Gaming machine
The gaming machine adjusts sound output volumes based on connection status to prevent sudden loud sounds, enhancing player comfort and reducing noise in gaming establishments.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-08-24
- Publication Date
- 2026-06-19
AI Technical Summary
Noise levels in gaming establishments are a concern due to the output of performance sounds from multiple gaming machines, and players who resist using headphones or earphones continue to play with the speakers on, hindering noise reduction efforts.
A gaming machine with a speaker that outputs sound and a sound control mechanism that adjusts volume based on connection status, allowing players to set volumes higher during disconnection and revert to standard or lower levels upon connection, preventing sudden loud sounds during transitions.
This configuration enables players to use connected devices without sudden volume shocks, promoting their use and reducing overall noise levels in gaming establishments.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] As a gaming machine, for example, a pachinko machine that plays a game using game balls is known. In this pachinko machine, a game area where game balls flow down is formed on the front side of a game board arranged so as to be visible through a front window. In the game area, a plurality of ball entry ports through which game balls can enter are provided, and game pins and the like that change the behavior of the game balls are provided. A player operates a handle or the like of the pachinko machine to hit out a game ball and make the game ball flow into the game area. When the game ball enters the ball entry port in the game area, a predetermined number of prize balls or a chance of a predetermined lottery is given to the player. Thus, when a player plays a game on a pachinko machine, the player can obtain a profit according to the behavior of the game balls (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a game parlor where gaming machines such as pachinko machines are installed, noise becomes a problem because performance sounds (music, sound effects, etc.) are output from a plurality of gaming machines. Therefore, if the player can listen to the sound of each gaming machine in the game parlor with earphones or headphones, it becomes possible to suppress the noise of the entire store. However, when a player plays a game, if the player has a resistance to using earphones or headphones, ultimately, the player will play the game while listening to the performance sound output from the speaker of the gaming machine, and there is a problem that the reduction of noise in the game parlor cannot be realized.
[0005] This invention was made to solve the problems of the conventional method, and its purpose is to provide a gaming machine that can contribute to noise reduction in a gaming establishment by allowing players to use a sound-outputting connected device. [Means for solving the problem]
[0006] To achieve the above objective, the gaming machine according to the present invention comprises a speaker that outputs sound, and a sound control means that controls the sound output by the speaker based on sound data, wherein the sound control means is capable of controlling the transmission of sound data to a connected device associated with the gaming machine, and can change the volume of the performance sound output by the connected device to a volume greater than a standard volume in response to adjustment operations by the player during a disconnected state in which the transmission of sound data to the connected device is not possible, and can control the volume of the performance sound output by the connected device to a predetermined volume less than or equal to the standard volume during the transition period when the disconnected state ends and the system moves to a connected state in which the transmission of sound data to the connected device is possible. Furthermore, if the transition period occurs within a predetermined time after the adjustment operation has been performed and the volume of the sound effect has been adjusted to a volume greater than the standard volume, the sound output during that transition period will start at the volume adjusted by the adjustment operation. On the other hand, if the transition period occurs after the predetermined time has elapsed since the adjustment operation has been performed and the volume of the sound effect has been adjusted to a volume greater than the standard volume, the sound output during that transition period will start at the predetermined volume. It is characterized by the following:
[0007] According to this, if a player has changed the volume of a connection device to a level higher than the standard volume before connecting it to the gaming machine, there is a risk that the device will emit a sound effect at a volume unexpectedly loud for the player the moment they connect it to the gaming machine without being aware of the changed volume. In contrast, by setting the volume of the connection device to a predetermined level during the connection period (transition period), it is possible to prevent players from being surprised and stressed by an unexpectedly loud volume. As a result, players can use the connection device with peace of mind, and the frequency of use of the connection device in the gaming establishment can be increased. Consequently, noise levels in the gaming establishment can be reduced. [Effects of the Invention]
[0008] According to the gaming machine of the present invention having the above configuration, noise inside the gaming establishment can be suppressed by having the player use a connected device capable of outputting sound. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of a pachinko game machine according to the first embodiment. [Figure 2] This is a front view of the game board. [Figure 3] This is a schematic diagram showing the ball circulation mechanism with the ball feeding section removed. [Figure 4] This is a schematic diagram of the ball feeding mechanism. [Figure 5A] This is a block diagram showing the electrical configuration of the main control board and peripheral equipment. [Figure 5B] This is a block diagram showing the electrical configuration of the sub-control board and peripheral equipment. [Figure 6] This is an explanatory diagram showing the relationship between the launch prevention criteria, the associated control board, and the launch prevention status. [Figure 7] (a) is a time chart showing the operation of the ball feed solenoid and firing motor when the firing is stopped and the system is in a complete stop state, and (b) is a time chart showing the operation of the ball feed solenoid and firing motor when the firing is stopped and the system is in a dry-firing state. [Figure 8] (a) is an explanatory diagram showing the flow of information when the call button on a pachinko game machine is operated when a staff member has not been called, and (b) is an explanatory diagram showing the flow of information when the call button on a pachinko game machine is operated when a staff member has been called. [Figure 9] This is an explanatory diagram showing the flow of information when a button on an individual machine display device in a gaming parlor is operated while a store employee has been called. [Figure 10] This curve graph shows an example of the relationship between the passage of game time and the change in the number of balls won or lost. [Figure 11] This is a list of the types and contents of displays shown on the performance display monitor. [Figure 12] This is an explanatory diagram of the success / failure determination table. [Figure 13](a) is an explanatory diagram of the jackpot symbol determination table, (b) is an explanatory diagram of the minor win symbol determination table, and (c) is an explanatory diagram of the time-saving symbol determination table. [Figure 14] It is an explanatory diagram of the reach determination table. [Figure 15] (a) is an explanatory diagram of the special figure 1 variation pattern selection table, and (b) is an explanatory diagram of the special figure 2 variation pattern selection table. [Figure 16] It is an explanatory diagram of the normal symbol win / loss determination table. [Figure 17] It is an explanatory diagram of the general win type determination table for general patterns. [Figure 18] It is an explanatory diagram of the general pattern variation pattern selection table. [Figure 19] It is a flowchart of the main side main control process. [Figure 20] It is a flowchart of the main side timer interrupt process. [Figure 21] It is a flowchart of the symbol sensor detection process. <000009(a) is a flowchart for 1ms timer interrupt handling, and (b) is a flowchart for 10ms timer interrupt handling. [Figure 32] This is a flowchart of the received command parsing process. [Figure 33] This is a flowchart for the process of initiating the variation effect corresponding to the regular diagram. [Figure 34] This is a flowchart for the process of initiating the special feature-corresponding variation effect. [Figure 35] This is a flowchart of the frame control process. [Figure 36] This is a flowchart of the interrupt processing on the frame control side. [Figure 37] This is a flowchart for managing the number of game balls. [Figure 38] This is a flowchart of the sphere circulation drive process. [Figure 39] This is a flowchart of the external communication processing. [Figure 40] This is a flowchart of the launch permission determination process. [Figure 41] This is an explanatory diagram showing the electrical configuration and other aspects related to sound control. [Figure 42] (a) is an explanatory diagram showing the relationship between the volume setting value selected by the amusement store staff and the standard volume and connected volume determined for the sound effects and notification sounds of the speakers, and (b) is an explanatory diagram showing the relationship between the volume setting value selected by the amusement store staff and the standard volume determined for the sound effects and notification sounds of the connected equipment. [Figure 43] (a) is an explanatory diagram showing the relationship between the internal sound type setting value selected by the arcade staff and the types of sounds that can be output from the speaker while the connected device is connected, and (b) is an explanatory diagram showing the relationship between the external sound type setting value selected by the arcade staff and the types of sounds that can be output from the connected device. [Figure 44] (a) is an example of a display mode for the standby indicator that can be displayed during standby, and (b) is an example of a display mode for the first environment settings screen that can be displayed during standby. [Figure 45](a) is an example of a display method for the communication start indicator, (b) is an example of a display method for the pairing indicator, and (c) is an example of a display method for the connection indicator. [Figure 46] (a) is an example of the display mode of the internal volume control screen, and (b) is an example of the display mode of the external volume control screen. [Figure 47] (a) is an example of the display mode of the second environment settings screen that can be displayed during gameplay, and (b) is an explanatory diagram regarding the display order of each item (selected image) on the second environment settings screen. [Figure 48] (a) is a time chart relating the situation in which the connected / disconnected state of connected devices is switched and the transition period, and (b) is an example of a display mode for the volume notification display that can be shown during the transition period. [Figure 49] This is a flowchart for the voice setting process upon incoming calls. [Figure 50] This is a flowchart for the process of starting the environment setup. [Figure 51] This is a flowchart of the wireless connection-related processing. [Figure 52] This is a flowchart for the automatic volume adjustment process. [Figure 53] This is an explanatory diagram showing the electrical configuration and other aspects related to sound control in a pachinko game machine according to the second embodiment. [Figure 54] This is an example of a display mode for the pairing display shown on the performance display device in the pachinko game machine of the second embodiment. [Figure 55] (a) is an example of the display mode in the pairing display of the connected device before selecting the pachinko game machine to be connected as a candidate, and (b) is an example of the display mode after selecting the pachinko game machine to be connected as a candidate. [Figure 56] This is a flowchart of the wireless connection-related processing in a pachinko game machine according to the second embodiment. [Modes for carrying out the invention]
[0010] A gaming machine according to an embodiment of the present invention will be described with reference to the drawings. In the following description, a pachinko gaming machine that uses game balls will be used as an example of a gaming machine. When describing the direction and positional relationships of each part of the pachinko gaming machine, the "left," "right," "up," and "down" will be used as reference points from the perspective of a player playing facing the pachinko gaming machine. The side closer to the player (the near side) will be referred to as "front," and the side further away (the far side) will be referred to as "back."
[0011] [First Embodiment] [Main components of Pachinko game machine 1] The pachinko game machine 1 (see Figure 1) according to this embodiment comprises a game machine frame including an inner frame (frame body) 16 that holds the game board 2 (see Figure 2) and a door-shaped front frame 18 that covers the front of the inner frame 16, and is installed on an installation island (not shown) in a game parlor via a rectangular frame-shaped outer frame W. The front frame 18 is equipped with a frame left lamp 23a, a frame right lamp 23b, and a frame top lamp 23c, and a window 18a is formed inside the area surrounded by these. The window 18a is an opening that makes the game area 3 formed between the front of the game board 2 (board surface) and the front of the frame visible, and a transparent window plate 18b is provided to cover this window 18a. In addition, a speaker 8 (sound output means, voice output means) that outputs various sounds (music, human and animal voices, sound effects, notification sounds, etc.) according to the performance content is provided on the outer periphery side of the window 18a of the front frame 18.
[0012] The front frame 18 has multiple translucent synthetic resin components that form its three-dimensional front surface, and multiple LEDs (light-emitting means, not shown) are arranged inside to form the left frame lamp 23a, right frame lamp 23b, top frame lamp 23c, etc. Each LED is capable of emitting multiple colors and lights up or flashes and changes the emitted color according to the content of the display. The front frame 18 forms the front of the pachinko game machine 1. Therefore, the front of the front frame 18 has a complex, three-dimensional shape and possesses high decorative appeal. As shown in Figure 1, the portion above the window 18a protrudes significantly forward, and it is possible to create impactful effects in response to the lighting (illumination) of the frame-top lamp 23c inside.
[0013] The pachinko game machine 1 of this embodiment has a configuration for circulating and using game balls sealed inside the machine (see ball circulation mechanism 30, described later, Figure 3). It is designed to electromagnetically store and manage the "number of balls held" by the player, and does not physically dispense game balls. Such a game machine is generally called a "managed game machine" (also called a "smart pachinko"). In other words, when a player performs a ball dispensing operation, the pachinko game machine 1 adds the number of game balls to be lent to that player to the number of balls held in the data and stores it. When game balls are used in the game (launched), the number of game balls used is subtracted from the number of balls held and stored. Similarly, when prize balls are awarded as a result of the player's gameplay, the number of game balls equivalent to the prize balls is added to the number of balls held in the data and stored. If the count value of the number of balls held is 0, it means that the player does not possess any game balls to use in the game, and the player cannot play the game (the game transitions to the "launch prevention state" described later). In this way, the pachinko game machine 1 does not require the player to directly handle the game balls, and therefore does not have a ball tray for storing and inserting game balls. Instead, the control panel 25 (Figure 1) is positioned at the bottom of the front frame 18.
[0014] The right side of the front frame 18 is provided with a key insertion slot 262 for operating a locking device (not shown) that locks the inner frame 16 and the front frame 18. Inserting a predetermined key 263 into this key insertion slot 262 and turning it in a predetermined direction, for example to the right, releases the lock of the locking device and opens only the front frame 18. On the other hand, inserting the key 263 into the key insertion slot 262 and turning it in the opposite direction to the predetermined direction, for example to the left, releases the lock of the locking device and opens the inner frame 16 and the front frame 18 together.
[0015] At the bottom of the front frame 18, an operating panel 25 is provided, which is shaped to protrude forward, that is, to be closer to the player. This operating panel 25 is equipped with a handle 4, a performance button 5, a performance lever 6, a game ball count indicator 26, a counting button 18d, and a call button 301.
[0016] The handle 4 (operating means, game operation means) is located on the right side of the control panel 25 (lower right of the front frame 18), that is, in a position where a player playing the game facing the pachinko machine 1 can grip it with their right hand. The handle 4 is equipped with a touch switch 92 (Figure 5A), a launch lever 4a, and a launch stop button 4b. The touch switch 92 outputs a signal indicating that a player has touched the handle 4, and is located in a position where the right hand of a player gripping the handle 4 will touch it. The launch lever 4a is for adjusting the launch strength of the game balls by the launch hammer 90a (launch motor 91), which will be described later, and is rotatably mounted on the handle 4. The launch stop button 4b is for stopping the launch of game balls while operating the handle 4, and is located in a position where it can be operated by the thumb of the right hand gripping the handle 4.
[0017] The effect button 5 (effect operation means) is provided on the upper surface of the control panel 25. The effect button 5 can be, for example, a push-on type button switch. The effect button 5 has a built-in effect button vibration motor 5b (Figure 5B) and a button light-emitting unit 5c (Figure 5B). The effect button vibration motor 5b is the drive source for vibrating the effect button 5 to produce effects. The button light-emitting unit 5c is an LED on an LED board 368 located inside the effect button 5, and lights up or flashes when the effect button 5 is pressed during the period in which pressing the effect button 5 is valid. In addition, effects (button effects) may be performed using the pressing of the effect button 5. In button effects, a period in which the operation of the effect button 5 is valid is set, and when the player presses the effect button 5 during that period, a predetermined effect change is produced.
[0018] The performance lever 6 (performance control means) is located on the lower left of the control panel 25, specifically near the lower left end of the front frame 18. The performance lever 6 is shaped to be grasped with the left hand and can be tilted in four directions: up, down, left, and right. Furthermore, a push-type button (lever button) is provided on the top surface of the performance lever 6. The performance lever 6 is also equipped with a performance lever vibration motor 6c (Figure 5B). The performance lever vibration motor 6c vibrates the performance lever 6, vibrating at predetermined timings during the period when the operation of the performance lever 6 is effective. In addition, performance effects (lever effects) may be performed using the tilting operation of the performance lever 6. In lever effects, a period is set during which the tilting operation of the performance lever 6 is effective, and by tilting the performance lever 6 during that period, a predetermined change in the performance effect is triggered.
[0019] Thus, the pachinko game machine 1 is equipped with a performance button 5 and a performance lever 6 as performance operation means that are subject to operation (performance operation) by the player.
[0020] The game ball count display unit 26 is mounted on the top surface of the control panel 25 (to the right of the performance button 5) so that its display surface is horizontal or at a slightly downward angle. In other words, the display surface of the game ball count display unit 26 faces the side where the player's face is located (upper and forward), making it easy to see when the player lowers their gaze. This game ball count display unit 26 displays the aforementioned "number of balls held," which corresponds to the number of game balls the player possesses. The number of balls held is calculated by adding the number of game balls (loaned balls) lent out in response to the ball lending operation to the lending unit 76 (dedicated unit) described later, subtracting the number of game balls (launched balls) launched by the operation of the handle 4 each time they occur, and adding the number of game balls (prize balls) awarded according to the game each time they occur. As will be described later, the number of balls held is moved to the storage medium of the lending unit 76 in response to the player operating the counting button 18d. Furthermore, the "net number of balls," which is the number of balls obtained by subtracting the number of balls consumed from the number of balls obtained through playing on the pachinko machine 1, may be displayed at all times on the aforementioned ball count display 26, etc. This net number of balls is calculated using the formula "number of balls obtained - number of balls consumed" based on the relationship between the total number of balls obtained (safe) and the total number of balls consumed (out) through playing on the pachinko machine 1 from the start to the end of operation.
[0021] The lending unit 76, which communicates with the pachinko game machine 1 regarding the number of balls held, is located adjacent to the left side of the pachinko game machine 1 in the game shop, as shown in Figure 1. It is equipped with a slot 231 for inserting banknotes and a slot 232 for inserting and removing storage media such as IC cards, as well as a ball dispensing button 251, a return button 252, and a replay button 253 that can be operated by the player, and a unit display 254 that displays the remaining amount and the number of balls that have been counted. Inside this lending unit 76 is a lending board 77 (SC board, lending control board) (see Figure 5A). The lending board 77 is electrically connected to the frame control board 150 of the pachinko game machine 1, which will be described later. The rental board 77 is equipped with a CPU as a control means that performs control to communicate with the pachinko game machine 1 (frame control board 150) and output information such as the number of balls held, game information regarding the results of the game, and security information regarding possible fraudulent activity or other abnormal conditions, to the game parlor's management device (hall computer). The rental board 77 is also equipped with a ROM that stores programs executed by this control means. Furthermore, the rental board 77 is equipped with a RAM that stores the aforementioned ball information, game information, security information, etc. The lending board 77 identifies the banknotes inserted into the input slot 231, stores the corresponding amount information in RAM, and displays it on the unit display 254. Furthermore, the dispensing board 77 subtracts the amount information stored in RAM in response to the operation of the ball dispensing button 251, and changes the displayed amount on the unit display 254 in accordance with the subtraction. It also outputs a ball dispensing signal to the pachinko game machine 1 (frame control board 150) indicating the number of game balls to be dispensed corresponding to the subtraction. Upon receiving this ball dispensing signal, the pachinko game machine 1 (frame control board 150) adds the number of balls corresponding to the ball dispensing signal to the player's ball count. Furthermore, the lending board 77 manages the number of balls counted by the player. Specifically, from the number of balls stored in the pachinko game machine 1 (frame control board 150), the number of game balls (counted number of balls) corresponding to the counting operation by the player using the counting button 18d (see Figure 1), described later, is transmitted from the pachinko game machine 1 (frame control board 150) to the lending board 77. This counted number of balls is managed by the lending board 77 and displayed on the unit display 254. The lending board 77 either stores the counted number of balls in a storage medium (such as an IC card) held inside the lending unit 76, or stores it on a predetermined external server on the internet in association with this storage medium. Then, when the replay button 253 is pressed, the dispensing board 77 outputs a signal to the pachinko machine 1 (frame control board 150) indicating the number of balls it has that corresponds to that operation, and changes the number of balls that can be used in the pachinko machine 1. In this case, the number of balls managed by the dispensing board 77 is subtracted and a signal indicating the number of balls that has been subtracted is output. The pachinko machine 1 (frame control board 150), upon receiving this signal, adds the number of balls it has that corresponds to that signal. Furthermore, when the return button 252 is operated, the loan board 77 exposes a portion of the storage medium held inside the loan unit 76 through the insertion / removal opening 232, making it available for removal. If the player finishes playing without using up all of the money they have inserted, the remaining balance is returned when this storage medium is inserted into the exchange machine in the gaming establishment. In addition, the number of balls the player has counted through the counting operation on the pachinko machine 1 can be moved along with this storage medium.
[0022] The counting button 18d is located on the upper surface of the control panel 25, on the side away from the handle 4 (specifically, the left side, adjacent to the dispensing unit 76). This counting button 18d is operated by the player when counting (counting and moving out of the machine) some or all of the player's balls (data) stored in the pachinko machine 1 (frame control board 150, described later). When the counting button 18d is operated, the pachinko machine 1 (frame control board 150) subtracts an amount corresponding to the operation from the balls currently stored. In this case, the amount of the balls subtracted is notified to the dispensing board 77 of the dispensing unit 76. In this way, by operating the counting button 18d, the player's balls are moved from the pachinko machine 1 (frame control board 150) to the dispensing board 77. Furthermore, the pachinko game machine 1 (frame control board 150) moves one ball to the dispensing board 77 side in response to a short press operation of the counting button 18d (for example, a press operation of less than 1000ms) being detected by the counting sensor 18e (see Figure 5A). On the other hand, if a long press operation of the counting button 18d (for example, a press operation of 1000ms) is detected by the counting sensor 18e, 250 balls are moved to the dispensing board 77 side.
[0023] In addition to the above, the pachinko game machine 1 of this embodiment is equipped with a call button 301 (call operation unit) for calling a staff member of the game parlor. As shown in Figure 1, the call button 301 is provided on the upper surface of the operation stand 25 and is configured to return to an upward position by spring force when pressed. Inside the call button 301 is a call detection switch 302 (call operation detection means, see Figure 5A) that detects the operation (pressing) of the call button 301. The call detection switch 302 has a latch circuit that alternately holds the signal in an on state and an off state each time it is detected. That is, once the call button 301 is operated, the state in which a detection signal is output from the call detection switch 302 is maintained, and when the call button 301 is operated again, the detection signal from the call detection switch 302 is stopped, and when the call button 301 is operated yet again, the state in which a detection signal is output from the call detection switch 302 is maintained. Furthermore, when the power to the pachinko game machine 1 is turned on, the operation of the call button 301 (detection by the call detection switch 302) is always enabled, and it is set to switch between the on and off states with each operation.
[0024] The reason for providing the call button 301 on the pachinko game machine 1 (front frame 18) is related to the fact that a three-dimensional decoration is used on the front of the machine. In amusement parlors, a display device capable of displaying game data (hereinafter referred to as "individual machine display device DT") is usually provided above each of the multiple game machines lined up on the island (see Figure 1), and a store employee can be called by pressing the call button (hereinafter referred to as "individual machine button DTb") on this individual machine display device DT. However, in this embodiment, the upper part of the front frame 18 of the pachinko game machine 1 (the part above the window 18a) is configured to protrude significantly forward, so the front frame 18 gets in the way when a player tries to operate the individual machine button DTb. To solve this problem, the call button 301 is provided on the front frame 18 of the pachinko game machine 1.
[0025] As shown in Figures 1 and 5A, the individual machine display device DT includes a game data display unit DTa that displays game data (such as the number of jackpots and the number of special symbol variations until a jackpot), an individual machine button DTb (a button for calling a staff member) that is the target of operation when calling a staff member, and an alert lamp DTc that lights up or flashes in response to the operation of the individual machine button DTb, as well as a control unit DTd that performs various controls on the individual machine display device DT. In contrast, the pachinko game machine 1 of this embodiment is configured to output information (described later) to the lending board 77 of the lending unit 76 when the call button 301 on the front frame 18 is operated, so that a call notification is made from the hall computer to each staff member, similar to when the individual machine button DTb of the individual machine display device DT is operated.
[0026] (Game board 2) The game board 2 shown in Figure 2 is held by an inner frame 16 at a height where its front surface is approximately directly facing the player's face. The game board 2 is covered by the aforementioned transparent window plate 18b of the front frame 18, which covers the front side of the inner frame 16, allowing it to be seen from the front. On the outer circumference of the front of the game board 2, an annular game area forming means (rail member 17, etc.) is arranged to partition the game area 3, which is the area where the game balls flow (roll), on the inner circumference. On the left side of the front of the game board 2, a launch ball guidance passage 17a is formed along the right side of the rail member 17, and the launch ball moves upward along this launch ball guidance passage 17a to reach the game area 3.
[0027] Although not shown in the illustration, multiple game pins are driven into the game area 3 on the front surface of the game board 2. As a result, the game balls flowing down the game area 3 come into contact with the game pins and their behavior changes. In the process of flowing down the game area 3, the game balls either enter the ball entry opening (prize entry opening) described later, or they flow down the game area 3 to the bottom and are discharged out of the game area 3 (towards the inner frame 16) from the out opening 19. Multiple out openings 19 are provided in the game area 3, one of which is located at the bottom end of the game area 3.
[0028] An annular (frame-shaped) center ornament 20 is positioned on the front of the game board 2, on the central side of the game area 3 (spaced inward from the rail member 17, etc.). The inner opening of this center ornament 20 overlaps front to back with an opening (mounting opening, not shown) that penetrates the game board 2 from front to back, so that almost the entire screen of the performance display device 7 (performance display means, image display means, e.g., liquid crystal panel) located behind the game board 2 is exposed to the front through this inner opening. In this case, when viewed from the front of the pachinko game machine 1, the center ornament 20 is positioned to decorate the periphery of the screen of the performance display device 7. The center ornament 20 is translucent, and when multiple LEDs provided behind the game board 2 light up or flash according to the performance content, it transmits that light forward.
[0029] When the handle 4 is operated to launch a game ball with relatively strong force, the game ball flies along the upper edge of the game area 3 and comes into contact with (collides with) the buffer section 21 located at the top of the right game area 3R. Since the buffer section 21 is made of an elastic material such as rubber, it functions to mitigate the impact of the game ball without being damaged by contact (collision) with the game ball, and causes the game ball to quickly flow downstream of the game area 3 (specifically the right game area 3R, which will be described later).
[0030] Furthermore, light-emitting means (LEDs) are provided behind the game board 2, and the game board 2 is configured to be decorated by the light emitted from these LEDs. The decorative light-emitting means provided on the game board 2 in this manner will be referred to as "board lamp 2a" below (see Figure 5B). Each LED constituting the board lamp 2a is capable of emitting multiple colors, and lights up or flashes, and further changes the color of the light emitted, according to the content of the performance. In addition, a movable body KD for performance purposes is provided behind the game board 2, and the operation of this movable body KD is configured to enhance the impact of the performance. The movable body KD is configured to operate at predetermined timings using a movable body motor 23d (see Figure 5B) as the drive source. In the example shown in Figure 2, the movable body KD is provided so that it can be seen from the front of the machine through the inner opening of the center decorative body 20, but multiple movable body KDs may be provided, and for example, a part of the front frame 18 (for example, the upper center that constitutes the frame upper lamp 23c) may be made up of movable body KDs.
[0031] As shown in Figure 2, the game board 2 is equipped with a first starting prize-winning device 10, a general prize-winning member 11, a second starting prize-winning device 12, a gate 13, a first major prize-winning device 14, and a second major prize-winning device 15. These components have ball entry openings (described later) into which game balls flowing down the game area 3 can enter. Furthermore, the second starting prize-winning device 12, the first major prize-winning device 14, and the second major prize-winning device 15 function as variable ball entry means that can change the ease with which game balls enter their ball entry openings (second starting opening 12a, first major prize-winning opening 14a, and second major prize-winning opening 15a). In the following explanation, among the multiple ball entry points in game area 3, those designated as entry points where prize balls can be awarded for game ball entry will sometimes be referred to as "prize entry points." The entry of a game ball into a prize entry point may also be expressed as "prize winning." Furthermore, a type of entry point (prize entry point) called a "start entry point" is a prize entry point where the entry of a game ball triggers the display of a special symbol variation, as described later (it may also be called a trigger entry point). An entry into this start entry point can be expressed as a "start entry (start prize winning)."
