Gaming machine
The gaming machine addresses excessive prize ball wins by using a display unit, audio output, and game control to manage game states and prevent excessive awards, ensuring a controlled gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2021-12-14
- Publication Date
- 2026-05-20
Smart Images

Figure 0007862831000001 
Figure 0007862831000002 
Figure 0007862831000003
Abstract
Description
Technical Field
[0003]
[0001] The present invention relates to a gaming machine represented by a pachinko machine.
Background Art
[0002] In conventional gaming machines, a determination is made based on the establishment of start conditions, and an effect using effect symbols on a display unit or the like is executed to suggest the result of the determination to the player. Then, based on the result of the determination, a special game (big win game) is played.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Incidentally, in amusement machines, it is possible for a player to win an excessive number of prize balls through continuous play. In this case, there was no mechanism to prevent the amusement machine from awarding the player an excessive number of prize balls. [[ID=3G]]
[0005] The present invention has been made in view of the above circumstances. That is, the problem to be solved is Do not award excessive prize balls to players. to provide a gaming machine.
Means for Solving the Problems
[0006] The gaming machine disclosed in this specification is a display unit, audio output means capable of outputting audio, game control means, and effect execution means capable of executing a predetermined effect, and the game control means is controllable to a big win game state based on a determination in a predetermined determination process, capable of measuring a specific measurement number based on the number of prize balls given to the player, When the game is controlled to the aforementioned jackpot state, if the specified measurement number exceeds a predetermined standard number and the jackpot state ends, the game can be controlled to become unplayable. The game control means is provided with a specific output process for outputting a specific signal to the outside when the specific measurement number becomes a specific number smaller than the reference number. The aforementioned performance execution means is Using the aforementioned audio output means, it is possible to perform dialogue production that outputs lines containing predetermined words as audio. The aforementioned dialogue performance includes a first dialogue performance in which a predetermined portion of the words is spoken aloud over a first hour, and a second dialogue performance in which the words are spoken aloud over a second hour, which is longer than the first hour. The probability of being controlled to the jackpot state after the execution of the first dialogue sequence and the second dialogue sequence is different. In one of the first dialogue performances and the second dialogue performance, characters representing the predetermined words are displayed on the display unit, while in the other dialogue performance, the characters are not displayed. [Effects of the Invention]
[0007] According to the present invention, Do not award excessive prize balls to players. This will allow us to provide gaming machines. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a front view of the game board. [Figure 3] (A) is an explanatory diagram showing the different game states, and (B) is an explanatory diagram showing the different types of jackpot games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of a supplementary game. [Figure 5] This is an explanatory diagram showing the different types of performance modes. [Figure 6] This is an explanatory diagram showing the first specific example of a normal variation in the special feature variation effect. [Figure 7]It is an explanatory diagram showing a specific example of N reach of the special figure variation effect. [Figure 8] It is an explanatory diagram showing a specific example of SP reach of the special figure variation effect. [Figure 9] It is an explanatory diagram showing a specific example of SPSP reach of the special figure variation effect. [Figure 10] It is an explanatory diagram showing a specific example of the hold effect. [Figure 11] It is an explanatory diagram showing a specific example of the movable body effect. [Figure 12] It is an explanatory diagram showing a specific example of the operation effect. [Figure 13] It is a block diagram of a part related to the control of the gaming machine. [Figure 14] It is a specific example of the variation pattern determination table. [Figure 15] It is a specific example of the pre-reading determination table. [Figure 16] It is a specific example of the symbol determination table. [Figure 17] It is an explanatory diagram showing a specific example of the main control unit according to the first embodiment. [Figure 18] (A) is an explanatory diagram showing the types of gaming states according to the first embodiment, and (B) is an explanatory diagram showing the types of jackpot games according to the first embodiment. [Figure 19] It is the symbol determination table according to the first embodiment. [Figure 20] It is related to the first embodiment and is the variation pattern determination table in the high-probability high-base gaming state. [Figure 21] It is related to the first embodiment and is an explanatory diagram showing the special figure variation effect in the low-probability low-base gaming state. [Figure 22] It is related to the first embodiment and is an explanatory diagram showing the special figure variation effect in the low-probability low-base gaming state. [Figure 23] It is related to the first embodiment and is an explanatory diagram showing the special figure variation effect in the low-probability low-base gaming state. [Figure 24] It is the variation start mode selection table of the special figure variation effect. [Figure 25]This is an explanatory diagram relating to the first embodiment, showing the special symbol variation effect in a high-probability, high-base game state. [Figure 26] This is an explanatory diagram relating to the first embodiment, showing the special symbol variation effect in a high-probability, high-base game state. [Figure 27] This is an explanatory diagram relating to the first embodiment, showing the special symbol variation effect in a high-probability, high-base game state. [Figure 28] This is an explanatory diagram relating to the first embodiment, showing the special symbol variation effect in a high-probability, high-base game state. [Figure 29] This is a timing chart of the special symbol variation effect in a high-probability, high-base game state according to the first embodiment. [Figure 30] This is an explanatory diagram showing how dialogue is directed. [Figure 31] This is a timing chart for dialogue delivery. [Figure 32] This is a selection table for executing dialogue and performance effects. [Figure 33] This block diagram shows the electrical configuration of the main control board according to the second embodiment. [Figure 34] This block diagram shows the electrical configuration of the sub-control board. [Figure 35] This is a perspective view showing the back of a gaming machine. [Figure 36] This is a front view showing a 7-segment display. [Figure 37] This diagram shows the function to prevent over-prize balls. [Figure 38] This diagram shows the reset of the number of balls / coins. [Figure 39] (A) is a diagram showing the presentation when there is an over-prize ball abnormality, and (B) is a diagram showing the presentation when there is a magnetic detection abnormality. [Figure 40] (A) is a diagram showing an image indicating an over-prize ball, and (B) is a diagram showing an image indicating a game stop. [Figure 41] (A) is a diagram showing a purple border image when the game is in a high-probability, high-base state, and (B) is a diagram showing a red border image when the game is in a high-probability, high-base state. [Figure 42](A) is a diagram showing the situation when the special reset switch is pressed, and (B) is a diagram showing the situation when the customer waiting state has elapsed for 1 hour. [Figure 43] This is a flowchart of the main control process. [Figure 44] This is a flowchart of the main timer interrupt processing. [Figure 45] This is a flowchart of the input processing. [Figure 46] This is a flowchart for the process of measuring the difference in the number of balls played. [Figure 47] This is a flowchart for special operation processing. [Figure 48] This is a flowchart for the special symbol waiting process. [Figure 49] This is a flowchart for the customer waiting time measurement process. [Figure 50] This is a flowchart for the process of determining special symbols. [Figure 51] This is a flowchart for managing the game state. [Figure 52] This is a flowchart of the output processing. [Figure 53] This is a flowchart of the external signal output processing. [Figure 54] This figure shows a modified example of the second embodiment that includes a function to prevent over-prizing balls. [Figure 55] This figure shows the reset of the number of balls in a modified example of the second embodiment. [Figure 56] This figure shows a modified example of the second embodiment in which the number of balls is displayed on a 7-segment display. [Figure 57] The third embodiment includes a jackpot determination table, a jackpot symbol type determination table, a minor win symbol type determination table, a losing symbol type determination table, and a reach determination table. [Figure 58] This is a determination table for the types of jackpot symbols and minor win symbols according to the third embodiment, and is a table that explains the types of jackpots and minor wins. [Figure 59] This is a determination table for the type of losing pattern according to the third embodiment, and is a table that explains the types of losing patterns. [Figure 60] This table shows the types of hit detection tables, normal pattern variation detection tables, and electric tuner opening pattern tables according to the third embodiment. [Figure 61] This is a special pattern variation determination table according to the third embodiment. [Figure 62] This is a flowchart of the game state management process according to the third embodiment. [Figure 63] This diagram illustrates the general flow of gameplay in a gaming machine according to the third embodiment. [Figure 64] This is a diagram showing the display screen for each performance mode according to the third embodiment. [Figure 65] This figure shows a specific example of the RUSH entry sequence according to the third embodiment. [Figure 66] This is an explanatory diagram showing examples of changes to the dialogue and presentation. [Figure 67] This is an explanatory diagram showing examples of changes to the dialogue and presentation. [Modes for carrying out the invention]
[0009] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the referenced figures, the same parts are denoted by the same reference numerals, and redundant descriptions relating to the same parts are omitted as a general rule. In this specification, for the sake of simplification of the description, symbols or reference numerals that refer to information, signals, physical quantities, or components may be indicated, and the names of the information, signals, physical quantities, or components corresponding to such symbols or reference numerals may be omitted or abbreviated. Furthermore, if there is an arbitrary flowchart described later, in that flowchart, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as there is no inconsistency in the processing content.
[0010] Later, a first embodiment of the gaming machine of the present invention will be described, but first, a basic embodiment that forms the basis of the first embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (from a front view) for a player facing the pachinko gaming machine PY1. Also, "front" refers to the direction from the pachinko gaming machine PY1 towards the player facing the pachinko gaming machine PY1, and "rear" refers to the direction from the player facing the pachinko gaming machine PY1 towards the pachinko gaming machine PY1.
[0011] <<Basic Embodiment>> 1. Structure of a gaming machine First, the structure of the pachinko game machine PY1 will be explained using Figure 1. Figure 1 is a front view of the pachinko game machine PY1.
[0012] The pachinko game machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached to the outer frame 22 so as to be able to open and close. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached to the game board mounting frame 2A so as to be able to open and close. The front frame 23m also comprises a transparent plate 23t, which allows the game board 1 to be viewed from the front (player side) through the transparent plate 23t.
[0013] The front door 23 is also equipped with an upper tray 34 for storing game balls and a handle 72k for launching game balls onto the game board 1. The upper tray 34 is located at the bottom of the front door 23 and stores the game balls that are supplied to the handle 72k. The handle 72k is located at the lower right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0014] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined manner. The speaker 52 is installed on the upper left and upper right of the front door 23 and outputs, for example, background music (BGM) or sound effects. The frame lamp 53 is installed on the left and right sides of the front door 23 around the transparent plate 23t and is composed of, for example, multiple LEDs (Light Emitting Diodes). The frame movable body 58k is installed on the top of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 1. Note that the movement of the frame movable body 58k may be other than up and down movement.
[0015] Furthermore, the front door 23 is equipped with a normal button 40 that can be operated by the player, and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are composed of, for example, a button with a pressable surface, a lever with a gripping part, etc. The normal button 40 is equipped with a lamp (not shown) that can emit light in a predetermined color, and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to emit light with the lamp and vibrate with the vibration motor. On the other hand, the special button 41 is equipped with a lamp (not shown) that can emit light in a predetermined color, and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to emit light with the lamp and vibrate with the vibration motor. Note that the normal button 40 or the special button 41 may be configured to operate in a predetermined operating pattern (for example, rotation, protrusion, etc.), or may be composed of a directional pad or a touch panel, etc.
[0016] 2. Structure of the game board Next, the structure of the game board 1, which is attached to the game board mounting frame 2A, will be explained using Figure 2. Figure 2 is a front view of the game board 1.
[0017] The game board 1 includes a game area 6 through which game balls launched by the operation of the handle 72k can flow (fall). The game area 6 is equipped with game pins (not shown) that change the direction of the flow of the game balls, as well as prize-winning devices through which game balls can enter (enter or pass). The prize-winning devices include a general prize-winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large prize-winning opening 14, and a second large prize-winning opening 15. Each prize-winning device is equipped with a detection sensor that detects the entry or passage of a game ball.
[0018] The first starting opening 11 is installed at the bottom of the game area 6 so that game balls can enter it. When a game ball enters the first starting opening 11, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 3) as prize balls into the upper tray 34. Also, when a game ball enters the first starting opening 11, the pachinko game machine PY1 acquires the right to receive a jackpot determination, which will be described later. The first starting opening 11 is always configured to ensure that it is easy for game balls to enter it.
[0019] The second start port 12 is installed below the first start port 11 in the lower part of the game area 6 so that game balls can enter. When a game ball enters the second start port 12, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 1) as prize balls into the upper tray 34. Also, when a game ball enters the second start port 12, the pachinko game machine PY1 acquires the right to receive a jackpot judgment, just as when a game ball enters the first start port 11. Unlike the first start port 11, the second start port 12 is equipped with an openable / closable opening / closing member 12k and an open / close solenoid (not shown). The pachinko game machine PY1 uses an opening / closing solenoid to open and close the opening / closing member 12k, thereby setting it to either a closed state (closed) where game balls cannot enter or enter the second start opening 12, or an open state (opened) where game balls enter the second start opening 12 more easily than in the closed state.
[0020] Gate 13 is installed on the right side of the game area 6 so that game balls can pass through. When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination as described later. However, even if a game ball passes through gate 13, the pachinko game machine PY1 does not pay out any prize balls to the upper tray 34.
[0021] The first large prize slot 14 is installed in the lower right of the game area 6 so that game balls can enter it. When a game ball enters the first large prize slot 14, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The first large prize slot 14 is equipped with an openable and closable first open / closed door 14k and an open / closed solenoid (not shown). The pachinko game machine PY1 uses the open / closed solenoid to open and close the first open / closed door 14k, thereby setting the first large prize slot 14 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.
[0022] The second large prize opening 15 is installed in the lower right of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The second large prize opening 15 is equipped with an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko game machine PY1 uses the opening / closing solenoid to open and close the second opening / closing door 15k, thereby setting the second large prize opening 15 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.
[0023] The general prize slots 10 are installed in the lower left and lower right sections of the game area 6 so that game balls can enter them. When a game ball enters the general prize slot 10, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 5 balls) as prize balls into the upper tray 34.
[0024] Furthermore, an outlet 19 is installed at the bottom of the game area 6, and game balls that do not enter any of the general prize entry 10, the first start 11, the second start 12, the first major prize entry 14, and the second major prize entry 15 are discharged from the pachinko game machine PY1 via the outlet 19.
[0025] The game board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, and a movable body 55k on the board that can operate in a predetermined manner. The image display device 50 is installed in the center of the game board 1 and includes a display unit 50a, which is composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display unit 50a and is composed of, for example, multiple LEDs. The movable body 55k is installed in front of and above the display unit 50a. The movable body 55k is equipped with a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 2. Note that the movement of the movable body 55k may be other than up and down movement.
[0026] Furthermore, the game board 1 is equipped with indicators 8 for notifying the status of the pachinko game machine PY1. The indicators 8 are installed in the lower left of the game board 1 and consist of, for example, multiple LEDs. The pachinko game machine PY1 notifies the player of the game status of the pachinko game machine PY1 (variable display and stop display of special symbols, variable display and stop display of regular symbols, number of reserved special symbols 1, number of reserved special symbols 2, number of reserved regular symbols, etc., as described later) by combinations of lighting, flashing, and extinguishing of the multiple LEDs.
[0027] 3. Basic Gameplay Next, we will explain the basic gameplay of the Pachinko game machine PY1. The Pachinko game machine PY1 can perform special symbol games and regular symbol games using game balls launched by operating the handle 72k.
[0028] 3-1. Special Picture Game When a game ball enters the first starting port 11 or the second starting port 12 of the pachinko game machine PY1, it acquires the right to receive a jackpot judgment and performs a jackpot judgment based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the special symbols according to the result of the jackpot judgment. The manner of the variable display of the special symbols (also called the "variable display time") differs depending on the type of variation pattern, which will be described later.
[0029] The right to receive a jackpot determination is, for example, a random number, and the pachinko game machine PY1 makes a jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is a jackpot win; if a minor win game is played, it is a minor win; and if neither a jackpot game nor a minor win game is played, it is a loss.
[0030] When the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the first starting opening 11, it displays a variable indicator on the first special symbol. The variable indicator on the first special symbol is, for example, a display in which the two LEDs in the upper left of the display unit 8 flash. After the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the first special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the first special symbol can be in a manner that indicates a jackpot has been won (for example, the two LEDs in the upper left light up), a manner that indicates a minor win (for example, only one LED in the upper left light up), or a manner that indicates a loss (for example, only the other LED in the upper left light up).
[0031] On the other hand, when the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the second starting port 12, it displays a variable indicator on the second special symbol. The variable indicator on the second special symbol is, for example, a display in which the two LEDs in the lower left of the display unit 8 flash. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the second special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the second special symbol can be in a manner that indicates a jackpot has been won (for example, the two LEDs in the lower left light up), a manner that indicates a minor win (for example, only one LED in the lower left light up), or a manner that indicates a loss (for example, only the other LED in the lower left light up).
[0032] Furthermore, if a game ball enters the first starting port 11 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment as described later and stores the acquired right to receive the jackpot judgment as a special symbol 1 reserve. On the other hand, if a game ball enters the second starting port 12 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment and stores the acquired right to receive the jackpot judgment as a special symbol 2 reserve. The pachinko game machine PY1 can store a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbols are stopped, the pachinko game machine PY1 performs a jackpot judgment for the special symbol 1 reserves and special symbol 2 reserves. Furthermore, if both Special Symbol 1 and Special Symbol 2 are stored simultaneously, the system may prioritize the jackpot determination for Special Symbol 2, or prioritize the jackpot determination for Special Symbol 1, or determine the jackpot determination in the order in which they were stored.
[0033] The pre-read judgment determines in advance whether a jackpot game will occur (whether or not a jackpot will be won in the jackpot judgment) before the jackpot judgment is performed. If a jackpot game will occur, the pre-read judgment is declared a win; if a jackpot game will not occur, the pre-read judgment is declared a loss. If multiple types of variation patterns are possible, the pre-read judgment may also include a variation pattern pre-determination to determine which variation pattern will be determined in advance.
[0034] The pachinko game machine PY1 notifies the player of the number of reserved special symbols 1 or 2 when it has them stored. The number of reserved special symbols 1 is indicated, for example, by the lighting or flashing of two LEDs in the upper middle of the display unit 8. When the number of reserved special symbols 1 is "1", only one LED lights up; when the number of reserved special symbols 1 is "2", only two LEDs lights up; when the number of reserved special symbols 1 is "3", only one LED flashes; and when the number of reserved special symbols 1 is "4", only two LEDs flash. On the other hand, the number of reserved special symbols 2 is indicated, for example, by the lighting or flashing of two LEDs in the lower middle of the display unit 8. When the number of reserved special symbols 2 is "1", only one LED lights up; when the number of reserved special symbols 2 is "2", only two LEDs lights up; when the number of reserved special symbols 2 is "3", only one LED flashes; and when the number of reserved special symbols 2 is "4", only two LEDs flash.
[0035] Furthermore, the pachinko game machine PY1 stops and displays either the first or second special symbol in a manner indicating a jackpot win, and then performs a jackpot game. The jackpot game, as will be described in detail later, is a game in which the first or second large prize slot 14 or second large prize slot 15 is opened in multiple rounds (for example, 10 times). The jackpot game is advantageous for the player because the opening of the first or second large prize slot 14 or second large prize slot 15 gives the player an opportunity to win prize balls. The jackpot game ends when all of the multiple rounds of gameplay have been completed.
[0036] On the other hand, the pachinko game machine PY1 stops and displays the first or second special symbol in a manner indicating a minor win, and then performs a minor win game. The minor win game, as will be described in detail later, is a game in which the first large prize slot 14 or the second large prize slot 15 is opened for a predetermined time (for example, 5 seconds). The minor win game is advantageous for the player because the opening of the first large prize slot 14 or the second large prize slot 15 gives the player an opportunity to win prize balls (an opportunity to win prize balls).
[0037] 3-2. General game When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination and performs a win determination based on the acquired right. Then, the pachinko game machine PY1 displays a variable diagram according to the result of the win determination.
[0038] The win / loss determination determines whether or not to perform the auxiliary game; if the auxiliary game is performed, it is considered a win, and if the auxiliary game is not performed, it is considered a loss.
[0039] The pachinko game machine PY1 performs a win determination when a game ball enters gate 13, and then displays a variable normal display. The variable normal display is a display in which multiple LEDs in the upper right part of the display unit 8 flash. After a predetermined time has elapsed since the start of the variable normal display, the pachinko game machine PY1 performs a stop normal display in a manner that indicates the result of the win determination. There are two manners for the stop normal display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).
[0040] Furthermore, when a game ball enters gate 13 during the variable display of the regular diagram, the pachinko game machine PY1 stores the acquired right to receive a win judgment as a regular diagram reserve. The pachinko game machine PY1 can store up to a predetermined number (for example, 2) of regular diagram reserves. After the regular diagram stops, the pachinko game machine PY1 performs a win judgment for the regular diagram reserve.
[0041] The pachinko game machine PY1 notifies the player of the number of reserved symbols when it has them stored. The number of reserved symbols is indicated by the lighting of multiple LEDs in the lower right of the display unit 8. For example, when the number of reserved symbols is "1", only one LED lights up, and when the number of reserved symbols is "2", only two LEDs light up.
[0042] The pachinko game machine PY1 stops the display in a manner indicating a winning combination, and then performs an auxiliary game. The auxiliary game, which will be described in detail later, is a game in which the second starting port 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second starting port 12 gives the player an opportunity to win prize balls (an opportunity to win prize balls, an opportunity to acquire the right to receive a jackpot judgment).
[0043] 4. Game status Next, the game states of the pachinko game machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the game states that the pachinko game machine PY1 can take. As shown in Figure 3(A), the pachinko game machine PY1 can take on one or more of the following four game states, excluding the jackpot game state in which a jackpot game is played: "low probability low base game state" (also called "normal game state"), "low probability high base game state" (also called "time-saving game state"), "high probability low base game state" (also called "hidden probability game state"), and "high probability high base game state" (also called "probability variation game state").
[0044] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can be reset to its initial state by operating the initialization switch (also called the "RAM clear switch") (not shown) located on the back of the front door 23.
[0045] The "low probability, high base game state" is a game state that can occur after a jackpot game state and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes a jackpot game occurring and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times).
[0046] Furthermore, the "low probability high base game state" can also be entered when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific number of misses when all jackpot determinations (e.g., 900 times) are misses, and a specific percentage (e.g., 1 / 200) of misses among the jackpot determination misses. Pachinko machine PY1 enters the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss ends (after the special symbol stops). In this case, the "low probability high base game state" also continues until the predetermined time-saving termination conditions are met, similar to when the "low probability high base game state" is entered after a jackpot game state.
[0047] The "high probability low base game state" is a game state that can occur after a jackpot game state and continues until a predetermined latent probability termination condition is met. The predetermined latent probability termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times). In addition, the "high probability low base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.
[0048] The "high probability high base game state" is a game state that can be entered after a jackpot game state, and continues until a predetermined probability variation termination condition is met. The predetermined probability variation termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 100 times). In addition, the "high probability high base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.
[0049] The "low probability low base game state" and the "low probability high base game state" belong to the normal probability state where the probability of winning a jackpot in the jackpot determination is the normal probability (for example, 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to the high probability state where the probability of winning a jackpot in the jackpot determination is higher than the normal probability (for example, 1 / 30). Therefore, the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player than the "low probability low base game state" and the "low probability high base game state" in terms of the probability of winning a jackpot.
[0050] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states where game balls do not enter or are difficult to enter the second starting port 12 (for example, a state where a win is not or is difficult to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states where game balls are easy to enter the second starting port 12 (for example, a state where a win is easy to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively long). Therefore, with respect to the second starting port 12 (with respect to the ease of game balls entering the second starting port 12), the "low probability high base game state" and the "high probability high base game state" can be said to be more advantageous game states for the player than the "low probability low base game state" and the "high probability low base game state".
[0051] Furthermore, in the non-shortened time state, the game ball does not enter or is difficult to enter the second starting opening 12. Therefore, in the "low probability low base game state" and the "high probability low base game state," it can be said that the game ball is more likely to enter the first starting opening 11 than the second starting opening 12. On the other hand, in the shortened time state, the game ball is more likely to enter the second starting opening 12. Therefore, in the "low probability high base game state" and the "high probability high base game state," it can be said that the game ball is more likely to enter the second starting opening 12 than the first starting opening 11.
[0052] Furthermore, the Pachinko game machine PY1 allows the probability of winning a jackpot in the normal probability state and the high probability state to be changed by operating a setting change switch (not shown) located on the back of the front door 23. The setting change switch is, for example, a DIP switch that can be switched between three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1", when the setting change switch is in the middle position, it is called "Setting 2", and when the setting change switch is in the lower position, it is called "Setting 3". In "Setting 1", the probability of winning a jackpot in the normal probability state is the first probability (for example, 1 / 300), and the probability of winning a jackpot in the high probability state is the second probability (for example, 1 / 30). In "Setting 2", the probability of winning a jackpot in the normal probability state is the third probability (for example, 1 / 280), which is higher than the first probability, and the probability of winning a jackpot in the high probability state is the fourth probability (for example, 1 / 28), which is higher than the second probability. Furthermore, "Setting 3" is a fifth probability (e.g., 1 / 260) in the normal probability state, which is higher than the third probability, and a sixth probability (e.g., 1 / 26) in the high probability state, which is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate, within the range where "Setting 1" < "Setting 2" < "Setting 3" increases in that order.
[0053] 5. Big win game Next, the jackpot games performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing one or more of the following four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".
[0054] "Big Win Game Wα" is a big win game that follows a "high probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first large prize slot 14 or the second large prize slot 15 during each round of gameplay. In other words, "Big Win Game Wα" involves 2 to 10 rounds of gameplay, depending on α.
[0055] "Big Win Game Xα" is a big win game that follows a "low probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Xα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0056] "Big Win Game Yα" is a big win game that follows a "high probability low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Yα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0057] "Big Win Game Zα" is a big win game that follows a "low probability, low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Zα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0058] Furthermore, in "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", it is possible to have only the first big prize slot 14 open for all rounds of the game, or to have only the second big prize slot 15 open for all rounds of the game, or to have the first big prize slot 14 open for some rounds of the game and the second big prize slot 15 open for the remaining rounds of the game. Both rounds of the game in which the first big prize slot 14 is open and rounds of the game in which the second big prize slot 15 is open are advantageous for the player because they offer an opportunity for the game ball to enter the prize slot (an opportunity for a prize ball).
