Gaming machine
The gaming machine's innovative displacement member and movable parts enhance gameplay dynamics, addressing the need for improved pachinko machines by facilitating easier game media passage and increasing player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- UNIVERSAL ENTERTAINMENT CORP
- Filing Date
- 2025-06-12
- Publication Date
- 2026-05-01
AI Technical Summary
There is a demand for new models of gaming machines with improved gaming devices, particularly in pachinko machines, to enhance player engagement and provide more dynamic gaming experiences.
The gaming machine incorporates a displacement member that can shift between states, featuring a convex shape with an inclined surface to facilitate easier passage of game media, along with rotatable and slidable movable parts, enhancing gameplay dynamics.
This design provides more engaging and dynamic gameplay experiences, increasing player interaction and potentially leading to higher player satisfaction and retention.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, in a gaming machine such as a pachinko machine, when a predetermined variable display start condition is satisfied, such as when a game ball that has been launched passes through a passage area provided in a game area where the game ball can roll, control is executed to variably display a symbol as identification information on the display area of an image display device, control is executed to derive and display the variably displayed symbol, and when the derived and displayed symbol becomes a predetermined combination (specific display mode), a big win gaming state advantageous to the player is provided. (See Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, conventionally, new models of gaming machines have been intermittently demanded in the market, The gaming devices installed in the new models have also been improved. and are being demanded.
[0005] The present invention has been made in view of the above problems, Improved and an object thereof is to provide a gaming machine.
Means for Solving the Problems
[0006] In order to achieve the above object, the present invention provides a gaming machine as follows. A displacement member that can be displaced between a first state and a second state in which a game medium can more easily pass through a predetermined area than in the first state, a first movable part, It comprises a second movable part, The displacement member can be displaced to a first state by moving in a predetermined direction. The displacement member has a top formed at the end in a predetermined direction. And, looking at the upper surface, which is the part that receives the game medium, the above The width widens from the top. A convex shape having an inclined portion. structure and , The inclined portion has an inclined surface formed on the displacement member, which slopes from the edge toward the center, from the upper surface toward the lower surface. The first movable part is rotatable, The second movable part is slidable. A gaming machine characterized by the following features. [Effects of the Invention]
[0008] According to the present invention, Improved We can provide gaming machines. [Brief explanation of the drawing]
[0009] [Figure 1] This is an example of a perspective view showing the appearance of the first pachinko game machine when viewed from the front, upper right, and slightly above. [Figure 2] This is an example of an exploded perspective view of the first pachinko game machine, viewed from the front, upper right, and slightly above. [Figure 3] This is an example of a perspective view showing the appearance of the first pachinko game machine when viewed from the rear, upper right. [Figure 4] This is an example of a front view showing the external appearance of the game board unit of the first pachinko game machine. [Figure 5] This is an example of a front view showing the LED unit of the first pachinko gaming machine. [Figure 6] This is an example of a block diagram showing the control circuit of the first pachinko game machine. [Figure 7] This is an example of the gameplay flow for the first pachinko machine. [Figure 8] This is an example of a table showing the approximate jackpot probability for each setting value in the first pachinko game machine. [Figure 9] This is an example of a winning determination table for special symbols in the first pachinko game machine. [Figure 10]An example of a special symbol determination table in the first pachinko machine. [Figure 11] An example of a jackpot type determination table in the first pachinko machine. [Figure 12] An example of a variation pattern table of special symbols in the first pachinko machine, which includes (A) a variation pattern table of special symbols for low start and (B) a variation pattern table of special symbols for high start. [Figure 13] A flowchart (part 1) showing an example of the main control main process in the first pachinko machine. [Figure 14] A flowchart (part 2) showing an example of the main control main process in the first pachinko machine. [Figure 15] A flowchart (part 3) showing an example of the main control main process in the first pachinko machine. [Figure 16] A flowchart (part 4) showing an example of the main control main process in the first pachinko machine. [Figure 17] A flowchart showing an example of the initial setting process at startup in the first pachinko machine. [Figure 18] A flowchart showing an example of the power-off process in the first pachinko machine. [Figure 19] A flowchart showing an example of the special symbol control process in the first pachinko machine. [Figure 20] A flowchart showing an example of the special symbol management process in the first pachinko machine. [Figure 21] A flowchart showing an example of the special symbol variable display start process in the first pachinko machine. [Figure 22] A flowchart (part 1) showing an example of the special symbol variable display end process in the first pachinko machine. [Figure 23] A flowchart (part 2) showing an example of the special symbol variable display end process in the first pachinko machine. [Figure 24]This flowchart shows an example of the special symbol game determination process in the first pachinko game machine. [Figure 25] This flowchart shows an example of the special symbol game determination process in the first pachinko game machine. [Figure 26] This flowchart shows an example of the special symbol game termination process in the first pachinko game machine. [Figure 27] This flowchart shows an example of the preparation process for opening the jackpot in the first pachinko game machine. [Figure 28] This flowchart shows an example of the control process for opening the jackpot in a first-generation pachinko game machine. [Figure 29] This flowchart shows an example of the process for ending a jackpot in a first-generation pachinko game machine. [Figure 30] This flowchart shows an example of the normal symbol control process in the first pachinko game machine. [Figure 31] This flowchart shows an example of external maskable interrupt processing in the first pachinko game machine. [Figure 32] This flowchart shows an example of system timer interrupt processing in the first pachinko game machine. [Figure 33] This flowchart shows an example of the setting control process in the first pachinko game machine. [Figure 34] This flowchart shows an example of the setting change process in the first pachinko game machine. [Figure 35] This flowchart shows an example of the setting confirmation process in the first pachinko game machine. [Figure 36] This flowchart shows an example of the first normal game pre-processing in the first pachinko game machine. [Figure 37] This flowchart shows an example of the second normal game pre-processing in the first pachinko game machine. [Figure 38] This flowchart shows an example of switch input detection processing in the first pachinko game machine. [Figure 39]This flowchart shows an example of abnormal condition monitoring processing in the first pachinko game machine. [Figure 40] This flowchart shows an example of sub-control circuit processing in the first pachinko game machine. [Figure 41] This table shows an example of the output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 42] This is an example of a timing chart for the "Prize Ball Information 1" signal, which is one of the signals output to the outside of the first pachinko game machine. [Figure 43] This table shows an example of an error in the first pachinko game machine. [Figure 44] This table shows an example of the output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 45] This is an example of a front view showing the external appearance of the game board unit of the second pachinko game machine. [Figure 46] This is an example of a block diagram showing the control circuit of a second pachinko game machine. [Figure 47] This is an example of a winning determination table for special symbols in a second-generation pachinko game machine. [Figure 48] This is an example of a special symbol determination table in a second-generation pachinko game machine. [Figure 49] This is an example of a jackpot type determination table for a second pachinko game machine. [Figure 50] This is an example of a variation pattern table for special symbols in a second-generation pachinko game machine. [Figure 51] This flowchart shows an example of special symbol control processing in a second pachinko game machine. [Figure 52] This flowchart shows an example of special symbol management processing in a second pachinko game machine. [Figure 53] This flowchart shows an example of the process for initiating the variable display of special symbols in a second pachinko game machine. [Figure 54] This flowchart shows an example of the termination process for the variable display of special symbols in the second type of pachinko game machine. [Figure 55] This flowchart shows an example of the special symbol game determination process in the second pachinko game machine. [Figure 56] This flowchart shows an example of the special symbol game termination process in the second pachinko game machine. [Figure 57] This flowchart shows an example of the preparation process for opening the jackpot in a second pachinko game machine. [Figure 58] This flowchart shows an example of the control process for opening the jackpot in a second pachinko game machine. [Figure 59] This is a flowchart illustrating an example of the process for ending a jackpot in a second pachinko game machine. [Figure 60] This is an example of a front view showing the external appearance of the game board unit of the third type of pachinko game machine. [Figure 61] This is an example of a block diagram showing the control circuit of a third-generation pachinko game machine. [Figure 62] This is an example of a winning determination table for special symbols in a third type of pachinko game machine. [Figure 63] This is an example of a special symbol determination table in a third type of pachinko game machine. [Figure 64] This is an example of a jackpot type determination table for a third type of pachinko game machine. [Figure 65] This is an example of a variation pattern table for special symbols in a third type of pachinko game machine. [Figure 66] This flowchart shows an example of special symbol control processing in a third type of pachinko game machine. [Figure 67] This flowchart shows an example of special symbol management processing in a third type of pachinko game machine. [Figure 68] This flowchart shows an example of the process for initiating the variable display of special symbols in a third-generation pachinko game machine. [Figure 69] This flowchart shows an example of the termination process for the variable display of special symbols in a third-generation pachinko game machine. [Figure 70]This flowchart shows an example of the special symbol game determination process in the third type of pachinko game machine. [Figure 71] This flowchart shows an example of the special symbol game termination process in a third type of pachinko game machine. [Figure 72] This flowchart shows an example of the preparation process for opening the V-prize device in a third type of pachinko game machine. [Figure 73] This is a flowchart showing an example of the V-prize device opening control process in a third type of pachinko game machine. [Figure 74] This flowchart shows an example of the preparation process for opening the jackpot in a third-generation pachinko game machine. [Figure 75] This flowchart shows an example of the control process for opening the jackpot in a third type of pachinko game machine. [Figure 76] This is a flowchart illustrating an example of the jackpot termination process in a third type of pachinko game machine. [Figure 77] This diagram shows an example of a time chart illustrating the relationship between the opening timing of the big prize slot and the opening timing of a specific area during a specific round of game while the jackpot game control processing of an extended example is being executed, and shows the cases when (A) the specific area is opened in the first opening mode, (B) the specific area is opened in the second opening mode, and (C) the specific area is opened in the third opening mode. [Figure 78] This is an example of a special symbol determination table in an extended version. [Figure 79] This is an example of a jackpot type determination table in an extended version. [Figure 80] This figure shows another example of a time chart that shows the relationship between the opening timing of the big prize slot and the opening timing of a specific area during a specific round of game while the jackpot game control processing of the extended example is being executed, and the cases shown are (A) when the opening mode of the specific area is the first opening mode, and (B) when the opening mode of the specific area is the second opening mode. [Figure 81] This 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 from the front, upper right, and slightly above. [Figure 82]This is an example of an exploded perspective view showing the appearance of the sensor holding member when viewed from the rear, upper right. [Figure 83] This is an example of a perspective view showing the appearance of a ball entry slot component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 84] This is an example of a perspective view showing the appearance of a multi-ball entry slot component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 85] This is an example of a perspective view showing the interior of a distribution component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 86] This is an example of a perspective view showing the interior of a distribution component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 87] This is an example of a side view of a distribution component, which is an example of a gaming device. [Figure 88] This is an example of a perspective view showing the appearance of a variable ball entry slot member, which is an example of a gaming device, when viewed from the front, left, and slightly above. [Figure 89] This is an example of a perspective view showing the appearance of a variable ball entry slot member, which is an example of a gaming device, when viewed from the front, left, and slightly above. [Figure 90] This is an example of a perspective view showing the appearance of a holding mechanism, which is an example of a gaming device, when viewed from the rear, left, and slightly above. [Figure 91] This is an example of a front view showing the appearance of a first performance component, which is an example of a gaming device, when viewed from the front. Figure 91(a) shows the initial state of the first performance component, and Figure 91(b) shows the moved state, which is the state of the first performance component after it has moved. [Figure 92] This is an example of a perspective view showing the appearance of a holding mechanism, which is an example of a gaming device, when viewed from the rear, upper right. [Figure 93] This is an example of an exploded perspective view showing the external appearance of a holding mechanism, which is an example of a gaming device, when viewed from the rear, upper right. [Figure 94] This is an example of a perspective view showing the appearance of a second performance component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 95]This is an example of a perspective view showing the appearance of a second performance component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 96] This is an example of a perspective view showing the appearance of a distribution device, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 97] This is an example of a perspective view showing the appearance of a moving component of a distribution device, which is an example of a gaming device, when viewed from the front, right, and slightly below. [Figure 98] This is an example of a perspective view showing the appearance of a distribution device, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 99] This is an example of a perspective view showing the appearance of a ball return prevention structure, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 100] This is an example of a perspective view showing the appearance of a ball return prevention structure, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 101] This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 102] This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 103] This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 104] This is an example of an exploded perspective view showing the appearance of a movable decorative member, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 105] This is an example of an exploded perspective view showing the appearance of a painted decorative component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 106] Figure 105 shows a magnified view of the area enclosed by circle A. [Figure 107] This is an example of a perspective view showing the external appearance of an internal ball channel, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 108] This is an example of a perspective view showing the appearance of a ball flow path, which is an example of a gaming device, when viewed from the rear, upper right. [Figure 109]This is an example of a perspective view showing the appearance of a mounting structure, which is an example of a gaming device, when viewed from the rear, left, and slightly above. [Figure 110] This is an example of a perspective view showing the appearance of a ball entry device, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 111] This is an example of a cross-sectional view of a ball entry device, which is an example of a gaming device. [Figure 112] This is an example of a perspective view showing the external appearance of a guide unit, which is an example of a gaming device, when viewed from the front, left, and slightly above. [Figure 113] This is an example of a perspective view showing the appearance of a third performance component, which is an example of a gaming device, when viewed from the rear, upper right. [Figure 114] This is an example of a perspective view showing the appearance of a third performance component, which is an example of a gaming device, when viewed from the rear, upper right. [Figure 115] This is an example of an exploded perspective view showing the appearance of the fourth performance component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 116] This is an example of a perspective view showing the appearance of the fifth performance component, which is an example of a gaming device, when viewed from the front, left, and slightly above. [Figure 117] Figure 116 shows a magnified view of the area enclosed by circle B. [Figure 118] This is an example of a perspective view showing the appearance of a decorative component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 119] This is an example of an exploded perspective view showing the appearance of a decorative component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 120] This is an example of a perspective view showing the appearance of a decorative component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 121] This is an example of a perspective view showing the appearance of a decorative component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 122] This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 123]This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of a gaming device, when viewed from the rear, upper right, and slightly above. [Figure 124] This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 125] This is an example of a perspective view showing the appearance of a movable decorative member, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 126] This is an example of an exploded perspective view showing the appearance of the sixth performance component, which is an example of a gaming device, when viewed from the rear left and slightly above. [Figure 127] This is an example of an exploded perspective view showing the appearance of the sixth performance component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 128] This is an example of an exploded perspective view showing the appearance of the seventh performance component, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Figure 129] This is an example of an exploded perspective view showing the appearance of the seventh performance component, which is an example of a gaming device, when viewed from the rear, upper right. [Figure 130] This is an example of a perspective view showing the appearance of a protruding decorative member, which is an example of a gaming device, when viewed from the front, upper right, and slightly above. [Modes for carrying out 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 as examples.
[0011] In this specification, unless otherwise specified, the front side of a pachinko game machine is defined as the forward direction, the rear side as the rear direction, the left side when viewed from the front of the pachinko game machine as the left direction, the right side when viewed from the front of the pachinko game machine as the right direction, the top side of the pachinko game machine as the upward direction, the bottom side of the pachinko game machine as the downward direction, the clockwise direction when viewed from the front of the pachinko game machine as the right-hand direction, and the counter-clockwise direction as the left-hand direction.
[0012] Both the first and second pachinko machines are so-called Type 1 pachinko machines, also known as "digital pachinko." Of these, the first pachinko machine is a pachinko machine in which the first special symbol and the second special symbol can be displayed in parallel and variable positions. The second pachinko machine is a pachinko machine in which the first and second special symbols cannot be displayed in parallel and variable positions, and only one of them can be displayed in variable positions.
[0013] Furthermore, the third type of pachinko game machine is a type 1 / 2 mixed machine, which is a combination of a type 1 game machine called a "digital pachinko" and a type 2 game machine called a "wing-type" machine. The third type of pachinko game machine described in this specification also has a first special symbol and a second special symbol, but in this specification, the explanation will be given using as an example a case in which only one of the first and second special symbols is displayed in a variable way, and the first and second special symbols are not displayed in a variable way in parallel. However, this is not intended to exclude type 1 / 2 mixed pachinko game machines in which the first and second special symbols can be displayed in a variable way in parallel.
[0014] In this specification, when the term "special design" is used, unless otherwise specified, it refers to both the first special design and the second special design.
[0015] Furthermore, the term "variable display" as used herein is a concept that includes both "variable display," where the symbols are displayed in a changing manner, and "stopped display," where the symbols are displayed in a stationary manner. The operation from the start of a variable display to the stopped display is referred to as one "variable display." When the variable display is stopped (hereinafter also referred to as "derivation"), the results of the special symbol win determination process (hereinafter also referred to as "special symbol lottery") and the normal symbol win determination process (hereinafter also referred to as "normal symbol lottery") described later are determined. In addition, there are cases where the symbols appear to be stopped, but the results of the special symbol win determination process and the normal symbol win determination process are not determined (for example, a temporarily stopped state), and such states are included in the variable display described above. Even if the symbols are temporarily stopped, for example, the results of the special symbol win determination process and the normal symbol win determination process are not determined at this point, so the symbols can be made to change again.
[0016] Furthermore, in describing the first, second, and third pachinko machines in this specification, the cases in which there are two special symbols (first special symbol and second special symbol) will be used as examples. However, for the second and third pachinko machines, the number of special symbols may be one.
[0017] [1. The first pachinko game machine] First, let me explain the first type of pachinko game machine.
[0018] [1-1. Exterior Configuration] Figure 1 is an example of a perspective view showing the appearance of the first pachinko game machine when viewed from the front, upper right. Figure 2 is an example of an exploded perspective view showing the first pachinko game machine when viewed from the front, upper right. Figure 3 is an example of a perspective view showing the appearance of the first pachinko game machine when viewed from the rear, upper right.
[0019] [1-1-1.Basic configuration] As shown in Figures 1 to 3, the first pachinko game machine comprises 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 circuit board unit 9 (see Figures 2 and 3), and a game board unit 10 (see Figure 2), etc. Furthermore, an LED unit 160 (see Figure 2) is provided in the lower right part of the game board unit 10. Here, the outer frame 2, base door 3, glass door 4, tray unit 5, launching device 6, display device 7, payout unit 8, and circuit board unit 9 will be briefly described, and the details of the game board unit 10 and LED unit 160 will be described later. Note that the above parentheses indicate reference drawings for components not shown in Figure 1.
[0020] (Outer frame) The outer frame 2 is a frame that is roughly rectangular in shape when viewed from the front, and has an opening 21 that penetrates in the front-to-back direction. This outer frame 2 is fixedly attached to the island equipment of the amusement arcade. A hinge (not indicated by reference numeral) is provided on the front side of the left end of the outer frame 2, for example, and the base door 3 is pivotally supported by this hinge. In this way, the base door 3 can be rotated forward relative to the outer frame 2 using the hinge as an axis.
[0021] Furthermore, the outer frame 2 supports numerous components, including the payout unit 8, circuit board 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, and therefore requires high strength. On the other hand, to enhance the visual effects, there is a demand for larger display devices such as the display device 7 (see Figure 2) and the game board unit 10. Therefore, by constructing the outer frame 2 from, for example, thin metal sheets, it is possible to enlarge the display device 7 and the game board unit 10 while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, it is also possible to reduce its weight.
[0022] (Base door) The base door 3 supports components such as the dispensing unit 8 and the circuit board unit 9, which are attached to its rear side.
[0023] A game board unit 10 is fitted into the surface side of the base door 3. Furthermore, hinges (not reference numerals) are provided on the front side of the left end of the base door 3, for example, at the upper end, the middle section below the approximate center in the vertical direction, and the lower end. The glass door 4 is pivotally supported by the hinges at the upper and middle ends, and the plate unit 5 is pivotally supported by the hinges at the middle and lower ends, respectively. In this way, the glass door 4 and the plate unit 5 can be rotated forward relative to the base door 3, either as a single unit or individually, using the hinges as axes.
[0024] Furthermore, a launching device 6 is fixedly mounted on the lower right side of the surface of the base door 3, and speakers 32 (see Figure 2) are fixedly mounted on the upper left and right sides, respectively. These speakers 32 output sound effects such as voice performances of characters displayed on the display device 7, music, sound effects, voice announcements, and error notifications.
[0025] Furthermore, a locking device (not shown) is provided on the opposite side of the base door 3 from the hinge (i.e., the right end). 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 with an opening 41 formed therein. A transparent protective glass 43 (see Figure 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 game area 105 (see Figure 4, described later) formed in the game board unit 10 faces the protective glass 43. In this way, the game area 105 can be viewed from the front when the glass door 4 is closed relative to the base door 3, and game balls flowing down the game area 105 are prevented from flying out forward.
[0027] The protective glass 43 may consist of multiple (for example, two) pieces of glass mounted with gaps between them, or it may be a unit of multiple pieces of glass with gaps between them. Furthermore, if it is a unit, a light guide plate may be provided between the pieces of glass. The protective glass 43 described above is not limited to being made of glass, but may be made of transparent resin, for example.
[0028] Furthermore, the lower part of the glass door 4 is provided with an operating unit 66 that can be operated by, for example, a player in order to receive a game information service (for example, "UniMemo (registered trademark)"). This operating unit 66 can also function as an operating unit that can be operated by the manager of the gaming hall or the like on the hall menu screen.
[0029] Furthermore, a speaker cover 45 is provided at the top of the glass door 4, positioned in front of the speaker 32 mentioned above. In addition, a large number of LED groups 46 used for lighting effects are arranged 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 a light-emitting means for effects such as providing notifications with light or performing lighting effects in various variations, but it is not limited to LEDs as long as it can perform such lighting effects, and may also be liquid crystals or lamps, for example.
[0030] (Plate unit) The tray unit 5 is a unitized unit consisting of an upper tray 51 and a lower tray 52. The tray unit 5 is located in the front lower part of the base door 3, below the glass door 4. As described above, this tray unit 5 is configured to be opened and closed by rotating relative to the base door 3, so that, for example, when a ball jam occurs, a game hall employee can resolve the ball jam. Note that the tray unit 5 does not necessarily need to have an upper tray 51 and a lower tray 52 separately, and may be configured as a single integrated tray.
[0031] The upper tray 51 is provided 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 Figure 4 below). The upper tray 51 is provided with a payout port 53 and a performance button 54, etc. Game balls that are lent out or paid out as prize balls are dispensed into the upper tray 51 from the payout port 53. The performance button 54 is what is commonly called a "CHANCE button" or "push button". In addition to the operation function operated by the player, the performance button 54 may also have a predetermined performance function. A predetermined performance function would be, for example, a function that vibrates or protrudes upward based on the result of the special symbol winning judgment process. It may also serve the same function as the operation unit 66.
[0032] The lower tray 52 is primarily for storing game balls that overflow from the upper tray 51. The lower tray 52 is provided with a payout opening 55 that communicates with the upper tray 51, and game balls that overflow from the upper tray 51 are dispensed into the lower tray 52 through the payout opening 55.
[0033] An opening (not reference numeral) is formed on the bottom surface of the lower tray 52, which can be opened and closed by the player. 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. Furthermore, if a so-called individual counting system is provided at each machine, not only is a ball box unnecessary, but the game balls counted by the individual counting system can be stored and the stored game balls can be used again for gameplay.
[0034] (Launch device) The launching device 6 is for launching game balls stored in the upper tray 51 toward the game area 105 (see Figure 4, described later). The launching device 6 is located in the front right lower part of the base door 3 and to the lower right of the tray unit 5. The launching device 6 comprises a panel body 61, a drive device (not shown), and a launching handle 62.
[0035] The panel body 61 is provided such that, when the dish unit 5 is closed to the base door 3, the dish unit 5 and the launching device 6, which is fixedly attached to the base door 3, appear as a single integrated unit in appearance.
[0036] The launch handle 62 is configured to rotate clockwise or counterclockwise and is located on the front side of the panel body 61. The drive device is located on the back side of the panel body 61 and is composed of, for example, a launch solenoid (not shown). When the launch handle 62 is operated by the player, the game ball is launched by the operation of the drive device. The greater the amount of clockwise rotation (operation amount) when operating the launch handle 62, the stronger the launch force of the game ball.
[0037] The game balls launched from the launching device 6, located in the lower right of the plate unit 5, roll in an arc along the guide rail 110 (see Figure 4 below) via a launching rail (not shown) and are launched into the game area 105 (see Figure 4 below). Note that the launching device 6 is not limited to the lower right of the plate unit 5, but may also be located in the lower left of the plate unit 5. In this case, the above-mentioned launching rail becomes unnecessary, the area below the glass door 4 can be effectively utilized, and versatility can be increased.
[0038] (display device) The display device 7 (see Figure 2) has a display area for displaying various performance images related to the game, and is mounted so that the display area faces the opening of the game panel 100. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, an electroluminescent display device, or it may project images using a projection device such as a projector. The display area of the display device 7 may display, for example, the result of the special symbol hit detection process by variably displaying performance identification symbols (for example, decorative symbols), performance images corresponding to the result of the special symbol hit detection process, performance images during the jackpot game state, demo performance images, performance images indicating the holding status of the variable display of special symbols, etc. In this embodiment, the display device 7 is mounted on the game board unit 10, but the display device 7 may be mounted on the base door 3 as long as the display area of the display device 7 faces the opening of the game panel 100.