[0032] The first starting prize device 10 is provided in the center of the lower region of the center decorative body 20, so as to protrude from the front of the game board 2 toward the front side (towards the transparent window panel 18b). This first starting prize device 10 is a prize device (prize section) having a first starting opening 10a and a first starting opening sensor 10b. The first starting opening 10a opens upward within the game area 3. The first starting opening sensor 10b (see Figure 5A) is a sensor (detection means) that detects a game ball that has entered the first starting opening 10a (starting ball entry), and is located in the middle of a prize path (not shown) that guides the game ball that has entered the first starting opening 10a toward the rear side of the game board 2. The first starting prize device 10 is configured to always maintain the first starting opening 10a in a state where balls can enter, and does not have any members that change the ease of ball entry into the first starting opening 10a or the opening dimensions.
[0033] The general prize-winning member 11 is provided in the lower region of the center decorative body 20, at positions slightly to the left and slightly to the right, so as to protrude from the front of the game board 2 toward the front side (towards the transparent window panel 18b). This general prize-winning member 11 is a prize-winning device (prize-winning section) having a general prize-winning opening 11a and a general prize-winning opening sensor 11b. The general prize-winning opening 11a opens upward within the game area 3. The general prize-winning opening sensor 11b (see Figure 5A) is a sensor (detection means) that detects a game ball that has entered the general prize-winning opening 11a, and is located in the middle of a prize-winning path (not shown) that guides the game ball that has entered the general prize-winning opening 11a toward the rear side of the game board 2. The general prize-winning member 11 is configured to always maintain the general prize-winning opening 11a in a state where balls can enter, and does not have any members that change the ease of ball entry into the general prize-winning opening 11a or the opening dimensions.
[0034] The gate 13 (operation opening) is located in the right-hand region of the center decorative body 20, protruding from the front of the game board 2 toward the front side (towards the transparent window panel 18b). A gate sensor 13a (see Figure 5A) for detecting passing game balls is positioned in this gate 13. The gate 13 is configured to allow game balls to pass through (enter) in the vertical direction (from top to bottom) within the game area 3.
[0035] The second starting prize device 12 is located to the right of the center decorative body 20 and slightly below the gate 13. This second starting prize device 12 is a prize device (prize entry section) having a second starting port 12a, a normal operating member (operating member) 12b, a second starting port sensor 12c (see Figure 5A), and a normal electric solenoid 12d (see Figure 5A), and is provided so as to protrude from the front of the game board 2 toward the front side (transparent window plate 18b side). The second starting port 12a opens toward the upper left within the game area 3. The second starting port sensor 12c is a sensor (detection means) that detects a game ball that has entered the second starting port 12a (starting ball entry), and is located in the second starting port 12a. The normal operating member 12b is a plate-shaped member having an inclined upper surface, and is configured to slide back and forth between a rear normal position (first position, ball entry blocking position) and a front auxiliary position (second position, ball entry allowing position). The normal electric solenoid 12d is connected to the normal operating member 12b and maintains the normal operating member 12b in the normal position when demagnetized (non-operating state), and maintains the normal operating member 12b in the auxiliary state when energized (operating state). In the normal position, the normal operating member 12b is located behind the front of the game board 2 and allows game balls to pass downward without receiving them from above (gate 13 side). On the other hand, in the auxiliary position, the normal operating member 12b is located in front of the front of the game board 2 and receives game balls from above (gate 13 side), and assists in the entry of balls into the second start opening 12a (start entry) by causing its upper surface to roll along the inclination. In other words, the second starting port 12a provided in the second starting prize-winning device 12 is a ball entry port (variable ball entry port, variable starting port) in which the ease with which game balls enter varies according to the posture of the normal operating member 12b. Regarding this second starting port 12a, although the opening dimensions do not actually change, for convenience, the state in which the normal operating member 12b is in its normal position and no game ball can enter may be described as the "closed state," and the change to this closed state may be described as "closing." Alternatively, the state in which the normal operating member 12b is in an auxiliary position and no game ball can enter may be described as the "open state," and the change to this open state may be described as "opening."
[0036] The first major prize device 14 is located at the lower part of the right game area 3R (below the second starting prize device 12) and is positioned to protrude from the front of the game board 2 toward the front side (towards the transparent window panel 18b). This first major prize device 14 is a prize device (prize section) having a first major prize opening 14a (special prize opening, special ball entry opening), a first special operating member 14b, a first major prize opening sensor 14c (see Figure 5A), and a first special electric solenoid 14d (see Figure 5A). The first major prize opening 14a opens upward within the game area 3. The first major prize opening sensor 14c is a sensor (detection means) that detects game balls that have entered the first major prize opening 14a and is positioned in the middle of a prize path (not shown) that guides game balls that have entered the first major prize opening 14a toward the rear side of the game board 2. The first special operating member 14b is a plate-shaped member having an inclined upper surface, and is configured to slide back and forth between a front ball entry blocking position (first position) and a rear ball entry allowing position (second position). The first special electric solenoid 14d is connected to the first special operating member 14b and maintains the first special operating member 14b in the ball entry blocking position when demagnetized (non-operating state), and maintains the first special operating member 14b in the ball entry allowing position when energized (operating state). The first special operating member 14b in the ball entry blocking position is located in front of the front surface of the game board 2 and closes the first large prize opening 14a, thereby preventing game balls from entering the first large prize opening 14a, and causing the game balls to flow downstream (down and to the left) by its inclined upper surface. On the other hand, the first special operating member 14b for the ball entry permitting position is located behind the front of the game board 2 and opens the first large prize entry opening 14a, allowing game balls to enter the first large prize entry opening 14a. In other words, the first large prize entry opening 14a provided in the first large prize device 14 is a prize entry opening (variable ball entry opening) whose opening dimensions vary (the ease with which game balls can enter varies depending on the position). In the following explanation, the state in which the first special operating member 14b is in a position that prevents game balls from entering and is therefore unable to enter will be described as a "closed state," and the change to this closed state will be described as "closing." Conversely, the state in which the first special operating member 14b is in a position that allows game balls to enter and is therefore able to enter will be described as an "open state," and the change to this open state will be described as "opening."
[0037] The second major prize device 15 is located above the right game area 3R (above the second starting prize device 12) and is positioned to protrude from the front of the game board 2 toward the front side (towards the transparent window panel 18b). This second major prize device 15 is a prize device (prize section) having a second major prize opening 15a (special prize opening, special ball entry opening), a second special operating member 15b, a second major prize opening sensor 15c (see Figure 5A), and a second special electric solenoid 15d (see Figure 5A). The second major prize opening 15a opens upward within the game area 3. The second major prize opening sensor 15c is a sensor (detection means) that detects game balls that have entered the second major prize opening 15a and is positioned in the middle of a prize path (not shown) that guides game balls that have entered the second major prize opening 15a toward the rear side of the game board 2. The second special operating member 15b is a plate-shaped member having an inclined upper surface, and is configured to slide back and forth between a front ball entry blocking position (first position) and a rear ball entry allowing position (second position). The second special electric solenoid 15d is connected to the second special operating member 15b and maintains the second special operating member 15b in the ball entry blocking position when demagnetized (non-operating state), and maintains the second special operating member 15b in the ball entry allowing position when energized (operating state). The second special operating member 15b in the ball entry blocking position is located in front of the front surface of the game board 2 and closes the second large prize opening 15a, thereby preventing game balls from entering the second large prize opening 15a, and causing the game balls to flow downstream (down and to the left) by its inclined upper surface. On the other hand, the second special operating member 15b for the ball entry permitting position is located behind the front of the game board 2 and opens the second large prize entry opening 15a, allowing game balls to enter the second large prize entry opening 15a. In other words, the second large prize entry opening 15a provided in the second large prize device 15 is a prize entry opening (variable ball entry opening) whose opening dimensions vary (the ease with which game balls can enter varies depending on the position). In the following explanation, the state in which the second special operating member 15b is in a position that prevents game balls from entering and is therefore unable to enter will be described as a "closed state," and the change to this closed state will be described as "closing." Conversely, the state in which the second special operating member 15b is in a position that allows game balls to enter and is therefore able to enter will be described as an "open state," and the change to this open state will be described as "opening."
[0038] Furthermore, a specific area is formed in the prize entry path inside the second major prize device 15, through which game balls that have entered the second major prize opening 15a can pass (enter), and game balls that have entered the second major prize opening 15a are discharged to the rear side of the game board 2 via this specific area. In addition to the second major prize opening sensor 15c mentioned above, a specific area sensor 55a (Figure 5A) is provided in the prize entry path to detect game balls passing through (entering) this specific area. In this embodiment, the passage of a game ball through the specific area during the minor win state described later is the trigger for the transition to the V win state described later (development to the two major win states described later).
[0039] Incidentally, the pachinko game machine 1 can adjust the launch strength of the game balls in accordance with the operation of the handle 4 described above, so that the game balls can be launched into the left game area 3L and the right game area 3R by adjusting the launch strength. In this embodiment, with the aforementioned board configuration, game balls launched toward the left game area 3L (hereinafter referred to as "left shot") have the potential to enter the entry points (first start opening 10a, left general prize opening 11a) provided in the left game area 3L. On the other hand, game balls launched toward the right game area 3R (hereinafter referred to as "right shot") have the potential to enter the entry points (gate 13, second start opening 12a, first major prize opening 14a, second major prize opening 15a, right general prize opening 11a) provided in the right game area 3R.
[0040] As shown in Figure 2, the lower left of the game board 2 (lower left of the game area 3) is provided with display devices 50 (described later), which are game information display means for displaying various game information. As shown in Figure 5A, the display unit 50 includes a first special symbol display unit 51 that displays a first special symbol (also called the first special symbol or special symbol 1) in a variable manner, a second special symbol display unit 52 that displays a second special symbol (also called the second special symbol or special symbol 2) in a variable manner, and a normal symbol display unit 53 that displays a normal symbol (also called a normal symbol) in a variable manner. Furthermore, the display unit 50 includes a first special symbol hold display unit 51a that displays the number of reserved activations for the first special symbol in the first special symbol display unit 51, a second special symbol hold display unit 52a that displays the number of reserved activations for the second special symbol in the second special symbol display unit 52, and a normal symbol hold display unit 53a. Each of these displays is composed of one or more LEDs, and the type of information is indicated by the position of the lit or blinking LEDs. In the following explanation, when describing matters common to the first special symbol and the second special symbol, the terms "special symbol" or "special symbol" may be used simply. Also, when describing matters common to the first special symbol indicator 51 and the second special symbol indicator 52, the term "special symbol indicator" may be used simply.
[0041] (Ball circulation mechanism 30) Next, the ball circulation mechanism 30, which is provided in the area of the inner frame 16 below the area that holds the game board 2, will be described with reference to Figures 3 and 4. The ball circulation mechanism 30 is a mechanism for circulating a predetermined number (for example, 45) of game balls (circulating balls) inside the machine, and as shown in Figure 3, it comprises a collection unit 31, a collection unit 32, a ball lifting unit 34, a launch standby unit 35, a ball feeding unit 36, a return unit 38, a firing sensor 37 (subtraction sensor, subtraction detection means), and a circulating ball receiving tray 39, with a collection sensor 33 located in the collection unit 32 and a foul ball sensor 38a located in the return unit 38.
[0042] The collection section 31 is formed in the shape of a groove that opens upward to receive game balls falling from above (the rear of the game board 2). The bottom surface of the collection section 31 slopes downward from both ends in the left and right direction toward the center, with the central end, which is the downstream end, opening downward. The collection section 31 collects game balls that have entered one of the multiple prize-winning openings (described above) provided in the game area 3 and been discharged outside the game area 3 (the rear of the game board 2), and game balls that have been discharged outside the game area 3 (the rear of the game board 2) via the out opening 19, on its bottom surface, and guides them to the collection section 32 by dropping them through the opening on its bottom surface.
[0043] The recovery unit 32 has a recovery passage R1 inside through which game balls can flow down in a single line, and the upstream end of this recovery passage R1 is connected to the opening on the bottom of the collection unit 31 mentioned above. A recovery sensor 33 is placed in the middle of the recovery passage R1, and game balls passing through the recovery passage R1 are detected one by one by the recovery sensor 33. In other words, game balls flowing down the game area 3, regardless of whether they enter the prize entry point (mentioned above) or are discharged from the out exit point 19, gather at the collection unit 31, flow into the recovery passage R1 of the recovery unit 32 to form a single line, and are detected one by one by the recovery sensor 33. When game balls are circulating normally in the ball circulation mechanism 30, the number of times game balls are fired in response to the player's operation of the handle 4 (actual number of shots, the number detected by the actual shot sensor 37 described later) will match the number of game balls subsequently detected by the recovery sensor 33. The downstream end of this recovery unit 32 is connected to the bottom of the vertically elongated box-shaped ball lifting unit 34. As a result, the game balls that have passed through the collection passage R1 flow into the lower part of the ball lifting unit 34.
[0044] The ball lifting unit 34 has a lifting passage R2 extending vertically inside, and the lower end of this lifting passage R2 is connected to the recovery passage R1 of the recovery unit 32 described above. The ball lifting unit 34 also rotatably houses a cylindrical lifting shaft 34a that extends vertically along the lifting passage R2. The lifting shaft 34a has a helical ball-holding piece 34b formed on its outer circumference and rotates in the forward and reverse directions according to the forward and reverse rotation of the lifting motor 34c (see Figure 5A). Here, as the lifting motor 34c rotates in the forward direction, the game ball held by the ball-holding piece 34b at the lower end of the lifting shaft 34a moves upward along the lifting passage R2. The upper end of the ball lifting unit 34 is connected to the launch standby unit 35, and the upper end of the lifting passage R2 is in communication with the inside of the launch standby unit 35. In other words, the game balls that have moved upward through the lifting passage R2 due to the forward rotation of the lifting shaft 34a are guided into the launching standby section 35. On the other hand, when removing balls from the ball circulation mechanism 30, a game store employee or the like performs a predetermined operation, described later, to reverse the rotation of the lifting motor 34c, causing the game balls in the lifting passage R2 to move downward and be discharged from the ball discharge port 34d into the circulating ball receiving tray 39, described later.
[0045] The circulating ball tray 39 is configured to accommodate all of the game balls (circulating balls) discharged from the ball discharge port 34d of the ball circulation mechanism 30 by the ball removal operation. Since the circulating ball tray 39 can be easily attached to and detached from the ball circulation mechanism 30, it is convenient to carry the removed game balls all at once. When returning game balls to the ball circulation mechanism 30, the tapered end (supply port) of the circulating ball tray 39, which contains the required number of game balls, should be brought close to the out port 19 at the lower end of the game area 3, and the game balls should be poured in.
[0046] The launch standby section 35 has a launch standby passage R3 that slopes downward from the right end to the left end on its interior side, and the upstream side of this passage opens to the right, to which the aforementioned lifting passage R2 is connected. The downstream side of the launch standby passage R3 opens to the front, to which the upstream end of the internal passage R4 of the ball feeding section 36, which will be described later, is connected.
[0047] As shown in Figure 3, the ball feeding section 36 is a box-shaped member (see Figure 4) positioned to cover the left side of the launch standby section 35 from the front. An internal passage R4 is formed inside it, and a ball feeding solenoid 36b and a ball feeding member 36c are attached to it. The internal passage R4 is formed with a width sufficient for game balls to pass through in a single line. Its upstream end (right end) communicates with the aforementioned launch standby passage R3, and the ball feeding member 36c is positioned opposite its downstream end (left end). Below the downstream end of this internal passage R4, an exit 36a (for game balls from the ball feeding section 36) is formed, penetrating in the front-to-back direction. As shown in Figure 4, the ball feeding member 36c is configured so that its right end (U-shaped portion), which can hold one game ball, can swing up and down around its left end as an axis in a front view. When the ball feeding member 36c is in the upper swing position, it is capable of receiving game balls from the downstream end of the internal passage R4, and can then send the received game balls to the exit 36a of the ball feeding section 36 by moving to the lower swing position.
[0048] Furthermore, the ball circulation mechanism 30 is provided with a launching hammer 90a and a launching rail 29 in the area covered by the ball feeding section 36. The launching hammer 90a is configured to launch game balls that are supplied one by one to the ball striking position 29a by the ball feeding member 36c of the ball feeding section 36 towards the game area 3 when the launching operation is performed in conjunction with the drive of the launching motor 91. The ball striking position 29a is the stopping position of the game ball that is struck by the launching hammer 90a, and is located at the lower right end (downstream end) of the launching rail 29 (see Figure 3), which is set to rise to the left. The game ball at the ball striking position 29a is struck by the launching hammer 90a, slides along the launching rail 29, flies in the direction of its extension (upper left), enters the ball launching guide passage 17a (see Figure 3) of the game board 2, and flows into the game area 3. With this configuration, the game balls that flow through the launch standby passage R3 of the launch standby section 35 enter the internal passage R4 of the ball feeding section 36 in a single line, and are supplied one by one from the exit 36a of the ball feeding section 36 to the ball hitting position 29a by the operation of the ball feeding member 36c accompanying the drive of the ball feeding solenoid 36b (see Figures 4 and 5A), and move from the launch rail 29 to the game area 3 via the launch ball guidance passage 17a by the operation of the launch hammer 90a accompanying the drive of the launch motor 91.
[0049] A firing sensor 37 is positioned on the side where the game ball moves from the launch rail 29 (in this embodiment, near the entrance of the launch ball guidance passage 17a). This firing sensor 37 is provided to detect the game ball moving from the ball-hitting position toward the game area 3 (i.e., the game ball that has actually been launched). Here, the pachinko game machine 1 is controlled to determine that one detection by the firing sensor 37 corresponds to the occurrence of one ball consumption. In other words, when one detection occurs by the firing sensor 37, the count value of the number of balls held, which is stored in the pachinko game machine 1 (frame control board 150, described later), is reduced by one.
[0050] As shown in Figure 3, the launch rail 29 and the game board 2 (launch ball guidance passage 17a) are spaced apart, and a return section 38 is provided below this space. This return section 38 forms a foul ball passage R5 for guiding game balls that were launched by the launch hammer 90a and flew but did not reach the game area 3 to the ball lifting section 34. The foul ball passage R5 extends downward from between the launch rail 29 and the game board 2 (launch ball guidance passage 17a), extends slightly backward from there, and then extends further downward to the right, where it connects to the lifting passage R2. A foul ball sensor 38a is provided midway along the foul ball passage R5 to detect game balls (foul balls) passing through the foul ball passage R5. When a foul ball occurs (detected by the foul ball sensor 38a), the count value of the number of balls held, which is stored in the pachinko game machine 1 (frame control board 150, described later), is increased by one (one ball is returned).
[0051] [Main electrical components of Pachinko game machine 1] Next, the main electrical configuration of the pachinko game machine 1 will be described with reference to Figures 5A and 5B. The pachinko game machine 1 is equipped with multiple control boards and devices. The control boards include a main control board 60 (game control board), a power supply board 70, a frame control board 150 (communication control means, ball count control board), a launch control circuit 75, a sub-control board 100 (performance control means), and an image control board 200. The main control board 60 is electrically connected to the sub-control board 100 and the frame control board 150, and the sub-control board 100 is electrically connected to the image control board 200. In addition, the frame control board 150 is electrically connected to the launch control circuit 75 and the aforementioned external dispensing board 77. These control boards are housed in a transparent synthetic resin board case and positioned on the rear side of the pachinko game machine 1. However, the main control board 60, sub-control board 100, and image control board 200 are installed on the rear side of the game board 2, while the power supply board 70, frame control board 150, and launch control circuit 75 are installed on the rear side of the inner frame 16. This configuration allows the power supply board 70, frame control board 150, and launch control circuit 75, which are installed on the rear side of the inner frame 16, to be reused in combination with a new game board 2 when the game board 2 of the pachinko game machine 1 is replaced.
[0052] (Main control board 60) The main control board 60 is installed on the rear side of the game board 2, with its board case sealed by a sealing sticker (not shown). The sealing sheet has an IC chip and its antenna circuit embedded in it that stores a unique identification number (hereinafter referred to as "chip number") such as the management number of the main control board 60. Therefore, inspection personnel such as employees of the game parlor can use a reader device to read the identification information from the IC chip on the sealing sticker and perform inspections.
[0053] As shown in Figure 5A, the main control board 60 is equipped with a one-chip microcontroller for game control (hereinafter referred to as the game control microcontroller) 61. The game control microcontroller 61 includes a CPU 62, a ROM 63, a RAM (RWM) 64, and an input / output circuit 65. The game control microcontroller 61 generates random numbers used in various judgments (draws), such as jackpot random numbers, special symbol type random numbers, reach random numbers, special symbol variation pattern random numbers, normal symbol win random numbers, normal symbol win type random numbers, and normal symbol variation pattern random numbers. The CPU 62 performs actions such as ball entry detection, special symbol win judgment, normal symbol win judgment, and updating of various random numbers. The ROM 63 stores computer programs and the like that executed by the CPU 62. For example, various tables such as the win / loss determination table T1, the big win symbol determination table T2, the small win symbol determination table T3, the time-saving symbol determination table T4, the reach determination table T5, the special symbol 1 variation pattern selection table T6, the special symbol 2 variation pattern selection table T7, the normal symbol win / loss determination table T8, the normal symbol win type determination table T9, and the normal symbol variation pattern selection table T10, which will be described later, are stored in this ROM 63. RAM 64 is used as work memory when the CPU 62 executes computer programs.
[0054] ROM 63 stores "comparison information" used in various determinations (main frame determination described later) regarding the combination of the frame control board 150 (frame control microcontroller 151) of the inner frame 16 (gaming machine frame) and the main control board 60 on the game board 2 side. Hereinafter, the storage area for comparison information in ROM 63 will be referred to as the "comparison information storage unit 63a" (see Figure 5A). This comparison information is notified to the frame control board 150, described later, at appropriate timings. In addition, ROM 63 stores "game machine installation information," which is unique identification information for the pachinko game machine 1. The game machine installation information includes, for example, information such as a management number for the main control board 60, the game board 2, or the pachinko game machine 1 (for example, the identification information contained in the stored data of the IC chip mentioned above). The game control microcomputer 61 reads the game machine installation information from ROM 63 when the initial setup at power-on is completed and outputs it to the frame control board 150 (frame control microcomputer 151), etc. Therefore, the frame control board 150 (frame control microcomputer 151) can determine the completion of the power-on processing of the game control microcomputer 61 by receiving the game machine installation information, and can also verify the unique information.
[0055] Furthermore, the RAM 64 is provided with a first special feature retention memory unit 64a, a second special feature retention memory unit 64b, a general feature retention memory unit 64c, and a base value memory unit 64d.
[0056] The first special symbol hold memory unit 64a is equipped with first to fourth memory areas for holding and storing information (first start ball entry information) acquired by the game control microcomputer 61 when a game ball enters the first start opening 10a while the first special symbol display unit 51 is showing a special symbol variation. In other words, the maximum number of first special symbol holds that can be stored is four. Each memory area stores values such as jackpot random numbers, special symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers (start ball entry information, start prize information) acquired by the game control microcomputer 61 when a game ball enters the first start opening 10a. For example, when a game ball enters the first start opening 10a while the first special symbol display unit 51 is showing a variation of the first special symbol, the execution of the variation display of the first special symbol based on that entry is put into a standby state at that time. In this case, the starting ball entry information acquired as a result of the ball entering the machine is stored in the first special feature reserve storage unit 64a, and when it becomes possible to start the variation thereafter, the variation display of the first special feature based on that starting ball entry information is started. That is, if the variation display of the special feature cannot be started at the time the starting ball entry information is acquired as a result of the ball entering the first starting port 10a, the execution of the variation display of the first special feature based on that starting ball entry information is suspended (operation suspended) until the variation start condition (start condition) is met. In this first special symbol hold memory unit 64a, the starting ball entry information, such as the jackpot random number, is stored sequentially from each first memory area in the order in which the operation hold occurs, that is, in the order in which it is acquired by the game control microcomputer 61. For example, if the first special symbol hold memory unit 64a stores starting ball entry information up to the first to fourth memory areas, the starting ball entry information stored in the fourth memory area is the most recent information in terms of time, and the starting ball entry information stored in the first memory area is the oldest information in terms of time. The starting ball entry information stored in each memory area shifts one by one to the memory area with the oldest storage order each time the special symbol variation display is completed. For example, the jackpot random number stored in the second memory area shifts to the first memory area. Furthermore, the determination (lottery) of special symbol wins, etc., based on the starting ball entry information stored in the first memory area is executed when the current variation display of the special symbol on the special symbol display unit ends and the timing for the start of the next variation display arrives (when the conditions for starting the variation display are met).
[0057] The second special symbol hold memory unit 64b has one memory area (first memory area) for holding and storing information (second start ball entry information) acquired by the game control microcomputer 61 when a game ball enters the second start port 12a while the second special symbol display unit 52 is showing a special symbol variation. In other words, the maximum number of second special symbols that can be stored is one. The first memory area stores values such as the jackpot random number, special symbol type random number, reach random number, and special symbol variation pattern random number (start ball entry information) acquired by the game control microcomputer 61 when a game ball enters the second start port 12a. For example, when a game ball enters the second start port 12a while the second special symbol display unit 52 is showing a variation of the second special symbol, the execution of the variation display of the second special symbol based on that entry is put into a standby state at that time. In this case, the starting ball entry information acquired as a result of the ball entering the machine is stored in the second special symbol hold storage unit 64b, and when it becomes possible to start the variation thereafter, the variation display of the second special symbol based on that starting ball entry information is started. That is, if the variation display of the special symbol cannot be started at the time the starting ball entry information is acquired as a result of the ball entering the second starting port 12a, the execution of the variation display of the second special symbol based on that starting ball entry information is held in abeyance (operation held in abeyance) until the variation start condition (start condition) is met. Thus, in this embodiment, the maximum number of second special symbol reserves is 1, which is less than the maximum number of first special symbol reserves (4). That is, the number of starting ball entry information that can be stored by the second special symbol reserve storage unit 64b (maximum number of second special symbol reserves, number of storage areas) is set to be less than the number of starting ball entry information that can be stored by the first special symbol reserve storage unit 64a (maximum number of first special symbol reserves, number of storage areas). Note that the maximum number of second special symbol reserves may be 4 (the same as the maximum number of first special symbol reserves), or it may be 2 or 3. Alternatively, the second special symbol reserve storage unit 64b may be eliminated, and the starting ball entry information for the second special symbol may be acquired and a special symbol win determination performed only when a ball enters the second starting opening 12a during a period when the special symbol is not being displayed or when the game is not in a winning state.
