). If the number of special figure 2 held balls is "0" (YES in S1401), that is, when there is no memory of the random number counter value group acquired due to winning at the second start port 12, it is determined whether the number of balls held at the first start port 11 (i.e., the number of special figure 1 held balls) is "0" (S1407). And when the number of special figure 1 held balls is also "0" (YES in S1407), that is, when there is no memory of the random number counter value group acquired due to winning at the first start port 11, it is determined whether the customer waiting flag is ON (S1416). The customer waiting flag indicates that the machine is in a customer waiting state. If it is ON (YES in S1416), the customer waiting measurement process described later is executed (S1419), and this process ends. On the other hand, if it is OFF (NO in S1416), the customer waiting command is set in the output buffer of the game RAM 104 (S1417), the customer waiting flag is set to ON (S1418), and this process ends.

[0250] In step S1401, if the number of held balls in Special Figure 2 is not "0" (NO in S1401), that is, if there is one or more pieces of stored random number counter value groups (held information in Special Figure 2) obtained due to winning in the second start port 12, then the Special Figure 2 jackpot determination process (S1402) and the Special Figure 2 variation pattern selection process (S1403) described later are performed. After that, the game control microcomputer 101 decrements the number of held balls in Special Figure 2 by 1 (S1404). Then, the storage location (memory area) of various counter values in the Special Figure 2 held memory unit 105b is shifted one position to the side from which it is read currently, and the memory area corresponding to the first held position in the Special Figure 2 held memory unit 105b is cleared (S1405). Subsequently, the game control microcomputer 101 executes the Special Figure 2 variation start process (S1406) and proceeds to step S1413. In the Special Figure 2 variation start process (S1406), the special operation status is set to "2", and the variation start command is set in the output buffer of the game RAM 104 to start the variation display of the second special symbol. Note that the variation start command (also referred to as the Special Figure 2 variation start command) set in the Special Figure 2 variation start process (S1406) includes the information of the special stop symbol data set in the Special Figure 2 jackpot determination process (S1402) and the information of the variation pattern (information including the variation time information) set in the Special Figure 2 variation pattern selection process (S1403).

[0251] Also, when the number of held balls in Special Figure 2 is "0" but the number of held balls in Special Figure 1 is not "0" (YES in S1401 and NO in S1407), that is, when there is no held information in Special Figure 2 but there is one or more pieces of stored random number counter values obtained due to winning at the first start port 11 (held information in Special Figure 1), the following Special Figure 1 jackpot determination process (S1408) and Special Figure 1 variation pattern selection process (S1409) are performed. After that, the game control microcomputer 101 decrements the number of held balls in Special Figure 1 by 1 (S1410). Then, the storage location (memory area) of various counter values in the Special Figure 1 held memory unit 105a is shifted one position to the side where it is read from the current position, and the memory area corresponding to the fourth held position in the Special Figure 1 held memory unit 105a (the memory area farthest from the side where it is read) is cleared (S1411). In this way, the first special figure holds are consumed in the order in which they were held. Subsequently, the game control microcomputer 101 executes the Special Figure 1 variation start process (S1412) and proceeds to step S1413. In the Special Figure 1 variation start process (S1412), the special operation status is set to "2", and a variation start command is set in the output buffer of the game RAM 104 to start the variation display of the first special symbol. The variation start command set in the Special Figure 1 variation start process (S1412) (also referred to as the Special Figure 1 variation start command) includes the information of the special figure stop symbol data set in the Special Figure 1 jackpot determination process (S1408) and the information of the variation pattern set in the Special Figure 1 variation pattern selection process (S1409) (information including the information of the variation time).

[0252] When proceeding to step S1413, it is determined whether the customer waiting flag is ON. If it is ON, the customer waiting flag is turned OFF (S1414). Then, a customer waiting counter clear process for clearing (resetting) the value of the customer waiting counter to "0" is executed (S1415), and this process ends. The customer waiting counter is provided in the game RAM 104 and is for measuring the time during which the customer waiting state continues. Note that the value of the customer waiting counter is cleared by a power-on reset regardless of whether the RAM clear is executed or not.

[0253] [Customer Waiting Measurement Process] As shown in FIG. 37, in the customer waiting measurement process (S1419), first, a customer waiting counter increment process for incrementing the value of the customer waiting counter is executed (S1420). Thereby, the game control microcomputer 101 can grasp the time during which the customer waiting state continues based on the value of the customer waiting counter. Subsequently, it is determined whether the customer waiting state has continued for 1 hour or more. If it is determined that it has not continued (NO in S1421), this process ends. On the other hand, if it is determined that it has continued (YES in S1421), a non-erase clear process is executed (S1422) in the same manner as the process of step S202 described above (see FIG. 33). As a result, the information on the total number of prize balls stored in the total prize ball number storage unit 107a, the information on the total number of fired balls stored in the total fired ball number storage unit 107b, and the information on the number of difference balls stored in the difference ball number storage unit 107c are cleared.

[0254] Subsequently, a non-erase clear command is set in the output buffer of the game RAM 104 (S1423), and this process ends. In this way, when the non-erase clear command is transmitted to the effect control board 120, as shown in FIG. 30(B), a difference ball number reset notification image CLS is displayed at the lower part of the display screen 50a.

[0255] [Special Figure 2 Jackpot Determination Process (Special Figure 1 Jackpot Determination Process)] The special figure 2 jackpot determination process (S1402) and the special figure 1 jackpot determination process (S1408) will be collectively described based on FIG. 38 because the flow of the processes is the same. As shown in FIG. 38, in the special figure 2 jackpot determination process (S1402) or the special figure 1 jackpot determination process (S1408), first, as a determination value, a special symbol random number (jackpot random number) is read out (S1501). Specifically, in the special figure 2 jackpot determination process (S1402), the special symbol random number stored in the first storage area of the special figure 2 hold storage unit 105b of the game RAM 104 (that is, the storage area corresponding to the first of the second special figure holds) is read out. Also, in the special figure 1 jackpot determination process (S1408), the special symbol random number stored in the first storage area of the special figure 1 hold storage unit 105a of the game RAM 104 (that is, the storage area corresponding to the first of the first special figure holds) is read out.

[0256] Next, set the jackpot determination table (Fig. 12(A)) (S1502). Next, determine whether the probability change flag is ON, that is, whether it is in a high-probability state (S1503). If it is not in the high-probability state (NO in S1503), that is, if it is in the normal probability state (non-high-probability state), determine whether it is a jackpot based on the table for the normal probability state in the jackpot determination table (Fig. 12(A)) (jackpot determination value is "1000" to "1219") (S1504). On the other hand, if it is in the high-probability state (YES in S1503), determine whether it is a jackpot based on the table for the high-probability state in the jackpot determination table (Fig. 12(A)) (jackpot determination value is "1000" to "2499") (S1505).

[0257] If the result of the jackpot determination (S1504, S1505) is "jackpot", read the jackpot symbol type random number and determine the jackpot type based on the jackpot symbol type determination table shown in Fig. 12(B) (S1506). After determining the jackpot type (S1506), turn on the jackpot flag (S1507), and set the special figure stop symbol data corresponding to the jackpot type in the jackpot type buffer provided in the game RAM 104 (S1508) to end the process. On the other hand, if the result of the jackpot determination (S1504, S1505) is "loss", set the special figure stop symbol data (01H) corresponding to the loss symbol (S1508) to end the process.

[0258] [Special Figure 2 Variation Pattern Selection Process (Special Figure 1 Variation Pattern Selection Process)] The special figure 2 variation pattern selection process (S1403) and the special figure 1 variation pattern selection process (S1409) have the same processing flow, so they will be explained together based on Figs. 39 and 40. As shown in Fig. 39, in the special figure 2 variation pattern selection process (S1403) or the special figure 1 variation pattern selection process (S1409), first, determine whether the game state is the time-saving state (whether the time-saving flag is ON) (S1601).

[0259] If it is not in the short-time state (NO in S1601), that is, if it is in the non-short-time state, then it continues to determine whether the jackpot flag is ON (S1602). If it is ON (YES in S1602), then referring to the non-short-time state jackpot normal table (the part corresponding to the non-short-time state and jackpot in the special figure variation pattern determination table shown in FIG. 13 or FIG. 14), a special figure variation pattern is selected based on the special figure variation pattern random number (S1603).

[0260] In step S1602, if the jackpot flag is not ON, it determines whether the reach random number is a reach establishment random number value (S1604). As shown in FIG. 12(C), the reach establishment random number value is "0" to "29" in the non-short-time state and "0" to "9" in the short-time state. That is, in the short-time state, it is less likely to get a reach when losing compared to the non-short-time state. This is to speed up the digestion speed of the special figure retention by selecting more reachless losses with short variation times in the short-time state.

[0261] When the reach random number is a reach establishment random number value (YES in S1604), that is, in the case of a reach-with-loss, referring to the non-short-time state reach-with-loss table (the part corresponding to the non-short-time state and reach-with-loss in the special figure variation pattern determination table shown in FIG. 13 or FIG. 14), a special figure variation pattern is selected based on the special figure variation pattern random number (S1605).

[0262] On the other hand, when the reach random number is not a reach establishment random number value (NO in S1604), that is, in the case of a reachless loss, referring to the non-short-time state reachless loss table (the part corresponding to the non-short-time state and reachless loss in the special figure variation pattern determination table shown in FIG. 13 or FIG. 14), a special figure variation pattern is selected based on the special figure variation pattern random number (S1606). In the case of this reachless loss, a function of shortening the variation according to the number of retained balls works. That is, when the number of retained balls of the special symbol is "3" or "4", a special figure variation pattern with a shorter special figure variation time is selected compared to when the number of retained balls of the special symbol is "0" to "2" (see FIG. 13 or FIG. 14).