[0039] In this embodiment, one display device 7 is provided to display the various types of 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 dispensing unit 8 (see Figures 2 and 3) is located on the rear side of the base door 3 and consists of a ball passage 81, a dispensing device 82, etc. Game balls are supplied to the ball passage 81 from the storage tank 80 (see Figures 2 and 3). Game balls are supplied to the storage tank 80 from island equipment (not shown). When the dispensing conditions are met, the dispensing device 82 dispenses a predetermined number of game balls from the game balls supplied from the storage tank 80 to the ball passage 81, for example, to the upper tray 51. A power switch 95 is also provided on the rear side of the dispensing unit 8, as shown in Figure 3.
[0041] (Circuit board unit) The circuit board unit 9 (see Figures 2 and 3) is located on the rear side of the base door 3. Various control boards and the like are provided on the circuit board unit 9.
[0042] Specifically, as shown in Figure 3, the board unit 9 is equipped with a main control board 91 on which the main control circuit 200 (see Figure 6 below) is mounted, a sub-control board 92 on which the sub-control circuit 300 (see Figure 6 below) is mounted, a payout / launch control board 93 on which the payout / launch control circuit 400 (see Figure 6 below) that controls the payout and launch of game balls is mounted, and a power supply board on which the power supply circuit 450 (see Figure 6 below) that supplies power is mounted.
[0043] In Figure 3, for convenience, the main control board 91, sub-control board 92, dispensing / firing control board 93, and power supply board 94 are shown as reference numerals, but all of these boards are housed in a board case.
[0044] Furthermore, in this embodiment, the sub-control board 92 is configured as a single-board board (a board on which one control LSI or multiple LSIs are provided). However, it is not limited to this, and for example, the sub-control board 92 may be configured with multiple boards by making all or part of the display control circuit 304, sound control circuit 305, LED control circuit 306, and special effect control circuit 307 (see Figure 6 below) all on separate boards.
[0045] [1-1-2. Game board unit] Figure 4 is an example of a front view showing the external appearance of the game board unit 10 of the first pachinko game machine.
[0046] As shown in Figure 4, the game board unit 10 mainly comprises a game panel 100 in which a game area 105 is formed that allows launched game balls to roll and flow down, a guide rail 110, a center mechanism 115 positioned approximately in the center of the game area 105, a first start opening 120, a general prize opening 122, a pass-through gate unit 125, a special electric mechanism unit 130, second start openings 140A, 140B, a normal electric mechanism unit 145, a small prize unit 150, an LED unit 160, an out opening 178, and a rear unit (not shown) positioned behind the game board unit 10. As mentioned above, the LED unit 160 will be described later.
[0047] (Game Panel) The game panel 100 has an opening (not indicated by a reference numeral) in a position facing the display area of the display device 7. In addition, a guide rail 110 is provided on the front of the game panel 100, and game pins (not indicated by a reference numeral) are planted thereon. The game balls launched from the launching device 6 (see Figures 1 and 2) fly out from the guide rail 110 toward the game area 105, collide with the game pins and other objects, change direction, and flow downward toward the bottom of the game area 105.
[0048] Furthermore, a back unit (not shown) is positioned behind the game panel 100, which is equipped with decorative elements to enhance the visual effect. The game panel 100 is made of transparent resin so that the decorative elements on the back unit can be seen from the front. In this case, the entire game panel 100 may be made of transparent material, or, for example, only the part that allows the decorative elements on the back unit to be seen from the front may be made of transparent material. Alternatively, the game panel 100 may be made of a material that does not have transparent parts (for example, wood), and transparent material may be provided in part to enhance the visual effect.
[0049] In this embodiment, the game panel 100 is made of transparent resin so that the back unit can be seen from the front. However, the entire game panel 100 may be made transparent, or only a part of it may be made transparent.
[0050] (Guide rail) The guide rail 110 consists of an arc-shaped outer rail and an inner rail (neither of which are reference numerals). The game area 105 is demarcated by the guide rail 110. The outer rail and inner rail have the function of guiding the game balls launched from the launching device 6 to the upper part of the game area 105.
[0051] (Center feature) The center component 115 is configured to fit into the opening of the game panel 100 and has an arc-shaped center rail 116 above it. Game balls launched toward the game area 105 are distributed to the left and right by the center rail 116.
[0052] In this first pachinko game machine, the area to the left of the center mechanism 115 within the game area 105 is referred to as the left area 106, and the area to the right of the center mechanism 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 game machines described later.
[0053] The game balls launched by the launching device 6 toward the game area 105 flow down through either the left area 106 or the right area 107. As the game balls flow down through the left area 106 or the right area 107, they change direction and flow downwards upon collision with game nails or the like planted in the game panel 100. When the launching handle 62 is operated lightly, the launched game balls flow down through the left area 106. On the other hand, when the launching handle 62 is operated lightly, the launched game balls flow down through the right area 107.
[0054] In this specification, the method of operating the launching handle 62 (how to launch the game ball) is referred to as "left-handed launching" when the game ball is launched so that it flows down the left-side area 106, and as "right-handed launching" when the game ball is launched so that it flows down the right-side area 107. In this way, the player can choose to launch the game ball towards either the left-side area 106 or the right-side area 107.
[0055] Furthermore, the center mechanism 115 has a warp entrance 117 formed on its left outer edge, into which game balls flowing down the left area 106 can enter. Game balls that enter the warp entrance 117 are configured to be guided to a stage 118 formed on the center mechanism 115. The stage 118 is formed in front of and below the display area of the display device 7, so that game 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 of the stage 118, approximately in the left-right center. Game balls that enter the chance entrance 119 are 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 compared to 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 gate) The first start opening 120 is located below the display area of the display device 7 and is positioned so that a game ball shot to the left can enter (a game ball shot to the right will have difficulty or may not be able to enter). When a game ball enters the first start opening 120, it is detected by the first start opening switch 121 (see Figure 6 below). It is also possible that a game ball shot to the right can enter the first start opening 120. In addition, a first start opening may be provided in place of or in addition to the above-mentioned first start opening 120, in which a game ball shot to the right can enter (a game ball shot to the left will have difficulty or may not be able to enter).
[0058] When the first start port switch 121 (see Figure 6 below) detects that a game ball has entered (passed through) the first start port 120, various data related to the first special symbol (for example, random values for determining the jackpot of the first special symbol, random values for the symbol of the first special symbol, random values for determining a reach of the first special symbol, and random values for selecting the performance of the first special symbol, etc.) are extracted, and a predetermined number of these extracted data (for example, up to 4) are stored. When the start condition is met, the stored data is used for determining the win of the first special symbol. When a game ball enters the first start port 120, for example, 3 prize balls are dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the first start port 120 is not limited to this.
[0059] In this specification, the entry of a game ball into the first starting opening 120 is referred to as the starting entry of the first special symbol, and various data related to the first special symbol (for example, random values such as the random value for determining the jackpot of the first special symbol, the random value for the symbol of the first special symbol, the random value for determining the reach of the first special symbol, and the random value for selecting the performance of the first special symbol) are referred to as the starting information of the first special symbol. Furthermore, storing the starting information of the first special symbol until the starting conditions are met is referred to as "holding," and the holding start information of the first special symbol is also referred to as the "holding ball of the first special symbol." The same applies to the second special symbol.
[0060] (General Prize Winners) Multiple general prize slots 122 are located in the lower left of the game area 105, and are positioned so that game balls shot to the left can enter the slots (game balls shot to the right are difficult or impossible to enter). When a game ball enters a general prize slot 122, it is detected by the general prize slot switch 123 (see Figure 6 below).
[0061] When the general prize slot switch 123 (see Figure 6 below) detects that a game ball has entered (passed through) the general prize slot 122, for example, four prize balls are dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the general prize slot 122 is not limited to four.
[0062] Furthermore, in this embodiment, the general prize slot 122 is positioned such that it is difficult or impossible for a game ball shot to the right to enter a prize slot. However, the invention is not limited to this, and in place of or in addition to the above-mentioned general prize slot 122, a general prize slot into which a game ball shot to the right can enter a prize slot may be provided.
[0063] (Passage gate unit) The passage gate unit 125 is located in the right-side area 107 and is a unit that integrates a passage gate 126 configured to allow game balls shot to the right to pass through almost completely, and a passage gate switch 127 (see Figure 6, described later) that detects the passage of game balls to the passage gate 126.
[0064] When the passage gate switch 127 detects the passage of a game ball through the passage gate 126, various data related to the regular symbols (for example, random values for determining whether a regular symbol is a winner) are extracted, and the extracted data is stored up to a predetermined number (for example, up to 4). The stored data is used for determining whether a regular symbol is a winner. Note that even if the passage gate switch 127 detects the passage of a game ball through the passage gate unit 125, no prize balls are paid out. The passage gate unit 125 may be located in the left area 106 instead of or in addition to the right area 107.
[0065] Furthermore, the passage gate 126 may be configured to function as a trigger for activating the continuous bonus feature device. That is, the conditions for transitioning from a non-jackpot game state (e.g., normal game state) to a jackpot game state are that both the condition device and the continuous bonus feature device are activated. However, when a stop display pattern (symbol combination) indicating a jackpot is derived, the condition device may be activated, but the continuous bonus feature device may not be activated. Then, assuming that the condition device is activated, the continuous bonus feature device may be activated when a game ball passes through the passage gate 126, i.e., when a game ball is detected by the passage gate switch 127 (see Figure 6 described later), thereby transitioning to a jackpot game state.
[0066] In this specification, the passage of a game ball through the passage gate 126 is referred to as "start passage," and various data related to the regular symbols extracted by the passage of the game ball through the passage gate 126 (for example, random values for determining the win of the regular symbols) are referred to as "start information for the regular symbols." Furthermore, the storage of the start information for the regular symbols until the start condition is met is referred to as "holding," and the held start information for the regular symbols is also referred to as "held balls of the regular symbols."
[0067] (Special electric mechanism unit) The special electric mechanism unit 130 is a unit that integrates a large prize entry opening 131 for winning a jackpot, a jackpot entry opening count switch 132 (see Figure 6 below) for detecting when a game ball enters (passes through) the large prize entry opening 131 for winning a jackpot, and a special electric mechanism 133. The special electric mechanism unit 130 is located approximately in the lower right part of the game area 105, below the passage gate unit 125.
[0068] The large prize slot 131 for winning is positioned so that game balls shot to the right can enter (game balls shot to the left have difficulty or are impossible to enter). However, it is not limited to this, and in place of or in addition to the large prize slot 131 for winning described above, a large prize slot for winning that allows game balls shot to the left to enter may be provided, or a large prize slot for winning that allows game balls to enter may be provided above the center mechanism 115.
[0069] Furthermore, the large prize slot 131 for jackpots is a prize slot that opens when the game is controlled to a jackpot state, which is a game state advantageous to the player, allowing a predetermined number of game balls (for example, 10) to enter (pass through). When the large prize slot count switch 132 for jackpots (see Figure 6 below) detects that a game ball has entered the large prize slot 131 for jackpots, for example, 10 prize balls are dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the large prize slot 131 for jackpots is not limited to 10.
[0070] The special electric mechanism 133 comprises a special electric shutter 134 that can move back and forth in the front-to-back direction, and a special electric solenoid 135 (see Figure 6 below) that operates the special electric shutter 134. The special electric mechanism 133, or special electric shutter 134, is configured to transition between an open state in which game balls can or can easily enter (pass through) the large prize winning opening 131 for jackpots, and a closed state in which it is impossible or difficult for game balls to enter (pass through) the large prize winning opening 131 for jackpots. The transition of the large prize winning opening 131 from the closed state to the open state is performed 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 performing a round game in which the large prize winning opening 131 transitions from the closed state to the open state over a predetermined period of time over multiple rounds.
[0071] (Second starting gate) In this embodiment, the second starting openings 140A and 140B are arranged in the game area 105 as second starting openings, and both of these second starting openings 140A and 140B allow game balls shot to the right to be awarded (game balls shot to the left are difficult or impossible to award). However, this is not limited to this, and game balls shot to the left may also be awarded in the second starting opening 140A and / or the second starting opening 140B.
[0072] When a game ball enters the second start port 140A, it is detected by the second start port switch 141A (see Figure 6 below). Similarly, when a game ball enters the second start port 140B, it is detected by the second start port switch 141B (see Figure 6 below). Whether the game ball enters the second start port 140A or 140B, it triggers the hit detection process for the second special symbol.
[0073] When the second start port switches 141A and 141B (see Figure 6 below) detect that a game ball has entered (passed through) the second start port 140A and 140B, the start information for the second special symbol is extracted, and the extracted start information is held in reserve up to a predetermined number (for example, up to 4). The reserved start information is used for the hit determination process for the second special symbol. If a game ball enters the second start port 140A, for example, 3 prize balls are dispensed. On the other hand, if a game ball enters the second start port 140B, for example, 1 prize ball is dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the second start port 140A and 140B is not limited to these.
[0074] In this embodiment, two downstream flow paths 107a and 107b are formed, one above the other, on the downstream side of the direction in which game balls that have been shot to the right but have not entered the large prize winning opening 131 flow down. Game balls that have been shot to the right but have not entered the large prize winning opening 131 and have continued to flow downstream are, for example, directed to the upper flow path 107a or the lower flow path 107b by the branching nail 108 shown in Figure 4.
[0075] The second starting port 140A is positioned so that game balls that have been allocated to the upper flow path 107a can enter it, and most of the game balls flowing down the upper flow path 107a can enter it. However, it is not essential that most of the game balls flowing down the upper flow path 107a enter the second starting port 140A. For example, it may be configured so that it is hardly expected that any game balls will enter the second starting port 140A, or it may be configured so that a predetermined expected value (for example, roughly 1 / 3 to 1 / 5) of the game balls flowing down the upper flow path 107a can enter it. Game balls that have flowed down the upper flow path 107a but have not entered the second starting port 140A are discharged from the machine through the out port 178.
[0076] The second starting port 140B is positioned to allow game balls that have been distributed to the downward flow path 107b to enter a prize, but the details thereof will be described later in the explanation of the standard electric prize unit 145.
[0077] (Standard electric mechanism unit) The standard electric prize unit 145 is located on the lower flow path 107b side and is a unit body that integrates a prize entry opening from which a predetermined number of game balls are dispensed as prize balls when game balls enter (pass through) this prize entry opening, a switch that detects when game balls enter this prize entry opening, and a standard electric prize unit 146. In this embodiment, the prize entry opening is designated as the second start opening 140B, and the switch is designated as the second start opening switch 141B. However, it is not essential to designate the prize entry opening as the second start opening 140B; for example, the first start opening may be designated as the prize entry opening.
[0078] The standard electric mechanism 146 comprises a standard electric shutter 147 that can move back and forth in the front-to-back direction, and a standard electric solenoid 148 (see Figure 6 below) that operates the standard electric shutter 147. The standard electric mechanism 146, or standard electric shutter 147, is configured to transition between an open state in which game balls can enter (pass through) the second start opening 140B or an open state in which it is impossible or difficult for game balls to enter the second start opening 140B. In addition, instead of the standard electric shutter 147 that can move back and forth in the front-to-back direction, a movable member consisting of, for example, a pair of wing members, known as an electric tulip, may be used. Furthermore, the movable member is not limited to a pair, but includes wing type, door type, protruding plate type, etc.
[0079] (Small win unit) The small prize unit 150 is a unit that integrates a large prize entry opening 151 for small prizes, a small prize entry opening count switch 152 (see Figure 6 below) for detecting when a game ball enters (passes through) the large prize entry opening 151 for small prizes, a small prize shutter 153 that can move back and forth in the front-back direction, and a small prize solenoid 154 that can operate the small prize shutter 153.
[0080] The small prize shutter 153 is configured to move back and forth, allowing it to transition between an open state where game balls can enter (pass through) the large prize opening 151 for small prizes, and a closed state where it is impossible or difficult for game balls to enter the large prize opening 151 for small prizes.
[0081] When the large prize slot 151 for minor wins is opened and a game ball enters it, the entered game ball is detected by the large prize slot count switch 152 for minor wins (see Figure 6 below). When a game ball is detected by the large prize slot count switch 152 for minor wins, for example, 10 prize balls are dispensed. However, the number of prize balls dispensed based on a game ball entering the large prize slot 151 for minor wins is not limited to 10.
[0082] Furthermore, the small prize unit 150 is located in the lower flow path 107b, downstream of the normal electric prize unit 145. Therefore, if the second start opening 140B is opened by the operation of the normal electric prize unit 146, even if the large prize winning opening 151 for small prizes is open, the game balls flowing down the lower flow path 107b will enter the second start opening 140B located upstream before reaching the large prize winning opening 151 for small prizes, making it difficult (or impossible) for the balls to enter the large prize winning opening 151 for small prizes.
[0083] In this embodiment, a large prize slot 131 for big wins and a large prize slot 151 for small wins are provided separately, but the machine is not limited to this. The large prize slot that is opened when the big win game control process is executed and the large prize slot that is opened when the small win game control process is executed may be the same large prize slot.
[0084] (Outlet) The outlet 178 is for discharging game balls that were launched toward the game area 105 but did not enter any of the various prize-winning openings (for example, the first start opening 120, the second start openings 140A, 140B, the big prize-winning opening 131, the general prize-winning opening 122, etc.) to the outside of the machine. This outlet 178 is located at the downstream end of the game area 105 so that game balls shot to the left and game balls shot to the right can be discharged to the outside of the machine. However, in addition to the above-mentioned outlet 178, an outlet may also be provided at a location other than the downstream end, for example, between a plurality of general prize-winning openings 122 or between the ordinary electric prize unit 145 and the small prize unit 150, to discharge game balls that are flowing down the game area 105 to the outside of the machine.
[0085] (Underground Unit) The back unit (not shown) has decorative elements and, as described above, is provided on the rear side of the transparent game panel 100. This back unit includes a group of performance elements 58, such as movable elements, controlled by a sub-control circuit 300 (see Figure 6, described later). The group of performance elements 58 is arranged around the display area of the display device 7. At least one element or performance element component of this group of performance elements 58 functions as a performance element that can operate based on the result of the special symbol winning determination process.
[0086] [1-1-3. LED Unit] The LED unit 160 is located in the lower right of the game board unit 10, outside the game area 105 (see Figures 4 and 5). The LED unit 160 is a unit that integrates various display units.
[0087] Figure 5 is an example of a front view showing the LED unit 160 installed in the first pachinko game machine.
[0088] As shown in Figure 5, the LED unit 160 includes a normal symbol display unit 161, a normal symbol hold display unit 162, a first special symbol display unit 163, a second special symbol display unit 164, a first special symbol hold display unit 165, and a second special symbol hold display unit 166.
[0089] (Normal design display area) The regular symbol display unit 161 displays the result of the regular symbol win determination process and includes regular symbol display LEDs 161a and 161b. When the conditions for starting the variable display of the regular symbol (hereinafter referred to as the "regular symbol start conditions") are met, the regular symbol display LEDs 161a and 161b start to light up and turn off alternately, starting the variable display of the regular symbol. After a predetermined time has elapsed since the start of the variable display of the regular symbol, the variable display of the regular symbol stops, and the result of the regular symbol win determination process is derived.
[0090] If the result of the normal symbol win detection process is a normal symbol win, the combination of lighting and extinguishing of the normal symbol display LEDs 161a and 161b will result in a specific stop display pattern. For example, if the result of the normal symbol win detection process is a normal symbol win, the normal symbol display LED 161a lights up and the normal symbol display LED 161b turns off. On the other hand, if the result of the normal symbol win detection process is a loss, for example, the normal symbol display LED 161a turns off and the normal symbol display LED 161b lights up. However, the stop display patterns of the normal symbol display LEDs 161a and 161b indicating the result of the normal symbol win detection process are not limited to these. When the normal symbol is displayed in a specific stop display pattern, it is decided to activate the normal electric mechanism 146, and the normal electric shutter 147 is driven to open and close in a predetermined pattern, making it easier for the game ball to enter (pass through) the second start opening 140B.
[0091] (Hold display section for regular patterns) The regular symbol hold display unit 162 displays the number of regular symbol variable displays that are being held (hereinafter referred to as "number of regular symbols held") when a regular symbol variable display is being held, and is equipped with regular symbol hold display LEDs 162a and 162b. The above-mentioned "regular symbol variable display is being held" refers to the state from when the passage of a game ball to the passage gate 126 is detected and various data related to the regular symbols (for example, random values for determining whether a regular symbol is winning, etc.) is extracted until the activation conditions for the regular symbols are met. The activation conditions for the regular symbols are met when at least all of the following conditions are met: the regular symbol is not being displayed in a variable state, and the regular symbol variable display is being held.
[0092] The regular symbol hold indicator unit 162 displays the number of regular symbols held by the combination of lighting and extinguishing of the regular symbol hold indicator LEDs 162a and 162b. For example, if there is one regular symbol held, the regular symbol hold indicator LED 162a lights up and the regular symbol hold indicator LED 162b is extinguished. If there are two regular symbols held, both the regular symbol hold indicator LEDs 162a and 162b light up. If there are three regular symbols held, the regular symbol hold indicator LED 162a blinks and the regular symbol hold indicator LED 162b lights up. Furthermore, if there are four regular symbols held, both the regular symbol hold indicator LEDs 162a and 162b blink. However, the display mode of the regular symbol hold indicator LEDs 162a and 162b indicating the number of regular symbols held is not limited to these.
[0093] (Special design display section) The special symbol display unit displays the result of the special symbol winning determination process and comprises a first special symbol display unit 163 and a second special symbol display unit 164. The first special symbol display unit 163 comprises, for example, a first special symbol display LED group 163a consisting of eight LEDs. Similarly, the second special symbol display unit 164 also comprises, for example, a second special symbol display LED group 164a consisting of eight LEDs.
[0094] When the conditions for starting the variable display of the first special symbol (hereinafter referred to as the "starting conditions for the first special symbol") are met, the variable display of the first special symbol begins, with the LED group 163a for the first special symbol repeatedly lighting up and turning off alternately or to each other. After a predetermined time has elapsed since the start of the variable display of the first special symbol, the variable display of the first special symbol stops, and the result of the hit determination process for the first special symbol is derived.
[0095] If the result of the first special symbol win determination process is a jackpot, the combination of lighting and extinguishing of the first special symbol display LED group 163a (for example, 8 LEDs) that constitute the first special symbol display unit 163 will result in a specific stop display pattern. When the first special symbol display unit 163 stops and displays in the specific stop display pattern, the transition to the jackpot game state is determined.
[0096] When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions for the second special symbol") are met, the variable display of the second special symbol begins, with the LED group 164a for the second special symbol repeatedly lighting up and turning off alternately or to each other. After 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 hit determination process for the second special symbol is derived.
[0097] If the result of the second special symbol win determination process is a jackpot, the combination of lighting and extinguishing of the second special symbol display LED group 164a (for example, 8 LEDs) that constitute the second special symbol display unit 164 will result in a specific stop display pattern. When the second special symbol display unit 164 stops and displays in the specific stop display pattern, the transition to the jackpot game state is determined.
[0098] (Special design hold display section) The special symbol hold display unit displays the number of variable displays of special symbols that are being held (hereinafter referred to as the "number of special symbols held") when variable displays of special symbols are being held, and comprises a first special symbol hold display unit 165 and a second special symbol hold display unit 166.
[0099] The first special symbol hold display unit 165 displays the number of hold for the first special symbol when the variable display of the first special symbol is held, and is equipped with first special symbol hold display LEDs 165a and 165b. "The variable display of the first special symbol is held" refers to the state from when the entry (passage) of a game ball into the first start opening 120 is detected and various data related to the first special symbol (for example, various random values such as the random value for determining the jackpot of the first special symbol, the random value for the symbol of the first special symbol, the random value for determining the reach of the first special symbol, and the random value for selecting the performance used when determining the variation pattern of the first special symbol) until the start condition for the first special symbol is met. The start condition for the first special symbol will be described later.
[0100] The first special symbol hold indicator unit 165 displays the number of hold symbols for the variable display of the first special symbol by the combination of lighting and extinguishing of the first special symbol hold indicator LEDs 165a and 165b. For example, if there is one hold symbol for the first special symbol, the first special symbol hold indicator LED 165a lights up and the first special symbol hold indicator LED 165b turns off. If there are two hold symbols for the first special symbol, both the first special symbol hold indicator LEDs 165a and 165b light up. If there are three hold symbols for the first special symbol, the first special symbol hold indicator LED 165a blinks and the first special symbol hold indicator LED 165b lights up. Furthermore, if there are four hold symbols for the first special symbol, both the first special symbol hold indicator LEDs 165a and 165b blink. However, the display mode of the LED 165a and 165b for the first special symbol, which indicate the number of reserved symbols for the first special symbol, is not limited to this.
[0101] The second special symbol hold display unit 166 displays the number of second special symbols that are being held when the variable display of the second special symbol is being held, and is equipped with second special symbol hold display LEDs 166a and 166b. "The variable display of the second special symbol is being held" refers to the state from when the entry (passage) of a game ball into the second start opening 140A and 140B is detected and various data related to the second special symbol (for example, various random values such as the random value for determining the jackpot of the second special symbol, the random value for the symbol of the second special symbol, the random value for determining the reach of the second special symbol, and the random value for selecting the performance used when determining the variation pattern of the second special symbol) until the start condition of the second special symbol is met. The start condition of the second special symbol will be described later.
