Gaming machine

The gaming machine addresses the issue of unnoticed game ball accumulation by using power control and notification displays to manage gameplay and alert players when a threshold is reached, ensuring awareness and preventing further play.

JP7886597B2Inactive Publication Date: 2026-07-08SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2022-02-08
Publication Date
2026-07-08
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines do not effectively notify players when game balls accumulate in the game area, leading to potential continuation of gameplay without awareness of the accumulation.

Method used

The gaming machine includes a power control unit that can turn power on or off, a main control means to control gameplay, and an effect control means to display notifications when a specified number of prize balls is awarded, allowing the game to enter a jackpot state and become unplayable if the specified number exceeds a predetermined standard, with notifications displayed until power is cut off.

Benefits of technology

Enhances player awareness of game ball accumulation by providing visual notifications and controlling gameplay to prevent further play when a threshold is reached, ensuring players recognize the game state.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine easily recognizable that game balls are accumulated in a game region.SOLUTION: A Pachinko game machine can measure a difference between game balls (specific measurement quantity), which is obtained by subtracting a total number of launched balls from a total number of prize balls, can control the game to an inexecutable state on the basis of the fact that the difference between game balls reaches 80000 (reference number) or more, and deletes the measured difference between game balls on the basis of the establishment of a reset condition, which is not triggered by supply of power (e.g., depression of a special reset switch 181). The Pachinko game machine can measure the number of game balls yet to be discharged (the number of yet-to-be discharged game balls) on the basis of results of the detection by an inflow ball sensor 18a (inflow detection means) for detecting game balls flowing into a game region 6, and a discharge port sensor 19a (discharge detection means) for detecting game balls discharged from the game region, and executes display (predetermined display) of a grape suggestive image BH for suggesting that game balls are accumulated on the basis of the fact that the number of yet-to-be discharged game balls reaches a predetermined value (e.g., "15") or more.SELECTED DRAWING: Figure 86
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Description

Technical Field

[0001] The present invention relates to a gaming machine represented by a pachinko machine or the like.

Background Art

[0002] For example, as described in Patent Document 1 below, in the case where a state where a plurality of game balls are stacked in a grape shape (hereinafter referred to as "grape") occurs, such as when the game balls stop in the middle of the game area, a shutter for opening and closing a big winning port is provided below the starting port. Thus, even when a grape is formed on the shutter, a gaming machine is known in which it is difficult for the game balls to flow down above the grape and head toward the starting port.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the gaming machine of Patent Document 1 above, even when game balls have accumulated in the game area to some extent due to the occurrence of grapes or the like, this has not been notified to the player. For this reason, there has been a possibility that the game may continue without the player noticing that game balls have accumulated in the game area.

[0005] The present invention has been made in view of the above circumstances. That is, the problem is to provide a gaming machine that makes it easy to recognize that game balls have accumulated in the game area.

Means for Solving the Problems

[0006] The gaming machine of the present invention is main control means capable of controlling the game, effect control means capable of controlling the effect, It includes a power control unit located on the back of the gaming machine that can turn the power on or off, The main control means is Based on the determination in a predetermined judgment process, the game can be controlled to enter a jackpot state. It is possible to measure a specific number based on the number of prize balls awarded to the player. When the game is controlled to the aforementioned jackpot state, if the specified measurement number exceeds a predetermined standard number and the jackpot state ends, the game can be controlled to become unplayable. If, after disabling gameplay, the power is turned on via the power control unit and the game-related information is not erased, the control to disable gameplay is maintained. However, if, after disabling gameplay, the power is turned on via the power control unit and the game-related information is erased, the control to disable gameplay is released. The aforementioned performance control means is If the game is deemed unplayable, it is possible to display a game unplayable notification indicating that the game has been controlled to be unplayable, and while the game unplayable notification is being displayed, a predetermined display corresponding to the current payout status of prize balls will be shown. At the designated display unit It is possible to do so. The game inability notification display can be maintained until the power is cut off by operating the power control unit. A gaming machine that can display the game inability notification even when the information related to the game is not erased by the power being turned on again by operating the power control unit after the game has been deemed inoperable, The aforementioned performance control means is capable of executing a pre-announcement performance on a predetermined display unit, indicating that the game is about to be controlled to be unplayable, continuously until the specific measurement number reaches a predetermined number smaller than the reference number, The main control means controls the specific number of measurements. The predetermined number This gaming machine is characterized by having a specific output process that outputs a specific signal to the outside of the gaming machine when the number exceeds a certain number that is smaller than a certain value. [Effects of the Invention]

[0007] According to the present invention, it is possible to make it easier for players to recognize when game balls have accumulated in the game area. [Brief explanation of the drawing]

[0008] [Figure 1] It is a front view of a gaming machine. [Figure 2] It is a front view of a game board unit. [Figure 3] It is a front view showing the second large winning device and the like in detail. [Figure 4] It is a front view of displays. [Figure 5] (A) is a front view of the effect unit when the movable device on the board and the movable device under the board are in the standby state, and (B) is a front view of the effect unit when the movable device on the board and the movable device under the board are operating. [Figure 6] It is a block diagram showing the electrical configuration on the main control board side. [Figure 7] It is a block diagram showing the electrical configuration on the effect control board side. [Figure 8] It is a perspective view showing the back side of the gaming machine. [Figure 9] It is a front view showing a 7-segment display. [Figure 10] (A) is a table showing general drawing-related random numbers, and (B) is a table showing special drawing-related random numbers. [Figure 11] (A) is a hit determination table, (B) is a general drawing variation pattern determination table, and (C) is an auxiliary game control table. [Figure 12] (A) is a big hit determination table, (B) is a big hit symbol type determination table, and (C) is a reach determination table. [Figure 13] It is a special drawing 1 variation pattern determination table. [Figure 14] It is a special drawing 2 variation pattern determination table. [Figure 15] It is a pre-reading determination table. [Figure 16] It is a big hit game control table. [Figure 17] It is an explanatory diagram of the game state. [Figure 18] It is an explanatory diagram showing a specific example of the effect mode. [Figure 19] It is an explanatory diagram showing a specific example of normal variation of the special figure variation performance. [Figure 20] It is an explanatory diagram showing a specific example of N reach of the special figure variation performance. [Figure 21] It is an explanatory diagram showing a specific example of SP reach of the special figure variation performance. [Figure 22] It is an explanatory diagram showing a specific example of the hold performance. [Figure 23] It is an explanatory diagram showing a specific example of the movable body performance. [Figure 24] It is an explanatory diagram showing a specific example of the operation performance. [Figure 25] It is a diagram showing the over-award ball prevention function. [Figure 26] It is a diagram showing the reset of the number of balls. [Figure 27] (A) is a diagram showing the performance mode in the case of over-award ball abnormality, and (B) is a diagram showing the performance mode in the case of magnetic detection abnormality. [Figure 28] (A) is a diagram showing the over-award ball warning image, and (B) is a diagram showing the game stop warning image. [Figure 29] (A) is a diagram in which a purple border image is displayed when in the high-probability high-base state, and (B) is a diagram in which a red border image is displayed when in the high-probability high-base state. [Figure 30] (A) is a diagram showing when the special reset switch is pressed, and (B) is a diagram showing when the customer waiting state continues for 1 hour. [Figure 31] It is a flowchart of the main control main process. [Figure 32] It is a flowchart of the main side timer interrupt process. [Figure 33] It is a flowchart of the input process. [Figure 34] It is a flowchart of the ball count measurement process. [Figure 35] It is a flowchart of the special operation process. [Figure 36] It is a flowchart of the special symbol waiting process. [Figure 37] It is a flowchart of the customer waiting measurement process. [Figure 38] This is a flowchart for the process of determining a jackpot. [Figure 39] This is a flowchart for the variation pattern determination process. [Figure 40] This is a flowchart for the variation pattern determination process. [Figure 41] This is a flowchart of the processing during special symbol changes. [Figure 42] This is a flowchart for the process of determining special symbols. [Figure 43] This is a flowchart for managing the game state. [Figure 44] This is a flowchart for the special electric mechanism processing. [Figure 45] This is a flowchart for the game state setting process. [Figure 46] This is a flowchart of the output processing. [Figure 47] This is a flowchart of the external signal output processing. [Figure 48] This is a flowchart of the sub-control main processing. [Figure 49] This is a flowchart for handling 1m timer interrupts. [Figure 50] This is a flowchart for handling 10m timer interrupts. [Figure 51] This diagram shows the case where an operation warning animation is performed after the over-prize prevention function has been activated. [Figure 52] This diagram shows the case where an operation warning is executed after unauthorized magnetic interference is detected. [Figure 53] This diagram shows the over-prize ball prevention function in the first modified example. [Figure 54] This diagram shows the special performance for remaining reserved balls in the first modified example. [Figure 55] This diagram shows the round-alternating effect and the time-saving mode-alternating effect in the second modified example. [Figure 56] This diagram shows the second variation, illustrating the remaining reserved special performance. [Figure 57] This diagram shows the function to prevent over-prize balls in the third modified example. [Figure 58] This diagram shows a special animation sequence for the transition to normal mode in the third modified example. [Figure 59] This diagram shows the alternative presentation after the normal transition in the fourth modified example. [Figure 60] This is a flowchart of the main-side timer interrupt processing in the fifth modified example. [Figure 61] This figure shows the case in the fifth modified example where a contact warning animation is performed after the over-prize prevention function is activated. [Figure 62] This diagram shows the case in the fifth modified example where a contact warning is displayed after an unauthorized magnetic field is detected. [Figure 63] This diagram shows a case in the sixth variant where the game is canceled after a probability change mode substitution sequence. [Figure 64] This diagram shows the case in the seventh modified example where the game is canceled after a round substitution sequence. [Figure 65] This figure shows the over-prize prevention function in the eighth modified example. [Figure 66] This diagram shows the notification effect and mini-screen effect for reaching the target number in the eighth modified example. [Figure 67] This diagram shows the notification effect and mini-screen effect for reaching the target number in the eighth modified example. [Figure 68] This diagram shows the blessing and mini-screen effects in the eighth variation. [Figure 69] In the ninth modified example, this is the table for determining the type of winning symbol. [Figure 70] The ninth modified example is a jackpot game control table. [Figure 71] This diagram shows the over-prize ball prevention function in the ninth modified example. [Figure 72] This diagram shows the next jackpot indication and mini next jackpot indication in the ninth modified example. [Figure 73] This diagram shows the over-prize ball prevention function in the 10th modified example. [Figure 74] This diagram shows the over-prize ball abnormality warning and remaining ball count notification effects in the 10th modified example. [Figure 75] This figure shows the settings for the over-prize ball abnormality warning effect and the remaining ball count notification effect during the initial setup after power-on in the 11th modified example. [Figure 76] This diagram shows the over-prize ball abnormality warning and remaining ball count notification effects in the 11th modified example. [Figure 77] This is a flowchart of the main-side timer interrupt processing in the 12th modified example. [Figure 78] This diagram shows the display configuration of the balance display unit in a situation where the game cannot be played, as in the 12th modified example. [Figure 79] In the 12th modified example, (A) is a diagram showing the ball dispensing failure notification when the over-prize ball prevention function is activated, and (B) is a diagram showing the ball dispensing failure notification when an unauthorized magnetic field is detected. [Figure 80] This figure shows the settings for the over-prize ball abnormality warning effect and the remaining ball count notification effect in the 13th modified example, when the customer is waiting. [Figure 81] This is a front view of the game board unit in the 14th modified example. [Figure 82] This block diagram shows the electrical configuration of the main control board in the 14th modified example. [Figure 83] This diagram shows the over-prize ball prevention function in the 14th modified example. [Figure 84] This figure shows the display screen when the over-prize ball prevention function is activated in the 14th modified example. [Figure 85] This diagram shows the case where a so-called "grape" (a jam of balls within the game area) occurs in the 14th modified example. [Figure 86] This diagram shows the grape notification display in the 14th variation. [Figure 87] This is a flowchart of the main-side timer interrupt processing in the 14th modified example. [Figure 88] This is a flowchart of the process for counting the number of unreleased balls in the 14th modified example. [Figure 89] This is a flowchart of the game state management process in the 14th modified example. [Figure 90]This is a flowchart of the game state setting process in the 14th modified example. [Figure 91] This diagram shows the reset of the number of balls in a modified example. [Figure 92] This diagram shows a modified example where the number of balls is displayed on a 7-segment display. [Figure 93] This is a front view showing a modified example of a sealed pachinko machine with a 6-digit 7-segment display. [Figure 94] This is a diagram illustrating the maximum number of balls won. [Figure 95] This diagram illustrates the change in the counter in a modified example where the over-prize ball prevention function is activated based on the increase from the minimum number of balls. [Modes for carrying out the invention]

[0009] Hereinafter, embodiments of the gaming machine of the present invention will be specifically described with reference to the drawings. In each of the referenced figures, the same parts are denoted by the same reference numerals, and redundant descriptions relating to the same parts are omitted as a general rule. In this specification, for the sake of simplification of description, symbols or numerals that refer to information, signals, physical quantities, or components may be indicated, and the names of the information, signals, physical quantities, or components corresponding to such symbols or numerals may be omitted or abbreviated. Furthermore, in any flowchart described later, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as no inconsistencies arise in the processing content.

[0010] 1. Structure of a gaming machine This document describes the Pachinko game machine PY1 of this configuration. First, the structure of the Pachinko game machine PY1 will be explained using Figures 1 to 5. In the following explanation, the left, right, up, and down directions of each part of the Pachinko game machine PY1 refer to the left, right, up, and down directions from the perspective of a player facing the Pachinko game machine PY1 (from a front view). Furthermore, "front" refers to the direction from the Pachinko game machine PY1 towards the player facing the Pachinko game machine PY1, and "rear" refers to the direction from the player facing the Pachinko game machine PY1 towards the Pachinko game machine PY1.

[0011] As shown in Figure 1, the pachinko game machine PY1 is equipped with a game machine frame 2. The game machine frame 2 is equipped with an outer frame 22 and a front door 23 that can be opened and closed relative to the outer frame 22. Furthermore, the front door 23 is equipped with a game board mounting frame 2A to which a game board unit YU (described later) is attached, and a front frame 23m that is rotatably supported by the game board mounting frame 2A via a hinge 2B. The front frame 23m can be opened and closed relative to the game board mounting frame 2A. A transparent plate 23t is attached to the front frame 23m. When the front frame 23m is closed, the game board 1 attached to the game board mounting frame 2A and the transparent plate 23t face each other. Therefore, when the pachinko game machine PY1 is installed in a game hall (game shop), players in front of the pachinko game machine PY1 can see the game area 6 formed on the game board 1 through the transparent plate 23t. The transparent plate 23t can be made of transparent glass, transparent synthetic resin, etc. It is sufficient that the game area 6 can be seen from the front of the pachinko game machine PY1.

[0012] A handle 72k is provided on the lower right front of the front frame 23m, which can be rotated to launch the game balls. The amount the handle 72k is operated (rotation angle) corresponds to the magnitude of the force (launching intensity) applied to the game balls to launch them (the amount that the launching device 72, described later, drives the launching solenoid). Therefore, the game balls are launched with a launching intensity corresponding to the rotation operation of the handle 72k. In addition, a lower decorative body 36 that protrudes significantly forward is provided at the lower center of the front of the front frame 23m. An upper tray 34 for storing game balls supplied to the handle 72k is formed on the upper surface of the lower decorative body 36. In addition, a lower tray 35 for storing excess game balls that cannot be accommodated in the upper tray 34 is provided at the lower center of the front of the lower decorative body 36.

[0013] An operable first input device (hereinafter referred to as "normal button") 40 is provided on the upper surface of the lower decorative body 36, in front of the upper tray 34. The normal button 40 consists of, for example, a button with a pressing surface, a lever with a gripping part, etc. Furthermore, an operable second input device (hereinafter referred to as "special button") 41 is provided on the right decorative body 32, which is formed to protrude forward from the right edge of the surface of the front frame 23m. The special button 41 consists of, for example, a button with a pressing surface, a lever with a gripping part, etc. Although not shown in Figure 1, a select button (directional pad) for selecting up, down, left, and right is provided to the left of the normal button 40.

[0014] On the upper surface of the lower decorative body 36, to the right of the normal button 40, there is a balance display unit 61, a pressable ball dispensing button 62, and a pressable return button 63. The balance display unit 61 shows a number corresponding to the number of game balls that can be dispensed when cash or a prepaid card is inserted into the card unit CU. The ball dispensing button 62 (operating means), when pressed, enables the dispensing of balls up to the number shown on the balance display unit 61. The return button 63, when pressed, is for retrieving the card containing the information of the number shown on the balance display unit 61 (information of the number of game balls that can be dispensed) from the card unit CU.

[0015] Furthermore, a speaker 52 capable of outputting sound is provided on the bottom surface of the upper decorative body 31, which is formed to protrude forward from the upper part of the surface of the front frame 23m. The speaker 52 (sound output means) consists of a left speaker 52L located on the left side and a right speaker 52R located on the right side. In addition, a frame lamp 53 capable of emitting light is provided on the right edge of the front frame 23m and on the left and right sides of the lower tray 35 at the front of the lower decorative body 36. Moreover, a movable frame movable device 58, which serves as a performance device for enhancing the enjoyment of the game, is attached to the upper sides of the left and right edges of the front frame 23m. The frame movable device 58 consists of a left frame movable device 58L located on the left side and a right frame movable device 58R located on the right side.

[0016] Furthermore, the position and number of components and devices installed in the gaming machine frame 2 can be changed as appropriate, as long as it does not interfere with gameplay.

[0017] Next, the game board unit YU will be explained, mainly using Figures 2 to 5. The game board unit YU comprises a game board 1 and a performance unit 1U attached to the back side of the game board 1. First, the game board 1 will be described. The game board 1 is made of a transparent synthetic resin plate. A roughly circular opening 1A is formed approximately in the center of the game board 1 when viewed from the front. Along the opening 1A, a roughly ring-shaped inner wall portion 1B is formed, projecting forward to demarcate the game area 6 through which the game balls can flow. In addition, a roughly ring-shaped outer wall portion 1C is formed, projecting forward outside the inner wall portion 1B, to demarcate the game area 6.

[0018] A game area 6 is formed on the front of the game board 1, surrounded by an inner wall 1B, an outer wall 1C, and so on. In other words, the front of the game board 1 is divided into the game area 6 and the rest of the area by the inner wall 1B and the outer wall 1C.

[0019] The game area 6 is an area through which game balls launched by the operation of the handle 72k can flow, and is provided for playing the pachinko game machine PY1. Numerous game pins (not shown) are installed protruding from the game area 6. The game pins form paths that appropriately guide the game balls that enter and flow down the game area 6 to the first starting opening 11, second starting opening 12, general prize opening 10, gate 13, first major prize opening 14, and second major prize opening 15, which will be described later.

[0020] The game area 6 is provided with a first start-up device 11D, which has a first start-up opening 11 into which game balls can be entered, and a second start-up device (so-called "electric chute") 12D that allows or prevents game balls from entering the second start-up opening 12.

[0021] The first starting prize device 11D is stationary. Therefore, the ease with which game balls enter the first starting opening 11 remains constant (unchanged). The entry of a game ball into the first starting opening 11 triggers the lottery for the first special symbol (hereinafter referred to as "special symbol 1") (acquisition and determination of the special symbol 1-related random number described later: hereinafter referred to as "special symbol 1 lottery") and the variable display of special symbol 1 (identification symbol). When a game ball enters the first starting opening 11, a predetermined number of game balls (for example, 4 balls) are dispensed as prize balls.

[0022] The electric tuner 12D is equipped with an operable electric tuner opening / closing member 12k. Normally (in the normal state), the electric tuner opening / closing member 12k is in a closed position where it is impossible or extremely difficult for game balls to enter the second start port 12. In a special state, it moves to an open position where game balls can enter the second start port 12. This movement of the electric tuner opening / closing member 12k to the open position is also called the "open state" of the second start port 12 or electric tuner 12D, and game balls can only enter the second start port 12 when it is in the open state. On the other hand, when the electric tuner opening / closing member 12k is in the closed position, it is also called the "closed state" of the second start port 12 or electric tuner 12D. Furthermore, when the second start port 12 or electric tuner 12D becomes the "open state," it is also called "the electric tuner 12D opens," and when the electric tuner 12D becomes the "closed state," it is also called "the electric tuner 12D closes."

[0023] When a game ball enters the second starting slot 12, it triggers a lottery for the second special symbol (hereinafter referred to as "Special Symbol 2") (acquisition and determination of the random number related to Special Symbol 2, as described later: hereinafter referred to as "Special Symbol 2 lottery") and the variable display of Special Symbol 2 (identification symbol). When a game ball enters the second starting slot 12, a predetermined number of game balls (for example, 4 balls) are dispensed as prize balls.

[0024] Furthermore, the game area 6 is provided with a general prize slot 10 into which game balls can be entered. When a game ball enters the general prize slot 10, a predetermined number of game balls (for example, 3 balls) are dispensed as prize balls.

[0025] Furthermore, the game area 6 is provided with a gate 13 through which the game ball can pass. The passage of the game ball through the gate 13 triggers the drawing of a regular symbol (hereinafter referred to as "regular symbol") (i.e., the acquisition and determination of a random number for the regular symbol: hereinafter referred to as "regular symbol drawing") and the variable display of the regular symbol. The electric tuner 12D is opened when an auxiliary game is performed. In other words, the auxiliary game is a game that involves opening the electric tuner 12D.

[0026] Furthermore, the game area 6 is provided with a first large prize entry device 14D (hereinafter also referred to as "normal AT 14D") which has a first large prize entry opening 14 into which game balls can be entered.

[0027] The first major prize device 14D is equipped with a normal AT opening / closing member 14k that can be operated to an open state and a closed state. The first major prize opening 14 opens and closes when the normal AT opening / closing member 14k is operated. Normally, the normal AT opening / closing member 14k is in a closed state that blocks the first major prize opening 14, making it impossible or extremely difficult for game balls to enter the first major prize opening 14. When the normal AT opening / closing member 14k is operated to an open state, it becomes possible for game balls to enter the first major prize opening 14. Thus, it is only possible for game balls to enter the first major prize opening 14 when the normal AT opening / closing member 14k is in an open state. When a game ball enters the first major prize opening 14, a predetermined number of game balls (for example, 15 balls) are dispensed as prize balls.

[0028] Furthermore, the game area 6 is provided with a guidance stage 12g that guides the game balls to the second starting opening 12. The game balls rolling on the upper surface of the guidance stage 12g can flow downward toward the second starting opening 12.

[0029] Furthermore, the game area 6 is provided with a second large prize entry device 15D (hereinafter also referred to as "VAT 15D") which has a second large prize entry opening 15 into which game balls can be entered. The second large prize entry device 15D is equipped with an operable VAT opening / closing member 15k. Normally, the VAT opening / closing member 15k blocks the second large prize entry opening 15, making it impossible or extremely difficult for game balls to enter the second large prize entry opening 15. The VAT opening / closing member 15k can be in an open state. When the VAT opening / closing member 15k is in an open state, it becomes easy for game balls to enter the second large prize entry opening 15. On the other hand, the state in which the VAT opening / closing member 15k blocks the second large prize entry opening 15 is also called the "closed state". In this way, the second large prize entry opening 15 opens and closes by the operation of the VAT opening / closing member 15k. When a game ball enters the second large prize slot 15, a predetermined number of game balls (for example, 15 balls) are dispensed as prize balls.

[0030] Here, the second major prize device 15D will be explained in detail using Figure 3. Inside the second major prize device 15D, there is a gate-shaped second major prize opening sensor 15a that can detect a game ball that has entered the second major prize opening 15 and allow the game ball to pass downwards.

[0031] Downstream of the second large prize-winning opening sensor 15a, there are a specific area 16 and a non-specific area 17 through which game balls can pass (enter). Game balls that have passed through the second large prize-winning opening sensor 15a are sorted by a sorting device 16D into either the specific area 16 or the non-specific area 17. The sorting device 16D comprises a sorting member 16k made of a roughly rectangular flat plate and a sorting solenoid 16s that drives the sorting member 16k. The sorting member 16k is configured to slide left and right when driven by the sorting solenoid 16s.

[0032] When the distribution solenoid 16s is not energized, the distribution member 16k is in a first state (passage blocking state: in the front view in Figure 3(A), the left end of the distribution member 16k is located slightly to the right of the left end of the specific area 16, and the distribution member 16k covers the specific area 16 directly above it). When the distribution member 16k is in the first state, it is impossible or extremely difficult for a game ball that has entered the second large prize opening 15 to pass through the specific area 16 after passing through the second large prize opening sensor 15a, and it passes through the non-specific area 17. This route of the game ball flowing down from the second large prize opening 15 to the non-specific area 17 is called the first route.

[0033] On the other hand, when the distribution solenoid 16s is energized, the distribution member 16k is in a second state that allows the game ball to pass through (enter) the specific region 16 (passage-allowed state: in the front view in Figure 3(B), the left end of the distribution member 16k is located slightly to the left of the right end of the specific region 16, the distribution member 16k does not cover the specific region 16 directly above it, and the area directly above the specific region 16 is open). When the distribution member 16k is in the second state, game balls that have entered the second large prize opening 15 can easily pass through the specific region 16 after passing through the second large prize opening sensor 15a. This route of the game ball flowing down from the second large prize opening 15 to the specific region 16 is called the second route.

[0034] Basically, the distribution member 16k is held in the first state. In other words, the first state can be said to be the normal state of the distribution member 16k. Then, only during a predetermined round of play (for example, 10 rounds), the distribution solenoid 16s can be energized and change to the second state.

[0035] The specific area 16 and the non-specific area 17 are equipped with a specific area sensor 16a and a non-specific area sensor 17a, respectively, which detect game balls that have passed through (entered) the respective areas 16 and 17 and allow the game balls to pass downwards.

[0036] Furthermore, it is possible to install only one of the first major prize device 14D and the second major prize device 15D, as long as it does not interfere with the gameplay.

[0037] Furthermore, at the very bottom of the game area 6, there are two outlets 19 for discharging game balls that were played into the game area 6 but did not enter any of the winning slots to the outside of the game area 6. In addition, the game board 1 is equipped with a lit-up lamp 54.

[0038] By the way, the game area 6 in which the game balls can flow can be divided into the left game area (first game area) to the left of the center in the left-right direction, and the right game area (second game area) to the right. The operation of the handle 72k to launch the game balls so that they flow down the left game area is called "left-handed shooting". On the other hand, the operation of the handle 72k to launch the game balls so that they flow down the right game area is called "right-handed shooting". In the pachinko game machine PY1, the path through which the game balls can flow when launched with left-handed shooting is called the first path R1, and the path through which the game balls can flow when launched with right-handed shooting is called the second path R2. The first path R1 and the second path R2 are also composed of numerous game pins and the like.

[0039] The first channel R1 is provided with a first starting opening 11 and two general prize winning openings 10. Therefore, players can aim to win by hitting the game ball with their left hand to make it flow down the first channel R1, either into the first starting opening 11 or into one of the general prize winning openings 10. On the other hand, the second channel R2 is provided with a second starting opening 12, a gate 13, a first major prize winning opening 14, and a second major prize winning opening 15. Therefore, players can aim to pass through the gate 13 or win by hitting the game ball with their right hand to make it flow down the second channel R2, either into the second starting opening 12, the first major prize winning opening 14, or the second major prize winning opening 15.