[0263] Also, in step S1601, if it is determined that the game state is the time shortening state (YES in S1601), as shown in FIG. 40, except for setting the special drawing variation pattern determination table to be referred to as the table during the time shortening state (the part corresponding to the time shortening state among the special drawing variation pattern determination tables shown in FIG. 13 or FIG. 14), the processing (S1607 to S1611) is performed in the same flow as the above steps S1602 to S1606.

[0264] That is, in the case of a big win, referring to the part corresponding to the time shortening state and the big win in FIG. 13 or FIG. 14, a special drawing variation pattern is selected based on the special drawing variation pattern random number (S1608). Also, in the case of a loss with reach, referring to the part corresponding to the time shortening state and the loss with reach in FIG. 13 or FIG. 14, a special drawing variation pattern is selected based on the special drawing variation pattern random number (S1610). Also, in the case of a loss without reach, referring to the part corresponding to the time shortening state and the loss without reach in FIG. 13 or FIG. 14, a special drawing variation pattern is selected based on the special drawing variation pattern random number (S1611).

[0265] After selecting the special drawing variation pattern as described above, as shown in FIG. 39, the selected special drawing variation pattern is set (S1612), and this process ends. The information on the special drawing variation pattern set in step S1612 is included in the variation start command set in step S1406 or S1412 in the special symbol standby process (S1302), and is sent to the effect control board 120 by the output process (S112).

[0266] [Special symbol variation in - process] As shown in FIG. 41, in the special symbol variation in - process (S1304), first, it is determined whether or not the special drawing variation time (the special drawing variation time determined according to the special drawing variation pattern selected in step S1403 or S1409, refer to FIG. 13 or FIG. 14) has elapsed (S1801). If it has not elapsed (NO in S1801), this process immediately ends. Thereby, the variation display of the special symbol continues.

[0267] On the other hand, if the special figure change time has elapsed (YES in S1801), a change stop command is set (S1802), and the special operation status is set to "3" (S1803). Then, after performing other processes such as stopping the variable display of the special symbol with a symbol (a winning symbol or a losing symbol) corresponding to the set special figure stop symbol data (S1804), this process ends.

[0268] [Special Symbol Determination Process] As shown in FIG. 42, in the special symbol determination process (S1306), first, it is determined whether or not the stop time of the special symbol (the stop time determined according to the special figure change pattern selected in step S1403 or S1409) has elapsed (S1901). If it has not elapsed (NO in S1901), this process immediately ends. Thereby, the stop display of the special symbol continues. On the other hand, if the stop time has elapsed (YES in S1901), the game state management process described below is performed (S1902).

[0269] Next, it is determined whether or not the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an opening pattern corresponding to the type of the selected jackpot (see FIG. 16 in detail) is set (S1904). At this time, the value of the round counter that counts the number of unit opening games (round games) executed during the jackpot game is set to the number of rounds corresponding to the type of the selected jackpot. Note that the setting of the opening pattern (setting of data corresponding to the opening pattern) may be performed for each round.

[0270] The game control microcomputer 101 performs game state reset processing (S1905) following step S1904. In the game state reset processing (S1905), if the probability variation flag is ON, it is turned OFF, and if the time shortening flag is ON, it is turned OFF. That is, during the execution of the big win game, it is controlled to the normal probability state and the non-time shortening state. Then, in order to start the big win game, a big win opening command is set (S1906), and the opening of the big win game is started (S1907). And the special operation status is set to "4" (S1908), and this process ends.

[0271] Also, if the big win flag is not ON in step S1903 (NO in S1903), since the big win game is not started, the special operation status is set to "1" (S1909), and this process ends.

[0272] [Game state management process] As shown in FIG. 43, in the game state management process (S1902), first, it is determined whether the probability variation flag is ON (S2001). If it is ON (YES in S2001), the value of the probability variation counter that counts the number of fluctuations of the special symbol executed during the high probability state is decreased by 1 (S2002), and it is determined whether the value of the probability variation counter is "0" (S2003). If it is "0" (YES in S2003), the probability variation flag is turned OFF (S2004), and the process proceeds to step S2005. If the determination result of step S2001 or S2003 is NO, the process immediately proceeds to step S2005.

[0273] In step S2005, it is determined whether the time shortening flag is ON. If it is ON (YES in S2005), the value of the time shortening counter that counts the number of fluctuations of the special symbol executed during the time shortening state is decreased by 1 (S2006), and it is determined whether the value of the time shortening counter is "0" (S2007). If it is "0" (YES in S2007), the time shortening flag is turned OFF (S2008), and the process proceeds to step S2009. If the determination result of step S2005 or S2007 is NO, the process proceeds to step S2012.

[0274] In step S2009, it is determined whether the jackpot ball flag is ON. That is, it is determined whether the number of difference balls has reached 80,000 or more. If the jackpot ball flag is not ON (NO in S2009), the process proceeds to step S2012. On the other hand, if the jackpot ball flag is ON (YES in S2009), the game stop flag is set to ON (S2010), and the process proceeds to step S2011. In this way, when the number of difference balls has reached 80,000 or more and the high-probability high-base state or the low-probability low-base state ends, the game becomes unexecutable.

[0275] In step S2011, a game stop notification command is set in the output buffer of the game RAM 104, and the process proceeds to step S2012. As a result, when the game stop notification command is transmitted to the effect control board 120, as shown in FIG. 27(A), on the display screen 50a, a red background image RE and an error cancellation method image ERX are displayed. Also, a game stop sound is output from the speaker 52. Further, all the frame lamps 53 light up in white, and all the panel lamps 54 go out.

[0276] In step S2012, a game state designation command including information on the current game state (information on whether the probability variation flag and the time shortening flag are ON or OFF), the value of the probability variation counter, and the value of the time shortening counter is set in the output buffer of the game RAM 104, and this process ends.

[0277] [Special Electric Appliance Processing (Big Win Game)] The special electric appliance processing is processing for executing a big win game. As shown in FIG. 44, in the special electric appliance processing (S1307), first, it is determined whether the big win end flag is ON (S2701). The big win end flag is a flag indicating that all openings of the big winning devices (the first big winning device 14D and the second big winning device 15D) have ended in the ongoing big win game.

[0278] If the jackpot end flag is not ON (NO in S2701), it is determined whether the large winning openings (the first large winning opening, the second large winning opening 15) are open (that is, whether the first large winning device 14D or the second large winning device 15D is open) (S2702). If they are not open (NO in S2702), it is determined whether the time to open the large winning openings has arrived, that is, whether the time for the jackpot opening has elapsed and it is time to start opening the first large winning opening 14, or whether the time for the interval between openings has elapsed and it is time to start the next opening (S2703).

[0279] If the determination result in step S2703 is NO, the process ends as it is. On the other hand, if the determination result in step S2703 is YES, it is determined whether the current jackpot game being executed is a jackpot game based on a V long jackpot (see Fig. 16) (S2704). If it is not a V long jackpot (NO in S2704), the process proceeds to step S2707, but if it is a V long jackpot (YES in S2704), it is determined whether it is the timing to start the 10th R that allows passage to the specific area 16 (S2705). If it is not the timing to start the 10th R (NO in S2705), the process directly proceeds to step S2707. In contrast, if it is the timing to start the 10th R (YES in S2705), V valid period setting processing is performed (S2706).

[0280] In the V valid period setting processing (S2706), the period during which the second large winning opening 15 is open and for several seconds after the second large winning opening 15 is closed at the 10th R of the V long jackpot is set as the V valid period in which it is determined that the detection of the game ball by the specific area sensor 16a is valid. In this embodiment, other periods (including when no jackpot game is being executed) are set as the V invalid period in which it is determined that the detection of the game ball by the specific area sensor 16a is invalid. Here, determining that the detection of the game ball by the specific area sensor 16a is valid means turning on the V flag based on the detection of the game ball by the specific area sensor 16a. Also, determining that the detection of the game ball by the specific area sensor 16a is invalid means that the V flag is not turned on even if there is detection of the game ball by the specific area sensor 16a.

[0281] In step S2707, the large winning openings (the first large winning opening 14 and the second large winning opening 15) are opened according to the opening pattern (see FIG. 16) corresponding to the type of jackpot. Note that the distribution member 16k always moves with a constant operation from the start of the first-round round game. In the opening pattern of the V-long jackpot, in the 10th round, the AT opening / closing member 14k is opened so that the game balls that have won in the second large winning opening 15 can pass through the specific area 16 with a margin. On the other hand, in the opening pattern of the V-short jackpot, in the 10th round, the opening timing of the AT opening / closing member 14k with respect to the operation of the distribution member 16k is set so that the game balls cannot pass through the specific area 16 even if they win in the second large winning opening 15.

[0282] Subsequently, in step S2708, a round designation command transmission determination process is performed to end this process. In the round designation command transmission determination process (S2708), it is determined whether the opening of the large winning openings (the first large winning opening 14 and the second large winning opening 15) in step S2703 is the first opening in one round game. If so, a round designation command including information on the number of rounds of the ongoing jackpot game is set in the output buffer of the game RAM 104. In this embodiment, the large winning openings are not opened multiple times during one round game. Therefore, in this step S2708, the round designation command is always set.

[0283] In step S2702 of the special electric accessory process (S1307), if the large winning openings (the first large winning opening 14 and the second large winning opening 15) are open, it is determined whether the closing condition of the large winning openings is satisfied (S2709). In this embodiment, the closing condition is that either the number of winning balls in the large winning openings in that round game has reached the specified maximum number of winning balls (10 per 1R in this embodiment), or the time to close the large winning openings has arrived (that is, a predetermined opening time (see FIG. 16) has elapsed since the large winning openings were opened). If the closing condition of the large winning openings is not satisfied (NO in S2709), the process ends.