[0059] "Big Win Game Wα" and "Big Win Game Yα" belong to the category of so-called probability-increasing big win games, where the game state becomes a high-probability state, while "Big Win Game Xα" and "Big Win Game Zα" belong to the category of so-called normal big win games, where the game state becomes a normal probability state. Therefore, "Big Win Game Wα" and "Big Win Game Yα" are considered to be more advantageous to the player than "Big Win Game Xα" and "Big Win Game Zα" in terms of the probability of winning a big win afterward, and the game state in which either "Big Win Game Wα" or "Big Win Game Yα" occurs is considered to be more advantageous to the player than the game state in which either "Big Win Game Xα" or "Big Win Game Zα" occurs.
[0060] Furthermore, "Big Win Game Wα" and "Big Win Game Xα" belong to the category of jackpot games with electric support, where the game state becomes a time-saving state, while "Big Win Game Yα" and "Big Win Game Zα" belong to the category of jackpot games without electric support, where the game state becomes a non-time-saving state. Therefore, "Big Win Game Wα" and "Big Win Game Xα" are jackpot games that are more advantageous to the player than "Big Win Game Yα" and "Big Win Game Zα" with respect to the subsequent second starting port 12 (with respect to the ease with which the game ball enters the subsequent second starting port 12), and the jackpot game state in which either "Big Win Game Wα" or "Big Win Game Xα" is played is a jackpot game state that is more advantageous to the player than the jackpot game state in which either "Big Win Game Yα" or "Big Win Game Zα" is played.
[0061] Here, we will explain the flow of a jackpot game. Figure 4(A) is a time chart showing the flow of a jackpot game. Here, we will illustrate a jackpot game in which only the first jackpot entry point 14 is opened.
[0062] As shown in Figure 4(A), after the special symbol stops and the jackpot game begins, the jackpot opening (also called "jackpot OP") is set first. The jackpot OP continues for a predetermined time (for example, 10 seconds), and when the jackpot OP ends, the first round of the round game begins. The round game continues for a predetermined time (for example, 30 seconds), or until a predetermined number of game balls (for example, 10 balls) enter the first jackpot pocket 14. When the first round of the round game ends, the round interval (also called "round IT") is set. The round IT continues for a predetermined time (for example, 2 seconds), and when the round IT ends, the second round of the round game begins. Finally, when the last round of the round game (for example, the 10th round of the round game) ends, the jackpot ending (also called "jackpot ED") is set. The jackpot ending sequence continues until a predetermined time (for example, 10 seconds) has elapsed, and the jackpot game ends when the jackpot ending sequence concludes. Note that either the jackpot opening sequence or the jackpot ending sequence, or both, may be omitted.
[0063] 6. Minor win game Next, the small win game performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing a small win game, which is a different type of game from the big win game. Unlike the big win game, the game state does not change after the small win game. For example, if a small win game is performed in the "low probability low base game state," the "low probability low base game state" will continue even after the small win game. In a small win game, the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15.
[0064] Figure 4(B) is a time chart showing the flow of a minor win game. Here, a minor win game in which only the first large prize slot 14 is opened is shown as an example. As shown in Figure 4(B), after the special symbol stops and the minor win game begins, a pre-opening interval (also called "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize slot 14 opens. The first large prize slot 14 remains open until a predetermined time (for example, 5 seconds) has elapsed, or until a predetermined number of game balls (for example, 10 balls) have entered the first large prize slot 14. When the first large prize slot 14 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the post-opening IT ends, one minor win game ends. Furthermore, it is acceptable to have either or both of the pre-opening IT and post-opening IT not set. Also, considering the gameplay of the pachinko machine PY1, it is acceptable to have the small win game not performed.
[0065] 7. Auxiliary games Next, the auxiliary games performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(C). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing auxiliary games as a type of game distinct from big win games and small win games. Unlike big win games and small win games, auxiliary games are games in which the second start opening 12 is opened. In auxiliary games, the opening time of the second start opening 12 changes depending on the game state. For example, when auxiliary games are performed in a non-time-saving state, the second start opening 12 is open for only a first opening time (e.g., 0.1 seconds), while when auxiliary games are performed in a time-saving state, the second start opening 12 is open for a second opening time (e.g., 3.5 seconds), which is longer than the first opening time.
[0066] Figure 4(C) is a time chart showing the flow of the auxiliary game. As shown in Figure 4(C), after the stop indicator in the normal diagram, when the auxiliary game starts, the second start opening 12 opens. The second start opening 12 remains open until a predetermined time has elapsed (the first opening time if not in a time-saving state, or the second opening time if in a time-saving state), or until a predetermined number of game balls (for example, 4) have entered the second start opening 12. Once the second start opening 12 is closed, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time has elapsed (for example, 2 seconds), and the end of the post-opening IT marks the end of one round of the auxiliary game.
[0067] 8. Direction Next, the effects performed by the pachinko game machine PY1 will be explained using Figures 5 to 12. The pachinko game machine PY1 can be set to different effects modes depending on the game state. In each effects mode, the pachinko game machine PY1 can perform the following effects using the various effects devices equipped in the pachinko game machine PY1 (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.).
[0068] 8-1. Performance Mode First, let's explain the performance modes using Figure 5. A performance mode is a category of performance (or a higher-level conceptual attribute). The pachinko game machine PY1 can be set to the following performance modes: waiting performance mode, normal performance mode, probability variation performance mode, time reduction performance mode, and jackpot performance mode.
[0069] The "waiting for customers" performance mode is a performance mode that may be set when the special symbols are stopped (when the special symbols are not being displayed in variable mode) in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state." In the waiting for customers performance mode, the player is informed that the machine is waiting for the special symbols to be displayed in variable mode. The pachinko machine PY1 can perform a waiting for customers performance while the waiting for customers performance mode is set. The waiting for customers performance is a performance in which a demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a, as shown in Figure 5(A-1). In addition, if the normal button 40 is operated while the demo video G100 is being displayed, for example, the setting screen G101 for setting the performance of the pachinko machine PY1 may be displayed on the display unit 50a, as shown in Figure 5(A-2). The Pachinko game machine PY1 allows settings related to its effects while the setting screen G101 is displayed. These effects settings include the volume setting for the sound output from speaker 52, the brightness setting for the display unit 50a (also called "light intensity setting"), and the frequency setting for the effects that are performed (also called "effect setting").
[0070] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in a "low probability low base game state" or a "high probability low base game state". In the normal performance mode, the player is indicated to be in a non-time-saving state. In the normal performance mode, the pachinko game machine PY1 displays, for example, a normal background image G102 representing a mountain landscape on the display unit 50a, as shown in Figure 5(B-1). Note that the background displayed in the normal performance mode is not limited to the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.
[0071] The probability variation mode is a performance mode that may be set during the "high probability, high base game state" over one or more variable displays of special symbols. In the probability variation mode, the player is indicated to be in a high probability state and a time-saving state. In the probability variation mode, the pachinko game machine PY1 displays, for example, a probability variation background image G103 representing space on the display unit 50a, as shown in Figure 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103, and multiple types of backgrounds may be displayed in order or randomly.
[0072] The time-saving performance mode is a performance mode that may be set during the "low probability, high base game state" over one or more variable displays of special symbols. In the time-saving performance mode, the player is indicated to be in both a normal probability state and a time-saving state. In the time-saving performance mode, the pachinko game machine PY1 displays, for example, a time-saving background image G104 representing the sky on the display unit 50a, as shown in Figure 5(B-3). Note that the background displayed in the time-saving performance mode is not limited to the time-saving background image G104, and multiple types of backgrounds may be displayed sequentially or randomly.
[0073] The jackpot animation mode is an animation mode that is set when a jackpot game is in progress. In the jackpot animation mode, the player is informed that a jackpot game is in progress. In the jackpot animation mode, the pachinko machine PY1 displays an opening image G107 that indicates the start of a jackpot game, a right-hand shooting image G108 that prompts the player to "shoot to the right," etc., on the display unit 50a at the start of a jackpot game, as shown in Figure 5(C-1). The display of these images is called the "opening animation."
[0074] Furthermore, in the jackpot performance mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during round play, as shown in Figure 5(C-2). If a high probability state is subsequently entered, an upgrade image G110S indicating that a high probability state has been entered is also displayed on the display unit 50a. The display of these images is referred to as the "round performance."
[0075] Furthermore, in the jackpot performance mode, when the jackpot game ends, the pachinko game machine PY1 displays an ending image G111 that suggests the performance mode to be set after the jackpot performance mode, and a total number of prize balls image G112 that suggests the total number of prize balls paid out, etc., on the display unit 50a, as shown in Figure 5(C-3). The display of these images is referred to as the "ending performance".
[0076] In the basic embodiment, five types of performance modes are set: a waiting-for-customers performance mode, a normal performance mode, a probability variation performance mode, a time reduction performance mode, and a jackpot performance mode. However, the types of performance modes may be changed or added as appropriate.
[0077] 8-2. Special Symbol Variation Production Next, the special symbol variation effect (also called the "variation effect") will be explained using Figures 6 to 8. The special symbol variation effect is an effect that suggests the result of the jackpot determination. When the variable display of the special symbol begins in the pachinko game machine PY1, the special symbol variation effect using the effect symbols is executed in parallel with the variable display of the special symbol. The effect symbols consist of the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3, as shown in Figure 6(A).
[0078] In the Pachinko game machine PY1, during the special symbol variation performance, the performance symbols EZ1, EZ2, and EZ3 are displayed on the background (normal background image G102, probability variation background image G103, time reduction background image G104). The "↓" in the diagram indicates that the performance symbols are currently being displayed in a variation state. The performance symbols EZ1, EZ2, and EZ3 are composed of, for example, number symbols from "1" to "9". During the variation display of the performance symbols EZ1, EZ2, and EZ3, the performance symbols EZ1, EZ2, and EZ3 change in conjunction with the start of the variable display of the special symbol, and stop in conjunction with the stop display of the special symbol. The result of the jackpot determination is then suggested by the manner in which the performance symbols EZ1, EZ2, and EZ3 are displayed when the special symbol stops.
[0079] 8-2-1. Normal fluctuations The Pachinko game machine PY1 can perform a normal spin first in its special symbol variation sequence. The normal spin is a sequence in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner, and it functions as a sequence that indicates that the variable display of the special symbols has begun.
[0080] In the normal spinning of the pachinko game machine PY1, as shown in Figure 6(B), the display of the performance symbols EZ1, EZ2, and EZ3 begins. If the pachinko game machine PY1 does not generate a reach after the normal spinning and the result is a miss, as shown in Figure 6(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped in different ways, and then the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a way that suggests a miss (a so-called scattered pattern), as shown in 6(D). The patterns that suggest a miss are patterns where the left and right performance symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, if the pachinko game machine PY1 generates a reach after the normal spinning, as shown in Figure 6(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped and displayed in the same way (a so-called reach pattern) to establish a reach. The stopping order of the EZ1, EZ2, and EZ3 symbols can be changed as needed.
[0081] 8-2-2.N reach The Pachinko game machine PY1 allows for an N-reach to occur after a reach has been achieved. An N-reach is a reach animation in which, for example, the fluctuation speed of the middle display symbol EZ2 gradually slows down, and it functions as an animation that suggests the possibility of a jackpot occurring.
[0082] In the Pachinko game machine PY1, during an N-Reach, the fluctuation speed of the middle display symbol EZ2 is gradually reduced, as shown in Figure 7(A). If the N-Reach is a miss, the Pachinko game machine PY1 stops the middle display symbol EZ2, as shown in Figure 7(B), and displays the display symbols EZ1, EZ2, and EZ3 in a manner that suggests a miss (a so-called miss pattern). The manner that suggests a miss is such as "7-6-7" or "5-3-5", where the left and right display symbols are the same and the middle symbol is different from the left and right display symbols. On the other hand, if the Pachinko game machine PY1 develops into an SP-Reach after the N-Reach, the middle display symbol EZ2 is not stopped. The content of the N-Reach display can be changed as appropriate.
[0083] 8-2-3.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a reach animation that displays, for example, a battle between the main character and an enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.
[0084] In the pachinko game machine PY1, during an SP reach, as shown in Figure 8(A), an SP title image G1 indicating the start of the SP reach is displayed on the display unit 50a. The SP title image G1 is a text image, for example, "Defeat Enemy A!". Subsequently, as shown in Figure 8(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the main character and enemy character battling on the display unit 50a. When the battle reaches its final stage, if the pachinko game machine PY1 is to achieve a jackpot in the SP reach, as shown in Figure 8(C-1), it displays the main character celebrating his victory in the battle, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). Furthermore, if the Pachinko machine PY1 results in a loss during an SP reach, it displays an enemy character celebrating a victory in battle, as shown in Figure 8(C-2), and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a loss. On the other hand, if the Pachinko machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle symbol EZ2. The content of the SP reach's presentation can be changed as appropriate.
[0085] 8-2-4.SPSP Reach The Pachinko machine PY1 allows for an SPSP reach after an SP reach. An SPSP reach is a reach animation that displays, for example, a battle between the main character and a powerful enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.
[0086] In the SPSP Reach, the pachinko game machine PY1 displays an SPSP title image G2 on the display unit 50a, as shown in Figure 9(A), to indicate the start of the SPSP Reach. The SPSP title image G2 is, for example, a text image that reads "Defeat Enemy B!". Subsequently, as shown in Figure 9(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and a strong enemy character image G202 representing the strong enemy character on the display unit 50a, and displays a video of the main character and the strong enemy character battling on the display unit 50a. When the battle reaches its final stage, if the SPSP Reach results in a jackpot, the pachinko game machine PY1 displays the main character celebrating his victory in the battle, as shown in Figure 9(C-1), to suggest a jackpot, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). On the other hand, when the Pachinko game machine PY1 is about to lose in an SPSP reach, as shown in Figure 9(C-2), it displays a scene of a strong enemy character celebrating a victory in battle, and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a reach loss. The content of the SPSP reach can be changed as appropriate.
[0087] Here, we will explain the probability (also called "jackpot expectation") of the symbols EZ1, EZ2, and EZ3 stopping in a manner that indicates a jackpot. The jackpot expectation is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of an N-reach is set to 10% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, then if the execution probability of an SP-reach is set to 4% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, the jackpot expectation for the SP-reach can be made higher than the jackpot expectation for the N-reach.
[0088] Furthermore, for example, if the execution probability of an SP Reach is set to 4% when the jackpot judgment result is a miss, and 100% when the jackpot judgment result is a win, then setting the execution probability of an SPSP Reach to 2% when the jackpot judgment result is a miss, while setting it to 100% when the jackpot judgment result is a win, makes the expected probability of a jackpot for an SPSP Reach higher than the expected probability of a jackpot for an SP Reach. In this way, by pre-setting the execution probability of each playable animation according to the jackpot judgment result, the expected probability of a jackpot for that animation can be determined.
[0089] 8-3. Hold icon and the corresponding icon The pachinko game machine PY1 can display the reserve icon HA on the display unit 50a while storing either the special symbol 1 reserve or the special symbol 2 reserve. The reserve icon HA is, for example, an icon image of a circle. The pachinko game machine PY1 can also display the same icon TA on the display unit 50a while the special symbol is being displayed in a variable manner. The icon TA is, for example, the same icon image of a circle as the reserve icon HA.
[0090] A hold icon display area 50d is provided at the bottom of the display unit 50a. As shown in Figure 10(A), the hold icon display area 50d consists of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko game machine PY1 displays the hold icon HA in each of the display areas 50d1, 50d2, 50d3, and 50d4 according to the number of hold symbols for Special Feature 1 or Special Feature 2. For example, if the number of hold symbols for Special Feature 1 is "1", the hold icon HA is displayed in the first display area 50d1, and if the number of hold symbols for Special Feature 1 is "2", the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The hold icon display area 50d may display both the number of hold symbols for Special Feature 1 and Special Feature 2, or it may display only one of them. Furthermore, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.
[0091] Furthermore, an icon display area 50e is provided below the display unit 50a, near the hold icon display area 50d. As shown in Figure 10(A), the icon display area 50e consists of a single display area. When the pachinko game machine PY1 starts the variable display of the special symbols, it displays the icon TA, which is the same as or different from the hold icon HA, in the icon display area 50e. However, considering the gameplay of the pachinko game machine PY1, the icon TA may not be displayed.
[0092] 8-3-1.Holding effect The pachinko game machine PY1 is capable of performing a hold animation when a game ball enters the first start opening 11 or the second start opening 12. The hold animation is, for example, an animation in which the hold icon HA is displayed in the hold icon display area 50d, and functions as an animation to inform the player of the number of special symbol 1 hold or special symbol 2 hold.
[0093] In the pachinko game machine PY1, when the variable display of the special symbol is not active and the number of reserved special symbol 1 balls is "0", if a game ball enters the first start opening 11, the icon TA is displayed in the icon display area 50e as shown in Figure 10(B). Also, in the pachinko game machine PY1, for example, if two game balls enter the first start opening 11 while the variable display of the special symbol is active, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Figure 10(C), informing the player that the number of reserved special symbol 1 balls is "2". Furthermore, when the pachinko game machine PY1 is displaying the reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, and starts a variable display of a new special symbol, as shown in Figure 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, informing the player that the number of reserved special symbols 1 is "1".
[0094] 8-4. Preview Production The Pachinko game machine PY1 can perform a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game.
[0095] 8-4-1.Movable object production The Pachinko game machine PY1 can perform a movable body effect using either the on-board movable body 55k or the frame movable body 58k as a pre-announcement effect. A movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.
[0096] The pachinko game machine PY1 performs a movable object effect at any timing during the special symbol variation effect (for example, at the timing when an N-reach develops into an SP-reach). Here, a movable object effect using a movable object 55k on the game board is given as an example. The movable object effect is an effect in which the movable object 55k on the game board moves onto the display unit 50a, as shown in Figure 11(A). In the movable object effect, the pachinko game machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the movable object 55k on the game board. After the movable object effect, as shown in Figure 11(B), the movable object 55k on the game board returns to its normal standby state (initial position), and the effect develops. Figure 11(B) shows the case when it develops into an SPSP-reach. Note that the movement of the movable object 55k on the game board during the movable object effect can be changed as appropriate.
[0097] 8-4-2. Operation direction The Pachinko game machine PY1 can perform operational animations using either the regular button 40 or the special button 41 as a pre-announcement effect. Operational animations, for example, are animations in which the player operates the regular button 40 or the special button 41.
[0098] The pachinko game machine PY1 performs an operation animation at any timing during the special symbol variation animation (for example, during an SP reach). Here, an operation animation using the normal button 40 is given as an example. In the operation animation, the pachinko game machine PY1 creates a period during which pressing the normal button 40 is valid (referred to as the "button operation validity period"), and upon the occurrence of this button operation validity period, it performs an animation that prompts the player to press the normal button 40 (referred to as the "button operation promotion animation"), as shown in Figure 12(A). In the button operation promotion animation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 consists of a normal button image G31 that mimics the normal button 40, a pressing image G32 that represents the operation of the normal button 40 (i.e., pressing operation) (in this case, an image of the text "Press"), and an operation validity period remaining time image G33 that represents the remaining time of the button operation validity period. The pachinko game machine PY1 terminates the button operation promotion animation and performs an operation result animation, as shown in Figure 12(B), when the normal button 40 is pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated. Figure 12(B) shows the case where a movable body animation, in which the movable body 55k on the board moves, is performed as the operation result animation. The content of the operation animation can be changed as appropriate.
[0099] 8-4-3. Predictive effects The Pachinko game machine PY1 can perform pre-announcement effects based on pre-announcement judgments as a pre-announcement effect. Pre-announcement effects include, for example, effects in which the reserve icon HA changes, and function as effects to hint in advance at the result of the jackpot judgment.
[0100] The pachinko game machine PY1 performs a pre-announcement effect depending on whether it stores a special symbol 1 reserve or a special symbol 2 reserve. Here, we will illustrate the pre-announcement effect for a special symbol 1 reserve. When a game ball enters the first start opening 11, the pachinko game machine PY1 stores a special symbol 1 reserve, and based on the result of the pre-announcement judgment for the special symbol 1 reserve, it displays a "☆" icon image as the reserve icon HA in the reserve icon display area 50d, as shown in Figure 10(C), instead of the usual "〇" icon image. Note that the content of the pre-announcement effect can be changed as appropriate.
[0101] 9. Internal Configuration Next, the internal configuration of the pachinko game machine PY1 will be explained using Figures 13 to 16. Figure 13 is a block diagram of the control portion of the pachinko game machine PY1. As shown in Figure 13, the pachinko game machine PY1 comprises a main control unit 100 that controls the game and an effect control unit 120 that executes the effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes the effects according to the instructions of the main control unit 100.
[0102] 9-1. Main Control Unit The main control unit 100 is equipped with a microcomputer 101 for game control. The microcomputer 101 for game control is configured to include, for example, a CPU (Central Processing Unit) and mainly controls various games (special symbol games, regular symbol games, game status, prize ball payout, etc.). The microcomputer 101 for game control is also equipped with a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a receives information on the entry of game balls from prize-winning devices (first start opening 11, second start opening 12, gate 13, first large prize-winning opening 14, second large prize-winning opening 15, general prize-winning opening 10, etc.) provided on the game board 1, information on the operation of the initialization switch, information on the operation of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands generated in accordance with the game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game storage unit 101c is composed of, for example, ROM (Read Only Memory) and RAM (Random Access Memory) and stores a table for selecting game content, game data generated in accordance with the game control (special symbol 1 hold, special symbol 2 hold, normal symbol hold, etc.), etc.
[0103] Various games are controlled primarily based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using tables and game data stored in the game storage unit 101c.
[0104] 9-2. Table The microcomputer 101 for game control can make various selections when controlling the game. When making selections, a table stored in the game memory unit 101c is referenced. The game memory unit 101c stores the following table.
[0105] 9-2-1. Variation Pattern Determination Table The game memory unit 101c stores the variation pattern determination table 103a1 shown in Figure 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When the game control microcomputer 101 performs variable display of the first or second special symbol based on the result of the jackpot determination, it refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0106] As shown in Figure 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of special symbols held, etc. The reach determination determines whether or not to perform the aforementioned reach effects (N reach, SP reach, SPSP reach) during the variable display of the special symbols. If the reach effect is to be performed, it is marked as "reach present," and if the reach effect is not to be performed, it is marked as "no reach." The game control microcomputer 101 can select one of seven types of variation patterns as the variation pattern: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs the variable display of the first or second special symbols in a manner (variable display time) corresponding to the selected variation pattern. The type of variation pattern can be changed as appropriate.
[0107] Here, we will explain the role of each variation pattern. As mentioned earlier, during the variable display of the special symbol, a special symbol variation effect is performed. In the special symbol variation effect, an effect flow consisting of one or more effects is executed, and each variation pattern is associated with the variable display time of the special symbol and the effect flow executed in the special symbol variation effect. For example, as shown in Figure 14, "THP001" and "THP011" are associated with a special display time of 120,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a special display time of 100,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a special display time of 20,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with a special display time of 13,000 ms or 2,000 ms and a performance flow consisting only of "normal variation". In this way, the duration of the special symbol variation effect and the effects performed during the special symbol variation effect are varied depending on the type of variation pattern selected by the game control microcomputer 101.
[0108] "THP001" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SPSP Reach," so "THP001" is called "SPSP Jackpot Variation." Similarly, "THP002" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SP Reach," so "THP002" is called "SP Jackpot Variation." Furthermore, "THP011" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SPSP Reach," so "THP011" is called "SPSP Miss Variation." Furthermore, "THP012" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SP Reach," so "THP012" is called "SP Miss Variation." Furthermore, "THP013" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "N Reach," so "THP013" is called "N Miss Variation." Also, "THP021" and "THP022" are selected when the jackpot judgment result is a miss, and the end of the performance flow is "Normal Variation," so "THP021" and "THP022" are called "Normal Miss Variations." Note that the selection ratio of the variation patterns can be set appropriately considering the gameplay of the pachinko machine PY1.
[0109] 9-2-2. Lookahead Judgment Table The game memory unit 101c stores the pre-reading determination table 103b1 shown in Figure 15. The pre-reading determination table 103b1 is a table that is referenced when selecting the type of pre-reading pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the pre-reading determination table 103b1 and selects the type of pre-reading pattern. The diagram shown in Figure 15 is the pre-reading determination table 103b1.
[0110] As shown in Figure 15, the game control microcontroller 101 selects the type of pre-read pattern based on the game state, the type of starting gate, the result of the pre-read judgment, etc. The game control microcontroller 101 can select one of three types of pre-read patterns, "SHP001" to "SHP003," as the pre-read pattern. The type of pre-read pattern can be changed as needed.
[0111] "SHP001" is selected when the pre-read judgment result is a pre-read win, so "SHP001" is called the "Big Win Pre-Read Pattern". Also, "SHP002" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called the "Reach Miss Pre-Read Pattern". Also, "SHP003" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called the "Normal Miss Pre-Read Pattern".
[0112] 9-2-3. Pattern Determination Table The game memory unit 101c stores the symbol determination table 103c1 shown in Figure 16. The symbol determination table 103c1 is a table that is referenced when selecting the types of stopping symbols for the first special symbol and the second special symbol. When a jackpot is determined, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the types of stopping symbols for the first special symbol and the second special symbol. The diagram shown in Figure 16 is the symbol determination table 103c1.
[0113] As shown in Figure 16, the game control microcomputer 101 selects the type of stop symbols for the first and second special symbols based on the type of starting gate, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stop symbols as the type of stop symbol: "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "minor win symbol", "miss A symbol", and "miss B symbol". The game control microcomputer 101 displays the stop of the first or second special symbol in a manner corresponding to the selected stop symbol. The type of stop symbol can be changed as appropriate.