[0040] Furthermore, any game balls that do not enter any of the prize slots (first starting slot 11, second starting slot 12, general prize slot 10, first major prize slot 14, and second major prize slot 15) are guided to the out slot 19 and discharged. In addition, the number of prize balls awarded for entering each prize slot can be set as appropriate.

[0041] Furthermore, indicators 8 are positioned to the left of the lower part of the game area 6 formed on the front of the game board 1 (in the area other than the game area 6). As shown in Figure 4, the indicators 8 include a special figure 1 indicator 81a that variably displays special figure 1, a special figure 2 indicator 81b that variably displays special figure 2, and a general figure indicator 82 that variably displays general figures. The indicators 8 also include a special figure 1 hold indicator 83a that displays the number of special figure 1 holds (U1: the number of times the variable display of special figure 1 by the special figure 1 indicator 81a is held), and a special figure 2 hold indicator 83b that displays the number of special figure 2 holds (U2: the number of times the variable display of special figure 2 by the special figure 2 indicator 81b is held), which will be described later.

[0042] The variable display of Special Feature 1 is executed when a game ball enters the first starting opening 11 and a lottery for Special Feature 1 is held. Similarly, the variable display of Special Feature 2 is executed when a game ball enters the second starting opening 12 and a lottery for Special Feature 2 is held. In the following explanation, Special Feature 1 and Special Feature 2 are collectively referred to as Special Feature, and the lottery for Special Feature 1 and the lottery for Special Feature 2 are collectively referred to as Special Feature lottery. Furthermore, the Special Feature 1 indicator 81a and the Special Feature 2 indicator 81b are collectively referred to as Special Feature indicator 81. In addition, the Special Feature 1 reserve indicator 83a and the Special Feature 2 reserve indicator 83b are collectively referred to as Special Feature reserve indicator 83.

[0043] The variable display of the special symbol notifies the result of the special symbol lottery. In the variable display of the special symbol, the special symbol is displayed in a variable state and then stopped. The special symbol that is stopped (the special symbol that is displayed as a result of the variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped special symbol is a specific special symbol predetermined (a special symbol with a specific stopping pattern, i.e., a jackpot symbol), a jackpot game (an example of a special game) is performed, which opens the big prize slots (the first big prize slot 14 and the second big prize slot 15).

[0044] The special symbol indicator 81 is composed of eight LEDs (Light Emitting Diodes) arranged horizontally, for example, and displays a special symbol corresponding to the result of the special symbol lottery depending on how the LEDs are lit. For example, if the result of the special symbol lottery is a jackpot (one of the multiple types of jackpots described later), the special symbol indicator 81 displays a jackpot symbol consisting of the lit LEDs in the 1st, 2nd, 5th, and 6th positions from the left, such as "□□■■□□■■" (□: lit, ■: off). If the result of the special symbol lottery is a loss, the special symbol indicator 81 displays a losing symbol consisting of the lit LED in the rightmost position, such as "■■■■■■■□". Note that the LED lighting patterns corresponding to the result of the special symbol lottery are not limited and can be set as appropriate. Therefore, for example, all LEDs may be turned off to represent a losing symbol.

[0045] Furthermore, in the variable display of the special symbol, the variable display of the special symbol is performed for a predetermined variation time before the special symbol is displayed as stopped. The mode of the variable display of the special symbol is, for example, a mode in which each LED lights up so that the light flows repeatedly from left to right. However, the mode of the variable display of the special symbol is not particularly limited, and as long as each LED is not displayed as stopped (lit in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.

[0046] By the way, in the pachinko game machine PY1, when a game ball enters the first start port 11 or the second start port 12, various random numbers (examples of numerical information and judgment information) for performing special symbol lotteries, etc., may be acquired. These various random numbers are temporarily stored as special symbol reserves in the special symbol reserve storage unit 105, which will be described later. Hereafter, the various random numbers acquired when a game ball enters the first start port 11 will be called "special symbol 1 related random numbers," and the various random numbers acquired when a game ball enters the second start port 12 will be called "special symbol 2 related random numbers." Here, the special symbol 1 related random numbers are stored as special symbol 1 reserves in the special symbol 1 reserve storage unit 105a of the special symbol reserve storage unit 105. On the other hand, the special symbol 2 related random numbers are stored as special symbol 2 reserves in the special symbol 2 reserve storage unit 105b of the special symbol reserve storage unit 105. It is possible to set an upper limit (for example, 4) on the number of special figure 1 reserves that can be stored in the special figure 1 reserve storage unit 105a (number of special figure 1 reserves) and the number of special figure 2 reserves that can be stored in the special figure 2 reserve storage unit 105b (number of special figure 2 reserves). In the following, special figure 1 reserves and special figure 2 reserves will be collectively referred to as "special figure reserves," and the number of special figure 1 reserves and the number of special figure 2 reserves will be collectively referred to as "number of special figure reserves." Also, special figure 1 related random numbers and special figure 2 related random numbers will be collectively referred to as "special figure related random numbers."

[0047] In the pachinko game machine PY1, if the variable display of the special symbol does not occur immediately after a game ball enters the first start opening 11 or the second start opening 12, specifically if an entry occurs while the variable display of the special symbol is being performed or while a jackpot game is being played, the variable display of the special symbol (or the right to draw a special symbol) for that entry can be reserved. The special symbol reserves stored in the special symbol reserve storage unit 105 are consumed when it becomes possible to display the variable symbol based on that special symbol reserve. In other words, consuming a special symbol reserve means determining the special symbol-related random numbers etc. corresponding to that special symbol reserve and performing a variable display of the special symbol to show the result of that determination.

[0048] The number of reserved special symbols is then displayed on the reserved special symbol indicator 83. Each of the reserved special symbol 1 indicator 83a and the reserved special symbol 2 indicator 83b consists of, for example, four LEDs, and the number of reserved special symbols can be displayed by lighting up the corresponding number of LEDs.

[0049] Furthermore, the variable display of the regular symbol indicates the result of the regular symbol lottery. In the variable display of the regular symbol, the regular symbol is displayed in a variable state and then stopped. The regular symbol that is stopped (stopped regular symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol that is stopped is a specific regular symbol predetermined (a regular symbol with a predetermined stopping pattern, i.e., a winning symbol), an auxiliary game is performed to open the second start opening 12 (electric tuner 12D).

[0050] The general diagram indicator 82 is composed of, for example, two LEDs, and displays a general diagram corresponding to the result of the general diagram lottery depending on how the LEDs are lit. If the result of the general diagram lottery is a win, the general diagram indicator 82 displays a winning pattern consisting of both LEDs lit, such as "□□" (□: lit, ■: off). If the result of the general diagram lottery is a loss, it displays a losing pattern consisting of only the right LED lit, such as "■□". A pattern in which all LEDs are turned off may also be used for the losing pattern. Note that the LED lighting patterns corresponding to the result of the general diagram lottery are not limited and can be set as appropriate.

[0051] Furthermore, before the normal display is shown as stopped, the normal display is shown in a variable state for a predetermined period of time. The mode of the variable display of the normal display is, for example, the alternating illumination of both LEDs. However, the mode of the variable display of the normal display is not particularly limited, and as long as each LED is not shown as stopped (illuminated in a specific mode), it may be set as appropriate, such as all LEDs flashing simultaneously.

[0052] In the pachinko game machine PY1, when a game ball passes through gate 13, a random number for a normal symbol (an example of numerical information or judgment information) for conducting a normal symbol lottery may be acquired. This random number is stored in the normal symbol reserve storage unit 106, described below, provided that variable normal symbol display or auxiliary gameplay is not being performed. An upper limit (for example, 4) can be set for the number of normal symbol reserves that can be stored in the normal symbol reserve storage unit 106. In the following, the random number for a normal symbol acquired when a game ball passes through gate 13 will also be called a "normal symbol related random number".

[0053] Next, using Figure 5, we will explain the performance unit 1U attached to the back of the game board 1. The performance unit 1U is a unitized collection of multiple devices that primarily perform performances. The performance unit 1U is equipped with an image display device 50, a first board movable device (hereinafter referred to as the "on-board movable device") 55, and a second board movable device (hereinafter referred to as the "below-board movable device") 56.

[0054] The image display device 50 is composed of, for example, a 20-inch 3D liquid crystal display, a dot display, a 7-segment display, etc., and is equipped with a display screen 50a capable of displaying patterns and the like.

[0055] The on-board movable device 55 is positioned in front of the display screen 50a, is movable along the display screen 50a, and comprises a decorative on-board movable body 55k. The under-board movable device 56 is positioned in front of the display screen 50a, is movable along the display screen 50a, and comprises a decorative under-board movable body 56k.

[0056] Figure 5(A) schematically shows the state in which the upper movable body 55k and the lower movable body 56k are held in their normal standby state (initial position) when not in operation. When the drive source of the upper movable device 55 is activated, the upper movable body 55k moves downward (descends), and when the drive source of the lower movable device 56 is activated, the lower movable body 56k moves upward (rises). At this time, the image display device 50 is covered by the descended upper movable body 55k or the risen lower movable body 56k, making the image display device 50 difficult to see.

[0057] Furthermore, the position and number of components and devices installed in the YU game board unit can be changed as appropriate, as long as it does not interfere with gameplay.

[0058] 2. Electrical configuration of the gaming machine Next, the electrical configuration of the pachinko game machine PY1 will be explained based on Figures 6 to 9. As shown in Figures 6 to 7, the pachinko game machine PY1 is further located on the rear side of the image display device 50 of the game board 1, and includes a game control board (hereinafter also called the "main control board") 100 that controls game benefits (progress of the game) such as special symbol lottery, variable display of special symbols, jackpot game, setting of game states (described later), normal symbol lottery, variable display of normal symbols, and auxiliary game; an effect control board (hereinafter also called the "sub-control board") 120 that controls game effects (special symbol variation effect, hold effect, jackpot game effect), customer waiting effect, and operation promotion effect that prompts operation during the period when the operation of the normal button 40 or special button 41 is effective (operation valid period) in accordance with the progress of the game by the main control board 100; and a payout control board 170 that controls game ball payout, etc. (see Figure 8). The main control board 100 can be positioned as a game control unit that controls the game. The performance control board 120 can also be positioned as a performance control unit that controls the performances, together with the image control board 140, lamp control circuit 151, and sound control circuit 161, which will be described later. The performance control unit only needs to include at least the performance control board 120 and be capable of controlling game performances, customer waiting performances, and operation promotion performances using performance means (image display device 50, speaker 52, frame lamp 53, board lamp 54, and movable devices 55, 56, etc.).

[0059] Furthermore, the pachinko game machine PY1 is equipped with a power supply board 190. The power supply board 190 supplies power to the main control board 100, the performance control board 120, and the payout control board 170, and also supplies necessary power to other devices through these boards. The power supply board 190 is provided with a pressable RAM clear switch 191. The RAM clear switch 191 (specific operating means) is used to clear (hereinafter referred to as "RAM clear") the game information (for example, information on game states such as high probability states, the number of special symbol reserves, and the results of jackpot determinations) stored in the game RAM 104 of the game control microcomputer 101, which will be described later, to the game CPU 102 when the power is turned on. As shown in Figure 8, the RAM clear switch 191 is provided on the power supply board 190 located on the back side of the pachinko game machine PY1. Therefore, only employees of the game hall who can open and close the front door 23 can operate the RAM clear switch 191. In other words, the RAM clear switch 191 is an operating mechanism that is practically impossible for the player to operate. When the RAM clear switch 191 is pressed, a detection signal indicating that the RAM clear switch 191 is ON is input to the game control microcontroller 101. In this embodiment, the RAM clear switch 191 is provided on the power supply board 190, but the location of the RAM clear switch 191 can be changed as appropriate, and it may be provided on the main control board 100 or on a dedicated board, for example.

[0060] Furthermore, the power supply board 190 is provided with a backup power supply circuit 192. The backup power supply circuit 192 supplies power to the game RAM 104 of the main control board 100 and the performance RAM 124 of the performance control board 120, which will be described later, when power is not supplied to the pachinko game machine PY1. Therefore, the information stored in the game RAM 104 of the main control board 100 and the performance RAM 124 of the performance control board 120 is retained even when the power to the pachinko game machine PY1 is cut off. A power switch 193 is also connected to the power supply board 190. The power is switched on and off by operating the power switch 193 ON or OFF. Note that a backup power supply circuit for the game RAM 104 of the main control board 100 may be provided on the main control board 100, or a backup power supply circuit for the performance RAM 124 of the performance control board 120 may be provided on the performance control board 120.

[0061] As shown in Figure 6, the main control board 100 is equipped with a one-chip microcontroller for game control (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PY1 according to a program. The game control microcontroller 101 includes a game ROM (Read Only Memory) 103 that stores programs and tables for controlling the progress of the game, a game RAM (Random Access Memory) 104 used as work memory, and a game CPU (Central Processing Unit) 102 that executes the program stored in the game ROM 103.

[0062] The game ROM 103 stores programs for performing the main control processing and main timer interrupt processing, which will be described later. The game ROM 103 also stores the following: a jackpot determination table, a jackpot symbol type determination table, a reach determination table, a special symbol variation pattern determination table, a pre-read determination table, a jackpot game control table, a win determination table, a normal symbol variation pattern determination table, and an auxiliary game control table. Note that the game ROM 103 may be an external component.

[0063] The game RAM 104 includes the aforementioned special symbol hold memory unit 105 and the regular symbol hold memory unit 106. The game RAM 104 also includes a non-erasable memory unit 107, which contains a total prize balls memory unit 107a, a total balls launched memory unit 107b, and a net ball count memory unit 107c. The non-erasable memory unit 107 is designed so that even when a RAM clear is performed, the game CPU 102 does not erase the stored contents. The non-erasable memory unit 107 (total prize balls memory unit 107a, total balls launched memory unit 107b, net ball count memory unit 107c) will be described in detail later.

[0064] The main control board 100 is also equipped with a 7-segment display 300, a setting key cylinder 180, and a special reset switch 181 (special operating means) (see Figure 8). As shown in Figure 9, the 7-segment display 300 is a so-called 4-segment display and has a total of 32 illuminated (light-emitting) parts. Specifically, the 7-segment display 300 has, in order from left to right, a first display area 310, a second display area 320, a third display area 330, and a fourth display area 340. The four display areas 310, 320, 330, and 340 each have 8 illuminated parts (LED elements) LB1-LB8, LB9-LB16, LB17-LB24, and LB25-LB32 so that they can represent the numbers from "0" to "9". The display control of the 7-segment display 300 is performed by a game control microcomputer 101.

[0065] The setting key cylinder 180 functions as an operating mechanism for setting a setting value corresponding to the probability of hitting a jackpot. The inside of this setting key cylinder 180 rotates between an initial position and a rotation position when a setting key (not shown) is inserted. Therefore, in this pachinko game machine PY1, by rotating the setting key cylinder 180 to the rotation position and turning on the power while pressing the RAM clear switch 191, the machine can enter a setting mode in which a setting value can be set. In this setting mode, the setting value can be set to "1". However, in this pachinko game machine PY1, only one setting value, "1", is available. Therefore, the setting value cannot be changed from "1". Note that when in setting mode, if the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting change mode ends and a RAM clear is performed.

[0066] The main control board 100 is also equipped with a special reset switch 181 that can be pressed. As shown in Figure 8, the special reset switch 181 is located on the main control board 100, which is situated on the back of the pachinko game machine PY1. Therefore, only employees of the game hall who are able to open and close the front door 23 can operate the special reset switch 181. In other words, the special reset switch 181 is an operating means that is practically impossible for players to operate. The function of the special reset switch 181 will be described in detail later. The main control board is also equipped with a game I / O (Input / Output) port section 118 for inputting and outputting data and signals.

[0067] Various sensors MS and various actuators MA are connected to the main control board 100 via a predetermined relay board (not shown). Therefore, signals output by the various sensors MS are input to the main control board 100. The main control board 100 also outputs signals to the various actuators MA.

[0068] The various sensors MS connected to the main control board 100 include a first start-up sensor for detecting game balls that enter the first start-up opening 11, a second start-up sensor for detecting game balls that enter the second start-up opening 12, a general prize-winning opening sensor for detecting game balls that enter the general prize-winning opening 10, a gate sensor for detecting game balls that pass through the gate 13, a first major prize-winning opening sensor for detecting game balls that enter the first major prize-winning opening 14, a second major prize-winning opening sensor 15a for detecting game balls that enter the second major prize-winning opening 15, a specific area sensor 16a for detecting game balls that pass through (enter) a specific area 16, and a non-specific area sensor 17a for detecting game balls that pass through (enter) a non-specific area 17.

[0069] Furthermore, the various sensors MS include an outlet sensor that detects all game balls (total number of balls launched) flowing down the game area 6. Here, game balls that flow out of the game area 6 are discharged to the outside of the pachinko game machine PY1 through an outlet path (not shown) located at the bottom of the game board mounting frame 2A. For this reason, the outlet sensor is located within the outlet path. The various sensors MS also include a magnetic sensor that detects unauthorized magnetism. The magnetic sensor detects the magnetism generated when a player uses a magnet or the like to illegally enter the various prize winning slots 10, 11, 12, and 14 into the game balls. When each of the above sensors detects a game ball, it outputs a signal to the main control board 100 according to the detected information.

[0070] The various sensors MS include a front door open sensor that detects when the front door 23 is opened relative to the outer frame 22, and a front frame sensor that detects when the front frame 23m is opened relative to the game board mounting frame 2A. When the front door open sensor detects when the front door 23 is opened, it outputs a signal to the main control board 100 according to the detected information. When the front frame sensor detects when the front frame 23m is opened, it outputs a signal to the main control board 100 according to the detected information. The types and number of sensors connected to the main control board 100 can be changed as appropriate, as long as it does not interfere with gameplay.

[0071] Furthermore, the various actuators MA connected to the main control board 100 include an electric tuner solenoid that drives the electric tuner opening / closing member 12k of the electric tuner 12D, a first major prize slot solenoid that drives the normal AT opening / closing member 14k of the first major prize slot device 14D, a second major prize slot solenoid that drives the VAT opening / closing member 15k of the second major prize slot device 15D, and a distribution solenoid 16s that drives the distribution member 16k of the distribution device 16D. Note that the types and number of actuators connected to the main control board 100 can be changed as appropriate within a range that does not interfere with gameplay.

[0072] Furthermore, the main control board 100 is connected to a group of indicators 8 (a special symbol indicator 81, a general symbol indicator 82, and a special symbol hold indicator 83). The display control of these indicators 8 is performed by a microcomputer 101 for game control.

[0073] The main control board 100 also transmits various commands to the payout control board 170 and receives signals from the payout control board 170 for payout monitoring. The payout control board 170 is connected to a card unit CU (installed adjacent to the pachinko game machine PY1, which enables ball dispensing based on information from inserted prepaid cards, etc.) and a payout device 73, as well as a launch device 72 via a launch control circuit 175. The launch device 72 includes a handle 72k (see Figure 1).

[0074] The payout control board 170 implements a payout control one-chip microcontroller (hereinafter referred to as "payout control microcontroller") 171 that can execute control processing related to the payout of game balls according to a program. The payout control microcontroller 171 includes a payout ROM that stores a program for controlling payouts, a payout RAM used as work memory, a payout CPU that executes the program stored in the payout ROM, and a payout I / O port section (input / output circuit) for inputting and outputting data and signals.

[0075] The payout control board 170 (payout control microcontroller 171) uses the payout device 73 to pay out prize balls or lend out balls (lending balls) based on signals from the game control microcontroller 101 and signals from the connected card unit CU. For example, when a game ball enters the first start opening 11 (wins a prize), a detection signal from the first start opening sensor is input to the game control microcontroller 101. As a result, the game control microcontroller 101 outputs a prize ball signal to the payout control board 170 indicating that a game ball has entered the first start opening 11. In this case, the payout control microcontroller 171, having received the prize ball signal, uses the payout device 73 to pay out prize balls (for example, 3 balls) based on the number of prize balls stored in the payout ROM. At this time, the game balls that are dispensed are detected by a prize ball sensor for counting purposes, and a detection signal from the prize ball sensor is output to the payout control board 170.

[0076] Furthermore, the launching device 72 is equipped with a touch switch capable of detecting contact between a player or other person and the handle 72k (see Figure 1). When a player operates the handle 72k, the touch switch detects the player's contact with the handle 72k and outputs a detection signal to the payout control board 170. The launching device 72 is also connected to a launch volume knob capable of detecting the rotation angle (amount of operation) of the handle 72k. The launching device 72 drives a launch solenoid so that the game balls are launched with a strength corresponding to the rotation angle of the handle 72k detected by the launch volume knob. In the pachinko game machine PY1, as long as rotational operation on the handle 72k is maintained, one game ball is launched approximately every 0.6 seconds.

[0077] Furthermore, the payout control board 170 is connected to the external terminal board 160. In other words, the external terminal board 160 is connected to the main control board 100 via the payout control board 170. The external terminal board 160 transmits external signals sent from the main control board 100 to an external unit GU (data counter, hall computer, etc.) located outside the pachinko game machine PY1. The information included in the external signals includes, for example, information indicating whether a jackpot has been won, information on the game status, and information indicating errors or irregularities (abnormalities). The external terminal board 160 transmits external signals to the external unit GU via parallel communication, but the external signals may also be transmitted via asynchronous serial communication (a common asynchronous serial communication port). Furthermore, although the main control board 100 is connected to the external terminal board 160 via the dispensing control board 170, the main control board 100 may also be connected to the external terminal board 160 via a board other than the dispensing control board 170 (for example, an intermediate board), or the main control board 100 and the external terminal board 160 may be connected directly.

[0078] Furthermore, a balance display board 172 is connected to the payout control board 170. The balance display board 172 controls the display of the number (number of game balls available for dispensing) shown on the balance display unit 61. That is, when cash or a prepaid card is inserted into the card unit CU, a signal containing information about the number of game balls available for dispensing is transmitted to the balance display board 172 via the payout control board 170. As a result, the balance display board 172 displays a number on the balance display unit 61 corresponding to the number of game balls available for dispensing. Thus, if a number corresponding to the number of game balls available for dispensing is displayed on the balance display unit 61, it indicates that game ball dispensing is possible.

[0079] Furthermore, a ball dispensing button sensor 62a (see Figure 6) capable of detecting a press operation on the ball dispensing button 62 is provided. The ball dispensing button sensor 62a is connected to the card unit CU via the balance display board 172 and the payout control board 170. Therefore, when the ball dispensing button sensor 62a detects a press operation on the ball dispensing button 62, the detection signal is input to the card unit CU via the payout control board 170. As a result, the card unit CU uses the payout control board 170 and the payout device 73 to dispense game balls. In other words, the payout control microcomputer 171 (ball dispensing control unit) receives a ball dispensing signal from the card unit CU and uses the payout device 73 to dispense the dispensed balls (ball dispensing). The payout control board 170 (payout control microcomputer 171) also transmits a signal containing information on the number of game balls dispensed to the balance display board 172. As a result, the balance display board 172 will now display a new number corresponding to the number of game balls that can be dispensed at the current time.

[0080] Furthermore, a return button sensor 63a (see Figure 6) capable of detecting a press operation on the return button 63 is provided. The return button sensor 63a is connected to the card unit CU via the balance display board 172 and the payout control board 170. Therefore, when the return button sensor 63a detects a press operation on the return button 63, the detection signal is input to the card unit CU via the payout control board 170. As a result, the card unit CU retrieves a card containing information on the number of game balls that can be dispensed at that time. At this time, the balance display board 172 displays "0" on the balance display unit 61 for a predetermined number of seconds to indicate that there are no game balls that can be dispensed, and then displays nothing on the balance display unit 61.

[0081] Furthermore, the main control board 100 transmits various commands containing information about the game to the performance control board 120 in accordance with the progress of the game. Based on the various commands sent from the main control board 100, the performance control board 120 can grasp the progress of the game (the content of the game control) by the main control board 100. The connection between the main control board 100 and the performance control board 120 is a unidirectional communication connection that only allows the transmission of signals from the main control board 100 to the performance control board 120. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the main control board 100 and the performance control board 120 as a means of restricting the direction of communication.

[0082] As shown in Figure 7, the performance control board 120 is equipped with a performance control one-chip microcontroller (hereinafter referred to as "performance control microcontroller") 121 that controls the performance of the pachinko game machine PY1 according to a program. The performance control microcontroller 121 includes a performance ROM 123 that stores programs for controlling the performance as the game progresses by the main control board 100, a performance RAM 124 used as work memory, and a performance CPU 122 that executes the programs stored in the performance ROM 123.

[0083] Furthermore, the ROM 123 for performance contains programs for the sub-control main processing, receive interrupt processing, and sub-side timer interrupt processing, which will be described later. Note that the ROM 123 for performance may be external.

[0084] Furthermore, the performance control board 120 is equipped with a performance I / O port section 138 for inputting and outputting data and signals, and an RTC (Real Time Clock) 139. The RTC 139 measures the current date and time. When the pachinko game machine PY1 is supplied with power from a predetermined island power supply device (not shown), the RTC 139 operates using that power. When power is not supplied from the island power supply device, it operates using power supplied from the backup power supply circuit 192 provided on the power supply board 190. Therefore, the RTC 139 can measure the current date and time even when the pachinko game machine PY1 is not powered on. A backup power supply circuit for the RTC 139 may be provided on the performance control board 120. The backup power supply circuit can include a capacitor or an internal battery (such as a button battery).

[0085] The image control board 140 is connected to the performance control board 120. The performance control microcontroller 121 of the performance control board 120 causes the image CPU 141 of the image control board 140 to control the display of the image display device 50 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100. The connection between the performance control board 120 and the image control board 140 is a bidirectional communication connection that allows both the transmission of signals from the performance control board 120 to the image control board 140 and the transmission of signals from the image control board 140 to the performance control board 120.

[0086] The image control board 140 includes an image ROM 142 that stores programs for image control, an image RAM 143 used as work memory, and an image CPU 141 that executes the programs stored in the image ROM 142. The image control board 140 also includes a CGROM 145 that stores image data displayed on the image display device 50, a VRAM 146 used for processing the image data stored in the CGROM 145, and a VDP (Video Display Processor) 144. Of course, all or part of these electronic components may be configured as a single chip. The CGROM 145 stores, for example, image data for displaying the images shown on the image display device 50 (still image data and video data, specifically image data such as characters, items, shapes, letters, numbers and symbols (including animation patterns) and background images).

[0087] The VDP144 reads image data from the CGROM145 and expands it into the expansion area in the VRAM146, according to the display list created by the image CPU141 based on commands from the performance control microcontroller121. Then, it combines the expanded image data as appropriate and draws the image to the frame buffer in the VRAM146. Finally, it outputs the image drawn to the frame buffer as an RGB signal to the image display device 50. As a result, various performance images are displayed on the display screen 50a.

[0088] The display list consists of a set of commands used to instruct the execution of drawing on a frame-by-frame basis. The display list contains information on various parameters such as the type of image to be drawn, the position in which the image is drawn, the display priority, the display magnification, and the transparency of the image.

[0089] The microcontroller 121 for performance control outputs voice, music, sound effects, etc., from the speaker 52 via the audio control circuit 161 based on commands received from the main control board 100, that is, in accordance with the progress of the game by the main control board 100.

[0090] Audio data, such as the sound output from speaker 52, is stored in the performance ROM 123 of the performance control board 120. Alternatively, the audio control circuit 161 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to perform audio control. Furthermore, in this case, a ROM may be mounted on the circuit board, and the audio data may be stored in that ROM. Alternatively, speaker 52 may be connected to image control board 140, and the image CPU 141 of image control board 140 may be used to perform audio control. Furthermore, in this case, the audio data may be stored in the image ROM 142 of image control board 140.