[0284] On the other hand, when the closing conditions for the big winning openings (the first big winning opening 14 and the second big winning opening 15) are satisfied (YES in S2709), the big winning openings are closed (blocked) (S2710). Then, it is determined whether one round of the game (round interval) has ended (S2711). If not (NO in S2711), the process ends. On the other hand, when the round game ends (YES in S2711), the value of the round counter is decremented by 1 (S2712), and it is determined whether the value of the round counter is "0" (S2713). If it is not "0" (NO in S2713), the process ends as it is to start the next round game.

[0285] On the other hand, if it is "0" (YES in S2713), as a jackpot end process for ending the jackpot game, a jackpot ending command is set (S2714), and the jackpot ending is started (S2715). Then, a jackpot end flag is set (S2716), and the process ends.

[0286] Also, if the jackpot end flag is ON in step S2701 (YES in S2701), since the final round has ended, it is determined whether the ending time of the jackpot game has elapsed (S2717). If the ending time has not elapsed (NO in S2717), this process ends. On the other hand, if the ending time has elapsed (YES in S2717), the jackpot end flag is turned OFF (S2718). Then, a game state setting process described later is performed (S2719). Subsequently, the jackpot flag is turned OFF (S2720). Subsequently, the special operation status is set to "1" (S2721), and this process ends.

[0287] [Game State Setting Process] As shown in FIG. 45, in the game state setting process (S2719), first, it is determined whether the V flag is ON (whether a V win occurred during the V valid period) (S2801). If it is ON (YES in S2801), the probability variation flag is set to ON (S2802), and the time shortening flag is set to ON (S2803). As a result, it will be controlled to the high probability high base state after the big win game. Subsequently, "160" is set in the probability variation counter (S2804), and "160" is set in the time shortening counter (S2805), and the process proceeds to step S2808. As a result, it will be controlled to the high probability high base state where the ST count is 160 times and the time shortening count is 160 times.

[0288] On the other hand, in step S2801, if it is determined that the V flag is not ON (NO in S2801), the time shortening flag is set to ON (S2806). That is, at this time, the probability variation flag is not set to ON. As a result, it will be controlled to the low probability high base state after the big win game. Subsequently, "100" is set in the time shortening counter (S2807), and the process proceeds to step S2808. That is, as a result, it will be controlled to the low probability high base state where the time shortening count is 100 times.

[0289] In step S2808, the game control microcomputer 101 sets a game state designation command including the information of the currently set game state (the ON or OFF of the probability variation flag, the ON or OFF of the time shortening flag, the value of the probability variation counter, and the value of the time shortening counter) in the output buffer of the game RAM 104. Thus, the game state setting process (S2719) is terminated.

[0290] [Output Process] As shown in FIG. 46, in the output process (S112), an outer end signal output process described later is executed (S3001). Subsequently, as other output processes (S3002), the commands and the like set in the output buffer of the game RAM 104 in the above-described respective processes are output to the effect control board 120 and the payout control board 170, and this process is terminated.

[0291] [Outer-end Signal Output Process] As shown in FIG. 47, in the outer-end signal output process (S3001), it is determined whether the jackpot ball preview flag is ON (S3101). That is, it is determined whether the situation is such that the number of balls has reached 70,000. If the jackpot ball preview flag is not ON (NO in S3101), the process proceeds to step S3103. On the other hand, if the jackpot ball preview flag is ON (YES in S3101), the outer-end signal output process for jackpot ball preview is executed (S3102), and the process proceeds to step S3102. In the outer-end signal output process for jackpot ball preview (S3102), an outer-end signal indicating that the number of balls has reached 70,000 (hereinafter referred to as the "outer-end signal for jackpot ball preview") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the outer-end signal for jackpot ball preview to the external unit GU (data counter, hall computer, etc.) by parallel communication. As a result, it is possible for the casino staff monitoring the hall computer to grasp the situation that when the number of balls in this pachinko gaming machine PY1 increases slightly (within 10,000), the jackpot ball prevention function may be activated.

[0292] In step S3103, it is determined whether the jackpot ball flag is ON. That is, it is determined whether the situation is such that the number of balls has reached 80,000. If the jackpot ball flag is not ON (NO in S3103), the process proceeds to step S3105. On the other hand, if the jackpot ball flag is ON (YES in S3103), the outer-end signal output process for jackpot ball is executed (S3104), and the process proceeds to step S3105. In the outer-end signal output process for jackpot ball (S3104), an outer-end signal indicating that the number of balls has reached 80,000 (hereinafter referred to as the "outer-end signal for jackpot ball") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the outer-end signal for jackpot ball preview to the external unit GU by parallel communication. As a result, it is possible for the casino staff monitoring the hall computer to grasp the situation that in this pachinko gaming machine PY1, when the number of balls has reached 80,000 and the high-probability high-base state or the low-probability low-base state ends, the game becomes unexecutable.

[0293] In step S3105, it is determined whether the game stop flag is ON. That is, it is determined whether the game has become inexecutable. If the game stop flag is not ON (NO in S3107), the process proceeds to step S3107. On the other hand, if the game stop flag is ON (YES in S3105), the outer end signal output process for game stop is executed (S3106), and the process proceeds to step S3107. In the outer end signal output process for game stop (S3106), an outer end signal (hereinafter referred to as "outer end signal for game stop") indicating that the game has become inexecutable due to the operation of the excessive prize ball prevention function is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the outer end signal for game stop to the external unit GU by parallel communication. As a result, it is possible for the casino staff monitoring the hall computer to grasp the situation in which the game has become inexecutable due to the operation of the excessive prize ball prevention function in this pachinko machine PY1.

[0294] In step S3107, it is determined whether the non-erasure clear process shown in step S203 or the non-erasure clear process shown in step S1422 has been executed. That is, it is determined whether the information on the total prize balls stored in the total prize ball number storage unit 107a, the information on the total number of fired balls stored in the total fired ball number storage unit 107b, and the information on the number of difference balls stored in the difference ball number storage unit 107c have been cleared. If the non-erasure clear process has not been executed (NO in S3107), the process proceeds to step S3109. On the other hand, if the non-erasure clear process has been executed (YES in S3107), the outer end signal output process for reset is executed (S3108), and the process proceeds to step S3109. In the outer end signal output process for reset (S3108), an outer end signal indicating that the number of difference balls has been reset (hereinafter referred to as the "outer end signal for reset") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the outer end signal for reset to the external unit GU by parallel communication. As a result, it is possible for the employees of the game parlor monitoring the hall computer to grasp the situation where the number of difference balls has been reset in the pachinko game machine PY1. A dedicated signal line is connected to the main control board 100, and via this dedicated signal line, an outer end signal for jackpot preview, an outer end signal for jackpot, an outer end signal for game stop, and an outer end signal for reset are transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170.

[0295] 8. Operation of the effect control microcomputer Next, the operation of the effect control microcomputer 121 will be described based on FIGS. 48 to 50. In the description of the operation of the effect control microcomputer 121, counters, timers, flags, buffers, etc. that appear are provided in the effect RAM 124.

[0296] [Sub-control Main Processing] When the pachinko gaming machine PY1 is powered on, the sub-control main processing program shown in FIG. 48 is read from the effect ROM 123 by the effect control microcomputer 121 and executed. As shown in the figure, in the sub-control main processing, first, power-on processing in response to power-on is performed (S4001). In the power-on processing, for example, settings of the effect CPU 122, settings of SIO, PIO, CTC (a circuit for managing interrupt time), etc. are performed.

[0297] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various effect determination random number counters for making determinations regarding various effects are updated. As an example, the method for updating the effect determination random number counters for various effects can be the same as the random number update process performed by the aforementioned main control board 100. Instead of adding the random number value by 1 each time for updating, it may be added by 2 each time. This is also the same in the random number update process performed by the aforementioned main control board 100.

[0298] When the random number update process ends, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in the effect RAM 124 of the effect control board 120 are transmitted to the image control board 140. The image control board 140 that has received the command displays an image on the display screen 50a according to the received command (performs various effects by the image). Note that the effect control board 120, together with various effects performed by the image control board 140, outputs sound from the speaker 52 via the audio control circuit 161 (performs various sound effects by the sound), causes the frame lamp 53 and the panel lamp 54 to emit light via the lamp control circuit 151 (performs various light emission effects by the light emission), or operates the movable devices 55, 56, 58 (performs various movable body effects by the operation). In this way, various effects (fluctuation effects, hold effects, movable body effects, operation effects, pre-reading effects, other preview effects, opening effects associated with special games, opening game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.

[0299] Subsequently, the dedicated microcomputer 121 for performance control permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are permitted, reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012) can be executed.

[0300] The reception interrupt processing (S4010) is executed each time various commands sent from the main control board 100 are input to the dedicated microcomputer 121 for performance control. In the reception interrupt processing (S4010), the dedicated microcomputer 121 for performance control stores the various commands received by being transmitted by the output processing (S112) of the main control board 100 in the reception buffer of the performance RAM 124. This reception interrupt processing is executed with priority over other interrupt processing (S4011, S4012).

[0301] [1 ms Timer Interrupt Processing] The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 msec cycle is input to the performance control board 120. In the 1 ms timer interrupt processing (S4011), as shown in FIG. 49, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are sequentially performed.