[0114] Here, we will explain the role of each stop symbol. As mentioned earlier, after the special symbol stops, there are several possibilities: a jackpot game may occur, a minor jackpot game may occur, a time-saving mode may be entered, or nothing may happen and it may result in a loss. There are four types of jackpot games ("Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", "Jackpot Game Zα"), one type of minor jackpot game, and two types of losses (the specific loss mentioned above, and a simple loss). Each stop symbol corresponds to one of the jackpot game types, minor jackpot game types, or loss types. For example, as shown in Figure 16, the "Big Win Wα Symbol" is associated with "Big Win Game Wα", the "Big Win Xα Symbol" is associated with "Big Win Game Xα", the "Big Win Yα Symbol" is associated with "Big Win Game Yα", the "Big Win Zα Symbol" is associated with "Big Win Game Zα", the "Small Win Symbol" is associated with a small win game, the "Loss A Symbol" is associated with a simple loss where nothing happens, and the "Loss B Symbol" is associated with a time-saving state. In this way, the type of big win game, the type of small win game, and the type of loss (whether or not a time-saving state is entered) to be executed differ depending on the type of stop symbol selected by the game control microcomputer 101.
[0115] The "Big Win Wα symbol" and "Big Win Yα symbol" are selected when a big win game that leads to a high probability state follows, and are therefore sometimes referred to as "probability change symbols." Similarly, the "Big Win Xα symbol" and "Big Win Zα symbol" are determined when a big win game that leads to a normal probability state follows, and are therefore sometimes referred to as "normal symbols." The "Miss A symbol" is determined when nothing happens afterward, and is therefore sometimes referred to as "normal miss symbol." The "Miss B symbol" is determined when a specific miss leads to a time-saving state, and is therefore sometimes referred to as "Miss time-saving symbol." The selection ratio of the stopping symbols can be set appropriately, taking into consideration the gameplay of the pachinko machine PY1.
[0116] 9-3. Commands The game control microcontroller 101 can output the performance commands generated in response to the game control to the performance control unit 120 via the game output unit 101b. The game control microcontroller 101 can generate the following commands.
[0117] 9-3-1. Winning Command Prize winning commands are generated in relation to the entry of game balls into various prize winning devices (first starting opening 11, second starting opening 12, gate 13, first major prize winning opening 14, second major prize winning opening 15, general prize winning opening 10, etc.). Prize winning commands include the first starting opening command generated when a game ball enters the first starting opening 11, the second starting opening command generated when a game ball enters the second starting opening 12, the gate command generated when a game ball passes through the gate 13, the first major prize winning opening command generated when a game ball enters the first major prize winning opening 14, the first major prize winning opening command generated when a game ball enters the second major prize winning opening 15, and the general prize winning opening command generated when a game ball enters the general prize winning opening 10.
[0118] 9-3-2. Special Feature Commands Special symbol commands are generated in relation to the operation of the first and second special symbols. Examples of special symbol commands include the special symbol variation pattern command, which is generated when the variation pattern of the special symbol is determined; the special symbol stop symbol command, which is generated when the stop symbol of the special symbol is determined; the special symbol start command, which is generated when the variable display of the special symbol begins; and the special symbol confirmation command, which is generated when the stop display of the special symbol begins.
[0119] 9-3-3. General Drawing Commands General plot commands are generated in relation to the operation of the general plot. Examples of general plot commands include the general plot start command, which is generated when the variable display of the general plot begins, and the general plot confirmation command, which is generated when the general plot stops displaying.
[0120] 9-3-4. Hold Command The hold command is generated in relation to the increase or decrease in the number of hold units for Special Feature 1 hold, Special Feature 2 hold, and Normal Feature hold. Examples of hold commands include the Special Feature 1 hold increase command generated when the number of Special Feature 1 hold units increases, the Special Feature 1 hold decrease command generated when the number of Special Feature 1 hold units decreases, the Special Feature 2 hold increase command generated when the number of Special Feature 2 hold units increases, the Special Feature 2 hold decrease command generated when the number of Special Feature 2 hold units decreases, the Normal Feature hold increase command generated when the number of Normal Feature hold units increases, and the Normal Feature hold decrease command generated when the number of Normal Feature hold units decreases.
[0121] 9-3-5. Jackpot Game Command Jackpot game commands are generated in relation to the operation of the jackpot game. Jackpot game commands include OP commands generated at the start of OP, round commands generated at the start of each round of gameplay, and ED commands generated at the start of ED.
[0122] 9-3-6. Small Win Game Command Minor win game commands are generated in relation to the operation of minor win games. Examples of minor win game commands include pre-opening IT commands generated when pre-opening IT starts, and post-opening IT commands generated when post-opening IT starts.
[0123] 9-3-7. Auxiliary game command The auxiliary game command is generated in relation to the operation of the auxiliary game. Examples of the auxiliary game command include an auxiliary game start command generated by the start of the auxiliary game.
[0124] 9-3-8. Game state command The game state command is generated in relation to the current game state. Examples of the game state command include a normal probability command generated when the game state is the normal probability state, a high probability command generated when the game state is the high probability state, a non-time-limited command generated when the game state is the non-time-limited state, a time-limited command generated when the game state is the time-limited state, a big win command generated when the game state is the big win game state, etc.
[0125] 9-4. Presentation control unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU, and mainly executes various presentations (presentation modes, special figure variation presentations, held presentations, preview presentations, etc.). The presentation control microcomputer 121 also includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs presentation commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM, and stores processing programs for the CPU to perform in various presentations, tables for selecting preview presentations, etc., presentation data generated according to the execution of the presentation, etc.
[0126] Various presentations are mainly executed based on the presentation commands and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing programs, tables, presentation data, etc. stored in the presentation storage unit 121b to execute various presentations.
[0127] <<First Embodiment>> The first embodiment will be described below with reference to Figures 17 to 32. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above is also applicable to the first embodiment.
[0128] A. Game state First, the game states of the pachinko game machine PY1 of the first embodiment (hereinafter also simply referred to as this embodiment) will be explained using Figure 18(A). Figure 18(A) is a diagram showing the game states that the pachinko game machine PY1 can take. As shown in Figure 18(A), the pachinko game machine PY1 can take one of two game states, excluding the jackpot game state in which a jackpot game is played: the "low probability low base game state" ("normal game state") and the "high probability high base game state" (also called the "probability variation game state").
[0129] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can be reset to its initial state by operating the initialization switch (also called the "RAM clear switch") (not shown) located on the back of the front door 23.
[0130] The "high probability high base game state" is a game state that can occur after a jackpot game state, and it continues until a predetermined probability variation termination condition is met. In this embodiment, the predetermined probability variation termination condition is that a jackpot game is played. In other words, in the high probability high base game state, the state continues until a jackpot is won in the jackpot determination.
[0131] The "low probability, low base game state" is a normal probability state where the probability of winning a jackpot in the jackpot determination is the normal probability (for example, 1 / 300), while the "high probability, high base game state" is a high probability state where the probability of winning a jackpot in the jackpot determination is higher than the normal probability (for example, 1 / 30). Therefore, the "high probability, high base game state" is a game state that is more advantageous to the player than the "low probability, low base game state" in terms of the probability of winning a jackpot.
[0132] Furthermore, the "low probability low base game state" belongs to a non-time-saving state where game balls do not enter or are difficult to enter the second starting opening 12 (for example, a state where a win is not or is difficult to be won in the win judgment, or a state where the opening time of the second starting opening 12 is relatively short), while the "high probability high base game state" belongs to a time-saving state where game balls are easy to enter the second starting opening 12 (for example, a state where a win is easy to be won in the win judgment, or a state where the opening time of the second starting opening 12 is relatively long). Therefore, with respect to the second starting opening 12 (with respect to the ease of game balls entering the second starting opening 12), the "high probability high base game state" can be said to be a game state that is more advantageous to the player than the "low probability low base game state".
[0133] Furthermore, in the non-shortened time state, the game ball does not enter or is difficult to enter the second starting opening 12. Therefore, the "low probability low base game state" can be said to be a game state in which the game ball is more likely to enter the first starting opening 11 than the second starting opening 12. On the other hand, in the shortened time state, the game ball is more likely to enter the second starting opening 12. Therefore, the "high probability high base game state" can be said to be a game state in which the game ball is more likely to enter the second starting opening 12 than the first starting opening 11.
[0134] B. Big win game Next, the jackpot game performed by the pachinko game machine PY1 of this embodiment will be explained using Figure 18(B). As shown in Figure 18(B), the pachinko game machine PY1 is capable of performing any one of the four types of jackpot games: "jackpot game W4", "jackpot game W10", "jackpot game Z4", and "jackpot game Z10".
[0135] "Big Win Game W4" and "Big Win Game W10" are big win games that lead to a "high probability, high base game state" afterward. "Big Win Game W4" continues until 4 rounds of gameplay are completed, and "Big Win Game W10" continues until 10 rounds of gameplay are completed. In other words, "Big Win Game W4" involves 4 rounds of gameplay, and "Big Win Game W10" involves 10 rounds of gameplay. Additionally, "Big Win Game W4" opens the first big prize slot 14, and "Big Win Game W10" opens the second big prize slot 15.
[0136] "Big Win Game Z4" and "Big Win Game Z10" are big win games that follow a "low probability, low base game state". "Big Win Game Z4" continues until 4 rounds of gameplay are completed, and "Big Win Game Z10" continues until 10 rounds of gameplay are completed. In other words, "Big Win Game Z4" involves 4 rounds of gameplay, and "Big Win Game Z10" involves 10 rounds of gameplay. Additionally, "Big Win Game Z4" opens the first big prize slot 14, and "Big Win Game Z10" opens the second big prize slot 15.
[0137] "Big Win Game W4" and "Big Win Game W10" belong to the category of so-called probability-increasing big win games, where the game state becomes a high-probability state, while "Big Win Game Z4" and "Big Win Game Z10" belong to the category of so-called normal big win games, where the game state becomes a normal probability state. Therefore, "Big Win Game W4" and "Big Win Game W10" are more advantageous to the player than "Big Win Game Z4" and "Big Win Game Z10" in terms of the probability of winning a big win afterward, and the game state in which either "Big Win Game W4" or "Big Win Game W10" occurs is more advantageous to the player than the game state in which either "Big Win Game Z4" or "Big Win Game Z10" occurs.
[0138] Furthermore, "Big Win Game W4" and "Big Win Game W10" belong to the category of jackpot games with electric support, where the game state becomes a time-saving state, while "Big Win Game Z4" and "Big Win Game Z10" belong to the category of jackpot games without electric support, where the game state becomes a non-time-saving state. Therefore, "Big Win Game W4" and "Big Win Game W10" are jackpot games that are more advantageous to the player than "Big Win Game Z4" and "Big Win Game Z10" with respect to the subsequent second starting port 12 (with respect to the ease with which the game ball enters the subsequent second starting port 12), and the jackpot game state in which either "Big Win Game W4" or "Big Win Game W10" occurs is a game state that is more advantageous to the player than the jackpot game state in which either "Big Win Game Z4" or "Big Win Game Z10" occurs.
[0139] In this embodiment, the symbol determination table 103c1 shown in Figure 19 is stored in the game memory unit 101c shown in Figure 17. The symbol determination table 103c1 is a table that is referenced when selecting the types of stopping symbols for the first special symbol and the second special symbol. When a jackpot is determined, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the types of stopping symbols for the first special symbol and the second special symbol. The diagram shown in Figure 19 is the symbol determination table 103c1 of this embodiment.
[0140] As shown in Figure 19, the game control microcomputer 101 selects the type of stop symbols for the first and second special symbols based on the type of starting gate, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of five types of stop symbols as the type of stop symbol: "jackpot W4 symbol", "jackpot W10 symbol", "jackpot Z4 symbol", "jackpot Z10 symbol", and "miss A symbol". The game control microcomputer 101 displays the stop of the first or second special symbol in a manner corresponding to the selected stop symbol.
[0141] Here, we will explain the role of each stopping symbol. As mentioned above, after the special symbol stops, there are three possibilities: a jackpot game will be played, a time-saving state will be entered, or nothing will happen and it will be a miss. There are four types of jackpot games ("Jackpot Game W4", "Jackpot Game W10", "Jackpot Game Z4", "Jackpot Game Z10"), there are no minor jackpot games, and there is one type of miss (simple miss), but each stopping symbol corresponds to a type of jackpot game or a type of miss. For example, as shown in Figure 19, the "Jackpot W4 symbol" corresponds to "Jackpot Game W4", the "Jackpot W10 symbol" corresponds to "Jackpot Game W10", the "Jackpot Z4 symbol" corresponds to "Jackpot Game Z4", the "Jackpot Z10 symbol" corresponds to "Jackpot Game Z10", and the "Miss A symbol" corresponds to a simple miss where nothing happens. In this way, the type of jackpot game and the type of losing game executed differ depending on the type of stopping symbol selected by the game control microcomputer 101.
[0142] The "Big Win W4 symbol" and the "Big Win W10 symbol" are selected when a big win game is played that leads to a high probability state, and therefore the "Big Win W4 symbol" and the "Big Win W10 symbol" are sometimes called "probability change symbols". In this embodiment, when the stopping symbols of the first special symbol and the second special symbol are probability change symbols (Big Win W4 symbol or Big Win W10 symbol), the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 on the display unit 50a stop and display as three matching performance symbols containing odd numbers (so-called "double numbers").
[0143] Furthermore, the "Big Win Z4 symbol" and the "Big Win Z10 symbol" are selected when a big win game is played that subsequently returns to the normal probability state, so the "Big Win Z4 symbol" and the "Big Win Z10 symbol" are sometimes referred to as "normal symbols." In this embodiment, when the stopping symbols of the first special symbol and the second special symbol are normal symbols (Big Win Z4 symbol or Big Win Z10 symbol), the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 on the display unit 50a are displayed as a set of three performance symbols containing even numbers ("double numbers").
[0144] Furthermore, since the "Loss A symbol" is selected in the case of a simple loss where nothing happens afterward, the "Loss A symbol" is sometimes referred to as the "Normal Loss symbol." In this embodiment, when the stopping symbols of the first and second special symbols are the Normal Loss symbols (Loss A symbols), the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 on the display unit 50a are displayed as a so-called "scattered pattern."
[0145] C. Variation Pattern Determination Table Next, the variable display patterns of the second special figure that can be selected by the game control microcomputer 101 of the pachinko game machine PY1 of this embodiment will be explained using Figures 19 and 20. In addition to the variable pattern determination table 103a1 shown in Figure 14, the game memory unit 101c of this embodiment shown in Figure 19 stores the variable pattern A determination table 103a2 shown in Figure 20.
[0146] The microcontroller 101 for game control can select the variable display pattern of the second special symbol using the variable pattern A judgment table 103a2. This variable pattern A judgment table 103a2 is used when the game is in a "high probability, high base game state".
[0147] Figure 20 shows the contents of the Variation Pattern A Judgment Table 103a2. When the game control microcomputer 101 uses the Variation Pattern A Judgment Table 103a2, it selects the type of variation pattern based on the result of the jackpot judgment, the result of the stopped symbols, and the result of the reach judgment. As shown in Figure 20, there are six types of variation patterns: "THP041", "THP042", "THP043", "THP051", "THP052", and "THP053". The game control microcomputer 101 selects the variation pattern according to the selection ratio shown in Figure 20.
[0148] Specifically, if the result of the jackpot determination is "jackpot win" and the stopping symbols are "jackpot W10 symbols", then one of two variation patterns, "THP041" or "THP042", will be selected, with "THP041" being selected 80% of the time and "THP042" 20% of the time. When "THP041" is selected, the variable display time of the special symbols is 3000ms, and "THP041" is referred to as the "first jackpot variation". When "THP042" is selected, the variable display time of the special symbols is 20000ms, and "THP042" is referred to as the "second jackpot variation".
[0149] Furthermore, if the result of the jackpot determination is "jackpot won," and the stopping symbol is the "jackpot Z10 symbol" and not the "jackpot W10 symbol," then "THP043" is selected with 100% probability. When "THP043" is selected, the variable display time of the special symbol is 60,000 ms, and "THP043" is called the "third jackpot variation."
[0150] Furthermore, if the jackpot judgment result is "miss" and the reach judgment result is "no reach", one of two variation patterns, "THP051" or "THP052", will be selected, with "THP051" being selected 90% of the time and "THP052" 10% of the time. Note that when "THP051" is selected, the variable display time of the special symbol is 3000ms, the same as "THP041" above. This "THP051" is called the "first miss variation". Also, when "THP052" is selected, the variable display time of the special symbol is 20000ms, the same as "THP042" above. This "THP052" is called the "second miss variation".
[0151] Furthermore, if the jackpot judgment result is "miss" and the reach judgment result is "reach present", then "THP053" is selected with 100% probability. When "THP053" is selected, the variable display time of the special symbol is 60,000 ms, the same as "THP043" mentioned above. This "THP053" is called the "3rd Miss Variation".
[0152] D.Direction Next, the various effects in this embodiment will be explained with reference to Figures 21 to 32. The effect control microcontroller 121 in this embodiment can execute special symbol variation effects with multiple types of variation start patterns when the game state is a low-probability, low-base game state (normal game state). Furthermore, the content of the special symbol variation effects when the game state is a high-probability, high-base game state differs from that of the basic embodiment described above. In addition, dialogue effects can be executed when the game state is a normal game state.
[0153] D-1. Special symbol variation effects during normal gameplay When the game state is in the normal game state, the microcontroller 121 for controlling the effects can execute special symbol variation effects with three types of variation start patterns (first start pattern, second start pattern, and third start pattern) for the three effect symbols (left effect symbol EZ1, middle effect symbol EZ2, and right effect symbol EZ3).
[0154] When the special symbol variation effect is started in the first starting mode, the three effect symbols EZ1, EZ2, and EZ3, which are stopped and displayed at the first position (the vertical center of the display unit 50a) on the display unit 50a as shown in Figure 21(A), all move in the first direction (the direction from top to bottom on the display unit 50a) as shown in Figure 21(B-1). As a result, the three effect symbols EZ1, EZ2, and EZ3 on the display unit 50a begin to move downward from the first position. Moreover, in this embodiment, the three effect symbols EZ1, EZ2, and EZ3 move simultaneously. In other words, the displays of the three effect symbols EZ1, EZ2, and EZ3 begin to change simultaneously. Once the special symbol variation effect is started in this first starting mode, a normal variation occurs thereafter, in which all three effect symbols EZ1, EZ2, and EZ3 move and display in the first direction, as shown in Figure 6(B) above.
[0155] When the special symbol variation effect is initiated in the second starting mode, the left effect symbol EZ1 of the three effect symbols EZ1, EZ2, and EZ3 that are stopped at the first position on the display unit 50a shown in Figure 21(A) moves in the second direction (from the bottom to the top of the display unit 50a) as shown in Figure 21(B-2), and temporarily stops at the second position shown in Figure 21(B-2). The second direction is the opposite direction of the first direction described above. The second position is approximately half the vertical dimension of the effect symbol above the first position described above (see Figure 21(B-2)). As a result, on the display unit 50a, the left effect symbol EZ1 is stopped at the second position, and the middle effect symbol EZ2 and the right effect symbol EZ3 are stopped at the first position. The position of the left effect symbol EZ1 at this time makes it possible to make the player aware that it is a variation start mode different from both the first starting mode and the third starting mode (described later).
[0156] Subsequently, as shown in Figure 22(C-2), the left performance symbol EZ1, which was temporarily stopped at the second position on the display unit 50a, begins to move in the first direction, and the middle performance symbol EZ2 moves in the second direction as shown in Figure 22(C-2), and temporarily stops at the second position. As a result, on the display unit 50a, the left performance symbol EZ1 is displayed in a variable position, while the middle performance symbol EZ2 is displayed stopped at the second position and the right performance symbol EZ3 is displayed stopped at the first position. At this time, it is possible to make the player aware that only the left performance symbol EZ1 is displayed in a variable position, and that the position of the middle performance symbol EZ2 indicates that the variable start mode is different from both the first start mode and the third start mode (described later).
[0157] Subsequently, as shown in Figure 22(D-2), the middle performance symbol EZ2, which was temporarily stopped at the second position on the display unit 50a, begins to move in the first direction, and the right performance symbol EZ3 moves in the second direction as shown in Figure 22(D-2), and temporarily stops at the second position. As a result, on the display unit 50a, the left performance symbol EZ1 and the middle performance symbol EZ2 are displayed in a variable state, while the right performance symbol EZ3 is displayed stopped at the second position. At this time, it is possible to make the player aware that the left performance symbol EZ1 and the middle performance symbol EZ2 are being displayed in a variable state, and that the position of the right performance symbol EZ3 indicates that the variable start mode is different from both the first start mode and the third start mode (described later).
[0158] Subsequently, as shown in Figure 22(E-2), the right-hand performance symbol EZ3, which was temporarily stopped and displayed at the second position on the display unit 50a, begins to move in the first direction. As a result, all performance symbols EZ1, EZ2, and EZ3 on the display unit 50a are displayed in a variable state. Then, as shown in Figure 6(B) above, a normal variation occurs in which all three performance symbols EZ1, EZ2, and EZ3 are displayed in a variable state in the first direction.
[0159] When the special symbol variation effect is initiated in the third starting mode, the three effect symbols EZ1, EZ2, and EZ3, which are stopped and displayed at the first position on the display unit 50a shown in Figure 21(A), all move in the second direction as shown in Figure 21(B-3) and temporarily stop at the second position. As a result, the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3 are all stopped and displayed at the second position on the display unit 50a. Moreover, in this embodiment, the three effect symbols EZ1, EZ2, and EZ3 move simultaneously. In other words, the displays of the three effect symbols EZ1, EZ2, and EZ3 begin to vary simultaneously. The position of the effect symbol EZ1 shown in Figure 21(B-3) makes it possible to make the player aware that this is a variation start mode different from both the first and second starting modes.
[0160] Subsequently, as shown in Figure 23(C-3), the performance symbols EZ1, EZ2, and EZ3, which were temporarily displayed at the second position on the display unit 50a, disappear from the display unit 50a. Then, the display unit 50a switches from displaying the performance symbols EZ1, EZ2, and EZ3 to displaying an eye-catching animation. This eye-catching animation is an animation that suggests that the execution of the special symbol variation animation has started in the third starting mode as the variation start mode. Specifically, as shown in Figure 23(C-3), it is an image animation using a character image G301 showing the face of a character and a first speech bubble image G302 showing the text "Chance!". The first speech bubble image G302 makes it possible to make the player understand that the possibility of winning a jackpot in this special symbol variation animation is higher than in the special symbol variation animations in the first and second starting modes.
[0161] After the above eye-catching animation is performed for the first execution period (specifically, 2 seconds), as shown in Figure 23(D-3), the eye-catching animation ends and the animation symbols EZ1, EZ2, and EZ3, which were temporarily stopped and displayed at the second position, reappear on the display unit 50a. Thus, on the display unit 50a, the execution switches from the eye-catching animation to normal variation. Subsequently, as shown in Figure 23(E-3), the animation symbols EZ1, EZ2, and EZ3 begin to move from the second position to the first direction. As a result, on the display unit 50a, the left animation symbol EZ1, the middle animation symbol EZ2, and the right animation symbol EZ3 are now displayed in the first direction. Then, as shown in Figure 6(B) above, a normal variation is performed in which all three animation symbols EZ1, EZ2, and EZ3 are displayed in the first direction. Furthermore, as will be described later, a reach is performed in the special animation that started in the third starting mode. Therefore, the special symbol variation effect in the third starting mode is an effect that suggests that a reach will be performed in that special symbol variation effect.
[0162] In this embodiment, the microcontroller 121 for controlling the special reel spinning effect refers to the spinning start mode selection table for the special reel spinning effect shown in Figures 24(A), 24(B), and 24(C), and determines the type of spinning start mode for the special reel spinning effect immediately before the execution of the special reel spinning effect in the normal game state (low probability low base game state). Specifically, if the result of the jackpot judgment in the normal game state is "jackpot won," the microcontroller refers to the spinning start mode selection table shown in Figure 24(A). If the result of the jackpot judgment in the normal game state is "miss" and the result of the reach judgment is "reach present," the microcontroller refers to the spinning start mode selection table shown in Figure 24(B). Furthermore, if the result of the jackpot judgment in the normal game state is "miss" and the result of the reach judgment is "no reach," the microcontroller refers to the spinning start mode selection table shown in Figure 24(C).
[0163] According to the variation start mode selection table shown in Figure 24(A), when the special feature variation patterns are "THP001" and "THP002", the distribution rate (probability) for the performance control microcontroller 121 to execute the special feature variation performance in the first start mode is "10%", the distribution rate for executing the special feature variation performance in the second start mode is "30%", and the distribution rate for executing the special feature variation performance in the third start mode is "60%". In other words, when the result of the jackpot judgment in the normal game state is "jackpot won", the special feature variation performance is more likely to be performed in the second start mode than in the first start mode, and furthermore, the special feature variation performance is more likely to be performed in the third start mode than in the second start mode.
[0164] In contrast, according to the variation start mode selection table shown in Figure 24(B), when the special symbol variation pattern is "THP011", "THP012", or "THP013", the distribution rate for the performance control microcomputer 121 to execute the special symbol variation performance in the first start mode is "50%", the distribution rate for executing the special symbol variation performance in the second start mode is "30%", and the distribution rate for executing the special symbol variation performance in the third start mode is "20%". In other words, in the normal game state, when the result of the jackpot judgment is "miss" and the result of the reach judgment is "reach", contrary to the case of "jackpot win" described above, the special symbol variation performance is more likely to be performed in the second start mode than in the third start mode, and furthermore, the special symbol variation performance is more likely to be performed in the first start mode than in the second start mode.
