Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2025-09-19
- Publication Date
- 2026-07-30
AI Technical Summary
【0006】 本発明によれば、信号伝送の不具合が生じ難い遊技機を提供することが可能である。
Smart Images

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Figure 0007897643000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine.
Background Art
[0002] Conventionally, as a pachinko gaming machine which is an example of a gaming machine, there is described a gaming machine that transmits a signal from a microcomputer to another IC as described in Patent Document 1 below. In this gaming machine, for example, the lighting of an LED is controlled by outputting a control signal from an effect control microcomputer to a driver IC of the LED.
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 described in Patent Document 1 above, no particular contrivance has been made regarding the wiring length of the signal line connecting the microcomputer and the driver IC. In recent years, there has also been an increasing need to transmit a large amount of signals at high speed for comfortable gaming, and there has been room for improvement for stable signal transmission.
Means for Solving the Problems
[0005] The gaming machine of the present invention is a first substrate on which a first electronic component is mounted, mounted on a second substrate different from the first substrate , capable of transmitting and receiving signals with the first electronic component a second electronic component, Equipped with, The connection between the first board and the second board is made by directly connecting the connectors without using a harness, and neither the first electronic component nor the second electronic component is a connector. The first substrate and the second substrate are: a wiring path that communicably connects the first electronic component and the second electronic component A structure has been formed, The wiring includes a first wiring for transmitting a signal from the first electronic component to the second electronic component, and a second wiring for transmitting a signal from the second electronic component to the first electronic component. In a specific substrate which is at least one of the first substrate and the second substrate, each of the plurality of signal lines included in the first wiring path has the same number of interlayer conductive portions, and each of the plurality of signal lines included in the second wiring path has the same number of interlayer conductive portions. And In the specified substrate, the number of interlayer conductive portions in each signal line included in the first wiring path is the same as the number of interlayer conductive portions in each signal line included in the second wiring path. This is a gaming machine characterized by the following features. [Effects of the Invention]
[0006] According to the present invention, it is possible to provide a gaming machine that is less prone to signal transmission problems. [Brief explanation of the drawing]
[0007] [Figure 1] This is a diagram illustrating a basic embodiment, and is a front view of the gaming machine. [Figure 2] This is a front view of the game board. [Figure 3] (A) is an explanatory diagram showing the different game states, and (B) is an explanatory diagram showing the different types of jackpot games. [Figure 4] (A) is a time chart showing the flow of a big win game, (B) is a time chart showing the flow of a small win game, and (C) is a time chart showing the flow of a supplementary game. [Figure 5] This is an explanatory diagram showing the different types of performance modes. [Figure 6] This is an explanatory diagram showing a specific example of a normal variation in the special feature variation effect. [Figure 7] This is an explanatory diagram showing a specific example of the N-reach in the special feature variation animation. [Figure 8] This is an explanatory diagram showing specific examples of SP (Special) reach animations in the special feature variation sequence. [Figure 9] This is an explanatory diagram showing a specific example of the SPSP reach in the special feature variation animation. [Figure 10] This is an explanatory diagram showing a specific example of a hold animation. [Figure 11] It is an explanatory diagram showing a specific example of movable body performance. [Figure 12] It is an explanatory diagram showing a specific example of operation performance. [Figure 13] It is a first block diagram of a part related to the control of a gaming machine. [Figure 14] It is a specific example of a variation pattern determination table [Figure 15] It is a specific example of a pre-reading determination table. [Figure 16] It is a specific example of a symbol determination table. [Figure 17] It is an explanatory diagram showing a specific example of the main control unit according to the first embodiment. [Figure 18] It is a specific example of the symbol A determination table according to the first embodiment. [Figure 19] It is a time chart showing the flow of a pseudo jackpot game according to the first embodiment. [Figure 20] It is a specific example of the variation pattern A determination table according to the first embodiment. [Figure 21] It is an explanatory diagram showing a specific example of the production flow of the special figure variation production according to the first embodiment. [Figure 22] It is an explanatory diagram showing a specific example of the production control unit according to the first embodiment. [Figure 23] It is a diagram according to the first embodiment, (A) is an attacker release before production selection table, and (B) is an attacker release during production selection table. [Figure 24] It is an explanatory diagram showing a specific example of the attacker release before production according to the first embodiment. [Figure 25] It is an explanatory diagram showing a specific example of the attacker release during production according to the first embodiment. [Figure 26] It is an explanatory diagram showing a specific example of the attacker winning production according to the first embodiment. [Figure 27] It is an explanatory diagram showing a specific example of a game board according to the second embodiment. [Figure 28] It is an explanatory diagram showing a specific example of the main control unit according to the second embodiment. [Figure 29]This figure represents the second embodiment, where (A) is a specific example of the pattern A determination table and (B) is a normal pattern determination table. [Figure 30] This is a time chart showing the flow of a simulated game according to the second embodiment. [Figure 31] This is a specific example of a general diagram variation pattern determination table according to the second embodiment. [Figure 32] This is an explanatory diagram showing a specific example of the performance control unit according to the second embodiment. [Figure 33] This is a diagram according to the second embodiment, where (A) is the pre-opening animation selection table and (B) is the animation A selection table during opening of the electric reel. [Figure 34] This is an explanatory diagram showing a specific example of the pre-opening animation of the electric reel according to the second embodiment. [Figure 35] This is an explanatory diagram showing a specific example of the electric reel opening animation A according to the second embodiment. [Figure 36] This is an explanatory diagram showing specific examples of the electric reel opening animation B and the electric reel winning animation according to the second embodiment. [Figure 37] This is an explanatory diagram showing a specific example of a game board according to the third embodiment. [Figure 38] This is an explanatory diagram showing a specific example of the main control unit according to the third embodiment. [Figure 39] This figure represents the third embodiment, where (A) is a specific example of the pattern A determination table and (B) is a normal pattern determination table. [Figure 40] This is a time chart showing the flow of a simulated jackpot game according to the third embodiment. [Figure 41] This is a time chart showing the flow of a simulated game according to the third embodiment. [Figure 42] This is a specific example of a general diagram variation pattern determination table according to the third embodiment. [Figure 43] This is an explanatory diagram showing a specific example of the performance control unit according to the third embodiment. [Figure 44] This is a diagram according to the third embodiment, where (A) is the pre-opening animation selection table and (B) is the animation A selection table during opening of the electric reel. [Figure 45] This is an explanatory diagram showing a specific example of the pre-opening animation for the electric reel according to the third embodiment. [Figure 46] This is an explanatory diagram showing a specific example of the electric reel opening animation A according to the third embodiment. [Figure 47] This is an explanatory diagram showing specific examples of the electric reel opening animation B and the electric reel winning animation according to the third embodiment. [Figure 48] This is a specific example of the variation pattern A determination table according to the third embodiment. [Figure 49] This is an explanatory diagram showing a specific example of the presentation flow of the special feature variation presentation according to the third embodiment. [Figure 50] This is a diagram of the third embodiment, where (A) is the pre-attacker opening animation selection table and (B) is the attacker opening animation selection table. [Figure 51] This is an explanatory diagram showing a specific example of the pre-attacker opening animation according to the third embodiment. [Figure 52] This is an explanatory diagram showing a specific example of the attacker opening animation according to the third embodiment. [Figure 53] This is an explanatory diagram showing a specific example of the attacker prize winning animation according to the third embodiment. [Figure 54] This block diagram shows the electrical configuration of the game control board side of the gaming machine according to the fourth embodiment. [Figure 55] This block diagram shows the electrical configuration of the game machine's performance control board. [Figure 56] This diagram shows the circuit configuration related to the magnetic sensor and magnetic sensor input section of the gaming machine. [Figure 57] This diagram shows the circuit configuration related to the impact sensor and impact sensor input section of the gaming machine. [Figure 58] This diagram shows the circuit configuration related to the radio wave sensor and sensor interface section of the gaming machine. [Figure 59] (A) is a table showing the notification methods when fraudulent activity is detected, and (B) is a table showing the notification methods when a wiring malfunction occurs in the fraud detection sensors (magnetic sensors, shock sensors, radio wave sensors). [Figure 60] (A) is a diagram showing the display unit in the event of a magnetic error or a malfunction in the wiring related to the magnetic sensor; (B) is a diagram showing the display unit in the event of a radio wave error; (C) is a diagram showing the display unit in the event of an impact error; and (D) is a diagram showing the display unit in the event of a malfunction in the wiring related to the radio wave sensor or impact sensor. [Figure 61] This table shows the priority order of various notifications related to the fraud detection sensor. [Figure 62] This diagram shows the display unit for when a wiring malfunction occurs in the magnetic sensor after a wiring malfunction occurs in the radio wave sensor. [Figure 63] This diagram shows the display unit for when a wiring malfunction occurs in the radio wave sensor after a wiring malfunction occurs in the magnetic sensor. [Figure 64] This is a flowchart of the main control process. [Figure 65] This is a flowchart of the power-on process. [Figure 66] This is a flowchart of the procedures to follow when power is restored after an outage. [Figure 67] This is a flowchart of the main timer interrupt processing. [Figure 68] This is a flowchart of the anomaly detection process. [Figure 69] This is a flowchart for power outage monitoring. [Figure 70] This is a flowchart of the sub-control main processing. [Figure 71] This is a flowchart for handling a 1ms timer interrupt. [Figure 72] This is a flowchart for handling a 10ms timer interrupt. [Figure 73] This is a flowchart of the received command parsing process. [Figure 74] This is a flowchart for handling abnormal situations. [Figure 75] This is a flowchart for handling abnormal situations. [Figure 76]This diagram shows the display unit in a gaming machine according to a modified example of the fourth embodiment, which indicates a malfunction in the wiring related to the magnetic sensor after a malfunction in the wiring related to the radio wave sensor has occurred. [Figure 77] This flowchart partially illustrates the abnormal handling procedures in gaming machines related to the aforementioned modification. [Figure 78] This table shows the priority of various notifications related to the fraud detection sensor in a gaming machine, according to other modifications of the fourth embodiment. [Figure 79] This is a front view of a gaming machine according to the fifth embodiment. [Figure 80] This is a block diagram partially showing the electrical configuration of the game control board side of the gaming machine. [Figure 81] This diagram shows the circuit configuration related to the magnetic sensor (board-side magnetic sensor), magnetic sensor input unit, frame-side magnetic sensor, and frame-side magnetic sensor input unit of the gaming machine. [Figure 82] (A) is a table showing the notification method when magnetic detection occurs, and (B) is a table showing the notification method when a wiring malfunction occurs related to the magnetic sensor (panel-side magnetic sensor, frame-side magnetic sensor). [Figure 83] (A) is a diagram showing the display unit when a magnetic error occurs due to the panel-side magnetic sensor or when a wiring malfunction occurs related to the panel-side magnetic sensor, and (B) is a diagram showing the display unit when a magnetic error occurs due to the frame-side magnetic sensor or when a wiring malfunction occurs related to the frame-side magnetic sensor. [Figure 84] This table shows the priority order of various notifications related to magnetic sensors. [Figure 85] This diagram shows the display unit for when a wiring malfunction occurs in the panel-side magnetic sensor after a wiring malfunction occurs in the frame-side magnetic sensor. [Figure 86] This diagram shows the display unit for when a wiring malfunction occurs in the frame-side magnetic sensor after a wiring malfunction occurs in the panel-side magnetic sensor. [Figure 87] This is a flowchart of the anomaly detection process according to the fifth embodiment. [Figure 88A] This is a flowchart of the error handling procedure according to the fifth embodiment. [Figure 88B]This is a flowchart of the 10ms timer interrupt processing according to the fifth embodiment. [Figure 88C] This is a flowchart of the frame-side magnetic anomaly notification termination process according to the fifth embodiment. [Figure 89] This diagram shows the display unit in a gaming machine according to a modified example of the fifth embodiment, which indicates a malfunction in the wiring of the magnetic sensor on the control panel after a malfunction in the wiring of the magnetic sensor on the frame side has occurred. [Figure 90] This is an explanatory diagram showing a specific example of the main control unit according to the sixth embodiment. [Figure 91] This figure represents the sixth embodiment, where (A) is a specific example of the pattern A determination table and (B) is a normal pattern determination table. [Figure 92] This is a time chart showing the flow of a simulated jackpot game according to the sixth embodiment. [Figure 93] This is a specific example of the variation pattern A determination table according to the sixth embodiment. [Figure 94] This is an explanatory diagram showing a specific example of the presentation flow of the special feature variation presentation according to the sixth embodiment. [Figure 95] This is an explanatory diagram showing a specific example of the performance control unit according to the sixth embodiment. [Figure 96] This figure shows the sixth embodiment, where (A) is the pre-attacker opening animation selection table and (B) is the attacker opening animation selection table. [Figure 97] This is an explanatory diagram showing a specific example of the pre-attacker opening animation according to the sixth embodiment. [Figure 98] This is an explanatory diagram showing a specific example of the attacker opening animation according to the sixth embodiment. [Figure 99] This is an explanatory diagram showing a specific example of the attacker prize winning animation according to the sixth embodiment. [Figure 100] This is an explanatory diagram showing a specific example of the main control unit according to the seventh embodiment. [Figure 101] This figure shows the seventh embodiment, where (A) is a specific example of the pattern A determination table and (B) is a normal pattern determination table. [Figure 102]This is a time chart showing the flow of a simulated jackpot game according to the seventh embodiment. [Figure 103] This is a specific example of the variation pattern A determination table according to the seventh embodiment. [Figure 104] This is an explanatory diagram showing a specific example of the presentation flow of the special feature variation presentation according to the seventh embodiment. [Figure 105] This is an explanatory diagram showing a specific example of the performance control unit according to the seventh embodiment. [Figure 106] This is a diagram of the seventh embodiment, where (A) is the pre-attacker opening animation selection table and (B) is the attacker opening animation selection table. [Figure 107] This is an explanatory diagram showing a specific example of the pre-attacker opening animation according to the seventh embodiment. [Figure 108] This is an explanatory diagram showing a specific example of the attacker opening animation according to the seventh embodiment. [Figure 109] This is an explanatory diagram showing a specific example of the attacker prize winning animation according to the seventh embodiment. [Figure 110] This is a front view of the rear side of the gaming machine according to the eighth embodiment. [Figure 111] This is an explanatory diagram showing the structure of the main control board according to the eighth embodiment. [Figure 112] This is an explanatory diagram showing the structure of the performance control board according to the eighth embodiment. [Figure 113] This is an explanatory diagram showing the control system of a gaming machine according to the eighth embodiment. [Figure 114] This is a specific example of a performance control board that constitutes the performance control board according to the eighth embodiment, where (A) is a diagram showing the mounting surface of the performance board and (B) is a diagram showing the solder surface of the performance board. [Figure 115] This figure shows a specific example of a surface-mount component as an electronic component mounted on a performance board according to the eighth embodiment. [Figure 116] This figure shows a specific example of a DIP component as an electronic component mounted on a performance board according to the eighth embodiment. [Figure 117] This figure shows a specific example of identification information to be inscribed on a surface-mount component according to the eighth embodiment. [Figure 118] This is a front view of the rear side of the gaming machine according to the ninth embodiment. [Figure 119] This is an explanatory diagram showing the structure of the main control board according to the ninth embodiment. [Figure 120] This is an explanatory diagram showing the structure of the performance control board according to the ninth embodiment. [Figure 121] This is an explanatory diagram showing the control system of a gaming machine according to the ninth embodiment. [Figure 122] This is a specific example of a performance control board that constitutes the performance control board according to the ninth embodiment, where (A) is a diagram showing the surface of the performance board and (B) is a diagram showing the back surface of the performance board. [Figure 123] This figure shows a specific example of a surface-mount component as an electronic component mounted on a performance board according to the ninth embodiment. [Figure 124] This figure shows a specific example of a DIP component as an electronic component mounted on a performance board according to the ninth embodiment. [Figure 125] This figure shows a specific example of a performance board on which a female connector according to the ninth embodiment is mounted. [Figure 126] This figure shows a specific example of identification information to be displayed on the female connector according to the ninth embodiment. [Figure 127] This is a front view of the rear side of a gaming machine according to the 10th embodiment. [Figure 128] This is an explanatory diagram showing the structure of the main control board according to the 10th embodiment. [Figure 129] This is an explanatory diagram showing the structure of the performance control board according to the 10th embodiment. [Figure 130] This is an explanatory diagram showing the control system of a gaming machine according to the 10th embodiment. [Figure 131] This is a specific example of a performance control board that constitutes a performance control board according to the 10th embodiment, where (A) is a diagram showing the surface of the performance board and (B) is a diagram showing the back surface of the performance board. [Figure 132] This figure shows a specific example of a surface-mount component as an electronic component mounted on a performance board according to the 10th embodiment. [Figure 133]This figure shows a specific example of a DIP component as an electronic component mounted on a performance board according to the 10th embodiment. [Figure 134] This figure shows a specific example of a performance board on which a female connector according to the 10th embodiment is mounted. [Figure 135] This figure shows a specific example of identification information to be stamped on a surface-mount component according to the 10th embodiment. [Figure 136] This figure shows a specific example of identification information engraved on the female connector according to the 10th embodiment. [Figure 137] This is a block diagram showing the electrical configuration of the performance control board side of the gaming machine according to the 11th embodiment. [Figure 138] This diagram shows some of the input and output signals of the microcontroller used for controlling the game's effects. [Figure 139] This diagram shows some of the input and output signals between the performance control board and the movable body control board. [Figure 140] This is a schematic diagram showing the layer configuration of the performance control board, and schematically shows the wiring path related to the signals shown in Figure 139. [Figure 141] This is a schematic diagram showing the layer configuration of a movable body control board, and schematically shows the wiring path related to the signals shown in Figure 139. [Figure 142] This figure shows the signal wiring pattern extracted from the surface layer (first wiring layer) of the performance control board, as shown in Figure 139. [Figure 143] This figure shows the signal wiring pattern extracted from the back layer (second wiring layer) of the performance control board, as shown in Figure 139. [Figure 144A] This figure shows a magnified view of part X1 shown in Figure 142. [Figure 144B] This figure shows a magnified view of part X2 shown in Figure 143. [Figure 145] This table summarizes the wiring patterns for each signal related to parallel communication between the microcontroller for performance control and the sub-microcontroller. [Figure 146] This figure shows the signal wiring pattern extracted from the surface layer (first wiring layer) of the movable body control substrate, as shown in Figure 139. [Figure 147] This figure shows the signal wiring pattern extracted from the back layer (second wiring layer) of the movable body control board, as shown in Figure 139. [Figure 148] This figure shows a magnified view of the portion Y1 shown in Figure 146. [Figure 149] This figure shows a magnified view of the portion Y2 shown in Figure 147. [Figure 150] This figure shows a magnified view of the portion Y3 shown in Figure 146. [Figure 151] This timing chart shows examples of the various signals output by the performance control microcontroller on the performance control board to the sub-microcontroller on the movable body control board. [Figure 152] This timing chart shows examples of the various signals output by the sub-microcontroller of the movable body control board to the microcontroller for performance control on the performance control board. [Figure 153] This figure shows the wiring pattern of the surface layer (first wiring layer) of the performance control board in a gaming machine according to a modified example of the 11th embodiment. [Figure 154] This figure shows the wiring pattern of the back surface layer (second wiring layer) of the performance control board in a gaming machine according to a modified example of the 11th embodiment. [Modes for carrying out the invention]
[0008] Hereinafter, examples of embodiments of the present invention will be specifically described with reference to the drawings. In each of the referenced figures, the same parts are denoted by the same reference numerals, and redundant descriptions relating to the same parts are omitted as a general rule. In this specification, for the sake of simplification of the description, symbols or reference numerals that refer to information, signals, physical quantities, or components may be indicated, and the names of the information, signals, physical quantities, or components corresponding to such symbols or reference numerals may be omitted or abbreviated. Furthermore, if there is an arbitrary flowchart described later, in that flowchart, the execution order of multiple processes in any multiple steps can be arbitrarily changed or executed in parallel, as long as there is no inconsistency in the processing content.
[0009] <Basic Implementation> Later, various embodiments of the gaming machine of the present invention will be described, but first, the basic embodiment that forms the basis of each embodiment will be described. In the basic embodiment, the gaming machine of the present invention is applied to a pachinko gaming machine PY1. In the following description, the left, right, up, and down directions of each part of the pachinko gaming machine PY1 refer to the left, right, up, and down directions (from the perspective of a player facing the pachinko gaming machine PY1). Also, "front" refers to the direction from the pachinko gaming machine PY1 towards the player facing the pachinko gaming machine PY1, and "rear" refers to the direction from the player facing the pachinko gaming machine PY1 towards the pachinko gaming machine PY1.
[0010] 1. Structure of a gaming machine First, the structure of the pachinko game machine PY1 will be explained using Figure 1. Figure 1 is a front view of the pachinko game machine PY1.
[0011] The pachinko game machine PY1 comprises an outer frame 22 attached to the island structure of a pachinko hall, and a front door 23 attached to the outer frame 22 so as to be able to open and close. The front door 23 comprises a game board mounting frame 2A to which the game board 1 is attached, and a front frame 23m attached to the game board mounting frame 2A so as to be able to open and close. The front frame 23m also comprises a transparent plate 23t, which allows the game board 1 to be viewed from the front (player side) through the transparent plate 23t.
[0012] The front door 23 is also equipped with an upper tray 34 for storing game balls and a handle 72k for launching game balls onto the game board 1. The upper tray 34 is located at the bottom of the front door 23 and stores the game balls that are supplied to the handle 72k. The handle 72k is located at the lower right of the front door 23, and when the player operates the handle 72k, the game balls stored in the upper tray 34 are launched onto the game board 1.
[0013] The front door 23 also includes a speaker 52 capable of outputting a predetermined sound, a frame lamp 53 capable of emitting light in a predetermined color, and a frame movable body 58k capable of operating in a predetermined manner. The speaker 52 is installed on the upper left and upper right of the front door 23 and outputs, for example, background music (BGM) or sound effects. The frame lamp 53 is installed on the left and right sides of the front door 23 around the transparent plate 23t and is composed of, for example, multiple LEDs (Light Emitting Diodes). The frame movable body 58k is installed on the top of the front door 23. The frame movable body 58k also includes a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 1. Note that the movement of the frame movable body 58k may be other than up and down movement.
[0014] Furthermore, the front door 23 is equipped with a normal button 40 that can be operated by the player, and a special button 41 that can be operated by the player. The normal button 40 and the special button 41 are composed of, for example, a button with a pressable surface, a lever with a gripping part, etc. The normal button 40 is equipped with a lamp (not shown) that can emit light in a predetermined color, and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to emit light with the lamp and vibrate with the vibration motor. On the other hand, the special button 41 is equipped with a lamp (not shown) that can emit light in a predetermined color, and a vibration motor (not shown) that can vibrate in a predetermined vibration pattern, and is configured to emit light with the lamp and vibrate with the vibration motor. Note that the normal button 40 or the special button 41 may be configured to operate in a predetermined operating pattern (for example, rotation, protrusion, etc.), or may be composed of a directional pad or a touch panel, etc.
[0015] 2. Structure of the game board Next, the structure of the game board 1, which is attached to the game board mounting frame 2A, will be explained using Figure 2. Figure 2 is a front view of the game board 1.
[0016] The game board 1 includes a game area 6 through which game balls launched by the operation of the handle 72k can flow (fall). The game area 6 is equipped with game pins (not shown) that change the direction of the flow of the game balls, as well as prize-winning devices through which game balls can enter (enter or pass). The prize-winning devices include a general prize-winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first large prize-winning opening 14, and a second large prize-winning opening 15. Each prize-winning device is equipped with a detection sensor that detects the entry or passage of a game ball.
[0017] The first starting opening 11 is installed at the bottom of the game area 6 so that game balls can enter. When a game ball enters the first starting opening 11, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 3) as prize balls into the upper tray 34. Also, when a game ball enters the first starting opening 11, the pachinko game machine PY1 acquires the right to receive a jackpot judgment, which will be described later. The first starting opening 11 is always configured to ensure that game balls can enter easily. The jackpot judgment, or the jackpot judgment and the symbol judgment described later together, are also called the jackpot lottery or special symbol lottery.
[0018] The second start port 12 is installed below the first start port 11 in the lower part of the game area 6 so that game balls can enter. When a game ball enters the second start port 12, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 1) as prize balls into the upper tray 34. Also, when a game ball enters the second start port 12, the pachinko game machine PY1 acquires the right to receive a jackpot judgment, just as when a game ball enters the first start port 11. Unlike the first start port 11, the second start port 12 is equipped with an openable / closable opening / closing member 12k and an open / close solenoid (not shown). The pachinko game machine PY1 uses an opening / closing solenoid to open and close the opening / closing member 12k, thereby creating a closed state (closed) in which game balls cannot enter or enter the second starting port 12, or an open state (opened) in which game balls enter the second starting port 12 more easily than in the closed state. The prize-winning device, including the second starting port 12 and the opening / closing member 12k, is called an electric chuute.
[0019] Gate 13 is installed on the right side of the game area 6 so that game balls can pass through. When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination as described later. However, even if a game ball passes through gate 13, the pachinko game machine PY1 does not pay out any prize balls to the upper tray 34.
[0020] The first large prize slot 14 is installed in the lower right of the game area 6 so that game balls can enter it. When a game ball enters the first large prize slot 14, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The first large prize slot 14 is equipped with an openable and closable first open / closed door 14k and an open / closed solenoid (not shown). The pachinko game machine PY1 uses the open / closed solenoid to open and close the first open / closed door 14k, thereby setting the first large prize slot 14 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.
[0021] The second large prize opening 15 is installed in the lower right of the game area 6, below the first large prize opening 14, so that game balls can enter it. When a game ball enters the second large prize opening 15, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 15) as prize balls into the upper tray 34. The second large prize opening 15 is equipped with an openable and closable second opening / closing door 15k and an opening / closing solenoid (not shown). The pachinko game machine PY1 uses the opening / closing solenoid to open and close the second opening / closing door 15k, thereby setting the second large prize opening 15 to either a closed state (closed) where game balls cannot enter it, or an open state (opened) where game balls can enter it.
[0022] The general prize slot 10 is located in the lower left of the game area 6 so that game balls can enter it. When a game ball enters the general prize slot 10, the pachinko game machine PY1 dispenses a predetermined number of game balls (for example, 5 balls) as prize balls into the upper tray 34.
[0023] Furthermore, an outlet 19 is installed at the bottom of the game area 6, and game balls that do not enter any of the general prize entry 10, the first start 11, the second start 12, the first major prize entry 14, and the second major prize entry 15 are discharged from the pachinko game machine PY1 via the outlet 19.
[0024] The game board 1 also includes an image display device 50 capable of displaying predetermined effects, a board lamp 54 capable of emitting light in a predetermined color, a right-hitting lamp 54a capable of emitting light in a predetermined color, and a movable body 55k on the board that can operate in a predetermined operating mode. The image display device 50 is installed in the center of the game board 1 and includes a display unit 50a, which is composed of, for example, a liquid crystal display, a dot display, a 7-segment display, etc. The board lamp 54 is installed above the display unit 50a and is composed of, for example, multiple LEDs. The right-hitting lamp 54a is installed to the right of the display unit 50a and is composed of, for example, one LED. The words "Right-hitting" are drawn near the right-hitting lamp 54a. The movable body 55k on the board is installed in front of and above the display unit 50a. The movable body 55k on the board includes a drive motor (not shown) and is configured to be able to move up and down by the drive motor, for example, as shown in Figure 2. Furthermore, the movement of the movable body 55k on the board does not have to be vertical.
[0025] Furthermore, the game board 1 is equipped with indicators 8 for notifying the status of the pachinko game machine PY1. The indicators 8 are installed in the lower left of the game board 1 and consist of, for example, multiple LEDs. The pachinko game machine PY1 notifies the player of the game status of the pachinko game machine PY1 (variable display (fluctuating display) and stop display of special symbols (special symbols), variable display (fluctuating display) and stop display of ordinary symbols (ordinary symbols), number of reserved special symbols 1, number of reserved special symbols 2, number of reserved ordinary symbols, current game status, right-hand play status, etc., as described later) by combinations of lighting, flashing, and extinguishing of the multiple LEDs.