[0302] In the input process (S4101), operations on operation units that can be operated by a player, such as the normal button detection switch 40a, the special button detection switch 41a, and the select button detection switch, are detected, and commands are set or production data is created according to the detection results. In the light emission data output process (S4102), based on the production data created in the input process (S4101) and the production data creation process (S4204) described later, etc., in order to cause lamps such as the frame lamp 53 and the panel lamp 54 to emit light at a timing suitable for production by an image, etc., light emission data (lamp data) is referred to. Then, based on the light emission data, the lamp control circuit 151 is controlled. That is, the production control microcomputer 121 causes the frame lamp 53, the panel lamp 54, etc. to emit light in a predetermined light emission mode according to the light emission data. In the movable body control process (S4103), based on the production data created in the input process (S4101) and the production data creation process (S4204) described later, etc., in order to perform a movable body production in which the movable devices 55, 56, 58 are operated at a predetermined timing, drive data is referred to. Then, based on the drive data, the lamp control circuit 151 is controlled. That is, the production control microcomputer 121 causes the movable devices 55, 56, 58 to operate in a predetermined operation mode according to the drive data. In the watchdog timer process (S4104), a reset setting of the watchdog timer is performed.

[0303] [10ms Timer Interrupt Process] The 10ms timer interrupt process (S4012) is executed each time an interrupt pulse with a 10 msec cycle is input to the production control board 120. In the 10ms timer interrupt process (S4012), as shown in FIG. 50, the received command analysis process (S4201), the production timer update process (S4202), the voice control process (S4203), and the production data creation process (S4204) are sequentially performed.

[0304] In the reception command analysis process (S4201), the command stored in the reception buffer of the effect RAM 124 by the reception interrupt process (S4010) is analyzed, and processing corresponding to the command (for example, selection of an effect, setting of an effect mode, setting of a command, etc.) is performed. In the effect timer update process (S4202), the timer for measuring the time related to each effect is updated. For example, in the effect timer update process (S4202), the start timing and end timing of the operation valid period of the operation unit such as the normal button 40 and the special button 41 are measured. In the voice control process (S4203), based on the processing results of the input process (S4101) and the reception command analysis process (S4201), creation of voice data (data for controlling the output of voice from the speaker 52) and control of the voice control circuit 161 are performed. In the effect data creation process (S4204), based on the processing results of the reception command analysis process (S4201), creation of effect data is performed.

[0305] Here, an example of the processing when the effect control microcomputer 121 receives a command from the game control microcomputer 101 will be described. The command received by the effect control microcomputer 121 shall be a variation start command (Special Figure 1 variation start command or Special Figure 2 variation start command). When the effect control microcomputer 121 determines in the received command analysis process (S4201) that it has received a variation start command, as the processing when the variation start command is received, based on the special figure variation pattern indicated by the command, it selects the effect pattern (sub-variation pattern) of the variation effect, sets the information of the sub-variation pattern, and sets a variation effect start command including the information of the sub-variation pattern in the output buffer. For example, when the special figure variation pattern indicated by the variation start command is an SP variation (a variation pattern associated with an SP reach), it selects a sub-variation pattern for performing an SP reach and sets a variation effect start command corresponding to the sub-variation pattern in the output buffer. Thereafter, by executing each process (command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), voice control process (S4203), etc.), the variation effect corresponding to the selected sub-variation pattern is realized. Note that the flow of the processing regarding the realization of such an effect is basically the same for other effects such as effects accompanying special games, customer waiting effects, pre-reading effects, so-called notice effects accompanying the said variation, and control of the effect mode.

[0306] 9. Operation Caution Evoking Effect Next, the operation caution evoking effect will be described. In this pachinko game machine PY1, when the excessive prize ball prevention function is activated or illegal magnetism is detected (when a predetermined stop condition is satisfied), the game becomes in an unexecutable state. That is, the game control process and the launch control process stop. At this time, although the game is in an unexecutable state, there is a possibility that the player may not accurately grasp the situation and may continue to rotate the handle 72k (launch operation means). Therefore, in this embodiment, after the game becomes unexecutable, an operation caution evoking effect for prompting the player to pay attention to stopping the launch of the game ball based on the rotation operation of the player on the handle 72k is executed. By this operation caution evoking effect, it is possible to prevent the player from launching wasted balls.

[0307] FIG. 51 shows a case where an operation warning effect (warning effect) is executed after the excessive prize ball prevention function is activated. First, as a prerequisite, assume that the player has not performed any rotation operation on the handle 72k and the excessive prize ball prevention function has been activated. In this case, the effect control microcomputer 121 recognizes that the excessive prize ball prevention function has been activated by receiving a game stop notification command (see S2011) from the game control microcomputer 101. Then, as shown in FIG. 51(A), the effect control microcomputer 121 displays a red background image RE and an error reset method image ERX on the display screen 50a and outputs a game stop sound from the speaker 52. Furthermore, all frame lamps 53 are lit in white and all board lamps 54 are turned off.

[0308] When the player then rotates the handle 72k, the effect control microcomputer 121 receives a detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the effect control microcomputer 121 executes an operation caution effect while a red background image RE and an error release method image ERX are displayed on the display screen 50a, as shown in FIG. 51(B). That is, an operation caution image HT indicating "Do not rotate the handle" is displayed on the display screen 50a. Furthermore, a sound saying "Do not rotate the handle" is output from the speaker 52, and the frame lamp 53 and the board lamp 54 are all lit in red. This operation caution effect makes the player more aware that the game ball is not about to be launched.

[0309] Thereafter, when the player stops rotating the handle 72k, the effect control microcomputer 121 stops receiving a detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the effect control microcomputer 121 stops the operation attention effect, as shown in FIG. 51(C). In this manner, in this embodiment, after the excessive prize ball prevention function is activated, the operation attention effect is executed only while the player is rotating the handle 72k.

[0310] FIG. 52 shows a case where an operation warning effect (warning effect) is executed after an illegal magnetism is detected. First, as a prerequisite, assume that the player has not performed any rotation operation on the handle 72k and that an illegal magnetism has been detected. In this case, the effect control microcomputer 121 receives a magnetic detection command from the game control microcomputer 101 indicating that an illegal magnetism has been detected. As a result, the effect control microcomputer 121 displays a red background image RE and an error release method image ER1 on the display screen 50a, as shown in FIG. 52(A), and outputs a game stop sound from the speaker 52. Furthermore, all frame lamps 53 are lit in white, and all board lamps 54 are turned off.

[0311] When the player then rotates the handle 72k, the effect control microcomputer 121 receives a detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the effect control microcomputer 121 executes an operation caution effect while a red background image RE and an error release method image ER1 are displayed on the display screen 50a, as shown in FIG. 52(B). That is, an operation caution image HT indicating "Do not rotate the handle" is displayed on the display screen 50a. Furthermore, a voice message saying "Do not rotate the handle" is output from the speaker 52, and the frame lamp 53 and the board lamp 54 are all lit in red. This operation caution effect makes the player more aware that the game ball is not about to be launched.

[0312] Thereafter, when the player stops rotating the handle 72k, the effect control microcomputer 121 stops receiving a detection signal from the handle rotation detection sensor 42a (see FIG. 7). As a result, the effect control microcomputer 121 stops the operation caution effect, as shown in FIG. 52(C). In this manner, in this embodiment, the operation caution effect is executed only while the player is rotating the handle 72k after an illegal magnetism is detected.

[0313] 10. Effects of this form As described above, according to the pachinko gaming machine PY1 of this embodiment, when the number of balls in the ball storage is 80,000 or more and the high-probability high-base state or the low-probability low-base state ends, the game becomes unexecutable. Therefore, for the player, the game does not suddenly stop during the jackpot game state or during the high-probability high-base state or the low-probability high-base state, and there is no particularly great disadvantage. In this way, it is possible to provide the pachinko gaming machine PY1 that allows the player to stop the game at a timing when it is easy to stop the game and does not give excessive prize balls.

[0314] Also, according to the pachinko gaming machine PY1 of this embodiment, when the number of balls in the ball storage is 80,000 or more and the high-base state (high-probability high-base state, low-probability high-base state) ends, the game becomes unexecutable. Therefore, for the player, it is possible to stop the game before the situation where the number of balls in hand decreases after the high-base state ends. That is, after transitioning from the high-base state to the normal game state, the total number of fired balls increases, and a situation where the number of balls in the ball storage becomes less than 80,000 can also be assumed. Therefore, it is possible to stop the game at the timing when the high-base state ends so that the above-described situation does not occur.

[0315] By the way, if a player stops the game before the number of balls in the ball storage reaches 80,000 and the number of balls in the ball storage becomes 80,000 or more immediately after another player who will play the game later starts the game, it will be a terrible situation. Therefore, according to the pachinko gaming machine PY1 of this embodiment, the measured number of balls in the ball storage is reset based on the establishment of reset conditions not triggered by turning on the power. Specifically, the number of balls in the ball storage is reset when the special reset switch 181 is pressed or when the customer waiting state continues for 1 hour. Thereby, it is possible to prevent the game from being stopped immediately after the player who plays the game later starts the game, and prevent a terrible situation from occurring.

[0316] Also, according to the pachinko gaming machine PY1 of this embodiment, when an employee of the game parlor presses the RAM clear switch 191 at the time of power-on, game information (for example, information on the game state such as the high-probability state, information such as the number of special figure holds and the result of the jackpot win / loss determination) is erased, while the information on the number of balls stored in the ball number storage unit 107c is not erased. Therefore, even in a situation where the game information must be erased due to a malfunction or the like during business hours, it is possible not to erase the measured number of balls.

[0317] Also, according to the pachinko gaming machine PY1 of this embodiment, as described above, even if the RAM clear is executed, the measured number of balls is not erased. However, by an employee of the game parlor pressing the special reset switch 181, the measured number of balls can be erased. Thus, the employee of the game parlor can erase the measured number of balls at an arbitrary timing.

[0318] Also, according to the pachinko gaming machine PY1 of this embodiment, when the number of balls reaches 80,000 or more, as shown in FIG. 28(B), a game stop warning image KH that warns that the game cannot be executed is displayed on the display screen 50a. Therefore, the player can grasp in advance that the game cannot be executed, and it is possible to prevent a situation where the game suddenly becomes inexecutable and the player is confused. In particular, in the game stop warning image KH, as shown in FIG. 28(B), it is shown that the game becomes inexecutable when the high base state ends. Therefore, it is possible to accurately let the player know when the game will be executed.

