gaming machines
The gaming machine addresses the need for new models by using displacement members to control game medium passage, improving gameplay dynamics and engagement.
Patent Information
- Application Number
- JP2025067187
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-04-16
- Publication Date
- 2025-12-23
- Estimated Expiration
- 2040-04-02
AI Technical Summary
There is a constant demand for new gaming machine models, particularly in pachinko gaming machines, with improved mechanisms for game medium passage and enhanced player engagement.
The gaming machine incorporates displacement members that facilitate easier passage of game media through specific areas in different states, featuring top portions and predetermined portions that adjust positions to enhance gameplay dynamics.
This design enhances gameplay experience and engagement by providing varied passage paths for game media, potentially increasing player interaction and excitement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, in gaming machines such as pachinko gaming machines, when a predetermined variable display start condition is met, such as when a gaming ball passes through a passing area provided in a gaming area in which the launched gaming ball can roll, control is executed to variably display a pattern as identification information on the display area of the image display device, and control is executed to derive and display the variably displayed pattern, and when the derively displayed pattern forms a predetermined combination (specific display mode), a transition to a jackpot gaming state that is advantageous to the player has been provided (see Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-113326 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the past, there was a constant demand for new gaming machine models in the market. The gaming devices that can be attached to the new models have also been improved. It is required.
[0005] The present invention has been made in consideration of the above problems, Improved The object is to provide a gaming machine. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention provides the following gaming machine: 。 a first displacement member that is displaceable between a first state and a second state in which the game medium passes through the predetermined area more easily than in the first state; a second displacement member that is displaceable between a third state and a fourth state in which the game medium passes through the specific area more easily than in the third state; the first displacement member is displaceable to the first state by moving in a predetermined direction, the first displacement member has a top portion formed at an end portion in the predetermined direction, and has a structure in which the width increases from the top portion, the second displacement member is displaceable to the fourth state by moving in a specific direction, the second displacement member has a predetermined portion, In the third state, the predetermined portion is positionable from an outside side of a space including the specific region to the inside of the space. A gaming machine characterized by: [Effects of the Invention]
[0008] According to the present invention, Improved Gaming machines can be provided. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed diagonally from above front right. [Figure 2] 1 is an example of an exploded perspective view of the first pachinko gaming machine when viewed from diagonally above the front right. [Figure 3] 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from diagonally above the rear right. [Figure 4] 1 is an example of a front view showing the appearance of a game board unit of a first pachinko gaming machine. [Figure 5] 10 is an example of a front view showing an LED unit of the first pachinko gaming machine. FIG. [Figure 6] 1 is an example of a block diagram showing a control circuit of a first pachinko gaming machine. [Figure 7] 10 is an example of a game flow of the first pachinko gaming machine. [Figure 8] 10 is an example of a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. [Figure 9] 10 is an example of a special symbol winning determination table in the first pachinko gaming machine. [Figure 10] 10 is an example of a special symbol determination table in the first pachinko gaming machine. [Figure 11] 10 is an example of a jackpot type determination table for the first pachinko gaming machine. [Figure 12]10A and 10B are examples of special symbol variation pattern tables in the first pachinko gaming machine, and show (A) a special symbol variation pattern table for a low start and (B) a special symbol variation pattern table for a high start. [Figure 13] 10 is a flowchart (part 1) showing an example of a main control process in the first pachinko gaming machine. [Figure 14] 10 is a flowchart (part 2) showing an example of the main control process in the first pachinko gaming machine. [Figure 15] 10 is a flowchart (part 3) showing an example of the main control process in the first pachinko gaming machine. [Figure 16] 10 is a flowchart (part 4) showing an example of the main control process in the first pachinko gaming machine. [Figure 17] 10 is a flowchart showing an example of an initial setting process at startup in the first pachinko gaming machine. [Figure 18] 10 is a flowchart showing an example of power cut processing in the first pachinko gaming machine. [Figure 19] 10 is a flowchart showing an example of a special symbol control process in the first pachinko gaming machine. [Figure 20] 10 is a flowchart showing an example of a special symbol management process in the first pachinko gaming machine. [Figure 21] 10 is a flowchart showing an example of a special symbol variable display start process in the first pachinko gaming machine. [Figure 22] 10 is a flowchart (part 1) showing an example of a special symbol variable display ending process in the first pachinko gaming machine. [Figure 23] 10 is a flowchart (part 2) showing an example of the special symbol variable display ending process in the first pachinko gaming machine. [Figure 24] 10 is a flowchart showing an example of a special symbol game determination process in the first pachinko gaming machine. [Figure 25] 10 is a flowchart showing an example of a special symbol game determination process in the first pachinko gaming machine. [Figure 26] 10 is a flowchart showing an example of a special symbol game ending process in the first pachinko gaming machine. [Figure 27] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in the first pachinko gaming machine. [Figure 28] 10 is a flowchart showing an example of a special prize opening control process in the first pachinko gaming machine. [Figure 29] 10 is a flowchart showing an example of a jackpot end process in the first pachinko gaming machine. [Figure 30] 10 is a flowchart showing an example of a normal symbol control process in the first pachinko gaming machine. [Figure 31] 10 is a flowchart showing an example of an external maskable interrupt process in the first pachinko gaming machine. [Figure 32] 10 is a flowchart showing an example of a system timer interrupt process in the first pachinko gaming machine. [Figure 33] 10 is a flowchart showing an example of a setting control process in the first pachinko gaming machine. [Figure 34] 10 is a flowchart showing an example of a setting change process in the first pachinko gaming machine. [Figure 35] 10 is a flowchart showing an example of a setting confirmation process in the first pachinko gaming machine. [Figure 36] 10 is a flowchart showing an example of a first normal game pre-processing in a first pachinko gaming machine. [Figure 37] 10 is a flowchart showing an example of a second normal game pre-processing in the first pachinko gaming machine. [Figure 38] 10 is a flowchart showing an example of a switch input detection process in the first pachinko gaming machine. [Figure 39] 10 is a flowchart showing an example of an abnormal state monitoring process in the first pachinko gaming machine. [Figure 40] 10 is a flowchart showing an example of a sub-control circuit process in the first pachinko gaming machine. [Figure 41]10 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 42] 10 is an example of a timing chart of a signal of "prize ball information 1" among signals output to the outside of the first pachinko gaming machine. [Figure 43] 10 is a table showing an example of an outline of errors in the first pachinko gaming machine. [Figure 44] 10 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 45] 10 is an example of a front view showing the appearance of a game board unit of a second pachinko gaming machine. [Figure 46] FIG. 10 is an example of a block diagram showing a control circuit of a second pachinko gaming machine. [Figure 47] 10 is an example of a special symbol winning determination table in the second pachinko gaming machine. [Figure 48] 10 is an example of a special symbol determination table in the second pachinko gaming machine. [Figure 49] 10 is an example of a jackpot type determination table for the second pachinko gaming machine. [Figure 50] 10 is an example of a variation pattern table of special symbols in the second pachinko gaming machine. [Figure 51] 10 is a flowchart showing an example of a special symbol control process in the second pachinko gaming machine. [Figure 52] 10 is a flowchart showing an example of a special symbol management process in the second pachinko gaming machine. [Figure 53] 10 is a flowchart showing an example of a special symbol variable display start process in the second pachinko gaming machine. [Figure 54] 10 is a flowchart showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 55] 10 is a flowchart showing an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 56] 10 is a flowchart showing an example of a special symbol game ending process in the second pachinko gaming machine. [Figure 57] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in a second pachinko gaming machine. [Figure 58] 10 is a flowchart showing an example of a special prize opening control process in the second pachinko gaming machine. [Figure 59] 10 is a flowchart showing an example of a jackpot end process in the second pachinko gaming machine. [Figure 60] 10 is an example of a front view showing the appearance of a game board unit of a third pachinko gaming machine. FIG. [Figure 61] FIG. 10 is an example of a block diagram showing a control circuit of a third pachinko gaming machine. [Figure 62] 10 is an example of a special symbol winning determination table in the third pachinko gaming machine. [Figure 63] 10 is an example of a special symbol determination table in the third pachinko gaming machine. [Figure 64] 10 is an example of a jackpot type determination table for the third pachinko gaming machine. [Figure 65] 10 is an example of a special symbol variation pattern table in the third pachinko gaming machine. [Figure 66] 10 is a flowchart showing an example of a special symbol control process in the third pachinko gaming machine. [Figure 67] 10 is a flowchart showing an example of a special symbol management process in the third pachinko gaming machine. [Figure 68] 10 is a flowchart showing an example of a special symbol variable display start process in the third pachinko gaming machine. [Figure 69] 10 is a flowchart showing an example of a special symbol variable display ending process in the third pachinko gaming machine. [Figure 70] 10 is a flowchart showing an example of a special symbol game determination process in the third pachinko gaming machine. [Figure 71] 10 is a flowchart showing an example of a special symbol game ending process in the third pachinko gaming machine. [Figure 72]A flowchart showing an example of the V winning device opening preparation process in the third pachinko gaming machine. [Figure 73] 10 is a flowchart showing an example of a V winning device opening control process in the third pachinko gaming machine. [Figure 74] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in the third pachinko gaming machine. [Figure 75] 10 is a flowchart showing an example of a special prize opening control process in the third pachinko gaming machine. [Figure 76] 10 is a flowchart showing an example of a jackpot end process in the third pachinko gaming machine. [Figure 77] This is an example of a time chart showing the relationship between the opening timing of the jackpot opening and the opening timing of the specific area in a specific round of play during execution of an extended example of jackpot game control processing, and shows the cases where (A) the opening mode of the specific area is the first opening mode, (B) the opening mode of the specific area is the second opening mode, and (C) the opening mode of the specific area is the third opening mode. [Figure 78] 10 is an example of a special symbol determination table in an extended example. [Figure 79] This is an example of a jackpot type determination table in an extended example. [Figure 80] Another example of a time chart showing the relationship between the opening timing of the jackpot opening and the opening timing of the specific area in a specific round of play during execution of the extended example jackpot game control processing, showing (A) the case where the opening mode of the specific area is the first opening mode, and (B) the case where the opening mode of the specific area is the second opening mode. [Figure 81] 1 is an example of an exploded perspective view showing the appearance of a sensor holding member, which is an example of a gaming device, when viewed diagonally from above right in the front direction. FIG. [Figure 82] 10 is an example of an exploded perspective view showing the external appearance of the sensor holding member when viewed obliquely from above rear right. FIG. [Figure 83] This is an example of an oblique view showing the appearance of a ball inlet member, which is an example of an amusement device, when viewed from diagonally above the front right. [Figure 84] This is an example of an oblique view showing the appearance of a multiple ball inlet member, which is an example of an amusement device, when viewed from above and to the right in the front direction. [Figure 85] 1 is an example of a perspective view showing the inside of a distribution member, which is an example of a gaming device, when viewed diagonally from above right in the front direction. FIG. [Figure 86] 1 is an example of a perspective view showing the inside of a distribution member, which is an example of a gaming device, when viewed diagonally from above right in the front direction. FIG. [Figure 87] FIG. 10 is an example of a side view of a distribution member, which is an example of an amusement device. [Figure 88] This is an example of an oblique view showing the appearance of a variable ball entrance member, which is an example of an amusement device, when viewed from above and to the left in the front direction. [Figure 89] This is an example of an oblique view showing the appearance of a variable ball entrance member, which is an example of an amusement device, when viewed from above and to the left in the front direction. [Figure 90] 1 is an example of a perspective view showing the appearance of a holding means, which is an example of a gaming device, when viewed from diagonally above and to the left in the rear direction. FIG. [Figure 91] 91(a) shows an example of a front view of a first effect member of an example gaming device, showing its appearance from the front. Figure 91(a) shows the initial state of the first effect member, and Figure 91(b) shows the moved state of the first effect member after it has moved. [Figure 92] 1 is an example of a perspective view showing the appearance of a holding means, which is an example of a gaming device, when viewed from diagonally above and to the rear right. FIG. [Figure 93] 1 is an example of an exploded perspective view showing the appearance of a holding means, which is an example of a gaming device, when viewed from diagonally above and to the rear right. FIG. [Figure 94] 10 is an example of a perspective view showing the appearance of a second effect member, which is an example of a gaming device, when viewed diagonally from above and in the front right direction. FIG. [Figure 95] 10 is an example of a perspective view showing the appearance of a second effect member, which is an example of a gaming device, when viewed diagonally from above and in the front right direction. FIG. [Figure 96] 1 is an example of a perspective view showing the appearance of a distribution device, which is an example of a gaming device, when viewed diagonally from above in the front right direction. [Figure 97]1 is an example of a perspective view showing the appearance of a moving member of a distribution device, which is an example of a gaming device, when viewed from diagonally below and in the front right direction. FIG. [Figure 98] 1 is an example of a perspective view showing the appearance of a distribution device, which is an example of a gaming device, when viewed diagonally from above in the front right direction. [Figure 99] This is an example of an oblique view showing the appearance of a return ball prevention structure, which is an example of an amusement device, when viewed from above and to the right in the front direction. [Figure 100] This is an example of an oblique view showing the appearance of a return ball prevention structure, which is an example of an amusement device, when viewed from above and to the right in the front direction. [Figure 101] FIG. 10 is an example of a perspective view showing the appearance of a movable decorative member, which is an example of an amusement device, when viewed from diagonally above the front right. [Figure 102] FIG. 10 is an example of a perspective view showing the appearance of a movable decorative member, which is an example of an amusement device, when viewed from diagonally above the front right. [Figure 103] FIG. 10 is an example of a perspective view showing the appearance of a movable decorative member, which is an example of an amusement device, when viewed from diagonally above the front right. [Figure 104] This is an example of an exploded perspective view showing the appearance of a movable decorative member, which is an example of an amusement device, when viewed from diagonally above the front right. [Figure 105] 1 is an example of an exploded perspective view showing the appearance of a painted decorative member that is an example of an amusement device, as viewed diagonally from above and to the front right. FIG. [Figure 106] This is an enlarged view of the part circled A in Figure 105. [Figure 107] This is an example of an oblique view showing the appearance of an internal ball flow path, which is an example of an amusement device, when viewed from above and to the right in the front direction. [Figure 108] This is an example of a perspective view showing the appearance of a ball flow passage, which is an example of a gaming device, when viewed from diagonally above and to the right in the rear direction. [Figure 109] 1 is an example of a perspective view showing the appearance of a mounting structure, which is an example of an amusement device, when viewed from diagonally above and to the rear left. FIG. [Figure 110] This is an example of a perspective view showing the appearance of a ball entry device, which is an example of an amusement device, when viewed from diagonally above the front right. [Figure 111]1 is an example of a cross-sectional view of a ball entry device, which is an example of an amusement device. [Figure 112] 1 is an example of a perspective view showing the appearance of a guide unit, which is an example of a gaming device, when viewed diagonally from above in the front left direction. FIG. [Figure 113] 10 is an example of a perspective view showing the appearance of a third effect member, which is an example of a gaming device, when viewed diagonally from above and behind to the right. FIG. [Figure 114] 10 is an example of a perspective view showing the appearance of a third effect member, which is an example of a gaming device, when viewed diagonally from above and behind to the right. FIG. [Figure 115] 10 is an example of an exploded perspective view showing the appearance of a fourth effect member, which is an example of a gaming device, when viewed diagonally from above front right. FIG. [Figure 116] 10 is an example of a perspective view showing the appearance of a fifth effect member that is an example of the gaming device when viewed diagonally from above and in the front left direction. FIG. [Figure 117] This is an enlarged view of the part circled B in Figure 116. [Figure 118] 1 is an example of a perspective view showing the appearance of a decorative member that is an example of an amusement device when viewed diagonally from above in the front right direction. FIG. [Figure 119] 1 is an example of an exploded perspective view showing the appearance of a decorative member that is an example of an amusement device when viewed diagonally from above right in the front direction. FIG. [Figure 120] 1 is an example of a perspective view showing the appearance of a decorative member that is an example of an amusement device when viewed diagonally from above in the front right direction. FIG. [Figure 121] 1 is an example of a perspective view showing the appearance of a decorative member that is an example of an amusement device when viewed diagonally from above in the front right direction. FIG. [Figure 122] This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of an amusement device, when viewed from diagonally above the front right. [Figure 123] This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of an amusement device, when viewed from diagonally above and to the right in the rear direction. [Figure 124] This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of an amusement device, when viewed from diagonally above the front right. [Figure 125]This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of an amusement device, when viewed from diagonally above the front right. [Figure 126] 10 is an example of an exploded perspective view showing the appearance of a sixth effect member, which is an example of the gaming device, when viewed diagonally from above and behind the left. FIG. [Figure 127] 10 is an example of an exploded perspective view showing the appearance of a sixth effect member that is an example of a gaming device when viewed diagonally from above front right. FIG. [Figure 128] 10 is an example of an exploded perspective view showing the appearance of a seventh effect member, which is an example of the gaming device, when viewed diagonally from above front right. FIG. [Figure 129] 10 is an example of an exploded perspective view showing the appearance of a seventh effect member, which is an example of the gaming device, when viewed diagonally from above and to the rear right. FIG. [Figure 130] 1 is an example of a perspective view showing the appearance of a protruding decorative member, which is an example of an amusement device, when viewed diagonally from above and to the front right. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0010] As examples of gaming machines according to embodiments of the present invention, a first pachinko gaming machine, a second pachinko gaming machine, and a third pachinko gaming machine will be described.
[0011] In this specification, unless otherwise specified, the front side of the pachinko gaming machine is defined as the forward direction, the back side of the pachinko gaming machine as the rear direction, the left side when viewed from the front of the pachinko gaming machine as the left direction, the right side when viewed from the front of the pachinko gaming machine as the right direction, the top side of the pachinko gaming machine as the up direction, the bottom side of the pachinko gaming machine as the down direction, the clockwise direction when viewed from the front of the pachinko gaming machine as the rightward direction, and conversely, the counterclockwise direction as the leftward direction.
[0012] Both the first and second pachinko gaming machines are so-called Type 1 pachinko gaming machines known as digital pachinko. Of these, the first pachinko gaming machine is a pachinko gaming machine that can variably display a first special symbol and a second special symbol in parallel. The second pachinko gaming machine is a pachinko gaming machine that variably displays only one of the first and second special symbols, without variably displaying both of them in parallel.
[0013] The third type of pachinko machine is a type 1 / 2 hybrid machine that combines a type 1 machine known as a digital pachinko machine with a type 2 machine known as a feather machine. The third type of pachinko machine described in this specification also has a first special symbol and a second special symbol, but this specification will explain an example in which the first special symbol and the second special symbol are not displayed in parallel, but only one of them is displayed in a variable manner. However, this is not intended to exclude type 1 / 2 hybrid pachinko machines in which the first special symbol and the second special symbol can be displayed in a variable manner in parallel.
[0014] In this specification, when the term "special design" is used, it means both the first special design and the second special design unless otherwise specified.
[0015] Furthermore, the term "variable display" as used herein is a concept that includes both a "variable display" in which a pattern is displayed by changing, and a "static display" in which a pattern is displayed by stopping, and the operation from the start of the variable display to the stopped display is referred to as one "variable display." When the variable display pattern stops (hereinafter also referred to as "derivation"), the results of the special pattern hit determination process (hereinafter also referred to as "special pattern lottery") and the normal pattern hit determination process (hereinafter also referred to as "normal pattern lottery") described below are determined. Note that although the pattern appears to be stopped, there are cases where the pattern is displayed in a manner in which the results of the special pattern hit determination process and the normal pattern hit determination process have not been determined (for example, a temporary stopped state). Such a manner is included in the variable display. Note that even if the pattern stops temporarily, for example, the results of the special pattern hit determination process and the normal pattern hit determination process have not been determined at this point, so the pattern can be displayed again by changing.
[0016] In addition, in this specification, when explaining the first, second and third pachinko gaming machines, the case where the number of special symbols is two (first special symbol, second special symbol) will be explained as an example. However, for the second and third pachinko gaming machines, the number of special symbols may be one.
[0017] [1. The first pachinko machine] First, the first pachinko gaming machine will be described.
[0018] [1-1. Appearance] Fig. 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from diagonally above the front right. Fig. 2 is an example of an exploded perspective view of the first pachinko gaming machine when viewed from diagonally above the front right. Fig. 3 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from diagonally above the rear right.
[0019] [1-1-1.Basic configuration] As shown in Figures 1 to 3, the first pachinko gaming machine includes an outer frame 2, a base door 3, a glass door 4, a tray unit 5, a launching device 6, a display device 7 (see Figure 2), a payout unit 8 (see Figures 2 and 3), a board unit 9 (see Figures 2 and 3), and a game board unit 10 (see Figure 2). Furthermore, an LED unit 160 (see Figure 2) is provided at the lower right of the game board unit 10. Here, the outer frame 2, the base door 3, the glass door 4, the tray unit 5, the launching device 6, the display device 7, the payout unit 8, and the board unit 9 will be briefly described, and the game board unit 10 and the LED unit 160 will be described in detail later. Note that the above parentheses indicate reference drawings for configurations not shown in Figure 1.
[0020] (Outer frame) The outer frame 2 is a frame body that is generally rectangular when viewed from the front, and has an opening 21 that penetrates in the front-to-rear direction. This outer frame 2 is fixedly attached to the island equipment of the amusement park. A hinge (no reference number) is provided on the front side of the outer frame 2, for example, on the left end, and the base door 3 is pivotally supported on this hinge. This allows the base door 3 to rotate forward relative to the outer frame 2, with the hinge as an axis.
[0021] The outer frame 2 must be strong enough to support a number of components, such as the payout unit 8, base unit 9, display device 7, game board unit 10, glass door 4, and tray unit 5, which will be described later, via the base door 3. Meanwhile, there is a demand for larger display devices 7 (see FIG. 2) and game board units 10 to enhance the presentation effects. Therefore, by constructing the outer frame 2 from, for example, a thin metal plate, it is possible to increase the size of the display device 7 and game board unit 10 while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, it is possible to reduce the weight.
[0022] (base door) The base door 3 has, for example, a dispensing unit 8 and a base unit 9 attached to its rear side and supports these.
[0023] A game board unit 10 is fitted onto the front side of the base door 3. In addition, hinges (not shown) are provided at the top end, the middle portion below the vertical center, and the bottom end of the base door 3, for example, on the front left end, and the glass door 4 is pivotally supported on the hinges at the top end and the middle portion, and the platter unit 5 is pivotally supported on the hinges at the middle portion and the bottom end, respectively. This makes it possible to rotate the glass door 4 and the platter unit 5 forward, either together or individually, relative to the base door 3, using the hinges as axes.
[0024] Furthermore, a launching device 6 is fixedly attached, for example, to the lower right side of the front surface of the base door 3, and speakers 32 (see FIG. 2) are fixedly attached, for example, to the left and right sides of the upper side. From these speakers 32, for example, sound effects of characters displayed on the display device 7, music, sound effects, audio notifications, error notifications, and other sound effects are output.
[0025] Furthermore, a locking device (not shown) is provided on the side opposite the hinge (i.e., the right end) of the base door 3. This locking device has the function of locking the base door 3 to the outer frame 2 and locking the glass door 4 to the base door 3.
[0026] (glass door) The glass door 4 is a frame-shaped member in which an opening 41 is formed. A transparent protective glass 43 (see FIG. 2) is attached to this opening 41 from the rear side. When the glass door 4 is closed relative to the base door 3, the protective glass 43 faces a game area 105 (see FIG. 4 described later) formed in the game board unit 10. In this way, with the glass door 4 closed relative to the base door 3, the game area 105 can be seen from the front, and game balls flowing down the game area 105 can be prevented from flying out forward.
[0027] The protective glass 43 may be made of multiple (for example, two) pieces of glass attached with a gap between them, or may be made of multiple pieces of glass united with a gap between them. Furthermore, if it is a united piece, a light guide plate, for example, may be provided between the pieces of glass. The protective glass 43 is not limited to being made of glass, and may be made of, for example, transparent resin.
[0028] In addition, an operation unit 66 that can be operated by a player to receive a gaming information service (for example, "Unimemo (registered trademark)") is provided below the glass door 4. This operation unit 66 can also function as an operation unit that can be operated by a gaming facility manager or the like on the hall menu screen.
[0029] Additionally, a speaker cover 45 is provided on the upper portion of the glass door 4, and is disposed in front of the speaker 32. Furthermore, numerous LED groups 46 used for light-emitting effects and the like are disposed around the periphery of the opening 41 of the glass door 4, and an LED cover is provided in front of these LED groups 46. Strictly speaking, the reference numeral 46 shown in Figures 1 and 2 is an LED cover, but for convenience, it will be described as an LED group 46. The LED group 46 is, for example, a light-emitting means for use in making optical announcements or for performing light-emitting effects in a variety of ways, but is not limited to LEDs as long as it can perform such light-emitting effects and the like, and may be, for example, a liquid crystal display (LCD) or a lamp.
[0030] (Dish unit) The tray unit 5 is a unit consisting of an upper tray 51 and a lower tray 52. The tray unit 5 is located at the front lower part of the base door 3, below the glass door 4. As mentioned above, this tray unit 5 is configured to be able to rotate and open relative to the base door 3 so that, for example, in the event of a ball jam, an amusement parlor staff member can clear the jam. Note that the tray unit 5 does not necessarily have to be provided with an upper tray 51 and a lower tray 52, and may be configured as an integrated tray.
[0031] The upper tray 51 is configured to be able to store game balls, and the game balls stored in the upper tray 51 are launched from the launching device 6 toward the game area 105 (see FIG. 4 described below). The upper tray 51 is provided with a payout opening 53, an effect button 54, and the like. Game balls to be loaned or paid out as prize balls are paid out from the payout opening 53 to the upper tray 51. The effect button 54 is what is called a "CHANCE button" or "push button," etc. The effect button 54 may have a predetermined effect function in addition to an operation function operated by the player. An example of the predetermined effect function is a function such as vibrating or projecting upward based on the result of a special symbol hit determination process. The effect button 54 may also serve as the function of the operation unit 66.
[0032] The lower tray 52 is mainly for storing game balls that have spilled over from the upper tray 51. The lower tray 52 is provided with a payout outlet 55 that communicates with the upper tray 51, and game balls that have spilled over from the upper tray 51 are paid out from the payout outlet 55 to the lower tray 52.
[0033] An opening (no reference number) that can be opened and closed by the player is formed on the bottom surface of the lower tray 52. When the opening formed on the bottom surface of the lower tray 52 is opened, the game balls stored in the lower tray 52 can be transferred to a ball box placed below the lower tray 52. If a so-called per-machine counting system is installed on each machine, not only is the ball box unnecessary, but the game balls counted by the per-machine counting system can be stored and the stored game balls can be used again for play.
[0034] (launcher) The launching device 6 is used to launch game balls stored in the upper tray 51 toward the game area 105 (see Figure 4 described below). The launching device 6 is located at the lower right front of the base door 3, below the right of the tray unit 5. The launching device 6 includes a panel body 61, a drive device (not shown), and a launching handle 62.
