Game machine
Patent Information
- Application Number
- JP2022151279
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-09-22
- Publication Date
- 2025-09-25
AI Technical Summary
Conventional gaming machines face a challenge in maintaining player expectation when prompting operations with lower suggested levels, leading to a drop in player engagement.
The gaming machine employs a determining mechanism to assess the likelihood of a special game opportunity, executing special effects and operation performances that vary in frequency based on the player's expected outcome, enhancing the perceived value of operating certain controls.
This approach maintains and enhances player expectation by differentiating operation prompts, making players believe they are being promoted to higher-value actions, thereby increasing engagement.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, gaming machines equipped with a plurality of operation means that can be operated by a player are known. Patent Document 1 discloses a gaming machine equipped with a push button, an operation lever, and a cross key that can be operated by a player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-069289 A Summary of the Invention [Problem to be solved by the invention]
[0004] In gaming machines equipped with an operating means, an effect may be performed to prompt the player to operate the operating means, for example by displaying an image of the operating means on a display screen. In gaming machines equipped with multiple operating means, an effect may be performed that changes the suggested expectation level depending on which of the multiple operating means the player is prompted to operate. Conventional gaming machines have a problem in that the expectation level of the player is likely to decrease when the player is prompted to operate an operating means with a lower expectation level.
[0005] The present invention aims to provide a gaming machine that can maintain and increase a player's sense of expectation even when the player is prompted to operate an operating means that suggests a lower level of expectation. [Means for solving the problem]
[0006] The gaming machine according to the present invention comprises a judgment means for executing a special judgment to derive a judgment result indicating whether or not to grant an opportunity to execute a special game based on numerical information acquired in response to the establishment of a predetermined trigger, a special effect execution means for executing a special effect related to the special judgment, a plurality of operation means capable of accepting operations by a player, and an operation effect execution means for executing an operation effect prompting the player to operate at least one of the plurality of operation means while the special effect is being executed, the operation effects including a first effect prompting the player to operate a first operation means among the plurality of operation means, a second effect prompting the player to operate a second operation means different from the first operation means, and a third effect prompting the player to operate the second operation means after prompting the player to operate the first operation means, and the operation effect execution means is characterized in that the higher the expectation that the player will be granted an advantageous situation related to the special game, the higher the rate at which the second effect is executed relative to the first effect and the lower the rate at which the third effect is executed relative to the second effect.
[0007] In the gaming machine according to the present invention, the operation performance execution means executes the second performance at a higher rate than the first performance, the higher the expectation that the player will be given a favorable situation regarding the special game. Therefore, the player can recognize that the expectation is higher when the operation of the second operation means is prompted than when the operation of the first operation means is prompted. The gaming machine according to the present invention executes the third performance at a lower rate than the second performance, so that the player can experience the third performance, which prompts the operation of the second operation means after having the impression that the first performance, which prompts the operation of the first operation means, has been performed more rarely than the second performance. Since the third performance is executed at a lower rate than the second performance, when the operation of the first operation means is prompted, the player is likely to believe that the first performance has been executed, not the third performance. In this situation, the gaming machine according to the present invention executes the third performance, so that the expectation of the player who was once disappointed because he thought that the first performance had been executed can be instantly improved. Therefore, the gaming machine according to the present invention can maintain and improve the expectation of the player even when the operation of the operation means with a lower suggested expectation is prompted.
[0008] The third presentation may be such that, after prompting the player to operate the first operating means, the prompting for operation of the first operating means is cancelled and the player is prompted to operate the second operating means.
[0009] In the third performance, after prompting the player to operate the first operating means, the prompting for the first operating means is cancelled and the player is prompted to operate the second operating means, so that the player can be given the impression that the operating means that can be operated has been upgraded from the first operating means to the second operating means. Therefore, by executing the third performance, the gaming machine can increase the player's sense of expectation.
[0010] The third presentation may be a presentation that, after prompting the user to operate the first operating means, indicates that the operation of the first operating means is not accepted and prompts the user to operate the second operating means.
[0011] The third performance, after encouraging the player to operate the first operating means, indicates that the operation of the first operating means is not accepted and encourages the player to operate the second operating means, so that the player can be given the impression that the operating means that can be operated has been promoted from the first operating means to the second operating means. Therefore, by executing the third performance, the gaming machine can increase the player's sense of expectation.
[0012] The third presentation may be such that, after prompting the user to operate the first operating means, the user is prompted to operate the second operating means in response to receiving the operation of the first operating means.
[0013] Since the third performance prompts the player to operate the first operating means and then prompts the player to operate the second operating means in response to the acceptance of the operation of the first operating means, the player can be given the impression that he or she has become able to operate the second operating means by operating the first operating means. Therefore, by executing the third performance, the gaming machine can increase the player's willingness to participate in the operation performance and increase the player's sense of expectation. [Brief description of the drawings]
[0014] [Figure 1] FIG. 1 is a front view of a pachinko machine 1. [Diagram 2] 2 is a block diagram showing the electrical configuration of the pachinko machine 1. FIG. [Diagram 3] A conceptual diagram showing the special chart 1 jackpot related information storage area of RAM52. [Figure 4] 13 is a conceptual diagram showing a special symbol determination table stored in ROM 53. FIG. [Diagram 5] 13 is a conceptual diagram showing a variation pattern determination table stored in ROM 53. FIG. [Figure 6] 4 is a flowchart of a main process performed in a main control board 41. [Figure 7] 13 is a flowchart of special symbol processing performed in the main processing. [Figure 8] 8 is a flowchart continuing from FIG. 7. [Figure 9] 9 is a flowchart continuing from FIG. 8. [Figure 10] 13 is a flowchart of a game state transition process performed in special pattern processing. [Figure 11] 13 is a flowchart of the special electric device processing performed in the main processing. [Figure 12] 13 is a flowchart of sub-control board processing carried out in the sub-control board 58. [Figure 13] 13 is a flowchart continuing from FIG. 12. [Figure 14] 13 is a flowchart of the notification performance execution processing performed in the sub-control board processing. [Figure 15] 13 is a conceptual diagram showing a notification operation presentation mode determination table stored in ROM 583. FIG. [Figure 16] 13 is a flowchart of the notification performance execution processing performed in the sub-control board processing. [Figure 17] 13 is a conceptual diagram showing a big win operation presentation mode determination table stored in ROM 583. FIG. [Figure 18] An explanatory diagram showing an example of when the notification operation presentation is performed in the first presentation. [Figure 19] An explanatory diagram showing an example of when the notification operation presentation is performed in the second presentation. [Figure 20] An explanatory diagram showing an example of when the notification operation presentation is performed in the third presentation. [Figure 21] An explanatory diagram showing an example of when a jackpot operation presentation is performed in the first presentation. [Figure 22] An explanatory diagram showing an example of when the jackpot operation presentation is performed in the second presentation. [Diagram 23] An explanatory diagram showing an example of when the jackpot operation presentation is performed in the third presentation. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] A pachinko machine 1, which is a first embodiment of a gaming machine according to the present invention, will be described below with reference to the drawings. First, the mechanical configuration of the pachinko machine 1 will be described with reference to FIG. 1. In the following description, the front side, back side, upper side, lower side, left side, and right side of FIG. 1 will be the front side, rear side, upper side, lower side, left side, and right side of the pachinko machine 1, respectively. The pachinko machine 1 is a so-called old type 1 gaming machine equipped with a special pattern. The technology disclosed in this application can be applied to gaming machines of various gaming specifications, such as old type 2 type, type 1 and type 2 mixed type, and general electric type, as long as the gaming machine can provide a situation advantageous to the player, such as a jackpot gaming state.
[0016] As shown in FIG. 1, the pachinko machine 1 comprises a gaming machine frame 30 and a gaming board 2. The gaming machine frame 30 comprises a front frame 31, and a main frame and an outer frame, which are not shown. The outer frame is a frame member for fixing the pachinko machine 1 to the island equipment of a hall. The main frame is a frame body for attaching the gaming board 2 and the like. The main frame is attached to the outer frame so as to be openable and closable. The front frame 31 is attached to the main frame so as to be openable and closable. A transparent plate, which is not shown, is detachably fixed to the front frame 31. The transparent plate is, for example, a glass plate. The front frame 31, together with the transparent plate, covers the gaming board 2 from the front.
[0017] The front frame 31 includes a launch handle 32, an upper tray 33, a lower tray 34, a performance button 35, a performance lever 36, a frame lamp 38, and a speaker 39. The launch handle 32 is provided at the lower right of the front frame 31. The launch handle 32 is configured so that a player can rotate it. When a player rotates the launch handle 32 to perform a launch operation, a game ball is launched by a game ball launching device 37 shown in FIG. 2 with a strength according to the rotation angle of the launch handle 32. The upper tray 33 is provided at the lower center of the front frame 31. The upper tray 33 supplies metallic game balls to the game ball launching device 37 and receives prize balls. The lower tray 34 is provided below the upper tray 33. The lower tray 34 receives prize balls. The performance button 35 is provided on the upper surface of the upper tray 33. The performance button 35 is configured so that a player can press it. The effect lever 36 is provided at the lower left of the front frame 31. The effect lever 36 is configured so that the player can rotate it left and right and push it backwards. The frame lamp 38 is a decorative part provided at the upper, left and right parts of the front frame 31. The frame lamp 38 has a built-in light source such as an LED and performs various effects using light. The speakers 39 are provided at the left and right corners of the upper part of the front frame 31. The speakers 39 output various sounds such as music, voice and sound effects.
[0018] The game board 2 is a plate-like shape that is approximately square when viewed from the front. On the front of the game board 2, a game area 4 that is approximately circular and surrounded by a guide rail 3 is formed. The guide rail 3 is formed on the left side of the game area 4. A center ornament 21 is provided in approximately the center of the game area 4. Game balls launched by the game ball launching device 37 are guided to the game area 4 by the guide rail 3 and flow down within the game area 4. Game balls launched with a launch strength less than a predetermined strength flow down the left side of the center ornament 21, and game balls launched with a launch strength equal to or greater than the predetermined strength flow down the right side of the center ornament 21. Hereinafter, launching a game ball so that the game ball flows down the left side of the center ornament 21 is referred to as a "left hit", and launching a game ball so that the game ball flows down the right side of the center ornament 21 is referred to as a "right hit".
[0019] The center decoration 21 mainly includes a display screen 28. The display screen 28 is disposed at approximately the center of the center decoration 21. The display screen 28 is an image display means constituted by, for example, an LCD, and can display numbers, letters, various moving images, and the like. Various types of display screens, such as organic EL and dot matrix, may be used for the display screen 28. The display screen 28 can execute a notification performance. The notification performance is a performance that notifies the player of the result of the jackpot determination by performing a pattern change that displays a combination of the performance patterns 100 indicating the result of the jackpot determination described later after varying the performance patterns 100, which are performance patterns shown in FIG. 18. In addition, the center decoration 21 has a built-in board lamp 27 shown in FIG. 2, which is constituted by a light source such as an LED. The center decoration 21 executes various performances using light by the board lamp 27.
[0020] A first start hole 14 is provided at approximately the center below the center ornament 21. The first start hole 14 functions as a start hole for a first special pattern, which will be described later. A large prize hole 16 is provided at the lower right of the first start hole 14. The large prize hole 16 is configured as a prize hole related to a so-called special electric device (a device that changes the size of the prize hole based on the result of a large prize determination). The large prize hole 16 has an opening and closing member 161 that extends longitudinally in the left-right direction and is configured to open and close the entrance of the large prize hole 16. A game ball can win a prize in the large prize hole 16 only when the opening and closing member 161 is opened. The opening and closing member 161 of the large prize hole 16 is electrically opened and closed by the large prize hole solenoid 70 shown in FIG. 2. The opening and closing member 161 of the large prize hole 16 is opened in a large prize game, which will be described later.
[0021] A gate 12 through which the game ball can pass is provided to the right of the center ornament 21. The gate 12 is an operating gate for a normal pattern. A second start port 15 is provided below the gate 12. The second start port 15 functions as a start port for a second special pattern, which will be described later. The second start port 15 is configured as a winning port related to a so-called normal electric device (a device that changes the size of the entrance of the winning port based on the result of a normal winning judgment). The second start port 15 is one-wing shaped and includes an opening / closing member 151 configured to open and close the entrance of the second start port 15. The game ball can win in the second start port 15 only when the opening / closing member 151 is opened. The opening / closing member 151 of the second start port 15 is electrically opened and closed by the second start port solenoid 69 shown in FIG. 2. The opening / closing member 151 of the second start port 15 is opened in a normal winning game, which will be described later.
[0022] A symbol display section 29 is provided at the lower right of the game board 2. The symbol display section 29 includes a first special symbol display section, a second special symbol display section, a normal symbol display section, a first special symbol memory number display LED, a second special symbol memory number display LED, and a normal symbol memory number display LED. The first special symbol display section and the second special symbol display section each include a plurality of LEDs. The first special symbol display section notifies the result of the jackpot determination executed when the game ball enters the first starting hole 14 by displaying a variable display such as blinking the LEDs, and then displaying the LEDs as a predetermined combination by confirming the lighting and extinguishing. Each of the combinations confirmed and displayed on the first special symbol display section is referred to as a first special symbol. Hereinafter, the jackpot determination executed when the game ball enters the first starting hole 14 is referred to as a "special symbol 1 jackpot determination." The second special symbol display unit notifies the result of the jackpot determination executed when the gaming ball enters the second starting hole 15 by displaying the same variable display as the first special symbol display unit, and then displaying the LEDs turning on and off as a predetermined combination. Each of the combinations displayed on the second special symbol display unit is referred to as a second special symbol. Hereinafter, the jackpot determination executed when the gaming ball enters the second starting hole 15 is referred to as a "special symbol 2 jackpot determination." Hereinafter, when the first special symbol and the second special symbol are collectively referred to, they are simply referred to as special symbols.
[0023] The normal symbol display unit notifies the result of the normal win determination that is executed when the game ball passes through the gate 12 by displaying a variable display similar to that of the special symbol, and then displaying the LEDs turning on and off as a predetermined combination. Each of the combinations that are displayed on the normal symbol display unit is called a normal symbol. The first hold number display LED displays the first hold number, which is the number of times that the execution of the special symbol 1 jackpot determination is pending. The second hold number display LED displays the second hold number, which is the number of times that the execution of the special symbol 2 jackpot determination is pending. The normal hold number display LED displays the normal hold number, which is the number of times that the execution of the normal win determination is pending.
[0024] In addition to the above, the game area 4 is provided with an outlet 19, various decorative members, other winning holes, and game nails (not shown). The outlet 19 is provided at the bottom of the game board 2. Of the game balls that flow down the game area 4, those that do not win in the first start hole 14, the second start hole 15, the big winning hole 16, or any of the other winning holes and flow down to the bottom of the game area 4 pass through the outlet 19 and are discharged outside the game area 4.
[0025] In addition, since each game component is arranged as described above in the game area 4, a game ball hit from the left is more likely to enter the first start hole 14 than a game ball hit from the right. It is difficult for a game ball hit from the right to enter the first start hole 14. In addition, a game ball hit from the right is more likely to pass through or enter the gate 12, the second start hole 15, and the big prize hole 16 than a game ball hit from the left. It is difficult for a game ball hit from the left to pass through or enter the gate 12, the second start hole 15, and the big prize hole 16. Therefore, the player plays the game by hitting from the right during the probability change state, time-saving state, and big win game described later, and plays the game by hitting from the left in other cases.
[0026] With reference to FIG. 1, an overview of the game in the pachinko machine 1 will be described. The pachinko machine 1 is provided with a jackpot game and a normal jackpot game. The jackpot game will be described. The jackpot game is executed by the operation of a condition device to operate a consecutive operation device of the accessory. The condition device is a device that is a condition for the operation of the consecutive operation device of the accessory. The consecutive operation device of the accessory is a device for continuously operating a special electric accessory. In this embodiment, the condition device operates when a special pattern indicating a jackpot is displayed on the pattern display unit 29. In this embodiment, the consecutive operation device of the accessory operates when the condition device operates. By the operation of the consecutive operation device of the accessory, a jackpot game is executed in which the opening and closing member 161 of the jackpot opening 16 related to the special electric accessory is opened in a predetermined opening pattern a predetermined number of times. Hereinafter, one unit of repetition in which the opening and closing member 161 of the jackpot opening 16 is opened continuously in a jackpot game is referred to as a "jackpot round". In addition, the total number of jackpot rounds that constitute one jackpot game is referred to as the "number of rounds" below. In addition, the state in which the condition device and the consecutive operation device of the role are operating, that is, the state in which the jackpot game is being played, is called the jackpot game state. In this embodiment, the number of rounds is "4" or "8". Hereinafter, the special symbol that indicates that the result of the jackpot determination is a jackpot is called the jackpot symbol. The special symbol that indicates that the result of the jackpot determination is a miss is called the miss symbol.