[0026] 3. Basic Gameplay Next, we will explain the basic gameplay of the Pachinko machine PY1. The Pachinko machine PY1 can perform special symbol games and regular symbol games using game balls launched by operating the handle 72k.
[0027] 3-1. Special Picture Game When a game ball enters the first starting port 11 or the second starting port 12 of the pachinko game machine PY1, it acquires the right to receive a jackpot judgment and performs a jackpot judgment based on the acquired right. Then, the pachinko game machine PY1 performs a variable display of the special symbols according to the result of the jackpot judgment. The manner of the variable display of the special symbols (also called the "variable display time") differs depending on the type of variation pattern, which will be described later.
[0028] The right to receive a jackpot determination is, for example, a random number, and the pachinko game machine PY1 makes a jackpot determination based on the acquired random number. The jackpot determination determines whether or not a jackpot game will be played. If a jackpot game is played, it is a jackpot win; if a minor win game is played, it is a minor win; and if neither a jackpot game nor a minor win game is played, it is a loss. The jackpot game and minor win game may be referred to as special games.
[0029] When the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the first starting opening 11, it displays a variable indicator on the first special symbol (also called special symbol 1). The variable indicator on the first special symbol is, for example, a display in which the two LEDs in the upper left of the display unit 8 flash. After the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the first special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the first special symbol can be in a manner that indicates a jackpot has been won (for example, the two LEDs in the upper left light up), a manner that indicates a minor win (for example, only one LED in the upper left light up), or a manner that indicates a loss (for example, only the other LED in the upper left light up).
[0030] On the other hand, when the pachinko game machine PY1 determines that a jackpot has been won by a game ball entering the second starting port 12, it displays a variable indicator on the second special symbol (also called special symbol 2). The variable indicator on the second special symbol is, for example, a display in which the two LEDs in the lower left of the display unit 8 flash. When the variable display time corresponding to the type of variation pattern has elapsed, the pachinko game machine PY1 displays a stop indicator on the second special symbol in a manner that indicates the result of the jackpot determination. The stop indicator on the second special symbol can be in the following manners: a manner that indicates a jackpot has been won (for example, the two LEDs in the lower left light up), a manner that indicates a minor win (for example, only one LED in the lower left light up), or a manner that indicates a loss (for example, only the other LED in the lower left light up).
[0031] Furthermore, if a game ball enters the first starting port 11 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment as described later and stores the acquired right to receive the jackpot judgment as a special symbol 1 reserve. On the other hand, if a game ball enters the second starting port 12 while the special symbols are being displayed in a variable manner, the pachinko game machine PY1 performs a pre-read judgment and stores the acquired right to receive the jackpot judgment as a special symbol 2 reserve. The pachinko game machine PY1 can store a predetermined number of special symbol 1 reserves and special symbol 2 reserves (for example, 4 special symbol 1 reserves and 4 special symbol 2 reserves). After the special symbols are stopped, the pachinko game machine PY1 performs a jackpot judgment for the special symbol 1 reserves and special symbol 2 reserves. Furthermore, if both Special Symbol 1 and Special Symbol 2 are stored simultaneously, the system may prioritize the jackpot determination for Special Symbol 2, or prioritize the jackpot determination for Special Symbol 1, or determine the jackpot determination in the order in which they were stored.
[0032] The pre-read judgment determines in advance whether a jackpot game will occur (whether or not a jackpot will be won in the jackpot judgment) before the jackpot judgment is performed. If a jackpot game will occur, the pre-read judgment is declared a win; if a jackpot game will not occur, the pre-read judgment is declared a loss. If multiple types of variation patterns are possible, the pre-read judgment may also include a variation pattern pre-determination to determine which variation pattern will be determined in advance.
[0033] The pachinko game machine PY1 notifies the player of the number of reserved special symbols 1 or 2 when it has them stored. The number of reserved special symbols 1 is indicated, for example, by the lighting or flashing of two LEDs in the upper middle of the display unit 8. When the number of reserved special symbols 1 is "1", only one LED lights up; when the number of reserved special symbols 1 is "2", only two LEDs lights up; when the number of reserved special symbols 1 is "3", only one LED flashes; and when the number of reserved special symbols 1 is "4", only two LEDs flash. On the other hand, the number of reserved special symbols 2 is indicated, for example, by the lighting or flashing of two LEDs in the lower middle of the display unit 8. When the number of reserved special symbols 2 is "1", only one LED lights up; when the number of reserved special symbols 2 is "2", only two LEDs lights up; when the number of reserved special symbols 2 is "3", only one LED flashes; and when the number of reserved special symbols 2 is "4", only two LEDs flash.
[0034] Furthermore, the pachinko game machine PY1 stops and displays either the first or second special symbol in a manner indicating a jackpot win, and then performs a jackpot game. The jackpot game, as will be described in detail later, is a game in which the first or second large prize slot 14 or second large prize slot 15 is opened in multiple rounds (for example, 10 times). The jackpot game is advantageous for the player because the opening of the first or second large prize slot 14 or second large prize slot 15 gives the player an opportunity to win prize balls. The jackpot game ends when all of the multiple rounds of gameplay have been completed.
[0035] On the other hand, the pachinko game machine PY1 stops and displays the first or second special symbol in a manner indicating a minor win, and then performs a minor win game. The minor win game, as will be described in detail later, is a game in which the first large prize slot 14 or the second large prize slot 15 is opened for a predetermined time (for example, 5 seconds). The minor win game is advantageous for the player because the opening of the first large prize slot 14 or the second large prize slot 15 gives the player an opportunity to win prize balls (an opportunity to win prize balls).
[0036] 3-2. General game When a game ball passes through gate 13, the pachinko game machine PY1 acquires the right to receive a win determination and performs a win determination based on the acquired right. Then, the pachinko game machine PY1 displays a variable diagram according to the result of the win determination.
[0037] The win / loss determination determines whether or not to perform the auxiliary game; if the auxiliary game is performed, it is considered a win, and if the auxiliary game is not performed, it is considered a loss.
[0038] The pachinko game machine PY1 performs a win determination when a game ball enters gate 13, and then displays a variable normal display. The variable normal display is a display in which multiple LEDs in the upper right part of the display unit 8 flash. After a predetermined time has elapsed since the start of the variable normal display, the pachinko game machine PY1 performs a stop normal display in a manner that indicates the result of the win determination. There are two manners for the stop normal display: one that indicates a win (for example, all LEDs are lit) and one that indicates a loss (for example, only one LED is lit).
[0039] Furthermore, when a game ball enters gate 13 during the variable display of the regular diagram, the pachinko game machine PY1 stores the acquired right to receive a win judgment as a regular diagram reserve. The pachinko game machine PY1 can store up to a predetermined number (for example, 2) of regular diagram reserves. After the regular diagram stops, the pachinko game machine PY1 performs a win judgment for the regular diagram reserve.
[0040] The pachinko game machine PY1 notifies the player of the number of reserved symbols when it has them stored. The number of reserved symbols is indicated by the lighting of multiple LEDs in the lower right of the display unit 8. For example, when the number of reserved symbols is "1", only one LED lights up, and when the number of reserved symbols is "2", only two LEDs light up.
[0041] The pachinko game machine PY1 stops the display in a manner indicating a winning combination, and then performs an auxiliary game. The auxiliary game, which will be described in detail later, is a game in which the second starting port 12 is opened for a predetermined time (for example, 3.5 seconds). The auxiliary game is advantageous to the player because the opening of the second starting port 12 gives the player an opportunity to win prize balls (an opportunity to win prize balls, an opportunity to acquire the right to receive a jackpot judgment).
[0042] 4. Game status Next, the game states of the pachinko game machine PY1 will be explained using Figure 3(A). Figure 3(A) is a diagram showing the game states that the pachinko game machine PY1 can take. As shown in Figure 3(A), the pachinko game machine PY1 can take on one or more of the following four game states, excluding the jackpot game state in which a jackpot game is played: "low probability low base game state" (also called "normal game state"), "low probability high base game state" (also called "time-saving game state"), "high probability low base game state" (also called "hidden probability game state"), and "high probability high base game state" (also called "probability variation game state"). Furthermore, the low probability low base game state may be abbreviated as the low probability low base state, the low probability high base game state as the low probability high base state, the high probability low base game state as the high probability low base state, the high probability high base game state as the high probability high base state, the normal game state as the normal state, the time-saving game state as the time-saving state, the hidden probability game state as the hidden probability state, and the probability variation game state as the probability variation state. In addition, the low base state may also be called the non-time-saving state, and the low probability state may also be called the normal probability state. Moreover, the jackpot game state, high probability state, and high base state can all be said to be advantageous states that are beneficial to the player.
[0043] The "low probability, low base game state" is the game state in the initial state of the pachinko game machine PY1. The pachinko game machine PY1 can be reset to its initial state by operating the initialization switch (also called the "RAM clear switch") (not shown) located on the back of the front door 23.
[0044] The "low probability, high base game state" is a game state that can occur after a jackpot game state and continues until a predetermined time-saving termination condition is met. The predetermined time-saving termination condition includes a jackpot game occurring and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times).
[0045] Furthermore, the "low probability high base game state" can also be entered when a specific miss occurs during a jackpot determination in the "low probability low base game state." Specific misses include a specific number of misses when all jackpot determinations (e.g., 900 times) are misses, and a specific percentage (e.g., 1 / 200) of misses among the jackpot determination misses. Pachinko machine PY1 enters the "low probability high base game state" after the variable display of the special symbol that resulted in a specific miss ends (after the special symbol stops). In this case, the "low probability high base game state" also continues until the predetermined time-saving termination conditions are met, similar to when the "low probability high base game state" is entered after a jackpot game state.
[0046] The "high probability low base game state" is a game state that can occur after a jackpot game state and continues until a predetermined latent probability termination condition is met. The predetermined latent probability termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 200 times). In addition, the "high probability low base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.
[0047] The "high probability high base game state" is a game state that can be entered after a jackpot game state, and continues until a predetermined probability variation termination condition is met. The predetermined probability variation termination condition includes a jackpot game being played and the number of times the special symbol's variable display reaches a predetermined number (for example, 100 times). In addition, the "high probability high base game state" may be entered during a jackpot game by having the game ball pass through a specific area provided inside the first large prize entry point 14 or the second large prize entry point 15.
[0048] The "low probability low base game state" and the "low probability high base game state" belong to the normal probability state where the probability of winning a jackpot in the jackpot determination is the normal probability (for example, 1 / 300), while the "high probability low base game state" and the "high probability high base game state" belong to the high probability state where the probability of winning a jackpot in the jackpot determination is higher than the normal probability (for example, 1 / 30). Therefore, the "high probability low base game state" and the "high probability high base game state" are game states that are more advantageous to the player than the "low probability low base game state" and the "low probability high base game state" in terms of the probability of winning a jackpot.
[0049] Furthermore, the "low probability low base game state" and the "high probability low base game state" belong to non-time-saving states where game balls do not enter or are difficult to enter the second starting port 12 (for example, a state where a win is not or is difficult to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively short), while the "low probability high base game state" and the "high probability high base game state" belong to time-saving states where game balls are easy to enter the second starting port 12 (for example, a state where a win is easy to be won in the win determination, or a state where the opening time of the second starting port 12 is relatively long). Therefore, with respect to the second starting port 12 (with respect to the ease of game balls entering the second starting port 12), the "low probability high base game state" and the "high probability high base game state" can be said to be more advantageous game states for the player than the "low probability low base game state" and the "high probability low base game state".
[0050] Furthermore, in the non-shortened time state, the game ball does not enter or is difficult to enter the second starting opening 12. Therefore, in the "low probability low base game state" and the "high probability low base game state," it can be said that the game ball is more likely to enter the first starting opening 11 than the second starting opening 12. On the other hand, in the shortened time state, the game ball is more likely to enter the second starting opening 12. Therefore, in the "low probability high base game state" and the "high probability high base game state," it can be said that the game ball is more likely to enter the second starting opening 12 than the first starting opening 11.
[0051] Furthermore, in the non-time-saving state, players shoot game balls towards the left side of the game area 6 in order to aim for the first start opening 11 located in the center of the game area 6. Therefore, the "low probability low base game state" and the "high probability low base game state" can also be described as left-handed shooting states. In addition, in the time-saving state, players shoot game balls towards the right side of the game area 6 in order to aim for the second start opening 12 located in the right side of the game area 6. Therefore, the "low probability high base game state" and the "high probability high base game state" can also be described as right-handed shooting states.
[0052] Furthermore, the Pachinko game machine PY1 allows the probability of winning a jackpot in the normal probability state and the high probability state to be changed by operating a setting change switch (not shown) located on the back of the front door 23. The setting change switch is, for example, a DIP switch that can be switched between three positions: upper, middle, and lower. When the setting change switch is in the upper position, it is called "Setting 1", when the setting change switch is in the middle position, it is called "Setting 2", and when the setting change switch is in the lower position, it is called "Setting 3". In "Setting 1", the probability of winning a jackpot in the normal probability state is the first probability (for example, 1 / 300), and the probability of winning a jackpot in the high probability state is the second probability (for example, 1 / 30). In "Setting 2", the probability of winning a jackpot in the normal probability state is the third probability (for example, 1 / 280), which is higher than the first probability, and the probability of winning a jackpot in the high probability state is the fourth probability (for example, 1 / 28), which is higher than the second probability. Furthermore, "Setting 3" is a fifth probability (e.g., 1 / 260) in the normal probability state, which is higher than the third probability, and a sixth probability (e.g., 1 / 26) in the high probability state, which is higher than the fourth probability. Note that the probability of winning a jackpot can be changed as appropriate, within the range where "Setting 1" < "Setting 2" < "Setting 3" increases in that order.
[0053] 5. Big win game Next, the jackpot games performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(A). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing one or more of the following four types of jackpot games: "Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", and "Jackpot Game Zα".
[0054] "Big Win Game Wα" is a big win game that follows a "high probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first large prize slot 14 or the second large prize slot 15 during each round of gameplay. In other words, "Big Win Game Wα" involves 2 to 10 rounds of gameplay, depending on α.
[0055] "Big Win Game Xα" is a big win game that follows a "low probability, high base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Xα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0056] "Big Win Game Yα" is a big win game that follows a "high probability low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Yα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0057] "Big Win Game Zα" is a big win game that follows a "low probability, low base game state" and continues until α rounds of gameplay are completed. α is an integer between 2 and 10, and the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15 during each round of gameplay. In other words, "Big Win Game Zα" will consist of 2 to 10 rounds of gameplay, depending on α.
[0058] Furthermore, in "Big Win Game Wα", "Big Win Game Xα", "Big Win Game Yα", and "Big Win Game Zα", it is possible to have only the first big prize slot 14 open for all rounds of the game, or to have only the second big prize slot 15 open for all rounds of the game, or to have the first big prize slot 14 open for some rounds of the game and the second big prize slot 15 open for the remaining rounds of the game. Both rounds of the game in which the first big prize slot 14 is open and rounds of the game in which the second big prize slot 15 is open are advantageous for the player because they offer an opportunity for the game ball to enter the prize slot (an opportunity for a prize ball).
[0059] "Big Win Game Wα" and "Big Win Game Yα" belong to the category of so-called probability-increasing big win games, where the game state becomes a high-probability state, while "Big Win Game Xα" and "Big Win Game Zα" belong to the category of so-called normal big win games, where the game state becomes a normal probability state. Therefore, "Big Win Game Wα" and "Big Win Game Yα" are considered to be more advantageous to the player than "Big Win Game Xα" and "Big Win Game Zα" in terms of the probability of winning a big win afterward, and the game state in which either "Big Win Game Wα" or "Big Win Game Yα" occurs is considered to be more advantageous to the player than the game state in which either "Big Win Game Xα" or "Big Win Game Zα" occurs.
[0060] Furthermore, "Big Win Game Wα" and "Big Win Game Xα" belong to the category of jackpot games with electric support, where the game state becomes a time-saving state, while "Big Win Game Yα" and "Big Win Game Zα" belong to the category of jackpot games without electric support, where the game state becomes a non-time-saving state. Therefore, "Big Win Game Wα" and "Big Win Game Xα" are jackpot games that are more advantageous to the player than "Big Win Game Yα" and "Big Win Game Zα" with respect to the subsequent second starting port 12 (with respect to the ease with which the game ball enters the subsequent second starting port 12), and the jackpot game state in which either "Big Win Game Wα" or "Big Win Game Xα" is played is a jackpot game state that is more advantageous to the player than the jackpot game state in which either "Big Win Game Yα" or "Big Win Game Zα" is played.
[0061] Furthermore, the jackpot state can also be described as a right-handed shooting state, as the player shoots the game ball towards the right side of the game area 6 in order to aim for the first or second large prize pocket 14 or second large prize pocket 15 located on the right side of the game area 6.
[0062] Here, we will explain the flow of a jackpot game. Figure 4(A) is a time chart showing the flow of a jackpot game. Here, we will illustrate a jackpot game in which only the first jackpot entry point 14 is opened.
[0063] As shown in Figure 4(A), after the special symbol stops and the jackpot game begins, the jackpot opening (also called "jackpot OP") is set first. The jackpot OP continues for a predetermined time (for example, 10 seconds), and when the jackpot OP ends, the first round of the round game begins. The round game continues for a predetermined time (for example, 30 seconds), or until a predetermined number of game balls (for example, 10 balls) enter the first jackpot pocket 14. When the first round of the round game ends, the round interval (also called "round IT") is set. The round IT continues for a predetermined time (for example, 2 seconds), and when the round IT ends, the second round of the round game begins. Finally, when the last round of the round game (for example, the 10th round of the round game) ends, the jackpot ending (also called "jackpot ED") is set. The jackpot ending sequence continues until a predetermined time (for example, 10 seconds) has elapsed, and the jackpot game ends when the jackpot ending sequence concludes. Note that either the jackpot opening sequence or the jackpot ending sequence, or both, may be omitted.
[0064] 6. Minor win game Next, the small win game performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(B). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing a small win game, which is a different type of game from the big win game. Unlike the big win game, the game state does not change after the small win game. For example, if a small win game is performed in the "low probability low base game state," the "low probability low base game state" will continue after the small win game. In a small win game, the pachinko game machine PY1 opens either the first big prize slot 14 or the second big prize slot 15.
[0065] Figure 4(B) is a time chart showing the flow of a minor win game. Here, a minor win game in which only the first large prize slot 14 is opened is shown as an example. As shown in Figure 4(B), after the special symbol stops and the minor win game begins, a pre-opening interval (also called "pre-opening IT") is set first. The pre-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the pre-opening IT ends, the first large prize slot 14 opens. The first large prize slot 14 remains open until a predetermined time (for example, 5 seconds) has elapsed, or until a predetermined number of game balls (for example, 10 balls) have entered the first large prize slot 14. When the first large prize slot 14 has finished opening, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time (for example, 2 seconds) has elapsed, and when the post-opening IT ends, one minor win game ends. Furthermore, it is acceptable to have either or both of the pre-opening IT and post-opening IT not set. Also, considering the gameplay of the pachinko machine PY1, it is acceptable to have the small win game not performed.
[0066] 7. Auxiliary games Next, the auxiliary gameplay performed by the pachinko game machine PY1 will be explained using Figures 3(B) and 4(C). As shown in Figure 3(B), the pachinko game machine PY1 is capable of performing auxiliary gameplay as a game distinct from the jackpot game and the minor jackpot game. Unlike the jackpot game and the minor jackpot game, the auxiliary game is a game in which the second start opening 12 is opened. In the auxiliary game, the opening time of the second start opening 12 changes depending on the game state. For example, when the auxiliary game is performed in a non-time-saving state, the second start opening 12 is open for only a first opening time (e.g., 0.1 seconds), while when the auxiliary game is performed in a time-saving state, the second start opening 12 is open for a second opening time (e.g., 3.5 seconds), which is longer than the first opening time.
[0067] Figure 4(C) is a time chart showing the flow of the auxiliary game. As shown in Figure 4(C), after the stop indicator in the normal diagram, when the auxiliary game starts, the second start opening 12 opens. The second start opening 12 remains open until a predetermined time has elapsed (the first opening time if not in a time-saving state, or the second opening time if in a time-saving state), or until a predetermined number of game balls (for example, 4) have entered the second start opening 12. Once the second start opening 12 is closed, a post-opening interval (also called "post-opening IT") is set. The post-opening IT continues until a predetermined time has elapsed (for example, 2 seconds), and the end of the post-opening IT marks the end of one round of the auxiliary game.
[0068] 8. Direction Next, the effects performed by the pachinko game machine PY1 will be explained using Figures 5 to 12. The pachinko game machine PY1 can be set to different effects modes depending on the game state. In each effects mode, the pachinko game machine PY1 can perform the following effects using the various effects devices equipped in the pachinko game machine PY1 (normal button 40, special button 41, image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, etc.).
[0069] 8-1. Performance Mode First, let's explain the performance modes using Figure 5. A performance mode is a category of performance (or a higher-level conceptual attribute). The pachinko game machine PY1 can be set to the following performance modes: waiting performance mode, normal performance mode, probability variation performance mode, time reduction performance mode, and jackpot performance mode.
[0070] The "waiting for customers" performance mode is a performance mode that may be set when the special symbols are stopped (when the special symbols are not being displayed in variable mode) in the "low probability low base game state," "low probability high base game state," "high probability low base game state," and "high probability high base game state." In the waiting for customers performance mode, the player is informed that the machine is waiting for the special symbols to be displayed in variable mode. The pachinko machine PY1 can perform a waiting for customers performance while the waiting for customers performance mode is set. The waiting for customers performance is a performance in which a demo video G100 introducing the pachinko machine PY1 is displayed on the display unit 50a, as shown in Figure 5(A-1). In addition, if the normal button 40 is operated while the demo video G100 is being displayed, for example, the setting screen G101 for setting the performance of the pachinko machine PY1 may be displayed on the display unit 50a, as shown in Figure 5(A-2). The Pachinko game machine PY1 allows settings related to its effects while the setting screen G101 is displayed. These effects settings include the volume setting for the sound output from speaker 52, the brightness setting for the display unit 50a (also called "light intensity setting"), and the frequency setting for the effects that are performed (also called "effect setting").
[0071] The normal performance mode is a performance mode that may be set over one or more variable displays of special symbols in a "low probability low base game state" or a "high probability low base game state". In the normal performance mode, the player is indicated to be in a non-time-saving state. In the normal performance mode, the pachinko game machine PY1 displays, for example, a normal background image G102 representing a mountain landscape on the display unit 50a, as shown in Figure 5(B-1). Note that the background displayed in the normal performance mode is not limited to the normal background image G102, and multiple types of backgrounds may be displayed in order or randomly.
[0072] The probability variation mode is a performance mode that may be set during the "high probability, high base game state" over one or more variable displays of special symbols. In the probability variation mode, the player is indicated to be in a high probability state and a time-saving state. In the probability variation mode, the pachinko game machine PY1 displays, for example, a probability variation background image G103 representing space on the display unit 50a, as shown in Figure 5(B-2). Note that the background displayed in the probability variation mode is not limited to the probability variation background image G103, and multiple types of backgrounds may be displayed in order or randomly.
[0073] The time-saving performance mode is a performance mode that may be set during the "low probability, high base game state" over one or more variable displays of special symbols. In the time-saving performance mode, the player is indicated to be in both a normal probability state and a time-saving state. In the time-saving performance mode, the pachinko game machine PY1 displays, for example, a time-saving background image G104 representing the sky on the display unit 50a, as shown in Figure 5(B-3). Note that the background displayed in the time-saving performance mode is not limited to the time-saving background image G104, and multiple types of backgrounds may be displayed sequentially or randomly.
[0074] The jackpot animation mode is an animation mode that is set when a jackpot game is in progress. In the jackpot animation mode, the player is informed that a jackpot game is in progress. In the jackpot animation mode, the pachinko machine PY1 displays an opening image G107 that indicates the start of a jackpot game, a right-hand shooting image G108 that prompts the player to "shoot to the right," etc., on the display unit 50a at the start of a jackpot game, as shown in Figure 5(C-1). The display of these images is called the "opening animation."
[0075] Furthermore, in the jackpot performance mode, the pachinko game machine PY1 displays a round image G109 indicating the number of rounds on the display unit 50a during round play, as shown in Figure 5(C-2). If a high probability state is subsequently entered, an upgrade image G110 indicating that a high probability state has been entered is also displayed on the display unit 50a. The display of these images is referred to as the "round performance."
[0076] Furthermore, in the jackpot performance mode, when the jackpot game ends, the pachinko game machine PY1 displays an ending image G111 that suggests the performance mode to be set after the jackpot performance mode, and a total number of prize balls image G112 that suggests the total number of prize balls paid out, etc., on the display unit 50a, as shown in Figure 5(C-3). The display of these images is referred to as the "ending performance".
[0077] In the basic embodiment, five types of performance modes are set: a waiting-for-customers performance mode, a normal performance mode, a probability variation performance mode, a time reduction performance mode, and a jackpot performance mode. However, the types of performance modes may be changed or added as appropriate.
[0078] 8-2. Special Symbol Variation Production Next, the special symbol variation effect (also called the "variation effect") will be explained using Figures 6 to 8. The special symbol variation effect is an effect that suggests the result of the jackpot determination. When the variable display of the special symbol begins in the pachinko game machine PY1, the special symbol variation effect using the effect symbols is executed in parallel with the variable display of the special symbol. The effect symbols consist of the left effect symbol EZ1, the middle effect symbol EZ2, and the right effect symbol EZ3, as shown in Figure 6(A).
[0079] In the Pachinko game machine PY1, during the special symbol variation performance, the performance symbols EZ1, EZ2, and EZ3 are displayed on the background (normal background image G102, probability variation background image G103, time reduction background image G104). The "↓" in the diagram indicates that the performance symbols are currently being displayed in a variation state. The performance symbols EZ1, EZ2, and EZ3 are composed of, for example, number symbols from "1" to "9". During the variation display of the performance symbols EZ1, EZ2, and EZ3, the performance symbols EZ1, EZ2, and EZ3 change in conjunction with the start of the variable display of the special symbol, and stop in conjunction with the stop display of the special symbol. The result of the jackpot determination is then suggested by the manner in which the performance symbols EZ1, EZ2, and EZ3 are displayed when the special symbol stops.
[0080] 8-2-1. Normal fluctuations The Pachinko game machine PY1 can perform a normal spin first in its special symbol variation sequence. The normal spin is a sequence in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner, and it functions as a sequence that indicates that the variable display of the special symbols has begun.
[0081] In the normal spinning of the pachinko game machine PY1, as shown in Figure 6(B), the display of the performance symbols EZ1, EZ2, and EZ3 begins. If the pachinko game machine PY1 does not generate a reach after the normal spinning and the result is a miss, as shown in Figure 6(C-1), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped in different ways, and then the performance symbols EZ1, EZ2, and EZ3 are stopped and displayed in a way that suggests a miss (a so-called scattered pattern), as shown in 6(D). The patterns that suggest a miss are patterns where the left and right performance symbols are not the same, such as "1·1·2" or "2·4·6". On the other hand, if the pachinko game machine PY1 generates a reach after the normal spinning, as shown in Figure 6(C-2), the left performance symbol EZ1 and the right performance symbol EZ3 are stopped and displayed in the same way (a so-called reach pattern) to establish a reach. The stopping order of the EZ1, EZ2, and EZ3 symbols can be changed as needed.
[0082] 8-2-2.N reach The Pachinko game machine PY1 allows for an N-reach to occur after a reach has been achieved. An N-reach is a reach animation in which, for example, the fluctuation speed of the middle display symbol EZ2 gradually slows down, and it functions as an animation that suggests the possibility of a jackpot occurring.