[0035] The panel body 61 is provided so that when the tray unit 5 is closed relative to the base door 3, the tray unit 5 and the launching device 6 fixedly attached to the base door 3 appear integrated in appearance.
[0036] The launch handle 62 is configured to be rotatable clockwise or counterclockwise, and is disposed on the front side of the panel body 61. The drive device is disposed on the back side of the panel body 61, and is configured, for example, by a launch solenoid (not shown). When the launch handle 62 is operated by a player, the drive device operates to launch a gaming ball. Note that when operating the launch handle 62, the greater the amount of clockwise rotation (amount of operation), the stronger the launch strength of the gaming ball.
[0037] The game balls launched from the launching device 6 located at the lower right of the dish unit 5 roll in an arc along the guide rail 110 (see Figure 4 described below) via a launching rail (not shown) and are launched into the game area 105 (see Figure 4 described below). The location of the launching device 6 is not limited to the lower right of the dish unit 5, but may also be at the lower left of the dish unit 5. In this case, the above-mentioned launching rail is not necessary, and the area below the glass door 4 can be effectively utilized, thereby increasing versatility.
[0038] (display device) The display device 7 (see FIG. 2 ) has a display area for displaying various game-related effect images and is attached to the opening of the gaming panel 100 so that the display area faces the opening. The display device 7 may be, for example, a liquid crystal display, a 7-segment display, a dot matrix display, or an electroluminescent display, or may project images using a projection device such as a projector. The display area of the display device 7 may, for example, variably display an identification symbol for effect (e.g., a decorative symbol) to display the result of a special symbol win determination process, or may display an effect image corresponding to the result of the special symbol win determination process, an effect image during a jackpot game state, a demo effect image, or an effect image indicating the pending status of the variable display of the special symbol. In this embodiment, the display device 7 is attached to the gaming board unit 10. However, the display device 7 may also be attached to the base door 3 as long as the display area of the display device 7 faces the opening of the gaming panel 100.
[0039] In this embodiment, one display device 7 is provided to display the various performance images described above, but multiple (for example, two) display devices may be provided and the performance images may be displayed using these multiple display devices.
[0040] (Dispensing unit) The payout unit 8 (see Figures 2 and 3) is arranged on the back side of the base door 3 and is composed of a ball passage 81, a payout device 82, etc. Gaming balls are supplied to the ball passage 81 from a storage tank 80 (see Figures 2 and 3). Gaming balls are supplied to the storage tank 80 from an island facility (not shown). When the payout conditions are met, the payout device 82 pays out a predetermined number of gaming balls from the gaming balls supplied to the ball passage 81 from the storage tank 80, for example, to the upper tray 51. In addition, a power switch 95 is provided on the back side of the payout unit 8, as shown in Figure 3.
[0041] (Board unit) The board unit 9 (see FIGS. 2 and 3) is disposed on the rear side of the base door 3. The board unit 9 is provided with various control boards and the like.
[0042] Specifically, as shown in Figure 3, the board unit 9 is provided with a main control board 91 on which a main control circuit 200 (see Figure 6 described below) is mounted, a sub-control board 92 on which a sub-control circuit 300 (see Figure 6 described below) is mounted, a payout / launch control board 93 on which a payout / launch control circuit 400 (see Figure 6 described below) that controls the payout / launch of game balls is mounted, and a power supply board on which a power supply circuit 450 (see Figure 6 described below) that supplies power is mounted.
[0043] In Figure 3, for convenience, the main control board 91, sub-control board 92, dispensing / launching control board 93 and power supply board 94 are indicated by reference symbols, but all of these boards are housed in a board case.
[0044] In this embodiment, the sub-control board 92 is configured as a one-board board (a board on which one control LSI or multiple LSIs are provided). However, the present invention is not limited to this, and the sub-control board 92 may be configured with multiple boards, for example, by providing all or part of the display control circuit 304, audio control circuit 305, LED control circuit 306, and accessory control circuit 307 (all of which are shown in FIG. 6) described below on separate boards.
[0045] [1-1-2. Game board unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 provided in the first pachinko gaming machine.
[0046] 4, the game board unit 10 mainly includes a game panel 100 in which a game area 105 is formed in which a launched game ball can roll down, a guide rail 110, a center role device 115 arranged in the approximate center of the game area 105, a first start opening 120, a general winning opening 122, a passing gate unit 125, a special electric role device unit 130, second start openings 140A, 140B, a normal electric role device unit 145, a small win unit 150, an LED unit 160, an outlet 178, and a back unit (not shown) arranged behind the game board unit 10. As mentioned above, the LED unit 160 will be described later.
[0047] (Game panel) An opening (no reference number) is formed in the gaming panel 100 at a position facing the display area of the display device 7. In addition, a guide rail 110 is provided on the front surface of the gaming panel 100, and gaming pegs (no reference number) and the like are planted therein. A gaming ball launched from the launching device 6 (see Figures 1 and 2) flies out from the guide rail 110 toward the gaming area 105, collides with the gaming pegs and the like, changes its direction of travel, and flows downward toward the bottom of the gaming area 105.
[0048] In addition, a back unit (not shown) provided with decorative bodies to enhance the presentation effect is disposed behind the gaming panel 100. The gaming panel 100 is made of transparent resin so that the decorative bodies provided on the back unit can be seen when viewed from the front. In this case, the entire gaming panel 100 may be made of transparent materials, or, for example, only the portions of the back unit where the decorative bodies can be seen when viewed from the front may be made of transparent materials. Furthermore, the gaming panel 100 may be made of materials that do not have transparent portions (for example, wood), and transparent materials may be provided in some portions to enhance the presentation effect.
[0049] In this embodiment, the gaming panel 100 is made of transparent resin so that the rear unit can be seen from the front, but the entire gaming panel 100 may be made transparent, or only a portion of it may be made transparent.
[0050] (guide rail) The guide rail 110 is composed of an arc-shaped outer rail and an inner rail (both of which have no reference numerals). The play area 105 is defined by the guide rail 110. The outer rail and the inner rail have the function of guiding the game balls launched from the launching device 6 to the upper part of the play area 105.
[0051] (Center role) The center device 115 is configured to fit into an opening in the gaming panel 100, and is provided with an arc-shaped center rail 116 at its top. Game balls launched toward the gaming area 105 are split to the left and right by the center rail 116.
[0052] In this first pachinko gaming machine, the area of the gaming area 105 to the left of the center role device 115 is referred to as the left area 106, and the area to the right of the center role device 115 is referred to as the right area 107. The definitions of the left area and the right area are the same for the second and third pachinko gaming machines described later.
[0053] A gaming ball launched by the launching device 6 toward the gaming area 105 flows down the left area 106 or the right area 107. A gaming ball flowing down the left area 106 or the right area 107 flows downward while changing its direction of travel due to collision with gaming pegs or the like planted in the gaming panel 100. When the amount of operation of the launching handle 62 is small, the launched gaming ball flows down the left area 106. On the other hand, when the amount of operation of the launching handle 62 is large, the launched gaming ball flows down the right area 107.
[0054] In this specification, as the manner of operation (hitting method) of the launch handle 62, a hitting method that launches the game ball so that it flows down the left side area 106 is referred to as a "left hit," and a hitting method that launches the game ball so that it flows down the right side area 107 is referred to as a "right hit." In this way, the player can hit the game ball toward either the left side area 106 or the right side area 107.
[0055] Furthermore, the center device 115 has a warp entrance 117 formed on the outer periphery on the left side, through which gaming balls flowing down the left area 106 can enter. Gaming balls that enter the warp entrance 117 are configured to be guided to a stage 118 formed in the center device 115. The stage 118 is formed below and in front of the display area of the display device 7 so that gaming balls can roll in the left-right direction. The stage 118 may be formed in multiple stages, for example, an upper stage and a lower stage.
[0056] A chance entrance 119 into which game balls can enter is formed at the rear side of the stage 118, approximately at the center in the left-right direction, and game balls that enter the chance entrance 119 are configured to be released directly above the first start opening 120. Therefore, game balls that enter the chance entrance 119 have a higher probability of entering (passing through) the first start opening 120 than game balls that do not enter the warp entrance 117 or game balls that enter the warp entrance 117 but do not enter the chance entrance 119.
[0057] (First starting point) The first start hole 120 is located below the display area of the display device 7, and is positioned so that game balls hit from the left can win (game balls hit from the right have difficulty or are unable to win). When a game ball wins in the first start hole 120, it is detected by the first start hole switch 121 (see FIG. 6 described below). It is also possible for game balls hit from the right to win in the first start hole 120. Furthermore, instead of or in addition to the first start hole 120 described above, a first start hole may be provided that allows game balls hit from the right to win (game balls hit from the left have difficulty or are unable to win).
[0058] When the first start port switch 121 (see FIG. 6 described later) detects the entry (passage) of a gaming ball into the first start port 120, various data related to the first special symbol (for example, various random number values such as a random number value for determining a jackpot for the first special symbol, a pattern random number value for the first special symbol, a random number value for determining a reach for the first special symbol, and a random number value for selecting an effect for the first special symbol) is extracted, and a predetermined number of the extracted various data (for example, a maximum of four) is stored. When the start condition is met, the stored various data is used in the hit determination process for the first special symbol. When a gaming ball enters the first start port 120, for example, three prize balls are paid out. However, the number of prize balls paid out based on the entry of a gaming ball into the first start port 120 is not limited to this.
[0059] In this specification, the entry of a gaming ball into the first start hole 120 is referred to as the start entry of the first special symbol, and various data related to the first special symbol (for example, various random numbers such as a random number value for determining a jackpot for the first special symbol, a random number value for the pattern of the first special symbol, a random number value for determining whether the first special symbol is in a reach state, and a random number value for selecting effects for the first special symbol) is referred to as the start information of the first special symbol. In addition, storing the start information of the first special symbol until the start condition is met is referred to as "reserved," and the reserved start information of the first special symbol is also referred to as the "reserved ball of the first special symbol." The same applies to the second special symbol.
[0060] (General prize entry) A plurality of general winning openings 122 are arranged in the lower left of the game area 105, and are arranged so that a game ball hit from the left can win a prize (a game ball hit from the right has difficulty or cannot win a prize). When a game ball wins a general winning opening 122, it is detected by a general winning opening switch 123 (see FIG. 6 described later).
[0061] When the general prize opening switch 123 (see Figure 6 described below) detects that a game ball has entered (passed through) the general prize opening 122, for example, four prize balls are paid out, but the number of prize balls paid out based on the entry of a game ball into the general prize opening 122 is not limited to four.
[0062] Furthermore, in this embodiment, the general winning opening 122 is positioned so that it is difficult or impossible for a game ball hit to the right to win, but this is not necessarily limited to this, and instead of or in addition to the above-mentioned general winning opening 122, a general winning opening that allows a game ball hit to the right to win may be provided.
[0063] (Passing gate unit) The passing gate unit 125 is located in the right area 107 and is a unit body that integrates a passing gate 126 that is configured to allow almost all game balls hit to the right to pass through, and a passing gate switch 127 (see Figure 6 described below) that detects the passage of the game ball through the passing gate 126.
[0064] When the passing gate switch 127 detects that a gaming ball has passed through the passing gate 126, various data relating to the normal symbols (for example, a random number value for determining whether a normal symbol is a winning symbol, etc.) are extracted, and a predetermined number of the extracted various data (for example, a maximum of four) are stored. The stored various data are used in the process of determining whether a gaming ball is a winning symbol. Note that even if the passing gate switch 127 detects that a gaming ball has passed through the passing gate unit 125, no prize balls are paid out. Furthermore, the passing gate unit 125 may be located in the left area 106 instead of or in addition to the right area 107.
[0065] The passage gate 126 may also function as a trigger for activating the consecutive operation device of the bonus item. That is, the condition for transitioning from a non-jackpot gaming state (such as a normal gaming state) to a jackpot gaming state is the activation of both the condition device and the consecutive operation device of the bonus item. However, when a stop display mode (symbol combination) indicating a jackpot is derived, the condition device may be activated but the consecutive operation device of the bonus item may not be activated. Then, assuming that the condition device is activated, the consecutive operation device of the bonus item may be activated when a gaming ball passes through the passage gate 126, i.e., when a gaming ball is detected by the passage gate switch 127 (see FIG. 6 described below), thereby transitioning to the jackpot gaming state.
[0066] In this specification, the passage of a gaming ball through the passage gate 126 is referred to as a start passage, and various data relating to the normal symbol extracted by the passage of the gaming ball through the passage gate 126 (for example, a random number value for determining whether the normal symbol is a winning symbol) is referred to as the start information of the normal symbol. In addition, storing the start information of the normal symbol until the start condition is met is referred to as reservation, and the reserved start information of the normal symbol is also referred to as a "reserved ball of the normal symbol."
[0067] (Special electric accessory unit) The special electric accessory unit 130 is a unit body that integrates a jackpot big prize opening 131, a jackpot big prize opening count switch 132 (see FIG. 6 described later) that detects the entry (passage) of a game ball into the jackpot big prize opening 131, and a special electric accessory 133. The special electric accessory unit 130 is located approximately in the lower right part of the game area 105, below the passage gate unit 125.
[0068] The jackpot big prize opening 131 is arranged so that a game ball hit from the right can win a prize (a game ball hit from the left has difficulty or cannot win a prize). However, this is not limited to this, and instead of or in addition to the jackpot big prize opening 131, a jackpot big prize opening that a game ball hit from the left can win a prize may be arranged, or a jackpot big prize opening that a game ball can win may be arranged above the center role device 115.
[0069] The jackpot large prize opening 131 is an opening that is opened to allow a predetermined number of game balls (for example, 10 balls) to enter (pass through) when the game is controlled to a jackpot game state that is advantageous to the player. When the jackpot large prize opening count switch 132 (see FIG. 6 described later) detects the entry of a game ball into the jackpot large prize opening 131, for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the jackpot large prize opening 131 is not limited to 10.
[0070] The special electric device 133 includes a special electric shutter 134 that can move back and forth, and a special electric solenoid 135 (see FIG. 6 described below) that operates the special electric shutter 134. The special electric device 133, i.e., the special electric shutter 134, is configured to be able to transition between an open state in which game balls can or easily enter (pass through) the jackpot large prize opening 131, and a closed state in which game balls cannot or do not enter (pass through) the jackpot large prize opening 131. The transition of the jackpot large prize opening 131 from the closed state to the open state takes place over a predetermined number of rounds. In other words, the jackpot game state is a game state in which a large number of game balls can be paid out as prize balls by playing a round game in which the jackpot large prize opening 131 transitions from a closed state to an open state over a predetermined period of time over multiple rounds.
[0071] (Second starting port) In this embodiment, second start holes 140A and 140B are arranged in the game area 105 as second start holes, and both of these second start holes 140A and 140B are configured so that game balls hit to the right can win (game balls hit to the left are difficult or impossible to win). However, this is not limited to this, and game balls hit to the left may be able to win in the second start hole 140A and / or the second start hole 140B.
[0072] When a gaming ball enters the second start hole 140A, it is detected by the second start hole switch 141A (see FIG. 6 described later). Also, when a gaming ball enters the second start hole 140B, it is detected by the second start hole switch 141B (see FIG. 6 described later). Regardless of whether the gaming ball enters the second start hole 140A or 140B, it triggers the winning determination process for the second special symbol.
[0073] When the second start port switches 141A, 141B (see FIG. 6 described below) detect the entry (passage) of a gaming ball into the second start port 140A, 140B, the start information for the second special pattern is extracted, and a predetermined number of the extracted start information (for example, a maximum of four) is reserved. The reserved start information is used in the winning determination process for the second special pattern. When a gaming ball enters the second start port 140A, for example, three prize balls are paid out. On the other hand, when a gaming ball enters the second start port 140B, for example, one prize ball is paid out. However, the number of prize balls paid out based on the entry of a gaming ball into the second start port 140A, 140B is not limited to this.
[0074] In this embodiment, two upper and lower flow paths 107a and 107b are formed downstream as flow paths for game balls that are hit to the right but do not enter the big winning opening 131 for a big win. A game ball that is hit to the right and flows further downstream without entering the big winning opening 131 for a big win is sorted by, for example, a branch pin 108 shown in FIG. 4 to the upper flow path 107a or the lower flow path 107b.
[0075] The second starting opening 140A is arranged so that gaming balls sorted to the upper flow-down path 107a can win, and most of the gaming balls flowing down the upper flow-down path 107a can win. However, it is not essential to configure so that most of the gaming balls flowing down the upper flow-down path 107a can win at the second starting opening 140A. For example, it may be configured so that almost no gaming balls can be expected to win at the second starting opening 140A, or it may be configured so that a predetermined expected value (for example, approximately one-third to one-fifth) of the gaming balls flowing down the upper flow-down path 107a can win. Note that gaming balls that flow down the upper flow-down path 107a but do not win at the second starting opening 140A are configured to be discharged outside the machine through the outlet 178.
[0076] The second starting hole 140B is arranged so that the gaming balls sorted into the downward flow path 107b can enter the second starting hole 140B, and details thereof will be described later in the explanation of the normal electric accessory unit 145.
[0077] (Normal electric accessory unit) The normal electric accessory unit 145 is arranged on the lower flow path 107b side, and is a unit that integrates a winning opening from which a predetermined number of game balls are paid out as prize balls when game balls enter (pass through), a switch that detects the entry of game balls into this winning opening, and the normal electric accessory 146. In this embodiment, the winning opening is the second start opening 140B, and the switch is the second start opening switch 141B. However, it is not essential that the winning opening be the second start opening 140B, and for example, the first start opening may be the winning opening.
[0078] The normal electric device 146 includes a normal power shutter 147 that can move back and forth in the forward and backward directions, and a normal power solenoid 148 (see FIG. 6 described below) that operates the normal power shutter 147. The normal electric device 146, i.e., the normal power shutter 147, is configured to be able to transition between an open state in which a game ball can or easily enter (pass through) the second starting hole 140B, and a closed state in which a game ball cannot or does not enter the second starting hole 140B. Note that instead of the normal power shutter 147 that can move back and forth in the forward and backward directions, a movable member consisting of, for example, a pair of blade members, known as a so-called electric tulip, may be used. Furthermore, the movable member is not limited to a pair, and may be a blade type, a door type, a protruding plate type, or the like.
[0079] (Small hit unit) The small win unit 150 is a unit body that integrates a small win large prize opening 151, a small win large prize opening count switch 152 (see Figure 6 described below) that detects the entry (passage) of a game ball into the small win large prize opening 151, a small win shutter 153 that can move back and forth, and a small win solenoid 154 that can operate this small win shutter 153.
[0080] The small win shutter 153 is configured to be able to transition between an open state in which it is possible or easy for a game ball to enter (pass through) the small win large winning opening 151 and a closed state in which it is impossible or difficult for a game ball to enter the small win large winning opening 151 by moving it back and forth.
[0081] When a gaming ball enters the small win large winning opening 151 when it is opened, the entering gaming ball is detected by the small win large winning opening count switch 152 (see FIG. 6 described later). When the small win large winning opening count switch 152 detects a gaming ball, for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of a gaming ball into the small win large winning opening 151 is not limited to 10.
[0082] In addition, the small win unit 150 is disposed on the downstream side of the normal electric accessory unit 145 in the lower flow path 107b. Therefore, when the second start port 140B is opened by the operation of the normal electric accessory 146, even if the small win large winning port 151 is opened, the game ball that has flowed down the lower flow path 107b will enter the second start port 140B provided upstream before reaching the small win large winning port 151, making it difficult (or impossible) for the ball to enter the small win large winning port 151.
[0083] In this embodiment, the large prize opening 131 for a big win and the large prize opening 151 for a small win are provided separately, but this is not limited to this, and the large prize opening that is opened when the big win game control process is executed and the large prize opening that is opened when the small win game control process is executed may be the same large prize opening.
[0084] (Outlet) The outlet 178 is for discharging game balls that have been shot toward the game area 105 but have not entered any of the various winning ports (e.g., first start port 120, second start port 140A, 140B, big win port 131 for big wins, general winning port 122, etc.) out of the machine. This outlet 178 is provided on the most downstream side of the game area 105 so that both game balls hit from the left and game balls hit from the right can be discharged out of the machine. However, in addition to the above-mentioned outlet 178, an outlet may be provided at a position other than the most downstream side, for example, between multiple general winning ports 122 or between the normal electric role unit 145 and the small win unit 150, so that game balls flowing down the game area 105 can be discharged out of the machine.
[0085] (Back unit) The back unit (not shown) has a decorative body and, as described above, is provided on the rear side of the transparent game panel 100. This back unit is equipped with a group 58 of performance paraphernalia such as movable paraphernalia controlled by a sub-control circuit 300 (see FIG. 6 described later). The group 58 of performance paraphernalia is arranged around the display area of the display device 7. At least one or more of the paraphernalia or performance paraphernalia component parts constituting the paraphernalia among the group 58 of performance paraphernalia functions as a performance paraphernalia that can operate based on the result of the special symbol hit determination process.
[0086] [1-1-3. LED unit] The LED unit 160 is disposed at the lower right of the game board unit 10, outside the play area 105 (see FIGS. 4 and 5). The LED unit 160 is a unit body that integrates various display units.
[0087] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko gaming machine.
[0088] As shown in Figure 5, the LED unit 160 includes a normal pattern display unit 161, a normal pattern reserve display unit 162, a first special pattern display unit 163, a second special pattern display unit 164, a first special pattern reserve display unit 165, and a second special pattern reserve display unit 166.
[0089] (Normal pattern display section) The normal symbol display unit 161 displays the result of the normal symbol winning judgment process, and is equipped with normal symbol display LEDs 161a and 161b. When the conditions for starting the variable display of the normal symbol (hereinafter referred to as the "normal symbol starting conditions") are met, the variable display of the normal symbol begins, in which the normal symbol display LEDs 161a and 161b alternately turn on and off. When a predetermined time has passed since the variable display of the normal symbol began, the variable display of the normal symbol stops, and the result of the normal symbol winning judgment process is derived.
[0090] When the result of the normal symbol hit determination process is a normal symbol hit, the combination of the on / off of the normal symbol display LEDs 161a and 161b becomes a specific stop display mode. For example, when the result of the normal symbol hit determination process is a normal symbol hit, the normal symbol display LED 161a lights up and the normal symbol display LED 161b turns off. On the other hand, when the result of the normal symbol hit determination process is a miss, for example, the normal symbol display LED 161a turns off and the normal symbol display LED 161b turns on. However, the stop display mode of the normal symbol display LEDs 161a and 161b indicating the result of the normal symbol hit determination process is not limited to this. Then, when the normal symbol is displayed in a specific stop display mode, it is determined that the normal electric device 146 will be activated, and the normal electric shutter 147 opens and closes in a predetermined pattern, making it easier for the game ball to enter (pass through) the second starting hole 140B.
[0091] (Regular pattern reserved display section) The normal symbol reserve display unit 162 displays the number of reserved normal symbol variable displays (hereinafter referred to as the "reserved number of normal symbols") when the variable display of normal symbols is reserved, and is equipped with normal symbol reserve display LEDs 162a and 162b. The above phrase "the variable display of normal symbols is reserved" refers to the state from when the passage of the gaming ball through the passage gate 126 is detected and various data related to the normal symbols (for example, random number values for determining whether the normal symbol is a hit, etc.) is extracted until the start condition of the normal symbol is met. Note that the start condition of the normal symbol is met when at least the following conditions are met: the normal symbol is not being variable displayed, and the variable display of the normal symbol is reserved.
[0092] The normal symbol reserve display unit 162 displays the number of reserved normal symbol variable displays by a combination of lighting and extinguishing of the normal symbol reserve display LEDs 162a and 162b. For example, when the number of reserved normal symbols is one, the normal symbol reserve display LED 162a lights up and the normal symbol reserve display LED 162b turns off. When the number of reserved normal symbols is two, both the normal symbol reserve display LEDs 162a and 162b light up. When the number of reserved normal symbols is three, the normal symbol reserve display LED 162a flashes and the normal symbol reserve display LED 162b lights up. When the number of reserved normal symbols is four, both the normal symbol reserve display LEDs 162a and 162b flash. However, the display mode of the normal symbol reserve display LEDs 162a and 162b, which indicate the number of reserved normal symbols, is not limited to this.
[0093] (Special design display section) The special symbol display unit displays the results of the special symbol winning determination process, and includes a first special symbol display unit 163 and a second special symbol display unit 164. The first special symbol display unit 163 includes a first special symbol display LED group 163a consisting of, for example, eight LEDs. Similarly, the second special symbol display unit 164 also includes a second special symbol display LED group 164a consisting of, for example, eight LEDs.
[0094] When the conditions for starting the variable display of the first special symbol (hereinafter referred to as the "start condition of the first special symbol") are met, the variable display of the first special symbol begins, in which the first special symbol display LED group 163a alternately or mutually turns on and off. When a predetermined time has passed since the start of the variable display of the first special symbol, the variable display of the first special symbol stops, and the result of the win determination process for the first special symbol is derived.
[0095] If the result of the hit determination process for the first special symbol is a jackpot, a combination of on / off of the first special symbol display LED group 163a (e.g., eight LEDs) constituting the first special symbol display unit 163 becomes a specific stop display mode. Then, when the first special symbol display unit 163 is displayed stopped in the specific stop display mode, a transition to a jackpot gaming state is determined.
[0096] When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "start condition of the second special symbol") are met, the variable display of the second special symbol begins, in which the second special symbol display LED group 164a alternately or mutually turns on and off. When a predetermined time has elapsed since the start of the variable display of the second special symbol, the variable display of the second special symbol stops, and the result of the win determination process for the second special symbol is derived.
[0097] If the result of the hit determination process for the second special symbol is a jackpot, a combination of on / off of the second special symbol display LED group 164a (e.g., eight LEDs) constituting the second special symbol display unit 164 will be a specific stop display mode. Then, when the second special symbol display unit 164 is displayed in a specific stop display mode, a transition to a jackpot gaming state is determined.
[0098] (Special design reserved display section) The special symbol reserved display unit displays the number of reserved special symbol variable displays (hereinafter referred to as the "reserved number of special symbols") when variable displays of special symbols are reserved, and is provided with a first special symbol reserved display unit 165 and a second special symbol reserved display unit 166.
[0099] The first special symbol reserved display unit 165 displays the number of reserved first special symbols when the variable display of the first special symbol is reserved, and is equipped with first special symbol reserved display LEDs 165a and 165b. "The variable display of the first special symbol is reserved" refers to the state from when the entry (passage) of a gaming ball into the first start hole 120 is detected and various data related to the first special symbol (for example, various random numbers such as a random number value for determining a jackpot for the first special symbol, a pattern random number value for the first special symbol, a random number value for determining a reach for the first special symbol, and a random number value for selecting an effect used to determine the variable pattern of the first special symbol) is extracted until the start condition for the first special symbol is established. The start condition for the first special symbol will be described later.