[0091] Furthermore, the performance control board 120 is connected to various switches that serve as inputs, various actuators SA that serve as drive sources, and various lamps SL via a predetermined relay board (not shown). The performance control board 120 receives signals output from the various switches. The performance control board 120 also outputs signals to the various actuators SA. In addition, the performance control board 120 controls the lighting of the various lamps SL via the lamp control circuit 151 based on commands received from the main control board 100.

[0092] The various switches connected to the performance control board 120 include a normal button detection switch 40a, a special button detection switch 41a, and a select button detection switch. Each detection switch 40a and 41a outputs a signal to the performance control board 120 according to the detected content. The various switches connected to the performance control board 120 also include a handle rotation detection sensor 42a. The handle rotation detection sensor 42a detects rotational operation of the handle 72k (see Figure 1) by a person such as a player, and is installed inside the handle 72k. Therefore, when the handle 72k is rotated, the handle rotation detection sensor 42a detects the rotational operation of the handle 72k and outputs a detection signal to the performance control board 120. The types and number of switches connected to the performance control board 120 can be changed as appropriate, as long as it does not interfere with gameplay.

[0093] The various actuators SA connected to the performance control board 120 include motors that drive the on-board movable device 55, the under-board movable device 56, the frame movable device 58, etc., and by driving the motors, it is possible to make each movable device perform a predetermined operation. Specifically, the performance control microcomputer 121 creates operation pattern data that determines the operation mode of each movable device and controls the operation of each movable device via the lamp control circuit 151. The type and number of actuators connected to the performance control board 120 can be changed as appropriate within a range that does not interfere with the game.

[0094] The various lamps SL connected to the performance control board 120 include frame lamps 53 and panel lamps 54, and each lamp is made to light up. Specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting behavior, light color, etc., also called lamp data) that determines the lighting behavior of each lamp, and controls the lighting of each lamp according to the light emission pattern data. The data stored in the performance ROM 123 of the performance control board 120 is used to create the light emission pattern data.

[0095] Furthermore, the lamp control circuit 151 may be mounted on a circuit board with a CPU. In this case, the CPU may be used to control the lighting of each lamp and the operation of each movable device. In this case, a ROM may also be mounted on the circuit board and stored in the ROM with data related to the light emission patterns and operation patterns. In addition, the types and number of lamps connected to the performance control board 120 can be changed as appropriate, as long as it does not interfere with the gameplay.

[0096] 3. Main types of games played using amusement machines Next, the main games played using the pachinko machine PY1 will be explained using Figures 10 to 15.

[0097] 3-1. Games related to general diagrams First, let's explain the gameplay related to the regular symbols. When a launched game ball passes through gate 13 in the pachinko game machine PY1, a regular symbol lottery is performed. After the regular symbol lottery is performed, the regular symbol display unit 82 displays a variable regular symbol (displays a variable symbol followed by a stop symbol). Here, the regular symbols that are displayed as stops include winning symbols and losing symbols. The losing symbols in the regular symbols are also called "losing regular symbols" to distinguish them from the losing symbols in the special symbols, which will be described later. When a winning symbol is displayed as a stop, an auxiliary game is performed, and the game related to passing through gate 13 ends. On the other hand, when a losing regular symbol is displayed as a stop, no auxiliary game is performed, and the game related to passing through gate 13 ends. Furthermore, in the following, when a game ball passes through gate 13 when neither a variable regular symbol display nor an auxiliary game is performed, this is referred to as "the fulfillment of the regular symbol variation start condition."

[0098] The Pachinko game machine PY1, in performing this series of gameplay (normal symbol lottery, variable normal symbol display, auxiliary gameplay), acquires normal symbol-related random numbers when the normal symbol variation start condition is met. The acquired normal symbol-related random numbers include normal symbol random numbers, as shown in Figure 10(A). Normal symbol random numbers are random numbers (judgment information) used for determining a win. Each random number has an appropriate range set for it.

[0099] 3-1-1. Hit detection The hit determination is a determination made using one or more hit determination tables as shown in Figure 11(A) to determine whether or not it is a hit (whether or not to execute an auxiliary game). The hit determination table can be associated with the game state, which will be described later. That is, the game state includes a non-time-saving state and a time-saving state, and it is possible to distinguish between a hit determination table used in the non-time-saving state (non-time-saving hit determination table) and a hit determination table used in the time-saving state (time-saving hit determination table). In each hit determination table, a determination value (normal symbol random value) is assigned to the hit or miss result of the hit determination. Therefore, the pachinko game machine PY1 compares the acquired normal symbol random number with the hit determination table to determine whether it is a hit or a miss. Then, based on the result of the hit determination, it performs a normal symbol variation pattern determination for the variable display of the normal symbol. If the result of the hit determination is a hit, the winning symbol is basically stopped and displayed in the variable display of the normal symbol. On the other hand, if the result of the hit detection is a miss, the losing regular diagram will basically be displayed in the variable display of the regular diagram. Also, the probability of winning can be changed as appropriate.

[0100] 3-1-2. General Chart Fluctuations The general diagram variation pattern determination is a determination to determine the general diagram variation pattern using one or more general diagram variation pattern determination tables as shown in Figure 11(B). The general diagram variation pattern is identification information relating to predetermined items concerning the variable display of the general diagram, such as the general diagram variation time.

[0101] The regular symbol variation pattern determination table can be associated with the game state. That is, it is possible to distinguish between the regular symbol variation pattern determination table used when the game is not in a time-saving state (non-time-saving regular symbol variation pattern determination table) and the regular symbol variation pattern determination table used when the game is in a time-saving state (time-saving regular symbol variation pattern determination table).

[0102] Each regular figure variation pattern determination table stores one regular figure variation pattern for each regular figure that is stopped, which is the result of the regular figure variation pattern determination. In other words, the pachinko game machine PY1 can make the regular figure variation time different in the non-time-saving state and the time-saving state. For example, in the non-time-saving state, when a losing regular figure (losing regular figure) is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 30 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 30 seconds. In the time-saving state, when a losing regular figure is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 5 seconds, and when a winning symbol is stopped and displayed, the variable display of the regular figure is determined to have a regular figure variation pattern with a regular figure variation time of, for example, 5 seconds. The variable display of the regular figure corresponding to the regular figure variation pattern determined by this determination is performed by the regular figure display unit 82. Furthermore, these normal figure variation times can be changed as appropriate. In this way, by performing collision detection and normal figure variation pattern determination, the normal figure is displayed variably on the normal figure display unit 82.

[0103] 3-1-3. Auxiliary Games The auxiliary game is executed when a winning symbol is displayed (derived) as the result of the display (result of the regular symbol lottery) in the variable display of the regular symbols.

[0104] Auxiliary gameplay includes various elements that constitute the auxiliary gameplay (auxiliary gameplay components), namely the number of times the electric tuner 12D opens and the opening time for each opening. Each of these elements is associated with the game state. The pachinko game machine PY1 controls the auxiliary gameplay based on the game state using one or more auxiliary gameplay control tables as shown in Figure 11(C). The auxiliary gameplay control tables are associated with the game state. Each auxiliary gameplay control table stores the auxiliary gameplay components. Furthermore, the number of openings and opening times for each of these elements can be changed as appropriate.

[0105] The Pachinko game machine PY1 allows for different opening times of the electric tuner 12D depending on whether the auxiliary game is played in a non-time-saving state or in a time-saving state. For example, in an auxiliary game played in a non-time-saving state, the electric tuner 12D is opened for a first opening time (a time when it is difficult to get the game ball into the electric tuner 12D (e.g., 0.08 seconds)). In the following, the auxiliary game played in a non-time-saving state will also be referred to as the "short opening auxiliary game." In an auxiliary game played in a time-saving state, the electric tuner 12D is opened for a second opening time that is longer than the first opening time (a time when it is easy to get the game ball into the electric tuner 12D (e.g., 3.00 seconds)). In the following, the auxiliary game played in a time-saving state will also be referred to as the "long opening auxiliary game."

[0106] 3-2. Games related to special symbols Next, we will explain the gameplay related to the special symbols. When a launched game ball enters the first start opening 11 of the pachinko game machine PY1, a lottery for special symbol 1 is performed. When the lottery for special symbol 1 is performed, the special symbol 1 display 81a displays a variable representation of special symbol 1 (a variable representation followed by a stop representation) to notify the result of the lottery for special symbol 1. Here, the special symbol 1 that is stopped to be displayed includes a jackpot symbol and a losing symbol. In other words, the result of the lottery for special symbol 1 is either a jackpot or a loss. If a jackpot symbol is stopped to be displayed, a jackpot game is performed, a new game state is set, and the game based on that entry ends. On the other hand, if a losing symbol is stopped to be displayed, a jackpot game is not performed, and the game based on that entry ends.

[0107] Similarly, when a launched game ball enters the second starting port 12, the pachinko game machine PY1 performs a lottery for Special Figure 2. When the lottery for Special Figure 2 is performed, the Special Figure 2 display 81b performs a variable display of Special Figure 2 (a variable display followed by a stop display) to notify the result of the lottery for Special Figure 2. Here, the Special Figure 2 that is stopped to display includes a jackpot symbol and a losing symbol. In other words, the result of the lottery for Special Figure 2 is either a jackpot or a loss. If a jackpot symbol is stopped to display, a jackpot game is performed, a new game state is set, and the game based on that entry ends. On the other hand, if a losing symbol is stopped to display, a jackpot game is not performed, and the game based on that entry ends.

[0108] In the following, when a game ball enters the first starting opening 11, it is referred to as "fulfillment of the first starting condition," and when a game ball enters the second starting opening 12, it is referred to as "fulfillment of the second starting condition." Furthermore, "fulfillment of the first starting condition" and "fulfillment of the second starting condition" are collectively referred to as "fulfillment of the starting condition." In addition, the losing special symbols are also called "losing special symbols" to distinguish them from the losing regular symbols mentioned above.

[0109] The Pachinko game machine PY1, in performing a series of gameplay actions (special symbol lottery, variable display of special symbols, jackpot gameplay, and setting of game state), acquires special symbol-related random numbers when the starting conditions are met, and performs various judgments on these random numbers. The acquired special symbol-related random numbers include, as shown in Figure 10(B), special symbol random numbers (jackpot random numbers), jackpot symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers. Special symbol random numbers are used to determine jackpots. Jackpot symbol type random numbers are used to determine the type of jackpot. Reach random numbers are used to determine reach. Special symbol variation pattern random numbers are used to determine the variation pattern of special symbols. Each random number has an appropriate range. Random numbers are sometimes also referred to as judgment information.

[0110] 3-2-1. Jackpot Determination The jackpot determination is a determination made using one or more jackpot determination tables, as shown in Figure 12(A), to determine whether or not a jackpot has been hit (whether or not to perform a jackpot game). The game state includes a normal probability state and a high probability state, and the jackpot determination table is associated with whether or not the game is in a normal probability state. In other words, it is possible to distinguish between a jackpot determination table used in the normal probability state (normal probability jackpot determination table) and a jackpot determination table used in the high probability state (high probability jackpot determination table).

[0111] In each jackpot determination table, special symbol random number determination values ​​(special symbol random number values) are assigned to the jackpot determination results, namely jackpots and misses. The pachinko game machine PY1 compares the acquired special symbol random numbers with the jackpot determination table to determine whether it is a jackpot or a miss. As shown in Figure 12(A), the high-probability jackpot determination table has more special symbol random number determination values ​​set to determine a jackpot than the normal-probability jackpot determination table. In addition, the jackpot winning probability can be changed as appropriate.

[0112] 3-2-2. Determination of the type of winning symbol The jackpot symbol type determination is a determination made when the result of the jackpot determination is a jackpot, using one or more jackpot symbol type determination tables as shown in Figure 12(B) to determine the type of jackpot symbol (jackpot symbol type). For each type of jackpot symbol, it is possible to associate it with the contents of the jackpot, in other words, the components of the jackpot which consist of the game benefits granted to the player.

[0113] The jackpot symbol type determination table can be associated with the type of special symbol that is displayed variably, or in other words, the type of starting gate from which the winning combination occurred that caused the jackpot symbol type determination (the one that triggered the jackpot symbol type determination). That is, it is possible to distinguish between the jackpot symbol type determination table used when displaying the variable special symbol 1 (the first jackpot symbol type determination table) and the jackpot symbol type determination table used when displaying the variable special symbol 2 (the second jackpot symbol type determination table).

[0114] There are multiple types of winning symbols, and in each winning symbol type determination table, the determination value of the winning symbol type random number (winning symbol type random value) is assigned to the winning symbol type, which is the result of the winning symbol type determination. Therefore, the pachinko game machine PY1 determines the type of winning symbol by comparing the acquired winning symbol type random number with the winning symbol type determination table. Then, in the first and second winning symbol type determination tables, the winning symbol type random values ​​are appropriately assigned to each type of winning symbol. Furthermore, the distribution rate of the winning symbol types can be changed as needed. Also, the types of winning symbols can be increased or decreased as needed.

[0115] For example, as shown in Figure 12(B), it is possible to set the distribution rate of jackpot symbol types determined by the jackpot symbol type determination for Special Figure 1 to 50% for jackpot symbol X and 50% for jackpot symbol Y, and to set the distribution rate of jackpot symbol types determined by the jackpot symbol type determination for Special Figure 2 to 100% for jackpot symbol Z. In this way, it is possible to make the distribution rate of jackpot symbol types different for the lottery for Special Figure 1, which is performed when a game ball enters the first starting opening 11, and for the lottery for Special Figure 2, which is performed when a game ball enters the second starting opening 12.

[0116] 3-2-3. Reach Determination The reach determination is a determination made when the result of the jackpot determination is a miss, using one or more reach determination tables as shown in Figure 12(C) to determine whether or not to generate a reach in the special symbol variation effect described later.

[0117] The reach determination table can be associated with the game state. In other words, it is possible to distinguish between a reach determination table used when the game is not in a time-saving state (non-time-saving reach determination table) and a reach determination table used when the game is in a time-saving state (time-saving reach determination table).

[0118] In each reach determination table, the reach random number determination value (reach establishment random number value) is assigned to either "reach present (a reach occurs)" or "no reach (a reach does not occur)" as the result of the reach determination. Therefore, the pachinko game machine PY1 compares the acquired reach random number with the reach determination table to determine whether there is a reach present or no reach (whether a reach occurs or not). As shown in Figure 12(C), it is possible to make the number of reach establishment random numbers that are determined to be "reach present (a reach occurs)" different between the reach determination table for non-time-saving mode and the reach determination table for time-saving mode. In the following, "reach present (a reach occurs)" which is performed on the premise that the result of the jackpot determination is "miss" may be called "reach present miss," and "no reach (a reach does not occur)" may be called "no reach miss."

[0119] 3-2-4. Special Pattern Variation The special symbol variation pattern determination is a determination to determine the variation pattern of the variable display of the special symbol (special symbol variation pattern) using a variation pattern determination table (special symbol variation pattern determination table) for one or more special symbols as shown in Figures 13 to 14, and is performed in both cases where the result of the jackpot determination is a jackpot or a miss. The special symbol variation pattern is identification information for identifying predetermined items related to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance described later. In addition to the special symbol variation time and the performance flow (performance content) of the special symbol variation performance, the special symbol variation pattern can also include identification information related to the result of the jackpot determination and the result of the reach determination. It is possible to use multiple types of special symbol variation patterns, each with different identification information, and the number of such patterns can be changed as appropriate.

[0120] The special symbol variation pattern determination table can be associated with the type of special symbol that performs the variable display and is the subject of the determination, or in other words, the type of starting gate from which the prize resulting from the special symbol variation pattern determination occurred. That is, it is possible to distinguish between the special symbol variation pattern determination table used when performing the variable display of special symbol 1 (special symbol 1 variation pattern determination table: Figure 13) and the special symbol variation pattern determination table used when performing the variable display of special symbol 2 (special symbol 2 variation pattern determination table: Figure 14).

[0121] Furthermore, each special symbol variation pattern determination table can also be associated with the game state. That is, for the special symbol 1 variation pattern determination table, it is possible to distinguish between the special symbol 1 variation pattern determination table used when the game is not in a time-saving state (special symbol 1 variation pattern determination table for non-time-saving mode) and the special symbol 1 variation pattern determination table used when the game is in a time-saving state (special symbol 1 variation pattern determination table for time-saving mode). Similarly, for the special symbol 2 variation pattern determination table, it is possible to distinguish between the special symbol 2 variation pattern determination table used when the game is not in a time-saving state (special symbol 2 variation pattern determination table for non-time-saving mode) and the special symbol 2 variation pattern determination table used when the game is in a time-saving state (special symbol 2 variation pattern determination table for time-saving mode).

[0122] Furthermore, each special symbol variation pattern determination table associated with the game state can also be associated with the jackpot determination result, the jackpot symbol type determination result, or the reach determination result. That is, the non-time-saving special symbol 1 variation pattern determination table and the non-time-saving special symbol 2 variation pattern determination table each have versions for jackpots (for each jackpot symbol type), for misses with reaches, and for misses without reaches, etc. Similarly, the time-saving special symbol 1 variation pattern determination table and the time-saving special symbol 2 variation pattern determination table each have versions for jackpots (for each jackpot symbol type), for misses with reaches, and for misses without reaches, etc.

[0123] Furthermore, the special symbol 1 variation pattern determination table for each no-reach miss can also be associated with the number of special symbol reserves. For example, it is possible to distinguish between the special symbol 1 variation pattern determination table used when the number of special symbol 1 reserves (U1) is 0-2 and the special symbol 1 variation pattern determination table used when the number of special symbol 1 reserves (U1) is 3-4. Also, the special symbol 2 variation pattern determination table for each no-reach miss can also be associated with the number of special symbol reserves. For example, it is possible to distinguish between the special symbol 2 variation pattern determination table used when the number of special symbol 2 reserves (U2) is 0-2 and the special symbol 2 variation pattern determination table used when the number of special symbol 2 reserves (U2) is 3-4.

[0124] Then, the variable display of the special symbols for the special symbol variation time corresponding to the special symbol variation pattern determined by each special symbol variation pattern judgment is performed on the special symbol display unit 81. When the display result (result of the special symbol lottery) of the variable display of the special symbols is shown as a jackpot symbol, the next variable display of the special symbols is not performed immediately, and the jackpot game is executed immediately thereafter.

[0125] Furthermore, each special symbol variation pattern can be associated with a special symbol variation effect flow, as shown in the second column from the right in the table in Figures 13 and 14.

[0126] As shown in the rightmost column of the table in Figures 13-14, special symbol variation patterns may be named in relation to the special symbol (jackpot result) and the content of the special symbol variation performance. For example, a special symbol variation pattern related to a jackpot is called a "jackpot variation." On the other hand, among the misses with a reach, a special symbol variation pattern in which an SP reach, a type of reach, is performed is called an "SP miss variation," a special symbol variation pattern in which an L reach, a type of reach, is performed is called an "L miss variation," a special symbol variation pattern in which the special symbol variation performance ends with an N reach, a type of reach, among the misses with a reach, is called an "N miss variation," and a special symbol variation pattern related to a miss without a reach is called a "normal miss variation."

[0127] 3-2-5. Predictive Judgment The pachinko game machine PY1 performs a pre-read judgment based on the acquired special symbol-related random numbers, using one or more pre-read judgment tables as shown in Figure 15. Pre-read judgments include, for example, determining whether the special symbol random number will result in a jackpot in the jackpot judgment, determining which type of jackpot symbol the jackpot symbol type random number will be determined to be in the jackpot symbol type judgment, and determining which special symbol variation pattern the special symbol variation pattern random number will be determined to be in the special symbol variation pattern judgment. The pre-read judgment table can be associated with the type of starting gate involved in the starting entry. That is, it is possible to distinguish between a pre-read judgment table for when the ball enters the first starting gate 11 (first pre-read judgment table) and a pre-read judgment table for when the ball enters the second starting gate 12 (second pre-read judgment table).

[0128] Furthermore, the pre-read judgment table can also be associated with the game state. In other words, it is possible to distinguish between a pre-read judgment table used when the game is not in a time-saving state (non-time-saving pre-read judgment table) and a pre-read judgment table used when the game is in a time-saving state (time-saving pre-read judgment table).

[0129] In other words, the look-ahead determination table can be divided into a first look-ahead determination table used when not in a time-saving state, a first look-ahead determination table used when in a time-saving state, a second look-ahead determination table used when not in a time-saving state, and a second look-ahead determination table used when in a time-saving state. Note that the types of determinations included in the look-ahead determination can be changed as needed.

[0130] 3-3. Jackpot Game Next, we will explain the jackpot game. The jackpot game consists of multiple rounds of gameplay involving the opening and closing of the large prize slots (the first large prize slot 14 or the second large prize slot 15), an opening (also referred to as OP) from the start of the jackpot game until the start of the first round of gameplay, and an ending (also referred to as ED) from the end of the final round of gameplay until the jackpot game ends. Each round of gameplay begins with the end of the opening or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ending. It is also possible to omit the OP and ED. In the following, a predetermined number of rounds of gameplay (a predetermined order) will simply be referred to as a "round". For example, the first round of gameplay will be called "Round 1 (1R)", and the tenth round of gameplay will be called "Round 10 (10R)".

[0131] The elements that constitute such a jackpot game (jackpot game components) include the number of rounds played, the number of times the big prize slots (first big prize slot 14 or second big prize slot 15) are opened in each round, the type of big prize slot that is opened and the opening time (opening pattern), the time for closing until the next opening (closing time), the opening time (opening time), and the ending time (ending time). After the special symbol stops, the pachinko game machine PY1 controls the jackpot game using one or more jackpot game control tables as shown in Figure 16. The jackpot game control table stores the jackpot game components for each jackpot game. It is possible to control one or more types of jackpot games.

[0132] For example, as shown in Figure 16, from Round 1 to Round 9, a round game is played in which the first large prize opening 14 is open for a maximum of 29.5 seconds, or a round game in which the first large prize opening 14 is open for a maximum of 0.1 seconds. Then, in Round 10 (the final round), a round game is played in which the second large prize opening 15 is open for a maximum of 29.5 seconds, or a round game in which the second large prize opening 15 is open for a maximum of 0.1 seconds. In addition, in each round game, if a predetermined number of game balls (for example, 10 balls) are detected by the large prize opening sensor, the round game is terminated even if the maximum opening time of the large prize openings 14 and 15 has not elapsed.

[0133] Furthermore, the number of times and duration for each element can be changed as appropriate. Also, the jackpot game can be performed using both the first and second jackpot entry points 14 and 15, or using only one of them.

[0134] Here, the specific area 16 will be explained in detail. The specific area 16 takes between a closed state where entry is impossible and an open state where entry is possible, as determined by the distribution member 16k. Therefore, the operation mode of the distribution member 16k can be said to be the opening and closing mode of the specific area 16. Hereafter, the operation mode of the distribution member 16k will also be referred to as the "opening and closing mode of the specific area 16". In this way, the distribution member 16k is controlled by a fixed operation mode (the specific area 16 is in a fixed opening and closing mode), and the difficulty (ease) of getting the game ball into the specific area 16 in a jackpot game is set by the combination of the fixed operation mode of the distribution member 16k (the fixed opening and closing mode of the specific area 16) and the opening and closing mode of the second large prize entry point 15. Hereafter, the state in which the specific area 16 is open will also be referred to as "V open".

[0135] For 15 seconds after the opening of the second large prize opening, the distribution solenoid 16s is energized, and the distribution member 16k is controlled to the second state (Figure 3(B)). Therefore, in a round game where the second large prize opening 15 is open for a maximum of 29.5 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing of the distribution member 16k being controlled to the second state makes it easy for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). On the other hand, in a round game where the second large prize opening 15 is open for a maximum of 0.1 seconds, the relationship between the opening time and timing of the second large prize opening 15 and the time and timing of the distribution member 16k being controlled to the second state makes it almost impossible (difficult) for the game ball to pass through the specific area 16 (to make the game ball enter the specific area 16). Thus, in a jackpot game, it is possible to execute two types of jackpot games: one in which the VAT opening / closing member 15k and the distribution member 16k operate in a first opening pattern (V long opening pattern) in which it is easy for the game ball to pass through a specific area 16 (hereinafter also referred to as "V passage"), and another in which the VAT opening / closing member 15k and the distribution member 16k operate in a second opening pattern (V short opening pattern) in which it is impossible or difficult for the game ball to pass through a specific area 16. In this way, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V long opening pattern is called a "V long jackpot". On the other hand, a jackpot game in which the VAT opening / closing member 15k and the distribution member 16k operate in a V short opening pattern is called a "V short jackpot".

[0136] 3-4. Game state Next, the game states will be explained. As shown in Figure 17, the pachinko game machine PY1 can be in any of the following game states: "low probability low base game state", "low probability high base game state", "high probability low base game state", "high probability high base game state", and "jackpot game state". Note that "low probability low base game state" can be abbreviated as "low probability low base state", "low probability high base game state" as "low probability high base state", "high probability low base game state" as "high probability low base state", and "high probability high base game state" as "high probability high base state". The game states consist of states related to the probability of being judged as a "jackpot" in the jackpot judgment, and states related to the ease of opening the electric tuner 12D. The former includes the normal probability state and the high probability state. On the other hand, the latter includes the non-time-saving state and the time-saving state.

[0137] The normal probability state is set in either the "low probability low base game state" or the "low probability high base game state," where the probability of being judged as a jackpot in the jackpot judgment is the normal probability. The high probability state is set in either the "high probability low base game state" or the "high probability high base game state," where the probability of being judged as a jackpot in the jackpot judgment is higher than the normal probability. Therefore, the high probability state can be said to be more advantageous to the player than the normal probability state. When the pachinko game machine PY1 is powered on for the first time, the normal probability state is set. Then, by winning a jackpot, it becomes possible to switch from the normal probability state to the high probability state. In this configuration, it is possible to switch to the high probability state when the game ball passes through a specific area 16 during a jackpot game. Alternatively, the configuration may be such that the switch to the high probability state depends on the type of jackpot symbol. In the high probability state, it is possible to switch back from the high probability state to the normal probability state by having a predetermined number of jackpot judgments performed without winning a jackpot, or by winning the next jackpot.

[0138] The non-shortened time state is set in the "low probability low base game state," the "high probability low base game state," or the "jackpot game state." The shortened time state is set in the "low probability high base game state" or the "high probability high base game state," and is a game state in which the opening time of the electric tuner 12D in a single auxiliary game tends to be longer compared to the non-shortened time state. For example, in the shortened time state, the opening time of the electric tuner 12D will be longer (e.g., 3.00 seconds) than in the non-shortened time state (e.g., 0.08 seconds). In addition, in the shortened time state, it is possible to perform special symbol variation pattern determination using a special symbol variation pattern determination table that is set so that special symbol variation patterns with shorter special symbol variation times are selected more often than in the non-shortened time state (see Figures 13-14). As a result, in the shortened time state, the pace of consumption of special symbol reserves becomes faster, and effective entries into the starting gate (entries that can be stored as special symbol reserves) are more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.

[0139] Furthermore, the time-saving state makes it easier to shorten the normal diagram variation time compared to the non-time-saving state. For example, in the time-saving state, a normal diagram variation time shorter than the normal diagram variation time determined in the non-time-saving state (5 seconds) is determined. Therefore, the time-saving state allows for a higher number of normal diagram draws per unit time.