[0102] The second special symbol hold indicator unit 166 displays the number of hold symbols for the variable display of the second special symbol by the combination of lighting and extinguishing of the second special symbol hold indicator LEDs 166a and 166b. For example, if there is one second special symbol hold indicator, the second special symbol hold indicator LED 166a lights up and the second special symbol hold indicator LED 166b turns off. If there are two second special symbols hold indicators, both the second special symbol hold indicator LEDs 166a and 166b light up. If there are three second special symbols hold indicators, the second special symbol hold indicator LED 166a blinks and the second special symbol hold indicator LED 166b lights up. Furthermore, if there are four second special symbols hold indicators, both the second special symbol hold indicator LEDs 166a and 166b blink. However, the display mode of the LED 166a and 166b for the second special symbol, which indicate the number of reserved symbols for the second special symbol, is not limited to this.
[0103] [1-2. Electrical Configuration] Next, the control circuit of the first pachinko game machine will be described with reference to Figure 6. Figure 6 is an example of a block diagram showing the control circuit of the first pachinko game machine.
[0104] As shown in Figure 6, the first pachinko game machine mainly consists of a main control circuit 200 that controls the game, a sub-control circuit 300 that controls the effects according to the progress of the game, a payout / launch control circuit 400, and a power supply circuit 450.
[0105] [1-2-1. Main Control Circuit] The main control circuit 200 controls processes such as those executed when the power is turned on and processes related to game operation, and includes a main CPU 201, main ROM 202 (read-only memory), main RAM 203 (read-write memory), initial reset circuit 204, and backup capacitor 207, and is housed in a main board case (not shown).
[0106] The main CPU 201 is connected to the main ROM 202, main RAM 203, and initial reset circuit 204, among others. The main CPU 201 also has built-in functions such as a WDT (watchdog timer) to monitor operation and functions to prevent tampering.
[0107] The main ROM 202 stores programs for controlling the operation of the first pachinko game machine by the main CPU 201, as well as various tables and other data. The main CPU 201 has the function of executing various processes according to the programs stored in the main ROM 202.
[0108] The main RAM 203 is provided with a memory area for storing various data necessary for the progress of the game. This main RAM 203 also has the function of storing various flags and variable values as a temporary storage area for the main CPU 201. In this embodiment, RAM is used as the temporary storage area for the main CPU 201, but it is not limited to this; any read / write storage medium will suffice.
[0109] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as needed.
[0110] The backup capacitor 207 has the function of temporarily supplying power to prevent the loss of data stored in the main RAM 203 in the event of a power outage or other incident.
[0111] Furthermore, the main control circuit 200 also includes I / O ports 205 that are connected to various devices for communication, and command output ports 206 that are connected to the sub-control circuit 300 for outputting various commands.
[0112] Furthermore, various devices are connected to the main control circuit 200. For example, the main control circuit 200 is connected to the above-mentioned ordinary symbol display unit 161, ordinary symbol hold display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol hold display unit 165, second special symbol hold display unit 166, ordinary electric solenoid 148, special electric solenoid 135, and small win solenoid 154. In addition to these, the main control circuit 200 is also connected to the performance display monitor 170 and the error notification monitor 172. The main control circuit 200 can control the operation of these devices by transmitting signals via the I / O port 205.
[0113] The performance display monitor 170 displays performance data and setting values, which will be described later, under the control of the main CPU 201. The performance display data is, for example, data that shows the ratio of game balls dispensed in game states other than jackpot game states relative to a predetermined number of game balls (e.g., 60,000 balls), and is also called the base value.
[0114] The error notification monitor 172 displays an error code. In addition to the error code, the error notification monitor 172 can also display other codes, such as a setting change code indicating that a setting change process is underway, or a setting confirmation code indicating that a setting confirmation process is underway, if the pachinko machine has a setting function as described later. The setting change code may be 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 underway).
[0115] The main control circuit 200 is also connected to the first start gate switch 121, the second start gate switches 141A and 141B, the pass gate switch 127, the big prize slot count switch 132, the general prize slot switch 123, and the small prize slot count switch 152, among others. 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 call device (not shown) that has functions such as calling hall staff and displaying the number of jackpots, an external terminal board 184 used to transmit data to a hall computer 186 that manages all the pachinko machines in the hall, a setting key 174 which is operated to change or check setting values if the pachinko machine has a setting function as described later, and a backup clear switch 176 which can clear the backup data stored in the main RAM 203 according to the operation of the arcade manager.In this embodiment, the backup clear switch 176 also serves as a switch for changing setting values as described later, but it 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 a third party other than the manager of the gaming establishment (for example, a player). The "predetermined case" includes not only those in which the setting key 174 and the backup clear switch 176 cannot be accessed unless the case is opened, but also those in which notches are provided only at the corresponding locations of the setting key 174 and the backup clear switch 176 in the case, so that the manager of the gaming establishment can access 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 to expose the back.
[0118] In this embodiment, the setting key 174 and the backup clear switch 176 are connected to the main control circuit 200, but the system is not limited to this. For example, they may be connected to 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 manager of the gaming facility from easily accessing the setting key 174 and the backup clear switch 176.
[0119] [1-2-2. Subcontrol circuit] The sub-control circuit 300 includes a sub-CPU 301, program ROM 302, work RAM 303, display control circuit 304, sound control circuit 305, LED control circuit 306, special effect control circuit 307, and command input port 308, etc. 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 Figure 6, the sub-control circuit 300 is also connected to effect buttons 54 (see Figure 1) that can be operated by the player.
[0120] The program ROM 302 stores programs for controlling the gameplay of the first pachinko machine by the sub-CPU 301, as well as various tables. The sub-CPU 301 has the function of executing various processes according to the programs stored in the program ROM 302. In particular, the sub-CPU 301 controls the gameplay according to various commands transmitted from the main control circuit 200.
[0121] The work RAM 303 has the 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 the 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 that stores data for generating various types of image data, 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 types of image data related to the game, such as decorative pattern image data showing decorative patterns, background image data, and image data for special effects.
[0124] The display control circuit 304 then 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, the 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 images related to the game.
[0125] The audio control circuit 305 is a circuit for controlling the sound generated from the speaker 32. The audio control circuit 305 includes a sound source IC for controlling the sound, an audio data ROM for storing various audio data, and an amplifier (hereinafter referred to as AMP) for amplifying the audio signal.
[0126] The sound source IC controls the sound output from speaker 32. In response to a sound generation command from sub-CPU 301, the sound source IC selects one audio data from multiple audio data stored in the audio data ROM. The sound source IC also reads the selected audio data from the audio data ROM, converts it into a predetermined audio signal, and supplies the converted audio signal to the amplifier. The amplifier amplifies the audio and sound effect signals output from speaker 32.
[0127] The LED control circuit 306 is a circuit for controlling a group of LEDs 46, including decorative LEDs. The LED control circuit 306 includes a drive circuit for supplying LED control signals and a decoration data ROM that stores multiple types of LED decoration patterns.
[0128] The special effect control circuit 307 is a circuit for controlling the operation of each special effect (for example, one or more special effects from the group of special effect 58). The special effect control circuit 307 includes a drive circuit for supplying drive signals to each special effect, a special effect data ROM that stores operation patterns, and so on.
[0129] Furthermore, the mechanism control circuit 307 selects one operation pattern from multiple operation patterns stored in the mechanism data ROM in response to mechanism operation commands from the sub-CPU 301. It then reads the selected operation pattern from the mechanism data ROM and controls the mechanical operation of each mechanism by supplying a drive signal corresponding to the read operation pattern. In addition, the lighting circuit selects one lighting pattern from multiple lighting patterns stored in the mechanism data ROM based on lighting commands from the sub-CPU 301. It then reads the selected lighting pattern from the mechanism data ROM and controls the lighting operation of each mechanism by supplying a lighting control signal corresponding to the read lighting pattern.
[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 and launch control circuit 400 controls the payout of prize balls and loaned balls. This payout and launch control circuit 400 is connected to a payout device 82 that can dispense game balls, a launch device 6 that can launch game balls, a card unit 180 that can perform 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 dispense game balls.
[0133] A ball dispensing operation panel 182 is connected to the card unit 180. The ball dispensing operation panel 182 is equipped with a ball dispensing button for receiving balls and a dispensing return button (neither shown) for receiving a ball dispensing card on which cache data is stored. For example, when a player performs a ball dispensing operation, a ball dispensing control signal corresponding to the ball dispensing operation is transmitted to the card unit 180. The payout / launch control circuit 400 controls the payout device 82 to dispense game balls based on the ball dispensing control signal transmitted from the card unit 180. The operation panel 182 is often located on the pachinko game machine side, but it may also be located on the card unit 180 side.
[0134] Furthermore, the payout / launch control circuit 400 controls the launching of the game ball by supplying power to the launching solenoid (not shown) according to the rotation angle (amount of rotation) of the launching handle 62, based on the fact that the launching handle 62 has been rotated in a clockwise direction.
[0135] The power supply circuit 450 is a power supply circuit created to supply the power voltage necessary for gameplay to the main control circuit 200, sub-control circuit 300, payout / launch control circuit 400, etc.
[0136] The power supply circuit 450 is connected to a power switch 95, etc. The power switch 95 is turned on when supplying the necessary power to the pachinko game machine (more specifically, the main control circuit 200, sub-control circuit 300, payout / launch control circuit 400, etc.).
[0137] [1-3. Game Flow] Next, the game flow of the first pachinko game machine will be explained with reference to Figure 7. Figure 7 is an example of the game flow of the first pachinko game machine. Note that the game flow shown in Figure 7 is not a control flow, but a flow that can be understood visually.
[0138] As shown in Figure 7, in a pachinko game, a game ball is launched by a user such as a player, and when the game ball enters one of the various prize slots (for example, the first starting slot 120), a payout control process for the game ball is performed. Pachinko games include special symbol games that use special symbols and ordinary symbol games that use ordinary symbols. A special symbol game is a game in which, for example, a special symbol win determination process is performed based on the entry of a game ball into the starting slots 120, 140A, and 140B, and a decision is made as to whether or not to proceed to a jackpot game state. An ordinary symbol game is a game in which, for example, a normal symbol win determination process is performed based on the passage of a game ball through the passage gate 126, and a decision is made as to whether or not to activate the ordinary electric mechanism 146 to open the prize slot (in this embodiment, the second starting slot 140B). In this specification, "special symbol games" may sometimes be referred to as "games," but "games" is a broad term, and for example, regular symbol games and games that use control units such as the performance button 54 (see Figure 1 for example) are also included in the definition of "games."
[0139] Furthermore, in this specification, one special symbol game is defined as the period from when the variable display of the special symbol begins until the end of this variable display and the result of the special symbol win determination process is confirmed and displayed (derived) (more specifically, until the special symbol confirmation time has elapsed). However, if the game is controlled to a jackpot game state or a minor win game state after the result of the special symbol win determination process has been derived, one special symbol game is defined as the period until the end of the jackpot game state or minor win game state.
[0140] In the special symbol game, when a stop display pattern indicating a jackpot is displayed in the first special symbol display unit 163 or the second special symbol display unit 164, the game is controlled to enter a jackpot game state. In the jackpot game state, a round game is performed in which the jackpot prize opening 131 is kept open for a predetermined time (for example, up to 30,000 msec) by the operation of the special electric mechanism 133, and the probability of winning a prize in the jackpot prize opening 131 is relatively increased.
[0141] Furthermore, in a regular symbol game, when a stop display mode indicating a regular symbol win is shown to the regular symbol display unit 161, the regular electric mechanism 146 operates, opening the prize entry point (for example, the second start opening 140B in this embodiment), and relatively increasing the probability of winning at the second start opening 140B.
[0142] Furthermore, the games that can be played in a pachinko game are not limited to special symbol games and regular symbol games; it may also be possible to play new games other than these.
[0143] The following is an overview of the gameplay flow for special symbol games and regular symbol games.
[0144] [1-3-1. Special Symbol Game] As shown in Figure 7, the special symbol game mainly includes a special symbol activation prize entry process that is performed when a prize is won (passes through) the first activation port 120 or the second activation ports 140A, 140B, and a special symbol control process that is performed based on the fulfillment of the special symbol activation conditions.
[0145] When a game ball enters the first starting port 120 or the second starting ports 140A, 140B, a special symbol starting entry process is performed. In this special symbol starting entry process, various data related to the special symbol (for example, random values for jackpot determination, symbol determination, reach determination, and various random values for performance selection, etc.) are extracted (acquired) from various counters for the special symbol (for example, a jackpot determination counter, a symbol determination counter, etc.). Each extracted random value is held as starting information. This special symbol starting entry process is performed even while the special symbol control process is running.
[0146] Furthermore, the special symbol control process determines whether or not the activation conditions for the special symbol have been met. If the activation conditions for the special symbol are met, the special symbol win determination process is performed, which refers to the random value for jackpot determination extracted from the special symbol's jackpot determination counter and determines whether or not it is a "jackpot". After that, the stop symbol determination process is performed to determine the stop symbol. In the stop symbol determination process, the special symbol to be displayed is determined by referring to the random value for symbol determination extracted from the special symbol's symbol determination counter and the result of the special symbol win determination process.
[0147] In this embodiment, if the probability variation flag is on, the probability variation control is executed. In the special symbol win determination process described above, if the probability variation flag is off, it is determined to be a "jackpot" with a relatively low probability, and if the probability variation 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" will be referred to as the "jackpot probability".
[0148] The probability variation flag is one of the management flags stored in the main RAM 203, and it is a flag used to manage whether or not probability variation control is executed. When the probability variation flag is on, the game proceeds in a game state in which probability variation control is executed (for example, in this embodiment, a high probability time-saving game state or a high probability non-time-saving game state). On the other hand, when the probability variation flag is off, the game proceeds in a game state in which probability variation control is not executed (for example, a normal game state or a low probability time-saving game state).
[0149] Next, the process for determining the variation pattern of the special symbol is performed. In this process, a random value is extracted from the variation pattern determination counter, and the variation pattern (variable display pattern) of the special symbol is determined by referring to this random value, the result of the special symbol win determination process described above, and the special symbol to be stopped and displayed as described above. Then, based on the result of the special symbol variation pattern determination process, the variable display control process for the special symbol is performed.
[0150] Once the variation pattern for the special symbols is determined, a processing step is performed to determine the next performance pattern. Based on the results of the performance pattern determination process, a performance control process is performed for display effects such as decorative symbols and character effects displayed in the display area of the display device 7, and sound effects such as voices and sound effects output from the speaker 32. The performance control process is performed by the sub-CPU 301.
[0151] Then, after the variable display control processing and performance control processing for the special symbols are completed, if it is a jackpot, the jackpot game control processing is performed. The jackpot game control processing is performed when the jackpot game state is active. When the jackpot game state ends, the special symbol game ends, and the game state transition control processing to a non-jackpot game state is performed. In this case, the game state transitions according to the type of jackpot. For example, if it is a type of jackpot where both the probability variation flag and the time reduction flag are set to ON, after the jackpot game state ends, the game transitions to the probability variation time reduction game state.
[0152] On the other hand, if it is not a big win, i.e., a loss, the special symbol game ends. Although not shown in Figure 7, if it is a minor win, the minor win game control process is performed.
[0153] Then, each time the conditions for activating the special symbol are met, the various processes of the special symbol control process described above are repeated.
[0154] Furthermore, if a game ball enters the starting slots 120, 140A, or 140B during the special symbol control processing, the special symbol starting entry processing will be executed. In addition, the special symbol starting information extracted when a game ball enters the starting slots 120, 140A, or 140B (for example, various random values such as random values for determining a jackpot, random values for the special symbol, random values for determining a reach, and random values for selecting effects) will be held in reserve until the conditions for starting the special symbol are met.
[0155] Furthermore, in the first pachinko game machine, a total of up to eight special symbol start information entries can be held, consisting of four for the first special symbol and four for the second special symbol. However, the number of special symbol start information entries that can be held is not limited to this. For example, it may be possible to hold more start information entries for the first special symbol than for the second special symbol, or vice versa.
[0156] Furthermore, although not shown in Figure 7, a pre-read judgment function may be provided that determines the outcome (whether or not a "jackpot" is won) and the variation pattern based on the start information extracted when the game ball enters (passes through) the start openings 120, 140A, and 140B, prior to the special symbol's win determination process, and performs a predetermined effect based on the result of this pre-read judgment. Note that the above pre-read judgment may be performed before or after the start information extracted when the game ball enters the start openings 120, 140A, and 140B is held.
[0157] [1-3-2. Standard Symbol Game] As shown in Figure 7, the standard symbol game mainly includes a standard symbol activation process that is performed when a game ball passes through the passage gate 126, and a standard symbol control process that is performed based on the fulfillment of the standard symbol activation conditions.
[0158] When a game ball passes through gate 126, the normal symbol start pass-through process is executed. In this normal symbol start pass-through process, the start information for the normal symbol (for example, the random value used for determining the win of the normal symbol) is extracted (obtained) from the win determination counter for the normal symbol, and the extracted start information is held in reserve.
[0159] Furthermore, in the normal symbol control process, the main CPU 201 determines whether or not the conditions for starting the normal symbols have been met. When starting the variable display of normal symbols, the main CPU 201 refers to the random value for normal symbol win determination extracted from the normal symbol win determination counter, and executes the normal symbol win determination process to determine whether or not it is a "normal symbol win," 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 symbols is determined.
[0160] Next, the main CPU 201 refers to the result of the normal symbol win determination process and the determined variation pattern of the normal symbols, and executes a variable display control process to control the variable display of the normal symbols, and an effect control process to perform a predetermined effect. Note that the effect control process may not be executed.
[0161] Then, once the variable display control processing and performance control processing for the regular symbols are completed, the main CPU 201 determines whether or not a regular winning symbol indicating a "regular symbol win" has been derived to the regular symbol display unit 161 (see Figure 6). If it is determined that a stop display pattern indicating a regular win has been derived, the main CPU 201 executes the regular symbol win game control processing. In this regular symbol win game control processing, the regular electric mechanism 146 (see Figures 4 and 6) is activated, and the entry point (for example, in this embodiment, for example, the second start point 140B (see Figure 4)) is opened to a state where it is possible or easy for game balls to enter (pass through). On the other hand, if it is determined that a stop display pattern indicating a regular win has not been derived, the main CPU 201 does not execute the regular symbol win game control processing and terminates the regular symbol control processing.
[0162] In addition, in game states where time-saving control is not performed (for example, normal game state), the probability of obtaining a stop display pattern indicating a normal win may be set to 0. Time-saving control corresponds to a control that performs at least one of the following: special symbol shortening control, which shortens the variable display time of special symbols compared to when time-saving control is not performed, and electric support control, which increases the frequency of activating the normal electric mechanism 146 to open the prize entry point (for example, the second start opening 140B in this embodiment). 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 conditions for starting a regular symbol are met, the various processes of the regular symbol control process described above are repeated.
[0164] Furthermore, if a game ball passes through the passage gate 126 during the normal symbol control processing, the normal symbol activation passage processing is executed. In addition, the normal symbol activation information (for example, random values for determining a win for the normal symbol) extracted when the game ball passes through the passage gate 126 is held in reserve until the normal symbol activation conditions are met.
[0165] The variable display of regular symbols begins in the order in which they were held. When the activation conditions for a regular symbol are met, the variable display is executed for the activation information that was held first among the held regular symbol activation information.
[0166] Furthermore, the extraction method for various random values (for example, random values for determining a jackpot for the first special symbol, random values for the first special symbol, random values for determining a reach for the first special symbol, random values for determining a jackpot for the second special symbol, random values for the second special symbol, random values for determining a reach for the second special symbol, and random values for determining a win for a normal symbol, etc.) may be a software random number method that generates random values within a predetermined range (width) by executing a program on the main CPU 201, or a hardware random number method that extracts random values from a counter in a random number generator that updates random numbers at a predetermined period.
[0167] [1-4. Basic Specifications] Next, the basic specifications of the first pachinko game machine will be explained with reference to Figures 8 to 12.
[0168] In the first pachinko game machine, there are four game states: a normal game state in which neither probability variation control nor time reduction control is performed; a high probability time reduction game state in which both probability variation control and time reduction control are performed; a high probability non-time reduction game state in which probability variation control is performed but time reduction control is not; and a low probability time reduction game state in which probability variation control is not performed but time reduction control is performed. The main CPU 201 is capable of advancing the game in any of these game states. However, the game states that can be advanced by the control of the main CPU 201 are not limited to these, and the game may be prevented from advancing in any of the normal game state, high probability time reduction game state, high probability non-time reduction game state, and low probability time reduction game state. For example, the game may be allowed to advance in any of the normal game state, high probability time reduction game state, and low probability time reduction game state, while the game may not advance in the high probability non-time reduction game state.
[0169] In this embodiment, left-handed play is recommended during normal gameplay, while right-handed play is recommended during high-probability time-saving gameplay, high-probability non-time-saving gameplay, and low-probability time-saving gameplay. The sub-CPU 301 performs control to display the recommended playing method, for example, in the display area of the display device 7.
[0170] [1-4-1. Jackpot probability for each setting value] Figure 8 is an example of a table showing the approximate jackpot probabilities for each setting value in the first pachinko game machine. As shown in Figure 8, in the first pachinko game machine, the setting key 174 and the backup clear switch 176 (see Figure 6 for both) can be used to set the machine to one of several setting values, such as setting 1 to setting 6. In the case of a pachinko game machine with such a setting function, the jackpot probability differs depending on the setting value, and the main CPU 201 performs a special symbol winning determination process based on the set setting value.
[0171] Specifically, in game states where the probability variation control is not performed and the probability variation flag is off (for example, the normal game state and the low probability time-saving game state in this embodiment), the probability of hitting a jackpot is approximately 1 in 319 for setting 1, 1 in 314 for setting 2, 1 in 309 for setting 3, 1 in 304 for setting 4, 1 in 299 for setting 5, and 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 performed. Although the probability of a minor win is not shown in Figure 8, it may vary depending on the setting value, or it may be a common probability for settings 1 to 6.
[0172] Furthermore, in this embodiment, the probability of winning a jackpot is different for each setting value, but this is not limited to this. For example, the probability of winning a jackpot may be the same for multiple setting values, such as setting 1 and setting 2 having the same probability of winning a jackpot, setting 3 and setting 4 having the same probability of winning a jackpot, and setting 5 and setting 6 having the same probability of winning a jackpot.
[0173] Furthermore, in this embodiment, the probability of winning a jackpot differs depending on the setting value, but if the degree of advantage for the player differs depending on the setting value, the object that differs depending on the setting value is not necessarily limited to the probability of winning a jackpot. For example, in a pachinko game machine that is controlled to enter a jackpot state when a game ball enters a specific winning slot, the probability of entering that specific winning slot may be made different depending on the setting value. Note that it is not necessary for the pachinko game machine to be a pachinko game machine with a setting function.
[0174] [1-4-2. Winning Determination Table for Special Symbols] Figure 9 shows an example of a special symbol win determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko game machine. Note that the special symbol win determination table shown in Figure 9 is an example of the case of setting 1 shown in Figure 8.
[0175] The special symbol win determination table is a table referenced in the special symbol win determination process, that is, a table referenced when determining "Big Win," "Minor Win," or "Loss" by lottery based on the random value for big win determination obtained when a game ball enters the first start opening 120 or the second start openings 140A, 140B. In this embodiment, the lottery targets in the first special symbol win determination process are only "Big Win" and "Loss." In contrast, the lottery targets in the second special symbol win determination process are "Big Win," "Minor Win," and "Loss." However, "Minor Win" may also be included in the lottery targets in the first special symbol win determination process.
[0176] As mentioned above, the random number used for determining a jackpot is a random number used in the process of determining a win with a special symbol. In this embodiment, the random number used for determining a jackpot is extracted from 0 to 65535 (65536 types). However, the range of random numbers that are generated is not limited to the above.
[0177] In this embodiment, the first special symbol's win determination process determines whether it is a "jackpot" or a "miss" based on the extracted random value for jackpot determination. The first special symbol's win determination table defines, for each probability variation flag value (0 or 1), the relationship between the range (width) of random value for jackpot determination that determines a "jackpot" and the corresponding jackpot determination value data, and the relationship between the range (width) of random value for jackpot determination that determines a "miss" and the corresponding miss determination value data.
[0178] In this specification, if the value of the probability change flag is "0", the probability change flag is off, and if the value of the probability change flag is "1", the probability change flag is on.
[0179] Furthermore, in the second special symbol's win determination process, it is determined as either a "jackpot," a "minor win," or a "miss" based on the extracted random value for jackpot determination. The second special symbol's win determination table defines, for each probability variation flag value (0 or 1), the relationship between the range (width) of random value for jackpot determination that determines a "jackpot" and the corresponding jackpot determination value data, the relationship between the range (width) of random value for jackpot determination that determines a "minor win" and the corresponding minor win determination value data, and the relationship between the range (width) of random value for jackpot determination that determines a "miss" and the corresponding miss determination value data.
[0180] In this embodiment, if the probability variation flag is off during the hit detection process for the first special symbol, and the extracted random value for jackpot detection is one of 0 to 204, it is determined to be a "jackpot," and the hit / lose determination value data is set to "jackpot determination value data." Also, if the probability variation flag is off during the hit detection process for the first special symbol, and the extracted random value for jackpot detection is not one of 0 to 204, it is determined to be a "miss," and the determination value data is set to "miss determination value data."
[0181] Furthermore, if the probability variation flag is on during the hit determination process for the first special symbol, and the extracted random value for determining the jackpot is one of the values from 0 to 850, it is determined to be a "jackpot," and the determination value data is set to "jackpot determination value data." Also, if the probability variation flag is on during the hit determination process for the first special symbol, and the extracted random value for determining the jackpot is not one of the values from 0 to 850, it is determined to be a "miss," and the determination value data is set to "miss determination value data."