[0100] The first special symbol reserve display unit 165 displays the number of reserved first special symbols that are variable displayed by combining the lighting and extinguishing of the first special symbol reserve display LEDs 165a and 165b. For example, if the number of reserved first special symbols is one, the first special symbol reserve display LED 165a lights up and the first special symbol reserve display LED 165b turns off. Also, if the number of reserved first special symbols is two, both the first special symbol reserve display LEDs 165a and 165b light up. Also, if the number of reserved first special symbols is three, the first special symbol reserve display LED 165a flashes and the first special symbol reserve display LED 165b lights up. Furthermore, if the number of reserved first special symbols is four, both the first special symbol reserve display LEDs 165a and 165b flash. However, the display mode of the first special symbol reserved display LEDs 165a and 165b that indicate the reserved number of first special symbols is not limited to this.
[0101] The second special symbol reserved display unit 166 displays the number of reserved second special symbols when the variable display of the second special symbol is reserved, and is equipped with second special symbol reserved display LEDs 166a and 166b. "The variable display of the second special symbol is reserved" refers to the state from when the entry (passage) of a game ball into the second start hole 140A, 140B is detected and various data related to the second special symbol (for example, various random numbers such as a random number value for determining a jackpot for the second special symbol, a pattern random number value for the second special symbol, a random number value for determining a reach for the second special symbol, and a random number value for selecting an effect used to determine the variable pattern of the second special symbol) is extracted until the start condition for the second special symbol is established. The start condition for the second special symbol will be described later.
[0102] The second special symbol reserve display unit 166 displays the variable reserve number of the second special symbol by a combination of lighting and extinguishing of the second special symbol reserve display LEDs 166a and 166b. For example, if the reserve number of the second special symbol is one, the second special symbol reserve display LED 166a lights up and the second special symbol reserve display LED 166b turns off. Also, if the reserve number of the second special symbol is two, both the second special symbol reserve display LEDs 166a and 166b light up. Also, if the reserve number of the second special symbol is three, the second special symbol reserve display LED 166a flashes and the second special symbol reserve display LED 166b lights up. Furthermore, if the reserve number of the second special symbol is four, both the second special symbol reserve display LEDs 166a and 166b flash. However, the display mode of the second special symbol reserve display LEDs 166a and 166b that indicate the number of reserved second special symbols is not limited to this.
[0103] [1-2. Electrical configuration] Next, the control circuit of the first pachinko gaming machine will be described with reference to Fig. 6. Fig. 6 is an example of a block diagram showing the control circuit of the first pachinko gaming machine.
[0104] As shown in Figure 6, the first pachinko game machine is mainly composed of a main control circuit 200 that controls the game, a sub-control circuit 300 that controls the presentation according to the progress of the game, a payout / launch control circuit 400, and a power supply circuit 450.
[0105] [1-2-1. Main control circuit] The main control circuit 200 controls, for example, processes executed when the power is turned on and processes related to game operations, and is equipped with a main CPU 201, a main ROM 202 (read-only memory), a main RAM 203 (read / write memory), an initial reset circuit 204, and a backup capacitor 207, and is housed in a main board case (not shown).
[0106] The main CPU 201 is connected to a main ROM 202, a main RAM 203, an initial reset circuit 204, etc. The main CPU 201 has built-in functions such as a WDT (watchdog timer) that monitors operations and a function for preventing fraud.
[0107] The main ROM 202 stores programs for controlling the operation of the first pachinko gaming machine by the main CPU 201, various tables, etc. The main CPU 201 has the function of executing various processes in accordance with the programs stored in the main ROM 202.
[0108] The main RAM 203 is provided with a storage area for storing various data necessary for the progress of the game. This main RAM 203 has the function of storing various flags and variable values as a temporary storage area for the main CPU 201. Note that, although RAM is used as the temporary storage area for the main CPU 201 in this embodiment, this is not limiting and any readable / writable storage medium may be used.
[0109] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary.
[0110] The backup capacitor 207 has a function of temporarily supplying power to the main RAM 203 so that data stored in the main RAM 203 is not lost in the event of a power outage or the like.
[0111] Furthermore, the main control circuit 200 also includes an I / O port 205 that is communicably connected to various devices, and a command output port 206 that is connected to the sub-control circuit 300 so that various commands can be output.
[0112] Various devices are also connected to the main control circuit 200. For example, the above-mentioned normal symbol display unit 161, normal symbol reserve display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol reserve display unit 165, second special symbol reserve display unit 166, normal power solenoid 148, special power solenoid 135, and small win solenoid 154 are connected to the main control circuit 200. In addition to these, a performance display monitor 170 and an error notification monitor 172 are also connected to the main control circuit 200. The main control circuit 200 can control the operation of these devices by sending signals via the I / O port 205.
[0113] The performance display monitor 170 displays performance display data and setting values, which will be described later, under the control of the main CPU 201. The performance display data is data that indicates, for example, the ratio of game balls paid out in a game state other than a jackpot game state to a predetermined number (e.g., 60,000) of game balls shot, and is also called a base value.
[0114] An error code is displayed on the error notification monitor 172. In addition to the error code, for example, in the case of a pachinko gaming machine with a setting function described later, the error notification monitor 172 can also display a setting change code indicating that a setting change process is in progress, a setting confirmation code indicating that a setting confirmation process is in progress, etc. Note that the setting change code may be displayed as a symbol that is not normally displayed on the special symbol display device (for example, a setting change symbol indicating that a setting change is in progress).
[0115] The main control circuit 200 is also connected to the first start port switch 121, the second start port switches 141A and 141B, the passing gate switch 127, the big win large prize port count switch 132, the general prize port switch 123, and the small win large prize port count switch 152. When these switches are detected, a detection signal is output to the main control circuit 200 via the I / O port 205.
[0116] Furthermore, the main control circuit 200 is connected to a calling device (not shown) having functions such as calling a hall attendant and displaying the number of jackpots, an external terminal board 184 used when transmitting data to a hall computer 186 that manages the pachinko gaming machines in the entire hall, a setting key 174 that is operated when changing or checking setting values in the case of a pachinko gaming machine with a setting function described later, a backup clear switch 176 that can clear backup data stored in the main RAM 203 in response to an operation by the gaming parlor manager, etc. In this embodiment, the backup clear switch 176 also serves as a switch for changing setting values described later, but is not limited to this, and a setting switch for changing setting values may also be provided.
[0117] Furthermore, it is preferable that the setting key 174 and the backup clear switch 176 are housed in a predetermined case so that they cannot be easily touched by third parties (for example, players) other than the manager of the gaming facility. "Inside a predetermined case" includes not only a case configured so that the setting key 174 and the backup clear switch 176 cannot be touched unless the case is opened, but also a case configured so that notches are provided only at the locations corresponding to the setting key 174 and the backup clear switch 176, and so that the manager of the gaming facility can touch the setting key 174 and / or the backup clear switch 176 when the pachinko gaming machine is rotated from the island equipment using a key managed by the manager of the gaming facility to expose the backside.
[0118] In this embodiment, the setting key 174 and the backup clear switch 176 are connected to the main control circuit 200, but this is not limiting and they may be configured to be connected to, for example, the payout / launch control circuit 400 or the power supply circuit 450. In this case as well, it is preferable to prevent third parties other than the arcade manager from easily touching the setting key 174 or the backup clear switch 176.
[0119] [1-2-2. Sub-control circuit] The sub-control circuit 300 comprises a sub-CPU 301, a program ROM 302, a work RAM 303, a display control circuit 304, a sound control circuit 305, an LED control circuit 306, a bonus device control circuit 307, and a command input port 308. The sub-control circuit 300 executes effects according to the progress of the game in response to commands from the main control circuit 200. Although not shown in Fig. 6, the sub-control circuit 300 is also connected to effect buttons 54 (see Fig. 1) that can be operated by the player.
[0120] The program ROM 302 stores programs for controlling the game presentation of the first pachinko gaming machine by the sub-CPU 301, various tables, etc. The sub-CPU 301 has the function of executing various processes in accordance with the programs stored in the program ROM 302. In particular, the sub-CPU 301 controls the game presentation in accordance with various commands transmitted from the main control circuit 200.
[0121] The work RAM 303 has a function of storing various flags and variable values as a temporary storage area for the sub-CPU 301.
[0122] The display control circuit 304 is a circuit for controlling display in the display device 7. The display control circuit 304 includes an image data processor (hereinafter referred to as VDP), an image data ROM in which data for generating various types of image data is stored, a frame buffer for temporarily storing image data, a D / A converter for converting image data into image signals, and the like.
[0123] The display control circuit 304 temporarily stores image data to be displayed on the display device 7 in a frame buffer in response to an image display command from the sub-CPU 301. The image data to be displayed on the display device 7 includes various image data related to the game, such as decorative symbol image data showing decorative symbols, background image data, and effect image data.
[0124] Then, the display control circuit 304 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies the converted image signal to the display device 7 at a predetermined timing. When the image signal is supplied to the display device 7, an image related to the image signal is displayed on the display device 7. In this way, the display control circuit 304 can control the display device 7 to display an image related to the game.
[0125] The audio control circuit 305 is a circuit for controlling the audio generated from the speaker 32. The audio control circuit 305 includes a sound source IC for controlling the audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.
[0126] The sound source IC controls the sound output from the speaker 32. In response to a sound generation command from the sub-CPU 301, the sound source IC selects one piece of sound data from multiple pieces of sound data stored in the sound data ROM. The sound source IC also reads the selected sound data from the sound data ROM, converts the sound data into a predetermined sound signal, and supplies the converted sound signal to the AMP. The AMP amplifies signals such as sound and sound effects output from the speaker 32.
[0127] The LED control circuit 306 is a circuit for controlling the LED group 46, which includes decorative LEDs, etc. The LED control circuit 306 includes a drive circuit for supplying LED control signals, a decoration data ROM in which multiple types of LED decoration patterns are stored, etc.
[0128] The role control circuit 307 is a circuit for controlling the operation of each role (for example, one or more roles among the group of performance role objects 58). The role control circuit 307 includes a drive circuit for supplying a drive signal to each role object, a role object data ROM in which operation patterns are stored, and the like.
[0129] In addition, the reel control circuit 307 selects one operation pattern from multiple operation patterns stored in the reel data ROM in response to a reel operation command from the sub-CPU 301. Then, it reads the selected operation pattern from the reel data ROM and supplies a drive signal corresponding to the read operation pattern, thereby controlling the mechanical operation of each reel. In addition, the lighting circuit selects one lighting pattern from multiple lighting patterns stored in the reel data ROM based on a lighting command from the sub-CPU 301. Then, it reads the selected lighting pattern from the reel data ROM and supplies a lighting control signal corresponding to the read lighting pattern, thereby controlling the lighting operation of each reel.
[0130] The command input port 308 is connected to the command output port 206 and receives various commands sent from the main control circuit 200 .
[0131] The payout / launch control circuit 400 controls the payout of prize balls and loan balls, and is connected to a payout device 82 capable of paying out game balls, a launch device 6 capable of launching game balls, a card unit 180 capable of executing control related to ball lending, and the like.
[0132] When the payout / launch control circuit 400 receives a prize ball control command transmitted from the main control circuit 200, it transmits a predetermined signal to the payout device 82, and controls the payout device 82 to pay out game balls.
[0133] A ball lending operation panel 182 is connected to the card unit 180. The ball lending operation panel 182 is provided with a ball lending button for receiving a ball lending, and a loan / return button for receiving the return of a ball lending card on which cache data is stored (neither is shown). For example, when a player performs a ball lending operation, a ball lending control signal corresponding to the ball lending operation is transmitted to the card unit 180. The payout / launch control circuit 400 controls the payout device 82 to pay out game balls based on the ball lending control signal transmitted from the card unit 180. The operation panel 182 is often provided on the pachinko gaming machine side, but it may also be provided on the card unit 180 side.
[0134] In addition, when the launch handle 62 is rotated clockwise, the payout / launch control circuit 400 supplies power to a launch solenoid (not shown) according to the rotation angle (amount of rotation), thereby controlling the launch of the game ball.
[0135] The power supply circuit 450 is a power supply circuit created to supply the power supply voltage required for playing games to the main control circuit 200, the sub control circuit 300, the payout / launch control circuit 400, and the like.
[0136] A power switch 95 and the like are connected to the power supply circuit 450. The power switch 95 is turned on when supplying the necessary power to the pachinko gaming machine (more specifically, the main control circuit 200, the sub-control circuit 300, the payout / launch control circuit 400, etc.).
[0137] [1-3. Game flow] Next, the game flow of the first pachinko gaming machine will be described with reference to Fig. 7. Fig. 7 is an example of the game flow of the first pachinko gaming machine. Note that the game flow shown in Fig. 7 is not a control flow, but a flow that can be grasped from the appearance.
[0138] As shown in FIG. 7 , in a pachinko game, a game ball is launched by a user operation such as a player, and when the game ball enters one of various winning slots (e.g., first starting slot 120, etc.), a payout control process for the game ball is performed. Pachinko games include special symbol games using special symbols and normal symbol games using normal symbols. The special symbol game is, for example, a game in which a win determination process for a special symbol is performed based on the entry of a game ball into starting slots 120, 140A, and 140B, and a determination is made as to whether or not to transition to a jackpot game state. The normal symbol game is, for example, a game in which a win determination process for a normal symbol is performed based on the passage of a game ball through passage gate 126, and a determination is made as to whether or not to open a winning slot (in this embodiment, second starting slot 140B) by operating a normal electric device 146. In this specification, "special symbol games" are sometimes referred to as "games," but "games" is a term used in a broad sense, and for example, normal symbol games and games with special effects that use operating units such as the effect button 54 (see, for example, Figure 1) are also included in "games."
[0139] In this specification, one special symbol game is defined as the period from when the variable display of the special symbol starts until this variable display ends and the result of the special symbol hit determination process is determined (derived) (more specifically, until the special symbol determination time has passed). However, if the game is controlled to a big hit game state or a small hit game state after the result of the special symbol hit determination process is derived, one special symbol game is defined as the period until the big hit game state or the small hit game state ends.
[0140] When a stop display mode indicating a jackpot in the special symbol game is derived to the first special symbol display unit 163 or the second special symbol display unit 164, the game is controlled to a jackpot game state. In the jackpot game state, a round game is executed in which the jackpot big prize winning port 131 is opened for a predetermined time (for example, a maximum of 30,000 msec) by the operation of the special electric device 133, and the possibility of winning in the jackpot big prize winning port 131 is relatively increased.
[0141] In addition, when a stop display mode indicating a normal pattern win is output to the normal pattern display unit 161 in a normal pattern game, the normal electric device 146 is activated to open the winning hole (for example, the second starting hole 140B in this embodiment), and the possibility of winning in the second starting hole 140B, for example, is relatively increased.
[0142] It should be noted that games that can be executed in a pachinko game are not limited to special symbol games and normal symbol games, and new games other than these may also be executable.
[0143] Below, an outline of the game flow of the special symbol game and the normal symbol game will be explained.
[0144] [1-3-1. Special Design Game] As shown in Figure 7, the special pattern game mainly includes a special pattern start winning process that is performed when a winning entry (passage) occurs in the first start port 120 or the second start port 140A, 140B, and a special pattern control process that is performed when the start condition for the special pattern is met.
[0145] When a gaming ball enters the first start hole 120 or the second start hole 140A, 140B, a special symbol start winning process is performed. In this special symbol start winning process, various data related to the special symbol (for example, random number values for determining a jackpot, random number values for a symbol, random number values for determining a reach, and random number values for selecting effects) are extracted (acquired) from various counters for special symbols (for example, counters for determining a jackpot, counters for determining a symbol, etc.). Each extracted random number value is reserved as start information. This special symbol start winning process is performed even when the special symbol control process is being executed.
[0146] In addition, in the special symbol control process, it is determined whether or not the start condition for the special symbol is established. When the start condition for the special symbol is established, a special symbol hit determination process is performed to determine whether or not a "jackpot" has occurred, with reference to a random number value for jackpot determination extracted from a counter for determining a jackpot for the special symbol. Thereafter, a stop symbol determination process is performed to determine the stop symbol. In the stop symbol determination process, the special symbol to be stopped and displayed is determined with reference to the random number value for pattern determination extracted from the counter for determining the special symbol and the result of the special symbol hit determination process.
[0147] In this embodiment, if the probability variable flag is on, the probability variable control is executed. In the hit determination process for the special symbol, if the probability variable flag is off, it is determined to be a "jackpot" with a relatively low probability, and if the probability variable flag is on, it is determined to be a "jackpot" with a relatively high probability. Hereinafter, in this specification, the probability of being determined to be a "jackpot" is referred to as the "jackpot probability."
[0148] The probability variable flag is one of the management flags stored in the main RAM 203, and is a flag for managing whether or not probability variable control is executed. When the probability variable flag is on, the game proceeds in a game state in which probability variable control is executed (for example, in this embodiment, a high-probability time-shortened game state or a high-probability non-time-shortened game state). On the other hand, when the probability variable flag is off, the game proceeds in a game state in which probability variable control is not executed (for example, a normal game state or a low-probability time-shortened game state).
[0149] Next, a process for determining the variation pattern of the special symbol is carried out. In this process, a random number is extracted from the variation pattern determination counter, and the variation pattern (variable display pattern) of the special symbol is determined by referring to the random number, the result of the above-mentioned special symbol winning judgment process, and the special symbol to be stopped and displayed. Then, a process for controlling the variable display of the special symbol is carried out based on the result of the special symbol variation pattern determination process.
[0150] Once the variation pattern of the special symbol is determined, a presentation pattern determination process is performed to determine a presentation pattern. Then, based on the result of the presentation pattern determination process, presentation control processes are performed to control display presentations such as decorative symbols and character presentations displayed in the display area of the display device 7, and sound presentations such as voices and sound effects output from the speaker 32. The presentation control process is performed by the sub-CPU 301.
[0151] Then, when the special symbol variable display control process and the presentation control process are completed and a jackpot is confirmed, a jackpot game control process is carried out. The jackpot game control process is a process executed in the jackpot game state. When the jackpot game state ends, the special symbol game ends, and a game state transition control process to a game state that is not a jackpot is carried out. In this case, the game state transitions depending on the type of jackpot. For example, if the jackpot type is one in which both the probability variable flag and the time-saving flag are set to on, the game transitions to a probability variable time-saving game state after the jackpot game state ends.
[0152] On the other hand, if there is no big win, that is, if there is a miss, the special symbol game ends. Although not shown in FIG. 7, if there is a small win, a small win game control process is performed.
[0153] Then, every time the start condition for the special symbol is established, the various processes of the special symbol control process described above are repeated.
[0154] If a gaming ball enters the start hole 120, 140A, or 140B during the special symbol control process, the special symbol start winning process is executed. Also, the start information of the special symbol extracted when the gaming ball enters the start hole 120, 140A, or 140B (for example, various data such as random numbers for determining a jackpot, a pattern random number for the special symbol, a random number for determining a reach, and a random number for selecting a performance) is reserved until the start condition of the special symbol is established.
[0155] In addition, in the first pachinko gaming machine, it is possible to reserve up to a maximum of eight pieces of start information for special symbols, consisting of four pieces of start information for the first special symbol and four pieces of start information for the second special symbol, but the number of start information for special symbols that can be reserved is not limited to this. For example, it may be possible to reserve more start information for the first special symbol than start information for the second special symbol, or it may be possible to reserve more start information for the second special symbol than start information for the first special symbol.
[0156] 7, a pre-reading effect function may be provided in which, between the time when the special symbol enters the starting position and the time when the starting condition for the special symbol is established, a pre-reading determination is made to determine whether or not a win (whether or not a "jackpot" has been won) and a variation pattern based on the start information extracted when the gaming ball enters (passes through) the start openings 120, 140A, 140B, prior to the hit determination process for the special symbol, and a predetermined effect is performed based on the result of this pre-reading determination. Note that the above pre-reading determination may be made before or after the start information extracted when the gaming ball enters the start openings 120, 140A, 140B is reserved.
[0157] [1-3-2. Normal symbol game] As shown in Figure 7, the normal symbol game mainly includes a normal symbol start-up passing process that is performed when a game ball passes through the passing gate 126, and a normal symbol control process that is performed based on the normal symbol start-up condition being met.
[0158] A normal symbol start passing process is executed when a gaming ball passes through the passing gate 126. In this normal symbol start passing process, start information of the normal symbol (for example, a random number value for determining whether a normal symbol is a hit, etc.) is extracted (obtained) from a winning determination counter for the normal symbol, and the extracted start information is reserved.
[0159] In addition, in the normal symbol control process, the main CPU 201 determines whether the start condition for the normal symbol is met. When starting the variable display of the normal symbol, the main CPU 201 refers to the normal symbol win determination random number value extracted from the normal symbol win determination counter, executes the normal symbol win determination process to determine whether or not the "normal symbol wins", and then executes the variation pattern determination process. In this process, the result of the normal symbol win determination process is referred to, and the variation pattern of the normal symbol is determined.
[0160] Next, the main CPU 201 executes a variable display control process to control the variable display of the normal symbols and a performance control process to perform a predetermined performance, referring to the result of the normal symbol winning determination process and the determined normal symbol variation pattern. Note that there are cases where the performance control process is not executed.
[0161] Then, when the normal symbol variable display control process and the presentation control process are completed, the main CPU 201 determines whether or not a normal winning symbol indicating a "normal symbol win" has been output to the normal symbol display unit 161 (see FIG. 6). If it is determined that a stop display mode indicating a normal win has been output, the main CPU 201 executes a normal symbol win game control process. In this normal symbol win game control process, the normal electric device 146 (see FIGS. 4 and 6) is activated, and a winning hole (for example, in this embodiment, the second starting hole 140B (see FIG. 4)) is opened so that the game ball can enter (pass through) the winning hole or can easily enter (pass through) it. On the other hand, if it is determined that a stop display mode indicating a normal win has not been output, the main CPU 201 does not execute the normal symbol win game control process and ends the normal symbol control process.
[0162] In addition, in a gaming state where time-saving control is not executed (for example, a normal gaming state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time-saving control corresponds to a control in which at least one of special symbol shortening control, which shortens the variable display time of the special symbol, and electric support control, which activates the normal electric device 146 to increase the frequency with which the winning port (for example, the second starting port 140B in this embodiment) is opened, is performed, compared to when time-saving control is not executed. This time-saving control may be a control that performs both special symbol shortening control and electric support control, or a control that performs only one of special symbol shortening control and electric support control.
[0163] Then, each time the normal symbol starting condition is met, the various processes of the normal symbol control process described above are repeated.
[0164] In addition, if a gaming ball passes through the passage gate 126 during the normal symbol control process, a normal symbol start passage process is executed. In addition, the start information of the normal symbol (for example, a random number value for determining whether the normal symbol is a hit, etc.) extracted when the gaming ball passes through the passage gate 126 is reserved until the start condition of the normal symbol is established.
[0165] The variable display of the normal symbols is started in the order in which they are reserved, and when the start condition of the normal symbols is established, the variable display of the start information of the reserved normal symbols that was reserved first is executed.
[0166] The method for extracting various random numbers (for example, random number value for determining a jackpot for the first special symbol, pattern random number value for the first special symbol, random number value for determining a reach for the first special symbol, random number value for determining a jackpot for the second special symbol, pattern random number value for the second special symbol, random number value for determining a reach for the second special symbol, and random number value for determining a hit for a normal symbol, etc.) may use a soft random number method that generates random numbers within a predetermined range (width) by executing a program with the main CPU 201, or a hard random number method that extracts random numbers from a counter in a random number generator in which random numbers are updated at a predetermined cycle.
[0167] [1-4. Basic specifications] Next, the basic specifications of the first pachinko gaming machine will be described with reference to FIGS.
[0168] The first pachinko gaming machine is provided with a normal gaming state in which neither probability variable control nor time-saving control is executed, a high-probability time-saving gaming state in which both probability variable control and time-saving control are executed, a high-probability non-time-saving gaming state in which probability variable control is executed but time-saving control is not executed, and a low-probability time-saving gaming state in which probability variable control is not executed but time-saving control is executed, and the main CPU 201 can progress the game in any of these gaming states. However, the gaming states progressed under the control of the main CPU 201 are not limited to these, and it is also possible to prevent progress in any of the normal gaming state, high-probability time-saving gaming state, high-probability non-time-saving gaming state, and low-probability time-saving gaming state. For example, it is possible to allow the game to progress in any of the normal gaming state, high-probability time-saving gaming state, and low-probability time-saving gaming state, but not in the high-probability non-time-saving gaming state.
[0169] In this embodiment, left-handed hitting is recommended in the normal game state, and right-handed hitting is recommended in the high-probability time-saving game state, the high-probability non-time-saving game state, and the low-probability time-saving game state. The sub-CPU 301 executes control to display the recommended hitting method, for example, in the display area of the display device 7.
[0170] [1-4-1. Jackpot probability for each setting] Fig. 8 is an example of a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. As shown in Fig. 8, in the first pachinko gaming machine, it is possible to set one of a plurality of setting values, for example, setting 1 to setting 6, using the setting key 174 or the backup clear switch 176 (see Fig. 6 for both). In the case of such a pachinko gaming machine with a setting function, the jackpot probability differs depending on the setting value, and the main CPU 201 executes a win determination process for a special symbol based on the set setting value.
[0171] Specifically, the probability of winning in a game state where the probability variable flag is off and the probability variable control is not executed (for example, in this embodiment, the normal game state and the low-probability time-saving game state) is approximately 1 in 319 for setting 1, approximately 1 in 314 for setting 2, approximately 1 in 309 for setting 3, approximately 1 in 304 for setting 4, approximately 1 in 299 for setting 5, and approximately 1 in 294 for setting 6, regardless of whether the first special symbol hit determination process or the second special symbol hit determination process is executed. Also, the probability of winning in a game state where the probability variable flag is on and the probability variable control is executed (for example, in this embodiment, the high-probability time-saving game state and the high-probability non-time-saving game state) is approximately 1 in 77 for setting 1, approximately 1 in 76 for setting 2, approximately 1 in 75 for setting 3, approximately 1 in 74 for setting 4, approximately 1 in 73 for setting 5, and approximately 1 in 72 for setting 6. Although the small win probability is not shown in FIG. 8, it may be different depending on the setting value, or it may be a common probability for settings 1 to 6.
[0172] In addition, in this embodiment, the jackpot probability is different for each setting value, but this is not limited to this, and the jackpot probability may be the same for multiple setting values, such as a common jackpot probability for setting 1 and setting 2, a common jackpot probability for setting 3 and setting 4, and a common jackpot probability for setting 5 and setting 6.
[0173] In addition, in this embodiment, the probability of winning a jackpot varies depending on the setting value, but if the degree of advantage to the player varies depending on the setting value, the target that varies depending on the setting value is not necessarily limited to the probability of winning a jackpot. For example, in a pachinko gaming machine that is controlled to enter a jackpot gaming state when a gaming ball enters a specific winning slot, the probability of winning a jackpot in the specific winning slot may be varied depending on the setting value. Note that it is not essential that the pachinko gaming machine be a pachinko gaming machine with a setting function.