[0140] Furthermore, the time-saving state makes it easier to determine a hit in the hit detection process compared to the non-time-saving state. For example, in the time-saving state, the probability of determining a hit is higher (e.g., 59936 / 65536) than in the non-time-saving state (e.g., 6600 / 65536). Therefore, the number of times a hit is determined per unit of time is higher in the time-saving state.

[0141] In this time-saving state, the opening time of the electric tuner 12D per unit time is longer compared to the non-time-saving state, making it easier for game balls to enter the second start opening 12 more frequently. As a result, the base rate, which is the ratio of the number of prize balls to the number of balls launched, becomes higher. Therefore, in the time-saving state with a high base rate, it is possible to aim for a jackpot without significantly reducing the number of game balls held. Thus, it can be said that the time-saving state is more advantageous to the player than the non-time-saving state.

[0142] When the PY1 pachinko machine is first powered on, it is set to a non-shortened time state. Then, for example, by winning a jackpot, the shortened time state can be set. In the shortened time state, it is possible to change back to the non-shortened time state by having a predetermined number of jackpot checks performed without winning a jackpot, or by winning the next jackpot.

[0143] Furthermore, in the shortened time state, it is easier to win a prize, the normal symbol variation time tends to be shorter, and the opening time of the electric tuner 12D in a single auxiliary game tends to be longer compared to the non-shortened time state. The game related to the normal symbol is set to be advantageous to the player in three respects. However, it is only necessary that some of these points are advantageous to the player.

[0144] When the PY1 pachinko machine is first powered on, the game state is set to a "low probability, low base game state," which is a normal probability state and a non-time-saving state. This game state is also called the "normal game state." In the "jackpot game state," a win determination is made, but a jackpot determination is not made, so a non-time-saving state is set when a jackpot game begins. It is also possible to use all or some of the aforementioned game states. In addition to the normal game state, the following game states can be called "special game states" in which the player is granted special benefits: "high probability, high base state," "high probability, low base state," "low probability, high base state," "high probability state," "time-saving state," "high base state," and "jackpot game state." Furthermore, the various game states described in this specification can be arbitrarily expressed in the form of "nth game state" or "nth game state" (n is an integer of 1 or more).

[0145] 4. Main effects of the gaming machine Next, the main effects performed by the pachinko game machine PY1 will be explained using Figures 18 to 24.

[0146] 4-1. Performance Mode First, let's explain the presentation modes. Presentation modes refer to categories of presentations (or higher-level conceptual attributes). The Pachinko game machine PY1 can be set to one of the following presentation modes: waiting-for-customers presentation mode, normal presentation mode, probability variation presentation mode, time-saving presentation mode, and jackpot presentation mode.

[0147] The customer waiting performance mode can be set when no special symbol variation performance is being performed in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state," and is a performance mode that indicates a standby state in which no special symbol variation performance is being performed. When the customer waiting performance mode is set, the customer waiting performance is performed. In the customer waiting performance, for example, as shown in Figure 18(A-1), a customer waiting demo video G100 introducing the pachinko game machine PY1 is displayed on the display screen 50a. Also, when the normal button 40 is operated while the customer waiting demo video G100 is being displayed, a setting screen G101 for setting the performance of the pachinko game machine PY1 is displayed, as shown in Figure 18(A-2). The performance settings include setting the volume of the sound output from the speaker 52, setting the brightness of the display screen 50a ("Brightness setting"), and setting the frequency of the performances to be performed ("Performance setting").

[0148] The Normal Performance Mode can be set when a special symbol variation performance is being performed in a "low probability, low base game state," and is a performance mode that indicates a non-time-saving state. The Normal Performance Mode includes, for example, the First Normal Performance Mode, in which a background image representing a daytime mountain landscape (Daytime Normal Background Image G102) is displayed on the display screen 50a, as shown in Figure 18(B-1); the Second Normal Performance Mode, in which a background image representing an evening mountain landscape (Evening Normal Background Image G103) is displayed on the display screen 50a, as shown in Figure 18(B-2); and the Third Normal Performance Mode, in which a background image representing a nighttime mountain landscape (Nighttime Normal Background Image G104) is displayed on the display screen 50a, as shown in Figure 18(B-3). These modes can be switched based on the condition that one or more special symbol variation performances are performed without winning a jackpot. Furthermore, each of the First to Third Normal Performance Modes has a Normal Pre-Performance Mode before a reach is established and a Normal Post-Performance Mode after a reach is established in the special symbol variation performance. In the normal pre-performance mode, the display screen 50a shows either the daytime normal background image G102, the evening normal background image G103, or the nighttime normal background image G104. However, in the normal post-performance mode, a dedicated background image corresponding to the type of reach is displayed. The performance in which the daytime normal background image G102, the evening normal background image G103, or the nighttime normal background image G104 is displayed on the display screen 50a can be called the "normal mode performance." Players watching the normal mode performance can be made aware that the game state is controlled to the normal game state (low probability low base game state). The normal performance mode may also be set in the "high probability low base game state," so that the "normal mode performance" is executed even when a special symbol variation performance is being performed in the "high probability low base game state." Alternatively, a special performance mode may be provided that is set only in the "high probability low base game state."

[0149] The probability variation performance mode is a performance mode that can be set when a special symbol variation performance is being performed in a "high probability high base game state," and it is a performance mode that indicates that the game is in a high probability state and a time-saving state. In the probability variation performance mode, for example, as shown in Figure 18 (B-4), a background image representing space (probability variation background image G105) is displayed on the display screen 50a. Furthermore, the probability variation performance mode has a pre-probability variation performance mode before a reach is established in the special symbol variation performance, and a post-probability variation performance mode after a reach is established. In the pre-probability variation performance mode, the probability variation background image G105 is displayed on the display screen 50a, but in the post-probability variation performance mode, a special background image corresponding to the type of reach is displayed. A performance in which the probability variation background image G105 is displayed on the display screen 50a can be called a "probability variation mode performance (advantageous performance)." Players watching the probability variation mode performance can understand that the game state is controlled to a high probability high base state (high probability state and time-saving state).

[0150] The time-saving performance mode is a performance mode that can be set when a special symbol variation performance is being performed in the "low probability high base game state," and it is a performance mode that indicates that the game is in a normal probability state and a time-saving state. In the time-saving performance mode, for example, as shown in Figure 18 (B-5), a background image representing the sky (time-saving background image G106) is displayed on the display screen 50a. Also, the number of times the special symbol variation display will end until the low probability high base state ends is shown in the upper right of the display screen 50a. Furthermore, the time-saving performance mode has a pre-time-saving performance mode before a reach is established in the special symbol variation performance, and a post-time-saving performance mode after a reach is established. In the pre-time-saving performance mode, the time-saving background image G106 is displayed on the display screen 50a, but in the post-time-saving performance mode, a dedicated background image according to the type of reach is displayed. Performances in which the time-saving background image G106 is displayed on the display screen 50a can be called "time-saving mode performances." Players watching the time-saving mode animation can be made aware that the game state is controlled to a low probability, high base state (normal probability state and time-saving state).

[0151] The jackpot performance mode is a performance mode that can be set when a jackpot game is in progress in the "jackpot game state," and it is a performance mode that indicates that a jackpot game is in progress. In the jackpot performance mode, for example, during the opening of a jackpot game, as shown in Figure 18(C-1), a jackpot opening performance is performed on the display screen 50a, where an opening image G107 that suggests the start of a jackpot game and a right-hand shooting image G108 that prompts "right-hand shooting" are displayed. During rounds in a jackpot game, as shown in Figure 18(C-2), a round performance (advantageous performance) is performed on the display screen 50a, where a round image G109 that indicates the number of rounds, a prize ball count image G110 that suggests the number of prize balls paid out, and a background image representing the city (round background image G114) are displayed. During the ending of a jackpot game, as shown in Figure 18(C-3), a jackpot ending sequence is performed on the display screen 50a, which shows an ending image G111 that suggests the performance mode to be set after the jackpot game, and a total payout image G112 that suggests the total number of payout balls paid out during the jackpot game.

[0152] Furthermore, the types of performance modes can be changed or added as needed.

[0153] 4-2. Special Symbol Variation Production Next, we will explain the special symbol variation effect (also simply called the "variation effect"). When the variable display of the special symbol begins, the pachinko game machine PY1 executes the special symbol variation effect based on the special symbol variation pattern related to the variable display of the special symbol and the special symbol lottery results (jackpot judgment result, jackpot symbol type judgment result, reach judgment result, and special symbol variation pattern judgment result). In the special symbol variation effect, the variation of the effect symbols is displayed superimposed on a predetermined background image on the display screen 50a. The effect symbols consist of, for example, number symbols from 1 to 9. In the variation display of the effect symbols, the effect symbols change in conjunction with the start of the variable display of the special symbol, and the effect symbols stop when the variable display of the special symbol ends. That is, after the special symbol variation time and the variation display of the effect symbols have been performed, the variation stops and the stop display of the effect symbols is performed. The result of the special symbol lottery is then announced by the stop display of the effect symbols.

[0154] In addition to displaying the variation of the featured symbols, the special symbol variation effect allows for other effects to be performed using various effect devices such as the image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, normal button 40, and special button 41. In this case, it is possible to continue performing other effects even after the featured symbols have stopped.

[0155] 4-2-1. Display area for performance symbols As shown in Figure 19(A), the display screen 50a of the image display device 50 can be divided horizontally into three roughly equal sections, with the left, center, and right sections each providing a left performance symbol area 50b1, a middle performance symbol area 50b2, and a right performance symbol area 50b3. The left performance symbol area 50b1 is the area that displays the left performance symbol EZ1 when the performance symbols stop during the special symbol variation performance. Similarly, the middle performance symbol area 50b2 and the right performance symbol area 50b3 are the areas that display the middle performance symbol EZ2 and the right performance symbol EZ3, respectively.

[0156] Furthermore, as shown in Figure 19(A), it is possible to provide a small symbol area 50c in a section at the left end (upper left corner) of the upper edge of the display screen 50a. The small symbol area 50c is an area in which small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner when the special symbol is being displayed. The small symbols KZ1, KZ2, and KZ3 are composed of, for example, number symbols from 1 to 9.

[0157] In Figure 19(A), the left display symbol area 50b1, the middle display symbol area 50b2, the right display symbol area 50b3, and the small symbol area 50c are indicated by dashed lines. These are included to represent the boundaries of the left display symbol area 50b1, the middle display symbol area 50b2, the right display symbol area 50b3, and the small symbol area 50c, and are not actually displayed.

[0158] 4-2-2. Normal fluctuations The Pachinko game machine PY1 allows for a normal spin to occur first in the special symbol variation sequence. The normal spin functions as a sequence that indicates the start of the variable display of the special symbols.

[0159] When the variable display of the special symbols begins, for example, as shown in Figure 19(A), the display screen 50a shows the left performance symbol EZ1, the middle performance symbol EZ2, and the right performance symbol EZ3 (hereinafter also referred to as "performance symbols EZ1, EZ2, EZ3" or "performance symbol EZ") in a stopped state, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are also stopped. The variable display of the special symbols is not currently active and the system is in a waiting state for the variable display of the special symbols to begin. Then, as shown in Figure 19(B), the variable display of performance symbols EZ1, EZ2, EZ3 begins as well as the variable display of small symbols KZ1, KZ2, KZ3. In Figure 19, the "↓" indicates that the symbols are currently being displayed in a variable state. Then, if the variable display pattern of this special symbol is, for example, a "normal miss variation," then, as shown in Figure 19(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 temporarily stop in different stopping patterns, and then, as shown in Figure 19(D), the performance symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern that suggests a miss (a so-called scattered pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a miss. There are several types of stopping patterns that suggest a miss, such as "1·1·2" and "2·4·6," in which the left and right symbols are not identical. On the other hand, if the variable display pattern of the special symbol is a special symbol variation pattern that includes a reach, such as "N miss variation", then as shown in Figure 19(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 will temporarily stop in the same stopping manner (a so-called reach pattern), and a reach will be established. At this time, the variation display of the small symbols KZ1, KZ2, and KZ3 will continue, and a reach performance will be carried out according to the special symbol variation pattern. Note that the stopping order and stopping manner of the performance symbols EZ1, EZ2, and EZ3 can be changed as appropriate.

[0160] 4-2-3.N reach The Pachinko machine PY1 allows for an "N-Reach" to occur when a reach is achieved during normal gameplay. The N-Reach is a visual effect that suggests there is a possibility that the jackpot result was a "jackpot," and it functions as a visual effect to make the player anticipate a jackpot.

[0161] In an N-reach, as shown in Figure 20(A), the state in which a reach is established is maintained for a predetermined time (for example, 10 seconds), and as shown in Figure 20(B), the fluctuation speed of the middle performance symbol EZ2 gradually slows down. Then, if the special symbol fluctuation pattern of the variable display of the special symbol is, for example, "N-miss fluctuation", the performance symbols EZ1, EZ2, and EZ3 stop and display in a stopping pattern that suggests a reach miss (a so-called reach miss pattern), as shown in Figure 20(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a reach miss. There are several types of stopping patterns that suggest a reach miss, such as "7-6-7" and "5-3-5", in which the left and right symbols are the same and the middle symbol is different from the left and right symbols. On the other hand, if the variable display pattern of the special symbol is, for example, "N jackpot variation," the symbols will stop in a manner that suggests a jackpot (so-called matching numbers), as shown in Figure 20(C-2). There are several types of stopping patterns that suggest a jackpot, such as "7-7-7" and "2-2-2," where the left, right, and middle symbols are identical. At this time, the small symbols KZ1, KZ2, and KZ3 will also stop simultaneously in a stopping pattern that suggests a jackpot. Note that the content of the N reach is not limited to the middle symbol EZ2 gradually slowing down, and can be changed or added as appropriate.

[0162] 4-2-4.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a visual effect that suggests a higher probability of a jackpot result than an N Reach, and functions to raise the player's expectations of a jackpot.

[0163] In an SP Reach, after an N Reach, for example, as shown in Figure 21(A), a background image specifically for SP Reaches (SP Reach background image G113) is displayed on the display screen 50a, and an image indicating the start of an SP Reach (SP Reach start title image) G1 is displayed in the center of the display screen 50a. Then, as shown in Figure 21(B), an SP Reach-specific performance (for example, a battle performance) is performed. When the SP Reach-specific performance reaches its final stage, if the variable display pattern of the special symbols is, for example, an "SP Jackpot Performance," then, as shown in Figure 21(C-1), an performance suggesting a jackpot (for example, a display showing the main character celebrating after winning a battle) is shown on the display screen 50a, and the performance symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a jackpot (so-called matching numbers). At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a jackpot. On the other hand, if the variable display pattern of the special symbol is, for example, an "SP miss variation," then, as shown in Figure 19(C-2), an effect suggesting a miss (for example, a display showing an enemy character celebrating a victory in battle) is shown, and the effect symbols EZ1, EZ2, and EZ3 stop in a manner that suggests a missed reach. At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a miss. Note that the content of the SP reach effects can be changed or added as appropriate.

[0164] Here, we will explain in detail the probability (expected probability of winning) that the EZ1, EZ2, and EZ3 symbols for each reach will stop in a manner indicating a jackpot. The expected probability of winning a jackpot for each reach is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of the N reach is set to 10% when the jackpot judgment result is "miss" and 100% when the jackpot judgment result is "jackpot", and the execution probability of the SP reach is set to 4% when the jackpot judgment result is "miss" and 100% when the jackpot judgment result is "jackpot", then it is possible to set the expected probability of winning a jackpot for the SP reach higher than the expected probability of winning a jackpot for the N reach. Furthermore, if we make SP Reach A and SP Reach B available as special reaches, and set the execution probability of SP Reach A to 2% when the jackpot result is a "miss" and 20% when the jackpot result is a "jackpot", and set the execution probability of SP Reach B to 2% when the jackpot result is a "miss" and 30% when the jackpot result is a "jackpot", then it is possible to set the jackpot expectation rate of SP Reach B higher than that of SP Reach A. In this way, it is possible to set the jackpot expectation rate by appropriately setting the execution probability according to the result of the jackpot judgment.

[0165] 4-3. Display area for the hold icon As shown in Figure 22(A), the display screen 50a of the image display device 50 can be provided with a hold icon display area 50d consisting of four display areas. The hold icon display area 50d is composed of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4, and the hold icon HA can be displayed in each display area 50d1, 50d2, 50d3, and 50d4 depending on the number of hold items in Feature 1 or Feature 2. For example, if the number of hold items in Feature 1 is "1", the hold icon HA is displayed in the first display area 50d1, and if the number of hold items in Feature 1 is "2", the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2.

[0166] Furthermore, as shown in Figure 22(A), it is possible to provide an icon display area 50e consisting of a single display area in the vicinity of the hold icon display area 50d. The icon display area 50e can display the same or a different icon TA as the hold icon HA in response to the start of the special feature variation effect.

[0167] The number of display areas that make up the hold icon display area 50d can be changed as appropriate. Furthermore, the hold icon display area 50d can be configured to display both the number of holds for Special Feature 1 and the number of holds for Special Feature 2, or to display only one of them.

[0168] 4-3-1.Hold performance The pachinko game machine PY1 is capable of performing a hold animation when a game ball enters the first start opening 11 or the second start opening 12. The hold animation can inform the player of the number of special symbol 1 hold or special symbol 2 hold.

[0169] In the hold animation, when the number of hold symbols for Special Symbol 1 is "0" and a game ball enters the first start opening 11, the special symbol variation animation starts, and for example, as shown in Figure 22(B), the icon TA is displayed in the icon display area 50e. Then, when two more game balls enter the first start opening 11 during the special symbol variation animation, as shown in Figure 22(C), the hold symbol HA is displayed in the first display area 50d1 and the second display area 50d2 of the hold icon display area 50d, informing the player that the number of hold symbols for Special Symbol 1 is "2". Subsequently, when the special symbol variation effect ends and a new special symbol variation effect begins, as shown in Figure 22(D), the reserve icon HA that was displayed in the first display area 50d1 of the reserve icon display area 50d moves to the icon display area 50e and is displayed as the icon TA, and the reserve icon HA that was displayed in the second display area 50d2 of the reserve icon display area 50d moves to the first display area 50d1 and is displayed, informing the player that the number of special symbol 1 reserves is "1".

[0170] 4-4. Trailer Production The Pachinko game machine PY1 can perform a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect is an effect that uses an image display device 50, speaker 52, frame lamp 53, panel lamp 54, movable devices 55, 56, 58, buttons 40, 41, etc., and can suggest the result of the jackpot judgment or the result of the special symbol variation pattern judgment.

[0171] 4-4-1. Movable object production The Pachinko game machine PY1 is capable of performing a movable body effect using movable devices 55, 56, and 58 as a pre-announcement effect. The movable body effect is an effect that activates the movable devices 55, 56, and 58, and functions as an effect that makes the player expect a big win.

[0172] In the movable body effect, for example, when progressing from an N-Reach to an SP-Reach, as shown in Figure 23(A), the on-board movable device 55 and the under-board movable device 56 are activated, and the on-board movable body 55k and the under-board movable body 56k move so that they overlap on the display screen 50a from the player's perspective, suggesting that the game will progress to an SP-Reach. At this time, an effect image is displayed in the space on the display screen 50a that does not overlap with the on-board movable body 55k and the under-board movable body 56k. After that, as shown in Figure 23(B), the on-board movable body 55k and the under-board movable body 56k return to their normal standby state (initial position) and the game progresses to an SP-Reach. Note that the movable body effect is not limited to suggesting the progression to an SP-Reach and can be changed or added as appropriate. Also, the operation of the movable devices in the movable body effect can be changed or added as appropriate.

[0173] 4-4-2. Operation direction The Pachinko machine PY1 can perform operational animations using the regular button 40 and special button 41 as a pre-announcement effect. These operational animations involve the player operating the regular button 40 or special button 41, and function as an effect to make the player anticipate a big win.

[0174] In the operation animation, for example, during an SP reach, a period occurs in which pressing the special button 41 is valid (button operation valid period). When this button operation valid period occurs, an animation prompting the player to press the special button 41 (button operation promotion animation) is performed, as shown in Figure 24(A). In the button operation promotion animation, a button operation promotion image G3 is displayed on the display screen 50a. The button operation promotion image G3 includes an image that mimics the special button 41 (special button image G31), an image representing the operation of the special button 41 (i.e., pressing the button) (press operation image G32), and an image representing the remaining time of the button operation valid period (operation valid period remaining time image G33). The operation valid period remaining time image G33 consists of a roughly curved progress bar, which changes over time so that the player can easily understand the remaining time of the operation valid period. Subsequently, in response to the special button 41 being pressed during the button operation valid period, or after the button operation valid period has elapsed without the special button 41 being operated, the on-board movable device 55 is activated as shown in Figure 24(B), and the on-board movable body 55k moves so that it overlaps with the display screen 50a from the player's perspective, indicating the probability of a big win. Note that the operation and presentation are not limited to the operation of the on-board movable device 55, and can be changed or added as appropriate.

[0175] 4-4-3. Predictive effects The Pachinko machine PY1 can perform a pre-announcement effect for special symbol 1 or special symbol 2 reserves that have not yet been drawn for special symbol lottery. The pre-announcement effect functions to hint in advance at the result of the special symbol lottery for special symbol 1 or special symbol 2 reserves.

[0176] In the pre-read animation, for example, if the result of the pre-read judgment for the Special Symbol 1 reserve is "Big Win," the reserve icon HA, which is normally displayed as "○" in the reserve icon display area 50d, may be displayed as "☆" as shown in Figure 22(C). Also, if the result of the pre-read judgment is "Miss," the reserve icon HA may be displayed as "☆" as a so-called false alarm. The pre-read animation can be performed on either or both of the Special Symbol 1 and Special Symbol 2 reserves. Furthermore, it is not limited to changes in the display manner of the reserve icon HA, but can be changed or added as appropriate. For example, it is also possible to change the stopping manner of the animation symbols EZ1, EZ2, and EZ3 in the Special Symbol variation animation.

[0177] Display on a 5.7-segment display Next, we will explain the display on the 7-segment display unit 300 (see Figure 9). The 7-segment display unit 300 displays the normal base, which is the ratio of the total number of normal prize balls won by the player during normal gameplay to the number of normal balls fired by the player during normal gameplay, as a percentage (%). Note that the 7-segment display unit 300 does not display bases other than the normal base (the time-saving base, which is the ratio of the total number of time-saving prize balls won by the player during time-saving gameplay to the number of time-saving balls fired by the player during time-saving gameplay, and the jackpot base, which is the ratio of the total number of jackpot prize balls won by the player during jackpot gameplay to the number of jackpot balls fired by the player during jackpot gameplay).

[0178] Here, the game control microcomputer 101 constantly counts the normal number of balls fired, the normal total number of prize balls, and the total number of balls fired. The total number of balls fired refers to the number of balls fired by the player in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The total number of balls fired is calculated by the game control microcomputer 101 counting the detections from the discharge sensor. The normal number of balls fired is calculated by the game control microcomputer 101 counting the detections from the discharge sensor only in the normal game state. The normal total number of prize balls is calculated by the game control microcomputer 101 counting the number of prize balls paid out in the normal game state.

[0179] The information on the normal number of balls fired, the normal total number of prize balls, and the total number of balls fired, which are counted for display on the 7-segment display 300, are stored in a specific memory area (not shown) of the non-erasable memory section 107 (see Figure 6) of the game RAM 104. Therefore, even if a RAM clear is performed, the information on the normal number of balls fired, the normal total number of prize balls, and the total number of balls fired is maintained (not erased). In this way, even if a RAM clear is performed, the game control microcomputer 101 can calculate the normal base using the normal number of balls fired and the normal total number of prize balls at the time of power cut-off. The game control microcomputer 101 then displays the value of the normal base on the right two digits of the 7-segment display 300 (third display area 330 and fourth display area 340 (see Figure 9)), regardless of the game state (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.).

[0180] Here, the normal base is calculated in increments of 60,000 balls fired. In other words, the normal base calculated from the time the power is first turned on after leaving the factory until the total number of balls fired reaches 60,000 is the initial normal base. After that, when the total number of balls fired exceeds 60,001, the value that was the initial normal base is stored as the previous normal base. Then, the normal base calculated from when the total number of balls fired goes from 60,001 to 120,000 becomes the current normal base. After that, when the total number of balls fired exceeds 120,001, the value that was the previous normal base is stored as the normal base two times ago, and the value that was the current normal base is stored as the previous normal base. Then, the normal base calculated from when the total number of balls fired goes from 120,001 to 180,000 becomes the current normal base.

[0181] Subsequently, when the total number of balls fired exceeds 180,001, the value that was the normal base two rounds ago is stored as the normal base three rounds ago, the value that was the normal base one round ago is stored as the normal base two rounds ago, and the value that was the current normal base is stored as the normal base one round ago. Then, the normal base calculated from 180,001 to 240,000 balls fired becomes the current normal base. Subsequently, when the total number of balls fired exceeds 240,001, the value that was the normal base three rounds ago is erased, the value that was the normal base two rounds ago is stored as the normal base three rounds ago, the value that was the normal base one round ago is stored as the normal base two rounds ago, and the value that was the current normal base is stored as the normal base one round ago. Then, the normal base calculated from 240,001 to 300,000 balls fired becomes the current normal base. Thereafter, the normal base is calculated in the same manner every 60,000 balls fired, and the value up to the normal base three rounds ago is stored.

[0182] In this way, the game control microcomputer 101 can store the current normal base, the normal base from one round ago, the normal base from two rounds ago, and the normal base from three rounds ago in the non-erasable storage section 107 of the game RAM 104. In this case, the game control microcomputer 101 displays the current normal base ⇒ the normal base from one round ago ⇒ the normal base from two rounds ago ⇒ the normal base from three rounds ago ⇒ the current normal base on the 7-segment display 300, switching every 5 seconds.

[0183] Specifically, in the 7-segment display 300, when "bL" is displayed in the left two digits (first display area 310 and second display area 320 (see Figure 9)), the current normal base is displayed in the right two digits (third display area 330 and fourth display area 340). Therefore, a person who sees "bL" in the left two digits can understand that the value shown in the right two digits (normal base) is the current normal base.

[0184] Then, five seconds after the current normal base display begins, the 7-segment display 300 shows "b1" in the left two digits and the previous normal base in the right two digits. Therefore, anyone who sees "b1" in the left two digits can understand that the value shown in the right two digits (normal base) is the previous normal base.

[0185] Then, five seconds after the display of the previous normal base begins, the 7-segment display 300 shows "b2" in the left two digits and the normal base from two previous times in the right two digits. Therefore, anyone who sees "b2" in the left two digits can understand that the value shown in the right two digits (normal base) is the normal base from two previous times.

[0186] Then, five seconds after the display of the normal base from two segments ago begins, the 7-segment display 300 shows "b3" in the left two digits and the normal base from three segments ago in the right two digits. Therefore, anyone who sees "b3" in the left two digits can understand that the value shown in the right two digits (normal base) is the normal base from three segments ago.

[0187] Then, five seconds after the display of the normal base from three times prior has started, the 7-segment display 300 will show "bL" in the left two digits and the current normal base in the right two digits, as described above, and this process will be repeated thereafter.

