gaming machines
The gaming machine uses a special ball entrance and illumination to verify normal passage through specific areas, addressing inconsistent ball passage and enhancing gaming consistency.
Patent Information
- Application Number
- JP2021068298
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-14
- Publication Date
- 2025-10-20
- Estimated Expiration
- 2041-04-14
AI Technical Summary
Gaming machines face issues with inconsistent and unpredictable passage of gaming balls through specific areas, leading to normal and abnormal passages, making it difficult to confirm whether the passage is normal or not.
The gaming machine employs a configuration with a special ball entrance that can change between states, a light source for illumination, and a distribution member to control ball distribution, along with a determination mechanism to verify normal passage, and execute special games with different game states and notifications based on passage detection.
Enables confirmation of normal passage through specific areas, enhancing player experience by ensuring consistent and predictable gaming outcomes.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine, and is particularly applicable to pachinko gaming machines and the like. [Background technology]
[0002] Conventionally, gaming machines have been known that, when a gaming ball passes through a specific area within a V-Attacker during a jackpot game that is executed based on a jackpot determination in a jackpot determination, create a probability fluctuation state in which the probability of a jackpot being determined is higher than usual. This type of gaming machine is equipped with a mechanism that distributes gaming balls that enter the V-Attacker to a specific area or a non-specific area. Specifically, for example, a lid member that opens and closes the specific area is provided inside the V-Attacker. When the lid member moves to the open position, the specific area is opened, allowing gaming balls to pass through to the specific area. When the lid member returns to the closed position, the specific area is closed, preventing gaming balls from passing through to the specific area. The probability of a gaming ball passing through to the specific area (passing rate) increases or decreases depending on the length of time the specific area is open (opening time) (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-245172 Summary of the Invention [Problem to be solved by the invention]
[0004] In a gaming machine equipped with the above-described specific area, it is natural that a gaming ball will pass through the specific area if the opening time of the specific area is relatively long, but it is also possible that a gaming ball will pass through the specific area even if the opening time is relatively short. In other words, there are normal and abnormal passages of a gaming ball into a specific area. For this reason, when a gaming ball passes through a specific area, it is desirable to be able to confirm whether the passage is normal or not.
[0005] The present invention has been made in consideration of the above circumstances, and its purpose is to provide a gaming machine that can confirm whether the passage of a gaming ball through a specific area is normal or not. [Means for solving the problem]
[0006] In order to solve the above-mentioned problems, the present invention employs the following configuration.
[0007] The gaming machine of means 1 is a game control unit that controls the progress of a game; a performance control unit that controls performance based on commands transmitted from the game control unit; a display means capable of displaying an image; A special ball entrance through which game balls can enter during special games; A light source capable of illuminating the periphery of the special entrance; A distribution member that distributes the game balls that enter the special ball entrance to a specific area or an area other than the specific area, The special ball entrance is configured to be changeable between a first state in which the game ball cannot enter and a second state in which the game ball can enter, The game control unit A determination means capable of making a determination based on the detection of a game ball; a game state control means capable of controlling the game state when the determination is made to a first game state or a second game state that is more advantageous than the first game state; a special game execution means for executing the special game when the result of the determination is a specific result; a distribution operation control means capable of controlling the operation of the distribution member, In the special game, a round game can be executed in which the special ball entrance is changed from the first state to the second state, A process of transmitting an opening command at the start of the special game can be executed, A process of sending a round start command at the start of the round game can be executed, The performance control unit a predetermined notification execution means capable of executing a predetermined notification regarding the passage of the gaming ball into the specific area; The light emitter is turned on based on the reception of the opening command. Illumination and turning on the light emitter based on the reception of the round start command. Illumination There are cases where Associating the light emitted by the light emitter with the light based on the reception of the opening command A staged image or a lighting effect that emphasizes the lighting A first display effect can be executed to display a performance image on the display means in a predetermined display mode, Associating the light emitted by the light emitter with the start of the round command based on the reception of the start of the round command A staged image or a lighting effect that emphasizes the lighting A second display effect can be executed to display the effect image on the display means in a display mode different from the first display effect, The game state control means If the game ball that entered the special ball entrance during the special game does not pass through the specific area, the game state after the special game is set to the first game state, When the game ball that entered the special ball entrance in the special game passes through the specific area, the game state after the special game is set to the second game state, The distribution operation control means may operate the distribution member in a first operation mode during the special game, or in a second operation mode in which game balls are more likely to be distributed to the specific area than in the first operation mode, When a second passing situation occurs in which the distribution member operates in the second operating mode and the game ball passes through the specific area during the special game, the game control unit issues a second passing situation command corresponding to the second passing situation to the Direction Send it to the control unit, The predetermined notification execution means is capable of executing a second predetermined notification for notifying the occurrence of the second passing situation based on the second passing situation command, within a predetermined period after the occurrence of the second passing situation. The gist of this is as follows. [Effects of the Invention]
[0008] According to the present invention described above, it is possible to provide a gaming machine that can check whether the passage of a gaming ball through a specific area is normal or not. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the gaming machine according to the embodiment of the present invention. [Figure 3] 1 is a front view showing the configuration of a game board according to an embodiment of the present invention. [Figure 4] FIG. 4 is an enlarged view of the main display shown in FIG. 3, showing the displays provided in the gaming machine. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] This is a table showing the correspondence between the type of jackpot and the opening pattern of the jackpot slot. [Figure 7] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 8] (A) is a jackpot determination table, (B) is a jackpot type determination table, (C) is a normal pattern hit determination table, and (D) is a normal pattern change pattern selection table. [Figure 9] This is a fluctuation pattern table. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of an interrupt process. [Figure 12] 10 is a flowchart of a start port sensor detection process. [Figure 13] 10 is a flowchart of a general operation process. [Figure 14] 10 is a flowchart of normal symbol standby processing. [Figure 15] This is a flowchart of the normal pattern correctness determination process. [Figure 16] This is a flowchart of the normal pattern random number shift process. [Figure 17] This is a flowchart of processing during normal pattern change. [Figure 18] 10 is a flowchart of the normal symbol determination process. [Figure 19] This is a flowchart of normal electric accessory processing. [Figure 20] 10 is a flowchart of special chart operation processing. [Figure 21] 10 is a flowchart of a special symbol waiting process. [Figure 22] This is a flowchart of the process for determining whether or not Special Chart 2 is correct. [Figure 23] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 25] Special Figure 2 is a flowchart of random number shift processing. [Figure 26] This is a flowchart of the special diagram 1 pass / fail determination process. [Figure 27] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] Special Figure 1 is a flowchart of random number shift processing. [Figure 30] This is a flowchart of processing during special pattern change. [Figure 31] 10 is a flowchart of a special symbol determination process. [Figure 32] This is a flowchart of special electric device processing (jackpot game). [Figure 33] 10 is a flowchart of a V round process. [Figure 34] 10 is a flowchart of the process of closing the big prize opening. [Figure 35] 10 is a flowchart of a comparison and determination process. [Figure 36] 10 is a flowchart of a game status setting process. [Figure 37] 10 is a flowchart of a specific area sensor detection process. [Figure 38] This is a flowchart of the processing when the starting ball is scored. [Figure 39] 10 is a flowchart of a power interruption monitoring process. [Figure 40] 10 is a flowchart of a sub-control main process. [Figure 41] 10 is a flowchart of a reception interrupt process. [Figure 42] 10 is a flowchart of a 2 ms timer interrupt process. [Figure 43] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 44] 10 is a flowchart of a received command analysis process. [Figure 45] 10 is a flowchart of a received command analysis process. [Figure 46] This is a flowchart for starting a variable effect. [Figure 47] This is a flowchart of jackpot history information processing. [Figure 48] Schematic diagram of the second major prize device. [Figure 49] This is a table showing the correspondence between the type of jackpot and the timing of movable piece operation in the V round. [Figure 50] This is a timing chart showing the relationship between the second large prize opening sensor and the opening and closing of a specific area (operation of the movable piece). [Figure 51] FIG. 10 is an explanatory diagram illustrating an example of a history screen. [Figure 52] 10 is a flowchart of a rendering mode control process according to a second embodiment. [Figure 53] 10 is a flowchart of a rendering mode control process according to a second embodiment. [Figure 54]10 is a flowchart of a rendering mode control process according to a second embodiment. [Figure 55] FIG. 10 is an explanatory diagram showing the transition of the rendering mode according to the second embodiment. [Figure 56] FIG. 11 is an explanatory diagram of the main parts of the game board (game area) according to Example 3. [Figure 57] FIG. 11 is an explanatory diagram of the main parts of the game board (game area) according to Example 3. [Figure 58] FIG. 11 is an explanatory diagram of the main parts of the game board (game area) according to Example 3. DETAILED DESCRIPTION OF THE INVENTION
[0010] Next, an embodiment of the present invention will be described using an example. In the following, an example will be described in which the present invention is applied to a pachinko game machine (a pinball game machine) in which the game medium used in the game is a game ball and the game can be progressed by shooting the game ball toward the game board.
[0011] The pachinko gaming machine exemplified below is a so-called "digital pachinko type (type 1)" gaming machine that displays a changing special pattern based on the entry of a gaming ball into the starting hole, and when the changing display ends and a jackpot pattern is displayed stationary, a jackpot game (special game) can be played in which the player can be awarded a predetermined amount of gaming profit (for example, prize balls).
[0012] In the following description, the term "front" simply refers to the front side (near side) when viewing the gaming machine from the front, and refers to the side where the player is positioned during play. The term "rear" simply refers to the back side when viewing the gaming machine from the front. Furthermore, the terms "upper side," "lower side," "left side," and "right side" simply refer to the up, down, left, and right directions when viewing the gaming machine from the front, and refer to the up, down, left, and right directions in Figures 1 and 3, for example. [Example]
[0013] As shown in Figures 1 to 3, the pachinko gaming machine 1 of the first embodiment is roughly comprised of a gaming machine frame 50 and a gaming board 2 attached within the gaming machine frame 50. The gaming board 2 is configured to be detachable from the gaming machine frame 50. Figure 3 shows the gaming board 2 removed from the gaming machine frame 50.
[0014] The gaming machine frame 50 is composed of a front frame 51 with a decorative surface, a main frame 52 to which the gaming board 2 etc. are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to the island equipment of the hall, and the front frame 51, main frame 52 and outer frame 53 are supported on one side end and are each configured to be able to open and close.
[0015] The front frame 51 is provided with a launch handle 60 for launching (shooting out) game balls with a launch strength according to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 that can store game balls and supply the stored game balls to the launching device, and a surplus ball receiving tray (lower tray) 62 that stores game balls that cannot be accommodated in the ball supply tray 61.
[0016] In addition, the front frame 51 is provided with a first effect button 63a and a second effect button 63b (collectively referred to as the "effect button 63") as operating means that can be operated by the player during the execution of game effects that are executed as the game progresses. The effect buttons 63 can be used differently depending on the type of game effect.
[0017] The first effect button 63a is configured to be movable up and down. The second effect button 63b is configured to be movable forward and backward and rotatable left and right. The configuration of the effect button 63 is not limited to the embodiment, and may be any type that can detect input from the player, or may be a means by which the player directly touches the button portion to make an input (for example, a retractable type, a touch sensor type, etc.), or may be a non-contact input means (photoelectric type, etc.) that makes an input by detecting that part of the player's body is approaching.
[0018] Although not shown, an operating lever that can be tilted at least in the front-to-back and left-to-right directions is provided on the upper surface (top surface) of the upper tray 61 as an operating means that can be operated by the player.
[0019] The front frame 51 is also provided with a decorative frame lamp 66 and a speaker 67. The frame lamp 66 is composed of multiple LEDs, and a board (LED board) on which the LEDs are mounted is placed in a predetermined decorative location so that light is emitted from the back side to the front side of the front frame 51. The frame lamp 66 is also called the "frame decorative LED."
[0020] The gaming board 2 is a transparent gaming board made of a transparent resin plate material. On the surface of the gaming board 2, a gaming area 3, where gaming balls launched by operating the launch handle 60 flow down, is formed and surrounded by a rail member 4. The gaming area refers to at least the area on the surface of the gaming board 2 where gaming balls flow down. Note that the gaming area can also refer to the area surrounded by the rail member 4 (outer rail) (the inside of the rail member 4).
[0021] A ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is a component for preventing a gaming ball that has been guided into the gaming area from returning to the launching device side.
[0022] On the back side of the gaming board 2, there are provided board lamps 5 (see Figure 5) that decorate the game area 3 (board surface). The board lamps 5 are composed of multiple LEDs, and a board (LED board) on which the LEDs are mounted is arranged in a predetermined decorative location so that light is emitted from the back side of the gaming board 2 (transparent gaming board) toward the front side. The board lamps 5 (also called "board decoration LEDs") are also provided on the back side of the gaming board 2, as well as on various components (also called "board components") provided on the gaming board 2, such as the center decorative body 10, decorative member 13, movable decorative member 14, and big prize device, which will be described later.
[0023] In addition, a plurality of game nails 16 that guide the game ball are protruded from the surface of the game board 2 (game area 3), and an image display device 7 is provided near the center of the game board 2 (within the game area) as a display means for displaying various effects.
[0024] The image display device 7 is composed of a liquid crystal display, and is provided on the back side of the game board 2 so that its display screen 7a faces an opening provided in approximately the center of the game board 2 (play area 3). The display screen 7a can be seen from the front side of the game board 2 through the opening.
[0025] In addition, the effect display means is not limited to an image display device (liquid crystal display), but may also be one that displays effects using elements other than images, such as a dot-type display or a drum (reel)-type display.
[0026] The display screen 7a of the image display device 7 is provided with a performance pattern display area 7b (also referred to as the "performance pattern display section") in which performance patterns 8L, 8C, and 8R (also simply referred to as "performance pattern 8") are displayed. The performance pattern 8 is displayed in a changing manner in synchronization with the changing display of the first special pattern and the second special pattern, which will be described later. The changing display can be displayed, for example, by scrolling up and down, left and right, diagonally, etc., and in this embodiment, the display is generally displayed by scrolling from top to bottom. The performance pattern display area 7b consists of three pattern display areas, for example, "left," "center," and "right," and the left pattern display area displays the left performance pattern 8L, the center pattern display area displays the center performance pattern 8C, and the right pattern display area displays the right performance pattern 8R.
[0027] In this embodiment, the effect symbols 8L, 8C, and 8R each consist of a plurality of symbols (identification information) representing the numbers "1" to "9," and are generally displayed (scrolled) in the order of "1" → "2" → "8" → "9" (ascending order), returning to "1" when "9" is reached, and continuing to display the change until the stop display. Depending on the combination (stop display mode) of the left, center, and right effect symbols displayed in the effect symbol display area 7b, the display results of the change display of the first special symbol displayed on the first special symbol display device 41a (also referred to as the "first special symbol display unit") described below and the display results of the change display of the second special symbol displayed on the second special symbol display device 41b (also referred to as the "second special symbol display unit"), that is, the result of the special symbol hit / miss judgment (also simply referred to as the "hit / miss judgment") are displayed so that the player can easily recognize them. In this embodiment, the stopping order of the changing display symbols 8L, 8C, and 8R is, in principle, "left → right → center."
[0028] For example, if the result of the special symbol hit / miss determination is a jackpot, the display can be a three-digit repeat number such as "777" (also called a "jackpot effect symbol"), a preset chance symbol such as "135," or a special symbol such as "3★3" (also called a "special symbol"). Also, if the result is a miss, the display can be a random number symbol (also called a "miss effect symbol"), in which at least one of the three symbols is different, such as "637" or "373." This allows the player to easily grasp the progress of the game, such as the hit / miss determination, by looking at the displayed effect symbols. In other words, the player generally does not directly grasp the result of the special symbol hit / miss determination by looking at the special symbols displayed on the first special symbol display 41a or the second special symbol display 41b, but rather by looking at the effect symbols displayed in the effect symbol display area 7b.
[0029] It is not necessary to provide the positions of the left, center, and right symbol display areas separately, and the display areas of the left, center, and right symbol patterns may be the entire symbol display area (symbol display area 7b). In this embodiment, the left, center, and right symbol patterns 8 are displayed, but for example, a symbol display area in a matrix of 3 rows and 3 columns is provided on the display screen to display 9 symbol patterns, and the stop mode (stop symbol) of the symbol patterns is displayed by the arrangement (symbol combination) of each vertical, horizontal, and diagonal column when each symbol is displayed and stopped after changing, or the symbol display area (symbol display area) is divided into a plurality of regions (for example, 4), and three symbol patterns are displayed and stopped in each region. The number of symbol patterns and the shape of the symbol display area are not particularly limited.
[0030] Here, the first special symbol, the second special symbol, and / or the performance symbol are simply referred to as "symbols" or "identification information." Also, the normal symbol is referred to as "normal symbol," the special symbol as "special symbol," the first special symbol as "special symbol 1" or "first special symbol," and the second special symbol as "special symbol 2" or "second special symbol." Furthermore, either or both of the first special symbol and the second special symbol are also referred to as "special symbols (special symbols)." Also, among the results of the special symbol hit / miss judgment, a "jackpot" is also referred to as a "specific result," and a "miss" is also referred to as a "non-specific result." Furthermore, among the stop display modes of the identification information, the stop display mode corresponding to the result of the special pattern hit / miss judgment being a "jackpot" may be referred to as a "jackpot mode," "specific display mode," "specific display result," etc., and the stop display mode corresponding to the result of the special pattern hit / miss judgment being a "miss mode," "non-specific display mode," "non-specific display result," etc.
[0031] The display screen 7a of the image display device 7 displays game effects using the aforementioned effect symbols (also called "effect symbol game effects"), as well as jackpot game effects (also called "special game effects") that are executed in conjunction with jackpot games, demo effects for waiting customers, etc. In these effects, in addition to effect symbols such as numbers, effect images other than effect symbols, such as background images and character images, are also displayed. Note that effect symbol game effects are also called "variable effects."
[0032] Further, the display screen 7a of the image display device 7 is provided with a first effect hold display area 9c (first effect hold display unit) that displays a first effect hold 9a according to the number of stored first special symbol holds described below, and a second effect hold display area 9d (second effect hold display unit) that displays a second effect hold 9b according to the number of stored second special symbol holds described below. Depending on the display mode (display number) of the first effect hold and the second effect hold, the number of stored first special symbol holds displayed on the first special symbol hold display 43a described below and the number of stored second special symbol holds displayed on the second special symbol hold display 43b can be clearly shown to the player.
[0033] A center decorative body 10 that surrounds the display screen 7a (performance symbol display area 7b) is provided near the center of the game board 2 (game area 3) and in front of the image display device 7. A stage section 11 having a game ball rolling surface on which game balls can roll is provided at the bottom of the center decorative body 10, and a hollow warp section 12 is provided at the left part of the center decorative body 10.
[0034] The warp section 12 is configured to include a warp entrance and a warp exit, and is a guideway that receives game balls flowing down the game area 3 from the warp entrance, discharges the game balls from the warp exit, and guides them to the stage section 11. Game balls guided to the rolling surface of the stage section 11 have a higher chance of entering the first starting opening 20 described below than game balls that are not guided to the stage section 11.
[0035] In addition, a decorative member 13 shaped like letters, figures, etc. is provided on the upper part of the center decorative body 10. The decorative member 13 is configured to include an electric decorative member such as an LED, and can be lit according to the game status.
[0036] Additionally, a movable decorative member 14 is provided at the top of the center decorative body 10, behind the decorative member 13, and can be activated in response to game effects. In Figure 3, only a portion of the movable decorative member 14 is visible, but when a game effect with a relatively high probability of winning is executed, the movable decorative member 14 falls downward, covering the front of the display screen 7a and making most of it visible. This increases the player's anticipation of winning the jackpot.
[0037] Below the image display device 7 in the gaming area 3 (below the stage section 11), there is provided a fixed winning device 19 equipped with a non-variable first starting hole 20 in which the ease with which a gaming ball can enter (the probability of entering) does not change. A random number or the like for determining whether a special symbol has been selected is obtained based on the entry of a gaming ball into the first starting hole 20, and when a predetermined condition is met, a determination of whether the first special symbol has been selected (also referred to as the "first special symbol selection determination") is made, and the first special symbol is displayed in a variable manner and is displayed as a still image based on the result of the first special symbol selection determination. In other words, the variable display of the first special symbol (first special symbol selection determination) is made based on the entry of a gaming ball into the first starting hole 20.
[0038] To the right of the image display device 7 in the game area 3 (to the right of the stage section 11) is provided a variable winning device 22 (also referred to as a "variable starting port") equipped with a variable second starting port 21 that changes the ease with which the game ball can enter (the probability of entering). A random number or the like for determining whether the special symbol has been selected is acquired based on the game ball entering the second starting port 21, and when a predetermined condition is met, a determination as to whether the second special symbol has been selected (also referred to as a "second special symbol selection determination") is made, and the second special symbol is displayed in a variable manner and is displayed as a still symbol based on the result of the second special symbol selection determination. In other words, the variable display of the second special symbol (second special symbol selection determination) is performed based on the game ball entering the second starting port 21.
[0039] The first starting hole 20 is also called the "first judgment entrance hole," and the second starting hole 21 is also called the "second judgment entrance hole." The first special symbol hit / miss judgment is also called the "first judgment," and the second special symbol hit / miss judgment is also called the "second judgment."
[0040] The variable winning device 22 includes an opening / closing member (blade member) 23, and the second starting hole 21 is opened and closed by the operation of the opening / closing member 23. This opening and closing allows the second starting hole 21 to change from a first state (closed state) to a second state (open state) in which a gaming ball is more likely to enter than the first state. The opening / closing member 23 is driven by a second starting hole solenoid 24 (see FIG. 5). In this embodiment, the second starting hole 21 allows gaming balls to enter only when the opening / closing member 23 is in the open state, and prevents gaming balls from entering when the opening / closing member 23 is in the closed state. The second starting hole 21 does not have to be completely ball-enterable when the opening / closing member 23 is in the closed state, as long as it is more difficult for gaming balls to enter when the opening / closing member 23 is in the closed state than when the opening / closing member 23 is in the open state.
[0041] To the right of first starting hole 20 in game area 3 are provided first large prize device 31 equipped with variable first large prize hole 30 that changes the ease with which game balls can enter (possibility of entering), and second large prize device 36 equipped with variable second large prize hole 35 that changes the ease with which game balls can enter (possibility of entering). In this embodiment, second large prize device 36 (second large prize hole 35) is located directly above first large prize device 31 (first large prize hole 30).
[0042] The first large prize opening 30 is also referred to as the "first variable opening" or the "first special opening," and the second large prize opening 35 is also referred to as the "second variable opening" or the "second special opening." Either or both of the first large prize opening 30 and the second large prize opening 35 are also referred to as the "large prize opening," the "variable opening," or the "special opening." Furthermore, either or both of the first large prize device 31 and the second large prize device 36 are also referred to as the "large prize device," the "variable opening," or the "special opening."
[0043] The first large prize device 31 includes an opening / closing member 32, and operates the opening / closing member 32 to open and close the first large prize opening 30. The opening / closing member 32 is shaped like a horizontally long rectangular plate when viewed from the front, and is driven by a first large prize opening solenoid 33 (see FIG. 5 ) so that it can rotate (in the front-to-rear direction) around its lower edge as an axis between an upright position and a position tilted forward (toward the player). When the opening / closing member 32 is in the upright position, the first large prize opening 30 is closed, and when the opening / closing member 32 is in the forward tilted position, the first large prize opening 30 is open. When the first large prize opening 30 is in the open position, a gaming ball can enter the first large prize opening 30.
[0044] In other words, the first large prize opening 30 is configured as a variable ball entry opening that can be changed between a ball entry-disabled state (closed state, first state) in which game balls cannot enter, and a ball entry-enabled state (open state, second state) in which game balls can enter, by operating the opening / closing member 32.
[0045] The second large prize device 36 includes an opening / closing member 37, and the opening / closing member 37 is operated to open and close the second large prize opening 35. The opening / closing member 37 has a horizontally long rectangular plate shape when viewed from the front, and is driven by a second large prize opening solenoid 38 (see FIG. 5 ) so that it can rotate (in the front-to-rear direction) around its lower edge as an axis between an upright position and a position tilted forward (toward the player). When the opening / closing member 37 is in the upright position, the second large prize opening 35 is closed, and when the opening / closing member 37 is in the forward tilted position, the second large prize opening 35 is open. When the second large prize opening 35 is in the open position, a gaming ball can enter the second large prize opening 35.
[0046] In other words, the second large prize opening 35 is configured as a variable ball entry opening that can be changed between a ball entry-disabled state (closed state, first state) in which game balls cannot enter, and a ball entry-enabled state (open state, second state) in which game balls can enter, by operating the opening / closing member 37.
[0047] 3 shows the first large prize opening 30 and the second large prize opening 35 each in a state where a ball can be inserted (the opening / closing member 32 and the opening / closing member 37 are each tilted forward), but in reality, the first large prize opening 30 and the second large prize opening 35 are never in a state where a ball can be inserted at the same time, and when a large prize opening is in a state where a ball can be inserted during a jackpot game, one of the large prize openings is in a state where a ball can be inserted and the other is in a state where a ball cannot be inserted. Also, when a jackpot game is not being played and during the intervals between rounds during a jackpot game, both the first large prize opening 30 and the second large prize opening 35 are in a state where a ball cannot be inserted.
[0048] The second large prize device 36 is also configured to include a specific area 39 (also called the "V area" or "first area") and a non-specific area 49 (also called the "non-V area" or "second area") through which a gaming ball that has entered the second large prize opening 35 (special ball opening) can pass, and a movable piece 150 for guiding (distributing) a gaming ball that has entered the second large prize opening 35 (special ball opening) to the specific area 39 or the non-specific area 49. The movable piece 150 is also called a "distribution member" or "distribution means."
[0049] The movable piece 150 operates based on the number of game balls detected by the second large prize opening sensor 35a described below, and is driven by the movable piece solenoid 151 (see FIG. 5). When the movable piece solenoid 151 is OFF, that is, when the movable piece 150 is not operating (non-operating state, second distribution state), game balls that enter the second large prize opening 35 are guided (distributed) to a non-specific area 49 (an area other than the specific area) and are unable to pass through the specific area 39. Normally, the movable piece 150 is in a non-operating state (second distribution state).