[0083] In the Pachinko game machine PY1, during an N-Reach, the fluctuation speed of the middle display symbol EZ2 is gradually reduced, as shown in Figure 7(A). If the N-Reach is a miss, the Pachinko game machine PY1 stops the middle display symbol EZ2, as shown in Figure 7(B), and displays the display symbols EZ1, EZ2, and EZ3 in a manner that suggests a miss (a so-called miss pattern). The manner that suggests a miss is such as "7-6-7" or "5-3-5", where the left and right display symbols are the same and the middle symbol is different from the left and right display symbols. On the other hand, if the Pachinko game machine PY1 develops into an SP-Reach after the N-Reach, the middle display symbol EZ2 is not stopped. The content of the N-Reach display can be changed as appropriate.
[0084] 8-2-3.SP Reach The Pachinko machine PY1 allows for an SP Reach to occur after an N Reach. An SP Reach is a reach animation that displays, for example, a battle between the main character and an enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.
[0085] In the pachinko game machine PY1, during an SP reach, as shown in Figure 8(A), an SP title image G1 indicating the start of the SP reach is displayed on the display unit 50a. The SP title image G1 is, for example, a text image that reads "Defeat Enemy A!". Subsequently, as shown in Figure 8(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and an enemy character image G201 representing the enemy character on the display unit 50a, and displays a video of the main character and enemy character battling on the display unit 50a. When the battle reaches its final stage, if the pachinko game machine PY1 is to achieve a jackpot in the SP reach, as shown in Figure 8(C-1), it displays the main character celebrating his victory in the battle, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). Furthermore, if the Pachinko machine PY1 results in a loss during an SP reach, it displays an image of the enemy character celebrating a victory in battle, as shown in Figure 8(C-2), and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a loss. On the other hand, if the Pachinko machine PY1 develops into an SPSP reach after this SP reach, it does not stop the middle symbol EZ2. The content of the SP reach's presentation can be changed as appropriate.
[0086] 8-2-4.SPSP Reach The Pachinko machine PY1 allows for an SPSP reach after an SP reach. The SPSP reach is a reach animation that displays, for example, a battle between the main character and a powerful enemy character, and functions as an animation that suggests a high probability of a jackpot occurring.
[0087] In the SPSP Reach, the pachinko game machine PY1 displays an SPSP title image G2 on the display unit 50a, as shown in Figure 9(A), to indicate the start of the SPSP Reach. The SPSP title image G2 is, for example, a text image that reads "Defeat Enemy B!". Subsequently, as shown in Figure 9(B), the pachinko game machine PY1 displays a main character image G200 representing the main character and a strong enemy character image G202 representing the strong enemy character on the display unit 50a, and displays a video of the main character and the strong enemy character battling on the display unit 50a. When the battle reaches its final stage, if the SPSP Reach results in a jackpot, the pachinko game machine PY1 displays the main character celebrating his victory in the battle, as shown in Figure 9(C-1), to suggest a jackpot, and stops displaying the performance symbols EZ1, EZ2, and EZ3 in a manner that suggests a jackpot (so-called matching numbers). On the other hand, when the Pachinko game machine PY1 is about to lose in an SPSP reach, as shown in Figure 9(C-2), it displays a scene of a strong enemy character celebrating a victory in battle to indicate a loss, and stops displaying the EZ1, EZ2, and EZ3 symbols in a manner that suggests a reach loss. The content of the SPSP reach can be changed as appropriate.
[0088] Here, we will explain the probability (also called "jackpot expectation") of the symbols EZ1, EZ2, and EZ3 stopping in a manner that indicates a jackpot. The jackpot expectation is determined by the execution probability based on the result of the jackpot judgment. For example, if the execution probability of an N-reach is set to 10% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, then if the execution probability of an SP-reach is set to 4% when the jackpot judgment result is a miss, and to 100% when the jackpot judgment result is a win, the jackpot expectation for the SP-reach can be made higher than the jackpot expectation for the N-reach.
[0089] Furthermore, for example, if the execution probability of an SP Reach is set to 4% when the jackpot judgment result is a miss, and 100% when the jackpot judgment result is a win, then setting the execution probability of an SPSP Reach to 2% when the jackpot judgment result is a miss, while setting it to 100% when the jackpot judgment result is a win, makes the expected probability of a jackpot for an SPSP Reach higher than the expected probability of a jackpot for an SP Reach. In this way, by pre-setting the execution probability of each playable animation according to the jackpot judgment result, the expected probability of a jackpot for that animation can be determined.
[0090] 8-3. Hold icon and the corresponding icon The pachinko game machine PY1 can display the reserve icon HA on the display unit 50a while storing either the special symbol 1 reserve or the special symbol 2 reserve. The reserve icon HA is, for example, an icon image of a circle. The pachinko game machine PY1 can also display the same icon TA on the display unit 50a while the special symbol is being displayed in a variable manner. The icon TA is, for example, the same icon image of a circle as the reserve icon HA.
[0091] A hold icon display area 50d is provided at the bottom of the display unit 50a. As shown in Figure 10(A), the hold icon display area 50d consists of a first display area 50d1, a second display area 50d2, a third display area 50d3, and a fourth display area 50d4. The pachinko game machine PY1 displays the hold icon HA in each of the display areas 50d1, 50d2, 50d3, and 50d4 according to the number of hold symbols for Special Feature 1 or Special Feature 2. For example, if the number of hold symbols for Special Feature 1 is "1", the hold icon HA is displayed in the first display area 50d1, and if the number of hold symbols for Special Feature 1 is "2", the hold icon HA is displayed in both the first display area 50d1 and the second display area 50d2. The hold icon display area 50d may display both the number of hold symbols for Special Feature 1 and Special Feature 2, or it may display only one of them. Furthermore, the number of display areas that make up the hold icon display area 50d can be changed as appropriate.
[0092] Furthermore, an icon display area 50e is provided below the display unit 50a, near the hold icon display area 50d. As shown in Figure 10(A), the icon display area 50e consists of a single display area. When the pachinko game machine PY1 starts the variable display of the special symbols, it displays the icon TA, which is the same as or different from the hold icon HA, in the icon display area 50e. However, considering the gameplay of the pachinko game machine PY1, the icon TA may not be displayed.
[0093] 8-3-1.Holding effect The pachinko game machine PY1 is capable of performing a hold animation when a game ball enters the first start opening 11 or the second start opening 12. The hold animation is, for example, an animation in which the hold icon HA is displayed in the hold icon display area 50d, and functions as an animation to inform the player of the number of special symbol 1 hold or special symbol 2 hold.
[0094] In the pachinko game machine PY1, when the variable display of the special symbol is not active and the number of reserved special symbol 1 balls is "0", if a game ball enters the first start opening 11, the icon TA is displayed in the icon display area 50e as shown in Figure 10(B). Also, in the pachinko game machine PY1, for example, if two game balls enter the first start opening 11 while the variable display of the special symbol is active, the reserved icon HA is displayed in the first display area 50d1 and the second display area 50d2 of the reserved icon display area 50d as shown in Figure 10(C), informing the player that the number of reserved special symbol 1 balls is "2". Furthermore, when the pachinko game machine PY1 is displaying the reserve icon HA in the first display area 50d1 and the second display area 50d2 of the reserve icon display area 50d, and starts a variable display of a new special symbol, as shown in Figure 10(D), the reserve icon HA in the first display area 50d1 of the reserve icon display area 50d is moved to the icon display area 50e and displayed as the icon TA, and the reserve icon HA in the second display area 50d2 of the reserve icon display area 50d is moved to the first display area 50d1 and displayed, informing the player that the number of reserved special symbols 1 is "1".
[0095] 8-4. Preview Production The Pachinko game machine PY1 can perform a pre-announcement effect at any timing during the special symbol variation effect. The pre-announcement effect uses the image display device 50, speaker 52, frame lamp 53, board lamp 54, board movable body 55k, frame movable body 58k, normal button 40, special button 41, etc., and functions as an effect that suggests the possibility of a jackpot game.
[0096] 8-4-1.Movable object production The Pachinko game machine PY1 can perform a movable body effect using either the on-board movable body 55k or the frame movable body 58k as a pre-announcement effect. A movable body effect is, for example, an effect in which the on-board movable body 55k or the frame movable body 58k moves.
[0097] The pachinko game machine PY1 performs a movable object effect at any timing during the special symbol variation effect (for example, at the timing when an N-reach develops into an SP-reach). Here, a movable object effect using a movable object 55k on the game board is given as an example. The movable object effect is an effect in which the movable object 55k on the game board moves onto the display unit 50a, as shown in Figure 11(A). In the movable object effect, the pachinko game machine PY1 displays an effect image G4 in the space on the display unit 50a that does not overlap with the movable object 55k on the game board. After the movable object effect, as shown in Figure 11(B), the movable object 55k on the game board returns to its normal standby state (initial position), and the effect develops. Figure 11(B) shows the case when it develops into an SPSP-reach. Note that the movement of the movable object 55k on the game board during the movable object effect can be changed as appropriate.
[0098] 8-4-2. Operation direction The Pachinko game machine PY1 can perform operational animations using either the regular button 40 or the special button 41 as a pre-announcement effect. Operational animations, for example, are animations in which the player operates the regular button 40 or the special button 41.
[0099] The pachinko game machine PY1 performs an operation animation at any timing during the special symbol variation animation (for example, during an SP reach). Here, an operation animation using the normal button 40 is given as an example. In the operation animation, the pachinko game machine PY1 creates a period during which pressing the normal button 40 is valid (referred to as the "button operation validity period"), and upon the occurrence of this button operation validity period, it performs an animation that prompts the player to press the normal button 40 (referred to as the "button operation promotion animation"), as shown in Figure 12(A). In the button operation promotion animation, a button operation promotion image G3 is displayed, and the button operation promotion image G3 consists of a normal button image G31 that mimics the normal button 40, a pressing image G32 that represents the operation of the normal button 40 (i.e., pressing operation) (in this case, an image of the text "Press"), and an operation validity period remaining time image G33 that represents the remaining time of the button operation validity period. The pachinko game machine PY1 terminates the button operation promotion animation and performs an operation result animation, as shown in Figure 12(B), when the normal button 40 is pressed during the button operation valid period, or after the button operation valid period has elapsed without the normal button 40 being operated. Figure 12(B) shows the case where a movable body animation, in which the movable body 55k on the board moves, is performed as the operation result animation. The content of the operation animation can be changed as appropriate.
[0100] 8-4-3. Predictive effects The Pachinko game machine PY1 can perform pre-announcement effects based on pre-announcement judgments as a pre-announcement effect. Pre-announcement effects include, for example, effects in which the reserve icon HA changes, and function as effects to hint in advance at the result of the jackpot judgment.
[0101] The pachinko game machine PY1 performs a pre-announcement effect depending on whether it stores a Special Symbol 1 reserve or a Special Symbol 2 reserve. Here, we will illustrate the pre-announcement effect for a Special Symbol 1 reserve. When a game ball enters the first start opening 11, the pachinko game machine PY1 stores a Special Symbol 1 reserve. Based on the result of the pre-announcement judgment for the Special Symbol 1 reserve, as shown in Figure 10(C), the reserve icon display area 50d displays a "☆" icon image as the reserve icon HA, instead of the usual "〇" icon image. The "☆" icon image (special form icon image) is an image that suggests a higher probability of a jackpot than the "〇" icon image (normal form icon image). This effect of displaying a special form icon image is also called a reserve change effect. The content of the pre-announcement effect can be changed as appropriate.
[0102] 9. Internal Configuration Next, the internal configuration of the pachinko game machine PY1 will be explained using Figures 13 to 16. Figure 13 is a block diagram of the control portion of the pachinko game machine PY1. As shown in Figure 13, the pachinko game machine PY1 comprises a main control unit 100 that controls the game and an effect control unit 120 that executes the effects. The main control unit 100 and the effect control unit 120 are electrically connected, and the effect control unit 120 mainly executes the effects according to the instructions of the main control unit 100.
[0103] 9-1. Main Control Unit The main control unit 100 is equipped with a microcomputer 101 for game control. The microcomputer 101 for game control is configured to include, for example, a CPU (Central Processing Unit) and mainly controls various games (special symbol games, regular symbol games, game status, prize ball payout, etc.). The microcomputer 101 for game control is also equipped with a game input unit 101a, a game output unit 101b, and a game storage unit 101c. The game input unit 101a receives information on the entry of game balls from prize-winning devices (first start opening 11, second start opening 12, gate 13, first large prize-winning opening 14, second large prize-winning opening 15, general prize-winning opening 10, etc.) provided on the game board 1, information on the operation of the initialization switch, information on the operation of the setting change switch, etc. The game output unit 101b outputs performance data and performance commands issued in response to game control to the performance control unit 120 and the outside of the pachinko game machine PY1. The game storage unit 101c is composed of, for example, ROM (Read Only Memory) and RAM (Random Access Memory) and stores a table for selecting game content, game data issued in response to game control (special symbol 1 hold, special symbol 2 hold, normal symbol hold, etc.), etc.
[0104] Various games are controlled primarily based on winning information and operation information input by the game input unit 101a. The game control microcomputer 101 controls various games using tables and game data stored in the game storage unit 101c.
[0105] 9-2. Table The microcomputer 101 for game control can make various selections when controlling the game. When making selections, a table stored in the game memory unit 101c is referenced. The game memory unit 101c stores the following table.
[0106] 9-2-1. Variation Pattern Determination Table The game memory unit 101c stores the variation pattern determination table 103a1 shown in Figure 14. The variation pattern determination table 103a1 is a table that is referenced when selecting the type of variation pattern. When the game control microcomputer 101 performs variable display of the first or second special symbol based on the result of the jackpot determination, it refers to the variation pattern determination table 103a1 to select the type of variation pattern.
[0107] As shown in Figure 14, the game control microcomputer 101 selects the type of variation pattern based on the game state, the type of starting gate, the result of the jackpot determination, the result of the reach determination, the number of special symbols held, etc. The reach determination determines whether or not to perform the aforementioned reach effects (N reach, SP reach, SPSP reach) during the variable display of the special symbols. If the reach effect is to be performed, it is marked as "reach present," and if the reach effect is not to be performed, it is marked as "no reach." The game control microcomputer 101 can select one of seven types of variation patterns as the variation pattern: "THP001" to "THP002," "THP011" to "THP013," and "THP021" to "THP022." The game control microcomputer 101 performs the variable display of the first or second special symbols in a manner (variable display time) corresponding to the selected variation pattern. The type of variation pattern can be changed as appropriate.
[0108] Here, we will explain the role of each variation pattern. As mentioned earlier, during the variable display of the special symbol, a special symbol variation effect is performed. In the special symbol variation effect, an effect flow consisting of one or more effects is executed, and each variation pattern is associated with the variable display time of the special symbol and the effect flow executed in the special symbol variation effect. For example, as shown in Figure 14, "THP001" and "THP011" are associated with a special display time of 120,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach" → "SPSP reach", "THP002" and "THP012" are associated with a special display time of 100,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach" → "SP reach", "THP013" is associated with a special display time of 20,000 ms and a performance flow consisting of "normal variation" → "reach" → "N reach", and "THP021" and "THP022" are associated with a special display time of 13,000 ms or 2,000 ms and a performance flow consisting only of "normal variation". In this way, the duration of the special symbol variation effect and the effects performed during the special symbol variation effect are varied depending on the type of variation pattern selected by the game control microcomputer 101.
[0109] "THP001" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SPSP Reach," so "THP001" is called "SPSP Jackpot Variation." Similarly, "THP002" is selected when the jackpot judgment result is a jackpot win, and the end of the performance flow is "SP Reach," so "THP002" is called "SP Jackpot Variation." Furthermore, "THP011" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SPSP Reach," so "THP011" is called "SPSP Miss Variation." Furthermore, "THP012" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "SP Reach," so "THP012" is called "SP Miss Variation." Furthermore, "THP013" is selected when the jackpot judgment result is a miss, and the end of the performance flow is "N Reach," so "THP013" is called "N Miss Variation." Also, "THP021" and "THP022" are selected when the jackpot judgment result is a miss, and the end of the performance flow is "Normal Variation," so "THP021" and "THP022" are called "Normal Miss Variations." Note that the selection ratio of the variation patterns can be set appropriately considering the gameplay of the pachinko machine PY1.
[0110] 9-2-2. Lookahead Judgment Table The game memory unit 101c stores the pre-reading determination table 103b1 shown in Figure 15. The pre-reading determination table 103b1 is a table that is referenced when selecting the type of pre-reading pattern. When the right to receive a jackpot determination is acquired, the game control microcomputer 101 refers to the pre-reading determination table 103b1 and selects the type of pre-reading pattern. The diagram shown in Figure 15 is the pre-reading determination table 103b1.
[0111] As shown in Figure 15, the game control microcontroller 101 selects the type of pre-read pattern based on the game state, the type of starting gate, the result of the pre-read judgment, etc. The game control microcontroller 101 can select one of three types of pre-read patterns, "SHP001" to "SHP003," as the pre-read pattern. The type of pre-read pattern can be changed as needed.
[0112] "SHP001" is selected when the pre-read judgment result is a pre-read win, so "SHP001" is called the "Big Win Pre-Read Pattern". Also, "SHP002" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern with a reach ("THP011" to "THP013"), so "SHP002" is called the "Reach Miss Pre-Read Pattern". Also, "SHP003" is selected when the pre-read judgment result is a non-pre-read win, and the result of the pre-variation pattern judgment is a variation pattern without a reach ("THP021" to "THP022"), so "SHP003" is called the "Normal Miss Pre-Read Pattern".
[0113] 9-2-3. Pattern Determination Table The game memory unit 101c stores the symbol determination table 103c1 shown in Figure 16. The symbol determination table 103c1 is a table that is referenced when selecting the types of stopping symbols for the first special symbol and the second special symbol. When a jackpot is determined, the game control microcomputer 101 refers to the symbol determination table 103c1 to select the types of stopping symbols for the first special symbol and the second special symbol. The diagram shown in Figure 16 is the symbol determination table 103c1.
[0114] As shown in Figure 16, the game control microcomputer 101 selects the type of stop symbols for the first and second special symbols based on the type of starting gate, the result of the jackpot determination, etc. The game control microcomputer 101 can select one of seven types of stop symbols as the type of stop symbol: "jackpot Wα symbol", "jackpot Xα symbol", "jackpot Yα symbol", "jackpot Zα symbol", "minor win symbol", "miss A symbol", and "miss B symbol". The game control microcomputer 101 displays the stop of the first or second special symbol in a manner corresponding to the selected stop symbol. The type of stop symbol can be changed as appropriate.
[0115] Here, we will explain the role of each stop symbol. As mentioned earlier, after the special symbol stops, there are several possibilities: a jackpot game may occur, a minor jackpot game may occur, a time-saving mode may be entered, or nothing may happen and it may result in a loss. There are four types of jackpot games ("Jackpot Game Wα", "Jackpot Game Xα", "Jackpot Game Yα", "Jackpot Game Zα"), one type of minor jackpot game, and two types of losses (the specific loss mentioned above, and a simple loss). Each stop symbol corresponds to one of the jackpot game types, minor jackpot game types, or loss types. For example, as shown in Figure 16, the "Big Win Wα Symbol" is associated with "Big Win Game Wα", the "Big Win Xα Symbol" is associated with "Big Win Game Xα", the "Big Win Yα Symbol" is associated with "Big Win Game Yα", the "Big Win Zα Symbol" is associated with "Big Win Game Zα", the "Small Win Symbol" is associated with a small win game, the "Loss A Symbol" is associated with a simple loss where nothing happens, and the "Loss B Symbol" is associated with a time-saving state. In this way, the type of big win game, the type of small win game, and the type of loss (whether or not a time-saving state is entered) to be executed differ depending on the type of stop symbol selected by the game control microcomputer 101.
[0116] The "Big Win Wα symbol" and "Big Win Yα symbol" are selected when a big win game that leads to a high probability state follows, and are therefore sometimes referred to as "probability change symbols." Similarly, the "Big Win Xα symbol" and "Big Win Zα symbol" are determined when a big win game that leads to a normal probability state follows, and are therefore sometimes referred to as "normal symbols." The "Miss A symbol" is determined when nothing happens afterward, and is therefore sometimes referred to as "normal miss symbol." The "Miss B symbol" is determined when a specific miss leads to a time-saving state, and is therefore sometimes referred to as "Miss time-saving symbol." The selection ratio of the stopping symbols can be set appropriately, taking into consideration the gameplay of the pachinko machine PY1.
[0117] 9-3. Commands The game control microcontroller 101 can output performance commands issued in response to game control to the performance control unit 120 via the game output unit 101b. The game control microcontroller 101 can issue the following commands:
[0118] 9-3-1. Winning Command Prize winning commands are issued in relation to the entry of game balls into various prize winning devices (first starting opening 11, second starting opening 12, gate 13, first major prize winning opening 14, second major prize winning opening 15, general prize winning opening 10, etc.). Prize winning commands include the first starting opening command issued when a game ball enters the first starting opening 11, the second starting opening command issued when a game ball enters the second starting opening 12, the gate command issued when a game ball passes through the gate 13, the first major prize winning opening command issued when a game ball enters the first major prize winning opening 14, the first major prize winning opening command issued when a game ball enters the second major prize winning opening 15, and the general prize winning opening command issued when a game ball enters the general prize winning opening 10.
[0119] 9-3-2. Special Feature Commands Special symbol commands are issued in relation to the operation of the first and second special symbols. Examples of special symbol commands include the special symbol variation pattern command issued when the variation pattern of the special symbol is determined, the special symbol stop symbol command issued when the stop symbol of the special symbol is determined, the special symbol start command issued when the variable display of the special symbol begins, and the special symbol confirmation command issued when the stop display of the special symbol is displayed.
[0120] 9-3-3. General Drawing Commands Puzzle commands are issued in relation to the operation of the Puzzle. Examples of Puzzle commands include the Puzzle Start command, which is issued when the variable display of the Puzzle begins, and the Puzzle Confirmation command, which is issued when the Puzzle stops displaying.
[0121] 9-3-4. Hold Command The hold command is issued in relation to the increase or decrease in the number of hold units for Special Feature 1 hold, Special Feature 2 hold, and Normal Feature hold. Examples of hold commands include the Special Feature 1 hold increase command issued when the number of Special Feature 1 hold units increases, the Special Feature 1 hold decrease command issued when the number of Special Feature 1 hold units decreases, the Special Feature 2 hold increase command issued when the number of Special Feature 2 hold units increases, the Special Feature 2 hold decrease command issued when the number of Special Feature 2 hold units decreases, the Normal Feature hold increase command issued when the number of Normal Feature hold units increases, and the Normal Feature hold decrease command issued when the number of Normal Feature hold units decreases.
[0122] 9-3-5. Jackpot Game Command Jackpot game commands are issued in relation to the operation of the jackpot game. Examples of jackpot game commands include the OP command issued at the start of the OP, the round command issued at the start of each round of gameplay, and the ED command issued at the start of the ED.
[0123] 9-3-6. Small Win Game Command Minor win game commands are issued in relation to the operation of minor win games. Examples of minor win game commands include pre-opening IT commands issued when pre-opening IT starts, and post-opening IT commands issued when post-opening IT starts.
[0124] 9-3-7. Auxiliary Game Command The auxiliary game command is issued in relation to the operation of the auxiliary game. Examples of the auxiliary game command include the auxiliary game start command issued upon the start of the auxiliary game.
[0125] 9-3-8. Game State Command The game state command is issued in relation to the current game state. Examples of the game state command include the normal probability command issued when the game state is the normal probability state, the high probability command issued when the game state is the high probability state, the non-time limit command issued when the game state is the non-time limit state, the time limit command issued when the game state is the time limit state, the big win command issued when the game state is the big win game state, the left hit command issued when the game state is the left hit state, the right hit command issued when the game state is the right hit state, etc.
[0126] 9-4. Presentation Control Unit The presentation control unit 120 includes a presentation control microcomputer 121. The presentation control microcomputer 121 is configured to include, for example, a CPU and mainly executes various presentations (presentation modes, special figure variation presentations, held presentations, preview presentations, etc.). The presentation control microcomputer 121 also includes a presentation input unit 121a and a presentation storage unit 121b. The presentation input unit 121a inputs presentation commands output from the main control unit 100, operation information of the normal button 40, operation information of the special button 41, etc. The presentation storage unit 121b is composed of, for example, a ROM or a RAM and stores processing programs for the CPU to perform in various presentations, tables for selecting preview presentations, etc., and presentation data issued in accordance with the execution of the presentations.
[0127] Various presentations are mainly executed based on the presentation commands and operation information input by the presentation input unit 121a. The presentation control microcomputer 121 uses the processing programs, tables, presentation data, etc. stored in the presentation storage unit 121b to execute various presentations.
[0128] <Examples of modifications to the basic implementation> The following describes examples of modifications to the pachinko game machine PY1 described in the basic embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiment and the following modifications may be deleted as appropriate unless they are described as essential in this specification.
[0129] In the basic embodiment, the normal background image G102 is displayed in both the "low probability low base game state" and the "high probability low base game state," but different backgrounds may be displayed for the "low probability low base game state" and the "high probability low base game state." For example, in the "high probability low base game state," a background containing an image that suggests a high probability state may be displayed.
[0130] Furthermore, in the basic embodiment, only the special effect symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a in parallel with the variable display of the special effect symbols. However, other symbols may also be displayed on the display unit 50a in parallel with the special effect symbols EZ1, EZ2, and EZ3. In this case, it is preferable to make the size of the other symbols smaller than the size of the special effect symbols EZ1, EZ2, and EZ3.
[0131] Furthermore, in the basic embodiment, only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a of the image display device 50 in parallel with the variable display of the special symbols. However, other symbols may be displayed in parallel with the performance symbols EZ1, EZ2, and EZ3 on a display device other than the image display device 50. For example, a dedicated LED for displaying other symbols in a variable manner may be installed on the game board 1, and the dedicated LED may blink while the performance symbols EZ1, EZ2, and EZ3 are being displayed in a variable manner.
[0132] Furthermore, in the basic embodiment, the first and second special drawings are not displayed variably at the same time, but only one of them is displayed variably. However, the first and second special drawings may be displayed variably at the same time.
[0133] Furthermore, in the basic embodiment, the game progression and the effects are controlled by separate control units, but the game progression and the effects may be controlled by a single control unit. For example, both the game progression and the effects may be controlled by the main control unit 100 alone.
[0134] Furthermore, the gaming machine described in the basic embodiment can also be applied to other pinball gaming machines such as arrangement ball machines, mahjong ball gaming machines, and smart pachinko machines (managed gaming machines).
[0135] <First Embodiment> The first embodiment will be described below. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above will also apply to the first embodiment.
[0136] First, using Figure 18, we will explain the stop symbols that can be selected by the game control microcomputer 101. As shown in Figure 17, the symbol A judgment table 103c2 is stored in the game memory unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select the stop symbols for the first special symbol and the second special symbol using the symbol A judgment table 103c2.
[0137] Figure 18 shows the contents of the Symbol A judgment table 103c2. The game control microcomputer 101 selects the type of stop symbol based on the type of starting gate and the jackpot judgment result. As shown in Figure 18, there are four types of stop symbols: "jackpot W10 symbol", "jackpot X10 symbol", "miss A symbol", and "miss B symbol".
[0138] Specifically, if the target starting gate (the starting gate into which the game ball enters) is the first starting gate 11, then if the result of the jackpot judgment is "jackpot won," the "jackpot W10 symbol" will be selected with a 50% probability and the "jackpot X10 symbol" with a 50% probability. If the result of the jackpot judgment is "miss," the "miss A symbol" will be selected with a 95% probability and the "miss B symbol" with a 5% probability.