[0165] Furthermore, according to the variation start mode selection table shown in Figure 24(C), when the special symbol variation pattern is "THP021", the distribution rate for the performance control microcontroller 121 to execute the special symbol variation performance in the first start mode is "70%", the distribution rate for executing the special symbol variation performance in the second start mode is "30%", and the special symbol variation performance is never executed in the third start mode. Also, when the special symbol variation pattern is "THP022", the distribution rate for the performance control microcontroller 121 to execute the special symbol variation performance in the first start mode is "100%", and the special symbol variation performance is never executed in the second or third start mode. In other words, in the normal game state, if the result of the jackpot judgment is "miss" and the result of the reach judgment is "no reach", the special symbol variation performance will not be performed in the third start mode. Moreover, if the special symbol variation pattern has a short variable display time (2000ms), in addition to the special symbol variation performance not being performed in the third start mode, the special symbol variation performance will not be performed in the second start mode either.
[0166] Based on the above, the special symbol variation animation is more likely to be executed in the third starting mode when the result of the jackpot judgment is a jackpot win than when it is a miss. Therefore, when the special symbol variation animation is executed in the third starting mode, it is possible to make the player have high expectations that a jackpot game will be played afterward. In addition, when the special symbol variation animation is performed in the third starting mode, a reach will be executed during that special symbol variation animation. In other words, the special symbol variation animation in the third starting mode is an animation that suggests in advance that a reach will be executed.
[0167] D-2. Special symbol variation effects in high-probability, high-base gameplay state The microcontroller 121 for controlling the game's presentation can execute the following special reel variation effects when the game state is a high-probability, high-base game state: the first jackpot special reel variation effect, the second jackpot special reel variation effect, the third jackpot special reel variation effect, the first miss special reel variation effect, the second miss special reel variation effect, or the third miss special reel variation effect.
[0168] The first jackpot special symbol variation animation corresponds to the first jackpot variation (special symbol variation pattern "THP041") mentioned above, the second jackpot special symbol variation animation corresponds to the second jackpot variation (special symbol variation pattern "THP042") mentioned above, and the third jackpot special symbol variation animation corresponds to the third jackpot variation (special symbol variation pattern "THP043") mentioned above. Furthermore, the first miss special symbol variation animation corresponds to the first miss variation (special symbol variation pattern "THP051") mentioned above, the second miss special symbol variation animation corresponds to the second miss variation (special symbol variation pattern "THP052") mentioned above, and the third miss special symbol variation animation corresponds to the third miss variation (special symbol variation pattern "THP053") mentioned above.
[0169] Specifically, when the first jackpot special symbol variation effect is executed, the three effect symbols EZ1, EZ2, and EZ3, which are stopped and displayed at the first position on the display unit 50a as shown in Figure 25(A), all begin to vary simultaneously in the first direction (see Figure 25(B)). Subsequently, as shown in Figure 25(C-1), the three effect symbols EZ1, EZ2, and EZ3 stop and display simultaneously in a manner that suggests a jackpot win, such as a so-called "double number" combination. The size of the three effect symbols EZ1, EZ2, and EZ3 at this time is the first dimension shown in Figure 25(C-1).
[0170] On the other hand, when the first losing special symbol variation effect is executed, the three effect symbols EZ1, EZ2, and EZ3 all move simultaneously in the first direction (Figure 25(B)), and then, as shown in Figure 25(C-2), the three effect symbols EZ1, EZ2, and EZ3 stop and display simultaneously in a manner that suggests a loss, such as a so-called "scattered pattern". The size of the three effect symbols EZ1, EZ2, and EZ3 at this time is the same as the three effect symbols EZ1, EZ2, and EZ3 shown in Figure 25(C-1), and is the first dimension shown in Figure 25(C-2).
[0171] Furthermore, when the second jackpot special symbol variation effect is executed, after all three effect symbols EZ1, EZ2, and EZ3 have simultaneously varied in the first direction (Figures 25(B) and 26(C-3)), the effect symbols EZ1, EZ2, and EZ3 that were displayed on the display unit 50a disappear from the display unit 50a, as shown in Figure 26(D-1). Then, the display unit 50a switches to displaying the operation effect using the normal button 40 as described above. In this operation effect, the button operation prompt image G3 shown in Figure 26(D-1) is displayed. This button operation prompt image G3 consists of a normal button image G31 that mimics the normal button 40, a press operation image G32 that represents the operation of the normal button 40 (here, an image of the word "Press"), and an operation validity period remaining time image G33 that represents the remaining time of the button operation validity period (see Figure 26(D-1)). In this embodiment, the execution of the operation animation ends when the normal button 40 is pressed during the button operation valid period, or when the button operation valid period has elapsed without the normal button 40 being operated. After that, as shown in Figure 27(E-1), the three animation symbols EZ1, EZ2, and EZ3 stop and are displayed simultaneously in a manner that suggests a jackpot win, such as "double numbers".
[0172] Note that the size of the left display symbol EZ1 and the right display symbol EZ3 shown in Figure 27(E-1) is the same as the left display symbol EZ1 and the right display symbol EZ3 shown in Figures 25(C-1) and 25(C-2), which are both the first dimension. In contrast, the size of the middle display symbol EZ2 shown in Figure 27(E-1) is a second dimension, which is different from the first dimension. This second dimension is 1.4 times larger than the first dimension. Thus, because the size of one of the three display symbols EZ1, EZ2, and EZ3 (the middle display symbol EZ2) is the second dimension, which is an enlargement of the first dimension, it is possible to make the display symbols EZ1, EZ2, and EZ3 that stop and are displayed in a manner that suggests a jackpot win more prominent than in the case of the first jackpot special symbol variation effect (Figure 25(C-1)) or the case of the third jackpot special symbol variation effect described later (Figure 28(F-1)).
[0173] When the second losing special symbol variation effect is executed, as with the second big win special symbol variation effect, the effect symbols EZ1, EZ2, and EZ3 that were being displayed on the display unit 50a disappear from the display unit 50a, as shown in Figure 26(D-1), and the display switches to the operation effect. The operation effect is completed when the normal button 40 is pressed during the button operation valid period, or when the button operation valid period has elapsed without the normal button 40 being operated. After that, as shown in Figure 27(E-2), the three effect symbols EZ1, EZ2, and EZ3 stop and are displayed simultaneously in a manner that suggests a loss, such as a "scattered pattern".
[0174] Furthermore, when the third jackpot special symbol variation effect is executed, the three effect symbols EZ1, EZ2, and EZ3 all vary simultaneously in the first direction (Figures 25(B) and 26(C-3)), and then, as shown in Figure 26(D-2), the left effect symbol EZ1 and the right effect symbol EZ3 of the three effect symbols EZ1, EZ2, and EZ3 stop simultaneously on the same type (specifically, effect symbols containing even numbers). This triggers the special symbol variation effect reach. The variation display of the middle effect symbol EZ2 continues. Subsequently, as shown in Figure 28(E-3), the middle effect symbol EZ2 that was being displayed on the display unit 50a disappears from the display unit 50a, and the above-mentioned operation effect is displayed in the center of the display unit 50a. The operation effect is terminated when the normal button 40 is pressed during the button operation valid period, or when the button operation valid period has elapsed without the normal button 40 being operated. Subsequently, as shown in Figure 28(F-1), the middle symbol EZ2 also stops, and the three symbols EZ1, EZ2, and EZ3 are displayed in a manner that suggests a jackpot win, such as a "double number" (specifically, the middle symbol EZ2 is a symbol that contains the same type of number as the left symbol EZ1 and the right symbol EZ3). At this time, the size of the three symbols EZ1, EZ2, and EZ3 is all the first dimension.
[0175] Furthermore, when the third losing special symbol variation effect is executed, the three effect symbols EZ1, EZ2, and EZ3 all move simultaneously in the first direction (Figures 25(B) and 26(C-3)), and as shown in Figure 26(D-2), the left effect symbol EZ1 and the right effect symbol EZ3 of the three effect symbols EZ1, EZ2, and EZ3 stop simultaneously on the same type (specifically, effect symbols containing even numbers), and the special symbol variation effect reaches. After that, as shown in Figure 28(E-3), the middle effect symbol EZ2 that was being displayed on the display unit 50a disappears from the display unit 50a, and the above-mentioned operation effect is displayed in the center of the display unit 50a. The execution of the operation effect ends when the normal button 40 is pressed during the button operation valid period, or when the button operation valid period has elapsed without the normal button 40 being operated. Subsequently, as shown in Figure 28(F-2), the middle symbol EZ2 also stops, and the three symbols EZ1, EZ2, and EZ3 are displayed in a manner that suggests a loss (specifically, the middle symbol EZ2 is a symbol that contains a different type of number than the left symbol EZ1 and the right symbol EZ3). At this time, the size of the three symbols EZ1, EZ2, and EZ3 is all the first dimension.
[0176] Next, using the timing chart shown in Figure 29, we will explain the various special symbol variation effects in the high-probability, high-base game state.
[0177] The first jackpot special symbol variation effect and the first miss special symbol variation effect will be explained using Figure 29(A). At time T01, the variation of the second special symbol begins, and the variation display of the three effect symbols EZ1, EZ2, and EZ3 in the first jackpot special symbol variation effect (or the first miss special symbol variation effect) also begins. Then, at time T02, all three effect symbols EZ1, EZ2, and EZ3 change from a variation display to a stopped display, and then at time T03, the second special symbol switches from a variation display to a stopped display. If it is the first jackpot special symbol variation effect, from time T02 to time T04, the three effect symbols EZ1, EZ2, and EZ3 are displayed in a manner that suggests a jackpot has been won. On the other hand, in the case of the first losing special symbol variation effect, the three effect symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner that suggests a loss from time T02 to time T04. In this embodiment, the period from time T01 to time T04 is 3000ms as shown in Figure 20.
[0178] Next, the second jackpot special symbol variation effect and the second miss special symbol variation effect will be explained using Figure 29(B). At time T01, the variation of the second special symbol begins, and the variation display of the three effect symbols EZ1, EZ2, and EZ3 in the second jackpot special symbol variation effect (or second miss special symbol variation effect) also begins. Then, at time T05, which is later than times T02, T03, and T04, the special symbol variation effect being executed switches from normal variation to the operation effect shown in Figure 26(D-1) above.
[0179] At the following time T06, all three performance symbols EZ1, EZ2, and EZ3 change from a fluctuating display to a stopped display, and then at the following time T07, the second special symbol switches from a fluctuating display to a stopped display. If it is a second jackpot special symbol fluctuation performance, from time T06 to time T08, the three performance symbols EZ1, EZ2, and EZ3 are displayed in a manner that suggests a jackpot has been won. On the other hand, if it is a second miss special symbol fluctuation performance, from time T06 to time T08, the three performance symbols EZ1, EZ2, and EZ3 are displayed in a manner that suggests a miss. In this embodiment, the period from time T01 to time T08 is 20000ms as shown in Figure 20.
[0180] Next, the third jackpot special symbol variation effect and the third miss special symbol variation effect will be explained using Figure 29(C). At time T01, the variation of the second special symbol begins, and the variation display of the three effect symbols EZ1, EZ2, and EZ3 in the third jackpot special symbol variation effect (or third miss special symbol variation effect) also begins. Then, at time T09, which is after times T02, T03, T04, and T05, the special symbol variation effect in progress switches from normal variation to the reach shown in Figure 26(D-2). In other words, at time T09, of the three effect symbols EZ1, EZ2, and EZ3, the left effect symbol EZ1 and the right effect symbol EZ3 change from variation display to stop display. The middle effect symbol EZ2 continues to be displayed in a variation state.
[0181] Then, at time T10, the special symbol variation animation in progress switches from a reach to the operation animation shown in Figure 28(E-3). At time T11, the middle animation symbol EZ2 changes from a variation display to a stopped display, and at time T12, the second special symbol changes from a variation display to a stopped display. If it is the third jackpot special symbol variation animation, from time T11 to time T13, the three animation symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner that suggests a jackpot win. On the other hand, if it is the third miss special symbol variation animation, from time T11 to time T13, the three animation symbols EZ1, EZ2, and EZ3 are stopped and displayed in a manner that suggests a miss. In this embodiment, the period from time T01 to time T13 is 30000ms as shown in Figure 20.
[0182] D-3. Dialogue Direction The microcontroller 121 for controlling the performance can execute the first dialogue performance during the normal variation of the special symbol variation performance when the game state is the normal game state, and can execute the second dialogue performance when the three performance symbols EZ1, EZ2, and EZ3 stop and are displayed in a manner that suggests a jackpot win during the special symbol variation performance.
[0183] The first dialogue effect consists of a first image effect and a first sound effect. Specifically, the first image effect is an image effect using a character image G303 showing the character's face and a second speech bubble image G304 showing the text "Is it a jackpot?" as shown in Figure 30(A). The first sound effect is an effect in which a first voice V305 with the content "Is it a jackpot?" is played from two speakers 52, as shown in Figure 30(A). The second speech bubble image G304 of the first image effect and the first voice V305 of the first sound effect make it possible to suggest to the player that there is a possibility of winning a jackpot in the special symbol variation effect in question.
[0184] Furthermore, the second dialogue sequence consists of a second audio sequence. In other words, unlike the first dialogue sequence, which consists of a first image sequence and a first audio sequence, the second dialogue sequence consists only of a second audio sequence. As shown in Figure 30(B), the second audio sequence is a sequence in which a second audio V308 with the content of "Oh, oh, hit!" (with each syllable of "Oh, hit!" extended) is played from two speakers 52. The second audio V308 of the second audio sequence makes it possible to suggest to the player that a jackpot has been won in the special symbol variation sequence in question.
[0185] Furthermore, in this embodiment, the volume of the second audio V308 of the second audio effect of the second dialogue effect emitted from speaker 52 is louder than the volume of the first audio V305 of the first audio effect of the first dialogue effect emitted from speaker 52. Specifically, the volume of the sound source data for the second audio V308 is louder than the volume of the sound source data for the first audio V305. Therefore, if the volume setting of speaker 52 is the same, the volume of the second audio V308 emitted from speaker 52 when the second dialogue effect is executed is louder than the volume of the first audio V305 emitted from speaker 52 when the first dialogue effect is executed. As described above, since the second dialogue effect consists only of the second audio effect, the fact that the volume of the second audio V308 of the second dialogue effect emitted from speaker 52 is louder than that of the first audio V305 makes it possible to more reliably notify the player that the second dialogue effect is being executed.
[0186] Next, we will explain the direction of the first and second lines of dialogue using the timing chart shown in Figure 31.
[0187] Regarding the first dialogue sequence, both the first image sequence and the first audio sequence begin execution at time T21. As the first image sequence, the character image G303 and the second speech bubble image G304 mentioned above begin to appear on the display unit 50a, and as the first audio sequence, the first audio V305 mentioned above begins to play from the speaker 52.
[0188] Both the first image effect and the first sound effect are executed until time T23. However, in the first sound effect, the first half of the first sound V305, "Oh, a hit!", is played from time T21 to time T22, as shown in Figure 31. Then, the second half of the first sound V305, "Nanoka", is played from time T22 to time T23, as shown in Figure 31.
[0189] Regarding the second dialogue sequence, the execution of the second audio sequence begins at time T21. As part of the second audio sequence, the aforementioned second audio V308 starts playing from speaker 52. The second audio sequence then continues until time T24.
[0190] In this embodiment, the second audio V308 "Oh, you've got it!" of the second audio effect will play for a longer period than the execution period of the first audio effect of the first dialogue effect, as shown in Figure 31.
[0191] The second audio V308 of the second audio production, "O-o-a-ta-ri," is "oo-atari" (big hit) with each syllable extended, and is the same word as the first half of the first audio V305 of the first audio production. The "oo-atari" in the first audio V305 of the first audio production is uttered during the period from time T21 to time T22 as shown in Figure 31, whereas the "oo-atari" in the second audio V308 of the second audio production is uttered over a longer period, from time T21 to time T24 as shown in Figure 31.
[0192] In this embodiment, the microcontroller 121 for controlling the performance refers to the dialogue performance execution selection tables shown in Figures 32(A), 32(B), and 32(C) to determine whether or not to execute a dialogue performance in a special symbol variation performance immediately before the start of execution of the special symbol variation performance in the normal game state (low probability low base game state). Specifically, if the result of the jackpot judgment in the normal game state is "jackpot won," the microcontroller refers to the dialogue performance execution selection table shown in Figure 32(A). If the result of the jackpot judgment in the normal game state is "miss" and the result of the reach judgment is "reach present," the microcontroller refers to the dialogue performance execution selection table shown in Figure 32(B). Furthermore, if the result of the jackpot judgment in the normal game state is "miss" and the result of the reach judgment is "no reach," the microcontroller refers to the dialogue performance execution selection table shown in Figure 32(C).
[0193] According to the dialogue execution selection table shown in Figure 32(A), when the special symbol variation pattern is "THP001" or "THP002", the probability of the performance control microcontroller 121 executing the first dialogue performance is "70%", and the probability of not executing the first dialogue performance is "30%". In other words, when the result of the jackpot judgment in the normal game state is "jackpot won", the first dialogue performance is likely to be performed. Furthermore, when the special symbol variation pattern is "THP001" or "THP002", the probability of the performance control microcontroller 121 executing the second dialogue performance is "100%". In other words, when the result of the jackpot judgment in the normal game state is "jackpot won", the second dialogue performance will always be performed.
[0194] In contrast, according to the dialogue execution selection table shown in Figure 32(B), when the special symbol variation pattern is "THP011", "THP012", or "THP013", the distribution rate for the performance control microcontroller 121 to execute the first dialogue performance is "30%", and the distribution rate for not executing the first dialogue performance is "70%". In other words, in the normal game state, if the result of the jackpot judgment is "miss" and the result of the reach judgment is "reach", the first dialogue performance is less likely to occur, the opposite of the case of "jackpot win" described above. Furthermore, when the special symbol variation pattern is "THP011", "THP012", or "THP013", the distribution rate (probability) for the performance control microcontroller 121 not executing the second dialogue performance is "100%". In other words, in the normal game state, if the result of the jackpot judgment is "miss" and the result of the reach judgment is "reach", the second dialogue performance will not be performed.
[0195] Furthermore, according to the dialogue execution selection table shown in Figure 32(C), when the special symbol variation pattern is "THP021" or "THP022", the probability that the performance control microcontroller 121 will not execute the first dialogue performance is "100%". In other words, in normal gameplay, if the result of the jackpot judgment is "miss" and the result of the reach judgment is "no reach", the first dialogue performance will not be performed. Moreover, when the special symbol variation pattern is "THP021" or "THP022", the probability that the performance control microcontroller 121 will not execute the second dialogue performance is "100%". In other words, in normal gameplay, if the result of the jackpot judgment is "miss" and the result of the reach judgment is "no reach", the second dialogue performance will not be performed.
[0196] From the above, the first dialogue sequence is more likely to be executed when the jackpot result is a win than when it is a loss. Therefore, when the first dialogue sequence is executed, it is possible to greatly increase the player's expectation that a jackpot will be played afterward. Furthermore, when the first dialogue sequence is executed, a reach will be performed in the special reel variation sequence. In other words, the first dialogue sequence is a sequence that suggests the execution of a reach in advance. Also, the second dialogue sequence is only executed when the jackpot result is a win. For this reason, the second dialogue sequence is a sequence that announces that a jackpot has been won.
[0197] <Effects of the First Embodiment> The effects of the pachinko game machine PY1 described in the first embodiment will be explained below.
[0198] (1) According to the pachinko game machine PY1 of the first embodiment, when all three performance symbols EZ1, EZ2, and EZ3 stop and are displayed simultaneously in a manner that suggests a jackpot in a high-probability, high-base game state, the middle performance symbol EZ2 of these three performance symbols EZ1, EZ2, and EZ3 stops and is displayed in a second dimension that is larger than the first dimension, so that the player can immediately understand that it is a manner that suggests a jackpot and not a manner that suggests a miss.
[0199] (2) Furthermore, when all three performance symbols EZ1, EZ2, and EZ3 stop and are displayed simultaneously in a manner that suggests a big win, the impression received by the player can be made different depending on whether or not an operational performance is performed. Moreover, when an operational performance is performed, it is possible to heighten the player's sense of anticipation more than when there is no operational performance, and when the middle performance symbol EZ2 stops and is displayed in a second size that is larger than the first size after the operational performance is performed, it is possible to enhance the player's sense of excitement.
[0200] (3) Furthermore, in a high-probability, high-base game state, if the first stopping symbol (left symbol EZ1) does not stop and display within time T02 from the start of the special symbol variation effect (time T01), it is possible to make the player aware that the three symbols EZ1, EZ2, and EZ3 may stop and display as a set of three symbols containing even numbers ("double numbers"). In other words, it is possible to make the player aware that the second special symbol in question may stop and display as a "normal symbol" rather than a "probability variation symbol".
[0201] (4) Furthermore, if the first stopping symbol (left symbol EZ1) does not stop and display at time T02, it is possible to make the player aware that the three symbols EZ1, EZ2, and EZ3 may stop and display as a set of three symbols containing an even number ("doubles"), or they may not stop and display in a manner that suggests a loss. In other words, it is possible to make the player aware that the second special symbol in question may stop and display as a "normal symbol" rather than a "probability change symbol".
[0202] (5) Furthermore, in the low probability, low base game state, there are two possibilities: either all three performance symbols EZ1, EZ2, and EZ3 start moving in the first direction, or all three performance symbols EZ1, EZ2, and EZ3 start moving in a direction different from the first direction (the second direction), stop briefly in the second position, and then switch back to moving in the first direction. Therefore, it is possible to offer players two different starting patterns at the beginning of the special symbol movement performance.
[0203] (6) Furthermore, in the low probability, low base game state, when all three performance symbols EZ1, EZ2, and EZ3 start to move in a direction different from the first direction (second direction), stop briefly in the second position, and then switch back to the first direction and move, there are further second and third start patterns. Therefore, it is possible to let players enjoy three different start patterns (first start pattern, second start pattern, and third start pattern) at the start of the special symbol variation performance. In addition, when an eye-catching performance is executed, it is possible to inform players who missed the special symbol variation performance being executed in the third start pattern that the special symbol variation performance was performed in the third start pattern.
[0204] (7) Furthermore, when an eye-catching animation is performed in a low-probability, low-base game state, the same display unit 50a switches from the special symbol variation animation to the eye-catching animation. This makes it possible to inform players who missed the special symbol variation animation being performed in the third starting mode that the special symbol variation animation was performed in the third starting mode, while also making an impact.
[0205] (8) Furthermore, since the second direction is the opposite direction of the first direction, it is possible to make the visual appearance significantly different when all three performance symbols EZ1, EZ2, and EZ3 start moving in the first direction compared to when all three performance symbols EZ1, EZ2, and EZ3 start moving in the second direction. Thus, it is possible to clearly show the player the difference between the first, second, and third starting modes in the special symbol variation performance.
[0206] (9) Furthermore, in low-probability, low-base gameplay states, the difference in the length of the "Big Win" sound allows players to distinguish between different dialogue sequences. Additionally, the type of dialogue sequence performed (first dialogue sequence, second dialogue sequence) can be used to differentiate the expected probability of a subsequent big win.
[0207] (10) Furthermore, in the low probability, low base game state, the player can easily determine whether the dialogue sequence being performed is the first dialogue sequence or the second dialogue sequence.
[0208] (11) Furthermore, in low-probability, low-base gameplay states, players can easily visually determine whether the dialogue sequence being performed is the first dialogue sequence or the second dialogue sequence.
[0209] (12) Furthermore, in low-probability, low-base gameplay states, players can easily distinguish by ear whether the dialogue sequence being performed is the first dialogue sequence or the second dialogue sequence.
[0210] <<Second Embodiment>> The second embodiment of the pachinko game machine will be described below with reference to Figures 33 to 53. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment and the first embodiment described above also applies to the second embodiment. The second embodiment is a pachinko game machine PY1 of the basic embodiment and the first embodiment that is equipped with an over-prize prevention function while enabling the display of so-called normal base on the 7-segment display 300.
[0211] Furthermore, the pachinko game machine PY1 of the second embodiment is a so-called V-probability ST machine. In the pachinko game machine PY1 of the second embodiment, if there is a V-pass (passage to a specific area 16) during a jackpot game, the probability variation flag and the time reduction flag are turned ON at the end of the jackpot game (to enter a high probability high base state (high probability high base game state)), and both the probability variation counter and the time reduction counter are set to a predetermined value (160). On the other hand, if there is no V-pass during a jackpot game, only the time reduction flag is turned ON at the end of the jackpot game (to enter a low probability high base state (low probability high base game state)), and the time reduction counter is set to a predetermined value (for example, 160).
[0212] <Electrical configuration in the second embodiment> First, the electrical configuration of the pachinko game machine PY1 of the second embodiment will be explained based on Figures 33 to 34. As shown in Figures 33 to 34, the pachinko game machine PY1 of this embodiment is further back from the image display device 50 of the game board 1, and includes a game control board (main control unit, hereinafter "main control board") 100 that controls game benefits (progress of the game) such as special symbol lottery, variable display of special symbols, jackpot game, setting of game state (described later), normal symbol lottery, variable display of normal symbols, and auxiliary game; an effect control board (effect control unit, hereinafter "sub-control board") 120 that controls game effects (special symbol variation effect, hold effect, operation effect, jackpot game effect, etc.) and customer waiting effects in accordance with the progress of the game by the main control board 100; and a payout control board 170 that controls game ball payout, etc. The main control board 100 can be positioned as the game control unit (main control unit) that controls the game. Furthermore, the sub-control board 120 can be positioned as a performance control unit (sub-control unit) that controls the performance together with the image control board 140, the lamp control circuit 151, and the sound control circuit 161. The performance control unit only needs to include at least the sub-control board 120 and be capable of controlling various performances using performance means (image display device 50, speaker 52, frame lamp 53, panel lamp 54, and movable devices 55, 56, 58, etc.).