[0174] [1-4-2. Special symbol winning judgment table] 9 is an example of a special symbol winning determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The special symbol winning determination table shown in FIG. 9 is an example of the case of setting 1 shown in FIG.
[0175] The special symbol hit determination table is a table referenced in the hit determination process for the special symbol, that is, a table referenced when determining by lottery whether a "big hit," "small hit," or "miss" is obtained based on the random number value for hit determination obtained when a gaming ball enters the first starting hole 120 or the second starting hole 140A, 140B. In this embodiment, the only items selected in the hit determination process for the first special symbol are "big hit" and "miss." In contrast, the items selected in the hit determination process for the second special symbol are "big hit," "small hit," and "miss." However, a "small hit" may also be included in the items selected in the hit determination process for the first special symbol.
[0176] As described above, the random number value for determining a jackpot is a random number value used in the process of determining whether a special symbol is selected. In this embodiment, the random number value for determining a jackpot is selected from 0 to 65535 (65536 types). However, the range of the generated random number value is not limited to the above.
[0177] In this embodiment, in the hit determination process of the first special symbol, a "jackpot" or a "miss" is determined based on the extracted random number value for jackpot determination. The hit determination table for the first special symbol specifies, for each value (0 or 1) of the probability variable flag, the relationship between the range (width) of the random number value for jackpot determination that is determined as a "jackpot" and the corresponding jackpot determination value data, and the relationship between the range (width) of the random number value for jackpot determination that is determined as a "miss" and the corresponding miss determination value data.
[0178] In this specification, when the value of the probability change flag is "0", the probability change flag is off, and when the value of the probability change flag is "1", the probability change flag is on.
[0179] In addition, in the hit determination process for the second special symbol, a "big hit," a "small hit," or a "miss" is determined based on the extracted random number value for jackpot determination. In the hit determination table for the second special symbol, for each value (0 or 1) of the probability variable flag, the relationship between the range (width) of the random number value for jackpot determination determined as a "big hit" and the corresponding jackpot determination value data, the relationship between the range (width) of the random number value for jackpot determination determined as a "small hit" and the corresponding small hit determination value data, and the relationship between the range (width) of the random number value for jackpot determination determined as a "miss" and the corresponding miss determination value data are specified.
[0180] In this embodiment, if the probability variable flag is off during the hit determination process for the first special symbol and the extracted random number value for jackpot determination is any one of 0 to 204, it is determined to be a "jackpot" and the hit / loss determination value data is determined to be "jackpot determination value data". Also, if the probability variable flag is off during the hit determination process for the first special symbol and the extracted random number value for jackpot determination is not any one of 0 to 204, it is determined to be a "miss" and the determination value data is determined to be "miss determination value data".
[0181] In addition, if the probability variable flag is on during the hit determination process for the first special symbol and the extracted random number value for jackpot determination is any one of 0 to 850, it is determined to be a "jackpot" and the determination value data is determined to be "jackpot determination value data." In addition, if the probability variable flag is on during the hit determination process for the first special symbol and the extracted random number value for jackpot determination is not any one of 0 to 850, it is determined to be a "miss" and the determination value data is determined to be "miss determination value data."
[0182] Similarly, if the probability variable flag is off during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is any one of 0 to 204, it is determined to be a "jackpot" and the determination value data is determined to be "jackpot determination value data." Also, if the probability variable flag is off during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is any one of 205 to 22049, it is determined to be a "small hit" and the determination value data is determined to be "small hit determination value data." Furthermore, if the probability variable flag is off during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is not any one of 0 to 22049, it is determined to be a "miss" and the determination value data is determined to be "miss determination value data."
[0183] Furthermore, if the probability variable flag is on during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is any one of 0 to 850, it is determined to be a "jackpot," and the determination value data is determined to be "jackpot determination value data." Furthermore, if the probability variable flag is on during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is any one of 851 to 22695, it is determined to be a "small hit," and the determination value data is determined to be "small hit determination value data." Furthermore, if the probability variable flag is on during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is not any one of 0 to 22695, it is determined to be a "miss," and the determination value data is determined to be "miss determination value data."
[0184] [1-4-3. Special symbol determination table] FIG. 10 is an example of a special symbol determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.
[0185] The special symbol determination table is a table referenced when selecting a "hit symbol selection command" and a "symbol designation command" that determine the symbols to be stopped based on the symbol random number value of the special symbol acquired when a gaming ball enters the first starting slot 120 or the second starting slots 140A, 140B and the aforementioned hit / miss determination value data. The "hit symbol selection command" is a command for designating a winning symbol determined according to the type of jackpot when the result of the special symbol hit determination process is a jackpot, and the "symbol designation command" is a command for designating the symbol to be displayed when the variable display of the special symbol stops. The symbol random number value of the special symbol is selected from, for example, 0 to 99 (100 types).
[0186] According to the special symbol determination table shown in FIG. 10, when jackpot determination value data is obtained as a result of the hit determination process for the first special symbol, the hit-time selection symbol command and the symbol designation command are selected as follows, for example. That is, when the symbol random number value of the first special symbol is 0 or 1, "z0" is selected as the hit-time selection symbol command, and "zA1" is selected as the symbol designation command. Also, when the symbol random number value of the first special symbol is any value between 2 and 9, "z1" is selected as the hit-time selection symbol command, and "zA1" is selected as the symbol designation command. Also, when the symbol random number value of the first special symbol is any value between 10 and 59, "z2" is selected as the hit-time selection symbol command, and "zA2" is selected as the symbol designation command. Furthermore, when the symbol random number value of the first special symbol is any value between 60 and 99, "z3" is selected as the hit-time selection symbol command, and "zA2" is selected as the symbol designation command.
[0187] In addition, if loss determination value data is obtained as a result of the winning determination process for the first special symbol, regardless of whether the symbol random number value of the first special symbol is 0 to 99, the symbol selection command when winning is not selected, and the symbol designation command "zA3" is selected.
[0188] Furthermore, when jackpot determination value data is obtained as a result of the hit determination process for the second special symbol, for example, the hit selection symbol command and the symbol designation command are selected as follows. That is, when the symbol random number value of the second special symbol is any of 0 to 29, "z4" is selected as the hit selection symbol command, and "zA4" is selected as the symbol designation command. When the symbol random number value of the second special symbol is any of 30 to 59, "z5" is selected as the hit selection symbol command, and "zA5" is selected as the symbol designation command. When the symbol random number value of the second special symbol is any of 60 to 99, "z6" is selected as the hit selection symbol command, and "zA5" is selected as the symbol designation command.
[0189] In addition, if small win determination value data is obtained as a result of the hit determination process for the second special pattern, regardless of whether the pattern random number value of the special pattern is 0 to 99, "z7" is selected as the pattern selection command when a hit occurs, and "zA6" is selected as the pattern designation command.
[0190] When small win determination value data is obtained as a result of the hit determination process of the second special symbol, the main CPU 201 executes small win game control process. In the small win game control process, for example, the small win shutter 153 (see FIG. 6) is operated to execute control to make the small win big winning port 151 (see FIG. 4) in an open state where a game ball can enter (pass through) the small win big winning port 151 or can easily enter, and a prize ball can be paid out.
[0191] Also, if the result of the hit determination process for the second special symbol is "miss," regardless of whether the symbol random number value of the special symbol is 0 to 99, the symbol selection command when hit is not selected, and the symbol designation command "zA7" is selected.
[0192] In this embodiment, a so-called two-stage lottery is performed in which the win / loss determination value data is determined based on the extracted random number value for jackpot determination by referring to the win determination table for the special symbol (see FIG. 9), and then the special symbol determination table (see FIG. 10) is referenced to determine the symbol selection command at the time of win and the symbol designation command based on the symbol random number value of the special symbol, but this is not limited to this. For example, a so-called one-stage lottery may be performed in which the win / loss of the special symbol, the symbol selection command at the time of win, and the symbol designation command are determined based on the extracted random number value for jackpot determination and the symbol random number value of the special symbol.
[0193] [1-4-4. Jackpot Type Determination Table] 11 is an example of a jackpot type determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. The jackpot type determination table is referenced when determining the type of jackpot, such as the number of rounds to be executed in the jackpot game state, the value of the probability variable flag, the number of probability variable times, the value of the time-saving flag, and the number of time-saving times, in accordance with the hit selection symbol command determined in response to the symbol random number value of the special symbol.
[0194] In this specification, as in the case of the probability change flag, when the value of the time-saving flag is "0", the time-saving flag is off, and when the value of the time-saving flag is "1", the time-saving flag is on.
[0195] In this embodiment, if the result of the hit determination process for the first special symbol is a "jackpot," the type of jackpot is determined as follows. For example, if the hit selection symbol command is "z0," the number of rounds is determined to be "10," the probability variable flag is on, the number of probability variable times is "10,000," and the time-saving flag is off. Also, if the hit selection symbol command is "z1," the number of rounds is determined to be "10," the probability variable flag is on, the number of probability variable times is "10,000," the time-saving flag is on, and the number of time-saving times is "10,000." Also, if the hit selection symbol command is "z2," the number of rounds is determined to be "4," the probability variable flag is on, the number of probability variable times is "10,000," the time-saving flag is on, and the number of time-saving times is "10,000." Furthermore, if the symbol command selected at the time of winning is "z3", the number of rounds is determined to be "4", the probability change flag is off, the time-saving flag is on, and the number of time-saving times is determined to be "50".
[0196] Furthermore, if the result of the hit determination process for the second special symbol is a "jackpot," the type of jackpot is determined as follows. For example, if the symbol command selected at the time of hit is "z4," the number of rounds is determined to be "10," the probability variable flag is on, the number of times of probability variable is "10,000," and the time-saving flag is off. Furthermore, if the symbol command selected at the time of hit is "z5," the number of rounds is determined to be "10," the probability variable flag is on, the number of times of probability variable is "10,000," the time-saving flag is on, and the number of times of time-saving is "10,000." Furthermore, if the symbol command selected at the time of hit is "z6," the number of rounds is determined to be "10," the probability variable flag is off, the time-saving flag is on, and the number of times of time-saving is "50."
[0197] However, the types of jackpots shown in Figure 11 are examples and are not limited to these. When the value of the probability variable flag is determined to be "0", the probability variable number of times is not determined, but the probability variable number of times may be set to "0" in the sense that the probability variable control is not executed.
[0198] The number of times the special mode is set to "10,000" is intended to allow the special mode control to be continuously executed until a special pattern hit determination process executed in the game state after the end of the special mode hit game state determines that a jackpot has occurred (i.e., the next jackpot).
[0199] [1-4-5. Special symbol variation pattern table] 12 shows an example of a variation pattern table of special symbols for the first pachinko gaming machine, which is (A) a variation pattern table of special symbols for low start and (B) a variation pattern table of special symbols for high start. Note that the "effect content" column in FIG. 12 is shown for convenience of understanding. The main CPU 201 determines the variation pattern of the first special symbol when it is based on the entry of a gaming ball into the first start port 120, and determines the variation pattern of the second special symbol when it is based on the entry of a gaming ball into the second start port 140A, 140B.
[0200] In a normal game state where left-handed play is recommended, the variation pattern of the special symbol is determined by referring to the variation pattern table of the special symbol for a low start shown in FIG. 12(A), for example.
[0201] On the other hand, in a game state where hitting to the right is recommended, i.e., a high probability time-shortened game state, a high probability non-time-shortened game state, or a low probability time-shortened game state, the variation pattern of the special symbol is determined by referring to the variation pattern table of the special symbol for a high start shown, for example, in Figure 12(B).
[0202] As shown in Figures 12(A) and (B), the variation pattern of the special symbol is determined based on the type of the special symbol, the result of the special symbol winning determination process (win or loss), the random number value for reach determination, and the random number value for effect selection. However, it is not limited to this, and may be determined based on other values instead of or in addition to any of the above.
[0203] The random number value for reach determination is selected from, for example, 0 to 249 (250 types), and the random number value for effect selection is selected from, for example, 0 to 99 (100 types). However, the ranges of the generated random numbers are not limited to the above.
[0204] When the special symbol variation pattern is determined by referring to the special symbol variation pattern table for high start, the expected number of times the special symbol is variably displayed per unit time is larger than when the special symbol variation pattern is determined by referring to the special symbol variation pattern table for low start. In particular, when the special symbol variation pattern is determined by referring to the special symbol variation pattern table for low start, the second special symbol is variably displayed for an extremely long time, for example, approximately 600,000 msec (e.g., long variation A to C). On the other hand, when the special symbol variation pattern is determined by referring to the special symbol variation pattern table for high start, the second special symbol is variably displayed for an extremely short time, for example, 1,000 msec (e.g., ultra-fast variation).
[0205] The main CPU 201 transmits the determined variation pattern information to the sub CPU 301. The sub CPU 301 controls the display effects displayed in the display area of the display device 7 and the sound effects output from the speaker 32 based on the variation pattern information transmitted from the main CPU 201.
[0206] Although not shown in FIG. 12, the variation pattern (variable display time) of the determined special symbol may be different for each set value, for example, by changing the range of the random number value for effect selection.
[0207] In addition, in this embodiment, for example, in a normal game state, the variation pattern of the special pattern is determined by referring to a variation pattern table of special patterns for a low start, and for example, in a high-probability time-shortened game state, a high-probability non-time-shortened game state, or a low-probability time-shortened game state, the variation pattern of the special pattern is determined by referring to a variation pattern table of special patterns for a high start, but this is not limited to this.
[0208] [1-5. Main control processing] Next, the contents of various processes (various modules) executed by the main CPU 201 of the main control circuit 200 will be described with reference to FIGS. [1-5-1. Main control main processing] Next, the main processing (main control main processing) executed by the main CPU 201 will be described with reference to Figures 13 to 16. Figures 13 to 16 are flowcharts showing an example of the main control main processing in the first pachinko gaming machine.
[0209] The main CPU 201 first determines whether the power interruption signal is at a high level (S11). Although not shown, the main CPU 201 naturally sets a stack pointer and an address in an interrupt vector table prior to S11.
[0210] If it is determined in S11 that the power interruption signal is not at a high level (if the determination in S11 is NO), the main CPU 201 repeats the determination process in S11.
[0211] On the other hand, if it is determined in S11 that the power interruption signal is at a high level (YES in S11), the main CPU 201 shifts the process to S12.
[0212] In S12, the main CPU 201 performs flag management processing for the backup clear switch 176 and the setting key 174 (S12). In this processing, a process of saving the on / off state of the backup clear switch 176 and the on / off state of the setting key 174 is performed. That is, the on / off states of the backup clear switch 176 and the setting key 174 are stored in a start control flag area in the main RAM 203. Also, in this processing, the game permission flag is set to off. After executing the processing of S12, the main CPU 201 shifts the processing to S13.
[0213] In S13, the main CPU 201 performs wait processing. In this processing, the sub-control circuit 300 waits for startup. In this case, the startup wait time (wait period) is, for example, 12000.07 msec. After executing the processing of S13, the main CPU 201 shifts the processing to S14.
[0214] While waiting for the sub-control circuit 300 to start up, the main CPU 201 may, for example, perform processing such as checking an interrupt request signal, outputting a WDT when an interrupt request signal is generated, and outputting various sensor initialization signals at predetermined timing.
[0215] In S14, the main CPU 201 determines whether the power interruption before startup (the previous time) was normal or abnormal, based on the value stored in the power interruption detection flag area in the main RAM 203.
[0216] If it is determined in S14 that the power interruption was not normal (NO in S14), the main CPU 201 shifts the processing to S18.
[0217] On the other hand, if it is determined in S14 that the power interruption was normal (YES in S14), the main CPU 201 calculates a checksum value of the work area stored in the main RAM 203 (S15), and then performs a comparison process of the checksum value of the work area (S16). After executing the process of S16, the main CPU 201 proceeds to S17.
[0218] In S17, the main CPU 201 determines whether the collation result is abnormal.
[0219] If it is determined in S17 that the collation result is not abnormal, that is, normal (NO in S17), the main CPU 201 moves the process to S22. Note that the process from S22 onwards will be described later.
[0220] On the other hand, if it is determined in S17 that the collation result is abnormal, that is, not normal (YES determination in S17), the main CPU 201 shifts the processing to S18.
[0221] In S18, the main CPU 201 determines whether at least one of the setting key 174 and the backup clear switch 176 is off. That is, if both the setting key 174 and the backup clear switch 176 are on, the determination is NO, and if both the setting key 174 and the backup clear switch 176 are off or if either the setting key 174 or the backup clear switch 176 is off, the determination is YES.
[0222] If it is determined in S18 that at least one of the setting key 174 and the backup clear switch 176 is not off, that is, that both are on (NO in S18), the main CPU 201 proceeds to S21. The processing of S21 will be described later.
[0223] On the other hand, if it is determined in S18 that at least one of the setting key 174 and the backup clear switch 176 is off (YES in S18), the main CPU 201 moves the process to S19.
[0224] In S19, the main CPU 201 sets the security signal of the external terminal to ON. After executing the process of S19, the main CPU 201 shifts the process to S20.
[0225] In S20, the main CPU 201 performs an error display process on the performance display monitor 170 (see FIG. 6). This process sets data for displaying an error in the output port of the I / O port 205 that outputs a signal to the performance display monitor 170. This causes a predetermined LED in the performance display monitor 170 to light up, displaying an error. After executing the process of S20, the main CPU 201 enters an endless loop.
[0226] In this way, if the previous power outage was not normal, or if the checksum value comparison result of the working area stored in the main RAM 203 is not normal, the first pachinko game machine will not be able to play until it is determined that both the setting key 174 and the backup clear switch 176 are on.
[0227] Next, the processing of S21 will be described. In S21, the main CPU 201 stores a value indicating a setting change in the startup control flag area in the main RAM 203. This processing is performed upon abnormal startup, and is intended to store again the value indicating a setting change. After executing the processing of S21, the main CPU 201 proceeds to S22.
[0228] In S22, the main CPU 201 performs a process of clearing the XINT detection flag area and the power interruption detection flag area in the main RAM 203. After executing the process of S22, the main CPU 201 shifts the process to S23.
[0229] In S23, the main CPU 201 performs a startup state determination process. In this process, the main CPU 201 determines the current startup state (power interruption recovery / setting change / setting confirmation / RAM clear) based on the value of the startup control flag stored in the startup control flag area in the main RAM 203. After executing the process of S23, the main CPU 201 shifts the process to S24.
[0230] In S24, the main CPU 201 performs RAM setting processing at startup. In this processing, a clearing process (e.g., construction of a work area and address setting) of a work area (volatile area) in the main RAM 203 that manages flags and the like is performed. Note that this processing is performed both when power is restored after a power outage and when initialization is performed, and the backup area is not cleared. After executing the processing of S24, the main CPU 201 proceeds to S25.
[0231] In S25, the main CPU 201 performs startup initial setting processing. In this processing, initial setting processing is performed according to the current startup state (power interruption recovery / setting change / setting confirmation / RAM clear). Details of the startup initial setting processing will be described later with reference to FIG. 17. After executing the processing of S25, the main CPU 201 shifts the processing to S26.
[0232] In S26, the main CPU 201 performs an interrupt disable process. After executing the process of S26, the main CPU 201 shifts the process to S27.
[0233] In S27, the main CPU 201 performs power cut processing. After executing the processing of S27, the main CPU 201 shifts the processing to S28. Details of the power cut processing will be described later with reference to FIG.
[0234] In S28, the main CPU 201 performs an update process of the initial value random number. In this process, the update process of the initial value random number of various random number counters (for example, a random number counter for determining a jackpot of a special symbol, etc.) is performed. After executing the process of S28, the main CPU 201 shifts the process to S29.
[0235] In S29, the main CPU 201 determines whether or not the game is permitted. This determination process is performed based on the value of the game permission flag.
[0236] If it is determined in S29 that the game is not permitted (NO in S29), the main CPU 201 shifts the processing to S30.
[0237] On the other hand, if it is determined in S29 that the game is permitted (YES in S29), the main CPU 201 shifts the process to S31.
[0238] In S30, the main CPU 201 performs an interrupt permission process. After executing the process of S30, the main CPU 201 returns the process to S26 and performs the processes from S26 onwards.
[0239] In S31, the main CPU 201 performs a register save process. After executing the process of S31, the main CPU 201 shifts the process to S32.
[0240] In S32, the main CPU 201 performs a performance display monitor tabulation calculation process. In this process, various base values are calculated and updated. This process is performed using an area separate from (outside) the work area in the main RAM 203. After executing the process of S32, the main CPU 201 shifts the process to S33.
[0241] In S33, the main CPU 201 performs a process of restoring the registers saved in S31. After executing the process of S33, the main CPU 201 shifts the process to S34.
[0242] In S34, the main CPU 201 performs an interrupt permission process. After executing the process of S34, the main CPU 201 shifts the process to S35.
[0243] In S35, the main CPU 201 determines whether the system cycle time has elapsed. The system cycle time is, for example, 6 msec, which is three times the interrupt cycle (for example, 2 msec).
[0244] If it is determined in S35 that the system cycle time has not elapsed (NO in S35), the main CPU 201 returns the process to S26 and performs the processes from S26 onwards.
[0245] On the other hand, if it is determined in S35 that the system cycle time has elapsed (YES in S35), the main CPU 201 shifts the process to S36.
[0246] In S36, the main CPU 201 performs a process of subtracting 1 three times from the value of the interrupt counter stored in the interrupt counter area of the main RAM 203. This process resets the value of the interrupt counter that manages the interrupt prohibited section in the main control main process. After executing the process of S36, the main CPU 201 shifts the process to S37.
[0247] In this embodiment, an interrupt prohibition section (processing section of S26 to S35) of, for example, 6 msec is provided within the main control processing before the execution of various processes (for example, processes of S37 to S44) related to game control, which will be described later. Therefore, in this embodiment, various processes related to game control, which will be described later, are executed, for example, every 6 msec (every system cycle). In this embodiment, an example has been described in which the interrupt prohibition section is three times the interrupt cycle, but this is not limited to this.
[0248] In S37, the main CPU 201 performs a system timer update process. The system timer is a timer that manages a system period (e.g., 6 msec). The value of the system timer is stored in a system period management timer area in a work area of the main RAM 203. After executing the process of S37, the main CPU 201 shifts the process to S38.
[0249] In S38, the main CPU 201 performs a main control command transmission / reception process. In this process, a command transmission / reception process for dispensing control is mainly performed. After executing the process of S38, the main CPU 201 shifts the process to S39.
[0250] In S39, the main CPU 201 performs special symbol control processing. In this processing, processing related to the special symbol game is performed. Details of this special symbol control processing will be described later with reference to Figure 19. After executing the processing of S39, the main CPU 201 shifts the processing to S40.
[0251] In S40, the main CPU 201 performs normal symbol control processing. In this processing, processing related to the normal symbol game is performed. Details of this normal symbol control processing will be described later with reference to Figure 30. After executing the processing of S40, the main CPU 201 shifts the processing to S41.
[0252] In S41, the main CPU 201 performs a game action display unit control process. In this process, a process of setting display data to be output to each display section (for example, the first special symbol display section 163, the second special symbol display section 164, etc.) of the LED unit 160 is performed. After executing the process of S41, the main CPU 201 shifts the process to S42.
[0253] In S42, the main CPU 201 performs a game information data generation process. This process includes controlling the external terminal board pulse signal, setting output data, and generating a test firing signal. The test firing signal generation process is performed using an area separate from (outside) the working area in the main RAM 203. After executing the process of S42, the main CPU 201 shifts the process to S43.
[0254] In S43, the main CPU 201 performs port output processing. In this processing, output data is set (transferred) to the command output port 206 (see FIG. 6). After executing the processing of S43, the main CPU 201 shifts the processing to S44.
[0255] In S44, the main CPU 201 performs a status monitoring process. In this process, a launch position determination process, a game abnormality detection determination process, a payout abnormality detection determination process, and the like are performed. In the launch position determination process, if there is a change in the launch position (for example, a right hit or a left hit), a launch position command is reserved for transmission. In the game abnormality detection determination process, if there is an abnormality, a game abnormality detection command is reserved for transmission. In the payout abnormality detection determination process, if there is an abnormality, a payout abnormality detection command is reserved for transmission. After executing the process of S44, the main CPU 201 returns the process to S26 and performs the processes from S26 onwards.
[0256] [1-5-2. Initial setting process at startup] Next, the startup initial setting process performed in S25 in the main control main process (see Figs. 13 to 16) will be described with reference to Fig. 17. Fig. 17 is a flowchart showing an example of the startup initial setting process in the first pachinko gaming machine.
[0257] The main CPU 201 first performs a process of loading a startup control flag (S51). After executing the process of S51, the main CPU 201 shifts the process to S52.
[0258] In S52, the main CPU 201 determines whether the value of the start control flag is a value indicating power interruption recovery.
[0259] If it is determined in S52 that the value of the start control flag is not a value indicating power interruption recovery (NO in S52), the main CPU 201 shifts the processing to S54.
[0260] On the other hand, if it is determined in S52 that the value of the start-up control flag is a value indicating power interruption recovery (YES in S52), the main CPU 201 shifts the processing to S53.
[0261] In S53, the main CPU 201 performs second normal game pre-processing. Details of this second normal game pre-processing will be described later with reference to Fig. 37. When the second normal game pre-processing is performed, the game permission flag is set to ON, and the game is permitted. After executing the process of S53, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see Figs. 13 to 16).
[0262] In S54, the main CPU 201 determines whether the value of the start control flag indicates a setting change or a setting confirmation.
[0263] If it is determined in S54 that the value of the activation status flag is not a value indicating a setting change or setting confirmation, that is, a value indicating RAM clear (NO in S54), the main CPU 201 transfers the process to S56.
[0264] On the other hand, if it is determined in S54 that the value of the activation status flag is a value indicating a setting change or setting confirmation (YES in S54), the main CPU 201 shifts the processing to S55.
[0265] In S55, the main CPU 201 performs a process of reserving transmission of a setting operation command. The setting operation command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. After executing the process of S55, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIGS. 13 to 16).
[0266] In S56, the main CPU 201 performs a first normal game pre-processing. Details of this first normal game pre-processing will be described later with reference to Fig. 36. When the first normal game pre-processing is performed, the game permission flag is set to ON, and the game is permitted. After executing the process of S56, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see Figs. 13 to 16).
[0267] [1-5-3. Power cut processing] Next, the power cutoff process performed in S27 in the main control main process (see Figs. 13 to 16) will be described with reference to Fig. 18. Fig. 18 is a flowchart showing an example of the power cutoff process in the first pachinko gaming machine.
[0268] The main CPU 201 first determines whether the XINT detection flag is on (S61).
[0269] If it is determined in S61 that the XINT detection flag is not on (NO in S61), the main CPU 201 ends the power cutoff process and returns the process to the main control main process (see FIGS. 13 to 16).
[0270] On the other hand, if it is determined in S61 that the XINT detection flag is on (YES in S61), the main CPU 201 shifts the processing to S62.
[0271] In S62, the main CPU 201 performs a process of calculating a checksum value. After executing the process of S62, the main CPU 201 shifts the process to S63.