[0058] In the pachinko game machine 1, the consumption of the second special symbol reserve takes precedence over the consumption of the first special symbol reserve. In other words, if both the first and second special symbol reserves exist, the second special symbol reserves are consumed first, followed by the first special symbol reserves. For example, when the start ball entry information is stored in the first memory area of the first special symbol reserve storage unit 64a and the first memory area of the second special symbol reserve storage unit 64b, and the timing for the start of the special symbol variation display arrives, the start ball entry information stored in the first memory area of the second special symbol reserve storage unit 64b shifts to the execution area (execution target area), and a special symbol hit determination or other determination based on this start ball entry information is performed. On the other hand, at this time, the first special symbol hold memory unit 64a does not shift the starting ball entry information in the first memory area. Then, when the timing for the start of the special symbol variation display arrives with the second special symbol hold count at 0, it shifts to the execution area (execution target area), and a determination such as a special symbol hit determination based on this starting ball entry information is performed.
[0059] The regular symbol hold memory unit 64c is equipped with first to fourth memory areas for holding and storing information (activated ball entry information) acquired by the game control microcomputer 61 when a game ball passes through the gate 13 while the regular symbol display unit 53 is showing a variation of a regular symbol. In other words, the maximum number of regular symbol holds that can be stored is four. Each memory area stores values such as a regular symbol winning random number, a regular symbol winning type random number, and a regular symbol variation pattern random number (activated ball entry information) acquired by the game control microcomputer 61 when a game ball passes through (enters) the gate 13. For example, when the regular symbol display unit 53 is showing a variation of a regular symbol and a game ball enters the gate opening of the gate 13, the execution of the variation display of the regular symbol based on that entry is put into a standby state at that time. In this case, the activated ball entry information acquired as a result of the entry is stored in the regular symbol hold memory unit 64c, and when it becomes possible to start the variation thereafter, the variation display of the regular symbol based on that activated ball entry information is started. In other words, if the normal symbol variation display cannot be started at the time the activation ball entry information is acquired triggered by the ball entering the gate, the execution of the variation display of the normal symbols based on that activation ball entry information will be suspended (operation suspended) until the variation start condition is met. In this regular symbol hold memory unit 64c, the activated ball entry information is stored sequentially from each first memory area in the order in which the activated hold occurs, that is, in the order in which it is acquired by the game control microcomputer 61, similar to the first special symbol hold memory unit 64a described above. For example, if the regular symbol hold memory unit 64c stores activated ball entry information up to the first to fourth memory areas, the activated ball entry information stored in the fourth memory area is the most recent information in terms of time, and the activated ball entry information stored in the first memory area is the oldest information in terms of time. Each time the display of the regular symbols changes, the activated ball entry information stored in each memory area shifts one item to the memory area with the oldest storage order. For example, the activated ball entry information stored in the second memory area shifts to the first memory area. Furthermore, the determination (lottery) of a regular symbol win based on the operational ball entry information stored in the first memory area is performed when the regular symbol display on the regular symbol display unit 53 ends and the timing for the start of the next variation display arrives (when the conditions for starting the variation display are met).
[0060] The base value storage unit 64d is a storage area for storing the base value calculated by the game control microcomputer 61. The base value is the payout rate during a non-time-saving game state (normal game state), and is calculated using the formula: number of balls acquired during a game state in which the player plays with left-handed shooting (non-time-saving game state or slight time-saving a described later) ÷ number of balls consumed during that game state × 100. Here, the game control microcomputer 61 calculates the number of balls acquired by totaling the number of prize balls awarded for entry into each prize slot provided in the game area 3. It also calculates the number of balls consumed based on the number of prize balls entered into each prize slot provided in the game area 3 and the number of balls discharged by the multiple out slots 19. Alternatively, the number of balls consumed may be counted in response to detection by the recovery sensor 33 or the shooting sensor 37 described later. In this embodiment, since the recovery sensor 33 and the actual firing sensor 37 are connected to the frame control board 150, if the number of balls consumed is to be counted in response to the detection of any of these sensors, the sensor should be connected to the game control microcontroller 61, or the frame control board 150 should be notified of the detection by the sensor. In this embodiment, a base value command, including the base value stored in the base value storage unit 64d of the main control board 60, is transmitted to the frame control board 150, thereby enabling the base value calculated by the game control microcomputer 61 to be displayed on the performance display monitor 183 provided on the frame control board 150.
[0061] Furthermore, the main control board 60 is electrically connected to the display units 50.
[0062] The standard symbol indicator 53 is composed of multiple LEDs, and the combination of lit and unlit LEDs represents the type of standard symbol, while the blinking of each LED represents the variation of the standard symbol. Hereinafter, the variation pattern of the standard symbol from when the variation display of the standard symbol begins until the standard symbol is stopped will be referred to as the standard symbol variation pattern.
[0063] When a game ball passes through gate 13 (gate sensor 13a), a determination is made (normal symbol win determination) to determine whether or not to open a predetermined ball entry opening (second start opening 12a in this embodiment), and the normal symbol display 53 displays a normal symbol in a variable manner. Then, after a predetermined time has elapsed since the normal symbol display 53 began to display the variable normal symbol, the normal symbol display 53 confirms and displays the normal symbol corresponding to the result of the normal symbol win determination. If the normal symbol confirmed and displayed by the normal symbol display 53 is a normal symbol indicating a win, the normal operating member 12b of the second start prize entry device 12 enters a ball entry-allowing position, the second start opening 12a opens, and a normal symbol win state (auxiliary game, described later) occurs. In this embodiment, as will be described later, there are two types of normal symbols that indicate a win in the normal symbol win determination. When the initiation of a new normal symbol variation display is prohibited on the normal symbol display unit 53 (when the normal symbol display unit 53 is displaying a variation of a normal symbol, or when an auxiliary game, as described later, is occurring), if a game ball enters the gate opening of gate 13, the normal symbol variation display on the normal symbol display unit 53 triggered by that ball entry is put on hold (operation put on hold), and the number of such operation put on hold is displayed by the normal symbol hold display unit 53a.
[0064] The first special symbol indicator 51 and the second special symbol indicator 52 are each composed of multiple LEDs. The multiple LEDs that make up each special symbol indicator represent the type of special symbol by the combination of LEDs that are lit and LEDs that are not lit, and the blinking of each LED represents the variation of the special symbol. Hereinafter, the variation pattern of the special symbol from when the variation display of the special symbol begins until the special symbol is stopped (confirmed display) will be called the special symbol variation pattern.
[0065] When a game ball enters the first start opening 10a, a special symbol win determination (also called internal determination, big win determination, or minor win determination) is performed to determine whether or not it is a big win, and the first special symbol display 51 displays the first special symbol in a variable position. Then, after a predetermined amount of time has elapsed since the start of the variable display of the first special symbol, the first special symbol display 51 displays the first special symbol corresponding to the result of the special symbol win determination as stopped (confirmed display). When the start of a new variable display of the first special symbol is prohibited on the first special symbol display 51 (when the first special symbol display 51 is displaying the first special symbol in a variable position, or when a big win game state has occurred), if a game ball enters the first start opening 10a, the variable display of the first special symbol on the first special symbol display 51 triggered by that ball entry is put on hold (operation put on hold), and the number of operation put on hold is displayed on the first special symbol hold display 51a. Hereinafter, the number of reserved special symbols for the first special symbol indicator 51 will be referred to as the first special symbol reserved number.
[0066] Furthermore, when a game ball enters the second start port 12a, a special symbol win determination (also called internal determination, big win determination, small win determination, etc.) is performed to determine whether or not it is a big win, and the second special symbol display 52 displays the second special symbol in a variable position. Then, after a predetermined amount of time has elapsed since the start of the variable positioning of the second special symbol, the second special symbol display 52 displays the second special symbol corresponding to the result of the special symbol win determination as stopped (confirmed display). When the start of a new variable positioning of the second special symbol is prohibited on the second special symbol display 52 (when the second special symbol display 52 is displaying the second special symbol in a variable position, or when a big win game state has occurred), if a game ball enters the second start port 12a, the variable positioning of the second special symbol on the second special symbol display 52 triggered by that ball entry is put on hold (operation put on hold), and the number of such operation put on hold is displayed on the second special symbol hold display 52a. Hereinafter, the number of reserved special symbols for the second special symbol indicator 52 will be referred to as the second special symbol reserved number. Also, when explaining matters common to both the first and second special symbol reserved numbers, the term "special symbol reserved number" will be used.
[0067] In the first special symbol indicator 51, the second special symbol indicator 52, and the regular symbol indicator 53, a predetermined variation interval (symbol stop time) is provided between the end of the variation display of one symbol and the start of the variation display of the next symbol. In the following explanation, the decrease in the number of special symbol reserves by one due to the execution of special symbol variation, or the decrease in the number of regular symbol reserves by one due to the execution of regular symbol variation, may be referred to as the consumption of reserves (special symbol reserves, regular symbol reserves).
[0068] In addition to the above-mentioned display devices 50, the main control board 60 is electrically connected via the relay board 74 to sensors for detecting game balls, including a first start-up sensor 10b, a general prize-winning-out
[0069] The first start port sensor 10b detects a game ball that has entered the first start port 10a and outputs a detection signal to the main control board 60. The general prize port sensor 11b detects a game ball that has entered the general prize port 11a and outputs a detection signal to the main control board 60 (in this embodiment, a general prize port sensor 11b is provided corresponding to each of the multiple general prize ports 11a). The second start port sensor 12c detects a game ball that has entered the second start port 12a and outputs a detection signal to the main control board 60. The first large prize port sensor 14c detects a game ball that has entered the first large prize port 14a and outputs a detection signal to the main control board 60. The second large prize port sensor 15c detects a game ball that has entered the second large prize port 15a and outputs a detection signal to the main control board 60. The gate sensor 13a detects game balls that have entered (passed through) the gate 13 and outputs a detection signal to the main control board 60. The outlet sensor 19a detects game balls being discharged from the outlet 19 and outputs a detection signal to the main control board 60. When a game ball is detected by one of these sensors, which corresponds to a prize entry point, the conditions for awarding a predetermined number of prize balls for each sensor are met.
[0070] In this embodiment, the prize ball awarded for one detection by the first start port sensor 10b (one ball entering the first start port 10a) is set to "1 ball", the prize ball awarded for one detection by the second start port sensor 12c (one ball entering the second start port 12a) is set to "1 ball", the prize ball awarded for one detection by the first large prize port sensor 14c (one ball entering the first large prize port 14a) is set to "10 balls", and the second large prize port The prize balls awarded for one detection by sensor 15c (one ball entering the second large prize opening 15a) are set at "4 balls", the prize balls awarded for one detection by the general prize opening sensor 11b on the left side (left game area 3L) (one ball entering the general prize opening 11a) are set at "5 balls", and the prize balls awarded for one detection by the general prize opening sensor 11b on the right side (right game area 3R) (one ball entering the general prize opening 11a) are set at "1 ball".
[0071] Furthermore, the specific area sensor 55a detects game balls passing through a specific area inside the second major prize device 15 and outputs a detection signal to the main control board 60.
[0072] Furthermore, the main control board 60 is electrically connected to the ordinary solenoid 12d, the first special solenoid 14d, and the second special solenoid 15d via the relay board 74. The ordinary solenoid 12d is energized based on the control of the main control board 60 and changes the ordinary operating member 12b from a ball entry prevention position to a ball entry permitting position. The first special solenoid 14d is energized based on the control of the main control board 60 and changes the first special operating member 14b from a ball entry prevention position to a ball entry permitting position. The second special solenoid 15d is energized based on the control of the main control board 60 and changes the second special operating member 15b from a ball entry prevention position to a ball entry permitting position.
[0073] (Frame control board 150) As shown in Figure 5A, a frame control board 150 (frame-side control means, ball count control means) is equipped with a frame control one-chip microcontroller (hereinafter referred to as the frame control microcontroller) 151. The frame control board 150 is electrically connected to a door open sensor 18c that detects the open state of the front frame 18, a count sensor 18e that detects the operation of the count button 18d, the aforementioned game ball count display 26, electrical components constituting the ball circulation mechanism 30 (lifting motor 34c, recovery sensor 33, actual firing sensor 37, foul ball sensor 38a), a call detection switch 302 that detects the operation of the call button 301, and the lending board 77 of the lending unit 76.
[0074] The frame control microcontroller 151 comprises a CPU 152, a ROM 160 (storage means), a RAM (RWM) 170, and an input / output circuit 153. The CPU 152 manages the number of balls held by the player and other game balls, manages information related to the game status (for example, the number of times the starting prize is won, the number of times the special symbol variation display is executed, the current game state, etc.), calculates and displays performance values related to the performance of the pachinko game machine 1, drives the launch motor 91, ball feeding solenoid 36b, and lifting motor 34c, and transmits and receives information (input / output of signals) with the lending unit 76 (lending board 77). It also receives detection signals from the counting sensor 18e, door open sensor 18c, actual firing sensor 37, foul ball sensor 38a, retrieval sensor 33, etc. via the input / output circuit 153. The ROM 160 of the frame control microcontroller 151 stores computer programs executed by the CPU 152, as well as various judgment tables for determining specific performance content. The RAM 170 is used as work memory when the CPU 152 executes computer programs. The ROM 160 also stores "version information" which is used together with the aforementioned "comparison information" in determining whether the combination of the frame control microcontroller 151 and the main control board 60 installed in the same pachinko game machine 1 is appropriate or inappropriate (main frame determination). Hereinafter, the storage area for version information in the ROM 160 will be referred to as the "version information storage unit 161" (see Figure 5A). The frame control microcontroller 151 determines whether the command information (comparison information) received from the game control microcontroller 61 at an appropriate timing is appropriate by comparing it with the version information (basic information) (main frame determination).
[0075] In addition, the microcontroller 151 for frame control receives time information from the RTC (real-time clock) 124, which is mounted on the sub-control board 100 and will be described later.
[0076] The launch mechanism 90 is electrically connected to the frame control board 150 via the launch control circuit 75. When there is no reason to restrict or stop the drive control of the launch mechanism 90 (a launch prevention reason), the frame control board 150 outputs a launch permission signal to the launch control circuit 75. If a launch prevention reason occurs, the frame control board 150 either stops the launch permission signal and outputs a dummy-fire signal, or stops both the launch permission signal and the dummy-fire signal, depending on the launch prevention reason (as described later). The launching mechanism 90, which is electrically connected to the launching control circuit 75, includes a ball-feeding solenoid 36b that drives a ball-feeding member 36c for sending game balls one by one from the ball-feeding section 36 (internal passage R4) to the ball-hitting position, a launching motor 91 that drives a launching hammer 90a that strikes and launches the game ball at the ball-hitting position 29a, a touch switch 92 that outputs a signal indicating that the player has touched the handle 4, and a launching volume 93 that adjusts the strength with which the launching hammer 90a strikes the game ball according to the amount of displacement caused by the rotation of the launching lever 4a. The launching control circuit 75, upon receiving a launch permission signal and a signal from the touch switch 92 indicating the player's contact with the handle 4, controls the launching motor 91 to drive the launching hammer 90a with a striking strength corresponding to the amount of displacement of the launching volume 93, and also supplies game balls one by one to the ball-feeding position by driving the ball-feeding solenoid 36b, thereby launching game balls periodically (for example, at 600ms intervals). On the other hand, the launch control circuit 75 stops driving the launch motor 91 and the ball feeding solenoid 36b when no launch permission signal is input (a game-disabled state described later).
[0077] Here, referring to Figures 6 and 7, the control of the firing prevention state by the frame control microcontroller 151 (firing permission / non-firing means) will be explained. In the pachinko game machine 1, a firing permission signal from the frame control microcontroller 151 is always input to the firing control circuit 75. During this time, when the player rotates the firing lever 4a of the handle 4 (game operation means), a signal from the touch switch 92 is input to the firing control circuit 75, and the game ball is fired toward the game area 3 with a firing intensity corresponding to the amount the firing lever 4a is operated. In this case, when the handle 4 is being operated, the firing control circuit 75 drives the firing mechanism 90, causing the firing hammer 90a (firing motor 91) and the ball feeding member 36c (ball feeding solenoid 36b) to operate repeatedly at equal intervals, thereby realizing continuous firing of game balls. In other words, the ball feeding member 36c feeds one game ball to the ball striking position 29a (ball feeding operation), and the launching hammer 90a launches the game ball at the ball striking position 29a (ball striking operation), and this launching operation is performed continuously at equal intervals (specifically, every 600ms). However, if any launch-blocking event occurs (an event that should stop or restrict the launching operation), the launch permission signal from the frame control microcontroller 151 to the launch control circuit 75 is stopped. When the launch permission signal is stopped, even if the handle 4 is operated, continuous launching operations will not be performed. Hereinafter, this state will be referred to as the "launch-blocking state," and the normal state in which launching is possible will be referred to as the "launch-ready state."
[0078] As shown in Figure 6, the reasons for preventing a launch include game stoppage, zero balls remaining, open door, abnormal ball delivery, and disconnection of the dispensing unit. Game stoppage occurs when the maximum number of balls (specific number of balls) described later reaches a standard number (95,000 balls) or when a specific abnormal condition is detected, causing the game control by the game control microcomputer 61 to stop. Zero balls remaining means that the number of game balls (balls remaining) that the player can use has become "0". Open door means that the front frame 18 is open and the front of the game board 2 (game area 3) is exposed. Abnormal ball delivery means that an abnormality related to the rotational operation of the lifting shaft 34a (lifting motor 34c) is detected in the ball lifting section 34 of the ball circulation mechanism 30. Disconnection of the dispensing unit means that a normal connection state has not been formed between the frame control board 150 (frame control microcomputer 151) and the dispensing unit 76 (dispensing board 77) (the input of the connection signal has not been confirmed for a predetermined time or longer). If at least one of these launch prevention conditions occurs, the input of a launch permission signal from the frame control microcontroller 151 to the launch control circuit 75 is stopped.
[0079] In this embodiment, as a firing prevention state (a state in which continuous firing operations are not performed even if the handle 4 is operated), there is a state in which the ball feeding operation and the ball hitting operation are prohibited (hereinafter referred to as the "total stop state"), as well as a state in which the ball feeding operation is prohibited but the ball hitting operation is not prohibited (hereinafter referred to as the "empty firing state"). Then, as shown in Figure 6, the frame control microcomputer 151 controls the firing control circuit 75 so that when a predetermined firing prevention reason (for example, game stopped, zero balls remaining, or abnormal ball transport) is present, the firing prevention state is set to the empty firing state, while when other firing prevention reasons (for example, door open, or dispensing unit not connected) are present, the firing prevention state is set to the total stop state. In this case, the predetermined firing prevention reasons and the types of other firing prevention reasons can be set as appropriate.
[0080] The reason for adopting a "dry-firing" state as the launch prevention state is to prevent the player's balls from remaining on the launch rail 29 (ball hitting position 29a) when the player ends the game. In other words, when the player actually operates the handle 4 on the pachinko game machine 1 to launch a game ball, the game ball (launched ball) that does not reach the game area 3 may return along the launch ball guidance passage 17a, jump over the return section 38 (foul ball passage R5), and return to the launch rail 29. In this case, the game ball that returns to the launch rail 29 is not detected by the foul ball sensor 38a. Therefore, if the launch prevention state is set to a fully stopped state (a state that stops the ball feeding operation and the ball hitting operation), the game ball that does not reach the game area 3 and returns to the launch rail 29 will remain on the launch rail 29 without being launched again, and one ball will not be returned as a foul ball for counting purposes. This will result in the player suffering a loss. Therefore, a dry-fire state is adopted as a firing prevention state, stopping the feeding of new game balls to the hitting position 29a by the ball feeding operation, while allowing the hitting operation by the firing hammer 90a, thereby preventing the player's balls from remaining on the firing rail 29. In this embodiment, two types of firing prevention states are adopted depending on the reason for firing prevention: a dry firing state and a completely stopped state. However, the dry firing state may be used for all firing prevention reasons.
[0081] Figure 7(a) is a time chart showing the case when the player continues to operate the handle 4, and the aforementioned launch prevention event (door open or dispensing unit not connected) occurs, causing the frame control microcomputer 151 to switch to a fully stopped state. Until the launch prevention event occurs, continuous launch operations (ball feeding operation and ball hitting operation) are performed at equal intervals (600ms), but from the moment the launch operation that was in progress at the time the launch prevention event occurred ends, both the ball feeding operation and the ball hitting operation are stopped. Each launch operation controlled by the launch control circuit 75 follows a pattern in which a ball feeding operation occurs first within a certain time period (600ms), followed immediately by a ball hitting operation. Furthermore, the launch operation currently in progress is not interrupted when a launch prevention event occurs. As a result, even if a launch prevention event occurs between the ball feeding operation and the ball hitting operation, the game ball will not remain at the ball hitting position 29a after being sent out.
[0082] Figure 7(b) is a time chart for when, while the player is operating the handle 4, one of the aforementioned launch prevention events occurs—game stoppage, zero ball count, or ball feeding malfunction—and the frame control microcomputer 151 transitions to a dry-firing state. Until a launch prevention event occurs, continuous launching operations (ball feeding operation and ball hitting operation) are performed at equal intervals (600ms). The launching operation in this case is the same as described above (in the case of Figure 7(a)). However, once the launching operation that was in progress at the time the launch prevention event occurred ends, the ball feeding operation is stopped. However, the ball hitting operation continues thereafter, as long as the player is operating the handle 4, in accordance with the periodic (600ms) timing.
[0083] Next, we will explain the control of the aforementioned call button 301 (calling a staff member by a player) by the frame control microcontroller 151. As mentioned earlier with reference to Figure 1, in general, amusement parlors have a machine-specific display device DT installed above each amusement machine to display game data for each machine, and the machine-specific display device DT is equipped with a machine-specific button DTb for calling a staff member. When a player wants to call a staff member, they press the machine-specific button DTb on the machine-specific display device DT, and the information to call a staff member is entered into the amusement parlor's hall computer, which then communicates with each staff member via wireless communication. When a staff member is called by pressing the machine-specific button DTb in this way, the notification lamp DTc on the machine-specific display device DT lights up, so by seeing that the notification lamp DTc is lit, it is clear that a staff member is being called (wireless communication is in progress). However, in recent years, there has been a trend to put more effort into the design of the front of gaming machines, and the visual impact has been enhanced by the addition of three-dimensional decorations. As a result, the three-dimensional shape of the front of the machine has made it difficult to operate the staff call button. For this reason, in the pachinko gaming machine 1 of this embodiment, a call button 301 (call operation unit) is mounted on the front frame 18 (operation unit 25) so that players can easily operate the staff call button. Here, in order to enable the calling of a staff member by operating the call button 301, the frame control microcontroller 151 is configured to output information indicating the start of a staff member call (called start information, described later) to the outside of the machine (rental board 77) based on the operation of the call button 301 when a staff member call is not being made. In addition, the frame control microcontroller 151 is also configured to output information indicating the end of a staff member call (called end information) to the outside of the machine (rental board 77) based on the operation of the call button 301 while a staff member call is in progress. In other words, the pachinko game machine 1 is configured so that the player can perform an operation to start a staff member call (hereinafter referred to as the "call start operation") and an operation to end a staff member call (hereinafter referred to as the "call end operation") as operations of the call button 301.
[0084] Furthermore, the pachinko game machine 1 is equipped with a "call confirmation area" that allows the player to confirm whether or not their operation of the call button 301 has been effective. The call button 301 is placed within reach of the player (on the top surface of the control panel 25), so that the player can operate the call button 301 to summon a staff member while remaining seated. However, players who are accustomed to calling a staff member by operating the machine-specific button DTb in the game parlor may have doubts about using the call button 301 on the pachinko game machine 1 to summon a staff member, and try to check whether the notification lamp DTc on the machine-specific display device DT is lit, but the three-dimensional shape of the front frame 18 makes it difficult to see the notification lamp DTc. For this reason, even though the call button 301 is placed within reach of the player, the player ends up having to stand up to check whether the notification lamp DTc is lit, making the process of calling a staff member cumbersome. For these reasons, the status of staff calls can be easily checked by visually inspecting the call confirmation area (described later) of the pachinko machine 1.
[0085] The call confirmation area is an area controlled by the performance control microcontroller 101 (sub-control board 100) based on information (call information described later) output from the frame control microcontroller 151 (frame control board 150). Specifically, it consists of the speaker 8, the front frame 18 (frame lamp 23c), and the performance display device 7 (call display area). The performance control microcontroller 101 (sub-control board 100) controls the call notification by the speaker 8. It also controls the call notification by the frame lamp 23c. Furthermore, it controls the call status display by the performance display device 7 based on the output of a control signal to the image control board 200. The speaker 8 is configured to indicate the location of the call (pachinko game machine 1) to the staff of the game parlor by performing a call notification with sound output. The call notification by speaker 8 is configured to output audio that includes at least an expression that conveys that a call is in progress. For example, it can be configured to repeatedly output the message, "Machine number ~ is being called" (the machine number can be set by the staff). In other words, although the voice call notification by speaker 8 is directed towards the staff, it is also possible to convey the content to the players, so that the players can recognize that a call for staff is being made. The call notification by the front frame 18 is performed by flashing (illuminating) the frame top lamp 23c (light-emitting part) located at the top of the front frame 18 in a predetermined color, for example, red. In other words, although the call notification by the frame top lamp 23c is directed towards the staff, it illuminates a location (the front of the front frame 18) that is clearly visible to the players, so that the players can recognize that a call for staff is being made. The call notification system, using speakers 8 and the frame-top lamp 23c (call confirmation area), allows players to confirm that their operation of the call button 301 has been effective.
[0086] Furthermore, the "Calling" display by the performance display device 7 is dynamically displayed (scrolled) in a call display area along the top edge of the display screen as text information (for example, "We are calling a staff member. Please wait a moment.") that includes content indicating that a staff member is being called. In this way, since the "Calling" display is displayed on the display screen of the performance display device 7 that displays the aforementioned performance symbols and held images, players can confirm that a staff member is being called without taking their eyes off the display screen. In addition, by displaying the "Calling" display in a call display area (a predetermined display area) along one edge of the display screen (specifically the top edge) and having it flow along that edge, it is less likely to interfere with the various performances being played on the display screen, and the dynamic display makes it more likely to catch the player's eye. The display of the "Calling" message in this performance display device 7 (calling confirmation area) allows players to confirm that their operation of the call button 301 has been effective.
[0087] To enable the inclusion of such a call confirmation area, the frame control microcontroller 151 is configured to output information indicating the start of a staff call (call start command) to the control board (sub-control board 100) that controls the call confirmation area, based on the operation of the call button 301 when no staff call has been made. In addition, the frame control microcontroller 151 is also configured to output information indicating the end of a staff call (call end command) to the control board (sub-control board 100) that controls the call confirmation area, based on the operation of the call button 301 while a staff call is in progress. In other words, the pachinko game machine 1 is configured to change the call confirmation area to a state in which it is possible to confirm whether or not a call is in progress, in response to the aforementioned call start and call end operations by the player.