[0213] Furthermore, the pachinko game machine PY1 in this configuration is equipped with a power supply board 190. The power supply board 190 supplies power to the main control board 100, the sub-control board 120, and the payout control board 170, and also supplies necessary power to other devices via these boards. The power supply board 190 is provided with a pressable RAM clear switch 191. The RAM clear switch 191 (specific operating means) is used to clear (hereinafter referred to as "RAM clear") the game information (for example, information on game states such as high probability states, the number of special symbol reserves, and the results of jackpot determinations) stored in the game RAM 104 of the game control microcomputer 101, which will be described later, to the game CPU 102 when the power is turned on. As shown in Figure 35, the RAM clear switch 191 is provided on the power supply board 190 located on the back side of the pachinko game machine PY1 in this configuration. Therefore, only employees of the game hall who can open and close the front door 23 can operate the RAM clear switch 191. In other words, the RAM clear switch 191 is an operating mechanism that is practically impossible for the player to operate. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcontroller 101. In this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided on the main control board 100 or on a dedicated board, for example.
[0214] The power supply board 190 is provided with a backup power supply circuit 192. The backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120, which will be described later, when power is not supplied to the pachinko game machine PY1 of this configuration. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the sub-control board 120 is retained even when the power to the pachinko game machine PY1 of this configuration is lost. A power switch 193 is also connected to the power supply board 190. The power can be switched on or off by operating the power switch 193 ON / OFF. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, or a backup power supply circuit for the performance RAM 124 of the sub-control board 120 may be provided on the sub-control board 120.
[0215] As shown in Figure 33, the main control board 100 is equipped with a game control one-chip microcontroller (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PY1 of this embodiment according to a program. The game control microcontroller 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as work memory, and a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103.
[0216] The game ROM 103 stores programs for performing the main control processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores the following: a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a pre-read determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table. Note that the game ROM 103 may be an external component.
[0217] The game RAM 104 also includes the special symbol reserve memory unit 105 and the regular symbol reserve memory unit 106 mentioned above. The game RAM 104 also includes a non-erasable memory unit 107, which contains a total prize balls memory unit 107a, a total balls launched memory unit 107b, and a difference balls memory unit 107c. The non-erasable memory unit 107 is designed so that even if a RAM clear is performed, the game CPU 102 does not erase the stored contents. The non-erasable memory unit 107 (total prize balls memory unit 107a, total balls launched memory unit 107b, and difference balls memory unit 107c) will be described in detail later.
[0218] The main control board 100 is also equipped with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operating means) (see Figure 35). As shown in Figure 36, the 7-segment display 300 is a so-called 4-segment display and has a total of 32 illuminated (light-emitting) parts. Specifically, the 7-segment display 300 has, in order from left to right, a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340. The four display areas 310, 320, 330, and 340 each have 8 illuminated parts (LED elements) LB1-LB8, LB9-LB16, LB17-LB24, and LB25-LB32 so that they can represent the numbers from "0" to "9". The display control of the 7-segment display 300 is performed by a game control microcomputer 101.
[0219] The setting key cylinder 180 functions as an operating mechanism for setting a setting value corresponding to the probability of hitting a jackpot. The inside of the setting key cylinder 180 rotates between an initial position and a rotation position when a setting key (not shown) is inserted. Therefore, in this form of the pachinko game machine PY1, by rotating the setting key cylinder 180 to the rotation position and turning on the power while pressing the RAM clear switch 191, the system can enter a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1". However, in this form of the pachinko game machine PY1, only one setting value, "1", is available. Therefore, the setting value cannot be changed from "1". When the system is in setting mode, if the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode ends and a RAM clear is performed.
[0220] The main control board 100 is also provided with a special reset switch 181 that can be pressed. As shown in Figure 35, the special reset switch 181 is located on the main control board 100, which is positioned on the back of the pachinko game machine PY1 in this embodiment. Therefore, only employees of the game hall who can open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 is an operating means that is practically impossible for players to operate. The function of the special reset switch 181 will be described in detail later. The main control board 100 is also equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.
[0221] Furthermore, various sensors MS and actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.
[0222] The various sensors MS connected to the main control board 100 include a first start port sensor 11a, a second start port sensor 12a, a general prize port sensor 10a, a gate sensor 13a, a first major prize port sensor 14a, a second major prize port sensor 15a, a specific area sensor 16a, and a non-specific area sensor 17a.
[0223] The first start-up sensor 11a detects game balls that have entered the first start-up slot 11. The second start-up sensor 12a detects game balls that have entered the second start-up slot 12. The general prize-winning slot sensor 10a detects game balls that have entered the general prize-winning slot 10. A general prize-winning slot sensor 10a is provided for each general prize-winning slot 10. The gate sensor 13a is provided at the gate 13 and detects game balls that have passed through the gate 13. The first large prize-winning slot sensor 14a detects game balls that have entered the first large prize-winning slot 14. The second large prize-winning slot sensor 15a detects game balls that have entered the second large prize-winning slot 15. The specific area sensor 16a detects game balls that have passed through (entered) the specific area 16. The non-specific area sensor 17a detects game balls that have passed through (entered) the non-specific area 17. When each sensor detects a game ball, it outputs a signal to the main control board 100 corresponding to the detected item.
[0224] Although not shown in Figure 33, the various sensors MS include an outlet sensor that detects all game balls (total number of balls launched) flowing down the game area 6. Here, game balls that have flowed out of the game area 6 are discharged to the outside of the pachinko game machine PY1 of this embodiment through an outlet path (not shown) located at the bottom of the game board mounting frame 2A. For this reason, the outlet sensor is located within the outlet path. The various sensors MS also include a magnetic sensor that detects unauthorized magnetism. The magnetic sensor detects the magnetism generated when a player uses a magnet or the like to illegally enter the various prize winning slots 10, 11, 12, and 14 into the game balls. When each of the above sensors detects a game ball, it outputs a signal to the main control board 100 according to the detected content.
[0225] In addition, various sensors MS include a front door opening sensor that detects the opening of the outer frame 22 of the front door 23, and a front frame sensor that detects the opening of the game board mounting frame 2A of the front frame 23m. When the front door opening sensor detects the opening of the front door 23, it outputs a signal corresponding to the detection content to the main control board 100. When the front frame sensor detects the opening of the front frame 23m, it outputs a signal corresponding to the detection content to the main control board 100. Note that the types and numbers of sensors connected to the main control board 100 can be appropriately changed within a range that does not interfere with the game.
[0226] Also, various actuators MA connected to the main control board 100 include an electric chute solenoid 12s, a first large winning port solenoid 14s, a second large winning port solenoid 15s, and a distribution solenoid 16s. The electric chute solenoid 12s drives the electric chute opening / closing member 12k of the electric chute (second start port) 12D. The first large winning port solenoid 14s drives the normal AT opening / closing member (first opening / closing door) 14k of the first large winning port 14. The second large winning port solenoid 15s drives the VAT opening / closing member (second opening / closing door) 15k of the second large winning port 15. The distribution solenoid 16s drives the distribution member 16k of the distribution device 16D.
[0227] Note that the types and numbers of actuators connected to the main control board 100 can be appropriately changed within a range that does not interfere with the game.
[0228] Furthermore, displays 8 (special figure display 81, general figure display 82, and special figure hold display 83) are connected to the main control board 100. The display control of these displays 8 is performed by the game control microcomputer 101.
[0229] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1 in this embodiment, which enables ball dispensing based on information from inserted prepaid cards, etc.) and a prize ball payout device 73, as well as a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see Figure 1).
[0230] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or dispense loaned balls based on signals from the game control microcomputer 101 and signals from the connected card unit CU. The dispensed game balls are detected by the prize ball sensor 73a for counting, and the detection signal from the prize ball sensor 73a is output to the payout control board 170.
[0231] Furthermore, the launching device 72 is equipped with a touch switch 72a capable of detecting contact between a player or other person and the handle 72k (see Figure 1). When a player operates the handle 72k, the touch switch 72a detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. The launching device 72 is also connected to a launch volume knob 72b capable of detecting the rotation angle (amount of operation) of the handle 72k. The launching device 72 drives the launch solenoid 72s so that the game balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob 72b. In this embodiment of the pachinko game machine PY1, when the rotation operation of the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.
[0232] Furthermore, the payout control board 170 is connected to the external terminal board 160. In other words, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits external signals sent from the main control board 100 to an external unit GU (data counter, hall computer, etc.) located outside the pachinko game machine PY1 of this embodiment. The information included in the external signals includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating errors or irregularities (abnormalities). Note that although the external terminal board 160 transmits external signals to the external unit GU via parallel communication, the external signals may also be transmitted via asynchronous serial communication (a common asynchronous serial communication port). Furthermore, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may also be connected to the external terminal board 160 via a board other than the dispensing control board 170 (for example, an intermediate board), or the main control board 100 and the external terminal board 160 may be connected directly.
[0233] Furthermore, the main control board 100 transmits various commands containing information about the game to the sub-control board 120 in accordance with the progress of the game. Based on the various commands sent from the main control board 100, the sub-control board 120 can grasp the progress of the game (the content of the game control) by the main control board 100. The connection between the main control board 100 and the sub-control board 120 is a unidirectional communication connection that only allows the transmission of signals from the main control board 100 to the sub-control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the main control board 100 and the sub-control board 120 as a means of restricting the direction of communication.
[0234] As shown in Figure 34, the sub-control board 120 is equipped with a one-chip microcontroller for performance control (hereinafter referred to as "performance control microcontroller") 121 that controls the performance of the pachinko game machine PY1 according to a program. The performance control microcontroller 121 includes a performance ROM 123 that stores programs for controlling the performance as the game progresses by the main control board 100, a performance RAM 124 used as work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.
[0235] Furthermore, the ROM 123 for effects contains programs for performing the sub-control main processing, receive interrupt processing, 1ms timer interrupt processing, and 10ms timer interrupt processing, which will be described later. Note that the ROM 123 for effects may be external.
[0236] Furthermore, the sub-control board 120 is equipped with an I / O port section 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. When the pachinko game machine PY1 is supplied with power from a predetermined island power supply device (not shown), the RTC 139 operates using that power. When power is not supplied from the island power supply device, it operates using power supplied from the backup power supply circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the power supply to the pachinko game machine PY1 is not turned on. A backup power supply circuit for the RTC 139 may also be provided on the sub-control board 120. The backup power supply circuit can include a capacitor or an internal battery (such as a button battery).
[0237] The sub-control board 120 is connected to the image control board 140. The microcontroller 121 for controlling the presentation on the sub-control board 120 causes the image CPU 141 on the image control board 140 to control the display on the image display device 50 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100. The connection between the sub-control board 120 and the image control board 140 is a bidirectional communication connection that allows both the transmission of signals from the sub-control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the sub-control board 120.
[0238] The image control board 140 includes an image ROM 142 that stores programs for image control, an image RAM 143 used as work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 that stores image data displayed on the image display device 50, a VRAM 146 used for processing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured as a single chip. The CGROM 145 stores, for example, image data for displaying the images shown on the image display device 50 (still image data and video data, specifically image data such as characters, items, shapes, letters, numbers and symbols (including animation patterns) and background images).
[0239] The VDP144 reads image data from the CGROM145 and expands it into the expansion area in the VRAM146, according to the display list created by the image CPU141 based on commands from the performance control microcontroller121. Then, it combines the expanded image data as appropriate and draws the image to the frame buffer in the VRAM146. Finally, it outputs the image drawn to the frame buffer as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display unit 50a.
[0240] The display list consists of a set of commands used to instruct the execution of drawing on a frame-by-frame basis. The display list contains information on various parameters such as the type of image to be drawn, the position in which the image is drawn, the display priority, the display magnification, and the transparency of the image.
[0241] The microcontroller 121 for performance control outputs voice, music, sound effects, etc., from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100.
[0242] Audio data, such as the sound output from speaker 52, is stored in the performance ROM 123 of the sub-control board 120. Alternatively, the audio control circuit 161 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to perform audio control. Furthermore, in this case, a ROM may be mounted on the circuit board, and the audio data may be stored in that ROM. Alternatively, speaker 52 may be connected to image control board 140, and the image CPU 141 of image control board 140 may be used to perform audio control. Furthermore, in this case, the audio data may be stored in the image ROM 142 of image control board 140.
[0243] Furthermore, various switches that serve as inputs, various actuators SA that serve as drive sources, and various lamps SL are connected to the sub-control board 120 via a predetermined relay board (not shown). Signals output by the various switches are input to the sub-control board 120. The sub-control board 120 also outputs signals to the various actuators SA. In addition, the sub-control board 120 controls the lighting of the various lamps SL via the lamp control circuit 151 based on commands received from the main control board 100.
[0244] The various switches connected to the sub-control board 120 include a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. The special button detection switch 41a detects when the special button 41 is pressed. Each detection switch 40a and 41a outputs a signal to the sub-control board 120 according to the detected content. The types and number of switches connected to the sub-control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.
[0245] The various actuators SA connected to the sub-control board 120 include a top-mount drive motor 55m that drives the top-mount movable device 55, a bottom-mount drive motor 56m that drives the bottom-mount movable device 56, a frame drive motor 58m that drives the frame movable device 58, and so on. The performance control microcomputer 121 can drive these motors to make each movable device perform a predetermined operation. In detail, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device and controls the operation of each movable device via the lamp control circuit 151. The sub-control board 120 is also assumed to be connected to a vibration motor (not shown) for vibrating the normal button 40. The type and number of actuators connected to the sub-control board 120 can be changed as appropriate within a range that does not interfere with gameplay.
[0246] The various lamps SL connected to the sub-control board 120 include frame lamps 53 and panel lamps 54. The performance control microcontroller 121 can make each lamp light up. Specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting behavior, color, etc., also called lamp data) that determines the lighting behavior of each lamp, and controls the lighting of each lamp according to the light emission pattern data. The data stored in the performance ROM 123 of the sub-control board 120 is used to create the light emission pattern data.
[0247] Note that the lamp control circuit 151 may be used as a circuit board on which the CPU is mounted. In this case, the CPU may execute the lighting control of each lamp and the operation control of each movable device. Further, in this case, a ROM may be mounted on the circuit board, and data regarding the light emission pattern and the operation pattern may be stored in the ROM. Also, the type and number of lamps connected to the sub-control board 120 can be appropriately changed within a range that does not interfere with the game.
[0248] <Display on the 7-segment display> Next, the display on the 7-segment display 300 (see FIG. 36) in the pachinko game machine PY1 of the second embodiment will be described. In the 7-segment display 300, the normal base, which is the ratio of the number of normal total prize balls obtained by the player in the normal game state to the number of normal launch balls launched by the player in the normal game state, is displayed as a percentage (%). Note that in the 7-segment display 300, bases other than the normal base (the short-time base, which is the ratio of the number of short-time total prize balls obtained by the player in the short-time state to the number of short-time launch balls launched by the player in the short-time state, and the jackpot base, which is the ratio of the number of jackpot total prize balls obtained by the player in the jackpot game state to the number of jackpot launch balls launched by the player in the jackpot game state) are not displayed.
[0249] Here, the game control microcomputer 101 always counts the number of normal launch balls, the number of normal total prize balls, and the total number of launch balls. The total number of launch balls is the number of launch balls launched by the player in all game states (normal game state, jackpot game state, high-probability high-base state, low-probability high-base state, etc.). The total number of launch balls is calculated by the game control microcomputer 101 counting the detections of the discharge port sensor. The number of normal launch balls is calculated by the game control microcomputer 101 counting the detections of the discharge port sensor only in the normal game state. The number of normal total prize balls is calculated by the game control microcomputer 101 counting the number of prize balls paid out in the normal game state.
[0250] The information on the normal number of balls fired, the normal total number of prize balls, and the total number of balls fired, which are counted for display on the 7-segment display 300, are stored in a specific memory area (not shown) of the non-erasable memory section 107 (see Figure 33) of the game RAM 104. Therefore, even if a RAM clear is performed, the information on the normal number of balls fired, the normal total number of prize balls, and the total number of balls fired is maintained (not erased). In this way, even if a RAM clear is performed, the game control microcomputer 101 can calculate the normal base using the normal number of balls fired and the normal total number of prize balls at the time of power cut-off. The game control microcomputer 101 then displays the value of the normal base on the right two digits of the 7-segment display 300 (third display area 330 and fourth display area 340 (see Figure 36)), regardless of the game state (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.).
[0251] Here, the normal base is calculated in increments of 60,000 balls fired. In other words, the normal base calculated from the time the power is first turned on after leaving the factory until the total number of balls fired reaches 60,000 is the initial normal base. After that, when the total number of balls fired exceeds 60,001, the value that was the initial normal base is stored as the previous normal base. Then, the normal base calculated from when the total number of balls fired goes from 60,001 to 120,000 becomes the current normal base. After that, when the total number of balls fired exceeds 120,001, the value that was the previous normal base is stored as the normal base two times ago, and the value that was the current normal base is stored as the previous normal base. Then, the normal base calculated from when the total number of balls fired goes from 120,001 to 180,000 becomes the current normal base.
[0252] Subsequently, when the total number of balls fired exceeds 180,001, the value that was the normal base two rounds ago is stored as the normal base three rounds ago, the value that was the normal base one round ago is stored as the normal base two rounds ago, and the value that was the current normal base is stored as the normal base one round ago. Then, the normal base calculated from 180,001 to 240,000 balls fired becomes the current normal base. Subsequently, when the total number of balls fired exceeds 240,001, the value that was the normal base three rounds ago is erased, the value that was the normal base two rounds ago is stored as the normal base three rounds ago, the value that was the normal base one round ago is stored as the normal base two rounds ago, and the value that was the current normal base is stored as the normal base one round ago. Then, the normal base calculated from 240,001 to 300,000 balls fired becomes the current normal base. Thereafter, the normal base is calculated in the same manner every 60,000 balls fired, and the value up to the normal base three rounds ago is stored.
[0253] In this way, the game control microcomputer 101 can store the current normal base, the normal base from one round ago, the normal base from two rounds ago, and the normal base from three rounds ago in the non-erasable storage section 107 of the game RAM 104. In this case, the game control microcomputer 101 displays the current normal base ⇒ the normal base from one round ago ⇒ the normal base from two rounds ago ⇒ the normal base from three rounds ago ⇒ the current normal base on the 7-segment display 300, switching every 5 seconds.
[0254] Specifically, in the 7-segment display 300, when "bL" is displayed in the left two digits (first display area 310 and second display area 320 (see Figure 36)), the current normal base is displayed in the right two digits (third display area 330 and fourth display area 340). Therefore, a person who sees "bL" in the left two digits can understand that the value shown in the right two digits (normal base) is the current normal base.
[0255] Then, five seconds after the current normal base display begins, the 7-segment display 300 shows "b1" in the left two digits and the previous normal base in the right two digits. Therefore, anyone who sees "b1" in the left two digits can understand that the value shown in the right two digits (normal base) is the previous normal base.
[0256] Then, five seconds after the display of the previous normal base begins, the 7-segment display 300 shows "b2" in the left two digits and the normal base from two previous times in the right two digits. Therefore, anyone who sees "b2" in the left two digits can understand that the value shown in the right two digits (normal base) is the normal base from two previous times.
[0257] Then, five seconds after the display of the normal base from two segments ago begins, the 7-segment display 300 shows "b3" in the left two digits and the normal base from three segments ago in the right two digits. Therefore, anyone who sees "b3" in the left two digits can understand that the value shown in the right two digits (normal base) is the normal base from three segments ago.
[0258] Then, five seconds after the display of the normal base from three times prior has started, the 7-segment display 300 will show "bL" in the left two digits and the current normal base in the right two digits, as described above, and this process will be repeated thereafter.
[0259] Furthermore, on the 7-segment display 300, if the total number of balls fired since the first power-on after factory shipment is 300 or less, "--" is displayed in the right two digits. In other words, the normal base value is not displayed when the total number of balls fired is 300 or less, and the normal base value is displayed only after the total number of balls fired exceeds 300. In this way, when the total number of balls fired is 300 or less, the display of the unreliable normal base value (normal number of balls fired) is avoided because the denominator value of the normal base (normal number of balls fired) is too small. Even when the total number of balls fired is 300 or less, the left two digits of the 7-segment display 300 repeat the display of "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" every 5 seconds.
[0260] Furthermore, in the 7-segment display 300, if the number of balls fired under normal conditions is 6,000 or less after the power is first turned on after leaving the factory, the left two digits, "bL," "b1," "b2," and "b3," will blink. Subsequently, if the number of balls fired under normal conditions exceeds 6,000 after the power is first turned on after leaving the factory, the left two digits, "bL," "b1," "b2," and "b3," will light up. In this way, when a person checking the normal base on the 7-segment display 300 is shown the blinking pattern of the left two digits, it is possible to make them understand that the normal base value shown in the right two digits has not yet converged sufficiently. In other words, when a person checking the normal base is shown the lighting pattern of the left two digits, it is possible to make them understand that the normal base value shown in the right two digits has converged to a certain extent.
[0261] Furthermore, in the 7-segment display 300, when the device enters setting mode after power-on, the set value ("1") is displayed in the fourth display area 340. Subsequently, when the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode ends, and the set value ("1") is no longer displayed in the fourth display area 340. Thus, the set value is displayed in the fourth display area 340 of the 7-segment display 300 only while the device is in setting mode.
[0262] Furthermore, the 7-segment display 300 performs an initial display between the time the power is turned on and the start of normal base display. As mentioned above, if the system transitions to setting mode after power-on, the initial display is performed after the setting mode is completed. The initial display on the 7-segment display 300 illuminates all illuminated parts LB1 to LB32 (see Figure 36) included in the first display area 310 to the fourth display area 340. In other words, the 7-segment display 300 displays "8.8.8.8.". In this way, the execution of the initial display on the 7-segment display 300 immediately after power-on indicates that the 7-segment display 300 is functioning correctly.
[0263] <Overpricing ball prevention function> Next, the over-prize prevention function in the second embodiment of the pachinko game machine PY1 will be described. In the second embodiment of the pachinko game machine PY1, the game control microcomputer 101 is equipped with an over-prize prevention function to prevent the player from receiving an excessive number of prize balls. Specifically, the over-prize prevention function is a function that disables the game if the difference in the number of balls is 80,000 (standard number) or more. Here, the difference in the number of balls (specific measurement number) is the difference between the total number of prize balls and the total number of balls launched. The total number of prize balls is the number of prize balls that the player acquires (is paid out to the player) in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The total number of prize balls means the sum of the number of prize balls that the game control microcomputer 101 plans to pay out to the player, but it may also mean the sum of the number of prize balls that have actually been paid out to the player. As mentioned above, the total number of balls fired refers to the total number of balls fired by the player in all game states.
[0264] The game control microcomputer 101 continuously counts the total number of prize balls after the power is turned on, and the information of the counted total number of prize balls is stored in the total number of prize balls storage unit 107a (see Figure 33) located in the non-erasable storage unit 107 of the game RAM 104. The game control microcomputer 101 also continuously counts the total number of balls launched after the power is turned on, and the information of the counted total number of balls launched is stored in the total number of balls launched storage unit 107b (see Figure 33) located in the non-erasable storage unit 107 of the game RAM 104. The game control microcomputer 101 then continuously subtracts the total number of balls launched from the total number of prize balls to calculate the difference in balls, and the information of the calculated difference in balls is stored in the difference in balls storage unit 107c (see Figure 33) located in the non-erasable storage unit 107 of the game RAM 104.
[0265] Therefore, even when a RAM clear is performed, the game control microcomputer 101 does not erase the information on the total number of prize balls, the total number of balls fired, and the difference in the number of balls stored in the non-erasable storage unit 107. In this way, the game control microcomputer 101 can calculate the difference in the number of balls across dates using the total number of prize balls and the total number of balls fired at the time of power cut-off. The game control microcomputer 101 is configured to treat the difference in the number of balls as a negative value if the value of the total number of balls fired is greater than the value of the total number of prize balls.
[0266] In this configuration, when the over-prize prevention function is activated, the game control microcomputer 101 not only stops the game control processing related to the game (processing steps S102 to S108 described later, see Figure 44), but also stops the launch control processing for launching the game balls (processing step 109 described later, see Figure 44). Therefore, the player can immediately notice that they cannot play the game because no game balls are launched even when they rotate the handle 72k. When the over-prize prevention function is activated, the game control microcomputer 101 stops the game control processing, which means it stops receiving signals from various sensors MS according to the detected content, stops executing display control of the displays 8 and 7-segment display 300, stops operating various actuators MA, and stops outputting external terminal signals to the external terminal board 160 via the payout control board 170.
[0267] After the over-prize prevention function is activated, the situation in which the game cannot be played continues until the power is cut off. In this configuration, the over-prize prevention function is deactivated when a RAM clear is performed. That is, after the over-prize prevention function is activated, the arcade employee cuts off the power by turning the power switch 193 to OFF. Then, when the arcade employee turns the power back on by turning the power switch 193 to ON, they also press the RAM clear switch 191. As a result, the RAM clear is performed, allowing the game control microcomputer 101 to perform game control processing and launch control processing related to the game. Thus, in this configuration, after the over-prize prevention function is activated, the game cannot be resumed by simply turning the power OFF and ON (re-on), but the game can be resumed by performing a RAM clear.
[0268] Next, the timing of the over-prize prevention function's activation will be explained based on Figure 37. The over-prize prevention function activates when the number of balls won exceeds 80,000 and the game transitions from a favorable game state to a normal game state. In other words, the over-prize prevention function does not necessarily activate when the number of balls won reaches 80,000. In this configuration, the favorable game state refers to the high-probability, high-base state after a jackpot, or the low-probability, high-base state after a jackpot.
[0269] For example, suppose the number of balls reaches 70,000 during the jackpot game state shown in Figure 37(A). Of course, the over-prize prevention function does not activate at this time. Next, suppose the number of balls reaches 80,000 during the jackpot game state shown in Figure 37(B). At this time, the over-prize prevention function does not activate. Subsequently, the over-prize prevention function does not activate at the timing when transitioning from this jackpot game state to a high probability high base state. After that, as shown in Figure 37(C), the over-prize prevention function activates when transitioning from a high probability high base state to a normal game state. Thus, in this configuration, the game does not stop in the middle of a jackpot game state or a high probability high base state, and it is possible for the player to end the game at a convenient timing when the advantageous game state has ended.