[0272] In S63, the main CPU 201 stores the checksum value and the value of the power interruption detection flag in corresponding predetermined storage areas in the main RAM 203. In this case, they are stored in the backup area of the main RAM 203. After executing the process of S63, the main CPU 201 shifts the process to S64.
[0273] In S64, the main CPU 201 clears the XINT detection flag. After executing the process of S64, the main CPU 201 executes a RAM access prohibition value setting process (S65). After executing the process of S65, the main CPU 201 shifts the process to S66.
[0274] In S66, the main CPU 201 repeats the CPU reset waiting process until power is cut off.
[0275] [1-5-4. Special symbol control processing] Next, the special symbol control process executed by the main CPU 201 will be described with reference to Fig. 19. Fig. 19 and Fig. 20 are flowcharts showing an example of the special symbol control process executed in S39 in the main control process (see Figs. 13 to 16) in the first pachinko gaming machine.
[0276] 19, the main CPU 201 first loads the control state number of the second special symbol in S71. The control state number of the special symbol is a number indicating the state (status) of the control process related to the variable display of each special symbol (special symbol game). After executing the process of S71, the main CPU 201 proceeds to S72.
[0277] Although not shown, when executing the special symbol control process, the main CPU 201 performs an address setting process to set the address of the working area of each special symbol in the main RAM 203 in a predetermined register prior to the process of S71.
[0278] Also, although not shown, when executing the special symbol control process, the main CPU 201 checks the number of reserved first special symbols and the number of reserved second special symbols. If the number of reserved first special symbols remains "0" for a certain period of time or longer, the main CPU 201 performs a demo display command transmission reservation process for the first special symbol. If the number of reserved second special symbols remains "0" for a certain period of time or longer, the main CPU 201 performs a demo display command transmission reservation process for the second special symbol. The demo display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S242 in Figure 32 described below) during the next system timer interrupt process. When the sub-control circuit 300 receives the demo display command, if the demo display command is a demo display command for the main special symbol, the sub-CPU 301 performs a demo display effect. The main special symbol will be described in the sub-control process described below.
[0279] In S72, the main CPU 201 determines whether or not it is time to start variable display of the second special symbol, based on the control state number of the second special symbol loaded in S71.
[0280] If it is determined in S72 that it is not the timing to start variable display of the second special symbol (if S72 is determined as NO), that is, if any process related to the second special symbol is being executed, the main CPU 201 shifts the process to S73. For example, if a jackpot game control process based on the result of the win determination process for the second special symbol is being executed, a NO determination is made in S72.
[0281] On the other hand, when it is determined in S72 that it is time to start variable display of the second special symbol (when the determination in S72 is YES), the main CPU 201 shifts the process to S74.
[0282] In S73, the main CPU 201 performs a special symbol management process. Details of this special symbol management process will be described later with reference to Fig. 20. After executing the process of S73, the main CPU 201 shifts the process to S74.
[0283] In S74, the main CPU 201 loads the control state number of the first special symbol. After executing the process of S74, the main CPU 201 shifts the process to S75.
[0284] In S75, the main CPU 201 determines whether or not it is time to start variable display of the first special symbol, based on the control state number of the first special symbol loaded in S74.
[0285] If it is determined in S75 that it is not time to start variable display of the first special symbol (if S75 is determined as NO), that is, if any process related to the first special symbol is being executed, the main CPU 201 shifts the process to S76. For example, if a jackpot game control process based on the result of the win determination process for the first special symbol is being executed, a NO determination is made in S75.
[0286] On the other hand, when it is determined in S75 that it is time to start variable display of the first special symbol (when the determination in S75 is YES), the main CPU 201 shifts the process to S77.
[0287] In S76, the main CPU 201 performs the special symbol management process. As mentioned above, the details of the special symbol management process will be described later with reference to Fig. 20. After executing the process of S76, the main CPU 201 shifts the process to S77.
[0288] In S77, the main CPU 201 loads the control state number of the second special symbol. After executing the process of S77, the main CPU 201 shifts the process to S78.
[0289] In S78, the main CPU 201 determines whether or not it is time to start variable display of the second special symbol, based on the control state number of the second special symbol loaded in S77.
[0290] When it is determined in S78 that it is not time to start variable display of the second special symbol (NO in S78), the main CPU 201 shifts the process to S80.
[0291] On the other hand, if it is determined in S78 that it is time to start variable display of the second special pattern (if S78 is determined to be YES), that is, if no processing related to the second special pattern has been performed and variable display can be started, the main CPU 201 transfers processing to S79.
[0292] In S79, the main CPU 201 performs the special symbol management process. As mentioned above, details of the special symbol management process will be described later with reference to Fig. 20. After executing the process of S79, the main CPU 201 shifts the process to S80.
[0293] In S80, the main CPU 201 loads the control state number of the first special symbol. After executing the process of S80, the main CPU 201 shifts the process to S81.
[0294] In S81, the main CPU 201 determines whether or not it is time to start variable display of the first special symbol, based on the control state number of the first special symbol loaded in S80.
[0295] If it is determined in S81 that it is not time to start variable display of the first special symbol (if S81 is determined as NO), the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see Figures 13 to 16).
[0296] On the other hand, if it is determined in S81 that it is time to start variable display of the first special pattern (if S81 is determined as YES), that is, if no processing related to the first special pattern has been performed and variable display can be started, the main CPU 201 transfers processing to S82.
[0297] In S82, the main CPU 201 performs the special symbol management process. As mentioned above, the details of the special symbol management process will be described later with reference to Fig. 20. After executing the process of S82, the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see Figs. 13 to 16).
[0298] It is preferable that the main CPU 201 sets an interrupt prohibited section and performs the above-mentioned special symbol control process (S71 to S82) within the interrupt prohibited section.
[0299] In this way, in this embodiment, the special pattern management process described below is executed in the following order of priority: when any process related to the second special pattern is being executed; when any process related to the first special pattern is being executed; when no process related to the second special pattern is being executed and variable display can be started; when no process related to the first special pattern is being executed and variable display can be started.
[0300] [1-5-5. Special design management processing] Next, the special symbol management process executed by the main CPU 201 in S73, S76, S79, and S82 in the special symbol control process (see Fig. 19) will be described with reference to Fig. 20. Fig. 20 is a flowchart showing an example of the special symbol management process in the first pachinko gaming machine.
[0301] For example, when the special pattern management process is called and executed at S73 or S79 during the special pattern control process, the second special pattern is the target of processing, and when the special pattern management process is called and executed at S76 or S82 during the special pattern control process, the first special pattern is the target of processing.
[0302] 20 indicates the control state number of the special symbol to be processed. The main CPU 201 executes each process corresponding to the control state number to progress the special symbol game.
[0303] First, the main CPU 201 determines whether the waiting time for the special symbol is 0 (S91).
[0304] If it is determined in S91 that the waiting time for the special symbol is not 0 (NO in S91), the main CPU 201 ends the special symbol management process and returns the process to the special symbol control process (see FIG. 19).
[0305] On the other hand, if it is determined in S91 that the waiting time for the special symbol is 0 (YES in S91), the main CPU 201 shifts the process to S92.
[0306] In S92, the main CPU 201 loads the control state number of the special symbol. After executing the process of S92, the main CPU 201 shifts the process to S93. The main CPU 201 performs the processes from S93 onwards based on the control state number read in the process of S92.
[0307] In S93, the main CPU 201 performs a special symbol variable display start process. This process of S93 is performed when the control state number of the special symbol is "0". Details of this special symbol variable display start process will be described later with reference to FIG. 21. If the control state number of the special symbol is not "0", the main CPU 201 moves the process to S94.
[0308] In S94, the main CPU 201 performs special symbol variable display end processing. This processing of S94 is performed when the control state number of the special symbol is "1". Details of this special symbol variable display end processing will be described later with reference to Figures 22 and 23. If the control state number of the special symbol is not "1", the main CPU 201 moves the processing to S95.
[0309] In S95, the main CPU 201 performs a special symbol game determination process. This process of S95 is performed when the control state number of the special symbol is "2". Details of this special symbol game determination process will be described later with reference to Figures 24 and 25. If the control state number of the special symbol is not "2", the main CPU 201 shifts the process to S96.
[0310] In S96, the main CPU 201 performs a process to prepare for opening the large prize opening. This process in S96 is performed when the control state number of the special symbol is "3." Details of this process to prepare for opening the large prize opening will be described later with reference to FIG. 27. If the control state number of the special symbol is not "3," the main CPU 201 moves the process to S97.
[0311] In S97, the main CPU201 performs a special prize opening control process. This process in S97 is performed when the control state number of the special symbol is "4." Details of this special prize opening control process will be described later with reference to FIG. 28. If the control state number of the special symbol is not "4," the main CPU201 moves the process to S98.
[0312] In S98, the main CPU 201 performs a jackpot end process. This process of S98 is performed when the control state number of the special symbol is "5". Details of this jackpot end process will be described later with reference to FIG.
[0313] After completing the processes of S93 to S98, the main CPU 201 returns the process to the special symbol control process (see FIG. 19). If the special symbol management process is called in S73 during the special symbol control process, the main CPU 201 returns the process to S74, if it is called in S76, the process returns to S77, if it is called in S79, the process returns to S80, and if it is called in S82, the special symbol control process also ends.
[0314] [1-5-6. Special pattern variable display start processing] Next, a special symbol variable display start process executed by the main CPU 201 in S93 during the special symbol management process (see Fig. 20) will be described with reference to Fig. 21. Fig. 21 is a flowchart showing an example of the special symbol variable display start process in the first pachinko gaming machine.
[0315] In addition, when the special symbol variable display start process is called in S93 during the special symbol management process for processing the first special symbol, the first special symbol becomes the processing target. Similarly, when the special symbol variable display start process is called in S93 during the special symbol management process for processing the second special symbol, the second special symbol becomes the processing target.
[0316] As shown in FIG. 21, the main CPU 201 first determines whether the control state number of the special symbol is "0" (S101).
[0317] If it is determined in S101 that the control state number of the special symbol is not "0" (if S101 is determined as NO), the main CPU 201 ends the special symbol variable display start process and returns the process to the special symbol management process (see FIG. 20).
[0318] On the other hand, if it is determined in S101 that the control state number of the special symbol is "0" (YES in S101), the main CPU 201 shifts the process to S102.
[0319] In S102, the main CPU 201 determines whether the special symbol pause flag is off. The special symbol pause flag is a flag that stops the progress of the game so as not to proceed to the next process. Therefore, in this S102, even if S101 is judged as YES (i.e., even if the start condition of the special symbol is established), if the special symbol pause flag is not off, i.e., is on (S102 is judged as NO), the special symbol variable display start process will not proceed and will end.
[0320] If it is determined in S102 that the special symbol pause flag is not OFF, i.e., ON (if NO is determined in S102), the special symbol variable display start process does not proceed as described above, and the main CPU 201 ends the special symbol variable display start process. After that, the main CPU 201 returns the process to the special symbol management process (see FIG. 20).
[0321] On the other hand, if it is determined in S102 that the special symbol pause flag is off (YES in S102), the main CPU 201 shifts the process to S103.
[0322] In S103, the main CPU 201 performs a shift process of the start information of the special symbol. After executing the process of S103, the main CPU 201 shifts the process to S104.
[0323] In S104, the main CPU 201 performs a process for determining whether a special symbol has won. In this process, a special symbol win determination table (see FIG. 6) is referenced, and a random number value for determining whether a special symbol has won is used to determine whether the special symbol has won. In this embodiment, it is determined whether the result is a big win, a small win, or a miss. In the process for determining whether a special symbol has won, first, a process for determining whether the result is a big win is performed, and if this process determines that the result is not a small win, it is determined that the result is a miss. After executing the process of S104, the main CPU 201 moves the process to S105.
[0324] In S105, the main CPU 201 performs a special symbol determination process. This process is a process for determining or deciding the special symbol to be stopped corresponding to the result (for example, big win, small win, or loss) of the special symbol win determination process (S104). In this process, the special symbol determination table (see FIG. 10) is referenced, and the symbol random number value of the special symbol is used to determine the above-mentioned "hit time selection symbol command" and "pattern designation command." In this embodiment, since there is only one type of loss, if the special symbol win determination process results in a loss, there is no need to determine the symbol to be stopped. After executing the process of S105, the main CPU 201 moves the process to S106.
[0325] In S106, the main CPU 201 performs a jackpot type determination process. This process is a process for determining or deciding the type of jackpot when the result of the special symbol hit determination process is, for example, a jackpot. In this process, the jackpot type determination table (see FIG. 11) is referenced, and the type of jackpot is determined according to the "hit time selection symbol command" determined in the special symbol determination process (S105). Note that, although there are multiple types of jackpots in this embodiment, there may be only one type of jackpot. Furthermore, instead of or in addition to multiple types of jackpots, multiple types of other hits (for example, small hits) may be provided, or multiple types of losses may be provided. After executing the process of S106, the main CPU 201 proceeds to S107.
[0326] In S107, the main CPU 201 executes a special symbol variation pattern determination process. This process determines or determines the special symbol variation pattern. In this process, the variation pattern table (see FIG. 12) is referenced to determine the special symbol variation pattern, for example, based on the type of special symbol, the result of the special symbol win determination process (S104), the reach determination random number value and / or the effect selection random number value. In this embodiment, in a normal game state where left-hand hitting is recommended, the special symbol variation pattern is determined by reference to a special symbol variation pattern table for a low start (see FIG. 12(A)). In a game state where right-hand hitting is recommended (e.g., a high-probability time-saving game state, a high-probability non-time-saving game state, or a low-probability time-saving game state), the special symbol variation pattern is determined by reference to a special symbol variation pattern table for a high start (see FIG. 12(B)). After executing S107, the main CPU 201 proceeds to S108.
[0327] In S108, the main CPU201 performs a variable display time setting process for the special symbol. In this process, the change pattern table (see FIG. 12) is referenced, and the change time corresponding to the change pattern determined in the change pattern determination process for the special symbol (S107) is determined as the change time for the special symbol. After executing the process of S108, the main CPU201 shifts the process to S109.
[0328] In S109, the main CPU 201 performs a process of setting the control state number of the special symbol to "1." By switching the control state number by performing a process of setting the control state number of the special symbol to "1" in this way, after the special symbol variable display start process is completed, a special symbol variable display end process (see S94 in FIG. 20) is performed. After executing the process of S109, the main CPU 201 moves the process to S110.
[0329] In S110, the main CPU 201 performs a game state designation parameter setting process. In this process, for example, an update process is performed on parameters related to the game state (for example, the number of times remaining in the probability variable mode, the number of times remaining in the time-saving mode, etc.) stored in a predetermined area in the main RAM 203. After executing the process of S110, the main CPU 201 shifts the process to S111.
[0330] In S111, the main CPU 201 performs a game status management process. This process mainly involves updating various flags related to game status management (for example, probability variable flags, time-saving flags, etc.). After executing the process of S111, the main CPU 201 shifts the process to S112.
[0331] In S112, the main CPU 201 performs a transmission reservation process for a special symbol effect start command. The special symbol effect start command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process.
[0332] It is preferable that the main CPU 201 sets an interruption prohibition section and performs the above-mentioned special pattern variable display start processing (particularly the game status management processing (S111) and the special pattern effect start command transmission reservation processing (S112)) within the interruption prohibition section.
[0333] [1-5-7. Special pattern variable display end processing] Next, a special symbol variable display ending process executed by the main CPU 201 in S94 during the special symbol management process (see FIG. 20) will be described with reference to Fig. 22 and Fig. 23. Fig. 22 and Fig. 23 are flowcharts showing an example of the special symbol variable display ending process in the first pachinko gaming machine.
[0334] Note that if the special symbol variable display end process is called in S94 during the special symbol management process in which the first special symbol is the processing target, the first special symbol will be the processing target. Similarly, if the special symbol variable display end process is called in S94 during the special symbol management process in which the second special symbol is the processing target, the second special symbol will be the processing target. Also, in the special symbol variable display end process described below, the special symbol that is the processing target will be simply referred to as the "special symbol," and the special symbol that is not the processing target will be referred to as the "other special symbol."
[0335] First, the main CPU 201 determines whether the control state number of the special symbol is "1" (S121).
[0336] If it is determined in S121 that the control state number of the special symbol is not "1" (if S121 is determined as NO), the main CPU 201 ends the special symbol variable display end process and returns the process to the special symbol management process (see FIG. 20).
[0337] On the other hand, if it is determined in S121 that the control state number of the special symbol is "1" (YES determination in S121), the main CPU 201 shifts the process to S122.
[0338] In S122, the main CPU 201 loads the special symbol pause flag value. After executing the process of S122, the main CPU 201 shifts the process to S123.
[0339] In S123, the main CPU 201 determines whether or not the special symbol pause flag is OFF based on the special symbol pause flag value loaded in S122.
[0340] If it is determined in S123 that the special symbol pause flag is not off, i.e., is on (if S123 is a NO determination), the main CPU 201 ends the special symbol variable display end process and returns the process to the special symbol management process (see FIG. 20).
[0341] On the other hand, if it is determined in S123 that the special symbol pause flag is OFF (YES determination in S123), the main CPU 201 shifts the processing to S124.
[0342] In S124, the main CPU 201 sets the control state number of the special symbol to "2." By switching the control state number by performing the process of setting the control state number of the special symbol to "2" in this way, after the special symbol variable display ending process is completed, the special symbol game determination process (see S95 in FIG. 20) is performed. After executing the process of S124, the main CPU 201 shifts the process to S125.
[0343] In S125, the main CPU 201 performs a process of reserving transmission of a special symbol effect stop command. In this process, a process of stopping the variable display of the special symbol is also performed. The special symbol effect stop command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. After executing the process of S125, the main CPU 201 shifts the process to S126.
[0344] In S126, the main CPU 201 increments the value of the symbol determination number counter by 1. The symbol determination number counter is a counter for counting the number of times a special symbol is determined (the number of times a special symbol game is executed), and the count value is stored in a predetermined area in the main RAM 203. For example, a counter for managing the number of special symbol games played under a specific state, such as the number of remaining chance modes or the number of remaining time-saving modes, may be provided, or the number of special symbol games played under a specific state may be managed by the symbol determination number counter. After executing the process of S126, the main CPU 201 shifts the process to S127.
[0345] In S127, the main CPU 201 determines whether or not the result of the special symbol win determination process (see S104 in FIG. 21) is a small win.
[0346] In S127, if it is determined that the result of the special symbol winning determination process (see S104 in FIG. 21) is not a small winning (NO determination in S127), the main CPU 201 shifts the process to S129.
[0347] On the other hand, in S127, if the result of the special symbol winning determination process (see S104 in FIG. 21) is determined to be a small winning (YES determination in S127), the main CPU 201 shifts the process to S128.
[0348] In S128, the main CPU 201 sets a special symbol pause flag for the other special symbol. By performing this process, it is possible to prevent the variable display of the other special symbol from starting or stopping during the execution of the small win game control process. After executing the process of S128, the main CPU 201 proceeds to S129.
[0349] In S129, the main CPU 201 determines whether or not the result of the special symbol winning determination process (see S104 in FIG. 21) is a big win.
[0350] In S129, if the result of the special pattern hit determination process (see S104 in Figure 21) is determined to be not a jackpot (if S129 is a NO determination), the main CPU 201 ends the special pattern variable display termination process and returns the process to the special pattern management process (see Figure 20).
[0351] On the other hand, in S129, if the result of the special symbol winning determination process (see S104 in FIG. 21) is determined to be a big win (YES determination in S129), the main CPU 201 shifts the process to S130.
[0352] In S130, the main CPU 201 sets a special symbol pause flag for the other special symbol. By performing this process, it is possible to prevent the variable display of the other special symbol from starting during the execution of the jackpot game control process. After executing the process of S130, the main CPU 201 shifts the process to S131.
[0353] In S131, the main CPU 201 determines whether or not the other special symbol is being variably displayed (S131).
[0354] If it is determined in S131 that the other special symbol is not being variably displayed (NO in S131), the main CPU 201 ends the special symbol variable display ending process, and returns the process to the special symbol management process (see FIG. 20).
[0355] On the other hand, if it is determined in S131 that the other special symbol is being variably displayed (YES determination in S131), the main CPU 201 shifts the process to S132.
[0356] In S132, the main CPU 201 increments the value of the determined symbol number counter by 1. After executing the process of S132, the main CPU 201 shifts the process to S133.
[0357] In S133, the main CPU 201 sets a variable display stop flag. When this process is performed, a test firing signal is output to the outside. This test firing signal is a signal indicating that the other special symbol has been forcibly stopped as a miss. After executing the process of S133, the main CPU 201 proceeds to S134.
[0358] In S134, the main CPU 201 forcibly changes the hit flag of the other special symbol to a miss and sets it. By performing this process, if the result of the hit determination process for the special symbol being processed (see S104 in FIG. 21) is a jackpot, even if the other special symbol is being variably displayed and the result of the hit determination process for this other special symbol is a jackpot, the other special symbol will be forcibly stopped as a miss. After executing the process of S134, the main CPU 201 moves the process to S135.
[0359] In S135, the main CPU 201 executes a process of clearing the work area related to the variable display of the other special symbol. After executing the process of S135, the main CPU 201 shifts the process to S136.
[0360] In S136, the main CPU 201 performs a process of setting a predetermined confirmation waiting time in the timer for the other special symbol. In this process, the confirmation waiting time is set so that when the special symbol stops in a stop display mode indicating a jackpot, the other special symbol stops in a stop display mode indicating a loss. After executing the process of S136, the main CPU 201 proceeds to S137.
[0361] In S137, the main CPU 201 sets the control state number of the other special symbol to “2.” After executing the process of S137, the main CPU 201 shifts the process to S138.
[0362] In S138, the main CPU 201 performs a game state designation parameter setting process. After executing the process of S138, the main CPU 201 shifts the process to S139.
[0363] In S139, the main CPU 201 performs a transmission reservation process for the other special symbol effect stop command. The other special symbol effect stop command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. After executing the process of S139, the main CPU 201 ends the special symbol variable display end process and returns the process to the special symbol management process (see FIG. 20).
[0364] In this way, in the special pattern variable display termination processing of this embodiment, if the special pattern pause flag is not set for the special pattern to be processed, and the result of the hit determination processing for this special pattern (see S104 in Figure 21) is a jackpot, and the other special pattern is being variably displayed, processing is performed to forcibly change the variable display of the other special pattern to a miss.
[0365] [1-5-8. Special symbol game determination processing] Next, with reference to Figures 24 and 25, a description will be given of the special symbol game determination process executed by the main CPU 201 at S95 in the special symbol management process (see Figure 20). Figures 24 and 25 are flowcharts showing an example of the special symbol game determination process in the first pachinko gaming machine.
[0366] If this special symbol game determination process is called in S95 during the special symbol management process for processing the first special symbol, the first special symbol will be the target of processing. Similarly, if the special symbol game determination process is called in S95 during the special symbol management process for processing the second special symbol, the second special symbol will be the target of processing.
[0367] First, the main CPU 201 determines whether the control state number of the special symbol is "2" (S141).
[0368] If it is determined in S141 that the control state number of the special symbol is not "2" (if S141 is a NO determination), the main CPU 201 ends the special symbol game determination process and returns the process to the special symbol management process (see FIG. 20).
[0369] On the other hand, if it is determined in S141 that the control state number of the special symbol is "2" (YES determination in S141), the main CPU 201 shifts the process to S142.
[0370] In S142, the main CPU 201 determines whether or not a big win has occurred, that is, whether or not the stopped special symbols are in a stopped display mode that indicates a big win.
[0371] In S142, if it is determined that there is no jackpot, i.e., the stopped special symbols are not in a stop display mode that indicates a jackpot (if S142 is a NO judgment), the main CPU 201 transfers the process to S143. On the other hand, in S142, if it is determined that there is a jackpot, i.e., the stopped special symbols are in a stop display mode that indicates a jackpot (if S142 is a YES judgment), the main CPU 201 transfers the process to S145.
[0372] In S143, the main CPU 201 determines whether or not a small win has occurred, that is, whether or not the stopped special symbols are in a stopped display mode that indicates a small win.
[0373] In S143, if it is determined that the special symbol is not a small win, that is, the stopped special symbol is a stop display mode indicating a loss (NO in S143), the main CPU 201 shifts the process to S144.
[0374] In S144, the main CPU 201 performs a special symbol game end process. This special symbol game end process will be described later with reference to Fig. 26. After performing the special symbol game end process, the main CPU 201 ends the special symbol game determination process and returns the process to the special symbol management process (see Fig. 20).
[0375] On the other hand, in S143, if it is determined that a small win has occurred, that is, if the stopped special symbol is determined to be in a stopped display mode that indicates a small win (YES in S143), the main CPU 201 shifts the process to S145.
[0376] In S145, the main CPU 201 performs start setting processing for the big win game control processing or the small win game control processing. In this processing, signals output to, for example, the hall computer 186 (see FIG. 6 for both) or the island computer (not shown) via the external terminal board 184 are generated and updated. Note that the signals generated and updated in this processing are signals related to the special symbols that are the processing targets of the special symbol game determination processing. After performing the processing of S145, the main CPU 201 shifts the processing to S146. Note that the signals output to, for example, the hall computer 186 or the island computer via the external terminal board 184 will be described later.
[0377] In S146, the main CPU 201 performs a process of setting round display LED data. Thereafter, the main CPU 201 performs processes such as a process of setting an upper limit on the number of times a large prize opening (for example, the large prize opening 131 for large prizes or the small prize opening 151 for small prizes) to be opened (S147), a process of setting a large prize signal to the external terminal board 184 (S148), a process of setting the control state number of a special symbol to "3" (S149), a process of setting a game state designation parameter (S150), and a process of reserving the transmission of a large prize start display command (S151). Note that by switching the control state number by performing the process of setting the control state number of the special symbol to "3" (S149), a large prize opening preparation process (see S96 in FIG. 20) is performed after the special symbol game determination process is completed. Thereafter, the main CPU 201 ends the special symbol game determination process, and returns the process to the special symbol management process (see FIG. 20).
[0378] It is preferable that the main CPU 201 sets an interrupt prohibited section and performs the above-described special symbol game determination process (S141 to S151) within the interrupt prohibited section.
[0379] [1-5-9. Special symbol game end processing] Next, a special symbol game ending process executed by the main CPU 201 at S144 in the special symbol game determination process (see Fig. 24 and Fig. 25) will be described with reference to Fig. 26. Fig. 26 is a flowchart showing an example of the special symbol game ending process in the first pachinko gaming machine.
[0380] The main CPU 201 first sets the control state number of the special symbol to "0" (S161). In this way, when the process of setting the control state number of the special symbol to "0" is performed, the next special symbol game can be executed. After executing the process of S161, the main CPU 201 shifts the process to S162.
[0381] In S162, the main CPU 201 performs a game state designation parameter setting process for the special symbol. After that, the main CPU 201 performs a special symbol game end command transmission reservation process (S163). The special symbol game end command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. After the process of S163, the main CPU 201 terminates the special symbol game end process and the special symbol game determination process, and returns the process to the special symbol management process (see FIG. 20).