[0182] Similarly, if the probability variation flag is off during the second special symbol's win determination process, and the extracted random value for jackpot determination is one of the values from 0 to 204, it is determined to be a "jackpot," and the determination value data is set to "jackpot determination value data." Also, if the probability variation flag is off during the second special symbol's win determination process, and the extracted random value for jackpot determination is one of the values from 205 to 22049, it is determined to be a "minor win," and the determination value data is set to "minor win determination value data." Furthermore, if the probability variation flag is off during the second special symbol's win determination process, and the extracted random value for jackpot determination is not one of the values from 0 to 22049, it is determined to be a "miss," and the determination value data is set to "miss determination value data."
[0183] Furthermore, if the probability variation flag is on during the second special symbol's win determination process, and the extracted random value for jackpot determination is one of the values from 0 to 850, it is determined to be a "jackpot," and the determination value data is set to "jackpot determination value data." Also, if the probability variation flag is on during the second special symbol's win determination process, and the extracted random value for jackpot determination is one of the values from 851 to 22695, it is determined to be a "minor win," and the determination value data is set to "minor win determination value data." In addition, if the probability variation flag is on during the second special symbol's win determination process, and the extracted random value for jackpot determination is not one of the values from 0 to 22695, it is determined to be a "miss," and the determination value data is set to "miss determination value data."
[0184] [1-4-3. Special Symbol Judgment Table] Figure 10 shows an example of a special symbol determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko game machine.
[0185] The special symbol determination table is a table referenced when selecting the "winning symbol selection command" and "symbol specification command" that determine the stopping symbol, based on the symbol random value of the special symbol obtained when a game ball enters the first starting port 120 or the second starting ports 140A, 140B and the aforementioned win / loss determination value data. The "winning symbol selection command" is a command to specify the winning symbol determined according to the type of jackpot when the result of the special symbol win determination process is a jackpot, and the "symbol specification command" is a command to specify the symbol that will be displayed when the variable display of the special symbol stops. The symbol random value of the special symbol is extracted from, for example, 0 to 99 (100 types).
[0186] According to the special symbol determination table shown in Figure 10, if a jackpot determination value data is obtained as a result of the hit determination process for the first special symbol, the hit selection symbol command and symbol specification command are selected as follows, for example. That is, if the symbol random value of the first special symbol is 0 or 1, "z0" is selected as the hit selection symbol command and "zA1" is selected as the symbol specification command. Also, if the symbol random value of the first special symbol is any of 2 to 9, "z1" is selected as the hit selection symbol command and "zA1" is selected as the symbol specification command. Also, if the symbol random value of the first special symbol is any of 10 to 59, "z2" is selected as the hit selection symbol command and "zA2" is selected as the symbol specification command. Furthermore, if the symbol random value of the first special symbol is any of 60 to 99, "z3" is selected as the hit selection symbol command and "zA2" is selected as the symbol specification command.
[0187] Furthermore, if a loss judgment value data is obtained as a result of the win judgment process for the first special symbol, regardless of whether the symbol random value of the first special symbol is between 0 and 99, the winning symbol selection command will not be selected, and the symbol specification command will be "zA3".
[0188] Also, when big win determination value data is obtained as a result of the winning determination process for the second special symbol, for example, the winning selection symbol command and the symbol specification command are selected as follows. That is, when the symbol random number value of the second special symbol is any of 0 to 29, "z4" is selected as the winning selection symbol command, and "zA4" is selected as the symbol specification command. Also, when the symbol random number value of the second special symbol is any of 30 to 59, "z5" is selected as the winning selection symbol command, and "zA5" is selected as the symbol specification command. Further, when the symbol random number value of the second special symbol is any of 60 to 99, "z6" is selected as the winning selection symbol command, and "zA5" is selected as the symbol specification command.
[0189] Also, when small win determination value data is obtained as a result of the winning determination process for the second special symbol, regardless of whether the symbol random number value of the special symbol is any of 0 to 99, "z7" is selected as the winning selection symbol command, and "zA6" is selected as the symbol specification command.
[0190] In addition, when small win determination value data is obtained as a result of the winning determination process for the second special symbol, the main CPU 201 executes a 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 that enables or facilitates the winning (passing) of game balls into the small win big winning opening 151 (see FIG. 4), and prize balls can be paid out.
[0191] Also, when the result of the winning determination process for the second special symbol is "loss", regardless of whether the symbol random number value of the special symbol is any of 0 to 99, the winning selection symbol command is not selected, and "zA7" is selected as the symbol specification command.
[0192] In this embodiment, a so-called two-stage lottery is performed by first determining the win / loss judgment value data based on the extracted random value for jackpot determination by referring to the special symbol win determination table (see Figure 9), and then determining the winning symbol selection command and symbol specification command based on the symbol random value of the special symbol by referring to the special symbol determination table (see Figure 10). However, this is not the only method. For example, a so-called one-stage lottery may be performed by determining the win / loss of the special symbol, the winning symbol selection command and the symbol specification command based on the extracted random value for jackpot determination and the symbol random value of the special symbol.
[0193] [1-4-4. Table for Determining the Type of Jackpot] Figure 11 shows an example of a jackpot type determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko game 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 variation flag, the number of probability variation rounds, the value of the time reduction flag, and the number of time reduction rounds, in accordance with the winning selection symbol command which is determined in accordance with the symbol random value of the special symbol.
[0194] In this specification, as with the probability variation flag, a value of "0" for the time reduction flag means the time reduction flag is off, and a value of "1" means the time reduction flag is on.
[0195] In this embodiment, if the result of the hit detection process for the first special symbol is "Big Win", the type of big win is determined as follows. For example, if the winning symbol selection command is "z0", the number of rounds is determined to be "10", the probability variation flag is on, the number of probability variation rounds is "10000", and the time reduction flag is off. Also, if the winning symbol selection command is "z1", the number of rounds is determined to be "10", the probability variation flag is on, the number of probability variation rounds is "10000", the time reduction flag is on, and the number of time reduction rounds is "10000". Also, if the winning symbol selection command is "z2", the number of rounds is determined to be "4", the probability variation flag is on, the number of probability variation rounds is "10000", the time reduction flag is on, and the number of time reduction rounds is "10000". Furthermore, if the winning symbol selection command is "z3", the number of rounds will be set to "4", the probability variation flag will be off, the time reduction flag will be on, and the number of time reduction rounds will be set to "50".
[0196] Furthermore, if the result of the second special symbol's hit detection process is "Big Win," the type of big win is determined as follows. For example, if the winning symbol selection command is "z4," the number of rounds is determined to be "10," the probability variation flag is on, the number of probability variation rounds is "10000," and the time reduction flag is off. Also, if the winning symbol selection command is "z5," the number of rounds is determined to be "10," the probability variation flag is on, the number of probability variation rounds is "10000," the time reduction flag is on, and the number of time reduction rounds is "10000." In addition, if the winning symbol selection command is "z6," the number of rounds is determined to be "10," the probability variation flag is off, the time reduction flag is on, and the number of time reduction rounds is "50."
[0197] However, the types of jackpots shown in Figure 11 are just examples and are not limited to these. Note that if the value of the probability variation flag is determined to be "0", the number of probability variation rounds is not determined, but the number of probability variation rounds may be set to "0" in the sense that probability variation control is not executed.
[0198] The "10000" in the number of probability variation rounds means that the probability variation control can be continued until the special symbol win determination process, which is performed in the game state after the jackpot state ends, determines that it is a jackpot (i.e., the next jackpot).
[0199] [1-4-5. Table of Variation Patterns for Special Symbols] Figure 12 is an example of a special symbol variation pattern table for the first pachinko game machine, and (A) is the special symbol variation pattern table for low start, and (B) is the special symbol variation pattern table for high start. Note that the "Performance Content" column in Figure 12 is shown for clarity and convenience. The main CPU 201 determines the variation pattern of the first special symbol when a game ball enters the first start port 120, and determines the variation pattern of the second special symbol when a game ball enters the second start ports 140A and 140B.
[0200] In normal gameplay where left-handed play is recommended, the variation pattern of the special symbols is determined by referring to the variation pattern table for low-start special symbols shown in Figure 12(A), for example.
[0201] On the other hand, in game states where right-handed play is recommended, namely high-probability time-saving game states, high-probability non-time-saving game states, or low-probability time-saving game states, the variation pattern of the special symbols is determined by referring to the variation pattern table of special symbols for high starts, for example, shown in Figure 12(B).
[0202] As shown in Figures 12(A) and (B), the variation pattern of the special symbols is determined based on the type of special symbol, the result of the special symbol's hit determination process (win or loss), the random value for reach determination, and the random value for performance selection. However, it is not limited to this, and the pattern may be determined based on other values, etc., in place of or in addition to any of the above.
[0203] The random values used for determining a winning combination are extracted from, for example, 0 to 249 (250 types), and the random values used for selecting the animation are extracted from, for example, 0 to 99 (100 types). However, the range of random values that are generated is not limited to the above.
[0204] When the variation pattern of a special symbol is determined by referring to the variation pattern table for high-start special symbols, the expected number of variable displays of the special symbol per unit time is greater compared to when the variation pattern of a special symbol is determined by referring to the variation pattern table for low-start special symbols. In particular, when the variation pattern of a special symbol is determined by referring to the variation pattern table for low-start special symbols, the second special symbol is displayed in a variable manner for an extremely long period of time, for example, approximately 600,000 msec (e.g., long variation A to C). On the other hand, when the variation pattern of a special symbol is determined by referring to the variation pattern table for high-start special symbols, the second special symbol is displayed in a variable manner for an extremely short period of time, for example, 1,000 msec (e.g., super-fast variation).
[0205] The main CPU 201 transmits the determined variation pattern information to the sub-CPU 301. Based on the variation pattern information transmitted from the main CPU 201, 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.
[0206] Although not shown in Figure 12, for each setting value, the range of random values used for selecting the effects may be changed to create different variation patterns (variable display times) for the special symbols that are determined.
[0207] Furthermore, in this embodiment, for example, in the normal game state, the variation pattern of the special symbols is determined by referring to the variation pattern table for the special symbols for low starts, and in the high probability time-saving game state, high probability non-time-saving game state, or low probability time-saving game state, the variation pattern of the special symbols is determined by referring to the variation pattern table for the special symbols for high starts, but this is not limited to this.
[0208] [1-5. Main control processing] Next, with reference to Figures 13 to 39, the contents of the various processes (various modules) executed by the main CPU 201 of the main control circuit 200 will be explained. [1-5-1. Main Control Processing] Next, referring to FIGS. 13 to 16, the main processing (main control main processing) executed by the main CPU 201 will be described. FIGS. 13 to 16 are flowcharts showing an example of the main control main processing in the first pachinko gaming machine.
[0209] First, the main CPU 201 determines whether the power-off signal is at the high level (S11). Although not shown, it is needless to say that the main CPU 201 sets the stack pointer and the address of the interrupt vector table prior to S11.
[0210] If it is determined in S11 that the power-off signal is not at the high level (when S11 is a NO determination), the main CPU 201 repeats the determination process of S11.
[0211] On the other hand, if it is determined in S11 that the power-off signal is at the high level (when S11 is a YES determination), the main CPU 201 transfers 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, the on / off state of the backup clear switch 176 and the on / off state of the setting key 174 are saved. That is, the on / off states of the backup clear switch 176 and the setting key 174 are stored in the startup control flag area in the main RAM 203. Also, in this processing, the game permission flag is set to off. After executing the process of S12, the main CPU 201 transfers the process to S13.
[0213] In S13, the main CPU 201 performs a wait process. In this process, the sub-control circuit 300 waits for startup. The startup wait time (wait period) in this case is, for example, 12000.07 msec. After executing the process of S13, the main CPU 201 transfers the process to S14.
[0214] Furthermore, while waiting for the sub-control circuit 300 to start up, the main CPU 201 may perform tasks such as checking for interrupt request signals, outputting the WDT when an interrupt request signal is generated, and outputting various sensor initialization signals at predetermined timings.
[0215] In S14, the main CPU 201 determines whether the power outage before startup (the previous one) was a normal power outage or not. In this process, it is determined whether the power outage was normal or abnormal based on the value stored in the power outage detection flag area in the main RAM 203.
[0216] If it is determined in S14 that the power outage was not normal (i.e., S14 is judged as NO), the main CPU 201 moves the processing to S18.
[0217] On the other hand, if it is determined in S14 that the power interruption was normal (if S14 is determined to be YES), the main CPU 201 calculates the checksum value of the work area stored in the main RAM 203 (S15), and then performs a checksum verification process for the work area (S16). After executing the process in S16, the main CPU 201 moves the process to S17.
[0218] In S17, the main CPU 201 determines whether the matching result is abnormal or not.
[0219] If the matching result in S17 is determined to be normal (i.e., S17 is determined to be NO), the main CPU 201 moves the process to S22. The processing from S22 onward will be described later.
[0220] On the other hand, if the matching result in S17 is determined to be abnormal, that is, not normal (i.e., if S17 is determined to be YES), the main CPU 201 moves the process to S18.
[0221] In S18, the main CPU 201 determines whether at least one of the setting key 174 and the backup clear switch 176 is off. That is, if both the setting key 174 and the backup clear switch 176 are on, the result is NO; 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 result is YES.
[0222] If S18 determines that at least one of the setting key 174 and the backup clear switch 176 is not off, i.e., both are on (S18 is determined to be NO), the main CPU 201 moves the process to S21. The process in S21 will be described later.
[0223] On the other hand, if S18 determines that at least one of the setting key 174 and the backup clear switch 176 is off (i.e., S18 is determined to be YES), 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 in S19, the main CPU 201 moves the process to S20.
[0225] In S20, the main CPU 201 performs error display processing on the performance display monitor 170 (see Figure 6). This process involves setting error display data to the output port of I / O port 205, which outputs a signal to the performance display monitor 170. As a result, a designated LED on the performance display monitor 170 lights up, indicating an error. After executing the process in S20, the main CPU 201 enters an infinite loop.
[0226] Thus, if the previous power outage was not a normal power outage, or if the checksum value of the work area stored in the main RAM 203 is not verified, the first pachinko game machine will not be able to execute a game until it is determined that both the setting key 174 and the backup clear switch 176 are on.
[0227] Next, the process in S21 will be explained. In S21, the main CPU 201 stores a value indicating that a configuration change has been made in the startup control flag area of the main RAM 203. This process is performed when an abnormal startup occurs, and it is designed to store the value indicating that a configuration change has been made again. After executing the process in S21, the main CPU 201 moves the process to S22.
[0228] In S22, the main CPU 201 clears the XINT detection flag area and the power outage detection flag area in the main RAM 203 (S22). After executing the process in S22, the main CPU 201 moves the process to S23.
[0229] In S23, the main CPU 201 performs a startup state determination process. In this process, it determines the current startup state (power recovery / setting change / setting confirmation / RAM clear) based on the value of the startup control flag stored in the startup control flag area of the main RAM 203. After executing the process in S23, the main CPU 201 moves the process to S24.
[0230] In S24, the main CPU 201 performs the RAM configuration process during startup. This process clears the working area (volatile area) in the main RAM 203, which manages flags, etc. (for example, constructing the working area and setting addresses). This process is performed in common during power recovery and initialization, and the backup area is not cleared. After executing the process in S24, the main CPU 201 moves the process to S25.
[0231] In S25, the main CPU 201 performs the startup initial setup process. This process performs the initial setup according to the current startup state (power recovery / setting change / setting confirmation / RAM clear). Details of the startup initial setup process will be described later, referring to Figure 17. After executing the process in S25, the main CPU 201 moves the process to S26.
[0232] In S26, the main CPU 201 performs interrupt disable processing. After executing the process in S26, the main CPU 201 moves the process to S27.
[0233] In S27, the main CPU 201 performs a power-off process. After executing the process in S27, the main CPU 201 moves the process to S28. Details of the power-off process will be described later with reference to Figure 18.
[0234] In S28, the main CPU 201 performs an update process for the initial random number. This process updates the initial random numbers for various random number counters (for example, the random number counter used to determine the jackpot for special symbols). After executing the process in S28, the main CPU 201 moves the process to S29.
[0235] In S29, the main CPU 201 determines whether or not the game is in a play-permitted state. This determination is made based on the value of the play-permitted flag.
[0236] If it is determined in S29 that the game is not permitted (i.e., S29 is judged as NO), the main CPU 201 moves the processing to S30.
[0237] On the other hand, if it is determined in S29 that the game is permitted (i.e., S29 is determined to be YES), the main CPU 201 moves the processing to S31.
[0238] In S30, the main CPU 201 performs interrupt enable processing. After executing the processing in S30, the main CPU 201 returns to processing in S26 and performs the processing from S26 onward.
[0239] In S31, the main CPU 201 performs register saving. After executing the process in S31, the main CPU 201 moves the process to S32.
[0240] In S32, the main CPU 201 performs performance display monitor aggregation calculation processing. This process calculates and updates various base values. This process is performed using an area separate from the work area (outside the main RAM 203). After executing the process in S32, the main CPU 201 moves the process to S33.
[0241] In S33, the main CPU 201 restores the registers that were saved in S31. After executing the process in S33, the main CPU 201 moves the process to S34.
[0242] In S34, the main CPU 201 performs interrupt enable processing. After executing the process in S34, the main CPU 201 moves 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 period (for example, 2 msec).
[0244] If it is determined in S35 that the system cycle time has not elapsed (i.e., S35 is judged as NO), the main CPU 201 returns to processing S26 and performs the processing from S26 onwards.
[0245] On the other hand, if it is determined in S35 that the system cycle time has elapsed (i.e., if S35 is determined to be YES), the main CPU 201 moves the processing to S36.
[0246] In S36, the main CPU 201 performs a process three times in which it subtracts 1 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-disabled section within the main control main process. After executing the process in S36, the main CPU 201 moves the process to S37.
[0247] In this embodiment, within the main control processing, an interrupt-free interval of, for example, 6 msec (processing interval S26 to S35) is provided before the execution of various game control-related processes (for example, processes S37 to S44) described later. Therefore, in this embodiment, the various game control-related processes described later are executed, for example, every 6 msec (each system cycle). In this embodiment, an example in which the interrupt-free interval is three times the interrupt cycle has been described, but this is not the only example.
[0248] In S37, the main CPU 201 performs a system timer update process. The system timer is a timer that manages the system period (e.g., 6 msec). The value of the system timer is stored in the system period management timer area within the work area of the main RAM 203. After executing the process in S37, the main CPU 201 moves the process to S38.
[0249] In S38, the main CPU 201 performs the main control command transmission and reception processing. This processing primarily involves the transmission and reception of payout control commands. After executing the processing in S38, the main CPU 201 moves the processing to S39.
[0250] In S39, the main CPU 201 performs special symbol control processing. This processing involves operations related to the special symbol game. Details of this special symbol control processing will be described later with reference to Figure 19. After executing the processing in S39, the main CPU 201 moves the processing to S40.
[0251] In S40, the main CPU 201 performs normal symbol control processing. This processing involves operations related to the normal symbol game. Details of this normal symbol control processing will be described later with reference to Figure 30. After executing the processing in S40, the main CPU 201 moves the processing to S41.
[0252] In S41, the main CPU 201 performs control processing for the game operation display unit. This process involves setting the display data to be output to each display unit of the LED unit 160 (for example, the first special symbol display unit 163, the second special symbol display unit 164, etc.). After executing the process in S41, the main CPU 201 moves the process to S42.
[0253] In S42, the main CPU 201 performs game information data generation processing. This processing includes controlling the external terminal board pulse signal, setting output data, and generating the test firing signal. Note that the test firing signal generation processing is performed using a separate area (outside the main RAM 203) from the working area. After executing the processing in S42, the main CPU 201 moves the processing to S43.
[0254] In S43, the main CPU 201 performs port output processing. This process involves setting (transferring) output data to the command output port 206 (see Figure 6). After executing the process in S43, the main CPU 201 moves the processing to S44.
[0255] In S44, the main CPU 201 performs state monitoring processing. This processing includes launch position determination processing, game abnormality detection processing, and payout abnormality detection processing. In the launch position determination processing, if there is a change in the launch position (for example, right-handed or left-handed), a launch position command is scheduled to be sent. In the game abnormality detection processing, if an abnormality is detected, a game abnormality detection command is scheduled to be sent. In the payout abnormality detection processing, if an abnormality is detected, a payout abnormality detection command is scheduled to be sent. After executing the processing in S44, the main CPU 201 returns to processing in S26 and performs the processing from S26 onward.
[0256] [1-5-2. Initial setup process at startup] Next, referring to Figure 17, the startup initial setup process performed in S25 during the main control processing (see Figures 13 to 16) will be explained. Figure 17 is a flowchart showing an example of the startup initial setup process in the first pachinko game machine.
[0257] The main CPU 201 first loads the startup control flags (S51). After executing the process in S51, the main CPU 201 moves the process to S52.
[0258] In S52, the main CPU 201 determines whether the value of the startup control flag indicates a power-off recovery.
[0259] If in S52 the value of the startup control flag is determined not to be a value indicating recovery from power interruption (i.e., S52 is determined to be NO), the main CPU 201 moves processing to S54.
[0260] On the other hand, if in S52 the value of the startup control flag is determined to be a value indicating recovery from power interruption (i.e., if S52 is determined to be YES), the main CPU 201 moves the process to S53.
[0261] In S53, the main CPU 201 performs the second normal game pre-processing. Details of this second normal game pre-processing will be described later with reference to Figure 37. Once 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 in S53, the main CPU 201 finishes the startup initial setup process and returns the process to the main control process (see Figures 13 to 16).
[0262] In S54, the main CPU 201 determines whether the value of the startup control flag indicates a setting change or a setting confirmation.
[0263] If, in S54, the value of the startup status flag is determined not to be a value indicating a setting change or setting confirmation, i.e., a value indicating a RAM clear (S54 is determined to be NO), the main CPU 201 moves the process to S56.
[0264] On the other hand, if in S54 the value of the startup status flag is determined to be a value indicating a setting change or setting confirmation (i.e., if S54 is determined to be YES), the main CPU 201 moves the process to S55.
[0265] In S55, the main CPU 201 performs a scheduled transmission process for setting operation commands. The setting operation commands scheduled for transmission in this process will be sent to the sub-control circuit 300 during the next system timer interrupt processing (see S242 in Figure 32 below) for performance control commands. After executing the process in S55, the main CPU 201 finishes the startup initial setup process and returns to the main control process (see Figures 13 to 16).
[0266] In S56, the main CPU 201 performs the first normal game pre-processing. Details of this first normal game pre-processing will be described later with reference to Figure 36. Once 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 in S56, the main CPU 201 finishes the startup initial setup process and returns the process to the main control process (see Figures 13 to 16).
[0267] [1-5-3. Power outage procedure] Next, with reference to Figure 18, the power cut-off process performed in S27 during the main control processing (see Figures 13 to 16) will be explained. Figure 18 is a flowchart showing an example of the power cut-off process in a first pachinko game machine.
[0268] The main CPU 201 first determines whether the XINT detection flag is turned on or not (S61).
[0269] If it is determined in S61 that the XINT detection flag is not on (i.e., S61 is determined to be NO), the main CPU 201 terminates the power cut process and returns the process to the main control process (see Figures 13 to 16).
[0270] On the other hand, if the XINT detection flag is determined to be on in S61 (i.e., S61 is determined to be YES), the main CPU 201 moves processing to S62.
[0271] In S62, the main CPU 201 performs the checksum calculation process. After executing the process in S62, the main CPU 201 moves the process to S63.
[0272] In S63, the main CPU 201 stores the checksum value and the power failure detection flag value in the corresponding predetermined storage areas within the main RAM 203. In this case, they are stored in the backup area of the main RAM 203. After executing the process in S63, the main CPU 201 moves the process to S64.
[0273] In S64, the main CPU 201 clears the XINT detection flag. After executing the process in S64, the main CPU 201 performs the process of setting the RAM access prohibition value (S65). After executing the process in S65, the main CPU 201 moves the process to S66.
[0274] In the S66, the main CPU 201 repeatedly performs a CPU reset waiting process until the power is cut off.
[0275] [1-5-4. Special Symbol Control Processing] Next, with reference to Figure 19, the special symbol control process executed by the main CPU 201 will be described. Figures 19 and 20 are flowcharts showing an example of the special symbol control process performed in S39 during the main control process (see Figures 13 to 16) in the first pachinko game machine.
[0276] As shown in Figure 19, the main CPU 201 first loads the control status number for the second special symbol in S71. The control status number for each special symbol is a number that indicates the status of the control processing related to the variable display (special symbol game) of each special symbol. After executing the process in S71, the main CPU 201 moves the processing to S72.
[0277] Although not shown in the diagram, the main CPU 201, prior to executing the special symbol control process, performs an address setting process in which it sets the addresses of the working areas of each special symbol in the main RAM 203 into predetermined registers.
[0278] Also, although not shown in the diagram, the main CPU 201 also checks the number of reserved special symbols for the first and second special symbols when executing the special symbol control processing. If the number of reserved special symbols for the first special symbol remains "0" for a certain period of time or longer, the main CPU 201 performs a scheduled demo display command transmission process for the first special symbol. If the number of reserved special symbols for the second special symbol remains "0" for a certain period of time or longer, the main CPU 201 performs a scheduled demo display command transmission process for the second special symbol. The demo display command scheduled for transmission in this process is sent to the sub-control circuit 300 during the performance control command transmission process during the next system timer interrupt processing (see S242 in Figure 32 described later). When the sub-control circuit 300 receives the demo display command, if the demo display command is for the main special symbol, the sub-CPU 301 performs the demo display performance. The main special symbol will be explained in the sub-control processing described later.