[0027] The pachinko machine 1 can set a probability variable state or a non-probability variable state. The probability variable state is a game state in which the probability of being determined as a jackpot in the jackpot determination has changed to a higher probability than normal. The probability of being determined as a jackpot in the jackpot determination is hereinafter referred to as the "jackpot probability". The non-probability variable state is a state in which the probability variable state is not set and the jackpot probability is normal. In this embodiment, the jackpot probability in the non-probability variable state is 1 / 200, and the jackpot probability in the probability variable state is 1 / 20. In this embodiment, the probability variable state is set at a rate of 60% after the end of the jackpot game. Whether or not the probability variable state is set after the end of the jackpot game is determined by the type of special pattern that is determined according to the value of the special pattern determination random number described later. In the following, the type of special pattern that sets the probability variable state after the end of the jackpot game is referred to as the "probability variable jackpot pattern". The type of special pattern that sets the non-probability variable state after the end of the jackpot game is referred to as the "non-probability variable jackpot pattern". The set probability variable state continues until the next big win game is executed. In this embodiment, when a big win game is executed, in addition to the probability variable state, a time-saving state described later may be set after the big win game ends.
[0028] A normal winning game will be described. A normal winning game is executed when a normal symbol indicating that the result of the normal winning judgment is a winning symbol is displayed on the symbol display unit 29. A normal winning judgment is triggered by the passing of a gaming ball through the gate 12. A normal winning game is executed when the opening / closing member 151 of the second starting hole 15 of the normal electric role device is opened in a predetermined opening pattern.
[0029] The pachinko machine 1 sets either a non-time-saving state or a time-saving state. The non-time-saving state is a game state in which the opening / closing member 151 of the second starting hole 15 is opened at a normal frequency. The time-saving state is a game state in which the opening / closing member 151 of the second starting hole 15 is opened more frequently than in the non-time-saving state. In this embodiment, the opening pattern of the opening / closing member 151 of the second starting hole 15 due to a normal winning game performed in the non-time-saving state is about 0.1 seconds x 1 time. The probability of being determined to be a winning in the normal winning judgment is hereinafter referred to as the "normal winning probability". The normal winning probability in the non-time-saving state is about 1 / 11. In addition, the fluctuation time of the normal pattern in the non-time-saving state is about 10 seconds. The opening pattern of the opening / closing member 151 of the second starting hole 15 due to a normal winning game performed in the time-saving state is about 1.2 seconds x 3 times. The normal winning probability in the time-saving state is about 10 / 11. In addition, the time required for the normal symbols to change during the time-saving state is about 2 seconds. Therefore, the player can easily place the game ball in the second starting hole 15 during the time-saving state compared to the non-time-saving state.
[0030] In this embodiment, the pachinko machine 1 sets a time-saving state after the end of a jackpot game. The set time-saving state continues while the probability variable state continues or until the total number of jackpot determinations performed in the time-saving state, i.e., the number of executions of the special chart 1 jackpot determination and the number of executions of the special chart 2 jackpot determination, reaches a predetermined number of time-saving times. That is, the pachinko machine 1 can set a so-called A time-saving state. In this embodiment, the number of time-saving times is 100 times. The pachinko machine 1 may be configured to be able to set a so-called B time-saving state and a C time-saving state in addition to this. The B time-saving state is a time-saving state that is set in response to the end of a jackpot game, the execution of a jackpot determination in a non-probability variable state being started, and the number of executions of a jackpot determination counted from the execution of a RAM clear process described later being performed, reaching a predetermined upper limit number of times. The C time-saving state is a time-saving state that is set in response to the fact that a specific losing pattern among losing patterns is confirmed and displayed in a non-probability variable state.
[0031] The pachinko machine 1 can set multiple types of game states with different degrees of advantage for the player by combining the high probability state, non-high probability state, time-saving state, and non-time-saving state. In this embodiment, one of three game states is set: "normal state," "high probability time-saving state," and "non-high probability time-saving state." The normal state is a combination of the non-high probability state and the non-time-saving state. The high probability time-saving state is a combination of the high probability state and the time-saving state. The non-high probability time-saving state is a combination of the non-high probability state and the time-saving state. The normal state is set as the initial state after the power is turned on for the first time in the pachinko machine 1. In addition, the pachinko machine 1 may have four or more game states, including a "high probability non-time-saving state" that is a combination of the high probability state and the non-time-saving state.
[0032] The electrical configuration of the pachinko machine 1 will be described with reference to Fig. 2. The control unit 40 of the pachinko machine 1 mainly includes a main control board 41, a sub-control board 58, a lamp control board 46, a performance control board 43, a payout control board 45, a relay terminal board 47, and a power supply board 42.
[0033] The main control board 41 is responsible for the main control of the pachinko machine 1. The CPU unit 50 of the main control board 41 is provided with a CPU 51 that performs various arithmetic processing, a RAM 52 that temporarily stores data, and a ROM 53 that stores a control program and the like. The RAM 52 stores game processing information for processing related to the game, such as information such as flags indicating game states such as a probability change state and a time-saving state, information indicating the result of a big win determination, the first reserved number, the second reserved number, and the like. A random number generating circuit 56 and an interrupt signal generating circuit 57 are connected to the CPU unit 50. The random number generating circuit 56 generates random numbers within a predetermined range. The interrupt signal generating circuit 57 generates an interrupt signal every time a clock signal is input from a clock circuit (not shown) that outputs a clock signal of a constant frequency. The main control board 41 executes the main processing of the main control program described later every time an interrupt signal is input from the interrupt signal generating circuit 57.
[0034] Further, a RAM clear switch 412 is mounted on the main control board 41. The RAM clear switch 412 is a switch that is operated when performing a RAM clear process. The RAM clear process is performed to erase game processing information stored in the RAM 52 and to perform initial setting of the RAM 52. The RAM clear switch 412 may be provided on the power supply board 42. The RAM clear switch 412 may be provided on a dedicated board that is provided separately from the main control board 41, the power supply board 42, etc.
[0035] The main control board 41 is connected to the sub-control board 58, the payout control board 45, the relay terminal board 47, the symbol display unit 29, the external terminal board 55, the first start hole switch 61, and the second start hole switch 62 via the I / O interface 54. The display control of the symbol display unit 29 is performed by the CPU 51. The external terminal board 55 outputs information of the pachinko machine 1 to a gaming hall management computer (a so-called hall computer, not shown) that comprehensively manages the gaming machines installed in the pachinko hall. The first start hole switch 61 is provided in the first start hole 14, and when it detects the entry of a gaming ball into the first start hole 14, it outputs a detection signal to the main control board 41. The second start hole switch 62 is provided in the second start hole 15, and when it detects the entry of a gaming ball into the second start hole 15, it outputs a detection signal to the main control board 41.
[0036] The sub-control board 58 includes a CPU 581 that performs various arithmetic processing, a RAM 582 that temporarily stores data, a ROM 583 that stores control programs and the like, and a sound control circuit 585 that controls sound output in the pachinko machine 1. The sub-control board 58 is connected to the lamp control board 46, the performance control board 43, and the speaker 39. The sub-control board 58 performs overall control of the performance and the like in accordance with commands transmitted from the main control board 41.
[0037] The lamp control board 46 is connected to the performance button 35, the performance lever 36, the frame lamp 38, and the board lamp 27. The lamp control board 46 is equipped with an LED driver, not shown, etc. The lamp control board 46 controls the light emitting operation of the frame lamp 38 and the board lamp 27, etc., according to commands received from the sub-control board 58. When the performance button 35 is pressed, it outputs a signal indicating that the pressing operation has been performed. When the performance lever 36 is rotated and pushed, it outputs a signal indicating that the rotation operation and the pushing operation have been performed. The lamp control board 46 relays the signal received from the performance button 35 and the signal received from the performance lever 36 to the sub-control board 58.
[0038] The performance control board 43 includes a CPU 431 that performs various arithmetic processing, an image control circuit 435 that controls image output to the display screen 28, and a CGROM (not shown) that stores image data. The performance control board 43 controls the display of the display screen 28 in accordance with commands transmitted from the sub-control board 58.
[0039] The payout control board 45 includes a CPU 45a, etc. The payout control board 45 controls the operation of the prize ball payout device 49 in response to a command transmitted from the main control board 41, and causes the prize ball payout device 49 to pay out a predetermined number of game balls as prize balls.
[0040] The relay terminal board 47 is connected to the second start port solenoid 69, the large prize port solenoid 70, the gate switch 74, and the large prize port switch 76. The second start port solenoid 69 opens and closes the opening / closing member 151 of the second start port 15 during normal winning play. The large prize port solenoid 70 opens and closes the opening / closing member 161 of the large prize port 16 during big prize play. The gate switch 74 is provided in the gate 12, and when it detects the passage of a game ball into the gate 12, it outputs a detection signal to the main control board 41. The large prize port switch 76 is provided in the large prize port 16, and when it detects the entry of a game ball into the large prize port 16, it outputs a detection signal to the main control board 41.
[0041] The power supply board 42 is connected to the main control board 41 and the game ball launcher 37, and supplies each board and the game ball launcher 37 with stabilized DC power. The game ball launcher 37 launches one game ball at a time into the game area 4 at regular intervals (approximately 0.6 seconds in this embodiment). The power supply board 42 is provided with a power switch 423. The power switch 423 is a switch that is operated to turn the power of the pachinko machine 1 on and off.
[0042] With reference to FIG. 3, the special chart 1 big win related information storage area of the RAM 52 will be described. The special chart 1 big win related information storage area is used in the special pattern processing of the main processing described later in FIG. 7 to FIG. 9. The special chart 1 big win related information storage area is provided with a plurality of storage areas corresponding to the maximum first reserved number. In this embodiment, the maximum first reserved number, which is the upper limit of the first reserved number that can be stored, is "4". For this reason, the special chart 1 big win related information storage area is provided with four storage areas No. 1 to No. 4. If the first reserved number is less than 4, i.e., 0 to 3, when the game ball enters the first starting hole 14, the random number is stored in order from the smallest numbered storage area.
[0043] The first reserved number is the number of first reserved random numbers stored in the special 1 jackpot related information storage area in a state where the execution of the special 1 jackpot judgment, the determination of the first variation pattern indicating the variation time of the first special pattern, etc. are reserved among the random numbers corresponding to the game ball that entered the first starting hole 14. The CPU 51 shifts the first reserved random number stored in the smallest numbered storage area among the random numbers in the storage areas that have not yet been processed to a judgment area (not shown). The judgment area is a storage area provided in the RAM 52 to store the random numbers for the jackpot judgment, and is used in common for the special 1 jackpot judgment and the special 2 jackpot judgment. The CPU 51 performs various processes such as the special 1 jackpot judgment on the random numbers shifted to the judgment area. When the first reserved random number stored in the smallest numbered storage area is shifted to the judgment area, the random numbers stored in the storage areas after the next number are shifted to the storage area with the next smaller number. After that, the first reserved random number stored in the smallest numbered memory area is shifted sequentially to the judgment area, and the process of the special chart 1 big win judgment and the like is repeated. The various processes for the random numbers stored in the judgment area include, for example, the determination of the notification performance that notifies the result of the special chart 1 big win judgment, and the process of the number of rounds of the big win game that is executed according to the judgment result. The random numbers in the judgment area are erased after the process of the big win judgment and the like is completed.
[0044] Each memory area is provided with a special 1 jackpot random number column in which the value of the jackpot random number is stored, a first special pattern determination random number column in which the value of the special pattern determination random number is stored, and a first variation pattern determination random number column in which the value of the variation pattern determination random number is stored. When the game ball enters the first starting hole 14, the random numbers generated by the random number generating circuit 56 for each type of random number at that time are latched by a hardware circuit and stored in each column. The jackpot random number stored in the special 1 jackpot random number column is used for determining the special 1 jackpot. The special pattern determination random number stored in the first special pattern determination random number column is used to determine the first special pattern. The variation pattern determination random number stored in the first variation pattern determination random number column is used to determine the first variation pattern indicating the variation time of the first special pattern displayed in the first special pattern display section of the pattern display section 29. The various random numbers acquired together with the special 1 jackpot random number and stored in the special 1 jackpot related information memory area are also referred to as the first random number. In addition, the time for the special symbol 1 to change is also referred to as the first time for changing. In addition, a random number other than the above, such as a reach random number for determining whether or not the notification performance is performed as a reach performance described later, may be obtained as the first random number when the game ball enters the first starting hole 14.
[0045] Although not shown, the RAM 52 is provided with a special chart 2 jackpot related information storage area. The special chart 2 jackpot related information storage area is also used in the special symbol processing of the main processing. In this embodiment, the special chart 2 jackpot related information storage area is provided with four storage areas corresponding to the maximum second reserved number. The second reserved number is the number of second reserved random numbers stored in a state in which the execution of the special chart 2 jackpot judgment, the determination of the second variation pattern indicating the variation time of the second special symbol, etc., among the random numbers corresponding to the game ball that has entered the second starting hole 15, are reserved. When the game ball enters the second starting hole 15, the random numbers generated by the random number generating circuit 56 for each type of random number at that time are latched by a hardware circuit and stored in each column of the special chart 2 jackpot related information storage area. The special chart 2 jackpot related information storage area, like the special chart 1 jackpot related information storage area, is provided with a special chart 2 jackpot random number column in which the value of the jackpot random number is stored, a second special pattern determination random number column in which the value of the special pattern determination random number is stored, and a second fluctuation pattern determination random number column in which the value of the fluctuation pattern determination random number is stored.
[0046] The CPU 51 shifts the random number stored in the smallest memory area among the random numbers in the memory areas that have not yet been processed to the aforementioned judgment area. The CPU 51 performs various processes such as special chart 2 jackpot judgment on the random numbers shifted to the judgment area. The various random numbers acquired together with the special chart 2 jackpot random number and stored in the special chart 2 jackpot related information memory area are collectively referred to as the second random number. The variation time of the second special symbol is also referred to as the second variation time.
[0047] In the following explanation, the jackpot random numbers used to determine the special 1 jackpot are also referred to as the special 1 jackpot random numbers. The jackpot random numbers used to determine the special 2 jackpot are also referred to as the special 2 jackpot random numbers. The fluctuation pattern determining random numbers used to determine the first fluctuation pattern are also referred to as the first fluctuation pattern determining random numbers. The fluctuation pattern determining random numbers used to determine the second fluctuation pattern are also referred to as the second fluctuation pattern determining random numbers. The special pattern determining random numbers used to determine the first special pattern are also referred to as the first special pattern determining random numbers. The special pattern determining random numbers used to determine the second special pattern are also referred to as the second special pattern determining random numbers.
[0048] In the pachinko machine 1, the first and second variation times are equal to the presentation time of the notification presentation that notifies the player of the results of the special chart 1 jackpot determination and the special chart 2 jackpot determination. The sub-control board 58 controls the notification presentation according to the variation pattern determined by the main control board 41. Specifically, the main control board 41 starts the variation of the first special symbol according to the first variation pattern based on the first variation pattern determination random number. The main control board 41 starts the variation of the second special symbol according to the second variation pattern based on the second variation pattern determination random number. The sub-control board 58 controls the start of the variation display of the performance symbol 100 in synchronization with the start of the variation of the first special symbol and the second special symbol. When the first variation time ends, the main control board 41 displays the first special symbol that has been varied for a predetermined special symbol determination display time. In this embodiment, the special symbol determination display time is 0.8 seconds. Furthermore, when the variation time of the second special symbol ends, the main control board 41 displays the second special symbol that has been varied for a predetermined special symbol determined display time. The sub-control board 58 displays the performance symbol 100 in synchronization with the special symbol determined display time. The sub-control board 58 also controls the execution of the notification effect synchronized with the variation time of the special symbol by the display screen 28, the board lamp 27, the frame lamp 38, the speaker 39, etc., in addition to the performance symbol 100. Hereinafter, the notification effect synchronized with the variation time of the first special symbol is referred to as the first notification effect. The notification effect synchronized with the variation time of the second special symbol is referred to as the second notification effect.