[0088] The following explanation of the control related to calling a store clerk will describe the flow of information starting from the frame control board 150 (frame control microcontroller 151), to which the call detection switch 302 that detects the operation of the call button 301 is connected, with reference to Figures 8(a) and 8(b). As shown in Figure 8(a), the frame control board 150 (frame control microcontroller 151) detects a change from the off state to the on state (input of a detection signal) in the call detection switch 302 in response to the operation of the call button 301 when no staff call has been made. It then outputs call start information to the external loan board 77 (loan unit 76). In response to the input of the call start information, the loan board 77 outputs a call start command to the hall computer and also outputs a lighting specification command to the individual machine display device DT. As a result, the hall computer communicates with each staff member via wireless communication to initiate a call. In addition, the control unit DTd of the individual machine display device DT, which has received the lighting specification command, controls the lighting of the notification lamp DTc. Furthermore, the frame control board 150 (frame control microcontroller 151) outputs a call start command to the sub-control board 100 (performance control microcontroller 101) in response to the operation of the call button 301 (change to the ON state of the call detection switch 302) when no staff call has been made. The sub-control board 100 (performance control microcontroller 101), having received this call start command, controls the call confirmation area and makes it possible for the player to confirm that a staff call has been made (that the operation of the call button 301 made by the player has been effective) (by executing the call notification and call in progress display described later).
[0089] Meanwhile, as shown in Figure 8(b), the frame control board 150 (frame control microcontroller 151) detects a change from the ON state to the OFF state (input of a detection signal) in the call detection switch 302 in response to the operation of the call button 301 while a store employee is being called. It then outputs call termination information to the external loan board 77 (loan unit 76). In response to the input of the call termination information, the loan board 77 outputs a call termination command to the hall computer and also outputs a light-off command to the individual machine display device DT. As a result, the wireless communication call communication that was being made from the hall computer to each store employee is stopped (terminated). In addition, the control unit DTd of the individual machine display device DT, which has received the light-off command, controls the turning off of the notification lamp DTc. Furthermore, the frame control board 150 (frame control microcontroller 151) outputs a call termination command to the sub-control board 100 (effect control microcontroller 101) in response to the operation of the call button 301 during the staff call (change of the call detection switch 302 to the off state). The sub-control board 100 (effect control microcontroller 101, described later), upon receiving this call termination command, controls the call confirmation area and makes it possible for the player to confirm that the staff call has ended (that the operation of the call button 301 performed by the player has been effective) (it terminates the execution of the call notification and call in progress display, described later).
[0090] As mentioned above, by providing a call button 301 on the pachinko machine 1, players can operate the call button 301 while remaining in their playing position (seated in front of the pachinko machine 1) to start and stop calling a staff member (communication via wireless communication from the hall computer), call notification, and call status display. However, in reality, it is the staff member who arrives in front of the pachinko machine 1 in response to the call who will perform these termination operations. The staff member can first stop calling a staff member and illuminating the notification lamp DTc by operating the machine-specific button DTb, but in this embodiment, since the pachinko machine 1 also provides call notification and call status display, these also need to be terminated. If operation of the call button 301 is required at that time, the staff member will have to reach over the top of the control panel 25 to operate the call button 301, or the player will have to operate the call button 301. To resolve these issues, the pachinko game machine 1 of this embodiment is configured to receive information (call termination information) from an external source (rental board 77) based on the operation of the machine-specific button DTb while a store employee is being called, and to terminate the ongoing call notification and call display based on this information. Therefore, the following explanation will describe the information flow in response to the operation of the machine-specific button DTb during staff call, with reference to Figure 9.
[0091] As shown in Figure 9, if the machine-specific button DTb of the machine-specific display device DT is operated while a store employee is being called, the control unit DTd of the machine-specific display device DT controls the extinguishing of the notification lamp DTc, and the control unit DTd outputs a "light-off information command." The lending board 77 (lending unit 76), which receives this light-off information command, outputs a call termination command to the hall computer. This stops (terminates) the wireless communication that the hall computer had been using to contact each store employee. In addition, the lending board 77 outputs call termination information to the frame control board 150 (frame control microcontroller 151) in response to the input of the light-off information command. The frame control board 150 (frame control microcontroller 151), which receives this call termination information, outputs a call termination specification command to the sub-control board 100 (performance control microcontroller 101). As a result, the sub-control board 100 (the microcontroller 101 for performance control, described later), which received the call termination command, controls the call confirmation area and terminates the execution of call notification and call in progress display.
[0092] The RAM 170 of the frame control microcontroller 151 stores count values ("extracted values") for each classification of game ball counts, and various "performance values" calculated from these extracted values. Hereinafter, the memory area that stores the extracted values and performance values will be referred to as the "ball count information storage unit 171". This ball count information storage unit 171 has, for example, a ball count storage area, a ball count storage area, a ball count storage area, a difference ball count storage area, a payout rate storage area, a base value storage area, a main control base value storage area, a prize ratio storage area, a continuous prize ratio storage area, a ball count storage area per minute storage area, and so on. The ball count storage area and the ball count storage area can be referred to as "extracted value storage means," and the various memory areas that store the performance values calculated from the extracted values can be referred to as "performance value storage means." The frame control microcontroller 151 outputs various information stored in the ball count information storage unit 171 to an external device (loan board 77) at appropriate timings (for example, periodically).
[0093] The number of balls stored in the ball count memory area is calculated by adding the number of balls each time a ball is lent by the lending unit 76, subtracting the number of balls each time a ball is launched, and adding the number of balls each time a prize ball is awarded. This value can be moved to the lending unit 76 side (RAM of the lending board 77) in response to the operation of the counting button 18d (in this case, the number of balls moved is subtracted). Furthermore, the number of acquired balls (extracted value) stored in the acquired ball count memory area is the total number of balls (prize balls) acquired during gameplay from the start to the end of operation of the pachinko machine 1, or the number of balls acquired for each game state. The number of balls is added to the stored value whenever a prize ball is awarded. Furthermore, the number of balls consumed (extracted value) stored in the ball consumption memory area is the total number of balls consumed during gameplay from the start to the end of operation of the pachinko machine 1 (number of fired balls = number detected by the actual firing sensor 37, excluding balls that were fouls), or the number of balls consumed for each game state, and the number of balls is added to the stored value as game balls are fired. The difference in balls (performance value) stored in the ball difference memory area is the number of balls calculated using the formula "number of balls acquired - number of balls consumed" based on the relationship between the total number of balls acquired (safe) and the total number of balls consumed (out) from the start to the end of operation of the pachinko machine 1. In addition to the current difference in balls, the maximum difference in balls, minimum difference in balls, specific difference in balls, and maximum difference in balls are also stored in this ball difference memory area.
[0094] The curve graph in Figure 10 shows an example of the change (increase or decrease) in the number of balls (current number of balls) during gameplay. Here, the number of balls calculated as the maximum fluctuation in the upward direction (Y1 direction) relative to the initial value (i.e., 0 balls) is called the "maximum number of balls," and the number of balls calculated as the maximum fluctuation in the downward direction (Y2 direction) relative to the initial value (i.e., 0 balls) is called the "minimum number of balls." Furthermore, the number of balls calculated as the difference between the current number of balls and the minimum number of balls is called the "specific number of balls," and the number of balls calculated as the difference between the maximum number of balls and the minimum number of balls (the maximum value of the difference in the number of balls) is called the "maximum number of balls." Unlike the number of balls held as mentioned above, these stored values for the difference in ball count (current difference, highest difference, lowest difference, specific difference, maximum difference) are not cleared when the player finishes playing (when the counting button 18d is operated), but are reset based on the operation of the ball count clear button 185 by a store employee. In this embodiment, the pachinko game machine 1 is configured to transition to a game-stopping state (a state in which the day's game has ended) where the player is unable to play (executes a game-stopping process) when the number of balls won reaches a predetermined "standard number" (95,000 balls) as a specific difference in the number of balls won (as the maximum difference in the number of balls won) due to an increase in the number of balls won (assuming the number of balls won > the number of balls consumed). In this way, the day's game played on the pachinko game machine 1 ends according to the specific difference in the number of balls (maximum difference in the number of balls) that is counted each business day (each operation) of the game parlor. Therefore, when a game parlor employee resets each memory value of the number of game balls related to the difference in the number of balls mentioned above, it is stipulated that this operation (state restoration operation) is usually performed after the end of business hours (operating hours of the pachinko game machine 1).
[0095] The payout rate (performance value) stored in the payout rate memory area is calculated using the formula "number of balls acquired ÷ number of balls consumed × 100" based on the relationship between the number of balls acquired and the number of balls consumed as described above. Furthermore, the base value (performance value) stored in the base value memory area is the payout rate during the game state in which the player plays with left-handed shooting (during non-time-saving game state or during the slight time-saving state a described later), and is a value calculated using the formula "number of balls acquired during left-handed game state ÷ number of balls consumed during left-handed game state × 100". Furthermore, the base value (performance value) stored in the main control base value storage area is the base value calculated by the game control microcomputer 61 (the value stored in the aforementioned base value storage unit 64d in the game control microcomputer 61, and the value indicated by the base value command transmitted by the game control microcomputer 61). Furthermore, the special feature ratio (performance value) stored in the special feature ratio memory area is the ratio of the number of balls (prize balls) acquired during the opening of the variable ball entry openings (first large prize entry opening 14a, second large prize entry opening 15a, second start opening 12a) (i.e., the operation of the normal operating member 12b, first special operating member 14b, and second special operating member 15b) out of the total number of balls acquired as described above (hereinafter referred to as "during special feature operation"), and is a value calculated using the formula "number of balls acquired during special feature operation ÷ total number of balls acquired in all states × 100". Furthermore, the continuous bonus ratio (performance value) stored in the continuous bonus ratio memory area is the ratio of the number of balls (prize balls) acquired during the opening of the large prize slot (first large prize slot 14a) in the jackpot game state (i.e., the operation of the first special operating member 14b) (hereinafter referred to as "continuous bonus operation") out of the total number of balls acquired as described above, and is a value calculated using the formula "number of balls acquired during continuous bonus operation ÷ total number of balls acquired in all states × 100". Furthermore, the number of balls acquired per minute (number of balls, performance value) stored in the ball acquisition per minute memory area is the expected number of balls (prize balls) that can be acquired during a one-minute (60-ball) continuous firing of game balls when the special feature is not in operation (non-time-saving game state), and is calculated using the formula "base value ÷ 100 × 60". The base value used to calculate the number of balls acquired per minute is the base value (performance value) stored in the main control base value memory area mentioned above.
[0096] Furthermore, the frame control board 150 of this embodiment is equipped with a RAM clear switch 182, a performance display monitor 183, a count clear button 184, a ball difference clear button 185, a launch monitor 187, a ball removal button 186, and the like.
[0097] The RAM clear switch 182 is an operation means for initializing (clearing the RAM) the information stored in the RAM 170 of the frame control microcontroller 151 and the information stored in the RAM 64 of the game control microcontroller 61. When the pachinko game machine 1 is started with the RAM clear switch 182 pressed (by turning on the power switch 72, which will be described later), it outputs a RAM clear signal to the frame control microcontroller 151 (CPU 152) and the game control microcontroller 61 (CPU 62), causing the RAM 170 and RAM 64 to be initialized.
[0098] The performance display monitor 183 (notification means) is composed of six 7-segment displays arranged horizontally. Although not shown in the diagram, each of the six 7-segment displays the numbers from "0" to "9" and the letters from "A" to "Z". The frame control microcontroller 151 uses this performance display monitor 183 to control it so that it always displays the base value. In addition, if any of the multiple types of abnormal conditions (errors) related to the frame control board 150 occur in the pachinko game machine 1, the frame control microcontroller 151 displays the type of abnormal condition. Specifically, if any of the abnormal conditions shown in Figure 11 (RAM clear, door open, count clear, main frame mismatch, lifting abnormality, dispensing unit not connected), etc., occur, a display indicating the type of abnormal condition that occurred is executed. Among the abnormal states shown in Figure 11, "RAM Clear" is a state in which a process is executed to clear the stored information (excluding performance values, number of balls, etc.) in the RAM 170 of the frame control microcontroller 151. "Door Open" is a state from the time when the door open sensor 18c, which detects the opening of the front frame 18, is ON (open detection state) and 300ms have elapsed until it is OFF and 100ms have elapsed. "Count Clear" is a state in which the count button 18d is operated to move the balls from the pachinko game machine 1 to the dispensing unit 76 (RAM of the dispensing board 77). "Main Frame Mismatch" is a state in which it has been determined that it is inappropriate to use the main control board 60 and the frame control microcontroller 151 on the frame control board 150 in the same pachinko game machine 1. "Lifting abnormality" indicates a condition in which a rotational malfunction has been detected in the lifting shaft 34a (lifting motor 34c) of the ball circulation mechanism 30. "Loan unit not connected" indicates a condition in which the connection signal (signal indicating connection status) output from the loan board 77 of the loan unit 76 to the frame control board 150 (frame control microcontroller 151) remains OFF for a period of 100ms or more.
[0099] The base value is displayed using the four 7-segment displays on the right, while the type of abnormal state is displayed using the two 7-segment displays on the left, allowing both the base value and the type of abnormal state to be displayed simultaneously. However, in situations where multiple abnormal states are present, the display will prioritize the highest-ranking abnormal state according to a predetermined priority order. In this embodiment, the base value displayed on the performance display monitor 183 is the value calculated by the control of the game control microcontroller 61 (notified to the frame control microcontroller 151 as a base value command). Alternatively, the display may be configured to show the base value calculated by the frame control microcontroller 151.
[0100] The count clear button 184 is operablely provided on the frame control board 150. When the pachinko game machine 1 is started with the count clear button 184 pressed (the power switch 72, described later, is turned ON), it outputs a count clear signal to the frame control microcontroller 151 (CPU 152), which clears the number of balls stored in the ball count memory area of the RAM 170 and returns it to the initial value "0". Furthermore, it is also possible to clear the stored values stored in any of the storage areas other than the ball count storage area in the ball count information storage unit 171 in response to the operation of the count clear button 184 or another operating means.
[0101] The ball difference clear button 185 is operablely provided on the frame control board 150. When the pachinko game machine 1 is started with the ball difference clear button 185 pressed (the power switch 72, described later, is turned ON), it outputs a ball difference clear signal to the frame control microcontroller 151 (CPU 152), which clears the various ball difference counts stored in the ball difference count memory area of the RAM 170 and returns them to the initial value "0". Note that the same operation method as the count clear button 184 described above may also be used.
[0102] The ball removal button 186 is operablely provided on the frame control board 150. When the ball removal button 186 is operated during the corresponding operation valid period, the frame control microcomputer 151 switches the drive control mode of the ball circulation mechanism 30 to the ball removal mode. In this ball removal mode, the lifting motor 34c of the ball circulation mechanism 30 rotates in reverse, causing the lifting shaft 34a to move the circulating balls to the ball discharge port 34d and discharge them into the circulating ball receiving tray 39 (ball removal).
[0103] The frame control board 150 is configured to output information to the sub-control board 100 via the main control board 60. For example, the frame control board 150 can output information to the sub-control board 100 such as the number of game balls (number of balls held and difference in ball count), information about abnormal conditions of the ball circulation mechanism 30, and information about calling a store employee (specified information), which will be described later. Alternatively, the frame control board 150 and the sub-control board 100 may be directly wired together, and information may be output directly from the frame control board 150 to the sub-control board 100.
[0104] (Power supply board 70) As shown in Figure 5A, the pachinko game machine 1 is equipped with a power supply board 70. The power supply board 70 supplies power to each control board, such as the main control board 60 and the frame control board 150. The power supply board 70 also supplies power to each device electrically connected to the frame control board 150 via the frame control board 150. Furthermore, the power supply board 70 supplies power from the main control board 60 to each sensor and solenoid electrically connected to the relay board 74 via the relay board 74. In addition, the power supply board 70 supplies power to the display devices 50 electrically connected to the main control board 60 via the main control board 60.
[0105] The power supply board 70 is equipped with a power switch 72 for turning the main power supply that supplies power to the power supply board 70 on and off (power-on operation, power-off operation). The power supply board 70 is also equipped with a backup power supply circuit 71. When the power supply voltage supplied from the outside to the pachinko game machine 1 is not supplied with power from the outside, the backup power supply circuit 71 outputs a power outage detection signal to the frame control board 150 (frame control microcontroller 151) and the main control board 60 (game control microcontroller 61). The backup power supply circuit 71 then supplies the RAM 170 of the frame control board 150 (frame control microcontroller 151) and the RAM 64 of the main control board 60 (game control microcontroller 61) with the power necessary to retain information. In addition, the backup power supply circuit 71 also supplies power to the RTC 124 and other components on the sub-control board 100, which will be described later.
[0106] As shown in Figure 5B, the sub-control board 100 is equipped with a one-chip microcontroller for performance control (hereinafter referred to as the performance control microcontroller) 101. The performance control microcontroller 101 includes a CPU 102, a ROM 110, a RAM (RWM) 120, and an input / output circuit 103. The sub-control board 100 receives various commands transmitted by (via) the main control board 60. The sub-control board 100 cannot transmit commands to the main control board 60. In other words, communication between the main control board 60 and the sub-control board 100 is unidirectional, meaning that only transmission from the main control board 60 to the sub-control board 100 is possible. Furthermore, the sub-control board 100 is equipped with multiple setting operation units (first setting operation unit 501, second setting operation unit 502, and third setting operation unit 503) that can be operated by the arcade staff. Each setting operation unit is used for setting audio-related settings. These setting operation units will also be described later.
[0107] Regarding the configuration of the microcontroller 101 for controlling the game's effects, the CPU 102 controls the effects according to the game's content. The ROM 110 stores computer programs for the CPU 102 to control the effects (display control programs for display effects, sound control programs for sound effects, lamp control programs for light effects, etc.), and also stores various tables. The RAM 120 is used as work memory when the CPU 102 executes computer programs. The input / output circuit 103 transmits or receives data to and from various boards connected to the sub-control board 100.
[0108] The RAM 120 of the microcontroller 101 for controlling the game's effects is provided with a first special symbol hold effect memory unit 121, a second special symbol hold effect memory unit 122, and a regular symbol hold effect memory unit 123. The first special symbol hold performance memory unit 121 has four memory areas consisting of the first to fourth memory areas, and each memory area stores the start ball entry information (random values, etc.) indicated by the first start entry command output (transmitted) from the main control board 60. The first start entry command is a command that includes start ball entry information (values such as jackpot random numbers, special symbol type random numbers, special symbol variation pattern random numbers, and reach random numbers) acquired by the game control microcomputer 61 when a game ball enters the first start opening 10a. On the other hand, the second special symbol hold performance memory unit 122 has a first memory area, which stores the start ball entry information (random values, etc.) indicated by the second start entry command output (transmitted) from the main control board 60. The second start entry command is a command that includes start ball entry information (values such as jackpot random numbers, special symbol type random numbers, special symbol variation pattern random numbers, and reach random numbers) acquired by the game control microcomputer 61 when a game ball enters the second start opening 12a. The regular ball hold performance memory unit 123 has four memory areas consisting of the first to fourth memory areas, and each memory area stores the operation ball entry information (random values, etc.) indicated by the operation ball entry command output (transmitted) from the main control board 60. The operation ball entry command is a command that includes operation ball entry information (values such as regular ball win random number, regular ball win type random number, regular ball variation pattern random number) acquired by the game control microcomputer 61 when a game ball enters the gate opening.
[0109] Furthermore, the RAM 120 of the microcontroller 101 for performance control is provided with an internal volume memory unit 511 for storing the volume of speaker 8 (reference volume, connected volume, described later) selected in accordance with the operation of the first setting operation unit 501 (volume setting operation means) mentioned above; an external volume memory unit 512 for storing the volume of a personal sound playback device (connected device x1, described later) such as earphones or headphones owned by the player, also selected in accordance with the operation of the first setting operation unit 501 (volume setting operation means); an internal sound type memory unit 515 for storing the sound type (of the sound output by speaker 8) selected in accordance with the operation of the second setting operation unit 502 mentioned above; and an external sound type memory unit 516 for storing the sound type (of the sound output by earphones or headphones) selected in accordance with the operation of the third setting operation unit 503 mentioned above. These memory units will be described later.
[0110] Furthermore, a real-time clock (RTC) 124 is mounted on the sub-control board 100. The RTC 124 measures the current date and time. For example, when power is supplied to the pachinko game machine 1 from an external power supply, the RTC 124 operates using that power, and when power is not supplied from an external power supply, it operates using power supplied from the backup power supply circuit 71 provided on the power supply board 70. Therefore, the RTC 124 can measure the current date and time even when the power to the pachinko game machine 1 is not turned on or when the contents of the RAM 120 have been cleared. A backup power supply circuit to supply power to the RTC 124 may also be provided on the sub-control board 100. The pachinko game machine 1 can execute special effects based on the timing results from the RTC 124.
[0111] An image control board 200 is electrically connected to the sub-control board 100. The image control board 200 has a VDP 201 (Video Display Processor), an image control CPU 202, a control ROM 203, a control RAM 204, a CGROM (Character Generator Read Only Memory) 205, and a VRAM (Video Random Access Memory) 206 mounted thereon. The image control CPU 202 controls the effect display device 7 to display effect images such as variable effect patterns, button effect images, and preview images. The control ROM 203 stores a computer program for the image control CPU 202 to control the effect display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. The CGROM 205 stores image data for the effect display device 7 to display effect images. The VDP 201 reads out image data from the CGROM 205 according to a display list created by the image control CPU 202, and expands the read image data in an expansion area in the VRAM 206. Then, the VDP 201 synthesizes the image data expanded in the VRAM 206, and stores the synthesized image data in a frame buffer in the VRAM 206. Then, the VDP 201 converts the image data stored in the frame buffer in the VRAM 206 into an RGB signal and outputs it to the effect display device 7. Thereby, the effect display device 7 displays an effect image.
[0112] The performance display device 7 displays moving and still images such as performance images, message images, and demonstration images. The player plays the game while viewing these images from the front of the pachinko game machine 1. The performance display device 7 displays performance (decorative) symbols as performance images, synchronized with the display of special symbols. Performance symbols are symbols that represent Arabic numerals (for example, 1 to 10). Performance symbols may also include symbols that represent things other than numbers, such as letters of the alphabet or special characters, or may be combined with symbols that represent things other than numbers. The performance display device 7 (Figure 2) has three areas set up from left to right for displaying the performance symbols: the left performance symbol display area, the middle performance symbol display area, and the right performance symbol display area. In the left performance symbol display area, the left performance symbol 7L is displayed; in the middle performance symbol display area, the middle performance symbol 7C is displayed; and in the right performance symbol display area, the right performance symbol 7R is displayed. Hereafter, when explaining matters common to the left, middle, and right performance symbol display areas, we will simply refer to them as the performance symbol display areas.
[0113] One variation of each display symbol is that it moves from the top of the screen to the bottom of the screen in ascending order, i.e., it scrolls vertically. Other variation methods include a horizontal scrolling method where the display symbols move from one side of the screen to the other, and a switching method where the display symbols are displayed sequentially in ascending order of numbers at the same display position. The display device 7 also displays a background image as the background of each display symbol. For example, the background image may be a video from a TV drama or movie, an animated video from that video, an animation, or an original video from the pachinko machine manufacturer. The display device 7 is a liquid crystal display device. However, an organic EL display device or a display device using dot matrix LEDs can also be used as the display device 7.
[0114] The pachinko game machine 1 of this embodiment can generate multiple types of game states, and depending on the game state, the performance symbols displayed on the performance display device 7 may be displayed in synchronization with the fluctuation display of the first special symbol on the first special symbol display device 51, or in synchronization with the fluctuation display of the ordinary symbols on the ordinary symbol display device 53. Specifically, in game states in which the player plays in a left-handed game mode (the normal game state and the slightly shortened time a state described later), the performance control microcomputer 101 displays each performance symbol in synchronization with the fluctuation display of the first special symbol on the first special symbol display device 51, and simultaneously displays each performance symbol in a stop display (confirmation display) when the first special symbol stops, thereby displaying the result of the special symbol hit judgment in a performance manner. On the other hand, in game states where the player plays using the right-handed shooting method (strong time reduction and slight time reduction b described later), the special effects symbols are displayed in sync with the fluctuation display of the normal symbols on the normal symbol display unit 53, and when the normal symbols are displayed to stop (confirmed), the special effects symbols are displayed to stop (confirmed) at the same time, thereby visually displaying the results of the normal symbol win determination and the normal symbol win type determination (determination of the winning symbol for the normal symbols, determination of the normal power operation pattern described later). Here, the left symbol 7L, the middle symbol 7C, and the right symbol 7R will first appear as the same symbol swaying up and down or left and right while in a display state where they are in a stopping position (temporary stop display), and then they will appear as a completely stopped display state (stop display, confirmed display), ending their display. Note that all symbols 7L, 7C, and 7R will be displayed as confirmed simultaneously.
[0115] As described above, in this embodiment, the meaning of the display by the performance symbols differs depending on the game state. In the following description, with regard to the performance symbols displayed when the player is playing in a left-handed game state, when the big win symbol or small win symbol of the first special symbol is displayed, the "winning performance symbol" is displayed as the performance symbol, and when the losing symbol of the first special symbol is displayed, the "losing performance symbol" is displayed as the performance symbol. On the other hand, with regard to the performance symbols displayed when the player is playing in a right-handed game state, when the winning symbol of the normal symbols is displayed, the "winning performance symbol" is displayed as the performance symbol, and when the losing symbol of the normal symbols is displayed, the "losing performance symbol" is displayed as the performance symbol. In this embodiment, a winning combination is a state where all the symbols represent the same number, also known as a "double-digit" combination. For example, as shown in Figure 1, the confirmed left symbol 7L, middle symbol 7C, and right symbol 7R are all "7". A losing combination is a combination of symbols other than the winning combination. Hereinafter, the changing display of symbols performed by the display device 7 will be referred to as a "changing combination". Furthermore, during a changing combination, when the left symbol 7L and right symbol 7R are aligned and temporarily stopped, and the remaining middle symbol 7C is not yet temporarily stopped (a state in which the expectation of it becoming a winning combination is increased), this is called a "reach (reach state)". In addition, the image displayed behind the symbols in a changing combination is called a "background image". Note that for combinations other than changing combinations and notifications, the image displayed behind the main display image shown on the display device 7 is also sometimes referred to as a "background image". The background image can be a still image or a moving image.
[0116] As mentioned above, the variation effects of the special symbols are performed in synchronization with the variation display of the first special symbol or the variation display of the regular symbols. When the variation effect is performed in accordance with the variation display of the first special symbol, if an operation hold occurs for the variation display of the first special symbol, an operation hold will also occur for the variation effect. Similarly, when the variation effect is performed in accordance with the variation display of the regular symbols, if an operation hold occurs for the variation display of the regular symbols, an operation hold will also occur for the variation effect. In other words, when the variation effect is performed in synchronization with the variation display of the first special symbol, the operation holds of the variation display of the first special symbol and the variation display of the special symbols (variation effect) will match, and when the variation effect is performed in synchronization with the variation display of the regular symbols, the operation holds of the variation display of the regular symbols and the variation display of the special symbols (variation effect) will match. The number of operation holds of the effect display device 7 is displayed in a predetermined display area of the effect display device 7 (hereinafter referred to as "effect hold display area 7Ba") by the hold image, as shown in Figure 1. Therefore, the player can determine the number of reserved images for special symbol variation display (number of reserved first special symbols or number of reserved regular symbols) by counting the number of reserved images displayed in the effect reservation display area 7Ba. In addition, an effect execution display area 7Bb is provided to the left of the effect reservation display area 7Ba on the display screen of the effect display device 7 to indicate the presence of a variation effect currently in progress. Note that the effect reservation display area 7Ba and the effect execution display area 7Bb do not necessarily have to be provided on the display screen of the effect display device 7, and may be displayed on another display device such as a light-emitting display means using LEDs, etc.