[0319] Also, according to the pachinko gaming machine PY1 of this embodiment, as described above, the game becomes unexecutable based on the number of difference balls reaching 80,000 or more. At this time, if the player rotates the handle 72k, although the launch control process (S109) has stopped and the game ball is not launched, as shown in FIG. 51(B), an operation caution prompting effect is executed. That is, an operation caution prompting image HT is displayed on the display screen 50a, a voice "Please do not turn the handle" is output from the speaker 52, and all of the frame lamps 53 and the panel lamps 54 are fully lit in red. Thereby, it is possible to more surely make the player recognize that the game cannot be executed.

[0320] Also, according to the pachinko gaming machine PY1 of this embodiment, as described above, when unauthorized magnetism is detected, the game becomes unexecutable. At this time, if the player rotates the handle 72k, although the launch control process (S109) has stopped and the game ball is not launched, as shown in FIG. 52(B), an operation caution prompting effect is executed. That is, an operation caution prompting image HT is displayed on the display screen 50a, a voice "Please do not turn the handle" is output from the speaker 52, and all of the frame lamps 53 and the panel lamps 54 are fully lit in red. Thereby, it is possible to more surely make the player recognize that the game cannot be executed.

[0321] 11. Modification Example Hereinafter, modification examples will be described. In the description of the modification examples, the same components as those of the pachinko gaming machine PY1 of the above embodiment are denoted by the same reference numerals and the description thereof is omitted. Of course, the components according to the modification examples may be appropriately combined. Also, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.

[0322] <First Modified Example> In the above-described embodiment, the gaming machine (a first type of gaming machine) is configured such that when a jackpot is won in the lottery of special symbols, a jackpot game (a first type of jackpot game) is executed. On the other hand, in the first modified example, it is configured as a so-called first and second type hybrid machine. That is, when a minor win is won in the lottery of special symbols, a minor win game is executed in which the big winning opening is opened for a maximum of 1.8 seconds. In this case, when the game balls that have entered the big winning opening by the execution of the minor win game pass through a specific area within the big winning opening, a jackpot game (a second type of jackpot game) is executed. Thus, in the first modified example, the gaming machine (a first and second type hybrid machine) is configured such that when a jackpot is won in the lottery of special symbols, a jackpot game (a first type of jackpot game) is executed, and when the game balls pass through a specific area within the big winning opening, a jackpot game (a second type of jackpot game) is executed.

[0323] Also, in the first modified example, when a minor win is won in the lottery of special figure 2, as long as the game is played correctly, a second type of jackpot game is substantially always executed (the game balls can pass through the specific area). That is, winning a minor win in the lottery of special figure 2 means the execution of a jackpot game. Here, as shown in FIG. 53, when shifting from the high base state (time-saving state) to the normal gaming state, it is assumed that there are a maximum of 4 (predetermined number) special figure 2 holdovers. And it is assumed that the lottery of special figure 2 is executed with priority over the lottery of special figure 1 and is set more advantageously for the player than the lottery of special figure 1. In this case, when shifting from the high base state to the normal gaming state, the lottery of special figure 2 will be executed 4 times, and for the player, it is still a situation where a jackpot game is likely to be executed. Therefore, even after shifting to the normal gaming state, until the lottery of special figure 2 is no longer executed, it can be said to be an advantageous period (advantageous gaming state) in which a jackpot game is likely to be executed for the player.

[0324] In this first modified example, assume that, as described above, the excessive prize ball prevention function is activated when shifting to the normal gaming state. In this case, even though it is a normal gaming state for the player, a situation (favorable period) where a big win game is still likely to be executed continues, but suddenly the game becomes unexecutable. Therefore, in this first modified example, as shown in FIG. 53, even when shifting to the normal gaming state, the excessive prize ball prevention function does not activate, and when all the remaining special figure 2 holds (remaining special figure 2 holds) remaining when shifting to the normal gaming state are consumed, the excessive prize ball prevention function activates. That is, when all the remaining special figure 2 holds are consumed (when all the variable display and stop display of the second special symbol based on the remaining special figure 2 holds are completed), the game is made unexecutable.

[0325] In this way, for the player, after the number of difference balls reaches 80,000 or more, even when shifting to the normal gaming state, it is possible to continue the game until the favorable period (favorable gaming state) where it is easy to obtain a two-kind big win game ends. In the first modified example, the lottery of special figure 2 is executed with priority over the lottery of special figure 1, but it may be arranged such that the lottery of special figure 1 is executed with priority over the lottery of special figure 2, or the lottery of special figure 1 or the lottery of special figure 2 may be executed in the order in which the game balls win in the first start port 11 or the second start port 12.

[0326] Next, in the first modified example, the effect after shifting from the high base state (time-saving state) to the normal gaming state will be described. When there are remaining special figure 2 holds when shifting to the normal gaming state, the remaining hold special effect shown in FIG. 54 is executed until all the remaining special figure 2 holds are consumed. This remaining hold special effect is an effect that suggests whether a small win has been won in the lottery of special figure 2, and it is not executed in the high base state and is not executed in the lottery of special figure 1. In other words, the remaining hold special effect (favorable effect) is a special effect that indicates the chance of obtaining a two-kind big win game only from when shifting to the normal gaming state until all the remaining special figure 2 holds are consumed (until the variable display of the second special symbol is executed 4 times).

[0327] Specifically, first, as shown in FIG. 54(A), when transitioning from the high base state (time-saving state) to the normal gaming state, on the display screen 50a, a remaining chance count image LA indicating "last 4 times" is displayed. This makes the player aware that there are still 4 chances to obtain the two types of jackpot games. And as shown in FIG. 54(A), on the display screen 50a, a main character appearance image BA1 in which the transformed main character appears is displayed in a state where a reach mode is formed by a left effect symbol EZ1 indicating "5" and a right effect symbol EZ3 indicating "5". Note that in the upper right part of the display screen 50a, a remaining variation count image LB indicating "remaining 4 times" is displayed, showing how many more times the variable display of the second special symbol will be executed.

[0328] Subsequently, as shown in FIG. 54(C), a special battle image BA2 indicating that the transformed main character and the enemy character are fighting is displayed. After that, if a small win or a big win is won in the lottery of Special Figure 2, as shown in FIG. 54(D-1), a special battle victory image WI indicating that the transformed main character has won against the enemy character is displayed. Also at this time, in the upper left part of the display screen 50a, the small effect symbol KZ that has been variably displayed stops and is displayed in an all-of-a-kind winning mode "555". In this way, it is possible for the player who has seen the special battle victory image WI and the all-of-a-kind small effect symbol KZ to grasp that a small win or a big win has been won. After that, if it is a situation of winning a small win, by passing the game ball through a specific area during the execution of the small win game, the two types of jackpot games can be obtained. Also, if it is a situation of winning a big win, a single type of jackpot game can be obtained.

[0329] On the other hand, if the player loses in the lottery shown in FIG. 2, a special battle loss image LO indicating that the transformed protagonist character has lost to the enemy character is displayed as shown in FIG. 54 (D-2). At this time, the small effect symbol KZ that has been variably displayed at the upper left of the display screen 50a stops displaying at "545", which is the reach and loss number. In this way, it is possible for the player who has seen the special battle victory image WI and the small effect symbol KZ of the reach and loss number to grasp that they have lost. Thus, if the lottery in FIG. 2 fails, the remaining hold special effect shown in FIG. 54 is repeatedly executed until all the remaining holds in FIG. 2 are consumed. And if all the results of the lottery in FIG. 2 are losses, the advantageous period (advantageous gaming state) ends. After that, in the normal gaming state, the remaining hold special effect is not executed, and the variable effect based on the lottery in FIG. 1 is executed.

[0330] In this first modified example, when the number of difference balls is less than 80,000, the remaining hold special effect shown in FIG. 54 is executed during the advantageous period (advantageous gaming state) from the transition to the normal gaming state until all the remaining holds in FIG. 2 are consumed. On the other hand, even when the number of difference balls is 80,000 or more, the remaining hold special effect shown in FIG. 54 is executed during the advantageous period from the transition to the normal gaming state until all the remaining holds in FIG. 2 are consumed (see FIG. 53). In this way, as long as the remaining hold special effect indicating an advantageous situation for the player continues after the transition to the normal gaming state, the over-award ball prevention function does not operate. Therefore, even when the number of difference balls reaches 80,000 or more, it is possible for the player to enjoy the remaining hold special effect after the transition to the normal gaming state. In other words, even when the number of difference balls is 80,000 or more and the transition to the normal gaming state is made, the remaining hold special effect before the game becomes unexecutable is executed as it is, and it is possible to match the timing when the game becomes unexecutable and the end timing of the remaining hold special effect.

[0331] <Second Modified Example> In the above-mentioned embodiment, when the difference in the number of balls becomes 80,000 or more, an effect is executed, for example, by displaying a red-bordered image EFb or a game stop notice image KH (see FIG. 28(B)). However, even when the difference in the number of balls becomes 80,000 or more, the effect itself is not replaced and executed. In contrast, in the second modified example, when the difference in the number of balls changes from a situation where the difference is less than 80,000 to a situation where the difference is 80,000 or more, the effect itself is replaced and executed. In this second modified example, as with the first modified example, it is assumed to be configured as a type 1 / 2 mixed machine. Then, the effect of the second modified example will be explained using as an example a case where the difference in the number of balls reaches 80,000 during the jackpot game state shown in FIG. 53.