[0139] Furthermore, if the target starting gate (the starting gate into which the game ball enters) is the second starting gate 12, and the result of the jackpot determination is "jackpot win", the "jackpot W10 symbol" will be selected with 100% probability, and if the result of the jackpot determination is "miss", the "miss A symbol" will be selected with 100% probability.
[0140] In the first embodiment, the probability of the jackpot determination result being "jackpot win" is set to "1 / 300" for both the first start port 11 and the second start port 12 when the probability state is low, and to "1 / 70" for both the first start port 11 and the second start port 12 when the probability state is high. However, the probability of "jackpot win" can be changed as appropriate.
[0141] Furthermore, in the first embodiment, the upper limit for the number of reserved symbols in Feature 1 is set to "4", and the upper limit for the number of reserved symbols in Feature 2 is set to "4", but it is possible to change each upper limit as appropriate.
[0142] Next, the types of jackpot games that the game control microcomputer 101 can execute will be described. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopping symbol selected by the symbol A judgment table 103c2. There are three types of jackpot games: "jackpot game W10", "jackpot game X10", and "pseudo-jackpot game" (see Figure 18).
[0143] If the "Big Win W10 Symbol" is selected by the Symbol A Judgment Table 103c2, the "Big Win Game W10" is executed. The "Big Win Game W10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.
[0144] Furthermore, if the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c2, the "Big Win Game X10" is executed. The "Big Win Game X10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.
[0145] In the first embodiment, when a game ball enters the first large prize slot 14 during each round of "Big Win Game W10" or "Big Win Game X10", 15 prize balls are dispensed for each ball that enters the slot; however, the number of prize balls is not limited to 15. The type of large prize slot used in "Big Win Game W10" and "Big Win Game X10", the number of rounds, the prescribed opening time of the large prize slots, and the prescribed number of large prize slots can be changed as appropriate.
[0146] Furthermore, if the "Loss B Symbol" is selected by the Symbol A Judgment Table 103c2, a "Pseudo-Jackpot Game" is executed. The "Pseudo-Jackpot Game" is a game in which the first large prize slot 14 is opened only three times, and each opening continues until a predetermined opening time of 2 seconds has elapsed, regardless of the number of game balls that enter the first large prize slot 14. Note that in the "Pseudo-Jackpot Game," no prize balls are paid out even if game balls enter the first large prize slot 14.
[0147] In the first embodiment, the first large prize slot 14 is used in the "simulated jackpot game," but both the first large prize slot 14 and the second large prize slot 15 may be used. In this case, it is preferable that the large prize slots be opened in the order of first large prize slot 14 → second large prize slot 15, or second large prize slot 15 → first large prize slot 14, so that the opening of the first large prize slot 14 and the opening of the second large prize slot 15 do not overlap.
[0148] Here, we will explain the details of the "pseudo-jackpot game" using Figure 19. Figure 19 is a time chart showing the flow of the "pseudo-jackpot game". As shown in Figure 19, when the "miss B symbol" stops as the special symbol, the "pseudo-jackpot game" is played. First, in response to the start of the "pseudo-jackpot game", the pre-opening IT is set. The pre-opening IT continues until 2000ms have elapsed, and when the pre-opening IT ends, the first opening of the first large prize slot 14 begins, and the opening of the first large prize slot 14 continues until 2000ms have elapsed. Then, when the first opening of the first large prize slot 14 is completed, the closing IT is set. The closing IT continues until 2000ms have elapsed, and when the closing IT ends, the second opening of the first large prize slot 14 begins. In this way, when the first to third openings of the first large prize slot 14 are all completed, the post-opening IT is set. The post-opening IT continues until 2000ms have elapsed, and the "pseudo-jackpot game" ends when the post-opening IT ends.
[0149] Next, the game states that the game control microcomputer 101 can control will be explained. The game control microcomputer 101 can control the game to different types of game states depending on the type of stopped symbol selected by the symbol A judgment table 103c2. In addition to the "low probability low base game state" which is controlled in the initial state (when the power is turned on), there are also "high probability high base game states" and "low probability high base game states" (see Figure 18).
[0150] If the "Big Win W10 Symbol" is selected by the Symbol A Judgment Table 103c2, the game will be controlled to a "High Probability High Base Game State" after the Big Win Game State in which "Big Win Game W10" is executed. This "High Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches the upper limit of 100. However, if the next Big Win Game is executed before the number of variable displays of the second special symbol reaches the upper limit, the "High Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached the upper limit.
[0151] Furthermore, if the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c2, the game will be controlled to a "Low Probability High Base Game State" after the Big Win Game State in which "Big Win Game X10" is executed. This "Low Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches its upper limit of 100. However, if the next Big Win Game is executed before the number of variable displays of the second special symbol reaches its upper limit, the "Low Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached its upper limit.
[0152] Furthermore, if the "Missing B Symbol" is selected by the Symbol A judgment table 103c2, and the current game state is controlled to a "Low Probability Low Base Game State", the "Low Probability Low Base Game State" will continue even after the "Pseudo Jackpot Game" is executed. Also, if the current game state is controlled to a "Low Probability High Base Game State", after the "Pseudo Jackpot Game" is executed, if the number of variable displays of the second special symbol has not yet reached the upper limit, the "Low Probability High Base Game State" will continue, and if the number of variable displays of the second special symbol has reached the upper limit, the game state will be controlled to a "Low Probability Low Base Game State". Also, if the current game state is controlled to a "High Probability High Base Game State", after the "Pseudo Jackpot Game" is executed, if the number of variable displays of the second special symbol has not yet reached the upper limit, the "High Probability High Base Game State" will continue, and if the number of variable displays of the second special symbol has reached the upper limit, the game state will be controlled to a "Low Probability Low Base Game State".
[0153] Therefore, a "jackpot game W10" that is subsequently controlled to a "high probability high base game state" is a jackpot game that is more advantageous to the player than a "jackpot game X10" that is subsequently controlled to a "low probability high base game state," and a "pseudo-jackpot game" where the game state does not change afterward. Furthermore, a "jackpot game X10" that is subsequently controlled to a "low probability high base game state" is a jackpot game that is more advantageous to the player than a "pseudo-jackpot game" where the game state does not change afterward. Note that the maximum number of times the "high probability high base game state" and the maximum number of times the "low probability high base game state" are maintained can be changed as appropriate.
[0154] Next, using Figure 20, we will explain the variable display patterns of special symbols that can be selected by the game control microcomputer 101. As shown in Figure 17, the game memory unit 101c of the game control microcomputer 101 stores a variable pattern A judgment table 103a2.
[0155] The game control microcomputer 101 can select the variable display pattern of the first special symbol and the variable display pattern of the second special symbol in the non-time-saving state using the variable pattern A judgment table 103a2.
[0156] Figure 20 shows the contents of the Variable Pattern A Judgment Table 103a2. When the game control microcomputer 101 uses the Variable Pattern A Judgment Table 103a2, it selects the type of variable pattern by referring to the current game state, the type of starting gate, the result of the jackpot judgment, the result of the symbol judgment, the result of the reach judgment, and the number of special symbols held. As shown in Figure 20, there are eight types of variable patterns: "THP001A", "THP002A", "THP011A", "THP012A", "THP013A", "THP021A", "THP022A", and "THP023A". The game control microcomputer 101 selects the variable pattern according to the selection ratio shown in Figure 20.
[0157] Specifically, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "jackpot won", then regardless of the result of the symbol judgment, the result of the reach judgment, and the number of special symbol reserves, "THP001A" will be selected with a 70% probability and "THP002A" with a 30% probability. When "THP001A" is selected, the variable display time of the special symbol is 130,000 ms, and "THP001A" is called "SPSP jackpot variation". When "THP002A" is selected, the variable display time of the special symbol is 110,000 ms, and "THP002A" is called "SP jackpot variation".
[0158] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", the result of the symbol judgment is "miss A symbol", and the result of the reach judgment is "reach", then regardless of the number of special symbols held, "THP011A" will be selected at a rate of 10%, "THP012A" at 20%, and "THP013A" at 70%. When "THP011A" is selected, the variable display time of the special symbols is 120,000 ms, and "THP011A" is called "SPSP miss variation". When "THP012A" is selected, the variable display time of the special symbols is 100,000 ms, and "THP012A" is called "SP miss variation". When "THP013A" is selected, the variable display time of the special symbols is 20,000 ms, and "THP013A" is called "N miss variation".
[0159] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", and the result of the reach judgment is "no reach", then if the number of special symbol 1 reserves is "0 to 2", "THP021A" will be selected with 100% probability, and if the number of special symbol 1 reserves is "3 to 4", "THP022A" will be selected with 100% probability. Note that the variable display time of the special symbol when "THP021A" is selected is 13000ms, and the variable display time of the special symbol when "THP022A" is selected is 2000ms, and "THP021A" and "THP022A" are referred to as "normal miss variations".
[0160] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", and the result of the symbol judgment is "miss symbol B", then "THP023A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held. When "THP023A" is selected, the variable display time of the special symbols is 20000ms, and "THP023A" is called a "pseudo-jackpot variation".
[0161] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the second starting gate 12, and the result of the jackpot judgment is "jackpot won", then "THP001A" will be selected with 100% probability, regardless of the result of the symbol judgment, the result of the reach judgment, and the number of special symbols held.
[0162] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the second starting gate 12, and the result of the jackpot judgment is "miss", then "THP021A" will be selected with 100% probability, regardless of the result of the symbol judgment, the result of the reach judgment, and the number of special symbols held.
[0163] In the first embodiment, when selecting the variation pattern shown in the special illustration, the variation pattern A determination table 103a2 shown in Figure 20 is used, but the variation pattern A determination table 103a2 and the variation pattern determination table 103a1 shown in Figure 14 may be used in combination.
[0164] Next, using Figures 21 to 26, we will explain the effects that the effect control microcontroller 121 can execute according to the variation pattern selected by the game control microcontroller 101. The effect control microcontroller 121 can execute the following effects during variable display or stopped display of the special symbols in a non-time-saving state.
[0165] A. Normal fluctuations "Normal variation" is an effect that may occur in response to the start of the variable display of the special symbols, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates that the special symbol variation effect has started.
[0166] B. Reach "Reach" is an effect that may occur after "Normal Variation", and is an effect in which the left effect symbol EZ1 and the right effect symbol EZ3 stop and display the same type of effect symbol. Since "Reach" may occur when the jackpot determination result is "Jackpot Win", it functions as an effect suggesting that a jackpot game may be played. Also, since "Reach" may develop into reach effects such as "N-Reach", "SP-Reach", "SPSP-Reach", etc., it also functions as an effect suggesting that a reach effect may be performed.
[0167] C. N-Reach "N-Reach" is an effect that may occur after "Reach" is established, and is a reach effect in which the variation speed of the middle effect symbol EZ2 gradually decelerates. Since "N-Reach" may occur when the jackpot determination result is "Jackpot Win", it functions as an effect suggesting that a jackpot game may be played.
[0168] D. SP-Reach "SP-Reach" is an effect that may occur after "N-Reach", and is a reach effect in which the protagonist character and the enemy character battle. Since "SP-Reach" is more likely to occur when the jackpot determination result is "Jackpot Win" than when it is "Loss", it functions as an effect suggesting that a jackpot game is highly likely to be played.
[0169] E. SPSP-Reach "SPSP Reach" is an effect that may be performed after "SP Reach", and is a reach effect where the protagonist character battles a powerful enemy character. "SPSP Reach" is more likely to be performed when the jackpot determination result is a "win" than when it is a "loss", so it functions as an effect suggesting a high possibility of a jackpot game being played. Also, when developing from "SP Reach" to "SPSP Reach" rather than when not developing from "SP Reach" to "SPSP Reach", since a jackpot game is more likely to be played, "SPSP Reach" also functions as an effect suggesting a higher possibility of a jackpot game being played than "SP Reach".
[0170] F. Pre-Attacker Release Effect "Pre-Attacker Release Effect" is an effect that may be performed in response to the start of the variable display of the special figure, and is an effect where an image simulating the first major winning opening 14 is displayed on the display unit 50a. "Pre-Attacker Release Effect" may be performed when the type of the stopped symbol is a "losing B symbol", so it functions as an effect suggesting that a "pseudo-jackpot game" is being played.
[0171] G. During-Attacker Release Effect "During-Attacker Release Effect" is an effect that may be performed during the stop display of the special figure, and is an effect where the panel lamp 54 lights up. "During-Attacker Release Effect" is performed during the stop display of the "losing B symbol", so it functions as an effect suggesting that a "pseudo-jackpot game" is being played.
[0172] Next, using FIG. 21, the effect flow of the main special figure variation effects executed in the non-time-reduced state will be described. The effect control microcomputer 121 can display an effect image on the display unit 50a in each effect constituting the effect flow, and in response to the display of the effect image, execute a light emission effect using the frame lamp 53 and the panel lamp 54, and a sound effect using the speaker 52.
[0173] In the special reel spinning sequences with the spinning patterns "SPSP Big Win Spin" and "SPSP Miss Spin," the sequence flow is as follows, as shown in Figure 21(A): "Normal Spin" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach".
[0174] Furthermore, in special reel spinning sequences with the "SP Big Win Spin" and "SP Miss Spin" patterns, the sequence shown in Figure 21(B) is executed, consisting of "Normal Spin" → "Reach" → "Normal Reach" → "SP Reach".
[0175] Furthermore, in the special symbol variation performance where the variation pattern is "N miss variation", the performance flow consisting of "normal variation" → "reach" → "N reach" is executed, as shown in Figure 21(C).
[0176] Furthermore, in the special symbol variation performance where the variation pattern is "normal miss variation," a performance flow consisting only of "normal variation" is executed, as shown in Figure 21(D).
[0177] Furthermore, in the special symbol variation performance of the "pseudo-jackpot variation" variation pattern, a performance flow consisting only of "special variations" is executed, as shown in Figure 21(E). Note that the "pre-attacker opening performance" may occur during the "special variation," and the "attacker opening performance" may occur while the special symbol is stopped after the "special variation" has ended.
[0178] Next, we will specifically explain the main effects performed during the special symbol variation effects. Note that the reserve icon HA is also displayed in parallel during the special symbol variation effects described below, but the illustration of the reserve icon HA may be omitted.
[0179] First, let's explain the "pre-attacker opening sequence" in detail. The microcontroller 121 for controlling the sequences can execute the "pre-attacker opening sequence" in the "special sequence" of the special symbol sequence where the variation pattern is a "pseudo-jackpot sequence".
[0180] As shown in Figure 22, the performance memory unit 121b of the performance control microcontroller 121 stores the pre-attacker opening performance selection table 123a1. The performance control microcontroller 121 can use the pre-attacker opening performance selection table 123a1 to select whether or not to execute the "pre-attacker opening performance".
[0181] Figure 23(A) shows the contents of the pre-attacker opening animation selection table 123a1. The animation control microcontroller 121 selects whether or not to execute the "pre-attacker opening animation" by referring to the current game state and the type of variation pattern.
[0182] Specifically, if the current game state is the "low probability, low base game state" controlled in the initial state (when the power is turned on), and the variation pattern is the "pseudo-jackpot variation" (THP023A), then the execution of the "pre-attacker opening effect" is selected 100% of the time, and the non-execution of the "pre-attacker opening effect" is not selected.
[0183] Furthermore, if the current game state is the "low probability, low base game state" controlled in the initial state (when the power is turned on), and the variation pattern is anything other than the "pseudo-jackpot variation" (THP023A), then the "pre-attacker opening animation" will be selected not to be executed with 100% certainty, and the "pre-attacker opening animation" will not be executed.
[0184] Furthermore, if the current game state is the second or subsequent "low probability low base game state" and the variation pattern is "pseudo-jackpot variation" (THP023A), then the "pre-attacker opening animation" will be selected not to be executed with 100% certainty, and the "pre-attacker opening animation" will not be executed. The second or subsequent "low probability low base game state" refers to the "low probability low base game state" after the first jackpot game has been played in the "low probability low base game state" controlled in the initial state (when the power is turned on), and the subsequent "high probability high base game state" or "low probability high base game state" has ended.
[0185] Furthermore, if the current game state is the second or subsequent "low probability low base game state" and the variation pattern is anything other than "pseudo jackpot variation" (THP023A), then the "pre-attacker opening animation" will be not executed with 100% certainty, and the "pre-attacker opening animation" will not be executed.
[0186] Furthermore, if the current game state is "low probability high base game state" or "high probability high base game state," regardless of the type of variation pattern, the "pre-attacker opening animation" will be selected not to be executed 100% of the time, and the "pre-attacker opening animation" will not be executed.
[0187] In other words, the "pre-attacker opening animation" is set to occur only before the first big prize slot 14 opens during the first big win game after the power is turned on, and the "pre-attacker opening animation" functions as an animation that suggests that the state is after the power has been turned on but a big win game has not yet occurred.
[0188] In the first embodiment, the "pre-attacker opening animation" is performed only in the "low probability low base game state" during the initial state (when the power is turned on). However, the "pre-attacker opening animation" may also be performed in the "low probability low base game state" from the second time onward. The selection ratios shown by the pre-attacker opening animation selection table 123a1 shown in Figure 23(A) can be changed as appropriate.
[0189] If the execution of the "pre-attacker opening animation" is selected by the pre-attacker opening animation selection table 123a1, the microcontroller 121 for performance control executes the "pre-attacker opening animation" during the variable display of the special symbols in the "pseudo-jackpot animation" variation pattern (THP023A).
[0190] Figs. 24(A) to 24(B) are diagrams showing the state in which the "pre-attack release performance" is carried out. As shown in Fig. 24(A), from the state where the performance symbols EZ1, EZ2, EZ3 (here, the scattered combination of "2·4·6") stopped and displayed in the previous special symbol variation performance are displayed on the normal background image G102 suggesting the normal performance mode, when the variable display of the special symbol in the variation pattern of "pseudo big win variation" starts, the "pre-attack release performance" is carried out.
[0191] In the "pre-attack release performance", as shown in Fig. 24(B), the performance symbols EZ1, EZ2, EZ3 are erased, and an attacker image G300a imitating the closed first big winning opening 14 and an electric chew image G303a imitating the closed second starting opening 12 are displayed in the central part of the display unit 50a. In the first embodiment, the case where only the performance symbols EZ1, EZ2, EZ3 are variably displayed on the display unit 50a is exemplified. However, when other performance symbols (for example, small symbols) are also variably displayed in parallel with the performance symbols EZ1, EZ2, EZ3, it is preferable that all the performance symbols are erased in response to the start of the "pre-attack release performance".
[0192] And when the variable display of the special symbol ends, the "pre-attack release performance" ends. At this time, the attacker image G300a and the electric chew image G303a continue to be displayed without being erased.
[0193] Next, the "during-attack release performance" will be specifically described. After the variable display of the special symbol with the variation pattern of "pseudo big win variation" ends, the performance control microcomputer 121 can execute the "during-attack release performance".
[0194] As shown in Fig. 22, an attacker release performance selection table 123a2 is stored in the performance storage unit 121b of the performance control microcomputer 121. The performance control microcomputer 121 can select whether to execute the "during-attack release performance" using the attacker release performance selection table 123a2.
[0195] Figure 23(B) shows the contents of the attacker opening animation selection table 123a2. The animation control microcontroller 121 selects whether or not to execute the "attacker opening animation" by referring to the type of variation pattern and the selection result from the attacker opening pre-animation animation selection table 123a1.
[0196] Specifically, if the variation pattern type is "pseudo-jackpot variation" (THP023A), and the execution of "pre-attacker opening performance" is selected by the pre-attacker opening performance selection table 123a1, then the execution of "attacker opening performance" is selected 100% of the time, and the non-execution of "attacker opening performance" is not selected.
[0197] Furthermore, if the variation pattern is of the "pseudo-jackpot variation" (THP023A), and the pre-attacker opening performance selection table 123a1 selects not to execute the "pre-attacker opening performance," then the non-execution of the "attacker opening performance" is selected 100% of the time, and the execution of the "attacker opening performance" is not selected.
[0198] Furthermore, if the variation pattern is anything other than "pseudo-jackpot variation" (THP023A), regardless of the selection result by the pre-attacker opening performance selection table 123a1, the non-execution of the "attacker opening performance" is selected 100% of the time, and the execution of the "attacker opening performance" is not selected.
[0199] In other words, the "Attacker Opening Performance" is only performed when the "Attacker Opening Performance" is selected by the Attacker Opening Performance Selection Table 123a1, and the "Attacker Opening Performance" functions as a performance that suggests the first jackpot opening 14 is open after the power is turned on but before a jackpot game has been played.
[0200] Furthermore, the selection ratios shown by the attacker opening animation selection table 123a2 in Figure 23(B) can be changed as appropriate.
[0201] If the execution of the "Attacker Opening Performance" is selected by the Attacker Opening Performance Selection Table 123a2, the Performance Control Microcontroller 121 executes the "Attacker Opening Performance" according to the end of the variable display of the special symbols in the variation pattern (THP023A) of the "Pseudo-Big Win Variation" (stop display of "Loss B symbol").
[0202] Figures 25(A) to 25(C) show the "Attacker Opening Performance" in action. The "Attacker Opening Performance" is performed when the variable display of the special symbols in the "Pseudo-Big Win Variation" variation pattern ends and the first opening of the first big prize entry point 14 begins due to the execution of the "Pseudo-Big Win Game".
[0203] In the "Attacker Opening Performance," as shown in Figure 25(A), the attacker image G300a, which mimics the closed first large prize slot 14 displayed in the "Attacker Pre-Opening Performance," changes to the attacker image G300b, which mimics the open first large prize slot 14, as shown in Figure 25(B). In the first embodiment, the right-shooting image G108 prompting "right-shooting" is not displayed during the execution of the "pseudo-jackpot game," but the right-shooting image G108 may be displayed.
[0204] At this time, even if the player performs a "right-handed shot" and the game ball enters the first major prize pocket 14, the image displayed on the display unit 50a will not change, nor will the lighting pattern of the panel lamp 54 change. When the special symbol stop display ends, the "Attacker Opening Performance" ends. After the "Attacker Opening Performance" ends, the game transitions to the normal special performance mode, which is one of the normal performance modes.
[0205] In the normal special performance mode, as shown in Figure 25(C), a normal special background image G102t, which is different from the normal background image G102, is displayed on the display unit 50a. The normal special background image G102 is a background image representing a mountain landscape at night, and the normal special background image G102t suggests that a "pseudo-jackpot game" has been executed. In the first embodiment, once the normal special background image G102t is displayed, the normal background image G102 is not displayed until the power is turned on again, however, the normal background image G102 may be redisplayed in the "low probability low base game state" from the second time onward.
[0206] Next, we will explain the effects that the effect control microcontroller 121 can execute when the game control microcontroller 101 displays a stop symbol indicating a "jackpot." The effect control microcontroller 121 can execute the following effects when the stop symbol indicating a "jackpot" is displayed.
[0207] H. Opening Direction The "opening sequence" is a sequence that may occur before the start of the first round of a jackpot game, and in which an opening image G107, etc., is displayed on the display unit 50a. Since the "opening sequence" is performed at the start of a jackpot game, it functions as a sequence that suggests the start of a jackpot game.
[0208] I. Round Production The "round animation" is an animation that may occur during each round of a jackpot game, in which the round image G109, the winning image G301, etc. are displayed on the display unit 50a. The "round animation" is performed when the first large winning opening 14 is open, and therefore functions as an animation that suggests that a game ball can be entered into the first large winning opening 14.
[0209] J. Ending Direction The "ending sequence" is a sequence that may occur after the final round of a jackpot game has finished, in which an ending image G111 or the like is displayed on the display unit 50a. Because the "ending sequence" is performed at the end of a jackpot game, it functions as a sequence that suggests the end of the jackpot game.
[0210] K. Attacker Award Ceremony The "Attacker Entry Animation" is an animation that may occur during each round of a jackpot game when a game ball enters the first large entry opening 14. In this animation, the entry image G301 is erased and the panel lamp 54 lights up. The "Attacker Entry Animation" is performed when an entry occurs that results in a prize ball, and therefore functions as an animation that suggests that a prize ball will be paid out.
[0211] Next, we will explain the "Attacker Entry Animation" in detail. The animation control microcontroller 121 can execute the "Attacker Entry Animation" in each round of "Big Win Game W10" and "Big Win Game X10".
[0212] Figures 26(A) to 26(C) show the process of the "Attacker Entry Animation". After the opening of "Big Win Game W10" or "Big Win Game X10" is finished and the first round of gameplay begins, the "Round Animation" takes place.
[0213] In the "Round Performance," as shown in Figure 26(A), the round image G109 is displayed in the upper left of the display unit 50a, and the winning image G301, which corresponds to the prescribed number of winning balls (10) that can be won in one round of gameplay, is displayed in the lower part of the display unit 50a. At this time, the right-hand shooting image G108 is displayed in the upper right of the display unit 50a. When a game ball launched during round gameplay enters the first large winning opening 14, the "Attacker Winning Performance" is performed.
[0214] In the "Attacker Entry Execution," as shown in Figure 26(B), one entry image G301 is erased for each game ball that enters the hole, and the board lamp 54 lights up in white for a predetermined time (for example, 0.5 seconds). When 10 game balls enter the first large entry hole 14, as shown in Figure 26(C), all entry images G301 are erased, and the board lamp 54 flashes in white. The flashing of the board lamp 54 continues until the next round of gameplay begins. The "Attacker Entry Execution" is performed in all rounds of gameplay from 1 to 10.
[0215] <Effects of the First Embodiment> The effects of the pachinko game machine PY1 described in the first embodiment will be explained below.
[0216] (1) Even if the result of the jackpot determination is "miss," if the "miss B symbol" stops and is displayed as the stopping symbol of the special symbol, a "pseudo-jackpot game" is performed in which the first jackpot opening 14 opens, thereby increasing the frequency of opening of the first jackpot opening 14 and enhancing the enjoyment of the game.
[0217] (2) When a "pseudo-jackpot game" is played by stopping the special symbol with the "miss B symbol", no prize balls are paid out even if a game ball enters the first large prize pocket 14 during the three openings of the first large prize pocket 14 in the "pseudo-jackpot game". This prevents the player from receiving too much profit and enhances the enjoyment of the game.
[0218] (3) In "Big Win Game W10" or "Big Win Game X10", when a game ball enters the first big prize slot 14, prize balls may be dispensed, and in "Pseudo Big Win Game", when a game ball enters the first big prize slot 14, prize balls are not dispensed. The opening time of the first big prize slot 14 is different, so it is possible to make it easier to determine whether or not prize balls will be dispensed based on the difference in the opening time of the first big prize slot 14, thereby increasing the enjoyment of the game.
[0219] <Example of modification of the first embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the first embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiment and the following modifications may be deleted as appropriate unless they are described as essential in this specification.
[0220] In the first embodiment, the first large prize slot 14 is opened regardless of whether the jackpot game is "jackpot game W10", "jackpot game X10", or "pseudo-jackpot game". However, the second large prize slot 15 may be opened, or both the first large prize slot 14 and the second large prize slot 15 may be opened.
[0221] Furthermore, in the first embodiment, the opening time of the first large prize slot 14 in the "pseudo-jackpot game" as a jackpot game (2 seconds x 3 times) is shorter than the opening time of the first large prize slot 14 in the "jackpot game W10" and "jackpot game X10" as jackpot games (30 seconds x 10 times). However, the opening time of the first large prize slot 14 in the "pseudo-jackpot game" may be longer than the opening time of the first large prize slot 14 in the "jackpot game W10" and "jackpot game X10".
[0222] Furthermore, in the first embodiment, the opening time of the first large prize slot 14 in the "pseudo-jackpot game" as a jackpot game (2 seconds x 3 times) is set to be shorter than the opening time of the first large prize slot 14 in the "jackpot game W10" and "jackpot game X10" as jackpot games (30 seconds x 10 times). However, the opening time of the first large prize slot 14 in the "pseudo-jackpot game" may be set to be the same as the opening time of the first large prize slot 14 in the "jackpot game W10" and "jackpot game X10".