[0049] Although not shown, the RAM 52 is provided with a normal win related information storage area for storing a normal win random number obtained when the game ball passes through the gate 12. The normal win related information storage area is also configured in the same manner as the special chart 1 jackpot related information storage area. In this embodiment, the normal win related information storage area is provided with four storage areas corresponding to the maximum normal reserve number "4", which is the upper limit of the normal reserve number that can be stored. The storage areas are provided with a normal win random number column in which the value of the normal win random number is stored, and a normal symbol determination random number column in which the value of the normal symbol determination is stored. The normal win random number is used for normal win judgment. The normal symbol determination random number is used for determining the normal win symbol.
[0050] The special symbol determination table stored in the ROM 53 will be described with reference to FIG. 4. The pachinko machine 1 determines the first special symbol indicating the result of the special symbol 1 jackpot determination and the second special symbol indicating the result of the special symbol 2 jackpot determination by referring to the special symbol determination table. In particular, the special symbol determination table defines the jackpot symbols of the first special symbol and the second special symbol. The special symbol determination table associates each of the multiple jackpot symbols with a value (0 to 99) of the special symbol determination random number. If the result of the jackpot determination is a miss, a predetermined miss type is determined.
[0051] The first special symbols include two types of jackpot symbols: "4R normal jackpot A" and "4R special jackpot A". "4R normal jackpot A" is a non-special jackpot symbol. "4R special jackpot A" is a special jackpot symbol. The ratio of jackpot symbols among the first special symbols is 40% for "4R normal jackpot A" and 60% for "4R special jackpot A". The number of rounds of jackpot play executed in response to the determination of "4R normal jackpot A" and "4R special jackpot A" is "4".
[0052] The second special symbols include three types of jackpot symbols with symbol names: "4R normal jackpot B", "4R variable probability jackpot B" and "8R variable probability jackpot". "4R normal jackpot B" is a non-variable probability jackpot symbol. "4R variable probability jackpot B" and "8R variable probability jackpot" are variable probability jackpot symbols. The ratio of jackpot symbols of the second special symbols is 40% for "4R normal jackpot B", 30% for "4R normal jackpot B", 40% for "4R normal jackpot B", and 30% for "8R normal jackpot". The number of rounds of the jackpot game executed in response to the determination of "4R normal jackpot B" and "4R variable probability jackpot B" is "4". The number of rounds of the jackpot game executed in response to the determination of "8R variable probability jackpot" is "8". The ratio of the jackpot symbols with these symbol names to be determined is an example, and may be changed arbitrarily.
[0053] The special symbol determination table has a "game state after the end of the jackpot game" column, and defines the game state that is set after the end of the jackpot game due to the determination of the jackpot symbol in association with the symbol name. The special symbol determination table also defines the end condition, which is the condition for ending the set game state, in association with the symbol name.
[0054] When 4R normal jackpot A is determined as the first special symbol, a non-probability time-saving state is set after the corresponding jackpot game ends. The non-probability time-saving state that has been set continues until the number of jackpot judgments made in the non-probability time-saving state, that is, the total number of times that the special chart 1 jackpot judgments are made and the number of times that the special chart 2 jackpot judgments are made, reaches 100, which is the number of time-saving times. The total number of times that the special chart 1 jackpot judgments are made and the number of times that the special chart 2 jackpot judgments are made is hereinafter referred to as the number of judgments. After that, the time-saving state ends and the game state transitions to the normal state. When 4R probability time-saving A is determined as the first special symbol, a probability time-saving state is set after the corresponding jackpot game ends. The probability time-saving state that has been set continues until the next jackpot game is played.
[0055] If a 4R regular jackpot B is determined as the second special symbol, a non-probability time-saving state is set after the corresponding jackpot game ends. The non-probability time-saving state that has been set continues until the number of judgments in the non-probability time-saving state reaches 100, which is the number of time-saving times. After that, the time-saving state ends and the game state transitions to the normal state. If a 4R probability time-saving jackpot B or an 8R probability time-saving jackpot is determined as the second special symbol, a probability time-saving state is set after the corresponding jackpot game ends. The probability time-saving state that has been set continues until the next jackpot game is played.
[0056] The variation pattern determination table stored in the ROM 53 will be described with reference to Fig. 5. The variation pattern determination table has a plurality of tables according to the result of the big win determination and the game state at the time when the variation pattern is determined. Each of the plurality of tables is assigned one or a plurality of types of variation patterns, and each variation pattern is associated with a value (0 to 511) of the variation pattern determination random number and a variation time of the special symbol.
[0057] When the special chart 1 big win determination is performed, the table division according to the game state at that time and the determination result of the special chart 1 big win determination is referenced, and one first variation pattern corresponding to the value of the first variation pattern determination random number obtained together with the special chart 1 big win random number is determined. When the result of the special chart 1 big win determination in the normal state is a big win, the rate at which the variation pattern is determined increases in the order of "reach performance A" to "reach performance E". "Reach performance" is a notification performance that executes a performance indicating the possibility of a big win after a reach state is formed in which, for example, two of the three performance patterns 100 stop with the same pattern. On the other hand, when the determination result is a miss, the rate at which the variation pattern is determined decreases in the order of "reach performance A" to "reach performance E". Therefore, the expectation that the result of the special chart 1 big win determination will be a big win increases in the order of "reach performance A" to "reach performance E".
[0058] In this embodiment, the variation pattern of the "non-reach" such as "non-reach performance A" is a notification performance that ends without reaching a reach state. In this embodiment, the variation pattern of the "non-reach" is determined only when the result of the jackpot determination is a miss. In the first variation pattern of the "non-reach", the first variation time varies depending on the first reserved number at the start of the variation of the first special symbol. In FIG. 5, the reserved number "0" indicates a case where the first special symbol starts to vary when the game ball enters the first starting hole 14 with the first reserved number being "0". The reserved number "1", "2" or "3" indicates a case where the first special symbol starts to vary based on the first random number with the first reserved number being "1", "2" or "3".
[0059] Even when the game state is a time-saving state with a probability of winning or a time-saving state with no probability of winning, one first variation pattern corresponding to the value of the first variation pattern determination random number obtained together with the special chart 1 jackpot random number is determined according to the result of the jackpot determination, as in the case of the normal state. Although not shown, one or more types of second variation patterns are assigned to each of a plurality of tables according to the game state, similar to the first variation pattern. Each variation pattern is associated with the value (0 to 511) of the second variation pattern determination random number and the second variation time. A table division according to the game state at the time of the special chart 2 jackpot determination and the result of the special chart 2 jackpot determination is referenced, and one second variation pattern corresponding to the value of the second variation pattern determination random number obtained together with the special chart 2 jackpot random number is determined.
[0060] The main control board 41 changes the first special symbol or the second special symbol for a change time determined according to the determined change pattern. When the change pattern is determined, the main control board 41 transmits a change pattern designation command, which is a command that designates the change pattern, to the sub-control board 58. The sub-control board 58 controls the notification effect according to the change pattern designated by the change pattern designation command.
[0061] The operation of the main control board 41 of the pachinko machine 1 will be described with reference to Figs. 6 to 11. The main control of the pachinko machine 1 is performed by a control program stored in the ROM 53. The main processing of the control program shown in Fig. 6 is started in the CPU 51 when the power switch 423 is turned ON to turn on the power of the pachinko machine 1. Thereafter, the CPU 51 executes the main processing when it detects an interrupt signal generated every 4 ms by the interrupt signal generating circuit 57 shown in Fig. 2. Each step in the flowchart will be abbreviated as "S" below.
[0062] The flags used in the main process are explained below. In the main process, an in-operation flag, a big win game state flag, a special symbol display state flag, a probability change flag, a time-saving flag, and the like are used. These flags are game process information stored in the RAM 52. The in-operation flag is a flag indicating whether the pachinko machine 1 is in operation. The in-operation flag becomes "OFF" when the power switch 423 is operated to the OFF state to turn off the power of the pachinko machine 1. The in-operation flag becomes "ON" with the execution of a power-on process (S2) described later, which is executed when the power switch 423 is operated to the ON state to turn on the power of the pachinko machine 1. Hereinafter, the processes from S11 to S20 in the main process, which are executed when the in-operation flag is "ON", are also referred to as in-operation processes.
[0063] The jackpot game state flag is a flag indicating whether or not the game is in a jackpot game state, and is "ON" when the game is in a jackpot game state, and is "OFF" when the game is not in a jackpot game state. The special symbol display state flag is stored as "1" when either the first special symbol or the second special symbol is changing (changing), as "2" when either one is displayed as a fixed symbol (displaying as a fixed symbol), and as "0" when neither is changing or displayed as a fixed symbol. The probability variation flag is a flag indicating whether or not the game is in a probability variation state, and is stored as "ON" when "1" is in a probability variation state, and is stored as "OFF" when "0" is in a non-probability variation state. The time-saving flag is a flag indicating whether or not the game is in the aforementioned time-saving state, and is stored as "ON" when "1" is set and is stored, and is stored as "OFF" when "time-saving state" ends.
[0064] When the main processing starts, the CPU 51 determines whether the operation flag is "ON" (S1). Immediately after the power of the pachinko machine 1 is turned on, the operation flag is "OFF". If the operation flag is "OFF" (S1: NO), the power-on process is executed (S2), and the main processing ends.
[0065] In the power-on process, the CPU 51 executes an initialization process associated with power-on. Specifically, the CPU 51 executes a wait process for waiting for the sub-control board 58 and the like to become operable, and an access permission setting for the RAM 52 for enabling writing and reading of game processing information to and from the RAM 52. In addition, when the power switch 423 is operated to the ON state and the power of the pachinko machine 1 is switched from OFF to ON, the CPU 51 executes a RAM clear process if the RAM clear switch 412 is in the ON state. In the RAM clear process, the game processing information stored in the use area of the RAM 52 is cleared, and the RAM 52 is initialized such that a predetermined initial value is stored in the RAM 52. By performing the RAM clear process, various flags stored in the RAM 52, such as a jackpot game state flag, a probability change flag, and a time-saving flag, are set to "OFF". The RAM 52 is provided with various counters such as a time-saving count counter described later. By performing the RAM clear process, the values stored in these counters are cleared to "0". When the power-on process ends, the CPU 51 sets the in-operation flag to "ON" and ends the power-on process.
[0066] When the main process is started by the next interrupt signal, since the operating flag is "ON" (S1: YES), the CPU 51 executes a switch reading process (S11). In the switch reading process, a process is carried out to detect the passage of a game ball or a win from the detection results of each switch provided at the gate switch 74, the first start port switch 61, the second start port switch 62, the big win port switch 76, and other win ports shown in FIG. 2. The RAM 52 stores a flag corresponding to each switch. When each switch detects the passage of a game ball, the flag corresponding to each switch stored in the RAM 52 becomes "ON".
[0067] Next, the CPU 51 executes a counter update process (S12). In the counter update process, the values of a special symbol fluctuation time counter, which is a timer counter for measuring the fluctuation time of the first special symbol and the second special symbol stored in the RAM 52, and a special symbol determination display time counter for measuring the special symbol determination display time are subtracted.
[0068] Next, the CPU 51 executes special electric accessory processing (S13). Details will be described later with reference to FIG. 11, but in the special electric accessory processing, processing for controlling the operation of the jackpot game, processing related to the game state set after the end of the jackpot game, etc. are performed. The operation of the jackpot game is mainly the opening and closing operation of the opening and closing member 161 of the big prize opening 16 in the jackpot game.
[0069] Next, the special symbol process is performed (S15). Details will be described later with reference to Figs. 7 to 9, but in the special symbol process, a big win determination, a change pattern determination, a special symbol determination, a game state transition process, and the like are performed.
[0070] Next, the CPU 51 executes normal electric device processing (S16). In the normal electric device processing, when the result of the normal hit determination is a hit, processing is performed to control the operation of the normal hit game (mainly the opening and closing operation of the opening and closing member 151 of the second start opening 15). As described above, when the time-saving state is set, the CPU 51 increases the frequency with which the opening and closing member 151 of the second start opening 15 is opened compared to the non-time-saving state.
[0071] Next, the CPU 51 executes normal symbol processing (S17). In the normal symbol processing, a normal win random number is acquired when the gate switch 74 detects the passage of a gaming ball. Based on the acquired random number, processing such as normal win determination and generation of commands for controlling the fluctuation of normal symbols is performed. As described above, the fluctuation time of normal symbols during the time-saving state is shorter than the fluctuation time of normal symbols during the non-time-saving state.
[0072] Next, the CPU 51 executes a payout process (S18), an error check (S19), and an information output process (S20), and ends the main process. In the payout process, when a flag corresponding to each switch is set to "ON" by the switch reading process, a command indicating that a game ball has entered a winning hole corresponding to each switch is transmitted to the payout control board 45. The CPU 45a of the payout control board 45 that receives this command causes the prize ball payout device 49 to pay out a number of prize balls that are predetermined for the winning hole corresponding to the command, according to the number of winning balls entered into the winning hole. In the error check, when an error occurs, a command for notifying the error using the display screen 28, the speaker 39, etc. is transmitted to the sub-control board 58. In the information output process, various information is output to the above-mentioned game center management computer via the external terminal board 55.
[0073] The details of the special symbol processing shown in S15 of Fig. 6 will be described with reference to Fig. 7 to Fig. 9. The flags used in the special symbol processing will be described. In the special symbol processing, the jackpot game state flag, the special symbol display state flag, the probability change flag, the time reduction flag, etc. are used.
[0074] As shown in Fig. 7, when the special symbol process is started, the CPU 51 judges whether a gaming ball has entered the first start hole 14 (S61). When the first start hole switch 61 detects the entry of a gaming ball, a flag corresponding to the first start hole switch 61 is set to "ON" in the switch reading process of the main process shown in S11 of Fig. 6. If this flag is "OFF", the CPU 51 judges that a gaming ball has not entered the first start hole 14 (S61: NO), and the process proceeds to the judgment of S71.
[0075] When this flag is "ON", the CPU 51 judges that the game ball has entered the first start hole 14 (S61: YES) and judges whether the first reserved number is "4" (S63). The RAM 52 has a first reserved number storage area for storing the first reserved number. When the first reserved number stored in the first reserved number storage area is "4" (S63: YES), the first reserved number has reached the maximum first reserved number, so the CPU 51 shifts the process to the judgment of S71. When the first reserved number stored in the first reserved number storage area is not "4" (S63: NO), the CPU 51 adds "1" to the first reserved number stored in the first reserved number storage area (S65). The CPU 51 acquires the first random number, and stores each random number value of the acquired first random number in the smallest numbered empty storage area in the special chart 1 big win related information storage area shown in FIG. 3 (S66). Specifically, the random number value of the jackpot random number is stored in the special chart 1 jackpot random number column, the random number value of the first pattern determination random number is stored in the first special pattern determination random number column, and the random number value of the first variation pattern determination random number is stored in the first variation pattern determination random number column.
[0076] Next, the CPU 51 refers to the first reserved information, which is information related to the first random number acquired in S66 (S68). The CPU 51 generates a first reserved information command for notifying the sub-control board 58 of the referred information, and sets it in the command buffer (S69). The first reserved information is information obtained by referring to the first random number acquired and stored in S66 before processing such as jackpot determination is performed on the first random number, and is so-called pre-reading information. In this embodiment, the first reserved information is information based on the special jackpot random number 1, the first special pattern determination random number, and the first variation pattern determination random number included in the first reserved random number. When the first random number includes the above-mentioned reach random number, the first reserved information also includes information obtained by referring to those random numbers. The first reserved information command is generated including information indicating the first reserved number in addition to the pre-reading information related to the first random number. The information indicating the first reserved number is based on the first reserved number stored in the first reserved number storage area.
[0077] The CPU 51 judges whether a game ball has entered the second start hole 15 (S71). When the second start hole switch 62 detects the entry of a game ball, a flag corresponding to the second start hole switch 62 becomes "ON" in the switch reading process of the main process shown in S11 of Fig. 5. If this flag is "OFF", the CPU 51 judges that a game ball has not entered the second start hole 15 (S71: NO), and the process proceeds to the judgment of S81 shown in Fig. 8.
[0078] When this flag is "ON", the CPU 51 judges that a game ball has entered the second start hole 15 (S71: YES) and judges whether the second reserved number is "4" (S72). The RAM 52 has a second reserved number storage area for storing the second reserved number. When the second reserved number stored in the second reserved number storage area is "4" (S72: YES), the second reserved number has reached the maximum second reserved number, so the CPU 51 shifts the process to the judgment of S81. When the second reserved number stored in the second reserved number storage area is not "4" (S72: NO), the CPU 51 adds "1" to the second reserved number stored in the second reserved number storage area (S75). The CPU 51 acquires the second random number, and stores each random number value of the acquired second random number in the smallest numbered storage area among the empty storage areas in the second jackpot related information storage area (S76). Specifically, the random number value of the special chart 2 jackpot random number is stored in the special chart 2 jackpot random number column, the random number value of the second special pattern determination random number is stored in the second special pattern determination random number column, and the random number value of the second variation pattern determination random number is stored in the second variation pattern determination random number column.