[0050] On the other hand, when the movable piece solenoid 151 is ON, i.e., when the movable piece 150 is operating (operating state, first distribution state), a game ball that enters the second large prize opening 35 is guided (distributed) to the specific area 39, and is able to pass through the specific area 39 (this is also called "V passage").
[0051] In this pachinko gaming machine 1, a high probability state, which will be described later, is generated (occurs) when at least one of the gaming balls that enter the second large prize opening 35 passes through the specific area 39 (V-passing). In other words, the specific area 39 is a probability variable activation opening (probability variable area). Such a specific area 39 is not provided in the first large prize device 31. The second large prize device 36 and the second large prize opening 35 that are provided with the specific area 39 are also called "V attackers."
[0052] In this way, the pachinko gaming machine 1 of this embodiment, which determines whether or not to generate a high probability state based on whether or not the gaming ball has passed through the specific area 39 (whether or not it has passed through the V), is what is called a "V-sure machine." The high probability state is one of the gaming benefits granted to the player, separate from the special game.
[0053] Here, the configuration of the second large prize winning device 36 will be explained. Figure 48 is a schematic diagram showing the second large prize winning device 36. Gaming balls that enter the second large prize winning opening 35 pass through a predetermined gaming ball guide passage within the second large prize winning device and all pass through the second large prize winning opening sensor 35a (also called "ball entry detection means" or "ball entry detection sensor"). Therefore, gaming balls that enter the second large prize winning opening 35 are always detected by the second large prize winning opening sensor 35a.
[0054] The second large prize opening sensor 35a is a sensor for detecting that a gaming ball has entered the second large prize opening 35 (entry of a gaming ball into the second large prize opening 35). The number of balls that have entered the second large prize opening 35 can be counted based on the detection by this second large prize opening sensor 35a. That is, when gaming balls are detected by the second large prize opening sensor 35a, the number of detections (i.e., the number of balls that have entered) is counted on a round-by-round basis by a ball counting means (not shown) provided in the RAM of the main control unit 80, which will be described later. This counting result (count value) is cleared when the round ends.
[0055] Furthermore, the gaming ball detected by the second large winning opening sensor 35a then passes through a predetermined gaming ball guide passage, passes through the specific area 39 (first area) or the non-specific area 49 (second area), and is then discharged outside the machine (to the back side of the gaming machine 1). The specific area 39 allows gaming balls to pass through only when the movable piece 150 is in operation (operating state, first distribution state), in other words, only when the specific area 39 is open (see Figure 48(b)).
[0056] A specific area sensor 39a (also referred to as a "first passage detection means" or "first passage detection sensor") is provided in the specific area 39, and a gaming ball passing through the specific area 39 is detected by the specific area sensor 39a. The specific area sensor 39a is a sensor for detecting that a gaming ball has passed through the specific area 39 (first area) (passage of the gaming ball into the specific area 39).
[0057] A non-specific area sensor 49a (also referred to as a "second passage detection means" or "second passage detection sensor") is provided in the non-specific area 49, and a gaming ball passing through the non-specific area 49 is detected by the non-specific area sensor 49a. The non-specific area sensor 49a is a sensor for detecting that a gaming ball has passed through the non-specific area 49 (second area) (passage of the gaming ball into the non-specific area 49).
[0058] The specific area sensor 39a and the non-specific area detection sensor 49a are also sensors (also referred to as "discharge detection means" or "discharge detection sensors") for detecting the discharge of game balls from the second large winning opening 35, and it is possible to count the number of balls discharged from the second large winning opening 35 based on the detection by the specific area sensor 39a and the non-specific area detection sensor 49a. When game balls are detected by the specific area sensor 39a or the non-specific area detection sensor 49a, the number of detections (i.e., the number of balls discharged) is counted on a round-by-round basis by discharge number counting means (not shown) provided in the RAM of the main control unit 80, which will be described later. This counting result (count value) is cleared when the round ends.
[0059] Furthermore, the number of gaming balls detected by the specific area sensor 39a is counted as the number of specific area passages by a specific area passage counting means (not shown) provided in the RAM of the main control unit 80, which will be described later, and the number of gaming balls detected by the non-specific area sensor 49a is counted as the number of non-specific area passages by a non-specific area passage counting means (not shown) provided in the RAM of the main control unit 80, which will be described later. These counts are also performed on a round-by-round basis, and the counting results (count values) are cleared at the end of the round.
[0060] In this embodiment, the control program of the main control unit 80 is capable of comparing the number of game balls entering the second large prize opening 35 with the number of game balls released based on the counting results of the number of game balls entering the second large prize opening 35 and the number of game balls released (comparison determination means). If the comparison result shows that the number of game balls entering the second large prize opening 35 does not match the number of game balls released, a predetermined error process is executed (error processing means). This comparison (match / mismatch determination) monitors for the occurrence of abnormalities or fraud related to the entry of game balls into the second large prize opening 36 (second large prize opening 35) having the specific area 39.
[0061] For example, inside the second large prize device 36 (second large prize opening 35), a movable piece 150 is operated to open and close the specific area 39, and there is a risk that a game ball may get caught in the movable piece 150, causing a game ball to become stuck inside the second large prize device 36 (second large prize opening 35) (upstream of the specific area 39 and non-specific area 49). If such a ball jam occurs, the game balls that entered the second large prize opening 35 will not be ejected, resulting in a discrepancy between the number of balls entered and the number of balls ejected. By monitoring the number of balls entered and the number of balls ejected in this manner, it is possible to check for the presence or absence of a ball jam. Furthermore, since the number of balls entered and the number of balls ejected will not match even if the specific area sensor 39a detects game balls through fraudulent activities such as string tampering or radio wave tampering, this can be used to monitor for fraudulent activities and prevent unexpected losses.
[0062] In this embodiment, if such an event that suggests ball jamming or fraud occurs, a predetermined error process is executed assuming that an error has occurred related to a discrepancy between the number of balls entered and the number of balls discharged from the second large winning slot 35. Details of the comparison between the number of entered balls and the number of balls discharged and the error process when the number of entered balls and the number of balls discharged do not match will be described later.
[0063] In this embodiment, the control program of the main control unit 80 can determine whether an error (abnormality) has occurred regarding the passage of a gaming ball into the specific area 39. Specifically, when the second large winning opening 35 is open and in a state (second state) in which a ball can be entered, a specific area valid period is set in which the detection of a gaming ball by the specific area sensor 39a (the passage of a gaming ball into the specific area 39) is treated as valid, and if a gaming ball is detected by the specific area sensor 39a (if detection is made by the specific area sensor 39a) during a period other than the specific area valid period (a period other than the specific area valid period), an error regarding the specific area 39 is considered to have occurred, and the detection is treated as invalid. Also, if an abnormality occurs in the signal (specific area passage signal) of the specific area sensor 39a due to a poor connection or the like, it can be determined that an error regarding the specific area 39 has occurred. By determining errors based on the validity period of such specific areas or poor connection of the specific area sensor 39a, it is possible to monitor for fraudulent activity, equipment failure or damage, etc., thereby making it possible to prevent unexpected damage from occurring.
[0064] A gate 28 (game ball passage opening) through which game balls can pass is provided in the right area of the center decorative body 10 in the game area 3. A random number or the like for determining whether a normal symbol has been hit is acquired based on the passing of a game ball through the gate 28, and when a predetermined condition is met, a normal symbol hit / miss judgment (also called a "normal symbol hit / miss judgment") is executed to determine whether or not to open the second start opening 21, and the normal symbol is displayed in a variable manner and is displayed as a stopped symbol based on the result of the normal symbol hit / miss judgment. When a winning normal symbol is displayed as a stopped symbol, the second start opening 21 opens.
[0065] Furthermore, a plurality of general winning openings 27 are provided at the bottom of the game area 3. In this embodiment, four general winning openings 27 are provided, three of which are left general winning openings provided to the left of the first starting opening 20, and one of which is a right general winning opening provided to the right of the first large winning opening 30.
[0066] The first start opening 20, the second start opening 21, the first major prize opening 30, the second major prize opening 35, and the general prize opening 27 are each openings that trigger the payout of prize balls, and when a game ball enters each opening, a predetermined number of game balls (also called "prize balls") are paid out from each opening. In this embodiment, the number of prize balls for the first start opening 20 is "4," the number of prize balls for the second start opening 21 is "1," the number of prize balls for the general prize opening 27 is "10," and the number of prize balls for the first major prize opening 20 and the second major prize opening 35 is "15." Note that the number of prize balls is not limited to these and can be determined arbitrarily.
[0067] The game area 3, which is provided with multiple ball entry ports (first start port 20, second start port 21, first major prize port 30, second major prize port 35, general prize port 27, and gate 28), can be divided into a left game area 3A on the left side of the center in the horizontal direction and a right game area 3B on the right side. Shooting a game ball so that it flows down through the left game area 3A is also called a "left shot," and shooting a game ball so that it flows down through the right game area 3B is also called a "right shot." The left game area 3A is also called the "first game area," the right game area 3B is also called the "second game area," and either the left game area 3A or the right game area 3B is also called a "specific area."
[0068] Of the multiple ball entry ports provided in the game area 3, the first starting port 20 and the three left general winning ports 27 are provided so that game balls flowing down the left game area 3A of the game area 3 can enter, and the second starting port 21, the first large winning port 30, the second large winning port 35, the right general winning port 27 and the gate 28 are provided so that game balls flowing down the right game area 3B of the game area 3 can enter.
[0069] In this pachinko game machine 1, when the game starts, in principle, the player hits the ball from the left, aiming to land the ball in the first starting hole 20. On the other hand, when the game state changes due to a jackpot determined based on the ball landing in the first starting hole 20, in principle, the player hits the ball from the right, aiming to land the ball in the gate 28, the second starting hole 21, the first large winning hole 30, and the second large winning hole 35.
[0070] As shown in Fig. 3, a main display 40 is provided outside the game area 3 (outside the game area) and at the lower right of the game board 2. As shown in Fig. 4, the main display 40 includes a first special symbol display 41a (first special symbol display unit) that displays the first special symbol in a variable and stationary manner, a second special symbol display 41b (second special symbol display unit) that displays the second special symbol in a variable and stationary manner, a normal symbol display 42 (normal symbol display unit) that displays the normal symbol in a variable and stationary manner, a first special symbol reserve display 43a that displays the number of stored hit / miss judgment information related to the first special symbol (first special symbol reserve), a second special symbol reserve display 43b that displays the number of stored hit / miss judgment information related to the second special symbol (second special symbol reserve), and a normal symbol display 44a. The main display 40 is configured to include a normal symbol hold indicator 44 that displays the number of memories of the operation hold (normal symbol hold) of the indicator 42, a round indicator 45 that shows the number of rounds of the jackpot game that will be executed if the result of the hit / miss judgment is a jackpot (specific result), a game status indicator 46 that indicates that the probability fluctuation function is activated, a launch direction indicator 47 that shows the launch direction of the game ball (whether it should be hit left or right), and a hit indicator 48 that indicates (notifies) whether the trigger for the execution of the jackpot game when the jackpot game is executed is the first special symbol hit / miss judgment or the second special symbol hit / miss judgment. The display of these various indicators that make up the main display 40 is controlled by a main control unit described later.
[0071] In addition, either or both of the first special pattern display device 41a and the second special pattern display device 41b are also referred to as the "special pattern display unit", and either or both of the first special pattern reserve display device 43a and the second special pattern reserve display device 43b are also referred to as the "special pattern reserve display unit".
[0072] In the special symbol display section, a special symbol (identification information) is displayed in a variable manner for a predetermined period of time and then displayed in a static manner. This statically displayed special symbol (stopped symbol) announces the result of a lottery (special symbol hit / miss determination, jackpot lottery) based on the ball entering the first starting hole 20 or the second starting hole 21. The special symbol displayed (statically displayed) after the variable display is one special symbol selected from multiple types of special symbols based on the result of the special symbol hit / miss determination. If the statically displayed special symbol is a predetermined winning symbol (specific display mode, specific display result) such as a jackpot symbol or a small winning symbol, a special game (jackpot game) is played in which the first large winning hole 30 or the second large winning hole 35 is opened in an opening pattern corresponding to the type of winning symbol displayed. In other words, a special game (jackpot game) can be played based on the specific display result derived as the display result of the variable display of the special symbol. The opening patterns of the major prize openings (first major prize opening 30, second major prize opening 35) in the special game will be described later.
[0073] As shown in FIG. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i to p" and displays a special symbol according to the result of the first special symbol hit / miss judgment. In this embodiment, when the result of the first special symbol hit / miss judgment is a "jackpot" (specific result), three types of jackpots are provided: "7R first jackpot," "7R second jackpot," and "15R third jackpot" (see FIGS. 6 and 8). The LEDs of the first special symbol display 41a can adopt a display mode (also referred to as a "specific display mode" or "specific display result") according to each of the three types of jackpots.
[0074] For example, if the result of the first special symbol hit / miss judgment is "7R first jackpot", the three LEDs of "ijn" will light up and the rest will be turned off (7R first jackpot symbol), if it is "7R second jackpot", the three LEDs of "imn" will light up and the rest will be turned off (7R second jackpot symbol), and if it is "15R third jackpot", the three LEDs of "jln" will light up and the rest will be turned off (15R third jackpot symbol). Also, if the result of the first special symbol hit / miss judgment is "miss" (non-specific result), one LED of "n" will light up and the rest will be turned off (miss symbol).
[0075] On the other hand, the second special symbol display 41b is composed of eight LEDs indicated by "a-h" and displays special symbols according to the result of the second special symbol hit / miss judgment. In this embodiment, when the result of the second special symbol hit / miss judgment is a "jackpot" (specific result), two types of jackpots are provided: "15R 4th jackpot" and "15R 5th jackpot" (see Figures 6 and 8). The LEDs of the second special symbol display 41b can adopt display modes (also called "specific display modes" or "specific display results") according to each of these two types of jackpots.
[0076] For example, if the result of the second special symbol hit / miss judgment is "15R 4th jackpot", the four LEDs of "acde" will light up and the rest will be turned off (15R 4th jackpot symbol), and if it is "15R 5th jackpot", the four LEDs of "bfgh" will light up and the rest will be turned off (15R 5th jackpot symbol). Also, if the result of the second special symbol hit / miss judgment is "miss" (non-specific result), one LED of "g" will light up and the rest will be turned off (miss symbol).
[0077] Before the special symbol is statically displayed, the special symbol is displayed for a predetermined period of time. This display can be, for example, a pattern in which the LEDs light up in a predetermined sequence, such as clockwise or counterclockwise, so that the light flows repeatedly. The first special symbol displayed statically on the first special symbol display 41a remains static until the next first special symbol begins to be displayed. Similarly, the second special symbol displayed statically on the second special symbol display 41b remains static until the next second special symbol begins to be displayed.
[0078] In this pachinko gaming machine 1, when a game ball enters the first starting hole 20 or the second starting hole 21, various information (also referred to as "acquired information"), such as a random number for determining whether a special symbol has been drawn, is acquired based on the ball entry. The acquired information is temporarily stored in a special symbol reserve memory unit (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first starting hole 20, it is stored in the first special symbol reserve memory unit (not shown) as a first special symbol reserve. If the ball enters the second starting hole 21, it is stored in the second special symbol reserve memory unit (not shown) as a second special symbol reserve. Each special symbol reserve memory unit has an upper limit on the number of reserved special symbols that can be stored; in this embodiment, the upper limit is "4." The first special symbol reserve memory unit and the second special symbol reserve memory unit are also referred to as the "first acquired information storage means" and the "second acquired information storage means," respectively, and are collectively referred to as the "acquired information storage means."
[0079] The reserved special symbols stored in the reserved special symbol memory unit are consumed when it becomes possible to display a variable special symbol based on that reserved special symbol. The consumption of reserved special symbols means determining the random number or the like for determining whether or not the special symbol corresponds to that reserved special symbol, and then displaying a variable special symbol to show the result of that determination. Therefore, in this pachinko gaming machine 1, if the variable special symbol display (determination of whether or not the special symbol is selected) based on a game ball entering the first starting hole 20 or the second starting hole 21 cannot be performed immediately in response to the ball entering, i.e., if the variable special symbol display is being performed or a special game is being played, the right to determine whether or not the special symbol is selected for that ball entering can be reserved up to a predetermined number.
[0080] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, if the number of pending orders is "0", the display can be "u□v□" (for example, □: off, ●: red, ▲: green), with both LEDs turned off; if the number of pending orders is "1", the display can be "u□v●", with the "u" LED turned off and the "v" LED turned on in red; if the number of pending orders is "2", the display can be "u●v□", with the "u" LED turned on in red and the "v" LED turned off; if the number of pending orders is "3", the display can be "u●v●", with both LEDs turned on in red; and if the number of pending orders is "4 (maximum number)", the display can be "u▲v▲", with both LEDs turned on in green.
[0081] In addition, the second special chart reserve indicator 43b is composed of two LEDs "wx", and displays the number of second special chart reserves by controlling the display of the LEDs according to the number of second special chart reserves. For example, when the reserve number is "0", the display mode is "w□x□" (for example, □: off, ●: red lit, ▲: green lit), in which both LEDs are turned off, and the reserve numbers "1" to "4" are also determined in the same way as the first special chart reserve indicator 43a.
[0082] The normal symbol variable display is triggered by the passage of a gaming ball through the gate 28. The normal symbol display device 42 displays the normal symbol variably and then stops, and the stopped normal symbol (stopped symbol) notifies the result of the normal symbol hit / miss judgment based on the passage of the gaming ball through the gate 28. The stopped normal symbol is one normal symbol selected from multiple types of normal symbols based on the normal symbol hit / miss judgment. If the stopped normal symbol is a predetermined specific normal symbol (winning normal symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.
[0083] As shown in Figure 4, the normal symbol display 42 is composed of two "st" LEDs, and displays a normal symbol according to the result of the normal symbol hit / miss judgment depending on the lighting state of these LEDs. For example, if the judgment result is a hit, a winning normal symbol with both LEDs lit is displayed as "s■t■" (for example, ■: lit, □: unlit). If the judgment result is a miss, a losing normal symbol with only the "t" LED lit is displayed as "s□t■". Note that the losing normal symbol is not a specific normal symbol.
[0084] Before the normal symbols are displayed, the normal symbols are displayed for a predetermined period of time, and the display mode is, for example, a mode in which both LEDs alternately light up and turn off. The normal symbols displayed on the normal symbol display 42 are maintained in this state until the next normal symbol starts to be displayed.
[0085] In this pachinko game machine 1, when a game ball passes through the gate 28, various information (also called "acquired information") such as a random number for determining whether a normal symbol is a winning symbol is acquired based on that passage, and the acquired information is temporarily stored as a normal symbol reserve in a normal symbol reserve memory unit 86 formed in the RAM of the main control unit. An upper limit is set for the number of normal symbol reserves that can be stored in the normal symbol reserve memory unit 86, and in this embodiment the upper limit value is "4".
[0086] The reserved normal symbols stored in the reserved normal symbol memory unit are consumed when it becomes possible to display the normal symbol variations based on that reserved normal symbol. The consumption of reserved normal symbols means determining the random number for determining whether the normal symbol is correct or not corresponding to that reserved normal symbol, and then displaying the normal symbol variations to show the result of that determination. Therefore, in this pachinko gaming machine 1, if the display of the normal symbol variations based on the passage of the game ball through the gate 28 cannot be immediately performed upon that passage, i.e., if the display of the normal symbol variations is being performed or if an auxiliary game is being played, the right to determine whether the normal symbol is correct or not for that passage can be reserved up to a predetermined number.
[0087] The number of reserved general maps stored in the reserved general map memory unit is displayed on the reserved general map display 44. Specifically, the reserved general map display 44 is composed of two LEDs, "qr," and displays the number of reserved general maps by lighting up the LEDs according to the number of reserved general maps. For example, when the reserved number is "0," the display mode is "q□r□" (e.g., □: off, ●: red light, ▲: green light), with both LEDs turned off. When the reserved number is "1," the display mode is "q□r●," with the "q" LED turned off and the "r" LED lit in red. The reserved numbers "2" to "4" are also determined in the same way as the first special map reserve display 43a.
[0088] As shown in FIG. 4, the round display 45 is composed of two LEDs, a 7R lamp and a 15R lamp. In this round display 45, for example, when a 7R first jackpot or a 7R second jackpot occurs, the 7R lamp is lit and displayed at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display mode is something like "7R ▲ 15R △" (for example, △: off, ▲: on). Also, when any of the 15R third to fifth jackpots occurs, the 15R lamp is lit and displayed at the timing when the corresponding jackpot symbol is confirmed and displayed. Specifically, the display mode is something like "7R △ 15R ▲" (for example, △: off, ▲: on).
[0089] As shown in Fig. 4, the win indicator 48 is configured to include three LEDs indicated by "b1 to b3." In this embodiment, if a predetermined lighting condition is met between the time when the jackpot symbol (specific display mode) described above is statically displayed on the special symbol display unit (first special symbol display 41a or second special symbol display 41b) (i.e., after a jackpot occurs) and the time when the jackpot game related to the jackpot ends, the three LEDs "b1 to b3" are lit in a predetermined mode to indicate (notify) whether the jackpot (jackpot game) is due to the first special symbol hit / miss judgment or the second special symbol hit / miss judgment.
[0090] Here, the jackpots in this embodiment are divided into a "V-passing scheduled jackpot" in which the game ball is scheduled to pass through the specific area 39, and a "V-non-passing scheduled jackpot" in which the game ball is not scheduled to pass through the specific area 39. In this embodiment, there are two types of V-non-passing scheduled jackpots: a "7R second jackpot" and a "15R fifth jackpot", and there are three types of V-passing scheduled jackpots: a "7R first jackpot", a "15R third jackpot", and a "15R fourth jackpot" (see FIG. 6).
[0091] Then, when an irregular event occurs regarding V passing, such as passing V during a jackpot game related to a jackpot that is not scheduled to pass V, or not passing V during a jackpot game related to a jackpot that is scheduled to pass V, the hit indicator 48 is lit in a predetermined manner. That is, there are two conditions for lighting the hit indicator 48 (three LEDs "b1 to b3"): (1) V has been passed during a jackpot game related to a jackpot that is not scheduled to pass V, and (2) V has not been passed during a jackpot game related to a jackpot that is scheduled to pass V, and the jackpot game has ended.
[0092] In addition, passing through V during a jackpot game related to a jackpot that is scheduled to pass through V (normal V passing) is also called "normal V passing," passing through V during a jackpot game related to a jackpot that is not scheduled to pass V is also called "irregular V passing," and not passing through V during a jackpot game related to a jackpot that is scheduled to pass V is also called "irregular V non-passing."
[0093] Specifically, if the game ball passes through a specific area 39 during a jackpot game related to a jackpot that is scheduled not to pass through a V (if an irregular V passage occurs), if the jackpot game is based on the result of the first special pattern judgment being a jackpot, then the "b1" and "b3" LEDs are turned on and the "b2" LED is turned off, as in "b1■b2□b3■" (for example, ■: lit, □: unlit; same below), and if the jackpot game is based on the result of the second special pattern judgment being a jackpot, then the "b2" and "b3" LEDs are turned on and the "b1" LED is turned off, as in "b1□b2■b3■".
[0094] Also, if during a jackpot game related to a jackpot that is scheduled to pass through a V, the game ball does not pass through the specific area 39 and the jackpot game ends (when an irregular V non-passage occurs), if the jackpot game is based on the result of the first special pattern hit / miss judgment being a jackpot, then, as in the case of an irregular V passing, the "b1" and "b3" LEDs are turned on and the "b2" LED is turned off, and if the jackpot game is based on the result of the second special pattern hit / miss judgment being a jackpot, then, as in the case of an irregular V passing, the "b2" and "b3" LEDs are turned on and the "b1" LED is turned off.
[0095] In addition, in this embodiment, the condition for lighting the hit indicator 48 (three LEDs "b1 to b3") is also that the jackpot game ends without any irregular events such as an irregular V passing or an irregular V not passing during the jackpot game (the third lighting condition).
[0096] Specifically, if the game ball passes through the specific area 39 during a jackpot game related to a jackpot that is scheduled to pass through V and the jackpot game ends, or if the game ball passes through the specific area 39 during a jackpot game related to a jackpot that is not scheduled to pass through V and the jackpot game ends without passing through the specific area 39, if the jackpot game is based on the result of the first special pattern hit / miss judgment being a jackpot, then the ``b1'' LED is turned on and the ``b2'' and ``b3'' LEDs are turned off, as in ``b1■b2□b3□'', and if the jackpot game is based on the result of the second special pattern hit / miss judgment being a jackpot, then the ``b2'' LED is turned on and the ``b1'' and ``b3'' LEDs are turned off, as in ``b1□b2■b3□''.
[0097] In this way, the hit display 48 can notify whether the trigger for executing a "jackpot game in which an irregular event has occurred" or a "jackpot game in which an irregular event has not occurred" is the first special symbol hit determination or the second special symbol hit determination, depending on the lighting state of the three LEDs "b1 to b3." Such a notification by the hit display 48 is also called a "judgment notification," the hit display 48 that performs the judgment notification is also called a "judgment notification means," and the main control unit 80 that controls the display of the hit display 48 is also called a "judgment notification execution means."
[0098] When an irregular V passage occurs, the judgment notification by the win indicator 48 is executed in a predetermined period after the occurrence of the irregular V passage (after the occurrence). In this case, the predetermined period (judgment notification execution period) can be, for example, from the end of the jackpot game in which the irregular V passage occurred to the start of the next jackpot game. In this case, the judgment notification is started based on the end of the jackpot game in which the irregular V passage occurred, and the judgment notification ends based on the start of the next jackpot game. Alternatively, it can be from the occurrence of an irregular V passage during a jackpot game to the start of the next jackpot game after that jackpot game. In this case, the judgment notification is started based on the occurrence of an irregular V passage, and the judgment notification ends based on the start of the next jackpot game.
[0099] Furthermore, when an irregular V non-passage occurs, the hit indicator 48 issues a judgment notification during a predetermined period of time after the irregular V non-passage occurs (after the occurrence). In this case, the predetermined period (the judgment notification execution period) can be, for example, from the end of the jackpot game in which the irregular V non-passage occurred to the start of the next jackpot game. In this case, the judgment notification is initiated based on the end of the jackpot game in which the irregular V non-passage occurred, and ends based on the start of the next jackpot game. Alternatively, it can be from the confirmation of the irregular V non-passage during the jackpot game to the start of the next jackpot game after the jackpot game. In this case, the judgment notification is initiated based on the confirmation of the irregular V non-passage (for example, the end of the V round described below), and ends based on the start of the next jackpot game.