[0279] In S72, the main CPU 201 determines whether or not it is time for the variable display to begin for 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 the timing for the variable display of the second special symbol is not yet in motion (i.e., S72 is judged as NO), that is, if any processing related to the second special symbol is being executed, the main CPU 201 moves the processing to S73. For example, during the execution of the jackpot game control processing based on the result of the jackpot determination processing for the second special symbol, S72 is judged as NO.
[0281] On the other hand, if it is determined in S72 that it is time for the second special symbol to begin variable display (i.e., if S72 is determined to be YES), the main CPU 201 moves the processing to S74.
[0282] In S73, the main CPU 201 performs special symbol management processing. Details of this special symbol management processing will be described later with reference to Figure 20. After executing the processing in S73, the main CPU 201 moves the processing to S74.
[0283] In S74, the main CPU 201 loads the control state number for the first special symbol. After executing the process in S74, the main CPU 201 moves the process to S75.
[0284] In S75, the main CPU 201 determines whether or not it is the timing for the variable display to begin for 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 the timing for the variable display of the first special symbol is not yet in motion (i.e., S75 is judged as NO), that is, if any processing related to the first special symbol is being executed, the main CPU 201 moves the processing to S76. For example, during the execution of the jackpot game control processing based on the result of the hit determination processing for the first special symbol, S75 is judged as NO.
[0286] On the other hand, if it is determined in S75 that the timing for the variable display of the first special symbol has begun (i.e., if S75 is determined to be YES), the main CPU 201 moves the processing to S77.
[0287] In S76, the main CPU 201 performs special symbol management processing. As mentioned above, details of the special symbol management processing will be described later with reference to Figure 20. After executing the processing in S76, the main CPU 201 moves the processing to S77.
[0288] In S77, the main CPU 201 loads the control state number for the second special symbol. After executing the process in S77, the main CPU 201 moves the process to S78.
[0289] In S78, the main CPU 201 determines whether or not the second special symbol is at the timing to start variable display, based on the control state number of the second special symbol loaded in S77.
[0290] If S78 determines that it is not the time for the second special symbol to start variable display (i.e., S78 determines NO), the main CPU 201 transfers processing to S80.
[0291] On the other hand, if it is determined in S78 that it is time to start the variable display of the second special symbol (if S78 is determined to be YES), that is, if no processing related to the second special symbol has been executed and it is possible to start the variable display, the main CPU 201 moves the processing to S79.
[0292] In S79, the main CPU 201 performs special symbol management processing. As mentioned above, details of the special symbol management processing will be described later with reference to Figure 20. After executing the processing in S79, the main CPU 201 moves the processing to S80.
[0293] In S80, the main CPU 201 loads the control state number for the first special symbol. After executing the process in S80, the main CPU 201 moves the process to S81.
[0294] In S81, the main CPU 201 determines whether or not it is the timing for the variable display to begin for 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 the timing for the variable display of the first special symbol is not yet ready (i.e., S81 is determined to be NO), the main CPU 201 terminates the special symbol control process and returns the process to the main control process (see Figures 13 to 16).
[0296] On the other hand, if it is determined in S81 that it is time to start the variable display of the first special symbol (if S81 is determined to be YES), that is, if no processing related to the first special symbol has been executed and it is possible to start the variable display, the main CPU 201 moves the processing to S82.
[0297] In S82, the main CPU 201 performs special symbol management processing. As mentioned above, details of the special symbol management processing will be described later with reference to Figure 20. After executing the processing in S82, the main CPU 201 terminates the special symbol control processing and returns the processing to the main control processing (see Figures 13 to 16).
[0298] Furthermore, it is preferable that the main CPU 201 sets an interrupt-free zone and performs the special symbol control processing (S71-S82) described above within the interrupt-free zone.
[0299] Thus, in this embodiment, the special symbol management process described later is executed in the following order of priority: when any processing related to the second special symbol is being performed; when any processing related to the first special symbol is being performed; when no processing related to the second special symbol is being performed and variable display can be started; and when no processing related to the first special symbol is being performed and variable display can be started.
[0300] [1-5-5. Special Pattern Management Processing] Next, with reference to Figure 20, the special symbol management process executed by the main CPU 201 in steps S73, S76, S79, and S82 during the special symbol control process (see Figure 19) will be described. Figure 20 is a flowchart showing an example of the special symbol management process in the first pachinko game machine.
[0301] For example, if the special symbol management process is called and executed in S73 or S79 during the special symbol control process, the second special symbol will be the target of processing. If the special symbol management process is called and executed in S76 or S82 during the special symbol control process, the first special symbol will be the target of processing.
[0302] Furthermore, the numbers ("0" to "5") written in parentheses to the right of each process shown in Figure 20 represent the control state number of the special symbol being processed. The main CPU 201 advances the special symbol game by executing the processes corresponding to the control state numbers.
[0303] The main CPU 201 first determines whether the waiting time for the special symbols is 0 or not (S91).
[0304] If S91 determines that the waiting time for the special symbol is not 0 (i.e., S91 is determined to be NO), the main CPU 201 terminates the special symbol management process and returns to the special symbol control process (see Figure 19).
[0305] On the other hand, if S91 determines that the waiting time for the special symbol is 0 (i.e., S91 is determined to be YES), the main CPU 201 moves the processing to S92.
[0306] In S92, the main CPU 201 loads the control state number of the special symbol. After executing the process in S92, the main CPU 201 moves the process to S93. The main CPU 201 then performs the processes from S93 onward based on the control state number read in the process of S92.
[0307] In S93, the main CPU 201 performs the process to start the variable display of the special symbol. This process in S93 is performed when the control status number of the special symbol is "0". Details of this variable display start process for the special symbol will be described later with reference to Figure 21. If the control status 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 the special symbol variable display termination process. This S94 process is performed when the control status number of the special symbol is "1". Details of this special symbol variable display termination process will be described later with reference to Figures 22 and 23. If the control status number of the special symbol is not "1", the main CPU 201 moves the process to S95.
[0309] In S95, the main CPU 201 performs a special symbol game determination process. This S95 process 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 moves the process to S96.
[0310] In S96, the main CPU 201 performs the process of preparing to open the big prize slot. This process in S96 is performed when the control state number of the special symbol is "3". Details of this process of preparing to open the big prize slot will be described later with reference to Figure 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 CPU 201 performs the control process for opening the big prize slot. This S97 process is performed when the control status number of the special symbol is "4". Details of this big prize slot opening control process will be described later with reference to Figure 28. If the control status number of the special symbol is not "4", the main CPU 201 moves the process to S98.
[0312] In S98, the main CPU 201 performs the jackpot termination process. This S98 process is performed when the control state number of the special symbol is "5". Details of this jackpot termination process will be described later with reference to Figure 29.
[0313] After completing the processing in S93-S98, the main CPU 201 returns to the special symbol control processing (see Figure 19). If the special symbol management processing is called in S73 during the special symbol control processing, the main CPU 201 returns to S74; if it is called in S76, it returns to S77; if it is called in S79, it returns to S80; and if it is called in S82, the special symbol control processing also terminates.
[0314] [1-5-6. Special Symbol Variable Display Start Process] Next, with reference to Figure 21, the special symbol variable display start process executed by the main CPU 201 in S93 during the special symbol management process (see Figure 20) will be described. Figure 21 is a flowchart showing an example of the special symbol variable display start process in the first pachinko game machine.
[0315] Furthermore, if the Special Symbol Variable Display Start Process is called in S93 during the Special Symbol Management Process which targets the first special symbol, the first special symbol will be the target of processing. Similarly, if the Special Symbol Variable Display Start Process is called in S93 during the Special Symbol Management Process which targets the second special symbol, the second special symbol will be the target of processing.
[0316] As shown in Figure 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 status number of the special symbol is not "0" (i.e., S101 is determined to be NO), the main CPU 201 terminates the special symbol variable display start process and returns the process to the special symbol management process (see Figure 20).
[0318] On the other hand, if the control status number of the special symbol is determined to be "0" in S101 (i.e., S101 is determined to be YES), the main CPU 201 moves the processing to S102.
[0319] In S102, the main CPU 201 determines whether the special symbol pause flag is off or not. The special symbol pause flag is a flag that stops the game from progressing to the next process. Therefore, in S102, even if S101 is determined to be YES (i.e., even if the conditions for starting the special symbols are met), if the special symbol pause flag is not off, i.e., on (S102 is determined to be NO), the special symbol variable display start process will terminate without proceeding.
[0320] If, in S102, the special symbol pause flag is determined to be on (i.e., not off), then, as described above, the special symbol variable display start process does not proceed, and the main CPU 201 terminates the special symbol variable display start process. After that, the main CPU 201 returns to the special symbol management process (see Figure 20).
[0321] On the other hand, if it is determined in S102 that the special symbol pause flag is off (i.e., S102 is determined to be YES), the main CPU 201 moves the processing to S103.
[0322] In S103, the main CPU 201 performs the shift processing for the special symbol's starting information. After executing the process in S103, the main CPU 201 moves the processing to S104.
[0323] In S104, the main CPU 201 performs a special symbol win determination process. In this process, it refers to the special symbol win determination table (see Figure 6) and uses a random value for special symbol jackpot determination to determine whether the special symbol is a win. In this embodiment, it is determined whether it is a jackpot, a minor win, or a miss. In the special symbol win determination process, it first determines whether it is a jackpot or not, and if it is determined not to be a jackpot, it determines whether it is a minor win or not, and if it is determined not to be a minor win, it is determined to be a miss. After executing the process in 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 determines or decides the stopping symbol for the special symbol corresponding to the result of the special symbol win determination process (S104) (for example, a big win, a small win, or a miss). In this process, the special symbol determination table (see Figure 10) is referred to, and the "winning symbol selection command" and "symbol specification command" mentioned above are determined using the symbol random value of the special symbol. In this embodiment, since there is only one type of miss, if the special symbol win determination process is a miss, it is not necessary to determine the stopping symbol. After executing the process in 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 determines the type of jackpot when the result of the special symbol win determination process is, for example, a jackpot. In this process, the jackpot type determination table (see Figure 11) is referenced, and the type of jackpot is determined according to the "winning symbol selection command" determined in the special symbol determination process (S105). In this embodiment, there are multiple types of jackpots, but there may be only one type of jackpot. Furthermore, instead of or in addition to having multiple types of jackpots, there may be multiple types of other wins (for example, minor wins), or there may be multiple types of losses. After executing the process in S106, the main CPU 201 moves the process to S107.
[0326] In S107, the main CPU 201 performs a process to determine the variation pattern of the special symbols. This process determines or decides the variation pattern of the special symbols. In this process, the main CPU 201 refers to the variation pattern table (see Figure 12) and determines the variation pattern of the special symbols according to, for example, the type of special symbol, the result of the special symbol hit determination process (S104), the random value for reach determination and / or the random value for performance selection, etc. In this embodiment, in the normal game state where left-handed play is recommended, the variation pattern of the special symbols is determined by referring to the variation pattern table of special symbols for low starts (see Figure 12(A)), and in the game state where right-handed play is recommended (for example, the high probability time-saving game state, the high probability non-time-saving game state, the low probability time-saving game state), the variation pattern of the special symbols is determined by referring to the variation pattern table of special symbols for high starts (see Figure 12(B)). After executing the process in S107, the main CPU 201 moves the process to S108.
[0327] In S108, the main CPU 201 performs the variable display time setting process for the special symbol. In this process, it refers to the variation pattern table (see Figure 12) and determines the variation time corresponding to the variation pattern determined in the special symbol variation pattern determination process (S107) as the variation time for the special symbol. After executing the process in S108, the main CPU 201 moves the process to S109.
[0328] In S109, the main CPU 201 performs a process to set the control state number of the special symbol to "1". By performing this process to set the control state number of the special symbol to "1" and switching the control state number, the special symbol variable display termination process (see S94 in Figure 20) will be performed after the special symbol variable display start process is completed. After executing the process in S109, the main CPU 201 moves the process to S110.
[0329] In S110, the main CPU 201 performs a game state specification parameter setting process. This process includes updating parameters related to the game state (for example, the number of remaining probability changes and the number of remaining time reductions) stored in a predetermined area of the main RAM 203. After executing the process in S110, the main CPU 201 moves the process to S111.
[0330] In S111, the main CPU 201 performs game state management processing. This processing mainly involves updating various flags related to game state management (for example, probability change flags and time reduction flags). After executing the processing in S111, the main CPU 201 moves the processing to S112.
[0331] In S112, the main CPU 201 performs a scheduled transmission process for the special symbol animation start command. The special symbol animation start command scheduled for transmission in this process is then sent to the sub-control circuit 300 during the animation control command transmission process during the next system timer interrupt (see S242 in Figure 32 below).
[0332] Furthermore, it is preferable that the main CPU 201 sets an interrupt-free zone and performs the above-mentioned special symbol variable display start processing (in particular, the game state management processing (S111) and the special symbol performance start command transmission reservation processing (S112)) within the interrupt-free zone.
[0333] [1-5-7. Special Symbol Variable Display Termination Process] Next, with reference to Figures 22 and 23, the special symbol variable display termination process executed by the main CPU 201 in S94 during the special symbol management process (see Figure 20) will be described. Figures 22 and 23 are flowcharts showing an example of the special symbol variable display termination process in the first pachinko game machine.
[0334] Furthermore, if the special symbol variable display termination process is called in S94 during the special symbol management process which targets the first special symbol, the first special symbol will be the target of processing. Similarly, if the special symbol variable display termination process is called in S94 during the special symbol management process which targets the second special symbol, the second special symbol will be the target of processing. In addition, in the special symbol variable display termination process described below, the special symbol that is the target of processing will simply be referred to as the "special symbol," and the special symbol that is not the target of processing will be referred to as the "other special symbol."
[0335] The main CPU 201 first determines whether the control state number of the special symbol is "1" (S121).
[0336] If it is determined in S121 that the control status number of the special symbol is not "1" (i.e., S121 is determined to be NO), the main CPU 201 terminates the variable display termination process for the special symbol and returns to the special symbol management process (see Figure 20).
[0337] On the other hand, if it is determined in S121 that the control status number of the special symbol is "1" (i.e., if S121 is determined to be YES), the main CPU 201 moves the processing to S122.
[0338] In S122, the main CPU 201 loads the special symbol pause flag value. After executing the process in S122, the main CPU 201 moves the process to S123.
[0339] In S123, the main CPU 201 determines whether the special symbol pause flag is off or 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., on (if S123 is determined to be NO), the main CPU 201 terminates the special symbol variable display termination process and returns to the special symbol management process (see Figure 20).
[0341] On the other hand, if it is determined in S123 that the special symbol pause flag is off (i.e., S123 is determined to be YES), the main CPU 201 moves the processing to S124.
[0342] In S124, the main CPU 201 sets the control state number of the special symbol to "2". By performing this process of setting the control state number of the special symbol to "2" and switching the control state number, the special symbol game judgment process (see S95 in Figure 20) will be performed after the completion of this special symbol variable display termination process. After executing the process in S124, the main CPU 201 moves the process to S125.
[0343] In S125, the main CPU 201 performs a scheduled transmission process for a special symbol effect stop command. This process also includes stopping the variable display of the special symbols. The special symbol effect stop command scheduled for transmission in this process is sent to the sub-control circuit 300 during the next system timer interrupt process for sending effect control commands (see S242 in Figure 32 below). After executing the process in S125, the main CPU 201 moves the process to S126.
[0344] In S126, the main CPU 201 increments the value of the symbol confirmation counter by 1. The symbol confirmation counter is a counter for counting the number of times a special symbol is confirmed (the number of times the special symbol game is executed), and its count value is stored in a predetermined area in the main RAM 203. For example, a counter may be provided to manage the number of special symbol games played under specific conditions, such as the number of remaining probability changes or the number of remaining time reductions, but the number of special symbol games under specific conditions may also be managed by the symbol confirmation counter. After executing the process in S126, the main CPU 201 moves the process to S127.
[0345] In S127, the main CPU 201 determines whether the result of the special symbol win determination process (see S104 in Figure 21) is a minor win or not.
[0346] In S127, if the result of the special symbol win determination process (see S104 in Figure 21) is determined not to be a minor win (S127 is determined to be NO), the main CPU 201 moves the process to S129.
[0347] On the other hand, in S127, if the result of the special symbol win determination process (see S104 in Figure 21) is determined to be a minor win (if S127 is determined to be YES), the main CPU 201 moves the process to S128.
[0348] In S128, the main CPU 201 sets a special symbol pause flag for the other special symbol. This process prevents the variable display of the other special symbol from starting or stopping while the small win game control process is being executed. After executing the process in S128, the main CPU 201 moves the process to S129.
[0349] In S129, the main CPU 201 determines whether the result of the special symbol win determination process (see S104 in Figure 21) is a jackpot or not.
[0350] In S129, if the result of the special symbol win determination process (see S104 in Figure 21) is determined not to be a jackpot (S129 is determined to be NO), the main CPU 201 terminates the special symbol variable display termination process and returns to the special symbol management process (see Figure 20).
[0351] On the other hand, in S129, if the result of the special symbol win determination process (see S104 in Figure 21) is determined to be a jackpot (if S129 is determined to be YES), the main CPU 201 moves the process to S130.
[0352] In S130, the main CPU 201 sets a special symbol pause flag for the other special symbol. This process prevents the variable display of the other special symbol from starting while the jackpot game control process is running. After executing the process in S130, the main CPU 201 moves the process to S131.
[0353] In S131, the main CPU 201 determines whether the other special symbol is being displayed in a variable manner (S131).
[0354] If it is determined in S131 that the other special symbol is not in variable display mode (i.e., S131 is determined to be NO), the main CPU 201 terminates the special symbol variable display termination process and returns to the special symbol management process (see Figure 20).
[0355] On the other hand, if it is determined in S131 that the other special symbol is being displayed in a variable manner (if S131 is determined to be YES), the main CPU 201 moves the processing to S132.
[0356] In S132, the main CPU 201 increments the value of the symbol confirmation counter by 1. After executing the process in S132, the main CPU 201 moves the process to S133.
[0357] In S133, the main CPU 201 sets the variable display stop flag. Once this process is completed, a test firing signal is output externally. This test firing signal indicates that the other special symbol has been forcibly stopped as a miss. After executing the process in S133, the main CPU 201 moves the process to S134.
[0358] In S134, the main CPU 201 forcibly changes the winning flag of the other special symbol to a losing flag and sets it. By performing this process, if the result of the winning determination process of the special symbol being processed (see S104 in Figure 21) is a jackpot, even if the other special symbol is in variable display mode and the result of the winning determination process of this other special symbol is a jackpot, the other special symbol will be forcibly stopped at a losing flag. After executing the process in S134, the main CPU 201 moves the process to S135.
[0359] In S135, the main CPU 201 performs a process to clear the work area related to the variable display of the other special symbol. After executing the process in S135, the main CPU 201 moves the process to S136.
[0360] In S136, the main CPU 201 performs a process to set a predetermined confirmation waiting time for the timer of the other special symbol. In this process, the confirmation waiting time is set so that when one 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 in S136, the main CPU 201 moves the process 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 in S137, the main CPU 201 moves the process to S138.
[0362] In S138, the main CPU 201 performs the game state specification parameter setting process. After executing the process in S138, the main CPU 201 moves the process to S139.
[0363] In S139, the main CPU 201 performs a scheduled transmission process for the command to stop the other special symbol display. The command to stop the other special symbol display, scheduled for transmission in this process, is sent to the sub-control circuit 300 during the next system timer interrupt process for sending display control commands (see S242 in Figure 32 below). After executing the process in S139, the main CPU 201 terminates the variable special symbol display termination process and returns to the special symbol management process (see Figure 20).
[0364] Thus, in the special symbol variable display termination process of this embodiment, if the special symbol pause flag is not set for the special symbol being processed, and the result of the hit determination process for this special symbol (see S104 in Figure 21) is a jackpot, and the other special symbol is in variable display mode, then a process is performed to forcibly change the variable display of the other special symbol to a miss.
[0365] [1-5-8. Special Symbol Game Judgment Processing] Next, with reference to Figures 24 and 25, the special symbol game determination process executed by the main CPU 201 in S95 during the special symbol management process (see Figure 20) will be described. Figures 24 and 25 are flowcharts showing an example of the special symbol game determination process in the first pachinko game machine.
[0366] Furthermore, if this special symbol game determination process is called in S95 during the special symbol management process which targets 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 which targets the second special symbol, the second special symbol will be the target of processing.
[0367] The main CPU 201 first determines whether the control state number of the special symbol is "2" (S141).
[0368] If it is determined in S141 that the control state number of the special symbol is not "2" (i.e., S141 is determined to be NO), the main CPU 201 terminates the special symbol game determination process and returns to the special symbol management process (see Figure 20).
[0369] On the other hand, if it is determined in S141 that the control status number of the special symbol is "2" (i.e., if S141 is determined to be YES), the main CPU 201 moves the processing to S142.
[0370] In S142, the main CPU 201 determines whether or not it is a jackpot, that is, whether or not the stopped special symbol is in a stop display pattern that indicates a jackpot.
[0371] In S142, if it is determined that it is not a jackpot, that is, that the stopped special symbol is not in a stop display pattern indicating a jackpot (S142 is determined to be NO), the main CPU 201 moves the process to S143. On the other hand, in S142, if it is determined that it is a jackpot, that is, that the stopped special symbol is in a stop display pattern indicating a jackpot (S142 is determined to be YES), the main CPU 201 moves the process to S145.
[0372] In S143, the main CPU 201 determines whether or not it is a minor win, that is, whether or not the stopped special symbol is in a stop display pattern that indicates a minor win.
[0373] In S143, if it is determined that the stopped special symbol is not a minor win, that is, if the stop display pattern indicates a loss (S143 is determined to be NO), the main CPU 201 moves the processing to S144.
[0374] In S144, the main CPU 201 performs the special symbol game termination process. This special symbol game termination process will be described later with reference to Figure 26. After the special symbol game termination process is completed, the main CPU 201 terminates the special symbol game determination process and returns to the special symbol management process (see Figure 20).
[0375] On the other hand, if in S143 it is determined that a minor win has occurred, that is, the stopped special symbol is in a stop display pattern that indicates a minor win (if S143 is determined to be YES), the main CPU 201 moves the processing to S145.
[0376] In S145, the main CPU 201 performs the start setting process for either the jackpot game control process or the small jackpot game control process. In this process, signals are generated and updated that are output to, for example, the hall computer 186 (see Figure 6) or the island computer (not shown) via the external terminal board 184. The signals generated and updated in this process are signals related to the special symbols that are the target of the special symbol game judgment process. After performing the process in S145, the main CPU 201 moves the process to S146. 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 processes the round display LED data. Subsequently, the main CPU 201 processes, for example, setting the upper limit of the number of times the large prize slots to be opened (for example, the large prize slot 131 for big wins or the large prize slot 151 for small wins) will be opened (S147), setting the big win signal to the external terminal board 184 (S148), setting the control state number of the special symbols to "3" (S149), setting the game state specification parameter (S150), and scheduling the transmission of the big win start display command (S151). Note that by switching the control state number by setting the control state number of the special symbols to "3" (S149), the preparation process for opening the large prize slots (see S96 in Figure 20) will be performed after the completion of this special symbol game judgment process. Subsequently, the main CPU 201 terminates the special symbol game judgment process and returns processing to the special symbol management process (see Figure 20).
[0378] Furthermore, it is preferable that the main CPU 201 sets an interrupt-free zone and performs the special symbol game determination process (S141~S151) described above within the interrupt-free zone.
[0379] [1-5-9. Special Symbol Game Termination Processing] Next, with reference to Figure 26, the special symbol game termination process executed by the main CPU 201 in S144 during the special symbol game determination process (see Figures 24 and 25) will be described. Figure 26 is a flowchart showing an example of the special symbol game termination process in the first pachinko game machine.
[0380] The main CPU 201 first sets the control state number of the special symbol to "0" (S161). Once the control state number of the special symbol is set to "0" in this way, the next special symbol game can be executed. After executing the process in S161, the main CPU 201 moves the process to S162.
[0381] In S162, the main CPU 201 performs the parameter setting process for specifying the game state of the special symbols. After that, the main CPU 201 performs the process of scheduling the transmission of the special symbols game end command (S163). The special symbols game end command scheduled for transmission in this process is sent to the sub-control circuit 300 in the performance control command transmission process during the next system timer interrupt process (see S242 in Figure 32 below). After the processing in S163, the main CPU 201 terminates the special symbols game end process and the special symbols game judgment process, and returns to the special symbols management process (see Figure 20).
[0382] [1-5-10. Preparation process for opening the grand prize gate] Next, referring to Figure 27, we will explain the process of preparing to open the big prize slot, which is executed by the main CPU 201 in S96 during the special symbol management process (see Figure 20). Figure 27 is a flowchart showing an example of the process of preparing to open the big prize slot in the first pachinko game machine.
[0383] Furthermore, if this grand prize opening preparation process is called in S96 during the special symbol management process which targets the first special symbol, the first special symbol will be the target of processing. Similarly, if the grand prize opening preparation process is called in S96 during the special symbol management process which targets the second special symbol, the second special symbol will be the target of processing.
[0384] The main CPU 201 first determines whether the control state number of the special symbol is "3" (S171).