[0117] In addition to notification based on the result of the variation performance (display of the stopped symbols), the pachinko game machine 1 also performs performances that suggest the result of the variation performance or enhance the excitement leading up to the display of that result. Such performances are performed using a combination of images displayed on the performance display device 7, sounds output from the speaker 8, and the illumination of lamps on the game board 2 or front frame 18 (board lamp 2a, frame left lamp 23a, frame right lamp 23b, frame top lamp 23c, button light-emitting part 5c). In other words, the performance display device 7, speaker 8, and lamps 2a, 23a, 23b, 23c, and 5c provided in the pachinko game machine 1 function as performance execution means for executing performances. Furthermore, the display device 7, speaker 8, and lamps 2a, 23a, 23b, and 23c also function as notification means for notifying abnormal conditions or other issues that occur in the pachinko game machine 1.
[0118] The sub-control board 100 is electrically connected to the left frame lamp 23a, the right frame lamp 23b, and the top frame lamp 23c via the frame lighting relay board 81, as well as the panel lamp 2a via the lighting board 82, and the movable body motor 23d via the movable body board 83. The sub-control board 100 is also electrically connected to the button light-emitting unit 5c via the frame button board 85. The performance control microcontroller 101 uses the data stored in the ROM 110 to create light emission pattern data that determines the light emission pattern of each lamp. Then, it controls the light emission of each lamp according to the created light emission pattern data. The performance control microcontroller 101 also uses the data stored in the ROM 110 to create movable body operation pattern data that determines the operation pattern of the movable body KD, and controls the drive of the movable body motor 23d according to that movable body operation pattern data.
[0119] The sub-control board 100 is equipped with an audio control unit 520. The performance control microcontroller 101 drives each speaker 8 via this audio control unit 520 and controls sound output such as performance sounds and notification sounds. The audio control unit 520 is electrically connected to the transceiver unit 525. The transceiver unit 525 is provided for wireless connection to personal audio playback devices (hereinafter referred to as "connected devices x1") such as earphones or headphones owned by the player, but more details will be described later.
[0120] Furthermore, the sub-control board 100 is electrically connected to the performance button detection switch 5a and the performance button vibration motor 5b via the frame button board 85, and the performance lever press detection switch 6a, the operation direction detection switch 6b, and the performance lever vibration motor 6c are electrically connected via the frame lever board 86.
[0121] The performance button detection switch 5a outputs a signal to the sub-control board 100 indicating that the performance button 5 has been pressed. The performance lever press detection switch 6a outputs a signal to the sub-control board 100 indicating that the performance lever 6 has been pressed. Furthermore, the operation direction detection switch 6b outputs a signal to the sub-control board 100 indicating that the performance lever 6 has been tilted. In response, the performance control microcomputer 101 modifies the content of the button performance based on the signals input from the performance button detection switch 5a during the duration of a button performance, which is a type of performance. The performance control microcomputer 101 also modifies the content of the lever performance based on the signals input from the performance lever press detection switch 6a and the operation direction detection switch 6b during the duration of a lever performance (a type of performance that prompts the player to press or tilt the lever).
[0122] The performance button vibration motor 5b is a drive source for vibrating the outer surface of the performance button 5 and is housed inside the control panel 25. The performance lever vibration motor 6c is a drive source for vibrating the performance lever 6 and is housed inside the control panel 25. The ROM 110 stores operation pattern data that determines the operation pattern of the performance button vibration motor 5b and operation pattern data that determines the operation pattern of the performance lever vibration motor 6c. When the performance control microcontroller 101 reaches a predetermined timing for vibrating the performance button 5, it reads the operation pattern data from the ROM 110 and drives the performance button vibration motor 5b based on the read operation pattern data. Also, when the performance control microcontroller 101 reaches a performance timing for vibrating the performance lever 6, it reads the operation pattern data from the ROM 110 and drives the performance lever vibration motor 6c based on the read operation pattern data.
[0123] [Explanation of game state] Next, we will explain the game state of pachinko machine 1.
[0124] (Big win state, small win state) The pachinko game machine 1 of this embodiment is a model known as a Type 1 and Type 2 mixed machine. In this pachinko game machine 1, a jackpot game state (hereinafter referred to as "Type 1 jackpot state") is generated when a jackpot is won in the special symbol win determination triggered by a ball entering the first start port 10a or the second start port 12a. In addition, in the special symbol win determination triggered by a ball entering the second start port 12a, if the minor win determination results in a win (a minor win is won), a minor win state is generated in which the large prize port is opened. Only when a game ball that enters the second large prize port 15a during this minor win state enters a specific area will it develop into a jackpot game state (hereinafter referred to as "Type 2 jackpot state"). Furthermore, as mentioned above, the two types of jackpot states develop from the minor jackpot state. Therefore, the minor jackpot state is considered as one round, and the opening that occurs after the ball enters a specific area (V-jackpot state) is counted as a round from the second round onward. In other words, the two types of jackpot states are composed of the minor jackpot state and the subsequent V-jackpot state. Alternatively, it is also possible to consider only the V-jackpot state as the jackpot game state.
[0125] In this embodiment, the minor win state is a state in which the second large prize opening 15a is opened only for a period of time during which the player can sufficiently enter the second large prize opening 15a into the game balls. Specifically, in the minor win state, the second large prize opening 15a is set to be open for 1800ms. Game balls that enter the second large prize opening 15a are always discharged to the rear of the game board 2 after passing through a specific area. In contrast, it is also possible to provide two minor win states: one in which game balls can pass through a specific area (hereinafter referred to as the "advantageous minor win state") and one in which game balls cannot pass through a specific area (hereinafter referred to as the "disadvantageous minor win state"). In this case, a distribution means is provided to distribute game balls that enter the second large prize opening 15a into a specific area and a non-specific area, and the advantageous minor win state and the disadvantageous minor win state are created by the difference in the timing of the operation of this distribution means.
[0126] The jackpot game state changes in the following order: opening period, continuous operation period in which multiple rounds (periods in which players can aim to get game balls into the hole) occur, and ending period. During a round, the first special operating member 14b is activated by driving the first special electric solenoid 14d, or the second special operating member 15b is activated by driving the second special electric solenoid 15d, to open the first large prize opening 14a or the second large prize opening 15a. Here, each round of the jackpot game state, excluding the first round of the two types of jackpot states (minor jackpot state), ends when the number of game balls that have entered the first large prize opening 14a reaches a predetermined upper limit (for example, 10 balls), or when a predetermined opening time (for example, 30,000 ms) has elapsed, whichever comes first. On the other hand, one round of the two-type jackpot state (advantageous minor jackpot state) ends when either the second large prize slot 15a is open for a shorter opening time than other rounds (for example, 1800ms), or the number of game balls that have entered the second large prize slot 15a reaches a predetermined upper limit (a predetermined number of 10 balls or less), whichever comes first (basically, the opening time elapses). An interval time (round interval) is set between rounds, and at least during this interval time, the first large prize slot 14a and the second large prize slot 15a are set to remain closed (the first special electric solenoid 14d and the second special electric solenoid 15d are controlled to be inactive).
[0127] (Shortened play mode, Non-shortened play mode) Pachinko game machine 1 is configured to generate a time-saving game state as one type of game state. This time-saving game state is a game state in which the frequency of game balls entering the second start port 12a can be increased compared to the non-time-saving game state (a state in which the time-saving game state is not occurring, the normal game state). Increasing the frequency of game balls entering the second start port 12a in this way (generating a time-saving game state) can be achieved by activating at least one of the following functions: a probability variation function for determining a win with a regular symbol, a function to shorten the variation of regular symbols, a function to extend the opening time of the second start port 12a, and a function to increase the number of times the second start port 12a is opened. Furthermore, in the time-saving game state, a function to shorten the variation time of special symbols may also be activated. In this embodiment, the pachinko game machine 1 generates a time-saving game state when the functions described above, namely the function to shorten the variation time of the normal symbols and the function to extend the opening time of the second start port 12a, are activated.
[0128] The function to shorten the normal symbol variation time is a function that shortens the time it takes for the normal symbols to change (normal symbol variation time). When this normal symbol variation time shortening function is activated, a shorter normal symbol variation time is more likely to be selected, and the number of normal symbol hit judgments per unit time can be increased. In this embodiment, the pachinko game machine 1 has this function, and when the variation time shortening function is not activated, a long variation time such as 30,000 ms is determined for the normal symbols, and when the variation time shortening function is activated, a short variation time (1,000 ms) is more likely to be determined (however, there are also cases where the variation time is long). Alternatively, the normal symbol variation time shortening function may be omitted. Furthermore, the function to extend the opening time of the second start port 12a is a function that lengthens the execution time of the auxiliary game that opens and closes the second start port 12a (i.e., the time that the normal operating member 12b is in the auxiliary position, which is the opening time of the second start port 12a). When this function to extend the opening time of the second start port 12a is activated, the ease with which game balls can be entered into the second start port 12a can be improved. The pachinko game machine 1 of this embodiment has this function, and when this function is activated, it becomes easier to determine a longer time (normal operation pattern) for the time that the normal operating member 12b is in the auxiliary position compared to when this function is not activated. Herein, in the pachinko game machine 1 of this embodiment, due to the structure of the second start prize device 12, game balls can be entered into the second start port 12a only when the time that the normal operating member 12b is in the auxiliary position is a predetermined time (for example, 500 ms) or more. Furthermore, while the execution time for auxiliary games (normal operation pattern) that can be determined when the extension function for the opening time of the second start port 12a is not activated is set to 70ms (short opening time), when the said function is activated, there are two types of execution times for auxiliary games (normal operation pattern) that can be determined: 2700ms (long opening time) and 70ms (short opening time). The function to increase the number of times the second start port 12a is opened is a function that increases the number of times the second start port 12a is opened and closed (i.e., the number of times the normal operating member 12b is in an auxiliary position, which is the number of times the second start port 12a is opened). When this function to increase the number of times the second start port 12a is opened is activated, the ease with which game balls can enter the second start port 12a can be improved. However, the pachinko game machine 1 (game control microcomputer 61) of this embodiment does not have a function to increase the number of times the second start port 12a is opened. Alternatively, it may be made to have such a function.
[0129] In addition, the probability variation function for normal ball hit detection is a function that increases the probability that the normal ball hit detection triggered by a ball entering the gate opening will result in a hit compared to when the function is not active. By activating this probability variation function for normal ball hit detection, the frequency at which the normal operating member 12b is placed in the auxiliary position (ball entry permitted position), that is, the frequency at which the second start opening 12a is opened, can be increased. However, the pachinko game machine 1 (game control microcomputer 61) in this embodiment is set so that the normal ball hit detection will always result in a hit, and does not have the probability variation function for normal ball hit detection. Alternatively, it may be made to have this function. The special symbol variation time reduction function is a function that shortens the time the special symbols are displayed (special symbol variation time). When this special symbol variation time reduction function is activated, shorter special symbol variation times are more likely to be selected, the number of special symbol hit judgments per unit time can be increased, and the frequency in which the result of the special symbol variation display is derived can be increased, making it possible to shorten the game time until a jackpot game state occurs. Because the special symbol reserve is consumed at a faster pace, effective ball entry into the starting gate (special symbol reserve) is more likely to occur, making it possible to achieve smooth game progression. Note that the pachinko game machine 1 of this embodiment does not have a special symbol variation time reduction function. That is, the variation times (special symbol variation patterns) of the first special symbol and the second special symbol are common regardless of the game state. Alternatively, it may be provided that it has a special symbol variation time reduction function.
[0130] Thus, the functions for shortening the variation time for special and regular symbols, and the functions for extending the opening time and increasing the number of openings for the second start port 12a are support functions to increase the frequency of game balls entering the second start port 12a. In particular, the control that activates at least one of the functions related to the operation of the regular operating member 12b (driving the regular electric solenoid 12d) is sometimes called "electric support control".
[0131] In this embodiment, the pachinko game machine 1 is configured to generate multiple types of time-saving game states with different ease of ball entry into the second start port 12a by varying the probability of determining a long opening time (2700 ms) as the time for which the normal operating member 12b is in an auxiliary position (opening time of the second start port 12a) during the time-saving game state. Specifically, it is possible to generate a time-saving game state in which the probability of determining a long opening is about 0.3 percent (about 1 in 349.9) (hereinafter referred to as "slight time-saving") and a time-saving game state in which the probability of determining a long opening is about 1.4 percent (about 1 in 70) (hereinafter referred to as "strong time-saving"). In contrast, in the non-time-saving game state, only a short opening can be determined (the probability of determining a long opening is 0 percent).
[0132] Here, the conditions for granting a time-saving game state in the pachinko game machine 1 can be set as follows: the end of a jackpot game state (Type 1 jackpot state) based on the determination of a predetermined jackpot symbol (special symbol); the end of a jackpot game state (Type 2 jackpot state) based on the game ball passing through a specific area in a minor win state when a predetermined minor win symbol (special symbol) is determined; the end of a special symbol variation display based on the result of a special symbol win judgment when a predetermined time-saving symbol (special symbol) is determined. Furthermore, the termination conditions for the time-saving game state in the pachinko game machine 1 can be set as follows: for example, when a predetermined number of special symbol variation displays are executed; when a predetermined number of normal symbol variation displays are executed; when a jackpot is determined before a predetermined number of special symbol variation displays (or predetermined number of normal symbol variation displays) are executed and the corresponding special symbol variation display ends (jackpot game state begins); when a predetermined number of minor wins are determined before a predetermined number of special symbol variation displays (or predetermined number of normal symbol variation displays) are executed and the corresponding special symbol variation display ends (minor win state begins); when a predetermined number of minor win symbols (special symbols) are determined before a predetermined number of special symbol variation displays (normal symbol variation displays) are executed and the corresponding special symbol variation display ends (minor win state begins).
[0133] The pachinko game machine 1 of this embodiment adopts the aforementioned condition "the special symbol variation display based on the result of the special symbol win judgment when the time-saving symbol is determined ends" as one of the conditions for granting the time-saving game state. When the time-saving game state is granted based on this condition, the time-saving game state is granted without going through the jackpot game state. In the following explanation, the time-saving game state that is granted without going through the jackpot game state will sometimes be referred to as "sudden time-saving."
[0134] [Main Judgment Table] Next, we will explain the main judgment tables referenced by the game control microcomputer 61 of the pachinko game machine 1.
[0135] (T1 Table for determining correctness) The win / loss determination table T1 shown in Figure 12 is a determination table that associates a jackpot random number value with a win / loss (jackpot, minor win, sudden time reduction) for each general type of special symbol (first special symbol, second special symbol), and is referenced by the game control microcomputer 61 when it performs special symbol win determination (jackpot determination, minor win determination, sudden time reduction determination). The jackpot random number value is a value generated by the jackpot random number counter. The computer program for operating the jackpot random number counter is stored in ROM 63, and when the CPU 62 executes this computer program, the jackpot random number counter operates and a jackpot random number value is generated. The jackpot random number counter may also utilize a random number generation circuit such as a counter IC. The jackpot random number counter of the pachinko game machine 1 counts a total of 65,536 values from 0 to 65,535. In other words, it can generate a total of 65,536 jackpot random numbers from 0 to 65,535.
[0136] The win / loss determination table T1 contains a total of 65,536 values ranging from 0 to 65,535 as random values for determining a win in the first special symbol. The game control microcomputer 61 determines that a win is achieved if the random value obtained from the win random number counter is within the range of 0 to 187 within the range of 0 to 65,535, and determines that it is not a win, i.e., a loss, if it is between 188 and 65,535. In this embodiment, as will be described later, the result of a loss determined by the special symbol win determination is associated with a sudden time reduction. Furthermore, the win / loss determination table T1 contains a total of 65,536 values ranging from 0 to 65,535 as random values for determining the win of the second special symbol. The game control microcomputer 61 determines that if the random value obtained from the win / loss random number counter is within the range of 0 to 187 out of 0 to 65,535, it is a win based on the win / loss determination table T1; if it is within the range of 188 to 32,862, it is a win based on the win / loss determination table T1; and if it is within the range of 32,683 to 65,535, it is neither a win nor a win, i.e., it is a loss based on the win / loss determination table T1. In this embodiment, as will be described later, the result of a loss determined by the special symbol win determination is associated with a sudden time reduction.
[0137] In other words, the probability of a big win is the same for both the first special symbol and the second special symbol, but if it is determined not to be a big win, the second special symbol may determine it as a minor win, and the probability of winning that is much higher than that of a big win. Furthermore, in this embodiment, since the first special symbol does not determine it as a minor win, the probability of the second special symbol determining it as a minor win is much higher than that of the first special symbol.
[0138] (Table T2 for determining the big win symbol, Table T3 for determining the small win symbol, Table T4 for determining the time-saving symbol) Figures 13(a), 13(b), and 13(c) show the determination tables that the game control microcomputer 61 refers to when determining special symbols. Of these, Figure 13(a) is the jackpot symbol determination table T2, which the game control microcomputer 61 refers to when determining the jackpot symbol in response to a jackpot determination in the special symbol hit determination. Figure 13(b) is the minor hit symbol determination table T3, which the game control microcomputer 61 refers to when determining the minor hit symbol in response to a minor hit determination in the special symbol hit determination. Figure 13(c) is the time-saving symbol determination table T4, which the game control microcomputer 61 refers to when determining the time-saving symbol in response to a miss determination in the special symbol hit determination.
[0139] As shown in Figure 13(a), the jackpot symbol determination table T2 is a determination table that associates a random value of the special symbol type with the type of jackpot symbol for each general type of special symbol (first special symbol, second special symbol), and is referenced by the game control microcomputer 61 when the special symbol hit determination result is a jackpot. The random value of the special symbol type is a value generated by the special symbol type random number counter. The computer program for operating the special symbol type random number counter is stored in ROM 63, and when the CPU 62 executes this computer program, the special symbol type random number counter operates and generates the special symbol type random number. The special symbol type random number counter may utilize a random number generation circuit such as a counter IC. In this embodiment, the special symbol type random number counter counts a total of 100 special symbol type random numbers from 0 to 99. In other words, it can generate a total of 100 special symbol type random numbers from 0 to 99.
[0140] The first special symbol has two designated jackpot symbols: symbol za1-1 and symbol za1-2. Symbol za1-1 is a jackpot symbol that indicates a transition to a strong time-saving mode after the jackpot game state, which includes four rounds of gameplay, has ended. Symbol za1-2 is a jackpot symbol that indicates a transition to a slight time-saving mode after the jackpot game state, which includes four rounds of gameplay, has ended. The conditions for ending the strong time-saving mode corresponding to symbol za1-1 are that the jackpot game state (Type 1 jackpot, Type 2 jackpot) has started, that the normal symbol has been rotated 120 times, and that the first special symbol has been rotated 10 times. Furthermore, the conditions for ending the slight time-saving mode corresponding to symbol za1-2 are that the jackpot game state (Type 1 jackpot, Type 2 jackpot) has started, that the normal symbol has been rotated 100 times, and that the first special symbol has been rotated 10 times. Furthermore, the short time reduction corresponding to symbols za1-2 is a game state in which the player aims to determine the type of win for the regular symbols by playing with the right-hand side and determining the regular power operation pattern based on the determination of the winning symbols for the regular symbols, thereby ensuring that the second start port 12a is open for an extended period. In the following explanation, in order to distinguish it from the short time reduction for left-hand play (referred to as "short time reduction a") which will be described later, it will be referred to as "short time reduction b". The game control microcomputer 61, in determining the type of special symbol when the special symbol hit determination for the first special symbol results in a jackpot, determines symbol za1-1 as the jackpot symbol based on the jackpot symbol determination table T2 if the special symbol type random number value obtained from the special symbol type random number counter is within the range of 0 to 43 out of 0 to 99, and if it is within the range of 44 to 99, determines symbol za1-2 as the jackpot symbol based on the jackpot symbol determination table T2.
[0141] Additionally, the second special symbol has two jackpot symbols: symbol za2-1 and symbol za2-2. Symbol za2-1 is a jackpot symbol that indicates a transition to a strong time-saving mode after the jackpot game state, which includes 10 rounds of gameplay, has ended. Symbol za2-2 is a jackpot symbol that indicates a transition to a slight time-saving mode after the jackpot game state, which includes 10 rounds of gameplay, has ended. The conditions for ending the strong time-saving mode corresponding to symbol za2-1 are that the jackpot game state (Type 1 jackpot, Type 2 jackpot) has started, that the normal symbol has been rotated 120 times, and that the first special symbol has been rotated 10 times. The conditions for ending the slight time-saving mode corresponding to symbol za2-2 are that the jackpot game state (Type 1 jackpot, Type 2 jackpot) has started, that the normal symbol has been rotated 120 times, and that the first special symbol has been rotated 10 times. Furthermore, the short time reduction corresponding to the symbol za2-2 is the aforementioned short time reduction b, that is, a game state in which the player plays by shooting to the right and aims to determine the type of win for the regular symbols (determination of the regular power operation pattern by determining the winning symbol for the regular symbols) and thus determine whether the second start port 12a will be open for a long time. The game control microcomputer 61, in determining the type of special symbol when the special symbol hit determination for the second special symbol results in a jackpot, determines symbol za2-1 as the jackpot symbol based on the jackpot symbol determination table T2 if the special symbol type random number value obtained from the special symbol type random number counter is within the range of 0 to 48 out of 0 to 99, and if it is within the range of 49 to 99, determines symbol za2-2 as the jackpot symbol based on the jackpot symbol determination table T2.
[0142] As shown in Figure 13(b), the minor win symbol determination table T3 is a judgment table that associates the special symbol type random value with the type of minor win symbol of the second special symbol, and is referenced by the game control microcomputer 61 when the special symbol win judgment results in a minor win. As mentioned above, the special symbol type random value is a value generated by the special symbol type random number counter.
[0143] There are two minor win symbols (existing only in the second special symbol): symbol zk2-1 and symbol zk2-2. Symbol zk2-1 is a minor win symbol that indicates that if the game ball passes through a specific area during the corresponding minor win state, the game will transition to a strong time-saving mode after the end of the big win state, which includes a total of 10 rounds of gameplay with the minor win state as the first round. Symbol zk2-2 is a minor win symbol that indicates that if the game ball passes through a specific area during the corresponding minor win state, the game will transition to a slight time-saving mode after the end of the big win state, which includes a total of 10 rounds of gameplay with the minor win state as the first round. In addition to the start of a big win state (Type 1 big win, Type 2 big win), the normal symbol spins 120 times and the first special symbol spins 10 times as conditions for ending the strong time-saving mode corresponding to symbol zk2-1. Furthermore, the conditions for ending the short-time bonus corresponding to symbol zk2-2 are defined as the start of a jackpot game state (Type 1 jackpot, Type 2 jackpot), the execution of 120 normal symbol spins, and the execution of 10 special symbol spins. The short-time bonus corresponding to symbol zk2-2 is the aforementioned short-time bonus b, that is, a game state in which the player aims to determine the type of normal symbol jackpot by playing with the right-hand side and determining the normal power operation pattern by determining the winning symbol of the normal symbols, thereby enabling the second start port 12a to be open for an extended period. The game control microcomputer 61, in determining the type of special symbol when the special symbol hit determination for the second special symbol results in a minor hit, determines symbol zk2-1 as the minor hit symbol based on the minor hit symbol determination table T3 if the special symbol type random number value obtained from the special symbol type random number counter is within the range of 0 to 48 out of 0 to 99, and if it is within the range of 49 to 99, determines symbol zk2-2 as the minor hit symbol based on the minor hit symbol determination table T3.
[0144] As shown in Figure 13(c), the time-saving symbol determination table T4 is a judgment table that associates the random value of the special symbol type with the type of time-saving symbol for each general type of special symbol (first special symbol, second special symbol), and is referred to by the game control microcomputer 61 when the special symbol hit judgment results in a jackpot. Here, the game control microcomputer 61 determines a time-saving symbol as a special symbol if the special symbol win determination result is a miss, with a predetermined probability. In this embodiment, a time-saving symbol is always determined when the special symbol win determination result is a miss. The game control microcomputer 61 can execute control to transition to the time-saving game state without going through the jackpot game state, in response to the determination of a time-saving symbol (winning a sudden time-saving bonus). However, in this embodiment, if a sudden time-saving bonus is won during the time-saving game state, this sudden time-saving bonus is invalidated. Furthermore, in this embodiment, only sudden time-saving bonuses resulting from a miss in the special symbol win determination for the first special symbol are valid, while sudden time-saving bonuses resulting from a miss in the special symbol win determination for the second special symbol are invalidated.
[0145] The first special symbol has two time-saving symbols: symbol zh1-1 and symbol zh1-2. Symbol zh1-1 is a time-saving symbol that indicates a transition to strong time-saving mode without going through the jackpot game state. Symbol zh1-2 is a minor jackpot symbol that indicates a transition to slight time-saving mode without going through the jackpot game state. The conditions for ending strong time-saving mode corresponding to symbol zh1-1 are that the jackpot game state (Type 1 jackpot, Type 2 jackpot) starts, the normal symbol spins 120 times, and the first special symbol spins 10 times. On the other hand, the conditions for ending slight time-saving mode corresponding to symbol zh1-2 are that the jackpot game state (Type 1 jackpot, Type 2 jackpot) starts, and the first special symbol spins 1329 times. Here, the short time reduction corresponding to the symbols zh1-2 is the game state in which the player aims to win a jackpot by hitting the ball with the left hand, i.e., the short time reduction a mentioned above, and is different from the short time reduction b in which the player hits the ball with the right hand. The game control microcomputer 61, in determining the type of special symbol when the special symbol win determination for the first special symbol is a miss (sudden win to shortened time), determines symbol zh1-1 as the shortened time symbol based on the shortened time symbol determination table T4 if the special symbol type random number value obtained from the special symbol type random number counter is within the range of 0 to 19 out of 0 to 99, and if it is within the range of 20 to 99, determines symbol zh1-2 as the minor win symbol based on the shortened time symbol determination table T4.
[0146] Symbol zh2-1 is provided as a time-saving symbol for the second special symbol. The game control microcomputer 61 determines the symbol zh2-1 when the special symbol win judgment for the second special symbol results in a loss (winning into sudden time-saving mode), and the special symbol type random number obtained from the special symbol type random number counter is any value between 0 and 99 (i.e., all values). However, as mentioned above, the sudden time-saving mode win based on the special symbol win judgment for the second special symbol becomes invalid, and it is determined that there is no win in any of the big win, small win, or sudden time-saving mode (i.e., a pure loss).