[0079] Next, the CPU 51 refers to the second reserved information, which is information about the second random number acquired in S76 (S78). The CPU 51 generates a second reserved information command for notifying the sub-control board 58 of the referred information, and sets it in a command buffer provided in the RAM 52 (S79). The second reserved ball information command is a command for notifying the sub-control board 58 of the second reserved information (so-called pre-reading information), which is information about the second reserved random number acquired and stored in S76. The second reserved information command is generated including information indicating the second reserved number in addition to information about the second random number (special chart 2 big win random number, second special pattern determination random number, and second variation pattern determination random number). The information indicating the second reserved number is based on the second reserved number stored in the second reserved number storage area. The second reserved ball information command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 shifts the process to the judgment of S81. Hereinafter, when the first reserved information command and the second reserved information command are collectively referred to, they are simply referred to as reserved information commands.
[0080] As shown in FIG. 8, the CPU 51 judges whether or not the game is in a jackpot game state (S81). If the jackpot game state flag is "ON", the CPU 51 judges that the game is in a jackpot game state (S81: YES) and returns the process to the main process. If the jackpot game state flag is "OFF", the CPU 51 judges that the game is not in a jackpot game state (S81: NO) and judges whether or not the first special symbol and the second special symbol are changing (S82). If the special symbol display state flag is not "1", the CPU 51 judges that neither the first special symbol nor the second special symbol is changing (S82: NO) and judges whether or not the first special symbol or the second special symbol is in a stopped state (S83). If the special symbol display state flag is not "2", the CPU 51 judges that neither the first special symbol nor the second special symbol is being displayed as a fixed symbol (S83: NO), and the process proceeds to S91 shown in FIG. 9, where the process of jackpot determination and the like is executed.
[0081] In this embodiment, in the jackpot determination, the special chart 2 jackpot determination is performed with priority over the special chart 1 jackpot determination. As shown in FIG. 9, the CPU 51 determines whether the second reserved number is "1" or more (S91). If the second reserved number stored in the second reserved number storage area of the RAM 52 is "1" or more (S91: YES), the special chart 2 jackpot determination is performed, the details of which will be described later. If the second reserved number is "0" (S91: NO), the CPU 51 determines whether the first reserved number is "1" or more (S92). If the first reserved number stored in the first reserved number storage area of the RAM 52 is "0" (S92: NO), the CPU 51 returns the process to the main process.
[0082] If the first reserved number is "1" or more (S92: YES), the CPU 51 subtracts "1" from the first reserved number stored in the first reserved number storage area (S93). The CPU 51 shifts each random number of the first reserved random number stored in the smallest numbered storage area in the special chart 1 jackpot related information storage area shown in Fig. 3 to the judgment area (S95). The CPU 51 also shifts each random number of the first reserved random number stored in the special chart 1 jackpot related information area to the storage area with the next smaller number.
[0083] The CPU 51 executes the special chart 1 jackpot determination process (S96). Although not shown, the ROM 53 stores a jackpot determination table for performing jackpot determination. The jackpot determination table is composed of a special chart 1 jackpot determination table and a special chart 2 jackpot determination table. The special chart 1 jackpot determination table is composed of a low probability determination table and a high probability determination table. The low probability determination table and the high probability determination table each define a random value of the jackpot random number corresponding to a "jackpot" and a "miss", respectively. In this embodiment, the random value of the jackpot random number is defined so that the jackpot probability in the non-probability variable state is 1 / 200 and the jackpot probability in the probability variable state is 1 / 20. The special chart 2 jackpot determination table is also composed of a low probability determination table and a high probability determination table, and the random value of the jackpot random number is defined so that the jackpot probability in the non-probability variable state is 1 / 200 and the jackpot probability in the probability variable state is 1 / 20. In the special chart 1 big win judgment process, the state of the special win flag is referenced to determine whether the special win state is currently set. If the special win state is not set, the CPU 51 selects a low probability judgment table, and if the special win state is set, the CPU 51 selects a high probability judgment table. The CPU 51 references the selected low probability judgment table or high probability judgment table to judge whether the special chart 1 big win random number shifted to the judgment area in S95 corresponds to a "big win" or a "miss". As a result, the special chart 1 big win judgment based on the undetermined special chart 1 big win random numbers stored in the RAM 52 is performed in the order in which the special chart 1 big win random numbers were stored.
[0084] The CPU 51 determines a first special symbol according to the result of the special symbol 1 big win determination derived in S96 (S98). In the process of S98, the CPU 51 determines a first special symbol indicating the result of the determination of a big win or a miss according to the value of the first special symbol determination random number shifted to the determination area in S95. Information indicating the content of the determined first special symbol is stored in the RAM 52. The CPU 51 shifts the process to S111.
[0085] On the other hand, if the second reserved number is "1" or more (S91: YES), the CPU 51 subtracts "1" from the second reserved number stored in the second reserved number storage area (S101). The CPU 51 shifts each random value of the second reserved random number stored in the storage area with the smallest number in the special chart 2 jackpot related information storage area to the judgment area (S102). In addition, the CPU 51 shifts each random value of the second reserved random number stored in the special chart 2 jackpot related information area to the storage area with the next smaller number.
[0086] The CPU 51 executes the special chart 2 big win determination process (S103). The CPU 51 refers to the state of the probability variable flag, and selects a low probability determination table from the special chart 2 big win determination table described above when the probability variable state is not set, and selects a high probability determination table when the probability variable state is set. The CPU 51 refers to the selected low probability determination table or high probability determination table, and determines whether the special chart 2 big win random number shifted to the determination area in S102 corresponds to a "big win" or a "miss". As a result, the second big win determination based on the undetermined second big win random number stored in the RAM 52 is performed in the order in which the second big win random numbers were stored.
[0087] The CPU 51 determines a second special symbol according to the result of the special symbol 2 big win determination derived in S103 (S105). In the process of S105, the CPU 51 determines a second special symbol indicating the determination result of a big win or a miss according to the value of the second special symbol determination random number shifted to the determination area in S102. Information indicating the content of the determined second special symbol is stored in the RAM 52. The CPU 51 shifts the process to S111.
[0088] The CPU 51 generates a stop symbol designation command and sets it in the command buffer (S111). The stop symbol designation command is a command for notifying the sub-control board 58 of the contents of the jackpot symbol or the loss symbol determined as the special symbol in the process of S98 or S105. Hereinafter, a command for notifying the sub-control board 58 of the contents of the jackpot symbol or the loss symbol determined as the first special symbol is referred to as a first stop symbol designation command. A command for notifying the sub-control board 58 of the contents of the jackpot symbol or the loss symbol determined as the second special symbol is referred to as a second stop symbol designation command. The first stop symbol designation command and the second stop symbol designation command set in the command buffer are sequentially transmitted to the sub-control board 58.
[0089] The CPU 51 determines the variation pattern (S112). In S112, the CPU 51 refers to the state of the probability variable flag and the time-saving flag, and specifies which of the game states, normal state, probability variable time-saving state, or non-probability variable time-saving state, is currently set. Then, the CPU 51 refers to the variation pattern determination table shown in FIG. 5, and determines the variation pattern corresponding to the variation pattern determination random number according to the specified game state and the judgment result of the big win judgment.
[0090] The CPU 51 generates a variation pattern designation command for designating the variation pattern determined in S112, and sets it in the command buffer (S113). Hereinafter, when the variation pattern determined in S112 is the first variation pattern, the command designating the first variation pattern is referred to as the first variation pattern designation command. When the variation pattern determined in S111 is the second variation pattern, the command designating the second variation pattern is referred to as the second variation pattern designation command. When the first variation pattern designation command and the second variation pattern designation command are collectively referred to as the variation pattern designation command, they are simply referred to as the variation pattern designation command. The variation pattern designation command includes information on the type of the determined variation pattern and the variation time of the special pattern corresponding to the variation pattern. The variation pattern designation command set in the command buffer is transmitted to the relay terminal board 47 and the sub-control board 58. The pattern display unit 29 that has received the first variation pattern designation command via the relay terminal board 47 starts the variation of the first special pattern in the first special pattern display unit. The pattern display unit 29 that has received the second variation pattern designation command starts the variation of the second special pattern in the second special pattern display unit. The sub-control board 58, which receives the first variation pattern designation command and the second variation pattern designation command, instructs the start of variation of the performance pattern 100 on the display screen 28.
[0091] The CPU 51 stores the special symbol fluctuation time corresponding to the fluctuation pattern determined in S112 in the special symbol fluctuation time counter (S115). The CPU 51 stores "1" indicating that the special symbol is fluctuating in the special symbol display state flag (S116), and returns the process to the main process.
[0092] 8, if the special symbol display flag is set to "1", the CPU 51 determines that the special symbol is changing (S82: YES) and determines whether the first or second change time has elapsed (S121). This determination is made according to the value of the special symbol change time counter stored in S115. If the value of the special symbol change time counter is not "0", the CPU 51 determines that the first or second change time has not elapsed (S121: NO) and returns the process to the main process.
[0093] When the value of the special symbol variation time counter is "0", the CPU 51 judges that the first variation time or the second variation time has elapsed (S121: YES), generates a special symbol stop command, and sets it in the command buffer (S122). The special symbol stop command is a command for notifying the symbol display unit 29 and the sub-control board 58 that the variation of the special symbol is to be stopped. The special symbol stop command set in the command buffer is transmitted to the relay terminal board 47 and the sub-control board 58, and instructs the variation of the first special symbol or the second special symbol in the symbol display unit 29 to be stopped and the variation of the performance symbol 100 on the display screen 28 to be stopped. Hereinafter, the command that designates the variation stop of the first special symbol is referred to as the first special symbol stop command. The command that designates the variation stop of the second special symbol is referred to as the second special symbol stop command. When the first special symbol stop command and the second special symbol stop command are collectively referred to, they are simply referred to as the special symbol stop command.
[0094] The CPU 51 stores the special symbol confirmation display time in the special symbol confirmation display time counter of the RAM 52 (S123). The CPU 51 stores "2" indicating that either the first special symbol or the second special symbol is being confirmed and displayed in the special symbol display state flag (S124). The CPU 51 returns the process to the main process.
[0095] Also, in the judgment of S83, if "2" is stored in the special symbol display state flag (S83: YES), the CPU 51 judges whether the special symbol fixed display time has elapsed according to the value of the special symbol fixed display time counter stored in S113 (S126). If the value of the special symbol fixed display time counter is not "0", the CPU 51 judges that the special symbol fixed display time has not elapsed (S126: NO) and returns the process to the main process. If the value of the special symbol fixed display time counter is "0", the CPU 51 judges that the special symbol fixed display time has elapsed (S126: YES) and stores "0", which indicates that neither the first special symbol nor the second special symbol is being changed or fixed, in the special symbol display state flag (S127). After that, the CPU 51 executes a game state transition process (S128) and returns the process to the main process.
[0096] With reference to Fig. 10, the game state transition process shown in S128 of Fig. 8 will be described in detail. In the game state transition process, when a jackpot is determined by the jackpot determination, a process for transitioning the game to a jackpot game state is performed. In addition, in the game state transition process, the time-saving flag and the probability variable flag are also appropriately controlled.
[0097] When the game state transition process is started, the CPU 51 judges whether the special symbol is a big win symbol and is displayed as a definite jackpot symbol (S131). When the special symbol is a big win symbol and is displayed as a definite jackpot symbol (S131: YES), the CPU 51 judges whether the time-saving state is set (S133). When the time-saving flag is "OFF", the CPU 51 judges that the time-saving state is not set (S133: NO), and the process moves to the judgment of S141. When the time-saving flag is "ON", the CPU 51 judges that the time-saving state is set (S133: YES), and clears all of the time-saving count counters to "0" (S135). The time-saving count counters are counters that count the number of judgments executed in the time-saving state, and are stored in the RAM 52. The CPU 51 generates a game state command corresponding to the time-saving state end notification, and sets it in the command buffer (S136). The CPU 51 sets the time-saving flag to "OFF" (S138).
[0098] The CPU 51 judges whether the probability variable state is set (S141). If the probability variable flag is "OFF", the CPU 51 judges that the probability variable state is not set (S141: NO), and moves the process to S145. If the probability variable flag is "ON", the CPU 51 judges that the probability variable state is set (S141: YES), generates a game state command corresponding to the probability variable state end notification, and sets it in the command buffer (S142). The CPU 51 sets the probability variable flag to "OFF" (S143). In other words, during a big win game, the game state is set to the normal state.
[0099] The CPU 51 sets the number of rounds corresponding to the big win symbol in the R counter (S145). The R counter is provided in the RAM 52 as a counter for storing the number of rounds. As described above, in this embodiment, the number of rounds corresponding to the big win symbol is "4" or "8". The CPU 51 generates a game state command corresponding to the big win game state start notification and sets it in the command buffer (S146). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the big win game state flag to "ON" (S148). The CPU 51 returns the process to the special symbol process.
[0100] On the other hand, when the special symbol is displayed as a miss symbol (S131: NO), the CPU 51 judges whether the time-saving flag is "ON" (S151). When the time-saving flag is "OFF" (S151: NO), the CPU 51 returns the process to the special symbol process. When the time-saving flag is "ON" (S151: YES), the CPU 51 subtracts "1" from the value of the time-saving count counter (S152). The CPU 51 judges whether the value of the time-saving count counter is "0" (S153). When the value of the time-saving count counter is not "0" (S153: NO), the time-saving state continues thereafter. In this case, the CPU 51 returns the process to the special symbol process. When the value of the time-saving count counter is "0" (S153: YES), the CPU 51 judges whether the probability of winning is set (S155). When the probability variable flag is "OFF", the CPU 51 judges that the probability variable state is not set (S155: NO). In this case, the number of judgments in the time-saving state reaches the time-saving number, and the non-probability variable time-saving state ends. The CPU 51 generates a game state command corresponding to the time-saving state end notification and sets it in the command buffer (S156). The game state commands set in the command buffer are sequentially transmitted to the sub-control board 58. The CPU 51 sets the time-saving flag to "OFF" (S158) and returns the process to the special symbol process. On the other hand, when the probability variable flag is "ON" in the judgment of S155 (S155: YES), the game state is the probability variable time-saving state, and the time-saving state continues until the probability variable state ends. In this case, the CPU 51 does not execute the processes of S156 and S158, and returns the process to the special symbol process.
[0101] With reference to Fig. 11, the details of the special electric role processing shown in S13 of Fig. 6 will be described. The flags used in the special electric role processing will be described. In addition to the various flags described above, the special electric role processing uses an open flag and the like. The open flag is a flag that indicates whether the large prize opening 16 is open or not, and is stored in the RAM 52. When the opening / closing member 161 of the large prize opening 16 is in an open state, the open flag stores "1" and is "ON", and when the opening / closing member 161 is not in an open state, the open flag stores "0" and is "OFF".
[0102] When the special electric device process is started, the CPU 51 judges whether or not the game is in a jackpot game state (S181). This judgment is made based on the state of the jackpot game state flag. If the jackpot game state flag is "OFF", the CPU 51 judges that the game is not in a jackpot game state (S181: NO) and returns the process to the main process. If the jackpot game state flag is "ON", the CPU 51 judges that the game is in a jackpot game state (S181: YES) and judges whether all the jackpot rounds have ended, that is, whether the value of the R counter is "0" (S182). The value of the R counter is decremented by "1" each time a jackpot round ends in the process of S197 described later. That is, if the value of the R counter is "0", the final round in the jackpot game has ended.
[0103] If the value of the R counter is not "0" (S182: NO), the CPU 51 judges whether the large prize opening 16 is open (S183). This judgment is made based on the state of the open flag. If the open flag is "ON", the CPU 51 judges that the large prize opening 16 is open (S183: YES), and moves the process to the judgment of S191. If the open flag is "OFF", the CPU 51 judges that the large prize opening 16 is not open (S183: NO), generates a large prize opening opening command for opening the large prize opening 16, and sets it in the command buffer (S185). The set large prize opening opening command is sequentially transmitted to the relay terminal board 47. The large prize opening solenoid 70 that receives the large prize opening opening command via the relay terminal board 47 opens the opening / closing member 161 of the large prize opening 16. The CPU 51 stores the special prize opening opening time (29 seconds in this embodiment) which is the opening time of the special prize opening 16 in the special prize game in the special prize opening opening counter of the RAM 52 (S186). The CPU 51 sets the open flag to "ON" (S188). The CPU 51 shifts the process to the judgment of S191.
