Pachinko game machine

The pinball game machine improves gaming performance by using a propriety determining mechanism to transition to special game states with high-probability special wins and pseudo-dedicated displays, addressing the lack of engagement in time-saving states and maintaining player interest.

JP2024175898AInactive Publication Date: 2024-12-19TAKAO KK
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Patent Information

Application Number
JP2023093986
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-07
Publication Date
2024-12-19
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack improvements in gaming performance during time-saving states, particularly in how they transition to and maintain advantageous game states, leading to a lack of player engagement and interest.

Method used

The pinball game machine employs a propriety determining mechanism to transition to special game states with varying probabilities of special wins, including pseudo-dedicated performance displays to enhance player engagement and maintain interest by making game states more unpredictable and engaging.

Benefits of technology

The system increases player engagement by providing high-probability special wins and pseudo-dedicated performance displays, making it difficult for players to judge RAM clearance status, thereby preventing monotony and enhancing gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve amusement of games in a Pachinko game machine with a time-shortening win and thereby perform unprecedented presentations.SOLUTION: A Pachinko game machine includes: as a time-shortening win, a c time-shortening 1 in which ball entrance to a second start port 12 is easy; and a c time-shortening 2 in which ball entrance to the second start port 12 is difficult. In the Pachinko game machine, it is possible to prevent easy determination, by single win-or-loss determination at an opening time of a game facility, as to whether RAM clear is performed, because in a time-shortening state of the c time-shortening 2 at a time of a power source restoration, an exclusive presentation pattern to be performed in a normal game state becomes possible to be performed. Since a special presentation display may possibly be performed after 51 spins and after 101 spins after shifting to a time-shortening state of the c time-shortening 2, it becomes possible to determine as to whether the RAM clear is performed by continuing games to a certain extent.SELECTED DRAWING: Figure 22
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Description

[Technical field]

[0001] The present invention relates to a pachinko machine (hereinafter also referred to as a pinball game machine). [Background technology]

[0002] In gaming machines such as pachinko machines, a lottery is held based on the ball entering the starting hole, and when a jackpot is hit, a jackpot game operation is executed that repeatedly opens and closes the jackpot winning hole. After a jackpot game, a time-saving state is set that makes it advantageous for the ball to enter the starting hole, and it becomes possible to aim for consecutive jackpots through the advantageous state after the jackpot. In recent years, there are machines that, without the need for a big win, run a lottery to activate the time-saving mode when the ball enters the starting hole, and if the lottery is won, the time-saving mode is activated, commonly known as c-time-saving. (For example, Patent Document 1)

[0003] In this way, c-time saving makes it possible to activate the time-saving state without hitting a jackpot. In the past, if a jackpot didn't come easily, it could become stale, but with this feature, we can expect a dramatic improvement in gameplay while reducing this feeling of staleness. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2022-34342 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in the gaming machine described in Patent Document 1 above, the time-saving state is activated during the normal game state, and there is still room for improvement in terms of improving playability. The present invention has been made in consideration of the current situation, and aims to provide a configuration that can increase the excitement of playing in a gaming machine that draws lots to activate a time-saving state, and can execute unprecedented presentations. [Means for solving the problem]

[0006] The pinball game machine of the present invention, which has been made to solve the above problems, includes a win / lose determination means for acquiring win / lose information based on the first start condition being satisfied or the second start condition being satisfied, and for executing a win / lose determination based on the win / lose information, a bonus game transition means for transitioning to a bonus game state when the result of the win / lose determination by the win / lose determination means is a bonus win, a special game transition means for transitioning to a special game state when the result of the win / lose determination executed based on at least the first start condition being satisfied is a special win, and an effect display means for displaying effects according to the progress of the game, in the pinball game machine, a special game state determination means for determining whether to transition to a first special game state in which it is easy to satisfy the second start condition, or a second special game state in which it is difficult to satisfy the second start condition, and a special game state determination means for determining whether to transition to a first special game state in which it is easy to satisfy the second start condition, or a second special game state in which it is difficult to satisfy the second start condition, based on the satisfaction of the first start condition. The method is characterized in that the probability of a special win is set to be the highest in the win / loss judgment, and at least when the result of the win / loss judgment is a special win, the special game state due to the special win is enabled if the game is in a normal game state, and the special game state due to the special win is disabled if the game is in a second special game state; and the effect display means comprises a dedicated effect execution means which is capable of executing a dedicated effect display for notifying the player of whether the game will transition to the first special game state or the second special game state if the game is in a normal game state, and a pseudo-dedicated effect execution means which is capable of executing a pseudo-dedicated effect display that is the same as or similar to the dedicated effect display for notifying the player of the transition to the second special game state if the first fluctuation after the power recovery is a predetermined fluctuation pattern if the game is in the second special game state when the power is restored.

[0007] In the pinball game machine of the present invention, a win / loss determination is executed when the first start condition is satisfied, and if the result of the win / loss determination is a special win, the game machine is provided with a special game transition means for transitioning to either the first special game state in which the second start condition is easily satisfied or the second special game state in which the second start condition is difficult to satisfy. Since the probability of a special win is the highest in the win / loss determination based on the satisfaction of the first start condition, the special win is executed with a high probability. When the RAM is cleared when the power is restored or when the special game state or the special game state ends, transitioning to the normal game state makes it possible to transition to either the first special game state or the second special game state with a high probability, and transitioning to the first special game state makes it easier to satisfy the second start condition, making it possible to play advantageously. Therefore, since there is a possibility of transitioning to the advantageous first special game state by transitioning to the normal game state, it is possible to provide unprecedented gameplay that allows the player to enjoy deciding which time reduction to transition to each time the normal game state is transitioned to.

[0008] Furthermore, in the present invention, even if the second special game state is in effect when the power is restored, if the first fluctuation is a predetermined fluctuation pattern, a pseudo-dedicated effect display that is difficult to distinguish from a dedicated effect display is executed. Therefore, it is difficult for players to judge whether the RAM has been cleared at the first fluctuation after the opening of the gaming facility, and it is possible to make it difficult to judge whether the gaming facility frequently clears the RAM, and it is possible to prevent players who play only the advantageous parts at the time of opening of the gaming facility from gathering. If there is a pinball gaming machine that may have been RAM cleared, players who play only the advantageous parts will repeat the execution of the win / loss judgment only once on multiple pinball gaming machines, thinking that other pinball gaming machines may have been RAM cleared as well, which makes the game history look bad, and it is not very desirable for the gaming facility to play only the advantageous parts, even though it has taken the effort to clear the RAM, and it can exert an excellent effect.

[0009] Furthermore, in the pinball gaming machine of the present invention, when a predetermined number of win / loss determinations have been performed since the transition to the normal gaming state, a special effect display may be made executable in the effect display.

[0010] By doing this, it becomes possible to determine that the RAM has been cleared when a special effect display is executed after playing for a certain amount of time, making it possible for players other than those who only play the parts that give them an advantage to determine whether the RAM has been cleared. Incidentally, since this configuration has no particular effect other than in determining whether the RAM has been cleared, it is preferable that this be executed only after the RAM has been cleared. Effect of the Invention

[0011] According to the pinball gaming machine of the present invention, it is possible to increase the interest in playing in a gaming machine that performs a lottery to activate the time-saving state, and it is also possible to eliminate any malfunctions that may occur. [Brief description of the drawings]

[0012] [Figure 1] Front view of a pachinko machine 50 of the present invention [Diagram 2] A front view of the game board 1 of the pachinko machine 50 [Diagram 3] Rear view of pachinko machine 50 [Figure 4] Electrical configuration diagram of pachinko machine 50 [Diagram 5] Flowchart of power-on process executed by the main control device 80 of the pachinko machine 50 [Figure 6] A flowchart showing an overview of a main routine executed by the main control device 80 of the pachinko machine 50. [Figure 7] Flowchart of start winning confirmation process executed by the main control device 80 [Figure 8] Flowchart 1 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 9] Flowchart 2 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 10] Flowchart 3 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 11] Flowchart 4 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 12] Flowchart 5 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 13] Flowchart 1 of special game processing executed by the main control device 80 [Figure 14] Flowchart 2 of special game processing executed by the main control device 80 [Figure 15] Flowchart 3 of special game processing executed by the main control device 80 [Figure 16] Flowchart 1 of the small win game processing executed by the main control device 80 [Figure 17] Flowchart 2 of the small win game processing executed by the main control device 80 [Figure 18] Table showing the types of winnings in Example 1 [Figure 19] Summary table showing each time-saving state in Example 1 [Figure 20] Explanation of a performance display example displayed on the performance pattern display device 6 in the embodiment 1 1 [Figure 21] Explanation of the example of the effect displayed on the effect pattern display device 6 in the embodiment 1 2 [Figure 22] Flowchart of power recovery process executed by the sub integrated control device 83 in the second embodiment [Figure 23] Explanation of a performance display example displayed on the performance pattern display device 6 in the second embodiment 1 [Figure 24] Explanation of a performance display example displayed on the performance pattern display device 6 in the second embodiment 2 [Diagram 25] Table showing the types of hits in the third embodiment and the modified example [Figure 26] Table regarding the expected light-emitting notice performance in Example 3 and table regarding the performance when one win is made per time reduction [Figure 27] Explanation of a performance display example displayed on the performance pattern display device 6 in the third embodiment [Figure 28] Table regarding the expected light-emitting notice performance in the modified example [Figure 29] A flowchart of a performance pattern setting process executed by the sub-integrated control device 83 in the fourth embodiment. [Diagram 30] In Example 4, (a) a table showing the variation time and performance content of the variation pattern selected in the normal game state, (b) a table showing a part of the variation pattern selected in the time-saving state of c time-saving 2, and (c) a table showing the selection rate of whether or not to execute a special performance by the special performance execution setting process. [Diagram 31] Explanation of a performance display example displayed on the performance pattern display device 6 in the fourth embodiment DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] Preferred embodiments of the present invention will be described below. Note that the embodiment of the present invention is not limited to the following examples, and various forms that fall within the technical scope of the present invention can be adopted, and it goes without saying that the contents described in each example can be appropriately combined.

[0014] [Example 1] As shown in Fig. 1, a pachinko machine 50, which is a type of gaming machine, has a structure in which each component is held by an outer frame 51, which is a vertically long fixed outer shell holding frame. Hinges 53 are provided on the top and bottom of the left side of the outer frame 51, and an inner frame 70 shown in Fig. 3 is attached to the other side of the hinge 53, and the inner frame 70 is configured to be openable and closable relative to the outer frame 51. A glass plate 61 is provided in the front frame 52 so as to be freely removable, and a game board 1 shown in Fig. 3 is attached to the inner frame 70 behind the glass plate 61.

[0015] Speakers 66 are provided on the upper left and right sides of the front frame 52, and the game sounds generated by the pachinko machine 50 are outputted to improve the player's entertainment. In addition, in order to improve the player's entertainment, a plurality of frame side decorative lamps 65 that emit light according to the game status are also provided on the front frame 52. An upper tray 55 and a lower tray 63 are integrally formed below the front frame 52. A launching handle 64 is attached to the right side of the lower tray 63, and by rotating the launching handle 64 clockwise, a launching device (not shown) is operated, and the game balls supplied from the upper tray 55 are launched toward the game board 1.

[0016] The upper tray 55 is provided with an effect button 67 at the center of the upper part thereof, which can be operated by the player. When the player presses the effect button 67 during its valid period, the content displayed on the effect pattern display device 6, which will be described later, changes, or the game sound output from the speaker changes. The effect button 67 is provided with a jog dial 68 around it, and is configured so that the image for the effect can be changed by rotating it. The pachinko machine 50 is a so-called CR machine, and is provided with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards, and is provided with a CR adjustment display device having a loan button 57, an adjustment button 58, and a balance display 59.

[0017] 2 is a front view of the game board 1 of the pachinko machine of this embodiment. Note that the overall configuration of this pachinko machine follows known technology, so illustrations and explanations are omitted. 2, a substantially circular play area 3 surrounded by known guide rails 2a, 2b is provided on a game board 1. A large number of play nails 4 are nailed into the play area 3.

[0018] A center case 5 is disposed in the approximate center of the game area 3. The center case 5 is equipped with a warp entrance, a warp passage, a stage, and a window through which the screen of a performance pattern display device 6 (a liquid crystal display device that displays performance patterns) can be viewed, as in the known case. In the left hitting area to the left of the center case 5 (an area where game balls shot by aiming at the left side of the center case 5 mainly flow down), a first starting hole 11 and a first left winning hole 31, a second left winning hole 32, and a third left winning hole 33 that can always be entered are disposed. Note that the winning holes including the first starting hole 11 are disposed so that game balls that flow down to the right hitting area cannot easily enter them. Note that the left hitting area is a game area that is mainly used in the normal game state (also called the normal state) and during the operation of c time reduction 2 described later.

[0019] In the right-hand hitting area to the right of the center case 5 (the area where the game balls shot by aiming at the right side of the center case 5 mainly flow down), the gate 17, the second start opening 12, the big prize opening 14, and the right prize opening 34 are arranged. The second start opening 12 is equipped with a normal electric device with an openable lid, and the game ball cannot enter the second start opening 12 unless the lid is opened. In addition, the winning openings including the gate 17, the second start opening 12, and the big prize opening 14 are arranged so that game balls that flow down to the left-hand hitting area have difficulty entering them. The right-hand hitting area is a game area that is mainly used during the probability bonus state and during the operation of the a time reduction and c time reduction 1 described below. In the lower right area of ​​the game board 1, a 7-segment first special symbol display device 9 and a second special symbol display device 10, and a first special symbol reserved number display device 18 and a second special symbol reserved number display device 19 consisting of four LEDs are installed. In addition, a normal symbol display device 7 consisting of two LEDs and a normal symbol reserved number display device 8 consisting of two LEDs are installed in the same area. When a normal symbol lottery is performed, the normal symbol display device 7 displays the normal symbol in a variable manner, and notifies the result of the normal symbol lottery by displaying the normal symbol in a stopped manner according to the lighting state of the two LEDs. In this embodiment, in the case of a miss, only the lower LED is lit, and in the case of a win, the result is shown by displaying the two LEDs in a lit state. Note that the normal symbol reserved number can be up to four, but the two LEDs of the normal symbol reserved number display device 8 show the number of reserved numbers from 1 to 4 by a combination of lighting and blinking depending on the reserved number. For example, the reserved number is shown by lighting the LEDs up to two, blinking one LED when the reserved number is three, and blinking both LEDs when the reserved number is four.

[0020] The gate 17 is a normal starting gate, and when the game ball passes through it, a random number for determining a win, which will be described later, is extracted, and a win / loss judgment (regular pattern lottery) is made based on the extracted random number. If the winning / loss judgment is a win, the normal electric device opens and the ball can enter the second starting gate 12. The normal electric device also has a sliding cover, and when closed, it serves as a passage for the game ball flowing down the game area 3, and the ball can enter by sliding it backward as an opening action. A sliding large winning gate 14 is located below the second starting gate 12. As with the normal electric device, when closed, the cover serves as a passage for the game ball flowing down, and when opened, it allows the ball to enter. The large winning gate 14 is opened during big win games and small win games. The first left winning gate 31, the second left winning gate 32, the third left winning gate 33, and the right winning gate 34 are normal winning gates whose winning rate does not change at all times. The gate 17 is an entry gate through which balls can always be entered.