[0100] Furthermore, if a jackpot game ends without any irregular events occurring during the jackpot game (if the jackpot game ends normally), the hit indicator 48 will issue a determination notification for a predetermined period of time after the end of the jackpot game (or after the end of the jackpot game). In this case, the predetermined period (the determination notification execution period) can be, for example, from the end of the jackpot game to the start of the next jackpot game. In this case, the determination notification is initiated based on the end of the jackpot game and terminated based on the start of the next jackpot game. Alternatively, the determination notification can be initiated based on the transition to a game state after the end of the jackpot game (e.g., a high-probability, high-base state or a low-probability, high-base state) until the start of the next jackpot game. In this case, the determination notification is initiated based on the start of a game state after the end of the jackpot game (e.g., a high-probability, high-base state or a low-probability, high-base state), and terminated based on the start of the next jackpot game.
[0101] In this way, the predetermined period (predetermined time) from the occurrence (confirmation) of an irregular V passing or irregular V non-passing during a jackpot game to the start of the next jackpot game after the end of the jackpot game can be set as the judgment notification execution period when an irregular event occurs. Also, the predetermined period (predetermined time) from the end of the previous jackpot game to the start of the next jackpot game can be set as the judgment notification execution period when the jackpot game ends without the occurrence of an irregular event.
[0102] In either case, the judgment notification may be terminated (all three LEDs "b1 to b3" are turned off) by turning the power of the pachinko gaming machine 1 off (OFF) and then on again (ON) while the judgment notification is being executed. In this way, the manager or staff of the gaming hall (hereinafter also referred to as "gaming hall personnel") can terminate the judgment notification at any timing by operating the power switch of the pachinko gaming machine 1.
[0103] Furthermore, the conditions for terminating the judgment notification are not limited to the examples mentioned above (the start of the next jackpot game or the power being turned off on the pachinko game machine 1), but for example, the judgment notification can be terminated based on the end of a specific game state (also called a "specific game state") when, after the jackpot game ends, the game transitions to a game state that is relatively advantageous to the player, such as a high probability state or a time-saving state (high base state) described below, or the judgment notification can be terminated based on the passage of a predetermined time (judgment notification time) from the start of the judgment notification.
[0104] Next, the electrical configuration of the present pachinko gaming machine 1 will be described with reference to Figures 2 and 5. The pachinko gaming machine 1 of this embodiment is equipped with a main control board 80 (also called the "main control unit" and "game control unit") that controls the progress of the game and game profits, such as determining whether a special symbol has been won or not, determining whether a normal symbol has been won or not, and transitioning between game states, a sub-control board 90 (also called the "sub-control unit", "sub-control unit", or "performance control unit") that controls the performance associated with the progress of the game, a payout control board 110 (also called the "payout control unit") that controls the payout of game balls, and an image control board 100 (also called the "image control unit") that controls the display of the image display device 7, the performance display 102, the first performance special symbol reserve display 103a, the second performance special symbol reserve display 103b, etc.
[0105] As shown in FIG. 2 , a main control board storage case that stores the main control board 80 is provided in the approximate center of the rear (backside) side of the pachinko gaming machine 1. Above the main control board case, an image control board storage case that stores the sound control board 106, the lamp control board 107, and the image control board 100 is provided. Above the image control board storage case, a sub-control board storage case that stores the sub-control board 90 is provided. Also, below and to the left of the main control board case, a payout control board case that stores the payout control board is provided. To the right of that, a power supply board case that stores a power supply board 109 is provided. The power supply board 109 functions as a power supply means that receives external power and supplies power to the pachinko gaming machine 1. Specifically, it supplies power to various electrical components required for the operation of the pachinko gaming machine 1, such as various boards, devices, equipment, sensors, switches, motors, and solenoids, that are provided in the pachinko gaming machine 1. The power supply board 109 is provided with a power switch (not shown) that is exposed to the outside of the power supply board case; turning the power switch ON starts the supply of power, and turning it OFF stops the supply of power.
[0106] Furthermore, an external terminal board 118 is provided on the upper right portion of the rear surface of the pachinko gaming machine 1 for outputting various signals (also referred to as "information related to the game" or "external information") indicating the operating status of the gaming machine 1 to the outside of the gaming machine. The external terminal board 118 is connected to an information output circuit (not shown) of the main control board 80, and by connecting wiring of an external device (such as a hall computer) to the terminals provided on the external terminal board 118, it is possible to output various signals (external information) from the main control board 80 (information output circuit) to the external device.
[0107] Signals (external information) that can be output include, for example, a ball entry signal that can identify the detection of a game ball entering (passing through) various winning ports or gates (detection by a game ball detection means), a special pattern signal that can identify the start (during change) and stop of a special pattern change, a jackpot signal that can identify that a big winning device is operating (during a jackpot game), a probability fluctuation signal that can identify that a probability fluctuation function is operating (in a high probability state), a time-saving signal that can identify that a change time-saving function is operating (in a time-saving state), and an open time extension signal that can identify that an open time extension function is operating (in a high base state).
[0108] These various signals are generated by the main control board 80 (main control unit) and output from an information output circuit (not shown) of the main control board 80 to external devices such as a hall computer via the external terminal board 118. The main control board 80 (main control unit) that executes the processing related to such signal output is also referred to as "information output means."
[0109] The main control board 80 is equipped with a one-chip game control microcomputer 81 (also called a "game control microcomputer") that controls the progress of the game on the pachinko game machine 1 according to a predetermined program. The game control microcomputer 81 includes a ROM that stores programs for controlling the progress of the game, a RAM used as work memory, and a CPU that executes the game control programs stored in the ROM. The main control board 80 (main control unit) equipped with the game control microcomputer 81 functions as game control means that controls the progress of the game.
[0110] The game control microcomputer 81 transmits and receives data (information) to and from other boards, etc. via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. The ROM may also be external. The RAM of the game control microcomputer 81 is provided with the above-mentioned special chart reserve memory section (first special chart reserve memory section and second special chart reserve memory section) and a regular chart reserve memory section 86.
[0111] Various sensors, solenoids, etc. are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected to the main control board 80 include a first start hole sensor 20a, a second start hole sensor 21a, a gate sensor 28a, a first large prize hole sensor 30a, a second large prize hole sensor 35a, a specific area sensor 39a, a non-specific area sensor 49a, and a general prize hole sensor 27a. These various sensors are also referred to as "game ball detection means."
[0112] The first start hole sensor 20a is provided in the first start hole 20 and detects a game ball that has entered the first start hole 20 (a ball entering the first start hole 20). The second start hole sensor 21a is provided in the second start hole 21 and detects a game ball that has entered the second start hole 21 (a ball entering the second start hole 21). The gate sensor 28a is provided in the gate 28 and detects a game ball that has passed through the gate 28 (a gate passage). The first large prize hole sensor 30a is provided in the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30 (a ball entering the first large prize hole 30). The second large prize hole sensor 35a is provided in the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35 (a ball entering the second large prize hole 35). The specific area sensor 39a is provided in the specific area 39 within the second large prize opening 35, and detects game balls that have entered the second large prize opening 35 and passed through the specific area 39 (passing the specific area). The non-specific area sensor 49a is provided in the non-specific area 49 within the second large prize opening 35, and detects game balls that have entered the second large prize opening 35 and passed through the non-specific area 49 (passing the non-specific area). The general prize opening sensors 27a are provided in each general prize opening 27, and detect game balls that have entered the general prize opening 27 (entry into the general prize opening 27).
[0113] The RAM of the game control microcomputer 81 (main control unit 80) has an area for counting and storing the number of game balls detected by these various sensors (game ball detection means), and the number of detections by each sensor can be counted (counting means) through the control (program) of the game control microcomputer 81.
[0114] Also connected as solenoids are the second starting port solenoid 24, the first large winning port solenoid 33, the second large winning port solenoid 38, and the movable piece solenoid 151. These various solenoids are also called "electrical drive source" or "drive means."
[0115] The second starting port solenoid 24 is for driving the opening and closing member 23 of the variable winning device 22, and the first large winning port solenoid 33 is for driving the opening and closing member 32 of the first large winning device 31.
[0116] In addition, the second large prize opening solenoid 38 is for driving the opening and closing member 37 of the second large prize device 36, and the movable piece solenoid 151 is for driving the movable piece 150 of the second large prize device 36.
[0117] Furthermore, the main control board 80 is connected to a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a round display 45, a game status display 46, a launch direction display 47, and a win display 48. In other words, the display control of these main displays 40 is performed by a game control microcomputer 81.
[0118] The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135, and is also connected to a launching device 112 via a launching control board 111 (also referred to as the "launch control unit"). The launching device 112 includes a launching handle 60 (see FIG. 1). The card unit 135 is installed adjacent to the pachinko gaming machine 1 and is a game ball lending processing device that enables ball lending based on information stored on an inserted prepaid card (game value storage medium) or the like.
[0119] The payout control board 110 is equipped with a payout control one-chip microcomputer 116 (also referred to as a "payout control microcomputer") that controls the payout of game balls from the pachinko gaming machine 1 according to a predetermined program. The payout control microcomputer 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.
[0120] The payout control microcomputer 116 drives the payout motor 121 of the payout device 120 to pay out prize balls or loan balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko game machine 1 via the input / output circuit 117. The paid-out game balls are detected by payout sensors 122 and 123 for counting.
[0121] When a player operates the handle 60 (see FIG. 1) of the launching device 112, the touch sensor 114 detects the player's contact with the launching handle 60, and the launching volume 115 detects the amount of rotation of the launching handle 60, and these detection signals are input to the launch control board 111. Then, the launching motor 113 is controlled and driven so that the gaming ball is launched with a strength corresponding to the magnitude of the detection signal from the launching volume 115.
[0122] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.
[0123] 5, a one-chip microcomputer 91 for effect control (also called a "microcomputer for effect control") is mounted on the sub-control board 90, which controls the effects of the pachinko gaming machine 1 according to a predetermined program. The microcomputer 91 for effect control includes a ROM that stores programs for controlling game effects as the game progresses, a RAM used as a work memory, and a CPU that executes the programs stored in the ROM.
[0124] The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via an input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The ROM may also be external.
[0125] The sub-control board 90 is connected to an image control board 100, an audio control board 106, and a lamp control board 107. The sub-control board 90 (sub-controller), the image control board 100 (image controller), the audio control board 106 (audio controller), and the lamp control board 107 (lamp controller) function as a presentation control means (also referred to as "presentation execution means") that controls corresponding presentation devices, components, etc. (presentation means) to execute various presentations such as display presentations, sound presentations, and lamp presentations (light presentations) according to the game situation.
[0126] Based on commands received from the main control board 80, the performance control microcomputer 91 of the sub-control board 90 causes the CPU of the image control one-chip microcomputer 101 (also referred to as the "image control microcomputer") of the image control board 100 to control the display of the image display device 7, the performance display device 102, the first special effect reserved display device 103a, and the second special effect reserved display device 103b. The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns, reserved patterns, etc.), background images, etc. The image control microcomputer 101 reads image data from the ROM based on commands from the performance control microcomputer 91. Then, it executes display control based on the read image data.
[0127] The effect display 102 consists of two LEDs, which flash (variation display) and light or turn off (stop display) in synchronization with the change and stop display of the effect symbol 8. The display is controlled by the on / off or color combination of the two LEDs to indicate the display result of the effect symbol 8 (the result of the special symbol hit / miss determination). The effect first special symbol hold display 103a and the effect second special symbol hold display 103b also consist of two LEDs. The effect first special symbol hold display 103a is controlled by the on / off or color combination of the two LEDs to indicate the same number of reserved symbols as those displayed in the first effect hold display area 9c and the first special symbol hold display 43a. Similarly, the effect second special symbol hold display 103b is controlled by the on / off or color combination of the two LEDs to indicate the same number of reserved symbols as those displayed in the second effect hold display area 9d and the second special symbol hold display 43b. The reason why such effect display device 102 and hold displays 103a, 103b are provided is because by displaying character patterns on almost the entire display screen 7a (effect pattern display section) or by operating the movable decorative member 14 to cover almost the entire effect pattern display area 7b (effect pattern display section) of the display screen 7a, it is possible that some or all of the various images displayed on the display screen 7a, such as the effect pattern 8, first effect hold 9a, second effect hold 9b, etc., may become invisible. In addition to the image control one-chip microcomputer 101 of the image control board 100, a VDP (Video Display Processor) may also be provided.
[0128] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Sound data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90. A CPU may be implemented on the voice control board 106, in which case the CPU may be made to execute voice control. In this case, a ROM may be implemented on the voice control board 106, and the sound data may be stored in the ROM. The speaker 67 may also be connected to the image control board 100, and the CPU of the image control board 100 may be made to execute voice control. In this case, the sound data may also be stored in the ROM of the image control board 100.
[0129] In addition, based on commands received from the main control board 80, the performance control microcomputer 91 determines the light emission pattern data (data that determines the on / off status, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5 from the data stored in the ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.
[0130] Furthermore, the performance control microcomputer 91 operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. The movable decorative member 14 is a movable gimmick provided on the center decorative body 10. The performance control microcomputer 91 determines operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined operating mode from the data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data.
[0131] A CPU may be mounted on the lamp control board 107, in which case the CPU may be made to control the lighting of the lamps and the operation of the movable decorative member 14. Furthermore, in this case, a ROM may be mounted on the lamp control board 107, and data relating to the light emission pattern and operation pattern may be stored in the ROM.
[0132] In addition, a first effect button detection switch 63c and a second effect button detection switch 63d are connected to the sub-control board 90, and these detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.). Therefore, when a player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, an operation signal is output from the corresponding effect button detection switch to the sub-control board 90. Note that either or both of the first effect button detection switch 63c and the second effect button detection switch 63d are also referred to as the "effect button detection switch."
[0133] Next, matters related to the judgment based on the ball entering the first start hole 20 or the second start hole 21 (detection of the game ball by the first start hole sensor 20a or the second start hole sensor 21a) will be explained. In this embodiment, the results of the special pattern hit / miss judgment are a "jackpot" and a "miss." If the result of the special pattern hit / miss judgment is a "jackpot," a "jackpot symbol" is displayed in the special pattern display section, and if it is a "miss," a "miss symbol" is displayed in the special pattern display section.
[0134] If the result of the special symbol hit / miss judgment is a jackpot, a "special game" is executed in which the first large prize opening 30 or the second large prize opening 35 is opened in an opening pattern according to the type of special symbol (jackpot symbol) that is stopped and displayed after the variable display based on the result of the hit / miss judgment (jackpot). The special game that is executed when a jackpot is hit is also called a "jackpot game."
[0135] There are several types of jackpots. As shown in Figure 6, there are five types of jackpots: "7R (round) 1st jackpot," "7R 2nd jackpot," "15R 3rd jackpot," "15R 4th jackpot," and "15R 5th jackpot."
[0136] A "7R 1st jackpot" and a "7R 2nd jackpot" are jackpots in which the large prize slot (1st large prize slot 30 or 2nd large prize slot 35) opens 7 times (number of rounds), and a "15R 3rd jackpot", "15R 4th jackpot", and a "15R 5th jackpot" are jackpots in which the large prize slot (1st large prize slot 30 or 2nd large prize slot 35) opens 15 times (number of rounds). A jackpot with 7 rounds is also called a "7R jackpot", and a jackpot with 15 rounds is also called a "15R jackpot".
[0137] In this embodiment, the number of rounds (number of rounds) that constitute the jackpot game (also simply referred to as "rounds") is set to 7R or 15R, but the number of rounds can be set arbitrarily within a predetermined upper limit of rounds (for example, 16 rounds) taking into consideration the playability and ball output performance (specifications), etc.
[0138] In each round of the jackpot game according to the present embodiment, one of the first large prize opening 30 and the second large prize opening 35 is in an open state (a ball-entering state, a second state), and the other is in a closed state (a ball-entering state, a first state). In other words, the two large prize openings 30, 35 are never open at the same time, and only one of them is open.
[0139] Specifically, in the first round, the first major prize opening 30 (lower major prize opening) is closed and the second major prize opening 35 (upper major prize opening) is opened; in the second round, the first major prize opening 30 (lower major prize opening) is opened and the second major prize opening 35 (upper major prize opening) is closed; in the third round, as in the first round, the first major prize opening 30 (lower major prize opening) is closed and the second major prize opening 35 (upper major prize opening) is opened; and in the fourth round, as in the second round, the first major prize opening 30 (lower major prize opening) is opened and the second major prize opening 35 (upper large prize opening) is closed. From then on, as the rounds progress to the 5th and 6th rounds, the first major prize opening 30 (lower major prize opening) will be closed and the second major prize opening 35 (upper major prize opening) will be opened, and the first major prize opening 30 (lower major prize opening) will be opened and the second major prize opening 35 (upper large prize opening) will be closed alternately.
[0140] In other words, in the jackpot game of this embodiment, the second major prize opening 35 (upper major prize opening) opens in odd-numbered rounds, and the first major prize opening 30 (lower major prize opening) opens in even-numbered rounds. The first major prize opening 30 (lower major prize opening) and the second major prize opening 35 (upper major prize opening) open alternately, with the second major prize opening 35 (upper major prize opening) opening first. A predetermined interval time (closing time) is set between each round. In this embodiment, the interval time between the seventh and eighth rounds is 2000 ms (2 seconds), and the interval period between each of the other rounds is 500 ms (0.5 seconds).
[0141] Here, the large prize opening pattern during a jackpot game will be explained. In this embodiment, the opening patterns of the first large prize opening 30 and the second large prize opening 35 are the same. That is, in odd-numbered rounds during a jackpot game, the second large prize opening 35 is kept open until 25,000 ms (25 seconds) have elapsed from the start of the round, and then closed after 25,000 ms (25 seconds) have elapsed, ending the round. In other words, the second large prize opening 35 is opened in an opening pattern with an opening time of 25,000 ms and one opening. By hitting the ball to the right, it is possible to easily insert a game ball into the second large prize opening 30 that opens in this opening pattern.
[0142] On the other hand, in even-numbered rounds during a jackpot game, the first large prize opening 30 is kept open until 25,000 ms (25 seconds) have elapsed from the start of the round, and then closed after 25,000 ms (25 seconds) have elapsed, ending the round. In other words, the first large prize opening 30 is opened in an opening pattern of 25,000 ms and one opening. By hitting the right side, it is possible to easily insert a game ball into the first large prize opening 30 that opens in this opening pattern.
[0143] Furthermore, in the seventh round during a jackpot game, the second large prize opening 35 is opened, and in addition, the movable piece 150 is actuated based on the number of game balls (ball count) that have entered the second large prize opening 35. That is, when a game ball enters the second large prize opening 35, the entering game ball is detected by the second large prize opening sensor 35a, and the number of detected game balls (i.e., the number of balls that have entered the second large prize opening 35) is counted by ball count counting means (not shown) provided in the RAM of the main control unit 80. Then, when the count value by the ball counting means reaches a predetermined value, this triggers actuation of the movable piece 150. The actuation timing of the movable piece 150 is determined by this predetermined value (count value).
[0144] The operation of the movable piece 150 includes a "first operation" that changes the movable piece 150 from an inactive state (second distribution state) to an active state (first distribution state), and a "second operation" that changes the movable piece 150 from an active state (first distribution state) to an inactive state (second distribution state). The active state (first distribution state) is a state in which a gaming ball that has entered the second large winning opening 35 is distributed to a specific area 39 (first area), and the inactive state (second distribution state) is a state in which a gaming ball that has entered the second large winning opening 35 is distributed to a non-specific area 49 (second area).
[0145] The predetermined value (count value) that triggers the operation of the movable piece 150 is a value that does not exceed the number of game balls (also referred to as the "prescribed number") that are allowed to enter the second large winning opening 35 during one round. In this embodiment, three predetermined values are set as the values: a first predetermined value (first count value) C1; a second predetermined value (second count value) C2 that is a value larger than the first predetermined value C1; and a third predetermined value (third count value) C3 that is a value larger than the second predetermined value C2. Of these, the first predetermined value C1 and the second predetermined value C2 are values (also referred to as the "first value") that trigger the execution of the first operation (second distribution state → first distribution state), and the third predetermined value C3 is a value (also referred to as the "second value") that triggers the execution of the second operation (first distribution state → second distribution state). In this embodiment, the specified number of large prize slots is "9", and within this specified number range, the first specified value C1 is "1", the second specified value C2 is "2", and the third specified value C3 is "9".
[0146] Here, as mentioned above, the jackpot in this embodiment is divided into "V passing jackpot" and "V non-passing jackpot". A V passing jackpot is a jackpot that is based on the premise that the game state after the jackpot game will be in a high probability state as described below, and is essentially a "variable jackpot". On the other hand, a V non-passing jackpot is a jackpot that is based on the premise that the game state after the jackpot game will not be in a high probability state as described below, and is essentially a "non-variable jackpot" (also called a "normal jackpot").
[0147] In this embodiment, there are two types of V non-passing scheduled jackpots: "7R second jackpot" and "15R fifth jackpot", and there are three types of V passing scheduled jackpots: "7R first jackpot", "15R third jackpot", and "15R fourth jackpot" (see FIG. 6). A predetermined value that triggers the operation of the movable piece 150 is set according to the type of jackpot, and the correspondence between the type of jackpot and the predetermined value is pre-stored in the ROM of the main control unit 80 (value storage means). This correspondence is shown in FIG. 49.
[0148] As shown in the figure, of the first predetermined value C1 to the third predetermined value C3 that act as activation triggers for the movable piece 150, the first predetermined value C1 is set for both V non-passing scheduled jackpots and V passing scheduled jackpots (all jackpot types), while the second predetermined value C2 and the third predetermined value C3 are set only for V passing scheduled jackpots (specific jackpot types). Specifically, the first predetermined value C1 is set for all (five types) of 7R first jackpot to 15R fifth jackpot. Meanwhile, the second predetermined value C2 and the third predetermined value C3 are not set for the 7R second jackpot and the 15R fifth jackpot, but are set for the 7R first jackpot, the 15R third jackpot, and the 15R fourth jackpot. Based on this correspondence relationship between the jackpot type and the predetermined value that acts as an activation trigger for the movable piece 150, the operation control of the movable piece 150 is executed in the seventh round of the jackpot game.
[0149] That is, in the seventh round of a jackpot game, when the count value by the entering ball counting means (the number of balls entering the second large winning opening 35) reaches the first predetermined value C1 and the first operation of the movable piece 150 is executed, the second operation is executed after the execution of the first predetermined operation time. On the other hand, when the count value by the entering ball counting means reaches the second predetermined value C2 and the first operation of the movable piece 150 is executed, the second operation is executed after the execution of the first operation when the count value by the entering ball counting means reaches the third predetermined value C3. Also, when the count value by the entering ball counting means reaches the second predetermined value C2 and the first operation of the movable piece 150 is executed, and a second operation time longer than the first operation time has elapsed before the count value by the entering ball counting means reaches the third predetermined value C3, the second operation is executed after the second operation time has elapsed. Such operation control of the movable piece 150 is executed in the seventh round of the jackpot game related to the V non-passing scheduled jackpot and in the seventh round of the jackpot game related to the V passing scheduled jackpot.
[0150] The relationship between the operation of the movable piece 150 and the gaming balls that enter the second large winning opening 35 is as follows. As shown in FIG. 50, when the count value (entry ball count number) by the aforementioned entry ball counting means reaches a first predetermined value C1 ("1" in this example), the movable piece 150 enters an activated state (the movable piece solenoid 151 is ON), and after 80 ms (first activation time) have elapsed, the movable piece 150 enters a non-activated state (the movable piece solenoid 151 is OFF). In other words, when the first ball entering the second large winning opening 35 is detected, the specific area 39 enters an open state (V-open) for 80 ms (0.08 seconds). In other words, the movable piece 150 is activated in an activation pattern with an activation time (opening time) of 80 ms and an activation count (opening count) of 1. In this case, the operation of the movable piece 150 is performed for only an extremely short time (instant) of 80 ms, so by the time the game ball that triggered this operation (also called the "short-time first operation") (the game ball that is the first (initial) ball to enter the second large prize opening 35) passes through the second large prize opening sensor 35a and reaches the location where the movable piece 150 is located, it is highly likely that the operation of the movable piece 150 will have finished (become in a non-operating state) (see Figure 48(a)). Therefore, the possibility that the game ball will pass through the specific area 39 is extremely low. This short-time first operation is performed in both V non-passing scheduled jackpots and V passing scheduled jackpots.
[0151] Also, in the case of a V-passing jackpot, when the count value by the aforementioned ball counting means reaches a second predetermined value C2 ("2" in this example), the movable piece 150 is activated (the movable piece solenoid 151 is ON), and then, when the count value by the ball counting means reaches a third predetermined value C3 ("9" in this example) or the round execution time (23,000 ms: second activation time in this example) has elapsed before reaching the third predetermined value C3, the movable piece 150 is deactivated (the movable piece solenoid 151 is OFF). In other words, when the second ball is detected entering the second large winning hole 35, the specific area 39 is in an open state (V open) until the ninth ball is detected, or until the round execution time (the specified opening time of the second large winning hole) has elapsed before the ninth ball is detected.
[0152] During a jackpot game, as long as game balls are launched (hit to the right) normally and flow smoothly down the game area 3 (right game area 3B), a specified number of game balls will normally enter the large prize opening in one round (round game) before the round execution time has elapsed. Therefore, in this embodiment, after the second ball entering the second large prize opening 35 is detected (the count value reaches the second predetermined value C2) and the movable piece 150 enters the activated state, it normally returns to the inactivated state when the ninth ball is detected (the count value reaches the third predetermined value C3). Therefore, when the count value by the ball entry counting means reaches the second predetermined value C2, the movable piece 150 is operated in an activation pattern that keeps the movable piece 150 in the activated state (first distribution state) until the count value reaches the third predetermined value C3. In this case, the operation of the movable piece 150 is carried out for a relatively long time, essentially until the end of the round, so that by the time the game ball that triggered this operation (also called the "long-term first operation") (the game ball that is the second ball to enter the second large prize opening 35) passes through the second large prize opening sensor 35a and reaches the location where the movable piece 150 is disposed, it is highly likely that the operation of the movable piece 150 has not yet finished (is in an activated state) (see Figure 48(b)). Therefore, there is a very high possibility that this game ball and the subsequent game balls that follow it will pass through the specific area 39.