[0188] Furthermore, on the 7-segment display 300, if the total number of balls fired since the first power-on after factory shipment is 300 or less, "--" is displayed in the right two digits. In other words, the normal base value is not displayed when the total number of balls fired is 300 or less, and the normal base value is displayed only after the total number of balls fired exceeds 300. In this way, when the total number of balls fired is 300 or less, the display of the unreliable normal base value (normal number of balls fired) is avoided because the denominator value of the normal base (normal number of balls fired) is too small. Even when the total number of balls fired is 300 or less, the left two digits of the 7-segment display 300 repeat the display of "bL" ⇒ "b1" ⇒ "b2" ⇒ "b3" every 5 seconds.

[0189] Furthermore, with the 7-segment display 300, if the number of balls fired is 6,000 or less after the power is first turned on after leaving the factory, the left two digits, "bL", "b1", "b2", and "b3", will blink. Subsequently, if the number of balls fired exceeds 6,000 after the power is first turned on after leaving the factory, the left two digits, "bL", will light up. Then, if the total number of balls fired exceeds 60,000 after the power is first turned on after leaving the factory, the left two digits, "b1", will light up. If the total number of balls fired exceeds 120,000 after the power is first turned on after leaving the factory, the left two digits, "b2", will light up. If the total number of balls fired exceeds 120,000 after the power is first turned on after leaving the factory, the left two digits, "b3", will light up. In this way, when a person checking the normal base value on the 7-segment display 300 is shown the blinking pattern of the left two digits, it is possible to make them understand that the normal base value shown in the right two digits is not yet sufficiently converged. In other words, when a person checking the normal base value is shown the lighting pattern of the left two digits, it is possible to make them understand that the normal base value shown in the right two digits is a value that has converged to a certain extent.

[0190] Furthermore, in the 7-segment display 300, when the device enters setting mode after power-on, the set value ("1") is displayed in the fourth display area 340. Subsequently, when the setting key cylinder 180 is rotated from the rotation position to the standby position, the setting mode ends, and the set value ("1") is no longer displayed in the fourth display area 340. Thus, the set value is displayed in the fourth display area 340 of the 7-segment display 300 only while the device is in setting mode.

[0191] Furthermore, the 7-segment display 300 performs an initial display between the time the power is turned on and the start of normal base display. As mentioned above, if the system transitions to setting mode after power-on, the initial display is performed after the setting change mode is completed. The initial display on the 7-segment display 300 illuminates all illuminated parts LB1 to LB32 (see Figure 9) included in the first display area 310 to the fourth display area 340. In other words, the 7-segment display 300 displays "8.8.8.8.". In this way, the initial display performed on the 7-segment display 300 immediately after power-on indicates that the 7-segment display 300 is functioning correctly.

[0192] 6. Over-winning ball prevention function Next, the over-prize ball prevention function will be explained. In this pachinko game machine PY1, the game control microcomputer 101 is equipped with an over-prize ball prevention function to prevent players from receiving excessive prize balls. Specifically, the over-prize ball prevention function disables gameplay if the difference in ball count is 80,000 (standard number) or more. Here, the difference in ball count (specific measurement number) is the difference between the total number of prize balls and the total number of balls fired. The total number of prize balls is the number of prize balls that the player acquires (is paid out to the player) in all game states (normal game state, jackpot game state, high probability high base state, low probability high base state, etc.). The total number of prize balls refers to the sum of the number of prize balls that the game control microcomputer 101 is scheduled to pay out to the player, but it may also refer to the sum of the number of prize balls actually paid out to the player. The total number of balls fired, as mentioned above, refers to the number of balls fired by the player in all game states.

[0193] The game control microcomputer 101 continuously counts the total number of prize balls after the power is turned on, and the information of the counted total number of prize balls is stored in the total number of prize balls storage unit 107a (see Figure 6) located in the non-erasable storage unit 107 of the game RAM 104. The game control microcomputer 101 also continuously counts the total number of balls launched after the power is turned on, and the information of the counted total number of balls launched is stored in the total number of balls launched storage unit 107b (see Figure 6) located in the non-erasable storage unit 107 of the game RAM 104. The game control microcomputer 101 then continuously subtracts the total number of balls launched from the total number of prize balls to calculate the difference in balls, and the information of the calculated difference in balls is stored in the difference in balls storage unit 107c (see Figure 6) located in the non-erasable storage unit 107 of the game RAM 104.

[0194] Therefore, even when a RAM clear is performed, the game control microcomputer 101 does not erase the information on the total number of prize balls, the total number of balls fired, and the difference in the number of balls stored in the non-erasable storage unit 107. In this way, the game control microcomputer 101 can calculate the difference in the number of balls across dates using the total number of prize balls and the total number of balls fired at the time of power cut-off. The game control microcomputer 101 is configured to treat the difference in the number of balls as a negative value if the value of the total number of balls fired is greater than the value of the total number of prize balls.

[0195] In this configuration, when the over-prize prevention function is activated, the game control microcomputer 101 not only stops the game control processing related to the game (processing in steps S102 to S108 described later, see Figure 32), but also stops the launch control processing for launching the game balls (processing in step 109 described later, see Figure 32). Therefore, the player can immediately notice that they cannot play the game because no game balls are launched even when they rotate the handle 72k. When the over-prize prevention function is activated, the game control microcomputer 101 stops the game control processing, which means it stops receiving signals from various sensors MS according to the detected content, stops executing display control of the displays 8 and 7-segment display 300, stops operating various actuators MA, and stops outputting external terminal signals to the external terminal board 160 via the payout control board 170.

[0196] After the over-prize prevention function is activated, the inability to play the game continues until the power is cut off. In this configuration, the over-prize prevention function is deactivated only when a RAM clear is performed. That is, after the over-prize prevention function is activated, the arcade employee cuts off the power by turning the power switch 193 to OFF. Then, when the arcade employee turns the power back on by turning the power switch 193 to ON, they also press the RAM clear switch 191. This performs a RAM clear, allowing the game control microcomputer 101 to perform game control processing and ball launch control processing related to the game. Thus, in this configuration, after the over-prize prevention function is activated, the game cannot be resumed by simply turning the power OFF and ON (re-on); the game can only be resumed after a RAM clear is performed.

[0197] Next, the timing of the over-prize prevention function's activation will be explained based on Figure 25. The over-prize prevention function activates when the number of balls won exceeds 80,000 and the game transitions from a favorable game state to a normal game state. In other words, the over-prize prevention function does not necessarily activate when the number of balls won reaches 80,000. In this configuration, the favorable game state refers to the high-probability, high-base state after a jackpot, or the low-probability, high-base state after a jackpot.

[0198] For example, suppose the number of balls reaches 70,000 during the jackpot game state shown in Figure 25(A). Of course, the over-prize prevention function does not activate at this time. Next, suppose the number of balls reaches 80,000 during the jackpot game state shown in Figure 25(B). At this time, the over-prize prevention function does not activate. Subsequently, the over-prize prevention function does not activate at the timing when transitioning from this jackpot game state to a high probability high base state. After that, as shown in Figure 25(C), the over-prize prevention function activates when transitioning from the high probability high base state to a normal game state. Thus, in this configuration, the game does not stop in the middle of a jackpot game state or a high probability high base state, and it is possible for the player to end the game at a convenient timing when the advantageous game state has ended.

[0199] In this configuration, the information on the difference in the number of balls is stored in the difference in ball count storage unit 107c of the non-erasable storage unit 107, and the difference in balls is not reset (cleared) by turning the power OFF and ON. Furthermore, as mentioned above, even if a RAM clear is performed when the power is turned on, the difference in balls is not reset. This is for the following reasons.

[0200] In the Pachinko game machine PY1, even during business hours, situations may arise where the power is turned OFF and ON (re-activated) or the RAM is reset due to bugs, malfunctions, or serious fraud. In such situations, if the number of balls is reset by restarting the power or performing a RAM reset, the purpose of the over-prize prevention function would be lost. In other words, bugs, malfunctions, or serious fraud could unfairly benefit players who resume playing afterward, as it would make it more difficult for the over-prize prevention function to activate. Therefore, in this configuration, to prevent players from receiving the aforementioned unfair benefit, the number of balls is not reset when the power is restarted or the RAM is reset.

[0201] Next, the conditions for resetting the number of balls won will be explained based on Figure 26. In this embodiment, there are two reset conditions for resetting the number of balls won. The first reset condition is that the special reset switch 181 is pressed, as shown in Figure 26(A). In other words, when the game control microcomputer 101 receives a signal based on the pressing of the special reset switch 181, it clears the information on the number of balls won stored in the balls won storage unit 107c of the non-erasable storage unit 107. When the information on the number of balls won stored in the balls won storage unit 107c is reset (cleared), the information on the total number of prize balls stored in the total number of prize balls stored in the total number of prize balls stored in the total number of balls launched storage unit 107a and the information on the total number of balls launched stored in the total number of balls launched storage unit 107b are also reset, but below we will simply refer to this as "the number of balls won being reset (cleared)". Note that Figure 26(A) shows a case where the number of balls is reset when the special reset switch 181 is pressed while the machine is in a waiting state. However, the number of balls is reset when the special reset switch 181 is pressed, regardless of the game state (for example, the normal game state).

[0202] The second reset condition is that the waiting state continues for one hour (a predetermined time), as shown in Figure 26(A). In other words, if no game is played for one hour after transitioning to the waiting state, the game control microcomputer 101 clears the information on the number of balls stored in the ball count storage unit 107c of the non-erasable storage unit 107. The waiting state refers to a game state in which no game is played and the special symbols remain stopped on the display.

[0203] The two reset conditions mentioned above are in place for the following reasons. For example, as shown in Figures 26(A) and 26(B), suppose a certain player's gameplay results in a jackpot state where the number of balls won reaches 70,000. Subsequently, if that player transitions from the jackpot state to the high probability / high base state and then to the normal game state, they end their game. In this case, for the next player to start playing, if the number of balls won increases by only a small amount (within 10,000), the over-prize prevention function may be activated, which is extremely disadvantageous.

[0204] In this configuration, as shown in Figure 26(A), the number of winning balls is reset when the special reset switch 181 is pressed. This allows a game arcade employee to reset the number of winning balls at any time after a player has finished playing by pressing the special reset switch 181. Also, as shown in Figure 26(B), if the waiting state continues for one hour, the game arcade determines that the player has finished playing and automatically resets the number of winning balls. This allows the number of winning balls to be reset without burdening the game arcade employee with the operation of resetting. By setting these two reset conditions, it is possible to prevent the next player to start playing from being at a significant disadvantage due to the over-prize prevention function activating immediately after starting the game.

[0205] Next, the display behavior when the over-prize prevention function is activated will be explained based on Figure 27(A). When the over-prize prevention function is activated, as shown in Figure 27(A), a red background image RE is displayed on the display screen 50a, along with an error clearing method image ERX indicating "Error X Over-prize abnormality Please clear RAM". In addition, a game stop sound is output from the speaker 52. Furthermore, all frame lamps 53 light up in white, and all panel lamps 54 turn off. In this way, the display behavior shown in Figure 27(A) makes it possible for the player to immediately recognize that they cannot play the game. Note that the display behavior shown in Figure 27(A) will continue until the power is cut off. The display behavior shown in Figure 27(A) will be canceled when a RAM clear is performed, but will continue even if the power is turned back on.

[0206] Here, we will explain what happens when an unauthorized magnetism is detected in this pachinko game machine PY1. When an unauthorized magnetism is detected by the magnetic sensor, the magnetic sensor outputs a signal corresponding to the magnetic detection to the main control board 100. As a result, the game control microcomputer 101 stops the game control processing and ball launch control processing related to the game, similar to when the over-prize prevention function is activated. Thus, the situation in which the game cannot be played due to magnetic detection continues until the power is cut off. However, in this case, unlike when the over-prize prevention function is activated, the game control microcomputer 101 can execute the game control processing and ball launch control processing related to the game by turning the power OFF and ON (re-energizing).

[0207] Next, the display behavior when an unauthorized magnet is detected will be explained based on Figure 27(B). When an unauthorized magnet is detected by the magnetic sensor, as shown in Figure 27(B), a red background image RE is displayed on the display screen 50a, along with an error clearing method image ER1 indicating "Error 1: Magnetic detection abnormality. Please restart the power." In addition, a game stop sound is output from the speaker 52. Furthermore, all frame lamps 53 light up in white, and all panel lamps 54 turn off. Thus, comparing the display behavior when the over-prize prevention function is activated (see Figure 27(A)) and the display behavior when an unauthorized magnet is detected (see Figure 27(B)), they are the same except for the clearing method image. Therefore, it is possible to easily make it clear to amusement arcade employees or players that the game is unplayable in both cases: when an unauthorized magnet is detected and when the over-prize prevention function is activated.

[0208] Next, we will explain the presentation when the number of balls reaches 70,000 (a predetermined number, a specific number), based on Figure 28(A). As a prerequisite, we assume that the number of balls reached 70,000 at the timing shown in Figure 25(A). First, as shown in Figure 28(A), the round presentation is executed on the display screen 50a, where the round image G109, the prize ball count image G110, and the round background image G114 are displayed. Then, when the number of balls reaches 70,000, a purple border image EFa is displayed on the edge of the display screen 50a, and an over-prize warning image KY, indicating "over-prize abnormality with 10,000 balls remaining," is displayed at the bottom of the display screen 50a. The display of these purple border image EFa and over-prize warning image KY makes it possible for the player to understand that the over-prize prevention function is about to activate (the number of balls is approaching 80,000). The purple-bordered image EFa is displayed even after the jackpot game state ends, but the over-prize ball warning image KY is displayed when the jackpot game state ends. However, the over-prize ball warning image KY may be made to continue displaying even after the jackpot game state ends, by continuously showing the remaining number of balls until it reaches 80,000.

[0209] Next, we will explain the presentation when the number of balls reaches 80,000 (the baseline), based on Figure 28(B). As a prerequisite, we assume that the number of balls reached 80,000 at the timing shown in Figure 25(B). As shown in Figure 28(B), the round presentation is executed on the display screen 50a, displaying the round image G109, the prize ball count image G110, and the round background image G114. When the number of balls reaches 80,000, a red border image EFb is displayed on the edge of the display screen 50a, and a game stop notification image KH, indicating "Game will be stopped when the high base state ends," is displayed at the bottom of the display screen 50a. The display of these red border image EFb and game stop notification image KH allows the player to understand that the game is about to end and when the game will stop. The display of the red border image EFb continues even after the jackpot game state ends, but the display of the game stop notification image KH ends when the jackpot game state ends. Furthermore, the game stop notification image KH may be kept displayed even after the jackpot game state has ended. The display of this game stop notification image KH corresponds to the "game inability notification effect".

[0210] In this configuration, when the number of balls exceeds 80,000, the game stop notification image KH shown in Figure 28(B) is displayed, notifying the player that the game will become unplayable when the high probability high base state or low probability high base state ends (when it transitions to the normal game state). This allows the player to be aware in advance that the game will become unplayable and to know in advance when the game will become unplayable. As a result, even if the game suddenly becomes unplayable when the high probability high base state or low probability high base state ends, it is possible to prevent the player from being confused.

[0211] Also, in this embodiment, as described above, when the number of surplus balls reaches 70,000 or more, a jackpot warning image KY (see FIG. 28(A)) that warns that the game is approaching a state where it cannot be executed is displayed. Then, when the number of surplus balls reaches 80,000 or more, a game stop warning image KH (see FIG. 28(B)) that warns that the game cannot be executed is displayed. In this way, it is possible to make the player gradually understand the situation where the game cannot be executed in advance, making it easier to understand the current situation.

[0212] Here, after the number of surplus balls reaches 70,000 at the timing shown in FIG. 25(A), the effect mode in the high-probability high-base state is as shown in FIG. 29(A). That is, as shown in FIG. 29(A), on the display screen 50a, a probability change mode effect in which the probability change background image G105 is displayed is being executed, and the effect symbol EZ is variably displayed. And at the edge of the display screen 50a, a purple edge image EFa is displayed. With this purple edge image EFa, while making the player understand that the number of surplus balls has reached 70,000 and the situation where the jackpot prevention function is about to activate is approaching, it is possible to allow the player to play the game.

[0213] Also, after the number of surplus balls reaches 80,000 at the timing shown in FIG. 25(B), the effect mode in the high-probability high-base state is as shown in FIG. 29(B). That is, as shown in FIG. 29(B), on the display screen 50a, a probability change mode effect in which the probability change background image G105 is displayed is being executed, and the effect symbol EZ is variably displayed. And at the edge of the display screen 50a, a red edge image EFb is displayed. With this red edge image EFb, while making the player understand that the number of surplus balls has reached 80,000 and the situation where the jackpot prevention function is activated due to the end of the high-base state is approaching, it is possible to allow the player to play the game.

[0214] Next, as shown in FIG. 26(A), an effect mode when the special reset switch 181 is pressed and the number of balls is reset will be described. In this case, an employee of the game arcade has opened the front door 23 with respect to the outer frame 22 and is in a situation where the special reset switch 181 is pressed. Therefore, since the front door open sensor has detected the opening of the front door 23, on the display screen 50a, as shown in FIG. 30(A), an error解除 method image ER2 indicating "Error 2 Please close the front door" is displayed. And at this time, at the lower part of the display screen 50a, a ball number reset notification image CLS indicating "The number of balls has been reset" is displayed. Thereby, it is possible to make an employee of the game arcade aware that the number of balls has been reset.

[0215] Subsequently, as shown in FIG. 26(B), an effect mode when the customer waiting state continues for 1 hour will be described. In this case, on the display screen 50a, a customer waiting demo video G100 is being displayed. And at this time, as shown in FIG. 30(B), at the lower part of the display screen 50a, a ball number reset notification image CLS indicating "The number of balls has been reset" is displayed. Thereby, it is possible to make an employee of the game arcade aware that the number of balls has been reset.

[0216] 7. Operation of the game control microcomputer [Main control main process] Next, the operation of the game control microcomputer 101 will be described based on FIGS. 31 to 47. Note that counters, timers, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 101 are provided in the game RAM 104. When the power of the pachinko game machine PY1 is turned on, the game control microcomputer 101 provided on the main control board 100 reads out and executes the program of the main control main process shown in FIG. 31 from the game ROM 103. As shown in the same figure, in the main control main process, first, a power-on process is performed (step S001).

[0217] The power-on processing (S001) performs initial settings such as stack configuration, constant settings, interrupt time settings, game CPU 102 configuration, SIO, PIO, CTC (circuit for interrupt time management) configuration, setting of the game RAM 104 work area upon power restoration, and resetting of various flags, statuses, and counters. The initial value of the flags is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counters is "0". Note that the power-on processing (S001) is executed only once after power-on and is not executed thereafter.

[0218] Furthermore, during power-on processing (S001), the game control microcomputer 101 performs a RAM clear when it receives a signal based on a press operation of the RAM clear switch 191. When a RAM clear is performed, game information stored in the game RAM 104 (for example, information on the game state such as a high probability state, the number of special symbol reserves, and the result of the jackpot determination) is erased. However, even when a RAM clear is performed, the information on the total number of prize balls stored in the total prize ball storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are not cleared.

[0219] In this power-on process (S001), the game stop flag, described later, switches to OFF if a RAM clear is performed while it is ON. On the other hand, if a RAM clear is not performed while the game stop flag is ON, it remains ON. In other words, simply restarting the power does not change the state of the game stop flag. Thus, whether or not the game resumes depends on whether or not a RAM clear is performed after the game stop flag is turned ON due to the activation of the over-prize prevention function.

[0220] Following the power-on processing (S001), interrupts are disabled (S002), and the main random number update processing for normal and special symbols (S003) is executed. When each random number counter value reaches its upper limit, it resets to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. 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 or the like.

[0221] When the main random number update process for normal and special symbols (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the game CPU 102, for example, at a 4 msec period. That is, it is executed at a 4 msec period, for example. Then, between the completion of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of various counter values ​​by the main random number update process for normal and special symbols (S003) is repeatedly executed.

[0222] [Main Timer Interrupt Processing] Next, the main timer interrupt processing (S005) will be explained. As shown in Figure 32, the main timer interrupt processing (S005) first determines whether the game stop flag is ON or OFF (S101). The game stop flag is turned ON when the over-prize prevention function is activated. If the game stop flag is ON (YES in S101), the processing in steps S102 to S113 is skipped. As a result, the game becomes unplayable. On the other hand, if the game stop flag is OFF (NO in S101), the input processing described later is then executed (S102).

[0223] Next, the regular and special symbol main random number update process is executed (S103). The regular and special symbol main random number update process (S103) is the same as the regular and special symbol main random number update process (S003) performed in the main control process in Figure 31. Subsequently, the sensor detection process is executed (S104).

[0224] In the sensor detection process (S104), the general prize entry sensor process, gate sensor process, second start entry sensor process, first start entry sensor process, first major prize entry sensor process, second major prize entry sensor process, specific area sensor process, and discharge port sensor process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0225] The general prize slot sensor processing determines whether or not a game ball has been detected by the general prize slot sensor. Based on the result of this processing, a command for the general prize slot sensor is generated.

[0226] In the gate sensor processing, it is determined whether or not a game ball has been detected by the gate sensor. If it is determined that a game ball has been detected, the normal symbol random number indicated by the counter value of the normal symbol random number counter is obtained, and the obtained normal symbol random number is stored in the normal symbol hold storage unit 106 provided in the game RAM 104. Note that if a predetermined number (for example, 4) of normal symbol random numbers are already stored in the normal symbol hold storage unit 106, the newly obtained normal symbol random number is not stored. In addition, a gate sensor command is generated according to the result of this processing.

[0227] In the second start-out sensor processing, it is determined whether or not a game ball has been detected by the second start-out sensor. If it is determined that a game ball has been detected, a special symbol 2-related random number is acquired, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter. The acquired special symbol 2-related random number is stored in the special symbol 2-reserve storage unit 105b provided in the game RAM 104. The special symbol 2-reserve storage unit 105b has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more), and the acquired special symbol 2-related random numbers are stored sequentially from the first area. Note that if special symbol 2-related random numbers have been stored up to the nth area, newly acquired special symbol 2-related random numbers are not stored. Furthermore, the second pre-read determination is performed using the acquired special symbol 2-related random number and the second pre-read determination table. Furthermore, depending on the result of the processing, commands for the second start port sensor are generated, including a Special Feature 2 Reserved Number command, which represents the number of Special Feature 2-related random numbers (Special Feature 2 Reserved Number) stored in the Special Feature 2 Reserved Storage Unit 105b, and a Second Start Award Command, which represents the result of the second pre-read judgment.

[0228] In the first start-out sensor processing, it is determined whether or not a game ball has been detected by the first start-out sensor. If it is determined that a game ball has been detected, a special symbol 1 related random number is obtained, consisting of a special symbol random number counter, a jackpot symbol type random number counter, a reach random number counter, and a special symbol variation pattern random number counter. The obtained special symbol 1 related random number is stored in the special symbol 1 reserve storage unit 105a provided in the game RAM 104. The special symbol 1 reserve storage unit 105a has multiple storage areas from the first area to the nth area (where n is an integer of 2 or more), and the obtained special symbol 1 related random numbers are stored sequentially starting from the first area. Note that if special symbol 1 related random numbers have been stored up to the nth area, newly obtained special symbol 1 related random numbers are not stored. Furthermore, the first pre-read judgment is performed using the obtained special symbol 1 related random number and the first pre-read judgment table. Furthermore, depending on the result of the processing, a command for the first start slot sensor is generated, which includes a Special Feature 1 Reserved Number command representing the number of Special Feature 1-related random numbers (Special Feature 1 Reserved Number) stored in the Special Feature 1 Reserved Storage Unit 105a, and a First Start Prize Command representing the result of the First Pre-read Judgment.

[0229] The first major prize slot sensor processing determines whether or not a game ball has been detected by the first major prize slot sensor. It also generates a command for the first major prize slot sensor based on the result of this processing.

[0230] The second major prize slot sensor processing determines whether or not a game ball has been detected by the second major prize slot sensor. It also generates a command for the second major prize slot sensor based on the result of this processing.

[0231] In the specific area sensor processing, it is determined whether or not a game ball has been detected by the specific area sensor. Furthermore, a command for the specific area sensor is generated based on the result of this processing.

[0232] In the discharge sensor processing, it is determined whether or not a game ball has been detected by the discharge sensor.

[0233] The game control microcontroller 101 performs normal operation processing (S105) after the sensor detection processing (S104) shown in Figure 32. In normal operation processing (S105), the normal symbol waiting process, normal symbol variation process, normal symbol confirmation process, and auxiliary game control process are performed sequentially. Then, the commands generated in each process are set in the output buffer of the game RAM 104.

[0234] The normal symbol standby process is performed while the variable display of the normal symbols and auxiliary gameplay are not taking place. In the normal symbol standby process, a win determination is made based on the normal symbol random numbers stored in the normal symbol hold memory unit 106. A normal symbol variation pattern determination is also made based on the current game state to determine the normal symbol variation pattern. Then, a normal symbol variation start command is generated, which includes information regarding the results of the win determination and the normal symbol variation pattern. After that, the variable display of the normal symbols is started on the normal symbol display unit 82 based on the normal symbol variation time associated with the determined normal symbol variation pattern.

[0235] The normal symbol variation process is a process that is performed during the variable display of the normal symbol. In the normal symbol variation process, in response to the passage of the normal symbol variation time since the start of the variable display of the normal symbol being executed, the normal symbol is stopped and displayed based on the hit determination result. Then, a normal symbol variation stop command indicating the end of the variable display of the normal symbol is generated.

[0236] The normal symbol determination process is a process that is performed when the normal symbol is stopped and displayed. In the normal symbol determination process, in response to the passage of a predetermined stop time (for example, 0.8 seconds) since the start of the stopped display of the normal symbol being executed, it is determined whether the stopped-displayed normal symbol is a winning symbol. If the winning symbol is stopped and displayed, based on the current game state and the auxiliary game control table, an auxiliary game is started, and an auxiliary game start command indicating the start of the auxiliary game is generated.

[0237] The auxiliary game control process is a process that is performed when an auxiliary game is being played. In the auxiliary game control process, the auxiliary game is controlled based on the current game state and the auxiliary game control table. Also, an auxiliary game control command is generated according to the result of the process.

[0238] The game control microcomputer 101 executes the difference ball count measurement process (S106) and the special operation process (S107) described later after the normal operation process (S105) shown in FIG. 32. Subsequently, a distributor control process for controlling the distributor 16D is executed (S108).

[0239] Next, the game control microcomputer 101 executes a launch control process for controlling the launch of the game ball (S109). That is, by executing the launch control process (S109), the player can launch the game ball by rotating the handle 72k. On the other hand, if the launch control process (S109) is not executed, the player cannot launch the game ball even by rotating the handle 72k.

[0240] Next, the microcomputer 101 for game control executes a 7-segment display control process to control the display of the 7-segment display unit 300 (S110). Then, it executes error processing to determine errors (false signals) due to magnetic detection or errors due to the opening of the front door 23 or front frame 23m (S111). Error processing (S111) determines whether or not a false magnetic field has been detected by the magnetic sensor. Then, a command for the magnetic sensor is generated according to the result of this processing. Error processing (S111) also determines whether or not the front door 23 or front frame 23m is open using the front door opening sensor or front frame sensor. Then, a command for opening the frame is generated according to the result of this processing.

[0241] Next, the microcontroller 101 for game control performs output processing, which will be described later (S112). Subsequently, it performs other processing (S113). Other processing (S113) includes, for example, controlling the special symbol hold indicator 83 to display the number based on the number of special symbol hold indicators, or updating the timer.