[0147] (Reach Determination Table T5) The reach determination table T5 shown in Figure 14 is a table referenced when determining whether or not to set a special symbol variation pattern corresponding to the variation display of the first special symbol by the game control microcomputer 61 as a special symbol variation pattern in which a reach (missed reach) will appear (missed reach variation pattern). In this embodiment, the reach determination to determine whether or not to set a special symbol variation pattern corresponding to the variation display of the second special symbol as a missing reach variation pattern is not performed, or even if performed, it is set not to be reflected in the determination of the special symbol variation pattern. The reach determination table T5 is configured by associating the reach random number value generated by the reach random number counter with whether or not it is a losing reach variation pattern (reach present, no reach). In this embodiment, the reach random number counter counts a total of 256 values from 0 to 255. That is, the reach random number counter can generate a total of 256 reach random numbers from 0 to 255. The computer program for operating the reach random number counter is stored in ROM 63, and when the CPU 62 executes this computer program, the reach random number counter operates and generates reach random numbers.
[0148] In addition, "reach" refers to a state in the performance display device 7 where the group of performance symbols corresponding to the remaining one performance symbol (middle performance symbol 7C) in the combination of performance symbols (left performance symbol 7L, middle performance symbol 7C, right performance symbol 7R) that indicate the result of the special symbol hit determination is not temporarily stopped (stationary), and the performance symbols that are already temporarily stopped (left performance symbol 7L, right performance symbol 7R) constitute part of the combination of jackpot performance symbols. For example, if one of the combinations of jackpot performance symbols is "777", and "7" is temporarily stopped and displayed as the left performance symbol 7L in the left performance symbol display area, and "7" is temporarily stopped and displayed as the right performance symbol 7R in the right performance symbol display area, and the middle performance symbol 7C is not temporarily stopped (stationary) in the middle performance symbol display area (it is scrolled or switched), then it is a reach state. Furthermore, the aforementioned "temporary stop display (stationary display)" is a display state in which the performance symbols remain within the display area but are not stationary. Conceptually, this includes states where the performance symbols are shaking, as well as states where they repeatedly enlarge and shrink. In contrast, the "stop display (confirmed display)" of the performance symbols is a state in which the combination of performance symbols that was temporarily stopped is displayed in a stationary state, indicating that the fluctuation display has ended.
[0149] As shown in Figure 14, when the special symbol hit detection for the first special symbol is performed during the short-time reduction a and the result is a miss, the microcomputer 61 for game control determines whether there is a reach (i.e., a miss reach variation pattern) if the reach random value is in the range of 0 to 27, and whether there is no reach (i.e., a normal variation pattern in which no reach appears) otherwise. In addition, when the special symbol hit detection for the first special symbol is performed during a game state other than the short-time reduction a and the result is a miss, the microcomputer 61 for game control determines the special symbol variation pattern without referring to the reach random value.
[0150] (Special Figure 1 Variation Pattern Selection Table T6, Special Figure 2 Variation Pattern Selection Table T7) The Special Feature 1 Variation Pattern Selection Table T6 shown in Figure 15(a) is a table that the game control microcomputer 61 refers to when determining the special feature variation pattern for the variation display of the first special feature. Similarly, the Special Feature 2 Variation Pattern Selection Table T7 shown in Figure 15(b) is a table that the game control microcomputer 61 refers to when determining the special feature variation pattern for the variation display of the second special feature. The Special Feature 1 Variation Pattern Selection Table T6 assigns the type of special feature variation pattern based on the relationship between random values such as the jackpot random value and the reach random value (results of the special feature hit judgment and reach judgment), the special feature variation pattern random value, and the game state and the number of special feature reserves at the time of the special feature hit judgment. Similarly, the Special Feature 2 Variation Pattern Selection Table T7 assigns the type of special feature variation pattern based on the relationship between the jackpot random value (result of the special feature hit judgment), the special feature variation pattern random value, and the game state at the time of the special feature hit judgment. The special feature variation pattern includes information such as the variation time of the special feature variation display and the content of the variation effect (variation effect pattern). For reference, the special feature 1 variation pattern selection table T6 and the special feature 2 variation pattern selection table T7 describe the general types of variation effect content (variation effect pattern) that are determined in accordance with each special feature variation pattern.
[0151] The special feature variation pattern random value is a value generated by the special feature variation pattern random number counter. The computer program for operating the special feature variation pattern random number counter is stored in ROM 63, and when the CPU 62 executes this computer program, the special feature variation pattern random number counter operates and generates the special feature variation pattern random value. The special feature variation pattern random number counter may utilize a random number generation circuit such as a counter IC. In this embodiment, the special feature variation pattern random number counter counts a total of 100 values from 0 to 99. In other words, it can generate a total of 100 special feature variation pattern random values from 0 to 99.
[0152] First, we will explain the contents of the special feature 1 variation pattern selection table T6 (see Figure 15(a)), which the game control microcomputer 61 refers to when the conditions for starting the variation display of the first special feature are met. If the special symbol win determination for the first special symbol, performed in a non-time-saving game state (normal game state), results in a jackpot, regardless of the number of special symbol reserves or the reach random value, special symbol variation pattern P1 is selected, regardless of the special symbol variation pattern random value between 0 and 99. Special symbol variation pattern P1 is a winning variation pattern that performs an effect corresponding to winning a jackpot. The variation time of the special symbols determined by this special symbol variation pattern P1 is 10 seconds (10,000 ms). The variation effect pattern corresponding to special symbol variation pattern P1 is associated with the effect of a direct hit, which displays the jackpot effect symbol without going through the reach state. Furthermore, if the special symbol win judgment for the first special symbol, performed in a non-time-saving game state (normal game state), results in a loss (a sudden time-saving mode is awarded and the win is valid), and the time-saving game state to be awarded as a sudden time-saving mode is determined to be a strong time-saving mode (special symbol type random value is 0 to 19), then regardless of the number of special symbols held or the reach random value, special symbol variation pattern P2 will be selected, regardless of the value of the special symbol variation pattern random value from 0 to 99. Special symbol variation pattern P2 is an advantageous sudden time-saving variation pattern that performs an effect corresponding to a win of an advantageous sudden time-saving mode. The variation time of the special symbols determined by this special symbol variation pattern P2 is 30 seconds (30,000 ms). The variation effect pattern corresponding to special symbol variation pattern P2 is associated with the effect content of the success pattern in the "C Time effect," which determines whether or not to transition to an advantageous effect mode (rush mode) for the player. In contrast, if the special symbol win judgment for the first special symbol, performed in a non-time-saving game state (normal game state), results in a loss (sudden time-saving is awarded and the win is valid), and the time-saving game state to be awarded as sudden time-saving is determined to be slight time-saving (slight time-saving a) (special symbol type random value is 20-99), then regardless of the number of special symbols held or the reach random value, if the special symbol variation pattern random value is within the range of 0-9, special symbol variation pattern P3 is selected, and if the special symbol variation pattern random value is within the range of 10-99, special symbol variation pattern P4 is selected. These special symbol variation patterns are unfavorable sudden time-saving variation patterns that perform effects corresponding to not winning an advantageous sudden time-saving. The special symbol variation time determined by special symbol variation pattern P3 is 30 seconds (30,000 ms), and the special symbol variation time determined by special symbol variation pattern P4 is 5 seconds (5,000 ms). The variation animation pattern corresponding to special variation pattern P3 is associated with a failure pattern in which, in the "C Time animation" that determines whether or not to transition to a performance mode advantageous to the player (rush mode), the transition to the advantageous performance mode is not decided, and the transition to an unfavorable performance mode (normal mode) is decided. On the other hand, the variation animation pattern corresponding to special variation pattern P4 is associated with an animation (normal failure animation pattern) in which the variation animation is executed with the display of the animation symbols, but no reach state is created, and the variation animation ends with a combination of losing animation symbols.
[0153] Furthermore, if the special symbol hit determination for the first special symbol performed in the slightly shortened time state a (a time-shortened game state for left-handed play) results in a jackpot, regardless of the number of special symbols held or the reach random value, special symbol variation pattern P5 is selected if the special symbol variation pattern random value is within the range of 0 to 59, special symbol variation pattern P6 is selected if the special symbol variation pattern random value is within the range of 60 to 89, special symbol variation pattern P7 is selected if the special symbol variation pattern random value is within the range of 90 to 98, and special symbol variation pattern P8 is selected if the special symbol variation pattern random value is 99. These special symbol variation patterns are hit variation patterns that perform effects corresponding to winning a jackpot. The special symbol variation time determined by special symbol variation pattern P5 is 90 seconds (90,000 ms), the special symbol variation time determined by special symbol variation pattern P6 is 80 seconds (80,000 ms), the special symbol variation time determined by special symbol variation pattern P7 is 70 seconds (70,000 ms), and the special symbol variation time determined by special symbol variation pattern P8 is 15 seconds (15,000 ms). The variation performance pattern corresponding to special symbol variation pattern P5 is associated with a performance that leads to a reach state and further develops into a high-expectation performance (SP Reach A performance). The variation performance pattern corresponding to special symbol variation pattern P6 is associated with a performance that leads to a reach state and further develops into a high-expectation performance (SP Reach B performance). The variation performance pattern corresponding to special symbol variation pattern P7 is associated with a performance that leads to a reach state and further develops into a high-expectation performance (SP Reach C performance). On the other hand, the variation animation pattern corresponding to the special variation pattern P8 is an animation in which the background image is maintained even after entering a reach state (without developing into a high-expectation animation) and the middle animation symbol 7C is changed.
[0154] In contrast, if the special symbol win judgment for the first special symbol performed in the slightly shortened time state a (shortened time game state with left-handed play) results in a loss (sudden win to shortened time and the win is invalid), and there is a reach (the reach random value is within the range of 0 to 27), then regardless of the number of special symbols held, if the special symbol variation pattern random value is within the range of 0 to 4, special symbol variation pattern P9 is selected; if the special symbol variation pattern random value is within the range of 5 to 19, special symbol variation pattern P10 is selected; if the special symbol variation pattern random value is within the range of 20 to 39, special symbol variation pattern P11 is selected; and if the special symbol variation pattern random value is within the range of 40 to 99, special symbol variation pattern P12 is selected. These special symbol variation patterns are losing reach variation patterns that include a losing reach. The special symbol variation time determined by special symbol variation pattern P9 is 90 seconds (90,000 ms), the special symbol variation time determined by special symbol variation pattern P10 is 80 seconds (80,000 ms), the special symbol variation time determined by special symbol variation pattern P11 is 70 seconds (70,000 ms), and the special symbol variation time determined by special symbol variation pattern P12 is 15 seconds (15,000 ms). The variation performance pattern corresponding to special symbol variation pattern P9 is associated with a performance that leads to a reach state and further develops into a high-expectation performance (SP Reach A performance). The variation performance pattern corresponding to special symbol variation pattern P10 is associated with a performance that leads to a reach state and further develops into a high-expectation performance (SP Reach B performance). The variation performance pattern corresponding to special symbol variation pattern P11 is associated with a performance that leads to a reach state and further develops into a high-expectation performance (SP Reach C performance). On the other hand, the variation animation pattern corresponding to the special variation pattern P12 is an animation in which the background image is maintained even after entering a reach state (without developing into a high-expectation animation) and the middle animation symbol 7C is changed. Furthermore, if the special symbol win judgment for the first special symbol performed in the slightly shortened time state a (shortened time game state for left-handed play) results in a loss (sudden win to shortened time and the win is invalid), and there is no reach (the reach random value is within the range of 28 to 99), then regardless of the special symbol variation pattern random value, if the number of special symbol 1 reserves is 0 to 2, special symbol variation pattern P13 is selected, and if the number of special symbol 1 reserves is 3 or 4, special symbol variation pattern P14 is selected. These special symbol variation patterns are non-reach variation patterns that perform effects that do not include losing reaches. The special symbol variation time determined by special symbol variation pattern P13 is 5 seconds (5,000 ms), and the special symbol variation time determined by special symbol variation pattern P14 is 3 seconds (3,000 ms). Thus, special symbol variation pattern P13 and special symbol variation pattern P14 have different variation times. In other words, if the variation animation pattern corresponding to the special feature variation pattern P13 is a normal-length miss animation (normal miss), then the special feature variation pattern P14 is a shortened miss animation with a shorter animation time than usual.
[0155] In the short-time b and strong-time shortened (right-hand play time-shortened) game states, which are game states in which the player plays by shooting to the right, balls generally do not enter the first start opening 10a, and no special symbol win determination is performed for the first special symbol. However, if a special symbol win determination is performed for the first special symbol in such a game state and the result is a jackpot, regardless of the number of special symbol reserves or the reach random value, special symbol variation pattern P15 is selected, regardless of the value of the special symbol variation pattern random value from 0 to 99. Special symbol variation pattern P15 is a winning variation pattern that performs an effect corresponding to winning a jackpot. The variation time of the special symbols determined by this special symbol variation pattern P15 is 10 seconds (10,000 ms). The variation effect pattern corresponding to special symbol variation pattern P15 is associated with the effect of a direct hit, which displays the jackpot effect symbol without going through the reach state. Furthermore, if the special symbol win judgment for the first special symbol, performed during a slight time reduction b or a strong time reduction (a time reduction game state for right-hand play), results in a loss, regardless of the number of special symbol reserves or the reach random value, special symbol variation pattern P16 will be selected, regardless of the value of the special symbol variation pattern random value from 0 to 99. Special symbol variation pattern P16 is a variation pattern in which no corresponding effect is performed. The variation time of the special symbols determined by this special symbol variation pattern P16 is 1 second (1,000 ms). Furthermore, in accordance with special symbol variation patterns P15 and P16, abnormal notification may be provided when a ball enters the first starting opening 10a during a game state targeting right-hand play.
[0156] Next, we will explain the contents of the special feature 2 variation pattern selection table T7 (see Figure 15(b)), which the game control microcomputer 61 refers to when the start condition for displaying the variation of the second special feature is met. In the non-time-saving game state (normal game state) and slight time-saving state a (left-handed time-saving game state), which are game states in which the player plays using the left-handed shooting technique, balls generally do not enter the second starting port 12a, and no special symbol win determination is performed for the second special symbol. However, if, by any chance, a special symbol win determination is performed for the second special symbol in such a game state and the result is a jackpot, regardless of the number of special symbol reserves or the reach random value, special symbol variation pattern P17 is selected, regardless of any value between 0 and 99 for the special symbol variation pattern random value. Special symbol variation pattern P17 is a variation pattern in which no effect is executed, and the corresponding effect is not performed. The variation time of the special symbols determined by this special symbol variation pattern P17 is 1 second (1,000 ms). Furthermore, if the special symbol win determination for the second special symbol, performed in a non-time-saving game state (normal game state) or a slight time-saving state a (left-handed time-saving game state), results in a loss, regardless of the number of special symbols held or the reach random value, special symbol variation pattern P18 will be selected, regardless of the value of the special symbol variation pattern random value from 0 to 99. Special symbol variation pattern P18 is a variation pattern in which no corresponding effect is performed. The variation time of the special symbols determined by this special symbol variation pattern P18 is 1 second (1,000 ms). Furthermore, in accordance with special symbol variation patterns P17 and P18, abnormal notification may be provided when a ball enters the second starting port 12a during a game state targeting left-handed play.
[0157] In the short-time-saving mode b and the strong-time-saving mode (time-saving mode for right-handed play), which are game states in which the player plays by shooting to the right, a variation effect is basically performed using special symbols in response to the variation display of the normal symbols, which shows the result of the normal symbol win judgment and normal symbol win type judgment (determination of the normal power operation pattern by determining the winning symbol of the normal symbols) triggered by the ball entering the gate opening. If the normal symbol win judgment is a win result and the normal symbol win type determines the long-term opening of the second start opening 12a (described later), a small win (type 2 big win) is won with a high probability when the ball enters the second start opening 12a, and the big win effect symbol is stopped and displayed in the variation effect. In this situation, a special symbol win judgment is performed for the second special symbol, and if the result is a big win, regardless of the number of special symbol reserves or the reach random value, special symbol variation pattern P19 is selected, regardless of the value of the special symbol variation pattern random value from 0 to 99. Special symbol variation pattern P19 is a winning variation pattern that performs effects corresponding to winning a jackpot. The variation time of the special symbols determined by this special symbol variation pattern P19 is 10 seconds (10,000 ms). The variation effect pattern corresponding to special symbol variation pattern P19 is associated with the effect of a direct win, which displays the jackpot effect symbols without going through a reach state. On the other hand, if the special symbol win judgment for the second special symbol, performed during a slight time reduction b or a strong time reduction (a time reduction game state for right-hand play), results in a loss, regardless of the number of special symbol reserves or the reach random value, special symbol variation pattern P20 will be selected, regardless of the value of the special symbol variation pattern random value from 0 to 99. Special symbol variation pattern P20 is a variation pattern in which no effect is executed, and the corresponding effect is not performed. The variation time of the special symbol determined by this special symbol variation pattern P20 is 1 second (1,000 ms).
[0158] (Normal symbol win / loss determination table) The normal symbol win / loss determination table T8 shown in Figure 16 is a table that the game control microcomputer 61 refers to when performing normal symbol win / loss determination. The normal symbol win / loss determination table T8 is configured to associate normal symbol win random values with the determination results of normal symbol win determination. Normal symbol win random values are values generated by a normal symbol win random number counter. The computer program for operating the normal symbol win random number counter is stored in ROM 63, and when the CPU 62 executes this computer program, the normal symbol win random number counter operates and generates normal symbol win random values. The normal symbol win random number counter may utilize a random number generation circuit such as a counter IC. The normal symbol win random number counter of the pachinko game machine 1 counts a total of 65,536 values from 0 to 65,535. In other words, it can generate a total of 65,536 normal symbol win random values from 0 to 65,535.
[0159] The regular symbol win / loss determination table T8 has a total of 65,536 values set as random values for determining whether a regular symbol win is achieved, ranging from 0 to 65,535. In other words, in this embodiment, the regular symbol win determination is set to always result in a win (regular symbol win). Alternatively, random values may be assigned so that the result of the regular symbol win determination is a loss (regular symbol miss).
[0160] (Table for determining the type of drawing) The regular symbol winning type determination table T9 shown in Figure 17 is a table that the game control microcomputer 61 refers to when determining the winning symbols for regular symbols and, accordingly, determining the operation pattern (regular operation pattern) of the regular operating member 12b. The regular symbol winning type determination table T9 is assigned a random value for the regular symbol winning type for each winning symbol, and each winning symbol is associated with the operation pattern of the regular operating member 12b. The operation pattern of the regular operating member 12b includes information on the opening time of the second start port 12a (operating time of the regular operating member 12b).
[0161] The random number per unit is the value generated by the random number per unit counter. The computer program for operating the random number per unit counter is stored in ROM 63, and the CPU 62 executes this computer program, causing the random number per unit counter to operate and generate the random number per unit. The random number per unit counter may utilize a random number generation circuit such as a counter IC. In this embodiment, the random number per unit counter counts a total of 65,536 values from 0 to 65,535. In other words, it can generate a total of 65,536 random numbers per unit from 0 to 65,535.
[0162] In this embodiment of the pachinko game machine 1, two types of operating patterns are set for the normal operating member 12b: a first operating pattern FS1 and a second operating pattern FS2. Of these, the first operating pattern FS1 is an operating pattern that energizes the normal electric solenoid 12d for 70ms (activating the normal operating member 12b to open the second start opening 12a). In this case, even if a game ball lands on the normal operating member 12b which is in the ball-entry-allowing position, it immediately returns to the ball-entry-blocking position and does not reach the second start opening 12a. In contrast, the second operating pattern FS2 is an operating pattern that energizes the normal electric solenoid 12d for 2700ms. Therefore, there is a possibility that a game ball that lands on the normal operating member 12b which is in the ball-entry-allowing position will roll to the second start opening 12a and enter the game.
[0163] As shown in Figure 17, if the random value for the normal winning pattern is within the range of 0 to 187, pattern hz1 is determined as the winning pattern for the normal pattern; if the random value for the normal winning pattern is within the range of 188 to 49806, pattern hz2 is determined as the winning pattern for the normal pattern; and if the random value for the normal winning pattern is within the range of 49807 to 65535, pattern hz3 is determined as the winning pattern for the normal pattern. Here, if the game state at the time of the regular symbol win determination is a non-time-saving game state (normal game state), then regardless of whether symbol hz1, symbol hz2, or symbol hz3 is determined as the winning symbol for the regular symbols, the first operating pattern FS1 is determined as the regular operating pattern for the regular operating member 12b. In contrast, if the game state at the time of the regular symbol win determination is a slight time reduction (slight time reduction a, slight time reduction b), then, in accordance with the determination that symbol hz2 or symbol hz3 is the winning symbol for the regular symbols, the first operating pattern FS1 is determined as the regular operating pattern of the regular operating member 12b, and in accordance with the determination that symbol hz1 is the winning symbol, the second operating pattern FS2 is determined as the regular operating pattern of the regular operating member 12b. Furthermore, if the game state at the time of the regular symbol win determination is in a strong time-saving state, then, in accordance with the determination of symbol hz3 as the winning symbol for the regular symbols, the first operating pattern FS1 is determined as the regular operating pattern of the regular operating member 12b, and in accordance with the determination of symbol hz1 or symbol hz2, the second operating pattern FS2 is determined as the regular operating pattern of the regular operating member 12b.
[0164] As described above, the game control microcomputer 61 determines multiple types of normal operation patterns for the normal operating member 12b based on mutually different determination probabilities for the non-time-saving game state, slight time-saving state, and strong time-saving state. Here, controlling the game control microcomputer 61 to determine a normal operation pattern (second operation pattern FS2) in which the opening time of the second start port 12a is longer with a higher probability than in the non-time-saving game state during the time-saving game state (slight time-saving and strong time-saving state) corresponds to the electric support control (by the opening time extension function) mentioned above.
[0165] (Normal diagram variation pattern selection table T10) The regular symbol variation pattern selection table T10 shown in Figure 18 is a table that the game control microcomputer 61 refers to when determining the regular symbol variation pattern for the display of regular symbols. The regular symbol variation pattern selection table T10 assigns the types of regular symbol variation patterns based on the relationship between the type of regular electric operation pattern and the regular symbol variation pattern random value, which are determined when a regular symbol win determination is performed, and the game state at the time of the regular symbol win determination. The special feature variation pattern includes information such as the variation time of the regular feature variation display and the content of the variation effect (variation effect pattern). For reference, the regular feature variation pattern selection table T10 lists the general types of variation effect content (variation effect pattern) that are determined for each regular feature variation pattern.
[0166] The random number values of the random number pattern are values generated by the random number counter. The computer program for operating the random number counter is stored in ROM 63, and the CPU 62 executes this computer program, causing the random number counter to operate and generate random number values. The random number counter may utilize a random number generation circuit such as a counter IC. In this embodiment, the random number counter counts a total of 100 values from 0 to 99. That is, it can generate a total of 100 random number values from 0 to 99.
[0167] The following describes the contents of the regular diagram variation pattern selection table T10 (see Figure 18), which the game control microcomputer 61 refers to when the conditions for starting the regular diagram variation display are met. In non-time-saving game states (normal game states) and slight time-saving state a, that is, game states in which the player plays by shooting left-handed, if a normal symbol win determination and a normal symbol win type determination (determination of normal power operation pattern) are performed, regardless of the type of normal power operation pattern determined, normal symbol variation pattern FP1 is selected, regardless of the value of the normal symbol variation pattern random number between 0 and 99. Normal symbol variation pattern FP1 is a variation pattern in which no effect is executed, and no corresponding effect is performed. The variation time of the special symbols determined by this special symbol variation pattern P20 is 0.1 seconds (100 ms).
[0168] In the short-time b and strong-time shortening modes, that is, in game states where the player plays by shooting to the right, if the second operation pattern FS2 (a normal operation pattern that keeps the second start port 12a open for a long time) is determined according to the normal symbol hit judgment and normal symbol hit type judgment (determination of the normal power operation pattern by determining the winning symbol of the normal symbols), then if the normal symbol variation pattern random value is in the range of 0 to 59, the normal symbol variation pattern FP2 is selected; if the normal symbol variation pattern random value is in the range of 60 to 89, the normal symbol variation pattern FP3 is selected; and if the normal symbol variation pattern random value is in the range of 90 to 99, the normal symbol variation pattern FP4 is selected. These normal symbol variation patterns are losing reach variation patterns that include a losing reach. The normal symbol variation time determined by normal symbol variation pattern FP2 is 35 seconds (35,000 ms), the normal symbol variation time determined by normal symbol variation pattern FP3 is 30 seconds (30,000 ms), and the normal symbol variation time determined by normal symbol variation pattern FP4 is 25 seconds (25,000 ms). The variation performance pattern corresponding to normal symbol variation pattern FP2 is associated with a performance that leads to a reach state and further develops into a high-expectation performance (SP Reach D performance). The variation performance pattern corresponding to normal symbol variation pattern FP3 is associated with a performance that leads to a reach state and further develops into a high-expectation performance (SP Reach E performance) and ends with a win. The variation performance pattern corresponding to normal symbol variation pattern FP4 is associated with a performance that leads to a reach state and further develops into a high-expectation performance (SP Reach F performance) and ends with a win. On the other hand, in the game state for right-handed play (slight time reduction b or strong time reduction), if the first operation pattern FS1 (a normal power operation pattern that briefly opens the second start port 12a) is determined according to the normal symbol hit judgment and normal symbol hit type judgment (determination of the normal power operation pattern by determining the winning symbol of the normal symbols), then normal symbol variation pattern FP5 is selected if the normal symbol variation pattern random value is in the range of 0 to 1, normal symbol variation pattern FP6 is selected if the normal symbol variation pattern random value is in the range of 2 to 4, and normal symbol variation pattern FP7 is selected if the normal symbol variation pattern random value is in the range of 5 to 99. Normal symbol variation patterns FP5 and FP6 are losing reach variation patterns that include a losing reach, while normal symbol variation pattern FP7 is a non-execution variation pattern that does not perform the corresponding effect. The normal symbol variation time determined by normal symbol variation pattern FP5 is 30 seconds (30,000 ms), the normal symbol variation time determined by normal symbol variation pattern FP6 is 25 seconds (25,000 ms), and the normal symbol variation time determined by normal symbol variation pattern FP7 is 1 second (1,000 ms). The variation performance pattern corresponding to normal symbol variation pattern FP5 is associated with a performance that goes into a reach state, develops into a high expectation performance (SP reach E performance), and ends in a loss. The variation performance pattern corresponding to normal symbol variation pattern FP6 is associated with a performance that goes into a reach state, develops into a high expectation performance (SP reach F performance), and ends in a loss.
[0169] [Main processing of the microcontroller 61 for game control] Next, we will explain the main processes performed by the game control microcontroller 61 (Figure 5B).