[0385] If it is determined in S171 that the control status number of the special symbol is not "3" (i.e., S171 is determined to be NO), the main CPU 201 terminates the preparation process for opening the big prize slot 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 status number of the special symbol is "3" (i.e., if S171 is determined to be YES), the main CPU 201 moves the processing to S172.
[0387] In S172, the main CPU 201 loads the value of the big prize slot opening count counter. The big prize slot opening count counter corresponds to a counter that counts the number of round games executed in the big win state when the big win game control process is being executed, and corresponds to a counter that counts the number of times the small win game control process is being executed when the small win game control process is being executed. The count value of the big prize slot opening count counter (big prize slot opening count counter value) is stored in a predetermined area in the main RAM 203. After executing the process in S172, the main CPU 201 moves the process to S173.
[0388] In S173, the main CPU 201 determines whether the number of times the large prize slots (for example, the large prize slot 131 for big wins or the large prize slot 151 for small wins) have been opened has reached its upper limit. In this embodiment, the upper limit for the number of rounds, which is the number of times the large prize slot 131 for big wins is opened during a big win game, is, for example, 4 rounds or 10 rounds, as shown in the big win type determination table (see Figure 11). On the other hand, the upper limit for the number of times the large prize slot 151 for small wins is opened during a small win game is, for example, 1 time.
[0389] If it is determined in S173 that the number of times the grand prize slot has been opened has reached its upper limit (i.e., S173 is judged as YES), the main CPU 201 moves the process to S174.
[0390] In S174, the main CPU 201 sets the control state number of the special symbol to "5". By performing the process of setting the control state number of the special symbol to "5" (S174) and switching the control state number in this way, the jackpot termination process (see S98 in Figure 20) will be performed after the completion of the preparation process for opening the jackpot. After executing the process in S174, the main CPU 201 moves the process to S175.
[0391] In S175, the main CPU 201 performs the game state specification parameter setting process. After that, the main CPU 201 performs the transmission reservation process for the jackpot end display command (S176). The jackpot end display command scheduled to be transmitted in this process is sent to the sub-control circuit 300 in the performance control command transmission process during the next system timer interrupt process (see S242 in Figure 32 below). After the process in S176, the main CPU 201 finishes the jackpot opening preparation process and returns to the special symbol management process (see Figure 20).
[0392] Returning to S173, if it is determined that the number of times the grand prize slot has been opened is not the upper limit (i.e., S173 returns NO), the main CPU 201 moves the process to S177.
[0393] In S177, the main CPU 201 performs the process of adding 1 to the counter value for the number of times the big prize slot has been opened. After executing the process in S177, the main CPU 201 moves the process to S178.
[0394] In S178, the main CPU 201 performs the process of selecting the large prize slot to open. In this process, if the big win game control process is being executed, the big prize slot 131 for big wins (see Figure 4) is selected as the large prize slot to open, and if the small win game control process is being executed, the large prize slot 151 for small wins (see Figure 4) is selected. After executing the process in 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 slots. In this process, for example, the number of times the large prize slots (large prize slot 131 for big wins, large prize slot 151 for small wins) are opened, the maximum opening time of the large prize slots, the maximum number of balls that can enter the large prize slots, and the number of balls awarded when a ball enters a large prize slot are set. The number of times the large prize slots are opened corresponds to the number of rounds when the big win game control process is being executed, and corresponds to the number of times the small prize slot 151 is opened when the small win game control process is being executed. Note that this is not intended to exclude cases where the large prize slots are opened multiple times in one round or during the small win game control process. However, in this case, it is preferable to perform the control that manages the number of rounds and the control that manages the number of times the large prize slots are opened as separate processes. After executing the process in S179, the main CPU 201 moves the process to S180.
[0396] In this embodiment, the maximum opening time of the large prize slot is set to, for example, a maximum of 30,000 msec when the jackpot game control process is being executed, and to, for example, a maximum of 1,800 msec when the minor prize game control process is being executed. The maximum number of balls that can enter the large prize slot is set to, for example, a maximum of 10 when the jackpot game control process is being executed, and to, for example, a maximum of 5 when the minor prize game control process is being executed. The number of balls awarded when a ball enters the large prize slot is set to, for example, 10 for both the jackpot large prize slot 131 and the minor prize large prize slot 151. However, the values set in the various setting processes related to the large prize slot are not limited to those above.
[0397] In S180, the main CPU 201 performs the opening and closing control processing for the large prize slots. This process generates data for opening and closing the large prize slots (large prize slot 131 for big wins, large prize slot 151 for small wins). After executing the process in S180, the main CPU 201 moves the processing to S181.
[0398] In S181, the main CPU 201 sets the control state number of the special symbol to "4". By performing the process of setting the control state number of the special symbol to "4" (S181) and switching the control state number in this way, the big prize opening control process (see S97 in Figure 20) will be performed after the completion of the big prize opening preparation process. After executing the process in S181, the main CPU 201 moves the process to S182.
[0399] In S182, the main CPU 201 performs the game state specification parameter setting process. After executing the process in S182, the main CPU 201 moves the process to S183.
[0400] In S183, the main CPU 201 performs a scheduled transmission process for the "Grand Prize Open" display command. The "Grand Prize Open" display command scheduled for transmission in this process is sent to the sub-control circuit 300 during the next system timer interrupt processing, specifically during the performance control command transmission process (see S242 in Figure 32 below). After executing the process in S183, the main CPU 201 terminates the grand prize opening preparation process and returns to the special symbol management process (see Figure 20).
[0401] [1-5-11. Control process for opening the grand prize slot] Next, with reference to Figure 28, the big prize opening control process executed by the main CPU 201 in S97 during the special pattern management process (see Figure 20) will be described. Figure 28 is a flowchart showing an example of the big prize opening control process in the first pachinko game machine.
[0402] Furthermore, if this large prize opening control process is called in S97 during the special symbol management process which targets the first special symbol, the first special symbol will be the target of processing. Similarly, if the large prize opening control process is called in S97 during the special symbol management process which targets the second special symbol, the second special symbol will be the target of processing.
[0403] The main CPU 201 first determines whether the control state number of the special symbol is "4" (S191).
[0404] If it is determined in S191 that the control status number for the special symbol is not "4" (i.e., S191 is determined to be NO), the main CPU 201 terminates the big prize opening control process and returns to the special symbol management process (see Figure 20).
[0405] On the other hand, if it is determined in S191 that the control status number of the special symbol is "4" (i.e., if S191 is determined to be YES), the main CPU 201 moves the processing 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 big wins, large prize slot 151 for small wins) is equal to or greater than the maximum number of game balls that have entered. In this process, it is determined whether the value counted by the large prize slot entry counter (for example, the large prize slot count switch 132 for big wins, the large prize slot count switch 152 for small wins (see Figure 6 for both)) which counts the number of game balls that have entered the large prize slots is equal to or greater than the maximum number of game balls that have entered. The large prize slot entry counter value counted by the large prize slot entry 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 big wins, large prize slot 151 for small wins) is not the maximum number of balls that have entered (if S192 is determined to be NO), the main CPU 201 moves the processing to S193.
[0408] On the other hand, in S192, if it is determined that the number of game balls that have entered the large prize slots (large prize slot 131 for big wins, large prize slot 151 for small wins) is equal to or greater than the maximum number of balls that have entered (if S192 is determined to be YES), the main CPU 201 moves the processing to S194.
[0409] In S193, the main CPU 201 determines whether the maximum opening time for the large prize slots (large prize slot 131 for big wins, large prize slot 151 for small wins) has elapsed. This process determines whether the maximum opening time set in the various setting processes related to the large prize slots (see S179 in Figure 27) has elapsed.
[0410] If, in S193, it is determined that the maximum opening time for the large prize slots (large prize slot 131 for big wins, large prize slot 151 for small wins) has not elapsed (S193 is determined to be NO), the main CPU 201 terminates the large prize slot opening control process and returns the process to the special symbol management process (see Figure 20).
[0411] On the other hand, if it is determined in S193 that the maximum opening time for the large prize slots (large prize slot 131 for big wins, large prize slot 151 for small wins) has elapsed (if S193 is determined to be YES), the main CPU 201 moves the processing to S194.
[0412] In S194, the main CPU 201 closes the large prize slots (large prize slot 131 for big wins, large prize slot 151 for small wins). After executing the process in S194, the main CPU 201 moves the process to S195.
[0413] In S195, the main CPU 201 performs a process to set the control state number of the special symbol to "3". By performing this process to set the control state number of the special symbol to "3" (S195) and switching the control state number, the preparation process for opening the big prize slot (see S96 in Figure 20) will be performed again after the completion of this big prize slot opening control process. After executing the process in S195, the main CPU 201 moves the process to S196.
[0414] In S196, the main CPU 201 performs the game state specification parameter setting process. After executing the process in S196, the main CPU 201 moves the process to S197.
[0415] In S197, the main CPU 201 performs a scheduled transmission process for the inter-round display command. The inter-round display command scheduled for transmission in this process is sent to the sub-control circuit 300 during the next system timer interrupt process, specifically during the performance control command transmission process (see S242 in Figure 32, described later). After the processing in S197, the main CPU 201 terminates the big prize opening control process and returns to the special symbol management process (see Figure 20).
[0416] [1-5-12. Jackpot termination process] Next, with reference to Figure 29, we will explain the jackpot termination process executed by the main CPU 201 in S98 during the special symbol management process (see Figure 20). Figure 29 is a flowchart showing an example of the jackpot termination process in the first pachinko game machine.
[0417] Furthermore, if this jackpot termination process is called in S98 during the special symbol management process which targets the first special symbol, the first special symbol will be the target of processing. Similarly, if the jackpot termination process is called in S98 during the special symbol management process which targets the second special symbol, the second special symbol will be the target of processing.
[0418] The main CPU 201 first determines whether the control state number of the special symbol is "5" (S201).
[0419] If S201 determines that the control status number for the special symbol is not "5" (i.e., S201 is determined to be NO), the main CPU 201 terminates the jackpot termination process and also terminates the special symbol management process (see Figure 20), returning the process to the special symbol control process (see Figure 19). In this case, the process returns to the one that called the special symbol management process.
[0420] On the other hand, if S201 determines that the control status number of the special symbol is "5" (i.e., S201 is determined to be YES), the main CPU 201 moves the processing to S202.
[0421] In S202, the main CPU 201 performs the special symbol game termination setting process. This process sets or resets the values of various flags (e.g., probability variation flag, time reduction flag, etc.) and various counters (e.g., probability variation counter, time reduction counter, confirmed symbol count counter, big prize opening count counter, big prize entry counter, etc.). The special symbol pause flag is reset in the special symbol game termination setting process (S202). After executing the process in S202, the main CPU 201 moves the process to S203.
[0422] In S203, the main CPU 201 performs the special symbol game termination process. This process involves the special symbol game termination process described with reference to Figure 26. After executing the process in S203, the main CPU 201 terminates the jackpot termination process and also terminates the special symbol management process (see Figure 20), and returns to the special symbol control process (see Figure 19). In this case, as described above, the special symbol management process returns to the process from which it was called.
[0423] Furthermore, it is preferable that the main CPU 201 sets an interrupt-free zone and performs the aforementioned jackpot termination processing within the interrupt-free zone.
[0424] [1-5-13. Normal Pattern Control Processing] Next, referring to Figure 30, we will explain the normal pattern control process executed by the main CPU 201 in S40 during the main control processing (see Figures 13 to 16).
[0425] Figure 30 is a flowchart showing an example of the normal symbol control process in the first pachinko game machine. The numbers ("0" to "4") written in parentheses to the right of each process in the flowchart shown in Figure 30 represent the control state numbers of the normal symbols. The main CPU 201 advances the normal symbol game by executing the processes corresponding to the control state numbers of the normal symbols.
[0426] The main CPU 201 first determines whether the waiting time for a normal symbol is 0 (S211).
[0427] If it is determined in S211 that the waiting time for the normal symbols is not 0 (i.e., S211 is determined to be NO), the main CPU 201 terminates the normal symbol control process and returns to processing S41 (see Figure 16).
[0428] On the other hand, if it is determined in S211 that the waiting time for a normal pattern is 0 (i.e., S211 is determined to be YES), the main CPU 201 moves the processing to S212.
[0429] In S212, the main CPU 201 loads the control state number of the normal symbols (S212). After executing the process in S212, the main CPU 201 moves the process to S213. The main CPU 201 then performs the processes from S213 onward based on the control state number read in the process of S212.
[0430] In S213, the main CPU 201 performs the process to start the variable display of the regular symbols. This process in S213 is performed when the control state number of the regular symbols is "0". If the control state number of the regular symbols is not "0", the main CPU 201 moves the process to S214.
[0431] In S214, the main CPU 201 performs the process to terminate the variable display of the normal symbols. This process in S214 is performed when the control state number of the normal symbols is "1". In this process, the main CPU 201 performs various processes when terminating the variable display of the normal symbols. If the control state number of the normal symbols is not "1", the main CPU 201 moves the process to S215.
[0432] In S215, the main CPU 201 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, the result of the normal symbol (for example, whether it is a normal symbol win or a loss) is determined. If the control state number of the normal symbol is not "2", the main CPU 201 moves the process to S216.
[0433] In S216, the main CPU 201 performs the normal electric mechanism release process. This process in S216 is performed when the control state number of the normal symbol is "3". In this process, for example, the normal electric mechanism 146 is released 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 the normal symbol win termination process. This S217 process is performed when the control status number of the normal symbol is "4". Once the main CPU 201 has finished this normal symbol win termination process, it terminates the normal symbol control process and returns the process to the main control process (see Figures 13 to 16).
[0435] In this embodiment, random numbers for determining the outcome of a normal symbol are generated within a range (width) of, for example, 0 to 255, and these ranges are used as the normal symbol win determination value data. The probability of a normal symbol win is determined by the number of normal symbol win determination value data relative to the total number of random numbers used for determining the outcome of a normal symbol win. For example, in this embodiment, the probability of a normal symbol win is 255 out of 256. This normal symbol win probability is the same or approximately the same whether or not time-saving control is performed. However, the variable display of normal symbols is performed for a relatively long period, for example, 600 seconds, when time-saving control is not performed, whereas it is performed for a relatively short period, for example, 1 second, when time-saving control is performed. In this way, when time-saving control is performed, the frequency of the normal electric mechanism opening process, that is, the frequency of game balls entering the second start openings 140A and 140B, is increased.
[0436] [1-5-14. External Maskable Interrupt Processing] Next, with reference to Figure 31, the external maskable interrupt processing executed under the control of the main CPU 201 will be described. This processing is an interrupt processing that is performed in response to an external interrupt request that occurs, for example, during a power outage. Figure 31 is a flowchart showing an example of external maskable interrupt processing in the first pachinko game machine.
[0437] The main CPU 201 first performs the process of saving the protection registers (S221). After executing the process in S221, the main CPU 201 moves the process to S222.
[0438] In S222, the main CPU 201 reads the state of a predetermined input port of the I / O port 205. The predetermined input port is, for example, an input port on which the state of a power outage detection line, a backup clear switch line, a sensor abnormality detection line, a radio wave sensor line, an open circuit detection line, a magnetic sensor line, a vibration sensor line, a solenoid monitoring sensor line, etc., is set. After executing the process in S222, the main CPU 201 moves the process to S223.
[0439] In S223, the main CPU 201 determines whether or not a power outage has been detected.
[0440] If it is determined in S223 that there is no power outage (S223 is judged as NO), the main CPU 201 moves processing to S225. On the other hand, if it is determined in S223 that there is a power outage (S223 is judged as YES), the main CPU 201 moves processing to S224.
[0441] In S224, the main CPU 201 sets (turns on) the XINT detection flag. The XINT detection flag is a flag that indicates a power cut-off, and the value of the XINT detection flag is stored in the XINT detection flag area within the working area of the main RAM 203. After executing the process in S2224, the main CPU 201 moves the process to S225.
[0442] In S225, the main CPU 201 restores the protection registers that were saved in S221. After executing the process in S225, the main CPU 201 moves the process to S226.
[0443] In S226, the main CPU 201 performs interrupt enable processing. After executing this process, the main CPU 201 terminates the external maskable interrupt processing.
[0444] [1-5-15. System Timer Interrupt Processing] Next, referring to Figure 32, we will describe the system timer interrupt processing executed by the main CPU 201, for example, with an interrupt period of 2 msec. Figure 32 is a flowchart showing an example of system timer interrupt processing executed in the first pachinko game machine.
[0445] The main CPU 201 first performs the process of saving the protection registers (S231).
[0446] Next, the main CPU 201 determines whether the XINT detection flag is off or not (S232). If it is determined that the XINT detection flag is not off (i.e., power outage is detected) (S232 is a NO result), the main CPU 201 moves processing to S246. On the other hand, if it is determined that the XINT detection flag is off (i.e., power outage is not detected) (S232 is a YES result), the main CPU 201 moves processing to S233.
[0447] In S233, the main CPU 201 performs interrupt enable processing. After that, the main CPU 201 reads the state of the input port of I / O port 205 (S234), and then moves processing 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 the startup control flag. The startup control flag is a flag used to determine whether the startup state when the power is turned on is one of the following states: power recovery, setting change, setting confirmation, or RAM clear. For example, if it is power recovery, it is determined that the game is permitted, and if it is setting change, setting confirmation, or RAM clear, it is determined that the game is not permitted.
[0449] The startup control flag consists of a combination of the 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 the power has been restored; if both the backup clear switch 176 and the setting key 174 are on, it is determined that the settings have been changed; if the backup clear switch 176 is off and the setting key 174 is on, it is determined that the settings have 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 (i.e., S235 is a NO determination), the main CPU 201 performs a setting control process (S236). This setting control process involves either a setting change process or a setting confirmation process. In this embodiment, the setting change process and the setting confirmation process are performed, for example, within a system timer interrupt process that occurs at a 2 msec interval, and are performed when the game is not permitted, i.e., when the game is not permitted. Details of the setting control process (S236) will be described later with reference to Figure 33. After executing the setting control process (S236), the main CPU 201 moves the process to S246.
[0451] Furthermore, if the game is not permitted (S235 is determined to be NO), it is preferable for the main CPU 201 to set the following: prohibit the launch of game balls from the launching device 6 (see Figure 6), disable various switches except for specific switches (for example, setting key 174, backup clear switch 176, etc.), and prohibit the payout of prize balls from the payout device 82.
[0452] On the other hand, if it is determined in S235 that the game is permitted (i.e., S235 is determined to be YES), the main CPU 201 moves the processing to S237.
[0453] In S237, the main CPU 201 executes a process to increment the interrupt counter value by 1. The interrupt counter is a counter used to count (manage) the interrupt-disabled section during the main control processing (see Figures 13 to 16), and the count value of the interrupt counter is stored in the interrupt counter area within the working area of the main RAM 203. After executing the process in S237, the main CPU 201 moves the process to S238.
[0454] In S238, the main CPU 201 performs update processing for the interrupt period timer. After executing the process in S238, the main CPU 201 moves the process to S239. The interrupt period timer is a timer used to manage the interrupt period (e.g., 2 msec), and the count value of the interrupt period timer is stored in the interrupt period management timer area within the work area of the main RAM 203.
[0455] In S239, the main CPU 201 performs a random number update process. This random number update process updates various random number counters (for example, a random number counter for determining jackpots for special symbols). By performing the random number update process at a predetermined interval (2 msec in this embodiment), it is possible to ensure the reliability of the various random numbers, which are important elements related to the payout. After executing the process in S239, the main CPU 201 moves the process to S240.
[0456] In S240, the main CPU 201 performs switch input detection processing. Details of this switch input detection processing will be described later with reference to Figure 38. After executing the processing in S240, the main CPU 201 transfers the processing to S241.
[0457] In S241, the main CPU 201 performs the prize information command setting process. This process includes scheduling the transmission of the performance control command (prize information command). After executing the process in S241, the main CPU 201 moves the process to S242.
[0458] In S242, the main CPU 201 performs the process of sending performance control commands. In this process, commands that are scheduled to be sent are transmitted from the main control circuit 200 to the sub-control circuit 300. After executing the process in S242, the main CPU 201 moves the process to S243.
[0459] In S243, the main CPU 201 performs register saving. After executing the process in S243, the main CPU 201 moves the process to S244.
[0460] In S244, the main CPU 201 performs performance display monitor control processing. This processing includes game judgment processing, prize ball addition judgment processing, and updating the display content of the performance display monitor 170. The data stored in this processing is stored in a separate area (outside the area) from the work area where data necessary for the progress of the game is stored, that is, in a backup area, which is an area where the data will not be cleared even if, for example, the RAM is cleared. After executing the processing in S244, the main CPU 201 moves the processing to S245.
[0461] In S245, the main CPU 201 restores the registers that were saved in S243. After executing the process in S245, the main CPU 201 moves the process to S246.
[0462] In S246, the main CPU 201 restores the protection registers that were saved in S231 and terminates the system timer interrupt processing.
[0463] [1-5-16. Setting Control Process] Next, with reference to Figure 33, the setting control processing performed in S236 during the system timer interrupt processing (see Figure 32) will be described. Figure 33 is a flowchart showing an example of setting control processing in a first pachinko game machine.
[0464] As shown in Figure 33, the main CPU 201 first determines whether the value of the startup control flag indicates a setting change (S251).
[0465] If the value of the startup control flag in S251 is determined to be a value indicating a setting change (S251 is determined to be YES), the main CPU 201 performs the setting change process (S252). Details of this setting change process will be described later with reference to Figure 34. After the execution of the setting change process (S252), the main CPU 201 moves the process to S255.
[0466] On the other hand, if it is determined in S251 that the value of the startup control flag is not a value indicating a setting change (i.e., S251 is determined to be NO), the main CPU 201 moves the process to S253.
[0467] In S253, the main CPU 201 determines whether the value of the startup control flag is a value indicating a setting confirmation.
[0468] If the value of the startup control flag in S253 is determined to be a value indicating a setting confirmation (S253 is determined to be YES), the main CPU 201 performs a setting confirmation process (S254). Details of this setting confirmation process will be described later with reference to Figure 35. After the execution of the setting confirmation process (S254), the main CPU 201 moves the process 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 a setting confirmation, that is, if it is determined that the RAM should be cleared (if S253 is determined to be NO), the main CPU 201 moves the process to S257.
[0470] In S255, the main CPU 201 performs the setting operation display process. This process displays the currently set setting values. After executing the process in S255, the main CPU 201 moves the process to S256.
[0471] In S256, the main CPU 201 performs the process of sending performance control commands. In this process, commands (initialization commands, power interruption recovery commands, or setting operation commands) that are scheduled to be sent during the setting change process (S252), setting confirmation process (S254), or startup initial setting process (S25) are sent to the sub-control circuit 300. After executing the process in S256, the main CPU 201 moves the process to S257.
[0472] In S257, the main CPU 201 performs the WDT (watchdog timer) output processing. This processing (WDT output processing) involves reading the WDT clear register address, clearing the WDT, and restarting the WDT in that order. Although not mentioned in other processing instructions, this WDT output processing is performed as needed. After processing in S257, the main CPU 201 finishes the setting control processing and returns to the system timer interrupt processing (see Figure 32).
[0473] [1-5-17. Configuration Change Process] Next, with reference to Figure 34, the setting change process performed in S252 during the setting control process (see Figure 33) will be explained. Figure 34 is a flowchart showing an example of the setting change process in the first pachinko game machine.
[0474] The main CPU 201 first determines whether the backup clear switch 176 has been pressed (S261). This process is performed by reading the information set in the input port of I / O port 205.
[0475] If it is determined in S261 that the backup clear switch 176 is not pressed (S261 is determined to be NO), the main CPU 201 moves the process to S263. On the other hand, if it is determined that the backup clear switch 176 is pressed (S261 is determined to be YES), the main CPU 201 moves the process to S262.
[0476] In S262, the main CPU 201 performs update processing within the set range. After executing the process in S262, the main CPU 201 moves the process to S263.
[0477] In this embodiment, the setting value can be changed by operating the backup clear switch 176 during the setting change process. However, instead of this, or in addition, a setting switch may be provided, for example, so that the setting value can be changed by operating this setting switch.
[0478] In S263, the main CPU 201 determines whether or not setting key 174 has been turned off (S263).
[0479] If it is determined in S263 that setting key 174 is not turned off (S263 is a NO result), the main CPU 201 terminates the setting change process and returns the process to the setting control process (see Figure 33). On the other hand, if it is determined in S263 that setting key 174 has been turned off (S263 is a YES result), the main CPU 201 moves the process to S264.
[0480] In S264, the main CPU 201 performs the first normal game pre-processing. Details of this first normal game pre-processing will be described later with reference to Figure 36. As mentioned above, once this first normal game pre-processing is performed, the game permission flag is set to ON, and the game is permitted. After the execution of the first normal game pre-processing (S264), the main CPU 201 terminates the setting change processing and returns the processing to the setting control processing (see Figure 33).
[0481] [1-5-18. Configuration Confirmation Process] Next, with reference to Figure 35, the setting confirmation process performed in S253 during the setting control process (see Figure 33) will be explained. Figure 35 is a flowchart showing an example of the setting confirmation process in the first pachinko game machine.
[0482] The main CPU 201 first determines whether or not the setting key 174 has been turned off (S271). This determination process is performed in the same manner as the process in S263 during the setting change process described above (see Figure 34).
[0483] If it is determined in S271 that setting key 174 is not turned off (i.e., S271 is determined to be NO), the main CPU 201 terminates the setting confirmation process and returns to the setting control process (see Figure 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 to be YES), the main CPU 201 performs the second normal pre-game processing (S272). Details of this second normal pre-game processing will be described later with reference to Figure 37. As mentioned above, once this second normal pre-game processing is performed, the game permission flag is set to ON, and the game is permitted. After the execution of the second normal pre-game processing (S272), the main CPU 201 terminates the setting confirmation processing and returns the process to the setting control processing (see Figure 33).