[0242] Then, the game control microcontroller 101 executes a power outage monitoring process when the power is cut off (S114), and finishes this process. In the power outage monitoring process (S114), if the game control microcontroller 101 determines that the power is cut off due to a drop in the monitoring voltage, it stores game information, total number of prize balls, total number of balls launched, difference in ball count, game stop flag information, etc., in a predetermined storage area of ​​the game RAM 104. After that, it sets a restriction to prohibit access to the game RAM 104.

[0243] [Input Processing] As shown in Figure 33, the input processing (S102) first determines whether the special reset switch 181 is ON or not, that is, whether a signal based on the pressing operation of the special reset switch 181 has been received (S201). If it is not ON (NO in S201), the process proceeds to step S204. On the other hand, if it is ON (YES in S201), the non-erasure clearing process is executed (S202). In the non-erasure clearing process (S202), the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c are cleared. Note that even if the non-erasure clearing process (S202) is executed, the information on the total number of balls fired stored in a specific storage area (not shown) of the non-erasure storage unit 107 is not cleared. This is because, as mentioned above, this information on the total number of balls fired is used for display on the 7-segment display unit 300.

[0244] Following step S202, the non-erasable clear command is set in the output buffer of the game RAM 104 (S203), and the process proceeds to step S204. When the non-erasable clear command is transmitted to the performance control board 120, the ball count reset notification image CLS is displayed at the bottom of the display screen 50a, as shown in Figure 30(A). In step S204, other processing is performed to complete this process. In the other processing (S204), the game control microcomputer 101, for example, receives a detection signal from the lower tray full switch that detects when the lower tray 35 is full, and stores it as lower tray full data in the output buffer of the game RAM 104.

[0245] [Ball Difference Measurement Process] As shown in Figure 34, the ball difference measurement process (S106) first performs a total prize ball count process (S301) to count the total number of prize balls to be paid out to the player. The counted total prize ball information is stored in the total prize ball storage unit 107a (see Figure 6). Next, based on detection by the discharge port sensor, a total ball launch count process is performed to count the total number of balls launched (also called the total number of balls dispensed) (S302). The counted total ball launch information is stored in the total ball launch storage unit 107b (see Figure 6). Then, a ball difference calculation process is performed to calculate the ball difference by subtracting the total number of balls launched from the total prize balls (S303). The calculated ball difference information is stored in the ball difference storage unit 107c (see Figure 6). In addition, during the calculation of the difference in the number of balls (S303), the game control microcomputer 101 may send a ball difference command containing the calculated information on the difference in the number of balls to the performance control board 120, causing the performance control microcomputer 121 to continuously track the difference in the number of balls.

[0246] Next, in step S304, it is determined whether the over-prize ball notification flag is OFF or OFF. The over-prize ball notification flag indicates that the difference in balls is 70,000 or more. If it is ON (NO in S304), the process proceeds to step S308. On the other hand, if it is OFF (YES in S304), it is determined whether the difference in balls is 70,000 or more (S305). If it is less than 70,000 (NO in S305), the process proceeds to step S308. Conversely, if it is 70,000 or more (YES in S305), the over-prize ball notification flag is turned ON (S306), and the over-prize ball notification command is set in the output buffer of the game RAM 104. As a result, when the over-prize ball notification command is transmitted to the performance control board 120, the purple-bordered image EFa and the over-prize ball notification image KY are displayed on the display screen 50a, as shown in Figure 28(A).

[0247] Next, in step S308, it is determined whether the over-prize ball flag is OFF or OFF. The over-prize ball flag indicates that the difference in balls is 80,000 or more. If it is ON (NO in S308), this process ends. On the other hand, if it is OFF (YES in S308), it is determined whether the difference in balls is 80,000 or more (S309). If it is less than 80,000 (NO in S309), this process ends. Conversely, if it is 80,000 or more (YES in S309), the over-prize ball flag is turned ON (S310). Then, the over-prize ball notification command is set in the output buffer of the game RAM 104, and this process ends. As a result, when the over-prize ball notification command is sent to the performance control board 120, the red-bordered image EFb and the game stop notification image KH are displayed on the display screen 50a, as shown in Figure 28(B).

[0248] [Special Operation Processing] As shown in Figure 35, in the special operation processing (S107), the processing related to the special display 81 and the grand prize devices (first grand prize device 14D, second grand prize device 15D) is divided into four stages, and "special operation status 1, 2, 3, 4" is assigned to each of these stages. Then, the microcomputer 101 for game control performs the special symbol waiting process (S1302) if the "special operation status" is "1" (YES in S1301), the special symbol variation process (S1304) if the "special operation status" is "2" (NO in S1301, YES in S1303), the special symbol confirmation process (S1306) if the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305), and the special electric mechanism process (S1307) if the "special operation status" is "4" (NO in all of S1301, S1303, and S1305). The special operation status is initially set to "1".

[0249] [Special Symbol Waiting Process] As shown in Figure 36, in the special symbol waiting process (S1302), it is first determined whether the number of reserved balls in the second start port 12 (i.e., the number of reserved balls for special symbol 2) is "0" (S1401). If the number of reserved balls for special symbol 2 is "0" (YES in S1401), that is, if there is no memory of the group of random number counter values ​​obtained due to a ball entering the second start port 12, it is determined whether the number of reserved balls in the first start port 11 (i.e., the number of reserved balls for special symbol 1) is "0" (S1407). If the number of reserved balls for special symbol 1 is also "0" (YES in S1407), that is, if there is no memory of the group of random number counter values ​​obtained due to a ball entering the first start port 11, it is determined whether the customer waiting flag is ON or OFF (S1416). The customer waiting flag indicates that the machine is in a customer waiting state. If ON (YES in S1416), the customer waiting measurement process described later is executed (S1419), and this process ends. On the other hand, if OFF (NO in S1416), the customer waiting command is set in the output buffer of the game RAM 104 (S1417), the customer waiting flag is turned ON (S1418), and this process ends.

[0250] If, in step S1401, the number of reserved balls in Special Feature 2 is not "0" (NO in S1401), that is, if there is one or more stored random counter values ​​(reserved information for Special Feature 2) acquired due to entry into the second start opening 12, the Special Feature 2 jackpot determination process (S1402) and the Special Feature 2 variation pattern selection process (S1403) described below are performed. After that, the game control microcomputer 101 decrements the number of reserved balls in Special Feature 2 by 1 (S1404). Then, the storage location (storage area) of various counter values ​​in the Special Feature 2 reserved storage unit 105b is shifted one position away from the current position to the side from which it is read, and the storage area corresponding to the first reserved ball in the Special Feature 2 reserved storage unit 105b is cleared (S1405). Subsequently, the game control microcomputer 101 executes the Special Feature 2 variation start process (S1406) and proceeds to step S1413. In the Special Symbol 2 Variation Start Processing (S1406), the special operation status is set to "2" and the variation start command is set in the output buffer of the game RAM 104 to start the variation display of the second special symbol. The variation start command (also called the Special Symbol 2 Variation Start Command) set in the Special Symbol 2 Variation Start Processing (S1406) includes information on the special symbol stop symbol data set in the Special Symbol 2 Jackpot Determination Processing (S1402) and information on the variation pattern (including information on variation time) set in the Special Symbol 2 Variation Pattern Selection Processing (S1403).

[0251] Furthermore, if the number of reserved balls in Special Feature 2 is "0" but the number of reserved balls in Special Feature 1 is not "0" (YES in S1401 and NO in S1407), that is, if there is no reserved information for Special Feature 2, but there is one or more stored random counter values ​​(reserved information for Special Feature 1) acquired due to entry into the first start opening 11, the Special Feature 1 jackpot determination process (S1408) and the Special Feature 1 variation pattern selection process (S1409) described later are performed. After that, the game control microcomputer 101 decrements the number of reserved balls in Special Feature 1 by 1 (S1410). Then, the storage location (storage area) of various counter values ​​in the Special Feature 1 reserved storage unit 105a is shifted one position away from the current position towards the side from which it is read, and the storage area corresponding to the fourth reserved ball in the Special Feature 1 reserved storage unit 105a (the storage area furthest from the side from which it is read) is cleared (S1411). In this way, the reserved balls in the first Special Feature are consumed in the order in which they were reserved. Next, the game control microcomputer 101 executes the Special Symbol 1 variation start process (S1412) and proceeds to step S1413. In the Special Symbol 1 variation start process (S1412), the special operation status is set to "2" and the variation start command is set in the output buffer of the game RAM 104 to start the variation display of the first special symbol. The variation start command (also called the Special Symbol 1 variation start command) set in the Special Symbol 1 variation start process (S1412) includes information on the special symbol stop symbol data set in the Special Symbol 1 jackpot determination process (S1408) and information on the variation pattern (including information on variation time) set in the Special Symbol 1 variation pattern selection process (S1409).

[0252] Step S1413 determines whether the customer waiting flag is ON or OFF, and if it is ON, it is turned OFF (S1414). Then, the customer waiting counter clear process is executed to clear (reset) the value of the customer waiting counter to "0" (S1415), and this process ends. The customer waiting counter is located in the game RAM 104 and is used to measure the time that the customer waiting state continues. Note that the value of the customer waiting counter is cleared when the power is turned on again, regardless of whether the RAM clear is executed or not.

[0253] [Customer Waiting Time Measurement Process] As shown in Figure 37, the customer waiting time measurement process (S1419) first performs a customer waiting counter increment process (S1420) to increase the value of the customer waiting counter. This allows the game control microcomputer 101 to determine the duration of the customer waiting state based on the value of the customer waiting counter. Next, it is determined whether the customer waiting state has continued for more than one hour. If it is determined that it has not continued (NO in S1421), this process is terminated. On the other hand, if it is determined that it has continued (YES in S1421), a non-erasure clear process is performed (S1422), similar to the process in step S202 described above (see Figure 33). This clears the total number of prize balls stored in the total number of prize balls storage unit 107a, the total number of balls launched stored in the total number of balls launched storage unit 107b, and the difference in balls stored in the difference in balls storage unit 107c.

[0254] Next, the non-erasure clear command is set in the output buffer of the game RAM 104 (S1423), and this process is completed. When the non-erasure clear command is transmitted to the performance control board 120, the ball count reset notification image CLS is displayed at the bottom of the display screen 50a, as shown in Figure 30(B).

[0255] [Special Symbol 2 Jackpot Determination Processing (Special Symbol 1 Jackpot Determination Processing)] The Special Symbol 2 Jackpot Determination Processing (S1402) and the Special Symbol 1 Jackpot Determination Processing (S1408) have the same processing flow, so they will be explained together based on Figure 38. As shown in Figure 38, in either the Special Symbol 2 Jackpot Determination Processing (S1402) or the Special Symbol 1 Jackpot Determination Processing (S1408), first, a special symbol random number (jackpot random number) is read out as the determination value (S1501). In detail, in the Special Symbol 2 Jackpot Determination Processing (S1402), the special symbol random number stored in the first memory area of ​​the Special Symbol 2 Reserve Storage Unit 105b of the game RAM 104 (i.e., the memory area corresponding to the first of the second special symbol reserves) is read out. Furthermore, in the special symbol 1 jackpot determination process (S1408), the special symbol random number stored in the first memory area of ​​the special symbol 1 reserve memory unit 105a of the game RAM 104 (i.e., the memory area corresponding to the first special symbol reserve) is read out.

[0256] Next, the jackpot determination table (Figure 12(A)) is set (S1502). Then, it is determined whether the probability variation flag is ON or not, that is, whether or not it is in a high probability state (S1503). If it is not in a high probability state (NO in S1503), that is, if it is in a normal probability state (not a high probability state), it is determined whether or not it is a jackpot based on the table for the normal probability state (jackpot determination values ​​from "1000" to "1219") in the jackpot determination table (Figure 12(A)) (S1504). On the other hand, if it is in a high probability state (YES in S1503), it is determined whether or not it is a jackpot based on the table for the high probability state (jackpot determination values ​​from "1000" to "2499") in the jackpot determination table (Figure 12(A)) (S1505).

[0257] If the result of the jackpot determination (S1504, S1505) is "jackpot", the jackpot symbol type random number is read and the jackpot type is determined based on the jackpot symbol type determination table shown in Figure 12(B) (S1506). After determining the jackpot type (S1506), the jackpot flag is turned ON (S1507), and the special symbol stop data corresponding to the jackpot type is set in the jackpot type buffer provided in the game RAM 104 (S1508) to end the process. On the other hand, if the result of the jackpot determination (S1504, S1505) is "miss", the special symbol stop data (01H) corresponding to the miss is set (S1508) to end the process.

[0258] [Special Figure 2 Variation Pattern Selection Process (Special Figure 1 Variation Pattern Selection Process)] The Special Figure 2 Variation Pattern Selection Process (S1403) and the Special Figure 1 Variation Pattern Selection Process (S1409) have the same processing flow, so they will be explained together based on Figures 39 and 40. As shown in Figure 39, in the Special Figure 2 Variation Pattern Selection Process (S1403) or the Special Figure 1 Variation Pattern Selection Process (S1409), it is first determined whether the game state is a time-saving state or not (whether the time-saving flag is ON or OFF) (S1601).

[0259] If the time-saving state is not active (NO in S1601), that is, if the time-saving state is not active, the next step is to determine whether the jackpot flag is ON or not (S1602). If it is ON (YES in S1602), the normal jackpot table during the non-time-saving state (the part of the special symbol variation pattern determination table shown in Figure 13 or Figure 14 that corresponds to the non-time-saving state and the jackpot) is referred to, and a special symbol variation pattern is selected based on the special symbol variation pattern random number (S1603).

[0260] In step S1602, if the jackpot flag is not ON, it is determined whether the reach random number is a reach-establishing random number (S1604). As shown in Figure 12(C), the reach-establishing random number is "0" to "29" in the non-time-saving state, and "0" to "9" in the time-saving state. In other words, in the time-saving state, it is less likely to get a reach on a miss than in the non-time-saving state. This is to speed up the consumption of special symbol reserves by selecting more misses with short variation times in the time-saving state.

[0261] If the reach random number is the random value for a reach to be established (YES in S1604), that is, if it is a reach but a miss, the table for reaches but misses during non-time-saving states (the part of the special symbol variation pattern determination table shown in Figure 13 or Figure 14 that corresponds to a non-time-saving state and a reach but a miss) is referred to, and a special symbol variation pattern is selected based on the special symbol variation pattern random number (S1605).

[0262] On the other hand, if the reach random number is not a reach-establishing random number (NO in S1604), that is, if it is a no-reach miss, the no-reach miss table during non-time-saving state (the part of the special symbol variation pattern determination table shown in Figure 13 or Figure 14 that corresponds to the non-time-saving state and no-reach miss) is referred to, and a special symbol variation pattern is selected based on the special symbol variation pattern random number (S1606). In this no-reach miss, the function of shortening the variation according to the number of reserved balls is activated. That is, when the number of reserved balls for the special symbol is "3" or "4", a special symbol variation pattern with a shorter special symbol variation time is selected compared to when the number of reserved balls for the special symbol is "0" to "2" (see Figure 13 or Figure 14).

[0263] Furthermore, if it is determined in step S1601 that the game state is a time-saving state (YES in S1601), the process (S1607 to S1611) is carried out in the same flow as steps S1602 to S1606 above, except that the special symbol variation pattern determination table to be referenced is changed to the table for the time-saving state (the part of the special symbol variation pattern determination table shown in Figure 13 or Figure 14 that corresponds to the time-saving state), as shown in Figure 40.

[0264] In other words, if it is a jackpot, the special symbol variation pattern is selected based on the special symbol variation pattern random number, by referring to the part of Figure 13 or Figure 14 that corresponds to the time-saving state and the jackpot (S1608). If it is a miss with a reach, the special symbol variation pattern is selected based on the special symbol variation pattern random number, by referring to the part of Figure 13 or Figure 14 that corresponds to the time-saving state and the miss with a reach (S1610). If it is a miss without a reach, the special symbol variation pattern is selected based on the special symbol variation pattern random number, by referring to the part of Figure 13 or Figure 14 that corresponds to the time-saving state and the miss without a reach (S1611).

[0265] After selecting a special symbol variation pattern as described above, the selected special symbol variation pattern is set (S1612) as shown in Figure 39, and this process is completed. The information of the special symbol variation pattern set in step S1612 is included in the variation start command set in step S1406 or S1412 in the special symbol standby process (S1302), and is sent to the performance control board 120 by output processing (S112).

[0266] [Special Symbol Fluctuation Processing] As shown in Figure 41, in the special symbol fluctuation processing (S1304), it is first determined whether the special symbol fluctuation time (the special symbol fluctuation time determined according to the special symbol fluctuation pattern selected in step S1403 or S1409, see Figure 13 or Figure 14) has elapsed (S1801). If it has not elapsed (NO in S1801), this process is immediately terminated. This allows the display of the special symbol fluctuation to continue.

[0267] On the other hand, if the special symbol variation time has elapsed (YES in S1801), the variation stop command is set (S1802), and the special operation status is set to "3" (S1803). Then, other processing is performed, such as stopping the variation display of the special symbols with a symbol corresponding to the set special symbol stop symbol data (jackpot symbol or losing symbol) (S1804), and then this process is completed.

[0268] [Special Symbol Confirmation Process] As shown in Figure 42, the special symbol confirmation process (S1306) first determines whether the special symbol's stop time (the stop time determined according to the special symbol variation pattern selected in step S1403 or S1409) has elapsed (S1901). If it has not elapsed (NO in S1901), this process is immediately terminated. As a result, the special symbol's stop display continues. On the other hand, if the stop time has elapsed (YES in S1901), the game state management process described later is performed (S1902).

[0269] Next, it is determined whether the jackpot flag is ON or not (S1903). If the jackpot flag is ON (YES in S1903), the opening pattern corresponding to the type of jackpot won (see Figure 16 for details) is set (S1904). At this time, the value of the round counter, which counts the number of unit opening games (round games) executed during the jackpot game, is set to the number of rounds corresponding to the type of jackpot won. Note that the opening pattern setting (setting of data according to the opening pattern) may be performed for each round.

[0270] The game control microcomputer 101 performs a game state reset process (S1905) following step S1904. In the game state reset process (S1905), if the probability variation flag is ON, the probability variation flag is turned OFF, and if the time reduction flag is ON, it is turned OFF. In other words, during the execution of a jackpot game, the game is controlled to be in a normal probability state and a non-time reduction state. After that, in order to start the jackpot game, the jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special operation status is set to "4" (S1908), and this process is completed.

[0271] Furthermore, if the jackpot flag is not ON in step S1903 (NO in S1903), the jackpot game will not start, so the special operation status is set to "1" (S1909) and this process ends.

[0272] [Game State Management Processing] As shown in Figure 43, in the game state management processing (S1902), first, it is determined whether the probability variation flag is ON or OFF (S2001). If it is ON (YES in S2001), the value of the probability variation counter, which counts the number of times special symbols have been varied during the high probability state, is decreased by 1 (S2002), and it is determined whether the value of the probability variation counter is "0" or OFF (S2003). If it is "0" (YES in S2003), the probability variation flag is turned OFF (S2004), and the process proceeds to step S2005. If the result of the determination in step S2001 or S2003 is NO, the process immediately proceeds to step S2005.

[0273] In step S2005, it is determined whether the time-saving flag is ON or OFF. If it is ON (YES in S2005), the value of the time-saving counter, which counts the number of times special symbols have been changed during the time-saving state, is decreased by 1 (S2006), and it is determined whether the value of the time-saving counter is "0" or OFF (S2007). If it is "0" (YES in S2007), the time-saving flag is turned OFF (S2008), and the process proceeds to step S2009. If the result of the determination in step S2005 or S2007 is NO, the process proceeds to step S2012.

[0274] Step S2009 determines whether the over-prize flag is ON or OFF. In other words, it determines whether the net number of balls is 80,000 or more. If the over-prize flag is not ON (NO in S2009), the game proceeds to step S2012. On the other hand, if the over-prize flag is ON (YES in S2009), the game stop flag is turned ON (S2010), and the game proceeds to step S2011. In this way, if the net number of balls is 80,000 or more and the high probability high base state or low probability low base state ends, the game becomes unplayable.

[0275] In step S2011, the game stop notification command is set in the output buffer of the game RAM 104, and the process proceeds to step S2012. As a result, when the game stop notification command is transmitted to the performance control board 120, the red background image RE and the error clearing method image ERX are displayed on the display screen 50a, as shown in Figure 27(A). In addition, a game stop sound is output from the speaker 52. Furthermore, all the frame lamps 53 light up in white, and all the panel lamps 54 turn off.

[0276] In step S2012, a game state specification command, which includes information on the current game state (whether the probability variation flag and time reduction flag are ON or OFF), the value of the probability variation counter, and the value of the time reduction counter, is set in the output buffer of the game RAM 104, and this process ends.

[0277] [Special Electric Mechanism Processing (Big Win Game)] Special electric mechanism processing is the process for executing a big win game. As shown in Figure 44, in special electric mechanism processing (S1307), it is first determined whether or not the big win end flag is ON (S2701). The big win end flag is a flag that indicates that the opening of all the big prize devices (first big prize device 14D, second big prize device 15D) has finished in the big win game that is currently being executed.

[0278] If the jackpot end flag is not ON (NO in S2701), it is determined whether the big prize slots (first big prize slot, second big prize slot 15) are open or not (i.e., whether the first big prize device 14D or the second big prize device 15D is open or not) (S2702). If they are not open or not (NO in S2702), it is determined whether it is time to open the big prize slots, i.e., whether the time for the jackpot opening has elapsed and it is time to start opening the first big prize slot 14, or whether the interval between openings has elapsed and it is time to start the next opening (S2703).

[0279] If the result of step S2703 is NO, the process ends. On the other hand, if the result of step S2703 is YES, it is determined whether the currently running jackpot game is a jackpot game based on a V-long jackpot (see Figure 16) (S2704). If it is not a V-long jackpot (NO in S2704), the process proceeds to step S2707. However, if it is a V-long jackpot (YES in S2704), it is determined whether it is the timing to start the 10th round, which allows passage to the specific area 16 (S2705). If it is not the timing to start the 10th round (NO in S2705), the process proceeds to step S2707. Conversely, if it is the timing to start the 10th round (YES in S2705), the V-valid period setting process is performed (S2706).

[0280] In the V-effective period setting process (S2706), the period during which the second large prize slot 15 is open and the few seconds after the second large prize slot 15 is closed during the 10th round of a V-long jackpot is set as the V-effective period, during which the detection of game balls by the specific area sensor 16a is determined to be effective. In this embodiment, all other periods (including when a jackpot game is not being played) are set as the V-ineffective period, during which the detection of game balls by the specific area sensor 16a is determined to be ineffective. Here, determining that the detection of game balls by the specific area sensor 16a is effective means that the V flag is turned ON based on the detection of game balls by the specific area sensor 16a. Conversely, determining that the detection of game balls by the specific area sensor 16a is ineffective means that the V flag is not turned ON even if game balls are detected by the specific area sensor 16a.

[0281] In step S2707, the large prize slots (first large prize slot 14, second large prize slot 15) are opened according to an opening pattern (see Figure 16) corresponding to the type of jackpot. The distribution member 16k operates in a constant manner from the start of the first round of gameplay. In the opening pattern for a V-long jackpot, in the 10th round, the VAT opening / closing member 15k is opened so that the game ball that enters the second large prize slot 15 can pass through the specific area 16 with ample room to maneuver. In contrast, in the opening pattern for a V-short jackpot, in the 10th round, the timing of the opening of the VAT opening / closing member 15k in relation to the operation of the distribution member 16k is set so that even if the game ball enters the second large prize slot 15, it cannot pass through the specific area 16.

[0282] Next, in step S2708, a round specification command transmission determination process is performed to conclude this process. In the round specification command transmission determination process (S2708), it is determined whether the opening of the big prize slots (first big prize slot 14, second big prize slot 15) in step S2703 is the first opening in a single round of gameplay. If so, a round specification command containing information about the number of rounds of the currently running jackpot game is set in the output buffer of the game RAM 104. In this configuration, the big prize slots will not be opened multiple times during a single round of gameplay. Therefore, in step S2708, a round specification command will always be set.

[0283] In step S2702 of the special electric prize processing (S1307), if the large prize slots (first large prize slot 14, second large prize slot 15) are open, it is determined whether the conditions for closing the large prize slots have been met (S2709). In this embodiment, the closing conditions are that either the number of balls that have entered the large prize slots in that round of play has reached the prescribed maximum number of balls (10 balls per round in this embodiment), or the time to close the large prize slots has arrived (i.e., a predetermined opening time (see Figure 16) has elapsed since the large prize slots were opened). If the conditions for closing the large prize slots have not been met (NO in S2709), the process ends.

[0284] In contrast, if the closing conditions for the major prize slots (first major prize slot 14, second major prize slot 15) are met (YES in S2709), the major prize slots are closed (blocked) (S2710). Then, it is determined whether one round of gameplay (round interval) has ended (S2711). If it has not ended (NO in S2711), the process ends. On the other hand, if the round of gameplay has ended (YES in S2711), the value of the round counter is decremented by 1 (S2712), and it is determined whether the value of the round counter is "0" or not (S2713). If it is not "0" (NO in S2713), the process ends as is in order to start the next round of gameplay.

[0285] On the other hand, if the result is "0" (YES in S2713), the jackpot termination process ends the jackpot game by setting the jackpot ending command (S2714) and starting the jackpot ending (S2715). Then, the jackpot termination flag is set (S2716) and the process ends.

[0286] Furthermore, if the jackpot end flag is ON in step S2701 (YES in S2701), the final round has ended, so it is determined whether or not the ending time for the jackpot game has elapsed (S2717). If the ending time has not elapsed (NO in S2717), this process is terminated. On the other hand, if the ending time has elapsed (YES in S2717), the jackpot end flag is turned OFF (S2718). Then, the game state setting process described later is performed (S2719). Next, the jackpot flag is turned OFF (S2720). Next, the special operation status is set to "1" (S2721), and this process is terminated.

[0287] [Game State Setting Process] As shown in Figure 45, the game state setting process (S2719) first determines whether the V flag is ON (whether a V win occurred during the V valid period) (S2801). If it is ON (YES in S2801), the probability variation flag is turned ON (S2802) and the time reduction flag is turned ON (S2803). This controls the game to a high probability, high base state after a big win. Next, the probability variation counter is set to "160" (S2804) and the time reduction counter is set to "160" (S2805), and the game proceeds to step S2808. This controls the game to a high probability, high base state where the number of ST rounds is 160 and the number of time reduction rounds is 160.

[0288] On the other hand, in step S2801, if it is determined that the V flag is not ON (NO in S2801), the time-saving flag is turned ON (S2806). In other words, the probability variation flag is not turned ON at this time. This will result in the game being controlled to a low probability high base state after a big win. Next, the time-saving counter is set to "100" (S2807), and the game proceeds to step S2808. In other words, this will result in the game being controlled to a low probability high base state with 100 time-saving rounds.

[0289] In step S2808, the game control microcomputer 101 sets a game state specification command, which includes information on the currently set game state (ON or OFF of the probability variation flag, ON or OFF of the time reduction flag, the value of the probability variation counter, and the value of the time reduction counter), into the output buffer of the game RAM 104. This completes the game state setting process (S2719).