[0332] As a prerequisite, a jackpot game is being executed in a situation where the difference in the number of balls is less than 80,000. At this time, as shown in FIG. 55(A), a round effect is being executed on the display screen 50a. That is, the display screen 50a displays a round image G109, a prize ball count image G110, and a round background image G114. Here, as shown in FIG. 53, it is assumed that the difference in the number of balls reaches 80,000 during the jackpot game state. At this time, the game control microcomputer 101 transmits an excess prize ball notification command (see step S312) to the effect control microcomputer 121, and the effect control microcomputer 121 recognizes that the difference in the number of balls has reached 80,000 or more. As a result, the effect control microcomputer 121 executes the round substitution effect shown in FIG. 55(B).

[0333] Specifically, in the round substitution effect, as shown in Fig. 55(B), the round background image G114 representing a city is switched to a round substitution background image G116 representing a dark Western-style mansion. Then, a round image G109 and a prize ball count image G110 are displayed superimposed on the round substitution background image G116, and a game stop notice image KI indicating "game will be stopped when the advantageous period ends" is displayed. Furthermore, a warning display image G115 showing a police lamp and the word "DANGER" is displayed at the forefront of the display screen 50a to attract the player's attention.

[0334] In this way, when the number of difference balls reaches 80000 or more, a round alternative performance in which the performance mode changes significantly from the round performance is executed, making it possible to make the player more strongly aware of the situation where the game cannot be executed. That is, for players who do not fully understand the over-award ball prevention function, even if the red-edge image EFb or the game stop warning image KH is displayed accompanying the round performance (see Fig. 28(B)), they may misinterpret it as just an effect and may not fully grasp the situation where the game cannot be executed. Therefore, in the second modified example, by executing the round alternative performance shown in Fig. 55(B) instead of the round performance, it is possible to make it easier for the player to recognize that the situation has changed significantly.

[0335] Subsequently, as shown in Fig. 53, when shifting from the jackpot game state to the high base state (time-saving state), on the display screen 50a, the time-saving mode alternative performance shown in Fig. 55(C) is executed. Specifically, in the time-saving mode alternative performance, as shown in Fig. 55(C), a time-saving alternative background image G117 representing dark clouds and thunder is displayed. Then, on top of the time-saving alternative background image G117, the performance symbol EZ and the game stop warning image KI are displayed. Further, on the frontmost side of the display screen 50a, a warning display image G115 showing a patrump and the word "DANGER" is displayed to attract the player's attention.

[0336] In this way, when the number of difference balls is 80000 or more, even in the high base state (time-saving state), the time-saving mode performance shown in Fig. 18(B-5) is not executed, but the time-saving mode alternative performance shown in Fig. 55(C) is executed. This makes it possible to make the player more strongly aware of the situation where the game cannot be executed. That is, for players who do not fully understand the over-award ball prevention function, although it is a situation where it is easy to obtain two types of jackpot games, it is possible to make it easier for them to recognize that the game is in a situation where it will be aborted.

[0337] Thereafter, as shown in FIG. 53, a transition is made from the high base state (short time state) to the normal game state, and it is assumed that the number of reserved balls in Special Figure 2 at the time of the transition to the normal game state is "4". In this case, on the display screen 50a, the remaining reserved ball substitute special effect shown in FIG. 56 is executed. Specifically, in the remaining reserved ball substitute special effect (special effect), first, as shown in FIG. 56(A), when transitioning from the high base state (short time state) to the normal game state, on the display screen 50a, a remaining game suspension times image LH1 indicating "LAST 4 TIMES UNTIL GAME SUSPENSION" is displayed. Thereby, it is possible to accurately let the player know the number of times the special symbol fluctuates until the game becomes unexecutable. Note that the number of times indicated by the remaining game suspension times image LH1 is "4" to "1" according to the number of remaining reserved balls in Special Figure 2. Thus, in the second modified example, it is possible to provide the player with a novel effect of notifying the number of remaining fluctuations of the special symbol until the game is suspended.

[0338] Subsequently, as shown in FIG. 56(B), on the display screen 50a, special effect symbols TZ1 and TZ2 are variably displayed, and at the lower part of the display screen 50a, an explanatory image SM indicating "JACKPOT WHEN V IS COMPLETE?" is displayed. By this explanatory image SM, it is possible to let the player know that a jackpot game is executed when "V" is complete with the special effect symbols TZ1 and TZ2. Also, at the upper part of the display screen 50a, a remaining game suspension times image LN1 indicating "REMAINING 4 TIMES UNTIL GAME SUSPENSION" is displayed. Thereby, even during the variable display of the special symbol (second special symbol), it is possible to make the player aware of the number of remaining fluctuations of the special symbol until the game is suspended. Note that the number of times indicated by the remaining game suspension times image LN1 is "4" to "1" according to the number of remaining reserved balls in Special Figure 2. The display of this remaining game suspension times image LN1 corresponds to the "game unexecutability warning effect".

[0339] Next, as shown in FIG. 56(C), on the display screen 50a, while the special effect symbol TZ1 on the left stops displaying as "V", the special effect symbol TZ2 on the right continues to display variably. After that, if a small win or a big win is won in the lottery of FIG. 2, as shown in FIG. 56(D-1), the special effect symbol TZ2 on the right stops displaying as "V", and the "V"s will line up. At this time, at the upper left part of the display screen 50a, the small effect symbol KZ that has been displaying variably stops displaying as the winning pattern "555" with all the same numbers. In this way, it is possible for the player who sees the special effect symbols TZ1, TZ2 showing "VV" and the small effect symbol KZ with all the same numbers to recognize that a small win or a big win has been won. After that, if it is a situation of winning a small win, by passing the game ball through a specific area during the execution of the small win game, a two-kind big win game can be obtained. Also, if it is a situation of winning a big win, a one-kind big win game can be obtained.

[0340] On the other hand, if the lottery of FIG. 2 is a loss, as shown in FIG. 56(D-2), the special effect symbol TZ2 on the right stops displaying as "1", and the "V"s will not line up. At this time, at the upper left part of the display screen 50a, the small effect symbol KZ that has been displaying variably stops displaying as "545" which is a reach loss combination. In this way, it is possible for the player who sees the special effect symbols TZ1, TZ2 showing "V1" and the small effect symbol KZ with a reach loss combination to recognize that it is a loss. Also, at the lower right part of the display screen, a remaining number image NC showing "There are 3 remaining chances" is displayed. Thereby, it is possible for the player to recognize that the over-award ball prevention function (game suspension) is approaching activation. After that, in the remaining hold of FIG. 2, the remaining hold substitute special effect shown in FIG. 56 is repeatedly executed. And when all the results of the lottery of FIG. 2 are losses, at the timing when the advantageous period (advantageous game state) ends (when the stop time of the second special symbol has elapsed), the over-award ball prevention function activates, and the game is controlled to be unexecutable.

[0341] When the number of difference balls is 80,000 or more as described above, instead of the remaining hold special effect, a remaining hold alternative special effect with a significantly different effect mode is executed, making it possible to more strongly make the player aware of the situation where the game cannot be executed. That is, if the number of difference balls is 80,000 or more and the remaining hold special effect shown in FIG. 54 is executed after transitioning from the high base state (time-saving state) to the normal game state, the player may misunderstand that the over-award ball prevention function has not yet activated. That is, in the remaining hold special effect, even after all the reserved balls in the special figure are consumed and the advantageous period ends, the player is likely to have the impression that they can still continue the game after transitioning to the normal game state. Therefore, in the second modified example, by executing the remaining hold alternative special effect shown in FIG. 56 instead of the remaining hold special effect, it is possible to more easily make the player understand the situation where the game becomes impossible to play due to the activation of the over-award ball prevention function if they cannot obtain the two major jackpot games.

[0342] <Third Modified Example> In the above form, when the number of difference balls is 80,000 or more and the game transitions from the high base state (high probability high base state or low probability high base state) to the normal game state (see FIG. 25), the over-award ball prevention function is activated. In contrast, in the third modified example, as shown in FIG. 57, when the number of difference balls is 80,000 or more and the variable display of the special symbol is executed 30 times (the specified number of times) after transitioning from the high base state to the normal game state (when the predetermined condition is satisfied), the over-award ball prevention function is activated. In this third modified example, it is assumed that, similar to the above form, it is configured as a single type of gaming machine.

[0343] In the third modification example, as shown in FIG. 57, after shifting from the high-probability high-base state to the normal game state, until the number of variations of the special symbol reaches 30, a dedicated mode is set after the normal transition. Note that, after shifting from the low-probability high-base state to the normal game state, until the number of variations of the special symbol reaches 30, similarly, a dedicated mode is set after the normal transition. In short, even when shifting from the high-base state to the normal game state, for a while, it is not set to the normal effect mode, but to the dedicated mode after the normal transition. Then, when the number of variations of the special symbol exceeds 30 after shifting to the normal game state, it is set to the normal effect mode.

[0344] Next, in the first modification example, the effect in the dedicated mode after the normal transition will be described. Note that, in the dedicated mode after the normal transition, regardless of whether there is a remaining special figure 2 hold when shifting to the normal game state and the second special symbol variably appears, or whether there is no remaining special figure 2 hold when shifting to the normal game state and the first special symbol variably appears, the same effect is executed.