[0485] [1-5-19. Pre-game processing for normal gameplay] Next, with reference to Figure 36, the first normal pre-game processing performed in S264 during the setting change processing (see Figure 34) will be explained. Figure 36 is a flowchart showing an example of the first normal pre-game processing in a first pachinko game machine. This first normal pre-game processing is also performed as the initial setup processing during startup (see Figure 17) when none of the following are performed: power outage recovery, setting change, or setting confirmation, i.e., when the RAM is cleared.
[0486] The main CPU 201 first performs the initialization RAM setting process (S281). This process clears the 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") (for example, by constructing a working area and setting addresses). Note that the area where data is stored in the performance display monitor control process (see S244 in Figure 32) is not cleared. In addition, initial data is generated in this process, and the generated initial data is stored in the constructed working area in the main RAM 203. In other words, the data backed up in the event of a power outage is erased, and the game state can be returned to its initialized state. Although not shown in the diagram, this process makes it possible to start playing once the game state is returned to its initialized state, the game permission flag is set to ON, and the game is in a game permission state. After executing the initialization RAM setting process (S281), the main CPU 201 moves the process to S282.
[0487] In S282, the main CPU 201 performs a scheduled transmission process for initialization commands. The initialization commands scheduled for transmission in this process are sent to the sub-control circuit 300 during the performance control command transmission process (S256) in the setting control process (see Figure 33). After executing the process in S282, the main CPU 201 completes the first normal pre-game processing. Upon completion of this first normal pre-game processing, the game permission flag is set to ON, and the game is permitted.
[0488] [1-5-20. Second Normal Game Pre-Processing] Next, with reference to Figure 37, we will explain the second normal game pre-processing performed in S272 during the setting confirmation process (see Figure 35). Figure 37 is a flowchart showing an example of the second normal game pre-processing in the first pachinko game machine. Note that this second normal game pre-processing is also performed as the initial setup process when power is restored during the startup initial setup process (see Figure 17).
[0489] The main CPU 201 first performs the RAM setting process upon power outage recovery (S291). In this process, for example, data stored in the backup area of the main RAM 203 is read, and the read data is stored in the newly constructed working area of the main RAM 203. This data includes various information necessary for the game to proceed, such as game state information, the on / off status of the winning flags for special and regular symbols, and the number of reserved symbols. In other words, by restoring the data backed up during the power outage back to the working area of the main RAM 203, it is possible to return to the same game state as before the power outage. Although not shown in the diagram, in this process, by returning to the same game state as before the power outage, it becomes possible to start the game, the game permission flag is set to on, and the game permission state is established. After executing the RAM setting process upon power outage recovery (S291), the main CPU 201 moves the process to S292.
[0490] In S292, the main CPU 201 determines whether the probability variation flag is on or off. This process is performed by reading data stored in the working area of the main RAM 203.
[0491] If it is determined in S292 that the probability change flag is not on (i.e., S292 is determined to be NO), the main CPU 201 moves the processing to S294.
[0492] On the other hand, if it is determined in S292 that the probability change flag is on (i.e., S292 is determined to be YES), the main CPU 201 moves the processing to S293.
[0493] In S293, the main CPU 201 sets the probability variation notification flag to ON. This is done to notify the status of the probability variation flag when the power is restored. If the probability variation notification flag is ON, the main CPU 201 controls, for example, the probability variation notification LED (not shown) to light up. This makes it possible to visually determine whether the probability variation flag is ON or OFF when the power is restored. After executing the process in S293, the main CPU 201 moves the process to S294.
[0494] In S294, the main CPU 201 performs a scheduled transmission process for the power outage recovery command. The power outage recovery command scheduled for transmission in this process is sent to the sub-control circuit 300 in the performance control command transmission process (S256) during the setting control process (see Figure 33). After executing the process in S294, the main CPU 201 terminates the second normal game pre-processing.
[0495] [1-5-21. Switch Input Detection Process] Next, with reference to Figure 38, the switch input detection process performed in S240 during the system timer interrupt processing (see Figure 32) will be described. Figure 38 is a flowchart showing an example of the switch input detection process in the first pachinko game machine.
[0496] The main CPU 201 first performs abnormal state monitoring processing (S301). Details of this abnormal state monitoring processing will be described later with reference to Figure 39. After executing the process in S301, the main CPU 201 moves the processing to S302.
[0497] In S302, the main CPU 201 performs a normal symbol-related switch check process. This process is carried out by reading the information set in the input port of I / O port 205. After executing the process in S302, the main CPU 201 moves the process to S303.
[0498] In S303, the main CPU 201 performs a special symbol-related switch check. This process is performed by reading the information set in the input port of I / O port 205. If the first start switch 121 and / or the second start switches 141A and 141B are ON, a hold-add command for the start information of the first special symbol and / or the start information of the second special symbol is reserved for transmission. In this case, for example, if a pre-read animation is to be executed, a specific hold-add command is sent that identifies that the pre-read animation is on hold. After executing the process in S303, the main CPU 201 moves the process to S304.
[0499] In S304, the main CPU 201 performs a check of the prize ball-related switches. This process is performed by reading the information set in the input port of I / O port 205. If the prize ball-related switches are ON, the prize ball payout command is scheduled to be sent. After executing the process in S304, the main CPU 201 terminates the switch input detection process and returns to the system timer interrupt process (see Figure 32).
[0500] [1-5-22. Abnormal State Monitoring Process] Next, with reference to Figure 39, the abnormal state monitoring process performed in S301 during the switch input detection process (see Figure 38) will be described. Figure 39 is a flowchart showing an example of the abnormal state monitoring process in the first pachinko game machine.
[0501] The main CPU 201 first performs pre-processing for abnormal condition monitoring (S311). This process updates abnormal detection information (for example, information from various sensors set to the input port of I / O port 205). After executing the process in S311, the main CPU 201 moves the process to S312.
[0502] In S312, the main CPU 201 performs general-purpose anomaly detection and determination processing. In this process, for each of the multiple monitoring items that are subject to anomaly detection, a determination is made as to whether or not an anomaly exists. After executing the process in S312, the main CPU 201 moves the process to S313.
[0503] In S313, the main CPU 201 performs induced magnetic field monitoring processing. In this process, it is determined whether or not an induced magnetic field is detected, and if an induced magnetic field is detected, the induced magnetic field detection information flag is set to ON. After processing in S313, the main CPU 201 terminates the abnormal state monitoring processing and returns to the switch input detection processing (see Figure 38).
[0504] [1-6. Sub-control processing] Next, referring to Figure 40, the contents of the various processes executed by the sub-CPU 301 of the sub-control circuit 300 will be explained.
[0505] Figure 40 is a flowchart showing an example of sub-control circuit processing in the first pachinko game machine.
[0506] As shown in Figure 40, the sub-CPU 301 first performs initialization processing (S321). This initialization processing includes, for example, granting RAM access permissions, initializing the work area, hardware initialization, device initialization, application initialization, and backup restore initialization. Once this process is complete, the sub-CPU 301 moves the processing to S322.
[0507] In S322, the sub-CPU 301 performs a read operation on the command input port 308 (see Figure 6). This operation involves reading the command sent from the main control circuit 200 (see Figure 6) which is set on the command input port 308. After completing this operation, the sub-CPU 301 moves the process to S323.
[0508] In S323, sub-CPU 301 performs command analysis. This process analyzes the command read in the process of S322. Once this process is complete, sub-CPU 301 moves the process to S324.
[0509] In S324, the sub-CPU 301 executes a process to determine the performance mode. In this process, the sub-CPU 301 generates an animation request containing information specifying the performance content, and based on the generated animation request, generates various requests to operate various performance devices (for example, drawing requests, sound requests, lamp requests, and prop requests). When this process is completed, the sub-CPU 301 moves the process to S325.
[0510] In S325, the sub-CPU 301 executes drawing control processing. In this processing, the sub-CPU 301 sends a drawing request to the display control circuit 304 (see Figure 6). Based on the message (drawing request) sent from the sub-CPU 301, the display control circuit 304 performs drawing control to display an image in the display area of the display device 7. After completing this processing, the sub-CPU 301 moves the processing to S326.
[0511] In S326, the sub-CPU 301 performs voice control processing. In this process, the sub-CPU 301 sends a sound request to the voice control circuit 305. Based on the message (sound request) sent from the sub-CPU 301, the voice control circuit 305 performs voice control to output sound to the speaker 32. After completing this process, the sub-CPU 301 moves the processing to S327.
[0512] In S327, the sub-CPU 301 executes LED control processing. In this processing, the sub-CPU 301 sends an LED request to the LED control circuit 306. Based on the message (LED request) sent from the sub-CPU 301, the LED control circuit 306 performs light emission control to turn on or blink all or some of the LEDs constituting the LED group 46. When this processing is completed, the sub-CPU 301 moves the processing to S328.
[0513] In S328, the sub-CPU 301 executes the mechanism control process. In this process, the sub-CPU 301 sends a mechanism request to the mechanism control circuit 307. Based on the message (mechanism request) sent from the sub-CPU 301, the mechanism control circuit 307 performs drive control to operate the performance drive motors (not shown) for all or some of the mechanism components that make up the performance mechanism group 58 (see Figures 1, 2, and 6). After completing this process, the sub-CPU 301 terminates the sub-control circuit main process.
[0514] In the first pachinko game machine, the first special symbol and the second special symbol can be displayed in parallel and variably. However, the sub-CPU 301 designates one of the two special symbols as the main special symbol and the other as the secondary special symbol, and primarily controls the effects for the main special symbol. In this embodiment, the first special symbol is the main special symbol in normal gameplay where left-handed play is recommended, and the second special symbol is the main special symbol in gameplay where right-handed play is recommended (high probability time-saving gameplay state, high probability non-time-saving gameplay state, low probability time-saving gameplay state). The sub-CPU 301 then performs variable display of decorative symbols and display effects such as characters for the main special symbol, as well as sound effects for the main special symbol. For example, if the result of the hit judgment process for the secondary special symbol is, for example, a jackpot, the effects for the secondary special symbol may be performed while the effects for the main special symbol are also performed.
[0515] [1-7. Small win rush] The first pachinko machine described above can achieve what is known as a "small win rush." The small win rush will be explained below.
[0516] As described above, the first pachinko machine offers four game states: normal game state, high probability time-saving game state, high probability non-time-saving game state, and low probability time-saving game state. The main CPU 201 controls the game to one of these states. As described above, in the normal game state, left-handed play is recommended, so the first special symbol game, based on the entry of game balls into the first start port 120, is primarily executed. In the other game states (high probability time-saving game state, high probability non-time-saving game state, and low probability time-saving game state), right-handed play is recommended, so the second special symbol game, based on the entry of game balls into the second start ports 140A and 140B, is primarily executed. Furthermore, if the winning slot included in the standard electric prize unit 145 is designated as the first starting slot, the first special symbol game will be primarily executed in any of the following game states: normal game state, high probability time-saving game state, and low probability time-saving game state, while the second special symbol game will be primarily executed in the high probability non-time-saving game state.
[0517] In this embodiment, in the high-probability non-time-saving game state, the frequency of game balls entering the large prize entry point 151 for small wins is increased compared to other game states (for example, normal game state, high-probability time-saving game state, low-probability time-saving game state), resulting in a small win rush where the expected value of the game payout (for example, the number of prize balls) per unit time exceeds 1.
[0518] Here, we will explain an example of the mechanism of the small win rush. First, the game balls shot to the right almost always pass through the passage gate 126. In the high probability, non-time-saving game state, the electric support control that increases the frequency of activating the normal electric mechanism 146 to open the prize entry point (for example, the second start point 140B in this embodiment) is not executed. Also, the large prize entry point 131 for big wins does not open unless the big win game control process is executed, so the frequency of the second start point 140B opening in the high probability, non-time-saving game state is lower than in the game state where time-saving control is executed. Therefore, if the large prize entry point 151 for small wins is open, the game balls shot to the right and distributed to the downward flow path 107b can enter the large prize entry point 151 for small wins. When a game ball enters the large prize entry point 151 for small wins, for example, 10 prize balls are dispensed as described above. Furthermore, game balls that are shot to the right and distributed to the upper flow path 107a can enter the second starting opening 140A. When game balls enter the second starting openings 140A and 140B, not only is a stop display pattern indicating a minor win derived with a relatively high probability of, for example, 1 / 3 (approximate), as shown in the special symbol win determination table (see Figure 9), but an ultra-fast variation (for example, a variable display time of 1000 msec) is executed as shown in the special symbol variation pattern table for high starts (see Figure 12(B)), so that the frequency of game balls entering the large prize opening 151 for minor wins is increased compared to other game states (for example, normal game state, high probability time-saving game state, low probability time-saving game state). In this way, it is possible to realize a minor win rush in which the expected value of the game value (for example, the number of prize balls, etc.) paid out relative to the number of balls launched per unit time can exceed 1.
[0519] On the other hand, in game states where time-saving control is implemented (for example, high-probability time-saving game state, low-probability time-saving game state), the second start port 140B is opened due to the execution of electric support control, and most of the game balls that are shot to the right and distributed to the downward flow path 107b end up entering the second start port 140B. Therefore, even if the large prize port 151 for small wins is open, the expected value of game balls entering the large prize port 151 for small wins is low. Moreover, as mentioned above, even if a game ball enters the second start port 140B, only one prize ball will be paid out. When a game ball that has been shot to the right and distributed to the upper downward flow path 107a enters the second starting opening 140A, for example, three prize balls are dispensed. However, only about one-third to one-fifth of the game balls that have been shot to the right and distributed to the upper downward flow path 107a enter the second starting opening 140A. In this way, in a game state in which time-saving control is implemented, the expected value of the game value dispensed (e.g., the number of prize balls) per unit time does not exceed 1.
[0520] Furthermore, while left-handed play is recommended during normal gameplay, if a player plays to the right, the normal electric mechanism 146 will activate when the right-handed ball passes through gate 126 and a stop display indicating a normal symbol win is generated, potentially opening the large prize slot 151 for minor wins as the ball enters the second start slot 140B. However, during normal gameplay, the variation pattern of the special symbols is determined by referring to the variation pattern table for low-start special symbols (see Figure 12(A)). Therefore, even if a ball enters the second start slots 140A or 140B, the variation display of the second special symbol will occur during one of the extremely long variation patterns A to C, and the frequency of the large prize slot 151 for minor wins opening is extremely low. For this reason, there is no practical benefit for a player to play to the right during normal gameplay. Furthermore, if the prize entry point included in the standard electric prize unit 145 is designated as the first start entry point, the probability of winning with a standard symbol in the normal game state may be set to, for example, 0, thereby preventing any practical benefit from shooting to the right.
[0521] In this embodiment, the system is configured to trigger a small win rush in a high-probability, non-time-saving game state, but it is not limited to this. For example, a small win rush may be triggered in a high-probability, time-saving game state in which special symbol shortening control is performed to shorten the variable display time of special symbols without performing electric support control.
[0522] [1-8. Signals output outside the aircraft] Next, the signals output from the external terminal board 184 (see Figure 6) to the outside of the first pachinko game machine (for example, the hall computer 186 (see Figure 6), the island computers installed on each island (not shown)) will be described. In this embodiment, the signals output to the outside of the first pachinko game machine will be described, but it may also be possible to input signals from outside the first pachinko game machine.
[0523] In this embodiment, the external terminal board 184 (see Figure 6) has CH1 to CH12 as connectors for outputting signals to the outside of the first pachinko game machine. The signals output from each CH of the external terminal board 184 to the outside of the first pachinko game 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 game machine are not limited to these, and there may be other signals output to the outside of the machine, or the machine may be configured so that one of these signals is not output.
[0524] Figure 41 is a table showing an example of the output conditions for signals output to the outside of the first pachinko game machine. As shown in Figure 41, the "prize ball information 1" signal is output from CN1, the "door / frame open" signal is output from CH2, the "external information 1" to "external information 8" signals are output from CH3 to CH10 respectively, the "prize ball information 2" signal is output from CH11, and the "security" signal is output from CH12. The output conditions for signals from the first pachinko game machine to the outside are as shown in Figure 41.
[0525] Next, an example of a timing chart for signals output to the outside of the first pachinko game machine will be explained, using the "prize ball information 1" signal as an example. As shown in Figure 41, in this embodiment, the "prize ball information 1" signal is output at 120 msec every 10 prize balls dispensed.
[0526] Figure 42 shows an example of a timing chart for the "Prize Ball Information 1" signal, which is one of the signals output to the outside of the first pachinko game machine.
[0527] As shown in Figure 42, the payout detection switch (not shown) switches from off to on each time a prize ball is dispensed. As described above, in this embodiment, if a game ball enters the large prize slot (large prize slot 131 for big wins or large prize slot 151 for small wins (see Figure 4)), for example, 10 prize balls are dispensed; if a game ball enters the start slot (first start slot 120 or second start slot 140A (see Figure 4)), for example, 3 prize balls are dispensed; and if a game ball enters the general prize slot 122 (see Figure 4), for example, 4 prize balls are dispensed.
[0528] The main CPU 201 (see Figure 6) then outputs a "Prize Ball Information 1" signal to the outside of the first pachinko game machine for, for example, 120 msec each time 10 prize balls are dispensed. More specifically, the main CPU 201 outputs the "Prize Ball Information 1" signal for, for example, 120 msec, at the timing when the dispensement detection switch for the 10th prize ball is turned on, starting from the previous output of the "Prize Ball Information 1" signal. Note that outputting the "Prize Ball Information 1" signal at the timing when the dispensement detection switch for the 10th prize ball is turned on is just one example; for example, it could be output anytime between the time the dispensement detection switch for the 10th prize ball is turned on and then turned off. Also, outputting the "Prize Ball Information 1" signal each time 10 prize balls are dispensed or for 120 msec is just one example; the output timing and duration of the "Prize Ball Information 1" signal can be set as appropriate.
[0529] Next, we will explain an example of the "security" signal, which is one of the signals output to the outside of the first pachinko game machine. The "security" signal is primarily output when an error occurs.
[0530] Figure 43 is a table showing an example of an overview of errors in the first pachinko game machine. More specifically, for each error name, the table 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 remarks.
[0531] Note that the overview of errors shown in Figure 43 is just an example, and it is possible to judge only some of these as errors, or to judge things not shown in Figure 43 as errors. Examples of errors not shown in Figure 43 include a solenoid monitoring sensor error when the solenoid monitoring sensor (not shown) is on or off for a predetermined period of time or longer, a large prize slot entry / extraction abnormality error when there are unextracted game balls inside the large prize slot (large prize slot 131 for big wins or large prize slot 151 for small wins (see Figure 4 for both)) or when a prize is entered into the large prize slot when the large prize slot is not open, and a vibration sensor error when the vibration sensor is on for a predetermined period of time. Furthermore, if, for example, a specific area is provided within the large prize winning opening 131 for jackpots, and the probability variation control is executed after the jackpot game control ends based on the fact that a game ball passes through the specific area during the execution of jackpot game control, it is preferable to configure the system to determine an error in cases such as abnormal passage to the specific area or when a game ball passes through the specific area even though there are no undischarged game balls inside the large prize winning opening 131 for jackpots.
[0532] When the main CPU 201 (see Figure 6) determines that an error has occurred, it sends a command related to fraud detection to the sub-CPU 301 (see Figure 6). Upon receiving the fraud detection command, the sub-CPU 301 executes notification control according to the nature of the error.
[0533] The following briefly explains the control by the main CPU 201 and sub-CPU 301 (see Figure 6 for both) using the case where an abnormal entry error occurs in the jackpot winning slot as an example.
[0534] As shown in Figure 43, for example, if one winning entry is detected after the initial power-on but before the first jackpot winning slot 131 (see Figure 4) is opened, the main CPU 201 (see Figure 6) determines that an abnormal winning entry error has occurred in the jackpot winning slot and outputs a "security" signal for 12 seconds. It also sends a fraud detection-related command indicating that an abnormal winning entry error has occurred in the jackpot winning slot to the sub-CPU 301 (see Figure 6).
[0535] In this embodiment, as shown in Figure 43, the output time of the "security" signal is 12 seconds regardless of the type of error. Therefore, external devices (for example, the hall computer 186 (see Figure 6) or island computers (not shown)) can detect the occurrence of an error by receiving the "security" signal, but they cannot determine the nature of the error. However, this is not the only option; for example, the output time of the "security" signal could be changed according to the nature of the error, allowing external devices that receive the "security" signal to determine the nature of the error.
[0536] When the sub-CPU 301 (see Figure 6) receives a fraud detection-related command indicating, for example, an abnormal entry error into the jackpot slot, it executes all or part of the notification control shown below, and terminates the notification control shown below after, for example, 30 seconds have elapsed since receiving the fraud detection-related command. - Notification control via the display control circuit 304 to display the text, for example, "Grand Prize Amount Abnormal Prize Entry Error," on the display device 7 (see Figure 6 for both). • Notification control that outputs a voice message, for example, "Grand Prize Entrance Error," from a speaker (see Figure 6, for example) via the voice control circuit 305. • Notification control that outputs, for example, a beep sound from the speaker via the audio control circuit 305. • Notification control that illuminates all of the LED group 46 (see Figure 6, for example) in red via the LED control circuit 306.
[0537] Furthermore, if a power outage occurs, for example, before 30 seconds have elapsed since receiving a command related to fraud detection, the sub-CPU 301 terminates the notification control described above.
[0538] Furthermore, if the sub-CPU 301 receives a fraud detection-related command indicating an abnormal entry error into the jackpot slot while it is executing the notification control described above, for example, the notification control described above will be executed again.
[0539] Next, the signals output to the outside of the first pachinko game machine according to the game state will be explained with reference to Figure 44. Figure 44 is a table showing an example of signals output in the first pachinko game machine according to the game state. In Figure 44, signals that are output are indicated by ○, and signals that are not output are indicated by ×.
[0540] As shown in Figure 44, in this embodiment, the output signals differ depending on the state of the game controlled by the main CPU 201. For example, during normal gameplay (excluding big wins and small wins, and excluding probability variation and time reduction modes), no signals are output. During low probability time reduction gameplay (excluding big wins and small wins), the "External Information 3" and "External Information 7" signals are output. During high probability time reduction gameplay (excluding big wins and small wins), the "External Information 3," "External Information 5," and "External Information 7" signals are output. During high probability non-time reduction gameplay (excluding big wins and small wins), the "External Information 3" and "External Information 6" signals are output.
[0541] In this way, by making the signals output according to the state of the game controlled by the main CPU 201 different, external devices capable of receiving the signals (for example, the hall computer 186 (see Figure 6) or island computer (not shown)) can grasp the state of the game in the pachinko game machine that is the destination of the external information transmission.
[0542] In this embodiment, as shown in Figure 44, the signals output during the minor win game control process (normal game state) are the same as the signals output during the normal game state (other than during a big win or minor win, and other than during probability variation or time reduction). Similarly, the signals output during the minor win game control process (low probability time reduction game state) are the same as the signals output during the low probability time reduction game state (other than during a big win or minor win), the signals output during the minor win game control process (high probability time reduction game state) are the same as the signals output during the high probability time reduction game state (other than during a big win or minor win), and the signals output during the minor win game control process (high probability non-time reduction game state) are the same as the signals output during the high probability non-time reduction game state (other than during a big win or minor win). In other words, external devices capable of receiving signals (for example, the hall computer 186 (see Figure 6) or island computer (not shown)) cannot determine whether or not the small win game control process is being executed in the pachinko game machine that receives the external information. However, instead, 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 in progress, so that the external devices capable of receiving signals can determine whether or not the small win game control process is being executed in the pachinko game machine that receives the external information.
[0543] Furthermore, the low probability time-saving game state (excluding big wins and small wins), high probability time-saving game state (excluding big wins and small wins), small win game control processing (low probability time-saving game state), and small win game control processing (high probability time-saving game state) shown in Figure 44 are signals output during the execution of time-saving control. In this case, time-saving control may be considered to be in progress when both electric support control and special symbol shortening control are being executed, or when only electric support control is being executed among electric support control and special symbol shortening control, or when only special symbol shortening control is being executed among electric support control and special symbol shortening control.
[0544] [2. The second type of pachinko game machine] Next, I will explain the second type of pachinko game machine. As mentioned above, the second type of pachinko game machine is a so-called Type 1 pachinko game machine, also known as a "digital pachinko" machine. However, the second type of pachinko game machine differs from the first type in that the first and second special symbols are not displayed in parallel in a variable way, but only one of them is displayed in a variable way. Therefore, there are also differences between the game board unit and the electrical configuration of the second type of pachinko game machine and the first type of pachinko game machine.
[0545] In describing the second pachinko game machine below, explanations of aspects common to the first pachinko game machine in terms of function, shape, and placement will be omitted as much as possible, 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 the outside of the second pachinko game machine (for example, the hall computer 1186 (see Figure 46) or the island computers (not shown) installed on each island).
[0546] In describing the second pachinko game machine, the same reference numerals and step numbers as those used in the description of the first pachinko game machine will be used for the configuration described with reference to the same drawings used in the description of the first pachinko game machine. However, for configurations described with reference to newly adopted drawings in the description of the second pachinko game machine, even if they have the same functions as those of the first pachinko game machine, different reference numerals and step numbers will be used for the description.