[0270] In this configuration, the information on the difference in the number of balls is stored in the difference in ball count storage unit 107c of the non-erasable storage unit 107, and the difference in balls is not reset (cleared) by turning the power OFF and ON. Furthermore, as mentioned above, even if a RAM clear is performed when the power is turned on, the difference in balls is not reset. This is for the following reasons.
[0271] In the second embodiment of the pachinko game machine PY1, even during business hours, situations may arise where the power is turned OFF and ON (re-activated) or the RAM is reset due to bugs, malfunctions, or serious fraud. In such situations, if the number of balls is reset by restarting the power or performing a RAM reset, the purpose of the over-prize prevention function would be lost. In other words, bugs, malfunctions, or serious fraud could unfairly benefit players who resume playing afterward by making it more difficult for the over-prize prevention function to activate. Therefore, in this embodiment, to prevent players from receiving the aforementioned unfair benefit, the number of balls is not reset when the power is restarted or the RAM is reset.
[0272] Next, the conditions under which the difference in ball count is reset will be explained based on Figure 38. In this embodiment, there are two reset conditions under which the difference in ball count is reset. The first reset condition is that the special reset switch 181 is pressed, as shown in Figure 38(A). In other words, when the game control microcomputer 101 receives a signal based on the pressing of the special reset switch 181, it clears the information on the difference in ball count stored in the difference in ball count storage unit 107c of the non-erasure storage unit 107. When the information on the difference in ball count stored in the difference in ball count storage unit 107c is reset (cleared), the information on the total number of prize balls stored in the total number of prize balls storage unit 107a and the information on the total number of balls fired stored in the total number of balls fired storage unit 107b are also reset, but below we will simply refer to this as "the difference in ball count is reset (cleared)". Note that Figure 38(A) shows a case where the number of balls is reset when the special reset switch 181 is pressed while the machine is in a waiting state. However, the number of balls is reset when the special reset switch 181 is pressed, regardless of the game state (for example, the normal game state).
[0273] The second reset condition is that the waiting state continues for one hour (a predetermined time), as shown in Figure 38(A). In other words, if no game is played for one hour after transitioning to the waiting state, the game control microcomputer 101 clears the information on the number of balls stored in the ball count storage unit 107c of the non-erasable storage unit 107. The waiting state refers to a game state in which no game is played and the special symbols remain stopped on the display.
[0274] The two reset conditions mentioned above are in place for the following reasons. For example, as shown in Figures 38(A) and 38(B), suppose a certain player's gameplay results in a jackpot state where the number of balls won reaches 70,000. Subsequently, if that player transitions from the jackpot state to the high probability / high base state and then to the normal game state, they end their game. In this case, for the next player to start playing, if the number of balls won increases by only a small amount (within 10,000), the over-prize prevention function may be activated, which is extremely disadvantageous.
[0275] In this configuration, as shown in Figure 38(A), the number of winning balls is reset when the special reset switch 181 is pressed. This allows a game arcade employee to reset the number of winning balls at any time after a player has finished playing by pressing the special reset switch 181. Also, as shown in Figure 38(B), if the waiting state continues for one hour, the game arcade determines that the player has finished playing and automatically resets the number of winning balls. This allows the number of winning balls to be reset without burdening the game arcade employee with the operation of resetting. By setting these two reset conditions, it is possible to prevent the next player to start playing from being at a significant disadvantage due to the over-prize prevention function activating immediately after starting the game.
[0276] Next, the display behavior when the over-prize prevention function is activated will be explained based on Figure 39(A). When the over-prize prevention function is activated, as shown in Figure 39(A), the display unit 50a will show a red background image RE, along with an error clearing method image ERX indicating "Error X Over-prize abnormality Please clear RAM". In addition, a game stop sound will be output from the speaker 52. Furthermore, all the frame lamps 53 will light up in white, and all the panel lamps 54 will turn off. In this way, the display behavior shown in Figure 39(A) makes it possible for the player to immediately recognize that they cannot play the game. Note that the display behavior shown in Figure 39(A) will continue until the power is cut off. The display behavior shown in Figure 39(A) will be cleared when a RAM clear is performed, but will continue even if the power is turned back on.
[0277] Here, we will explain what happens when an unauthorized magnetism is detected in the pachinko game machine PY1 of the second embodiment. When an unauthorized magnetism is detected by the magnetic sensor, the magnetic sensor outputs a signal corresponding to the magnetic detection to the main control board 100. As a result, the game control microcomputer 101 stops the game control processing and launch control processing related to the game, similar to when the over-prize prevention function is activated. In this way, the situation in which the game cannot be played due to magnetic detection continues until the power is cut off. However, in this case, unlike when the over-prize prevention function is activated, the game control microcomputer 101 can execute the game control processing and launch control processing related to the game by turning the power OFF and ON (re-energizing).
[0278] Next, the display behavior when an unauthorized magnet is detected will be explained based on Figure 39(B). When an unauthorized magnet is detected by the magnetic sensor, as shown in Figure 39(B), a red background image RE is displayed on the display unit 50a, along with an error clearing method image ER1 indicating "Error 1: Magnetic detection abnormality. Please restart the power." In addition, a game stop sound is output from the speaker 52. Furthermore, all frame lamps 53 light up in white, and all panel lamps 54 turn off. Thus, comparing the display behavior when the over-prize prevention function is activated (see Figure 39(A)) and the display behavior when an unauthorized magnet is detected (see Figure 39(B)), they are the same except for the clearing method image. Therefore, it is possible to easily make it clear to amusement hall employees or players that the game is unplayable in both cases: when an unauthorized magnet is detected and when the over-prize prevention function is activated.
[0279] Next, the presentation when the number of balls reaches 70,000 will be explained based on Figure 40(A). As a prerequisite, it is assumed that the number of balls reaches 70,000 at the timing shown in Figure 37(A). First, as shown in Figure 40(A), the display unit 50a displays the round image G109 and the prize ball count image G110. Then, when the number of balls reaches 70,000, a purple border image EFa is displayed on the edge of the display unit 50a, and an over-prize warning image KY, indicating "over-prize abnormality with 10,000 balls remaining," is displayed at the bottom of the display unit 50a. The display of these purple border image EFa and over-prize warning image KY makes it possible for the player to understand that the over-prize prevention function is about to activate. The display of the purple border image EFa continues even after the jackpot game state ends, but the display of the over-prize warning image KY ends when the jackpot game state ends. Furthermore, the over-prize ball warning image KY may be kept displayed even after the jackpot game state has ended.
[0280] Next, we will explain the presentation when the number of balls reaches 80,000, based on Figure 40(B). As a prerequisite, we assume that the number of balls reached 80,000 at the timing shown in Figure 37(B). As shown in Figure 40(B), the display unit 50a displays the round image G109 and the prize ball count image G110. When the number of balls reaches 80,000, a red border image EFb is displayed on the edge of the display unit 50a, and a game stop notification image KH, indicating "Game will stop due to the end of the rush," is displayed at the bottom of the display unit 50a. The display of these red border image EFb and game stop notification image KH allows the player to understand that the game is about to end and when the game will stop. The display of the red border image EFb continues even after the jackpot game state has ended, but the display of the game stop notification image KH ends when the jackpot game state ends. Furthermore, the game stop notification image KH may be made to continue displaying even after the jackpot game state has ended.
[0281] Here, after the number of balls reaches 70,000 at the timing shown in Figure 37(A), the presentation in the high probability, high base state is as shown in Figure 41(A). Specifically, as shown in Figure 41(A), the display unit 50a shows the background image for the probability variation (probability variation background image) G105, and the presentation symbol EZ is displayed in a variable state. Furthermore, the purple border image EFa is displayed on the edge of the display unit 50a. This purple border image EFa allows the player to play while being aware that the number of balls has reached 70,000.
[0282] Furthermore, after the number of balls reaches 80,000 at the timing shown in Figure 37(B), the presentation in the high probability, high base state is as shown in Figure 41(B). Specifically, as shown in Figure 41(B), the display unit 50a shows the background image G105 for the probability change, and the presentation symbol EZ is displayed in a changing state. The edge of the display unit 50a shows the red-bordered image EFb. This red-bordered image EFb allows the player to understand that the number of balls has reached 80,000 while playing.
[0283] Next, we will explain the display behavior when the number of balls is reset by pressing the special reset switch 181, as shown in Figure 38(A). In this case, the amusement arcade employee has opened the front door 23 relative to the outer frame 22 and pressed the special reset switch 181. Therefore, the front door open sensor detects that the front door 23 is open, and the display unit 50a displays the error clearing method image ER2, which indicates "Error 2: Please close the front door," as shown in Figure 42(A). At this time, the ball count reset notification image CLS, which indicates "Ball count has been reset," is displayed at the bottom of the display unit 50a. This makes it possible for the amusement arcade employee to understand that the number of balls has been reset.
[0284] Next, as shown in Figure 38(B), the presentation mode when the waiting state continues for one hour will be explained. In this case, the waiting demo video G100 is displayed on the display unit 50a. At this time, the ball count reset notification image CLS, which indicates "Ball count has been reset," is displayed at the bottom of the display unit 50a. This makes it possible for the employees of the amusement arcade to be aware that the ball count has been reset.
[0285] <Operation of the microcontroller for game control in the second embodiment> Next, the operation of the game control microcontroller 101 in the second embodiment will be described. Note that the counters, timers, buffers, etc., that appear in the game control by the game control microcontroller 101 described below are provided in the game RAM 104.
[0286] [Main Control Processing] When the PY1 pachinko game machine of this configuration is powered on, the microcontroller 101 for game control reads the main control processing program shown in Figure 43 from the game ROM 103 and executes it. As shown in the figure, the main control processing first performs power-on processing (S001). Power-on processing includes setting permission to access the game RAM 104, setting the game CPU 102, and setting SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0287] Furthermore, during power-on processing (S001), the game control microcomputer 101 performs a RAM clear when it receives a signal based on a press operation of the RAM clear switch 191. When a RAM clear is performed, the game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, the number of special symbol reserves, and the result of the jackpot determination) is erased. As a result, the game state is set to the normal game state (low probability low base state, low probability non-time reduction state). However, even when a RAM clear is performed, the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are not cleared.
[0288] Following the power-on processing, interrupts are disabled (S002), and the normal and special symbol main random number update processing (S003) is executed. In this normal and special symbol main random number update processing (S003), the counter values of various random numbers are updated by incrementing them by 1. When the counter value of each random number reaches its upper limit, it resets to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0", and may be changed randomly. In addition, at least some of the random numbers may be so-called hardware random numbers generated using a known random number generation circuit consisting of a counter IC or the like.
[0289] When the normal and special symbol main random number update process (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a 4 msec period. That is, the main timer interrupt process (S005) is executed at a 4 msec period. Then, between the completion of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the process of updating the counter values of various random numbers by the normal and special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the game CPU 102 when interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will start after interrupts are enabled (S004).
[0290] [Main Timer Interrupt Processing] The main timer interrupt processing (S005) in the second embodiment will now be described. As shown in Figure 44, the main timer interrupt processing (S005) first determines whether the game stop flag is ON or OFF (S101). The game stop flag is turned ON when the over-prize prevention function is activated. If the game stop flag is ON (YES in S101), the processing in steps S102 to S113 is skipped. As a result, the game becomes unplayable. On the other hand, if the game stop flag is OFF (NO in S101), the processing in steps S102 to S113 is executed. In other words, the game is playable.
[0291] In the power-on process (S001) of the main control process (Figure 43), the game stop flag switches to OFF if a RAM clear is performed while it is ON. On the other hand, if a RAM clear is not performed while the game stop flag is ON, it remains ON. In other words, simply restarting the power does not change the state of the game stop flag. Thus, whether or not the game resumes depends on whether or not a RAM clear is performed after the game stop flag is turned ON due to the activation of the over-prize prevention function.
[0292] If the game stop flag is OFF in step S101, the input processing (S102) described later is executed. Then, the normal symbol / special symbol main random number update processing (S103), sensor detection processing (S104), and normal operation processing related to the operation of the electric tuner 12D (S105) are performed, followed by the ball difference measurement processing (S106) and special operation processing (S107) described later. Subsequently, the game control microcomputer 101 executes the distribution device control processing (S108) to control the distribution device 16D, and the launch control processing (S109) to control the launch of game balls. Note that the distribution device 16D is activated when playing a special game using the second large prize pocket 15. Furthermore, once the launch control processing (S109) is executed, the player can launch game balls by rotating the handle 72k. On the other hand, if the launch control process (S109) is not executed, the player will not be able to launch the game ball even if they rotate the handle 72k.
[0293] Next, the game control microcomputer 101 executes a 7-segment display control process (S110) to control the display of the 7-segment display unit 300. Then, it executes error processing (S111) to determine errors (false signals) due to magnetic detection or errors due to the opening of the front door 23 or front frame 23m. Error processing (S111) determines whether or not false magnetism has been detected by the magnetic sensor. Then, a command for the magnetic sensor is generated according to the result of this process. Error processing (S111) also determines whether or not the front door 23 or front frame 23m is open using the front door opening sensor or front frame sensor. Then, a command for opening the frame is generated according to the result of this process.
[0294] Next, the game control microcontroller 101 performs output processing (S112), which will be described later, and executes other processing (S113). Other processing (S113) includes power outage monitoring processing when the power is cut off, and updating the timer provided in the game RAM 104. In addition, payout control processing is performed to dispense prize balls to the player as part of other processing (S113). In the payout control processing, a prize ball request signal is sent to the payout control board 170 in response to the entry of game balls into each prize slot. In other words, the payout control board 170 dispenses prize balls based on the prize ball request signal. Finally, the game control microcontroller 101 executes power outage monitoring processing (S114) when the power is cut off, and completes this process. In the power interruption monitoring process (S114), when the game control microcomputer 101 determines that the power supply is cut off due to a drop in the monitoring voltage, it stores game information, total number of prize balls, total number of balls launched, difference in ball count, game stop flag information, etc., in a predetermined memory area of the game RAM 104. Subsequently, it sets a restriction to prohibit access to the game RAM 104.
[0295] [Input Processing] As shown in Figure 45, the input processing (S102) first determines whether the special reset switch 181 is ON or not, that is, whether a signal based on the pressing operation of the special reset switch 181 has been received (S201). If it is not ON (NO in S201), the process proceeds to step S204. On the other hand, if it is ON (YES in S201), the non-erasure clearing process is executed (S202). In the non-erasure clearing process (S202), the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are cleared. Note that even if the non-erasure clearing process (S202) is executed, the information on the total number of balls fired stored in a specific storage area (not shown) of the non-erasure storage unit 107 is not cleared. This is because, as mentioned above, this information on the total number of balls fired is used for display on the 7-segment display unit 300.
[0296] Following step S202, the non-erase clear command is set in the output buffer of the game RAM 104 (S203), and the process proceeds to step S204. When the non-erase clear command is transmitted to the sub-control board 120, the ball count reset notification image CLS is displayed at the bottom of the display unit 50a, as shown in Figure 42(A). In step S204, other processing is performed to complete this process. In the other processing (S204), the game control microcomputer 101, for example, receives a detection signal from the lower tray full switch that detects when the lower tray 35 is full, and stores it as lower tray full data in the output buffer of the game RAM 104.
[0297] [Sensor Detection Processing] In the sensor detection processing (S104), the following are performed sequentially: general prize slot sensor processing, gate sensor processing, second start slot sensor processing, first start slot sensor processing, first major prize slot sensor processing, second major prize slot sensor processing, specific area sensor processing, and discharge slot sensor processing. Then, the commands generated in each process are set in the output buffer of the game RAM 104.
[0298] In the general prize slot sensor processing, it is determined whether or not a game ball has been detected by the general prize slot sensor 10a. Furthermore, a command for the general prize slot sensor is generated based on the result of this processing.
[0299] In the gate sensor processing, it is determined whether or not a game ball has been detected by the gate sensor 13a. If it is determined that a game ball has been detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is obtained, and the obtained normal symbol random number is stored in the normal symbol hold storage unit 106 provided in the game RAM 104. Note that if a predetermined number (for example, 4) of normal symbol random numbers are already stored in the normal symbol hold storage unit 106, the newly obtained normal symbol random number is not stored. In addition, a gate sensor command is generated according to the result of this processing.
[0300] In the second start-out sensor processing, it is determined whether or not a game ball has been detected by the second start-out sensor 12a. If it is determined that a game ball has been detected, a special symbol 2 related random number is obtained, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter. The obtained special symbol 2 related random number is stored in the special symbol 2 reserve storage unit 105b provided in the game RAM 104. The special symbol 2 reserve storage unit 105b has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more, for example, "4"), and the obtained special symbol 2 related random numbers are stored sequentially from the first area. Note that if special symbol 2 related random numbers have been stored up to the nth area, newly obtained special symbol 2 related random numbers are not stored. Furthermore, a second pre-read determination is performed using the obtained special symbol 2 related random number and the second pre-read determination table. Furthermore, depending on the result of the processing, commands for the second start port sensor are generated, including a Special Feature 2 Reserved Number command, which represents the number of Special Feature 2-related random numbers (Special Feature 2 Reserved Number) stored in the Special Feature 2 Reserved Storage Unit 105b, and a Second Start Award Command, which represents the result of the second pre-read judgment.
[0301] In the first start-out sensor processing, it is determined whether or not a game ball has been detected by the first start-out sensor 11a. If it is determined that a game ball has been detected, a special symbol 1 related random number is obtained, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter, and the obtained special symbol 1 related random number is stored in the special symbol 1 reserve storage unit 105a provided in the game RAM 104. The special symbol 1 reserve storage unit 105a has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more, for example, "4"), and the obtained special symbol 1 related random numbers are stored sequentially from the first area. Note that if special symbol 1 related random numbers have been stored up to the nth area, newly obtained special symbol 1 related random numbers are not stored. Furthermore, the first pre-read judgment is performed using the obtained special symbol 1 related random number and the first pre-read judgment table. Furthermore, depending on the result of the processing, a command for the first start slot sensor is generated, which includes a Special Feature 1 Reserved Number command representing the number of Special Feature 1-related random numbers (Special Feature 1 Reserved Number) stored in the Special Feature 1 Reserved Storage Unit 105a, and a First Start Prize Command representing the result of the First Pre-read Judgment.
[0302] The first major prize slot sensor processing determines whether or not a game ball has been detected by the first major prize slot sensor 14a. It also generates a command for the first major prize slot sensor based on the result of this processing.
[0303] The second major prize slot sensor processing determines whether or not a game ball has been detected by the second major prize slot sensor 15a. It also generates a command for the second major prize slot sensor based on the result of this processing.
[0304] In the specific area sensor processing, it is determined whether or not a game ball has been detected by the specific area sensor 16a. Furthermore, a command for the specific area sensor is generated based on the result of this processing.
[0305] In the discharge sensor processing, it is determined whether or not a game ball has been detected by the discharge sensor.
[0306] [Ball Difference Count Measurement Process] As shown in Figure 46, the ball difference count measurement process (S106) first performs a total prize ball count process (S301) to count the total number of prize balls to be paid out to the player. The counted total prize ball information is stored in the total prize ball storage unit 107a (see Figure 33). Next, based on detection by the discharge port sensor, a total ball launch count process is performed to count the total number of balls launched (S302). The counted total ball launch information is stored in the total ball launch storage unit 107b (see Figure 33). Then, a ball difference calculation process is performed (S303) to calculate the ball difference by subtracting the total number of balls launched from the total prize balls. The calculated ball difference information is stored in the ball difference storage unit 107c (see Figure 33).
[0307] Next, in step S304, it is determined whether the over-prize ball warning flag is OFF or OFF. The over-prize ball warning flag indicates that the difference in balls is 70,000 or more. If it is ON (NO in S304), the process proceeds to step S308. On the other hand, if it is OFF (YES in S304), it is determined whether the difference in balls is 70,000 or more (S305). If it is less than 70,000 (NO in S305), the process proceeds to step S308. Conversely, if it is 70,000 or more (YES in S305), the over-prize ball warning flag is turned ON (S306), and the over-prize ball warning command is set in the output buffer of the game RAM 104. As a result, when the over-prize ball warning command is transmitted to the sub-control board 120, the purple-bordered image EFa and the over-prize ball warning image KY are displayed on the display unit 50a, as shown in Figure 40(A).
[0308] Next, in step S308, it is determined whether the over-prize ball flag is OFF or OFF. The over-prize ball flag indicates that the difference in balls is 80,000 or more. If it is ON (NO in S308), this process ends. On the other hand, if it is OFF (YES in S308), it is determined whether the difference in balls is 80,000 or more (S309). If it is less than 80,000 (NO in S309), this process ends. Conversely, if it is 80,000 or more (YES in S309), the over-prize ball flag is turned ON (S310), and the over-prize ball notification command is set (S311). Then, the over-prize ball notification command is set in the output buffer of the game RAM 104, and this process ends. As a result, when the over-prize ball notification command is transmitted to the sub-control board 120, the red-bordered image EFb and the game stop notification image KH are displayed on the display unit 50a, as shown in Figure 40(B).
[0309] [Special Operation Processing] As shown in Figure 47, in the special operation processing (S107), the processing related to the special display 81 and the grand prize device (first grand prize slot 14, second grand prize slot 15) is divided into four stages, and "special operation status 1, 2, 3, 4" is assigned to each of these stages. Then, if the "Special Operation Status" is "1" (YES in S1301), the microcomputer 101 for game control performs a special symbol standby process (S1302) which includes processes such as determining a jackpot and starting the display of the special symbols to change. If the "Special Operation Status" is "2" (NO in S1301, YES in S1303), it performs a special symbol change process (S1304) which includes processes such as stopping the special symbols. If the "Special Operation Status" is "3" (NO in both S1301 and S1303, YES in S1305), it performs a special symbol confirmation process (S1306) which includes processes such as transitioning the game state. If the "Special Operation Status" is "4" (NO in all of S1301, S1303, and S1305), it performs a special electric mechanism process (S1307) which includes processes such as opening the jackpot opening. The special operation status is initially set to "1".
[0310] [Special Symbol Waiting Process] As shown in Figure 48, in the special symbol waiting process (S1302), it is first determined whether the number of reserved balls in the second start port 12 (i.e., the number of reserved balls for special symbol 2) is "0" (S1401). If the number of reserved balls for special symbol 2 is "0" (YES in S1401), that is, if there is no memory of the group of random number counter values obtained due to a ball entering the second start port 12, it is determined whether the number of reserved balls in the first start port 11 (i.e., the number of reserved balls for special symbol 1) is "0" (S1407). If the number of reserved balls for special symbol 1 is also "0" (YES in S1407), that is, if there is no memory of the group of random number counter values obtained due to a ball entering the first start port 11, it is determined whether the customer waiting flag is ON or OFF (S1416). The customer waiting flag indicates that the machine is in a customer waiting state. If ON (YES in S1416), the customer waiting measurement process described later is executed (S1419), and this process ends. On the other hand, if OFF (NO in S1416), the customer waiting command is set in the output buffer of the game RAM 104 (S1417), the customer waiting flag is turned ON (S1418), and this process ends.
[0311] If, in step S1401, the number of reserved balls in Special Feature 2 is not "0" (NO in S1401), that is, if there is one or more stored random counter values (reserved information for Special Feature 2) acquired due to entry into the second start opening 12, then the Special Feature 2 jackpot determination process (S1402) and the Special Feature 2 variation pattern selection process (S1403) are performed. After that, the game control microcomputer 101 decrements the number of reserved balls in Special Feature 2 by 1 (S1404). Then, the storage location (storage area) of various counter values in the Special Feature 2 reserved storage unit 105b is shifted one position away from the current position to the side where it is read, and the storage area corresponding to the first reserved ball in the Special Feature 2 reserved storage unit 105b is cleared (S1405). Subsequently, the game control microcomputer 101 executes the Special Feature 2 variation start process (S1406) and proceeds to step S1413. In the Special Symbol 2 Variation Start Processing (S1406), the special operation status is set to "2" and the variation start command is set in the output buffer of the game RAM 104 to start the variation display of the second special symbol. The variation start command (also called the Special Symbol 2 Variation Start Command) set in the Special Symbol 2 Variation Start Processing (S1406) includes information on the special symbol stop symbol data set in the Special Symbol 2 Jackpot Determination Processing (S1402) and information on the variation pattern (including information on variation time) set in the Special Symbol 2 Variation Pattern Selection Processing (S1403).
[0312] Furthermore, if the number of reserved balls in Special Feature 2 is "0" but the number of reserved balls in Special Feature 1 is not "0" (YES in S1401 and NO in S1407), that is, if there is no reserved information for Special Feature 2, but there is one or more stored random counter values (reserved information for Special Feature 1) acquired due to entry into the first start opening 11, then the Special Feature 1 jackpot determination process (S1408) and the Special Feature 1 variation pattern selection process (S1409) are performed. After that, the game control microcomputer 101 decrements the number of reserved balls in Special Feature 1 by 1 (S1410). Then, the storage location (storage area) of various counter values in the Special Feature 1 reserved storage unit 105a is shifted one position away from the current position towards the side from which it is read, and the storage area corresponding to the fourth reserved ball in the Special Feature 1 reserved storage unit 105a (the storage area furthest from the side from which it is read) is cleared (S1411). In this way, the reserved balls in the first Special Feature are consumed in the order in which they were reserved. Next, the game control microcomputer 101 executes the Special Symbol 1 variation start process (S1412) and proceeds to step S1413. In the Special Symbol 1 variation start process (S1412), the special operation status is set to "2" and the variation start command is set in the output buffer of the game RAM 104 to start the variation display of the first special symbol. The variation start command (also called the Special Symbol 1 variation start command) set in the Special Symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the Special Symbol 1 jackpot determination process (S1408) and information on the variation pattern (including information on variation time) set in the Special Symbol 1 variation pattern selection process (S1409).