[0382] [1-5-10. Preparation for opening the large prize slot] Next, the special prize opening preparation process executed by the main CPU 201 in S96 during the special symbol management process (see Fig. 20) will be described with reference to Fig. 27. Fig. 27 is a flowchart showing an example of the special prize opening preparation process in the first pachinko gaming machine.
[0383] If this large prize opening preparation process is called in S96 during the special symbol management process for processing the first special symbol, the first special symbol will be the processing target. Similarly, if this large prize opening preparation process is called in S96 during the special symbol management process for processing the second special symbol, the second special symbol will be the processing target.
[0384] First, the main CPU 201 determines whether the control state number of the special symbol is "3" (S171).
[0385] If it is determined in S171 that the control state number of the special symbol is not "3" (if S171 is determined as NO), the main CPU 201 terminates the large prize opening preparation process and returns the process to the special symbol management process (see Figure 20).
[0386] On the other hand, if it is determined in S171 that the control state number of the special symbol is "3" (YES determination in S171), the main CPU 201 shifts the process to S172.
[0387] At S172, the main CPU 201 loads the value of the large prize opening count counter. When a large prize opening control process is being executed, the large prize opening count counter corresponds to a counter that counts the number of round games executed in a large prize game state, and when a small prize game control process is being executed, the large prize opening count counter corresponds to a counter that counts the number of times the small prize game control process is executed. The count value of the large prize opening count counter (large prize opening count counter value) is stored in a predetermined area in the main RAM 203. After executing the process of S172, the main CPU 201 shifts the process to S173.
[0388] In S173, the main CPU 201 determines whether the number of times a large prize opening (for example, the large prize opening 131 for large prizes or the small prize opening 151 for small prizes) has been opened is at its upper limit. In this embodiment, the upper limit of the number of rounds, which is the number of times the large prize opening 131 for large prizes that is opened in a large prize game state, is 4 rounds or 10 rounds, as shown in the large prize type determination table (see FIG. 11), for example. On the other hand, the upper limit of the number of times the small prize opening 151 for small prizes that is opened in a small prize game state is 1 time, for example.
[0389] When it is determined in S173 that the number of times the big prize opening has been opened has reached the upper limit (when the determination in S173 is YES), the main CPU 201 shifts the process to S174.
[0390] In S174, the main CPU201 sets the control state number of the special symbol to "5." In this way, by performing the process of setting the control state number of the special symbol to "5" (S174) and switching the control state number, the jackpot end process (see S98 in FIG. 20) is performed after the big prize opening preparation process is completed. After executing the process of S174, the main CPU201 shifts the process to S175.
[0391] In S175, the main CPU 201 performs a game state designation parameter setting process. After that, the main CPU 201 performs a process of reserving transmission of a jackpot end display command (S176). The jackpot end display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in FIG. 32 described later) during the next system timer interrupt process. Then, after processing S176, the main CPU 201 ends the large prize opening preparation process and returns the process to the special symbol management process (see FIG. 20).
[0392] Returning to S173, if it is determined that the number of times the big prize opening has been opened is not the upper limit (NO in S173), the main CPU 201 shifts the process to S177.
[0393] In S177, the main CPU 201 performs a process of adding 1 to the value of the special prize opening number counter. After executing the process of S177, the main CPU 201 shifts the process to S178.
[0394] In S178, the main CPU 201 performs a process of selecting the big prize opening to be opened. In this process, if a big prize game control process is being executed, the big prize opening 131 (see FIG. 4) for big prizes is selected as the big prize opening to be opened, and if a small prize game control process is being executed, the small prize opening 151 (see FIG. 4) is selected. After executing the process of S178, the main CPU 201 moves the process to S179.
[0395] In S179, the main CPU 201 performs various setting processes related to the large prize opening. In this process, for example, the number of times the large prize openings (large prize opening 131 for large prizes, large prize opening 151 for small prizes) are opened, the maximum opening time of the large prize openings, the maximum number of prizes that can be won into the large prize openings, the number of prize balls that can be won when a prize is won into the large prize openings, and so on are set. The number of times the large prize openings are opened corresponds to the number of rounds when the large prize opening control process is being executed, and corresponds to the number of times the small prize opening 151 is opened when the small prize opening control process is being executed. This does not mean that the large prize openings are opened multiple times in one round or small prize opening control process. However, in this case, it is preferable to perform the control for managing the number of rounds and the control for managing the number of times the large prize openings are opened and closed as separate processes. After executing the process of S179, the main CPU 201 proceeds to S180.
[0396] In this embodiment, the maximum opening time of the large prize opening is set to, for example, a maximum of 30,000 msec when the large prize game control process is being executed, and to, for example, a maximum of 1,800 msec when the small prize game control process is being executed. The maximum number of prizes that can be won into the large prize opening is set to, for example, a maximum of 10 when the large prize game control process is being executed, and to, for example, a maximum of 5 when the small prize game control process is being executed. The number of prize balls that can be won when a large prize opening is entered is set to, for example, 10 for both the large prize opening 131 for a large prize opening and the small prize opening 151 for a small prize. However, the values set in the various setting processes related to the large prize opening are not limited to those described above.
[0397] In S180, the main CPU 201 performs a process for controlling the opening and closing of the large prize opening. In this process, a process for generating data for controlling the opening and closing of the large prize openings (large prize opening 131 for large prizes and small prize opening 151 for small prizes) is performed. After executing the process of S180, the main CPU 201 shifts the process to S181.
[0398] In S181, the main CPU201 sets the control state number of the special symbol to "4." In this way, by performing the process of setting the control state number of the special symbol to "4" (S181) and switching the control state number, the special prize opening opening control process (see S97 in FIG. 20) is performed after the special prize opening preparation process is completed. After executing the process of S181, the main CPU201 moves the process to S182.
[0399] In S182, the main CPU 201 performs a game state designation parameter setting process. After executing the process of S182, the main CPU 201 shifts the process to S183.
[0400] In S183, the main CPU 201 performs a transmission reservation process for the large prize opening display command. The large prize opening display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the performance control command transmission process (see S242 in Fig. 32 described later) during the next system timer interrupt process. After executing the process of S183, the main CPU 201 ends the large prize opening preparation process and returns the process to the special symbol management process (see Fig. 20).
[0401] [1-5-11. Large prize opening control process] Next, the special prize opening control process executed by the main CPU 201 in S97 during the special symbol management process (see Fig. 20) will be described with reference to Fig. 28. Fig. 28 is a flowchart showing an example of the special prize opening control process in the first pachinko gaming machine.
[0402] If this large prize opening control process is called in S97 during the special symbol management process for processing the first special symbol, the first special symbol will be the target of processing. Similarly, if this large prize opening control process is called in S97 during the special symbol management process for processing the second special symbol, the second special symbol will be the target of processing.
[0403] First, the main CPU 201 determines whether the control state number of the special symbol is "4" (S191).
[0404] If it is determined in S191 that the control state number of the special symbol is not "4" (if S191 is determined as NO), the main CPU 201 terminates the large prize opening control process and returns the process to the special symbol management process (see Figure 20).
[0405] On the other hand, if it is determined in S191 that the control state number of the special symbol is "4" (YES determination in S191), the main CPU 201 shifts the process to S192.
[0406] In S192, the main CPU 201 determines whether the number of game balls that have entered the large prize slots (large prize slot 131 for large prizes, large prize slot 151 for small prizes) is the maximum number of winning balls. In this process, it is determined whether the value counted by a large prize slot winning counter (for example, large prize slot count switch 132 for large prizes, large prize slot count switch 152 for small prizes (see Figure 6 for both)) that counts the number of game balls that have entered the large prize slots is equal to or greater than the maximum number of winning balls. The large prize slot winning counter value counted by the large prize slot winning counter is stored in a predetermined area in the main RAM 203.
[0407] In S192, if it is determined that the number of game balls that have entered the large prize slots (large prize slot 131 for large wins, large prize slot 151 for small wins) is not the maximum number of prizes (if S192 is a NO determination), the main CPU 201 transfers processing to S193.
[0408] On the other hand, if it is determined in S192 that the number of game balls that have entered the large prize slots (large prize slot 131 for large wins, large prize slot 151 for small wins) is greater than or equal to the maximum number of prizes (if S192 is determined to be YES), the main CPU 201 transfers processing to S194.
[0409] In S193, the main CPU 201 determines whether the maximum opening time of the big prize openings (big prize opening 131 for big prize, small prize opening 151 for small prize) has elapsed. In this process, it is determined whether the maximum opening time set in the big prize opening related various setting process (see S179 in FIG. 27) has elapsed.
[0410] If it is determined in S193 that the maximum opening time of the large prize opening (large prize opening 131 for large wins, large prize opening 151 for small wins) has not elapsed (if S193 is determined as NO), the main CPU 201 terminates the large prize opening opening control process and returns the process to the special pattern management process (see Figure 20).
[0411] On the other hand, if it is determined in S193 that the maximum opening time of the large prize openings (large prize opening 131 for large wins, large prize opening 151 for small wins) has elapsed (if S193 is determined as YES), the main CPU 201 transfers processing to S194.
[0412] In S194, the main CPU 201 performs a process of closing the big prize openings (big prize opening 131 for big win, small prize opening 151 for small win). After executing the process of S194, the main CPU 201 shifts the process to S195.
[0413] In S195, the main CPU201 performs a process to set the control state number of the special symbol to "3." By switching the control state number by performing the process to set the control state number of the special symbol to "3" (S195) in this way, after the completion of this special prize opening control process, the special prize opening opening preparation process (see S96 in FIG. 20) is performed again. After executing the process of S195, the main CPU201 moves the process to S196.
[0414] In S196, the main CPU 201 performs a game state designation parameter setting process. After executing the process of S196, the main CPU 201 shifts the process to S197.
[0415] In S197, the main CPU 201 performs processing to reserve transmission of an inter-round display command. The inter-round display command reserved for transmission in this processing is transmitted to the sub-control circuit 300 in the performance control command transmission processing (see S242 in FIG. 32 described later) during the next system timer interrupt processing. After processing S197, the main CPU 201 ends the big prize opening control processing and returns the processing to the special symbol management processing (see FIG. 20).
[0416] [1-5-12. Jackpot End Processing] Next, the jackpot end process executed by the main CPU 201 in S98 during the special symbol management process (see Fig. 20) will be described with reference to Fig. 29. Fig. 29 is a flowchart showing an example of the jackpot end process in the first pachinko gaming machine.
[0417] If this jackpot end process is called in S98 during special symbol management process for processing the first special symbol, the first special symbol will be the target of processing. Similarly, if this jackpot end process is called in S98 during special symbol management process for processing the second special symbol, the second special symbol will be the target of processing.
[0418] First, the main CPU 201 determines whether the control state number of the special symbol is "5" (S201).
[0419] If it is determined in S201 that the control state number of the special symbol is not "5" (if S201 is determined as NO), the main CPU201 ends the big win end process and also ends the special symbol management process (see FIG. 20), and returns the process to the special symbol control process (see FIG. 19). In this case, the process returns to the process from which the special symbol management process was called.
[0420] On the other hand, if it is determined in S201 that the control state number of the special symbol is "5" (YES in S201), the main CPU 201 shifts the process to S202.
[0421] In S202, the main CPU 201 performs a special symbol game end setting process. In this process, the values of various flags (for example, a probability variable flag, a time-saving flag, etc.) are set or reset, and the values of various counters (for example, a probability variable counter, a time-saving counter, a symbol confirmation number counter, a large prize opening number counter, a large prize opening winning counter, etc.) are set or reset. The special symbol pause flag is reset in the special symbol game end setting process (S202). After executing the process of S202, the main CPU 201 shifts the process to S203.
[0422] In S203, the main CPU201 performs special symbol game end processing. In this processing, the special symbol game end processing described with reference to Fig. 26 is performed. After executing the processing of S203, the main CPU201 ends the jackpot end processing and also ends the special symbol management processing (see Fig. 20), and returns the processing to the special symbol control processing (see Fig. 19). In this case, as described above, the processing returns to the processing from which the special symbol management processing was called.
[0423] It is preferable that the main CPU 201 sets an interruption prohibition section and performs the above-mentioned jackpot end processing within the interruption prohibition section.
[0424] [1-5-13. Normal pattern control processing] Next, with reference to FIG. 30, the normal symbol control process executed by the main CPU 201 in S40 in the main control main process (see FIGS. 13 to 16) will be described.
[0425] Fig. 30 is a flowchart showing an example of a normal symbol control process in the first pachinko gaming machine. The numbers ("0" to "4") written in parentheses to the right of each process in the flowchart shown in Fig. 30 are control state numbers of the normal symbols. The main CPU 201 progresses the normal symbol game by executing each process corresponding to the control state number of the normal symbol.
[0426] The main CPU 201 first determines whether the waiting time for the normal symbol is 0 (S211).
[0427] When it is determined in S211 that the waiting time for the normal symbol is not 0 (when S211 is determined as NO), the main CPU 201 ends the normal symbol control process and returns the process to S41 (see FIG. 16).
[0428] On the other hand, if it is determined in S211 that the waiting time for the normal symbol is 0 (YES in S211), the main CPU 201 shifts the process to S212.
[0429] In S212, the main CPU 201 loads the control state number of the normal symbol (S212). After executing the process of S212, the main CPU 201 shifts the process to S213. The main CPU 201 performs the processes from S213 onwards based on the control state number read in the process of S212.
[0430] In S213, the main CPU 201 performs variable display start processing for the normal symbol. This processing of S213 is performed when the control state number of the normal symbol is "0". If the control state number of the normal symbol is not "0", the main CPU 201 moves the processing to S214.
[0431] In S214, the main CPU201 performs variable display end processing for the normal symbols. This processing of S214 is performed when the control state number of the normal symbols is "1". In this processing, the main CPU201 performs various processes when ending the variable display of the normal symbols. If the control state number of the normal symbols is not "1", the main CPU201 transfers the processing to S215.
[0432] In S215, the main CPU201 performs a normal symbol game determination process. This S215 process is performed when the control state number of the normal symbol is "2". In this normal symbol game determination process, a determination process is performed for the derived result of the normal symbol (for example, whether the normal symbol is a win or a miss). If the control state number of the normal symbol is not "2", the main CPU201 shifts the process to S216.
[0433] In S216, the main CPU 201 performs a normal electric role release process. This process of S216 is performed when the control state number of the normal symbol is "3". In this process, for example, the release process of the normal electric role 146 is performed in a predetermined manner. If the control state number of the normal symbol is not "3", the main CPU 201 moves the process to S217.
[0434] In S217, the main CPU 201 performs normal symbol winning end processing. This S217 processing is performed when the control state number of the normal symbol is "4". When the main CPU 201 ends this normal symbol winning end processing, it ends the normal symbol control processing and returns the processing to the main control main processing (see Figures 13 to 16).
[0435] In this embodiment, the random numbers for determining whether a normal symbol is a winning symbol are generated within a range (width) of, for example, 0 to 255, with 0 to 255 serving as the normal symbol winning determination value data. The winning probability of a normal symbol is determined by the number of normal symbol winning determination value data relative to the total number of normal symbol winning determination random numbers. Therefore, in this embodiment, the winning probability of a normal symbol is, for example, 255 / 256. This winning probability of a normal symbol is the same or nearly the same whether time-saving control is executed or not. However, while the variable display of the normal symbol is executed for a relatively long period of time, for example, 600 seconds, in a gaming state where time-saving control is not executed, it is executed for a relatively short period of time, for example, 1 second, in a gaming state where time-saving control is executed. In this way, when time-saving control is executed, the frequency of the normal electric device release process, i.e., the frequency of game balls entering the second starting holes 140A and 140B, is increased.
[0436] [1-5-14.External Maskable Interrupt Processing] Next, an external maskable interrupt process executed under the control of the main CPU 201 will be described with reference to Fig. 31. This process is an interrupt process executed in response to an external interrupt request that occurs, for example, when power is interrupted. Fig. 31 is a flowchart showing an example of the external maskable interrupt process in the first pachinko gaming machine.
[0437] The main CPU 201 first performs a process of saving the protected register (S221). After executing the process of S221, the main CPU 201 shifts the process to S222.
[0438] In S222, the main CPU 201 reads the status of a predetermined input port of the I / O port 205. The predetermined input port is, for example, an input port to which the status of a power interruption detection line, a backup clear switch line, a sensor abnormality detection line, a radio wave sensor line, an open detection line, a magnetic sensor line, a vibration sensor line, a solenoid monitoring sensor line, etc. is set. After executing the process of S222, the main CPU 201 shifts the process to S223.
[0439] In S223, the main CPU 201 determines whether or not a power interruption has been detected.
[0440] If it is determined in S223 that a power interruption has not been detected (if S223 is a NO judgment), the main CPU 201 transfers the process to S225. On the other hand, if it is determined in S223 that a power interruption has been detected (if S223 is a YES judgment), the main CPU 201 transfers the process to S224.
[0441] In S224, the main CPU 201 sets (turns on) the XINT detection flag. The XINT detection flag is a flag indicating that power has been cut off, and the value of the XINT detection flag is stored in an XINT detection flag area in the work area of the main RAM 203. After executing the process of S2224, the main CPU 201 shifts the process to S225.
[0442] In S225, the main CPU 201 performs a process of restoring the protection register saved in S221. After executing the process of S225, the main CPU 201 shifts the process to S226.
[0443] In S226, the main CPU 201 performs an interrupt permission process. After performing this process, the main CPU 201 ends the external maskable interrupt process.
[0444] [1-5-15. System timer interrupt processing] Next, a system timer interrupt process executed by the main CPU 201 at an interrupt period of, for example, 2 msec will be described with reference to Fig. 32. Fig. 32 is a flowchart showing an example of the system timer interrupt process executed in the first pachinko gaming machine.
[0445] First, the main CPU 201 performs a process of saving the protection register (S231).
[0446] Next, the main CPU 201 determines whether the XINT detection flag is off (S232). If it is determined that the XINT detection flag is not off (i.e., a power interruption has been detected) (NO in S232), the main CPU 201 transfers the process to S246. On the other hand, if it is determined that the XINT detection flag is off (i.e., a power interruption has not been detected) (YES in S232), the main CPU 201 transfers the process to S233.
[0447] In S233, the main CPU 201 performs an interrupt permission process. After that, the main CPU 201 reads the state of the input port of the I / O port 205 (S234), and moves the process to S235.
[0448] In S235, the main CPU 201 determines whether or not the game is permitted. In this process, the main CPU 201 determines whether or not the game is permitted based on, for example, the value of a startup control flag. The startup control flag is a flag for determining whether the startup state at power-on is one of power failure recovery, setting change, setting check, RAM clear, etc. For example, if the power failure recovery occurs, it is determined that the game is permitted, and if the setting change, setting check, RAM clear, etc. occurs, it is determined that the game is not permitted.
[0449] The startup control flag is configured by a combination of on / off information of the backup clear switch 176 and the setting key 174 when the power is turned on. For example, when the power is turned on, if both the backup clear switch 176 and the setting key 174 are off, it is determined that power has been restored; if both the backup clear switch 176 and the setting key 174 are on, it is determined that the setting has been changed; if the backup clear switch 176 is off and the setting key 174 is on, it is determined that the setting has been confirmed; and if the backup clear switch 176 is on and the setting key 174 is off, it is determined that the RAM has been cleared.
[0450] If it is determined in S235 that the game is not permitted (if S235 is determined as NO), the main CPU 201 performs setting control processing (S236). In this setting control processing, setting change processing or setting confirmation processing is performed. That is, in this embodiment, setting change processing and setting confirmation processing are performed within a system timer interrupt processing that is performed, for example, every 2 msec, and are performed when the game is not permitted, i.e., when the game is not permitted. Details of the setting control processing (S236) will be described later with reference to FIG. 33. After executing the setting control processing (S236), the main CPU 201 shifts the processing to S246.
[0451] In addition, if the game is not permitted (if S235 judges NO), it is preferable that the main CPU 201 prohibits the launch of game balls from the launching device 6 (see Figure 6), disables various switches except for specific switches (e.g., setting key 174, backup clear switch 176, etc.), prohibits the payout of prize balls from the payout device 82, etc.
[0452] On the other hand, if it is determined in S235 that the game is permitted (YES in S235), the main CPU 201 shifts the process to S237.
[0453] In S237, the main CPU 201 executes a process of incrementing the value of the interrupt counter by 1. The interrupt counter is a counter for counting (managing) interrupt prohibited sections during the main control main process (see FIGS. 13 to 16), and the count value of the interrupt counter is stored in an interrupt counter area in the work area of the main RAM 203. After executing the process of S237, the main CPU 201 shifts the process to S238.
[0454] In S238, the main CPU 201 performs an update process of the interrupt cycle timer. After executing the process of S238, the main CPU 201 shifts the process to S239. The interrupt cycle timer is a timer for managing the interrupt cycle (for example, 2 msec), and the count value of the interrupt cycle timer is stored in an interrupt cycle management timer area in the work area of the main RAM 203.
[0455] In S239, the main CPU 201 performs a random number update process. In this random number update process, various random number counters (for example, a random number counter for determining a jackpot for a special symbol) are updated. In this way, by performing the random number update process at a predetermined cycle (2 msec in this embodiment), it is possible to ensure the reliability of various random numbers, which are an important factor in determining ball payout. After executing the process of S239, the main CPU 201 shifts the process to S240.
[0456] In S240, the main CPU 201 performs a switch input detection process. Details of this switch input detection process will be described later with reference to Fig. 38. After executing the process of S240, the main CPU 201 shifts the process to S241.
[0457] In S241, the main CPU 201 performs a winning information command setting process. In this process, a transmission reservation process for a performance control command (winning information command) is performed. After executing the process of S241, the main CPU 201 shifts the process to S242.
[0458] In S242, the main CPU 201 performs a performance control command transmission process. In this process, a command that has been reserved for transmission is transmitted from the main control circuit 200 to the sub-control circuit 300. After executing the process of S242, the main CPU 201 shifts the process to S243.
[0459] In S243, the main CPU 201 performs a register save process. After executing the process of S243, the main CPU 201 shifts the process to S244.
[0460] In S244, the main CPU 201 performs a performance display monitor control process. This process includes a game judgment process, a prize ball addition judgment process, and a process for updating the display contents of the performance display monitor 170. The data stored in this process is stored in an area (outside of) a separate area from the work area where data necessary for the progress of the game is stored, that is, in an area where data is backed up and is not cleared even when, for example, RAM is cleared. After executing the process of S244, the main CPU 201 shifts the process to S245.
[0461] In S245, the main CPU 201 performs a process of restoring the registers saved in S243. After executing the process of S245, the main CPU 201 shifts the process to S246.
[0462] In S246, the main CPU 201 performs the process of restoring the protection register that was saved in S231, and ends the system timer interrupt process.
[0463] [1-5-16. Setting control processing] Next, the setting control process performed in S236 during the system timer interrupt process (see Fig. 32) will be described with reference to Fig. 33. Fig. 33 is a flowchart showing an example of the setting control process in the first pachinko gaming machine.
[0464] As shown in FIG. 33, the main CPU 201 first determines whether the value of the startup control flag indicates a setting change (S251).
[0465] If it is determined in S251 that the value of the startup control flag is a value indicating a setting change (if S251 is determined as YES), the main CPU 201 performs a setting change process (S252). Details of this setting change process will be described later with reference to Fig. 34. After executing the setting change process (S252), the main CPU 201 proceeds to S255.
[0466] On the other hand, if it is determined in S251 that the value of the start-up control flag is not a value that indicates a setting change (NO in S251), the main CPU 201 shifts the process to S253.
[0467] In S253, the main CPU 201 determines whether the value of the start control flag is a value indicating setting confirmation.
[0468] If it is determined in S253 that the value of the startup control flag is a value indicating setting confirmation (YES in S253), the main CPU 201 performs setting confirmation processing (S254). Details of this setting confirmation processing will be described later with reference to Figure 35. After executing the setting confirmation processing (S254), the main CPU 201 proceeds to S255.
[0469] On the other hand, if it is determined in S253 that the value of the startup control flag is not a value indicating setting confirmation, that is, if it is determined that the RAM is to be cleared (NO in S253), the main CPU 201 transfers the process to S257.
[0470] In S255, the main CPU 201 performs a setting operation display process. In this process, a display process of the currently set setting value is performed. After executing the process of S255, the main CPU 201 shifts the process to S256.
[0471] In S256, the main CPU 201 performs a performance control command transmission process. In this process, commands (initialization commands, power interruption recovery commands, or setting operation commands) reserved for transmission in the setting change process (S252), setting confirmation process (S254), or startup initial setting process (S25) are transmitted to the sub-control circuit 300. After executing the process of S256, the main CPU 201 proceeds to S257.
[0472] In S257, the main CPU 201 performs a WDT (watchdog timer) output process. In this process (WDT output process), a WDT clear register address read process, a WDT clear process, and a WDT restart process are performed in this order. Although not described in other processes, this WDT output process is performed as appropriate. Then, after the process of S257, the main CPU 201 ends the setting control process and returns the process to the system timer interrupt process (see FIG. 32).
[0473] [1-5-17. Setting change processing] Next, the setting change process performed in S252 in the setting control process (see Fig. 33) will be described with reference to Fig. 34. Fig. 34 is a flowchart showing an example of the setting change process in the first pachinko gaming machine.
[0474] The main CPU 201 first determines whether the backup clear switch 176 has been pressed (S261). This process is performed by reading out information set in the input port of the I / O port 205.
[0475] If it is determined in S261 that the backup clear switch 176 has not been pressed (if the determination in S261 is NO), the main CPU 201 shifts the process to S263. On the other hand, if it is determined that the backup clear switch 176 has been pressed (if the determination in S261 is YES), the main CPU 201 shifts the process to S262.
[0476] In S262, the main CPU 201 performs a process of updating the set value within the range. After executing the process of S262, the main CPU 201 shifts the process to S263.
[0477] In this embodiment, the setting value can be changed by operating the backup clear switch 176 in the setting change process, but instead of or in addition to this, for example, a setting switch may be provided so that the setting value can be changed by operating this setting switch.
[0478] In S263, the main CPU 201 determines whether or not the setting key 174 has been turned off (S263).
[0479] If it is determined in S263 that the setting key 174 has not been turned off (if the determination in S263 is NO), the main CPU 201 ends the setting change process and returns the process to the setting control process (see FIG. 33). On the other hand, if it is determined in S263 that the setting key 174 has been turned off (if the determination in S263 is YES), the main CPU 201 shifts the process to S264.
[0480] In S264, the main CPU 201 performs a first normal game pre-processing. Details of this first normal game pre-processing will be described later with reference to Fig. 36. As described above, when this first normal game pre-processing is performed, the game permission flag is set to ON, and the game is permitted. After executing the first normal game pre-processing (S264), the main CPU 201 ends the setting change processing and returns the processing to the setting control processing (see Fig. 33).