[0021] As shown in Fig. 3, the back of the pachinko machine has an inner frame 70, which detachably mounts the game board 1, housed in the outer frame 51. The inner frame 70 is provided with a ball tank 71, a tank rail 72, and a payout device 73 from above. With this configuration, if a game ball enters the winning hole on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 through the tank rail 72 by the payout device 73 to the upper tray 55. In addition, on the back side of the pachinko machine 50 (see Fig. 4), a main control device 80, a payout control device 81, a performance symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85 are provided. The performance symbol control device 82 and the sub-integrated control device 83 correspond to the sub-control device.

[0022] The main control device 80, the performance symbol control device 82, and the sub integrated control device 83 are provided on the game board 1, and the payout control device 81, the launch control device 84, and the power supply board 85 are provided on the inner frame 70. Although the launch control device 84 is not shown in FIG. 3, the launch control device 84 is provided below the payout control device 81. An external connection terminal 78 is provided on the right side of the ball tank 71, and signals indicating the game status and game results are sent to a hall computer (not shown) from this external connection terminal 78. Conventionally, two types of external connection terminals 78 for sending signals to the hall computer are used: one for the board (a terminal for outputting signals output from the game board side to the hall computer) and one for the frame (a terminal for outputting signals output from the frame side (front frame 52, inner frame 70, outer frame 51) to the hall computer). In this embodiment, a signal indicating the game status and game results is sent to the hall computer via one external connection terminal 78.

[0023] The electrical configuration of this pachinko machine is centered around the main control device 80, as shown in the block diagram of Figure 4. Note that this block diagram does not include a relay board or power supply circuit, which are used only to relay signals. Although not shown in detail, the main control device 80, payout control device 81, performance symbol control device 82, and sub-integrated control device 83 all have a CPU, ROM, RAM, input port, output port, etc., but in this embodiment, the launch control device 84 does not have a CPU, ROM, or RAM. However, this is not limited to this, and the launch control device 84 may have a CPU, ROM, RAM, etc.

[0024] The main control device 80 receives detection signals from a first start port switch 11a which detects a game ball that has entered the first start port 11, a second start port switch 12a which detects a game ball that has entered the second start port 12, a normal pattern activation switch 17a which detects a game ball that has entered the gate 17 which activates the normal pattern, a count switch 14a for counting game balls that have entered the large prize port 14, and a left prize port switch 31a which detects game balls that have entered the first left prize port 31, the second left prize port 32, the third left prize port 33, and the right prize port 34.

[0025] The main control unit 80 operates according to a program installed therein, and generates various commands related to the progress of the game based on the above-mentioned detection signals, etc., and outputs them to the payout control unit 81 and the sub-integrated control unit 83. The main control device 80 also controls the display of the first special symbol display device 9, the second special symbol display device 10, and the normal symbol display device 7, which are connected via the symbol display device relay terminal board 90, and the lighting of the first special symbol reserved number display device 18, the second special symbol reserved number display device 19, and the normal symbol reserved number display device 8. The symbol displayed on the first special symbol display device 9 is called the first special symbol or first special symbol, and the symbol displayed on the second special symbol display device 10 is called the second special symbol or second special symbol.

[0026] Furthermore, the main control device 80 controls the opening and closing of the large prize opening 14 by controlling the large prize opening solenoid 14b, and controls the opening and closing of the second starting opening 12 by controlling the normal electric role solenoid (written as normal electric role solenoid in Figure 4) 12b. The output signal from the main control device 80 is also output to the test signal terminal, and signals for managing the symbol fluctuation, jackpot (also called special game), etc. are output to the external connection terminal 78 and sent to the hall's main computer. The main control device 80 and the payout control device 81 are capable of two-way communication.

[0027] The payout control device 81 operates the payout motor 20 in response to a command sent from the main control device 80 to pay out prize balls. In this embodiment, a detection signal from the payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 counts the prize balls. Alternatively, a detection signal from the payout switch 21 may be input to the main control device 80 and the payout control device 81, and the payout balls may be counted by both the main control device 80 and the payout control device 81.

[0028] The payout control device 81 receives signals from the glass frame open switch 35, inner frame open switch 36, full switch 22, and ball out switch 23, and when the full switch 22 receives a signal indicating that the lower tray 63 is full, or when the ball out switch 23 receives a signal indicating that there are few or no game balls in the ball tank, it stops the payout motor 20 and stops the payout operation of the prize balls. The full switch 22 and ball out switch 23 are also configured to continue outputting signals until the condition is resolved, and the payout control device 81 resumes driving the payout motor 20 when the signal is no longer output.

[0029] The payout control device 81 also communicates with the prepaid card unit via the CR unit terminal board 24 to operate the payout motor 20 and dispense the dispensed balls. The dispensed balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. The CR unit terminal board 24 is also connected to the settlement display board 25 so as to be able to communicate bidirectionally, and the settlement display board 25 is connected to a ball loan button for requesting the loan of game balls, a return button for requesting settlement, and a balance display.

[0030] In addition, the payout control device 81 transmits information regarding winning balls, information indicating the open / closed status of the frames (inner frame, front frame), etc. to the hall computer via the external connection terminal 78, and also transmits a launch stop signal to the launch control device 84. In this embodiment, the game balls are paid out, but the game balls generated in response to winning or the like may be stored without being paid out.

[0031] The launch control device 84 controls the launch motor 30 to launch the gaming balls into the game area 3. In addition to the payout control device 81, the launch control device 84 also receives a rotation amount signal from the launch handle 64, a touch signal from the touch switch 28, and a launch stop signal from the launch stop switch 29. The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop switch 29. If the touch signal is not input to the launch control device 84, the game ball cannot be launched, and when the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64.

[0032] The sub-integrated control device 83 corresponds to the sub-control device, and receives data and commands sent from the main control device 80, and distributes them into data for effect display control, sound control, and lamp control. The sub-integrated control device 83 transmits the commands for effect display control to the effect pattern control device 82, and distributes the commands for sound control and lamp control to each control part (functional parts as a voice control device and a lamp control device) included in itself. The functional part as a voice control device controls the sound output from the speaker by operating the sound LSI based on the data for sound control, and the functional part as a lamp control device controls various LEDs and lamps 26 by operating the lamp driver based on the data for lamp control. In addition, the effect button 67 and the jog dial 68 are connected to the sub-integrated control device 83, and when the player operates the effect units 67 and 68, the signals are input to the sub-integrated control device 83. The effect button 67 and the jog dial 68 may be configured to be connected to the effect pattern control device 82.

[0033] The sub-integrated control device 83 and the performance pattern control device 82 are capable of two-way communication. The performance pattern control device 82 controls the performance pattern display device 6 based on the data and commands received from the sub-integrated control device 83 (both of which are sent from the main control device 80 and generated by the sub-integrated control device 83), and causes performance images such as performance patterns to be displayed on the performance pattern display device 6. In this embodiment, the sub-integrated control device 83 and the performance pattern control device 82 are separated into separate devices, but they may also be integrated into a single device.

[0034] FIG. 5 is a flow chart showing an example of a power-on process executed when power is turned on. In the power-on process, the CPU of the main control device 80 first sets an access permission that enables reading and writing of data to the RAM of the main control device 80 after completing a security check (S150). Then, it determines whether the backup flag is OFF (S152) and whether the RAM clear signal is OFF (S154). The backup flag is a flag indicating whether the stored contents of the RAM of the main control device 80 are normal or not. The backup flag is determined by, for example, a checksum process to determine whether the stored contents of the RAM are normal or not, and is turned ON when it is determined to be normal, and is turned OFF when it is determined to be abnormal. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch operated, and is turned OFF when the power is turned on with the RAM clear switch not operated.

[0035] When it is determined that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, the main control device 80 starts from the initial state. That is, the CPU of the main control device 80 clears and initializes the game information storage area in the RAM of the main control device 80 that stores game information, and performs initialization processing to start a game from the initial state (S156), transmits corresponding initialization commands to the payout control device 70 and the sub integrated control device 83 (S158), and ends the power-on processing. Note that if the power is turned on while the setting key switch and the RAM clear switch are operated, the RAM clear signal turns ON, and the CPU of the main control device 80 stores one setting value set (selected) by the setting key switch from settings 1 to 6 in the setting value storage area of ​​the RAM of the main control device 80 in accordance with the initialization processing, and activates the setting value. The setting value storage area is not cleared by the initialization processing.

[0036] On the other hand, if it is determined in S152 and S154 that the backup flag is ON and the RAM clear signal is OFF, the system starts from the state immediately before the power is cut off. That is, the CPU 60 of the main control device 80 first reads the game information immediately before the power is cut off that is stored and held in the game information storage area of ​​the RAM 60 of the main control device 80 (S160). The game information immediately before the power is cut off is information that indicates the state of the game that was in progress immediately before the power is cut off. Then, the system performs a power recovery process to resume the game according to the read game information (S162), and transmits corresponding recovery commands to the payout control device 70 and the sub integrated control device 83 (S164), and ends the power-on process. When the power-on process ends, the system proceeds to the main routine of FIG. 6.

[0037] In the pachinko machine 1 of this embodiment, the main control device 80 has a backup function for retaining the memory of the RAM of the main control device 80 as described above, and if the game information is normally stored in the RAM when the power is turned on and the RAM is not cleared, the game can be restored to the game state before the power is turned off. On the other hand, the sub-integrated control device 83 does not have such a backup function, and therefore cannot recognize the game state of the pachinko machine 1 when the power is turned on. Therefore, in this embodiment, the main control device 80 selectively transmits an initialization command and a restoration command to the sub-integrated control device 83 according to the game information stored at the time of restoration in the power-on process, so that the sub-integrated control device 83 determines the game state immediately after the power is turned on of the pachinko machine 1 based on the received command. A RAM clear operation refers to the case where the power is turned on with the RAM clear switch operated, or the case where the power is turned on while the setting key switch and RAM clear switch are operated. As described in Example 1, when the RAM is cleared by the RAM clear operation, the game state returns to the normal game state. In this embodiment, the probability of winning is the same for all settings 1 to 6, so there is no need to select one. Of course, the probability of winning may be made different depending on the setting value, or the setting value may be made to be only one and cannot be selected.

[0038] The main routine will be described with reference to Fig. 6. The main routine is executed periodically by a hardware interrupt approximately every 2 msec. In this embodiment, the processes from S10 to S65, which are executed only once, are referred to as "main process", and the process of S70, which is executed repeatedly as long as time permits within the time remaining after executing this main process, is referred to as "remaining process". The "main process" is executed periodically by the above interrupt.

[0039] When a hardware interrupt is executed by the microcomputer, it is first determined whether or not it is a normal interrupt (S10). This determination process is performed by determining whether or not the value in a specified area of ​​the RAM as memory is a specified value, and is intended to determine whether or not normal processing may be executed when the processing executed by the microcomputer transitions to this processing. Cases when the interrupt is not normal include when the power is turned on or when the microcomputer goes out of control due to noise, etc., but since microcomputer runaway is considered to be almost nonexistent due to recent technological improvements, it usually occurs when the power is turned on. When the power is turned on, the value in the specified area of ​​the RAM is different from the specified value.

[0040] If it is determined that the interrupt is not normal (S10: no), initial settings (for example, writing a specified value to a specified area of ​​the memory, writing each initial value to the working area of ​​the memory, etc., making the special and normal patterns the initial patterns, etc.) are made (S15), and the process moves to the remaining processing (S70).

[0041] If a positive judgment is made that the interrupt is normal (S10: yes), an initial value random number update process is executed (S20). This process is an increment process that increments the value of the initial value random number by +1 each time this process is executed, and increments the value of the initial value random number before this process is executed by +1. However, if the random number value before this process is executed is the maximum value "3966", it will return to the initial value "0" in the next process, and 3967 integers from "0" to "3966" will be repeatedly generated in ascending order.

[0042] The random number update process for determining a jackpot (S25) following S20 is an increment process that increments by +1 each time the process is executed, just like the initial value random number update process. When the maximum value, "3966", is reached, the next process returns to the initial value, "0", and 3967 integers from "0" to "3966" are repeatedly created in ascending order. The initial value of the random number for determining a jackpot is the value set in the initial value random number setting process. If this value is 250, the random number for determining a jackpot will be updated as follows: "250", "251", "252", ..., "3966", "0", "1", ...

[0043] When the random number for determining a jackpot goes through one cycle (updated 3967 times), the value of the initial random number at that time becomes the initial value of the random number for determining a jackpot, and the random number for determining a jackpot is incremented by +1 from its initial value. Then, when the random number for determining a jackpot goes through another cycle, the value of the initial random number at that time is set as the initial value of the random number for determining a jackpot. In other words, this series of operations continues to be repeated. In the above example, when the random number for determining a jackpot becomes "249", it is the first cycle, so the value after "249" will be the value of the initial random number. If the value of the initial random number is "87", it will change to "249", "87", "88", ... "3966", "0", "1", ... "86", and after "86" it will become a new value of the initial random number. In addition, the number of values ​​that are determined to be jackpots in the normal probability state is 13, and the values ​​are "775" to "777", "1775" to "1777", "2774" to "2777", and "3774" to "3776".In the high probability state, the number of values ​​that are determined to be jackpots is 130, and the values ​​are "758" to "777", "1314" to "1333", "1758" to "1777", "2758" to "2777", "3314" to "3333", and "3774" to "3803". In this embodiment, the small hit judgment and the time-saving hit judgment are also performed using the random number for determining the big hit. The number of values ​​judged as a small hit is 5, and the value is "96" to "100". In addition, the value judged as a miss is 1 and "3966", and values ​​other than the big hit, small hit, and miss are judged as a time-saving hit, but values ​​judged as a big hit in a high probability state in a normal probability state are misses. In this way, in this embodiment, the time-saving hit is executed with an extremely high probability that is judged with the highest probability in the hit / miss judgment. In this embodiment, the small hit judgment and the time-saving hit judgment are only judged as a hit / miss for the first reserved memory, and the hit / miss judgment for the second reserved memory judges only a big hit or a miss, and if the random number value is a small hit or a time-saving hit in the hit / miss judgment for the first reserved memory, it is judged as a miss. The random number update process for determining the jackpot symbol (S30) is configured as a counter that repeatedly creates 100 integers from "0" to "99", and is incremented by 1 for each process, returning to the initial value of "0" when it exceeds the maximum value. The random number for determining the jackpot symbol is used to determine the jackpot symbol, small win symbol, and time-saving symbol in accordance with the value. There is only one type of miss symbol, so it is not used, but multiple miss symbols may be provided and determined by the random number for determining the jackpot symbol. The type of jackpot game is determined by the jackpot symbol determined based on the random number, and the type of time-saving c is determined by the time-saving symbol determined in the time-saving hit. In this embodiment, the same small win game is executed for the small win regardless of the type of symbol. The time-saving hit is a hit that transitions to the time-saving state without going through a jackpot. When the time-saving hit occurs, unlike the big hit or small hit, which opens the big prize hole and transitions to a special game state, it is possible to transition to the time-saving state when the fluctuation ends. Therefore, if the result is not notified, it is possible to make it appear to the player that the time-saving state has suddenly been transitioned to.