[0153] In this way, when the count value by the entering ball counting means reaches a first predetermined value, the movable piece 150 operates in a short opening pattern (also referred to as the "first operating mode") that opens the specific area 39 for an extremely short time (80 ms), and when the count value by the entering ball counting means reaches a second predetermined value, it operates in a long opening pattern (also referred to as the "second operating mode") that opens the specific area 39 for a longer time than the short opening pattern. In other words, the operating modes of the movable piece 150 include the first operating mode (short-time first operation) and the second operating mode (long-time first operation) in which game balls are more likely to be distributed to the specific area 39 (more likely to pass through the specific area 39) than in the first operating mode.
[0154] In a V non-passing scheduled jackpot, the movable piece 150 operates in the short opening pattern in the seventh round but does not operate in the long opening pattern thereafter, and in a V passing scheduled jackpot, the movable piece 150 operates in the short opening pattern in the seventh round and then can operate in the long opening pattern. In other words, in a jackpot game related to a V non-passing scheduled jackpot, the movable piece 150 (distribution means) does not operate in the second operation mode during the jackpot game (during special play) but operates in the first operation mode, and in a jackpot game related to a V passing scheduled jackpot, the movable piece 150 (distribution means) operates in the second operation mode during the jackpot game (during special play).
[0155] For this reason, in the case of a non-V passing jackpot, even if the game ball enters the second large prize entry port 35 in the 7th round, the possibility of the game ball passing through the specific area 39 during that round is extremely low, so it is a jackpot that is unlikely to result in the game state after the jackpot game ends being in the high probability state described below, in other words, a jackpot that is likely to result in the normal state (low probability state) described below.
[0156] On the other hand, in the case of a V-passing jackpot, if two or more game balls enter the second large prize entry port 35 in the seventh round, there is an extremely high possibility that the game balls will pass through the specific area 39 during that round, and therefore the game state after the jackpot game ends is likely to be in the high probability state described below.
[0157] In this embodiment, the seventh round of the jackpot game is a V round that determines whether the game state after the jackpot game ends will be a high probability state based on whether the game ball passes through the specific area 39. Such a V round is also called a "benefit determination game" or a "specific round game," and rounds other than the V round are also called "non-V rounds" or "normal round games." In addition, a jackpot game (special game) related to a jackpot that is not scheduled to pass through V is also called a "first special game," and a jackpot game (special game) related to a jackpot that is scheduled to pass through V is also called a "second special game."
[0158] As described above, by controlling the operation of the movable piece 150 based on the number of balls entering the second large prize opening 35 (V Attacker) in the V round, the opening pattern of the second large prize opening 35 (V Attacker) in the V round can be made the same for both V-passing and non-V-passing jackpots. As a result, it is possible to distribute game balls to the specific area 39 or the non-specific area 49 regardless of the opening pattern of the second large prize opening 35 (V Attacker). Therefore, even if a player closely watches the movement (opening pattern) of the second large prize opening 35 (V Attacker), it becomes difficult to determine from the outside whether game balls are likely to pass through the specific area 39. This makes it less likely that the effects of presentations related to the V round and whether or not a game ball has passed through the V (scheduled / non-scheduled V passage) will be impaired (for example, the round presentation of the V round, or the notification presentation related to V passage / non-passage, etc.).
[0159] The specified number of jackpot slots and the predetermined value that triggers the operation of the movable piece 150 are not limited to the numbers (values) shown in this embodiment. For example, the specified number of jackpot slots may be "10" or "8." The first to third predetermined values that trigger the operation of the movable piece 150 may be values that do not exceed the specified number of jackpot slots and satisfy the relationship "first predetermined value < second predetermined value < third predetermined value." However, from the viewpoint of not impairing the playability (specifications) of the jackpot game, such as V passing becoming less likely (effectively not occurring) in a jackpot game related to a V non-passing scheduled jackpot and V passing becoming more likely (effectively occurring) in a jackpot game related to a V passing scheduled jackpot, the first predetermined value is preferably "1," the second predetermined value is preferably "2" or "3," and the third predetermined value is preferably a value whose difference from the second predetermined value is 3 or more, and is particularly preferably a value equal to the specified number of jackpot slots. If the third predetermined value is set to a value less (smaller) than the specified number of big winning slots, the second operation of the movable piece 150 is performed before the end of the round, and the movable piece 150 becomes in an inactive state (second distribution state).
[0160] In this embodiment, the first to third predetermined values are fixed values, but either one or both of the second and third predetermined values may be variable (different) values depending on the type of jackpot (type of jackpot symbol). For example, for the 7R first jackpot, 15R third jackpot, and 15R fourth jackpot, which are V-passing jackpots, the second predetermined value C2 can be set to "2", "3", and "4", respectively, and the third predetermined value C3 can all be set to "9", or the second predetermined value C2 can be set to "2", "3", and "4", respectively, and the third predetermined value C3 can be set to "8", "6", and "5", respectively. Alternatively, the second predetermined value C2 can be set to "2", "3", and "4", respectively, and the third predetermined value C3 can be set to "5", "6", and "8", respectively. In this case, by varying the timing at which the movable piece 150 in an inactive state becomes active and the timing at which the movable piece 150 in an active state becomes inactive, it is possible to vary the timing at which the V passage occurs during the V round and the V passage possible period (the period during which the movable piece 150 is in an active state). This makes it possible to diversify the game content (gameability) of the V round and improve interest. Furthermore, by increasing the number of jackpot types compared to this embodiment and variously setting the relationship between the jackpot types and the second and third predetermined values, it is possible to provide even more variety.
[0161] Furthermore, the large prize opening pattern is not limited to this embodiment, and the opening pattern may be different between the first large prize opening 30 and the second large prize opening 35. In this embodiment, the only difference is the number of rounds (7R or 15R) depending on the type of jackpot, and the large prize opening pattern is the same, but the large prize opening pattern may be different depending on the type of jackpot. Furthermore, the operation pattern (first operation mode, second operation mode) of the movable piece 150 is not limited to this embodiment either.
[0162] The distribution probability of each jackpot in the hit / miss judgment for the first special symbol (Special Symbol 1) is 45% for the 1st jackpot on 7R, 50% for the 2nd jackpot on 7R, and 5% for the 3rd jackpot on 15R. When divided into hits that are scheduled to pass through V and hits that are not scheduled to pass through V, the probability of the hits that are scheduled to pass through V is 50% and the probability of the hits that are not scheduled to pass through V is 50% (see Figures 6 and 8). On the other hand, the distribution probability of each jackpot in the hit / miss judgment for the second special symbol (Special Symbol 2) is 80% for the 4th jackpot on 15R, and 20% for the 5th jackpot on 15R. When divided into hits that are scheduled to pass through V and hits that are not scheduled to pass through V, the probability of the hits that are scheduled to pass through V is 80% and the probability of the hits that are not scheduled to pass through V is 20% (see Figures 6 and 8).
[0163] For this reason, if a jackpot is determined based on the second special symbol entering the second starting hole 21, which has become easier to enter due to the activation of the opening extension function (occurrence of a high base state), as described below, the possibility of a V-passing jackpot is higher than if a jackpot is determined based on the first special symbol entering the first starting hole 20. Also, if a jackpot is determined based on the second special symbol entering the second starting hole 21, the possibility of a 15R jackpot is higher than if a jackpot is determined based on the first special symbol entering the first starting hole 20.
[0164] In this way, the present pachinko gaming machine 1 is set so that it is more likely to be advantageous for the player to win a jackpot when the game ball enters the second starting hole 21 and the judgment (second special symbol judgment, second judgment) is made than when the game ball enters the first starting hole 20 and the judgment (first special symbol judgment, first judgment) is made. Therefore, the player plays in the hope of the ball entering the second starting hole 21. This is particularly noticeable during the operation of the opening extension function, which increases the frequency of balls entering the second starting hole 21.
[0165] In this embodiment, the determination of whether or not a jackpot has been reached is made based on a random number for determining whether or not a special symbol has been hit (also referred to as "information for determining whether or not a jackpot has been reached"). If a jackpot has been reached, the determination of the type of jackpot is made based on a random number for determining the type of jackpot (also referred to as a "random number for determining the symbol" or "information for determining the symbol"). As shown in Figure 7(A), the random number for determining whether or not a special symbol has been hit takes a value in the range of "0 to 629", and the random number for determining the type of jackpot takes a value in the range of "0 to 99".
[0166] Furthermore, the random numbers (acquired information) acquired based on the ball entering the first starting hole 20 or the second starting hole 21 include a random number for determining whether a special symbol has been hit or not and a random number for determining the type of jackpot, as well as a fluctuation pattern random number (also called "fluctuation pattern information"). The fluctuation pattern random number is a random number for determining the fluctuation pattern including the fluctuation time, and takes a value in the range of "0 to 198".
[0167] 7(B) is a random number for determining whether a normal symbol has been selected, which is shown in Fig. 7(B) among the random numbers obtained based on the passage of the gate 28. The random number for determining whether a normal symbol has been selected is a random number used to determine whether or not an auxiliary game that opens the second starting gate 21 is to be played (a normal symbol lottery), and takes a value in the range of "0 to 240."
[0168] Next, the gaming states of the pachinko gaming machine 1 of this embodiment will be explained. The pachinko gaming machine 1 of this embodiment has multiple gaming states depending on the combination of the probability variation function for special symbols and normal symbols, the variation time shortening function, and the opening extension function, which are in an activated or deactivated state. The state in which the probability variation function for special symbols is activated is called the "high probability state," and the state in which it is not activated is called the "normal state" or "low probability state." The "low probability state (normal state)" is also called the "first gaming state," and the "high probability state" is also called the "second gaming state."
[0169] In the high probability state, the probability of a jackpot being determined in the special symbol hit / miss determination (jackpot probability, probability of a specific result being derived) is higher than in the normal state. That is, in the normal state, a hit / miss determination is made using a jackpot determination table for the normal state in which the jackpot probability is a predetermined probability (1 / 315 in this embodiment), and in the high probability state, a hit / miss determination is made using a jackpot determination table for the high probability state in which the jackpot probability is higher than the predetermined probability (1 / 63 in this embodiment) (see FIG. 8(A)). Therefore, when the special symbol probability variation function is activated, the probability of a specific display result being derived as the display result of the special symbol variable display (probability of the stopped symbol becoming a jackpot symbol) is higher than when it is not activated.
[0170] Furthermore, the state in which the time-saving function for special symbols is activated is called the "time-saving state," and the state in which it is not activated is called the "non-time-saving state." In the time-saving state, the average special symbol fluctuation time (the time from the start of the fluctuation display to the final display) is shorter than the average special symbol fluctuation time in the non-time-saving state. That is, in the time-saving state, the fluctuation pattern is determined using a fluctuation pattern table that is designed to select a fluctuation pattern with a relatively short fluctuation time more frequently than in the non-time-saving state (see Figure 9). As a result, in the time-saving state, the pace of consumption of reserved special symbols increases, making it easier for effective balls to enter the starting slot (balls that can be stored as reserved special symbols). This allows for smooth gameplay and the aim of winning a jackpot. The special symbol fluctuation time-saving function may operate for both the first and second special symbols, or for either the first or second special symbols.
[0171] The probability fluctuation function and the fluctuation time shortening function for special symbols may operate simultaneously, or only one of them may operate. The probability fluctuation function and the fluctuation time shortening function for normal symbols operate in synchronization with the fluctuation time shortening function for special symbols. In other words, the probability fluctuation function and the fluctuation time shortening function for normal symbols operate in the time shortening state for special symbols, but do not operate in the non-time shortening state. Therefore, in the time shortening state, the probability of winning in the normal symbol hit / miss judgment is higher than in the non-time shortening state.
[0172] Specifically, in the time-saving state, the normal pattern hit / miss judgment (determination of the normal pattern) is performed using a normal pattern hit judgment table in which the value of the normal pattern random number (hit random number) judged as a hit is greater than the normal pattern hit judgment table used in the non-time-saving state (see Figure 8(C)). In other words, when the probability fluctuation function for the normal pattern is activated, the probability that the display result of the normal pattern fluctuation display will be a hit (the stopped pattern will be a normal winning pattern) becomes higher compared to when it is not activated.
[0173] Also, in the time-saving state, the normal symbol fluctuation time is shorter than in the non-time-saving state. In this embodiment, the normal symbol fluctuation time is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (see FIG. 8(D)). Furthermore, in the time-saving state, the opening time extension function of the variable winning device 22 (second start port 21) is activated, and the opening time of the second start port 21 in the auxiliary game is longer than in the non-time-saving state. In addition, in the time-saving state, the opening count increase function of the variable winning device 22 is activated, and the opening count of the second start port 21 in the auxiliary game is more than in the non-time-saving state.
[0174] Specifically, when the result of the normal pattern hit / miss judgment is a hit in the non-time-saving state, the opening / closing member 23 of the variable winning device 22 performs a short opening once, opening the second starting port 21 for 0.2 seconds, and when the result of the normal pattern hit / miss judgment is a hit in the time-saving state, the opening / closing member 23 of the variable winning device 22 performs a long opening three times, opening the second starting port 21 for 2.0 seconds.
[0175] When the probability variation function and variation time reduction function for normal symbols, as well as the opening time extension function and opening count increase function of the variable winning device 22, are activated, the second starting hole 21 opens more frequently than when these functions are not activated, and the frequency with which game balls enter the second starting hole 21 increases (also called a "high frequency state"). As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, increases. Therefore, the state in which these functions are activated is also called a "high base state" or "electric support state," and the state in which they are not activated is also called a "low base state" or "non-electric support state." In a high base state (high frequency state), you can aim for a jackpot without significantly reducing the number of game balls you have in your hand.
[0176] It should be noted that the high base state does not necessarily require all of the above functions to be activated. In other words, it is sufficient that the activation of at least one of the functions of the probability variation function and variation time reduction function of the normal symbol, and the opening time extension function and opening count increase function of the variable winning device 22 makes the second starting hole 21 more likely to open (higher ball entry frequency) than when the function is not activated. Also, the high base state may be controlled independently without being associated with the time reduction state of the special symbol. The function that generates such a high base state can also be called the "high base generation function."
[0177] In the pachinko gaming machine 1 of this embodiment, if a 7R first jackpot, a 15R third jackpot, or a 15R fourth jackpot occurs, the gaming state after the jackpot game becomes a high probability state of the special symbol based on the passage of the gaming ball into the specific area 39, as there is an extremely high possibility that the gaming ball will pass through the specific area 39 during the jackpot game, and the special symbol time-saving state and high base state are also entered (see Figure 6). This gaming state is also called a "high probability high base state."
[0178] The high probability high base state ends when the variable display of the special symbol is executed a predetermined number of times (for example, 100 times) without a jackpot, or when a jackpot occurs before the number of executions (variations) of the variable display of the special symbol reaches a predetermined number (for example, 100 times) and a jackpot game is executed (started). This high probability high base state is what is known as a "probability variable game state" for the player. Note that if the game ball does not pass through the specific area 39, the state will be the normal state of the special symbol, the time-saving state of the special symbol, and the high base state (low probability high base state).
[0179] In addition, if a 7R second jackpot or a 15R fifth jackpot occurs, the game state after the jackpot game will be a low probability state (normal state) of the special symbol, a time-saving state of the special symbol, and a high base state because the possibility of the game ball passing through the specific area 39 during the jackpot game is extremely low (see Figure 6). This game state is also called a "low probability high base state."
[0180] The low-probability, high-base state ends when the variable display of the special symbol is executed a predetermined number of times (for example, 100 times) without a jackpot, or when a jackpot occurs before the number of executions (variations) of the variable display of the special symbol reaches a predetermined number (for example, 100 times) and a jackpot game is executed (started). This low-probability, high-base state is what is known as a "time-shortened game state" for the player. Note that, although the possibility is extremely low, if the game ball passes through the specific area 39 during a jackpot game related to the 7R second jackpot or the 15R fifth jackpot, the state will enter a "high-probability, high-base state."
[0181] Furthermore, when the gaming state is in a "high probability, high base state" or a "low probability, high base state," it is possible to make it difficult for a player to determine whether the probability fluctuation function is operating after the end of a jackpot game, i.e., whether the gaming state after the jackpot game is in a high probability state or a low probability state. This state in which it is difficult to determine whether the gaming state is in a high probability state or a low probability state is also referred to as a "probability non-announcement state." In the probability non-announcement state, it is difficult (or practically impossible) for a player to determine whether the gaming state is in a high probability state or a low probability state based on the appearance (appearance) of the pachinko gaming machine 1, such as the effects that are performed as the game progresses. This "probability non-announcement state" can be generated, for example, until the variable display of the special symbol is performed a predetermined number of times (e.g., 100 times), which is the end condition for the "low probability, high base state."
[0182] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, it is more advantageous to play by hitting the ball to the right to enter the right play area 3B. In a high-base state, the second start gate 21 is more easily opened than in a low-base state, making it easier to enter the second start gate 21 than the first start gate 20. Therefore, a right-hand hit is performed to allow the game ball to enter the second start gate 21 while passing through the gate 28, which triggers the determination of whether the normal symbol is a winning symbol. This allows for more starting balls (opportunities to determine whether the special symbol is a winning symbol) than when hitting the ball to the left. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, indicating that the game ball should be launched toward the right play area 3B (right-hand hit instruction notification). The high-base state is also referred to as a "right-hand hit game state."
[0183] In contrast, in the low base state, it is more advantageous to hit the game ball from the left to enter the left play area 3A. In the low base state, the second start hole 21 is less likely to open than in the high base state, making it easier to hit the ball into the first start hole 20 than into the second start hole 21. Therefore, the left hit is used to make the game ball enter the first start hole 20. This allows for more start hits (opportunities to determine whether the special symbol has been hit) than when hitting from the right. In this state, the launch direction indicator 47 is controlled to light up (display controlled) in a predetermined manner, indicating that the game ball should be launched toward the left play area 3A (left hit instruction notification). The low base state is also referred to as the "left hit game state."
[0184] Specifically, the launch direction indicator 47 is composed of two LEDs, "yz," and the LEDs indicate the launch direction by their display mode (illumination mode). For example, in a low base state, both LEDs are turned off, as in "y□z□" (e.g., □: off, ■: on), indicating that the ball should be launched into the left play area. In a high base state, both LEDs are turned on, as in "y■z■" (e.g., □: off, ■: on), indicating that the ball should be launched into the right play area. Furthermore, in addition to the instruction notification by the launch direction indicator 47, during a jackpot game or a high base state, a right-hit instruction image instructing the player to hit the ball to the right is displayed on the display screen 7a of the image display device 7. In addition, when the base state transitions from the high base state to the low base state, a left-hit instruction image instructing the player to hit the ball to the left is displayed on the display screen 7a of the image display device 7. Control related to the display of these instruction images is performed by the sub-control board 90 and the image control board 100 (effect execution means).
[0185] As described above, in the pachinko gaming machine 1 of this embodiment, if the "low probability low base state" in which the probability variation function and the variation time shortening function are not activated is used as a reference, this low probability low base state can be regarded as a "normal game state" or a "normal state," and a game in which the special symbols are variably displayed in this state can be regarded as a "normal game." Furthermore, a "low probability high base state" or a "high probability high base state" can be set as a game state (specific game state) that is more advantageous to the player than the low probability low base state (normal game state).
[0186] Furthermore, a jackpot game is a game that can be executed by displaying a special pattern in a varying manner and then displaying the jackpot pattern in a stopped state, and since it is an advantageous game for the player in that it allows the player to obtain a large number of prize balls by having the game ball enter the large prize opening, the jackpot game can be considered a "special game," and the game state in which the jackpot game is played (jackpot game state) can be considered a "special game state."
[0187] Furthermore, the low-probability low base state (normal gaming state) and the low-probability high base state (time-saving gaming state, electric support gaming state) are gaming states belonging to the "first gaming state," and the high-probability high base state (probability variable gaming state), which is more advantageous to the player than the low-probability low base state and the low-probability high base state, is a gaming state belonging to the "second gaming state." However, because the low-probability high base state is a gaming state that is more enjoyable for the player than the low-probability low base state, the low-probability low base state can also be considered a gaming state belonging to the "first gaming state," and the low-probability high base state can also be considered a gaming state belonging to the "second gaming state." In other words, the low base state can be considered the "first gaming state," and the high base state can be considered the "second gaming state."
[0188] In addition, in the pachinko game machine 1 of this embodiment, three game states can be set: a "low probability low base state," a "low probability high base state," and a "high probability high base state." In addition to these, it may also be possible to set a "high probability low base state" that is a high probability state for special patterns, a non-time-saving state for special patterns, and a low base state.
[0189] [Main control main processing] Next, the processing contents of the game control microcomputer 81 (control processing by the main control unit 80) will be explained based on Figures 10 to 39. Note that counters, flags, statuses, buffers, etc. that appear in the explanation of the processing contents of the game control microcomputer 81 are provided in the RAM of the main control board 80.
[0190] When the power supply of the pachinko gaming machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads out the main control main processing program shown in FIG. 10 from the ROM of the main control board 80 and executes it. As shown in the figure, the main control main processing first performs initial setup (S101). The initial setup includes, for example, stack setup, constant setup, interrupt time setup, CPU setup of the main control board 80, setup of SIO, PIO, CTC (interrupt time controller), and resetting of various flags, status, and counters. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1," and the initial value of the counter is "0." Note that the initial setup (S101) is performed only once after the power supply is turned on and is not performed thereafter.
[0191] Following the initial setting (S101), interrupts are prohibited (S102), and the normal and special symbol main random number update process (S103) is executed. In this normal and special symbol main random number update process (S103), the values of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its 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" and may be changed randomly. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the main control board 80.
[0192] When the normal symbol / special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. This interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80, for example, at a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values by the normal symbol / special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) does not start immediately, but starts after the interrupt is permitted (S104).
[0193] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. The output commands and the like include information on the game status, the result of the special symbol hit / miss determination, the symbol (hit symbol) as the type of jackpot, the variation pattern, and the like. Note that the command consists of, for example, two bytes of information. In this case, the upper byte is information on the type of command, and the lower byte is information on the content of the command.
[0194] In the input process (S202) that follows the output process (S201), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, first large prize hole sensor 30a, second large prize hole sensor 35a, specific area sensor 39a, non-specific area sensor 49, etc. (see Figure 5)) attached to the pachinko gaming machine 1 are read, and if the detection signal is from a sensor that triggers the payout of prize balls, it is stored in the output buffer of RAM as prize ball information. In addition, a detection signal from the lower tray full detection sensor that detects when the lower tray 62 is full is also taken in, and stored in the output buffer of RAM as lower tray full data.
[0195] The normal symbol / special symbol main random number update process (S203) that is performed next is the same as the normal symbol / special symbol main random number update process (S103) that is performed in the main control main process of Fig. 10. That is, the update process of the various random number counter values (including the normal symbol random number counter value) shown in Fig. 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) to the start of the next interrupt process (S105)).
[0196] Following the normal symbol / special symbol main random number update process (S203), the following processes are executed: the start gate sensor detection process (S204), the normal symbol operation process (S205), the special symbol operation process (S206), the specific area sensor detection process (S207), the start ball entry process (S209), and the power interruption monitoring process (S210), which will be described later. After that, other processes not closely related to the present invention (S211) are executed, and the interrupt process (S105) is terminated. Then, the main control main process steps S102 to S104 are repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80. When the interrupt pulse is input (approximately 4 ms later), the interrupt process (S105) is executed again. In the output process (S201) of the re-executed interrupt process (S105), the commands and the like set in the RAM output buffer in the previous interrupt process (S105) are output.
[0197] [Starting port sensor detection process] As shown in Figure 12, in the start gate sensor detection process (S204), first, it is determined whether the gaming ball has passed through the gate 28, that is, whether the gaming ball has been detected by the gate sensor 28a (S301). If the gaming ball has not passed through the gate 28 (NO in S301), proceed to S305, and if it has passed through the gate 28 (YES in S301), it is determined whether the number of reserved balls for normal symbols (the number of reserved normal symbols, specifically the value of a counter that counts the number of reserved normal symbols provided in RAM) is less than 4 (S302).
[0198] If the number of reserved normal symbol balls is not less than 4 (NO in S302), proceed to S305. On the other hand, if the number of reserved normal symbol balls is less than 4 (YES in S302), add "1" to the number of reserved normal symbol balls (S303), and perform the normal symbol random number acquisition process (S304). In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether or not the normal symbol is correct (label -TRND-H, FIG. 7(B)) stored in the update value memory area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in the address space corresponding to the current number of reserved normal symbol balls in the normal symbol reserve memory section provided in the RAM of the main control board 80.
[0199] In S305, it is determined whether a game ball has entered the second starting hole 21, i.e., whether a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), the process proceeds to S309. On the other hand, if a game ball has entered the second starting hole 21 (YES in S305), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbol symbols, specifically, the value of a counter that counts the number of reserved second symbol symbols provided in the RAM of the main control unit 80) is less than 4 (the upper limit number) (S306). If the number of reserved balls for special symbol 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls for special symbol 2 is less than 4 (YES in S306), "1" is added to the number of reserved balls for special symbol 2 (S307).
[0200] Following the processing of S307, a special symbol 2 related random number acquisition process (S308) is performed. In the special symbol 2 related random number acquisition process (S308), the value of the random number counter for determining whether or not a special symbol has been hit (label-TRND-A), the value of the random number counter for determining the type of jackpot (label-TRND-AS), and the value of the variable pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values shown in Figure 7(A) are acquired), and these acquired random number values (acquired information) are stored in an address space in the second special symbol reserved memory unit according to the current number of reserved balls for special symbol 2.
[0201] Next, in S309, it is determined whether a game ball has entered the first starting hole 20, that is, whether a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), the process is terminated. If a game ball has entered the first starting hole 20 (YES in S309), it is determined whether the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) is less than 4 (upper limit) (S310). Then, if the number of reserved balls for special chart 1 is not less than 4 (NO in S310), the process is terminated. If the number of reserved balls for special chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for special chart 1 (S311).