[0290] [Output Processing] As shown in Figure 46, the output processing (S112) executes the external signal output processing (S3001), which will be described later. Subsequently, as other output processing (S3002), the commands set in the output buffer of the game RAM 104 in each of the above processes are output to the performance control board 120 and the payout control board 170, and this process is completed. The payout control microcontroller 171, upon receiving a command based on a prize being won in one of the various prize slots, adds the number of prize balls corresponding to the command to the payout schedule counter, which counts the number of prize balls to be paid out. As long as the value of the payout schedule counter is 1 or more, the payout control microcontroller 171 operates the payout device 73 as appropriate to pay out prize balls. The value of the payout schedule counter is also sent to the game control microcontroller 101 each time the payout control microcontroller 171 performs an interrupt, so that the game control microcontroller 101 can keep track of the number of prize balls that have not yet been paid out.

[0291] [External Terminal Signal Output Processing] As shown in Figure 47, the external terminal signal output processing (S3001) determines whether the over-prize ball notification flag is ON or OFF (S3101). In other words, it determines whether the number of balls has reached 70,000. If the over-prize ball notification flag is not ON (NO in S3101), the process proceeds to step S3103. On the other hand, if the over-prize ball notification flag is ON (YES in S3101), the external terminal signal output processing for over-prize ball notification is executed (S3102), and the process proceeds to step S3102. In the external terminal signal output processing for over-prize ball notification (S3102), an external terminal signal indicating that the number of balls has reached 70,000 (hereinafter referred to as the "external terminal signal for over-prize ball notification") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the external terminal signal for over-prize ball notification to an external unit GU (data counter, hall computer, etc.) via parallel communication. As a result, it is possible to inform the employees of the amusement arcade who are monitoring the hall computer that if the number of remaining balls in this pachinko machine PY1 increases to a small amount (within 10,000), the over-prize prevention function may be activated.

[0292] In step S3103, it is determined whether the over-prize ball flag is ON or not. In other words, it is determined whether the number of balls has reached 80,000. If the over-prize ball flag is not ON (NO in S3103), the process proceeds to step S3105. On the other hand, if the over-prize ball flag is ON (YES in S3103), the over-prize ball external signal output process is executed (S3104), and the process proceeds to step S3105. In the over-prize ball external signal output process (S3104), an external signal indicating that the number of balls has reached 80,000 (hereinafter referred to as the "over-prize ball external signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the over-prize ball notification external signal to the external unit GU via parallel communication. As a result, it is possible to inform the employees of the amusement arcade who are monitoring the hall computer that the number of balls in this pachinko game machine PY1 has reached 80,000, and that the game will become unplayable once the high probability high base state or low probability low base state ends.

[0293] In step S3105, it is determined whether the game stop flag is ON or NOT ON. In other words, it is determined whether the game has become impossible to play. If the game stop flag is NOT ON (NO in S3107), the process proceeds to step S3107. On the other hand, if the game stop flag is ON (YES in S3105), the game stop external signal output process is executed (S3106), and the process proceeds to step S3107. In the game stop external signal output process (S3106), an external signal indicating that the game has become impossible to play due to the activation of the over-prize prevention function (hereinafter referred to as the "game stop external signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the game stop external signal to the external unit GU via parallel communication. As a result, it is possible to inform the employees of the amusement arcade who are monitoring the hall computer that the game has become unplayable due to the activation of the over-prize prevention function in the PY1 pachinko machine.

[0294] In step S3107, it is determined whether the non-erasure clearing process shown in step S203 or the non-erasure clearing process shown in step S1422 has been performed. That is, it is determined whether the information on the total number of prize balls stored in the total number of prize balls storage unit 107a, the information on the total number of balls fired stored in the total number of balls fired storage unit 107b, and the information on the difference in balls stored in the difference in balls storage unit 107c have been cleared. If the non-erasure clearing process has not been performed (NO in S3107), the process proceeds to step S3109. On the other hand, if the non-erasure clearing process has been performed (YES in S3107), the reset external terminal signal output process is performed (S3108), and the process proceeds to step S3109. In the reset external terminal signal output process (S3108), an external terminal signal indicating that the difference in balls has been reset (hereinafter referred to as the "reset external terminal signal") is transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170. As a result, the external terminal board 160 transmits the reset external terminal signal to the external unit GU via parallel communication. This makes it possible for employees of the amusement arcade who are monitoring the hall computer to be aware that the number of balls in the pachinko machine PY1 has been reset. The main control board 100 is connected to a dedicated signal line, and via this dedicated signal line, the external terminal signal for over-prize notification, the external terminal signal for over-prize, the external terminal signal for stopping the game, and the external terminal signal for reset are transmitted from the main control board 100 to the external terminal board 160 via the payout control board 170.

[0295] 8. Operation of the microcontroller for performance control Next, the operation of the microcontroller 121 for performance control will be explained based on Figures 48 to 50. Note that the counters, timers, flags, buffers, etc., that appear in the explanation of the operation of the microcontroller 121 for performance control are located in the performance RAM 124.

[0296] [Sub-control Main Process]When the pachinko gaming machine PY1 is powered on, the sub-control main process program shown in FIG. 48 is read from the effect ROM 123 by the effect control microcomputer 121 and executed. As shown in the figure, in the sub-control main process, first, a power-on process in response to power-on is performed (S4001). In the power-on process, for example, settings of the effect CPU 122, settings of SIO, PIO, CTC (a circuit for managing interrupt time), etc. are performed.

[0297] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for effect determination related to various effects are updated. As an example, the method of updating the random number counters for effect determination for various effects can be the same as the random number update process performed by the aforementioned main control board 100. Instead of adding 1 to the random number value one by one during the update, it may be added by 2 or the like. This is also the same in the random number update process performed by the aforementioned main control board 100.

[0298] When the random number update process ends, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in the effect RAM 124 of the effect control board 120 are transmitted to the image control board 140. The image control board 140 that receives the command displays an image on the display screen 50a according to the received command (performs various effects by the image). Note that the effect control board 120, together with various effects performed by the image control board 140, outputs sound from the speaker 52 via the audio control circuit 161 (performs various sound effects by the sound), causes the frame lamp 53 and the board lamp 54 to emit light via the lamp control circuit 151 (performs various light emission effects by the light emission), and operates the movable devices 55, 56, 58 (performs various movable body effects by the operation). In this way, various effects (variable effects, held effects, movable body effects, operation effects, pre-reading effects, other notice effects, opening effects associated with special games, opening game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.

[0299] The microcontroller 121 for performance control then enables interrupts (S4005). From here, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute receive interrupt processing (S4010), 1ms timer interrupt processing (S4011), and 10ms timer interrupt processing (S4012).

[0300] The receive interrupt handler (S4010) is executed whenever various commands sent from the main control board 100 are input to the performance control microcontroller 121. In the receive interrupt handler (S4010), the performance control microcontroller 121 stores the various commands that were sent and received by the output handler (S112) of the main control board 100 into the receive buffer of the performance RAM 124. This receive interrupt handler is executed in priority over other interrupt handlers (S4011, S4012).

[0301] [1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a period of 1 msec is input to the performance control board 120. In the 1ms timer interrupt processing (S4011), as shown in Figure 49, the input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in sequence.

[0302] In the input processing (S4101), operations on the player-operable control buttons, such as the normal button detection switch 40a, the special button detection switch 41a, and the select button detection switch, are detected, and commands are set or performance data is created according to the detection results. In the light emission data output processing (S4102), based on the performance data created in the input processing (S4101) and the performance data creation processing (S4204) described later, light emission data (lamp data) is referenced in order to light up lamps such as the frame lamp 53 and the panel lamp 54 at timings that match the image-based performances. Then, the lamp control circuit 151 is controlled based on the light emission data. In other words, the performance control microcontroller 121 lights up the frame lamp 53 and the panel lamp 54 in a predetermined light emission pattern according to the light emission data. In the movable body control process (S4103), the drive data is referenced in order to perform a movable body effect by operating the movable devices 55, 56, and 58 at predetermined timings, based on the effect data created in the input processing (S4101) and the effect data creation process (S4204) described later. Then, the lamp control circuit 151 is controlled based on the drive data. In other words, the effect control microcontroller 121 operates the movable devices 55, 56, and 58 in predetermined operating modes according to the drive data. In the watchdog timer process (S4104), the watchdog timer reset setting is performed.

[0303] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a period of 10 msec is input to the performance control board 120. In the 10ms timer interrupt processing (S4012), as shown in Figure 50, the received command analysis processing (S4201), performance timer update processing (S4202), voice control processing (S4203), and performance data creation processing (S4204) are performed in sequence.

[0304] In the received command analysis process (S4201), the command stored in the receive buffer of the performance RAM 124 by the received interrupt process (S4010) is analyzed, and processing corresponding to that command is performed (for example, selecting a performance, setting a performance mode, setting a command, etc.). In the performance timer update process (S4202), the timers for measuring the time related to each performance are updated. For example, in the performance timer update process (S4202), the start and end timings of the operation validity period of the operation unit, such as the normal button 40 and the special button 41, are measured. In the voice control process (S4203), based on the processing results of the input processing (S4101) and the received command analysis process (S4201), voice data (data that controls the output of sound from the speaker 52) and the voice control circuit 161 are created. In the performance data creation process (S4204), performance data is created based on the processing results of the received command analysis process (S4201).

[0305] Here, we will explain an example of the processing that occurs when the performance control microcontroller 121 receives a command from the game control microcontroller 101. The command received by the performance control microcontroller 121 is a variation start command (special feature 1 variation start command or special feature 2 variation start command). When the performance control microcontroller 121 determines in the received command analysis process (S4201) that it has received a variation start command, as a variation start command reception processing, it selects a variation performance pattern (sub-variation pattern) based on the special feature variation pattern indicated by the command, sets the information of that sub-variation pattern, and sets a variation performance start command containing the information of that sub-variation pattern in the output buffer. For example, if the special feature variation pattern indicated by the variation start command is an SP variation (variation pattern associated with an SP reach), it selects a sub-variation pattern that performs an SP reach and sets a variation performance start command corresponding to that sub-variation pattern in the output buffer. Subsequently, each process (command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), voice control process (S4203), etc.) is executed to realize the variation effect corresponding to the selected sub-variation pattern. The processing flow for realizing such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-announcement effects, so-called notification effects associated with the variation, and control of the effect mode.

[0306] 9.Operation caution production Next, we will explain the operation warning display. In this pachinko game machine PY1, if the over-prize prevention function is activated or if an unauthorized magnet is detected (when predetermined stop conditions are met), the game becomes impossible to play. In other words, the game control processing and the launch control processing stop. At this time, despite the game being impossible to play, the player may not accurately understand the situation and may continue to rotate the handle 72k (launching operation means). Therefore, in this configuration, after the game becomes impossible to play, an operation warning display is executed to alert the player to stop launching game balls based on the player's rotation of the handle 72k. This operation warning display makes it possible to prevent the player from launching unnecessary balls.

[0307] Figure 51 shows the case where an operation warning animation (warning animation) is executed after the over-prize prevention function has been activated. First, as a prerequisite, it is assumed that the player has not performed any rotational operation on the handle 72k and that the over-prize prevention function has been activated. In this case, the animation control microcontroller 121 recognizes that the over-prize prevention function has been activated by receiving a game stop notification command (see S2011) from the game control microcontroller 101. Then, as shown in Figure 51(A), the animation control microcontroller 121 displays a red background image RE and an error clearing method image ERX on the display screen 50a and outputs a game stop sound from the speaker 52. Furthermore, all frame lamps 53 light up in white and all board lamps 54 are turned off.

[0308] Subsequently, when the player rotates the handle 72k, the performance control microcontroller 121 receives a detection signal from the handle rotation detection sensor 42a (see Figure 7). As a result, the performance control microcontroller 121 executes an operation warning animation, as shown in Figure 51(B), with the red background image RE and the error clearing method image ERX displayed on the display screen 50a. Specifically, the operation warning image HT indicating "Do not turn the handle" is displayed on the display screen 50a. Furthermore, the speaker 52 outputs the voice message "Do not turn the handle," and all the frame lamps 53 and board lamps 54 light up in red. This operation warning animation makes it possible to more strongly make the player aware that it is not a situation to launch a game ball.

[0309] Subsequently, when the player stops rotating the handle 72k, the performance control microcontroller 121 stops receiving a detection signal from the handle rotation detection sensor 42a (see Figure 7). As a result, the performance control microcontroller 121 stops the operation warning performance, as shown in Figure 51(C). Thus, in this configuration, the operation warning performance is executed only while the player is rotating the handle 72k after the over-prize prevention function has been activated.

[0310] Figure 52 shows the case in which an operation warning animation (warning animation) is executed after an unauthorized magnetic field is detected. First, as a prerequisite, it is assumed that the player has not performed any rotational operation on the handle 72k and that an unauthorized magnetic field has been detected. In this case, the animation control microcontroller 121 receives a magnetic field detection command from the game control microcontroller 101 indicating that an unauthorized magnetic field has been detected. As a result, the animation control microcontroller 121 displays a red background image RE and an error clearing method image ER1 on the display screen 50a, as shown in Figure 52(A), and outputs a game stop sound from the speaker 52. Furthermore, all the frame lamps 53 light up in white and all the board lamps 54 are turned off.

[0311] Subsequently, when the player rotates the handle 72k, the performance control microcontroller 121 receives a detection signal from the handle rotation detection sensor 42a (see Figure 7). As a result, the performance control microcontroller 121 executes an operation warning animation, as shown in Figure 52(B), with the red background image RE and the error clearing method image ER1 displayed on the display screen 50a. Specifically, the operation warning image HT indicating "Do not turn the handle" is displayed on the display screen 50a. Furthermore, the speaker 52 outputs the voice message "Do not turn the handle," and all the frame lamps 53 and board lamps 54 light up in red. This operation warning animation makes it possible to more strongly make the player aware that it is not a situation to launch a game ball.

[0312] Subsequently, when the player stops rotating the handle 72k, the microcontroller 121 for controlling the effects stops receiving a detection signal from the handle rotation detection sensor 42a (see Figure 7). As a result, the microcontroller 121 stops the operation warning effect, as shown in Figure 52(C). Thus, in this embodiment, the operation warning effect is executed only while the player is rotating the handle 72k after an unauthorized magnetic field has been detected.

[0313] 10. Effects of this form As explained above, with this form of pachinko game machine PY1, if the number of balls won exceeds 80,000 and the high probability high base state or low probability low base state ends, the game becomes unplayable. Therefore, for the player, the game is not suddenly stopped in the middle of a jackpot game state or in the middle of a high probability high base state or low probability high base state, and it does not result in any significant disadvantage. In this way, it is possible to provide a pachinko game machine PY1 that allows the player to stop playing at a timing that is easy for them to stop playing, while not awarding excessive prize balls.

[0314] Furthermore, with this form of pachinko machine PY1, if the number of balls in play exceeds 80,000 and the high-base state (high-probability high-base state, low-probability high-base state) ends, the game becomes unplayable. Therefore, it is possible for the player to stop playing before a situation arises where their number of balls decreases after the high-base state ends. In other words, after transitioning from the high-base state to the normal game state, it is conceivable that the total number of balls launched will increase and the number of balls in play may fall below 80,000. Therefore, to prevent the above situation from occurring, it is possible to stop playing at the moment the high-base state ends.

[0315] By the way, if a player stops playing before the number of balls in play reaches 80,000, and then another player starts playing and immediately exceeds 80,000, it becomes a terrible situation. Therefore, with the Pachinko machine PY1 of this type, the measured number of balls in play is reset based on the fulfillment of a reset condition that is not triggered by power-on. Specifically, the number of balls in play is reset when the special reset switch 181 is pressed, or when the waiting state for customers continues for one hour. This prevents the game from being immediately stopped for the player who starts playing later, thus preventing a terrible situation.

[0316] Furthermore, with this form of pachinko machine PY1, when an employee of the amusement arcade presses the RAM clear switch 191 when the power is turned on, game information (for example, information on the game state such as high probability state, the number of special symbol reserves, and the result of the jackpot determination) is erased, while the information on the number of balls stored in the ball count storage unit 107c is not erased. Therefore, even in situations where game information must be erased due to malfunctions or other reasons during business hours, it is possible to prevent the measured number of balls from being erased.

[0317] Furthermore, with this form of pachinko game machine PY1, as mentioned above, the measured number of balls won is not erased even if a RAM clear is performed. However, the measured number of balls won can be erased by an employee of the game parlor pressing the special reset switch 181. In this way, an employee of the game parlor can erase the measured number of balls won at any time.

[0318] Furthermore, with this form of pachinko game machine PY1, when the number of balls exceeds 80,000, a game stop notification image KH is displayed on the display screen 50a, as shown in Figure 28(B), to warn that the game will become unplayable. Therefore, players can be aware in advance that the game will become unplayable, preventing them from being confused when the game suddenly stops. In particular, as shown in Figure 28(B), the game stop notification image KH indicates that the game will become unplayable when the high base state ends. Thus, it is possible to ensure that players know exactly when the game will be played.

[0319] Furthermore, according to this form of the pachinko game machine PY1, as described above, the game becomes unplayable when the number of balls exceeds 80,000. If the player attempts to rotate the handle 72k at this time, the launch control process (S109) is stopped, and no game balls are launched. However, as shown in Figure 51(B), an operation warning animation is performed. Specifically, an operation warning image HT is displayed on the display screen 50a, a voice message "Please do not turn the handle" is output from the speaker 52, and all the frame lamps 53 and board lamps 54 light up in red. This makes it possible to more reliably inform the player that the game cannot be played.

[0320] Furthermore, with this form of pachinko game machine PY1, as described above, if an unauthorized magnetic field is detected, the game becomes unplayable. If the player attempts to rotate the handle 72k at this time, the launch control process (S109) is stopped, and no game balls are launched. However, as shown in Figure 52(B), an operation warning animation is performed. Specifically, an operation warning image HT is displayed on the display screen 50a, a voice message "Do not turn the handle" is output from the speaker 52, and all the frame lamps 53 and board lamps 54 light up in red. This makes it possible to more reliably inform the player that the game cannot be played.

[0321] 11. Example of changes The following describes examples of modifications (modified versions). In the description of the modified versions, components similar to those in the above-described pachinko game machine PY1 will be denoted by the same reference numerals and their explanation will be omitted. Of course, components related to the modified versions may be combined as appropriate. Furthermore, technical features in the above-described configuration and the modified versions below may be deleted as appropriate unless they are described as essential in this specification.

[0322] <First variation> In the above configuration, the game machine (Type 1 game machine) is configured such that if a jackpot is won in the special symbol lottery, a jackpot game (Type 1 jackpot game) is executed. In contrast, the first modified example is configured as a so-called Type 1 and Type 2 mixed machine. That is, if a minor win is won in the special symbol lottery, a minor win game is executed in which the large prize slot is opened for a maximum of 1.8 seconds. In this case, if the game ball that entered the large prize slot as a result of the minor win game passes through a specific area within the large prize slot, a jackpot game (Type 2 jackpot game) is executed. Thus, in the first modified example, the game machine (Type 1 and Type 2 mixed machine) is configured such that if a jackpot is won in the special symbol lottery, a jackpot game (Type 1 jackpot game) is executed, and if the game ball passes through a specific area within the large prize slot, a jackpot game (Type 2 jackpot game) is executed.

[0323] Furthermore, in the first modified version, if a minor win is achieved in the lottery of Special Figure 2, the game is configured such that, as long as the game is played correctly, a two-type jackpot game will be executed (the game balls will be able to pass through a specific area). In other words, winning a minor win in the lottery of Special Figure 2 means that a jackpot game will be executed. Here, as shown in Figure 53, when transitioning from the high base state (time-saving state) to the normal game state, the number of Special Figure 2 reserved balls is assumed to be the maximum of 4 (a predetermined number). The lottery of Special Figure 2 is executed with priority over the lottery of Special Figure 1, and is set to be more advantageous to the player than the lottery of Special Figure 1. In this case, when transitioning from the high base state to the normal game state, the lottery of Special Figure 2 will be executed 4 times, and the player is still in a situation where a jackpot game is likely to be executed. Therefore, even after transitioning to the normal game state, it can be said that the period until the lottery of Special Figure 2 is stopped is an advantageous period (advantageous game state) in which a jackpot game is likely to be executed for the player.

[0324] In this first modified example, we assume that the over-prize prevention function is activated when the game transitions to the normal game state, as described above. In this case, even though the game is in the normal game state, the situation is still favorable for the player to win a jackpot, but the game suddenly becomes impossible to play. Therefore, in this first modified example, as shown in Figure 53, the over-prize prevention function is not activated when the game transitions to the normal game state. Instead, the over-prize prevention function is activated when all of the remaining Special Symbol 2 reserves (Special Symbol 2 remaining reserves) are consumed. In other words, the game becomes impossible to play when all of the Special Symbol 2 remaining reserves are consumed (when all of the fluctuation and stop displays of the second special symbol based on the Special Symbol 2 remaining reserves have finished).

[0325] In this way, even if the number of balls won exceeds 80,000 and the game returns to normal gameplay, the player can continue playing until the advantageous period (advantageous gameplay state) in which it is easier to win two types of jackpots ends. In the first modified example, the lottery for Special Figure 2 is executed with priority over the lottery for Special Figure 1, but it is also possible to make the lottery for Special Figure 1 take priority over the lottery for Special Figure 2, or to make the lottery for Special Figure 1 or Special Figure 2 be executed in the order in which the game balls enter the first start opening 11 or the second start opening 12.

[0326] Next, in the first modified example, we will explain the effects that occur after transitioning from the high base state (time-saving state) to the normal game state. When transitioning to the normal game state, if there are remaining reserved symbols for Special Symbol 2, the remaining reserved symbol special effect shown in Figure 54 will be executed until all of the remaining reserved symbols for Special Symbol 2 are consumed. This remaining reserved symbol special effect is an effect that indicates whether or not a minor win has been won in the Special Symbol 2 lottery, and it is not executed in the high base state and is not executed in the Special Symbol 1 lottery. In other words, the remaining reserved symbol special effect (advantageous effect) is a special effect that indicates a chance to win a Type 2 jackpot game, but only from the time transitioning to the normal game state until all of the remaining reserved symbols for Special Symbol 2 are consumed (until the fluctuation display of the second special symbol is executed 4 times).

[0327] Specifically, as shown in Figure 54(A), when transitioning from the high base state (time-saving state) to the normal game state, the remaining chance count image LA, indicating "4 last chances," is displayed on the display screen 50a. This makes the player aware that they still have 4 chances to win one of the two types of jackpot games. Then, as shown in Figure 54(A), the display screen 50a shows the main character appearance image BA1, where the transformed main character appears, with the left performance symbol EZ1 indicating "5" and the right performance symbol EZ3 indicating "5" forming a reach pattern. In addition, the remaining spin count image LB, indicating "4 spins remaining," is displayed in the upper right corner of the display screen 50a, showing how many more spins of the second special symbol will be performed.

[0328] Next, as shown in Figure 54(C), a special battle image BA2 is displayed showing the transformed protagonist character fighting against the enemy character. After that, if the player has won a minor or major prize in the lottery for special figure 2, a special battle victory image WI is displayed as shown in Figure 54(D-1), showing that the transformed protagonist character has defeated the enemy character. At this time, the small performance symbols KZ (a collective term for small symbols KZ1, KZ2, and KZ3) that were being displayed in the upper left of the display screen 50a stop at the winning pattern "555", which is a set of identical digits. In this way, players who see the special battle victory image WI and the small performance symbols KZ with identical digits can understand that they have won a minor or major prize. After that, if the player has won a minor prize, they can win a type 2 major prize game by passing the game ball through a specific area during the execution of the minor prize game. If the player has won a major prize, they can win a type 1 major prize game.

[0329] On the other hand, if the lottery for Special Feature 2 is unsuccessful, a special battle defeat image LO is displayed, as shown in Figure 54 (D-2), indicating that the transformed protagonist character has been defeated by the enemy character. At this time, the small effect symbol KZ, which was being displayed in a variable manner, stops at "545", which is a losing combination, in the upper left of the display screen 50a. In this way, players who see the special battle victory image WI and the small effect symbol KZ, which is a losing combination, can understand that it is an unsuccessful outcome. Thus, if the lottery for Special Feature 2 is unsuccessful, the remaining reserve special effect shown in Figure 54 is repeatedly executed until all remaining reserves for Special Feature 2 are consumed. If all the results of the lottery for Special Feature 2 are unsuccessful, the advantageous period (advantageous game state) ends. After that, in the normal game state, the remaining reserve special effect is not executed, and the variable effect based on the lottery for Special Feature 1 is executed.

[0330] In this first modified example, when the net number of balls is less than 80,000, the special remaining ball animation shown in Figure 54 is executed during the advantageous period (advantageous game state) from the transition to the normal game state until all remaining reserved balls in Special Feature 2 are consumed. On the other hand, even when the net number of balls is 80,000 or more, the special remaining ball animation shown in Figure 54 is executed during the advantageous period (see Figure 53) from the transition to the normal game state until all remaining reserved balls in Special Feature 2 are consumed. In this way, as long as the special remaining ball animation, which indicates an advantageous situation for the player after transitioning to the normal game state, continues, the over-prize prevention function will not be activated. Therefore, even if the net number of balls exceeds 80,000, the player can still enjoy the special remaining ball animation after transitioning to the normal game state. In other words, even if the net number of balls exceeds 80,000 and the player transitions to the normal game state, it is possible to synchronize the timing of when the game becomes unplayable with the timing of when the special remaining ball animation ends, by continuing to execute the special remaining ball animation before the game becomes unplayable.

[0331] <Second variation> In the above configuration, when the number of balls gained exceeded 80,000, additional effects were triggered, such as the display of a red-bordered image EFb or a game stop notification image KH (see Figure 28(B)). However, even when the number of balls gained exceeded 80,000, the effects themselves were not replaced and executed. In contrast, in the second modified version, when the number of balls gained changes from less than 80,000 to 80,000 or more, the effects themselves are replaced and executed. This second modified version is configured as a Type 1 and Type 2 mixed machine, similar to the first modified version. The effects of the second modified version will be explained using the case where the number of balls gained reaches 80,000 during the jackpot game state shown in Figure 53 as an example.

[0332] As a prerequisite, a jackpot game is being played while the net number of balls is less than 80,000. At this time, as shown in Figure 55(A), a round animation is being played on the display screen 50a. That is, the round image G109, the prize ball count image G110, and the round background image G114 are displayed on the display screen 50a. Now, as shown in Figure 53, let's assume that the net number of balls reaches 80,000 during the jackpot game. At this time, the game control microcomputer 101 sends an over-prize ball notification command (see step S312) to the animation control microcomputer 121, and the animation control microcomputer 121 understands that the net number of balls has exceeded 80,000. As a result, the animation control microcomputer 121 executes the round substitute animation shown in Figure 55(B).

[0333] Specifically, in the round substitution sequence, as shown in Figure 55(B), the background image for the round, G114, which represents a city, is switched to a background image for the round substitution, G116, which represents a dark Western-style mansion. Then, the round image G109 and the prize ball count image G110 are displayed overlaid on the round substitution background image G116, along with a game stop notification image KI indicating that "the advantageous period has ended and the game will be stopped." Furthermore, a warning display image G115 showing a flashing light and the word "DANGER" is displayed at the very front of the display screen 50a to attract the player's attention.

[0334] Thus, when the number of balls exceeds 80,000, a round-alternating animation is performed, which is a significant change in the animation style from the regular round animation. This makes it possible to make the player more aware of the situation in which they will no longer be able to play. In other words, for players who are not fully aware of the over-prize prevention function, even if the red-bordered image EFb or the game stop notification image KH is displayed along with the round animation (see Figure 28(B)), they may mistake it for a mere animation and may not fully grasp the situation in which they will no longer be able to play. Therefore, in the second modified example, by performing the round-alternating animation shown in Figure 55(B) instead of the regular round animation, it is possible to make it easier for players to recognize that the situation has changed significantly.