[0044] The random number update process for determining a win (S35) following S30 is configured as a counter that repeatedly creates 997 integers from "0" to "996", and is incremented by 1 for each process, returning to the initial value of "0" when the maximum value is exceeded. The winning value is 0 to 500 in the normal probability state of a normal figure, and 0 to 995 in the high probability state of a normal figure, so even in the normal probability state, there is a high possibility of a jackpot, and about half of the time, the winning value is determined to be a win. The random number for determining a win generated by this random number update process for determining a win is used to draw normal symbols, and the other initial value random numbers, random numbers for determining a jackpot, random numbers for determining jackpot symbols, random numbers for reaching the limit, and random numbers for determining a variation pattern are used to draw special symbols. In this embodiment, the determination of whether the special and normal symbols are correct is performed using software random numbers that are generated randomly by software, but it is also possible to use hard random numbers that are generated randomly by hardware.

[0045] The reach judgment random number update process (S40) is configured as a counter that repeatedly creates 229 integers from "0" to "228", and is incremented by +1 for each process, returning to the initial value of "0" when it exceeds the maximum value. Note that the number of values ​​that are reach when the variable time shortening function is not activated in the normal probability state is 21, with values ​​ranging from "0" to "20", the number of values ​​that are reach when the variable time shortening function is activated in the normal probability state is 5, with values ​​ranging from "0" to "4", and the number of values ​​that are reach when the high probability state is 6, with values ​​ranging from "0" to "5".

[0046] The random number update process for determining the fluctuation pattern (S45) is configured as a counter that repeatedly creates 1021 integers from "0" to "1020", incrementing by +1 for each process and returning to the initial value of "0" when it exceeds the maximum value.

[0047] In the subsequent winning confirmation process (S50), confirmation of winning at the first start hole 11 and the second start hole 12 and input processing of each switch provided in the pachinko machine 50 and connected to the main control device 80 are performed. In this embodiment, when a game ball enters the first starting hole 11 or the second starting hole 12, multiple random numbers are obtained, such as a random number for determining a jackpot, a random number for determining a jackpot pattern, a random number for determining a fluctuation pattern, and a random number for determining a reach. However, the number that can be reserved and stored is limited to four for each of the first starting hole 11 and the second starting hole 12, and even if a game ball enters the first starting hole 11 or the second starting hole 12 when the reserved memory is full of four balls, only the prize ball is paid out, and the multiple random numbers are not reserved and stored.

[0048] In the subsequent winning confirmation process (S50), the winning of the first start hole and the second start hole is confirmed, and input processing of each switch provided in the pachinko machine and connected to the main control device is executed. In this embodiment, when a gaming ball enters the first or second starting port, multiple random numbers are obtained, such as a random number for determining a jackpot, a random number for determining a jackpot pattern, a random number for determining a fluctuation pattern, and a random number for determining whether or not there is a reach. However, the number that can be reserved and stored is limited to four for each of the first and second starting ports, and even if the reserved memory is full of four balls and a gaming ball enters the first or second starting port, the prize ball is simply paid out, and the multiple random numbers are not reserved and stored.

[0049] Next, a special symbol control process (S55) is performed to determine whether or not a jackpot has been reached. When the special symbol control process (S55) is completed, a fraud monitoring process (S60) such as an image output process is then performed. The fraud monitoring process (S60) is a process for monitoring whether or not fraud has been committed against the normal winning ports (first left winning port 31, second left winning port 32, third left winning port 33, right winning port 34), and is a process for determining whether or not the number of game balls entering the winning ports within a specified time is more than a predetermined number, and if so, determining that fraud has occurred and notifying the fact. In other words, the fraud determination means is provided in the main control device 80. Also, detection switches for magnetic force detection, radio wave detection, etc. are provided to monitor for these detections and other types of fraud.

[0050] When the fraud monitoring process (S60) is completed, various output processes (S65) such as image output process are executed. In each output process (S65), the main control device 80 executes output processes for the performance symbol control device 82, payout control device 81, launch control device 84, sub-integrated control device 83, large prize opening solenoid 14b, etc., depending on the progress of the game. That is, when the winning confirmation process (S50) detects that a game ball has won in each winning opening on the game board 1, it executes a process of outputting prize ball data to the payout control device 81 to pay out a game ball as a prize ball, a process of outputting sound data corresponding to the game status to the sub-integrated control device 83, and a process of outputting an error signal to the performance symbol control device 82 to notify that an error is occurring when there is an abnormality in the pachinko machine 50 or fraud detected by S60.

[0051] The residual process following this process is composed of an initial value random number update process (S70), which is exactly the same as the above-mentioned S20. This process forms an infinite loop and is executed repeatedly as long as time allows until the next interrupt is executed. The time required to execute the above-mentioned processes from S10 to S65 differs for each interrupt depending on whether or not the jackpot process is executed, the display mode of the special pattern, etc. As a result, the number of times the residual process is executed also differs for each interrupt, and the value updated to the initial value random number by executing the interrupt process shown in FIG. 7 once is not uniform. This makes it extremely unlikely that the initial value random number will be synchronized with the random number for determining a jackpot. If the values ​​of the initial value random number (3967 ways from 0 to 3966) when the random number for determining a jackpot goes through one cycle are generated at the same rate, the probability of synchronization is only 1 / 3967. In addition, the above-mentioned random number for determining a jackpot update process (S35) may also be configured to be executed within the residual process.

[0052] The winning confirmation process of S50 is as shown in Fig. 7, and the main control device 80 judges whether or not a game ball has entered the first start hole 11 based on the detection signal of the first start hole switch 11a (S100). If the judgment is positive (S100: yes), the random numbers for determining a big win, the random numbers for determining a big win pattern, the random numbers for reaching a win, the random numbers for determining a variation pattern, etc. are read from the corresponding counters, and it is judged whether or not the first reserved memory is full (4 in this embodiment) (S105).

[0053] If the first reserved memory is not full (S105: no), the random numbers are stored as the first reserved memory, and the number of lights on the first special reserved symbol number display device 18 is increased by 1 (S110). If there are already four first reserved memories (S105: yes), no reserved memory is stored, and the process proceeds to S115 without increasing the number of lights on the first special reserved symbol number display device 18.

[0054] If it is determined that no game ball has entered the first start hole 11 (S100: no), the process also proceeds to S115, where it is determined based on the detection signal of the second start hole switch 12a whether or not a game ball has entered the second start hole 12. If the determination is affirmative (S115: yes), the random numbers for determining a jackpot, the random numbers for determining a jackpot pattern, the random numbers for reaching a target, the random numbers for determining a variation pattern, etc. are read from the corresponding counters, and it is determined whether or not the second reserved memory is full (four in this embodiment) (S120).

[0055] If the second reserved memory is not full (S120: no), the random numbers are stored as the second reserved memory, and the number of lights on the second special reserved symbol number display device 19 is increased by 1 (S125). If there are already four second reserved memories (S120: yes), the second reserved is not stored, and the number of lights on the second special reserved symbol number display device 19 is not increased, and this process ends (returns). Also, if no game ball has entered the second starting hole 12 (S115: no), this process ends.

[0056] In the winning / losing judgment process shown in Figures 8 to 11, which is a subroutine of the special symbol control process of S55, the main control device 80 judges whether the special electric role is in operation based on the big win flag (S200). If the judgment of S200 is a negative judgment, the special symbol is not changing (S205: no), and the fixed symbol is not being displayed (S210: no), the process proceeds to S250 in Figure 9, and judges whether there is a second reserved memory (reserved memory by S125 above) (S250).

[0057] If this reserved memory exists (S250: yes), the number of second reserved memories is decremented (S255), the second reserved memory is read, and the process proceeds to S270. If there is no second reserved memory (S250: no), it is determined whether there is a first reserved memory (reserved memory by S110 above) (S260). If there is a first reserved memory (S260: yes), the number of first reserved memories is decremented (S265), the first reserved memory is read, and the process proceeds to S270. If there is no first reserved memory (S260: no), the process proceeds directly to special game processing. In this way, the judgment of whether the second reserved memory is correct or not is executed with priority over the first reserved memory.

[0058] In S270, it is determined whether the probability of winning is set (i.e., 1). Here, the probability of winning is 1, which means that the current pachinko machine 50 is in a high probability game state. If the result is positive (S270: yes), the read random number for determining a big win is compared with the big win value recorded in the probability of winning table (S275). Here, the number of big win values ​​is 130 as described above. In other words, the probability of winning is 1 / 30.50. If the result is negative (S270: no), the read random number for determining a big win is compared with the big win value recorded in the normal table (S280). Here, the number of big win values ​​is 13 as described above. In other words, the probability of winning is 1 / 305.07. In this embodiment, the probability of winning is displayed in these approximate numbers (1 / 300 in normal mode, 1 / 30 in high probability state (probability of winning)). In addition, if it is the first reserved memory, it is also compared with the small win value and the time-saving win value.

[0059] Return to FIG. 9. Based on the judgment of S275 or S280, it is judged whether or not there is a jackpot (S285), and if the judgment is positive (S285: yes), the jackpot pattern is determined by the random number for determining the jackpot pattern (S290). When the jackpot pattern is determined, the variation pattern is determined by the random number for determining the variation pattern (S295), and the jackpot setting process is performed (S300). The jackpot setting process is a process for acquiring information on the game state after the jackpot (presence or absence of a probability change or an extension of the opening, etc.) and the jackpot game mode (opening time of the jackpot, opening pattern, ending time of the jackpot, number of rounds, etc.) according to the determined jackpot pattern.

[0060] If it is determined in S285 that the winning is not a big win, it is determined whether or not the winning is a small win (S305), and if the result is positive (S305: yes), the small win pattern is determined by the random number for deciding the winning pattern (S310). When the small win pattern is decided, the variation pattern is decided by the random number for deciding the variation pattern (S315), and the small win setting process is performed (S320). The small win setting process is a process in which information on the small win game mode (opening time of the small win, opening pattern, ending time of the small win, etc.) is acquired according to the decided small win pattern, and if the number of time-saving times or the number of chance wins are positive, each is decremented by 1. In c time-saving 2 described later, the number of variations and the number of small wins are set as the number of time-saving times, and each is decremented by 1. In this embodiment, the same small win game mode is set regardless of the type of the small win pattern.

[0061] If it is determined in S305 that the win is not a small win, it is determined whether or not the win is a time-saving win (S325), and if it is determined positively (S325: yes), the time-saving win pattern is determined by the random number for determining the big win pattern (S330). When the time-saving win pattern is determined, the variation pattern is determined by the random number for determining the variation pattern (S335), and a time-saving win setting process c is performed (S340). The time-saving win setting process is a process for acquiring information on the time-saving state (opening state of the normal power, etc.) after the time-saving win pattern stops according to the determined time-saving win pattern, and information on whether the time-saving win is valid or invalid in this embodiment, in order to invalidate the time-saving win if the time-saving win or the time-saving win is activated even if the time-saving win is a time-saving win, and if the time-saving win count or the time-saving win count is positive, it is set to -1, respectively. Note that, as will be described later, in this embodiment, the time-saving win pattern type has different time-saving state conditions. In addition, c-time reduction refers to the time-saving state to which the player enters when a time-saving switch is hit, and a-time reduction, which will be described later, refers to the time-saving state to which the player enters after a jackpot.

[0062] If it is determined in S325 that the time-saving hit is not reached, the variation pattern is determined based on the reach-judgment random number and the variation pattern determination random number (S345). When the variation pattern is set in this way, a miss setting process is performed (S350). In the miss setting process, if the time-saving number or the probability-change number is positive, it is decremented by 1. As mentioned above, the hit / miss judgment for the second reserved memory does not judge whether it is a small hit or a time-saving hit, so the judgments of S305 and S325 are both negative.

[0063] Following S300 or S320, S340, and S350, data showing the above-mentioned lottery result, specifically data showing either a normal big win, a guaranteed big win, a small win, a time-saving win, a miss with no reach display, and a change pattern data specifying the change time are output to the sub-integrated control device 83 (S355), and special game processing is performed. Note that the process of S355 causes the change display of the performance symbols to start on the performance symbol display device 6, and at almost the same time, the change of the special symbols is also started by the main control device 80.

[0064] If it is determined in S205 of FIG. 8 that the special symbol is changing (S205: yes), the process proceeds to S360 of FIG. 10, where it is determined whether the symbol change time (based on any one of the change patterns of S295, S315, S335, or S345) has elapsed. If the determination is negative (S360: no), a special game process is performed, and if the determination is positive, a fixed symbol display process (S365) is performed before the special game process. In the fixed symbol display process, a command to display the fixed symbol (symbol fixed command) is output to the sub-integrated control device 83, and a command is output to the special symbol display devices 9, 10 to stop them at the fixed symbol.

[0065] If it is determined in S210 of FIG. 8 that the fixed symbol is being displayed (S210: yes), the process proceeds to S400 of FIG. 11, where it is determined whether the display time of the fixed symbol has ended. If it is determined negatively (S400: no), a special game process is performed. If it is determined positively (S400: yes), the display of the fixed symbol is terminated (S405), and it is determined whether the fixed special symbol is a symbol that will result in a jackpot (S410). If it is determined positively (S410: yes), it is determined whether the probability variable flag is 1 (S415). If the probability variable flag is 1 (S415: yes), the probability variable flag is set to 0 in S420, and the process proceeds to S425. If the probability variable flag is not 1 (S415: no), the process proceeds directly to S425. In S425, it is determined whether the time-saving flag is 1 or not. If the time-saving flag is 1 (S425: yes), the time-saving flag is set to 0 in S430, and the process proceeds to S435. If the time-saving flag is not 1 (S425: no), the process proceeds directly to S435. Although S425 refers to it as the time-saving flag for short, if either the a time-saving flag or the c time-saving flag described below is 1, the time-saving flag is determined to be 1. The determination of whether the time-saving flag described below is 0 is made by determining whether both the a time-saving flag and the c time-saving flag are 0, and the process of setting the time-saving flag to 0 is a process of setting both the a time-saving flag and the c time-saving flag to 0.

[0066] In S435, the jackpot flag is set by the condition device operation start process. In the following S440, the accessory continuous operation device is operated, and in S445, the jackpot start performance process is performed. In the jackpot start performance process, a command to start the jackpot game and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) are sent to the sub-integrated control device 83. When the jackpot start performance process is completed, the special game process is performed.