[0104] The CPU 51 judges whether a game ball has entered the big prize opening 16 (S191). When the big prize opening switch 76 detects the entry of a game ball, a flag corresponding to the big prize opening switch 76 is set to "ON" in the switch reading process of the main process shown in S11 of FIG. 6. If this flag is "OFF", the CPU 51 judges that a game ball has not entered the big prize opening 16 (S191: NO), and shifts the process to the judgment of S193. If this flag is "ON", the CPU 51 judges that a game ball has entered the big prize opening 16 (S191: YES), and adds "1" to the winning ball counter of the RAM 52 that counts the number of game balls that have entered the big prize opening 16 (S192). The CPU 51 shifts the process to the judgment of S193.
[0105] The CPU 51 judges whether the number of winning balls stored in the winning ball counter is "10" or more (S193). If the value of the winning ball counter is less than "10" (S193: NO), the CPU 51 judges whether the large prize opening time has elapsed based on the value of the large prize opening time counter (S194). If the large prize opening time has not elapsed (S194: NO), the CPU 51 returns the process to the main process. In the special electric device process performed thereafter, if the large prize game state is in (S181: YES) and the value of the R counter is not "0" (S182: NO), the judgments of S193 and S194 are repeatedly executed until 10 or more game balls enter the large prize opening 16 or the large prize opening time has elapsed.
[0106] When 10 or more game balls enter the large prize opening 16 (S193: YES) or the large prize opening open time has elapsed (S194: YES), a large prize opening close command is generated and set in the command buffer (S195). The large prize opening close command is a command for closing the opening / closing member 161 of the large prize opening 16 that is open. The set large prize opening close command is sequentially transmitted to the relay terminal board 47. The large prize opening solenoid 70 that receives the large prize opening close command via the relay terminal board 47 closes the opening / closing member 161 of the large prize opening 16. The CPU 51 sets the open flag to "OFF" (S196). The CPU 51 subtracts "1" from the value of the R counter (S197).
[0107] The CPU 51 judges whether the next jackpot round to be started is a specific round by referring to the value of the R counter (S198). In this embodiment, the pachinko machine 1 is configured to execute an operation effect that prompts the player to operate the effect button 35 or the effect lever 36 in a specific round during a jackpot game. In this embodiment, the specific round is 4R. Therefore, in S198, the CPU 51 judges whether the next jackpot round to be started is the 4R jackpot round. When the CPU 51 judges that the next jackpot round to be started is not a specific round based on the value of the R counter (S198: NO), the process returns to the main process. When the CPU 51 judges that the next jackpot round to be started is a specific round based on the value of the R counter (S198: YES), the CPU 51 generates a 4R start command and sets it in the command buffer (S199). The 4R start command is a command for notifying that the next jackpot round to be started is the 4R. The 4R start command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 returns the process to the main process.
[0108] On the other hand, if the value of the R counter is "0" (S182: YES), the big win game ends, so the CPU 51 generates a game state command corresponding to the big win game state end notification and sets it in the command buffer (S201). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the big win game state flag to "OFF" (S202).
[0109] The CPU 51 refers to information indicating the contents of the jackpot pattern stored in the RAM 52, and judges whether the referred information indicates a high probability jackpot pattern (S203). If the referred information indicates a high probability jackpot pattern (S203: YES), the CPU 51 generates a game state command corresponding to the high probability state start notification, and sets it in the command buffer (S205). The CPU 51 sets the high probability flag to "ON" (S206). The CPU 51 generates a game state command corresponding to the time-saving state start notification, and sets it in the command buffer (S208). The game state commands set in the command buffer are sequentially transmitted to the sub-control board 58. The CPU 51 shifts the process to S216.
[0110] On the other hand, when the referenced information indicates a non-variable jackpot pattern (S203: NO), the CPU 51 generates a game state command corresponding to the time-saving state start notification and sets it in the command buffer (S211). The game state command set in the command buffer is sequentially transmitted to the sub-control board 58. The CPU 51 sets the time-saving count counter to "100" corresponding to the number of time-saving times (S212). The CPU 51 sets the time-saving flag to "ON" (S216) and returns the process to the main process.
[0111] The sub-control board processing executed by the sub-control board 58 will be described with reference to Figs. 12 and 13. In the sub-control board processing, processing for controlling various effects is performed according to commands transmitted from the main control board 41. In particular, the sub-control board processing controls the operation effects described below. The sub-control board 58 includes a clock circuit (not shown) that outputs a clock signal at a predetermined cycle, and an interrupt signal generating circuit (not shown). The interrupt signal generating circuit generates an interrupt signal every time a clock signal is input from the clock circuit. The CPU 581 of the sub-control board 58 executes the sub-control board processing every time an interrupt signal is input from the interrupt signal generating circuit, according to a program stored in the ROM 583.
[0112] In the sub-control board processing, a sub-high probability flag, a sub-time-saving flag, etc. are used. These flags are stored in RAM 582. The sub-high probability flag is a flag that indicates whether or not the game is in a high probability state, and when "1" is stored in the high probability state, it becomes "ON", and when "0" is stored in the non-high probability state, it becomes "OFF". The sub-time-saving flag is a flag that indicates whether or not the game is in a time-saving state, and when "1" is stored in the time-saving state, it becomes "ON", and when "0" is stored in the non-time-saving state, it becomes "OFF".
[0113] As shown in Fig. 12, when the power switch 423 of the pachinko machine 1 is operated to the ON state to turn the power of the pachinko machine 1 ON, the CPU 581 starts the sub-control board process. When the sub-control board process starts, the CPU 581 judges whether or not a game state command has been received from the main control board 41 (S401). If the CPU 581 has not received a game state command from the main control board 41 (S401: NO), the process proceeds to the judgment of S406. If the CPU 581 has received a game state command from the main control board 41 (S401: YES), the CPU 581 judges whether or not the received game state command is a jackpot game state start notification (S402).
[0114] When the received game state command is a jackpot game state start notification (S402: YES), the CPU 581 executes a jackpot game performance execution process for executing a jackpot game performance (S403). The CPU 581 analyzes the jackpot game state start notification, determines the content of the jackpot game performance according to the analysis result, generates a command for instructing the determined jackpot game performance, and sets it in a command buffer provided in the RAM 582. The commands set in the command buffer are sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that received the command reads out image data corresponding to information indicating the performance pattern of the jackpot game performance contained in the command from the CGROM. Then, the CPU 431 controls image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby starting the display of the performance image of the jackpot game performance. The CPU 581 also controls the illumination performance of the frame lamp 38 and the board lamp 27 via the lamp control board 46. Further, the CPU 581 controls sound processing by the sound control circuit 585. In this way, the big win game presentation is executed. The CPU 581 shifts the process to the determination of S406.
[0115] When the received game state command is not a notification of the start of the big win game state (S402: NO), the CPU 581 executes processing according to various states notified by the game state command (S405). When the game state command notifies the start of the big win game state, the CPU 581 sets the sub big win flag to "ON", and when the game state command notifies the end of the big win game state, the CPU 581 sets the sub big win flag to "OFF". When the game state command notifies the start of the time-saving state, the CPU 581 sets the sub time-saving flag to "ON", and when the time-saving state end notification is made, the CPU 581 sets the sub time-saving flag to "OFF". The CPU 581 controls various presentations according to the state of the sub big win flag and the sub time-saving flag. When the game state command notifies the end of the big win game state, the CPU 51 ends the execution of the big win game presentation. The CPU 51 shifts the process to the judgment of S406.
[0116] The CPU 581 determines whether or not a hold information command has been received from the main control board 41 (S406). If the CPU 581 has not received a hold information command from the main control board 41 (S406: NO), the process proceeds to the determination of S411. If the CPU 581 has received a hold information command from the main control board 41 (S406: YES), the CPU 581 executes hold display processing (S408) and proceeds to the determination of S411.
[0117] As shown in FIG. 18(A), the pachinko machine 1 performs a variable display of the performance pattern 100 in synchronization with the variable display of the special pattern, and as shown in FIG. 18(D) and (E), performs a final display of the performance pattern 100 in synchronization with the final display of the special pattern, thereby executing a notification performance. The performance pattern 100 includes a left pattern 101, a middle pattern 102, and a right pattern 103. The left pattern 101 is mainly displayed on a variable line on the left part of the display screen 28. The middle pattern 102 is mainly displayed on a variable line on the center part of the display screen 28. The right pattern 103 is mainly displayed on a variable line on the right part of the display screen 28. As shown in FIG. 18(A), the left pattern 101, the middle pattern 102, and the right pattern 103 are scrolled from the top to the bottom in order from the "1" pattern to the "8" pattern on each variable line, thereby performing a pattern change of the performance pattern 100. The arrow Y1 indicates that each of the performance symbols 100 continues to scroll. As shown in Fig. 18(D) and (E), the left pattern 101, the middle pattern 102, and the right pattern 103 are stopped and displayed at the center of each moving line, thereby determining and displaying the performance symbol 100. Fig. 18(D) shows an example in which the performance symbol 100 is determined to be a double number combination, thereby informing the user that the result of the jackpot determination is a jackpot. Fig. 18(E) shows an example in which the performance symbol 100 is determined to be a combination other than a double number, thereby informing the user that the result of the jackpot determination is a miss.
[0118] The pachinko machine 1 displays the first reserved display NH1 indicating the first reserved random number on the display screen 28. As shown in FIG. 18(A), in this embodiment, the first reserved display NH1 is configured with a circular symbol. The first reserved display NH1 may have various shapes other than a circle. The first reserved display NH1 may indicate the high or low expectation of the first reserved random number by a difference in its display color, a difference in shape, or the like. The expectation of the first reserved random number is based on the first reserved information. Specifically, the expectation of the first reserved random number is determined based on information indicating whether the special chart 1 jackpot random number related to the first reserved random number is a jackpot or not, information indicating which variation pattern the first variation pattern determination random number corresponds to, and the like. Positions H1 to H4 indicating the positions at which the first reserved display NH1 is displayed are provided in the lower left of the display screen 28. At each of positions H1, H2, H3, and H4, the first reserved display NH1 corresponding to the first reserved random number stored in each of No. 1, 2, 3, and 4 of the special chart 1 jackpot related information storage area shown in FIG. 3 is displayed. In FIG. 18, the first notification performance is being executed in synchronization with the change time of the first special pattern, the first hold number is "1", and one first hold display NH1 is displayed at position H1.
[0119] The pachinko machine 1 displays the second reserved display NH2 indicating the second reserved random number on the display screen 28. Although not shown, in this embodiment, the second reserved display NH2 is composed of a triangular symbol. The second reserved display NH2 may have various shapes other than a triangle. The second reserved display NH2 may indicate the level of expectation of the second reserved random number by a difference in its display color, a difference in shape, etc. The expectation of the second reserved random number is based on the second reserved information, similar to the expectation of the first reserved random number. Positions H5 to H8 indicating the positions at which the second reserved display NH2 is displayed are provided in the lower right of the display screen 28. The second reserved display NH2 corresponding to the second reserved random number stored in No. 1, 2, 3, and 4 of the special chart 2 jackpot related information storage area is displayed in each of the positions H5, H6, H7, and H8.
[0120] The CPU 581 executes a process for display control of the first hold display NH1 and the second hold display NH2 in the hold display process of S408. Specifically, when the received hold information command is the first hold information command, the CPU 581 analyzes the first hold information command and acquires the first hold information. The CPU 581 determines the display mode of the first hold display NH1 based on the first variation pattern look-ahead information, which is information on the first variation pattern determination random number included in the first hold information, and the like. The CPU 581 generates a command to instruct the performance control board 43 to display the first hold display NH1 in the determined mode, left-justified, in an empty position among positions H1 to H4, and sets the generated command in the command buffer. Also, when the received hold information command is the second hold information command, the CPU 581 analyzes the second hold information command and acquires the second hold information. The CPU 581 determines the display mode of the second hold display NH2 based on the second variation pattern look-ahead information, which is information on the second variation pattern determination random number included in the second hold information, and the like. The CPU 581 generates a command to instruct the performance control board 43 to display the second hold display NH2 in the determined manner, left-justified, in an empty position among positions H5 to H8, and sets the generated command in the command buffer. The commands set in the command buffer are sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that receives this command additionally displays the first hold display NH1 or the second hold display NH2 on the display screen 28.
[0121] Returning to the explanation of FIG. 12, the CPU 581 judges whether or not a stop symbol designation command has been received from the main control board 41 (S411). If the stop symbol designation command has not been received (S411: NO), the CPU 581 shifts the process to the judgment of S413. If the stop symbol designation command has been received (S411: YES), the CPU 581 analyzes the stop symbol designation command and acquires the type of special symbol (jackpot symbol or loss symbol) indicated by the command. The CPU 581 determines the combination of the performance symbols 100 according to the acquired type of special symbol (S412). Specifically, if the received pending information command is a first stop symbol designation command, the CPU 581 acquires the type of the first special symbol indicated by the first stop symbol designation command. When the first special symbol is a big win symbol, the CPU 581 determines a combination of the left symbol 101, the middle symbol 102, and the right symbol 103 with the same numbers as a combination when the left symbol 101, the middle symbol 102, and the right symbol 103 end the variable display and are displayed as a fixed display. The combination when the left symbol 101, the middle symbol 102, and the right symbol 103 end the variable display and are displayed as a fixed display is hereinafter referred to as a "fixed symbol". When the first special symbol is a losing symbol, the CPU 581 determines a combination other than a double number in which the left symbol 101, the middle symbol 102, and the right symbol 103 include different numbers as a fixed symbol. The determined fixed symbol is stored in the RAM 582. When the received stop symbol designation command is a second stop symbol designation command, the CPU 581 acquires the type of the second special symbol indicated by the second stop symbol designation command. The CPU 581 determines the fixed symbol depending on whether the acquired second special symbol is a big win symbol or a losing symbol. The CPU 581 shifts the process to the judgment of S413.
[0122] In this embodiment, when the special symbol is a jackpot symbol, in principle, a combination of the same odd numbers in the middle symbol 102 and the right symbol 103 is determined in the process of S412. When the special symbol is a non-jackpot symbol, a combination of the same odd numbers in the left symbol 101, the middle symbol 102, and the right symbol 103 is determined in the process of S412. On the other hand, even when the special symbol is a jackpot symbol, a combination of the same even numbers in the left symbol 101, the middle symbol 102, and the right symbol 103 is exceptionally determined at a predetermined rate in the process of S412.
[0123] The CPU 581 judges whether or not a variation pattern designation command has been received from the main control board 41 (S413). If the variation pattern designation command has not been received (S413: NO), the CPU 581 shifts the process to the judgment of S416. If the variation pattern designation command has been received (S413: YES), the CPU 581 executes the notification performance execution process (S415) and shifts the process to the judgment of S416.
[0124] With reference to Fig. 14, the notification performance execution process shown in S415 of Fig. 12 will be described in detail. In the notification performance execution process, the notification performance is controlled based on the variation pattern specified by the variation pattern specification command. In addition, in the notification performance execution process, control is also performed to execute an operation performance that prompts the player to operate the performance button 35 or the performance lever 36. Hereinafter, the operation performance executed in the notification performance is referred to as the notification operation performance.
[0125] When the notification performance execution process is started, the CPU 581 analyzes the variation pattern designation command, identifies the variation pattern indicated by the command, and acquires the identified variation pattern (S501). The CPU 581 generates a hold display shift command, and sets the generated hold display shift command in the command buffer (S502). The hold display shift command includes information instructing that the first hold display NH1 displayed at positions H1 to H4 be moved one position to the left when the variation pattern acquired in S501 is the first variation pattern. The hold display shift command includes information instructing that the second hold display NH2 displayed at positions H5 to H8 be moved one position to the left when the variation pattern acquired in S501 is the second variation pattern. The hold display shift commands set in the command buffer are sequentially transmitted to the performance control board 43. Upon receiving the hold display shift command, the CPU 431 of the performance control board 43 controls image processing by the image control circuit 435 to move the first hold display NH1 displayed at position H1 to position H4 or the second hold display NH2 displayed at position H5 to position H8 one position to the left.