[0202] Following the processing of S311, a special symbol 1 related random number acquisition process (S312) is performed. In the special symbol 1 related random number acquisition process (S312), similar to the special symbol 2 related random number acquisition process (S308), the value of the counter for determining whether or not the special symbol is a hit (label-TRND-A), the value of the random number counter for determining the type of jackpot (label-TRND-AS), and the value of the variable pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values shown in Figure 7 (A) are acquired), and these acquired random number values are stored in the address space corresponding to the current number of special symbol 1 reserved balls in the first special symbol reserved memory unit.
[0203] [General Action Processing] After the start port sensor detection process (S204), the game control microcomputer 81 performs the normal symbol operation process (S205) shown in Fig. 13. In the normal symbol operation process (S205), the processing related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and each stage is assigned a "normal symbol operation status 1, 2, 3, 4." Then, if the "normal map operation status" is "1" (YES in S401), normal pattern standby processing (S402) is performed, and if the "normal map operation status" is "2" (NO in S401, YES in S403), normal pattern change processing (S404) is performed, and if the "normal map operation status" is "3" (NO in both S401 and S403, YES in S405), normal pattern confirmation processing (S406) is performed, and if the "normal map operation status" is "4" (NO in S401, S403, and S405), normal electric accessory processing (S407) is performed. The normal map operation status is initially set to "1".
[0204] [Normal pattern standby processing] As shown in FIG. 14, in the normal symbol standby process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501). If it is "0" (YES in S501), this process ends without processing S502 to S505. On the other hand, if it is not "0" (NO in S501), the normal symbol hit / miss determination process described below is performed (S502), and then the normal symbol change pattern selection process (S503) is performed. In the normal symbol change pattern selection process (S503), the normal symbol change pattern selection table shown in FIG. 8(D) is referenced, and if the game state is in the time-saving state, a normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, a normal symbol change pattern with a normal symbol change time of 30 seconds is selected.
[0205] Following the normal symbol variation pattern selection process (S503), the normal symbol random number shift process (S504) described below is performed, followed by the normal symbol variation start process (S505), which ends the process. In the normal symbol variation start process (S505), the normal symbol variation display is started based on the normal symbol variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal symbol variation start process (S505), a normal symbol variation start command is set to notify the sub-control board 90 that the normal symbol variation has started.
[0206] [Normal pattern correctness determination process] As shown in FIG. 15, in the normal symbol hit / miss judgment process (S502), first, the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) stored in the normal symbol reserve memory unit is read (S601). Next, it is determined whether the time-saving flag is ON (i.e., whether the game state is in the time-saving state or not) (S602). If it is determined in S602 that the time-saving flag is ON, that is, the game state is in the time-saving state (YES in S602), it is determined whether or not there is a hit by a high-probability normal symbol hit / miss judgment based on the table for the time-saving state (hit judgment value is "0" to "239") among the normal symbol hit judgment tables shown in FIG. 8 (C) (S604), and the process proceeds to S605. That is, it is determined whether or not the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) that has been read matches any of the hit judgment values. On the other hand, if it is determined in S602 that the time-saving flag is not ON, that is, that the game is not in the time-saving state (NO in S602), it is determined whether or not there is a win by a low-probability normal symbol win / loss determination based on the table for the non-time-saving state (the win determination value is "0" or "1") among the normal symbol win determination tables shown in Fig. 8 (C) (S603), and the process proceeds to S605. Then, in S605, it is determined whether or not the result of the normal symbol win / loss determination (S603, S604) is a win (normal symbol win) (S605), and if it is determined that there is no win (miss) (NO in S605), the missing normal symbol (normal symbol miss symbol) to be displayed as a stop is determined (S606), and the process ends. On the other hand, if it is determined in S605 that there is a win (normal winning symbol) (YES in S605), the winning normal symbol (normal winning symbol) to be displayed is determined (S607), the normal winning symbol flag is turned ON (S608), and the processing is terminated.
[0207] [Normal pattern random number shift processing] As shown in FIG. 16, in the normal symbol random number shift process (S504), first, the number of normal symbol reserved balls is decremented by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory unit is shifted one position toward the read side from the current position (S702). Then, the address space that is the storage location of the highest reserved memory in the normal symbol reserved memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth normal symbol reserved is cleared to zero (S703), and the process is completed. In this way, the normal symbol reserved is consumed in the reserved order.
[0208] [Normal pattern change processing] As shown in Figure 17, in the normal pattern variation processing (S404), first, it is determined whether the normal pattern variation time has elapsed (S801), and if not (NO in S801), the processing ends as it is. On the other hand, if the variation time has elapsed (YES in S801), a normal pattern variation stop command is set (S802), and the normal pattern operation status is set to "3" (S803). Then, other processing is performed, such as stopping the normal pattern variation display at the display result (winning normal pattern or losing normal pattern) according to the result of the normal pattern win / loss judgment random number (S804), and this processing ends.
[0209] [Normal pattern confirmation process] As shown in FIG. 18, in the normal symbol determination process (S406), first, it is determined whether the normal symbol winning flag is ON (S901). If the normal symbol winning flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and this process ends. On the other hand, if the normal symbol winning flag is ON (YES in S901), it is determined whether the time-saving flag is ON, i.e., whether the time-saving state is in effect (S902). If the time-saving state is in effect (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S903). As mentioned above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. Therefore, the second starting hole opening counter, which counts the number of times the second starting hole 21 has been opened, is set to "3."
[0210] On the other hand, if the game is in a non-time-shortened state (NO in S902), the opening pattern for the variable winning device 22 (second starting port 21) is set to the opening pattern for the non-time-shortened state (S906). As mentioned above, the opening pattern for the non-time-shortened state is an opening pattern in which a 0.2-second opening is performed once. Therefore, the second starting port opening counter is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this process is completed.
[0211] [Normal electric accessory processing] As shown in Figure 19, in the normal electric accessory processing (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has been completed in the auxiliary game that was executed as a winning.
[0212] If the normal hit end flag is not ON (NO in S1001), it is determined whether the second start port 21 is currently open (S1002). If it is not currently open (NO in S1002), it is determined whether the time (opening timing) to open the second start port 21 has arrived (S1003). If not (NO in S1003), the processing ends. If it has arrived, the second start port 21 is opened (S1004), and the processing ends. On the other hand, if the second starting port 21 is open (YES in S1002), it is determined whether the time has come to close the second starting port 21 (closing timing) (i.e., whether a predetermined opening time has elapsed since the second starting port 21 was opened) (S1005), and if it has not come (NO in S1005), the processing is terminated, and if it has come (YES in S1005), the second starting port 21 is closed (closed) (S1006).
[0213] Following the closing process of the second start port 21 (S1006), the value of the second start port opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start port opening counter is "0" (S1008). If it is not "0" (NO in S1008), the process ends to open the second start port 21 again. On the other hand, if it is "0" (YES in S1008), the process ends with a normal win end process to end the auxiliary game (S1009), and the normal win end flag is set (S1010), and the process ends. Note that the second start port opening counter becomes "0" when the second start port 21 is opened (opening operation of the opening / closing member 23) three times during the time-saving state, and becomes "0" when the second start port 21 is opened once during the non-time-saving state.
[0214] On the other hand, if it is determined in S1001 that the normal symbol winning end flag is ON (YES in S1001), the opening (auxiliary play) of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), and the normal symbol operation status is set to "1" (S1013) to end the processing. As a result, in the next interrupt processing, the normal symbol waiting processing (S402) will be executed again as the normal symbol operation processing (S205) (see Figures 11 and 13).
[0215] [Special diagram operation processing] As shown in Fig. 11, the game control microcomputer 81 performs a special symbol operation process (S206) following a normal symbol operation process (S205). In the special symbol operation process (S206), as shown in Fig. 20, the processing related to the special symbol display unit (first special symbol display device 41a and second special symbol display device 41b) and the big prize device (first big prize device 31 and second big prize device 36) is divided into four stages, and "special symbol operation status 1, 2, 3, 4" is assigned to each stage. If the special symbol operation status is "1" (YES in S1101), a special symbol standby process (S1102) is performed, if the special symbol operation status is "2" (NO in S1101, YES in S1103), a special symbol changing process (S1104) is performed, if the special symbol operation status is "3" (NO in both S1101 and S1103, YES in S1105), a special symbol determination process (S1106) is performed, and if the special symbol operation status is "4" (NO in all S1101, S1103, and S1105), a special electric accessory process (S1107) is performed as a jackpot game. The special symbol operation status is initially set to "1".
[0216] [Special pattern standby process] As shown in Figure 21, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls in special symbol 2) is "0" (S1201). If the number of reserved balls in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value acquired due to a ball entering the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1206). Then, if the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value obtained due to a ball entering the first starting port 20, it is determined whether or not the display screen 7a of the image display device 7 is currently being processed to be the standby screen (a demo screen for waiting customers is being executed) (S1211), and if it is currently being processed (YES in S1211), the process is terminated as is, and if it is not currently being processed (NO in S1211), the standby screen setting process is executed to display the standby screen (S1212).
[0217] If it is determined in S1201 that the number of reserved balls for special chart 2 is not "0" (NO in S1201), that is, if there is one or more memories of random number counter values obtained due to a ball entering the second starting port 21, the special chart 2 hit / miss judgment process (S1202), special chart 2 variation pattern selection process (S1203), special chart 2 random number shift process (S1204), and special chart 2 variation start process (S1205) described below are performed in this order.
[0218] Furthermore, if the number of reserved balls for special chart 2 is "0" but the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting port 21 but there is one or more memories of random number counter values obtained due to a ball entering the first starting port 20, the special chart 1 pass / fail judgment process (S1207), special chart 1 variation pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 variation start process (S1210) described below are performed in this order.
[0219] In this embodiment, the display of the first special symbol based on the first special symbol reservation is performed only when the second special symbol reservation is "0" (YES in S1201). In other words, the consumption of the second special symbol reservation (display of the second special symbol reservation) is executed in priority to the consumption of the first special symbol reservation (display of the first special symbol reservation). In this embodiment, the judgment of whether or not the winning / losing is based on the second special symbol reservation is more likely to result in a jackpot that is more profitable for the player than the judgment of whether or not the winning / losing is based on the first special symbol reservation (see FIG. 8(B)).
[0220] [Special Diagram 2 Correctness Judgment Processing] As shown in Figure 22, in the special pattern 2 hit / miss judgment process (S1202), first, the value (label-TRND-A) of the random number counter for determining whether the special pattern is hit / miss (oldest memory) stored in the lowest area of the second special pattern reserved memory section of the RAM (i.e., the RAM area corresponding to the first second special pattern reserved) is read out as the judgment value (S1301).
[0221] Next, it is determined whether the probability variable flag is ON, i.e., whether the state is high probability (S1302). If the state is not high probability (NO in S1302), that is, if the state is normal, a hit / miss determination is made based on the normal state jackpot determination table (jackpot determination values are "3" and "397") in the jackpot determination table (Fig. 8(A)) (S1303). On the other hand, if the state is high probability (YES in S1302), a hit / miss determination is made based on the high probability state jackpot determination table (Fig. 8(A)) (S1304). In the high probability state jackpot determination table, the jackpot determination values are "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".
[0222] Next, in S1305, it is determined whether the result of the hit / miss determination (S1303, S1304) is a "jackpot" (S1305). If it is determined to be a jackpot (YES in S1305), the value of the random number counter for determining the jackpot type (label-TRND-AS) is read out, the jackpot type is determined based on the jackpot type determination table shown in FIG. 8(B) (S1307), a jackpot symbol is determined based on the value of the random number for determining the jackpot type (S1308), the jackpot flag is turned ON (S1309), and the process ends. On the other hand, if it is determined that the result of the hit / miss determination (S1303, S1304) is not a "jackpot" (a "miss") (NO in S1305), a miss symbol is determined (S1306), and the process ends. The main control unit 80 (game control microcomputer 81) that executes the win / loss determination for the second special symbol (S1303, S1304) functions as the "second win / loss determination means."
[0223] Here, when determining the type of jackpot, in the case of a hit / miss judgment related to the first special symbol, the jackpot type is determined using the jackpot type judgment table for the first special symbol, and in the case of a hit / miss judgment related to the second special symbol, the jackpot type is determined using the jackpot type judgment table for the second special symbol. Note that the hit / miss judgment for the special symbol and the jackpot type determination judgment can each be called a "judgment," and the jackpot judgment and the determination of which jackpot symbol will be made can also be called a "judgment."
[0224] [Special Chart 2 Variation Pattern Selection Processing] As shown in Fig. 21, in the special symbol waiting process (S1102), after the special symbol 2 hit / miss determination process (S1202), the special symbol 2 variation pattern selection process (S1203) is performed. As shown in Figs. 23 and 24, in the special symbol 2 variation pattern selection process (S1203), first, it is determined whether the game state is in a time-saving state (whether the time-saving flag is ON or not) (S1401). If it is determined in S1401 that the time-saving state is not in effect (NO in S1401), that is, if the game state is not in a time-saving state, it is then determined whether the jackpot flag is ON or not (S1402).
[0225] In S1402, if it is determined that the jackpot flag is ON (YES in S1402), a table for non-time-saving state jackpots (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) (S1403). In this embodiment, one of fluctuation patterns P1 to P3 is selected. In this embodiment, once the fluctuation pattern is determined, the fluctuation time is also determined. Next, the process proceeds to S1404.
[0226] On the other hand, if it is determined in S1402 that the jackpot flag is not ON (NO in S1402), it is determined whether the reserved number of the second special symbol is either "1" or "2" (S1405). The reserved number here is the number of memories including the information that determines the variation pattern by this process, so the number of reserved memories is set to any value from "1" to "4".
[0227] Then, in S1405, if it is determined that the reserved number is either "1" or "2" (YES in S1405), the first reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "1, 2") is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) (S1406). In this embodiment, one of the fluctuation patterns P4 to P7 is selected.
[0228] On the other hand, if it is determined in S1405 that the reserved number is neither "1" nor "2," i.e., either "3" or "4" (NO in S1405), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the second reserved number miss table (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state, miss, and reserved ball number "3, 4") (S1407). In this embodiment, one of fluctuation patterns P8 to P11 is selected. Furthermore, the first reserved number miss table is set to be more likely to select a fluctuation pattern with a relatively long fluctuation time than the second reserved number miss table. Furthermore, the shortest selectable fluctuation time (12,000 ms) is also longer than that of the second reserved number miss table (4,000 ms).
[0229] Also, if it is determined in S1401 that the time is reduced (YES in S1401), it is determined whether the jackpot flag is ON (S1408). As a result, if it is determined that the jackpot flag is ON (YES in S1408), it refers to the time-reduction state jackpot table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-reduction state and the jackpot), and selects a fluctuation pattern based on the fluctuation pattern random number counter value (label-TRND-T1) (S1409). In this embodiment, one of the fluctuation patterns P12 to P14 is selected.
[0230] On the other hand, if it is determined in S1408 that the jackpot flag is not ON (NO in S1408), it is determined whether the reserved number is "1" (S1410). The reserved number here is the same as above, and the reserved number is set to any value from "1" to "4".
[0231] In S1410, if it is determined that the reserved number is "1" (YES in S1410), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the third reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "1" (S1411). In this embodiment, one of the fluctuation patterns P15 to P18 is selected.
[0232] In addition, if it is determined in S1410 that the reserved number is not "1", that is, that the reserved number is any one of "2" to "4" (NO in S1410), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the fourth reserved number miss table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "2 to 4"). In this embodiment, one of the fluctuation patterns P19 to P22 is selected.
[0233] Here, the variation pattern selected when the result of the hit / miss judgment in the time-saving state is a miss is more likely to be a short variation pattern than the variation pattern selected when the result of the hit / miss judgment in the non-time-saving state is a miss. This is because by selecting more variation patterns with short fluctuation times in the time-saving state, the consumption speed of the special reserved pattern can be increased (the game can be played quickly during the time-saving state).
[0234] After the variation pattern is selected as described above, other processing shown in Fig. 23 is performed (S1404), and the processing ends. In the other processing (S1404), a variation pattern designation command corresponding to the selected variation pattern is set in the output buffer of RAM, etc. The variation pattern designation command set in this processing is included in a variation start command, which will be described later, and is sent to the sub-control board 90 by the output processing (S201).
[0235] [Special Figure 2: Random Number Shift Processing] As shown in Figure 25, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for special chart 2 is decremented by 1 (S1501). Next, the storage location of various counter values in the second special chart reserved memory unit is shifted one step lower (for example, if the second special chart reserved memory unit consists of an address space corresponding to addresses "0000" to "0003", to the address "0000" side) (S1502). Then, "0" is set in the top address space of the second special chart reserved memory unit, that is, the RAM area corresponding to the fourth reserved second special chart (if the upper limit number has been stored) is cleared to zero (S1503), and this process is completed.
[0236] After the special symbol 2 random number shift process (S1204) is executed, the special symbol 2 variation start process (S1205) is executed as shown in Fig. 21. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the second special symbol is started.
[0237] Next, in the special pattern waiting process (S1102), if the number of reserved balls for special chart 2 is "0" and the number of reserved balls for special chart 1 is not "0" (YES in S1201, NO in S1206), the special chart 1 hit / miss determination process (S1207), special chart 1 change pattern selection process (S1208), special chart 1 random number shift process (S1209), and special chart 1 change start process (S1210) are performed in this order.
[0238] [Special Diagram 1 Correctness Judgment Processing] As shown in FIG. 26, in the special symbol 1 hit / miss judgment process (S1207), processing (S1601 to S1609) is performed in the same flow as the special symbol 2 hit / miss judgment process (S1202) shown in FIG. 22. Therefore, a detailed explanation of this process will be omitted. However, since this process is related to the special symbol 1, in S1601, the random number counter value (label-TRND-A) for the special symbol hit / miss judgment stored in the lowest area of the first special symbol reserved memory section of RAM (i.e., the RAM area corresponding to the first one of the first special symbol reserved) is read and processed. The main control unit 80 (game control microcomputer 81) that executes the hit / miss judgment related to the first special symbol (S1603, S1604) functions as the "first hit / miss judgment means."
[0239] In addition, either or both of the first correct / incorrect judgment means and the second correct / incorrect judgment means described above are also referred to as the "correct / incorrect judgment means" or "judgment means."
[0240] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 27 and 28, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1712) is performed in the same manner as the special chart 2 variation pattern selection process (S1403) shown in Figures 23 and 24. Therefore, detailed explanations of this process will be omitted.
[0241] [Special Figure 1: Random number shift processing] As shown in Figure 29, in the special chart 1 random number shift process (S1209), first, the number of reserved balls for special chart 1 is decremented by 1 (S1801). Next, the storage location of various counter values in the first special chart reserved memory unit is shifted one position downward (S1802). Then, "0" is set in the top address space of the first special chart reserved memory unit, that is, (if the upper limit number has been stored) the RAM area corresponding to the fourth reserved first special chart is cleared to zero (S1803), and this process is completed.
[0242] After executing the special symbol 1 random number shift process (S1209), execute the special symbol 1 variation start process (S1210) in Figure 21. In the special symbol 1 variation start process (S1210), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of RAM, and the variable display of the first special symbol is started.
[0243] [Special pattern change processing] As shown in Figure 30, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol (variation time determined according to the variation pattern selected in S1203 or S1208; see Figure 9) has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), the process ends. This allows the variation display of the special symbol to continue.
[0244] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Next, it is determined whether or not the probability variable flag is ON (S1903), and if it is ON (YES in S1903), the probability variable counter is decremented by 1 (S1904), and it is determined whether or not the value of the probability variable counter is "0" (S1905). If it is determined that the probability variable counter is "0" (YES in S1905), the probability variable flag is turned OFF (S1906), and the process proceeds to S1907. On the other hand, if it is determined that the probability variable flag is not ON (NO in S1903), or if it is determined that the probability variable counter is not "0" (NO in S1905), the process proceeds directly to S1907.
[0245] In S1907, it is determined whether or not the time-saving flag is ON (S1907). Then, if it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the variable display of the special symbol is executed during the time-saving state is decremented by 1 (S1908), and it is determined whether or not the value of the time-saving counter is "0" (S1909). If the value of the time-saving counter is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. On the other hand, if it is determined that the time-saving flag is not ON (NO in S1907), or if it is determined that the value of the time-saving counter is not "0" (NO in S1909), the process proceeds directly to S1911.
[0246] In S1911, the special symbol operation status is set to "3" (S1911). Then, other processing is performed, such as stopping the variable display of the special symbol based on the results of the special symbol hit / miss judgment random number and the jackpot type determination random number (S1912), and this processing ends.
[0247] [Special design confirmation process] As shown in FIG. 31, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), it is determined whether the type of the current jackpot is a 15R jackpot (S2002). As a result, if it is determined to be a 15R jackpot (YES in S2002), the value of the round counter that counts the number of rounds executed during the jackpot game is set to "15" (S2003), and the process proceeds to S2006. On the other hand, if it is determined that the type of the current jackpot is not a 15R jackpot (NO in S2002), the jackpot type is a 7R jackpot, so the value of the round counter is set to "7" (S2005), and the process proceeds to S2006.
[0248] In S2006, lighting pattern data that determines the display mode (lighting mode) of the round display device 45 is set (S2006), and the process proceeds to S2007. Specifically, lighting pattern data for the two LEDs (7R lamp and 15R lamp) that make up the round display device 45 is set (S2006) according to the determination result of S2002 mentioned above, i.e., the type of the current jackpot (number of rounds). When this set lighting pattern data is output by the output process (S201), the LEDs (round lamps) of the round display device 45 light up according to the lighting pattern data.
[0249] Next, in S2007, a judgment type flag is set (S2007). The judgment type flag indicates whether the special symbol hit / miss judgment that triggered this jackpot was a first special symbol hit / miss judgment or a second special symbol hit / miss judgment. In other words, it is a flag that makes it possible to specify whether the jackpot was determined by the first special symbol hit / miss judgment or the second special symbol hit / miss judgment. In this embodiment, the judgment type flag includes two flags: a first judgment flag indicating that the special symbol hit / miss judgment that triggered this jackpot was a first special symbol hit / miss judgment, and a second judgment flag indicating that it was a second special symbol hit / miss judgment.
[0250] The pachinko gaming machine 1 of this embodiment has a "7R jackpot" (7R first and second jackpots) and a "15R jackpot" (15R third to fifth jackpots) as jackpots. Of these, the 7R first and second jackpots and the 15R third jackpot are jackpot types when the first special symbol hit determination is made, and the 15R fourth and fifth jackpots are jackpot types when the second special symbol hit determination is made (see FIG. 6).
[0251] Therefore, in this embodiment, a judgment type flag is set based on the type of the current jackpot (S2007). That is, if the type of the current jackpot is any of the 7R first jackpot, 7R second jackpot, and 15R third jackpot, the current jackpot is determined by the first special symbol hit / miss judgment (also called a "special symbol 1 jackpot"), so the first judgment flag is turned ON (S2007). On the other hand, if the type of the current jackpot is a 15R fourth jackpot or a 15R fifth jackpot, the current jackpot is determined by the second special symbol hit / miss judgment (also called a "special symbol 2 jackpot"), so the second judgment flag is turned ON (S2007). The judgment type flag is turned OFF (initialized) when the jackpot game (special game state) related to the current jackpot ends.
[0252] Next, in S2008, a jackpot opening pattern corresponding to the type (kind) of jackpot is set (S2008), and the process proceeds to S2009. As mentioned above, the opening pattern of the jackpot opening is determined according to the type of jackpot (see FIG. 6). Specifically, if the jackpot is either the 7R first or second jackpot, the opening pattern for the 7R jackpot corresponding to the respective jackpot is set, and if the 15R third to fifth jackpot is one of the 15R jackpots, the opening pattern for the 15R jackpot corresponding to the respective jackpot is set. Then, the corresponding jackpot opening pattern is executed in each jackpot game.
[0253] In S2009, the timing of movable piece operation is set according to the type of jackpot, and the process proceeds to S2010. As mentioned above, the operation of the movable piece 150 in the V round (the seventh round in this embodiment) is performed based on the number of game balls entering the second large winning slot 35 (V attacker), and the number of balls that triggers the operation is determined according to the type of jackpot (see FIG. 49). Specifically, a first predetermined value C1, a second predetermined value C2, and a third predetermined value C3 are set in advance according to the type of jackpot (predetermined value setting means). The operation of the movable piece 150 is controlled based on the values set in S2009 and the count value (the number of balls entering the V attacker) by the ball count counting means in the V round (the seventh round). In addition, the second predetermined value C2 and the third predetermined value C3 are not set when the type of jackpot is a "V non-passing scheduled jackpot", and are set only when the type is a "V passing scheduled jackpot".
[0254] Next, in S2010, the opening command for the jackpot is set to start the jackpot game (S2010). The opening command is provided according to the type of jackpot. Specifically, an opening command is provided for each jackpot, such as an opening command for the 7R first jackpot, an opening command for the 7R second jackpot, an opening command for the 15R third jackpot, an opening command for the 15R fourth jackpot, and an opening command for the 15R fifth jackpot.
[0255] The opening command set in S2010 is sent to the sub-control unit 90 by output processing (S201). Upon receiving the opening command, the sub-control unit 90 performs processing related to the execution of a predetermined game effect (for example, an opening effect) corresponding to the opening period.
[0256] Next, in S2111, an opening period corresponding to the opening command set in S2010 is started (S2111). The opening period is the period from the stop display (confirmed display) of the jackpot symbol to the start of the first round of the jackpot game.
[0257] Next, in S2012, the special chart operation status is set to "4" (S2012) and the processing is terminated. On the other hand, if it is determined in the above-mentioned S2001 that the jackpot flag is not ON (NO in S2001), the special chart operation status is set to "1" (S2013) and the processing is terminated.
[0258] [Special electric device processing (jackpot game)] As shown in FIG. 32, in the special electric device processing (S1108), first, it is determined whether the probability variable flag is ON (S2101). If it is determined that the probability variable flag is ON (YES in S2101), the probability variable flag is turned OFF (S2102). Next, it is determined whether the time-saving flag is ON (S2103). If it is determined that the time-saving flag is ON in S2103 (YES in S2103), the time-saving flag is turned OFF (S2104), and the process proceeds to S2105. If it is determined NO in S2101, the process proceeds to S2103 without turning OFF the probability variable flag, and if it is determined NO in S2103, the process proceeds to S2105 without turning OFF the time-saving flag. In other words, during the execution of the jackpot game, it is controlled to a low probability state and a non-time-saving state. In this embodiment, since the low base state is always maintained during the non-time-shortening state, the low base state is also maintained during the execution of a jackpot game.