[0547] By the way, in pachinko games where the first special symbol and the second special symbol are not displayed in variable form simultaneously but only one of them is displayed in variable form, there are two types: pachinko games where, when the variable display of the first special symbol and the variable display of the second special symbol are pending, for example, the activation condition of the second special symbol takes precedence over the activation condition of the first special symbol (hereinafter referred to as "priority variable machine"), and pachinko games where the activation conditions are met in the order of winning, including the first and second activation holes (hereinafter referred to as "sequential variable machine").
[0548] In priority variable machines, the activation conditions for the first special symbol are met when all certain requirements are met, such as neither the first nor the second special symbol being in variable display mode, not being in a jackpot game state, the variable display of the second special symbol not being held, and the variable display of the first special symbol being held. The activation conditions for the second special symbol are met when all certain requirements are met, such as neither the first nor the second special symbol being in variable display mode, not being in a jackpot game state, and the variable display of the second special symbol being held.
[0549] Furthermore, in sequentially variable machines, the activation conditions for the first special symbol are met when at least all of the following are satisfied: neither the first special symbol nor the second special symbol is currently in variable display mode; the variable display of the first special symbol is in reserve; and the earliest reserve is the reserve of the variable display of the first special symbol. The activation conditions for the second special symbol are met when at least all of the following are satisfied: neither the first special symbol nor the second special symbol is currently in variable display mode; the variable display of the second special symbol is in reserve; and the earliest reserve is the reserve of the variable display of the second special symbol.
[0550] The following explanation will use a priority variable control machine as an example.
[0551] [2-1. Game Board Unit] Referring to Figure 45, the game board unit 1010 of the second pachinko game machine will be described. This game board unit 1010, like that of the first pachinko game machine, is positioned behind the protective glass 43 (see Figure 2) and in front of the base door 3 (see Figure 2).
[0552] Figure 45 is an example of a front view showing the external appearance of the game board unit 1010 of the second pachinko game machine. A game area 1105 is formed on the front side of the game board unit 1010, on which launched game balls can roll and flow down.
[0553] Although some of the various components (for example, the first start port 1120, etc.) located in the game area 1105 of the second pachinko game machine are the same as those located in the game area 105 of the first pachinko game machine, they will be explained again in detail.
[0554] As shown in Figure 45, the game board unit 1010 mainly comprises a game panel 1100 in which a game area 1105 is formed that allows launched game balls to roll down, a guide rail 1110, a center mechanism 1115 positioned approximately in the center of the game area 1105, a first start opening 1120, a general prize entry opening 1122, a pass-through gate unit 1125, a special electric mechanism unit 1130, a second start opening 1140, a normal electric mechanism unit 1145, an LED unit 1160, an out opening 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 its explanation is omitted in this second pachinko game machine.
[0555] (Game Panel) The game panel 1100 has an opening (not indicated by a reference numeral) in a position facing the display area of the display device 1007. In addition, a guide rail 1110 is provided on the front of the game panel 1100, and game pins (not indicated by a reference numeral) are planted thereon. The game balls launched from the launching device 6 (see Figures 1 and 2) fly out from the guide rail 1110 towards the game area 1105, collide with the game pins and other objects, change direction, and flow downwards towards the game area 1105.
[0556] Furthermore, a back unit (not shown) is positioned behind the game panel 1100, which is equipped with decorative elements to enhance the visual effect. The game panel 1100 is made of transparent resin so that the decorative elements on the back unit can be seen from the front. In this case, the entire game panel 1100 may be made of transparent material, or, for example, only the part of the back unit that allows the decorative elements to be seen from the front may be made of transparent material. Alternatively, the game panel 1100 may be made of a material that does not have transparent parts (for example, wood), and a part of it may be made of transparent material to enhance the visual effect.
[0557] (Guide rail) The guide rail 1110 is composed of an arc-shaped outer rail and an inner rail (neither of which are reference numerals), similar to the first pachinko game machine. The game area 1105 is demarcated by the guide rail 1110. The outer rail and the inner rail have the function of guiding the game balls launched from the launching device 1006 (see Figure 46 below) to the upper part of the game area 1105.
[0558] (Center feature) The center component 1115 is configured to fit into an opening (not reference numeral) in the game panel 1100 and is equipped with an arc-shaped center rail 1116 above it. Game balls launched toward the game area 1105 are distributed to the left and right by the center rail 1116.
[0559] The game balls launched by the launching device 1006 toward the game area 1105 flow down through either the left area 1106 or the right area 1107. As the game balls flow down through the left area 1106 or the right area 1107, they change direction and flow downwards upon collision with game nails or the like planted in the game panel 1100. When the amount of operation of the launching handle 62 (see Figures 1 and 2) is small, the launched game balls flow down through 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 game balls flow down through the right area 1107.
[0560] Furthermore, the center mechanism 1115 has a warp entrance 1117 formed on its left outer edge, into which game balls flowing down the left area 1106 can enter. Game balls that enter the warp entrance 1117 are configured to be guided to a stage 1118 formed on the center mechanism 1115. The stage 1118 is formed in front of the lower edge of the display area of the display device 1007 so that game 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.
[0561] A chance entrance 1119 into which game balls can enter is formed at the rear of the stage 1118, roughly in the center in the left-right direction. 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 compared to 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 gate) The first start opening 1120 is located below the display area of the display device 1007 and is positioned so that a game ball shot to the left can enter (a game ball shot to the right will have difficulty or may not be able to enter). When a game ball enters the first start opening 1120, it is detected by the first start opening switch 1121 (see Figure 46 below). It is also possible that a game ball shot to the right can enter the first start opening 1120. In addition, a first start opening may be provided in place of or in addition to the above-mentioned first start opening 1120, in which a game ball shot to the right can enter (a game ball shot to the left will have difficulty or may not be able to enter).
[0563] When the first start port switch 1121 (see Figure 46 below) detects that a game ball has entered (passed through) the first start port 1120, the start information for the first special symbol is extracted, and the extracted start information is held in reserve up to a predetermined number (for example, a maximum of 4). When the start condition is met, the reserved start information is used for the hit determination process for the first special symbol. When a game ball enters the first start port 1120, for example, 3 prize balls are dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the first start port 1120 is not limited to this.
[0564] (General prize winners) Multiple general prize slots 1122 are arranged in the lower left of the display area of the display device 1007, and are positioned so that game balls shot to the left can enter the slots (game balls shot to the right are difficult or impossible to enter). When a game ball enters any of the multiple general prize slots 1122, it is detected by the general prize slot switch 1123 (see Figure 46 below).
[0565] When the general prize slot switch 1123 (see Figure 46 below) detects that a game ball has entered (passed through) the general prize slot 1122, for example, four prize balls are dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the general prize slot 1122 is not limited to four.
[0566] Furthermore, in this embodiment, the general prize slot 1122 is positioned such that it is difficult or impossible for a game ball shot to the right to enter a prize slot. However, the invention is not limited to this, and in place of or in addition to the above-mentioned general prize slot 1122, a general prize slot into which a game ball shot to the right can enter a prize slot may be provided.
[0567] (Passage gate unit) The pass-through gate unit 1125 is located in the right-side area 1107 and is a unit that integrates a pass-through gate 1126 configured to allow game balls shot to the right to pass through almost completely, and a pass-through gate switch 1127 (see Figure 46 below) that detects the passage of game balls to the pass-through gate 1126. The pass-through gate unit 1125 is located in the right-side area 1107 and is configured to allow game balls shot to the right to pass through almost completely. When the passage of a game ball to the pass-through gate 1126 is detected, the starting information for a normal symbol is extracted, and the extracted starting information is held in reserve up to a predetermined number (for example, up to 4). The various reserved data are used for the normal symbol win determination process. Note that even if the pass-through gate switch 1127 detects the passage of a game ball to the pass-through gate unit 1125, no prize balls are paid out. The pass-through gate unit 1125 may also be located in the left-side area 1106 instead of or in addition to the right-side area 1107.
[0568] (Special electric mechanism unit) The special electric mechanism unit 1130 is a unit that integrates the large prize opening 1131, the count switch 1132 (see Figure 46 below) which detects when a game ball enters (passes through) the large prize opening 1131, and the special electric mechanism 1133. The special electric mechanism unit 1130 is located in the right-side area 1107, below the passage gate unit 1125.
[0569] The large prize slot 1131 is positioned so that game balls shot to the right can enter (game balls shot to the left have difficulty or are impossible to enter). However, it is not limited to this, and in place of or in addition to the large prize slot 1131 above, a large prize slot that allows game balls shot to enter to the left may be provided, or a large prize slot that allows game balls to enter may be provided above the center mechanism 1115.
[0570] The large prize slot 1131 is a prize slot that opens when the game is controlled to a jackpot state, which is a game state advantageous to the player, allowing a predetermined number of game balls (for example, 10) to enter (pass through). When the count switch 1132 (see Figure 46 below) detects that a game ball has entered the large prize slot 1131, for example, 10 prize balls are dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the large prize slot 1131 is not limited to 10.
[0571] The special electric mechanism 1133 comprises a special electric shutter 1134 that can move back and forth, and a special electric solenoid 1135 (see Figure 46 below) that operates the special electric shutter 1134. The special electric mechanism 1133, or special electric shutter 1134, is configured to transition between an open state in which game balls can or can easily enter (pass through) the large prize opening 1131, and a closed state in which it is impossible or difficult for game balls to enter (pass through) the large prize opening 1131. In the jackpot game state, the transition from the closed state to the open state described above is performed 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 performing a round game in which the large prize opening 1131 transitions from the closed state to the open state over a predetermined period of time over multiple rounds.
[0572] (Second starting gate) The second starting opening 1140 is located in the left-side area 1106 (more specifically, to the lower left of the first starting opening 1120). However, the second starting opening 1140 is configured to guide game balls shot to the vicinity of the second starting opening 1140 so that they can be entered when it is difficult or impossible for game balls shot to the left to enter due to, for example, game pins. However, it is not essential that the second starting opening 1140 be configured in this way; for example, it may be provided in the right-side area 1107 so that game balls shot to the right can enter. Alternatively, the second starting opening 1140 may be configured so that game balls shot to the left can enter.
[0573] When a game ball enters the second start opening 1140, it is detected by the second start opening switch 1141 (see Figure 46 below). When the second start opening switch 1141 (see Figure 46 below) detects the entry (passage) of a game ball into the second start opening 1140, the start information for the second special symbol is extracted, and the extracted start information is held in reserve up to a predetermined number (for example, up to 4). The reserved start information is used for the hit determination process for the second special symbol when the start condition is met. When a game ball enters the second start opening 1140, for example, 3 prize balls are dispensed. On the other hand, when a game ball enters the second start opening 1140, for example, 1 prize ball is dispensed. However, the number of prize balls dispensed based on the entry of a game ball into the second start opening 1140 is not limited to these.
[0574] (Standard electric mechanism unit) The standard electric prize unit 1145 is located in the left-side area 1106 (more specifically, to the lower left of the first start opening 1120) and is a unit that integrates a prize opening from which a predetermined number of game balls are dispensed as prize balls when a game ball enters (passes through) this prize opening, a switch that detects when a game ball enters this prize opening, and the standard electric prize unit 1146. In this embodiment, the prize opening is referred to as the second start opening 1140, and the switch is referred to as the second start opening switch 1141.
[0575] The standard electric mechanism 1146 comprises a standard electric movable member 1147, also known as an electric chute, and a standard electric solenoid 1148 (see Figure 46 below) that operates this standard electric movable member 1147. The standard electric mechanism 1146, or standard electric movable member 1147, is configured to transition between an open state in which game balls can enter (pass through) the second start opening 1140 or an open state in which it is impossible or difficult for game balls to enter the second start opening 1140. Instead of the standard electric movable member 1147, also known as an electric chute, a shutter that can move back and forth in the front-to-back direction may be used, for example.
[0576] (Outlet) The outlet 1178 is for discharging game balls that were launched toward the game area 1105 but did not enter any of the various prize-winning openings (for example, the first starting opening 1120, the second starting opening 1140, the big prize-winning opening 1131, and the general prize-winning opening 1122, etc.) to the outside of the machine. This outlet 1178 is located at the downstream end of the game area 1105 so that game balls shot left-handed and game balls shot right-handed can be discharged to the outside of the machine. However, in addition to the above-mentioned outlet 1178, an outlet may also be provided at a location other than the downstream end, for example, between a plurality of general prize-winning openings 1122, to discharge game balls that are flowing down the game area 1105 to the outside of the machine.
[0577] (Underground Unit) The rear unit (not shown), similar to that of the first pachinko game machine, is used to decorate the game board unit 1010 and is located on the rear side of the game panel 1100. This rear unit is arranged around the display area of the display device 1007 and includes a group of performance-oriented features 1058, such as movable features, controlled by the sub-control circuit 1300. At least one of these performance-oriented features 1058, or a performance-oriented feature component that constitutes a feature, functions as a performance-oriented feature that can operate based on the result of the special symbol winning determination process.
[0578] [2-2. Electrical Configuration] Next, the control circuit of the second pachinko game machine will be explained with reference to Figure 46. Figure 46 is an example of a block diagram showing the control circuit of the second pachinko game machine. Although some parts of the control circuit of the second pachinko game machine are common with the control circuit of the first pachinko game machine, they will be explained again in detail.
[0579] As shown in Figure 46, the second pachinko game machine, like the first pachinko game machine, mainly consists of a main control circuit 1200 that controls the game, a sub-control circuit 1300 that controls the effects according to the progress of the game, a payout / 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 (read-write memory), an initial reset circuit 1204, and a backup capacitor 1207, and is housed in a main board case (not shown).
[0581] The main CPU 1201 is connected to the main ROM 1202, main RAM 1203, and initial reset circuit 1204, among others. The main CPU 1201 also has built-in functions such as a WDT (Watch Watch Timer) to monitor operation and functions to prevent tampering.
[0582] The main ROM 1202 stores programs for controlling the operation of the second pachinko game machine by the main CPU 1201, as well as various tables and other data. The main CPU 1201 has the function of executing various processes according to the programs stored in the main ROM 1202.
[0583] The main RAM 1203 is provided with a memory area for storing various data necessary for the progress of the game. This main RAM 1203 also has the function of storing various flags and variable values as a temporary storage area for the main CPU 1201. In this embodiment, RAM is used as the temporary storage area for the main CPU 1201, but it is not limited to this; any read / write storage medium will suffice.
[0584] The initial reset circuit 1204 monitors the main CPU 1201 and outputs a reset signal as needed.
[0585] The backup capacitor 1207 has the function of temporarily supplying power to prevent the loss of data stored in the main RAM 1203 in the event of a power outage or other incident.
[0586] Furthermore, the main control circuit 1200 also includes an I / O port 1205 that is connected to various devices for communication, and a command output port 1206 that is connected to the sub-control circuit 1300 for outputting various commands.
[0587] Furthermore, various devices are connected to the main control circuit 1200. For example, the main control circuit 1200 is connected to the normal symbol display unit 1161, the normal symbol hold display unit 1162, the first special symbol display unit 1163, the second special symbol display unit 1164, the first special symbol hold display unit 1165, the second special symbol hold display unit 1166, the normal electric solenoid 1148, and the special electric solenoid 1135, among others. In addition to these, the main control circuit 1200 is also connected to the performance display monitor 1170 and the error notification monitor 1172, among others. The main control circuit 1200 can control the operation of these devices by transmitting signals via the I / O port 1205.
[0588] The performance display monitor 1170 displays performance data and setting values under the control of the main CPU 1201. The performance display data, for example, is data that shows the ratio of game balls dispensed in game states other than jackpot game states relative to a predetermined number of game balls (e.g., 60,000 balls), and is also called the base value.
[0589] The error notification monitor 1172 displays an error code. In addition to the error code, the error notification monitor 1172 can also display other codes, such as a setting change code indicating that a setting change process is underway, or a setting confirmation code indicating that a setting confirmation process is underway, if the pachinko machine has a setting function. 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 underway).
[0590] The main control circuit 1200 is also connected to the first start gate switch 1121, the second start gate switch 1141, the pass gate switch 1127, the count switch 1132, and the general prize gate switch 1123, etc. When these switches are detected, a detection signal is sent to the main control circuit 1200 via the I / O port 1205.
[0591] Furthermore, the main control circuit 1200 is connected to a call device (not shown) that has functions such as calling hall staff and displaying the number of jackpots, an external terminal board 1184 used to transmit data to the hall computer 1186 that manages all the pachinko machines in the hall, a setting key 1174 which is operated when changing or checking the setting value if the pachinko machine has a setting function, and a backup clear switch 1176 which can clear the backup data stored in the main RAM 1203 according to the operation of the arcade manager. Note that if the pachinko machine has a setting function, the backup clear switch 1176 may also be used as a switch for changing the setting value, or a setting switch for changing the setting value 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 a third party other than the manager of the gaming establishment (e.g., a player). The "predetermined case" includes not only those in which the setting key 1174 and the backup clear switch 1176 cannot be accessed unless the case is opened, but also those in which notches are provided only at the corresponding locations for the setting key 1174 and the backup clear switch 1176 of the case, so that the person in charge of the gaming establishment can access the setting key 1174 and / or the backup clear switch 1176 when the pachinko machine is rotated from the island equipment using a key managed by the person in charge of the gaming establishment to expose the back.
[0593] In this embodiment, the setting key 1174 and the backup clear switch 1176 are connected to the main control circuit 1200, but the system is not limited to this. For example, they may be connected to 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 accessing the setting key 1174 and the backup clear switch 1176.
[0594] [2-2-2. Sub-control circuit] The sub-control circuit 1300 includes a sub-CPU 1301, program ROM 1302, work RAM 1303, display control circuit 1304, sound control circuit 1305, LED control circuit 1306, special effect control circuit 1307, and command input port 1308, etc. 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 Figure 46, similar to the first pachinko game machine, the sub-control circuit 1300 is also connected to effect buttons 54 (see Figure 1) that can be operated by the player.
[0595] The program ROM 1302 stores programs for controlling the gameplay of the second pachinko machine by the sub-CPU 1301, as well as various tables. The sub-CPU 1301 has the function of executing various processes according to the programs stored in the program ROM 1302. In particular, the sub-CPU 1301 controls the gameplay according to various commands transmitted from the main control circuit 1200.
[0596] The work RAM 1303 has the 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 the display in the display device 1007. The display control circuit 1304 includes a VDP, an image data ROM that stores data for generating various image data, a frame buffer for temporarily storing image data, a D / A converter for converting image data into an image signal, 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 types of image data related to the game, such as decorative pattern image data showing decorative patterns, background image data, and image data for special effects.
[0599] The display control circuit 1304 then 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, the 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 images related to the game.
[0600] The audio control circuit 1305 is a circuit for controlling the sound generated by the speaker 1032. The audio control circuit 1305 includes a sound source IC for controlling sound, an audio data ROM for storing various audio data, and an amplifier (hereinafter referred to as AMP) for amplifying the audio signal.
[0601] The sound source IC controls the sound output from speaker 1032. In response to a sound generation command supplied by sub-CPU 1301, the sound source IC selects one audio data from multiple audio data stored in the audio data ROM. The sound source IC also reads the selected audio data from the audio data ROM, converts it into a predetermined audio signal, and supplies the converted audio signal to the amplifier. The amplifier amplifies the audio and sound effect signals output from speaker 1032.
[0602] The LED control circuit 1306 is a circuit for controlling the LED group 1046, which includes decorative LEDs. The LED control circuit 1306 includes a drive circuit for supplying LED control signals and a decoration data ROM that stores multiple types of LED decoration patterns.
[0603] The special effect control circuit 1307 is a circuit for controlling the operation of each special effect (for example, one or more special effects from the performance special effect group 1058). The special effect control circuit 1307 includes a drive circuit for supplying a drive signal to each special effect, a lighting circuit for supplying a lighting control signal, and a special effect data ROM in which the operation pattern and lighting pattern are stored.
[0604] Furthermore, the mechanism control circuit 1307 selects one operation pattern from multiple operation patterns stored in the mechanism data ROM in response to mechanism operation commands from the sub-CPU 1301. It then reads the selected operation pattern from the mechanism data ROM and controls the mechanical operation of each mechanism by supplying a drive signal corresponding to the read operation pattern. The lighting circuit also selects one lighting pattern from multiple lighting patterns stored in the mechanism data ROM based on lighting commands from the sub-CPU 1301. It then reads the selected lighting pattern from the mechanism data ROM and controls the lighting operation of each mechanism by supplying a lighting control signal corresponding to the read lighting pattern.
[0605] The command input port 1308 is connected to the command output port 1206 and receives various commands transmitted from the main control circuit 1200.
[0606] The payout / launch control circuit 1400 controls the payout of prize balls and loaned balls from the pachinko game machine. This payout / launch control circuit 1400 is connected to a payout device 1082 for dispensing game balls, a launching device 1006 for launching game balls, and a card unit 1180 that can perform control related to ball lending.
[0607] When the payout / launch control circuit 1400 receives a prize ball control command supplied from the main control circuit 1200, it sends a predetermined signal to the payout device 1082 and controls the payout device 1082 to dispense game balls.
[0608] A ball dispensing operation panel 1182 is connected to the card unit 1180. The ball dispensing operation panel 1182 is equipped with a ball dispensing button for receiving balls and a dispensing return button (neither shown) for receiving a ball dispensing card on which cache data is stored. For example, when a player performs a ball dispensing operation, a ball dispensing control signal corresponding to the ball dispensing operation is transmitted to the card unit 1180. The payout / launch control circuit 1400 controls the payout device 1082 to dispense game balls based on the ball dispensing control signal transmitted from the card unit 1180. The operation panel 1182 is often located on the pachinko game machine side, but it may also be located on the card unit 1180 side.
[0609] Furthermore, the payout / launch control circuit 1400 controls the launching of the game ball by supplying power to the launching solenoid (not shown) according to the rotation angle (amount of rotation) when the launching handle 62 (see Figures 1 and 2) is rotated in a clockwise direction.
[0610] The power supply circuit 1450 is a power supply circuit created to supply the power voltage necessary for gameplay to the main control circuit 1200, sub-control circuit 1300, payout / launch control circuit 1400, etc.
[0611] The power supply circuit 1450 is connected to a power switch 1095, etc. The power switch 1095 is turned on when supplying the necessary power to the pachinko game machine (more specifically, the main control circuit 1200, sub-control circuit 1300, payout / launch control circuit 1400, etc.).
[0612] [2-3. Basic Specifications] Next, the basic specifications of the second pachinko game machine will be explained with reference to Figures 47 to 50. Note that the second pachinko game machine may also be a pachinko game machine with a setting function, but the description related to the setting function will be omitted below.
[0613] In the second pachinko game machine, there are three game states: a normal game state in which neither probability variation control nor time reduction control is performed; a high probability time reduction game state in which both probability variation control and time reduction control are performed; and a low probability time reduction game state in which probability variation control is not performed but time reduction control is performed. The main CPU 1201 is capable of playing the game in any of these game states.
[0614] In this embodiment, left-handed play is recommended during normal gameplay, while right-handed play is recommended during high-probability time-saving gameplay and low-probability time-saving gameplay. The sub-CPU 1301 performs control to display the recommended playing method, for example, in the display area of the display device 1007.
[0615] [2-3-1. Winning Determination Table for Special Symbols] Figure 47 shows an example of a special symbol winning determination table stored in the main ROM 1202 of the main control circuit 1200 of the second pachinko game machine.
[0616] The special symbol win determination table is a table referenced in the special symbol win determination process, that is, a table referenced when determining whether it is a "jackpot" or a "miss" by lottery based on the random value for jackpot determination obtained when a game ball enters the starting openings 1120 and 1140. In this embodiment, the lottery targets are only "jackpot" and "miss," and other lottery targets (e.g., minor wins) are not included, however, when a game ball enters the first starting opening 1120 and / or the second starting opening 1140, it may be possible to determine other lottery targets.
[0617] As mentioned above, the random number used for determining a jackpot is a random number used in the process of determining a win with a special symbol. In this embodiment, the random number used for determining a jackpot is extracted from 0 to 65535 (65536 types). However, the range of random numbers that are generated is not limited to the above.
[0618] In this embodiment, in the special symbol win determination process, the result is determined as either a "win" or a "loss" based on the extracted random number for win determination. The special symbol win determination table defines, for both the first and second special symbols, the relationship between the range (width) of random numbers for win determination that result in a "win" and the corresponding win determination value data, and the relationship between the range (width) of random numbers for win determination that result in a "loss" and the corresponding loss determination value data, for each value of the probability variation flag (0 or 1).
[0619] In this embodiment, if the probability variation flag is off during the hit determination process for the first or second special symbol, and the extracted random value for jackpot determination is one of 0 to 204, it is determined to be a "jackpot," and the determination value data is set to "jackpot determination value data." On the other hand, if the probability variation flag is off during the hit determination process for the first or second special symbol, and the extracted random value for jackpot determination is not...
Claims
[Claim 1] A displacement member that can be displaced between a first state and a second state in which the game medium is more likely to pass through a predetermined area than in the first state, The first movable part, It comprises a second movable part, The displacement member can be displaced to a first state by moving in a predetermined direction. The displacement member has a convex structure having a top formed at an end in a predetermined direction and an inclined portion that widens from the top when viewed from the upper surface which is the part that receives the game medium. The inclined portion has an inclined surface formed on the displacement member, which slopes from the edge toward the center, from the upper surface toward the lower surface. The first movable part is rotatable, The second movable part is slidable. A gaming machine characterized by the following features.
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