[0345] Specifically, when transitioning to the dedicated mode after the normal transition, first, as shown in FIG. 58(A), on the display screen 50a, a mode transition image MT indicating "Entry into the dedicated mode after normal transition" is displayed. This enables the player to feel as if they have entered a special effect mode even though the high base state has ended. Then, as shown in FIG. 58(B), on the display screen 50a, a special background image G121 representing the surface of a special planet is displayed, and the effect symbol EZ is variably displayed. After that, if the lottery for the special symbol fails, as shown in FIG. 58(C), the effect symbols EZ1, EZ2, and EZ3 stop displaying as "8" in a losing pattern. In this way, the effect of the effect symbol EZ variably displaying and then stopping displaying while the special background image G121 is being displayed will be referred to as the "dedicated effect after normal transition". As described above, after transitioning from the high base state to the normal gaming state, as long as the lottery for the special symbol fails, the dedicated effect after normal transition (special effect) is executed until the variable display of the special symbol is executed 30 times. In this way, after transitioning to the normal gaming state, the player is shown a novel dedicated effect after normal transition instead of the familiar normal mode effect (refer to FIGS. 18(B-1)(B-2)(B-3)). As a result, it is possible to give the impression that a favorable situation may still be continuing.

[0346] In this third modification example, when the number of bonus balls is less than 80,000, until 30 times of variable display of the special symbol is executed after shifting to the normal gaming state, the dedicated post-normal-transition effect shown in FIG. 58 is executed. On the other hand, even when the number of bonus balls is 80,000 or more, until 30 times of variable display of the special symbol is executed after shifting to the normal gaming state (see FIG. 57), the dedicated post-normal-transition effect shown in FIG. 58 is executed. Thus, after shifting to the normal gaming state, as long as the dedicated post-normal-transition effect continues, the over-award ball prevention function does not operate. Therefore, even when the number of bonus balls becomes 80,000 or more, it is possible to let the player enjoy the novel dedicated post-normal-transition effect after shifting to the normal gaming state. And when 30 times of variable display of the special symbol is executed after shifting to the normal gaming state, simultaneously with the end of the dedicated post-normal-transition effect, the over-award ball prevention function operates. Thus, it is possible to match the timing when the game becomes unexecutable with the end timing of the dedicated post-normal-transition effect.

[0347] <Fourth Modification Example> In the above third modification example, even when the number of bonus balls becomes 80,000 or more, until 30 times of variable display of the special symbol is executed after shifting to the normal gaming state, the dedicated post-normal-transition effect shown in FIG. 58 is executed. In contrast, in the fourth modification example, when the number of bonus balls becomes 80,000 or more, until 30 times of variable display of the special symbol is executed after shifting to the normal gaming state, instead of the dedicated post-normal-transition effect, the alternative post-normal-transition effect shown in FIG. 59 is executed. In this fourth modification example, it is assumed that it is configured as a single type of gaming machine in the same manner as the above third modification example. And taking the case where the number of bonus balls reaches 80,000 during the jackpot gaming state shown in FIG. 57 as an example, the effect of the fourth modification example will be described.

[0348] When the difference number of medals is 80,000 or more and the game shifts from the high-probability high-base state to the normal game state, first, as shown in FIG. 58(A), on the display screen 50a, a remaining number of game suspension images LH2 indicating "the last 30 times until the game suspension" is displayed. Thus, it is possible to accurately let the player know the number of times the special symbol fluctuates until the game becomes unexecutable. In this way, in the fourth modified example, when shifting to the normal game state, it is possible to provide the player with a novel effect of notifying the remaining number of times the special symbol fluctuates until the game is suspended.

[0349] Subsequently, as shown in FIG. 59(B), on the display screen 50a, the effect symbol EZ is variably displayed in a state where a light ray background image G122 representing a flowing light ray is displayed. Also, at the lower right part of the display screen 50a, a mini-character image MN1 representing a mini-character is displayed. Further, at the upper part of the display screen 50a, a remaining number of game suspension images LN2 indicating "the remaining 30 times until the game suspension" is displayed. Thus, even during the variable display of the special symbol, it is possible to make the player aware of the remaining number of times the special symbol fluctuates until the game is suspended. Note that the number indicated by the remaining number of game suspension images LN2 is counted down from "30" to "1" each time the variable display of the special symbol is executed.

[0350] Next, as shown in FIG. 59(C), on the display screen 50a, a character appearance image TN1 representing a greatly grown character is displayed. In this way, in the substitute effect after the normal transition, each time the variable display of the special symbol is executed, the characters appearing in this pachinko machine PY1 are sequentially introduced by the display of the mini-character image MN1 and the character appearance image TN1. By executing such a character introduction effect, it is possible to make the player feel an ending-like effect until the game is suspended. That is, by sequentially introducing the characters appearing in this pachinko machine PY1, it is possible to make it seem as if the game is gradually approaching the end.

[0351] And if the special symbol lottery fails, as shown in FIG. 59(D), the performance symbols EZ1, EZ2, and EZ3 stop and are displayed as "145" in a losing pattern. As described above, when the number of difference balls is 80,000 or more, after transitioning to the normal game state and until the variable display of the special symbol is executed 30 times, the substitute performance after normal transition is executed. In this way, by executing the substitute performance after normal transition shown in FIG. 59 from when the game transitions to the normal game state until the game is stopped, it is possible to make it easier for the player to recognize the situation where the game becomes unplayable compared to when the dedicated performance after normal transition shown in FIG. 58 is executed. That is, with the substitute performance after normal transition shown in FIG. 59, it is possible to make it easier for the player to recognize that the game is gradually approaching a situation where it cannot be executed.

[0352] <Fifth Modified Example> In the above embodiment, as shown in FIG. 32, before the over-award ball prevention function is activated (the game stop flag is OFF), the game control microcomputer 101 executes the firing control process (S109), and after the over-award ball prevention function is activated, the game control microcomputer 101 stops executing the firing control process (S109). In contrast, in the fifth modified example, as shown in FIG. 60, the firing control process (S109) is not provided in the main side timer interrupt process (S006). That is, the game control microcomputer 101 does not execute the firing control process (S109) regardless of the activation of the over-award ball prevention function. In this fifth modified example, the firing of the game balls is controlled by the payout control microcomputer provided on the payout control board 170.

[0353] In short, in the above embodiment, after the excess prize ball prevention function is activated, the game control microcomputer 101 does not execute the launch control process (S109), so the game balls are not launched toward the game area 6. In contrast, in the fifth modified example, after the excess prize ball prevention function is activated, the game control microcomputer 101 does not stop controlling the launch of the game balls, so the game balls are launched toward the game area 6. In this case, even though the game is not possible to be played, the player may mistakenly believe that the game can be played because the game balls can be launched.

[0354] Therefore, in the fifth modified example, after the game becomes unplayable, a contact warning effect (warning effect) is executed when the player touches the handle 72k. In the fifth modified example, a handle contact detection sensor is provided on the handle 72k. The handle contact detection sensor detects contact of the human body with the handle 72k. In other words, the handle contact detection sensor detects contact with the handle 72k simply by the player touching the handle 72k before rotating the handle 72k. In this way, when the player touches the handle 72k, a detection signal from the handle contact detection sensor is output to the effect control microcomputer 121. Below, with reference to FIG. 61, a contact warning effect executed after the excess prize ball prevention function is activated will be described.

[0355] Figure 61 is a diagram showing a case where a contact warning effect (warning effect) is executed after the excessive prize ball prevention function is activated. First, when the excessive prize ball prevention function is activated, the effect control microcomputer 121 displays a red background image RE and an error release method image ERX on the display screen 50a, as shown in Figure 61 (A), and outputs a game stop sound from the speaker 52. Furthermore, all frame lamps 53 light up in white, and all board lamps 54 are turned off.

[0356] After that, when a player touches the handle 72k, the effect control microcomputer 121 inputs a detection signal from the handle contact detection sensor. As a result, as shown in FIG. 61(B), the effect control microcomputer 121 executes a contact caution effect in a state where a red background image RE and an error cancellation method image ERX are displayed on the display screen 50a. That is, a contact caution image HU indicating "Please release your hand from the handle" is displayed on the display screen 50a. Further, a voice "Please release your hand from the handle" is output from the speaker 52, and all the frame lamps 53 and the panel lamps 54 are turned on in red. By this contact caution effect, it is possible to make the player more strongly aware that they cannot touch the handle 72k and cannot execute the game.

[0357] After that, when the player stops touching the handle 72k, the effect control microcomputer 121 stops receiving the detection signal from the handle contact detection sensor. As a result, as shown in FIG. 61(C), the effect control microcomputer 121 stops the contact caution effect. Thus, in this embodiment, after the over-prize ball prevention function is activated, the contact caution effect is executed as long as the player touches the handle 72k.

[0358] FIG. 62 is a diagram showing a case where a contact caution effect (caution effect) is executed after detection of unauthorized magnetism. First, when unauthorized magnetism is detected, as shown in FIG. 62(A), the effect control microcomputer 121 displays a red background image RE and an error cancellation method image ER1 on the display screen 50a and outputs a game stop sound from the speaker 52. Further, all the frame lamps 53 are turned on in white, and all the panel lamps 54 are turned off.

[0359] After that, when the player touches the handle 72k, the effect control microcomputer 121 inputs a detection signal from the handle contact detection sensor. As a result, as shown in FIG. 62(B), the effect control microcomputer 121 executes a contact caution effect in a state where the red background image RE and the error cancellation method image ER1 are displayed on the display screen 50a. That is, a contact caution image HU indicating "Please remove your hand from the handle" is displayed on the display screen 50a. Further, a voice "Please remove your hand from the handle" is output from the speaker 52, and all the frame lamps 53 and the panel lamps 54 are turned on in red. By this contact caution effect, it is possible to make the player more strongly aware that they cannot touch the handle 72k and cannot execute the game.

[0360] After that, when the player stops touching the handle 72k, the effect control microcomputer 121 stops receiving the detection signal from the handle contact detection sensor. As a result, as shown in FIG. 62(C), the effect control microcomputer 121 stops the contact caution effect. Thus, in this embodiment, after the detection of unauthorized magnetism, the contact caution effect is executed as long as the player touches the handle 72k.