[0259] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag is a flag indicating that the opening process of all the big prize winning devices (first big prize winning device 31 and second big prize winning device 36) in the jackpot game has ended (the jackpot game has ended). In other words, it is a flag indicating that all the rounds that make up the jackpot game have ended. This jackpot end flag is turned ON in S2121, which will be described later.
[0260] If it is determined in S2105 that the jackpot end flag is not ON (NO in S2105), it is then determined whether it is time to start a round (S2106). This determination is made based on the jackpot opening pattern set for each jackpot type described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is time to execute the first opening process of the first round. Also, if the first round has already started, it is determined whether the previous round has ended and the jackpot closing process described below has ended.
[0261] If it is determined in S2106 that it is time to start a round (YES in S2106), a round start command for the corresponding round is set (S2107), a special prize opening process is performed (S2108), and the process ends. This causes the special prize opening to be opened, and the specified round begins. In S2107, a round start command that can identify the round to start (start round) is set, such as a "1R start command" for the start of the first round, or a "2R start command" for the start of the second round. The set round start command is sent to the sub-control board 90 by the output process of S201. In addition, in the special prize opening process of S2108, a special prize opening opening pattern that is determined according to the type of jackpot to be executed and that is determined for the round to be started is started.
[0262] On the other hand, if it is determined in S2106 that it is not time to start a round (NO in S2106), the process proceeds to S2111. Here, examples of cases where it is determined that it is not time to start a round include an opening period before the start of a round, during a round (during a round game), and during an interval period after the end of a round.
[0263] In S2111, it is determined whether a round is being executed, i.e., whether the special prize opening is being opened based on the predetermined opening pattern started in S2108 (S2111). As a result, if it is determined that a round is being executed (the special prize opening is being opened) (YES in S2111), it is then determined whether the currently executed round is a V round (S2112). As mentioned above, in this embodiment, the seventh round of a jackpot game is designated as a V round, so here it is determined whether it is the seventh round. Then, if the currently executed round is a V round (seventh round) (YES in S2112), V round processing, which will be described later, is performed (S2113). If it is not a V round (if it is a round other than the seventh round), the V round processing (S2113) is not performed and the process proceeds to S2114.
[0264] In S2114, it is determined whether the round end condition for the currently running round has been met (S2114). Here, the round end conditions in this embodiment are defined as follows: (1) the round execution time (25 seconds in this embodiment) specified for the currently running round has elapsed (or the release pattern specified for the currently running round has ended), and (2) the specified number of game balls (9 in this embodiment) specified for the currently running round have entered the slot. When either condition is met, the round end condition is met based on the condition that was met first. During a jackpot game, as long as the game ball is launched (hit to the right) normally and flows smoothly down the game area 3 (right game area 3B), the round end condition is usually met as condition (2). On the other hand, if it is determined in S2114 that the round end condition has not been met (NO in S2114), processing ends.
[0265] On the other hand, if it is determined in S2114 that the round end condition has been met (YES in S2114), a round end command for the corresponding round is set (S2115), and processing proceeds to S2116. In S2115, a round end command that can identify the ending round (ending round) is set, such as a "1R end command" if the first round ends, or a "2R end command" if the second round ends. The set round end command is sent to the sub-control board 90 by the output processing of S201.
[0266] In S2116, the large prize opening closing process described below is performed, and then it is determined whether the large prize opening closing process has been completed (S2117). As will be described in detail later, the large prize opening closing process (S2116) mainly performs the closing process of the large prize opening (first large prize opening 30 or second large prize opening 35) associated with the end of a round, the interval period setting process, the process of comparing the number of balls entering the V attacker and the number of balls ejected in the V round, the retry process based on the results of the comparison, and the error process. When these processes are completed, it is determined in S2117 that the large prize opening closing process has been completed (YES in S2117). While the large prize opening closing process is being executed, the closing process flag described below is ON, and when the large prize opening closing process has been completed, the closing process flag is turned OFF. Therefore, the determination in S2117 is made based on the ON / OFF state of the closing process flag. In addition, the interval period setting process, comparison judgment process, retry process, and error process that can be executed in the large prize opening closing process are each individually referred to as a "confirmation process," and these processes are collectively referred to as the confirmation process.
[0267] If it is determined in S2117 that the jackpot opening closing process has not been completed (the closing process flag is ON) (NO in S2117), the process ends as is. On the other hand, if it is determined in S2117 that the jackpot opening closing process has been completed (the closing process flag is OFF) (YES in S2117), the value of the round counter is decremented by 1 (S2118), and it is determined whether the value of the round counter is "0" or not (S2119). Then, if it is determined that the value of the round counter is not "0" (NO in S2119), the process ends as is. On the other hand, if it is determined that the value of the round counter is "0" (YES in S2119), the jackpot ending process is performed (S2120), and then the jackpot ending flag is set ON (S2121), and the process ends. Note that the value of the round counter becomes "0" when all rounds in the jackpot to be executed have been completed.
[0268] In the jackpot end process in S2120, the jackpot ending command is set and the jackpot ending period is started. The ending command is selected and set from multiple ending commands based on the game state at the time of the jackpot, the jackpot type information, and the ON / OFF status of the V flag. The ending period that is executed (set) varies depending on the type of ending command that is set.
[0269] For example, the ending period (ending time) set at the end of a jackpot game related to the first special symbol can be 10 seconds, and the ending period (ending time) set at the end of a jackpot game related to the second special symbol can be 5 seconds, etc. This is because the second special symbol is mainly displayed variably in a high base state (right-hand play state), and since this is a game state in which the aim is to hit the next jackpot following the first hit (so-called "consecutive hits"), making the ending time related to the second special symbol shorter than the ending time related to the first special symbol allows the game to proceed speedily (smoothly) in a high base state. Alternatively, the ending period (ending time) set at the end of a jackpot game related to a V-passing jackpot can be 2 seconds, and the ending period (ending time) set at the end of a jackpot game related to a non-V-passing jackpot can be 10 seconds, and so on, can vary depending on the type of jackpot. This is also because, after the end of a jackpot game related to a V-passing jackpot, the game generally enters a high-probability, high-base state (high probability state), which creates a game state in which consecutive wins can occur, allowing the game to progress quickly in such a game state. The ending period (ending time) can also be the same regardless of the type of special symbol or jackpot, etc.
[0270] Here, the ending period is a period set after all opening operations of the large prize winning ports (first large prize winning port 30 and second large prize winning port 35) in a jackpot game have been completed and before the variable display of special symbols (effect symbols) can be executed, and is also referred to as the "end period." During the ending period, the large prize winning ports are closed. The effects executed in this "end period" are also referred to as "end effects (ending effects)." Furthermore, the opening period is a period set before the first (first round) opening operation of the large prize winning ports in a jackpot game begins and after the variable display of special symbols (effect symbols) can no longer be executed, and is also referred to as the "start period." Furthermore, the effects executed in this "start period" are also referred to as "start effects (opening effects)."
[0271] In the above-mentioned S2105, if it is determined that the jackpot end flag is ON (YES in S2105), the final round in the jackpot game has ended, so it is determined whether the execution time (ending time) of the jackpot ending presentation has elapsed (S2122), and if it is determined that the ending time has not elapsed (NO in S2122), the processing ends. On the other hand, if it is determined that the ending time has elapsed (YES in S2122), the jackpot end flag is turned OFF (S2123), and the game status setting processing (S2124) described later is performed.
[0272] Next, in S2125, the jackpot flag is turned OFF (S2125), the special symbol operation status is set to "1" (S2126), and the processing ends. As a result, in the next interrupt processing, the special symbol standby processing (S1102) will be executed again as the special symbol operation processing (S206).
[0273] The main control unit 80 (game control microcomputer 81) that executes the special electric accessory processing (S1108) functions as a "special game execution means."
[0274] [V Round Processing] 33, in the V round process (S2113), first, it is determined whether or not the movable piece 150 provided in the V attacker (second large winning opening 35) is in an inactive state (second distribution state) (S2701). As a result, if it is determined to be in an active state (first distribution state) (NO in S2701), the process proceeds to the process of S2709 described below. If it is determined to be in an inactive state (YES in S2701), the number of game balls that entered the V attacker during the V round, that is, the count value by the above-mentioned ball counting means, is determined (S2702).
[0275] As mentioned above, in the V round, the movable piece 150 is activated based on the number of game balls that enter the V attacker, and the predetermined values (first predetermined value C1 to third predetermined value C3; see Figure 49) that determine the number of balls that trigger the activation are set in the aforementioned S2009.
[0276] In S2702, it is determined whether the count value by the ball-scoring counting means in this V-round is the first predetermined value C1 set in S2009 (S2702). In this embodiment, the first predetermined value C1 is set to "1," so in S2702, it is determined whether the count value by the ball-scoring counting means is "1." As a result, if the count value (the number of balls scored by the V-attacker) is "1" (YES in S2702), the processes of S2703 and S2704 are performed, and if it is not "1" (NO in S2702), the process proceeds to S2705 without performing the processes of S2703 and S2704.
[0277] In S2703, the first operation of the movable segment 150 is performed (S2703). As a result, the movable segment 150, which was in the non-operating state (second distribution state), becomes the operating state (first distribution state). Note that the first operation at this time is a short-time first operation based on the short opening pattern (first operation mode).
[0278] Next, in S2704, the specific area valid period is started (set) (S2704). The specific area valid period (also referred to as the "V valid period") is a period during which the detection of a gaming ball by the specific area sensor 39a (the passage of a gaming ball into the specific area 39) is valid, and is started (set) when the movable piece 150 is activated (enters an activated state). Conversely, a period other than the specific area valid period is a period during which the detection of a gaming ball by the specific area sensor 39a is invalid (also referred to as the "specific area invalid period" or "V invalid period"). When the movable piece 150 is in an inactivated state, the specific area invalid period (outside the specific area valid period) occurs, and if a gaming ball is detected by the specific area sensor 39a during this invalid period, the detection is invalidated, and it is determined that a "specific area abnormal passage (specific area error)", which is a type of error related to the passage of a gaming ball into the specific area 39, has occurred (error determination means).
[0279] Here, by setting the game status indicator 46 to a predetermined display mode based on the detection of a game ball by the specific area sensor 39a and the turning on of the V flag (i.e., the specific area sensor 39a detects a game ball during the V valid period), it is possible to notify that the game state after the jackpot game has ended will be a high-probability state. Specifically, for example, if the game status indicator 46, which is composed of three LEDs "a1a2a3," has a display mode of "a1□a2□a3□" (e.g., □: off, ■: on) in the normal state (low-probability state), when the specific area sensor 39a detects a game ball during the jackpot game and the V flag is turned on, the display mode will be "a1■a2■a3■." Then, when the jackpot game has ended and the game state has been set to a high-probability state, the display mode will be "a1□a2□a3□." It should be noted that the timing of lighting control of the game status indicator 46 is not limited to such timing, and during a jackpot game, the display mode may remain "a1□a2□a3□" even if the game ball passes through a specific area, and when the game transitions to a high probability state after the jackpot game ends, the display mode may change to "a1■a2■a3■", and when the game transitions from the high probability state to a low probability state, the display mode may change to "a1□a2□a3□".
[0280] In addition, when the V flag is ON, the probability variable flag is turned ON. That is, the game state after the big win game is set to a high probability state (see S2124 described later). Then, in the specific area sensor detection process (S207) described later, the V flag is turned ON only when V passage is detected during the specific area valid period, and the V flag is not turned ON when V passage is detected outside the specific area valid period (V invalid period). In this way, the V flag is not turned ON based on V passage due to fraudulent acts, that is, it is prevented from being fraudulently set to a high probability state.
[0281] Next, in S2705, it is determined whether the V round (jackpot game) being executed is related to a V-passing scheduled jackpot (S2705). In the case of a V-passing scheduled jackpot, the movable piece 150 is activated for the first time (short opening pattern) during the V round, and then it is configured to be activated based on the entry of a game ball into the V attacker thereafter. Therefore, in S2705, it is determined whether the V round being executed is related to a V-passing scheduled jackpot, and if it is determined that it is not a V-passing scheduled jackpot (NO in S2705), that is, if the V round being executed is related to a V-non-passing scheduled jackpot, this processing ends without performing the processing of S2705 to S2708.
[0282] On the other hand, if it is determined that the V round being executed is related to a V-passing scheduled jackpot (YES in S2705), the number of game balls entering the V attacker (the count value by the entering ball counting means) is determined (S2706). Here, it is determined whether the count value by the entering ball counting means in the V round is the second predetermined value C2 set in S2009 (S2706). In this embodiment, the second predetermined value C2 is set to "2" (see FIG. 49), so in S2706, it is determined whether the count value by the entering ball counting means is "2". As a result, if the count value (the number of balls entering the V attacker) is "2" (YES in S2706), the processes of S2707 and S2708 are performed. If it is not "2" (NO in S2706), this process ends without performing the processes of S2707 and S2708.
[0283] The processes of S2707 and S2708 are performed in the same manner as the processes of S2703 and S2704 described above. That is, the first actuation of the movable piece 150 is performed as a long-term first actuation based on the long-open pattern (second actuation mode) (S2707), and the specific region effective period is started (set) in association with this long-term first actuation (S2708).
[0284] The above is the process for changing the movable piece 150 from an inactive state to an active state. On the other hand, if it is determined in S2701 that the movable piece 150 is not in an inactive state (NO in S2701), that is, if it is determined that the movable piece 150 is in an active state, it is determined whether the actuation time of the movable piece 150 has elapsed (S2709).
[0285] As described above, when the count value by the scoring ball counting means reaches the first predetermined value C1 ("1" in this example) and the first operation of the movable piece 150 is executed (YES in S2702, S2703), the second operation of the movable piece 150 is executed after the first operation time ("80 ms" in this example) has elapsed. On the other hand, when the count value by the scoring ball counting means reaches the second predetermined value C2 ("2" in this example) and the first operation of the movable piece 150 is executed (YES in S2706, S2707), the second operation of the movable piece 150 is executed after the second operation time ("23000 ms" in this example) has elapsed before the count value by the scoring ball counting means reaches the third predetermined value C3 ("9" in this example). Therefore, in S2709, if the operating state of the movable piece 150 is the first operation based on the count value by the ball counting means reaching the first predetermined value C1 (the first ball entering the V attacker), it is determined whether the first operating time has elapsed as the operating time of the movable piece 150, and if the second operation is the second operation based on the count value by the ball counting means reaching the second predetermined value C2 (the second ball entering the V attacker), it is determined whether the second operating time has elapsed as the operating time of the movable piece 150.
[0286] Furthermore, the determination of whether it is the first or second operation can be made, for example, by setting (ON) a flag indicating whether the operation trigger is the first predetermined value C1 (first ball hitting) or the second predetermined value C2 (second ball hitting) when the first operation of the movable piece 150 is performed (S2703, S2707), and by referring to that flag.
[0287] If it is determined in S2709 that the actuation time of the movable piece 150 has elapsed (YES in S2709), a second actuation of the movable piece 150 is performed (S2710). As a result, the movable piece 150, which was in the actuation state (first distribution state), is put into the non-actuation state (second distribution state).
[0288] Next, in S2711, a predetermined measurement time (predetermined time) is set in the specific area valid period end timer, and the timer starts timing (S2711). In this embodiment, the end of the specific area valid period started in S2704 and S2708 is set to the timing when a predetermined time has elapsed after the operation of the movable piece 150 has ended. That is, the specific area valid period (V valid period) is the period from the start of operation of the movable piece 150 in the V round to the elapse of a predetermined time (1.5 seconds in this example) after the operation has ended. In S2711, the predetermined time that determines the end of the specific area valid period is set as the measurement time. The reason why the specific area valid period continues even after the operation of the movable piece 150 has ended is that if a gaming ball passes through the specific area 39 and is detected by the specific area 39a just before the operation of the movable piece 150 ends, the detection is treated as valid.
[0289] Of the specific area effective period, the period after the movable piece 150 has finished operating (1.5 seconds in this example) is also referred to as the "special effective period." After this special effective period has elapsed, the V invalid period begins. Furthermore, during the period in which the retry process of the movable piece 150, which will be described later, is being executed, the movable piece 150 operates, but the V effective period is not set, and the period becomes the V invalid period.
[0290] On the other hand, if it is determined in S2709 that the operating time of the movable piece 150 has not elapsed (NO in S2709), it is determined whether the V round (jackpot game) being played is related to a V-passing scheduled jackpot (S2712). As a result, if it is determined that it is not a V-passing scheduled jackpot (a V-non-passing scheduled jackpot) (NO in S2712), this process ends as is.
[0291] On the other hand, if it is determined that a V-passing jackpot has occurred (YES in S2712), the number of game balls entering the V attacker (the count value by the entering ball counting means) is determined (S2713). Here, it is determined whether the count value by the entering ball counting means for that V round is the third predetermined value C3 set in S2009 (S2713). In this embodiment, the third predetermined value C3 is set to "9" (see FIG. 49), so in S2713 it is determined whether the count value by the entering ball counting means is "9". As a result, if the count value (the number of balls entering the V attacker) is not "9" (NO in S2713), this process ends as is, and if it is "9", the processes of S2710 and S2711 described above are performed, and this process ends.
[0292] As described above, in a V round related to a V-passing jackpot, the movable piece 150, which has been activated by the second first activation (long-term first activation), is usually deactivated when the ninth ball is detected entering the V attacker (the count value by the ball count detection means reaches the third predetermined value C3). Therefore, after the movable piece 150 performs the second first activation in a V round related to a V-passing jackpot, it is rare for the activation time to be determined to have elapsed in S2709. In most cases, the number of balls entering the V attacker (the count value by the ball count detection means) is determined to be the third predetermined value C3 in S2713, and the movable piece 150 is deactivated. In this embodiment, the third predetermined value C3, which is the trigger for the movable piece 150 to enter the deactivated state, is set to "9," which is the same value as the specified number of V attackers. Therefore, the movable piece 150 enters the deactivated state when the V round ends. Therefore, the V-round does not end until the condition for the movable piece 150, which has been in the actuated state by the second first actuation, to change to the inactuated state is met. In other words, after the movable piece 150 performs the second first actuation in the V-round and becomes in the actuated state (first distribution state), that actuated state is maintained until the V-round ends.
[0293] The main control unit 80 (game control microcomputer 81) that executes the operation control of the movable piece 150 through the above V-round processing (S2113) functions as the "allocation operation control means." In addition, the main control unit 80 (game control microcomputer 81) that executes the processing of S2708 and S2711 in the V-round processing (S2113) functions as the "validity period setting means."
[0294] [Big prize gate closure process] 34, in the special prize opening closing process (S2116), first, it is determined whether or not the closing process flag is ON (S2801). The closing process flag is a flag that indicates the execution status of the special prize opening closing process, and ON indicates that the special prize opening closing process is being executed, and OFF indicates that it is not being executed.
[0295] If it is determined in S2801 that the closing processing flag is ON (YES in S2801), the process proceeds to S2804, which will be described later. If it is determined that the closing processing flag is not ON (OFF) (NO in S2801), the closing processing flag is turned ON (S2802) and an interval period begins (S2803). In S2803, the interval time (500 ms or 2000 ms) after the end of the round is set and measurement of that time begins. The interval time (interval period) is set depending on the ending round (non-V round or V round).
[0296] Next, in S2804, it is determined whether the round that ended due to the previous round end condition being met (YES in S2114) is a V round (S2804). As a result, if the round that ended is a V round (YES in S2804), a comparison determination process (S2805) described below is performed and the process proceeds to S2806, but if the round that ended is not a V round (non-V round) (NO in S2804), the comparison determination process (S2805) is not performed and the process proceeds to S2806.
[0297] Here, in the V round, when the movable piece 150 for opening and closing the specific area 39 in the V attacker operates, there is a risk that game balls may get caught in the movable piece 150, causing the attacker to become clogged. Therefore, the number of balls entering the V attacker and the number of balls ejected are compared (managed) using the comparison judgment process (S2805) described below to check whether balls are jammed. Also, if a V passage (game ball detection by the specific area detection switch 39a) is intentionally caused (falsely detected) by fraudulent acts such as string gouging or radio wave gouging, the number of balls entering and the number of balls ejected may not match. Therefore, by comparing the number of balls entering and the number of balls ejected, it is possible to detect such fraudulent acts and prevent unexpected losses from occurring.
[0298] Next, in S2805, it is determined whether the interval period has ended (the interval time has elapsed) (S2805). As a result, if it is determined that the interval period has not ended, that is, if it is determined that the interval time is being measured (NO in S2805), this process ends. On the other hand, if it is determined that the interval period has ended (YES in S2804), the close process flag is turned OFF (S2807), and this process ends.
[0299] [Comparison and judgment process] 35, in the comparison judgment process (S2805), first, the number of game balls that entered the V attacker (second large winning opening 35) in the V round (number of balls entered) is compared with the number of game balls that were discharged from the V attacker (number of balls discharged) (S2901). This comparison judgment is performed by comparing the number of balls entered with the number of balls discharged to determine whether they match.
[0300] As described above, the game balls that enter the V attacker in the V round are detected by the second large prize opening sensor 35a, and the number of detections (number of balls entering) is counted by the ball number counting means. In addition, the game balls detected by the second large prize opening sensor 35a are then detected by the specific area sensor 39a or the non-specific area sensor 49a (passing through the specific area 39 or the non-specific area 49), and the number of detections (number of discharged balls) is counted by the discharge number counting means.
[0301] In S2901, the count value (number of balls entering) by the entering ball counting means is compared with the count value (number of balls discharged) by the discharge number counting means. That is, based on the detection results of the second large winning opening sensor 35a (entering ball detection means), the specific area sensor 39a (first passing detection means), and the non-specific area sensor 49a (second passing detection means), the number of balls entering the V attacker and the number of balls discharged are compared and determined. The main control unit 80 (game control microcomputer 81) that executes the processing of S2901 functions as the "comparison determination means."
[0302] Next, in S2902, it is determined whether the number of balls entering the V Attacker during the V round matches the number of balls discharged (S2902) as a result of the comparison in S2901. If the number of balls entering the V Attacker matches the number of balls discharged (YES in S2902), this process ends without performing the processing from S2903 onwards. If the number of balls entering the V Attacker matches the number of balls discharged, it can be determined that the game balls entering the V Attacker and the balls being discharged are normal, so this process ends without performing the processing from S2903 onwards.
[0303] On the other hand, if it is determined in S2902 that the number of balls entering the V attacker and the number of balls discharged do not match (NO in S2902), it is determined whether it is time to execute (start) the retry process (S2903). In this embodiment, the timing when 1600 ms (1.6 seconds) has passed since the end of the V round is set as the execution timing of the retry process, and during that time, the comparison judgment (S2901) between the number of balls entering the V attacker and the number of balls discharged can be executed. Then, if 1600 ms has passed since the end of the V round while the number of balls entering and the number of balls discharged do not match, it is time to execute the retry process (YES in S2903). Therefore, in S2903, it is determined whether 1600 ms has passed since the end of the V round.
[0304] If it is determined in S2903 that it is not time to execute (start) the retry process (NO in S2903), the process proceeds to S2906. On the other hand, if it is determined that it is time to execute the retry process (YES in S2903), it is determined whether the number of ejected balls is less than the number of entered balls (S2904), in relation to the discrepancy between the number of entered balls and the number of ejected balls. If the result is that the number of ejected balls is greater than the number of entered balls (NO in S2904), the process proceeds to S2906, and if the number of ejected balls is less than the number of entered balls (YES in S2904), the retry process is executed (S2905), and the process ends.
[0305] Here, the retry process is a process in which the operation and stopping of the movable piece 150 (ON / OFF of the movable piece solenoid 151) is repeated a predetermined number of times (executed multiple times). If the number of balls entering the V attacker exceeds the number of balls discharged, it means that the game balls that entered the V attacker have not yet passed through the specific area 39 or the non-specific area 49 (not detected by the specific area sensor 39a or the non-specific area sensor 49a). Possible causes for this include ball clogging on the path (game ball passage) leading to the specific area sensor 39a or the non-specific area sensor 49a, or ball getting stuck in the movable piece 150. Therefore, the retry process is executed to resolve ball getting stuck in the movable piece 150, etc.
[0306] In this embodiment, the execution time (execution period) of the retry process is set to 280 ms. Then, during the period from the end of the V round until the execution time of the retry process arrives (1600 ms) and until the execution period of the retry process (280 ms) has elapsed (1880 ms), a comparison judgment (S2901) between the number of balls entering the V attacker and the number of balls ejected is performed at a predetermined interrupt period (for example, 4 ms). Therefore, after the first comparison judgment is performed upon the end of the V round, multiple comparison judgments, including the first comparison judgment, are performed until the execution time of the retry process arrives. Furthermore, when the retry process is performed, multiple comparison judgments may be performed during the execution period.
[0307] After the V round ends, if it is determined that the number of balls entered and the number of balls discharged match as a result of one or more comparisons made before the time for retry processing arrives (YES in S2902), the comparison determination process (S2805) ends without performing the retry processing or the error processing described below. Also, after the retry processing begins, if it is determined that the number of balls entered and the number of balls discharged match as a result of one or more comparisons made during the execution of the retry processing (YES in S2902), the comparison determination process (S2805) ends without performing the error processing described below. In this case, it means that the ball jamming problem has been resolved by the retry processing.
[0308] In this embodiment, the retry process is executed only when the number of V-attacker discharges is less than the number of incoming balls (the number of incoming balls to the V-attacker is greater than the number of discharged balls) (YES in S2904, S2905). In other words, if the number of discharged balls is greater than the number of incoming balls (NO in S2904), the retry process is not executed. This is because when the number of discharged balls is greater than the number of incoming balls (the number of incoming balls is less than the number of discharged balls), it is unlikely that ball jamming or ball biting is occurring upstream of the specific area sensor 39a or non-specific area sensor 49a in the V-attacker, and executing the retry process will not resolve the situation where the number of discharged balls is greater than the number of incoming balls. Therefore, this embodiment is configured to avoid (eliminate) unnecessary retry processes (operation of the movable piece 150).