[0223] Furthermore, in the first embodiment, in a "pseudo-jackpot game" as a jackpot game, if a game ball enters the first large prize pocket 14, no prize balls are paid out. However, in some "pseudo-jackpot games," prize balls may be paid out when a game ball enters the first large prize pocket 14. For example, in a "pseudo-jackpot game" in the initial state (when the power is turned on) in a "low probability low base game state," no prize balls may be paid out even if a game ball enters the first large prize pocket 14. On the other hand, in a "pseudo-jackpot game" in the second and subsequent "low probability low base game states," prize balls may be paid out when a game ball enters the first large prize pocket 14.
[0224] Furthermore, in the first embodiment, a "pseudo-jackpot game" is performed when the "miss B symbol" is displayed as the stopping symbol on the special display, but a "pseudo-jackpot game" may also be performed under other conditions. For example, a "pseudo-jackpot game" may be performed when the normal button 40 is operated after the "miss B symbol" has been displayed as the stopping symbol on the special display.
[0225] Furthermore, in the first embodiment, the "pseudo-jackpot game" ends when the first large prize slot 14 opens three times, but the "pseudo-jackpot game" may also end under other conditions. For example, the "pseudo-jackpot game" may also end when the normal button 40 is operated while the first large prize slot 14 is opening.
[0226] Furthermore, in the first embodiment, the "pre-attacker opening sequence" may be performed before the "pseudo-jackpot game" which is the jackpot game, but the "pre-attacker opening sequence" may be omitted.
[0227] Furthermore, in the first embodiment, the "Attacker Opening Performance" may be performed when the "Pseudo-Big Win Game" is being played as a big win game, but the "Attacker Opening Performance" may be omitted.
[0228] <Invention disclosed in the first embodiment> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following Invention AA. In the description of Invention AA, the names and expressions of the corresponding components in the modes for carrying out the invention described above, as well as the reference numerals used in the drawings, are noted in parentheses for reference. However, the elements such as means that constitute each invention are not limited to these notes. Invention AA is a collective term for the following Inventions AA1 to AA2.
[0229] Furthermore, in the gaming machine described in Japanese Patent Publication No. 2019-154502, for example, when a game ball enters the first large prize slot 14, a predetermined number of game balls (for example, 14) are dispensed as prize balls. In such a gaming machine, there is room for improvement regarding the method of opening the prize slot. Therefore, if a gaming machine according to the following inventions AA1 to AA2 is realized, it is expected that a novel gaming machine will be provided.
[0230] The gaming machine relating to invention AA1 is An entry point (first major prize entry point 14) that can be opened to allow game balls to enter, The system includes a control means (a microcomputer for game control 101) capable of opening the ball entry opening, The control means is There are two possibilities for opening the ball entry opening: one is to open it in the first pattern (jackpot game W10, jackpot game X10), and the other is to open it in the second pattern (pseudo-jackpot game). When a game ball enters the ball entry opening opened in the first pattern described above, the player is awarded a predetermined benefit (prize ball), If a game ball enters the ball entry opening opened in the second pattern described above, the player shall not be granted the predetermined benefit. It is characterized by the following:
[0231] The gaming machine relating to invention AA2 is, A gaming machine according to invention AA1, In the first pattern and the second pattern, the time for which the ball entry opening is open is different from that of the first pattern. It is characterized by the following:
[0232] <Second Embodiment> The second embodiment will be described below. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above will also apply to the second embodiment.
[0233] First, the structure of the game board 1 will be explained using Figure 27. Figure 27 is a front view of the game board 1.
[0234] As mentioned above, the game area 6 of the game board 1 is equipped with prize-winning devices into which game balls can enter (enter or pass through). The prize-winning devices include a general prize-winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first major prize-winning opening 14, and a second major prize-winning opening 15, with the gate 13 being installed on both the left and right sides of the game area 6.
[0235] Furthermore, the opening and closing members 12k of the second starting port 12 are provided on both the left and right sides of the second starting port 12 so that game balls that flow down the left side of the game area 6 and game balls that flow down the right side of the game area 6 can both be entered.
[0236] Next, using Figure 29(A), the stop symbols that can be selected by the game control microcomputer 101 will be explained. As shown in Figure 28, the symbol A judgment table 103c3 is stored in the game memory unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select the stop symbols for the first special symbol and the second special symbol using the symbol A judgment table 103c3.
[0237] Figure 29(A) shows the contents of the pattern A judgment table 103c3. The game control microcomputer 101 selects the type of stop pattern based on the type of start gate and the jackpot judgment result. As shown in Figure 29(A), there are three types of stop patterns: "jackpot W10 pattern", "jackpot X10 pattern", and "miss A pattern".
[0238] Specifically, if the target starting gate (the starting gate into which the game ball enters) is the first starting gate 11, then if the result of the jackpot judgment is "jackpot won," the "jackpot W10 symbol" will be selected with a 50% probability, and the "jackpot X10 symbol" will be selected with a 50% probability. If the result of the jackpot judgment is "miss," the "miss A symbol" will be selected with a 100% probability.
[0239] Furthermore, if the target starting gate (the starting gate into which the game ball enters) is the second starting gate 12, and the result of the jackpot determination is "jackpot win", the "jackpot W10 symbol" will be selected with 100% probability, and if the result of the jackpot determination is "miss", the "miss A symbol" will be selected with 100% probability.
[0240] In the second embodiment, the probability of the jackpot determination result being "jackpot win" is set to "1 / 300" for both the first start port 11 and the second start port 12 when the probability state is low, and to "1 / 70" for both the first start port 11 and the second start port 12 when the probability state is high, however, the probability of "jackpot win" can be changed as appropriate.
[0241] Furthermore, in the second embodiment, the upper limit for the number of reserved symbols in Feature 1 is set to "4", and the upper limit for the number of reserved symbols in Feature 2 is set to "4", but each upper limit can be changed as appropriate.
[0242] Next, we will describe the types of jackpot games that the game control microcomputer 101 can execute. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopping symbol selected by the symbol A judgment table 103c3. There are two types of jackpot games: "jackpot game W10" and "jackpot game X10" (see Figure 29(A)).
[0243] If the "Big Win W10 Symbol" is selected by the Symbol A Judgment Table 103c3, "Big Win Game W10" is executed. "Big Win Game W10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.
[0244] Furthermore, if the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c3, the "Big Win Game X10" is executed. The "Big Win Game X10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.
[0245] In the second embodiment, when a game ball enters the first large prize slot 14 during each round of "Big Win Game W10" or "Big Win Game X10", 15 prize balls are dispensed for each ball that enters the slot, however, the number of prize balls is not limited to 15. The type of large prize slot used in "Big Win Game W10" and "Big Win Game X10", the number of rounds, the prescribed opening time of the large prize slots, and the prescribed number of large prize slots can be changed as appropriate.
[0246] Next, the game states that the game control microcomputer 101 can control will be explained. The game control microcomputer 101 can control the game to different types of game states depending on the type of stopped symbol selected by the symbol A judgment table 103c3. In addition to the "low probability low base game state" which is controlled in the initial state (when the power is turned on), there are also the "high probability high base game state" and the "low probability high base game state" (see Figure 29(A)).
[0247] If the "Big Win W10 Symbol" is selected by the Symbol A Judgment Table 103c3, the game will be controlled to a "High Probability High Base Game State" after the Big Win Game State in which "Big Win Game W10" is executed. This "High Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches the upper limit of 100. However, if the next Big Win Game is executed before the number of variable displays of the second special symbol reaches the upper limit, the "High Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached the upper limit.
[0248] Furthermore, if the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c3, the game will be controlled to a "Low Probability High Base Game State" after the Big Win Game State in which "Big Win Game X10" is executed. This "Low Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches its upper limit of 100. However, if the next Big Win Game is executed before the number of variable displays of the second special symbol reaches its upper limit, the "Low Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached its upper limit.
[0249] Therefore, "Big Win Game W10," which is subsequently controlled to a "high probability, high base game state," can be said to be a more advantageous big win game for the player than "Big Win Game X10," which is subsequently controlled to a "low probability, high base game state." Note that the maximum number of times the "high probability, high base game state" and the maximum number of times the "low probability, high base game state" are maintained can be changed as appropriate.
[0250] Next, using Figure 29(B), we will explain the normal stop symbols that can be selected by the game control microcomputer 101. As shown in Figure 28, the game memory unit 101c of the game control microcomputer 101 stores a normal symbol determination table 103d1. The game control microcomputer 101 can select normal stop symbols using the normal symbol determination table 103d1.
[0251] Figure 29(B) shows the contents of the normal symbol determination table 103d1. The game control microcomputer 101 selects the type of normal stop symbol based on the current game state and the hit determination result. As shown in Figure 29(B), there are three types of normal stop symbols: "hit symbol", "miss C symbol", and "miss D symbol".
[0252] Specifically, if the current game state is "low probability, low base game state," the result of the win determination will always be "miss," with "miss symbol C" being selected 95% of the time and "miss symbol D" being selected 5% of the time.
[0253] Furthermore, if the current game state is "low probability high base game state" or "high probability high base game state," if the result of the win judgment is "win," the "winning symbol" will be selected with 100% probability, and if the result of the win judgment is "miss," the "miss C symbol" will be selected with 100% probability.
[0254] In the second embodiment, the probability of the hit detection result being "winning" is set to "0" when not in a time-saving state and to "1 / 1.1" when in a time-saving state, but the probability of "winning" can be changed as appropriate.
[0255] Furthermore, in the second embodiment, the upper limit for the number of reserved diagrams is set to "4," but it is possible to change the upper limit as appropriate.
[0256] Next, the auxiliary games that the game control microcomputer 101 can execute will be described. The game control microcomputer 101 can execute different types of auxiliary games depending on the type of normal stop symbol selected by the normal symbol determination table 103d1. There are two types of auxiliary games: "real games" and "simulated games" (see Figure 29(B)).
[0257] If a "winning symbol" is selected by the normal symbol determination table 103d1, the "main game" is executed. The "main game" is an auxiliary game in which the second starting gate 12 is opened only once, and continues until a prescribed opening time of 5 seconds has elapsed for each opening, or until a prescribed number of 10 game balls have entered the second starting gate 12.
[0258] In the second embodiment, when a game ball enters the second starting opening 12 during "True Game," one prize ball is dispensed for each ball that enters; however, the number of prize balls is not limited to one. The number of openings, the prescribed opening time, and the prescribed number of balls in "True Game" can be changed as appropriate.
[0259] Furthermore, if the "Loss D symbol" is selected by the normal symbol determination table 103d1, a "simulated game" is executed. The "simulated game" is an auxiliary game in which the second start opening 12 is opened only three times, and each opening continues until a predetermined opening time of 1 second has elapsed, regardless of the number of game balls that have entered the second start opening 12. In the "simulated game," even if game balls enter the second start opening 12, no prize balls are paid out, nor does it grant the right to receive a jackpot determination, nor is it stored as a special symbol 2 reserve.
[0260] Here, we will explain the details of the "simulated game" using Figure 30. Figure 30 is a time chart showing the flow of the "simulated game". As shown in Figure 30, when the "miss D symbol" is displayed as the normal stop symbol on the regular display, the "simulated game" is performed. First, in response to the start of the "simulated game", the opening of the second start gate 12 for the first time begins, and the opening of the second start gate 12 continues until 1000ms have elapsed. Then, when the opening of the second start gate 12 for the first time is completed, a closing IT is set. The closing IT continues until 1000ms have elapsed, and when the closing IT ends, the opening of the second start gate 12 for the second time begins. In this way, when the opening of the second start gate 12 for the first to third times is completed, a post-opening IT is set. The post-opening IT continues until 500ms have elapsed, and when the post-opening IT ends, the "simulated game" ends.
[0261] Next, using Figure 31, we will explain the variable display patterns of the regular display that can be selected by the game control microcomputer 101. As shown in Figure 28, the game memory unit 101c of the game control microcomputer 101 stores a regular display variation pattern determination table 103e1.
[0262] The microcontroller 101 for game control can select the variable display pattern of the regular figure in the non-time-saving state and the time-saving state using the regular figure variation pattern determination table 103e1.
[0263] Figure 31 shows the contents of the normal symbol variation pattern determination table 103e1. When the game control microcomputer 101 uses the normal symbol variation pattern determination table 103e1, it selects the type of normal symbol variation pattern by referring to the current game state, the result of the win determination, and the result of the normal symbol determination. As shown in Figure 31, there are four types of normal symbol variation patterns: "FHP001", "FHP011", "FHP012", and "FHP013". The game control microcomputer 101 selects the variation pattern according to the selection ratio shown in Figure 31.
[0264] Specifically, if the current game state is not a time-saving state, the result of the win judgment will always be "miss". If the result of the normal symbol judgment is "miss C symbol", "FHP011" will be selected with 100% probability, and if the result of the normal symbol judgment is "miss D symbol", "FHP012" will be selected with 100% probability. In the case of either "FHP011" or "FHP012", the variable display time of the normal symbol is 30000ms, and "FHP011" is called the "normal miss variation", and "FHP012" is called the "special miss variation".
[0265] Furthermore, if the current game state is a shortened time state, if the result of the win judgment is "win," "FHP001" will be selected with 100% probability, and if the result of the win judgment is "loss," "FHP013" will be selected with 100% probability. In the case of either "FHP001" or "FHP013" being selected, the variable display time of the normal diagram is 500ms, and "FHP001" is called the "win variation," and "FHP013" is called the "shortened loss variation."
[0266] Next, using Figures 32 to 36, we will explain the effects that the effect control microcomputer 121 can execute according to the normal diagram variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects while the normal diagram is being displayed in a variable or stopped state in a non-time-saving state.
[0267] A. Pre-opening animation for the electric reel The "pre-opening electric reel animation" is an animation that may occur in response to the start of the variable display of the regular diagram, and is an animation in which an image resembling the second start port 12 is displayed on the display unit 50a. The "pre-opening electric reel animation" may occur when the type of regular stop symbol is the "missing D symbol", and therefore functions as an animation that suggests that a "simulated game" will be played.
[0268] B. Electric reel opening animation A "Electric reel opening effect A" is an effect that may occur while the regular symbols are stopped, and it is an effect in which the panel lamp 54 lights up. Since "Electric reel opening effect A" may occur while the "missing D symbol" is stopped, it functions as an effect that suggests that "simulated gameplay" is taking place.
[0269] C. Electric reel opening animation B "Electric reel opening effect B" is an effect that may occur while the regular symbols are stopped, and it is an effect in which the panel lamp 54 lights up. Since "Electric reel opening effect B" may occur while the "winning symbols" are stopped, it functions as an effect that suggests that "true gameplay" is taking place.
[0270] D. Electric reel entry sequence The "Electric Slot Entry Execution" is an execution that may occur during "True Game" when a game ball enters the second start opening 12, and is characterized by the flashing of the panel lamp 54. Since the "Electric Slot Entry Execution" is performed when an entry with a prize ball occurs, it functions as an execution that suggests that a prize ball will be paid out. In addition, since the "Electric Slot Entry Execution" is performed when the right to receive a jackpot judgment is granted, it also functions as an execution that suggests that a jackpot judgment will be performed.
[0271] Next, we will explain the "pre-opening electric reel effect" in detail. The microcontroller 121 for controlling the effects can execute the "pre-opening electric reel effect" while the normal reel variation pattern is a variable display of the normal reel for a "special miss variation".
[0272] As shown in Figure 32, the performance memory unit 121b of the performance control microcontroller 121 stores the pre-electric reel opening performance selection table 123a3. The performance control microcontroller 121 can use the pre-electric reel opening performance selection table 123a3 to select whether or not to execute the "pre-electric reel opening performance".
[0273] Figure 33(A) shows the contents of the pre-opening electric reel performance selection table 123a3. The performance control microcomputer 121 selects whether or not to execute the "pre-opening electric reel performance" by referring to the current game state and the type of normal diagram variation pattern.
[0274] Specifically, if the current game state is the "low probability, low base game state" controlled in the initial state (when the power is turned on), and the normal reel variation pattern is the "special miss variation" (FHP012), then the execution of the "pre-electric reel opening effect" is selected 100% of the time, and the non-execution of the "pre-electric reel opening effect" is not selected.
[0275] Furthermore, if the current game state is the second or subsequent "low probability low base game state" and the normal reel variation pattern is the "special miss variation" (FHP012), then the "pre-electric reel opening performance" will be selected not to be executed with 100% certainty, and the "pre-electric reel opening performance" will not be executed. The second or subsequent "low probability low base game state" refers to the "low probability low base game state" after the first jackpot game has been played in the "low probability low base game state" controlled in the initial state (when the power is turned on), and the subsequent "high probability high base game state" or "low probability high base game state" has ended.
[0276] In other words, the "pre-opening electric chute animation" is set to occur only before the first big prize slot 14 opens during the first big win game after the power is turned on, and the "pre-opening electric chute animation" functions as an animation that suggests that a big win game has not yet been played since the power was turned on.
[0277] In the second embodiment, the "pre-opening electric reel animation" is performed only in the "low probability low base game state" during the initial state (when the power is turned on). However, the "pre-opening electric reel animation" may also be performed in the "low probability low base game state" from the second time onward. The selection ratios shown by the pre-opening electric reel animation selection table 123a3 in Figure 33(A) can be changed as appropriate.
[0278] If the performance control microcontroller 121 selects the execution of the "performance before electric reel opening" by the electric reel opening performance selection table 123a3, it will execute the "performance before electric reel opening" during the variable display of the normal diagram in the normal diagram variation pattern (FHP012) of the "special miss variation".
[0279] Figures 34(A) and 34(B) show the process of the "pre-opening electric reel effect". Here, we illustrate the case where the "pre-opening electric reel effect" is performed while the special reel variation effect is in progress. In the display unit 50a, as shown in Figure 34(A), when the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner on the normal background image G102 which suggests the normal effect mode, the "pre-opening electric reel effect" is performed when the variable display of the normal reel in the normal reel variation pattern of the "special miss variation" begins.
[0280] In the "pre-opening electric tuner performance," as shown in Figure 34(B), the performance symbols EZ1, EZ2, and EZ3 are erased, and an image G303a of the electric tuner, which mimics the closed second start port 12, is displayed in the center of the display unit 50a. In the second embodiment, the case in which only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a is illustrated, but if other performance symbols (for example, symbols corresponding to small symbols or regular symbols) are also displayed in parallel with the performance symbols EZ1, EZ2, and EZ3, it is preferable that all performance symbols be erased when the "pre-opening electric tuner performance" begins.
[0281] Then, when the variable display of the regular diagram ends, the "pre-opening electric reel effect" ends. At this time, the electric reel image G303a continues to be displayed without being erased.
[0282] Next, we will explain "Electric Tuner Opening Performance A" in detail. The performance control microcontroller 121 can execute "Electric Tuner Opening Performance A" after the variable display of the normal diagram for the "Special Miss Dialing" pattern has finished.
[0283] As shown in Figure 32, the performance memory unit 121b of the performance control microcontroller 121 stores the electric reel opening performance A selection table 123a4. The performance control microcontroller 121 can use the electric reel opening performance A 123a4 to select whether or not to execute "electric reel opening performance A".
[0284] Figure 33(B) shows the contents of the electric reel opening animation A selection table 123a4. The animation control microcomputer 121 selects whether or not to execute "Electric Reel Opening Animation A" by referring to the type of normal animation pattern and the selection result from the pre-electric reel opening animation selection table 123a3.
[0285] Specifically, if the type of regular spin pattern is "Special Miss Spin" (FHP012), and the execution of "Pre-Electric Tuner Opening Performance" is selected by the Pre-Electric Tuner Opening Performance Selection Table 123a3, then the execution of "Electric Tuner Opening Performance A" is selected 100% of the time, and the non-execution of "Electric Tuner Opening Performance A" is not selected.
[0286] Furthermore, if the type of regular spin pattern is "Special Miss Spin" (FHP012), and the pre-spin spinner opening performance selection table 123a3 selects not to execute the "pre-spin spinner opening performance," then the non-execution of "spinner opening performance A" is selected 100% of the time, and the execution of "spinner opening performance A" is not selected.
[0287] Furthermore, if the type of regular spin pattern is anything other than "Special Miss Spin" (FHP012), regardless of the selection result by the pre-spinning-to-open-spinning-to-opening-spinning
[0288] In other words, the "Electric Tuner Opening Performance A" is set to be performed only when the "Electric Tuner Opening Performance" is selected by the Electric Tuner Opening Performance Selection Table 123a3, and the "Electric Tuner Opening Performance A" functions as a performance that suggests the second start port 12 is open after power is turned on but before a jackpot game has been played.
[0289] Furthermore, the selection ratios shown by the selection table 123a4 for the electric reel opening animation shown in Figure 33(B) can be changed as appropriate.
[0290] If the execution of "Electric Tuner Opening Performance A" is selected by the Electric Tuner Opening Performance A Selection Table 123a4, the Performance Control Microcomputer 121 executes "Electric Tuner Opening Performance A" in accordance with the end of the variable display of the normal diagram in the "Special Miss Variation" normal diagram variation pattern (FHP012) (stop display of "Miss D symbol").
[0291] Figures 35(A) to 35(C) show the process of "Electric Tuner Opening Performance A". When the variable display of the normal symbol in the normal symbol variation pattern of the "Special Miss Variation" ends (the "Miss D symbol" stops), and the first opening of the second start port 12 begins due to the execution of "Simulated Game", "Electric Tuner Opening Performance A" is performed.
[0292] In "Electric Tuner Opening Performance A," as shown in Figure 35(A), the electric tuner image G303a, which is a representation of the closed second start port 12 displayed in "Electric Tuner Pre-Opening Performance," changes to an electric tuner image G303b, which is a representation of the open second start port 12, as shown in Figure 35(B).
[0293] At this time, even if a game ball enters the second start opening 12, the image displayed on the display unit 50a will not change, nor will the lighting pattern of the panel lamp 54 change. When the stop display on the normal diagram ends, the "Electric Tuner Opening Performance A" ends. After the end of the "Electric Tuner Opening Performance A," the game transitions to the normal special performance mode, which is one of the normal performance modes.
[0294] In the normal special performance mode, as shown in Figure 35(C), a normal special background image G102t, which is different from the normal background image G102, is displayed on the display unit 50a. The normal special background image G102 is a background image representing a mountain landscape at night, and the normal special background image G102t suggests that a "simulated game" has been executed. In the second embodiment, once the normal special background image G102t is displayed, the normal background image G102 is not displayed until the power is turned on again, however, the normal background image G102 may be redisplayed in the "low probability low base game state" from the second time onward.
[0295] Next, we will explain in detail the "Electric Tuner Opening Performance B" and the "Electric Tuner Entry Performance". The performance control microcontroller 121 can execute the "Electric Tuner Opening Performance B" and the "Electric Tuner Entry Performance" during the execution of "True Game" after the variable display of the normal diagram for the "Winning Diagram" pattern has finished.
[0296] Figures 36(A) and 36(B) show the "Electric Tuner Opening Performance B" and "Electric Tuner Winning Performance" in action. When the "Winning Symbol" stops on the normal display and the "Main Game" as an auxiliary game begins, the "Electric Tuner Opening Performance B" is performed.
[0297] In "Electric Tuner Opening Performance B," as shown in Figure 36(A), the panel lamp 54 lights up in blue to indicate that the second starting port 12 is opening. Then, when a game ball launched during "True Game" enters the second starting port 12, the "Electric Tuner Entry Performance" takes place.
[0298] In the "electric reel entry animation," as shown in Figure 36(B), the blue-lit panel lamp 54 flashes for a predetermined time (for example, 0.5 seconds). If a new game ball enters the second start opening 12 while the panel lamp 54 is flashing, the flashing will continue for a predetermined time from that moment.
[0299] <Effects of the second embodiment> The effects of the pachinko game machine PY1 described in the second embodiment will be explained below.
[0300] (1) Even if the result of the hit detection is "miss," if the "miss D symbol" is displayed as the stopping symbol on the regular display, a "pseudo-game" is performed in which the second start opening 12 opens, thereby increasing the frequency of opening of the second start opening 12 and enhancing the enjoyment of the game.
[0301] (2) When a "pseudo-game" is played by stopping the "losing D symbol" as the stopping symbol on the regular display, even if a game ball enters the second starting opening 12 which is opened by the "pseudo-game", no prize balls will be paid out. This prevents the player from receiving too much profit and enhances the enjoyment of the game.
[0302] (3) When a "pseudo-game" is performed by stopping the "losing D symbol" as the stopping symbol in the regular diagram, even if a game ball enters the second starting opening 12 which was opened by the "pseudo-game", the right to receive a jackpot judgment is not stored, thus preventing excessive jackpot judgments and enhancing the enjoyment of the game.
[0303] <Example of modification of the second embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the second embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiment and the following modifications may be deleted as appropriate unless they are described as essential in this specification.
[0304] In the second embodiment, the opening time of the second start port 12 during the "simulated game" as an auxiliary game (1 second x 3 times) is shorter than the opening time of the second start port 12 during the "real game" as an auxiliary game (5 seconds x 1 time). However, the opening time of the second start port 12 during the "simulated game" may be longer than the opening time of the second start port 12 during the "real game".
[0305] Furthermore, in the second embodiment, the opening time of the second start port 12 during the "simulated game" as an auxiliary game (1 second x 3 times) is set to be shorter than the opening time of the second start port 12 during the "real game" as an auxiliary game (5 seconds x 1 time). However, the opening time of the second start port 12 during the "simulated game" may be set to be the same as the opening time of the second start port 12 during the "real game".
[0306] Furthermore, in the second embodiment, in the "simulated game" as an auxiliary game, when a game ball enters the second start opening 12, no prize balls are dispensed. However, in some "simulated games," prize balls may be dispensed when a game ball enters the second start opening 12. For example, in the "simulated game" in the "low probability low base game state" at the initial state (when the power is turned on), prize balls may not be dispensed even if a game ball enters the second start opening 12. On the other hand, in the "simulated game" in the "low probability low base game state" from the second time onward, prize balls may be dispensed when a game ball enters the second start opening 12.
[0307] Furthermore, in the second embodiment, when a game ball enters the second start port 12 during a "simulated game" as an auxiliary game, the right to receive a jackpot judgment (special symbol 2 hold) is not generated. However, in some "simulated games," the right to receive a jackpot judgment may be generated when a game ball enters the second start port 12. For example, in the "simulated game" in the "low probability low base game state" at the initial state (when the power is turned on), the right to receive a jackpot judgment is not generated even if a game ball enters the second start port 12. On the other hand, in the "simulated game" in the "low probability low base game state" from the second time onward, the right to receive a jackpot judgment may be generated when a game ball enters the second start port 12.
[0308] Furthermore, in the second embodiment, a "simulated game" is performed when the "losing D symbol" is displayed as the normal stop symbol on the regular display, but the "simulated game" may be performed under other conditions. For example, the "simulated game" may be performed when the normal button 40 is operated after the "losing D symbol" is displayed as the normal stop symbol on the regular display.
[0309] Furthermore, in the second embodiment, the "simulated game" ends when the second start port 12 is opened three times, but the "simulated game" may also end under other conditions. For example, the "simulated game" may also end when the normal button 40 is operated while the second start port 12 is opening.
[0310] Furthermore, in the second embodiment, the "pre-opening electric reel animation" may be performed before the "simulated game" as an auxiliary game is played, but the "pre-opening electric reel animation" may be omitted.
[0311] Furthermore, in the second embodiment, the "Electric Tuner Opening Performance A" may be performed when the "Simulated Game" as an auxiliary game is being played, but it is also possible to choose not to have the "Electric Tuner Opening Performance A" be performed.
[0312] <Invention disclosed in the second embodiment> The preceding paragraphs in this [Mode for Carrying Out the Invention] disclose the following Invention BB. In the description of Invention BB, the names and expressions of the corresponding components in the aforementioned modes for carrying out the invention, and the reference numerals used in the drawings, are noted in parentheses for reference. However, the elements such as means that constitute each invention are not limited to these notes. Invention BB is a collective term for the following Inventions BB1 to BB2.