[0067] If it is determined that the special symbol that has been confirmed is not a jackpot (S410: no), it is determined whether the special symbol flag is 1, and if it is 1 (S450: yes), it is determined whether the number of special symbols is 0 (S455). If the number of special symbols is 0 (S455: yes), the special symbol flag is set to 0 in S460 and the process proceeds to S465. If the special symbol flag is not 1 (S450: no) or the number of special symbols is not 0 (S455: no), the process proceeds directly to S465. In S465, it is determined whether the time-saving flag is 1, and if it is 1 (S465: yes), it is determined whether the number of time-saving times is 0 (S470). If the number of time-saving times is 0 (S470: yes), the time-saving flag is set to 0 in S475 and the process proceeds to S480 shown in FIG. 12. If the time-saving flag is not 1 (S465: no) or if the number of time-saving times is not 0 (S470: no), the process proceeds directly to S480. Note that the determination of the number of time-saving times in S470 is made by the time-saving hit 2 described later, and since the number of fluctuations and the number of small hits are set as the number of time-saving times, the time-saving flag is set to 0 when either number becomes 0. In other words, even if the number of fluctuations is not 0 as the number of time-saving times, if the number of small hits is 0, the time-saving flag is set to 0.

[0068] In S480, it is determined whether the special symbols displayed as confirmed are a combination that will result in a small win, and if the result is positive (S480: yes), a special electric device activation start process is executed in S481, a small win start performance process is executed in S482, and the process proceeds to S495. If the combination is not a small win (S480: no), the process proceeds to S483, and it is determined whether the special symbols are a combination that will result in a time-saving win. If the combination is a time-saving win (S483: yes), it is determined whether or not the normal game state is in effect (S484), and if the normal game state is not in effect, that is, if the time-saving flag or the probability change flag is not 0 (S484: no), a time-saving invalidation process is executed (S485), and the process proceeds to S495. The time-saving invalidation process is a process for invalidating the c time-saving function without activating it even if the time-saving symbol is stopped. If the judgment in S484 is positive (S484: yes), it is judged whether the stopped time-saving pattern is the pattern of 1 per time-saving pattern shown in Figure 18 (a) (S486), and if the judgment is positive (S486: yes), the c time-saving flag is set to 1 (S487), the number of time-saving times is set by the time-saving number setting process (S488), the time-saving mode is set by the first time-saving mode setting process (S489), and the process proceeds to S495.

[0069] If the judgment at S486 is negative, i.e., if the pattern 2 shown in Figure 18(a) stops per time-saving operation (S486: no), the c time-saving flag is set to 1 (S490), the number of time-saving operations is set by the time-saving number setting process (S491), the time-saving mode is set by the second time-saving mode setting process (S492), and the process proceeds to S495. In the first time-saving mode setting process and the second time-saving mode setting process, the time-saving mode such as the average fluctuation time reduction of the special pattern during the time-saving mode c, the average fluctuation time reduction of the normal pattern, and the opening extension function of the normal electric role device 12 are set. As will be described later, in this embodiment, the time-saving mode in the time-saving mode c differs depending on whether the special pattern stops with the pattern 1 per time-saving or the pattern 2 per time-saving. Also, in this embodiment, the number of time-saving times is the same for any pattern per time-saving, and a time-saving number of 1000 fluctuations is granted (set). However, if the pattern per time-saving is 2, the number of small wins is also set to 1.

[0070] In S495, the main control device 80 transmits a state designation command indicating the current game state, such as whether the game state is in a special bonus state or not, or whether the game state is in a time-saving state (a time-saving state, c time-saving state), to the sub-integrated control device 83, and executes special game processing.

[0071] In the special game process shown in FIG. 13, the main control device 80 judges whether the consecutive operation device of the accessory is in operation (S500). If the consecutive operation device of the accessory is not in operation (S500: no), it judges whether the special electric accessory is in operation (S530), and if the special electric accessory is in operation (S530: yes), it moves to the small win game process of FIG. 16. If the special electric accessory is not in operation either (S530: no), this process ends. If the consecutive operation device of the accessory is in operation (S500: yes), it judges whether the large prize opening 14 is open (S505). If the large prize opening 14 is not open (S505: no), it judges whether the large prize opening 14 is closed due to the interval between rounds (S510). If it is not in the interval (S510: no), it judges whether the large prize end performance is in progress (S515). If this is also a negative judgment (S515: no), it is judged whether the time required for the performance to start the big win game has elapsed (S520). If the big win start performance time has elapsed (S520: yes), the big win opening process (S525) is performed and this process is terminated.

[0072] If it is determined in S505 that the large prize opening 14 is open, the process proceeds to S550 in FIG. 14 to determine whether or not 10 balls have been won in the large prize opening 14. In this embodiment, the number is 10, but it may be 9 or 8, and is not particularly limited. If 10 balls have been won in the large prize opening 14 (S550: yes), the process proceeds to S560 to perform a large prize opening closing process. Then, a large prize interval process (S565) is performed, and the special game process is terminated. If 10 balls have not been won in the large prize opening 14 (S550: no), the process proceeds to S555 to determine whether or not the opening time of the large prize opening 14 has ended. In this embodiment, in the case of a large prize, the maximum opening time for each round is set to one opening of 28 seconds. Of course, this is not limited to this number of seconds. If the open time has ended (S555: yes), the process merges with S560, and if the open time has not ended (S555: no), the special game process ends.

[0073] If it is determined in S510 of FIG. 13 that the interval is in progress, the process proceeds to S570 of FIG. 14, where it is determined whether or not the jackpot interval time has elapsed. If the interval time has elapsed (S570: yes), it is determined whether or not the last round in which the jackpot winning hole 14 was opened is the final round (S575). If it is the final round (S575: yes), the jackpot end presentation process (S580) is performed, and the special game process is terminated. If it is not the final round (S575: no), the process of opening the jackpot winning hole 14 again (S585) is performed, and the special game process is terminated. If it is determined that the jackpot interval time has not elapsed (S570: no), the special game process is terminated as it is. Note that a signal is also sent to the sub-integrated control device 83 in the process of opening and closing the jackpot winning hole 14 and the process of starting and ending the jackpot start presentation and the jackpot end presentation. Based on the signal, the sub-integrated control device 83 grasps the current round, and performs effects according to that round, as well as effects indicating the start of a jackpot and effects indicating the end of a jackpot.

[0074] If it is determined in S515 of FIG. 13 that the jackpot end performance is in progress, the process proceeds to S600 of FIG. 15, and it is determined whether or not the jackpot end performance time has elapsed. If the jackpot end performance time has elapsed (S600: yes), the operation of the accessory continuous operation device is stopped (S605), and the operation of the condition device is stopped (S610). Then, it is determined whether or not to transition to a special probability change in the next game state acquired in S300 (S615). If the transition to a special probability change is to occur (S615: yes), the number of special probability changes is set (S620), the special probability change flag is set to 1 (S625), and the process proceeds to S630. In this embodiment, if the special probability change flag is set to 1, the probability of winning the special pattern is improved. If the transition to a special probability change is not to occur (S615: no), the process proceeds directly to S630. The number of special probability changes is set to 10,000, which essentially guarantees the continuation of the special probability change until the next jackpot.

[0075] In S630, it is determined whether or not the next game state will transition to time-saving. If the next game state will transition to time-saving (S630: yes), the number of time-saving times is set (S635), the a time-saving flag is set to 1 (S640), a process of sending a jackpot end command to the sub-integrated control device 83 (S645) is performed, and a state designation command is sent to the sub-integrated control device 83 (S650) to end the special game process. The number of time-saving times set in S635 is 100 times for normal jackpots (jackpots due to the first special jackpot 2 and the second special jackpot 2), but is set to 10,000 times for probability jackpots (jackpots due to the first special jackpot 1 and the second special jackpot 1), which essentially guarantees the continuation of the time-saving until the next jackpot. When the a time-saving flag is set to 1, in this embodiment, the average fluctuation time reduction of the special pattern, the average fluctuation time reduction of the normal pattern, and the opening extension function of the normal electric role 12 are set. If the time-saving is not to be switched to (S630: no), the process goes directly to S645. In this embodiment, the time-saving is switched to for all jackpots.

[0076] In the small win game process of FIG. 16, first, it is determined whether the large prize winning opening 14 is in the opening operation (S700). In the small win game of this embodiment, the opening of the large prize winning opening is executed twice, and the opening operation is the period from the start of the first opening to the end of the second opening. If the large prize winning opening 14 is not in the opening operation (S700: no), it is determined whether the small win end performance is in progress (S705). If this is also a negative judgment (S705: no), it means that the small win game start performance is in progress, and it is determined whether the time required for the performance to start the small win game has elapsed (S710). If the small win start performance time has elapsed (S715: yes), the large prize winning opening opening operation start processing (S715) is performed and this processing is terminated.

[0077] If it is determined in S700 that the large prize opening 14 is open (S700: yes), the process proceeds to S720 in FIG. 17, where it is determined whether or not 10 balls have been won in the large prize opening 14. In this embodiment, the specified number is 10 balls, but it may be 9 or 8 balls, and is not particularly limited. If 10 balls have been won in the large prize opening 14 (S720: yes), the process proceeds to S730, where the large prize opening opening operation end process is performed. Then, the small prize interval process (S735) is performed, and this process is terminated. If 10 balls have not been won in the large prize opening 14 (S720: no), the process proceeds to S725, where it is determined whether or not the opening operation time of the large prize opening 14 has ended. In this embodiment, the opening operation of the small prize game is set to open the large prize opening 14 for 0.5 seconds twice. Of course, the number of seconds and the number of openings are not limited to this number. If the opening operation time has ended (S725: yes), the process merges with S730, and if it has not ended (S725: no), the process ends. Note that if a specified number of winnings have been won in S720, the process ends even if the first opening is in progress.

[0078] If it is determined in S705 of Fig. 16 that the small win end performance is in progress, proceed to S740 of Fig. 17 and determine whether the small win end performance time has elapsed. If the big win end performance time has elapsed (S740: yes), the operation of the special electric role is stopped (S745), a process of sending a small win end command to the sub integrated control device 83 (S750) is performed, and this process ends. If a negative determination is made in S740, this process ends as it is.

[0079] Next, the types of hits in this embodiment will be described with reference to FIG. In this embodiment, when the first reserved memory is used to perform a hit / miss determination, the result of the hit / miss determination is notified by the symbol stopped on the first special symbol, and when the second reserved memory is used to perform a hit / miss determination, the result of the hit / miss determination is notified by the symbol stopped on the second special symbol. FIG. 18(a) is a table showing the winning symbols of the first special symbol 9, and if the first special symbol is a jackpot, either the first special symbol jackpot 1 or the first special symbol jackpot 2 will be selected with a 50% chance. The first special symbol jackpot 1 is commonly known as a chance jackpot, and after the jackpot, a chance jackpot state is granted, and a time-saving state is also granted. Both the chance jackpot state and the time-saving state are given a fluctuating count of 10,000 times, so it is possible to easily generate the next jackpot. Although not shown in the figure, both the first special symbol jackpot 1 and the first special symbol jackpot 2 are jackpots that are executed for 5 rounds.

[0080] If it is a small win, the small win 1 is selected as the small win pattern with a 65% chance, and the small win 2 is selected with a 35% chance. In this embodiment, the same small win game mode is executed regardless of the type of small win pattern. In a small win, there is no setting for the probability change state or the time-saving state, and the time-saving count is simply subtracted as in the case of a miss.

[0081] If the time-saving hit is a win, the time-saving hit 1 is selected as the time-saving hit pattern with a 20% chance, and the time-saving hit 2 is selected with an 80% chance. In the time-saving hit 1 and time-saving hit 2 cases, the c time-saving is activated after the pattern stops, but in the case of the time-saving hit 1, the c time-saving hit 1 is set, and in the case of the time-saving hit 2, the c time-saving hit 2 is set. The state of the time-saving state differs between the c time-saving hit 1 and the c time-saving hit 2, but the details will be described later. In the time-saving hit, if the normal game state is in the normal game state, the number of fluctuations is set to 1000 times as the time-saving hit number for any time-saving hit pattern, and in the case of the time-saving hit 2, the number of small hits is also set to 1 time as the time-saving hit number. As mentioned above, even if you get a time-saving hit in the probability hit state or the time-saving hit state, it will be invalid. However, it may be valid even in the probability hit state or the time-saving hit state. In this embodiment, the number of times the time-saving 2 of c is shortened is set to 1000, but it is desirable that the number of times the time-saving 2 of c is shortened is at least greater than the value of the denominator when the numerator of the probability of a big win is set to 1. This makes it possible to increase the joy of ending the time-saving 2 of c by winning a small win. In this embodiment, the time-saving 2 game state is a game state in which the player mainly stays in a state other than an advantageous state because the time-saving jackpot is won with a high probability during the normal game state. For this reason, the normal game state is the normal game state in the past, but in this embodiment, the time-saving state of c is the normal game state. Naturally, the probability of a state and the time-saving state due to the a time-saving and c time-saving are also terminated by the occurrence of a jackpot. Note that even in the case of a probability of a state, the time-saving state that operates after a jackpot is granted, so the a time-saving state is in operation, but the a time-saving state in the explanation of this embodiment basically refers to the time-saving state of the a time-saving that is not a probability of a state.

[0082] Figure 18(b) is a table showing the winning patterns of the second special pattern. The type of winning of the second special pattern is only a big win, and the pattern of the second special pattern big win 1 is selected with 65% and the pattern of the second special pattern big win 2 is selected with 35%. Both the Second Special Chart Jackpot 1 and the Second Special Chart Jackpot 2 are jackpots that are executed for 10 rounds.

[0083] The jackpot with the second special symbol is more advantageous in winning balls than the jackpot with the first special symbol. Furthermore, the selection rate of the jackpot that becomes a probability change is set so that the second special symbol is selected more frequently than the first special symbol, and the second special symbol has a higher advantage in winning than the first special symbol.

[0084] FIG. 19 is a schematic example showing each time-saving state in this embodiment. As shown in FIG. 19, the a time-saving state has a high probability of hitting the normal map (high probability state of normal map), the normal map fluctuation time is short, and the normal power opening time is long, so it can be said to be a state in which it is advantageous to enter the second starting hole 12. The c time-saving state 1 has a low probability of hitting the normal map (normal probability state of normal map), but the normal map fluctuation time is short and the normal power opening time is long, so it can be said to be a state in which it is easy to enter the second starting hole 12. As mentioned above, even in the normal probability state of normal map, there is a high probability of hitting, about 1 / 2, and the normal map fluctuation time is also short, so the c time-saving state 1 can make the ball enter the second starting hole 12 with a high probability, just like the a time-saving state. Normally, when the electric device is opened, it is easy for the ball to enter the second starting hole 12, and since a prize ball is generated when the ball enters the hole, it is a game state in which it is possible to prevent the decrease in the number of game balls in hand.In addition, since a jackpot with the second special pattern has a higher selection rate for a special jackpot and has a larger number of jackpot rounds, the A time reduction and C time reduction 1 are extremely advantageous states compared to the normal state. In c time reduction 2, the probability of hitting the normal map is low, the normal map fluctuation time is long, and the normal power opening time is short, so unlike other time reduction states, it is difficult to get the ball into the second starting hole 12, so it is more advantageous to aim the game ball at the first starting hole 11. Therefore, c time reduction is close to the normal game state. In the normal game state, the probability of hitting the normal map is low, as in c time reduction, the normal map fluctuation time is long, and the normal power opening time is short. I won't go into details here, but in c-time-saving 2, the open time of the normal power is slightly longer than in normal play mode, so it is not exactly the same. However, the change in the winning rate for the second starting slot due to this is slight. Furthermore, since c-time-saving 2 is in the time-saving state, winnings from time-saving are invalid, so it can be said to be the most unfavorable state for players.