[0126] The CPU 581 determines whether to execute the notification operation presentation in the notification presentation controlled this time according to the game state, etc. (S503). In this embodiment, the notification operation presentation is executed in the notification presentation executed in the normal state. Also, in this embodiment, the notification operation presentation is executed in the notification presentation based on the variation pattern in which the expectation degree of the big win determination result being a big win is a predetermined value or more. Specifically, when the notification presentation based on the "reach presentation D" or the "reach presentation E" is executed, the CPU 581 determines to execute the notification operation presentation in the notification presentation at a predetermined rate. Therefore, in the process of S503, the CPU 581 determines whether the variation pattern specified in the process of S501 is the "reach presentation D" or the "reach presentation E". When the specified variation pattern is the "reach presentation D" or the "reach presentation E", the CPU 581 determines whether to execute the notification operation presentation by executing a predetermined lottery. Note that this is not limited to this example, and the notification operation presentation may be executed in the notification presentation having an arbitrary expectation degree in an arbitrary game state.
[0127] The CPU 581 judges whether it has been decided in the process of S503 to execute an annunciation operation performance (S505). If the CPU 581 has decided not to execute an annunciation operation performance in the process of S503 (S505: NO), the process proceeds to S509. If the CPU 581 has decided to execute an annunciation operation performance in the process of S503 (S505: YES), the CPU 581 decides the mode of the annunciation operation performance to be executed (S506). In the process of S506, the CPU 581 decides the mode of the annunciation operation performance to be executed based on the annunciation operation performance mode decision table.
[0128] With reference to FIG. 15, the notification operation presentation mode determination table stored in the ROM 583 will be described. The notification operation presentation mode determination table is provided to determine the mode of the notification operation presentation in the processing of S506. In this embodiment, the notification operation presentation includes three types of modes, a first presentation, a second presentation, and a third presentation. The pachinko machine 1 is provided with a presentation button 35 and a presentation lever 36 as operation means that the player can operate. The first presentation is a presentation that prompts the player to operate the presentation button 35 among the multiple operation means. The second presentation is a presentation that prompts the player to operate the presentation lever 36. The third presentation is a presentation that prompts the player to operate the presentation button 35 and then the presentation lever 36.
[0129] The notification operation presentation mode determination table defines the rate at which the first presentation, the second presentation, and the third presentation are determined in association with the result of the jackpot determination notified by the notification presentation that executes the notification operation presentation. Specifically, the notification operation presentation mode determination table defines that, when the notification presentation that executes the notification operation presentation notifies the result of the jackpot determination based on the fluctuation pattern of the reach presentation D, the first presentation is determined at a rate of 15%, the second presentation at a rate of 82%, and the third presentation at a rate of 3%. Also, the notification operation presentation mode determination table defines that, when the notification presentation that executes the notification operation presentation notifies the result of the jackpot determination based on the fluctuation pattern of the reach presentation E, the first presentation is determined at a rate of 7%, the second presentation at a rate of 87%, and the third presentation at a rate of 6%.
[0130] The notification operation presentation mode decision table defines that when the notification presentation that executes the notification operation presentation notifies the result of a miss determination based on the fluctuation pattern of the reach presentation D, the first presentation is decided at a rate of 90%, the second presentation at a rate of 10%, and the third presentation at a rate of 0%. The notification operation presentation mode decision table defines that when the notification presentation that executes the notification operation presentation notifies the result of a miss determination based on the fluctuation pattern of the reach presentation E, the first presentation is decided at a rate of 85%, the second presentation at a rate of 15%, and the third presentation at a rate of 0%.
[0131] In this embodiment, the notification performance executed based on the variation pattern of the reach performance D has a predetermined or higher expectation that the result of the special chart 1 jackpot judgment will be a jackpot. Also, the notification performance executed based on the variation pattern of the reach performance E has a higher expectation that the result of the special chart 1 jackpot judgment will be a jackpot than the notification performance executed based on the variation pattern of the reach performance D. The notification operation performance mode determination table increases the rate at which the second performance is determined and decreases the rate at which the first performance is determined, as the expectation that the result of the special chart 1 jackpot judgment will be a jackpot increases. Also, when the result of the special chart 1 jackpot judgment is a jackpot, the rate at which the second performance is determined is higher than the rate at which the first performance is determined. For this reason, the pachinko machine 1 can make the player recognize that the expectation that the result of the jackpot judgment will be notified by the notification performance is higher when the operation of the performance lever 36 is prompted than when the operation of the performance button 35 is prompted.
[0132] In addition, the notification operation presentation mode determination table increases the rate at which the third presentation is determined as the result of the special chart 1 jackpot determination becomes a jackpot. In other words, the notification operation presentation mode determination table increases the rate at which the third presentation is determined when the notification presentation based on the reach presentation E is executed compared to when the notification presentation based on the reach presentation D is executed. This allows the pachinko machine 1 to improve the player's sense of expectation when the third presentation is executed.
[0133] In this embodiment, the notification operation presentation mode determination table does not determine the execution of the third presentation when the notification presentation that executes the notification operation presentation announces a miss judgment result. Therefore, when the third presentation is executed, it is determined that the notification presentation announces a jackpot judgment result. This allows the pachinko machine 1 to greatly increase the player's sense of expectation when the third presentation is executed.
[0134] In the third performance, the operation of the performance button 35 is first prompted, so the player's expectations are likely to be lower than when the operation of the performance lever 36 is prompted, but the player's expectations, which were once low, are likely to rise all at once by being prompted to operate the performance lever 36 afterwards. In order to change the player's expectations in this way, it is assumed that the player recognizes that the expectation of the jackpot determination result being notified by the notification performance is higher when the operation of the performance lever 36 is prompted than when the operation of the performance button 35 is prompted. In order to maintain this premise, in this embodiment, the rate at which the third performance is determined when the result of the special chart 1 jackpot determination is a jackpot is set lower than the rate at which the second performance is determined. Within the scope of this premise, the pachinko machine 1 may arbitrarily change the determination rates of the first performance, the second performance, and the third performance, such as determining the third performance at a predetermined rate even when the notification performance that executes the notification operation performance notifies the result of the miss determination.
[0135] Returning to the explanation of FIG. 14, the CPU 581 generates an annunciation operation performance execution command and sets it in the command buffer (S508). The annunciation operation performance execution command is a command for instructing the performance control board 43 to execute an annunciation operation performance. The annunciation operation performance execution command includes information indicating whether the mode of the annunciation operation performance determined in the processing of S506 is the first performance, the second performance, or the third performance, and information indicating the timing of executing the annunciation operation performance in the annunciation performance. The annunciation operation performance execution command set in the command buffer is sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that receives the annunciation operation performance execution command analyzes the annunciation operation performance execution command and specifies whether the annunciation operation performance is the first performance, the second performance, or the third performance. The CPU 431 reads image data corresponding to the specified mode of the annunciation operation performance from the CGROM. Then, the CPU 431 controls image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby executing the announcing operation performance at the timing indicated by the announcing operation performance execution command. The CPU 581 shifts the process to S509.
[0136] The CPU 581 generates an annunciation performance start command and sets the generated annunciation performance start command in the command buffer (S509). The annunciation performance start command is a command for instructing the start of execution of an annunciation performance. The annunciation performance start command includes information indicating the performance pattern of the annunciation performance based on the variation pattern. The annunciation performance start command set in the command buffer is sequentially transmitted to the performance control board 43. The CPU 431 of the performance control board 43 that received the annunciation performance start command reads out image data corresponding to the information indicating the performance pattern of the annunciation performance included in the annunciation performance start command from the CGROM. Then, the CPU 431 controls image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby starting the display of the performance image of the annunciation performance. The CPU 581 also controls the illumination performance of the frame lamp 38 and the board lamp 27 via the lamp control board 46. The CPU 581 also controls sound processing by the sound control circuit 585. As a result, the annunciation performance is executed. The CPU 581 returns the process to the sub-control board processing.
[0137] Returning to the explanation of Fig. 12, the CPU 581 judges whether or not a special symbol stop command has been received from the main control board 41 (S416). If the special symbol stop command has not been received (S416: NO), the CPU 581 shifts the process to S421 shown in Fig. 13. If the special symbol stop command has been received (S416: YES), the CPU 581 executes notification performance end processing (S418) and shifts the process to S421.
[0138] The CPU 581 executes a process for ending the execution of the notification performance in the notification performance ending process of S415. Specifically, when the received special symbol stop command is a first special symbol stop command, the CPU 581 generates a command for instructing the end of the execution of the first notification performance, and sets the generated command in the command buffer. When the received special symbol stop command is a second special symbol stop command, the CPU 581 generates a command for instructing the end of the execution of the second notification performance, and sets the generated command in the command buffer. The commands set in the command buffer are sequentially transmitted to the performance control board 43. This command includes information on the finalized symbol determined in S412. The CPU 431 of the performance control board 43 that receives this command controls the image processing by the image control circuit 435 to end the variable display of the performance symbol 100, and displays the performance symbol 100 as the finalized symbol. This ends the execution of the notification performance.
[0139] 13, the CPU 581 judges whether or not a 4R start command has been received from the main control board 41 (S421). If the 4R start command has not been received (S421: NO), the CPU 581 shifts the process to the judgment of S423. If the 4R start command has been received (S421: YES), the CPU 581 executes a big win operation presentation execution process (S422) and shifts the process to the judgment of S423.
[0140] With reference to Fig. 16, the details of the jackpot operation presentation execution process shown in S422 of Fig. 13 will be described. When the 4R start command is received, the CPU 581 is executing a jackpot game presentation. Hereinafter, the operation presentation executed in the jackpot game presentation is referred to as a jackpot operation presentation. The pachinko machine 1 executes the jackpot operation presentation in a specific round of the jackpot game. In this embodiment, the specific round is the 4R. The jackpot game presentation jackpot operation presentation execution process executes control for executing the jackpot operation presentation.
[0141] When the jackpot operation performance execution process is started, the CPU 581 determines whether to execute a jackpot game performance according to the determined symbol corresponding to the jackpot symbol that triggered the execution of the jackpot game performance being executed (S511). In the process of S511, the CPU 581 refers to the determined symbol determined in the process of S412 shown in FIG. 12 and stored in the RAM 582. As described above, in this embodiment, when the special symbol is a high probability jackpot symbol, in principle, in the process of S412, a combination of double numbers in which the middle symbol 102 and the right symbol 103 are aligned with the same odd number is determined. On the other hand, when the special symbol is a high probability jackpot symbol, in the process of S412, a combination of double numbers in which the left symbol 101, the middle symbol 102, and the right symbol 103 are aligned with the same odd number is exceptionally determined at a predetermined rate. The CPU 581 determines to execute the jackpot operation presentation when the special symbol is a jackpot symbol with a probability of jackpot, but an exceptional combination of the left symbol 101, the middle symbol 102, and the right symbol 103 being the same even number is determined. Also, the CPU 581 determines to execute the jackpot operation presentation at a predetermined rate when the special symbol is a non-variable jackpot symbol with a probability of jackpot, and a combination of the left symbol 101, the middle symbol 102, and the right symbol 103 being the same even number is determined in the process of S412. This predetermined rate may be set arbitrarily between 0% and 100%.
[0142] The CPU 581 judges whether it has been decided to execute a jackpot operation presentation (S512). If it has been decided not to execute a jackpot operation presentation (S512: NO), the CPU 581 ends the jackpot operation presentation execution process. If it has been decided to execute a jackpot operation presentation (S512: YES), the CPU 581 decides the mode of the jackpot operation presentation to be executed (S513). In the process of S513, the CPU 581 decides the mode of the jackpot operation presentation to be executed based on a jackpot operation presentation mode decision table.
[0143] 17, the big win operation presentation mode determination table stored in the ROM 583 will be described. The big win operation presentation mode determination table is provided to determine the mode of the big win operation presentation in the process of S513. In this embodiment, the big win operation presentation includes three types of modes, the first presentation, the second presentation, and the third presentation, similar to the above-mentioned notification operation presentation.
[0144] The jackpot operation presentation mode determination table defines the rate at which the first presentation, the second presentation, and the third presentation are determined in association with whether the jackpot type corresponding to the jackpot game presentation that executes the jackpot operation presentation is a probability variable jackpot or a non-probability variable jackpot. Specifically, the jackpot operation presentation mode determination table defines that when the jackpot game presentation that executes the jackpot operation presentation is executed for a jackpot game with a probability variable jackpot, the first presentation is determined at a rate of 5%, the second presentation at a rate of 85%, and the third presentation at a rate of 10%. Also, the jackpot operation presentation mode determination table defines that when the jackpot game presentation that executes the jackpot operation presentation is executed for a jackpot game with a non-probability variable jackpot, the first presentation is determined at a rate of 88%, the second presentation at a rate of 10%, and the third presentation at a rate of 2%.
[0145] In this embodiment, in principle, when the jackpot type is a probability jackpot, the performance pattern 100 is displayed as a combination of odd numbers, and when the jackpot type is a non-probability jackpot, the performance pattern 100 is displayed as a combination of even numbers. In either case, the jackpot game is then executed. For this reason, when the performance pattern 100 is displayed as a combination of even numbers and a jackpot game is executed, the player often believes that the jackpot type of the jackpot game being executed is a non-probability jackpot, and that a non-probability time-saving state is set after the jackpot game ends. However, in this embodiment, even in the case of a probability jackpot, the performance pattern 100 is displayed as a combination of even numbers at a predetermined rate and the jackpot game is executed.
[0146] In this embodiment, when a jackpot pattern is determined and a jackpot game is played, a jackpot time-saving state is set after the jackpot game ends. On the other hand, when a non-jackpot pattern is determined and a jackpot game is played, a non-jackpot time-saving state is set after the jackpot game ends. The jackpot time-saving state has a higher jackpot probability than the non-jackpot time-saving state. In other words, the case where the jackpot time-saving state is set is more advantageous for the player than the case where the non-jackpot time-saving state is set.
[0147] When the pachinko machine 1 is a sure-win jackpot but the performance symbols 100 are displayed as a combination of even numbers, and a jackpot game is executed, the pachinko machine 1 executes a jackpot operation performance in the fourth round of the jackpot game. In this case, the jackpot operation performance is performed with content that suggests to the player that the jackpot type is a sure-win jackpot, that is, that the sure-win time-saving state will be set after the end of the jackpot game currently being played. On the other hand, the pachinko machine 1 also executes a jackpot operation performance at a predetermined rate when the pachinko machine 1 is a non-sure-win jackpot and the performance symbols 100 are displayed as a combination of even numbers as a rule, and a jackpot game is executed. In this case, the jackpot operation performance is performed with content that does not suggest to the player that the jackpot type is a non-sure-win jackpot and that the sure-win time-saving state will be set after the end of the jackpot game currently being played.
[0148] The jackpot operation presentation mode determination table executes the second presentation at a higher rate than the first presentation when the jackpot game is executed because the presentation pattern 100 is a combination of even numbers that are determined to be a probability variable jackpot but the jackpot game is executed because the presentation pattern 100 is a combination of even numbers that are determined to be a probability variable jackpot but the jackpot game is executed because the jackpot game is executed because the jackpot game is not a probability variable jackpot but the presentation pattern 100 is a combination of even numbers that are determined to be a probability variable jackpot and the jackpot game is executed because ...
[0149] In addition, the jackpot operation presentation mode determination table increases the rate at which the third presentation is determined when the jackpot type is a probability variable jackpot compared to when the jackpot type is a non-probability variable jackpot. This allows the pachinko machine 1 to improve the player's sense of expectation when the third presentation is executed.
[0150] In this embodiment, the jackpot operation presentation mode determination table determines the third presentation, although at a small rate, even when the jackpot game in which the jackpot operation presentation is executed corresponds to a jackpot type that is not a variable probability jackpot. Therefore, even when the third presentation is executed in the pachinko machine 1, the player may not be informed that the variable probability time-saving state will be set after the jackpot game ends by the jackpot operation presentation. As a result, when the pachinko machine 1 executes the third presentation, the player's attention can be drawn to the end of the third presentation as to whether the third presentation will notify a variable probability jackpot or a non-variable probability jackpot.
[0151] In the third performance, the operation of the performance button 35 is first encouraged, so the player's expectations are likely to be lower than when the operation of the performance lever 36 is encouraged, but the operation of the performance lever 36 is encouraged afterwards, so the player's expectations, which were once low, are likely to rise all at once. In order to change the player's expectations in this way, as in the case of the notification operation performance, it is assumed that the player recognizes that the operation of the performance lever 36 is more likely to suggest a situation that is advantageous to the player than the operation of the performance button 35. In order to maintain this premise, in this embodiment, the rate at which the third performance is determined when the jackpot type is a probability jackpot is set lower than the rate at which the second performance is determined. Within the scope of this premise, the pachinko machine 1 may arbitrarily change the determination rates of the first performance, the second performance, and the third performance, such as not determining the third performance when a non-probability time-saving state is set after the end of the jackpot game in which the jackpot operation performance is executed.