[0313] Furthermore, in the gaming machine described in Japanese Patent Publication No. 2019-154502, for example, when a game ball enters the first large prize slot 14, a predetermined number of game balls (for example, 14) are dispensed as prize balls. In such a gaming machine, there is room for improvement regarding the method of opening the prize slot. Therefore, if a gaming machine according to the following inventions BB1 to BB2 is realized, it is expected that a novel gaming machine will be provided.
[0314] The gaming machine relating to invention BB1 is, An entry point (second starting point 12) that can be opened to allow game balls to enter, The system includes a control means (a microcomputer for game control 101) capable of opening the ball entry opening, The control means is It is possible to put the game in a favorable state for the player (a state where a jackpot is won), There are two cases in which the ball entry opening is opened: when the first condition (winning symbol) is met, and when the second condition (losing symbol D) is met. When a game ball enters the ball entry opening opened by the fulfillment of the first condition, a determination is made as to whether or not to enter the advantageous state (jackpot determination), and a predetermined benefit (prize balls) is awarded to the player, If a game ball enters the ball entry opening that was opened due to the fulfillment of the second condition, the player shall not be granted the predetermined benefit. It is characterized by the following:
[0315] The gaming machine relating to invention BB2 is, A gaming machine relating to invention BB1, The control means is If a game ball enters the ball entry opening that was opened due to the fulfillment of the second condition, no determination is made as to whether or not to enter the advantageous state. It is characterized by the following:
[0316] <Third Embodiment> The third embodiment will be described below. Unless otherwise specified, the pachinko game machine PY1 of the basic embodiment described above will also apply to the third embodiment.
[0317] First, the structure of the game board 1 will be explained using Figure 37. Figure 37 is a front view of the game board 1.
[0318] As mentioned above, the game area 6 of the game board 1 is equipped with prize-winning devices into which game balls can enter (enter or pass through). The prize-winning devices include a general prize-winning opening 10, a first starting opening 11, a second starting opening 12, a gate 13, a first major prize-winning opening 14, and a second major prize-winning opening 15, with the gate 13 being installed on both the left and right sides of the game area 6.
[0319] Furthermore, the opening and closing members 12k of the second starting port 12 are provided on both the left and right sides of the second starting port 12 so that game balls that flow down the left side of the game area 6 and game balls that flow down the right side of the game area 6 can both be entered.
[0320] Next, using Figure 39(A), the stop symbols that can be selected by the game control microcomputer 101 will be explained. As shown in Figure 38, the symbol A judgment table 103c4 is stored in the game memory unit 101c of the game control microcomputer 101. The game control microcomputer 101 can select the stop symbols for the first special symbol and the second special symbol using the symbol A judgment table 103c4.
[0321] Figure 39(A) shows the contents of the pattern A judgment table 103c4. The game control microcomputer 101 selects the type of stop pattern based on the type of start gate and the jackpot judgment result. As shown in Figure 39(A), there are four types of stop patterns: "jackpot W10 pattern", "jackpot X10 pattern", "miss A pattern", and "miss B pattern".
[0322] Specifically, if the target starting gate (the starting gate into which the game ball enters) is the first starting gate 11, then if the result of the jackpot judgment is "jackpot won," the "jackpot W10 symbol" will be selected with a 50% probability and the "jackpot X10 symbol" with a 50% probability. If the result of the jackpot judgment is "miss," the "miss A symbol" will be selected with a 95% probability and the "miss B symbol" with a 5% probability.
[0323] Furthermore, if the target starting gate (the starting gate into which the game ball enters) is the second starting gate 12, and the result of the jackpot determination is "jackpot win", the "jackpot W10 symbol" will be selected with 100% probability, and if the result of the jackpot determination is "miss", the "miss A symbol" will be selected with 100% probability.
[0324] In the third embodiment, the probability of the jackpot determination result being "jackpot win" is set to "1 / 300" for both the first start port 11 and the second start port 12 when the probability state is low, and to "1 / 70" for both the first start port 11 and the second start port 12 when the probability state is high, however, the probability of "jackpot win" can be changed as appropriate.
[0325] Furthermore, in the third embodiment, the upper limit for the number of reserved symbols in Feature 1 is set to "4", and the upper limit for the number of reserved symbols in Feature 2 is set to "4", but each upper limit can be changed as appropriate.
[0326] Next, the types of jackpot games that the game control microcomputer 101 can execute will be described. The game control microcomputer 101 can execute different types of jackpot games depending on the type of stopped symbol selected by the symbol A judgment table 103c4. There are three types of jackpot games: "jackpot game W10", "jackpot game X10", and "pseudo-jackpot game" (see Figure 39(A)).
[0327] If the "Big Win W10 Symbol" is selected by the Symbol A Judgment Table 103c4, the "Big Win Game W10" is executed. The "Big Win Game W10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.
[0328] Furthermore, if the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c4, the "Big Win Game X10" is executed. The "Big Win Game X10" is a big win game in which the first large prize slot 14 is opened 10 times, and each round of game continues until a prescribed opening time of 30 seconds has elapsed, or until a prescribed number of 10 game balls have entered the first large prize slot 14.
[0329] In the third embodiment, when a game ball enters the first large prize slot 14 during each round of "Big Win Game W10" or "Big Win Game X10", 15 prize balls are dispensed for each ball that enters the slot, however, the number of prize balls is not limited to 15. The type of large prize slot used in "Big Win Game W10" and "Big Win Game X10", the number of rounds, the prescribed opening time of the large prize slots, and the prescribed number of large prize slots can be changed as appropriate.
[0330] Furthermore, if the "Missing B Symbol" is selected by the Symbol A Judgment Table 103c4, a "Pseudo-Jackpot Game" is executed. The "Pseudo-Jackpot Game" is a game in which the first large prize slot 14 is opened only three times, and each opening continues until a predetermined opening time of 2 seconds has elapsed, regardless of the number of game balls that enter the first large prize slot 14. Note that in the "Pseudo-Jackpot Game," no prize balls are paid out even if game balls enter the first large prize slot 14.
[0331] In the third embodiment, the first large prize slot 14 is used in the "simulated jackpot game," but both the first large prize slot 14 and the second large prize slot 15 may be used. In this case, it is preferable that the large prize slots be opened in the order of first large prize slot 14 → second large prize slot 15, or second large prize slot 15 → first large prize slot 14, so that the opening of the first large prize slot 14 and the opening of the second large prize slot 15 do not overlap.
[0332] Here, we will explain the details of the "pseudo-jackpot game" using Figure 40. Figure 40 is a time chart showing the flow of the "pseudo-jackpot game". As shown in Figure 40, when the "miss B symbol" stops as the special symbol, the "pseudo-jackpot game" is played. First, in response to the start of the "pseudo-jackpot game", the pre-opening IT is set. The pre-opening IT continues until 2000ms have elapsed, and when the pre-opening IT ends, the first opening of the first large prize slot 14 begins, and the opening of the first large prize slot 14 continues until 2000ms have elapsed. Then, when the first opening of the first large prize slot 14 is completed, the closing IT is set. The closing IT continues until 2000ms have elapsed, and when the closing IT ends, the second opening of the first large prize slot 14 begins. In this way, when the first to third openings of the first large prize slot 14 are all completed, the post-opening IT is set. The post-opening IT continues until 2000ms have elapsed, and the "pseudo-jackpot game" ends when the post-opening IT ends.
[0333] Next, the game states that the game control microcomputer 101 can control will be explained. The game control microcomputer 101 can control the game to different types of game states depending on the type of stopped symbol selected by the symbol A judgment table 103c4. In addition to the "low probability low base game state" which is controlled in the initial state (when the power is turned on), there are also the "high probability high base game state" and the "low probability high base game state" (see Figure 39(A)).
[0334] If the "Big Win W10 Symbol" is selected by the Symbol A Judgment Table 103c4, the game will be controlled to a "High Probability High Base Game State" after the Big Win Game State in which "Big Win Game W10" is executed. This "High Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches the upper limit of 100. However, if the next Big Win Game is executed before the number of variable displays of the second special symbol reaches the upper limit, the "High Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached the upper limit.
[0335] Furthermore, if the "Big Win X10 Symbol" is selected by the Symbol A Judgment Table 103c4, the game will be controlled to a "Low Probability High Base Game State" after the Big Win Game State in which "Big Win Game X10" is executed. This "Low Probability High Base Game State" will continue until the number of variable displays of the second special symbol reaches the upper limit of 100. However, if the next Big Win Game is executed before the number of variable displays of the second special symbol reaches the upper limit, the "Low Probability High Base Game State" will end even if the number of variable displays of the second special symbol has not yet reached the upper limit.
[0336] Furthermore, if the "Missing B Symbol" is selected by the Symbol A judgment table 103c4, and the current game state is controlled to a "Low Probability Low Base Game State", the "Low Probability Low Base Game State" will continue even after the "Pseudo Jackpot Game" is executed. Also, if the current game state is controlled to a "Low Probability High Base Game State", after the "Pseudo Jackpot Game" is executed, if the number of variable displays of the second special symbol has not yet reached the upper limit, the "Low Probability High Base Game State" will continue, and if the number of variable displays of the second special symbol has reached the upper limit, the game state will be controlled to a "Low Probability Low Base Game State". Also, if the current game state is controlled to a "High Probability High Base Game State", after the "Pseudo Jackpot Game" is executed, if the number of variable displays of the second special symbol has not yet reached the upper limit, the "High Probability High Base Game State" will continue, and if the number of variable displays of the second special symbol has reached the upper limit, the game state will be controlled to a "Low Probability Low Base Game State".
[0337] Therefore, a "jackpot game W10" that is subsequently controlled to a "high probability high base game state" is a jackpot game that is more advantageous to the player than a "jackpot game X10" that is subsequently controlled to a "low probability high base game state," and a "pseudo-jackpot game" where the game state does not change afterward. Furthermore, a "jackpot game X10" that is subsequently controlled to a "low probability high base game state" is a jackpot game that is more advantageous to the player than a "pseudo-jackpot game" where the game state does not change afterward. Note that the maximum number of times the "high probability high base game state" and the maximum number of times the "low probability high base game state" are maintained can be changed as appropriate.
[0338] Next, using Figure 39(B), we will explain the normal stop symbols that can be selected by the game control microcomputer 101. As shown in Figure 38, the game memory unit 101c of the game control microcomputer 101 stores a normal symbol determination table 103d2. The game control microcomputer 101 can select normal stop symbols using the normal symbol determination table 103d2.
[0339] Figure 39(B) shows the contents of the normal symbol determination table 103d2. The game control microcomputer 101 selects the type of normal stopping symbol based on the current game state and the hit determination result. As shown in Figure 39(B), there are three types of normal stopping symbols: "winning symbol", "missing symbol C", and "missing symbol D".
[0340] Specifically, if the current game state is "low probability, low base game state," the result of the win determination will always be "miss," with "miss symbol C" being selected 95% of the time and "miss symbol D" being selected 5% of the time.
[0341] Furthermore, if the current game state is "low probability high base game state" or "high probability high base game state," if the result of the win judgment is "win," the "winning symbol" will be selected with 100% probability, and if the result of the win judgment is "miss," the "miss C symbol" will be selected with 100% probability.
[0342] In the third embodiment, the probability of the hit detection result being "winning" is set to "0" when not in a time-saving state and to "1 / 1.1" when in a time-saving state, but the probability of "winning" can be changed as appropriate.
[0343] Furthermore, in the third embodiment, the upper limit for the number of reserved diagrams is set to "4," but it is possible to change the upper limit as appropriate.
[0344] Next, the auxiliary games that the game control microcomputer 101 can execute will be described. The game control microcomputer 101 can execute different types of auxiliary games depending on the type of normal stop symbol selected by the normal symbol determination table 103d2. There are two types of auxiliary games: "real games" and "simulated games" (see Figure 39(B)).
[0345] If a "winning symbol" is selected by the normal symbol determination table 103d2, the "main game" is executed. The "main game" is an auxiliary game in which the second starting gate 12 is opened only once, and continues until a prescribed opening time of 5 seconds has elapsed for each opening, or until a prescribed number of 10 game balls have entered the second starting gate 12.
[0346] In the third embodiment, when a game ball enters the second starting opening 12 during "True Game," one prize ball is dispensed for each ball that enters; however, the number of prize balls is not limited to one. The number of openings, the prescribed opening time, and the prescribed number of balls in "True Game" can be changed as appropriate.
[0347] Furthermore, if the "Loss D symbol" is selected by the normal symbol determination table 103d2, a "simulated game" is executed. The "simulated game" is an auxiliary game in which the second start opening 12 is opened only three times, and each opening continues until a predetermined opening time of 1 second has elapsed, regardless of the number of game balls that have entered the second start opening 12. In the "simulated game," even if game balls enter the second start opening 12, no prize balls are paid out, nor does it grant the right to receive a jackpot determination, nor is it stored as a special symbol 2 reserve.
[0348] Here, we will explain the details of the "simulated game" using Figure 41. Figure 41 is a time chart showing the flow of the "simulated game". As shown in Figure 41, when the "miss D symbol" stops as the normal stop symbol on the regular display, the "simulated game" is performed. First, in response to the start of the "simulated game", the first opening of the second start gate 12 begins, and the opening of the second start gate 12 continues until 1000ms have elapsed. Then, when the first opening of the second start gate 12 is completed, a closing IT is set. The closing IT continues until 1000ms have elapsed, and when the closing IT ends, the second opening of the second start gate 12 begins. In this way, when the first to third openings of the second start gate 12 are all completed, a post-opening IT is set. The post-opening IT continues until 500ms have elapsed, and the "simulated game" ends when the post-opening IT ends.
[0349] Next, using Figure 42, we will explain the variable display patterns of the regular display that can be selected by the game control microcomputer 101. As shown in Figure 38, the game memory unit 101c of the game control microcomputer 101 stores a regular display variation pattern determination table 103e2.
[0350] The microcontroller 101 for game control can select the variable display pattern of the regular figure in the non-time-saving state and the time-saving state using the regular figure variation pattern determination table 103e2.
[0351] Figure 42 shows the contents of the normal symbol variation pattern determination table 103e2. When the game control microcomputer 101 uses the normal symbol variation pattern determination table 103e2, it selects the type of normal symbol variation pattern by referring to the current game state, the result of the win determination, and the result of the normal symbol determination. As shown in Figure 42, there are four types of normal symbol variation patterns: "FHP001", "FHP011", "FHP012", and "FHP013". The game control microcomputer 101 selects the variation pattern according to the selection ratio shown in Figure 42.
[0352] Specifically, if the current game state is not a time-saving state, the result of the win judgment will always be "miss". If the result of the normal symbol judgment is "miss C symbol", "FHP011" will be selected with 100% probability, and if the result of the normal symbol judgment is "miss D symbol", "FHP012" will be selected with 100% probability. In the case of either "FHP011" or "FHP012", the variable display time of the normal symbol is 30000ms, and "FHP011" is called the "normal miss variation", and "FHP012" is called the "special miss variation".
[0353] Furthermore, if the current game state is a shortened time state, if the result of the win judgment is "win," "FHP001" will be selected with 100% probability, and if the result of the win judgment is "loss," "FHP013" will be selected with 100% probability. In the case of either "FHP001" or "FHP013" being selected, the variable display time of the normal diagram is 500ms, and "FHP001" is called the "win variation," and "FHP013" is called the "shortened loss variation."
[0354] Next, using Figures 43 to 47, we will explain the effects that the effect control microcomputer 121 can execute according to the normal diagram variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects while the normal diagram is being displayed in a variable or stopped state in a non-time-saving state.
[0355] A. Pre-opening animation for the electric reel The "pre-opening electric reel animation" is an animation that may occur in response to the start of the variable display of the regular diagram, and is an animation in which an image resembling the second start port 12 is displayed on the display unit 50a. The "pre-opening electric reel animation" may occur when the type of regular stop symbol is the "missing D symbol", and therefore functions as an animation that suggests that a "simulated game" will be played.
[0356] B. Electric reel opening animation A "Electric reel opening effect A" is an effect that may occur while the regular symbols are stopped, and it is an effect in which the panel lamp 54 lights up. Since "Electric reel opening effect A" may occur while the "missing D symbol" is stopped, it functions as an effect that suggests that "simulated gameplay" is taking place.
[0357] C. Electric reel opening animation B "Electric reel opening effect B" is an effect that may occur while the regular symbols are stopped, and it is an effect in which the panel lamp 54 lights up. Since "Electric reel opening effect B" may occur while the "winning symbols" are stopped, it functions as an effect that suggests that "true gameplay" is taking place.
[0358] D. Electric reel entry sequence The "Electric Slot Entry Execution" is an execution that may occur during "True Game" when a game ball enters the second start opening 12, and is characterized by the flashing of the panel lamp 54. Since the "Electric Slot Entry Execution" is performed when an entry with a prize ball occurs, it functions as an execution that suggests that a prize ball will be paid out. In addition, since the "Electric Slot Entry Execution" is performed when the right to receive a jackpot judgment is granted, it also functions as an execution that suggests that a jackpot judgment will be performed.
[0359] Next, we will explain the "pre-opening electric reel effect" in detail. The microcontroller 121 for controlling the effects can execute the "pre-opening electric reel effect" while the normal reel variation pattern is a variable display of the normal reel for a "special miss variation".
[0360] As shown in Figure 43, the performance memory unit 121b of the performance control microcontroller 121 stores the pre-electric reel opening performance selection table 123a5. The performance control microcontroller 121 can use the pre-electric reel opening performance selection table 123a5 to select whether or not to execute the "pre-electric reel opening performance".
[0361] Figure 44(A) shows the contents of the pre-opening electric reel performance selection table 123a5. The performance control microcomputer 121 selects whether or not to execute the "pre-opening electric reel performance" by referring to the current game state and the type of normal diagram variation pattern.
[0362] Specifically, if the current game state is the "low probability, low base game state" controlled in the initial state (when the power is turned on), and the normal reel variation pattern is the "special miss variation" (FHP012), then the execution of the "pre-electric reel opening effect" is selected 100% of the time, and the non-execution of the "pre-electric reel opening effect" is not selected.
[0363] Furthermore, if the current game state is the second or subsequent "low probability low base game state" and the normal reel variation pattern is the "special miss variation" (FHP012), then the "pre-electric reel opening performance" will be selected not to be executed with 100% certainty, and the "pre-electric reel opening performance" will not be executed. The second or subsequent "low probability low base game state" refers to the "low probability low base game state" after the first jackpot game has been played in the "low probability low base game state" controlled in the initial state (when the power is turned on), and the subsequent "high probability high base game state" or "low probability high base game state" has ended.
[0364] In other words, the "pre-opening electric chute animation" is set to occur only before the first big prize slot 14 opens during the first big win game after the power is turned on, and the "pre-opening electric chute animation" functions as an animation that suggests that a big win game has not yet been played since the power was turned on.
[0365] In the third embodiment, the "pre-opening electric reel animation" is performed only in the "low probability low base game state" during the initial state (when the power is turned on). However, the "pre-opening electric reel animation" may also be performed in the "low probability low base game state" from the second time onward. The selection ratios shown by the pre-opening electric reel animation selection table 123a5 in Figure 44(A) can be changed as appropriate.
[0366] If the performance control microcontroller 121 selects the execution of the "performance before electric reel opening" by the electric reel opening performance selection table 123a5, it will execute the "performance before electric reel opening" during the variable display of the normal diagram in the normal diagram variation pattern (FHP012) of the "special miss variation".
[0367] Figures 45(A) and 45(B) show the process of the "pre-opening electric reel effect". Here, we illustrate the case where the "pre-opening electric reel effect" is performed while the special reel variation effect is in progress. In the display unit 50a, as shown in Figure 45(A), when the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner on the normal background image G102 which suggests the normal effect mode, the "pre-opening electric reel effect" is performed when the variable display of the normal reel in the normal reel variation pattern of the "special miss variation" begins.
[0368] In the "pre-opening electric tuner performance," as shown in Figure 45(B), the performance symbols EZ1, EZ2, and EZ3 are erased, and an image of the electric tuner G303a, which mimics the closed second start port 12, is displayed in the center of the display unit 50a. In the second embodiment, the case in which only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a is illustrated, but if other performance symbols (for example, symbols corresponding to small symbols or regular symbols) are also displayed in parallel with the performance symbols EZ1, EZ2, and EZ3, it is preferable that all performance symbols be erased when the "pre-opening electric tuner performance" begins.
[0369] Then, when the variable display of the regular diagram ends, the "pre-opening electric reel effect" ends. At this time, the electric reel image G303a continues to be displayed without being erased.
[0370] Next, we will explain "Electric Tuner Opening Performance A" in detail. The performance control microcontroller 121 can execute "Electric Tuner Opening Performance A" after the variable display of the normal diagram for the "Special Miss Dialing" pattern has finished.
[0371] As shown in Figure 43, the performance memory unit 121b of the performance control microcontroller 121 stores the electric reel opening performance A selection table 123a6. The performance control microcontroller 121 can use the electric reel opening performance A 123a6 to select whether or not to execute "electric reel opening performance A".
[0372] Figure 44(B) shows the contents of the electric reel opening animation A selection table 123a6. The animation control microcomputer 121 selects whether or not to execute "Electric Reel Opening Animation A" by referring to the type of normal animation pattern and the selection result from the pre-electric reel opening animation selection table 123a5.
[0373] Specifically, if the type of normal rotation pattern is "Special Miss Rotation" (FHP012), and the execution of "Pre-Electric Tuner Opening Performance" is selected by the Pre-Electric Tuner Opening Performance Selection Table 123a5, then the execution of "Electric Tuner Opening Performance A" is selected 100% of the time, and the non-execution of "Electric Tuner Opening Performance A" is not selected.
[0374] Furthermore, if the type of regular spin pattern is "Special Miss Spin" (FHP012), and the pre-spin spinner opening performance selection table 123a5 selects not to execute the "pre-spin spinner opening performance," then the non-execution of "spinner opening performance A" is selected 100% of the time, and the execution of "spinner opening performance A" is not selected.
[0375] Furthermore, if the type of regular spin pattern is anything other than "Special Miss Spin" (FHP012), regardless of the selection result by the pre-spin-opening-of-the-electric-chamber
[0376] In other words, the "Electric Tuner Opening Performance A" is set to be performed only when the "Electric Tuner Opening Performance" is selected by the Electric Tuner Opening Performance Selection Table 123a5, and the "Electric Tuner Opening Performance A" functions as a performance that suggests the second start port 12 is open after the power is turned on but before a jackpot game has been played.
[0377] Furthermore, the selection ratios shown by the selection table 123a6 for the electric reel opening animation shown in Figure 44(B) can be changed as appropriate.
[0378] If the execution of "Electric Tuner Opening Performance A" is selected by the Electric Tuner Opening Performance A Selection Table 123a6, the Performance Control Microcomputer 121 executes "Electric Tuner Opening Performance A" in accordance with the end of the variable display of the normal diagram in the "Special Miss Variation" normal diagram variation pattern (FHP012) (stop display of "Miss D symbol").
[0379] Figures 46(A) to 46(C) show the process of "Electric Tuner Opening Performance A". When the variable display of the normal symbol in the normal symbol variation pattern of "Special Miss Variation" ends (the "Miss D symbol" is displayed as stopped), and the first opening of the second start port 12 begins due to the execution of "Simulated Game", "Electric Tuner Opening Performance A" is performed.
[0380] In "Electric Tuner Opening Performance A," as shown in Figure 46(A), the electric tuner image G303a, which is a representation of the closed second start port 12 displayed in "Electric Tuner Pre-Opening Performance," changes to an electric tuner image G303b, which is a representation of the open second start port 12, as shown in Figure 46(B).
[0381] At this time, even if a game ball enters the second start opening 12, the image displayed on the display unit 50a will not change, nor will the lighting pattern of the panel lamp 54 change. When the stop display on the normal diagram ends, the "Electric Tuner Opening Performance A" ends. After the end of the "Electric Tuner Opening Performance A," the game transitions to the normal special performance mode, which is one of the normal performance modes.
[0382] In the normal special performance mode, as shown in Figure 46(C), a normal special background image G102t, which is different from the normal background image G102, is displayed on the display unit 50a. The normal special background image G102 is a background image representing a mountain landscape at night, and the normal special background image G102t suggests that a "simulated game" has been executed. In the third embodiment, once the normal special background image G102t is displayed, the normal background image G102 is not displayed until the power is turned on again, however, the normal background image G102 may be redisplayed in the "low probability low base game state" from the second time onward.
[0383] Next, we will explain in detail the "Electric Tuner Opening Performance B" and the "Electric Tuner Entry Performance". The performance control microcontroller 121 can execute the "Electric Tuner Opening Performance B" and the "Electric Tuner Entry Performance" during the execution of "True Game" after the variable display of the normal diagram for the "Winning Diagram" pattern has finished.
[0384] Figures 47(A) and 47(B) show the process of "Electric Tuner Opening Performance B" and "Electric Tuner Winning Performance". When the "Winning Symbol" stops as the stopping symbol on the normal display and the "Main Game" as an auxiliary game starts, "Electric Tuner Opening Performance B" is performed.
[0385] In "Electric Tuner Opening Performance B," as shown in Figure 47(A), the panel lamp 54 lights up in blue to indicate that the second starting port 12 is opening. Then, when a game ball launched during "True Game" enters the second starting port 12, the "Electric Tuner Entry Performance" takes place.
[0386] In the "electric chute entry animation," as shown in Figure 47(B), the blue-lit panel lamp 54 flashes for a predetermined time (for example, 0.5 seconds). If a new game ball enters the second start opening 12 while the panel lamp 54 is flashing, the flashing will continue for a predetermined time from that moment.
[0387] Next, using Figure 48, we will explain the variable display patterns of special symbols that can be selected by the game control microcomputer 101. As shown in Figure 38, the game memory unit 101c of the game control microcomputer 101 stores a variable pattern A judgment table 103a3.
[0388] The game control microcomputer 101 can select the variable display pattern of the first special symbol and the variable display pattern of the second special symbol in the non-time-saving state using the variable pattern A judgment table 103a3.
[0389] Figure 48 shows the contents of the Variable Pattern A Judgment Table 103a3. When the game control microcomputer 101 uses the Variable Pattern A Judgment Table 103a3, it selects the type of Variable Pattern by referring to the current game state, the type of starting gate, the result of the jackpot judgment, the result of the symbol judgment, the result of the reach judgment, and the number of special symbols held. As shown in Figure 48, there are eight types of Variable Patterns: "THP001A", "THP002A", "THP011A", "THP012A", "THP013A", "THP021A", "THP022A", and "THP023A". The game control microcomputer 101 selects the Variable Pattern according to the selection ratio shown in Figure 48.
[0390] Specifically, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, and the result of the jackpot judgment is "jackpot won", then regardless of the result of the symbol judgment, the result of the reach judgment, and the number of special symbol reserves, "THP001A" will be selected with a 70% probability and "THP002A" with a 30% probability. When "THP001A" is selected, the variable display time of the special symbol is 130,000 ms, and "THP001A" is called "SPSP jackpot variation". When "THP002A" is selected, the variable display time of the special symbol is 110,000 ms, and "THP002A" is called "SP jackpot variation".
[0391] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", the result of the symbol judgment is "miss A symbol", and the result of the reach judgment is "reach", then regardless of the number of special symbols held, "THP011A" will be selected at a rate of 10%, "THP012A" at 20%, and "THP013A" at 70%. When "THP011A" is selected, the variable display time of the special symbols is 120,000 ms, and "THP011A" is called "SPSP miss variation". When "THP012A" is selected, the variable display time of the special symbols is 100,000 ms, and "THP012A" is called "SP miss variation". When "THP013A" is selected, the variable display time of the special symbols is 20,000 ms, and "THP013A" is called "N miss variation".