[0085] In addition, the shortest time for the figure fluctuation is usually 1 second, and the longest is 10 seconds. This is set to the same time for both winning and losing fluctuations, but it may be set to be different for winning and losing fluctuations. The longer the normal power release time, the more likely it is to be opened once every 5 seconds, and the shorter the time, the more likely it is to be opened once every 0.2 seconds (note that in normal play mode, it is opened once every 0.1 seconds). Therefore, if the normal power release time is long, it is easy to get the ball into the second starting hole 12 if the normal power is opened, but if the time is short, it is difficult to get the ball into the second starting hole 12 even if the normal power is opened. In the a time reduction and c time reduction 1, the normal map fluctuation time is short and the normal power release time is long as shown in Fig. 19. In this embodiment, the normal map fluctuation time and normal power release time are the same, but even if they are the same length or short, different fluctuation times and normal power release times may be set depending on the type of time reduction. However, even in such a case, it is better to set the a time reduction and c time reduction 1 so that it is easy to win the second starting hole 12.

[0086] In the variation time of the second special symbol, the a time reduction and the c time reduction 1 have short variation times, and the c time reduction 2 has long variation times. Since the a time reduction and the c time reduction 1 are easy to enter the second starting hole 12, it is possible to efficiently execute the progress of the game by shortening the variation time of the second special symbol. In addition, the variation time of the second special symbol is different between the a time reduction and the c time reduction 1. In addition, while the variation time of the normal symbol was one type depending on the state, the variation time of the second special symbol has multiple variation times, and it means that a variation pattern table with an average variation time shorter than the average variation time of the first special symbol in the normal game state is selected. In addition, in this embodiment, it is preferable to select a variation pattern table with a different average variation time in order to execute different performance modes for the a time reduction and the c time reduction 1 in the second special symbol variation time, but when the same performance mode is executed, the same variation pattern table may be selected. In addition, in c time reduction 2, the average change time of the second special symbol is set to be longer than the average change time of the first special symbol. However, in c time reduction 2, the change of the second special symbol is almost never executed and is irregular, so a short change time is not a problem. In c time reduction 2, the first special symbol is the main change, but a change pattern table with a longer average change time than the second special symbol in c time reduction 1 is selected. Also, in normal game mode, a special effect is always executed when the first special symbol changes, so the average change time of the first special symbol is longer than in c time reduction 2. In this embodiment, two small win symbols are provided, but both are the same small win game mode, and c time reduction 2 ends with one occurrence, but for example, if it is a small win symbol of small win 1, it ends with one occurrence, but if it is a small win symbol of small win 2, it may not be counted as the number of time reductions, or it may be set to multiple times instead of one time, so that a different number of times can be set. In addition, in this case, it is possible to exhibit various playability by making the occurrence rate of small win 1 and small win 2 different.

[0087] In addition, the probability of a bonus state is also a time-saving state, but the time-saving mode is the same as the a-time-saving mode. However, it may be different in the special pattern variation table. It is preferable to make the mode of the performance display different between the probability of a bonus state and the a-time-saving mode so that the game state is easy to understand.

[0088] Next, examples of the performance display displayed on the performance pattern display device 6 in this embodiment will be described with reference to Figures 20 and 21. FIG. 20(a) is a display screen showing the state where the c time-saving 2 is in operation. As described above, the c time-saving 2 is a game aimed at the first starting hole 11, so it is almost the same as the normal state. Therefore, although it is in the time-saving state, the fact that the time-saving state is in operation is not notified on the performance pattern display device 6. The display mode of the c time-saving 2 does not display a background other than three number patterns. Also, if there is a reserved memory, the reserved pattern and the number of reserved numbers indicating the reserved memory may be displayed. FIG. 20(a) shows that the performance pattern is changing, and the result of the win or lose is notified using three patterns (left pattern 92, middle pattern 93, right pattern 94), but all three patterns are changing. FIG. 20(b) shows that the change of two of the three patterns has stopped, and the left pattern 92 and right pattern 94 have stopped at 3, resulting in a reach state. 20(c) is an example where the middle symbol 93 stops in the final variation, and the special symbol, the Tatsukichi symbol, stops on the middle symbol 93. In this embodiment, when the Tatsukichi symbol stops on the middle symbol 93, a small win is notified. Note that the example shown is where the Tatsukichi symbol stops from a reach, but even if the symbols on the left and right are not reach, a small win may be notified by the Tatsukichi symbol stopping on the middle symbol 93.

[0089] FIG. 20(d) shows the state during a small win game. Since c time reduction 2 ends with one small win, the next change will be a change of the special symbol in the normal game state, so a special effect will be executed. Therefore, a display to indicate this is executed during a small win game. FIG. 20(e) shows the state in which the small win game ends and the game transitions to the normal state, and the first first special symbol changes. Since the hit / miss judgment based on the first special symbol almost always results in a time-saving hit, the effect in the normal state is executed on the premise that the time-saving hit will occur, and in this embodiment, "Make Tatsukichi appear by repeatedly hitting the button!" is displayed, and the button is instructed to be repeatedly hit by displaying the hit symbol 101, which indicates a hit, on the symbol that imitates the effect button 67, and the left symbol 92, the middle symbol 93, and the right symbol 94 are displayed smaller than the display mode in the normal game state as the effect symbol 97 in the lower right corner. In addition, since the performance of Fig. 20(e) cannot start if there is no reserved memory of the first special symbol, when there is no reserved memory, the ball is instructed to enter the first starting hole when the small win game ends and the game moves to the normal game state as shown in Fig. 24(b). Note that Fig. 24(b) is displayed when there is no reserved memory of the first special symbol in the normal game state, not only when the time-saving state of c time-saving 2 ends due to a small win game. As shown in Fig. 20(f), by repeatedly pressing the effect button 67, the Tatsukichi symbol 99 appears, which indicates that the time-saving hit 1 occurs and the c time-saving 1 is activated. When the time-saving hit is 1, the effect symbols 97 on the display unit display 2, 4, and 6. When the result is displayed, the size of the effect symbols may be enlarged to make it easier to understand the result.

[0090] FIG. 21(a) is an example of the case where the result of the hit / miss judgment after FIG. 20(e) is not the time-saving hit 1, but the time-saving hit 2, a small hit, or a miss. The message "Unfortunately, it didn't appear..." is displayed to inform the player, and the performance pattern 97 displayed in the lower right corner shows the simple numbers 5, 2, and 1, indicating that the time-saving entry could not be made. Note that in the hit / miss judgment of this embodiment, the majority of winning probability is the time-saving hit, so even if this display is displayed, the c time-saving 2 will be activated, but in the performance display, the c time-saving 1 is treated as the time-saving, and the c time-saving 2 is not treated as the time-saving but is treated like the conventional normal game state.

[0091] FIG. 21(b) is an example of what is displayed in the next change after the display of FIG. 21(a) when the result of the hit / miss judgment in the normal game state is a miss. If it is a small hit or a miss, the next hit / miss judgment is also in the normal game state, so it is a chance to move to c time reduction 1 again. Therefore, the presentation display shows "Not yet, just one more chance" to indicate that there is one more chance. Then, during the change, the flow of the presentation display from FIG. 20(e) is executed again. In addition, in the case of a small hit, a display similar to FIG. 21(b) is executed during the small hit game, and the flow of the presentation display from FIG. 20(e) is executed again after the small hit.

[0092] FIG. 21(c) is an example of a display that changes after the display of FIG. 21(a) when the result of the hit / miss judgment is a jackpot. During the period when the performance button is pressed repeatedly, the Tatsukichi symbol 99 is displayed large, suggesting a jackpot. After that, although not shown, the performance symbol 97 that is changing is temporarily stopped in the same sequence of numbers, such as 777, until the end of the change time, to announce that the result of the hit / miss judgment is a jackpot. Note that when the temporary stop is made, if a jackpot is reached, the performance symbol may be enlarged to assert a jackpot.

[0093] In addition, since both c time reduction 1 and c time reduction 2 are 1000 times, there is a possibility, although it is a low probability, that 1000 fluctuations are executed without a big hit or a small hit occurring. In this case, too, an effect is executed at the final fluctuation of c time reduction, as shown in Fig. 20(d), which suggests that a special effect will be executed at the next fluctuation, and when the next fluctuation transitions to the normal game state, an effect like Fig. 20(e) is executed.

[0094] In this case, if the final change is short, the above suggestion may not be conveyed sufficiently, as the player may miss it. Therefore, if the final change of the c time reduction is a miss, the average change time may be longer than the previous misses, so that the suggestion can be made firmly. However, in this embodiment, since there are a maximum of four reserved memories of the second special symbol, in the case of c time reduction 1, the second special symbol will almost always change after the time reduction ends. Since the second special symbol does not have a time reduction hit, even if a special performance is suggested in the final change, the special performance executed by the change of the first special symbol cannot be executed until the reserved memories of the second special symbol are exhausted, and there is a gap until the first special symbol changes. For this reason, it may be suggested that a special performance will be executed by the change of the second special symbol after the end of c time reduction 2.

[0095] In addition, the time-saving state ends after the number of changes in c time-saving 1 and c time-saving 2 is as many as 1000 times, and the possibility of reaching that number is low, so it is acceptable not to suggest that a special effect will be executed at the final change in the time-saving state, and to execute a special effect only when the game transitions to the normal game state. In this case, a special effect different from that executed when the game transitions to the normal game state due to a small win may be executed. In addition, even if the game mode is switched to the normal game mode, if there is no reserved memory of the first special symbol, the special effect cannot be executed, so if there is no reserved memory when the game mode is switched to the normal mode, it is preferable to execute an effect display instructing the player to place the ball in the first starting hole 11. In the example of the performance display, the reserved symbols for showing the number of stored random numbers for determining a jackpot are not displayed, but they may be displayed. In this case, only the reserved symbols of the first reserved memory may be displayed in the normal game state and the c time reduction 2 state, and only the reserved symbols of the second reserved memory may be displayed in the probability change state, the a time reduction state, and the c time reduction 1 state, or the reserved symbols corresponding to both reserved memories may be displayed regardless of the game state.

[0096] The transition to the normal state occurs not only after the a time reduction or c time reduction ends, but also when the RAM is cleared by performing a RAM clear operation when turning on the power, and the game starts from the normal state. Note that when the RAM is cleared, the change in the normal state does not necessarily have to execute a special effect like that shown in Figure 20(e), but may be executed with a certain probability, and if not executed, the same effect as the c time reduction 2 state may be executed. If it were always executed, it would be easy to determine whether the gaming facility is one that executes RAM clearing, and this would waste the configuration of the time-saving c in this embodiment, which is a function that motivates players to visit the gaming facility when it opens. However, it is possible to make it difficult to determine whether the gaming facility is one that does not clear the RAM by not necessarily executing the special effect. Also, even if the power is restored normally without clearing the RAM, the special effect may be executed with a certain probability. In this way, it becomes difficult to determine whether the gaming facility is one that executes RAM clearing. Also, by combining these configurations, it becomes possible to make it even more difficult to determine.

[0097] Based on the above, the gameplay content and effects of this embodiment will be explained. In this embodiment, the first special symbol has a big win, a small win, and a time-saving win. The probability of a time-saving win is the highest as a result of the lottery, and when the first special symbol hit / fail judgment is executed, a time-saving win will almost always occur. However, the time-saving win is only valid when the time-saving and probability-changing modes are not activated, so only a big win or a small win will occur as a hit until the c time-saving mode ends. The c time reduction, which is activated when a time reduction hit occurs, has either c time reduction 1, which favors winning at the second starting hole 12, or c time reduction 2, which favors winning at the first starting hole 11, and one of them is set each time a time reduction hit is won during normal gameplay.

[0098] Since the c time reduction 1 is given 1000 time reductions, it is possible to win a jackpot with the second special symbol while suppressing the consumption of balls. The c time reduction 2 is also given 1000 times, but since it is difficult to win the second start hole 12 and it is more advantageous to play by aiming for the first start hole 11, the game is played by continuing this state until 1000 spins are made in an unfavorable state and aiming for a jackpot. However, in this embodiment, the first special symbol has a small win as a winning symbol, and the c time reduction 2 is not only set to a time reduction of 1000 times, but also to a small win once, and when a small win is won, the c time reduction 2 ends. Then, it will transition to the normal state, making it possible to win a time reduction hit again with a high probability, and it is possible to give a chance to transition to the advantageous c time reduction 1.

[0099] In this way, in this embodiment, it is possible to give a state advantageous to the player by winning a small win. In the conventional type, when the player moves to a state such as c time reduction 2, which is not advantageous to the player, it is not interesting and is likely to be perceived as a time to stop playing, but by doing this, it is possible to shorten the period of c time reduction 2 by ending a state such as c time reduction 2 at any time, so it is possible to play while looking forward to multiple results such as whether or not c time reduction 2 can be ended, not just a big win, and it is possible to contribute to an increase in the operation of the game.

[0100] [Example 2] In the next described embodiment 2, the presentation mode in the normal game state is made different depending on how the state transitioned to the normal game state. In the embodiment 1, the probability of winning the time-saving win in the hit / miss judgment is high, and the player enjoys the transition to which c time-saving will be made by transitioning to the normal state, but the same is true in the embodiment 2, and the control is basically the same as in the embodiment 1. In the embodiment 2, the presentation display mode in the normal state is made different depending on the circumstances of the transition to the normal state, so different processing will be described.

[0101] In this embodiment, there are various ways in which the game may transition to the normal state, and since the player's situation differs depending on the way it is played, it is necessary to execute appropriate display effects, which is intended to solve these problems.

[0102] 22 shows the power recovery process executed by the sub-integrated control device 83 in the second embodiment. When the sub-integrated control device 83 is powered on, it judges whether a recovery command has been received (S800). If a recovery command has been received (S800: yes), it sets game information by normal recovery process based on the information included in the recovery command (S805). It then checks whether the game is in a big win game state or a small win game state from the game information included in the recovery command (S810), and if it is in a big win game state or a small win game state (S810: yes), it executes the win state display for recovery started by the recovery big win display process (S815), and ends this process.