[0361] In this fifth modification, even if the over-award ball prevention function is activated and the game is controlled to be unexecutable, the player can launch the game ball toward the game area 6 by rotating the handle 72k. However, when the player touches the handle 72k, as shown in FIG. 61(B), a contact caution effect for prompting attention is executed. As a result, even though the game is unexecutable, it is possible to make the player who is touching the handle 72k recognize that they should remove their hand from the handle 72k and surely understand that the game cannot be executed.

[0362] Also, in the fifth modification example, even if illegal magnetism is detected and the game is controlled to be unexecutable, the player can fire the game ball toward the game area 6 by rotating the handle 72k. However, if the player touches the handle 72k, as shown in FIG. 62(B), a contact attention-evoking effect for prompting attention is executed. Thereby, even though the game is unexecutable, it is possible to make the player who touches the handle 72k recognize to remove their hand from the handle 72k and surely grasp the situation that the game cannot be executed.

[0363] <Sixth Modification Example> In the above-described second modification example, when the number of bonus balls becomes 80,000 or more, the round substitute effect shown in FIG. 55(B), the time shortening mode substitute effect shown in FIG. 55(C), and the remaining hold substitute special effect shown in FIG. 56 are executed. On the other hand, in the sixth modification example, the round substitute effect (substitute effect) shown in FIG. 63(B) and the sure change mode substitute effect (substitute effect) shown in FIG. 63(C) are executed. In this sixth modification example, similar to the above-described form, it is configured as one type of gaming machine, the number of bonus balls is 80,000 or more, and when shifting from the high base state to the normal game state, the game is controlled to be unexecutable by the operation of the excessive prize ball prevention function.

[0364] In this sixth modification example, during the execution of the jackpot game, as shown in FIG. 63(A), it is assumed that the round effect is being executed on the display screen 50a. Here, as shown in FIG. 53, it is assumed that the number of bonus balls has reached 80,000 during the jackpot game state. As a result, as shown in FIG. 63(B), the round substitute effect is executed. That is, on the display screen 50a, a round substitute background image G116 representing a dark mansion and a warning display image G115 showing a patrump and the characters "DANGEER" are displayed. After that, when the jackpot game ends, it shifts to the high probability high base state.

[0365] In the high probability high base state, instead of the sure change mode effect shown in FIG. 18(B-4), FIG. 63( The probability variation mode alternative effect shown in FIG. 63(C) is executed. Specifically, in the probability variation mode alternative effect, as shown in FIG. 63(C), a probability variation alternative background image G118 representing a black hole in outer space is displayed. Then, an effect symbol EZ is displayed superimposed on the probability variation alternative background image G118. Further, on the frontmost side of the display screen 50a, a warning display image G115 showing a pachinko lamp and the word "DANGER" is displayed to attract the player's attention. Further, a remaining number of games until game suspension image LN3 indicating "the last 160 times until the game is suspended" is displayed superimposed on the probability variation alternative background image G118. Thereby, it is possible to accurately let the player grasp the number of times of variation of the special symbol until the game becomes unexecutable. Note that the number shown by the remaining number of games until game suspension image LN3 is counted down one by one each time the variation display of the special symbol is executed. The display of this remaining number of games until game suspension image LN3 corresponds to the "game unexecutability warning effect".

[0366] In this way, when the number of balls is 80,000 or more, in the high probability high base state before the game becomes unexecutable, the probability variation mode alternative effect shown in FIG. 63(C) is executed. Thereby, it is possible to make the player more strongly aware of the situation where the game becomes unexecutable compared to the case where the probability variation mode effect shown in FIG. 18(B-4) is executed. Further, by looking at the remaining number of games until game suspension image LN3 that is being counted down, it is possible to provide an exciting game where the player can continue the game by winning a jackpot or the game becomes unexecutable without winning a jackpot.

[0367] <Seventh Modified Example> In the above sixth modified example, when the number of balls becomes 80,000 or more, the round alternative effect shown in FIG. 63(B) and the probability variation mode alternative effect shown in FIG. 63(C) are executed. On the other hand, in the seventh modified example, only the round alternative effect shown in FIG. 64(B) is executed. In this seventh modified example, similar to the above-described form, it is configured as a single type of gaming machine, the number of balls is 80,000 or more, and when the jackpot game state (jackpot game) ends, the game is controlled to be unexecutable by the operation of the excessive prize ball prevention function.

[0368] In this seventh modification example, during the execution of the jackpot game, as shown in FIG. 64(A), it is assumed that a round production is being executed on the display screen 50a. Here, when the number of balls reaches 80,000 during the jackpot game state, as shown in FIG. 64(B), a round alternative production is executed. That is, on the display screen 50a, a round alternative background image G116 representing a dark mansion and a warning display image G115 showing a patrump and the characters "DANGEER" are displayed. Further, at the lower part of the display screen 50a, a game stop notice image KL indicating "Game stop due to the end of the jackpot" is displayed. The display of this game stop notice image KL corresponds to the "game inability notice production".

[0369] In this way, when the number of balls becomes 80,000 or more, the round production shown in FIG. 64(A) is switched to the round alternative production shown in FIG. 64(B). Thereby, it is possible to make the player more strongly aware of the situation where the game cannot be executed. Further, for the player who has seen the game stop notice image KL, it is possible to let them know in advance that the game will become unexecutable when the current jackpot game being executed ends.

[0370] <Eighth Modification Example> In the above form, when the number of balls becomes 70,000 or more, it is announced that the game will become unexecutable from the display of the overprize ball notice image KY (advance notice production) shown in FIG. 28(A). On the other hand, in the eighth modification example, as shown in FIG. 65, when the number of balls becomes 78,500 or more, it is announced that the game will become unexecutable by the reference number arrival notice production. The reference number arrival notice production (advance notice production), which will be described in detail later, is a production that shows that the number of balls is reaching the reference number of 80,000 while announcing that the game will become unexecutable. In this eighth modification example, similar to the above form, it is configured as a single type of gaming machine. And when the number of balls is 80,000 or more and the jackpot game state ends, the game is controlled to be unexecutable by the operation of the overprize ball prevention function.

[0371] Here, the number of balls (78500) that serves as the trigger for starting the reference number reach notice effect will be explained. In the eighth modification example, similar to the above-described form, the types of jackpot wins (jackpot patterns) to be selected include jackpot pattern X, jackpot pattern Y, and jackpot pattern Z (see Fig. 12(B)). And when winning with jackpot pattern X, the jackpot game (jackpot game X) is substantially 5R (see Fig. 16) and is set to be able to award 750 prize balls. Also, when winning with jackpot pattern Y, the jackpot game (jackpot game Y) is substantially 4R (see Fig. 16) and is set to be able to award 600 prize balls. Further, when winning with jackpot pattern Z, the jackpot game (jackpot game Z) is substantially 10R (see Fig. 16) and is set to be able to award 1500 (prescribed number) prize balls.

[0372] Therefore, in the eighth modification example, among the jackpot patterns that can be won, jackpot pattern Z is the jackpot pattern with the largest number of prize balls that can be awarded. Thus, in the eighth modification example, the number of balls (specific number) that serves as the trigger for starting the reference number reach notice effect is set to the number obtained by subtracting the number of prize balls (1500) that can be awarded with jackpot pattern Z from the reference number 80000. As a result, as shown in Fig. 65, when the number of balls reaches 78500 or more in a certain jackpot game state, there is a possibility that the number of balls will reach 80000 or more in the next jackpot game state. As described above, considering that there is a possibility that the number of balls will reach 80000 or more in the next jackpot game state, the number of balls (78500) that serves as the trigger for starting the reference number reach notice effect is set to the value obtained by subtracting the number of prize balls (1500) of the jackpot pattern (jackpot pattern Z) that can award the most prize balls in one jackpot game from the reference number (80000).

[0373] Incidentally, it is assumed that the number of balls reaches the reference number of 80,000 in a so-called rush state (a high-probability high-base state or a small-win rush state (high-probability low-base state) in one type of gaming machine, or a time-saving state in one-two type gaming machines), and there are many situations where it is a jackpot gaming state when winning the jackpot in the lottery of FIG. 2. Therefore, the numbe...

Claims

【Claim 1】 Game control means capable of controlling a game, Operable ball lending operation means, A ball lending control unit capable of executing ball lending of game balls based on an operation on the ball lending operation means, Light emitting means capable of emitting light, In a gaming machine comprising a power operation unit capable of turning on or off the power supply, The game control means, Based on a determination in a predetermined hit determination process, it can be controlled to a big hit game state, It can measure a specific measurement number based on the number of prize balls given to the player, When the specific measurement number is equal to or more than a predetermined reference number when controlled to the big hit game state and the big hit game state ends, it controls the game to be unexecutable and can output an external signal to the outside of the gaming machine, After controlling the game to be unexecutable, if information related to the game is not erased when the power is turned on, it maintains the control to make the game unexecutable. On the other hand, after controlling the game to be unexecutable, if information related to the game is erased when the power is turned on, it releases the control to make the game unexecutable, The light emitting means, When the game is controlled to be unexecutable based on the specific measurement number being equal to or more than the reference number, it emits light in a specific light emitting mode indicating that the game has been controlled to be unexecutable, and can continue to emit light in the specific light emitting mode until the power is turned off with an operation on the power operation unit, After the game is controlled to be unexecutable based on the specific measurement number being equal to or more than the reference number, if information related to the game is not erased when the power is turned on, it can emit light in the specific light emitting mode, When the specific measurement number becomes equal to or more than the reference number while being controlled to the big hit game state, before the big hit game state ends, it is announced that the game will become unexecutable due to the end of the big hit game state, After the game becomes unexecutable due to the end of the big hit game state when the specific measurement number is equal to or more than the reference number while being controlled to the big hit game state, when the ball lending operation means is operated, the ball lending by the ball lending control unit can be executed. A gaming machine characterized by this.

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