[0313] Step S1413 determines whether the customer waiting flag is ON or OFF, and if it is ON, it is turned OFF (S1414). Then, the customer waiting counter clear process is executed to clear (reset) the value of the customer waiting counter to "0" (S1415), and this process ends. The customer waiting counter is located in the game RAM 104 and is used to measure the time that the customer waiting state continues. Note that the value of the customer waiting counter is cleared when the power is turned on again, regardless of whether the RAM clear is executed or not.
[0314] [Customer Waiting Time Measurement Process] As shown in Figure 49, the customer waiting time measurement process (S1419) first performs a customer waiting counter increment process (S1420) to increase the value of the customer waiting counter. This allows the game control microcomputer 101 to determine the duration of the customer waiting state based on the value of the customer waiting counter. Next, it is determined whether the customer waiting state has continued for more than one hour. If it is determined that it has not continued (NO in S1421), this process is terminated. On the other hand, if it is determined that it has continued (YES in S1421), a non-erasure clear process is performed (S1422), similar to the process in step S202 described above (see Figure 45). This clears the total number of prize balls stored in the total number of prize balls storage unit 107a, the total number of balls launched stored in the total number of balls launched storage unit 107b, and the difference in balls stored in the difference in balls storage unit 107c.
[0315] Next, the non-erase clear command is set in the output buffer of the game RAM 104 (S1423), and this process is completed. When the non-erase clear command is transmitted to the sub-control board 120, the ball count reset notification image CLS is displayed at the bottom of the display unit 50a, as shown in Figure 42(B).
[0316] [Special Symbol Confirmation Process] As shown in Figure 50, the special symbol confirmation process (S1306) first determines whether the special symbol's stop time (the stop time determined according to the special symbol variation pattern selected in step S1403 or S1409) has elapsed (S1901). If it has not elapsed (NO in S1901), this process is immediately terminated. As a result, the special symbol's stop display continues. On the other hand, if the stop time has elapsed (YES in S1901), the game state management process described later is performed (S1902).
[0317] Next, it is determined whether the jackpot flag is ON or not (S1903). If the jackpot flag is ON (YES in S1903), the opening pattern corresponding to the type of jackpot won is set (S1904). At this time, the value of the round counter, which counts the number of unit opening games (round games) executed during the jackpot game, is set to the number of rounds corresponding to the type of jackpot won. Note that the opening pattern setting (setting of data according to the opening pattern) may be performed for each round.
[0318] The game control microcomputer 101 performs a game state reset process (S1905) following step S1904. In the game state reset process (S1905), if the probability variation flag is ON, the probability variation flag is turned OFF, and if the time reduction flag is ON, it is turned OFF. In other words, during the execution of a jackpot game, the game is controlled to be in a normal probability state and a non-time reduction state. After that, in order to start the jackpot game, the jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special operation status is set to "4" (S1908), and this process is completed.
[0319] Furthermore, if the jackpot flag is not ON in step S1903 (NO in S1903), the jackpot game will not start, so the special operation status is set to "1" (S1909) and this process ends.
[0320] [Game State Management Processing] As shown in Figure 51, in the game state management processing (S1902), first, it is determined whether the probability variation flag is ON or OFF (S2001). If it is ON (YES in S2001), the value of the probability variation counter, which counts the number of times special symbols have been varied during the high probability state, is decreased by 1 (S2002), and it is determined whether the value of the probability variation counter is "0" or OFF (S2003). If it is "0" (YES in S2003), the probability variation flag is turned OFF (S2004), and the process proceeds to step S2005. If the result of the determination in step S2001 or S2003 is NO, the process immediately proceeds to step S2005.
[0321] In step S2005, it is determined whether the time-saving flag is ON or OFF. If it is ON (YES in S2005), the value of the time-saving counter, which counts the number of times special symbols have been changed during the time-saving state, is decreased by 1 (S2006), and it is determined whether the value of the time-saving counter is "0" or OFF (S2007). If it is "0" (YES in S2007), the time-saving flag is turned OFF (S2008), and the process proceeds to step S2009. If the result of the determination in step S2005 or S2007 is NO, the process proceeds to step S2012.
[0322] Step S2009 determines whether the over-prize flag is ON or OFF. In other words, it determines whether the net number of balls is 80,000 or more. If the over-prize flag is not ON (NO in S2009), the game proceeds to step S2012. On the other hand, if the over-prize flag is ON (YES in S2009), the game stop flag is turned ON (S2010), and the game proceeds to step S2011. In this way, if the net number of balls is 80,000 or more and the high probability high base state or low probability low base state ends, the game becomes unplayable.
[0323] In step S2011, the game stop notification command is set in the output buffer of the game RAM 104, and the process proceeds to step S2012. As a result, when the game stop notification command is transmitted to the sub-control board 120, the display unit 50a displays the red background image RE and the error clearing method image ERX, as shown in Figure 39(A). In addition, a game stop sound is output from the speaker 52. Furthermore, all the frame lamps 53 light up in white, and all the panel lamps 54 turn off.
[0324] In step S2012, a game state specification command, which includes information on the current game state (whether the probability variation flag and time reduction flag are ON or OFF), the value of the probability variation counter, and the value of the time reduction counter, is set in the output buffer of the game RAM 104, and this process ends.
[0325] [Output Processing] As shown in Figure 52, the output processing (S112) executes the external signal output processing described later (S3001). Subsequently, as other output processing (S3002), the commands etc. set in the output buffer of the game RAM 104 in each of the above processes are output to the sub-control board 120 and the payout control board 170, and this process is completed.
[0326] [External Terminal Signal Output Processing] As shown in Figure 53, the external terminal signal output processing (S3001) determines whether the over-prize ball notification flag is ON or OFF (S3101). In other words, it determines whether the number of balls has reached 70,000. If the over-prize ball notification flag is not ON (NO in S3101), the process proceeds to step S3103. On the other hand, if the over-prize ball notification flag is ON (YES in S3101), the external terminal signal output processing for over-prize ball notification is executed (S3102), and the process proceeds to step S3102. In the external terminal signal output processing for over-prize ball notification (S3102), an external terminal signal indicating that the number of balls has reached 70,000 (hereinafter referred to as the "external terminal signal for over-prize ball notification") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the external terminal signal for over-prize ball notification to an external unit GU (data counter, hall computer, etc.) via parallel communication. As a result, it is possible to inform the employees of the amusement arcade who are monitoring the hall computer that in the second embodiment of the pachinko game machine PY1, when the remaining number of balls increases to a small amount (within 10,000), the over-prize prevention function may be activated.
[0327] In step S3103, it is determined whether the over-prize ball flag is ON or not. In other words, it is determined whether the number of balls has reached 80,000. If the over-prize ball flag is not ON (NO in S3103), the process proceeds to step S3105. On the other hand, if the over-prize ball flag is ON (YES in S3103), the over-prize ball external signal output process is executed (S3104), and the process proceeds to step S3105. In the over-prize ball external signal output process (S3104), an external signal indicating that the number of balls has reached 80,000 (hereinafter referred to as the "over-prize ball external signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the over-prize ball notification external signal to the external unit GU via parallel communication. As a result, it is possible to enable employees of the amusement arcade who are monitoring the hall computer to understand that in the second embodiment of the pachinko game machine PY1, the number of balls has reached 80,000, and that the game will become unplayable once the high probability high base state or low probability low base state ends.
[0328] In step S3105, it is determined whether the game stop flag is ON or NOT ON. In other words, it is determined whether the game has become impossible to play. If the game stop flag is NOT ON (NO in S3107), the process proceeds to step S3107. On the other hand, if the game stop flag is ON (YES in S3105), the game stop external signal output process is executed (S3106), and the process proceeds to step S3107. In the game stop external signal output process (S3106), an external signal indicating that the game has become impossible to play due to the activation of the over-prize prevention function (hereinafter referred to as the "game stop external signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the game stop external signal to the external unit GU via parallel communication. As a result, it is possible to enable employees of the amusement arcade who are monitoring the hall computer to understand the situation in the second embodiment of the pachinko game machine PY1 where the game has become unplayable due to the activation of the over-prize prevention function.
[0329] In step S3107, it is determined whether the non-erasure clearing process shown in step S203 or the non-erasure clearing process shown in step S1422 has been performed. That is, it is determined whether the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c have been cleared. If the non-erasure clearing process has not been performed (NO in S3107), the process proceeds to step S3109. On the other hand, if the non-erasure clearing process has been performed (YES in S3107), the reset external terminal signal output process is performed (S3108), and the process proceeds to step S3109. In the reset external terminal signal output process (S3108), an external terminal signal indicating that the difference in balls has been reset (hereinafter referred to as the "reset external terminal signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the reset external terminal signal to the external unit GU via parallel communication. This makes it possible for employees of the amusement arcade who are monitoring the hall computer to be aware that the number of balls has been reset in the pachinko machine PY1 of the second embodiment. A dedicated signal line is connected to the main control board 100, and via this dedicated signal line, the external terminal signal for over-prize notification, the external terminal signal for over-prize, the external terminal signal for stopping the game, and the external terminal signal for reset are transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170.
[0330] <Effects of the second embodiment> As explained above, according to the second embodiment of the pachinko game machine PY1, when the number of balls in a game exceeds 80,000 and the high probability high base state or low probability low base state ends, the game becomes unplayable. Therefore, for the player, the game is not suddenly stopped in the middle of a jackpot game state or in the middle of a high probability high base state or low probability high base state, and it does not result in any significant disadvantage. In this way, it is possible to provide the second embodiment of the pachinko game machine PY1 that allows the player to stop playing at a timing that is easy for them to stop playing, while not awarding excessive prize balls.
[0331] Furthermore, according to the second embodiment of the pachinko game machine PY1, when the number of balls in a game is 80,000 or more and the high-base state (high-probability high-base state, low-probability high-base state) ends, the game becomes unplayable. Therefore, it is possible for the player to stop playing before a situation arises where their number of balls decreases after the high-base state ends. In other words, after transitioning from the high-base state to the normal game state, it is conceivable that the total number of balls launched will increase and the number of balls in a game may fall below 80,000. Therefore, to prevent the above situation from occurring, it is possible to stop playing at the moment the high-base state ends.
[0332] However, if a player stops playing before the number of balls in play reaches 80,000, and then a player who takes over later starts playing and the number of balls in play immediately exceeds 80,000, it becomes an unfortunate situation. Therefore, according to the pachinko machine PY1 of the second embodiment, the measured number of balls in play is reset based on the fulfillment of a reset condition that is not triggered by power-on. Specifically, the number of balls in play is reset when the special reset switch 181 is pressed, or when the waiting state for customers continues for one hour. This makes it possible to prevent the game from being immediately stopped for a player who takes over later, thus preventing an unfortunate situation.
[0333] Furthermore, according to the second embodiment of the pachinko game machine PY1, when an employee of the game parlor presses the RAM clear switch 191 when the power is turned on, game information (for example, information on the game state such as a high probability state, the number of special symbols held, and the result of the jackpot determination) is erased, while the information on the number of balls stored in the ball count storage unit 107c is not erased. Therefore, even in situations where game information must be erased due to a malfunction or other reason during business hours, it is possible to prevent the measured number of balls from being erased.
[0334] Furthermore, according to the pachinko game machine PY1 of the second embodiment, as described above, the measured number of balls won is not erased even if a RAM clear is performed. However, the measured number of balls won can be erased by an employee of the game parlor pressing the special reset switch 181. In this way, an employee of the game parlor can erase the measured number of balls won at any time.
[0335] <Example of modification of the second embodiment> The following describes examples of modifications to the second embodiment. In the description of the modifications to the second embodiment, components similar to those in the pachinko game machine PY1 of the second embodiment will be denoted by the same reference numerals and their description will be omitted. Of course, components related to the modifications to the second embodiment may be combined as appropriate. Furthermore, technical features in the second embodiment and its modifications may be deleted as appropriate unless they are described as essential in this specification. In addition, the components included in the basic embodiment and the pachinko game machine PY1 of the first embodiment described above can be adopted in game machines understood from the second embodiment and its modifications, to the extent that they do not interfere with gameplay.
[0336] In the second embodiment, the machine is configured as a so-called V-probability machine (a game machine that is controlled to a high-probability state based on the passage of game balls into a specific area 16 (V area)), but it may also be configured as a game machine in which the transition to a high-probability state is determined based on the type of winning jackpot symbol. Also, in the second embodiment, the machine is configured as a so-called ST machine (a game machine in which the high-probability state ends according to the number of special symbol variations), but it may also be configured as a game machine in which, once controlled to a high-probability state, control to the high-probability state continues until the start of the next jackpot game (a so-called probability variation loop type machine), or as a fall-out machine (a game machine in which the high-probability state ends according to the lottery result). Furthermore, if a minor win is achieved in the lottery for special symbols, the machine may be configured to execute a minor win game in which the large prize slot is opened for a maximum of 1.8 seconds. In this case, the machine may be configured to execute a jackpot game (two types of jackpot games) when a game ball that has entered the large prize slot due to the execution of the minor win game passes through a specific area within the large prize slot. Furthermore, if a special symbol is drawn and a jackpot is won, a jackpot game (Type 1 jackpot game) is executed, and if the game ball passes through a specific area in the jackpot winning area, a jackpot game (Type 2 jackpot game) is executed, thus configuring it as a Type 1 and Type 2 jackpot game.
[0337] In the second embodiment, the over-prize prevention function is activated when the number of balls in a game is 80,000 or more, and the game transitions from a high-probability, high-base state (advantageous game state) to a normal game state (see Figure 37), or from a low-probability, high-base state (advantageous game state) to a normal game state. However, it is not necessary for the over-prize prevention function to activate when transitioning from an advantageous game state to a normal game state; it may simply be activated when the advantageous game state ends. For example, the over-prize prevention function may be activated when transitioning from a high-probability, high-base state (advantageous game state) to a low-probability, high-base state, or when transitioning from a high-probability, high-base state to a high-probability, low-base state.
[0338] For example, as shown in Figure 54, when transitioning from a high-probability, high-base state to a normal game state, let's assume there are a maximum of 4 (a predetermined number) reserved special symbols for Special Symbol 2. Let's also assume that the lottery for Special Symbol 2 is executed with priority over the lottery for Special Symbol 1, and is set to be more advantageous to the player than the lottery for Special Symbol 1. In this case, when transitioning from a high-probability, high-base state to a normal game state, the lottery for Special Symbol 2 will be executed 4 times, and it can be said that the player is still in an advantageous state. Therefore, in this case, the advantageous game state will be considered to continue until all of the remaining reserved special symbols for Special Symbol 2 (remaining reserved special symbols for Special Symbol 2) are consumed. When all of the remaining reserved special symbols for Special Symbol 2 are consumed (when all of the fluctuation and stop displays of the second special symbol based on the remaining reserved special symbols for Special Symbol 2 have finished), the over-prize prevention function may be activated (making it impossible to play the game) (see Figure 54). Furthermore, the lottery for Special Feature 1 may be given priority over the lottery for Special Feature 2, or the lottery for Special Feature 1 or Special Feature 2 may be executed in the order in which the game balls enter the first starting opening 11 or the second starting opening 12.
[0339] In particular, in a Type 1 and Type 2 mixed machine, if a minor win is achieved in the lottery of Special Feature 2, the Type 2 jackpot game is practically guaranteed to be executed (the game balls can pass through a specific area), then, as shown in Figure 54, it is preferable that the over-prize prevention function be activated when all remaining reserved balls in Special Feature 2 are consumed during normal gameplay. This is because even when transitioning from a high base state (time-saving state) to a normal gameplay state, the Type 2 jackpot game is very likely to be executed until all remaining reserved balls in Special Feature 2 are consumed. In other words, if the game becomes impossible to play due to the activation of the over-prize prevention function at the timing when the high base state ends, the chance to win a Type 2 jackpot game is lost, which is unfair to the player. Note that the maximum number of reserved balls in Special Feature 2 is not limited to 4; for example, it may be 1, and can be changed as appropriate.
[0340] In the second embodiment, the timing of activation of the over-prize prevention function was when the high-probability, high-base state ended, or when the low-probability, high-base state ended. However, the over-prize prevention function may be set to activate only when the high-probability, high-base state ends. In this case, it is possible to stop the game only when the so-called "rush state (consecutive win period)" ends. Alternatively, for example, the over-prize prevention function may be set to activate when the number of balls in a net gain is 80,000 or more and the game transitions to a waiting state, or when the waiting state continues for a certain period of time. Alternatively, for example, the over-prize prevention function may be set to activate when the number of balls in a net gain is 80,000 or more and the jackpot game state ends. Alternatively, for example, the over-prize prevention function may be set to activate when the number of balls in a net gain becomes 80,000 or more.
[0341] In the second embodiment, the number of balls is reset (erased) when a first reset condition is met, such as when the special reset switch 181 (special operating means) is pressed (see Figure 38(A)), or when a second reset condition is met, such as when the waiting state for a customer continues for one hour (a predetermined time) (see Figure 38(B)). However, the reset conditions are not limited to those described above and can be changed as appropriate. For example, as described above, when the over-prize prevention function is activated when the jackpot game state ends or when the number of balls exceeds 80,000, the number of balls may be reset when the game transitions from a high probability high base state (advantageous game state) to a normal game state, as shown in Figure 55(A). In this case, since the number of balls is reset when the so-called "rush state (consecutive win period)" ends, the over-prize prevention function can be activated only when the number of balls reaches 80,000 (standard number) during a single rush state. In addition to high-probability high-base states and low-probability high-base states, the number of balls may also be reset when transitioning from an advantageous game state such as a jackpot game state or a high-probability low-base state to a normal game state. Furthermore, the number of balls may also be reset when the RAM clear switch 191 is pressed or the setting key cylinder 180 is rotated.
[0342] For example, as shown in Figure 55(B), the number of balls may be reset if the normal game state continues for a specific period of time (e.g., 1 hour). In this case, if the normal game state continues for a specific period of time (e.g., 1 hour), the player will not have had a favorable situation for a while. Therefore, in this case, by resetting the number of balls, it is possible to prevent the number of balls from exceeding 80,000 for a while. Note that the specific period mentioned above is not limited to 1 hour and can be changed as appropriate. For example, the number of balls may be reset if the number of times the special symbols change in the normal game state reaches a specific number. For example, the number of balls may be reset by turning the power OFF and ON (re-energizing).
[0343] For example, the microcomputer 101 for game control may be configured to reset the number of balls won when it determines that a predetermined reference time (for example, 9:00 AM) has been reached. In this case, the number of balls won can be automatically erased without requiring any operation from the employees of the gaming facility. Note that the reference time mentioned above is not limited to 9:00 AM and can be changed as appropriate.
[0344] In the second embodiment, a special reset switch 181 (special operating means) for resetting the number of balls was located on the main control board 100 (see Figure 35). However, if a signal based on the operation of the special operating means is input to the game control microcomputer 101, the location of the special operating means for resetting the number of balls can be changed as appropriate. Therefore, the special operating means may be located, for example, on the payout control board 170 or on a dedicated board.
[0345] In the second embodiment, the measured number of balls was not displayed on the display means. However, the measured number of balls may be displayed on the display means. For example, the game control microcomputer 101 may display the measured number of balls on the display units 8 (see Figure 2) or the 7-segment display 300 (see Figure 36). In this case, for example, if the number of balls is between 0 and 50,000 (first range), the first mode may be displayed on the display units 8 or the 7-segment display 300; if the number of balls is between 50,001 and 70,000 (second range), the second mode may be displayed on the display units 8 or the 7-segment display 300; and if the number of balls is between 70,001 and 80,000 (third range), the third mode may be displayed on the display units 8 or the 7-segment display 300. Alternatively, for example, the microcomputer 101 for game control may transmit information on the difference in the number of balls (or information on the total number of prize balls, information on the total number of balls fired) to the sub-control board 120, and the microcomputer 121 for performance control may display the difference in the number of balls on a display means such as an image display device 50. Alternatively, for example, the microcomputer 101 for game control may transmit information on the number of prize balls dispensed (or the number of prize balls to be dispensed) and information on the detection of the discharge port sensor to the sub-control board 120. Then, the microcomputer 121 for performance control may calculate the difference in the number of balls based on this information and display the difference in the number of balls on a display means such as an image display device 50.
[0346] Furthermore, the microcomputer 101 for game control may display the difference in balls on a 7-segment display 300, as shown in the modified example in Figure 56. In this modified example, the information on the difference in balls is divided into four sections (predetermined sections) and stored in four memory areas of the difference in balls storage section 107c of the non-erasable storage section 107. The first memory area stores the difference in balls from when the power was turned on this time until the present time. The second memory area stores the difference in balls from when the power was turned on last time (1 time ago) until when the power was turned off last time. The third memory area stores the difference in balls from when the power was turned on two times ago until when the power was turned off two times ago. The fourth (N) memory area stores the difference in balls from when the power was turned on three times ago until when the power was turned off three times ago. In this way, each time the power is turned OFF and ON, the measured difference in balls is shifted and stored, and the difference in balls stored in the fourth memory area is erased. Note that the information on the number of balls won stored in the first to fourth memory areas will not be erased even if a RAM clear is performed.
[0347] In this modified version, the number of balls stored in the first memory area, the number of balls stored in the second memory area, the number of balls stored in the third memory area, and the number of balls stored in the fourth memory area are displayed sequentially in units of thousands on the right two digits (third display area 330 and fourth display area 340) of the 7-segment display 300. Specifically, as shown in Figure 56(A), for example, "bL36" is displayed on the 7-segment display 300 for 5 seconds. This indicates that the current normal base is 36%. Next, as shown in Figure 56(B), for example, "b134" is displayed for 5 seconds. This indicates that the normal base from the previous round was 36%. Next, as shown in Figure 56(C), for example, "b238" is displayed for 5 seconds. This indicates that the normal base from two rounds ago was 38%. Next, as shown in Figure 56(D), for example, "b235" is displayed for 5 seconds. This indicates that the normal base from three rounds ago was 38%.
[0348] Next, as shown in Figure 56(E), the 7-segment display 300 will display, for example, "cL20" for 5 seconds. This indicates that the difference in the number of balls from when the power was turned on until the present time is 20,000. Next, as shown in Figure 56(F), "c100" will be displayed for 5 seconds. This indicates that the difference in the number of balls from when the power was turned on last time (1 time ago) until when the power was turned off last time was "0". Note that if the total number of balls launched is greater than the total number of prize balls, and the difference in the number of balls is less than "0", then "0" will be displayed. Next, as shown in Figure 56(G), "c265" will be displayed for 5 seconds. This indicates that the difference in the number of balls from when the power was turned on two times ago until when the power was turned off last time was 65,000. Next, as shown in Figure 56(H), "c348" will be displayed for 5 seconds. This shows that the difference in the number of balls between the time the power was turned on (three times ago) and the time the power was turned off (three times ago) was 48,000. After that, Figures 56(A) to (H) are displayed repeatedly every 5 seconds.
[0349] In the modified version described above, each time the power is turned OFF and ON (re-activated), the measured number of balls is shifted and stored, and the number of balls stored in the 4th (Nth) memory area is erased. However, each time a RAM clear is performed, the measured number of balls may be shifted and stored, and the number of balls stored in the 4th (Nth) memory area may be erased. Alternatively, when the game control microcomputer determines that a predetermined time (for example, 9:00 AM) has been reached, the measured number of balls may be shifted and stored, and the number of balls stored in the 4th (Nth) memory area may be erased. Note that N can be changed as appropriate, as long as it is a natural number of 2 or greater.
[0350] In the modified example described above, as shown in Figure 56, the display of the number of balls in the 7-segment display 300 automatically switched every 5 seconds. However, the display of the number of balls in the number of balls may be switched by operating a predetermined operating means, such as pressing the RAM clear switch 191 or rotating the setting key cylinder 180. Alternatively, the display of the normal base and the display of the number of balls in the number of balls may be switched by operating a predetermined operating means.
[0351] In the second embodiment, when the number of balls in the net gain reaches 70,000 (a predetermined number), the display mode shown in Figure 40(A) indicates that the over-prize prevention function is approaching activation. However, the display mode that indicates that the over-prize prevention function is approaching activation is not limited to the display mode shown in Figure 40(A) and can be changed as appropriate. For example, the display mode that indicates that the over-prize prevention function is approaching activation may be indicated by a special sound from the speaker 52 (for example, "The number of balls in the net gain is 70,000") or by a special light emission mode of light emission means such as the panel lamp 54 or the frame lamp 53. Alternatively, the display mode that changes in multiple stages as the number of balls in the net gain increases may be used to indicate that the over-prize prevention function is approaching activation.
[0352] In the second embodiment, when the number of balls in the game reaches 80,000 (the reference number), the game may be stopped by the presentation shown in Figure 40(B). However, the presentation that indicates the game may be stopped is not limited to the presentation shown in Figure 40(B) and can be changed as appropriate. For example, the game may be stopped by special sound from speaker 52 (for example, "The number of balls in the game is 80,000") or by special lighting patterns of light-emitting means such as board lamp 54 and frame lamp 53.
[0353] In the second embodiment, when the over-prize prevention function is activated, the game is shown in the manner shown in Figure 39(A) to indicate that the game cannot be played. However, the manner in which the game is shown is not limited to the manner shown in Figure 39(A) and can be changed as appropriate. For example, an image indicating "The game cannot be played" may be displayed on the display unit 50a, or a special sound (for example, "The game cannot be played") may be output from the speaker 52.
[0354] In the second embodiment, even if a RAM clear is performed, the information on the number of balls stored in the ball count storage unit 107c is not erased. However, the information on the number of balls may be stored in a predetermined storage area (erasure storage unit) of the game RAM 104 so that when a RAM clear is performed, the information on the number of balls may be erased. That is, the conditions for resetting the number of balls may include the execution of a RAM clear, or the reset conditions for resetting the number of balls may be limited to the execution of a RAM clear.