[0392] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", and the result of the reach judgment is "no reach", then if the number of special symbol 1 reserves is "0 to 2", "THP021A" will be selected with 100% probability, and if the number of special symbol 1 reserves is "3 to 4", "THP022A" will be selected with 100% probability. Note that the variable display time of the special symbol when "THP021A" is selected is 13000ms, and the variable display time of the special symbol when "THP022A" is selected is 2000ms, and "THP021A" and "THP022A" are referred to as "normal miss variations".
[0393] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the first starting gate 11, the result of the jackpot judgment is "miss", and the result of the symbol judgment is "miss symbol B", then "THP023A" will be selected with 100% probability, regardless of the result of the reach judgment and the number of special symbols held. When "THP023A" is selected, the variable display time of the special symbols is 20000ms, and "THP023A" is called a "pseudo-jackpot variation".
[0394] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the second starting gate 12, and the result of the jackpot judgment is "jackpot won", then "THP001A" will be selected with 100% probability, regardless of the result of the symbol judgment, the result of the reach judgment, and the number of special symbols held.
[0395] Furthermore, if the current game state is not a time-saving state, the type of starting gate is the second starting gate 12, and the result of the jackpot judgment is "miss", then "THP021A" will be selected with 100% probability, regardless of the result of the symbol judgment, the result of the reach judgment, and the number of special symbols held.
[0396] In the third embodiment, the variation pattern A determination table 103a3 shown in Figure 48 is used, but the variation pattern A determination table 103a3 and the variation pattern determination table 103a1 shown in Figure 14 may be used in combination.
[0397] Next, using Figures 49 to 54, we will explain the effects that the effect control microcomputer 121 can execute according to the variation pattern selected by the game control microcomputer 101. The effect control microcomputer 121 can execute the following effects during variable display or stopped display of the special symbols in a non-time-saving state.
[0398] E. Normal fluctuations "Normal variation" is an effect that may occur in response to the start of the variable display of the special symbols, and is an effect in which the effect symbols EZ1, EZ2, and EZ3 are displayed in a variable manner. Since "normal variation" is the first effect to occur in the special symbol variation effect, it functions as an effect that indicates that the special symbol variation effect has started.
[0399] F. Leitch "Reach" is an effect that may occur after a "normal spin," where the left symbol EZ1 and the right symbol EZ3 stop displaying the same type of symbol. "Reach" may occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests the possibility of a jackpot game. Furthermore, "Reach" may develop into other reach effects such as "N Reach," "SP Reach," and "SPSP Reach," so it also functions as an effect that suggests the possibility of a reach effect occurring.
[0400] GN Reach "N Reach" is a special effect that can occur after a "Reach" has been established. In this effect, the reel spin speed of the middle symbol EZ2 gradually slows down. "N Reach" can occur when the jackpot judgment result is "jackpot win," and therefore functions as an effect that suggests there is a possibility of a jackpot.
[0401] H.SP Reach An "SP Reach" is a special animation that sometimes occurs after an "N Reach," and it is a reach animation in which the main character and the enemy character battle. An "SP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when the jackpot result is "Losing the Jackpot," so it functions as an animation that suggests there is a high possibility of a jackpot being won.
[0402] I.SPSP Reach "SPSP Reach" is an animation that sometimes occurs after "SP Reach," in which the main character battles a powerful enemy character. "SPSP Reach" is more likely to occur when the jackpot result is "Winning the Jackpot" than when it is "Missing," so it functions as an animation that suggests a high probability of a jackpot occurring. Also, since a jackpot is more likely to occur when "SP Reach" develops into "SPSP Reach" than when it does not develop from "SP Reach," "SPSP Reach" also functions as an animation that suggests a higher probability of a jackpot than "SP Reach."
[0403] J. Attacker pre-release animation The "Attacker Opening Pre-Effect" is an effect that may occur in response to the start of the variable display of the special symbols, and in which an image resembling the first large prize entry opening 14 is displayed on the display unit 50a. The "Attacker Opening Pre-Effect" may occur when the type of stopped symbol is the "Missing B symbol," and therefore functions as an effect that suggests that a "pseudo-jackpot game" will be played.
[0404] K. Attacker Release Animation The "Attacker Opening Effect" is an effect that may occur while the special symbols are stopped, and it is an effect in which the panel lamp 54 lights up. Because the "Attacker Opening Effect" occurs while the "Missing B Symbol" is stopped, it functions as an effect that suggests that a "pseudo-jackpot game" is taking place.
[0405] Next, using Figure 49, the performance flow of the main special feature variation effects that are performed in a non-time-saving state will be explained. The performance control microcontroller 121 displays an effect image on the display unit 50a for each effect that constitutes the performance flow, and in response to the display of the effect image, it can execute a lighting effect using the frame lamp 53 and the panel lamp 54, and a sound effect using the speaker 52.
[0406] In the special reel spinning sequences with the spinning patterns "SPSP Big Win Spin" and "SPSP Miss Spin," the sequence flow is as follows, as shown in Figure 49(A): "Normal Spin" → "Reach" → "N Reach" → "SP Reach" → "SPSP Reach".
[0407] Furthermore, in special reel spinning sequences with the "SP Big Win Spin" and "SP Miss Spin" patterns, the sequence shown in Figure 49(B) consists of "Normal Spin" → "Reach" → "Normal Reach" → "SP Reach".
[0408] Furthermore, in the special symbol variation performance where the variation pattern is "N miss variation", the performance flow consisting of "normal variation" → "reach" → "N reach" is executed, as shown in Figure 49(C).
[0409] Furthermore, in the special symbol variation performance where the variation pattern is "normal miss variation," a performance flow consisting only of "normal variation" is executed, as shown in Figure 49(D).
[0410] Furthermore, in the special symbol variation performance of the "pseudo-jackpot variation" variation pattern, a performance flow consisting only of "special variations" is executed, as shown in Figure 49(E). Note that the "pre-attacker opening performance" may occur during the "special variation," and the "attacker opening performance" may occur while the special symbol is stopped after the "special variation" has ended.
[0411] Next, we will specifically explain the main effects performed during the special symbol variation effects. Note that the reserve icon HA is also displayed in parallel during the special symbol variation effects described below, but the illustration of the reserve icon HA may be omitted.
[0412] First, let's explain the "pre-attacker opening sequence" in detail. The microcontroller 121 for controlling the sequences can execute the "pre-attacker opening sequence" in the "special sequence" of the special symbol sequence where the variation pattern is a "pseudo-jackpot sequence".
[0413] As shown in Figure 43, the performance memory unit 121b of the performance control microcontroller 121 stores the pre-attacker opening performance selection table 123a7. The performance control microcontroller 121 can use the pre-attacker opening performance selection table 123a7 to select whether or not to execute the "pre-attacker opening performance".
[0414] Figure 50(A) shows the contents of the pre-attacker opening animation selection table 123a7. The animation control microcomputer 121 selects whether or not to execute the "pre-attacker opening animation" by referring to the current game state and the type of variation pattern.
[0415] Specifically, if the current game state is the "low probability, low base game state" controlled in the initial state (when the power is turned on), and the variation pattern is the "pseudo-jackpot variation" (THP023A), then the execution of the "pre-attacker opening effect" is selected 100% of the time, and the non-execution of the "pre-attacker opening effect" is not selected.
[0416] Furthermore, if the current game state is the "low probability, low base game state" controlled in the initial state (when the power is turned on), and the variation pattern is anything other than the "pseudo-jackpot variation" (THP023A), then the "pre-attacker opening animation" will be selected not to be executed with 100% certainty, and the "pre-attacker opening animation" will not be executed.
[0417] Furthermore, if the current game state is the second or subsequent "low probability low base game state" and the variation pattern is "pseudo-jackpot variation" (THP023A), then the "pre-attacker opening animation" will be selected not to be executed with 100% certainty, and the "pre-attacker opening animation" will not be executed. The second or subsequent "low probability low base game state" refers to the "low probability low base game state" after the first jackpot game has been played in the "low probability low base game state" controlled in the initial state (when the power is turned on), and the subsequent "high probability high base game state" or "low probability high base game state" has ended.
[0418] Furthermore, if the current game state is the second or subsequent "low probability low base game state" and the variation pattern is anything other than "pseudo jackpot variation" (THP023A), then the "pre-attacker opening animation" will be not executed with 100% certainty, and the "pre-attacker opening animation" will not be executed.
[0419] Furthermore, if the current game state is "low probability high base game state" or "high probability high base game state," regardless of the type of variation pattern, the "pre-attacker opening animation" will be selected not to be executed 100% of the time, and the "pre-attacker opening animation" will not be executed.
[0420] In other words, the "pre-attacker opening animation" is set to occur only before the first big prize slot 14 opens during the first big win game after the power is turned on, and the "pre-attacker opening animation" functions as an animation that suggests that the state is after the power has been turned on but a big win game has not yet occurred.
[0421] In the third embodiment, the "pre-attacker opening animation" is performed only in the "low probability low base game state" during the initial state (when the power is turned on), but it is also possible to perform the "pre-attacker opening animation" in the "low probability low base game state" from the second time onward. The selection ratio shown by the pre-attacker opening animation selection table 123a7 shown in Figure 50(A) can be changed as appropriate.
[0422] If the execution of the "pre-attacker opening performance" is selected by the pre-attacker opening performance selection table 123a7, the microcontroller 121 for performance control executes the "pre-attacker opening performance" during the variable display of the special symbol in the variation pattern (THP023A) of the "pseudo-jackpot variation".
[0423] Figures 51(A) and 51(B) show the sequence of events during the "Attacker Opening Pre-Sequence" sequence. As shown in Figure 51(A), when the special symbol EZ1, EZ2, and EZ3 (in this case, the scattered symbols "2, 4, and 6") that were displayed during the previous special symbol variation sequence are shown on the normal background image G102, which suggests the normal sequence mode, the variable display of the special symbol in the "pseudo-jackpot variation" sequence begins, and the "Attacker Opening Pre-Sequence" sequence is performed.
[0424] In the "Pre-Attacker Opening Performance," as shown in Figure 51(B), the performance symbols EZ1, EZ2, and EZ3 are erased, and an attacker image G300a, which mimics the closed first large prize opening 14, and an electric tuner image G303a, which mimics the closed second start opening 12, are displayed in the center of the display unit 50a. In the third embodiment, the case in which only the performance symbols EZ1, EZ2, and EZ3 are displayed on the display unit 50a is illustrated, but if other performance symbols (for example, small symbols) are also displayed in parallel with the performance symbols EZ1, EZ2, and EZ3, it is preferable that all performance symbols be erased when the "Pre-Attacker Opening Performance" begins.
[0425] Then, when the variable display of the special symbol ends, the "pre-attacker opening sequence" ends. At this time, the attacker image G300a and the electric tuner image G303a continue to be displayed without being erased.
[0426] Next, we will explain the "Attacker Opening Performance" in detail. The performance control microcontroller 121 can execute the "Attacker Opening Performance" after the variable display of the special symbol in the "Pseudo-Big Win Variation" variation pattern has finished.
[0427] As shown in Figure 43, the performance memory unit 121b of the performance control microcontroller 121 stores the attacker open performance selection table 123a8. The performance control microcontroller 121 can use the attacker open performance selection table 123a8 to select whether or not to execute the "attacker open performance".
[0428] Figure 50(B) shows the contents of the attacker opening animation selection table 123a8. The animation control microcontroller 121 selects whether or not to execute the "attacker opening animation" by referring to the type of variation pattern and the selection result from the attacker opening pre-animation animation selection table 123a7.
[0429] Specifically, if the variation pattern type is "pseudo-jackpot variation" (THP023A), and the execution of "pre-attacker opening performance" is selected by the pre-attacker opening performance selection table 123a7, then the execution of "attacker opening performance" is selected 100% of the time, and the non-execution of "attacker opening performance" is not selected.
[0430] Furthermore, if the variation pattern is "pseudo-jackpot variation" (THP023A) and the pre-attacker opening performance selection table 123a7 selects not to execute the "pre-attacker opening performance", then the non-execution of the "attacker opening performance" is selected 100% of the time, and the execution of the "attacker opening performance" is not selected.
[0431] Furthermore, if the variation pattern is anything other than "pseudo-jackpot variation" (THP023A), regardless of the selection result by the pre-attacker opening performance selection table 123a7, the non-execution of the "attacker opening performance" is selected 100% of the time, and the execution of the "attacker opening performance" is not selected.
[0432] In other words, the "Attacker Opening Performance" is only performed when the "Attacker Opening Performance" is selected by the Attacker Opening Performance Selection Table 123a7, and the "Attacker Opening Performance" functions as a performance that suggests the first jackpot opening 14 is open after the power is turned on but before a jackpot game has been played.
[0433] Furthermore, the selection ratios shown by the attacker opening animation selection table 123a8 in Figure 50(B) can be changed as appropriate.
[0434] If the execution of the "Attacker Opening Performance" is selected by the Attacker Opening Performance Selection Table 123a8, the Performance Control Microcontroller 121 executes the "Attacker Opening Performance" according to the end of the variable display of the special symbols in the variation pattern (THP023A) of the "Pseudo-Big Win Variation" (stop display of "Loss B Symbol").
[0435] Figures 52(A) to 52(C) show the "Attacker Opening Performance" in action. The "Attacker Opening Performance" is performed when the variable display of the special symbols in the "Pseudo-Big Win Variation" variation pattern ends and the first opening of the first big prize entry point 14 begins due to the execution of the "Pseudo-Big Win Game".
[0436] In the "Attacker Opening Performance," as shown in Figure 52(A), the attacker image G300a, which mimics the closed first large prize slot 14 displayed in the "Attacker Pre-Opening Performance," changes to the attacker image G300b, which mimics the open first large prize slot 14, as shown in Figure 52(B). In the third embodiment, the right-shooting image G108 prompting "right-shooting" is not displayed during the execution of the "pseudo-jackpot game," but the right-shooting image G108 may be displayed.
[0437] At this time, even if the player performs a "right-handed shot" and the game ball enters the first major prize pocket 14, the image displayed on the display unit 50a will not change, nor will the lighting pattern of the panel lamp 54 change. When the special symbol stop display ends, the "Attacker Opening Performance" ends. After the "Attacker Opening Performance" ends, the game transitions to the normal special performance mode, which is one of the normal performance modes.
[0438] In the normal special performance mode, as shown in Figure 52(C), a normal special background image G102t, which is different from the normal background image G102, is displayed on the display unit 50a. The normal special background image G102 is a background image representing a mountain landscape at night, and the normal special background image G102t suggests that a "pseudo-jackpot game" has been executed. In the third embodiment, once the normal special background image G102t is displayed, the normal background image G102 is not displayed until the power is turned on again, however, the normal background image G102 may be displayed again in the "low probability low base game state" from the second time onward.
[0439] Next, we will explain the effects that the effect control microcontroller 121 can execute when the game control microcontroller 101 displays a stop symbol indicating a "jackpot." The effect control microcontroller 121 can execute the following effects when the stop symbol indicating a "jackpot" is displayed.
[0440] L. Opening Direction The "opening sequence" is a sequence that may occur before the start of the first round of a jackpot game, and in which an opening image G107, etc., is displayed on the display unit 50a. Since the "opening sequence" is performed at the start of a jackpot game, it functions as a sequence that suggests the start of a jackpot game.
[0441] M. Round Production The "round animation" is an animation that may occur during each round of a jackpot game, in which the round image G109, the winning image G301, etc. are displayed on the display unit 50a. The "round animation" is performed when the first large winning opening 14 is open, and therefore functions as an animation that suggests that a game ball can be entered into the first large winning opening 14.
[0442] N. Ending Direction The "ending sequence" is a sequence that may occur after the final round of a jackpot game has finished, in which an ending image G111 or the like is displayed on the display unit 50a. Because the "ending sequence" is performed at the end of a jackpot game, it functions as a sequence that suggests the end of the jackpot game.
[0443] O. Attacker Award Ceremony The "Attacker Entry Animation" is an animation that may occur during each round of a jackpot game when a game ball enters the first large entry opening 14. In this animation, the entry image G301 is erased and the panel lamp 54 lights up. The "Attacker Entry Animation" is performed when an entry occurs that results in a prize ball, and therefore functions as an animation that suggests that a prize ball will be paid out.
[0444] Next, we will explain the "Attacker Entry Animation" in detail. The animation control microcontroller 121 can execute the "Attacker Entry Animation" in each round of "Big Win Game W10" and "Big Win Game X10".
[0445] Figures 53(A) to 53(C) show the process of the "Attacker Entry Animation". After the opening of "Big Win Game W10" or "Big Win Game X10" is finished and the first round of gameplay begins, the "Round Animation" takes place.
[0446] In the "Round Performance," as shown in Figure 53(A), the round image G109 is displayed in the upper left of the display unit 50a, and the winning image G301, which corresponds to the prescribed number of winning balls (10) that can be won in one round of gameplay, is displayed in the lower part of the display unit 50a. At this time, the right-hand shooting image G108 is displayed in the upper right of the display unit 50a. When a game ball launched during round gameplay enters the first large winning opening 14, the "Attacker Winning Performance" is performed.
[0447] In the "Attacker Entry Execution," as shown in Figure 53(B), one entry image G301 is erased for each game ball that enters the hole, and the board lamp 54 lights up in white for a predetermined time (for example, 0.5 seconds). When 10 game balls enter the first large entry hole 14, as shown in Figure 53(C), all entry images G301 are erased, and the board lamp 54 flashes in white. The flashing of the board lamp 54 continues until the next round of gameplay begins. The "Attacker Entry Execution" is performed in all rounds of gameplay from 1 to 10.
[0448] <Effects of the Third Embodiment> The effects of the pachinko game machine PY1 described in the third embodiment will be explained below.
[0449] (1) Even if the result of the jackpot determination is "miss," if the "miss B symbol" stops and is displayed as the stopping symbol of the special symbol, a "pseudo-jackpot game" is performed in which the first jackpot opening 14 opens, thereby increasing the frequency of opening of the first jackpot opening 14 and enhancing the enjoyment of the game.
[0450] (2) Even if the result of the hit detection is "miss," if the "miss D symbol" is displayed as the stopping symbol on the regular display, a "pseudo-game" is performed in which the second start opening 12 opens, thereby increasing the frequency of opening of the second start opening 12 and enhancing the enjoyment of the game.
[0451] (3) In the "low probability low base game state" (the so-called "left-handed play" state (a game state in which the player aims for the first starting opening 11)), if a "pseudo-jackpot game" is performed when the "miss B symbol" is displayed as the stopping symbol of the special symbol, even if a game ball enters the first large prize opening 14 which is opened by the "pseudo-jackpot game", no prize balls will be paid out. This prevents the player from receiving too much profit and enhances the enjoyment of the game.
[0452] (4) In the "low probability low base game state" (the so-called "left-handed shooting" state (a game state in which the player aims for the first starting opening 11)), if a "pseudo-game" is performed by stopping the "miss D symbol" as the stopping symbol on the regular display, even if a game ball enters the second starting opening 12 which was opened by the "pseudo-game", no prize balls will be paid out. This prevents the player from receiving too much profit and enhances the enjoyment of the game.
[0453] (5) In "Big Win Game W10" or "Big Win Game X10", when a game ball enters the first big prize slot 14, prize balls may be dispensed, and in "Pseudo Big Win Game", when a game ball enters the first big prize slot 14, prize balls are not dispensed. The opening time of the first big prize slot 14 is different, so it is possible to make it easier to determine whether or not prize balls will be dispensed based on the difference in the opening time of the first big prize slot 14, thereby increasing the enjoyment of the game.
[0454] (6) When a "pseudo-game" is performed by stopping the "losing D symbol" as the stopping symbol in the regular diagram, even if a game ball enters the second starting opening 12 which was opened by the "pseudo-game", the right to receive a jackpot judgment is not stored, thus preventing excessive jackpot judgments and enhancing the enjoyment of the game.
[0455] (7) In the "low probability high base game state" and "high probability high base game state" (the so-called "right-hand play" state), which are advantageous to the player, there are no "pseudo-games" or "pseudo-jackpot games" in which no prize balls are paid out, whether as auxiliary games or jackpot games. This prevents a decrease in the value of the player-advantageous state and enhances the enjoyment of the game.
[0456] (8) In a "pseudo-jackpot game" where no prize balls are paid out even if a game ball enters the first large prize opening 14, the number of times the first large prize opening 14 is opened is the same as the number of times the second start opening 12 is opened in a "pseudo-game" where no prize balls are paid out even if a game ball enters the second start opening 12. Therefore, regardless of whether the first large prize opening 14 or the second start opening 12 is opened, it is possible to make it easy to understand that no prize balls will be paid out based on the number of times they are opened, thereby enhancing the enjoyment of the game.
[0457] <Example of modification of the third embodiment> The following describes examples of modifications to the pachinko game machine PY1 described in the third embodiment. Of course, the configurations related to the modifications may be combined as appropriate. Furthermore, the technical features in the above embodiment and the following modifications may be deleted as appropriate unless they are described as essential in this specification.
[0458] In the third embodiment, the first large prize slot 14 is opened regardless of whether the jackpot game is "jackpot game W10", "jackpot game X10", or "pseudo-jackpot game". However, the second large prize slot 15 may be opened, or both the first large prize slot 14 and the second large prize slot 15 may be opened.
[0459] Furthermore, in the third embodiment, the opening time of the first large prize slot 14 in the "pseudo-jackpot game" as a jackpot game (2 seconds x 3 times) is shorter than the opening time of the first large prize slot 14 in the "jackpot game W10" and "jackpot game X10" as jackpot games (30 seconds x 10 times). However, the opening time of the first large prize slot 14 in the "pseudo-jackpot game" may be longer than the opening time of the first large prize slot 14 in the "jackpot game W10" and "jackpot game X10".
[0460] Furthermore, in the third embodiment, the opening time of the first large prize slot 14 in the "pseudo-jackpot game" as a jackpot game (2 seconds x 3 times) is set to be shorter than the opening time of the first large prize slot 14 in the "jackpot game W10" and "jackpot game X10" as jackpot games (30 seconds x 10 times). However, the opening time of the first large prize slot 14 in the "pseudo-jackpot game" may be set to be the same as the opening time of the first large prize slot 14 in the "jackpot game W10" and "jackpot game X10".
[0461] Furthermore, in the third embodiment, in the "pseudo-jackpot game" which is a jackpot game, when a game ball enters the first large prize pocket 14, no prize balls are paid out. However, in some "pseudo-jackpot games", prize balls may be paid out when a game ball enters the first large prize pocket 14. For example, in the "pseudo-jackpot game" in the "low probability low base game state" in the initial state (when the power is turned on), prize balls may not be paid out even if a game ball enters the first large prize pocket 14. On the other hand, in the "pseudo-jackpot game" in the "low probability low base game state" from the second time onward, prize balls may be paid out when a game ball enters the first large prize pocket 14.
[0462] Furthermore, in the third embodiment, a "pseudo-jackpot game" is performed when the "miss B symbol" is displayed as the stopping symbol on the special display, but the "pseudo-jackpot game" may also be performed under other conditions. For example, the "pseudo-jackpot game" may be performed when the normal button 40 is operated after the "miss B symbol" has been displayed as the stopping symbol on the special display.
[0463] Furthermore, in the third embodiment, the "pseudo-jackpot game" ends when the first large prize slot 14 opens three times, but the "pseudo-jackpot game" may also end under other conditions. For example, the "pseudo-jackpot game" may also end when the normal button 40 is operated while the first large prize slot 14 is opening.
[0464] Furthermore, in the third embodiment, the opening time of the second start port 12 during the "simulated game" as an auxiliary game (1 second x 3 times) is set to be shorter than the opening time of the second start port 12 during the "real game" as an auxiliary game (5 seconds x 1 time). However, the opening time of the second start port 12 during the "simulated game" may be set to be longer than the opening time of the second start port 12 during the "real game".
[0465] Furthermore, in the third embodiment, the opening time of the second start port 12 during the "simulated game" as an auxiliary game (1 second x 3 times) is set to be shorter than the opening time of the second start port 12 during the "real game" as an auxiliary game (5 seconds x 1 time). However, the opening time of the second start port 12 during the "simulated game" may be set to be the same as the opening time of the second start port 12 during the "real game".
[0466] Furthermore, in the third embodiment, in the "simulated game" as an auxiliary game, when a game ball enters the second start opening 12, no prize balls are dispensed. However, in some "simulated games," prize balls may be dispensed when a game ball enters the second start opening 12. For example, in the "simulated game" in the "low probability low base game state" at the initial state (when the power is turned on), prize balls may not be dispensed even if a game ball enters the second start opening 12. On the other hand, in the "simulated game" in the "low probability low base game state" from the second time onward, prize balls may be dispensed when a game ball enters the second start opening 12.
[0467] Furthermore, in the third embodiment, when a game ball enters the second start port 12 during a "simulated game" as an auxiliary game, the right to receive a jackpot judgment (special symbol 2 hold) is not generated. However, in some "simulated games," the right to receive a jackpot judgment may be generated when a game ball enters the second start port 12. For example, in the "simulated game" in the "low probability low base game state" at the initial state (when the power is turned on), the right to receive a jackpot judgment is not generated even if a game ball enters the second start port 12. On the other hand, in the "simulated game" in the "low probability low base game state" from the second time onward, the right to receive a jackpot judgment may be generated when a game ball enters the second start port 12.
[0468] Furthermore, in the third embodiment, a "simulated game" is performed when the "losing D symbol" is displayed as the normal stop symbol on the regular diagram, but the "simulated game" may also be performed under other conditions. For example, the "simulated game" may be performed when the normal button 40 is operated after the "losing D symbol" is displayed as the normal stop symbol on the regular diagram.
[0469] Furthermore, in the third embodiment, the "simulated game" ends when the second start opening 12 is opened three times, but the "simulated game" may also end under other conditions. For example, the "simulated game" may also end when the normal button 40 is operated while the second start opening 12 is in the process of opening.
[0470] Furthermore, in the third embodiment, the number of times the first large prize slot 14 is opened (3 times) in the "pseudo-jackpot game" as a jackpot game and the number of times the second starting slot 12 is opened (3 times) in the "pseudo-game" as an auxiliary game are the same. However, the number of times the first large prize slot 14 is opened in the "pseudo-jackpot game" and the number of times the second starting slot 12 is opened in the "pseudo-game" may be different.
[0471] Furthermore, in the third embodiment, the opening time of the first large prize slot 14 in the "pseudo-jackpot game" as a jackpot game (2 seconds x 3 times) and the opening time of the second starting slot 12 in the "pseudo-game" as an auxiliary game (1 second x 3 times) are different. However, the opening time of the first large prize slot 14 in the "pseudo-jackpot game" and the opening time of the second starting slot 12 in the "pseudo-game" may be made the same.
[0472] Furthermore, in the third embodiment, a "pre-attacker opening sequence" may be performed before the "pseudo-jackpot game" which is a jackpot game, but the "pre-attacker opening sequence" may be omitted.
[0473] Furthermore, in the third embodiment, while the "pseudo-jackpot game" is being played as a jackpot game, the "attacker opening animation" may be performed, but the "attacker opening animation" may be omitted.
[0474] Furthermore, in the third embodiment, the "pre-opening electric reel performance" may be performed before the "simulated game" as an auxiliary game is played, but the "pre-opening electric reel performance" may be omitted.
[0475] Furthermore, in the third embodiment, the "Electric Tuner Opening Performance A" may be performed when the "Simulated Game" as an auxiliary game is being played, but it is also possible to choose not to have the "Electric Tuner Opening Performance A" be performed.
[0476] <Invention disclosed in the third embodiment> The following Invention CCs have been disclosed up to the previous paragraph in this [Mode for Carrying Out the Invention]. In the description of Invention CCs, the names and expressions of the corresponding components in the modes for carrying out the invention described above, and the reference numerals used in the drawings, are noted in parentheses for reference. However, the elements such as means that constitute each invention are not limited to these notes. Invention CC is a collective term for Inventions CC1 to CC3 below.