[0170] (Main control processing) First, please refer to Figure 19 and explain the contents of the main control process. When the power to the pachinko machine 1 is turned on and power is supplied to the game control microcontroller 61, the game control microcontroller 61 first performs an initial setup (step S1; hereafter, each step will be described as "S~"). In this initial setup, the game control microcontroller 61 allows access to RAM 64 and enables writing and reading information to RAM 64. The game control microcontroller 61 also performs initial setup of input / output ports (IO ports), registers, counters, timers, etc. Next, the game control microcomputer 61 determines whether the power was turned on with the RAM clear switch 182 (located on the frame control board 150) ON (S2). If it determines that the RAM clear switch 182 is ON, it proceeds to S3 and S4, clearing the information stored in RAM 64 (excluding certain information such as base value information) and initializing the working area of RAM 64 (S3), and sending a RAM clear notification command to notify that the contents of RAM 64 have been cleared (S4). As mentioned above, the microcontroller 61 for game control receives a RAM clear signal in response to the operation of the RAM clear switch 182. Therefore, in S2, it is determined whether or not a RAM clear signal has been input. This RAM clear signal is also input to the frame control board 150 (frame control microcontroller 151), which will be described later. The frame control board 150 identifies that the RAM clear switch 182 has been operated in response to the input of the RAM clear signal, and also identifies that the RAM clear process in the microcontroller 61 has been completed in response to receiving the RAM clear notification command from S4 mentioned above.
[0171] If the game control microcontroller 61 determines in S2 that the RAM clear switch 182 is OFF, it proceeds to S5. In S5, it determines whether there are any abnormalities in the information stored in RAM 64. If it determines that there are abnormalities (S5: Yes), it proceeds to S3 as described above (clearing the stored information in RAM 64). On the other hand, if it determines that there are no abnormalities (S5: No), it performs a power restoration process and sends a power restoration command to notify that power has been restored (S6).
[0172] After the completion of S4 or S6 as described above, the game control microcontroller 61 performs other processing that should be performed when the power is turned on (S7). In step S7, the microcontroller 61 for game control sends a game machine installation information command, which includes the aforementioned "game machine installation information," to the microcontroller 151 for frame control. Furthermore, in S7, the microcontroller 61 for game control sets a transition flag to ON, which indicates the game state to transition to.
[0173] Next, the game control microcomputer 61 performs interrupt disabling (S8) and executes the normal symbol / special symbol main random number update process (S9). In this normal symbol / special symbol main random number update process, the initial values of each random number counter that generates the aforementioned jackpot random value, special symbol type random value, reach random value, special symbol variation pattern random value, normal symbol win random value, normal symbol win type random value, and normal symbol variation pattern random value are each updated by adding "1". When the count value of each random number counter reaches its upper limit, it returns to "0" and is incremented by "1" again. Note that the initial value of each random number counter may be a value other than "0", and may be changed randomly. Alternatively, the count value of each random number counter may be updated by adding a value of "2" or more. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC, etc. If this hardware random number is used, the software random number update process (S9) is not necessary.
[0174] Next, the microcontroller 61 for game control executes interrupt enablement (S10). While interrupts are enabled, the main timer interrupt processing (S11) can be executed. The main timer interrupt processing (S11) is executed based on an interrupt pulse input to the CPU 62, for example, at a 4ms cycle. In other words, it is executed at a 4ms cycle. Then, between the end of the main timer interrupt processing and the start of the next main timer interrupt processing, the initial value update processing of various counters by the normal symbol / special symbol main random number update processing (S9) is executed. Note that if an interrupt pulse is input to the CPU 62 while interrupts are disabled, the main timer interrupt processing (S11) will not start immediately, but will start after interrupt enablement (S10) is executed.
[0175] (Main timer interrupt processing) Next, with reference to Figure 20, the main-side timer interrupt processing (S11) will be explained. The game control microcontroller 61 executes output processing (S12). In this output processing, commands and other information set in the output buffer provided in the RAM 64 of the main control board 60 for each of the processes described below are output to the frame control board 150 (frame control microcontroller 151) and the sub-control board 100 (effect control microcontroller 101). Next, the microcontroller 61 for game control performs input processing (S13). In this input processing, it mainly reads the detection signals detected by various sensors attached to the pachinko game machine 1 (first start gate sensor 10b, second start gate sensor 12c, gate sensor 13a, first major prize gate sensor 14c, second major prize gate sensor 15c, specific area sensor 55a, general prize gate sensor 11b, etc.). Next, the microcontroller 61 for game control performs timer update processing (S14). In this timer update processing, it updates (subtracts) the subtraction counter that is operating as a timer.
[0176] Next, the game control microcontroller 61 executes the prize ball control process (S15). In this prize ball control process, based on the detection signals from various sensors read in the input process (S13), a prize ball command indicating the number of prize balls to be awarded according to the type of prize slot is set in the output buffer of the RAM 64. As a result, the prize ball command is transmitted at the time the awarding of prize balls is decided (at the time of ball entry detection), and the number of prize balls to be awarded is notified to the frame control microcontroller 151.
[0177] Next, the microcontroller 61 for game control executes the normal symbol and special symbol main random number update process (S16). This normal symbol and special symbol main random number update process is the same as the normal symbol and special symbol main random number update process (S9) executed in the main control process on the main side in Figure 19. In other words, the initial value update process for each random number counter is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process until the start of the next main timer interrupt process).
[0178] Next, the microcontroller 61 for game control sequentially executes the following: symbol sensor detection processing (S17), normal operation processing (S18), special symbol standby processing (S19), special symbol-related processing (S20), abnormality detection processing (S21), game condition determination processing (S22), and game state transition determination processing (S23), and then executes other processing (S24) to terminate the main-side timer interrupt processing. Details regarding S17, S18, S19, S20, and S23 will be discussed later. The abnormality detection process (S21) determines whether an abnormal state has occurred in the pachinko game machine 1. If an abnormality has occurred, it sets an error command that can identify the type of abnormal state in the output buffer of RAM 64 and outputs it to the frame control board 150 (frame control microcontroller 151) or the sub-control board 100 (performance control microcontroller 101). For example, abnormality detection processes include magnetic detection processes that detect illegal magnetism, radio wave detection processes that detect illegal radio waves, and shock detection processes that detect shocks (vibrations). In this embodiment, abnormal ball entry detection processes, which are abnormality detection processes other than those mentioned above, are executed in the special electric mechanism processing described later, but they may also be executed in S21. The game condition determination process (S22) is a process that determines whether or not to stop game control by the game control microcomputer 61. In this process, if the game control microcomputer 61 determines that an abnormal state (a specific abnormal state) has occurred in any of the multiple types of abnormality determination processes described above, it changes the control state from a playable state to a playable state and stops game control (game stop process based on a specific abnormal state). In addition, if the game control microcomputer 61 receives a ball difference reach command from the frame control microcomputer 151, it changes the control state from a playable state to a playable state and stops game control (game stop process based on reaching the standard number of maximum ball differences). In the game-inoperable state, detection by all prize detection sensors that detect entries into each prize slot of the game board 2 is disabled, and the execution of the aforementioned S12~S20 and other processes in the main timer interrupt processing is stopped. As a result, sending and receiving commands etc. becomes impossible, measurement of game time such as fluctuation time is stopped, prize detection for each prize slot becomes impossible, the first large prize slot 14a, the second large prize slot 15a and the second start slot 12a remain closed, the LEDs of the display devices 50 (special symbol display devices 51, 52 and normal symbol display devices 53, etc.) turn off (special symbol and normal symbol fluctuation displays are not shown), and the measurement of fluctuation time for special symbol and normal symbol fluctuation displays that were in progress is stopped (or interrupted). The game stop status of the game control microcontroller 61 is notified to the frame control microcontroller 151 and the effect control microcontroller 101. Specifically, in the game condition determination process (S22), when game stop processing is performed based on the aforementioned specific abnormal state, a specific error command (specific fraud detection signal) is set in the output buffer of RAM 64. Also, in the game condition determination process (S22), when game stop processing is performed based on reaching the aforementioned standard number of maximum difference balls (complete), a complete command (complete signal) is set in the output buffer of RAM 64. The game stop commands set in this way are output to the frame control microcontroller 151 and the effect control microcontroller 101 in the output process (S12).
[0179] Other processing (S24) includes, for example, display control (lighting control) of the indicators 50. Subsequently, in the output processing (S12) of the main-side timer interrupt process, which is executed again, the commands and other information that were set in the output buffer of RAM64 in the previous main-side timer interrupt process (S11) are output.
[0180] (Pattern sensor detection process) Next, referring to Figure 21, the pattern sensor detection process (S17) will be explained. The game control microcomputer 61 determines whether or not a game ball has passed through gate 13 (entered the gate opening) (S30). The gate sensor 13a detects whether or not a game ball has passed through gate 13. If the game control microcomputer 61 determines that a game ball has passed through gate 13 (S30: No), it proceeds to S36. On the other hand, if it determines that a game ball has passed through gate 13 (S30: Yes), it determines whether or not the number of reserved balls has reached the upper limit of "4" (S31). If the number of reserved balls has reached the upper limit of "4" (S31: No), the game control microcomputer 61 proceeds to S36. On the other hand, if the number of reserved balls has not reached "4" (S31: Yes), it adds 1 to the number of reserved balls (S32).
[0181] Next, the microcontroller 61 for game control executes a process to acquire random numbers related to the general diagram (S33). In this process to acquire random numbers related to the general diagram, a random number for each general diagram, a random number for each type of general diagram, and a random number for the general diagram variation pattern are acquired, and each of these acquired random numbers is stored in a memory area of the general diagram hold memory unit 64c corresponding to the current number of general diagrams held. For example, if the current number of general diagrams held is "3", each random number is stored in the fourth memory area.
[0182] Next, the game control microcontroller 61 executes the process of creating an activated ball entry command (S34). In this process of creating an activated ball entry command, an activated ball entry command is created based on each group of random numbers obtained in S33. This activated ball entry command consists of data indicating that the game ball has passed through gate 13, data indicating each random number obtained in S33, etc. Next, the game control microcontroller 61 sets the activated ball entry command created in S34 into the output buffer of RAM 64 (S35). This set activated ball entry command is output to the frame control board 150 (frame control microcontroller 151) and the sub-control board 100 (effect control microcontroller 101) in the output process (S12), and the effect control microcontroller 101 executes effects based on each random number included in the activated ball entry command.
[0183] After the completion of S35, or if either S30 or S31 is determined to be negative (S30: No, S31: No), the game control microcomputer 61 determines whether or not a game ball has entered the second start port 12a (S36). The entry of a game ball into the second start port 12a is detected by the second start port sensor 12c. If the game control microcomputer 61 determines that a game ball has not entered the second start port 12a (S36: No), it proceeds to S42. On the other hand, if it determines that a game ball has entered the second start port 12a (S36: Yes), it determines whether or not the number of reserved second special symbols has reached the upper limit of "1" (S37). If the number of reserved second special symbols has reached the upper limit of "1" (S37: No), the game control microcomputer 61 proceeds to S42. On the other hand, if the number of reserved special symbols in the second special symbol has not reached "1" (S37: Yes), 1 is added to the number of reserved special symbols in the second special symbol (S38).
[0184] Next, the game control microcomputer 61 executes the process of acquiring random numbers related to the second special symbol (S39). In this process of acquiring random numbers related to the second special symbol, a jackpot random number, a special symbol type random number, a reach random number, and a special symbol variation pattern random number are acquired, and each of these acquired random numbers is stored in a memory area of the second special symbol reserve storage unit 64b corresponding to the current number of second special symbols reserved. In this embodiment, the upper limit of the number of second special symbols reserved is set to "1", so if the number of second special symbols reserved has not reached the upper limit (i.e., the number of second special symbols reserved is "0"), each random number is stored in the first memory area.
[0185] Next, the game control microcontroller 61 executes the process of creating the second start prize entry command (S40). In this second start prize entry command creation process, the second start prize entry command is created based on the group of random numbers acquired in S39. This second start prize entry command consists of data indicating that a game ball has entered the second start opening 12a, data indicating each random number acquired in S39, etc. Next, the game control microcontroller 61 sets the second start prize entry command created in S40 into the output buffer of the RAM 64 (S41). This set second start prize entry command is output to the frame control board 150 (frame control microcontroller 151) and the sub-control board 100 (effect control microcontroller 101) in the output process (S12), and the effect control microcontroller 101 executes the effects based on each random number included in the second start prize entry command.
[0186] After the completion of S41, or if either S36 or S37 is determined to be negative (S36: No, S37: No), the game control microcomputer 61 determines whether or not a game ball has entered the first start opening 10a (S42). The entry of a game ball into the first start opening 10a is detected by the first start opening sensor 10b. If the game control microcomputer 61 determines that a game ball has not entered the first start opening 10a (S42: No), it terminates the symbol sensor detection process. On the other hand, if it determines that a game ball has entered the first start opening 10a (S42: Yes), it determines whether or not the number of reserved first special symbols has reached the upper limit of "4" (S43). If the number of reserved first special symbols has reached the upper limit of "4" (S43: No), the game control microcomputer 61 terminates the symbol sensor detection process. On the other hand, if the number of reserved special symbols in the first special symbol has not reached "4" (S43: Yes), 1 is added to the number of reserved special symbols in the first special symbol (S44).
[0187] Next, the game control microcomputer 61 executes the process of acquiring random numbers related to the first special symbol (S45). In this process of acquiring random numbers related to the first special symbol, a jackpot random number, a special symbol type random number, a reach random number, and a special symbol variation pattern random number are acquired, and each of these acquired random numbers is stored in a memory area of the first special symbol reserve memory unit 64a corresponding to the current number of first special symbols reserved. For example, if the current number of first special symbols reserved is "3", each random number is stored in the fourth memory area.
[0188] Next, the game control microcontroller 61 executes the process of creating the first start-winning command (S46). In this second start-winning command creation process, the first start-winning command is created based on the group of random numbers acquired in S45. This first start-winning command consists of data indicating that a game ball has entered the first start-up opening 10a, data indicating each random number acquired in S45, etc. Next, the game control microcontroller 61 sets the first start-winning command created in S46 into the output buffer of the RAM 64 (S47). This set first start-winning command is output to the frame control board 150 (frame control microcontroller 151) and the sub-control board 100 (effect control microcontroller 101) in the output process (S12), and the effect control microcontroller 101 executes the effects based on each random number included in the first start-winning command. Then, with the end of S47, the symbol sensor detection process ends.
[0189] (Normal operation processing) Next, with reference to Figure 22, the normal operation process (S18) will be explained. The game control microcomputer 61 determines whether auxiliary play is in progress (the normal operating member 12b is in operation) (S50). If it determines that auxiliary play is not in progress (S50: No), it determines whether the normal symbols are currently stopped (S51). If it determines in S51 that the normal symbols are not currently stopped (S51: No), the game control microcomputer 61 determines whether the normal symbols are currently changing (S52). If it determines that the normal symbols are not currently changing (S52: No), it determines whether the operating ball entry information is stored in the memory area of the normal symbol hold memory unit 64c (whether there is a normal symbol hold) (S53). If the game control microcomputer 61 determines that there is no normal symbol hold (S53: No), it ends the normal operation process.
[0190] Furthermore, if the game control microcomputer 61 determines in S53 that there is a normal symbol hold (S53: Yes), it performs a normal symbol win determination process (S54-1). In this normal symbol win determination process (S54-1), a normal symbol win determination is performed based on the relationship between the acquired normal symbol win random value and the normal symbol win / failure determination table T8, and it is determined whether or not it is a normal symbol win. If this normal symbol win determination is a win, a normal symbol win type determination process (normal symbol determination process) is performed based on the relationship between the normal symbol win type random value and the normal symbol win type determination table T9, and the normal symbol stop symbol data corresponding to the result of the normal symbol win determination is set in a predetermined storage area of the RAM 64 (S54-2). In other words, if the result of the normal symbol win determination (S54-1) is a "miss", the normal symbol determination process (S54-2) determines a losing symbol (normal losing symbol) as a normal symbol and sets data corresponding to the determined normal losing symbol. On the other hand, if the result of the normal symbol win determination (S54-1) is "win", the normal symbol determination process (S54-2) determines one of the symbols hz1, hz2, or hz3 to be the winning symbol (normal winning symbol) as a normal symbol, and sets the data corresponding to the determined normal winning symbol. Then, the determination of the normal winning symbol determines the mode of the auxiliary game that will occur after the normal symbol variation display ends, that is, the mode of operation of the normal operating member 12b (normal operation pattern).
[0191] Next, the game control microcomputer 61 performs a normal diagram variation pattern determination process (S54-3). In this normal diagram variation pattern determination process (S54-3), the game control microcomputer 61 refers to the normal diagram variation pattern selection table T10 and determines the normal diagram variation pattern, including the variation time and performance content of the normal diagram variation display, based on the relationship between the game state, the normal power operation pattern determined in S54-2, and the normal diagram variation pattern random value.
[0192] Next, the game control microcomputer 61 creates a normal symbol variation start command based on the information (variation time, stop symbols) determined in S54-1, S54-2, and S54-3, and sets the normal symbol variation start command in the output buffer of RAM 64. Then, it starts the variation display of the normal symbols (S54-4). The normal symbol variation start command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in output processing (S12).
[0193] Furthermore, if the microcomputer 61 for game control determines in S52 that the display of the regular symbols is in progress (S52:Yes), it determines whether the time for the regular symbols to change has ended (S55-1). If it determines that it has not ended (S55-1:No), it terminates the normal operation process. On the other hand, if it determines that it has ended (S55-1:Yes), it stops the display of the regular symbols to show a display result (regular winning symbol or regular losing symbol) according to the result of the regular symbol win determination or regular symbol win type determination (determination of the regular power operation pattern by determining the winning symbol of the regular symbols) (S55-2). Then, it sets a regular symbol change stop command (a change stop command for regular symbols) to notify the sub-control board 100 that the change of the regular symbols has stopped (S55-3), sets the stop time for the regular symbols (S55-4), and terminates the normal operation process. This set normal diagram change stop command is output to the frame control board 150 (frame control microcontroller 151) and the sub-control board 100 (performance control microcontroller 101) during output processing (S12).
[0194] Furthermore, if the game control microcomputer 61 determines in S51 that the normal symbols are currently stopped (S51:Yes), it determines in S56-1 whether the stop time for the normal symbols has ended. If it determines that it has not ended (S56-1:No), it terminates the normal operation process. On the other hand, if it determines that it has ended (S56-1:Yes), it determines whether the normal symbol stop symbol data for a normal winning symbol has been set, that is, whether it is a win or not (S56-2). If it determines that it is not a win (S56-2:No), it terminates the normal operation process. On the other hand, if it determines that it is a win (S56-2:Yes), it executes an auxiliary game based on the normal power operation pattern (corresponding to either long-time opening or short-time opening) determined in S54-2 (normal symbol win type determination) mentioned above. Then, after the completion of S57, it terminates the normal operation process.
[0195] Furthermore, if the game control microcomputer 61 determines in S50 above that auxiliary gameplay is in progress (the normal operating member 12b is operating) (S50:Yes), it determines whether the termination condition for auxiliary gameplay (the termination condition for the normal operating member 12b) has been satisfied (S58-1). Here, the termination condition is either the operation time termination condition, which is the termination of the operating time of the normal operating member 12b, which is determined in S54-2 and specified by the normal operation pattern set in S57, or the specified number of balls that have entered the second start port 12a, which is the specified number of balls that have entered. The specified number of balls that have entered the second start port 12a is set to 10. If the game control microcomputer 61 determines that the operation termination condition has not been met (S58-1: No), it terminates the normal operation process. On the other hand, if it determines that the condition has been met (S58-1: Yes), it terminates the auxiliary game (operation of the normal operating member 12b) (S58-2) and proceeds to S59-1.
[0196] In S59-1, the game control microcomputer 61 determines whether the game state in which the player is playing with right-handed shots is a time-saving game state (either slight time-saving b or strong time-saving) in which a variation effect is performed in accordance with the normal figure variation display, and the termination condition is met when a predetermined number of normal figure variations are reached. In this case, the game control microcomputer 61 can make the determination by checking whether the time-saving flag corresponding to slight time-saving b or the time-saving flag corresponding to strong time-saving is ON among the game state flags provided for each game state. If it is determined that the game state in which the player is playing with right-handed shots is not a time-saving state (either slight time-saving b or strong time-saving) (S59-1: No), the normal operation processing ends. On the other hand, if it is determined that the game state for which the game is played with right-handed play is either a slight time reduction b or a strong time reduction (S59-1: Yes), then in the following S59-2, the value of the time reduction counter used to measure the number of normal diagram fluctuations, which is the condition for ending the time reduction, is deducted by 1. Then, upon completion of S59-2, the normal operation process ends.
[0197] (Special symbol waiting process) Next, referring to Figure 23, the special symbol waiting process (S19) will be explained. The game control microcomputer 61 determines whether it is measuring either the variation time or the stop time of the special symbols (S60). If it is measuring (S60:Yes), it terminates the special symbol waiting process. On the other hand, if it is not measuring either the variation time or the stop time of the special symbols (S60:No), it proceeds to S61. In S61, the game control microcomputer 61 determines whether the number of reserved second special symbols is "0". If it determines that it is not "0" (S61:No), that is, if the start condition for displaying the variation of the second special symbols is met, the game control microcomputer 61 executes the second special symbol hit determination process (S62) and the second special symbol variation pattern selection process (S63), which will be described later. Next, the game control microcomputer 61 subtracts "1" from the number of reserved second special symbols (S64), and shifts each data stored in each memory area of the second special symbol reserve storage unit 64b one by one to the memory area with the oldest storage order, that is, the side to be read (S65). Next, the game control microcomputer 61 executes the second special symbol variation start process (S66). In this second special symbol variation start process, the special symbol variation start command is set in the output buffer of the RAM 64, and the second special symbol display unit 52 starts displaying the variation of the second special symbol. This set special symbol variation start command is output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in the output process (S12). The special symbol variation start command includes data on the special symbol stop symbols set in the second special symbol jackpot determination process described later, and data on the second special symbol variation pattern set in the second special symbol variation pattern selection process. After the execution of S66, the game control microcomputer 61 terminates the special symbol waiting process.
[0198] Furthermore, if the game control microcomputer 61 determines in S61 above that the number of reserved second special symbols U2 is "0" (S61:Yes), it determines whether or not the number of reserved first special symbols U1 is "0" (S67). If it determines that it is not "0" (S67:No), that is, if the start condition for the variation display of the first special symbol is met, the game control microcomputer 61 executes the first special symbol hit determination process (S68) and the first special symbol variation pattern selection process (S69) described later. Next, the game control microcomputer 61 subtracts "1" from the number of reserved first special symbols (S70), and shifts each data stored in each memory area of the first special symbol reserve storage unit 64a one by one to the memory area with the older storage order, that is, to the side that will be read (S71). Next, the game control microcomputer 61 executes the first special symbol variation start process (S72). In this first special symbol variation start process, the special symbol variation start command is set in the output buffer of RAM64, and the first special symbol display 51 starts displaying the variation of the first special symbol. This set special symbol variation start command is output to the frame control board 150 (frame control microcontroller 151) and the sub-control board 100 (performance control microcontroller 101) in the output process (S12). The special symbol variation start command includes data on the special symbol stop symbols set in the first special symbol hit determination process described later, and data on the first special symbol variation pattern set in the first special symbol variation pattern selection process. After the execution of S72, the game control microcontroller 61 terminates the special symbol standby process.
[0199] On the other hand, if it is determined that the number of reserved special symbols U1 is "0" (S67: Yes), the game control microcomputer 61 determines whether or not the game is in a standby state (game standby state) (S73). The standby state (game standby state) is a state in which, after the confirmation display of a special symbol, the display of the next special symbol does not start even after the variation interval (stop time) has elapsed. If it is determined that the game is in a standby state (S73: Yes), the game control microcomputer 61 terminates the special symbol standby process. On the other hand, if it is determined that the game is not in a standby state (S73: No), the game control microcomputer 61 executes the standby screen setting process (S74). In this standby screen setting process, a predetermined waiting time is measured, and after this waiting time has elapsed, a standby command to display the standby screen is set in the output buffer of RAM 64. This set standby command is output to the sub-control board 100 (performance control microcomputer 101) in the output process (S12). After that, the microcontroller 61 for game control terminates the special symbol waiting process.
[0200] Thus, the display of fluctuations in the first special symbol is performed only when the number of reserved symbols in the second special symbol is "0" (S61: Yes). In other words, the consumption of reserved symbols in the second special symbol takes precedence over the consumption of reserved symbols in the first special symbol.
[0201] (Special feature hit detection process) Next, referring to Figure 24, the second special symbol hit detection process (S62) and the first special symbol hit detection process (S68) will be explained. Note that the second special symbol hit detection process and the first special symbol hit detection process have the same processing flow, so they will be explained together.
[0202] The game control microcomputer 61 reads the jackpot random value stored in the first memory area of the special symbol hold memory section of the RAM 64 (S80) and refers to the win / loss determination table T1 (S81). Subsequently, the game control microcomputer 61 refers to the range of random values (determination values) corresponding to jackpots in the win / loss determination table T1 and determines whether or not the same random value as the jackpot random value read in S80 exists, that is, whether or not it is a jackpot (jackpot determination) (S82).
[0203] If a jackpot is determined (S82: Yes), the game control microcomputer 61 turns on the jackpot flag to indicate that a jackpot has been determined (S83). Then, the game control microcomputer 61 reads the value of the special symbol type random number stored in the first memory area of the special symbol hold memory unit, refers to the jackpot symbol determination table T2 which has multiple jackpot types set, and determines the jackpot type (jackpot symbol) (S84). Depending on the jackpot type (jackpot symbol), the characteristics of the jackpot game state (maximum number of rounds, etc.) and the characteristics of the subsequent advantageous state (time-saving game state) (ease of ball entry into the second start opening 12a, termination conditions, etc.) differ. Then, the game control microcomputer 61 sets the special symbol stop symbol data of the jackpot symbol determined in S84 into the special symbol buffer provided in RAM 64 (S89), and terminates this process.
[0204] On the other hand, if it is not determined to be a big win (S82: No), the game control microcomputer 61 refers to the range of random numbers corresponding to small wins in the win / failure determination table T1 and determines whether there is a random number that is the same as the big win random number read in S80, that is, whether it is a small win or not (small win determination) (S85). As mentioned above, there are cases where a small win is not achieved in the special symbol win determination for the first special symbol, but is achieved only in the special symbol win determination for the second special symbol. If it is determined to be a small win (S85: Yes), the game control microcomputer 61 turns ON the small win flag to indicate that it has been determined to be a small win (S86). After that, the game control microcomputer 61 reads the value of the special symbol type random number stored in the first memory area of the special symbol hold memory unit, refers to the small win symbol determination table T3 which has multiple small win types set, and determines the type of small win (small win symbol) (S87). Depending on the type of minor win (minor win symbol), the characteristics of the major win game state that develops from the minor win game state (maximum number of rounds, etc.) and the characteristics of the subsequent advantageous state (time-saving game state) (ease of ball entry into the second start opening 12a, termination conditions, etc.) differ. After that, the game control microcomputer 61 sets the special symbol stop symbol data of the minor win symbol determined in S87 into the special symbol buffer provided in RAM 64 (S89), and terminates this process.