[0103] At this point, it is not possible to know that the game is in a big win game state or a small win game state, so a standby screen as shown in Fig. 23(a) is displayed as a winning state display for when the game is restored, and a display according to the situation of a big win or a small win is executed by receiving a command indicating the opening and closing signal of the big win entrance and the start or end of the big win start performance, the big win end performance, or the small win start performance or the small win end performance. In the case of a big win game state, the number of rounds is normally displayed, but since the number of rounds is not transmitted when the power is restored and it cannot be known, the number of rounds is not displayed even if the big win state is displayed. In Fig. 23(a), it is possible to win a big win or a small win by hitting the right, so the player is instructed to hit the right to avoid losing money, and is notified to wait for a while until the screen is restored.

[0104] If the game is not in a big win or small win game state (S810: no), it is determined whether the game is in a normal game state or in a time-saving state of c time-saving 2. If the game is not in a normal game state or in a time-saving state of c time-saving 2 (S820: no), it is in a probability-changing state, a time-saving state, or a time-saving state of c time-saving 1. The display corresponding to each game state is executed (S825), and this process is terminated. If the special symbol is fluctuating at this time, the standby state display shown in FIG. 23(b) is executed until the fluctuating ends. In this embodiment, if the special symbol is fluctuating when the power is restored regardless of the game state, the standby state display shown in FIG. 23(b) is executed. In FIG. 23(b), a notification that recovery is in progress is displayed, and the display of a circle symbol and a cross symbol alternately flashes on the result display unit 98 at the bottom right of the screen. This indicates that the special symbol is fluctuating. When the fluctuating special symbol stops, if the result is a big win or a small win, a circle symbol is displayed, and if not, a cross symbol is displayed. In addition to the circle and cross symbols, you can also set up symbols that indicate the results, such as a triangle symbol for a small win and a square symbol for a time-saving win. In the probability change state, the a time-saving state, or the c time-saving state 1, you play by hitting from the right, so you can instruct to hit from the right as in Figure 23(a).

[0105] If the game is in the normal game state or the time-saving state of c time-saving 2 (S820: yes), the display corresponding to the normal game state is executed by the normal corresponding display return process (S840), and this process is terminated. Note that, in this embodiment, the time-saving state of c time-saving 2 is the normal game state for playing, as in the first embodiment, so the display mode during the time-saving state of c time-saving 2 is treated as the normal game state. The display mode corresponding to the normal game state is a display mode in which only three number patterns are displayed as shown in FIG. 24(a), which is the same display mode as FIG. 20(a), and FIG. 24(a) is a state in which the patterns are stopped. The three number patterns (left pattern 92, middle pattern 93, right pattern 94) are displayed in a stopped order of 3, 5, and 7 regardless of whether the RAM is cleared or not when the power is restored, and the same order of 3, 5, and 7 is used whether the game is in the normal game state or the time-saving state of c time-saving 2. In addition, if the game is in a normal state, not when the power is restored, a display for the normal game state is executed, such as an instruction to aim at the first starting hole 11 as shown in Fig. 24(b), so the player can easily understand that the game is in a normal game state, that is, that the time-saving win is valid. Although not shown, there are display modes corresponding to the probability change state and the time-saving state, and the display mode according to the game state is displayed.

[0106] If the return command is not received in S800 (S800: no), it is determined whether the initialization command is received, and if not (S830: no), this process is terminated. If the initialization command is received, the process at the time of initialization by the initialization return process is executed (S835), a display corresponding to the normal game state is executed (S840), and this process is terminated. Naturally, when initialized, both the probability variable flag and the time-saving flag are 0, and since it is not a big hit game state or a small hit game state, it is a normal game state.

[0107] In this way, normally, the display mode is as shown in Fig. 20(a) in the time-saving state of c time-saving 2, and if the state is a normal game state to which the game has been transferred due to the progress of the game and there is no reserved memory of the first special pattern, a dedicated display as shown in Fig. 24(b) is displayed, so it is possible to show by display that the time-saving hit is a valid chance state in the normal game state, but when the power is restored, even in the normal game state, the display mode of the normal game state as shown in Fig. 24(a) is executed, which is the same as the display in Fig. 20(a) in the time-saving state of c time-saving 2, and the same pattern is displayed as 357 regardless of the game state, so that the normal game state, that is, the time-saving hit is valid, is not notified, and the player cannot determine whether the RAM has been cleared and initialized just by looking at the display screen, so that it is impossible to determine whether it has been initialized without hitting, and players who only play in the advantageous parts can be excluded. When the power is restored, a dedicated display mode may be displayed in the normal game state and the time-saving state of c time-saving 2.

[0108] If the game is in a normal game state when the power is restored, the display shown in FIG. 24(a) is displayed, but when the first special symbol starts to change, the display shown in FIG. 20(e) is executed. However, when the power is restored, the display shown in FIG. 20(a) may be displayed as a change in the normal game state, or a special display for when the power is restored may be executed. If the game is in a normal game state when the power is restored and the first special symbol changes, the display shown in FIG. 20(a) may be displayed if the time-saving hit is not reached, and the display shown in FIG. 20(e) may be executed if the time-saving hit is reached. In addition, in the case of a gaming machine that does not necessarily execute a special display as in FIG. 20(e) in a normal game state, the possibility of the special display being executed when the power is restored may be lower. The possibility of the special display being executed may be higher, and further, in the first change of the first special symbol when the power is restored, the special display as in FIG. 20(e) may be executed even in the time-saving state of c time-saving 2.

[0109] In the normal game state, a special display mode is executed since the game state is a game state with high expectation that the c time reduction is highly likely to be won, but when the power is restored in the second embodiment, the same display mode is executed in the time reduction state of c time reduction 2 and the normal game state, so that it is not possible to determine which game state it is just by looking at it. Also, if the special symbol is fluctuating when the power is restored, the standby state display shown in FIG. 23(b) is executed as described above. Therefore, in the normal game state, a special performance display as shown in FIG. 20(e) would be executed, but if the symbol is fluctuating when the power is restored, such a special performance display is not executed even in the normal game state, and the result is not known until the fluctuation stops. In the display when the power is restored, even if the normal game state and the c time reduction state 2 are not identical, they should be similar and not easily distinguishable.

[0110] Although not shown, if the result of the hit / miss judgment is 1 for the time-saving hit when the number is fluctuating when the power is restored, the result display unit 98 stops the pattern corresponding to the result when the fluctuation stops, and then when the confirmation time of the special pattern has elapsed, the display mode is restored from FIG. 23(b) to FIG. 20(a) and the pattern display (for example, a sequence of 2, 4, 6) of three patterns (left pattern 92, middle pattern 93, right pattern 94) indicating 1 for the time-saving hit is executed, but in the case of 2 for the time-saving hit, a miss pattern that cannot be determined as a time-saving hit (for example, a sequence of patterns other than the patterns indicating a big hit, small hit, time-saving hit, etc.) is displayed. Note that the miss pattern shows the same pattern display sequence as that displayed when the time-saving hit is invalid for the first special pattern. Therefore, when the power is restored in the normal game state and the special pattern is fluctuating, it is possible to eliminate the need to disappoint the player unnecessarily by not being able to understand that the time-saving hit 2 was in the normal state when the time-saving hit was drawn.

[0111] As described above, in the second embodiment, the display mode is different depending on whether the display mode of the normal game state is changed to the normal state as the game progresses or the normal game state is reached when the power is restored. In other words, even in the same normal game state, by changing the display mode depending on the situation, it is possible to execute an appropriate display depending on the game situation.

[0112] In this embodiment, if the game is in the normal game mode when the power is restored, the display shown in FIG. 24(a) is displayed in any case. However, if the game is in the normal game mode when the power is restored without RAM clearing, the display shown in FIG. 24(b) may be executed. It is difficult to imagine that the game will end in the basic normal game mode, and in this case, it is highly likely that an external factor such as a power outage has occurred. In that case, if a power outage occurs when the normal game mode is displayed as shown in FIG. 24(b), and then the game is restored and FIG. 24(a) is displayed, the player may feel suspicious as if the advantageous state has disappeared due to a malfunction caused by the power outage. Therefore, when the power is restored without RAM clearing, it is better to make it clear that the game is in the normal game mode rather than making it unclear that the game is in the normal game mode, so that the player will not feel suspicious.

[0113] Since the sub-integrated control device does not have a backup function and does not store information about the game before the power was cut off, the display starts based on the information sent from the main control device as shown in the power recovery process.

[0114] [Example 3] In the third embodiment described below, a common notice mode is provided as an expectation performance suggesting the expectation in the time-saving state of c time-saving 2 and in the normal game state. However, the expectation performance has different contents suggesting the expectation depending on the game state. In Example 1, the probability of winning the time-saving is high in the hit / miss judgment, and the player enjoys the transition to which c time-saving will be entered by transitioning to the normal state, but the same is true in Example 3, and the control is basically the same as in Example 1. Therefore, Example 3 will be described in terms of processing different from Example 1. Note that Example 3 includes the configuration of Example 2, but it may be a configuration that does not include it.

[0115] FIG. 25(a) is a table showing the types of winnings in the third embodiment. The third embodiment differs from the first embodiment in that it has three types of c time reductions, 1st time reduction, 1st time reduction, and 1st time reduction. In the first embodiment, the c time reduction 1 was only one type, and continued until the special chart changed 1000 times as the number of time reductions, but in the third embodiment, it has three types of time reductions, 1000 times, 100 times, and 50 times. Therefore, in the first embodiment, the time reduction 1 was selected 20% of the time when the time reduction was won, but in the third embodiment, the time reduction 1 was selected 60% of the time. In this way, the number of time reductions is small on average in the time reduction 1, but the selection rate of the time reduction 1 when the time reduction is won is high. Therefore, it is possible to demonstrate the playability of the c time reduction, which is different from the first embodiment.

[0116] In the third embodiment, the expectation light-emitting notice performance is executed in the normal game state and the time-saving state of c time-saving 2. The expectation light-emitting notice performance is executed by making the frame side decorative lamp 65 flash in a specific color. As shown in FIG. 26(a), there are multiple light-emitting colors, and the expectation increases in the order of white, blue, red, and rainbow. Note that the rainbow is expressed as extra large in FIG. 26(a), but in this embodiment, it is used as a light-emitting color that determines the first time-saving hit 1 in the normal game state and determines the big hit in the time-saving state of c time-saving 2. The rainbow does not need to clearly use the seven colors that indicate the rainbow colors, and it is sufficient to have a light-emitting pattern that seems appropriate, such as flashing multiple light-emitting colors. In addition, the light-emitting pattern may be different, such as making the light-emitting color of red or more light-emitting color stay on instead of flashing, to indicate that the expectation is high in a manner other than color.

[0117] As mentioned above, the expectation light-emitting notice performance indicates the expectation, but the object of the expectation is different between the normal game state and the time-saving state of c time-saving 2. In c time-saving 2, the game state is aimed at winning a jackpot, so the expectation light-emitting notice performance indicates the expectation of a jackpot. In the normal game state, the winning rate of the time-saving hit is extremely high, and it is a chance to move to the advantageous time-saving state of c time-saving 1, so the game state is aimed at being able to move to the time-saving state of c time-saving 1 rather than winning a jackpot. In the third embodiment, the number of time-saving hits of c time-saving 1 is provided multiple times to reduce the average number of time-saving hits and increase the winning rate of time-saving hit 1, so the expectation light-emitting notice performance indicates the expectation of the number of time-saving hits that will be granted when time-saving hit 1 is won, and also indicates the expectation of time-saving hit 1 at the same time.

[0118] The expectation light-emitting notice performance may be a flashing light that continues for a predetermined period of time, and may be changed to a color with a high expectation during that period, or may be flashed at a predetermined timing during the special symbol fluctuation, not at the start of the fluctuation. In this way, there is no need to be disappointed if the expectation light-emitting notice performance is not being executed at the start of the special symbol fluctuation, or if a low expectation light-emitting notice performance is being executed.

[0119] FIG. 26(b) is a distribution table of the selection rate of the expectation light-emitting notice performance when the result of the hit / miss judgment during the normal game state is a hit for each time-saving hit. The distribution table is a distribution in which the total of the numbers on the vertical lines for each type of time-saving hit is 100. Note that the normal light-emitting color refers to a normal mode in which a normal light-emitting mode in which the expectation light-emitting notice performance is not executed is executed. The expectation light-emitting notice performance flashes light in a different way from the normal mode, and the color is also monochromatic except for rainbow, so that it is easy to understand that the expectation light-emitting performance has been executed. Note that a dedicated performance sound may be output when the expectation light-emitting notice performance is executed to make it easier to understand. In this case, a different performance sound may be output according to the light-emitting color, and the brightness may be higher than normal. In addition, when the time-saving mode is c Time-saving 2, the light-up prediction performance of the expectation level simply indicates the increasing expectation level of a win in the order of white, blue, red, and rainbow, so we will not go into details here.

[0120] As shown in Figure 26(b), in normal game mode, the expectation light-emitting notice performance is executed more than half of the time when the time reduction hit is 1, and the probability of the expectation light-emitting notice performance being executed is lower when the time reduction hit is 2. Also, since the expectation light-emitting notice performance only lights up white or blue when the time reduction hit is 2, red and rainbow are determined to be either 1 when the time reduction hit is 1. In the time-saving 2, the possibility of the expectation light-up notice performance being executed is low, and the higher the expected value of the light-up color, the lower the selection rate. In addition, the more the number of time-saving times is in the time-saving 1, the higher the selection rate of the light-up color with a higher expectation. In the rainbow light-up, it is selected only in the first time-saving 1, so in the c time-saving 1, the time-saving number is confirmed to be 1000 times, resulting in a notice performance. In this way, the expectation light-up notice according to the embodiment 3, when executed in the normal game state, indicates the expectation of winning the time-saving 1, and also indicates the expectation of the type selected in the time-saving 1. Therefore, the expectation performance not only indicates the expectation of the time-saving 1, but also the expectation for the number of time-saving times in the time-saving state of the time-saving 1 to be granted, making it possible to execute a highly interesting notice performance.

[0121] FIG. 26(c) is a distribution table of the time-saving winning notification screen when each time-saving winning number is drawn when winning the time-saving winning number 1. Note that this table is a distribution in which the total of the numbers on the vertical lines for each type of time-saving winning number 1 is 100. Unlike Example 1, Example 3 has a plurality of different expressions of Tatsukichi that appear as a notification screen when winning 1 time-saving hit, as shown in FIG. 27. The special effects executed in the normal game mode are the same. In addition, the special effects executed in the normal game mode may have a plurality of effect patterns, such as a pattern of repeatedly hitting the effect button 67, a pattern of pressing the effect button 67 for a long time, or a pattern of pressing the effect button 67 once, so that the degree of expectation of 1 time-saving hit or a degree of expectation of a large number of time-saving hits may be shown according to the pattern.