[0477] Furthermore, in the gaming machine described in Japanese Patent Publication No. 2019-154502, for example, when a game ball enters the first large prize slot 14, a predetermined number of game balls (for example, 14) are dispensed as prize balls. In such a gaming machine, there is room for improvement regarding the method of opening the prize slot. Therefore, if a gaming machine according to the following inventions CC1 to CC3 is realized, it is expected that a novel gaming machine will be provided.
[0478] The gaming machine relating to invention CC1 is, The game features ball entry points (second starting point 12, first major prize entry point 14) that can be opened to allow game balls to enter, The system includes a control means (a microcomputer for game control 101) capable of opening the ball entry opening, The control means is There are two situations: when the ball entry opening is opened under the first situation (time-saving state), and when the ball entry opening is opened under the second situation (non-time-saving state). In the first situation described above, if a game ball enters the opened ball entry slot, the player is awarded a predetermined benefit (prize ball), In the second situation described above, if a game ball enters the opened ball entry slot, the player may not be granted the predetermined benefit. It is characterized by the following:
[0479] The gaming machine relating to invention CC2 is, A gaming machine according to invention CC1, The aforementioned ball entry point includes a first ball entry point (second starting point 12) and a second ball entry point (first major prize entry point 14). The control means is In the second situation described above, even if a game ball enters either the first ball entry opening or the second ball entry opening that has been opened, the player may not be granted the predetermined benefit. It is characterized by the following:
[0480] The gaming machine relating to invention CC3 is, A gaming machine relating to invention CC2, The number of times the first ball entry gate is opened under the second condition is the same as the number of times the second ball entry gate is opened under the second condition. It is characterized by the following:
[0481] <Fourth Embodiment> The following describes in detail the fourth embodiment of the pachinko game machine PZ4. Unless otherwise specified, the configuration described in the section on the basic embodiment above is assumed to apply to the fourth embodiment of the pachinko game machine PZ4. In other words, the description of the fourth embodiment will describe configurations that differ from the basic embodiment, and configurations that are the same as those in the basic embodiment will be denoted by the same reference numerals and their description will be omitted. Note that the fourth embodiment is a different game machine from the first to third embodiments described above. Therefore, if reference numerals that overlap between the fourth embodiment and the first to third embodiments are used for different configurations, those reference numerals will refer to the configuration of each respective embodiment. The same applies to each embodiment from the fourth embodiment onward. In other words, if reference numerals that overlap between a certain embodiment and an earlier embodiment are used for different configurations, those reference numerals will refer to the configuration of each respective embodiment.
[0482] First, the electrical configuration of the pachinko gaming machine PZ4 according to the fourth embodiment will be described using FIGS. 54 to 58. As shown in FIGS. 54 and 55, the pachinko gaming machine PZ4 according to the fourth embodiment includes a game control board 100A (main control board) that controls game benefits such as jackpot lottery and transition of game states, a performance control board 120A (sub-control board) that controls performances executed as the game progresses, a payout control board 170 that controls payout of game balls, and the like. The game control board 100A constitutes the main control unit 100 (FIG. 13) together with the payout control board 170, and the performance control board 120A constitutes the performance control unit 120 (FIG. 13) together with an image control board 140 and a sub-drive board 162 described later. The performance control unit 12 requires at least the performance control board 120A and may be capable of controlling game performances using performance means (such as an image display device 50, a speaker 52, a frame lamp 53, a panel lamp 54, a movable body 55k on the panel, a movable body 58k on the frame, etc.).
[0483] The pachinko gaming machine PZ4 of this embodiment also includes a power supply unit 190. The power supply unit 190 (power supply section) inputs an AC24V power supply from outside the pachinko gaming machine PZ4 of this embodiment and generates electric power (power supply) of various voltages (DC5V, DC12V, DC18V, DC24V, DC37V) necessary for the operation of the pachinko gaming machine PZ4 of this embodiment based on the AC24V power supply. The DC5V power is mainly used as the power supply for various integrated circuits (ICs). The DC12V power is mainly used as the power supply for various sensors and solenoids. The DC18V power is mainly used as the power supply for various LEDs. The DC24V power and the DC37V power are mainly used as the power supply for performance motors (driving means).
[0484] The power supply unit 190 (power supply section) first supplies the generated power to the payout control board 170. Then, the generated power is supplied to the game control board 100A and the performance control board 120A via the payout control board 170. Furthermore, the generated power is supplied to other devices via the payout control board 170, the game control board 100A, and the performance control board 120A.
[0485] A power switch 195 (power switching unit) is connected to the power supply unit 190. The power switch 195 can be switched between an ON state, which allows power to be supplied based on an AC24V power supply from an external source, and an OFF state, which does not allow power to be supplied. In other words, the power switch 195 switches between turning the power on or off by an ON or OFF operation. When the power switch 195 is turned ON, it enters the ON state, and when the power switch 195 is turned OFF, it enters the OFF state. When the power switch 195 is in the ON state, the PZ4 pachinko machine in this configuration is in a powered-on state, and when the power switch 195 is in the OFF state, the PZ4 pachinko machine in this configuration is in a powered-off state.
[0486] The power supply unit 190 is also equipped with a RAM clear switch (RAM clear operation means) 191 for clearing the information stored in the game RAM (Random Access Memory) 104 of the game control microcomputer 101, which will be described later, to the game CPU 102. The RAM clear switch 191 is located on the power supply unit 190, which is positioned on the back of the pachinko game machine PZ4. Therefore, only employees of the game hall who can open the front door 23 can operate the RAM clear switch 191. In other words, the RAM clear switch 191 is an operation means that is practically impossible for players to operate. The RAM clear switch 191 is a tact switch, and 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 microcomputer 101. The state in which the RAM clear switch 191 is pressed is called the ON state of the RAM clear switch 191, and the state in which the RAM clear switch 191 is not pressed is called the OFF state of the RAM clear switch 191.
[0487] As shown in Figure 54, the game control board 100A is equipped with a game control one-chip microcontroller (hereinafter referred to as "game control microcontroller") 101 that controls the progress of the game of the pachinko game machine PZ4 according to a program. The game control microcontroller 101 includes a game ROM (Read Only Memory) 103 that stores programs for controlling the progress of the game, a game RAM 104 used as work memory, and a game CPU (Central Processing Unit) 102 that executes the programs stored in the game ROM 103.
[0488] The gaming RAM 104 includes a special symbol hold storage unit 105 for storing special symbol holds (a first special symbol hold storage unit 105a for storing special symbol 1 holds, and a second special symbol hold storage unit 105b for storing special symbol 2 holds), a normal symbol hold storage unit 106 for storing normal symbol holds, and a base information storage unit 108. The base information storage unit 108 stores so-called normal base information.
[0489] The normal base 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. The game control board 100A is equipped with a 7-segment display 300, and the normal base is displayed on the 7-segment display 300 as a percentage (%). The 7-segment display 300 does not display any 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 mode to the number of time-saving balls fired by the player during time-saving mode, 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).
[0490] Furthermore, the microcontroller 101 for game control includes a game I / O (Input / Output) port section 118 for inputting and outputting data and signals. The input ports of the game I / O port section 118 are connected to the sensor I / F (Interface) section 180, the impact sensor input section 181, and the magnetic sensor input section 182, which will be described later.
[0491] Furthermore, various sensors are connected to the game control board 100A. As a result, signals are input to the game control board 100A from each sensor. Specifically, the game control board 100A is connected to an ejection port sensor 19a as a ball detection means for detecting game balls, and the first start port sensor 11a, the second start port sensor 12a, the gate sensor 13a, the first major prize port sensor 14a, the second major prize port sensor 15a, and the general prize port sensor 10a are connected via the relay board 110.
[0492] Furthermore, the game control board 100A is connected via a relay board 110 to a first radio wave sensor FR, a second radio wave sensor SR, a first impact sensor FIS, a second impact sensor SIS, and a magnetic sensor MS, which are detection sensors (fraud detection sensors) for the purpose of detecting fraudulent activity. Each of these fraud prevention detection sensors (magnetic sensor MS, radio wave sensors such as the first radio wave sensor FR and the second radio wave sensor SR, and impact sensors such as the first impact sensor FIS and the second impact sensor SIS) can be referred to as the nth detection means (where n is any natural number).
[0493] The first start-up sensor 11a is installed inside the first start-up opening 11 and detects game balls that have entered the first start-up opening 11. The second start-up sensor 12a is installed inside the second start-up opening 12 and detects game balls that have entered the second start-up opening 12. The gate sensor 13a is installed inside the gate 13 and detects game balls that have passed through the gate 13. The first large prize-winning opening sensor 14a is installed inside the first large prize-winning opening 14 and detects game balls that have entered the first large prize-winning opening 14. The second large prize-winning opening sensor 15a is installed inside the second large prize-winning opening 15 and detects game balls that have entered the second large prize-winning opening 15. The general prize-winning opening sensor 10a is installed inside the general prize-winning opening 10 and detects game balls that have entered the general prize-winning opening 10.
[0494] The first start port sensor 11a, the second start port sensor 12a, the gate sensor 13a, the first major prize port sensor 14a, the second major prize port sensor 15a, and the general prize port sensor 10a are connected to the input terminals of the sensor I / F unit 180 via the relay board 110.
[0495] Furthermore, the discharge port sensor 19a is installed inside the discharge port (not shown) that discharges game balls to the outside of the pachinko game machine PZ4, and detects game balls that have passed through the discharge port. The discharge port is located at the lower end of the game board mounting frame 2A, and game balls that are driven into the game area 6 enter one of the first start port 11, the second start port 12, the first major prize port 14, the second major prize port 15, the general prize port 10, or the out port 19, before finally passing through the discharge port. Therefore, by detecting game balls that have passed through the discharge port with the discharge port sensor 19a, it is possible to detect all game balls that have been driven into the game area 6. The total number of game balls driven into the game area 6 can be called the total number of balls launched. Also, since the total number of balls launched is the same as the total number of game balls that are discharged to the outside of the pachinko game machine PZ4, it can also be called the number of balls discharged, the total number of balls discharged, or the number of balls out.
[0496] Furthermore, the first radio wave sensor FR and the second radio wave sensor SR are sensors for detecting fraudulent activities (so-called radio wave cheating) that cause ball detection means such as the first start-up sensor 11a to malfunction by emitting radio waves. The first radio wave sensor FR and the second radio wave sensor SR are located at different positions on the back of the game board 1. The first radio wave sensor FR is located, for example, near the first start-up 11 and the second start-up 12 to detect fraudulent start-up entries due to radio wave cheating. The second radio wave sensor SR is located, for example, near the first large prize-winning jackpot 14 and the second large prize-winning jackpot 15 to detect fraudulent attacker entries due to radio wave cheating. The first radio wave sensor FR and the second radio wave sensor SR are connected to the input terminals of the sensor I / F unit 180 via the relay board 110. The sensor I / F unit 180 will be described in detail later.
[0497] Furthermore, the first impact sensor FIS and the second impact sensor SIS are sensors for detecting fraudulent activity (so-called hitting or impact cheating) that alters the trajectory of the game balls by hitting the pachinko game machine PZ4. In this embodiment, the first impact sensor FIS and the second impact sensor SIS are arranged close together on the back side of the game board 1. Specifically, for example, the first impact sensor FIS and the second impact sensor SIS are arranged near the first start opening 11 to detect hitting activity that causes a start prize. Therefore, when hitting activity occurs, the detection signals of both the first impact sensor FIS and the second impact sensor SIS change. Thus, the game control microcomputer 101 can determine that impact cheating (hitting activity) has occurred when the detection signals of both the first impact sensor FIS and the second impact sensor SIS change. In contrast, if the detection signal of only one of the first impact sensor FIS or the second impact sensor SIS changes, the game control microcomputer 101 can determine that it is not an impact-related cheating incident, but rather a malfunction in the wiring related to the impact sensor (first impact sensor FIS or second impact sensor SIS). Here, the malfunction referred to in this specification includes open wires, disconnected connectors, short circuits, etc. The first impact sensor FIS and the second impact sensor SIS are connected to the impact sensor input unit 181 via the relay board 110. The impact sensor input unit 181 will be described in detail later.
[0498] Furthermore, the magnetic sensor MS is a sensor for detecting fraudulent activities (so-called magnetic cheating) that use magnets to guide game balls. The magnetic sensor MS is installed in the game board 1, for example, in the vicinity of the first start port sensor 11a, and detects the act of using magnets to guide game balls to the first start port 11. The magnetic sensor MS is connected to the magnetic sensor input unit 182 via the relay board 110. The magnetic sensor input unit 182 will be described in detail later.
[0499] Furthermore, various solenoids are connected to the game control board 100A. Therefore, signals are output from the game control board 100A to each solenoid. Specifically, the solenoids connected are the electric tuner solenoid 12s, the first AT solenoid 14s, and the second AT solenoid 15s. The electric tuner solenoid 12s drives the opening / closing member 12k related to the second start opening 12. The first AT solenoid 14s drives the first opening / closing door 14k related to the first large prize opening 14. The second AT solenoid 15s drives the second opening / closing door 15k related to the second large prize opening 15.
[0500] Furthermore, the game control board 100A is connected to special symbol indicators (a first special symbol indicator 81a that displays special symbol 1, and a second special symbol indicator 81b that displays special symbol 2), a general symbol indicator 82 that displays general symbols, special symbol hold indicators that display the number of special symbol hold indicators (a first special symbol hold indicator 83a that displays the number of special symbol 1 hold indicators, and a second special symbol hold indicator 83b that displays the number of special symbol 2 hold indicators), and a general symbol hold indicator 84 that displays the number of general symbol hold indicators. In other words, the display control of these indicators 8 is performed by the game control microcomputer 101.
[0501] The game control board 100A also transmits various commands and signals 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 PZ4, which enables ball dispensing based on information from inserted prepaid cards, etc.) and a prize ball payout device 73, as well as a launching device 72 via a launching control circuit 175. The launching device 72 includes a handle 72k (see Figure 1).
[0502] 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 (payout control means) includes a payout ROM 173 that stores a program for controlling payouts, a payout RAM 174 used as work memory, a payout CPU 172 that executes the program stored in the payout ROM 173, and a payout I / O port section (input / output circuit) 178 for inputting and outputting data and signals. The payout ROM 173 may be external.
[0503] The payout control board 170 drives the prize ball motor 73m of the prize ball payout device 73 to pay out prize balls or dispense borrowed balls based on signals from the game control microcomputer 101 and signals from the card unit CU connected to the pachinko game machine PZ4. For example, when a game ball enters (wins) the first start opening 11, a detection signal from the first start opening sensor 11a is input to the game control microcomputer 101. As a result, the game control microcomputer 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 microcomputer 171, having received the prize ball signal, drives the prize ball motor 73m based on the number of prize balls stored in the payout ROM 173 to pay out prize balls (for example, 3 balls) based on the ball entering the first start opening 11. At this time, the game balls that are dispensed are detected by the prize ball sensor 73a for counting, and the detection signal from the prize ball sensor 73a is output to the payout control board 170. In this configuration, the payout control board 170 is also provided with a backup power supply circuit 179.
[0504] When a player operates the handle 72k (see Figure 1) of the launching device 72, the touch switch 72a detects contact with the handle 72k, and the launching volume 72b detects the amount of rotation of the handle 72k. Then, the launching solenoid 72s is driven so that a game ball is launched with a strength corresponding to the magnitude of the detection signal from the launching volume 72b. In this embodiment of the pachinko game machine PZ4, one game ball is launched in approximately 0.6 seconds.
[0505] Furthermore, the game control board 100A transmits various commands to the performance control board 120A. The connection between the game control board 100A and the performance control board 120A is a unidirectional communication connection that only allows the transmission of signals from the game control board 100A to the performance control board 120A. In other words, a unidirectional circuit (for example, a circuit using a diode) not shown is interposed between the game control board 100A and the performance control board 120A as a means of restricting the direction of communication.
[0506] As shown in Figure 55, the performance control board 120A 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 PZ4 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, a performance RAM 124 used as work memory, a performance CPU 122 that executes the programs stored in the performance ROM 123, and a performance I / O port section 138 for inputting and outputting data and signals. The performance ROM 123 may be external. As described above, the performance control board 120A is supplied with power (for example, DC 5V power) from the power supply unit 190 via the payout control board 170.
[0507] As shown in Figure 55, the image control board 140 and a sub-drive board 162 (sub-drive circuit) are connected to the performance control board 120A. The performance control microcontroller 121 of the performance control board 120A 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 game control board 100A. The performance control microcontroller 121 transmits control signals via the image input circuit 147 of the image control board 140. The image CPU 141 then transmits control signals to the image display device 50 via the image output circuit 148 of the image control board 140.
[0508] The image RAM 143 of the image control board 140 is a memory for processing image data. The image ROM 142 of the image control board 140 stores image data such as still image data and video data to be displayed on the image display device 50, specifically characters, items, shapes, letters, numbers, and symbols (including animation patterns) and background images. The image CPU 141 of the image control board 140 reads image data from the image ROM 142 based on commands from the animation control microcontroller 121. Then, it executes display control based on the read image data.
[0509] A speaker 52 (sound output means) is connected to the image control board 140. The performance control microcontroller 121 outputs voice, music, sound effects, etc., from the speaker 52 via the audio CPU 149 of the image control board 140 based on commands received from the game control board 100A. The audio CPU 149 controls the sound of the speaker 52 via the audio control circuit 150 based on commands from the image CPU 141. The sound data, such as voice, output from the speaker 52 is stored in the performance ROM 123 of the performance control board 120A. However, the sound data may also be stored in the image ROM 142 of the image control board 140.
[0510] Although the image control board 140 is used to control the sound of speaker 52, a separate sound control board may be provided in addition to the image control board 140, and this sound control board may be used to control the sound of speaker 52. In this case, the sound control board may be connected to the performance control board 120A, or it may be connected to the performance control board 120A via the image control board 140. Furthermore, a CPU may be mounted on the sound control board, in which case the CPU may be used to execute the sound control. In addition, in this case, a ROM may be mounted on the sound control board, and sound data may be stored in the ROM.
[0511] As shown in Figure 55, the performance control microcontroller 121 controls the lighting of lamps such as the frame lamp 53 and the panel lamp 54 via the sub-drive board 162 based on commands received from the game control board 100A. More specifically, the performance control microcontroller 121 creates light emission pattern data (data that determines the lighting / exit state, light color, etc., also called lamp data) that determines the light emission pattern of each lamp, and controls the light emission of each lamp according to the light emission pattern data. The data stored in the performance ROM 123 of the performance control board 120A is used to create the light emission pattern data.
[0512] Furthermore, the performance control microcontroller 121 controls the drive of the on-board movable parts 55k and frame movable parts 58k via the sub-drive board 162 based on commands received from the game control board 100A. Specifically, the performance control microcontroller 121 creates operation pattern data (also called drive data) that determines the operation of the on-board movable parts 55k and frame movable parts 58k, and controls the drive of the motors to drive the on-board movable parts 55k and frame movable parts 58k according to the operation pattern data. The data stored in the performance ROM 123 of the performance control board 120A is used to create the operation pattern data.
[0513] Furthermore, a CPU may be mounted on the sub-drive board 162, in which case the CPU may be used to control the lighting of the lamps and the driving of the movable parts (the movable parts on the board 55k and the movable parts on the frame 58k). In this case, a ROM may also be mounted on the sub-drive board 162, and data related to the light emission patterns and operation patterns may be stored in the ROM.
[0514] The performance control board 120A is also connected to a normal button detection switch 40a and a special button detection switch 41a. The normal button detection switch 40a detects when the normal button 40 is pressed. When the normal button 40 is pressed, a detection signal is output from the normal button detection switch 40a to the performance control board 120A. The special button detection switch 41a detects when the special button 41 is pressed. When the special button 41 is pressed, a detection signal is output from the special button detection switch 41a to the performance control board 120A.
[0515] Figures 54 and 55 are merely functional block diagrams to explain the electrical configuration of the pachinko game machine PZ4 in this embodiment, and it is not the case that only the circuit boards shown in Figures 54 and 55 are provided. Any multiple circuit boards shown in Figures 54 and 55 may be configured as a single circuit board, or one circuit board shown in Figures 54 and 55 may be configured as multiple circuit boards.
[0516] Figure 56 shows the circuit configuration related to the magnetic sensor MS and the magnetic sensor input unit 182. The magnetic sensor MS in this embodiment is a thin magnetic sensor with a built-in reed switch that switches between conductive and non-conductive states depending on the magnitude of the magnetic flux density. The detection distance of the magnetic sensor MS, that is, the distance at which the conductive and non-conductive state of the magnetic sensor MS switches when a standard magnet (a magnet measuring 20 mm × 20 mm × 10 mm with a surface magnetic flux density of 430 mT) is brought close to the magnetic sensor MS, is in the range of approximately 50 to 90 mm from the magnetic sensor MS. Depending on the installation location and the required detection performance, magnetic sensors with different detection distances may be used. Furthermore, the magnetic sensor is not limited to one with a built-in reed switch, as long as it can detect magnetism, it may also incorporate a coil, Hall element, magnetoresistive element, or be a highly sensitive sensor utilizing the magnetic impedance effect.
[0517] The magnetic sensor MS outputs an ON signal as a detection signal when it detects a magnetic field strong enough to stop and guide the game balls flowing down the game area 6, and outputs an OFF signal as a detection signal when it detects a magnetic field that does not reach that level or when it does not detect any magnetic field at all.
[0518] As shown in Figure 56, the detection signal from the magnetic sensor MS is input to the magnetic sensor input section 182 of the game control board 100A via the relay board 110. The magnetic sensor MS is supplied with +18V power via the resistor R1 of the magnetic sensor input section 182 and the relay board 110. Furthermore, the magnetic sensor MS is electrically connected to the ground of the game control board 100A via the relay board 110, and is at the same ground level.
[0519] The detection signal (ON / OFF signal) from the magnetic sensor MS is input to the magnetic sensor input section 182 of the game control board 100A via the relay board 110, and is then input to the base of transistor T1 via resistor R2. A resistor R3, which is grounded, is electrically connected between resistor R2 and the base of transistor T1. The values of resistors R2 and R3 are set so that transistor T1 turns OFF when an ON signal is input from the magnetic sensor MS, that is, when a magnetism strong enough to stop and guide the game ball flowing down the game area 6 is detected. Therefore, when an OFF signal is input from the magnetic sensor MS, that is, when a magnetism that is not strong enough to stop and guide the game ball flowing down the game area 6 is detected, or when no magnetism is detected at all, transistor T1 is ON. In other words, in this embodiment, transistor T1 is in the ON state during normal times when no magnetic cheating is taking place.
[0520] The emitter of transistor T1 is connected to ground. The collector of transistor T1 is connected to a +5V power supply via resistor R4 (pull-up resistor), and a signal line for the magnetic detection signal, which is the output signal of the magnetic sensor input unit 182, extends from between resistor R4 and the collector of transistor T1. The magnetic detection signal output from the magnetic sensor input unit 182 is input to the input port of the game I / O port unit 118.
[0521] When transistor T1 is in the ON state, that is, when no magnetic interference level is detected, the collector of transistor T1 conducts with the emitter and is connected to ground, so a low-level magnetic detection signal is input to the input port of the game I / O port section 118. Conversely, when transistor T1 is in the OFF state, that is, when magnetic interference is detected, the collector and emitter of transistor T1 become non-conductive, so a high-level magnetic detection signal corresponding to the pull-up resistor is input to the input port of the game I / O port section 118.
[0522] The magnetic detection signal input to the game I / O port section 118 is checked by the game control microcontroller 101 in the abnormality detection process described later (Figure 68). When the game control microcontroller 101 detects a Hi-level magnetic detection signal, that is, when it detects a magnetic cheat, it outputs an abnormality command related to the magnetic abnormality to the performance control board 120A. When the performance control board 120A receives the abnormality command related to the magnetic abnormality from the game control board 100A, it can use various notification means such as the image display device 50, speaker 52, frame lamp 53, and panel lamp 54 to perform error notification corresponding to the magnetic abnormality. Error notification corresponding to magnetic abnormalities will be described in detail later.
[0523] Furthermore, if any of the wiring electrically connecting the magnetic sensor MS and the relay board 110, or the wiring electrically connecting the relay board 110 and the game control board 100A, is disconnected or the connector is detached, the magnetic sensor MS and the magnetic sensor input unit 182 will not be electrically connected. In this case, in the magnetic sensor input unit 182, the voltage applied to the base of transistor T1 is lowered to ground level by the resistor R3 which is grounded to ground, causing transistor T1 to turn OFF. As a result, the collector and emitter of transistor T1 become non-conductive, and the level of the magnetic detection signal output from the magnetic sensor input unit 182 becomes a Hi level corresponding to the pull-up resistor R4. Thus, in this embodiment, even if a malfunction such as a disconnection or detachment of a connector occurs in the wiring related to the magnetic sensor MS, a Hi level magnetic detection signal will be input to the input port of the game I / O port unit 118, just as when magnetic cheating is detected. Upon confirming a high-level magnetic detection signal, the game control microcomputer 101 outputs an abnormality command related to the magnetic anomaly to the performance control board 120A. In response to receiving the abnormality command, the performance control board 120A can use various notification means such as the image display device 50, speaker 52, frame lamp 53, and panel lamp 54 to perform error notification corresponding to the magnetic anomaly. Thus, in this embodiment, the pachinko game machine PZ4 can perform error notification corresponding to the magnetic anomaly not only when the magnetic sensor MS detects a magnetic cheat, but also when a malfunction (disconnection, connector detachment) occurs in the wiring related to the magnetic sensor MS. Therefore, it is possible to quickly inform hall staff and others not only of magnetic cheating but also of malfunctions in the wiring related to the magnetic sensor MS.
[0524] Figure 57 shows the circuit configuration related to the impact sensor (first impact sensor FIS, second impact sensor SIS) and the impact sensor input unit 181. The impact sensor (first impact sensor FIS, second impact sensor SIS) in this embodiment has a piezoelectric element and detects impact by converting impact (vibration) into voltage through the piezoelectric effect. Other known impact sensors may be used as the impact sensor (vibration sensor), such as those that detect impact (vibration) by measuring acceleration or those that can output a pulse signal according to the position of a metal ball.
[0525] The impact sensors (first impact sensor FIS, second impact sensor SIS) output detection signals that switch between Hi / Low levels in response to vibrations exceeding a certain level. As shown in Figure 57, the detection signals from the first impact sensor FIS and the second impact sensor SIS are input to the impact sensor input section 181 of the game control board 100A via the relay board 110.
[0526] In the impact sensor input section 181, the detection signals from the first impact sensor FIS and the second impact sensor SIS are both pulled up by the pull-up resistor Rp and supplied to an RC filter circuit consisting of an input resistor Ri and an input capacitor Ci. These signals are then output to the in...
Claims
1. A first circuit board on which the first electronic component is mounted, The device comprises a second electronic component mounted on a second substrate separate from the first substrate, which is capable of transmitting and receiving signals with the first electronic component, The connection between the first board and the second board is made by directly connecting the connectors without using a harness, and neither the first electronic component nor the second electronic component is a connector. The first substrate and the second substrate have wiring paths formed therein that enable communication between the first electronic component and the second electronic component. The wiring includes a first wiring path that transmits a signal from the first electronic component to the second electronic component, and a second wiring path that transmits a signal from the second electronic component to the first electronic component. In a specific substrate which is at least one of the first substrate and the second substrate, each of the plurality of signal lines included in the first wiring path has the same number of interlayer conductive portions, and each of the plurality of signal lines included in the second wiring path has the same number of interlayer conductive portions. A gaming machine characterized in that, in the specified circuit board, the number of interlayer conductive portions in each signal line included in the first wiring path is the same as the number of interlayer conductive portions in each signal line included in the second wiring path.
2. A gaming machine according to claim 1, The gaming machine is characterized in that the specified circuit board includes both the first circuit board and the second circuit board.