[0152] Returning to the explanation of FIG. 16, the CPU 581 generates a big win operation presentation execution command and sets it in the command buffer (S515). The big win operation presentation execution command is a command for instructing the presentation control board 43 to execute a big win operation presentation in the big win game presentation in the 4th big win round. The big win operation presentation execution command includes information indicating whether the mode of the big win operation presentation determined in the processing of S513 is the first presentation, the second presentation, or the third presentation, and information indicating the timing of executing the big win operation presentation in the 4th big win round. The big win operation presentation execution command set in the command buffer is sequentially transmitted to the presentation control board 43. The CPU 431 of the presentation control board 43 that has received the big win operation presentation execution command analyzes the big win operation presentation execution command and specifies whether the big win operation presentation is the first presentation, the second presentation, or the third presentation. The CPU 431 reads out image data corresponding to the specified mode of the big win operation presentation from the CGROM. Then, the CPU 431 controls the image processing by the image control circuit 435 to display the read image data on the display screen 28, thereby executing the big win notification operation presentation at the timing indicated by the big win operation presentation execution command. The CPU 581 returns the process to the sub-control board process.
[0153] Returning to the explanation of Fig. 13, the CPU 581 determines whether any other command has been received from the main control board 41 (S423). If no other command has been received (S423: NO), the CPU 581 ends the sub-control board processing. If another command has been received (S423: YES), the CPU 581 executes various processes according to the command (S425). The CPU 581 ends the sub-control board processing.
[0154] A specific example of the notification operation effect executed in the notification effect will be described in detail with reference to FIG. 18 to FIG. 20. As described above, in this embodiment, the notification operation effect is executed when the notification effect based on the "reach effect D" or the "reach effect E" is executed. The notification operation effect is executed in a scene where the left pattern 101 and the right pattern 103 of the performance pattern 100 constitute a reach state, and whether the notification effect notifies a big win or a miss is determined depending on which pattern the middle pattern 102, which continues to change, stops at. Note that the reach state is a state in which the left pattern 101 and the right pattern 103 are temporarily stopped, and the performance pattern 100 has not yet reached a definite display. In this embodiment, in the reach state, the left pattern 101 and the right pattern 103 are in a state of slight shaking and shaking fluctuation. The symbol Y2 shown in Fig. 18(C) etc., typically indicates that the left pattern 101 and the right pattern 103 are swaying and fluctuating. In this scene, the notification operation performance is performed in such a manner that the player is prompted to operate either the performance button 35 or the performance lever 36, and the middle pattern 102 stops at either of the patterns in response to the player operating the operation means that is prompted to be operated.
[0155] FIG. 18 shows an example of a case where the notification operation presentation is performed in the first presentation mode. As shown in FIG. 18(A), the presentation pattern 100 starts changing, thereby starting the notification presentation. After that, as shown in FIG. 18(B), the presentation pattern 100 is in a reach state with the left pattern 101 and the right pattern 103, and the center pattern 102 continues to change. After that, as shown in FIG. 18(C), the notification operation presentation is performed in the first presentation mode. The first presentation is performed in a mode in which the presentation button image 121 including an image imitating the presentation button 35 and the word "Press!" for encouraging the player to operate the presentation button 35 is displayed on the display screen 28, thereby urging the player to operate the presentation button 35.
[0156] When the player is prompted by the effect button image 121 displayed on the display screen 28 and operates the effect button 35 within a predetermined time, the middle symbol 102 stops in response to the operation. When the currently executing notification effect notifies a jackpot, as shown in FIG. 18(D), the middle symbol 102 stops with the same symbol as the left symbol 101 and the right symbol 103 that constituted the reach state, and the effect symbol 100 is displayed as a combination of repeated numbers, which is determined. When the currently executing notification effect notifies a miss, as shown in FIG. 18(E), the middle symbol 102 stops with a symbol different from the left symbol 101 and the right symbol 103 that constituted the reach state, and the effect symbol 100 is displayed as a combination that is not a repeated number, which is determined. Note that, if the player does not operate the effect button 35 within a predetermined time after the effect button image 121 is displayed on the display screen 28, the middle symbol 102 may be automatically stopped after the predetermined time has elapsed.
[0157] Figure 19 shows an example of the case where the notification operation performance is performed in the form of the second performance. Figure 19(A) shows a state where the notification performance has started in the same manner as Figure 18(A). Figure 19(B) shows a state where the notification performance progresses in the same manner as Figure 18(B) and the performance pattern 100 forms a reach state.
[0158] After that, as shown in Fig. 19(F), the notification operation effect is executed in the second effect. The second effect is executed in a manner that prompts the player to operate the effect lever 36 by displaying an effect lever image 122 on the display screen 28, which includes an image imitating the effect lever 36 and the word "Push!" for prompting the player to operate the effect lever 36. When the player is prompted by the effect lever image 122 displayed on the display screen 28 to operate the effect lever 36 within a predetermined time, the middle symbol 102 stops in response to the operation. When the currently executed notification effect notifies a jackpot, as shown in Fig. 19(D), the middle symbol 102 stops with the same symbol as the left symbol 101 and the right symbol 103 that constituted the reach state, and the effect symbol 100 is displayed as a confirmed combination of the same numbers. When the ongoing notification effect indicates a miss, as shown in FIG. 19(E), the middle symbol 102 stops with a symbol different from the left symbol 101 and the right symbol 103 that constituted the reach state, and the effect symbol 100 is displayed as a confirmed combination that is not a repeat number.
[0159] As described above, the first performance is more likely to be executed when the notification performance notifies a loss than when it notifies a big win. The second performance is more likely to be executed when the notification performance notifies a loss than when it notifies a big win. Therefore, a player who has experienced the notification operation performance multiple times can recognize that the expectation of a big win being notified by the notification performance is higher when the second performance that prompts the operation of the performance lever 36 is executed than when the first performance that prompts the operation of the performance button 35 is executed. In addition, the pachinko machine 1 has two types of operation means, the performance button 35 and the performance lever 36, but the performance lever 36 is a structure that looks better than the performance button 35. In addition, the performance button 35 is a general push button that is operated by pressing it, while the performance lever 36 is a special operation means configured to be able to rotate left and right and push backwards. For this reason, the pachinko machine 1 is more likely to make the player feel a sense of anticipation of being notified of a favorable result when the operation of the effect lever 36 is encouraged than when the operation of the effect button 35 is encouraged.
[0160] Fig. 20 shows an example of the case where the notification operation performance is performed in the form of the third performance. Fig. 20(A) shows a state where the notification performance has started, similar to Fig. 18(A) and Fig. 19(A). Fig. 20(B) shows a state where the notification performance progresses, similar to Fig. 18(B) and Fig. 19(A), and the performance pattern 100 forms a reach state.
[0161] After that, as shown in FIG. 20 (G-1), the notification operation effect is executed in the third effect. In the third effect, first, the effect button image 121 is displayed on the display screen 28. When the player, prompted by the effect button image 121 displayed on the display screen 28, operates the effect button 35 within a predetermined time, an effect image 129 for generating an effect of destroying the effect button image 121 is displayed on the display screen 28, as shown in FIG. 20 (G-2). The effect image 129 is displayed to give the player the impression that the display of the effect button image 121 has been cancelled. That is, the third effect is executed with the content of cancelling the prompting to operate the effect button 35 after prompting the operation of the effect button 35. For example, the effect image 129 may be displayed in response to a specific character appearing in response to the operation of the effect button 35, and the specific character performing an action of destroying the effect button image 121. Also, the effect image 129 may be configured as an image including characters such as "Cancel!" to indicate that the prompting to operate the effect button 35 is cancelled. Also, instead of displaying the effect image 129, the cancellation of the prompt to operate the effect button 35 may be expressed by, for example, erasing the effect button image 121 from the display screen 28.
[0162] Next, as shown in FIG. 20(G-3), the effect lever image 122 is displayed on the display screen 28. When the player is prompted by the effect lever image 122 displayed on the display screen 28 to operate the effect lever 36 within a predetermined time, the middle symbol 102 stops in response to the operation. In this embodiment, the third effect is executed only when a jackpot is notified by the notification effect. Therefore, as shown in FIG. 20(D), the middle symbol 102 stops with the same symbol as the left symbol 101 and the right symbol 103 that constituted the reach state, and the effect symbol 100 is displayed as a confirmed combination of the same numbers.
[0163] In this way, the pachinko machine 1 executes a series of third performances shown in Fig. 20 (G-1), (G-2), and (G-3). As a result, the pachinko machine 1 can first prompt the player to operate the performance button 35, then cancel the prompt to operate the performance button 35, and further prompt the player to operate the performance lever 36. At the beginning of the execution of the third performance, the player is prompted to operate the performance button 35, so the player's sense of expectation is likely to be lower than when the player is prompted to operate the performance lever 36. However, in the third performance, the operation of the performance button 35 is subsequently canceled, and the player is prompted to operate the performance lever 36, which is likely to give the player high expectations. Thus, the pachinko machine 1 can effectively increase the player's sense of expectation by progressing through the third performance. Also, in this embodiment, when the third performance is executed, it is determined that a jackpot is notified by the notification performance. As a result, the pachinko machine 1 can excite and satisfy the player who has experienced the third performance. In addition, even if the operation of the effect button 35 is prompted in the notification operation effect, there is a possibility that the operation of the effect lever 36 will be prompted afterwards, so that the notification operation effect is likely to attract the player's attention and expectation. Therefore, the pachinko machine 1 can increase the interest of the game by providing the third effect as a mode of the notification operation effect.
[0164] The third performance may be configured to automatically display an effect image 129 as shown in FIG. 20(G-2) after the performance button image 121 is displayed as shown in FIG. 20(G-1), even if the performance button 35 is not operated. Even in this case, the pachinko machine 1 can make the player recognize that the operation of the performance button 35 has been canceled and that the operation of the performance lever 36 has been prompted instead of the performance button 35, thereby improving the player's sense of expectation. The third performance may be executed at a predetermined rate even when a miss is notified by the notification performance. Even in this case, the pachinko machine 1 can make the player feel a sense of expectation that a jackpot will be notified by the notification performance after the third performance is executed, thereby making the player excited.
[0165] A specific example of the jackpot operation effect executed in the jackpot game effect will be described in detail with reference to FIG. 21 to FIG. 23. As described above, in this embodiment, the jackpot operation effect is executed when the jackpot type of the probability variable jackpot is determined, but the combination of even numbers is exceptionally determined as the determined pattern of the effect pattern 100, and the effect pattern 100 is determined and displayed, and then the jackpot game is executed. In addition, the jackpot operation effect is executed at a predetermined rate among the cases where the jackpot type of the non-probability variable jackpot is determined. The jackpot operation effect is executed in a specific jackpot round among the jackpot game effects. The specific jackpot round is the 4th round, as described above. In this scene, the jackpot operation effect prompts the player to operate either the effect button 35 or the effect lever 36. Then, the jackpot operation effect suggests whether the jackpot type is a probability variable jackpot or not, that is, whether a probability variable time-saving state is set after the jackpot game ends, depending on the player's operation of the operation means to which the operation is prompted.
[0166] FIG. 21 shows an example of a case where the big win operation presentation is performed in the first presentation mode. As shown in FIG. 21(A), it is assumed that the big win game presentation has started. FIG. 21 to FIG. 23 show an example of a case where the big win game presentation starts in response to the presentation pattern 100 being confirmed and displayed with the even number "8". During the execution of the big win game presentation, the combination of the presentation patterns 100 that have been confirmed and displayed is displayed in a reduced size. In addition, since it is recommended to play with a right hit during the big win game, a right hit display 119 for instructing the player to play with a right hit is also displayed on the display screen 28.
[0167] When the big win round has progressed to the fourth round, as shown in Fig. 21(B), a chance image 131 is displayed on the display screen 28. The chance image 131 includes an image showing a closed treasure chest and an image showing the words "Take the chance with your movements!"
[0168] Next, as shown in FIG. 21(C), the effect button image 121 is displayed on the display screen 28. In this embodiment, the effect button image 121 is an image for prompting the player to operate the effect button 35, and is the same image as that used in the notification operation effect described above. Note that the content of the effect button image 121 may be different between the big win operation effect and the notification operation effect. Also, in this embodiment, the effect button image 121 is displayed so as to overlap the chance image 131, but the effect button image 121 may be displayed in a position on the display screen 28 other than the chance image 131.
[0169] When the player is prompted by the effect button image 121 displayed on the display screen 28 to operate the effect button 35 within a predetermined time, the effect button image 121 is erased from the display screen 28 in response to the operation, and the content of the image shown by the chance image 131 changes. Here, if a jackpot type of a probability variable jackpot is determined, but an even-numbered combination is exceptionally determined as the determined pattern of the effect pattern 100, a probability variable time-shortening state is set after the jackpot game ends. On the other hand, if a jackpot type of a non-probability variable jackpot is determined and an even-numbered combination is determined as the determined pattern of the effect pattern 100, a non-probability variable time-shortening state is set after the jackpot game ends.
[0170] When the probability variable time-saving state is set after the end of the jackpot game, the treasure box shown by the chance image 131 changes to an open state as shown in FIG. 21(D). Also, the text shown by the chance image 131 changes to "Yay!", which suggests that the probability variable time-saving state will be set after the end of the jackpot game. When the non-probability variable time-saving state is set after the end of the jackpot game, the treasure box shown by the chance image 131 remains closed as shown in FIG. 21(E). On the other hand, the text shown by the chance image 131 changes to "...", which suggests that the probability variable time-saving state will not be set after the end of the jackpot game. That is, the jackpot operation presentation suggests to the player whether or not the probability variable time-saving state will be set after the end of the jackpot game in the jackpot game presentation in a specific jackpot round, depending on the operation of the operation means of the presentation button 35 or the presentation lever 36. By configuring the jackpot operation presentation in this way, the pachinko machine 1 can encourage the player who is playing the game thinking that the jackpot type is a non-probability variable jackpot to operate the operation means. And, when the chance image 131 is changed to the state shown in Fig. 21(D), the player can feel as if he / she has won the chance of the time-saving probability state being set after the end of the big win game by operating the operating means. Note that the first performance may be configured such that, if the player does not operate the performance button 35 within a predetermined time after the performance button image 121 is displayed on the display screen 28, the content of the chance image 131 is automatically changed to that shown in Fig. 21(D) or (E) after the predetermined time has elapsed.
[0171] Fig. 22 shows an example of the case where the big win operation presentation is performed in the second presentation mode. Fig. 22(A) shows the state where the big win game presentation has started, similar to Fig. 21(A). Fig. 22(B) shows the state where the big win round has progressed to the 4th round, and the chance image 131 is displayed on the display screen 28, similar to Fig. 21(B).
[0172] After that, as shown in FIG. 22(F), the big win operation effect is executed in the second effect. In this case, the effect lever image 122 is displayed on the display screen 28. The effect lever image 122 is an image for encouraging the player to operate the effect lever 36, and is the same image as that used in the notification operation effect described above. Note that the content of the effect lever image 122 may be different between the big win operation effect and the notification operation effect. In this embodiment, the effect lever image 122 is displayed so as to overlap the chance image 131, but the effect lever image 122 may be displayed in a position on the display screen 28 other than the chance image 131.
[0173] When the player is prompted by the effect lever image 122 displayed on the display screen 28 to operate the effect lever 36 within a predetermined time, the effect lever image 122 is erased from the display screen 28 in response to the operation, and the content of the image shown by the chance image 131 changes. When a high probability time-saving state is set after the end of the jackpot game, the treasure box shown by the chance image 131 changes to an open state as shown in FIG. 22(D) in the same way as shown in FIG. 21(D). Also, the text shown by the chance image 131 changes to "Yay!", which suggests that a high probability time-saving state is set after the end of the jackpot game. When a non-high probability time-saving state is set after the end of the jackpot game, the treasure box shown by the chance image 131 remains closed and does not change as shown in FIG. 22(E) in the same way as shown in FIG. 21(E). On the other hand, the text shown by the chance image 131 changes to "...", which suggests that a high probability time-saving state is not set after the end of the jackpot game.