[0205] On the other hand, if it is not determined to be a minor win (S85: No), that is, if it is determined to be a miss, the game control microcomputer 61 decides to treat that miss as a sudden time-saving bonus win, and refers to the time-saving bonus symbol determination table T4, which has multiple types of sudden time-saving bonuses set, to determine the type of sudden time-saving bonus (time-saving bonus symbol) (S88). After that, the game control microcomputer 61 sets the special symbol stop symbol data of the time-saving bonus symbol determined in S88 into the special symbol buffer provided in RAM 64 (S89), and terminates this process. In this embodiment, as described above, the sudden time-saving mode is determined based on the result of the special symbol win determination. However, if the determination that resulted in this loss is a special symbol win determination for the first special symbol during a non-time-saving mode game state (normal mode game state), the sudden time-saving mode will be enabled in the special symbol variation pattern selection process described later. If it is any other special symbol win determination, the sudden time-saving mode will be disabled in the special symbol variation pattern selection process described later.
[0206] (Special pattern variation selection process) Next, with reference to Figure 25, the second special pattern variation selection process (S63) and the first special pattern variation pattern selection process (S69) will be explained. Since the second special pattern variation pattern selection process and the first special pattern variation pattern selection process have the same processing flow, they will be explained together as the special pattern variation pattern selection process.
[0207] First, in S90, the game control microcomputer 61 checks several types of game state flags (a time-saving flag that turns ON in response to slight time-saving a, a time-saving flag that turns ON in response to slight time-saving b, a time-saving flag that turns ON in response to strong time-saving, etc.) to determine the current game state. Next, in S91, it determines the result of the special symbol win determination in S62 or S68 (either a big win, a small win, or a sudden time-saving). Then, in S92, it reads the reach random value stored in the first memory area of the special symbol hold memory section of the RAM 64 to determine whether or not it is a reach. Finally, in the following S93, the game control microcomputer 61 determines (selects) the special symbol variation pattern by referring to the special symbol 1 variation pattern selection table T6 if it is determining the first special symbol variation pattern, or by referring to the special symbol 2 variation pattern selection table T7 if it is determining the second special symbol variation pattern. Then, in S94, the variation pattern data indicating the variation pattern selected in S93 is set in the special symbol variation pattern buffer provided in RAM64, and the special symbol variation pattern selection process ends. The variation pattern data set in the special symbol variation pattern buffer in S94 is included in the special symbol variation start command set in S66 and S72 of the special symbol standby process mentioned above, and is output to the sub-control board 100 by the output processing of the main-side timer interrupt process (S12).
[0208] (Special design related processing) Next, we will refer to Figure 26 and explain the special pattern-related processing (S20). The game control microcomputer 61 first determines whether or not it is the end of the measurement of the variation time of the special symbols (first special symbol, second special symbol) (S110). If it determines that it is the end of the variation time (S110: Yes), the game control microcomputer 61 displays the stopped special symbol according to the special symbol stop symbol data set in S89 (confirming the variation display of the special symbol) (S111), and also sets a special symbol variation stop command (a variation stop command for special symbols) in the output buffer provided in RAM 64 (S112). It also starts measuring the stop time of the special symbols (S113). Next, the game control microcomputer 61 determines whether the time-saving flag among the game state flags is ON or OFF (whether it is one of several types of time-saving game states) (S114). If it is determined that the time-saving flag is OFF (S114: No), the game control microcomputer 61 proceeds to S115, which will be described later. On the other hand, if it is determined that the time-saving flag is ON (S114: Yes), the game control microcomputer 61 decrements the value of the time-saving counter by 1 (S115). After the completion of S115, the special symbol-related processing is terminated.
[0209] On the other hand, if the game control microcomputer 61 determines in S110 that it is not the end of the special symbol variation time (S110: No), it determines whether it is the end of the measurement of the special symbol stop time that was started in S111-3 (S116). If it determines that it is the end of the stop time (S116: Yes), the game control microcomputer 61 determines whether the jackpot flag is ON (S117), and if it determines that it is ON (S117: Yes), it executes a game state reset process (S118). In this game state reset process, it determines whether the time reduction flag is ON, and if it determines that it is ON, it turns the time reduction flag OFF. After this game state reset process (S118) is completed, the game control microcomputer 61 turns ON the transition flag that indicates the start of the jackpot game state, which is one of several types of transition flags corresponding to several types of states (game states) (S119). Then it terminates the special related processing. In contrast, if it is determined in S117 that the jackpot flag is OFF, the special related processing is terminated.
[0210] When the game control microcomputer 61 determines in the above-described S116 that it is not the end timing of the stop time of the special symbol (S116: No), it determines whether the game state is a big win game state (first type big win state or V win state) (S120). For example, when the big win flag is ON and neither the variation time nor the stop time of the special symbol is being measured, the game control microcomputer 61 determines that it is in the big win game state. And when it is determined that it is in the big win game state (S120: Yes), it executes special electric accessory processing (described later) related to the first type big win state or V win state (after the second round of the second type big win state) (S121).
[0211] On the other hand, when the game control microcomputer 61 finishes the processing of S121 described above, or when it determines in the above-described S120 that it is not in the big win game state (S120: No), it proceeds to S122 and determines whether the game state is a small win state. For example, when the small win flag is ON and neither the variation time nor the stop time of the special symbol is being measured, the game control microcomputer 61 determines that it is in the small win state. And when it is determined in this S122 that it is in the small win state (S122: Yes), it executes special electric accessory processing (described later) related to the small win state (S123). And after the end of S123, the special symbol related processing ends.
[0212] (Special electric accessory processing (first type big win state, V win state)) Next, referring to FIG. 27, the content of the special electric accessory processing (S121) related to the first type big win state or V win state will be described. The game control microcomputer 61 executes the special electric accessory processing shown in FIG. 27 during the period when it is neither during the variation display nor the stop display of the special symbol and the big win flag is ON.
[0213] The game control microcomputer 61 executes the following during special electric mechanism processing (Type 1 jackpot state, V jackpot state): jackpot opening setting (S121-1), jackpot round setting (S121-2), jackpot ending setting (S121-3), etc. In the jackpot opening setting (S121-1), the game control microcomputer 61 executes the process if it is the start or end of the opening period (jackpot opening) of the jackpot game state (Type 1 jackpot state), and terminates the process at any other time. In S121-1, it sets commands indicating the start and end timings of the opening period (opening command (jackpot start command), opening end command) in the output buffer of RAM 64. In addition, in the jackpot round setting (S121-2), the game control microcomputer 61 executes the process if it is the start or end of the round period (round performance) of the jackpot game state (Type 1 jackpot state, V jackpot state), and terminates the process at any other time. In S121-2, the system sets commands indicating the start and end timings of the round period (round start command (open command), round end command (close command)) into the output buffer of RAM64. Furthermore, in the jackpot ending setting (S121-3), the game control microcontroller 61 executes processing if it is the start or end of the ending period (jackpot ending) of a jackpot game state (Type 1 jackpot state, V jackpot state), and terminates processing at any other time. In S121-3, the system sets commands indicating the start and end timings of the ending period (ending command, ending end command (jackpot end command)) into the output buffer of RAM64. These commands related to the jackpot game state are output to the frame control board 150 (frame control microcontroller 151) and the sub-control board 100 (performance control microcontroller 101) in the output processing (S12).
[0214] Furthermore, in the aforementioned jackpot opening and jackpot ending settings, the game control microcomputer 61 sets the execution time of the jackpot opening and jackpot ending on a predetermined timer and measures it. Also, in the aforementioned jackpot round settings, the game control microcomputer 61 opens and closes the second large prize slot 15a in an operation pattern corresponding to the type of jackpot game state. During the round game, when the maximum number of game balls enter the second large prize slot 15a, or when a predetermined time has elapsed, the game control microcomputer 61 closes the second large prize slot 15a and ends the round game. The game control microcomputer 61 opens and closes the second large prize slot 15a for a number of rounds determined for each type of jackpot game state. Furthermore, the game control microcomputer 61 decrements the value of the special electric power operation valid counter by 1 each time a round of game is started. When the value of the special electric power operation valid counter reaches "0", after the round of game ends, it sets the ending command in the output buffer of RAM 64 in the jackpot ending setting and outputs it.
[0215] Next, the game control microcomputer 61 determines whether or not it is the end of the jackpot game state (the end of the jackpot ending) (S121-4). If it determines that it is not the end of the jackpot game state (S121-4: No), it terminates the special electric mechanism processing (Type 1 jackpot state, V jackpot state). On the other hand, if the game control microcomputer 61 determines in S121-4 that it is the end of the jackpot game state (S121-4: Yes), it executes the processing in S121-5 to S121-8. Here, the game control microcomputer 61 turns off the jackpot flag in S121-5, turns on the time-saving flag corresponding to the type of time-saving game state that occurs in the following S121-6, and then sets the time-saving counter in S121-7. In this case, the time-saving counters to be set include a time-saving counter that measures a predetermined number of spins for the first special symbol and a time-saving counter that measures a predetermined number of spins for the regular symbols. Then, in S121-8, the game control microcomputer 61 turns ON a transition flag that indicates the start of the time-saving game state, which is one of several transition flags corresponding to several types of states (game states). Then, it terminates the special electric mechanism processing (Type 1 jackpot state, V jackpot state). After the termination of this special electric mechanism processing (Type 1 jackpot state, V jackpot state), the game control microcomputer 61 terminates the special symbol-related processing.
[0216] (Special electric mechanism processing (minor win state)) Next, with reference to Figure 28, the special electric mechanism processing (S123) related to the minor win state will be explained. The game control microcomputer 61 executes the special electric mechanism processing (minor win) shown in Figure 28 in order to open the first major prize opening 14a or the second major prize opening 15a based on the minor win. Note that the special electric mechanism processing (minor win state) in this embodiment is executed in relation to the second special symbol, so the explanation will be based on the second special symbol.
[0217] The game control microcomputer 61 executes the following during special electric mechanism processing (minor win state): minor win opening setting (S123-1), minor win release setting (S123-2), etc. In minor win opening setting (S123-1), the game control microcomputer 61 executes the process if it is the start or end of the opening period of the minor win state (minor win opening), and terminates the process at any other time. In S123-1, the process includes setting commands indicating the start and end timings of the minor win opening period (opening command (minor win start command), opening end command) in the output buffer of RAM 64. These commands related to the minor win state are output to the frame control board 150 (frame control microcomputer 151) and the sub-control board 100 (performance control microcomputer 101) in output processing (S12). A minor win opening is a performance that involves displaying a celebratory image on the performance display device 7 or playing a celebratory song from each speaker 8. In the minor win opening settings, the execution time of the minor win opening is set on a predetermined timer and measured. Furthermore, in the game control microcomputer 61, in the setting of the small win opening (S123-2), executes processing if it is the start or end of the opening state in the corresponding small win state, according to the already determined small win type (small win symbol), and terminates processing at any other time. In S123-2, the microcomputer performs processing such as setting commands (open command, close command) indicating the start and end timings of the opening state in the small win state in the output buffer of RAM 64. That is, in the small win state, the second large prize opening 15a is kept open for 1800ms, so an open command indicating the start of the opening is set and output, and a close command indicating the end of the opening is set and output. Furthermore, in the small win opening setting (S123-2), the game control microcomputer 61 sets the period during which it determines that detection by the specific area sensor 55a, which detects game balls passing through a specific area, is a valid detection (the valid detection period of the specific area sensor 55a) to be from the time the opening command is set until the time the closing command is set.
[0218] Subsequently, the microcomputer 61 for game control determines whether or not the game ball has passed through a specific area (S123-3). If it is determined that the game ball passed through the specific area during the detection validity period of the specific area sensor 55a (S123-3: Yes), the game control microcomputer 61 then determines in S123-4 whether the detection by the specific area sensor 55a, as determined in S123-3, occurred during the detection validity period. On the other hand, if it is determined in S123-3 that the game ball did not pass through the specific area (no detection by the specific area sensor 55a occurred), the process proceeds to S123-8. Furthermore, if it is determined in S123-4 that detection by the specific area sensor 55a has occurred at a time outside the detection validity period, the process proceeds to S123-5. In S123-5, processing related to the detection of anomalies in the specific area sensor 55a (detection during a period that is not a minor hit state) is executed. After the processing in S123-5 is completed, the process proceeds to S123-8.
[0219] In S123-4, the microcomputer 61 for game control determines that detection by the specific area sensor 55a occurred during its detection validity period (S123-4: Yes), and then turns on the jackpot flag (S123-6). Next, it turns on the transition flag that indicates the start of the V-win state, from among the multiple types of transition flags corresponding to multiple types of states (game states) (S123-7). As a result, in the pachinko game machine 1, even if a game ball passes through a specific area while the second large prize entry opening 15a is open due to a minor win state, control can be performed to generate a jackpot game state (develop the minor win state into a two-type jackpot state) in the same way as when a jackpot is determined in the special symbol win determination.
[0220] If S123-3 is determined to be negative (S123-3: No), or after the completion of S123-5 or S123-7, the game control microcomputer 61 proceeds to S123-8. In S123-8, the game control microcomputer 61 determines whether the closing conditions for the first large prize slot 14a or the second large prize slot 15a based on the winning of a minor prize have been met. The closing conditions for the first large prize slot 14a or the second large prize slot 15a based on the winning of a minor prize are that the maximum number of game balls have entered since the first large prize slot 14a or the second large prize slot 15a became open, or that the opening time for the winning minor prize has elapsed. Then, if it is determined that the closing condition for the first large prize opening 14a or the second large prize opening 15a has been met (S123-8: Yes), the game control microcomputer 61 turns OFF the small win flag (S123-9). Then, the special electric mechanism processing (small win state) is terminated. On the other hand, if it is determined that the closing condition for the first large prize opening 14a or the second large prize opening 15a has not been met (S123-8: No), the special electric mechanism processing (small win state) is terminated without going through S123-9.
[0221] (Game state transition process) Next, referring to Figure 29, the game state transition process (S23) will be explained. First, the game control microcomputer 61 determines whether the time-saving flag corresponding to one of the multiple types of time-saving game states (slight time-saving a, slight time-saving b, strong time-saving) is ON, that is, whether the game is in a time-saving game state (S130). If the game is not in a time-saving game state (S130: No), it proceeds to S135, which will be described later. On the other hand, if the game is in a time-saving game state (S130: Yes), it proceeds to S131, where it determines whether the time-saving counter that measures the number of normal figure changes during that time-saving game state is "0". In S131, if the game control microcomputer 61 determines that the time-saving counter that measures the number of normal figure changes is "0" (S131: Yes), it proceeds to S133, which will be described later, and if it determines that it is not "0" (S131: No), it proceeds to S132. In S132, the microcomputer 61 for game control determines whether the time-saving counter, which measures the number of times the first special symbol has changed during the time-saving game state, is "0". If it is determined that the time-saving counter that measures the number of times the first special symbol has changed is "0" (S132: Yes), the program proceeds to S133, which will be described later. If it is determined that it is not "0" (S132: No), the program proceeds to S135, which will be described later.
[0222] The game control microcomputer 61 proceeds to S133 if either S131 or S132 is determined to be positive (S131: Yes, S132: Yes), that is, if the termination condition for the time-saving game state is met according to the number of normal symbol changes or the number of first special symbol changes. In S133, the measurement of the time-saving counter that measures the number of normal symbol changes is terminated, and the measurement of the time-saving counter that measures the number of first special symbol changes is terminated, and the time-saving flag corresponding to that time-saving game state is changed from ON to OFF. Then, in the following S134, the transition flag corresponding to the transition from the time-saving game state to the non-time-saving game state is turned ON.
[0223] The game control microcomputer 61 proceeds to S135 after the completion of S134, or if either S130 or S132 is determined to be negative (S130: No, S132: No). In S135, it determines whether any of several transition flags indicating a transition in game state are ON. If it is determined that any of the transition flags are ON (S135: Yes), it sets the game state to the new game state by setting the game state flag corresponding to that ON transition flag to ON (S136). If the set game state is a time-saving game state, it sets the time-saving counter for counting the number of first special symbol variations and the time-saving counter for counting the number of normal symbol variations, and starts measuring the predetermined number of variations (S137). Finally, it sets the game state specification command indicating the set game state in the output buffer of RAM 64 (S138). In other words, the game state specification command is set in the output buffer at the timing when the game state changes, and is sent to the frame control board 150 (frame control microcontroller 151) and the sub-control board 100 (effect control microcontroller 101) during output processing (S12). Then, the transition flag, which was ON, is turned OFF (S139), and the game state transition process ends. Furthermore, if it is determined in S135 as described above that all transition flags are OFF, the game state transition process will terminate immediately.
[0224] [Main processing of the microcontroller 101 for performance control] Next, we will explain the main processes performed by the microcontroller 101 for performance control (Figure 5B).
[0225] (Sub-side main control processing) First, please refer to Figure 30 and we will explain the sub-side main control process. First, the microcontroller 101 for performance control performs initial setup (S160). This initial setup includes, for example, setting the stack, setting constants, setting interrupt times, setting the CPU 102, setting SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt times), resetting various flags, counters and timers, etc. Next, the microcontroller 101 for performance control determines whether the power-off signal is ON and whether the contents of RAM 120 are normal (S161). If the determination is negative (S161: No), it initializes RAM 120 (S162) and proceeds to S163. If the determination in S161 is positive (S161: Yes), the microcontroller 101 for performance control proceeds to S163 without initializing RAM 120. In other words, if the power-off signal is not ON, or if the contents of RAM120 are not normal even if the power-off signal is ON (S161: No), the microcontroller 101 for performance control initializes RAM120. However, if the power-off signal is ON due to a power outage or the like, but the contents of RAM120 remain normal (S161: Yes), RAM120 is not initialized. Note that initializing RAM120 resets the values of various flags, counters, timers, etc. Also, S160 to S162 are executed only once after power-on and are not executed thereafter.
[0226] Subsequently, the effect control microcomputer 101 prohibits interrupts (S163) and executes a random number update process (S164). In this random number update process, the initial values of various random number counters for effect determination are updated. Note that the random numbers for effect determination include a variable effect pattern random number for determining a variable effect pattern, a preview effect random number for determining various preview effects, and the like. The method of updating the random numbers can be the same as the random number update process performed by the game control microcomputer 61 described above. Subsequently, the effect control microcomputer 101 executes a command transmission process (S165). In this command transmission process, various commands stored in the output buffer in the RAM 120 of the effect control microcomputer 101 are transmitted to the image control board 200. Subsequently, the effect control microcomputer 101 executes interrupt permission (S166). Thereafter, S163 to S166 are repeatedly executed. Also, during interrupt permission, execution of a reception interrupt process (S167), a 1 ms timer interrupt process (S168), and a 10 ms timer interrupt process (S169) becomes possible.
[0227] (Reception interrupt process) Next, the reception interrupt process (S167) will be described. The effect control microcomputer 101 determines whether or not the signal level of the strobe signal (STB signal) given to the external INT (interrupt) input unit of the effect control microcomputer 101 from the main control board 60 has changed, that is, whether it is the timing to receive a command. For example, it is determined whether or not the signal level of the strobe signal has changed from a high level to a low level. If it is determined that it is not the reception timing, the effect control microcomputer 101 ends this process. On the other hand, if it is determined that it is the reception timing, the effect control microcomputer 101 receives various commands transmitted from the main control board 60 and stores the received various commands in the reception buffer of the RAM 120. This reception interrupt process is a process that is executed with priority over other interrupt processes (SThe performance control microcontroller 101 executes this 1ms timer interrupt process whenever a 1ms interrupt pulse is input to the sub-control board 100. The performance control microcontroller 101 then executes input processing (S170). In this input processing, the performance control microcontroller 101 creates switch data (edge data and level data) indicating that a switch has been turned ON, based on detection signals from the performance lever push detection switch 6a, the operation direction detection switch 6b, and the performance button detection switch 5a.
[0229] Next, the microcontroller 101 for performance control performs output processing (S171). In this output processing, it outputs the variable performance start command, which will be set in the output buffer of RAM 120 in the variable performance start processing described later, to the image control board 200. In addition, in order to illuminate the panel lamp 2a, frame left lamp 23a, frame right lamp 23b, frame top lamp 23c, and button light-emitting part 5c, etc. in accordance with the display on the performance display device 7, it outputs the lamp data created in the lamp processing (S183) in the 10ms timer interrupt processing described later to the frame lighting relay board 81, lighting board 82, frame button board 85, etc. In other words, the panel lamp 2a, frame left lamp 23a, frame right lamp 23b, frame top lamp 23c, and button light-emitting part 5c, etc., are illuminated in a predetermined lighting pattern according to the lamp data. Furthermore, in order to drive the movable body motor 23d in accordance with the display on the performance display device 7, it creates drive data (pattern data for driving the movable body motor 23d) and outputs the created drive data to the movable body board 83. In other words, the movable motor 23d is driven in a predetermined operating pattern according to the drive data. In addition, in order to output sound from the speaker 8 in accordance with the display on the performance display device 7, sound data created in the sound control processing (S184) in the 10ms timer interrupt processing described later is output. In other words, sound is output from the speaker 8 according to the sound data.
[0230] Next, the microcontroller 101 for performance control determines whether or not it has output a variable performance start command (S172). The variable performance start command is set in the output buffer of RAM 120 during the variable performance start process described later, and is output to the image control board 200 in S171. If the microcontroller 101 determines that it has output a variable performance start command (S172: Yes), it starts measuring the variation time of the variable performance pattern (S173). Next, the microcontroller 101 for performance control performs a watchdog timer process to reset the watchdog timer (S174). After the completion of S174, or if it determines that it has not output a variable performance start command (S172: No), the microcontroller 101 for performance control terminates this process.
[0231] (10ms timer interrupt processing) Next, we will refer to Figure 31(b) and explain the 10ms timer interrupt processing (S169). The performance control microcontroller 101 executes this 10ms timer interrupt process whenever a 10ms interrupt pulse is input to the sub-control board 100. The performance control microcontroller 101 executes the received command analysis process (Figure 32) described later (S180) and then executes the switch state acquisition process (S181). In this switch state acquisition process, the switch data created in the input process for the 1ms timer interrupt process (S170) is stored in the RAM 120 as switch data for the 10ms timer interrupt process. Next, based on the switch data stored in the switch state acquisition process, a switch process is executed to set the display content such as button effects displayed by the performance display device 7 (S182). Next, the performance control microcontroller 101 executes the lamp process (S183). In this lamp process, lamp data is created to control the illumination of each lamp (panel lamp 2a, frame left lamp 23a, and frame right lamp 23b, etc.) in accordance with the display of the performance display device 7, and the timing of the illumination effects is managed. As a result, each lamp performs a lighting effect that matches the display on the performance display device 7.
[0232] Next, the performance control microcontroller 101 executes audio control processing (S184). This audio control processing involves creating sound data (data for controlling the output of sound from each speaker 8), outputting the created sound data, and managing the timing of the audio performance. As a result, sound is output from each speaker 8 in accordance with the display on the performance display device 7. Next, the performance control microcontroller 101 executes other processing (S185) and then terminates this process. Other processing (S185) includes updating the variable performance pattern random number, the preview performance random number for determining the preview performance, etc. Also, other processing (S185) includes executing right-hand play performance processing to perform a right-hand play performance that prompts the player to play to the right, and performance mode setting processing to set the performance mode (described later) according to the game situation identified in response to the reception of various commands from the game control microcontroller 61 (S180).
[0233] (Received command parsing process) Next, with reference to Figure 32, the received command analysis process (S330) will be explained. The performance control microcomputer 101 determines whether or not it has received an activation ball entry command from the main control board 60 (S190-1). If it determines that it has received the command (S190-1:Yes), it updates the contents of the regular ball entry retention memory unit 123, updates the number of reserved balls corresponding to the number of reserved balls (S190-2). After the processing in S190-2 is completed, or if it determines in S190-1 that it has not received an activation ball entry command (S190-1:No), the performance control microcomputer 101 proceeds to S191-1.
[0234] The microcontroller 101 for performance control determines whether or not it has received a start-up prize command (first start-up prize command or second start-up prize command) from the main control board 60 (S191-1). If it determines that it has received the command (S191-1: Yes), it updates the contents of the first special symbol hold performance memory unit 121 or the second special symbol hold performance memory unit 122, updates the number of holds corresponding to the number of special symbol holds, and performs a pre-read judgment (S191-2). In the pre-read judgment (pre-read performance judgment processing), it determines the start-up ball information (for example, jackpot random value, special symbol type random value, reach random value, special symbol variation pattern type random value, etc.) contained in the start-up prize command stored in the first special symbol hold performance memory unit 121 (or second special symbol hold performance memory unit 122). In other words, the microcomputer 61 for game control performs special symbol hit detection, big win type detection, small win type detection, and reach detection before the point in time when the special symbols start to change (when the ball enters the machine) (preliminary detection). Then, based on the results of the preliminary detection, it decides whether or not to perform an indicative effect. After the processing of S191-2 is completed, or if the microcontroller 101 determines in S191-1 that it has not received a start-up prize command (S191-1: No), it proceeds to S192-1.
[0235] The microcontroller 101 for performance control determines whether it has received a command related to the jackpot game state or the minor jackpot state from the main control board 60 (S192-1). If it determines that a command has been received (S192-1: Yes), it executes the opening performance selection process (S192-2). In this opening performance selection process, it analyzes the command related to the jackpot game state or the minor jackpot state (e.g., opening command, round command, ending command, etc.) and selects the pattern (content) of the performance (jackpot performance, minor jackpot performance) to be executed in the jackpot game state or minor jackpot state based on the analysis results. For example, if an opening command is received, it refers to an opening performance pattern selection table (not shown) in which opening performance patterns are associated and selects the opening performance pattern associated with the received opening command. Then, it sets an opening performance start command in the output buffer of RAM 120 to start the opening performance using the selected opening performance pattern. Also, if a round command is received, it refers to a round performance pattern selection table (not shown) in which round performance patterns are associated and selects the round performance pattern associated with the received round command. Then, a round animation start command is set in the output buffer of RAM120 to begin the round animation using the selected round animation pattern. Furthermore, when an ending command is received, the system refers to the ending animation pattern selection table (not shown) which is set in association with the ending animation patterns, and selects the ending animation pattern that is associated with the ...
Claims
[Claim 1] A gaming machine comprising a speaker that outputs sound, and sound control means that controls the sound output by the speaker based on sound data, The sound control means is It is possible to control the transmission of sound data to connected devices associated with the gaming machine, The volume of the sound effects output by the connected device can be changed to a volume higher than the standard volume in response to adjustments made by the player during a disconnected state when the transmission of sound data to the connected device is not possible. During the transition period when the disconnected state ends and the system moves to a connected state where the sound data can be transmitted to the connected device, the volume of the sound output by the connected device can be controlled to a predetermined volume below the reference volume. When the adjustment operation is performed and the volume of the sound effect is adjusted to a volume greater than the reference volume, and the transition period is entered within a predetermined time, the sound output during the transition period is started at the volume adjusted by the adjustment operation, When the transition period begins after the predetermined time has elapsed since the adjustment operation was performed and the volume of the sound effect was adjusted to a volume greater than the standard volume, the sound output during the transition period is started at the predetermined volume. A gaming machine characterized by the following features.