[0309] Next, in S2906, it is determined whether it is time to execute (start) error processing (S2906). In this embodiment, the timing when 1880 ms (1600 ms + 280 ms) has elapsed since the end of the V round is set as the execution timing of error processing. Therefore, if 1880 ms has elapsed after the end of the V round with the number of balls entering the V attacker and the number of balls discharged still not matching, it is time to execute error processing (YES in S2906), and accordingly, a predetermined error processing is executed (S2907), and this processing ends. On the other hand, if it is determined in S2906 that it is not time to execute error processing (NO in S2906), this processing ends without executing error processing.
[0310] The error processing executed in S2907 varies depending on the discrepancy between the number of balls entered and the number of balls discharged, i.e., the circumstances of the discrepancy.
[0311] Specifically, when the number of V attackers discharged is less than the number of balls scored, the following five processes are executed as error processing: (A1) displaying the message "V attacker mismatch error" (first error character image) on the display screen 7a of the image display device 7, (A2) turning on the frame lamp 66 in red, (A3) outputting an error notification sound from the speaker 67, (A4) stopping the operation of the special symbol display unit (first special symbol display device 41a and second special symbol display device 41b), and (A5) stopping the operation of the big prize device (first big prize device 31 and second big prize device 36). The error processing executed when the number of discharged is less than the number of balls scored (the five processes (A1) to (A5) in this example) is also referred to as the "first error processing." In addition, the error processing (A1) to (A3) performed using the image display device 7, frame lamp 66 and speaker 67 is to notify the outside of the occurrence of an abnormality (also called the "first error") in which the number of V attackers discharged is less than the number of balls scored, and this notification is also called the "first error notification."
[0312] On the other hand, if the number of V attackers released is greater than the number of balls scored, two error processes are executed: (B1) a message (second error text image) saying "V attacker abnormal release error" is displayed on the display screen 7a of the image display device 7, and (B2) the frame lamp 66 is turned on blue. The error processes executed when the number of released V attackers is greater than the number of balls scored (the two processes (B1) and (B2) in this example) are also referred to as "second error processes." Furthermore, the error processes (B1) and (B2) executed using the image display device 7 and the frame lamp 66 are used to externally notify the occurrence of an abnormality where the number of V attackers released is greater than the number of balls scored (also referred to as a "second error"), and this notification is also referred to as a "second error notification."
[0313] In this embodiment, the first error processing notifies the first error and stops the operation of the special symbol display unit and the special prize device, while the second error processing notifies the second error without stopping the operation of the special symbol display unit and the special prize device. This configuration was adopted for the following reason. That is, when the first error (number of ejected balls < number of inserted balls) occurs, there is a possibility that game balls may remain in the V Attacker due to ball jamming or ball bite, etc., and playing the jackpot game (round game) in this situation may cause damage or malfunction to the V Attacker (second special prize device 36), which may ultimately prevent the jackpot game (round game) from proceeding normally. Furthermore, if a ball jam or ball stuck occurs during a V-round during a jackpot game related to a V-passing jackpot, preventing the game ball from passing through the V-round, continuing the game without achieving the bonus (high probability state) that the player would have otherwise received would be disadvantageous to the player, which could potentially lead to trouble between the player and the game hall. From this perspective, if a first error (number of ejected balls < number of entered balls) occurs, the operation of the special symbol display unit and the special prize device is stopped, halting the game's progress. Stopping the operation of the special symbol display unit means disabling the display of the special symbol variations. Stopping the operation of the special prize device means maintaining the first special prize slot 30 and the second special prize slot 35 (V attacker) in a closed state (second state) (making them unable to open), disabling the round game (making the jackpot game unable to proceed).
[0314] In contrast, if a second error (number of ejected balls > number of balls entered) occurs, it is believed that the second error occurred due to fraudulent activity such as string tampering or radio wave interference with the V Attacker (specific area 39, specific area sensor 39a). In this case, unlike the first error, damage or malfunction of the V Attacker (second special prize device 36) or the player's loss of a prize (high probability state) that they would have otherwise received is unlikely to occur, so there is little need to halt game progress. On the other hand, because of the possibility of fraudulent activity, it is necessary to externally notify the occurrence of the second error. From this perspective, when a second error (number of ejected balls > number of balls entered) occurs, only an error notification (second error notification) is issued without halting the operation of the special symbol display unit and the special prize device. It is also possible to halt the operation of the special symbol display unit and the special prize device even when a second error occurs.
[0315] In this embodiment, the first error processing and the second error processing have different processing contents, and the first error processing has a larger number of processing operations than the second error processing. Therefore, the first error can be considered a more serious error than the second error. Note that the content and number of processing operations of the error processing are not limited to those shown in this embodiment.
[0316] In S2907, when the first error processing is executed, a special symbol variation prohibition flag for stopping the operation of the special symbol display unit and a special prize device operation prohibition flag for stopping the operation of the special prize device are each turned ON. When the special symbol variation prohibition flag is ON, the game control microcomputer 81 is configured not to start a new variable display of special symbols. Also, when the special prize device operation prohibition flag is ON, the game control microcomputer 81 is configured not to start a new round of play.
[0317] Furthermore, in S2907, when first error processing is executed, a first error notification command is set in the output buffer of RAM, which commands the display of the message "V attacker mismatch error," the lighting of the frame lamp 66 red, and the output of an error notification sound from the speaker 67. The set first error notification command is sent to the sub-control board 90 by the output processing of S201. The performance control microcomputer 91 of the sub-control board 90 displays the message "V attacker mismatch error," lights up the frame lamp 66 red, and outputs an error notification sound from the speaker 67 based on the sent first error notification command.
[0318] Furthermore, in S2907, when the second error processing is executed, a second error notification command that instructs the display of the message "V ATTACKER ABNORMAL EJECTION ERROR" and the lighting of the frame lamp 66 in blue is set in the output buffer of RAM. The set second error notification command is sent to the sub-control board 90 by the output processing of S201. The performance control microcomputer 91 of the sub-control board 90 displays the message "V ATTACKER ABNORMAL EJECTION ERROR" and lights up the frame lamp 66 in blue based on the sent second error notification command.
[0319] When a first error occurs and first error processing is executed, the first error processing ends and the first error is cleared by clearing the ball jam or ball stuck in the V attacker, and then pressing a RAM clear switch (not shown) that instructs the execution of RAM clear and then turning the power of the pachinko gaming machine 1 back on. In other words, the first error notification ends, and the special symbol change prohibition flag and the big prize device operation prohibition flag are turned OFF.
[0320] When a second error occurs and the second error processing is executed, the second error processing ends and the second error is cleared by turning the power of the pachinko gaming machine 1 back on while pressing a RAM clear switch (not shown) that instructs the execution of RAM clear. In other words, the second error notification ends. However, after the occurrence of the second error (after the execution of the second error processing), the second error notification ends (the second error is cleared) when a predetermined time (for example, 5 minutes) has elapsed. This is because it is sufficient for the error notification to make the gaming hall personnel and the like aware of the possibility of fraudulent activity.
[0321] The main control unit 80 (game control microcomputer 81) that executes the process of S2905 functions as a "retry processing means." The main control unit 80 (game control microcomputer 81) that executes the process of S2907 functions as an "error processing means."
[0322] In this embodiment, the above comparison and determination process (S2805) is executed during the interval period (predetermined period) after the V round ends. Here, when a jackpot game related to a 7R jackpot (also referred to as a "7R jackpot game") is executed and the V round of the 7R jackpot game ends, since the seventh round is the V round, the 7R jackpot game ends with the end of the V round. Then, an ending period is set following the interval period after the end of the V round (S2120). In this case, the series of periods from the start of the interval period after the end of the V round to the end of the ending period can be regarded as one ending period (end period). In other words, when the comparison and determination process (S2805) is executed after the V round of a 7R jackpot game ends, the comparison and determination process can also be said to be executed during the ending period (end period) after the final round of the V round ends.
[0323] [Game status setting process] 36, in the game state setting process (S2124) executed when the special game state ends, first, it is determined whether or not the V flag is ON (S2201). The V flag is a flag that is turned ON in the specific area sensor detection process (S207) described later.
[0324] If it is determined in S2201 that the V flag is ON (YES in S2201), the probability variable flag is turned ON (S2202), the probability variable counter is set to "100" (S2203), and the V flag is turned OFF (S2204). Then, the time-saving flag is turned ON (S2206), the time-saving counter is set to "100" (S2207), and the process proceeds to S2212. That is, in the pachinko gaming machine 1 of this embodiment, whether or not to set the game state after a jackpot game to a high probability state is determined based on whether or not the V flag is ON in this game state setting process.
[0325] Here, when the V flag is ON, the value set in the probability variable counter is the number of times that a high probability special symbol hit / miss determination can be performed. In this embodiment, since the probability variable counter is set to "100," the high probability state will continue until 100 special symbol variable displays (special symbol hit / miss determination) have been performed. However, if a jackpot occurs within 100 times, the high probability state will end when the jackpot game is performed. In addition, when the probability variable flag is ON, the time-saving counter is also set to "100," so while the high probability state is set, a time-saving state (open extension state) is also set, and the time-saving state will end when the high probability state ends.
[0326] On the other hand, if it is determined in S2201 that the V flag is OFF (NO in S2201), the time-saving flag is turned ON (S2209) without turning ON the probability variable flag, and the time-saving counter is set to "100" (S2210), and the process proceeds to S2212. As a result, the game state after this jackpot game becomes a low probability state, a time-saving state, and a high base state (i.e., a low probability high base state).
[0327] Also, in a jackpot game involving a jackpot that is scheduled to pass through V, such as the first jackpot in 7R, if the V does not pass through during the V round due to some reason, such as the game ball not being fired (V flag is OFF), the game state after the jackpot game will not be set to a high probability state, but will be in a time-shortened state (low probability high base state).
[0328] The low-probability, high-base state ends when one of the following conditions is met: the special symbol variable display is performed 100 times (the special symbol hit / miss determination is performed 100 times), or the next jackpot occurs. The time-saving counter and the probability variable counter count the total number of times the first special symbol variable display and the second special symbol variable display. Note that the values set in the time-saving counter and the probability variable counter are not limited to those in this embodiment, and can be determined taking into account the gameplay, ball payout rate, etc.
[0329] The main control unit 80 (game control microcomputer 81) that executes the above-mentioned processes of S2201 to S2210 functions as a "game state control means."
[0330] Next, in S2212, the type of special symbol hit / miss judgment (judgment type) that triggered the execution of this jackpot game is identified by referring to the judgment type flag (S2212). As described above, the judgment type flag consists of a first judgment flag indicating that it is a first special symbol hit / miss judgment and a second judgment flag indicating that it is a second special symbol hit / miss judgment, and either the first judgment flag or the second judgment flag is turned ON in S2007 of the above-mentioned special symbol determination process (S1106). Based on this ON judgment flag, the type of special symbol hit / miss judgment (judgment type) that triggered the execution of this jackpot game is identified.
[0331] Next, in S2213, it is determined whether the irregular flag is ON (S2213). The irregular flag is a flag that is set (ON) in the specific area sensor detection process (S207) described below when an irregular V passing or irregular V non-passing occurs. In this embodiment, the irregular flags are an irregular V passing flag indicating that an irregular V passing has occurred, and an irregular V non-passing flag indicating that an irregular V non-passing has occurred. When an irregular V passing occurs, the irregular V passing flag is turned ON, and when an irregular V non-passing occurs, the irregular V non-passing flag is turned ON. Note that when neither an irregular V passing nor an irregular V non-passing has occurred, both the irregular V passing flag and the irregular V non-passing flag are OFF.
[0332] If it is determined in S2113 that the irregular V passing flag or the irregular V non-passing flag is ON (YES in S2213), irregular lighting pattern data according to the determination type identified in S2212 is set as lighting pattern data that determines the display mode (lighting mode) of the winning indicator 48 (S2214). On the other hand, if it is determined that both the irregular V passing flag and the irregular V non-passing flag are not ON (OFF) (NO in S2213), normal lighting pattern data according to the determination type identified in S2212 is set as lighting pattern data that determines the display mode (lighting mode) of the winning indicator 48 (S2215).
[0333] As described above, the win indicator 48 is capable of announcing (determination notification) whether the trigger for executing a "jackpot game in which an irregular event has occurred" or a "jackpot game in which an irregular event has not occurred" is a first special symbol win / loss determination or a second special symbol win / loss determination, depending on the lighting state of the three LEDs "b1 to b3" (see FIG. 4). In order to perform this determination notification, lighting pattern data for the three LEDs constituting the win indicator 48 is set. When this set lighting pattern data is output by the output process (S201), the three LEDs constituting the win indicator 48 light up in accordance with the lighting pattern data.
[0334] The irregular lighting pattern data is lighting pattern data corresponding to the occurrence of an irregular V passing or an irregular V non-passing, and the normal lighting pattern data is lighting pattern data corresponding to the occurrence of neither an irregular V passing nor an irregular V non-passing (when the jackpot game ends normally). The lighting mode of the win indicator 48 (three LEDs) and the judgment notification execution period when making the judgment notification are as described above.
[0335] Once the lighting pattern data for the winning indicator 48 has been set in S2214 or S2215, the determination type flag and irregular flag are turned OFF (S2216), and the process ends.
[0336] The main control unit 80 (game control microcomputer 81) that executes the above-mentioned processes of S2212 to S2215 functions as a "judgment notification execution means."
[0337] [Specific area sensor detection processing] As shown in Fig. 11, the game control microcomputer 81 performs a specific area sensor detection process (S207) following the special symbol operation process (S206). As shown in Fig. 37, in the specific area sensor detection process (S207), first, it is determined whether or not the V flag, which indicates that the game ball has passed (V passing) into the specific area 39, is OFF (S2400). As a result, if it is determined that the V flag is not OFF, that is, ON (NO in S2400), this process is terminated without performing the processes from S2401 onwards. If the V flag is ON, this is because V passing has already occurred and the process of S2404 described below has been executed.
[0338] On the other hand, if it is determined in S2400 that the V flag is OFF (NO in S2400), it is determined whether or not a gaming ball has been detected by the specific area sensor 39a (S2401). As a result, if it is determined that a gaming ball has been detected by the specific area sensor 39a (YES in S2401), it is determined whether or not the detection occurred during the specific area valid period (V valid period) (S2402).
[0339] If it is determined in S2402 that the specific area is not in an effective period (a V invalid period) (NO in S2402), the V flag is not turned ON, and an invalid period passing command is set in the output buffer of RAM (S2403), and this processing ends. In other words, if the game ball passes through the specific area 39 (detected by the specific area sensor 39a) during a period other than the specific area effective period (a V invalid period), the passage is an abnormal specific area passage (a specific area error), and an invalid period passing command indicating this is set. When this invalid period passing command is sent to the sub-control board 90 by the output processing (S201), the performance control microcomputer 91 issues a predetermined error notification using the image display device 7 (display screen 7a), frame lamp 66, board lamp 5, speaker 67, etc., based on the received invalid period passing command.
[0340] On the other hand, if it is determined in S2402 that the specific area is in the valid period (YES in S2402), the V flag is turned ON (S2404). In other words, when the game ball that entered the second large winning hole 35 in the V round (seventh round) passes through the specific area 39 (when detected by the specific area sensor 39a) during the specific area valid period, the V flag is turned ON.
[0341] Next, in S2405, it is determined whether the jackpot that triggered this V passing (V flag ON) is a V passing scheduled jackpot (S2405). If it is determined to be a V passing scheduled jackpot (YES in S2405), a specific area passing command is set in the output buffer of RAM (S2406), and a normal V passing designation command is set in the output buffer of RAM (S2407), and this process ends.
[0342] When the game control microcomputer 81 sets the normal V passing designation command, that is, when a normal V passing occurs, it outputs a normal V passing signal as external information from an information output circuit (not shown).
[0343] When the specific area passage command set in S2406 is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 executes a performance (also called a "V passage notification performance") that notifies the occurrence of a V passage using the image display device 7 (display screen 7a), speaker 67, etc., based on the received specific area passage command. The setting (transmission) of the specific area passage command is executed based on the first specific area passage (first V passage) during the V round (during the specific area valid period), and is not executed for the second or subsequent V passages.
[0344] Furthermore, when the normal V pass designation command set in S2407 is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 determines that the current V pass is a normal V pass (normal V pass) based on the received normal V pass designation command, and stores the occurrence of a normal V pass as jackpot history information in a predetermined area of the RAM of the sub-control board 90. In other words, the normal V pass designation command is a command that enables the sub-controller to determine that a V pass occurred in the V round of a jackpot game related to a V pass scheduled jackpot (that the V round was consumed normally). The predetermined area of RAM in which jackpot history information is stored is also referred to as the "history information storage area."
[0345] Here, the jackpot history information is information about jackpot games that have been played in the past, and includes information about the jackpot type (also referred to as "jackpot type information") and information about V passing (also referred to as "V passing information"), etc. Details will be described later, but the sub-controller 90 (performance control microcomputer 91) stores information about the jackpot games that have been played most recently for a predetermined number of times (for example, the most recent 10 times) as jackpot history information, and is capable of reporting information about jackpot games that have already been played based on that jackpot history information.
[0346] On the other hand, if S2405 determines that the jackpot that triggered this V passage (V flag ON) is not a jackpot scheduled to pass through V (NO in S2405), that is, if the jackpot that triggered this V passage (V flag ON) is a jackpot that is not scheduled to pass through V, an irregular V passage designation command is set in the output buffer of RAM (S2408), the irregular V passage flag is turned ON (S2409), and this processing is terminated.
[0347] When the game control microcomputer 81 sets an irregular V passing designation command, that is, when an irregular V passing occurs, it outputs an irregular V passing signal as external information from an information output circuit (not shown).
[0348] When the irregular V passing designation command set in S2408 is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 determines that the current V passing is an abnormal V passing (irregular V passing) based on the received irregular V passing designation command, and stores the occurrence of the irregular V passing as jackpot history information in a predetermined area (history information storage area) of the RAM of the sub-control board 90. In other words, the irregular V passing designation command is a command that enables the sub-control unit to determine that a V passing that would not normally occur has occurred (occurrence of irregular V passing) in the V round of a jackpot game related to a V non-passing scheduled jackpot.
[0349] In addition, when V passing occurs in the V round of a jackpot game related to a V passing scheduled jackpot, a specific area passing command is sent based on that V passing (S2046), but when V passing (irregular V passing) occurs in the V round of a jackpot game related to a non-V passing scheduled jackpot, a specific area passing command is not sent based on that V passing. For this reason, a V passing notification effect is not executed for irregular V passing (a V passing notification effect based on an irregular V passing cannot be executed). As a result, the occurrence of an irregular V passing is not displayed.
[0350] The above is the processing when a V passing (including irregular) occurs during the V valid period in a V round. On the other hand, if it is determined in S2401 that the specific area sensor is not ON (OFF) (NO in S2401), that is, if a V passing has not occurred, it is determined whether or not the V round has ended (S2410), and if it is determined that it has not ended (NO in S2410), this processing ends without performing the processing from S2411 onwards.
[0351] On the other hand, if it is determined that the V round has ended (YES in S2410), it is determined whether or not the V round is due to a V-passing jackpot (S2411). If it is determined that the V round is not due to a V-passing jackpot (NO in S2411), that is, if the completed V round is due to a V-non-passing jackpot, a normal V non-passing designation command is set in the output buffer of RAM (S2412), and this process ends. Here, normal V non-passing means that the game ball did not pass through the specific area 39 in the V round of the jackpot game related to the V-non-passing jackpot, that is, V-passing did not occur according to the jackpot specifications (design).
[0352] In addition, when the game control microcomputer 81 sets the normal V non-pass designation command, that is, when a normal V non-pass occurs, it outputs a normal V non-pass signal as external information from an information output circuit (not shown).
[0353] When the normal V non-passing designation command set in S2412 is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 determines that this V non-passing is a normal V non-passing (normal V non-passing) based on the received normal V non-passing designation command, and stores the occurrence of normal V non-passing as jackpot history information in a predetermined area (history information storage area) of the RAM of the sub-control board 90. In other words, the normal V non-passing designation command is a command that enables the sub-control unit to determine that V passing did not occur in the V round of the jackpot game related to the V non-passing scheduled jackpot (the V round was consumed normally).
[0354] On the other hand, if it is determined in S2411 that the completed V round was due to a V-pass scheduled jackpot (YES in S2411), an irregular V non-pass designation command is set in the output buffer of RAM (S2413), the irregular V non-pass flag is turned ON (S2414), and this processing is terminated.
[0355] In addition, when the game control microcomputer 81 sets the irregular V non-passing designation command, that is, when an irregular V non-passing occurs, it outputs an irregular V non-passing signal as external information from an information output circuit (not shown).
[0356] When the irregular V non-passing designation command set in S2413 is sent to the sub-control board 90 by the output process (S201), the performance control microcomputer 91 determines that this V non-passing is an abnormal V non-passing (irregular V non-passing) based on the received irregular V non-passing designation command, and stores the occurrence of the irregular V non-passing as jackpot history information in a predetermined area (history information storage area) of the RAM of the sub-control board 90. In other words, the irregular V non-passing designation command is a command that enables the sub-control unit to determine that a V passing that would normally occur did not occur (an irregular V non-passing occurred) in the V round of a jackpot game related to a V-passing scheduled jackpot.
[0357] Here, irregular V passing is also referred to as the "first passing situation," normal V passing is also referred to as the "second passing situation," irregular V non-passing is also referred to as the "third passing situation," and normal V non-passing is also referred to as the "fourth passing situation." Also, an irregular V passing designation command is also referred to as the "first passing situation designation command," a normal V passing designation command is also referred to as the "second passing situation designation command," an irregular V non-passing designation command is also referred to as the "third passing situation designation command," and a normal V non-passing designation command is also referred to as the "fourth passing situation designation command," and these four types of designation commands related to V passing and non-passing are collectively referred to as "passing situation designation commands."
[0358] [Processing at the time of starting the ball] As shown in FIG. 11, the game control microcomputer 81 performs the specific area sensor detection process (S207) followed by the start ball entry process (S209). As shown in FIG. 38, in the start ball entry process (S209), the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbol 3 are first read from the RAM of the main control board 80 (S2501). Next, it is determined whether the number of reserved balls for special symbol 2 has increased by "1" (S2502). As a result, if it is determined that the number of reserved balls for special symbol 2 has not increased (NO in S2502), the process proceeds to S2506. On the other hand, if it is determined that the number of reserved balls for special symbol 2 has increased by "1" (YES in S2502), the process proceeds to S2503. This corresponds to the case where "1" is added to the number of reserved balls for special symbol 2 in S307 of the start hole sensor detection process (S204) based on the entry of a game ball into the second start hole.
[0359] In S2503, the latest acquired random number value (acquired information) acquired in the special symbol 2 related random number acquisition process (S308) in the immediately preceding start gate sensor detection process (S204) and stored in the second special symbol reserve memory unit is read (S2503). Next, in S2504, the acquired random number value related to the read second special symbol is determined (S2504). Specifically, the value of the special symbol hit / miss determination random number counter (special symbol hit / miss determination random number value) acquired when the ball entered the start gate is used to determine whether it is a jackpot or a miss depending on the current game state (low probability state or high probability state). In addition, if the determination result (preliminary determination result) is a jackpot, the type of jackpot is determined. This corresponds to a pre-determination (so-called "pre-determination of whether it is a jackpot or not") of the special symbol 2 reserve (judgment of whether it is a jackpot or not) made prior to the hit / miss determination (S1303, S1304) in the special symbol 2 hit / miss determination process (S1202) (so-called "pre-determination of whether it is a hit or not").
[0360] In addition, the preliminary determination can determine whether or not the value matches the jackpot determination value based on a jackpot determination table (see FIG. 8(A)), i.e., a jackpot determination table for a high-probability state in a high-probability state, and a jackpot determination table for a normal state in a normal state (low-probability state). Another preliminary determination mode is to provide a variation pattern information determination table capable of determining variation pattern information, which includes a variation pattern information determination table for a normal state (low-probability state) and a variation pattern information determination table for a high-probability state (high-probability state). The preliminary determination can select predetermined variation pattern information based on the acquired random number value (such as the value of a random number counter for determining whether a special symbol has been hit or not) and the variation pattern information determination table according to the game state. From this selected variation pattern information, it is possible to identify whether or not a jackpot has occurred, the type of jackpot, and whether a game presentation with a high probability of winning a jackpot will be executed.
[0361] Next, in S2505, game information including at least the reserved ball number data related to the second special symbol read in S2501 and the information pre-determined in S2504 (pre-determined information) is generated as a special symbol 2 start ball entry command and set in the output buffer of RAM (S2505). Note that as the special symbol 2 start ball entry command, part or all of the value of the special symbol 2 acquired random number read in S2503 may be sent as is to the sub-control board, or the value of the special symbol 2 acquired random number may not be sent as is, and game information acquired based on the value of the special symbol 2 acquired random number (for example, the above-mentioned variation pattern information, etc.) may be sent.
[0362] Furthermore, by analyzing the special symbol 2 start ball entry command transmitted from the main control unit 80 by the sub-control unit 90, the sub-control unit 90 can identify whether the information is related to a jackpot, the number of reserved balls for the second special symbol, the type of jackpot, etc. In addition to this, in this embodiment, by analyzing the special symbol 2 start ball entry command, it is possible to determine whether the acquired special symbol 2 acquisition random number will result in a jackpot when judged in a high probability state, and whether it will result in a jackpot when judged in a low probability state. As a result, the sub-control unit 90 stores the received special symbol 2 start ball entry command as a reserve (effect reserve information), pre-judges the effect reserve information at a specific timing, and determines whether effect reserve information that will be judged as a jackpot when judged in a low probability state is stored.
[0363] In addition, from the viewpoint of preventing fraud, the random number value for determining whether or not a special pattern has been selected among the random number values obtained by S2503 is not sent directly to the sub-control unit, but instead command data including information indicating the value of the random number counter for determining the type of jackpot (random number value for determining the type of jackpot) and the value of the fluctuation pattern random number counter (fluctuation pattern random number value), as well as information indicating the result of the preliminary determination, can be generated and set as a special pattern 2 start-entry command.
[0364] Next, in S2506, similar to the processing related to the special drawing 2 described above, it is determined whether the number of reserved balls for the special drawing 1 has increased by "1" (S2506). As a result, if it is determined that the number of reserved balls for the special drawing 1 has not increased (NO in S2506), the processing ends as is. On the other hand, if it is determined that the number of reserved balls for the special drawing 1 has increased by "1" (YES in S2506), the processing proceeds to S2507. This corresponds to the case where "1" is added to the number of reserved balls for the special drawing 1 in S311 of the start hole sensor detection processing (S204) based on the game ball entering the first start hole 20.