[0122] FIG. 27(a) is an example showing Tatsukichi 99A with a normal expression displayed as a notification when one time-saving hit is won, FIG. 27(b) is an example showing Tatsukichi 99B with a motivated expression, and FIG. 27(c) is an example showing Tatsukichi 99C with a smiling expression. As shown in the table in Figure 26(c), Tatsukichi 99A is displayed on the time-saving hit notification screen because it is always selected if the third time-saving hit is 1, and the selection rate for other time-saving hits is low, so it basically notifies the result of 50 times the time-saving hit, which is the third time-saving hit, as Tatsukichi 99B is displayed on the notification screen because the second time-saving hit is selected with a high probability, so it basically notifies the result of 100 times the time-saving hit, which is the second time-saving hit. Tatsukichi 99C is displayed on the notification screen only if the first time-saving hit is 1, so it notifies the result of 1000 times the time-saving hit.

[0123] Tatsukichi 99A is basically 1 per 3rd time reduction, but even if it is only 1 per 1st time reduction or 1 per 2nd time reduction, it is possible to have a sense of expectation that it may be more than 50 times of time reduction, even if Tatsukichi A is displayed on the notification screen. Tatsukichi 99B is also basically 1 per 2nd time reduction, but even if it is only 1 per 1st time reduction, it is possible to have a sense of expectation that it may be 1000 times of time reduction instead of 100 times. Depending on the Tatsukichi displayed on this notification screen, the remaining number of time reductions displayed when moving to the mode during the time reduction state of c time reduction 1 differs, and when Tatsukichi 99A is displayed, 50 times are displayed, when Tatsukichi 99B is displayed, 100 times are displayed, and when Tatsukichi 99C is displayed, 1000 times are displayed first. The remaining number of times is subtracted for each change number, and if there are still time reductions remaining when the remaining number of times becomes 0, the remaining number of time reductions is updated and increased. In the third embodiment, when a rainbow is executed as the expectation light-emitting notice performance, Tatsukichi 99C is always displayed. When a light-emitting color of an expectation light-emitting notice performance other than a rainbow is executed, the more likely it is that the number of time-saving times per time-saving time is 1 or more per second time-saving time even if Tatsukichi 99A is displayed, the more likely it is that the number of time-saving times per time-saving time is 1 or more per second time-saving time, as the expectation light-emitting notice performance is executed. Conversely, the more likely it is that the number of time-saving times is greater than the number of time-saving times corresponding to the displayed Tatsukichi when the expectation light-emitting notice performance is not executed.

[0124] In the normal game state, the rainbow light-emitting expectation notice effect determines the first time the player wins 1, but it may be a special light-emitting expectation notice effect that determines the big win. Also, the higher the expectation of the expectation effect, the higher the expectation of the big win.

[0125] As described above, in the third embodiment, even when the game state is different, the degree of expectation is suggested by the commonly executed light-emitting notice effect of expectation, which suggests the degree of expectation of a jackpot in the time-saving state of c time-saving 2, and suggests the degree of expectation of transitioning to the time-saving state of c time-saving 1 in the normal game state and the degree of expectation of the number of time-saving times to be granted when transitioning to the time-saving state of c time-saving 1. In this way, even if the degree of expectation of the target of a result that differs depending on the game state is suggested, it is possible to make it easy for the player to understand because the degree of expectation is suggested by the common notice effect, and it is possible to make it highly interesting because a new way of using notice effects that has not been used before is implemented.

[0126] As a modified example of the third embodiment, the type of winning may be provided as shown in the table of the type of winning in FIG. 25(b). In the third embodiment, the number of times of time-saving awarded for the winning of the time-saving is multiple, but in the modified example, the number of times of time-saving awarded for the winning of the time-saving is multiple. The expectation degree light-emitting notice performance indicates the expectation degree of winning the winning of the time-saving is 1, and when the winning of the time-saving is 2, the expectation degree light-emitting notice performance indicates the expectation degree of the number of times when the winning of the second time-saving is set. The table in FIG. 28 is a distribution table of the selection rate of the expectation degree light-emitting notice performance when the result of the win / loss judgment during the normal game state in the modified example is a win for each time-saving. As shown in the table in FIG. 28, when the expectation degree light-emitting notice performance is rainbow light-emitting, the winning of the time-saving is confirmed, so when the winning of the time-saving is not won, the expectation degree of red is the highest. If it is red, it will not be selected if it is the 3rd time reduction hit 2, so the time reduction hit 2 will be 50 or 100 times, and since it is more likely to be the 1st time reduction hit 2, which has the fewest number of time reductions granted, there is a high expectation that it will end quickly even if it is a c time reduction 2. And since the possibility of it being the 3rd time reduction hit 2 increases in the order of blue, white, and normal, it indicates a low expectation.

[0127] In this case, when the time-saving state is c time-saving 2, a special effect may be executed to encourage the player to decide whether or not to transition to the normal game state at a specified number of fluctuations (100th or 50th), which may be the final fluctuation of the time-saving state. In addition, when the time reduction is 50 times or 100 times, the effect executed in the normal game state is executed at the 51st or 101st spin, but when the time reduction is 1000 times, a variation pattern having the same or similar variation time as the variation pattern executed in the normal game state is selected at the 51st or 101st spin, so that the same effect display executed in the normal game state is executed. Also, when the variation time is the same or similar as the variation pattern selected in the normal game state at the 51st or 101st spin in the time reduction state of c time reduction 2, the same effect display executed in the normal game state may be executed. In addition, only the final change at the end of the time-saving state of c time-saving 2 may be configured to execute a notification effect to notify the player that the next change will result in a transition to the normal game state.

[0128] In this way, in the modified example of the third embodiment, the light-emitting expectation notice performance indicates the expectation of 1 for the time-saving hit in the normal game state, and when the time-saving hit is 2, the expectation notice performance is executed to indicate the expectation of 2 for the short number of times. In this way, even when the time-saving hit 1 is not won, it indicates the expectation, so it is possible to execute a notice performance that indicates an unprecedented expectation. Note that in the modified example, the light-emitting expectation notice performance in the time-saving state of c time-saving 2 simply indicates the expectation of winning in the order of white, blue, red, and rainbow, so details will be omitted.

[0129] In the modified example, only one type is displayed when the time-saving number 1 is selected, but multiple types of the time-saving number 1 may be provided, and multiple times of time-saving may be selected. In that case, the expectation degree light-up notice performance may be a notice showing the expectation degree of the time-saving number 1, the expectation degree of the time-saving number 1 with a large number of times, and the expectation degree of the time-saving number 2 with a small number of times. In addition, since the modified example includes a short number of time-saving times granted for time-saving 2, it is not necessary to provide a small hit as a type of hit for the first special pattern in order to end the time-saving state for time-saving 2 as in Example 1, and the probability of a small hit for the first special pattern may be made lower than in Example 1.

[0130] In the modified example, the short number of times for the time-saving c2 is set to 50 and 100 times, and the long number is set to 1000 times. The short number is equal to or less than the number of fluctuations in the denominator of the jackpot probability with the numerator set to 1, but the long number is set to be equal to or more than the number of fluctuations in the denominator of the jackpot probability with the numerator set to 1 after the short number. Therefore, since there is a possibility of a short number of times, the player can move to the normal state after the end of an advantageous state such as a time-saving state or a time-saving state, and even if they cannot enter c time-saving 1, it is possible to make it easier for them to continue playing for the shortest number of times, and it is possible to prevent players from quitting immediately after the advantageous state ends. In addition, by setting the timing to end the game easily because it is long after playing for a short number of times, it also has the effect of preventing players from becoming addicted.

[0131] In the third embodiment and the modified example, the degree of expectation is indicated by the light emission mode of the frame side decorative lamp 65 as an expectation degree light emission notice performance, but it is also possible to execute a display mode with a different degree of expectation by the display of the performance pattern display device 6, or a movable object may be provided on the board surface to indicate the degree of expectation by the moving movement of the movable object. There is no particular limitation as long as the different modes indicating the degree of expectation can be confirmed by the player.

[0132] [Example 4] Next, Example 4 will be described. Example 2 is different in that a dedicated display is always executed in the normal game state, and when the power is restored, in the time-saving state of c time-saving 2, the control of the display of the power restoration is different from the normal one with a certain probability. The rest is the same as the contents of Example 1 and Example 2, so the differences will be mainly described.

[0133] FIG. 29 shows the effect pattern setting process in the sub integrated control device 83 in the fourth embodiment. The sub-integrated control device 83 judges whether a variation pattern has been received from the main control device 80 (S850), and if a variation pattern has been received (S850: yes), judges whether the current game state is a normal game state (S855). If a variation pattern has not been received in S850 (S850: no), this process ends. If the game state is a normal game state (S855: yes), a dedicated performance pattern setting process is executed (S860). The dedicated performance pattern setting process is a process for setting a dedicated performance pattern that is different from the normal one, as will be described later.

[0134] If the game is not in the normal game mode (S855: no), it is determined whether the game is in the time-saving mode of c time-saving 2 (S865). If the game is in the time-saving mode of c time-saving 2 (S865: yes), it is determined whether the game is in the 51st spin (S875), and if the game is not in the 51st spin (S875: no), it is determined whether the game is in the 101st spin (S880). Note that the 51st and 101st spins refer to the number of times the game has changed since the game switched to the time-saving mode of c time-saving 2. If it is not the 101st spin (S880: no), it is determined whether it is after the power is restored, i.e., whether it is the first fluctuation start after the power is restored (S885). If it is after the power is restored in S885 (S885: yes), it is determined whether the received fluctuation pattern is a specific fluctuation pattern (S890), and if it is a specific fluctuation pattern (S890: yes), a dedicated effect pattern setting process is executed (S860). If it is not in the time-saving state of c time-saving 2 in S865, if it is not when the power is restored in S885, or if it is not a specific fluctuation pattern in S890, each effect pattern setting process is executed (S900). Note that each effect pattern setting process is a process for setting an effect pattern according to each game state according to the received fluctuation pattern.

[0135] If it is the 51st spin in S875 or the 101st spin in S880, the special effect execution setting process is executed in S895, and then each effect pattern setting process is executed (S900). The special effect execution setting process is a process in which a lottery is held to see whether a special effect display as shown in Fig. 31 will be executed at the start of fluctuation, and if the lottery is won, a special effect display is set to be executed. The special effect display in Fig. 31 is executed by overlapping the display of the effect pattern executed at the start of fluctuation, and Tatsukichi 99 is displayed crossing from left to right, and when Tatsukichi 99 passes the screen, the display returns to the effect pattern set by each effect pattern setting process. Once the effect pattern has been set by the processes of S860 and S900, effect display based on the effect pattern set by the effect start process is started (S905).

[0136] FIG. 30 is a table showing some of the types of variation patterns and the effects executed in the fourth embodiment. Figure 30(a) is a table showing the variation time and performance content of the variation pattern selected in the normal game state. Note that Figure 30(a) is a table only for the variation pattern when the time is reduced, and the variation patterns of the big win variation and the miss variation are the same as those in the first embodiment, so the explanation will be omitted.

[0137] In the normal game state, the change pattern of the first special symbol is selected when the result of the hit / miss judgment is a time-saving hit and the time-saving hit is 1, the time-saving hit 1 change pattern is selected, a change time of 50 seconds is set, and the rapid-fire effect shown in Figure 20(e) and Figure 20(f) is executed, and if the rapid-fire hit is successful, Tatsukichi appears, and it is announced that the time-saving mode of c time-saving 1 will be entered.

[0138] In this respect, it is the same as Example 1, but in Example 4, unlike Example 1, the continuous hitting effect is not always executed even in the normal game state, but the continuous hitting effect is executed first or the provocation effect is executed, and the continuous hitting effect is executed if the provocation is successful. Also, there is a pattern where the provocation effect is not executed even in the normal game state. Although not shown, the teasing effect involves the repeated display and disappearance of the rapid-hit symbol 101, accompanied by the output of a sound and the illumination of the frame-side decorative lamp 65, to tease the player as to whether a special effect will be executed. If successful, the rapid-hit symbol 101 will be displayed along with a success sound, resulting in the display shown in Fig. 20(e), and if unsuccessful, although not shown, the rapid-hit symbol will not be displayed and an accompanying sound will be output, and the display will switch to the normal miss variation as shown in Fig. 20(a), and a symbol indicating a miss will be displayed.

[0139] In the normal game state, the variation pattern of the first special symbol is selected from three types of variation patterns 1 to 3 for time-saving 2 variation patterns when the hit / miss judgment is time-saving hit and time-saving hit 2. In the case of time-saving 2 variation pattern 1, a variation time of 45 seconds is set, and the performance content is an example of the performance shown in FIG. 21(a), which is a pattern in which the continuous hitting performance fails. Therefore, when the variation starts, the continuous hitting performance is executed or the provocative performance is executed, and the provocative performance is successful and the continuous hitting performance is executed, and the continuous hitting performance fails. In the case of 2-change pattern 2 per time reduction, the change time is set to 15 seconds, and when the change starts, a provocative effect is executed, and this is a performance pattern in which the provocative effect fails. In addition, in the time-saving 2-change pattern 3, a change time of 10 seconds is set, and the change is performed as a normal losing change without even performing any teasing effects.

[0140] In the fourth embodiment, when the power is restored and no game is being played, Fig. 24(a) is displayed in the normal game state and the time-saving state of c time-saving 2 as in the second embodiment, and it is not possible to determine whether the RAM has been cleared. Moreover, in the fourth embodiment, when the time-saving state of c time-saving 2 is reached when the power is restored, there is a possibility that a similar display effect to that executed in the normal game state may be executed to make it difficult to determine whether the game is in the normal game state. Furthermore, there is a possibility that a display effect similar to that executed in the time-saving state of c time-saving 2 may be executed even in the normal game state (the content of the display effect executed in the time-saving state of 2 variation pattern 3 described above).

[0141] Fig. 30(b) is a part of the variation pattern selected when the time-saving state of c time-saving 2 is in effect. The time-saving state of c time-saving 2 is the normal game state, and various variations of effects not shown in the figure are executed. However, when the variation pattern shown in Fig. 30(b), which is a part of the variation pattern, is selected in the first variation after the power is restored, the same effect display as in the normal game state is executed, and it is a special variation pattern in which the content of the effect differs even with the same variation pattern depending on the situation. Although it is called a miss variation pattern, in this embodiment, the time-saving hit is won with a high probability, so it is actually a variation pattern when the time-saving hit is invalid.

[0142] In the case of miss fluctuation pattern 1 shown in Figure 30 (b), which is selected when the time-saving state is cTime-saving 2, a fluctuation time of 45 seconds is set, and in normal circumstances, this fluctuation pattern executes a presentation display that makes it look like two fluctuations have been executed as a pseudo-successive notice, but in certain circumstances (the first fluctuation of the first special pattern after the power is restored), a presentation similar to that of 2 fluctuation pattern 1 per time-saving in the normal game state, in which the rapid-fire presentation fails, is executed. When Miss Fluctuation Pattern 2 is selected, a fluctuation time of 15 seconds is set, which is a pattern in which a longer Miss Fluctuation that does not even result in a reach is normally executed as in Miss Fluctuation Pattern 1, but when the power is restored, a similar effect is executed as in the case of Time-saving 2 Fluctuation Pattern 2, which fails due to the teasing effect. When miss variation pattern 3 is selected, a 10-second variation time is set, and this is a pattern in which a short miss variation that does not result in a reach is executed in normal miss variation 2, and this is also the case when the power is restored, but this is a pattern in which the same presentation is executed as in time-saving 2 variation pattern 3. The content of the presentation display itself of normal miss variation 2 executed in miss variation pattern 3 does not change between when the power is restored and in normal conditions, but since it is a presentation display executed in time-saving 2 variation pattern 3 even in normal game mode, it is included in the special variation pattern.