[0335] Next, as shown in Figure 53, when the game transitions from a jackpot state to a high base state (time-saving state), the time-saving mode substitute effect shown in Figure 55(C) is executed on display screen 50a. Specifically, in the time-saving mode substitute effect, as shown in Figure 55(C), a time-saving substitute background image G117 representing dark clouds and lightning is displayed. Then, the effect symbol EZ and the game stop notification image KI are displayed superimposed on the time-saving substitute background image G117. Furthermore, a warning display image G115 showing a flashing light and the word "DANGER" is displayed at the very front of display screen 50a to attract the player's attention.

[0336] Thus, even in a high-base state (shortened time state), if the number of balls exceeds 80,000, the shortened time mode animation shown in Figure 18(B-5) is not executed, and instead the shortened time mode alternative animation shown in Figure 55(C) is executed. This makes it possible to make players more aware of the situation in which they will not be able to continue playing. In other words, it makes it easier for players who are not fully aware of the over-prize prevention function to recognize that although they are in a situation where it is easy to win a type 2 jackpot, they are in a situation where the game will be stopped.

[0337] Subsequently, as shown in Figure 53, the game transitions from a high base state (time-saving state) to a normal game state, and the number of reserved balls in Special Symbol 2 at the time of transition to the normal game state is assumed to be "4". In this case, the remaining reserved ball substitute special effect shown in Figure 56 is executed on display screen 50a. Specifically, in the remaining reserved ball substitute special effect (special effect), as shown in Figure 56(A), when the game transitions from a high base state (time-saving state) to a normal game state, the remaining game count image LH1 indicating "4 spins left until game is stopped" is displayed on display screen 50a. This makes it possible for the player to accurately understand the number of spins of the special symbols until the game can no longer be played. The number shown in the remaining game count image LH1 will be "4" to "1" depending on the number of reserved balls in Special Symbol 2. Thus, in the second modified example, it is possible to provide the player with an innovative effect that notifies them of the remaining number of spins of the special symbols until the game is stopped.

[0338] Next, as shown in Figure 56(B), the display screen 50a shows the special effect symbols TZ1 and TZ2 in a changing display, and at the bottom of the display screen 50a, an explanatory image SM is displayed indicating "If V lines up, it's a jackpot?". This explanatory image SM allows the player to understand that if "V" lines up on the special effect symbols TZ1 and TZ2, a jackpot game will be played. Also, at the top of the display screen 50a, an image LN1 indicating "4 turns remaining until game is stopped" is displayed. This allows the player to be aware of the remaining number of turns for the special symbols (second special symbol) until the game is stopped, even while the special symbols (second special symbol) are changing. The number shown in the image LN1 will be "4" to "1" depending on the remaining number of reserved special symbols 2. The display of this image LN1 corresponds to the "game unplayable notification effect".

[0339] Next, as shown in Figure 56(C), on the display screen 50a, the special effect symbol TZ1 on the left stops displaying "V", while the special effect symbol TZ2 on the right continues to change display. Subsequently, if a minor or major win is achieved in the lottery of special symbol 2, as shown in Figure 56(D-1), the special effect symbol TZ2 on the right stops displaying "V", resulting in a "V" alignment. At this time, the minor effect symbol KZ, which was changing display in the upper left of the display screen 50a, stops displaying the winning pattern "555", which is a double digit combination. In this way, players who see the special effect symbols TZ1 and TZ2 showing "VV" and the minor effect symbol KZ with double digits can understand that they have won either a minor or major win. Subsequently, if a minor win has been achieved, by passing the game ball through a specific area during the execution of the minor win game, it is possible to win a type 2 major win game. Additionally, if you have won a jackpot, you will receive one type of jackpot game.

[0340] On the other hand, if the draw in Special Feature 2 is a miss, the special effect symbol TZ2 on the right will stop at "1", as shown in Figure 56 (D-2), and the "V" will not line up. Also at this time, the small effect symbol KZ, which was being displayed in the upper left of the display screen 50a, will stop at "545", which is a miss for the reach. In this way, the player who has seen the special effect symbols TZ1 and TZ2, which indicate "V1", and the small effect symbol KZ, which indicates a miss for the reach, will be able to understand that it is a miss. Also, the remaining number image NC, which indicates "3 chances remaining", will be displayed in the lower right of the display screen. This will allow the player to understand that the over-prize prevention function (game termination) is approaching. After that, the remaining reserve substitute special effect shown in Figure 56 will be repeatedly executed with the remaining reserves in Special Feature 2. Furthermore, if all the results of the lottery for Special Symbol 2 are losses, the over-prize prevention function will activate when the advantageous period (advantageous game state) ends (when the stopping time of the second special symbol has elapsed), and the game will be controlled to be unplayable.

[0341] In summary, if the net number of balls exceeds 80,000, a special remaining ball substitute performance, which has a significantly different presentation style, is performed instead of the special remaining ball performance, making the player more aware of the situation in which they will no longer be able to play. That is, if the net number of balls exceeds 80,000, and the special remaining ball performance shown in Figure 54 is performed after transitioning from a high base state (time-saving state) to a normal game state, the player may mistakenly believe that the over-prize prevention function will not yet activate. In other words, with the special remaining ball performance, players are likely to get the impression that even if all the balls in Special Feature 2 are consumed and the advantageous period ends, they can still continue playing after transitioning to a normal game state. Therefore, in the second modified example, by performing the special remaining ball substitute performance shown in Figure 56 instead of the special remaining ball performance, it is possible to make it easier for the player to understand that if they do not win one of the two types of jackpots, they will be unable to play due to the activation of the over-prize prevention function.

[0342] <Third variation> In the above configuration, when the number of balls won is 80,000 or more, and the game transitions from a high-base state (high-probability high-base state or low-probability high-base state) to a normal game state (see Figure 25), the over-prize prevention function is activated. In contrast, in the third modified example, as shown in Figure 57, when the number of balls won is 80,000 or more, and the special symbol variation display is executed 30 times (a predetermined number of times) after transitioning from a high-base state to a normal game state (when a predetermined condition is met), the over-prize prevention function is activated. In this third modified example, the game is configured as a Type 1 game machine, similar to the above configuration.

[0343] In the third modified example, as shown in Figure 57, after transitioning from a high-probability, high-base state to a normal game state, the game is set to a mode specifically for post-normal transitions until the number of special symbol spins reaches 30. Similarly, after transitioning from a low-probability, high-base state to a normal game state, the game is set to a mode specifically for post-normal transitions until the number of special symbol spins reaches 30. In short, even after transitioning from a high-base state to a normal game state, the game is not set to the normal performance mode for a while, but rather to a mode specifically for post-normal transitions. Then, once the number of special symbol spins exceeds 30 after transitioning to a normal game state, the game is set to the normal performance mode.

[0344] Next, we will explain the presentation in the mode exclusive to the transition after normal gameplay in the first modified example. Note that in the mode exclusive to the transition after normal gameplay, the same presentation is performed whether there are remaining reserved symbols for Special Symbol 2 and the second special symbol is displayed in a variable state when transitioning to the normal gameplay state, or whether there are no remaining reserved symbols for Special Symbol 2 and the first special symbol is displayed in a variable state when transitioning to the normal gameplay state.

[0345] Specifically, when the game transitions to the post-normal mode, first, as shown in Figure 58(A), the display screen 50a shows a mode transition image MT indicating "Entering post-normal mode." This makes it possible to give the player the impression that although the high base state has ended, the game has transitioned to a special performance mode. Then, as shown in Figure 58(B), the display screen 50a shows a special background image G121 representing the surface of a special planet, and the performance symbol EZ is displayed in a variable state. Subsequently, if the special symbol draw is a loss, as shown in Figure 58(C), the performance symbols EZ1, EZ2, and EZ3 stop at "8," which is the losing state. This performance, in which the special background image G121 is displayed and the performance symbol EZ is displayed in a variable state before stopping, will be called the "post-normal mode performance." As described above, once the game transitions from a high base state to a normal game state, as long as the special symbol draw is unsuccessful, the post-normal transition special effects (special effects) will be executed until the special symbol variation display is executed 30 times. In this way, after transitioning to a normal game state, the player is shown novel post-normal transition special effects instead of the familiar normal mode effects (see Figure 18 (B-1) (B-2) (B-3)). As a result, it is possible to give the player the impression that they may still be in a favorable situation.

[0346] In this third modification, if the number of balls is less than 80,000, the post-normal transition special effect shown in Figure 58 is executed until the special symbol variation display is executed 30 times after transitioning to the normal game state. On the other hand, even if the number of balls is 80,000 or more, the post-normal transition special effect shown in Figure 58 is executed until the special symbol variation display is executed 30 times after transitioning to the normal game state (see Figure 57). In this way, as long as the post-normal transition special effect continues after transitioning to the normal game state, the over-prize prevention function will not be activated. Therefore, even if the number of balls is 80,000 or more, it is possible to let the player enjoy the novel post-normal transition special effect after transitioning to the normal game state. Then, when the special symbol variation display is executed 30 times after transitioning to the normal game state, the over-prize prevention function is activated at the same time as the post-normal transition special effect ends. In this way, it is possible to synchronize the timing when the game becomes unplayable with the timing when the post-normal transition special effect ends.

[0347] <Fourth variation> In the third modified example described above, even if the number of balls exceeds 80,000, the special post-normal transition animation shown in Figure 58 is executed until the special symbol variation display is executed 30 times after transitioning to the normal game state. In contrast, in the fourth modified example, when the number of balls exceeds 80,000, the alternative post-normal transition animation shown in Figure 59 is executed instead of the special post-normal transition animation until the special symbol variation display is executed 30 times after transitioning to the normal game state. This fourth modified example is configured as a Type 1 game machine, similar to the third modified example described above. The animation of the fourth modified example will be explained using the case where the number of balls reaches 80,000 during the jackpot game state shown in Figure 57 as an example.

[0348] When the number of balls played exceeds 80,000 and the game transitions from a high-probability, high-base state to a normal game state, the display screen 50a first shows an image LH2 indicating "30 spins remaining until game is stopped," as shown in Figure 58(A). This allows the player to accurately understand the number of special symbol variations until the game can no longer be played. Thus, in this fourth modified example, it is possible to provide the player with an innovative feature that notifies them of the remaining number of special symbol variations until the game is stopped when the game transitions to a normal game state.

[0349] Next, as shown in Figure 59(B), the display screen 50a shows a light ray background image G122 representing flowing light rays, while the special effect symbol EZ is displayed in a changing pattern. In addition, a mini-character image MN1 representing a mini-character is displayed in the lower right corner of the display screen 50a. Furthermore, at the top of the display screen 50a, a game stop count image LN2 is displayed, indicating "30 spins remaining until game stop". This makes it possible to keep the player aware of the remaining number of spins of the special symbol until the game is stopped, even while the special symbol is being displayed in a changing pattern. The number shown in the game stop count image LN2 counts down from "30" to "1" each time the special symbol is displayed in a changing pattern.

[0350] Next, as shown in Figure 59(C), the display screen 50a shows the character appearance image TN1, which represents a greatly grown-up character. In this way, in the alternative presentation after the normal transition, the characters that appear in this pachinko game machine PY1 are introduced sequentially each time the special symbol variation display is executed, through the display of the mini-character image MN1 and the character appearance image TN1. This character introduction presentation makes it possible to make the player think that it is an ending-like presentation until the game is stopped. In other words, by introducing the characters that appear in this pachinko game machine PY1 sequentially, it is possible to make it seem as if the end of the game is gradually approaching.

[0351] Then, if the special symbol draw is unsuccessful, the performance symbols EZ1, EZ2, and EZ3 will stop and display "145", which is the losing pattern, as shown in Figure 59(D). As a result, if the number of balls is 80,000 or more, the alternative performance after transitioning to normal gameplay will be executed until the special symbol display is executed 30 times after transitioning to normal gameplay. In this way, the alternative performance after transitioning to normal gameplay shown in Figure 59 is executed from the time transitioning to normal gameplay until the game is stopped, making it easier for the player to understand that the game will become unplayable than when the dedicated performance after transitioning to normal gameplay shown in Figure 58 is executed. In other words, the alternative performance after transitioning to normal gameplay shown in Figure 59 makes it easier for the player to understand that they are gradually approaching a situation where the game will become unplayable.

[0352] <Fifth variation> In the above configuration, as shown in Figure 32, before the over-prize prevention function is activated (when the game stop flag is OFF), the game control microcomputer 101 executes the launch control process (S109), and after the over-prize prevention function is activated, the game control microcomputer 101 does not execute the launch control process (S109). In contrast, in the fifth modified example, as shown in Figure 60, the main-side timer interrupt process (S006) does not include the launch control process (S109). That is, the game control microcomputer 101 does not execute the launch control process (S109) regardless of whether the over-prize prevention function is activated. In this fifth modified example, the launch of game balls is controlled by the payout control microcomputer 171 provided on the payout control board 170.

[0353] In short, in the above configuration, after the over-prize prevention function is activated, the game control microcomputer 101 does not execute the launch control process (S109), so the game balls are not launched toward the game area 6. In contrast, in the fifth modified example, after the over-prize prevention function is activated, the game control microcomputer 101 does not stop controlling the launch of the game balls, so the game balls are launched toward the game area 6. In this case, even though the game cannot be played, the player may mistakenly believe that the game can be played because they can launch the game balls.

[0354] In the fifth modified example, after the game becomes unplayable, a contact warning animation (warning animation) is triggered when the player touches the handle 72k. In the fifth modified example, a handle contact detection sensor is provided on the handle 72k. The handle contact detection sensor detects contact between the player's body and the handle 72k. In other words, the handle contact detection sensor detects contact with the handle 72k simply by the player touching the handle 72k before rotating it. When the player touches the handle 72k in this way, a detection signal from the handle contact detection sensor is output to the animation control microcontroller 121. The contact warning animation, which is triggered after the over-prize prevention function is activated, will be described below based on Figure 61.

[0355] Figure 61 shows the case when a contact warning animation (warning animation) is performed after the over-prize prevention function is activated. First, when the over-prize prevention function is activated, the animation control microcomputer 121 displays a red background image RE and an error clearing method image ERX on the display screen 50a, as shown in Figure 61(A), and outputs a game stop sound from the speaker 52. Furthermore, all the frame lamps 53 light up in white, and all the panel lamps 54 are turned off.

[0356] Subsequently, if the player touches the handle 72k, the performance control microcontroller 121 receives a detection signal from the handle contact detection sensor. As a result, the performance control microcontroller 121 executes a contact warning animation while the display screen 50a shows a red background image RE and an error clearing method image ERX, as shown in Figure 61(B). Specifically, the display screen 50a displays a contact warning image HU indicating "Please release your hands from the handle." Furthermore, the speaker 52 outputs the message "Please release your hands from the handle," and all the frame lamps 53 and panel lamps 54 light up in red. This contact warning animation makes it possible to more strongly remind the player that they cannot touch the handle 72k and therefore cannot play the game.

[0357] Subsequently, when the player stops touching the handle 72k, the microcontroller 121 for controlling the game's effects stops receiving a detection signal from the handle contact detection sensor. As a result, the microcontroller 121 stops the contact warning effect, as shown in Figure 61(C). Thus, in this configuration, as long as the player is touching the handle 72k after the over-prize prevention function has been activated, the contact warning effect is executed.

[0358] Figure 62 shows the case when a contact warning animation (warning animation) is executed after an unauthorized magnetic field is detected. First, when an unauthorized magnetic field is detected, the animation control microcontroller 121 displays a red background image RE and an error clearing method image ER1 on the display screen 50a, as shown in Figure 62(A), and outputs a game stop sound from the speaker 52. Furthermore, all the frame lamps 53 light up in white, and all the panel lamps 54 are turned off.

[0359] Subsequently, if the player touches the handle 72k, the performance control microcontroller 121 receives a detection signal from the handle contact detection sensor. As a result, the performance control microcontroller 121 executes a contact warning animation while the display screen 50a shows a red background image RE and an error clearing method image ER1, as shown in Figure 62(B). Specifically, the display screen 50a displays a contact warning image HU indicating "Please release your hands from the handle." Furthermore, the speaker 52 outputs the message "Please release your hands from the handle," and all the frame lamps 53 and panel lamps 54 light up in red. This contact warning animation makes it possible to more strongly remind the player that they cannot touch the handle 72k and therefore cannot play the game.

[0360] Subsequently, when the player stops touching the handle 72k, the microcontroller 121 for controlling the game's effects stops receiving detection signals from the handle contact detection sensor. As a result, the microcontroller 121 stops the contact warning effect, as shown in Figure 62(C). Thus, in this configuration, as long as the player is touching the handle 72k after an unauthorized magnetic field has been detected, the contact warning effect is executed.

[0361] In this fifth modified example, even if the over-prize prevention function is activated and the game is controlled to be unplayable, the player can still launch game balls towards the game area 6 by rotating the handle 72k. However, if the player touches the handle 72k, a contact warning is displayed as shown in Figure 61(B). This ensures that the player, who is touching the handle 72k despite the game being unplayable, understands that the game cannot be played by making them remove their hand from the handle 72k.

[0362] In the fifth modified example, even if an unauthorized magnetism is detected and the game is controlled to be unplayable, the player can still launch the game ball towards the game area 6 by rotating the handle 72k. However, if the player touches the handle 72k, a contact warning is triggered, as shown in Figure 62(B). This ensures that the player, who is touching the handle 72k despite the game being unplayable, understands that the game cannot be played and is therefore required to remove their hand from the handle 72k.

[0363] <Sixth variation> In the second modified example described above, when the number of balls exceeds 80,000, the round substitution animation shown in Figure 55(B), the time-saving mode substitution animation shown in Figure 55(C), and the remaining reserved ball substitution special animation shown in Figure 56 are executed. In contrast, in the sixth modified example, the round substitution animation (substitution animation) shown in Figure 63(B) and the probability variation mode substitution animation (substitution animation) shown in Figure 63(C) are executed. In this sixth modified example, similar to the above configuration, it is configured as a Type 1 gaming machine, and when the number of balls exceeds 80,000 and the machine transitions from a high base state to a normal game state, the game is controlled to be unplayable by the activation of the over-prize prevention function.

[0364] In this sixth variation, it is assumed that a round animation is being performed on the display screen 50a during the execution of a jackpot game, as shown in Figure 63(A). Here, it is assumed that the number of balls has reached 80,000 during the jackpot game state, as shown in Figure 53. As a result, a round replacement animation is performed, as shown in Figure 63(B). That is, the display screen 50a shows a round replacement background image G116 representing a dark mansion, and a warning display image G115 showing a police light and the word "DANGER". After the jackpot game ends, it transitions to a high probability, high base state.

[0365] In the high probability, high base state, instead of the probability variation mode animation shown in Figure 18 (B-4), Figure 63 ( The probability variation mode substitute effect shown in C) is executed. Specifically, in the probability variation mode substitute effect, a probability variation substitute background image G118 representing a black hole in outer space is displayed, as shown in Figure 63(C). Then, the effect symbol EZ is displayed superimposed on the probability variation substitute background image G118. Furthermore, a warning display image G115 showing a police light and the word "DANGER" is displayed at the very front of the display screen 50a to attract the player's attention. Furthermore, a game cancellation remaining count image LN3 showing "160 spins left until game cancellation" is displayed superimposed on the probability variation substitute background image G118. This makes it possible for the player to accurately understand the number of spins the special symbol will have left before the game can no longer be played. The number shown in the game cancellation remaining count image LN3 is counted down by one each time the special symbol spinning display is executed. The display of this game cancellation remaining count image LN3 corresponds to the "game cancellation notification effect".

[0366] Thus, when the number of balls exceeds 80,000, the probability variation mode alternative animation shown in Figure 63(C) is executed in the high probability, high base state before the game becomes unplayable. This makes it possible to make the player more aware of the situation in which the game will become unplayable compared to when the probability variation mode animation shown in Figure 18(B-4) is executed. Furthermore, by watching the countdown image LN3 of the remaining number of times the game will be stopped, it is possible to provide a tense gameplay experience where the player wonders whether they will hit a jackpot and be able to continue playing, or whether they will not hit a jackpot and be unable to continue playing.

[0367] <7th variation> In the sixth modified example described above, when the number of balls exceeds 80,000, the round substitution animation shown in Figure 63(B) and the probability variation mode substitution animation shown in Figure 63(C) are executed. In contrast, in the seventh modified example, only the round substitution animation shown in Figure 64(B) is executed. In this seventh modified example, similar to the above configuration, it is configured as a Type 1 gaming machine, and when the number of balls exceeds 80,000 and the jackpot game state (jackpot game) ends, the game is controlled to become unplayable by the activation of the over-prize prevention function.

[0368] In this seventh modified example, it is assumed that a round sequence is being played on the display screen 50a during a jackpot game, as shown in Figure 64(A). If the number of balls reaches 80,000 during the jackpot game, a round substitution sequence is played, as shown in Figure 64(B). Specifically, the display screen 50a shows a round substitution background image G116 representing a dark mansion, and a warning display image G115 showing a police light and the word "DANGER". Furthermore, at the bottom of the display screen 50a, a game stop notification image KL indicating "Game stopped due to jackpot end" is displayed. The display of this game stop notification image KL corresponds to a "game unplayable notification sequence".

[0369] Thus, when the number of balls exceeds 80,000, the game switches from the round animation shown in Figure 64(A) to the round replacement animation shown in Figure 64(B). This makes it possible to make the player more aware of the situation in which they will no longer be able to play. Furthermore, players who see the game stop notification image KL will be made aware in advance that they will no longer be able to play once the current jackpot game ends.

[0370] <8th variation> In the above configuration, when the number of balls exceeds 70,000, the game is announced to become unplayable by displaying the over-prize ball warning image KY (pre-announcement effect) shown in Figure 28(A). In contrast, in the eighth modified version, as shown in Figure 65, when the number of balls exceeds 78,500, the game is announced to become unplayable by a standard number arrival warning effect. The standard number arrival warning effect (pre-announcement effect), which will be described in detail later, is an effect that shows the number of balls reaching the standard number of 80,000 while announcing that the game will become unplayable. In this eighth modified version, the game is configured as a Type 1 game machine, similar to the above configuration. When the number of balls exceeds 80,000 and the jackpot game state ends, the game is controlled to become unplayable by the activation of the over-prize ball prevention function.

[0371] Here, the number of balls (78500) that triggers the start of the reference number arrival notice effect will be explained. In the eighth modification example, similar to the above form, the types of jackpot wins (jackpot symbols) to be selected are jackpot symbol X, jackpot symbol Y, and jackpot symbol Z (see Fig. 12(B)). When winning with jackpot symbol X, the jackpot game (jackpot game X) is substantially 5R (see Fig. 16), and is set to be able to award 750 prize balls. When winning with jackpot symbol Y, the jackpot game (jackpot game Y) is substantially 4R (see Fig. 16), and is set to be able to award 600 prize balls. When winning with jackpot symbol Z, the jackpot game (jackpot game Z) is substantially 10R (see Fig. 16), and is set to be able to award 1500 (prescribed number) prize balls.

[0372] Therefore, in the eighth modification example, among the jackpot symbols that can be won, jackpot symbol Z is the jackpot symbol with the largest number of prize balls that can be awarded. Therefore, in the eighth modification example, the number of balls (specific number) that triggers the start of the reference number arrival notice effect is set to the number obtained by subtracting the number of prize balls (1500) that can be awarded with jackpot symbol Z from the reference number of 80000. As a result, as shown in Fig. 65, when the number of balls reaches 78500 or more in a certain jackpot game state, there is a possibility that the number of balls will reach 80000 or more in the next jackpot game state. As described above, considering that there is a possibility that the number of balls will reach 80000 or more in the next jackpot game state, the number of balls (78500) that triggers the start of the reference number arrival notice effect is set to the value obtained by subtracting the number of prize balls (1500) of the jackpot symbol (jackpot symbol Z) that can award the most prize balls in one jackpot game from the reference number (80000).

[0373] Incidentally, it is assumed that the number of balls reaches the reference number of 80,000 in a so-called rush state (in a single type of gaming machine, a high-probability high-base state or a small hit rush state (high-probability low-base state), and in a single / double type of gaming machine, a time-saving state), and there are many situations where it is a jackpot gaming state when winning the jackpot in the lottery of FIG. 2. Therefore, the number of balls that triggers the start of the reference number reach notice effect is, from the reference number, not the jackpot symbol that wins in the lottery of FIG. 1, but among the jackpot symbols that win in the lottery of FIG. 2, the jackpot symbol (jackpot symbol Z) that can award the most prize balls. It can be said that it is preferable to set it as the value obtained by subtracting the number of prize balls (1500) of (1500).

[0374] In particular, in the eighth modification example, the jackpot symbol that wins in the lottery of FIG. 2 is only one type of jackpot symbol Z. Therefore, if the number of balls (78,500) that triggers the start of the reference number reach notice effect is set as the value obtained by subtracting the number of prize balls (1500) that can be awarded by the jackpot symbol Z from the reference number (80,000), after the number of balls becomes 78,500 or more in the jackpot gaming state when the rush state continues, it is possible to create a situation where the number of balls reaches the reference number (80,000) with a high probability in the next jackpot gaming state.

[0375] Next, the effect of the eighth modification example will be described based on FIG. 66. As a prerequisite, it is assumed that the gaming machine is controlled to be in the jackpot gaming state. In this case, as shown in FIG. 66(A), on the display screen 50a, the round image G109, the prize ball number image G110, and the round background image G114 are displayed. Here, as shown in FIG. 65(A), it is assumed that the number of balls has reached 78,500 during the jackpot gaming state. At this time, the game control microcomputer 101 transmits an over-prize ball notice command (see step S307) to the effect control microcomputer 121, and the effect control microcomputer 121 gras...

Claims

[Claim 1] A main control means capable of controlling the game, A means for controlling the effects, It includes a power control unit located on the back of the gaming machine that can turn the power on or off, The main control means is Based on the determination in a predetermined judgment process, the game can be controlled to enter a jackpot state. It is possible to measure a specific number based on the number of prize balls awarded to the player. When the game is controlled to the aforementioned jackpot state, if the specified measurement number exceeds a predetermined standard number and the jackpot state ends, the game can be controlled to become unplayable. If, after disabling gameplay, the power is turned on via the power control unit and the game-related information is not erased, the control to disable gameplay is maintained. However, if, after disabling gameplay, the power is turned on via the power control unit and the game-related information is erased, the control to disable gameplay is released. The aforementioned performance control means is If the game is deemed unplayable, it is possible to display a game unplayable notification indicating that the game has been controlled to be unplayable, and while the game unplayable notification is being displayed, it is possible to display a predetermined information on a predetermined display unit according to the current status of prize ball payouts. The game inability notification display can be maintained until the power is cut off by operating the power control unit. A gaming machine that can display the game inability notification even when the information related to the game is not erased by the power being turned on again by operating the power control unit after the game has been deemed inoperable, The aforementioned performance control means is capable of executing a pre-announcement performance on a predetermined display unit, indicating that the game is about to be controlled to be unplayable, continuously until the specific measurement number reaches a predetermined number smaller than the reference number, The gaming machine is characterized in that the main control means is provided with a specific output processing for outputting a specific signal to the outside of the gaming machine when the specific measurement number exceeds a specific number that is smaller than a predetermined number.