[0481] [1-5-18. Setting confirmation process] Next, the setting confirmation process performed in S253 in the setting control process (see Fig. 33) will be described with reference to Fig. 35. Fig. 35 is a flowchart showing an example of the setting confirmation process in the first pachinko gaming machine.
[0482] The main CPU 201 first determines whether or not the setting key 174 has been turned off (S271). This determination process is performed in the same manner as the process of S263 in the setting change process described above (see FIG. 34).
[0483] If it is determined in S271 that the setting key 174 is not turned off (NO in S271), the main CPU 201 ends the setting confirmation process and returns the process to the setting control process (see FIG. 33).
[0484] On the other hand, if it is determined in S271 that the setting key 174 has been turned off (if S271 is determined as YES), the main CPU 201 performs second normal game pre-processing (S272). Details of this second normal game pre-processing will be described later with reference to FIG. 37. As described above, when this second normal game pre-processing is performed, the game permission flag is set to ON, and the game is permitted. After executing the second normal game pre-processing (S272), the main CPU 201 ends the setting confirmation process and returns the process to the setting control process (see FIG. 33).
[0485] [1-5-19. First normal game pre-processing] Next, the first normal game pre-processing performed at S264 in the setting change processing (see Fig. 34) will be described with reference to Fig. 36. Fig. 36 is a flowchart showing an example of the first normal game pre-processing in the first pachinko gaming machine. Note that this first normal game pre-processing is also performed when the startup initial setting processing (see Fig. 17) is not for power recovery, setting change, or setting confirmation, that is, as initial setting processing when RAM is cleared.
[0486] The main CPU 201 first performs an initialization RAM setting process (S281). This process clears (e.g., constructs a work area and sets addresses) an area in the main RAM 203 where backup data is stored in the event of a power outage (hereinafter referred to as the "backup area"). Note that the area where data is stored in the performance display monitor control process (see S244 in FIG. 32) is not cleared. This process also generates initial data, which is then stored in the constructed work area in the main RAM 203. That is, the data backed up in the event of a power outage is erased, allowing the game state to be restored to an initialized state. Note that, although not shown, this process restores the game state to the initialized state, allowing game play to begin, and the game permission flag is set to ON, establishing a game permission state. After executing the initialization RAM setting process (S281), the main CPU 201 proceeds to S282.
[0487] In S282, the main CPU 201 performs a process for reserving transmission of an initialization command. The initialization command reserved for transmission in this process is transmitted to the sub-control circuit 300 in a performance control command transmission process (S256) in the setting control process (see FIG. 33). When the process of S282 is executed, the main CPU 201 ends the first normal game pre-processing. When this first normal game pre-processing is ended, the play permission flag is set to ON, and the game is permitted.
[0488] [1-5-20. Second normal game pre-processing] Next, the second normal game pre-processing performed at S272 in the setting confirmation process (see FIG. 35) will be described with reference to Fig. 37. Fig. 37 is a flowchart showing an example of the second normal game pre-processing in the first pachinko gaming machine. Note that this second normal game pre-processing is also executed as the initial setting process when power is restored after a power outage in the startup initial setting process (see FIG. 17).
[0489] The main CPU 201 first performs a RAM setting process for power recovery (S291). In this process, for example, data stored in a backup area in the main RAM 203 is read, and the read data is stored in the work area constructed in the main RAM 203. The data includes various information required for game progress, such as game status information, the on / off status of the win flags for special and normal symbols, and information on the number of reserved symbols. In other words, by restoring the data backed up at the time of power loss to the work area in the main RAM 203, it is possible to restore the game status to the same status as before the power loss. Although not shown, this process restores the game status to the same status as before the power loss, allowing game play to begin, and the game permission flag is set to on, establishing a game permission state. After executing the RAM setting process for power recovery (S291), the main CPU 201 proceeds to S292.
[0490] In S292, the main CPU 201 determines whether the probability variable flag is on. This process is performed by reading data stored in the work area in the main RAM 203.
[0491] If it is determined in S292 that the probability variable flag is not on (if S292 is determined as NO), the main CPU 201 shifts the processing to S294.
[0492] On the other hand, if it is determined in S292 that the probability variable flag is on (if S292 is determined as YES), the main CPU 201 shifts the processing to S293.
[0493] In S293, the main CPU 201 sets the probability variable notification flag to ON. This is done to notify the state of the probability variable flag when power is restored after an interruption. If the probability variable notification flag is ON, the main CPU 201 controls, for example, a probability variable notification LED (not shown) to be lit. This makes it possible to know from the outside whether the probability variable flag is ON when power is restored after an interruption. After executing the processing of S293, the main CPU 201 shifts the processing to S294.
[0494] In S294, the main CPU 201 performs a process of reserving transmission of a power interruption recovery command. The power interruption recovery command reserved for transmission in this process is transmitted to the sub-control circuit 300 in a performance control command transmission process (S256) in the setting control process (see FIG. 33). After executing the process of S294, the main CPU 201 ends the second normal game pre-processing.
[0495] [1-5-21. Switch input detection process] Next, the switch input detection process performed in S240 during the system timer interrupt process (see Fig. 32) will be described with reference to Fig. 38. Fig. 38 is a flowchart showing an example of the switch input detection process in the first pachinko gaming machine.
[0496] The main CPU 201 first performs an abnormal state monitoring process (S301). Details of this abnormal state monitoring process will be described later with reference to Fig. 39. After executing the process of S301, the main CPU 201 shifts the process to S302.
[0497] In S302, the main CPU 201 performs a normal symbol related switch check process. This process is performed by reading information set in the input port of the I / O port 205. After executing the process of S302, the main CPU 201 shifts the process to S303.
[0498] In S303, the main CPU 201 performs a special symbol-related switch check process. This process is performed by reading the information set in the input port of the I / O port 205. If the first start port switch 121 or / and the second start port switches 141A, 141B are on, a hold addition command for the start information of the first special symbol or / and the start information of the second special symbol is scheduled for transmission. In this case, for example, if a pre-reading effect is to be executed, a specific hold addition command that can be identified as a hold for the execution of the pre-reading effect is transmitted. After executing the process of S303, the main CPU 201 proceeds to S304.
[0499] In S304, the main CPU 201 performs a prize ball related switch check process. This process is performed by reading out information set in the input port of the I / O port 205. If the prize ball related switch is on, a prize ball payout command is scheduled for transmission. After executing the process of S304, the main CPU 201 ends the switch input detection process and returns the process to the system timer interrupt process (see FIG. 32).
[0500] [1-5-22. Abnormal state monitoring process] Next, the abnormal state monitoring process performed in S301 in the switch input detection process (see Fig. 38) will be described with reference to Fig. 39. Fig. 39 is a flowchart showing an example of the abnormal state monitoring process in the first pachinko gaming machine.
[0501] The main CPU 201 first performs abnormal state monitoring pre-processing (S311). In this process, abnormality detection information (for example, information from various sensors set in the input ports of the I / O port 205) is updated. After executing the process of S311, the main CPU 201 proceeds to S312.
[0502] In S312, the main CPU 201 performs a general-purpose abnormality detection determination process. In this process, a determination is made as to whether or not an abnormality exists for each of the multiple monitoring items that are the targets of the abnormality detection determination. After executing the process of S312, the main CPU 201 proceeds to S313.
[0503] In S313, the main CPU 201 performs an induction magnetic field monitoring process. In this process, it is determined whether an induction magnetic field is detected, and if an induction magnetic field is detected, the induction magnetic field detection information flag is set to ON. After processing S313, the main CPU 201 ends the abnormal state monitoring process and returns the process to the switch input detection process (see FIG. 38).
[0504] [1-6. Sub-control processing] Next, the contents of various processes executed by the sub-CPU 301 of the sub-control circuit 300 will be described with reference to FIG.
[0505] FIG. 40 is a flowchart showing an example of the sub-control circuit processing in the first pachinko gaming machine.
[0506] 40, the sub CPU 301 first performs initialization processing (S321). This initialization processing includes, for example, RAM access permission, work area initialization, hardware initialization, device initialization, application initialization, backup restoration initialization, etc. When this processing is completed, the sub CPU 301 proceeds to S322.
[0507] In S322, the sub CPU 301 performs a read process of the command input port 308 (see FIG. 6). This process is performed by reading a command transmitted from the main control circuit 200 (see FIG. 6) that is set in the command input port 308. When this process is completed, the sub CPU 301 shifts the process to S323.
[0508] In S323, the sub CPU 301 executes a command analysis process. In this process, the command read in the process of S322 is analyzed. When this process ends, the sub CPU 301 shifts the process to S324.
[0509] At S324, the sub-CPU 301 executes a process for determining a performance mode. In this process, the sub-CPU 301 generates an animation request including designation information for the performance content, and generates various requests (e.g., a drawing request, a sound request, a lamp request, and a special feature request) for operating various performance devices based on the generated animation request. Upon completing this process, the sub-CPU 301 transfers the process to S325.
[0510] At S325, the sub CPU 301 executes drawing control processing. In this processing, the sub CPU 301 transmits a drawing request to the display control circuit 304 (see FIG. 6). The display control circuit 304 performs drawing control for displaying an image in the display area of the display device 7 based on the message (drawing request) transmitted from the sub CPU 301. Upon completing this processing, the sub CPU 301 shifts the processing to S326.
[0511] At S326, the sub CPU 301 executes audio control processing. In this processing, the sub CPU 301 transmits a sound request to the audio control circuit 305. The audio control circuit 305 performs audio control to output audio from the speaker 32 based on the message (sound request) transmitted from the sub CPU 301. Upon completing this processing, the sub CPU 301 shifts the processing to S327.
[0512] In S327, the sub CPU 301 executes LED control processing. In this processing, the sub CPU 301 transmits an LED request to the LED control circuit 306. Based on the message (LED request) transmitted from the sub CPU 301, the LED control circuit 306 performs light emission control to light up or blink all or part of the LEDs constituting the LED group 46. When this processing is completed, the sub CPU 301 shifts the processing to S328.
[0513] At S328, the sub-CPU 301 executes a reel control process. In this process, the sub-CPU 301 transmits a reel request to the reel control circuit 307. Based on the message (reel request) transmitted from the sub-CPU 301, the reel control circuit 307 performs drive control to operate performance drive motors (not shown) for all or some of the reels that make up the performance reel group 58 (see FIGS. 1, 2, and 6). When this process is completed, the sub-CPU 301 terminates the sub-control circuit main process.
[0514] Although the first pachinko gaming machine can variably display the first and second special symbols in parallel, the sub-CPU 301 sets one of the first and second special symbols as the main special symbol and the other as the sub-special symbol, and primarily controls the effects of the main special symbol. In this embodiment, the first special symbol is the main special symbol in the normal game state where left-handed play is recommended, and the second special symbol is the main special symbol in the game state where right-handed play is recommended (high-probability time-saving game state, high-probability non-time-saving game state, low-probability time-saving game state). The sub-CPU 301 then variably displays decorative symbols and characters for the main special symbol, and produces audio effects for the main special symbol. For example, if the result of the hit determination process for the sub-special symbol is, for example, a jackpot, the effects of the main special symbol and the sub-special symbol may be produced, for example.
[0515] [1-7. Small Hit Rush] In the first pachinko gaming machine described above, a so-called small win rush can be realized. The small win rush will be described below.
[0516] In the first pachinko gaming machine, as described above, a normal gaming state, a high-probability time-saving gaming state, a high-probability non-time-saving gaming state, and a low-probability time-saving gaming state are prepared, and the main CPU 201 controls the gaming state to one of these gaming states. As described above, in the normal gaming state, hitting left is recommended, so a first special symbol game based on the entry of a gaming ball into the first start port 120 is mainly executed. In addition, in the other gaming states (high-probability time-saving gaming state, high-probability non-time-saving gaming state, and low-probability time-saving gaming state), hitting right is recommended, so a second special symbol game based on the entry of a gaming ball into the second start port 140A, 140B is mainly executed. In addition, when the winning slot included in the normal electric role unit 145 is set as the first starting slot, the first special pattern game is mainly executed in any of the normal game state, the high probability time-shortened game state, and the low probability time-shortened game state, and the second special pattern game is mainly executed in the high probability non-time-shortened game state.
[0517] In this embodiment, in the high-probability non-time-limited game state, the frequency with which game balls enter the large prize entry port 151 for small wins is increased compared to other game states (e.g., normal game state, high-probability time-limited game state, low-probability time-limited game state), resulting in a small win rush in which the expected value of the game value (e.g., number of prize balls) paid out per number of balls fired per unit time can exceed 1.
[0518] Here, an example of the mechanism of the small win rush will be described. First, a gaming ball hit to the right almost always passes through the passage gate 126. In the high-probability non-time-saving gaming state, the electric support control that activates the normal electric device 146 to increase the frequency with which the winning slot (e.g., the second starting slot 140B in this embodiment) is opened is not executed. Furthermore, since the big win large winning slot 131 is not opened unless the big win gaming control process is executed, the frequency with which the second starting slot 140B is opened in the high-probability non-time-saving gaming state is lower than in the gaming state in which the time-saving control is executed. Therefore, if the small win large winning slot 151 is open, a gaming ball hit to the right and distributed to the downward flow path 107b can enter the small win large winning slot 151. When a gaming ball enters the small win large winning slot 151, for example, 10 prize balls are paid out as described above. Furthermore, a gaming ball that is hit to the right and distributed to the upper flow path 107a can enter the second start opening 140A. When a gaming ball enters the second start opening 140A or 140B, not only is a stop display mode indicating a small win with a relatively high probability of one in three (approximately) as shown in the special symbol win determination table (see FIG. 9), but also an ultra-fast fluctuation (e.g., variable display time of 1000 msec) is executed as shown in the high start special symbol fluctuation pattern table (see FIG. 12(B)), thereby increasing the frequency of gaming balls entering the large winning opening 151 for small wins compared to other gaming states (e.g., normal gaming state, high-probability time-saving gaming state, low-probability time-saving gaming state). In this way, a small win rush can be realized in which the expected value of the gaming value (e.g., number of prize balls, etc.) paid out per unit of balls fired per time can exceed one.
[0519] On the other hand, in a gaming state in which time-saving control is executed (for example, a high-probability time-saving gaming state or a low-probability time-saving gaming state), the second start opening 140B is opened by the execution of the electric support control, and most of the gaming balls that are hit to the right and distributed to the downward flow path 107b end up winning in the second start opening 140B. Therefore, even if the small win large winning opening 151 is open, the expectation of a gaming ball winning in the small win large winning opening 151 is low. Moreover, as mentioned above, even if a gaming ball wins in the second start opening 140B, for example, only one prize ball is paid out. When a gaming ball that is hit to the right and distributed to the upper flow-down path 107a enters the second starting opening 140A, for example, three prize balls are paid out, but only about one-third to one-fifth of the gaming balls that are hit to the right and distributed to the upper flow-down path 107a enter the second starting opening 140A. In this way, in a gaming state in which time-saving control is executed, the expected value of the gaming value (for example, the number of prize balls) paid out for the number of shot balls per unit time does not exceed 1.
[0520] Also, in normal game mode, left-handed play is recommended. However, if a right-handed play is performed, the right-handed game ball passes through the passage gate 126 and a stop display mode indicating a normal symbol win is generated. The normal electric device 146 is activated, and the game ball enters the second start slot 140B, potentially opening the small-win large prize slot 151. However, in normal game mode, the special symbol variation pattern is determined by referring to the low-start special symbol variation pattern table (see FIG. 12(A)). Therefore, even if a game ball enters the second start slots 140A and 140B, the second special symbol is displayed in one of the long variation periods A to C, which have extremely long variation times, and the small-win large prize slot 151 is rarely opened. Therefore, there is no practical benefit for a player to play right-handed in normal game mode. In addition, if the winning slot included in the normal electric role unit 145 is set as the first starting slot, the probability of winning a normal pattern in normal game mode can be set to 0, for example, so that there is no practical benefit to hitting to the right.
[0521] In this embodiment, the small win rush is configured to occur in the high probability non-time-saving game state, but this is not limited to this. For example, the small win rush may occur in the high probability time-saving game state in which the special symbol shortening control is executed to shorten the variable display time of the special symbol without executing the electric support control.
[0522] [1-8. Signals output outside the aircraft] Next, a signal output from the external terminal board 184 (see FIG. 6) to the outside of the first pachinko gaming machine (for example, the hall computer 186 (see FIG. 6), an island computer (not shown) provided in each island) will be described. Note that in this embodiment, a signal output to the outside of the first pachinko gaming machine will be described, but it may also be possible to input a signal from outside the first pachinko gaming machine.
[0523] In this embodiment, the external terminal board 184 (see FIG. 6) has CH1 to CH12 as connectors for outputting signals to the outside of the first pachinko gaming machine. The signals output from each CH of the external terminal board 184 to the outside of the first pachinko gaming machine are, for example, various signals such as "prize ball information 1," "door / frame open," "external information 1" to "external information 8," "prize ball information 2," and "security." However, the types of signals output from each CH to the outside of the first pachinko gaming machine are not limited to these, and there may be other signals output to the outside of the machine in addition to these signals, or the machine may be configured so that any of these signals is not output.
[0524] Fig. 41 is a table showing an example of the output conditions of signals output to the outside of the first pachinko gaming machine. As shown in Fig. 41, a "prize ball information 1" signal is output from CN1, a "door / frame open" signal is output from CH2, signals of "external information 1" to "external information 8" are output from CH3 to CH10, respectively, a "prize ball information 2" signal is output from CH11, and a "security" signal is output from CH12. The output conditions of signals from the first pachinko gaming machine to the outside of the machine are as shown in Fig. 41.
[0525] Next, an example of a timing chart of signals output to the outside of the first pachinko gaming machine will be explained using the signal of "prize ball information 1" as an example. As shown in Figure 41, in this embodiment, the signal of "prize ball information 1" is output every 120 msec for every 10 prize balls paid out.
[0526] FIG. 42 is an example of a timing chart of the signal of "prize ball information 1" among the signals output to the outside of the first pachinko gaming machine.
[0527] As shown in Fig. 42, the payout detection switch (not shown) changes from off to on each time one prize ball is paid out. As described above, in this embodiment, when a game ball enters a large prize opening (large prize opening 131 for large win or large prize opening 151 for small win (see Fig. 4 for both)), for example, 10 prize balls are paid out, when a game ball enters a start opening (first start opening 120 or second start opening 140A (see Fig. 4 for both)), for example, 3 prize balls are paid out, and when a game ball enters a general prize opening 122 (see Fig. 4), for example, 4 prize balls are paid out.
[0528] Then, the main CPU 201 (see FIG. 6) outputs a "prize ball information 1" signal to the outside of the first pachinko gaming machine for, for example, 120 msec each time 10 prize balls are paid out. More specifically, the main CPU 201 outputs the "prize ball information 1" signal for, for example, 120 msec, starting from the time when the previous "prize ball information 1" signal was output, when the payout detection switch for the 10th prize ball is turned on. Note that outputting the "prize ball information 1" signal when the payout detection switch for the 10th prize ball is turned on is merely an example, and it may be output between the time when the payout detection switch for the 10th prize ball is turned on and the time when it is turned off. Also, outputting the "prize ball information 1" signal each time 10 prize balls are paid out or for 120 msec is merely an example, and the output timing and output duration of the "prize ball information 1" signal can be set appropriately.
[0529] Next, an example of a "security" signal, which is one of the signals output to the outside of the first pachinko gaming machine, will be described. The "security" signal is a signal that is mainly output when an error occurs.
[0530] Figure 43 is a table showing an example of an overview of errors in the first pachinko gaming machine, and more specifically, for each error name, it shows the trigger for occurrence in the main control circuit 200, the trigger for release in the main control circuit 200 (see Figure 6), the output time of the ``security'' signal (shown as ``security signal'' in Figure 43), and notes.
[0531] It should be noted that the outline of errors shown in Fig. 43 is an example, and only some of these may be judged to be errors, or for example, those not shown in Fig. 43 may be judged to be errors. Examples of errors that are judged to be errors that are not shown in Fig. 43 include a solenoid monitoring sensor error when a solenoid monitoring sensor (not shown) is on or off for a predetermined period of time or more, a large prize opening entry / exit abnormality error when there are undischarged game balls inside the large prize opening (large prize opening 131 for large win or large prize opening 151 for small win (both see Fig. 4)) or when a prize is won in the large prize opening when the large prize opening is not open, and a vibration sensor error when the vibration sensor is on for a predetermined period of time. Furthermore, for example, if a specific area is provided within the jackpot large prize entry port 131, and the special rate control is executed after the jackpot game control ends based on the game ball passing through the specific area while the jackpot game control is being executed, it is preferable to configure it so that an error is judged to have occurred when there is an abnormal passage into the specific area, or when a game ball passes through the specific area even though there are no game balls yet to be ejected inside the jackpot large prize entry port 131.
[0532] When the main CPU 201 (see FIG. 6) determines that an error has occurred, it transmits a fraud detection-related command to the sub CPU 301 (see FIG. 6). The sub CPU 301, which has received the fraud detection-related command, executes notification control according to the content of the error.
[0533] Below, the control by the main CPU 201 and the sub-CPU 301 (see FIG. 6 for both) will be briefly explained using the case where an abnormal winning error occurs in the big winning hole as an example.
[0534] As shown in Figure 43, for example, after initial power-on, if one winning is detected before the first big win opening 131 (see Figure 4) is opened, the main CPU 201 (see Figure 6) determines that an abnormal big win opening winning error has occurred and outputs a "security" signal for 12 seconds. Also, it sends a fraud detection related command indicating that an abnormal big win opening winning error has occurred to the sub-CPU 301 (see Figure 6).
[0535] In this embodiment, as shown in Figure 43, the "security" signal output time is 12 seconds regardless of the error, so that an external device (for example, hall computer 186 (see Figure 6) or island computer (not shown)) can recognize the occurrence of an error by receiving the "security" signal, but cannot ascertain the details of the error. However, this is not limited to this, and for example, the output time of the "security" signal may be changed depending on the details of the error, so that an external device that receives the "security" signal can ascertain the details of the error.
[0536] When the sub-CPU 301 (see Figure 6) receives a fraud detection-related command indicating, for example, an abnormal winning error at the big prize entry port for a big win, it executes all or part of the notification control shown below, and when, for example, 30 seconds have passed since receiving the fraud detection-related command, it terminates the notification control shown below. Notification control to display, for example, the words "Abnormal winning error at the large prize entrance" on the display device 7 (see, for example, FIG. 6) via the display control circuit 304. - Notification control that outputs a voice message such as "Abnormal winning error at the large prize entrance" from a speaker (see, for example, Figure 6 for both) via the voice control circuit 305. Notification control for outputting, for example, a beep sound from a speaker via the voice control circuit 305. Notification control for lighting up all the LEDs 46 (see, for example, FIG. 6) in red via the LED control circuit 306.
[0537] If a power outage occurs, for example, before 30 seconds have elapsed since the fraud detection-related command was received, the sub-CPU 301 ends the above-mentioned notification control.
[0538] In addition, if the sub-CPU 301 receives a fraud detection-related command indicating an abnormal winning error at the large prize winning port while executing the above-mentioned notification control indicating the occurrence of an abnormal winning error at the large prize winning port, the sub-CPU 301 will re-execute the above-mentioned notification control.
[0539] Next, the signals output from the first pachinko gaming machine according to the gaming status will be described with reference to Fig. 44. Fig. 44 is a table showing an example of signals output from the first pachinko gaming machine according to the gaming status. In Fig. 44, signals that are output are indicated by ◯, and signals that are not output are indicated by ×.
[0540] 44, in this embodiment, the signals output differ depending on the state of the game controlled by the main CPU 201. For example, during the normal game state (other than during a big win or small win, other than during a probability variable or time-saving mode), no signals are output, during the low-probability time-saving game state (other than during a big win or small win), the signals "External Information 3" and "External Information 7" are output, during the high-probability time-saving game state (other than during a big win or small win), the signals "External Information 3," "External Information 5," and "External Information 7" are output, and during the high-probability non-time-saving game state (other than during a big win or small win), the signals "External Information 3" and "External Information 6" are output.
[0541] In this way, by varying the signal output depending on the game status controlled by the main CPU 201, an external device that can receive the signal (for example, the hall computer 186 (see Figure 6) or the island computer (not shown)) can grasp the game status of the pachinko game machine to which the external information is sent.
[0542] In this embodiment, as shown in Figure 44, the signal output during the small hit game control processing (normal game state) is the same as the signal output during the normal game state (other than during a big hit or small hit, other than during a probability change or time reduction). Similarly, the signal output during the small hit game control processing (low probability time reduction game state) is the same as the signal output during the low probability time reduction game state (other than during a big hit or small hit), the signal output during the small hit game control processing (high probability time reduction game state) is the same as the signal output during the high probability time reduction game state (other than during a big hit or small hit), and the signal output during the small hit game control processing (high probability non-time reduction game state) is the same as the signal output during the high probability non-time reduction game state (other than during a big hit or small hit). That is, an external device capable of receiving the signal (for example, the hall computer 186 (see FIG. 6) or the island computer (not shown)) cannot know whether or not the small win game control process is being executed in the pachinko gaming machine to which the external information is sent. However, instead of this, the signal output during the small win game control process may be made different from the signal output when the small win game control process is not being executed, so that the external device capable of receiving the signal can know whether or not the small win game control process is being executed in the pachinko gaming machine to which the external information is sent.
[0543] Also, during the low-probability time-saving game state (other than during a jackpot or a small jackpot), during the high-probability time-saving game state (other than during a jackpot or a small jackpot), during the small jackpot game control processing (low-probability time-saving game state), and during the small jackpot game control processing (high-probability time-saving game state) shown in Figure 44, the signal is output during the execution of time-saving control. In this case, it may be considered that the time-saving control is being executed when both the electric support control and the special chart shortening control are being executed, or it may be considered that the time-saving control is being executed when only the electric support control is being executed out of the electric support control and the special chart shortening control, or it may be considered that the time-saving control is being executed when only the special chart shortening control is being executed out of the electric support control and the special chart shortening control.
[0544] [2. The second pachinko machine] Next, the second pachinko gaming machine will be described. As mentioned above, the second pachinko gaming machine is a so-called type 1 pachinko gaming machine called a digital pachinko gaming machine. However, the second pachinko gaming machine differs from the first pachinko gaming machine in that the first special symbol and the second special symbol are not displayed in parallel, but only one of them is displayed in a variable manner. Therefore, the game board unit and the electrical configuration also differ from the first pachinko gaming machine in some respects.
[0545] In the following explanation of the second pachinko gaming machine, we will omit as much as possible explanation of the functions, shapes, and placement positions that are common to the first pachinko gaming machine, such as the basic configuration of the outer frame 2 and base door 3, and the signals output from the external terminal board 1184 (see Figure 46) to outside the second pachinko gaming machine (for example, the hall computer 1186 (see Figure 46) and the island computer (not shown) installed on each island).