[0143] In the above-mentioned miss variation patterns 1 to 3, the same presentation as in the normal game state is executed, but it does not have to be exactly the same; it is sufficient if it is similar and not displayed in a way that can be easily distinguished as different.

[0144] Fig. 30(c) is a table showing the selection rate for whether or not to execute a special effect by the special effect execution setting process executed in S895. As shown in Fig. 30(c), on the 51st spin the selection rate for whether or not to execute is 50:50, meaning that the probability of execution is 50%, but on the 101st spin the probability becomes 80:20, which is higher than the 51st spin. For this reason, it is possible to make it easier for players who are concerned about whether the RAM has been cleared to play up to the 101st spin if it has not been executed on the 51st spin.

[0145] In this way, in the fourth embodiment, the continuous hitting effect is not necessarily executed in the normal game state, and even the provocative effect may not be executed. Therefore, if the continuous hitting effect is not executed when the game is switched to the normal game state, the player cannot enjoy it, but it is possible to increase the expectation of the continuous hitting effect when it is executed, and it is possible to increase the value of the continuous hitting effect. Also, since there is a possibility that a special presentation pattern will be executed even in the time-saving state of c Time-saving 2, the player will not be able to judge whether the RAM has been cleared at the first change after the power is restored, but if the RAM has been cleared, it is possible to judge that the RAM has been cleared by the special presentation being executed at the 51st and 101st spins. Therefore, since it is possible to judge whether the RAM has been cleared by playing a certain amount of time, it is possible for players who want to judge whether the RAM has been cleared to play for a while after the power is restored.

[0146] In the fourth embodiment, the specific variation pattern of the time-saving state of c time-saving 2 when the power is restored is set to a variation pattern of the same variation time as the variation pattern of the normal game state to execute the same effect as in the normal game state, but a similar effect may be executed with a variation pattern of a different variation time. In this case, if the variation time is too different, the difference may be easily noticeable even if a similar effect is executed, so it is preferable to set the difference to about a few seconds.

[0147] In the fourth embodiment, whether or not to execute the special effect display is determined even on the 101st spin, regardless of whether it was executed on the 51st spin, but if it was executed on the 51st spin, it can be determined that the RAM has already been cleared by the player, so the special effect display may not be executed on the 101st spin. Also, the special effect display may be always executed on the 101st spin. Furthermore, although there are two execution chances on the 51st and 101st spins, there may be only one execution chance, or the number of execution chances may be increased. Also, if there is one execution chance, it may be always executed.

[0148] In the configuration of Example 4, the special effect display will be executed on the 51st and 101st spins from entering the time-saving state of c time-saving 2, not just after the RAM is cleared. However, since it will just be a decorative effect other than after the RAM is cleared, it is preferable to only allow it to be executed on the 51st and 101st spins from the time-saving state of c time-saving 2 entered after the RAM is cleared. Also, even if the time-saving state is c time-saving 2 when the power is restored, it is possible to make it possible to execute the special effect display on the 51st and 101st spins. This makes it impossible to clearly determine whether the RAM has been cleared, but it is possible to increase the gameplay by determining which it is, making it more interesting. In this case, it is better to make the execution rate of the special effect display lower than when the RAM is cleared. Furthermore, if the power is cut off before the 51st or 101st spin and then restored, the special effect display may not be executed even at the 51st or 101st spin. The time-saving 2 fluctuation pattern 3 is a fluctuation pattern that makes it appear as if the RAM has not been cleared even though it has been cleared, but it is not necessarily required to have this, and it may be so arranged that the teasing effect or higher is always executed during normal gameplay.

[0149] [Other examples] The configurations of all the embodiments and modified examples (hereinafter collectively referred to as the present embodiment) may be applied to so-called one-type two-type mixed machines including a special area in the big prize winning port that opens with a small prize, and a special area in which a big prize game occurs when the ball enters the special area. In such a gaming machine, it is preferable to make it possible to generate a big prize game with a higher probability when the a time reduction or c time reduction 1 is activated than when the normal state or c time reduction 2 is activated by making the small prize win on the second special pattern more likely than the big prize. In such a gaming machine, unlike the present embodiment, the number of small wins may be set as the number of time reductions even in the a time reduction and c time reduction 1. This makes it possible to prevent a game in which the ball is not inserted into the specific area during a small win until a small win advantageous to the player occurs. In this case, by not counting the small win of the first special pattern and counting only the small win of the second special pattern, it is possible to prevent the first special pattern from accidentally changing during the a time reduction or c time reduction 1, causing a small win and ending the time reduction. In addition, if the game ball is continuously shot into the big prize hole when a small win occurs, it is possible to make it possible to make the ball enter the specific area and to transition to a big win game state when a small win occurs. In any of the present embodiments, when applied to the type 1 / 2 mixed machine, it becomes possible to generate a jackpot with a high probability when the game transitions to a time-saving state in which it is easier for the ball to enter the second starting hole 12. In any of the present embodiments, in the game state of c time-saving 1, the jackpot probability remains the normal probability, so the number of time-saving times is set to 1000, and therefore the number of time-saving times is large, resulting in a feeling of dragging on, but when applied to a type 1 / 2 mixed machine, the actual probability of a jackpot becomes high, making it possible to reduce that feeling of dragging on.

[0150] In this embodiment, the probability of a time-saving hit is high and the probability of a miss is low when judging whether the first special pattern is a hit or not, so even if the game changes to the normal state, the time-saving hit will be won immediately, and since the game state in which the player remains is almost always in the c time-saving 2 state, c time-saving 2 is essentially treated as the normal game state, and when the normal state changes, a special presentation like that shown in Figure 20(e) is executed. However, in a configuration in which the probability of a miss is higher than the probability of a time-saving hit, a common display mode may be executed in both the normal state and the c time-saving 2 state, making it difficult to understand the game state.

[0151] A pre-reading effect may be provided in which a random number for determining a big win obtained when the first start port 11 and the second start port 12 win is read ahead to check whether or not a win has been made or whether a specific effect will be executed, and an effect based on the confirmation result is executed before the hit / miss determination is made. In the pre-reading effect, only the random number for determining a big win obtained when the first start port 11 wins is executed in the normal game state and the c time reduction 2 state. A suggestive effect showing the expectation of the c time reduction 1 during a small win by pre-reading may be executed, or if there is a c time reduction 1, a notification may be given. In addition, the expectation may be shown by the pre-reading effect before the hit / miss determination is executed for reserved memories for which a hit / miss determination is executed after a small win or after the end of the a time reduction state and the c time reduction 1 state.

[0152] In addition, in the c time reduction 2 of this embodiment, the time reduction is set to end with one small hit, but the number of small hits until the time reduction ends may be set to multiple times instead of one. Furthermore, multiple types of c time reduction 2 may be provided, and multiple types of small hits may be provided to end the time reduction. For example, by adding a time reduction 3 to the contents of the embodiment, the time reduction 2 transitions to the 1c time reduction 2, and the time reduction 3 transitions to the 2c time reduction 2, and the 1c time reduction 2 ends with one small hit, and the 2c time reduction 2 ends with three small hits, making it possible to make the ease of ending the c time reduction 2 different depending on the type of c time reduction 2, so that even if the time reduction 2 is transitioned to, it is possible to enjoy which c time reduction 2 it has transitioned to. At this time, it may be possible to display which c time reduction 2 it is. In such a case, the presentation mode during the time reduction state may be different between the 1c time reduction 2 and the 2c time reduction 2, so that the player can understand which c time reduction 2 it is. In addition, in 2c time reduction 2, the display may be changed in whole or in part each time a small hit is hit and the number of times remaining until the time reduction ends decreases to indicate that the end is approaching. As mentioned above, in Example 3, there is no problem even if a small hit to end the time reduction of c time reduction 2 is not provided.

[0153] In addition, the number of small wins that end the c time reduction 2 may be counted as the number of small wins depending on the type of small win pattern, and may be provided with small win patterns that are not counted as the number of small wins. In this case, even if the result of the hit / miss judgment is the result of a small win pattern that is not counted as the number of small wins, the above-mentioned special performance may be executed even in the next change. Also, the number of counts until the end of c time reduction 2 may be set to be different depending on the type of small win pattern. For example, it is possible to set the number of small wins for small win pattern 1 as c time reduction 2 to 1, and the number of small wins for small win pattern 2 to 3. In this case, since the number of small wins for small win pattern 1 is smaller, it is better to have a lower selection rate for small win pattern 1 than for small win pattern 2 when a small win is won. Also, the type of small winning symbol counted as the number of time-saving times may be different depending on the type of c time-saving 2. In this case, by making the selection rate of the small winning symbol different, it is possible to make the degree of advantage different depending on the type of c time-saving 2.

[0154] The time-saving state may be activated when the number of fluctuations after a jackpot reaches a predetermined number as an activation condition, and the count of the predetermined number of times is the number of fluctuations when the probability of winning a jackpot is in the normal probability state, and it is preferable to count it even when the time-saving state is activated. The time-saving state that activates under such conditions is called b time-saving, and it is preferable that b time-saving is switched to the time-saving state that operates with b time-saving when the number of fluctuations after a jackpot reaches a predetermined number regardless of whether c time-saving 1 or c time-saving 2 is activated. Note that, in the case of a probability change after a jackpot, it is preferable that b time-saving is activated when the number of fluctuations reaches a predetermined number after the probability change ends, that is, it is preferable that b time-saving is counted a predetermined number of times when the probability state is in the normal probability state, for those that have a high probability state as the probability of determining whether or not a special pattern is hit.

[0155] It is preferable that the b time reduction is set to a time reduction state similar to the c time reduction 1 time reduction state, and it is preferable to set the game state in which winning at the second starting hole 11 is advantageous. The number of time reductions for the b time reduction may be set to the same number as the c time reduction 1 or more. It is also preferable that the predetermined number of times until the b time reduction is activated is set to be more than the number of times that the c time reduction 1 is activated. By doing this, even if the c time reduction 1 is drawn but a jackpot is not drawn during that period, it is possible to reliably activate the time reduction state afterwards, which gives a sense of security.

[0156] In this embodiment, the opening patterns of the normal power are different between c time reduction 1 and c time reduction 2, but it is also possible to set a long opening time hit and a short opening time hit as the opening patterns of the normal power in the hit / miss judgment of the normal pattern, and to make the selection rate of the long opening time higher in c time reduction 1 than in c time reduction 2, and to make the selection rate of the long opening time lower in c time reduction 2. By doing so, it is possible to make the ease of winning the second starting hole 12 different between c time reduction 1 and c time reduction 2.

[0157] In this embodiment, the number of times the time is reduced in the state of c time reduction 2 is provided with the number of times the special pattern changes and the number of times the small win is won, and the gameplay is such that c time reduction 2 ends even if the number of changes remains when a small win is won. However, it is not limited to small wins, and it is also possible to set the number of times the first special pattern and the second special pattern change as the number of times the time is reduced. In this case, for example, the number of times the first special pattern changes is set to 1000 times and the number of times the second special pattern changes to 1 time as the number of times the time is reduced in c time reduction 2, and a pattern is set in which the normal power is opened for a long time even during normal times, so that if the normal pattern wins the long-time opening of the normal power and enters the second starting hole 12, the second special pattern changes and c time reduction 2 ends. In this way, it is possible to achieve the effect that the jackpot is a chance to win the jackpot of the second special pattern, which is more advantageous than the first special pattern, and that the c time reduction 2 can be ended, resulting in excellent gameplay. In this case, a standard starting hole is also provided in the left hitting area.

[0158] In any of the other examples described above, it is possible to enhance the enjoyment of the game.

[0159] Furthermore, there is no problem in applying any of the present embodiments to a sealed pinball game machine in which the game balls used in the game are circulated within the game machine.

[0160] [Correspondence to claims] The pachinko machine 50 is an example of a pinball game machine, the execution of the process in which S100 is yes and S105 is no is an example of the first starting condition, and the execution of the process in which S110 is yes and S115 is no is an example of the second starting condition. A big win is an example of a bonus win, a time-saving win is an example of a special win, and a small win is an example of a specific win. A time-saving state due to time-saving win 1 is an example of a first special game state, and a time-saving state due to time-saving win 2 is an example of a second special game state. The expectation degree light-emitting notice performance is an example of an expectation notice performance. A series of performance displays from the teasing performance are an example of a dedicated performance display and a pseudo dedicated performance display. The special variation pattern is an example of a predetermined variation pattern. The performance display in FIG. 31 is an example of a special performance display. [Explanation of symbols]

[0161] 6: Display device for performance patterns 9: First special pattern display device 10: Second special pattern display device 11: First starting point 12: Second starting point 14: Grand prize entrance 67: Performance button 80: Main control device 83: Sub-integrated control device

Claims

1. A right / wrong determination means for obtaining right / wrong information based on whether the first start condition is satisfied or the second start condition is satisfied, and performing a right / wrong determination based on the right / wrong information; A bonus game transition means for transitioning to a bonus game state when the result of the hit / miss determination means indicates a bonus hit; A special game transition means for transitioning to a special game state when the result of the win / loss determination executed based on the establishment of at least the first start condition is a special win; An effect display means for executing an effect display according to the progress of a game; In a pinball game machine equipped with a special game state determination means for determining whether the game state is to be shifted to a first special game state in which the second starting condition is easily satisfied or a second special game state in which the second starting condition is difficult to satisfy; The probability of the special win being the highest in the hit / miss determination due to the establishment of the first start condition, and a special win setting means for validating the special game state due to the special win if the game is in a normal game state when the result of the win / loss judgment is at least the special win, and invalidating the special game state due to the special win if the game is in the second special game state. The effect display means is a dedicated effect execution means capable of executing a dedicated effect display for notifying whether a transition to the first special game state or the second special game state will occur when the game is in a normal game state; a pseudo-dedicated performance execution means for executing a pseudo-dedicated performance display that is the same as or similar to the dedicated performance display that notifies a player of a transition to the second special game state if the first fluctuation after the power supply is restored is a predetermined fluctuation pattern when the player is in the second special game state when the power supply is restored; A pinball game machine characterized by being equipped with:

2. In the pinball game machine according to claim 1, The pinball game machine is characterized in that, when the winning / losing determination is executed a predetermined number of times after the transition to the normal game state, a special effect display can be executed in the effect display.

Citation Information

Patent Citations

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