[0174] As described above, the first performance is more likely to be executed when a non-probability time-saving state is set after the end of a jackpot game than when a probability time-saving state is set after the end of a jackpot game. The second performance is more likely to be executed when a probability time-saving state is set after the end of a jackpot game than when a non-probability time-saving state is set after the end of a jackpot game. Therefore, a player who has experienced the jackpot operation performance multiple times can recognize that the expectation of the probability time-saving state being set after the end of a jackpot game is higher when the second performance prompting the operation of the performance lever 36 is executed than when the first performance prompting the operation of the performance button 35 is executed. In addition, the pachinko machine 1 has two types of operation means, the performance button 35 and the performance lever 36, but the performance lever 36 is a structure that looks better than the performance button 35. In addition, the performance button 35 is a general push button that is operated by pressing it, while the performance lever 36 is a special operation means configured to be able to rotate left and right and push backwards. For this reason, the pachinko machine 1 is more likely to make the player feel a sense of anticipation of being notified of a favorable result when the operation of the effect lever 36 is encouraged than when the operation of the effect button 35 is encouraged.
[0175] Fig. 23 shows an example of the case where the big win operation presentation is performed in the third presentation mode. Fig. 23(A) shows a state where the big win game presentation has started, similar to Fig. 21(A) and Fig. 122(A). Fig. 23(B) shows a state where the big win round has progressed to the 4th round, and the chance image 131 is displayed on the display screen 28, similar to Fig. 21(B) and Fig. 22(B).
[0176] After that, as shown in FIG. 22(H-1), the notification operation effect is executed in the third effect. In the third effect, first, the effect button image 121 is displayed on the display screen 28. When the player, prompted by the effect button image 121 displayed on the display screen 28, operates the effect button 35 within a predetermined time, the display color of the effect button image 121 is displayed inverted as shown in FIG. 22(H-2). The effect button image 121 is displayed inverted to indicate that the player has operated the effect button 35 but that the operation will not cause a change in the chance image 131. That is, the effect button image 121 is displayed inverted to indicate to the player that the operation of the effect button 35 is not validly accepted by the pachinko machine 1 as an operation for changing the chance image 131. In addition to being displayed inverted, the effect button image 121 may be erased from the display screen 28 to indicate that the effect button 35 has been operated but that the operation will not cause a change in the chance image 131. In addition, the effect button image 121 may display text such as "Operation NG!" to indicate that the effect button 35 has been operated but that operation will not result in a change in the chance image 131.
[0177] Next, as shown in FIG. 22(H-3), the effect lever image 122 is displayed on the display screen 28. When the player, prompted by the effect lever image 122 displayed on the display screen 28, operates the effect lever 36 within a predetermined time, the effect lever image 122 is erased from the display screen 28 in response to the operation, and the content of the image shown by the chance image 131 changes. By executing the third effect of this type, the pachinko machine 1 can give the player the impression that the chance to operate the effect lever 36 has been given by operating the effect button 35 in response to the prompt to operate the effect button 35. Therefore, the pachinko machine 1 can give the player an incentive to participate in the operation effect by operating the operating means, thereby improving the interest of the game.
[0178] When the probability variable time-saving state is set after the end of the jackpot game, the treasure box shown by the chance image 131 changes to an open state as shown in FIG. 23(D) in the same way as shown in FIG. 21(D) and FIG. 22(D). Also, the text shown by the chance image 131 changes to "Yay!", which suggests that the probability variable time-saving state will be set after the end of the jackpot game. When the non-probability variable time-saving state is set after the end of the jackpot game, the treasure box shown by the chance image 131 remains closed as shown in FIG. 23(E) in the same way as shown in FIG. 21(E) and FIG. 22(E). On the other hand, the text shown by the chance image 131 changes to "...", which suggests that the probability variable time-saving state will not be set after the end of the jackpot game.
[0179] By executing a series of third performances shown in Figs. 22(H-1), (H-2), and (H-3), the pachinko machine 1 can first prompt the player to operate the performance button 35, and then indicate that the operation of the performance button 35 is not accepted, and further prompt the player to operate the performance lever 36. At the beginning of the execution of the third performance, the operation of the performance button 35 is prompted, so the player's sense of expectation is likely to be lower than when the operation of the performance lever 36 is prompted. However, in the third performance, the operation of the performance button 35 is not accepted thereafter, and the operation of the performance lever 36, which is likely to have a high expectation, is prompted instead of the operation of the performance button 35. Thus, the pachinko machine 1 can effectively increase the player's sense of expectation by executing the third performance. In addition, even if the operation of the performance button 35 is prompted in the big win operation performance, there is a possibility that the operation of the performance lever 36 will be prompted thereafter, so that the attention and sense of expectation of the player is likely to be attracted to the big win operation performance. In addition, in this embodiment, even when the third performance is executed, a non-variable time-saving state may be set after the end of the big win game. As a result, even when the third performance is executed, the pachinko machine 1 can attract the player's attention to whether the chance image 131 changes to a state suggesting that a high probability time-saving state is set or a state suggesting that a non-high probability time-saving state is set. Therefore, the pachinko machine 1 can increase the interest of the game by providing the third performance as a mode of the big win operation performance.
[0180] In addition, the third performance may be configured so that the performance button image 121 is automatically displayed inverted as shown in FIG. 22 (H-2) even if the performance button 35 is not operated after the performance button image 121 is displayed as shown in FIG. 23 (H-1). Even in this case, the pachinko machine 1 can make the player recognize that the operation of the performance button 35 is not accepted and that the operation of the performance lever 36 is prompted instead of the performance button 35, so that the player's sense of expectation can be improved. In addition, if a non-probability time-saving state is set after the end of the jackpot game by the jackpot performance, the third performance may not be executed. In this case, if the third performance is executed, it is confirmed that a probability time-saving state is set after the end of the jackpot game, so that the player who experienced the third performance can be excited and satisfied.
[0181] As described above, the pachinko machine 1 executes the notification operation presentation in the notification presentation in any one of the first, second, or third presentation modes. The higher the expectation that the notification presentation will notify the result of the jackpot determination, the higher the percentage of the second presentation than the first presentation. Also, the pachinko machine 1 executes the jackpot operation presentation in the jackpot game presentation in any one of the first, second, or third presentation modes. The higher the expectation that the probability of a time-saving state being set after the end of the jackpot game, the higher the percentage of the second presentation than the first presentation. For this reason, the pachinko machine 1 can make the player recognize that the expectation that a favorable situation such as a jackpot game or a time-saving state will be set after that is higher when the operation lever 36 is prompted in the operation presentation than when the presentation button 35 is prompted. In this case, the pachinko machine 1 can execute the third presentation as the operation presentation. The pachinko machine 1 executes the third presentation as the operation presentation at a lower percentage than the second presentation. The pachinko machine 1 sets the rate at which the third effect is executed lower than the rate at which the second effect is executed. Therefore, by executing the third effect, the pachinko machine 1 can once give the player the impression that the first effect, which encourages the operation of the effect button 35, is being executed, and then encourage the player to operate the effect lever 36, which has a higher degree of expectation. As a result, the pachinko machine 1 can instantly improve the expectation of the player who was once disappointed because he thought that the first effect was executed, by encouraging the player to operate the effect lever 36 afterwards. Furthermore, by providing the third effect, the pachinko machine 1 can recognize that even if the operation of the effect button 35 is encouraged, the operation of the effect lever 36 may be encouraged afterwards. Therefore, the pachinko machine 1 can maintain and improve the expectation of the player even if the operation of the effect button 35, which is the operation means with a lower degree of expectation, is encouraged to be operated.
[0182] The third performance of the notification operation performance is configured in such a manner that, after prompting the player to operate the performance button 35, the prompt to operate the performance button 35 is cancelled and the player is prompted to operate the performance lever 36. By executing the third performance as the notification operation performance, the pachinko machine 1 can give the player the impression that the operable operation means has been upgraded from the performance button 35 to the performance lever 36, which has a higher expectation. Therefore, by executing the third performance, the pachinko machine 1 can effectively increase the player's sense of expectation.
[0183] The third performance of the big win operation performance is configured in such a manner that, after prompting the player to operate the performance button 35, it is indicated that the operation of the performance button 35 is not accepted, and the player is prompted to operate the performance lever 36. By executing the third performance as the notification operation performance, the pachinko machine 1 can give the player the impression that the operable operation means has been upgraded from the performance button 35 to the performance lever 36, which has a higher expectation. Therefore, by executing the third performance, the pachinko machine 1 can effectively increase the player's sense of expectation.
[0184] By executing the third performance of the big win operation performance, the pachinko machine 1 can give the player the impression that the chance to operate the performance lever 36 has been given by operating the performance button 35 in response to the prompt to operate the performance button 35. Therefore, the pachinko machine 1 can give the player an incentive to participate in the operation performance by operating the operating means, and can increase the interest of the game. In addition, by operating the performance button 35, an opportunity to operate the performance lever 36 with a higher expectation can be given, so the pachinko machine 1 can also increase the player's expectation for operating the performance button 35 with a lower expectation.
[0185] In the above embodiment, the big win determination is an example of a "special determination". The CPU 51 of the main control board 41 that executes the big win determination at S96 and S103 in FIG. 9 is an example of a "determination means". The notification effect and the big win game effect are examples of a "special effect". The CPU 581 of the sub-control board 58 that executes the big win game effect at S402 in FIG. 12 and the CPU 581 of the sub-control board 58 that executes the notification effect at S509 in FIG. 14 are examples of a "special effect execution means". The effect button 35 and the effect lever 36 are examples of a "multiple operation means". The CPU 581 of the sub-control board 58 that executes the notification operation effect at S508 in FIG. 14 and the CPU 581 of the sub-control board 58 that executes the big win operation effect at S515 in FIG. 16 are examples of an "operation effect execution means".
[0186] The present invention is not limited to the above-described embodiment, and various modifications are possible within the scope of the present invention. In the above embodiment, the third performance executed in the notification operation performance is performed in a manner in which, after prompting the player to operate the performance button 35, the prompting to operate the performance button 35 is cancelled and the player is prompted to operate the performance lever 36. Also, the third performance executed in the big win operation performance is performed in a manner in which, after prompting the player to operate the performance button 35, the player is shown that the operation of the performance button 35 is not accepted and the player is prompted to operate the performance lever 36. The third performance in the notification operation performance and the third performance in the big win operation performance may be executed interchangeably. Also, these two types of third performance may be executed in the notification operation performance or the big win operation performance. Also, the third performance may be executed in a manner other than these, such as prompting the player to operate the performance button 35 and then prompting the player to operate the performance lever 36.
[0187] In each of the notification operation effect and the big win operation effect, the rate at which the third effect is executed may be set higher than the rate at which the first effect is executed. In this case, when the operation of the effect button 35 is prompted, the number of cases where the operation of the effect lever 36 is prompted thereafter increases, so that the pachinko machine 1 can increase the opportunities to increase the player's sense of expectation and increase the interest of the game.
[0188] The "special judgment" in the present invention is not limited to a jackpot judgment, but may be other winning judgments such as a normal winning judgment. The jackpot game is not limited to the one in which the special electric role device, the large prize winning opening 16, is opened with the operation of the condition device and the role device continuous operation device, but may be constituted by the continuous operation of a plurality of normal electric roles and non-electric roles provided in the game area 4.
[0189] The big win operation presentation may be executed according to the expectation that a game state other than the time-saving probability state, such as a non-time-saving probability state, will be set after the end of the big win game. For example, the pachinko machine 1 may be configured to be able to execute a small win game, and may be provided with a game state (e.g., a non-time-saving probability state, etc.) in which the small win game is executed more frequently than in the normal state, that is, a so-called small win rush game state. In this case, the pachinko machine 1 may determine whether the operation presentation is performed as the first presentation, the second presentation, or the third presentation, according to the expectation that a game state of the small win rush will be set at a predetermined opportunity, such as the end of the big win game.
[0190] In this embodiment, when the result of the jackpot determination is derived by the special chart 2 jackpot determination, a 4R jackpot game or an 8R jackpot game is played. The jackpot operation presentation may be executed as a presentation that suggests whether the number of rounds of the jackpot game is 4R or 8R during the jackpot game presentation. A modified example in which the pachinko machine 1 executes the jackpot operation presentation as a presentation that suggests whether the number of rounds of the jackpot game is 4R or 8R during the jackpot game presentation will be described.
[0191] When a jackpot game is executed, the greater the number of rounds of the jackpot game, the more advantageous the situation for the player. The pachinko machine 1 executes the jackpot operation presentation in a specific round of 4R or less, such as the 4th round. In this case, when the number of rounds is 8R, the pachinko machine 1 executes the second presentation at a higher rate than the first presentation. On the other hand, when the number of rounds is 4R, the pachinko machine 1 executes the first presentation at a higher rate than the second presentation. In other words, the greater the number of rounds of the jackpot game, the greater the rate at which the second presentation is executed than the first presentation. This allows the pachinko machine 1 to make the player recognize that the expectation of a jackpot game with a greater number of rounds is higher when the presentation lever 36 is prompted to be operated than when the presentation button 35 is prompted to be operated in the jackpot operation presentation.
[0192] In this case, the pachinko machine 1 executes the third performance at a lower rate than the second performance. As a result, the execution of the third performance gives the player the impression that the first performance, which encourages the operation of the performance button 35, is being performed, and then the player is prompted to operate the performance lever 36, which has a higher expectation level. As a result, the pachinko machine 1 can instantly improve the player's expectation, who was once disappointed when the first performance was performed and thought that the number of rounds was 4R, by encouraging the player to operate the performance lever 36 afterwards, suggesting that the number of rounds is 8R. Furthermore, by providing the third performance, the pachinko machine 1 can recognize that even if the operation of the performance button 35 is encouraged, the operation of the performance lever 36 may be encouraged afterwards. Therefore, the pachinko machine 1 can maintain and improve the player's expectation, even if the operation of the performance button 35, which is the operation means with a lower expected level, is encouraged to be operated.
[0193] In the above embodiment and modified examples, the operation presentation is performed by displaying the presentation button image 121 or the presentation lever image 122 on the display screen 28. Without being limited to this, the operation presentation may be performed by outputting a sound such as a line from the speaker 39 to prompt the operation of the presentation button 35 or the presentation lever 36, or by using a structure provided on the center ornament 21, the board lamp 27, the frame lamp 38, etc. In the operation presentation, the sound output from the speaker 39 and the display of the presentation button image 121 or the presentation lever image 122 on the display screen 28 may be used in combination.
[0194] The pachinko machine 1 may further include an operation means capable of accepting the operation of the player in addition to the effect button 35 and the effect lever 36. The further included operation means may be used when the expectation level is lower than when the effect button 35 is used, or may be used when the expectation level is higher than when the effect lever 36 is used. The further included operation means may be used when the expectation level is equal to when the effect button 35 or the effect lever 36 is used. In these cases, the effect that prompts the player to operate the further included operation means may be the first effect or the second effect, constituting the third effect. [Explanation of symbols]
[0195] 1. Pachinko Machines 28 display screen 35 Production button 36 Performance Lever 41 Main control board 51,581 CPU 52,582 RAM 53,583 ROM 121 Production button image 122 Effects Lever Image
Claims
1. a determination means for executing a special determination to derive a determination result indicating whether or not to grant a special game execution opportunity based on numerical information acquired in response to the establishment of a predetermined opportunity; a special effect execution means for executing a special effect related to the special determination; a plurality of operation means capable of receiving operations from a player; an operation effect execution means for executing an operation effect that prompts the player to operate at least one of the plurality of operation means during execution of the special effect; Equipped with The operation presentation includes a first presentation that prompts the user to operate a first operation means among the plurality of operation means, a second presentation that prompts the user to operate a second operation means different from the first operation means, and a third presentation that prompts the user to operate the second operation means after prompting the user to operate the first operation means, With respect to the expectation that an advantageous situation regarding the special game will be given to the player, the expectation of the second effect is higher than the expectation of the first effect, The execution frequency of the third effect is lower than the execution frequency of the second effect. A gaming machine characterized by:
2. The gaming machine described in claim 1, characterized in that the third presentation is a mode in which, after prompting the player to operate the first operating means, the prompting to operate the first operating means is canceled and the player is prompted to operate the second operating means.
3. The gaming machine described in claim 1, characterized in that the third presentation prompts the player to operate the first operating means, then indicates that operation of the first operating means is not accepted, and prompts the player to operate the second operating means.
4. A gaming machine as described in any one of claims 1 to 3, characterized in that the third presentation is a mode in which, after prompting the player to operate the first operating means, the player is prompted to operate the second operating means in response to receiving operation of the first operating means.