[0546] In explaining the second pachinko gaming machine, the configuration explained with reference to the drawings used in explaining the first pachinko gaming machine will be explained using the same reference numerals and step numbers as the first pachinko gaming machine. However, the configuration explained with reference to the drawings newly adopted in explaining the second pachinko gaming machine will be explained with reference to the same reference numerals and step numbers as the first pachinko gaming machine, even if the configuration has the same functions as the first pachinko gaming machine.
[0547] Incidentally, pachinko gaming machines in which the first special pattern and the second special pattern are not displayed in parallel but only one of them is displayed in a variable manner include pachinko gaming machines in which, when the variable display of the first special pattern and the variable display of the second special pattern are reserved, the start condition of the second special pattern is established in priority over the start condition of the first special pattern (hereinafter referred to as a "priority variable machine"), and pachinko gaming machines in which the start conditions are established in the order of winning, including the first start port and the second start port (hereinafter referred to as a "sequential variable machine").
[0548] In a priority variable machine, the conditions for starting the first special pattern are met when all of the following requirements are met: neither the first nor the second special pattern is in a variable display mode; the game is not in a jackpot game mode; the variable display of the second special pattern is not on hold; and the variable display of the first special pattern is on hold. The conditions for starting the second special pattern are met when all of the following requirements are met: neither the first nor the second special pattern is in a variable display mode; the game is not in a jackpot game mode; and the variable display of the second special pattern is on hold.
[0549] In addition, in a sequential variable machine, the start conditions for the first special pattern are met when at least all of the following are met: neither the first special pattern nor the second special pattern is in variable display, the variable display of the first special pattern is on hold, and the earliest hold is the hold of the variable display of the first special pattern; and the start conditions for the second special pattern are met when at least all of the following are met: neither the first special pattern nor the second special pattern is in variable display, the variable display of the second special pattern is on hold, and the earliest hold is the hold of the variable display of the second special pattern.
[0550] The following explanation will be given using a priority variable rate machine as an example.
[0551] [2-1. Game board unit] The game board unit 1010 of the second pachinko game machine will be described with reference to Figure 45. This game board unit 1010 is also disposed behind the protective glass 43 (see Figure 2) and in front of the base door 3 (see Figure 2), similar to the first pachinko game machine.
[0552] 45 is an example of a front view showing the appearance of a game board unit 1010 provided in the second pachinko game machine. A game area 1105 is formed on the front side of the game board unit 1010, in which a launched game ball can roll and flow down.
[0553] Note that the various components (such as the first starting hole 1120) arranged in the game area 1105 of the second pachinko game machine are common to the various components arranged in the game area 105 of the first pachinko game machine, but will be explained in detail again.
[0554] 45, the game board unit 1010 mainly includes a game panel 1100 in which a game area 1105 is formed in which a launched game ball can roll down, a guide rail 1110, a center role device 1115 located approximately in the center of the game area 1105, a first start opening 1120, a general winning opening 1122, a passing gate unit 1125, a special electric role device unit 1130, a second start opening 1140, a normal electric role device unit 1145, an LED unit 1160, an outlet 1178, and a back unit (not shown). Note that the LED unit 1160 is the same as the LED unit 160 of the first pachinko game machine, and therefore a description thereof will be omitted for this second pachinko game machine.
[0555] (Game panel) An opening (no reference number) is formed in the gaming panel 1100 at a position facing the display area of the display device 1007. In addition, a guide rail 1110 is provided on the front surface of the gaming panel 1100, and gaming pegs (no reference number) and the like are planted therein. A gaming ball launched from the launching device 6 (see FIGS. 1 and 2) flies out from the guide rail 1110 toward the gaming area 1105, collides with the gaming pegs and the like, changes its direction of travel, and flows downward toward the bottom of the gaming area 1105.
[0556] In addition, a back unit (not shown) provided with decorative bodies to enhance the presentation effect is disposed behind the gaming panel 1100. The gaming panel 1100 is made of transparent resin so that the decorative bodies provided on the back unit can be seen when viewed from the front. In this case, the entire gaming panel 1100 may be made of transparent materials, or, for example, only the portions of the back unit where the decorative bodies can be seen when viewed from the front may be made of transparent materials. Furthermore, the gaming panel 1100 may be made of materials that do not have transparent portions (for example, wood), and transparent materials may be provided in parts to enhance the presentation effect.
[0557] (guide rail) The guide rail 1110 is configured with an arc-shaped outer rail and an inner rail (both without reference numerals) similar to the first pachinko gaming machine. The play area 1105 is defined (defined) by the guide rail 1110. The outer rail and the inner rail have the function of guiding the game balls launched from the launching device 1006 (see FIG. 46 described later) to the upper part of the play area 1105.
[0558] (Center role) The center device 1115 is configured to fit into an opening (no reference number) of the game panel 1100, and is provided with an arc-shaped center rail 1116 on the top. Game balls launched toward the game area 1105 are distributed to the left and right by the center rail 1116.
[0559] A gaming ball launched by the launching device 1006 toward the gaming area 1105 flows down the left area 1106 or the right area 1107. A gaming ball flowing down the left area 1106 or the right area 1107 flows downward while changing its direction of travel due to collision with gaming pegs or the like planted in the gaming panel 1100. When the amount of operation of the launching handle 62 (see Figures 1 and 2) is small, the launched gaming ball flows down the left area 1106. On the other hand, when the amount of operation of the launching handle 62 (see Figure 1) is large, the launched gaming ball flows down the right area 1107.
[0560] Furthermore, the center device 1115 has a warp entrance 1117 formed on the outer periphery on the left side, through which gaming balls flowing down the left area 1106 can enter. Gaming balls that enter the warp entrance 1117 are configured to be guided to a stage 1118 formed in the center device 1115. The stage 1118 is formed in front of the lower edge of the display area of the display device 1007 so that gaming balls can roll in the left-right direction. Note that the stage 1118 may be formed in multiple stages, such as an upper stage and a lower stage, for example.
[0561] A chance entrance 1119 into which game balls can enter is formed at the rear side of the stage 1118, approximately at the center in the left-right direction, and game balls that enter the chance entrance 1119 are configured to be released directly above the first start opening 1120. Therefore, game balls that enter the chance entrance 1119 have a higher probability of entering (passing through) the first start opening 1120 than game balls that do not enter the warp entrance 1117 or game balls that enter the warp entrance 1117 but do not enter the chance entrance 1119.
[0562] (First starting point) The first start hole 1120 is located below the display area of the display device 1007, and is positioned so that a game ball hit from the left can win a prize (a game ball hit from the right has difficulty or is impossible to win). When a game ball wins the first start hole 1120, it is detected by a first start hole switch 1121 (see FIG. 46 described below). Note that a game ball hit from the right may also be able to win the first start hole 1120. Furthermore, instead of or in addition to the first start hole 1120 described above, a first start hole may be provided that allows a game ball hit from the right to win a prize (a game ball hit from the left has difficulty or is impossible to win).
[0563] When the first start port switch 1121 (see FIG. 46 described below) detects the entry (passage) of a gaming ball into the first start port 1120, start information for the first special pattern is extracted, and a predetermined number of the extracted start information (for example, a maximum of four) is reserved. When the start conditions are met, the reserved start information is used in the winning determination process for the first special pattern. When a gaming ball enters the first start port 1120, for example, three prize balls are paid out. However, the number of prize balls paid out based on the entry of a gaming ball into the first start port 1120 is not limited to this.
[0564] (General Prize Winners) A plurality of general winning openings 1122 are arranged in the lower left of the display area of the display device 1007, and are arranged so that a game ball hit from the left can win a prize (a game ball hit from the right has difficulty or cannot win a prize). When a game ball wins one of the plurality of general winning openings 1122, it is detected by a general winning opening switch 1123 (see FIG. 46 described below).
[0565] When the general prize opening switch 1123 (see Figure 46 described below) detects that a game ball has entered (passed through) the general prize opening 1122, for example, four prize balls are paid out, but the number of prize balls paid out based on the entry of a game ball into the general prize opening 1122 is not limited to four.
[0566] Furthermore, in this embodiment, the general winning opening 1122 is positioned so that it is difficult or impossible for a game ball hit to the right to win, but this is not necessarily limited to this, and instead of or in addition to the above-mentioned general winning opening 1122, a general winning opening that allows a game ball hit to the right to win may be provided.
[0567] (Passing gate unit) The passing gate unit 1125 is located in the right-hand region 1107 and is a unit integrating a passing gate 1126 configured to allow almost all gaming balls hit to the right to pass through, and a passing gate switch 1127 (see FIG. 46 described below) that detects the passage of a gaming ball hit to the right. When the passing gate 1126 is detected, normal symbol start information is extracted, and a predetermined number of pieces of extracted start information (e.g., up to four pieces) are reserved. The reserved data are used in the normal symbol win determination process. Even if the passing gate switch 1127 detects the passage of a gaming ball through the passing gate unit 1125, no prize balls are paid out. The passing gate unit 1125 may be located in the left-hand region 1106 instead of or in addition to the right-hand region 1107.
[0568] (Special electric accessory unit) The special electric accessory unit 1130 is a unit body that integrates a big prize opening 1131, a count switch 1132 (see FIG. 46 described later) that detects the entry (passage) of a gaming ball into the big prize opening 1131, and a special electric accessory 1133. The special electric accessory unit 1130 is arranged below the passage gate unit 1125 in the right-side area 1107.
[0569] The large prize opening 1131 is arranged so that a game ball hit to the right can win a prize (a game ball hit to the left has difficulty or is unable to win a prize). However, this is not limited to this, and instead of or in addition to the large prize opening 1131 described above, a large prize opening that can win a game ball hit to the left may be arranged, or a large prize opening that can win a game ball may be arranged above the center role device 1115.
[0570] The large prize opening 1131 is an opening that is opened to allow a predetermined number of game balls (for example, 10 balls) to enter (pass through) when the game is controlled to a jackpot game state, which is a game state advantageous to the player. When the count switch 1132 (see FIG. 46 described later) detects that a game ball has entered the large prize opening 1131, for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the large prize opening 1131 is not limited to 10.
[0571] The special electric device 1133 includes a special electric shutter 1134 that can move back and forth, and a special electric solenoid 1135 (see FIG. 46 described below) that operates the special electric shutter 1134. The special electric device 1133, i.e., the special electric shutter 1134, is configured to be able to transition between an open state in which game balls can or easily enter (pass through) the large prize opening 1131, and a closed state in which game balls cannot or do not enter (pass through) the large prize opening 1131. In a jackpot game state, the transition from the closed state to the open state is carried out over a predetermined number of rounds. In other words, the jackpot game state is a game state in which a large number of game balls can be paid out as prize balls by playing multiple rounds in which the large prize opening 1131 transitions from a closed state to an open state over a predetermined period of time.
[0572] (Second starting port) The second starting hole 1140 is located in the left area 1106 (more specifically, below and to the left of the first starting hole 1120). However, the second starting hole 1140 is configured so that it is difficult or impossible for a game ball hit from the left to win, for example, due to a game pin or the like, and so that a game ball hit from the right can be guided to the vicinity of the second starting hole 1140 so that it can win. However, it is not essential to configure the second starting hole 1140 in this way, and it may be located in the right area 1107 so that, for example, a game ball hit from the right can win. Furthermore, the second starting hole 1140 may be configured so that a game ball hit from the left can win.
[0573] When a gaming ball enters the second start hole 1140, it is detected by the second start hole switch 1141 (see FIG. 46 described later). When the second start hole switch 1141 (see FIG. 46 described later) detects the entry (passage) of a gaming ball into the second start hole 1140, start information for the second special pattern is extracted, and a predetermined number of the extracted start information (for example, a maximum of four) is reserved. When the start condition is met, the reserved start information is used in the winning determination process for the second special pattern. When a gaming ball enters the second start hole 1140, for example, three prize balls are paid out. On the other hand, when a gaming ball enters the second start hole 1140, for example, one prize ball is paid out. However, the number of prize balls paid out based on the entry of a gaming ball into the second start hole 1140 is not limited to this.
[0574] (Normal electric accessory unit) The normal electric accessory unit 1145 is arranged in the left area 1106 (more specifically, below the left side of the first starting hole 1120), and is a unit body that integrates a winning hole from which a predetermined number of game balls are paid out as prize balls when a game ball enters (passes through) the winning hole, a switch that detects the entry of game balls into the winning hole, and the normal electric accessory 1146. In this embodiment, the winning hole is the second starting hole 1140, and the switch is the second starting hole switch 1141.
[0575] The normal electric device 1146 comprises a normal power movable member 1147, known as an electric chute, and a normal power solenoid 1148 (see FIG. 46 described below) that operates this normal power movable member 1147. The normal electric device 1146, i.e., the normal power movable member 1147, is configured to be able to transition between an open state in which it is possible or easy for a gaming ball to enter (pass through) the second starting hole 1140, and a closed state in which it is impossible or difficult for a gaming ball to enter the second starting hole 1140. Note that instead of the normal power movable member 1147, known as an electric chute, for example, a shutter that can move back and forth in the forward and backward directions may be used.
[0576] (Outlet) The outlet 1178 is for discharging gaming balls that have been shot toward the gaming area 1105 but have not won in any of the various winning ports (for example, the first starting port 1120, the second starting port 1140, the big winning port 1131, and the general winning port 1122, etc.) outside the machine. This outlet 1178 is provided on the most downstream side of the gaming area 1105 so that both gaming balls hit from the left and gaming balls hit from the right can be discharged outside the machine. However, in addition to the above-mentioned outlet 1178, an outlet may be provided at a position other than the most downstream side, for example, between multiple general winning ports 1122, so that gaming balls flowing down the gaming area 1105 can be discharged outside the machine.
[0577] (Back unit) The back unit (not shown), similar to the first pachinko gaming machine, decorates the game board unit 1010 and is provided on the rear side of the game panel 1100. This back unit is arranged around the display area of the display device 1007 and is equipped with a group of performance-use accessories 1058 such as movable accessories controlled by the sub-control circuit 1300. At least one or more of the performance-use accessory group 1058 or performance-use accessory component constituting the accessory functions as a performance-use accessory that can operate based on the result of the special symbol hit determination process.
[0578] [2-2. Electrical configuration] Next, the control circuit of the second pachinko gaming machine will be described with reference to Fig. 46. Fig. 46 is an example of a block diagram showing the control circuit of the second pachinko gaming machine. Note that the control circuit of the second pachinko gaming machine has some parts in common with the control circuit of the first pachinko gaming machine, but will be explained again in detail.
[0579] As shown in FIG. 46, the second pachinko gaming machine, like the first pachinko gaming machine, is mainly composed of a main control circuit 1200 that controls the game, a sub-control circuit 1300 that controls the presentation according to the progress of the game, a payout / launch control circuit 1400, and a power supply circuit 1450.
[0580] [2-2-1. Main control circuit] The main control circuit 1200 includes a main CPU 1201, a main ROM 1202 (read-only memory), a main RAM 1203 (readable and writable memory), an initial reset circuit 1204, a backup capacitor 1207, etc., and is housed in a main board case (not shown).
[0581] The main CPU 1201 is connected to a main ROM 1202, a main RAM 1203, an initial reset circuit 1204, etc. The main CPU 1201 has built-in functions such as a WDT that monitors operations and a function for preventing fraud.
[0582] The main ROM 1202 stores programs for controlling the operation of the second pachinko gaming machine by the main CPU 1201, various tables, etc. The main CPU 1201 has the function of executing various processes in accordance with the programs stored in the main ROM 1202.
[0583] The main RAM 1203 is provided with a storage area for storing various data necessary for the progress of the game, and this main RAM 1203 has the function of storing various flags and variable values as a temporary storage area for the main CPU 1201. Note that, although RAM is used as the temporary storage area for the main CPU 1201 in this embodiment, this is not limiting and any readable / writable storage medium may be used.
[0584] The initial reset circuit 1204 monitors the main CPU 1201 and outputs a reset signal as necessary.
[0585] The backup capacitor 1207 has a function of temporarily supplying power to the main RAM 1203 so that data stored in the main RAM 1203 is not lost in the event of a power outage or the like.
[0586] Furthermore, the main control circuit 1200 also includes an I / O port 1205 that is communicably connected to various devices, and a command output port 1206 that is connected to the sub-control circuit 1300 so that various commands can be output.
[0587] Various devices are also connected to the main control circuit 1200. For example, the main control circuit 1200 is connected to a normal symbol display unit 1161, a normal symbol hold display unit 1162, a first special symbol display unit 1163, a second special symbol display unit 1164, a first special symbol hold display unit 1165, a second special symbol hold display unit 1166, a normal power solenoid 1148, and a special power solenoid 1135. In addition to these, the main control circuit 1200 is also connected to a performance display monitor 1170 and an error notification monitor 1172. The main control circuit 1200 can control the operation of these devices by sending signals via an I / O port 1205.
[0588] The performance display monitor 1170 displays performance display data, setting values, etc. under the control of the main CPU 1201. The performance display data is data that indicates, for example, the ratio of game balls paid out in a game state other than a jackpot game state to a predetermined number (e.g., 60,000) of game balls shot, and is also called a base value.
[0589] An error code is displayed on the error notification monitor 1172. In addition to the error code, for example, in the case of a pachinko gaming machine with a setting function, the error notification monitor 1172 can also display a setting change code indicating that a setting change process is in progress, a setting confirmation code indicating that a setting confirmation process is in progress, etc. Note that the setting change code may be displayed as a symbol that is not normally displayed on the special symbol display device (for example, a setting change symbol indicating that a setting change is in progress).
[0590] The main control circuit 1200 is also connected to a first start port switch 1121, a second start port switch 1141, a passing gate switch 1127, a count switch 1132, and a general winning port switch 1123. When these switches are detected, a detection signal is sent to the main control circuit 1200 via an I / O port 1205.
[0591] Furthermore, the main control circuit 1200 is connected to a calling device (not shown) having functions such as calling a hall attendant and displaying the number of jackpots, an external terminal board 1184 used when transmitting data to a hall computer 1186 that manages the pachinko machines in the entire hall, a setting key 1174 operated when changing or checking setting values if the pachinko machine has a setting function, a backup clear switch 1176 that can clear backup data stored in the main RAM 1203 in response to operation by the gaming parlor manager, etc. In addition, if the pachinko machine has a setting function, the backup clear switch 1176 may also be used as a switch for changing setting values, or a setting switch for changing setting values may be provided.
[0592] Furthermore, it is preferable that the setting key 1174 and the backup clear switch 1176 are housed in a predetermined case so that they cannot be easily touched by third parties (for example, players) other than the manager of the gaming facility. "Inside a predetermined case" includes not only a case configured so that the setting key 1174 and the backup clear switch 1176 cannot be touched unless the case is opened, but also a case configured so that notches are provided only at the locations corresponding to the setting key 1174 and the backup clear switch 1176, and so that the manager of the gaming facility can touch the setting key 1174 and / or the backup clear switch 1176 when the pachinko gaming machine is rotated from the island equipment using a key managed by the manager of the gaming facility to expose the backside.
[0593] In this embodiment, the setting key 1174 and the backup clear switch 1176 are connected to the main control circuit 1200, but this is not limiting and they may be configured to be connected to, for example, the payout / launch control circuit 1400 or the power supply circuit 1450. In this case as well, it is preferable to prevent third parties other than the person in charge of the gaming facility from easily touching the setting key 1174 or the backup clear switch 1176.
[0594] [2-2-2. Sub-control circuit] The sub-control circuit 1300 includes a sub-CPU 1301, a program ROM 1302, a work RAM 1303, a display control circuit 1304, a sound control circuit 1305, an LED control circuit 1306, a bonus device control circuit 1307, and a command input port 1308. The sub-control circuit 1300 executes effects according to the progress of the game in response to commands from the main control circuit 1200. Although not shown in FIG. 46, like the first pachinko gaming machine, the sub-control circuit 1300 is also connected to effect buttons 54 (see FIG. 1) that can be operated by the player.
[0595] The program ROM 1302 stores programs for controlling the game presentation of the second pachinko gaming machine by the sub CPU 1301, various tables, etc. The sub CPU 1301 has the function of executing various processes in accordance with the programs stored in the program ROM 1302. In particular, the sub CPU 1301 controls the game presentation in accordance with various commands transmitted from the main control circuit 1200.
[0596] The work RAM 1303 has a function of storing various flags and variable values as a temporary storage area for the sub CPU 1301 .
[0597] The display control circuit 1304 is a circuit for controlling display in the display device 1007. The display control circuit 1304 includes a VDP, an image data ROM in which data for generating various types of image data is stored, a frame buffer in which image data is temporarily stored, a D / A converter in which image data is converted into an image signal, and the like.
[0598] The display control circuit 1304 temporarily stores image data to be displayed on the display device 1007 in a frame buffer in response to an image display command from the sub-CPU 1301. The image data to be displayed on the display device 1007 includes various image data related to the game, such as decorative symbol image data showing decorative symbols, background image data, and image data for effects.
[0599] Then, the display control circuit 1304 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies the converted image signal to the display device 1007 at a predetermined timing. When the image signal is supplied to the display device 1007, an image related to the image signal is displayed on the display device 1007. In this way, the display control circuit 1304 can control the display device 1007 to display an image related to the game.
[0600] The audio control circuit 1305 is a circuit for controlling the audio generated from the speaker 1032. The audio control circuit 1305 includes a sound source IC for controlling the audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.
[0601] The sound source IC controls the sound output from the speaker 1032. In response to a sound generation command supplied from the sub-CPU 1301, the sound source IC selects one piece of sound data from multiple pieces of sound data stored in the sound data ROM. The sound source IC also reads the selected sound data from the sound data ROM, converts the sound data into a predetermined sound signal, and supplies the converted sound signal to the AMP. The AMP amplifies signals such as sound and sound effects output from the speaker 1032.
[0602] The LED control circuit 1306 is a circuit for controlling the LED group 1046, which includes decorative LEDs, etc. The LED control circuit 1306 includes a drive circuit for supplying LED control signals, a decoration data ROM in which multiple types of LED decoration patterns are stored, etc.
[0603] The role control circuit 1307 is a circuit for controlling the operation of each role (for example, one or more roles among the group of performance role objects 1058). The role control circuit 1307 includes a drive circuit for supplying a drive signal to each role object, a lighting circuit for supplying a lighting control signal, a role object data ROM in which operation patterns and lighting patterns are stored, and the like.
[0604] In addition, the reel control circuit 1307 selects one operation pattern from multiple operation patterns stored in the reel data ROM in response to a reel operation command from the sub-CPU 1301. The selected operation pattern is then read from the reel data ROM, and a drive signal corresponding to the read operation pattern is supplied to control the mechanical operation of each reel. In addition, the lighting circuit selects one lighting pattern from multiple lighting patterns stored in the reel data ROM in response to a lighting command from the sub-CPU 1301. The selected lighting pattern is then read from the reel data ROM, and a lighting control signal corresponding to the read lighting pattern is supplied to control the lighting operation of each reel.
[0605] The command input port 1308 is connected to the command output port 1206 and receives various commands sent from the main control circuit 1200 .
[0606] The payout / launch control circuit 1400 controls the payout of prize balls and loan balls from the pachinko game machine, and is connected to a payout device 1082 for paying out game balls, a launch device 1006 for launching game balls, a card unit 1180 that can execute control related to ball lending, and the like.
[0607] When the payout / launch control circuit 1400 receives a prize ball control command supplied from the main control circuit 1200, it transmits a predetermined signal to the payout device 1082 and controls the payout device 1082 to pay out game balls.
[0608] A ball lending operation panel 1182 is connected to the card unit 1180. The ball lending operation panel 1182 is provided with a ball lending button for receiving a ball lending, and a loan / return button for receiving the return of a ball lending card on which cache data is stored (neither is shown). For example, when a player performs a ball lending operation, a ball lending control signal corresponding to the ball lending operation is transmitted to the card unit 1180. The payout / launch control circuit 1400 controls the payout device 1082 to pay out game balls based on the ball lending control signal transmitted from the card unit 1180. The operation panel 1182 is often provided on the pachinko gaming machine side, but it may also be provided on the card unit 1180 side.
[0609] In addition, when the launch handle 62 (see Figures 1 and 2) is rotated clockwise, the payout / launch control circuit 1400 supplies power to the launch solenoid (not shown) in accordance with the rotation angle (amount of rotation), thereby controlling the launch of the game ball.
[0610] The power supply circuit 1450 is a power supply circuit created to supply the power supply voltage required for playing games to the main control circuit 1200, the sub control circuit 1300, the payout / launch control circuit 1400, and the like.
[0611] A power switch 1095 and the like are connected to the power supply circuit 1450. The power switch 1095 is turned on when supplying the necessary power to the pachinko gaming machine (more specifically, the main control circuit 1200, the sub-control circuit 1300, the payout / launch control circuit 1400, etc.).
[0612] [2-3. Basic specifications] Next, the basic specifications of the second pachinko gaming machine will be described with reference to Figures 47 to 50. The second pachinko gaming machine may be a pachinko gaming machine with a setting function, but the description of the setting function will be omitted below.
[0613] The second pachinko game machine is provided with a normal game state in which neither the probability variable control nor the time-saving control is executed, a high-probability time-saving game state in which both the probability variable control and the time-saving control are executed, and a low-probability time-saving game state in which the probability variable control is not executed but the time-saving control is executed, and the main CPU 1201 is capable of progressing the game in any of these game states.
[0614] In this embodiment, left-handed hitting is recommended in the normal game state, and right-handed hitting is recommended in the high-probability time-saving game state and the low-probability time-saving game state. The sub-CPU 1301 executes control to display the recommended hitting method, for example, in the display area of the display device 1007.
[0615] [2-3-1. Special symbol winning judgment table] FIG. 47 is an example of a special symbol winning determination table stored in the main ROM 1202 of the main control circuit 1200 provided in the second pachinko gaming machine.
[0616] The special symbol winning determination table is a table referenced in the winning determination process for the special symbol, that is, a table referenced when determining by lottery whether a "jackpot" or a "loss" is obtained based on the random number value for jackpot determination obtained when a gaming ball enters the start opening 1120, 1140. In this embodiment, the objects of the lottery are only "jackpot" and "loss," and other objects of the lottery (for example, small win) are not included, but when a gaming ball enters the first start opening 1120 or / and the second start opening 1140, another object of the lottery may be determined.
[0617] As described above, the random number value for determining a jackpot is a random number value used in the process of determining whether a special symbol is selected. In this embodiment, the random number value for determining a jackpot is selected from 0 to 65535 (65536 ty...
Claims
[Claim 1] A first displacement member that can be displaced between a first state and a second state in which the game medium passes through a predetermined area more easily than in the first state; a second displacement member that is displaceable between a third state and a fourth state in which the game medium passes through the specific area more easily than in the third state; the first displacement member is displaceable to the first state by moving in a predetermined direction, the first displacement member has a top portion formed at an end portion in the predetermined direction, and has a structure in which the width increases from the top portion, the second displacement member is displaceable to the fourth state by moving in a specific direction, the second displacement member has a predetermined portion, In the third state, the predetermined portion is positionable from an outside side of a space including the specific region to a side of the space. A gaming machine characterized by:
Citation Information
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