[0365] In S2507, it is determined whether the time-saving flag is ON (S2507). If it is determined that the time-saving flag is ON, i.e., the game is in a high base state (YES in S2507), the process ends. On the other hand, if it is determined in S2507 that the time-saving flag is OFF, i.e., the game is in a low base state (NO in S2507), the process proceeds to the pre-determination process in S2508 and subsequent steps. Here, if the time-saving flag is ON, i.e., the current game state is in a high base state, the opening extension function, which increases the frequency of balls entering the second starting hole 21, is activated, making it easier to determine whether or not the special symbol 2 is a hit (see FIG. 8(B)). In addition, in this embodiment, as described below, the consumption of the special symbol 2 reserved (display of the second special symbol fluctuation) is executed in priority to the consumption of the special symbol 1 reserved (display of the first special symbol fluctuation) (a so-called special symbol 2 priority fluctuation machine). In this configuration, for example, if a pre-determination of Special Chart 1 is performed and the result is notified to the player through a preview or other presentation, and the result of the pre-determination is clearly indicated as a jackpot, the player can take advantage of the priority of Special Chart 2 reserve consumption and intentionally eliminate the Special Chart 2 reserve (set it to "0") at any time, thereby intentionally triggering the jackpot associated with Special Chart 1, for which the pre-determination result was indicated. Allowing the player to adjust the timing of such a jackpot occurrence is undesirable from the perspective of game fairness. For this reason, if the current game state is a high base state rather than a low base state (YES in S2507), the process related to the pre-determination of Special Chart 1 from S2508 onward is not performed, and this process is terminated.
[0366] The processing of S2508 to S2510 is the same as the processing of S2503 to S2505 described above for special symbol 1. That is, the latest acquired random number value (acquired information) acquired in the special symbol 1 related random number acquisition process (S312) in the start port sensor detection process (S204) and stored in the first special symbol reservation memory unit is read (S2508), a preliminary judgment is made on the read acquired random number value (S2509), and game information including at least the reserved ball number data related to the first special symbol read in S2501 and the information pre-judgment (pre-judgment information) pre-judgmented in S2509 is generated as a special symbol 1 start ball entry command and set in the output buffer of RAM (S2510). Note that the preliminary judgment (reserved advance reading) of S2509 is performed prior to the judgment (S1603, S1604) in the special symbol 1 hit / miss judgment process (S1207) described below.
[0367] [Power off monitoring process] As shown in FIG. 11, the game control microcomputer 81 performs the power-off monitoring process (S210) following the start-up ball entry process (S209). As shown in FIG. 39, the power-off monitoring process (S210) first determines whether a power-off signal has been input (S2601). If no power-off signal has been input (NO in S2601), the process terminates. On the other hand, if a power-off signal has been input (YES in S2601), data regarding the current state of the gaming machine (whether it is in a special mode, whether a jackpot is being played, how many balls are reserved, how many times the special mode and time-saving modes are remaining, etc.) is stored (backed up) in RAM (S2602), and the power-off flag is set to ON (S2603). After that, loop processing is performed without returning to the interrupt process (S105). In S2602, in addition to data regarding the current state of the gaming machine, any data previously designated as a backup target can be stored (backed up).
[0368] [Sub-control main processing] Next, the processing contents of the performance control microcomputer 91 (control processing by the sub-controller 90) will be explained based on Figures 40 to 47. Note that counters, flags, status, buffers, etc. that appear in the explanation of the processing contents of the performance control microcomputer 91 are provided in the RAM of the sub-controller board 90 (sub-controller).
[0369] When the power supply to the pachinko gaming machine 1 is turned on (when the power supply board 109 starts supplying power), the performance control microcomputer 91 provided on the sub-control board 90 reads out the sub-control main processing program shown in Fig. 40 from the ROM of the sub-control board 90 and executes it. As shown in the figure, the sub-control main processing first performs CPU initialization processing (S4001). The CPU initialization processing (S4001) performs stack setting, constant setting, CPU setting, setting of SIO, PIO, CTC (interrupt time controller), etc., resetting various flags, status and counters, etc.
[0370] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). The power-off signal is output from the power supply board 109 to the sub-control board 90 when the power of this pachinko gaming machine 1 is turned on. Then, if the determination result of S4002 is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if the determination result of S4002 is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized, and the process proceeds to S4004. In other words, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the RAM are not normal (NO in S4002), the RAM of the sub-control board 90 is initialized, but if the power-off signal is ON and the contents of the RAM are normal (YES in S4002), the RAM is not initialized. When the RAM is initialized, the values of various flags, statuses, and counters are reset. Note that S4001 to S4003 are executed only once after power is turned on (when power is turned on), and are not executed thereafter. For this reason, the processing of S4001 to S4003 is also called "power-on processing."
[0371] Here, when the performance control microcomputer 91 executes the power-on processing (S4001 to S4003), it issues a notification (power-on notification) that the power-on processing is being executed until the power-on processing is completed. Specifically, it displays a message indicating that the power-on processing is being executed on the display screen 7a of the image display device 7, and outputs a notification sound indicating this from the speaker 67.
[0372] As described above, when the power is turned on, at least the CPU initialization process (S4001) is executed, and if the determination in S4002 is negative (NO in S4002), RAM initialization (S4003) is also executed. However, if the CPU initialization process (S4001) is executed but the RAM initialization (S4003) is not executed, the message "Power is being restored" is displayed. If both the CPU initialization process (S4001) and the RAM initialization (S4003) are executed, the message "RAM is being cleared" is displayed. The display of these messages is executed by transmitting a command (power-on command) from the sub-control board 90 to the image control board 100, and processing by the CPU (image control microcomputer 101) of the image control board 100 that receives the command. Whether the message "Power is being restored" or "RAM is being cleared" is displayed is determined by the content (type) of the command transmitted from the sub-control board 90 to the image control board 100. In this embodiment, the notification sound for the power-on process is one type, which is output from the speaker 67 via the audio control board 106.
[0373] In S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various random number counters for determining effects are updated. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the sub-control board 90. The random numbers for determining effects include a preview effect determination random number that determines preview effects and a performance pattern determination random number that determines performance patterns. The random numbers can be updated in the same manner as the random number update process performed by the main control board 80 described above. When updating, the random number value may be incremented by two rather than by one. The performance determination random number is acquired at a predetermined timing. This timing can be, for example, when a control signal (a start ball entry command) notifying that a starting ball has been entered is sent from the main control board 80, when a control signal (a change start command) notifying the start of a change is sent from the main control board 80, or when a change performance pattern, as described below, is determined. The acquired random number for determining effects is stored in a predetermined random number counter value storage area (not shown) of the RAM of the sub-control board 90.
[0374] Following the random number seed update process (S4005), a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer of the RAM of the sub-control board 90 are transmitted to the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (such as effect symbol game effects and special game effects related to jackpot games) using various effect devices (such as the image display device 7, speaker 67, board lamp 5, frame lamp 66, and movable decorative member 14) in accordance with the received command.
[0375] Following the command transmission process (S4006), an interrupt is permitted (S4007). Thereafter, S4004 to S4007 are looped. While the interrupt is permitted, it is possible to execute the reception interrupt process (S4008), the 2 ms timer interrupt process (S4009), and the 10 ms timer interrupt process (S4010). By executing these control processes, it is possible to control the display of the performance symbols and the like executed on the display screen 7a (performance symbol display area 7b) of the image display device 7, to control the lighting of various lamps, to control the operation of movable decorative members, and to control the sound output from the speaker.
[0376] [Receive interrupt processing] 41, in the reception interrupt process (S4008), first, it is determined whether or not the strobe signal (STB signal) is ON, that is, whether or not the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91 (S4101). If it is determined that the strobe signal is not ON (NO in S4101), the process ends as is.
[0377] On the other hand, if it is determined in S4101 that the strobe signal is ON (YES in S4101), the various commands transmitted from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and processing ends. This reception interrupt processing (S4008) is executed with priority over other interrupt processing (S4009, S4010).
[0378] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is a process that is executed each time an interrupt pulse with a 2 ms period is input to the sub-control board 90. As shown in Fig. 42, the 2 ms timer interrupt process (S4009) first performs input processing (S4201) to create switch data (edge data and level data) based on the detection signals from the effect button detection switches 63c and 63d.
[0379] Next, in S4202, lamp data output processing is performed to output lamp data for driving decorative lamps (LEDs, etc.) such as the panel lamp 5 and frame lamp 66 (S4202). The lamp data is created by the 10 ms timer interrupt processing described below.
[0380] Next, in S4203, a drive data output process is performed to output drive data for driving the movable decorative member 14 and speaker 67. This drive data is also created by the 10 ms timer interrupt process described below. Then, a watchdog timer process is performed to reset the watchdog timer (S4204), and this process ends.
[0381] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is a process that is executed every time an interrupt pulse with a 10 ms period is input to the sub-control board 90. As shown in Fig. 43, the 10 ms timer interrupt process (S4010) first performs a received command analysis process (S4302) that will be described later.
[0382] Next, a switch status acquisition process is performed to store the switch data created in the 2 ms timer interrupt process in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt process (S4303), and a switch process is performed to set the display content of the display screen 7a, etc. based on the switch data stored in the switch status acquisition process (S4304).
[0383] Next, the jackpot history information processing (S4305) described later is performed. After that, other processing is performed (S4306), and this processing ends. The other processing (S4306) includes various processing such as creating lamp data (data that controls the light emission of the panel lamp 5, frame lamp 66, etc.), creating drive data (data that controls the operation of the movable decorative member 14, speaker 67, etc.), and updating the random number for determining the performance.
[0384] [Received command analysis process] As shown in Figure 44, in the received command analysis process (S4302), first it is determined whether or not a start ball entry command has been received from the main control board 80 (S4395), and if it is determined that a start ball entry command has not been received (NO in S4395), the process proceeds to S4401, and if it is determined that a start ball entry command has been received (YES in S4395), the performance pending information storage process (S4400) is performed and the process proceeds to S4401.
[0385] The effect pending information storage process (S4400) stores various information (game information such as preliminary judgment results, random number values for determining the type of jackpot, and variable pattern random number values) contained in the start ball entry command (special symbol 1 start ball entry command or special symbol 2 start ball entry command) received in S4395 in a predetermined effect pending information storage area of the RAM of the sub-control board 90 in shift memory format according to the type of special symbol (first special symbol, second special symbol) and the number of special symbol pending balls at the time of sending and receiving the start ball entry command (at the time of command generation).
[0386] For example, if the received start ball entry command is a special chart 1 start ball entry command corresponding to the number of reserved balls "4" in special chart 1, the information included in the special chart 1 start ball entry command, such as the preliminary judgment result and winning type, is stored as special chart 1 effect pending information in the area of the special chart 1 effect pending information storage area corresponding to the reserved number 4. The effect pending information stored in this manner is used to execute various effects such as variable effects, preview effects, and effect modes, which will be described later. The memory contents (effect pending information) of the effect pending information storage area in the sub-control board 90 are the same as the memory contents (acquired information) of the special chart pending memory units (first special chart pending memory unit, second special chart pending memory unit) in the main control board (main control unit) 80 mentioned above. For this reason, the effect pending information storage area of the sub-control board 90 can also be called an "acquired information storage means."
[0387] In S4401, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4401), and if it is determined that a fluctuation start command has been received (YES in S4401), the fluctuation performance start processing (S4402) described below is performed and processing proceeds to S4406, and if it is determined that a fluctuation start command has not been received (NO in S4401), processing proceeds to S4406 without performing the fluctuation performance start processing.
[0388] In S4406, it is determined whether or not a fluctuation stop command has been received from the main control board 80 (S4406), and if it is determined that a fluctuation stop command has been received (YES in S4406), a fluctuation performance end process is performed (S4407), which stops the display of the performance pattern and ends the fluctuation performance (performance pattern game performance).
[0389] In the variable performance end process (S4407), a variable performance end command for stopping the display of the performance symbol 8 and ending the variable performance is set in the output buffer of the RAM of the sub-control board 90. When the set variable performance end command is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 stops the display of the performance symbol 8 that has been changing on the display screen 7a of the image display device 7, and ends the variable performance.
[0390] On the other hand, if it is determined in S4406 that the fluctuation stop command has not been received (NO in S4406), the process proceeds to S4408 without performing the fluctuation effect end process. Note that the fluctuation effect includes various effects that are performed in accordance with the fluctuation display of the special pattern.
[0391] Next, in S4408, it is determined whether or not an opening command has been received from the main control board 80 (S4408), and if it is determined that an opening command has been received (YES in S4408), a special game effect selection process is performed to select a pattern (effect mode) of special game effects to be executed during special game (jackpot game) (S4409). The special game effects include at least an opening effect executed during the opening period before the large prize opening opens (before the start of the first round) accompanying the start of special game, and a round effect (jackpot game effect) executed in accordance with the progress of round game (game in which a ball enters the large prize opening) during special game (jackpot game).
[0392] In this embodiment, an opening command according to the type of jackpot is sent from the main control board 80, and this opening command specifies the length of the opening period (opening time), opening performance, round performance, etc. according to the type of jackpot that is being started this time.
[0393] In the special game effect selection process (S4409), a special game start command that can identify the effect pattern of the selected special game effect (opening effect, round effect, etc.) and information based on the received opening command (type of opening command, opening time, jackpot type related to the jackpot game at the start timing, etc.) is set in the output buffer of the RAM of the sub-control board 90. When this set special game start command is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 executes the special game effect on the display screen 7a of the image display device 7 in accordance with the progress of the jackpot game.
[0394] For example, if the type of jackpot that will start this time is a 7R first jackpot, an opening effect indicating the start of a jackpot game related to a V-passing jackpot, i.e., a jackpot game premised on the occurrence of a high-probability state, is performed on the display screen 7a of the image display device 7. In this case, the opening effect is an effect that emphasizes the start of a jackpot game premised on the acquisition of prize balls and the transition to a high-probability, high-base state, and, for example, displays text images such as "Super Jackpot" or "V Jackpot" on the display screen 7a of the image display device 7 and outputs corresponding sound effects. Then, following the opening effect, a round effect corresponding to the 7R jackpot is developed on the display screen 7a of the image display device 7 as the round progresses (based on the reception of a round start command in S4418, which will be described later).
[0395] Furthermore, if the type of jackpot that is being started this time is a 7R second jackpot, an opening effect indicating the start of a jackpot game related to a "non-V-passing scheduled jackpot," i.e., a jackpot game that is premised on not generating a high-probability state, is performed on the display screen 7a of the image display device 7. In this case, the opening effect is intended to impress upon the player the start of a jackpot game that is premised on the acquisition of prize balls and the transition to a time-saving state (high base state). For example, text images such as "jackpot" or "chance jackpot" are displayed on the display screen 7a of the image display device 7, and corresponding sound effects are output. Following the opening effect, a round effect corresponding to the 7R jackpot is developed on the display screen 7a of the image display device 7 as the round progresses (based on the reception of a round start command in S4418, which will be described later). In addition, the same opening effect corresponding to a 15R jackpot can be executed for a 15R jackpot as well.
[0396] Next, in S4410, it is determined whether or not an ending command has been received from the main control board 80 (S4410). If it is determined that an ending command has been received (YES in S4410), an ending effect selection process is performed (S4411) to select the execution pattern of the effect at the end of the special game (ending effect) and the type of effect mode after the special game ends, and the process proceeds to S4412 (FIG. 45).
[0397] In this embodiment, an ending command corresponding to the type of jackpot and whether or not the gaming ball passed through the specific area 39 during the jackpot game (seventh round) is transmitted from the main control board 80, and the length of the ending period (ending time) is determined by the ending command. Then, in the ending effect selection process (S4411), a special game end command that can determine the effect pattern of the selected ending effect and information based on the received ending command (such as the type of ending command, the ending time, the type of jackpot related to the ended jackpot game, and the effect mode after the jackpot game) is set in the output buffer of the RAM of the sub-control board 90. When this set special game end command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes an effect related to the end of the jackpot game on the display screen 7a of the image display device 7.
[0398] On the other hand, if it is determined in S4408 that an opening command has not been received (NO in S4408), the process proceeds to S4410 without performing the processing of S4409, and if it is determined in S4410 that an ending command has not been received (NO in S4410), the process proceeds to S4412 without performing the processing of S4411.
[0399] In S4412, it is determined whether or not a specific area passage command has been received from the main control board 80 (S4412). If a specific area passage command has not been received (NO in S4412), the process proceeds to S4418, and if a specific area passage command has been received (YES in S4412), a V passage notification command is set in the output buffer of the RAM of the sub-control board 90 (S4415).
[0400] When the V passing notification command set in S4415 is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 reads image data for notifying that a V passing (normal V passing) has occurred from the ROM of the image control board 100, and executes a V passing notification effect based on the read image data on the display screen 7a of the image display device 7. Examples of V passing notification effects include displaying a large "V" character image in approximately the center of the display screen 7a, or outputting a sound effect indicating V passing. The V passing notification effect is also called a "passing effect," and the sub-control unit 90 (effect control microcomputer 91) and image control unit 100, which control the execution of the V passing notification effect, are also called "passing effect execution means."
[0401] In this embodiment, the V-passing notification effect is executed only when a V-passing occurs in the V round of a jackpot game related to a V-passing scheduled jackpot, that is, when a normal V-passing occurs. In other words, when a V-passing occurs in the V round of a jackpot game related to a non-V-passing scheduled jackpot, that is, when an irregular V-passing occurs, the V-passing notification effect is not executed (cannot be executed). This is because a specific area passing command is sent from the main control board 80 to the sub-control board 90 only when a V-passing (normal V-passing) occurs in the V round of a jackpot game related to a V-passing scheduled jackpot (see S2406).
[0402] Here, suppose that during execution of the V-passing notification effect, an unexpected event such as a power outage occurs or the power switch of the pachinko gaming machine 1 (power supply board 109) is turned OFF, causing the power supply from the power supply board 109 to various boards, devices, and equipment (see FIG. 5) to stop, and then the power switch is turned ON to turn the power back on. In this case, when the power is turned on, the power-on processing (S4001-S4003) is executed as described above, and during that time, a power-on notification (message display, notification sound output) is executed (power-on notification means), but at this time, the V-passing notification effect that was being executed before the power outage occurred is not executed. This is because, in this embodiment, the V-passing notification effect is not subject to backup in the event of a power outage, and if a power outage occurs during execution of the V-passing notification effect and the power supply from the power supply board 109 is stopped, the data related to the execution of the V-passing notification effect is cleared at that time.
[0403] Next, in S4418, it is determined whether or not a round start command has been received from the main control board 80 (S4418). If it is determined that a round start command has not been received (NO in S4418), the process proceeds to S4420 without processing S4419, and if it is determined that a round start command has been received (YES in S4418), a round designation command corresponding to the received round start command is set in the output buffer of the RAM of the sub-control board 90 (S4419), and the process proceeds to S4420.
[0404] The round start command transmitted from the main control board 80 includes information that enables identification of the number of the round to be started (start round), and the effect control microcomputer 91 of the sub-control board 90 identifies the round number of the start round based on the received round start command and sets a round designation command indicating this round number in the output buffer. When the round designation command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes a round designation that is suited to the jackpot game currently being played on the display screen 7a of the image display device 7, according to the number of rounds identified based on the round designation command.
[0405] In S4420, other processes related to performance control are performed, and this process ends. The other processes performed in S4420 include processes based on received commands other than the above-mentioned commands (for example, a normal symbol variation start command, a normal symbol variation stop command, etc.). Specifically, for example, it is determined whether or not an invalid period passage command (see S2403) has been received from the main control board 80, and if an invalid period passage command has been received, a specific area error notification process is performed.
[0406] In the specific area error notification process, first, a specific area abnormal passage notification command that specifies the execution of a display indicating that a specific area abnormal passage (specific area error) has occurred is set in the output buffer of the RAM of the sub-control board 90. When this set specific area abnormal passage notification command is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 reads image data for notifying the occurrence of the specific area abnormal passage (specific area error) from the ROM of the image control board 100, and executes a specific area abnormal passage notification (also referred to as a "specific area error notification") using the read image data on the display screen 7a of the image display device 7. The specific area error notification is performed, for example, by displaying a message (text image) saying "Error / V Area Abnormal Passage" on the display screen 7a of the image display device 7. This message display is intended to continue from the occurrence of the specific area abnormal passage (start of message display) until a predetermined display time (e.g., 30 seconds) has elapsed, and then ends when the display time has elapsed. In addition, the display patterns such as the display time and content of the message display as a specific area error notification are not limited to those shown in this embodiment, and various forms that appeal to the visual and auditory senses of players and game hall personnel can be adopted, such as displaying other characters (messages), displaying figures and symbols in addition to characters, or outputting sound effects.
[0407] Furthermore, the performance control microcomputer 91 creates lamp data for lighting the frame lamp 66 (frame LED) in red as a specific area error notification process. When this created lamp data is output by the lamp data output process (S4202), the lamp control board 107 controls the frame lamp 66 according to the lamp data, causing the frame lamp 66 to light in red. In other words, the frame lamp 66 lights up in red as a specific area error notification. This red illumination of the frame lamp 66 continues until a predetermined illumination time (e.g., 5 minutes) has elapsed since the occurrence of the specific area abnormal passage, and ends when the illumination time has elapsed. Note that the illumination (light emission) pattern, such as the illumination time and illumination color, of the frame lamp 66 as a specific area error notification is not limited to this embodiment; other illumination times and illumination colors can be used, and flashing can also be used instead of illumination.
[0408] In this embodiment, the time (message display time) for the image display device 7 to notify the player of an abnormal passage through a specific area is set shorter than the time (frame lamp illumination time) for the frame lamp 66 to notify the player of an abnormal passage through a specific area, and the former ends before the latter. This is because, even if an abnormal passage through a specific area occurs, the game can continue, and because the display screen 7a displays effects related to game effects such as jackpot game effects and variable effects, the visibility of these effects is prevented from being obstructed for a long period of time by the specific area error notification (message display). On the other hand, the specific area error notification by the frame lamp 66 has little impact on the effects related to such game effects, and therefore the time is set longer than the specific area error notification by the image display device 7, so that third parties (such as those involved in the game hall) can easily recognize the occurrence of an abnormal passage through a specific area.
[0409] Furthermore, in S4420, it is determined whether or not a first error notification command has been received from the main control board 80, and if the first error notification command has been received, the above-mentioned first error notification (displaying the message "V attacker mismatch error" by the image display device 7, lighting the frame lamp 66 red, and outputting an error notification sound from the speaker 67) is executed. The display of the message "V attacker mismatch error" is executed by the display control of the image control microcomputer 101, as a result of a command (first error message display command) that specifies the display of a character image of the message (first error character image) being sent from the sub-control board 90 to the image control board 100. The lighting of the frame lamp 66 red is executed by the lighting control of the lamp control board 107, as a result of lamp data that causes the frame lamp 66 (frame LED) to light up in red being output by the lamp data output process (S4202). The output of the error alert sound from the speaker 67 is performed by the sound output control of the audio control board 106, whereby sound data for the error alert sound (drive data for the speaker 67) is output by the drive data output process (S4203). Note that the form of the first error alert, such as the content of the message displayed as the first error alert and the lighting pattern of the lamp, is not limited to this embodiment, and any form is acceptable as long as it allows players, gaming hall personnel, etc. to recognize the occurrence of the first error visually or audibly.
[0410] Furthermore, in S4420, it is determined whether a second error notification command has been received from the main control board 80, and if a second error notification command has been received, the above-mentioned second error notification (display of the message "V ATTACKER ABNORMAL EJECTION ERROR" by the image display device 7 and lighting of the frame lamp 66 in blue) is executed. The display of the message "V ATTACKER ABNORMAL EJECTION ERROR" is executed by the display control of the image control microcomputer 101, as a re...
Claims
[Claim 1] a game control unit that controls the progress of a game; a performance control unit that controls performance based on commands transmitted from the game control unit; a display means capable of displaying an image; A special ball entrance through which game balls can enter during special games; A light source capable of illuminating the periphery of the special entrance; A distribution member that distributes the game balls that enter the special ball entrance to a specific area or an area other than the specific area, The special ball entrance is configured to be changeable between a first state in which the game ball cannot enter and a second state in which the game ball can enter, The game control unit A determination means capable of making a determination based on the detection of a game ball; a game state control means for controlling the game state when the determination is made to a first game state or a second game state that is more advantageous than the first game state; a special game execution means for executing the special game when the result of the determination is a specific result; a distribution operation control means capable of controlling the operation of the distribution member, In the special game, a round game can be executed in which the special ball entrance is changed from the first state to the second state, A process of transmitting an opening command at the start of the special game can be executed, A process of sending a round start command at the start of the round game can be executed, The performance control unit a predetermined notification execution means capable of executing a predetermined notification regarding the passage of the gaming ball into the specific area; a case where the light emitter is caused to emit light based on reception of the opening command, and a case where the light emitter is caused to emit light based on reception of the round start command, A first display effect can be executed based on reception of the opening command, in which an effect image that emphasizes the light emission in association with the light emission of the light-emitting body or an effect image that represents the light emission is displayed on the display means in a predetermined display mode; A second display effect can be executed based on reception of the round start command, in which an effect image that emphasizes the light emission in association with the light emission of the light-emitting body or an effect image that represents the light emission is displayed on the display means in a display mode different from the first display effect, The game state control means If the game ball that entered the special ball entrance during the special game does not pass through the specific area, the game state after the special game is set to the first game state; When the game ball that entered the special ball entrance in the special game passes through the specific area, the game state after the special game is set to the second game state; The distribution operation control means may operate the distribution member in a first operation mode during the special game, or in a second operation mode in which game balls are more likely to be distributed to the specific area than in the first operation mode, When a second passing situation occurs in which the distribution member operates in the second operating mode and the game ball passes through the specific area during the special game, the game control unit transmits a second passing situation command corresponding to the second passing situation to the performance control unit, The predetermined notification execution means is capable of executing a second predetermined notification for notifying the occurrence of the second passing situation based on the second passing situation command, within a predetermined period after the occurrence of the second passing situation. A gaming machine characterized by:
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