[0355] In the second embodiment, when the over-prize prevention function is activated, the game control microcomputer 101 not only stops the game control processing related to the game (processing in steps S102 to S108, see Figure 44), but also stops the launch control processing for launching the game balls (processing in step 109, see Figure 44). However, when the over-prize prevention function is activated, the game control microcomputer 101 may stop the game control processing but not the launch control processing. However, in this case, even if the over-prize prevention function is activated, the player can still move the game balls down the game area 6 by rotating the handle 72k. Therefore, there is a problem in that it is difficult to immediately grasp the situation in which the game cannot be played. Thus, stopping both the game control processing and the launch control processing makes it possible for the player to immediately grasp the situation in which the game cannot be played. Alternatively, for example, when the over-prize prevention function is activated, the game control microcomputer 101 may stop the launch control processing but not the game control processing. However, in this case, there is a problem in that when the over-prize prevention function is activated, the game balls may still be flowing down the game area 6, and the game balls may enter the various prize winning slots, potentially awarding prize balls to the player. Therefore, stopping both the game control processing and the launch control processing ensures that no prize balls are awarded to the player after the over-prize prevention function is activated.
[0356] In the second embodiment, the microcomputer 101 for game control counted the total number of balls fired based on the detection of the discharge port sensor. However, the total number of balls fired may also be counted based on the detection of sensors that detect balls entering various prize holes (first start port sensor, second start port sensor, general prize hole sensor, first large prize hole sensor, second large prize hole sensor 15a). Alternatively, if a ball return prevention section is provided at the upper end of the inner wall portion 1B, and a sensor capable of detecting game balls is provided at this ball return prevention section, the total number of balls fired may be counted based on the detection of this sensor.
[0357] In the second embodiment, when the number of balls in the net reached 70,000, the over-prize ball warning image KY was displayed, as shown in Figure 40(A). However, regardless of the number of balls in the net, it is also possible to perform a display that explains that the game will become unplayable if the number of balls in the net reaches 80,000 or more, during the customer waiting display, the display during the jackpot game (e.g., the ending display), or the warning display accompanying the variation display. This is because such a display can inform players and employees of the game parlor in advance that the pachinko game machine PY1 has an over-prize ball prevention function.
[0358] In the second embodiment, the information on the total number of prize balls, the total number of balls fired, and the difference in ball count is stored in the non-erasable storage unit 107 of the game RAM 104 so that the information on the total number of prize balls, the total number of balls fired, and the difference in ball count is not erased even when a RAM clear is performed. However, the information on the total number of prize balls, the total number of balls fired, and the difference in ball count may also be stored in a non-volatile storage means (for example, FRAM®) provided separately from the game RAM 104 so that the information on the total number of prize balls, the total number of balls fired, and the difference in ball count is not erased even when a RAM clear is performed.
[0359] In the second embodiment, the number of balls is counted continuously from the moment the power is turned on. However, the start of counting the number of balls may be from the so-called first win (winning a jackpot in the normal game state). In this case, the negative number of balls (i.e., the total number of balls fired) from the time the power is turned on until the first win will not be counted. Therefore, it is possible to set the number of balls that triggers the over-prize prevention function to be the same as the number of balls held after the first win.
[0360] In the second embodiment, the microcomputer 101 for game control calculated the difference in balls by separately counting the total number of prize balls and the total number of balls launched, and subtracting the total number of balls launched from the total number of prize balls. However, it is also possible to measure (count) the difference in balls using only a difference in ball counter. That is, each time a prize ball is awarded, the value of the prize ball is added to the difference in ball counter. Also, each time a game ball is launched (each time the ejection port sensor detects it), the value of the difference in ball counter is subtracted. In this way, it is also possible to measure the difference in balls without separately counting the total number of prize balls and the total number of balls launched. In this case, the value of the difference in ball counter may be kept from becoming negative, and always be "0" or greater. If this is done, as described above, it is possible to make the difference in balls that triggers the activation of the over-prize ball prevention function essentially the same as the number of balls held since the first win.
[0361] In the second embodiment, the over-prize prevention function is activated on the condition that the difference in the number of balls (specifically measured number) is 80,000 (reference number) or more. However, the difference in the number of balls (reference number) that serves as the basis for the activation of the over-prize prevention function is not limited to 80,000, but may be 50,000, 100,000, or 120,000, and can be changed as appropriate.
[0362] In the second embodiment, the specific number that triggers the activation of the over-prize ball prevention function was the difference between the total number of prize balls and the total number of balls launched. However, the specific number can be changed as appropriate, as long as it is based on the number of prize balls awarded to the player, from the perspective of not awarding excessive prize balls. For example, the specific number may be the difference in balls limited to a certain game state, such as a jackpot game state, or a certain period, such as a winning streak period. Alternatively, the specific number may be the total number of prize balls in all game states, the total number of prize balls limited to a certain game state, such as a jackpot game state, or the total number of prize balls limited to a certain period, such as a winning streak period. Alternatively, the specific number may be the base for all game states, the base for a certain game state, such as a jackpot game state, or a base for a certain period, such as a winning streak period.
[0363] In the second embodiment, the pachinko game machine PY1 was configured as a non-sealed pachinko machine in which the game balls contained inside flowed down the game area 6 and were then discharged to the outside of the pachinko game machine PY1. However, the pachinko game machine PY1 may also be configured as a sealed pachinko machine in which the game balls contained inside flowed down the game area and then circulated and re-entered the game area. In this case, a 7-segment display is arranged on the frame control board corresponding to the payout control board 170. Therefore, the number of balls (specifically measured number) may be displayed on this 7-segment display. Also, a 6-digit 7-segment display for displaying the number of balls held is arranged at the bottom of the front door. Therefore, the number of balls (specifically measured number) may be displayed on this 6-digit 7-segment display. Note that "measurement" in this embodiment has the same meaning as counting or counting.
[0364] <The invention shown in the second embodiment> The second embodiment and its modifications described above illustrate the inventions of the following means. In the descriptions of the means below, the corresponding component names, expressions, and reference numerals used in the drawings of the embodiments described above are noted in parentheses for reference. However, the components of each invention are not limited to these notes.
[0365] <Means X> The invention relating to means X1 is, In a gaming machine (pachinko gaming machine PY1 of the second embodiment) equipped with a game control means (a microcomputer for game control 101) capable of controlling the game, The aforementioned game control means is It is possible to measure a specific number (difference in ball count) based on the number of prize balls awarded to the player. This gaming machine is characterized in that, when the aforementioned specific measurement count is equal to or greater than a predetermined standard number (80,000), and a favorable game state for the player (high probability high base state, low probability high base state) ends (see Figure 37), the game is controlled to become unplayable (game control processing and launch control processing are stopped).
[0366] In this configuration of a gaming machine, if a specific number based on the number of prize balls exceeds a certain threshold, and the advantageous game state ends, the game becomes unplayable. Therefore, the game is not suddenly stopped in the middle of the advantageous game state for the player, and it does not result in any significant disadvantage. In this way, it is possible to provide a gaming machine that does not award excessive prize balls.
[0367] The invention relating to means X2 is, In the gaming machine described in means X1, The aforementioned game control means is The gaming machine is characterized in that, when the specified number of measurements is equal to or greater than the standard number, and the game transitions from the advantageous game state (high probability high base state, low probability high base state) to the normal game state, the game is controlled to become unplayable.
[0368] With this configuration of gaming machine, if a specific measurement based on the number of prize balls exceeds a certain threshold, and the game transitions from a favorable game state to a normal game state, the game becomes unplayable. Therefore, it is possible to stop the game at a time when it is convenient for the player to stop playing.
[0369] The invention relating to means X3 is, In the gaming machine described in means X1, The aforementioned game control means is If the hit detection process determines that a hit has occurred, the winning game (jackpot game) can be executed. The gaming machine is characterized in that, when the specified number of measurements is equal to or greater than the standard number, and the winning determination process, which was held in reserve for a predetermined number (for example, 4) when transitioning from the advantageous game state to the normal game state, is consumed in the normal game state, the game is controlled to be unplayable (see Figure 54).
[0370] In this configuration of a gaming machine, if a specific measurement count is above a certain threshold, and the game transitions from a favorable game state to a normal game state, a predetermined number of win detection processes may be held in reserve. In this case, the game is considered to be in an effective favorable game state until the predetermined number of reserved win detection processes are processed in the normal game state, and the game can be stopped once this effective favorable game state ends.
[0371] The invention relating to means X4 is, In the gaming machine described in means X1, Equipped with a ball entry point (second starting point 12), The game control means can be controlled to an easy ball entry state (high base state) in which it is easier for game balls to enter the ball entry opening than in the normal game state. The game machine is characterized in that the advantageous game state is the state in which balls are easily inserted.
[0372] With this configuration of the gaming machine, when a specific count exceeds a certain threshold and the "easy ball entry" state, in which it is easier for game balls to enter the ball entry slot than in normal gameplay, ends, the game becomes unplayable. Therefore, it is possible for the player to stop playing before the number of balls they have decreases after the "easy ball entry" state ends.
[0373] Incidentally, in the gaming machine described in Japanese Patent Publication No. 2017-209170, it is possible for a player to acquire an excessive number of prize balls through continuous gameplay. In this case, the gaming machine did not take any measures to prevent the player from receiving an excessive number of prize balls. Therefore, the invention relating to means X1 to X4 differs from the gaming machine described in Japanese Patent Publication No. 2017-209170 in that the game control means is capable of measuring a specific number based on the number of prize balls given to the player, and when the specific number is greater than or equal to a predetermined standard number and the advantageous game state for the player ends, the game is controlled to become unplayable. This makes it possible to solve (achieve the effect of) providing a gaming machine that does not give an excessive number of prize balls to the player.
[0374] <Means Y> The invention relating to means Y1 is, In a gaming machine (pachinko gaming machine PY1 of the second embodiment) equipped with a game control means (a microcomputer for game control 101) capable of controlling the game, The aforementioned game control means is It is possible to measure a specific number (difference in ball count) based on the number of prize balls awarded to the player. Based on the fact that the aforementioned specific measurement count exceeds a predetermined threshold number (80,000), the game may be controlled to be unplayable (game control processing and launch control processing are stopped) (see Figure 37). This gaming machine is characterized by the fact that it erases the measured specific count based on the fulfillment of reset conditions that are not triggered by power-on (a first reset condition in which the special reset switch 181 is pressed, and a second reset condition in which the customer waiting state continues for one hour) (see Figures 38(A) and (B)).
[0375] In this configuration of the gaming machine, the game becomes unplayable if a specific count based on the number of prize balls awarded exceeds a certain threshold. This makes it possible to provide a gaming machine that does not award excessive prize balls. However, if a player stops playing before the specific count reaches the threshold, and a subsequent player starts playing and the specific count immediately exceeds the threshold, it becomes an unfortunate situation. Therefore, the measured specific count is erased based on the fulfillment of a reset condition that is not triggered by power-on. This prevents the game from being immediately stopped for a subsequent player after they start playing, thus preventing an unfortunate situation.
[0376] The invention relating to means Y2 is, Equipped with an operable special operating means (special reset switch 181), The reset condition is that the special operating means is operated (see Figure 38(A)).
[0377] With this configuration of gaming machine, for example, after a player finishes playing, an employee of the gaming establishment can operate a special control device to erase the measured specific count. This makes it possible to prevent a subsequent player from having their game immediately stopped after starting.
[0378] The invention relating to means Y3 is, In the gaming machine described in means Y1, The aforementioned game control means can stop displaying an identification symbol (special symbol) indicating the result of the win determination process, and then control the game to a waiting state. The reset condition is characterized by the fact that the customer waiting state continues for a predetermined time (for example, 1 hour) (see Figure 38(B)).
[0379] In this configuration of gaming machines, if the waiting state continues for a predetermined period of time, the measured specific count is erased, assuming that the player has changed. This makes it possible to prevent the game from being immediately stopped for a later player after they start playing.
[0380] The invention relating to means Y4 is, In the gaming machine described in means Y1, The aforementioned reset condition is characterized by transitioning from a favorable game state (high probability, high base state) to a normal game state (see Figure 55(A)).
[0381] In this type of gaming machine, when a player transitions from a favorable game state to a normal game state, the measured specific count is erased. In this way, once the favorable game state ends, it is possible to prevent the specific count from exceeding a certain threshold for a while.
[0382] The invention relating to means Y5 is, In the gaming machine described in means Y1, The aforementioned reset condition is characterized by the continuation of a specific period of time (for example, 1 hour) in a normal game state (see Figure 55(B)).
[0383] With this configuration of the gaming machine, if a certain amount of time continues during normal gameplay, it means that the player has not been in a favorable position for a while. Therefore, in this case, it is possible to prevent the measured number of specific counts from exceeding a certain threshold for a while by erasing the measured number of counts.
[0384] Incidentally, in the gaming machine described in Japanese Patent Publication No. 2017-209170, it is possible for a player to acquire an excessive number of prize balls through continuous gameplay. In this case, the gaming machine did not have any mechanism to prevent the player from receiving an excessive number of prize balls. Therefore, the invention relating to means Y1 to Y5 differs from the gaming machine described in Japanese Patent Publication No. 2017-209170 in that the game control means is capable of measuring a specific number based on the number of prize balls given to the player, and may control the game to be unplayable based on the fact that the specific number exceeds a predetermined standard number, and erases the measured specific number based on the fulfillment of a reset condition that is not triggered by power-on. This makes it possible to solve (achieve the effect of) providing a gaming machine that does not give an excessive number of prize balls to the player.
[0385] <Means Z> The invention relating to means Z1 is, A game control means (a microcomputer for game control 101) capable of controlling the game, In a gaming machine (pachinko gaming machine PY1 of the second embodiment) that includes an operable specific operating means (RAM clear switch 191), The aforementioned game control means is It is possible to measure a specific number (difference in ball count) based on the number of prize balls awarded to the player. Based on the fact that the aforementioned specific measurement count exceeds a predetermined threshold number (80,000), the game may be controlled to become unplayable (game control processing and launch control processing are stopped). This gaming machine is characterized in that, based on the operation of the specified operating means when the power is turned on, the game information related to the game is erased (RAM clear is performed), but the measured specified count is not erased.
[0386] With this configuration, the game becomes unplayable if a specific number based on the number of prize balls awarded exceeds a certain threshold. This makes it possible to provide a game machine that does not award an excessive number of prize balls. In this case, if an employee of the amusement facility operates a specific control device when the power is turned on, the game information related to the game is erased, but the measured specific number is not erased. Therefore, even in situations where the game status related to the game must be erased due to a malfunction or other reason during business hours, it is possible to prevent the measured specific number from being erased.
[0387] The invention relating to means Z2 is, In the gaming machine described in method Z1, Equipped with an operable special operating means (special reset switch 181), The aforementioned game control means is The gaming machine is characterized in that the measured specific number can be erased based on the operation of the special operating means (see Figure 38(A)).
[0388] With this configuration of gaming machine, a gaming parlor employee can erase a specific measured number by operating a special control device. This allows a gaming parlor employee to erase a specific measured number at any time without having to erase the game state related to the game.
[0389] The invention relating to means Z3 is, In the gaming machine described by means Z1 or means Z2, The aforementioned game control means is This gaming machine is characterized by its ability to erase the measured specific count when it determines that a predetermined reference time (for example, 9:00 a.m.) has been reached.
[0390] With this configuration of gaming machine, the measured specific count is erased when a predetermined standard time is reached. Therefore, it is possible to automatically erase the measured specific count without requiring any operation from the gaming parlor's employees.
[0391] The invention relating to means Z4 is, In the gaming machine described by means Z1 to means Z4, The aforementioned game control means is The specific measurement values are stored sequentially, divided into predetermined periods from the 1st to the N(4th)th (the period from when the power is turned on until the power is turned off). This gaming machine is characterized by the fact that, upon erasing the specified number of measurements for the Nth predetermined period, the specified number of measurements for the 1st to (N-1) predetermined periods is shifted to become the specified number of measurements for the 2nd to Nth predetermined periods, and the measurement of the specified number of measurements for the 1st predetermined period is started.
[0392] This gaming machine configuration allows for the storage of specific counts for each predetermined period from the 1st to the Nth period. When the specific count for the Nth predetermined period is erased, the specific counts for the 1st to (N-1)th predetermined periods are shifted to become the specific counts for the 2nd to the Nth predetermined periods. Then, the measurement of the specific count for the 1st predetermined period begins. In this way, it is possible to automatically update the specific counts for each predetermined period from the 1st to the Nth period without requiring any operation from the gaming parlor staff.
[0393] Incidentally, in the gaming machine described in Japanese Patent Publication No. 2017-209170, it is possible for a player to acquire an excessive number of prize balls through continuous gameplay. In this case, the gaming machine did not take any measures to prevent the player from receiving an excessive number of prize balls. Therefore, the invention relating to means Z1 to Z4 differs from the gaming machine described in Japanese Patent Publication No. 2017-209170 in that the game control means is capable of measuring a specific number based on the number of prize balls given to the player, and may control the game to be unplayable based on the specific number exceeding a predetermined standard number, and erases game information related to the game based on the operation of a specific operation means when the power is turned on, but does not erase the measured specific number. This makes it possible to solve (achieve the effect of) providing a gaming machine that does not give an excessive number of prize balls to the player.
[0394] <<Third Embodiment>> The third embodiment of the pachinko game machine will be described below with reference to Figures 57 to 65. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment, the first embodiment, and the second embodiment described above also apply to the third embodiment. The third embodiment is a pachinko game machine PY1 of the basic embodiment, the first embodiment, and the second embodiment that is equipped with a function (referred to as the advantageous setting function) that allows the game hall to intentionally set the game state to be advantageous for the player.
[0395] Furthermore, the pachinko game machine PY1 of the third embodiment is a so-called type 1 and type 2 mixed machine. In the pachinko game machine PY1 of the third embodiment, if a minor win is achieved in the lottery of special figure 2 (lottery related to the second start opening 12), a minor win game is executed in which the second major prize opening 15 is opened. If a game ball passes through a specific area 16 within the second major prize opening 15 during the minor win game (a so-called V-pass occurs), a major win game is executed, which includes multiple round games in which the first major prize opening 14 is opened.
[0396] <Types of stopping symbols> First, the types of stop symbols in the third embodiment will be explained. In the third embodiment, the pachinko game machine PY1 determines whether it is a jackpot or a minor win by determining whether it is a jackpot or a minor win based on the special symbol random number obtained based on the entry into the first start port 11 or the second start port 12, according to the jackpot determination table shown in Figure 57(A). As shown in Figure 57(A), in the lottery for the first special symbol (special symbol 1) based on the entry into the first start port 11, a jackpot (so-called type 1 jackpot) is won with a predetermined probability, but a minor win is not won. On the other hand, in the lottery for the second special symbol (special symbol 2) based on the entry into the second start port 12, a minor win is always won. In other words, in the lottery for special symbol 2, a jackpot (so-called type 1 jackpot) is not won, nor is it a loss.
[0397] In the third embodiment, the pachinko game machine PY1 determines the type of jackpot symbol when it determines that a jackpot has been won. The type of symbol is determined by determining the symbol type random number (jackpot symbol type random number) according to the jackpot symbol type determination table shown in Figure 57(B). In the lottery for Special Figure 1, there is a 50% chance that it will be determined as "Special Figure 1_jackpot symbol S" and a 50% chance that it will be determined as "Special Figure 1_jackpot symbol T". Note that the result of the lottery for Special Figure 2 does not include jackpots (type 1 jackpot). If the type of jackpot symbol won is different, the opening pattern of the big prize slot in type 1 jackpot games and the settings related to the game state after the jackpot game will be different (see Figure 58). This point will be explained later.
[0398] Furthermore, in the third embodiment of the pachinko game machine PY1, when a minor win is determined, the type of minor win symbol is determined by determining the symbol type random number according to the minor win symbol type determination table shown in Figure 57(C). Specifically, in the lottery for Special Figure 2, there is an 80% chance that it will be determined as "Special Figure 2_minor win symbol s" and a 20% chance that it will be determined as "Special Figure 2_minor win symbol t". If the type of minor win symbol is different, the opening pattern of the big prize slot in minor win games and two types of big win games, as well as the settings related to the game state after a big win game, will be different (see Figure 58). This point will be explained later.
[0399] Furthermore, in the third embodiment of the pachinko game machine PY1, if it is determined that neither a big win nor a small win has been achieved (i.e., it is determined to be a miss), the type of missing symbol is determined by determining the type of symbol random number according to the missing symbol type determination table shown in Figure 57(D). In the lottery for Special Symbol 1, there is an 80% chance that it will be determined to be "Special Symbol 1_Missing Symbol S", a 10% chance that it will be determined to be "Special Symbol 1_Missing Symbol T", and a 10% chance that it will be determined to be "Special Symbol 1_Missing Symbol U". Note that misses are not included in the results of the lottery for Special Symbol 2. The difference in the type of missing symbol affects the settings related to the game state after the missing symbol is displayed (see Figure 59). This point will be discussed later.
[0400] Furthermore, in the third embodiment of the pachinko game machine PY1, if a miss is determined, the reach random number is determined according to the reach determination table shown in Figure 57(E), making it possible to determine whether or not to make the performance symbols EZ1, EZ2, and EZ3 into a reach during the variation performance. The probability of determining that a reach exists differs depending on whether or not the game state is the normal time-saving state described later. The probability of determining that a reach exists is higher when not in the normal time-saving state than when in the normal time-saving state.
[0401] Next, the types of big wins, small wins, and misses will be explained in detail based on Figures 58 and 59. As mentioned above, the results of the special symbol lottery (the lottery for Special Symbol 1 and the lottery for Special Symbol 2) are "big win," "small win," and "miss." When it is a "big win," the "big win symbol" is displayed on the special symbol display 81. The big win symbols include "Special Symbol 1_Big Win Symbol S" and "Special Symbol 1_Big Win Symbol T." When it is a "small win," the "small win symbol" is displayed on the special symbol display 81. The small win symbols include "Special Symbol 2_Small Win Symbol S" and "Special Symbol 2_Small Win Symbol T." When it is a "miss," the "miss symbol" is displayed on the special symbol display 81. The miss symbols include "Special Symbol 1_Miss Symbol S," "Special Symbol 1_Miss Symbol T," and "Special Symbol 1_Miss Symbol U."
[0402] If a jackpot is won in the special symbol lottery, a "jackpot game" is executed, which opens the first large prize slot 14 in an opening pattern corresponding to the type of jackpot symbol displayed. If a minor prize is won, a "minor prize game" is executed, which opens the second large prize slot 15 in an opening pattern corresponding to the type of minor prize symbol displayed. Then, if a game ball enters a specific area 16 within the second large prize slot 15 while the minor prize game is in progress, a "jackpot game" is executed, which opens the first large prize slot 14 in an opening pattern corresponding to the type of minor prize symbol that was won. The jackpot game executed based on the result of the special symbol lottery being a jackpot win is called a Type 1 jackpot game, and the jackpot game executed based on passing through the specific area 16 is called a Type 2 jackpot game.
[0403] In this form, a jackpot game includes multiple rounds of gameplay (unit opening games), an opening (also referred to as OP) before the start of the first round of gameplay, and an ending (also referred to as ED) after the end of the final round of gameplay. Each round of gameplay begins with the end of the OP or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ED. The time (interval time) when the jackpot opening closes between rounds of gameplay is included in the round of gameplay that was open before that closure.
[0404] Furthermore, in this form, the minor win game includes a minor win opening game that opens the second major prize entry point 15, an opening (pre-opening interval) before the minor win opening game begins, and an ending (post-closing interval) after the minor win opening game ends.
[0405] If the special symbol lottery results in a jackpot (i.e., a Type 1 jackpot), a jackpot game (Type 1 jackpot game) is executed, which opens the first jackpot entry point 14. In this configuration, as shown in Figure 58, there are two types of jackpot symbols that can be won in the lottery for the first special symbol (Special Symbol 1) (jackpot symbols that are stopped and displayed on the Special Symbol 1 display 81a)...
Claims
1. Display unit and A means of outputting sound capable of outputting sound, Game control means, It comprises a means for executing a predetermined effect, The aforementioned game control means is Based on the determination in a predetermined judgment process, the game can be controlled to enter a jackpot state. It is possible to measure a specific number based on the number of prize balls awarded to the player. When the game is controlled to the aforementioned jackpot state, if the specified measurement number exceeds a predetermined standard number and the jackpot state ends, the game can be controlled to become unplayable. The game control means is provided with a specific output process for outputting a specific signal to the outside when the specific measurement number becomes a specific number smaller than the reference number. The aforementioned performance execution means is Using the aforementioned audio output means, it is possible to perform dialogue production that outputs lines containing predetermined words as audio. The aforementioned dialogue performance includes a first dialogue performance in which a predetermined portion of the words is spoken aloud over a first hour, and a second dialogue performance in which the words are spoken aloud over a second hour, which is longer than the first hour. The probability of being controlled to the jackpot state after the execution of the first dialogue sequence and the second dialogue sequence is different. A gaming machine characterized in that, in one of the first dialogue performances and the second dialogue performance, characters representing the predetermined words are displayed on the display unit, and in the other dialogue performance, the characters are not displayed.
2. A means of outputting sound capable of outputting sound, Game control means, It comprises a means for executing a predetermined effect, The aforementioned game control means is Based on the determination in a predetermined judgment process, the game can be controlled to enter a jackpot state. It is possible to measure a specific number based on the number of prize balls awarded to the player. When the game is controlled to the aforementioned jackpot state, if the specified measurement number exceeds a predetermined standard number and the jackpot state ends, the game can be controlled to become unplayable. The game control means is provided with a specific output process for outputting a specific signal to the outside when the specific measurement number becomes a specific number smaller than the reference number. The aforementioned performance execution means is Using the aforementioned audio output means, it is possible to perform dialogue production that outputs lines containing predetermined words as audio. The aforementioned dialogue performance includes a first dialogue performance in which a predetermined portion of the words is spoken aloud over a first hour, and a second dialogue performance in which the words are spoken aloud over a second hour, which is longer than the first hour. A gaming machine characterized in that the probability of being controlled to the jackpot state after the execution of the first dialogue performance and the volume from the sound output means are different for the first dialogue performance and the second dialogue performance.