Pinball game machine

The pinball game machine addresses the need for enhanced gaming performance by incorporating mechanisms for dynamic gameplay transitions and varied states, resulting in increased player engagement and interest through strategic state management and outcome variability.

JP2025008707APending Publication Date: 2025-01-20TAKAO KK
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Patent Information

Application Number
JP2023111111
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-06
Publication Date
2025-01-20

AI Technical Summary

Technical Problem

Existing gaming machines, such as those described in Patent Document 1, lack enhancements to improve gaming performance and player interest, particularly in jackpot lotteries and high probability states.

Method used

The pinball game machine incorporates various mechanisms to enhance gaming interest, including validity information acquisition, appropriateness determination, symbol variation, jackpot game transitions, high probability states, special game states, fall determinations, and termination of states based on specific conditions and determinations, ensuring varied and engaging gameplay experiences.

Benefits of technology

The implementation of these mechanisms significantly enhances player engagement and interest by providing dynamic gameplay transitions and maintaining player anticipation through varied outcomes and states, thereby improving overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game in a pinball game machine capable of executing a fall lottery for completing a high-probability state.SOLUTION: When the number of variation times of a special pattern is equal to or less than 100 after a jackpot even if fall determination is won in a probability variable state, a time-shortening is allowed to continue until the number of variation times of the special pattern reaches 100 as a fall guarantee. Since time-shortening winning is the a time-shortening and becomes effective in a normal probability state, a time-shortening is allowed to continue even after 100 rotations by allowing c time-shortening to be won until 100 rotations are reached after a probability variation falls. One can have a sense of expectation even in a variation in which a time-shortening state after 100 rotations is under operation by completing a time-shortening state after starting variation at the time of a jackpot or a fall in the case of a probability variable state after 100 rotations but by disabling completion of a time-shortening state when starting a variation at the time of a jackpot in the case of the c time-shortening.SELECTED DRAWING: Figure 17
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] In gaming machines such as pachinko machines, a lottery is held for a jackpot based on the ball entering the starting hole, and when a jackpot is won, a jackpot game operation is executed in which the jackpot winning hole is repeatedly opened and closed. After a jackpot game, a high probability state is set in which the jackpot probability is higher than in a normal game state, or a time-saving state is set in which it is advantageous to get the ball into the starting hole, making it possible to aim for consecutive jackpots through advantageous states after a jackpot game. Also proposed is a gaming machine that executes a fall lottery in a high probability state, and ends the high probability state when the fall lottery is won.

[0003] In gaming machines that execute such a drop lottery, there are some that set a drop guarantee period so that the time-saving state continues for a predetermined period even if the drop lottery is won (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2017-213194 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in a gaming machine capable of executing a drop lottery like the gaming machine described in the above Patent Document 1, it is desired to further improve the gameplay.

[0006] An object of the present invention is to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]

[0007] The pinball game machine of the present invention, which has been made to solve the above problems, includes a win / loss determination means for acquiring win / loss information based on whether a first start condition is satisfied or a second start condition is satisfied, and for executing a win / loss determination based on the win / loss information, a pattern variation means for announcing the result of the win / loss determination by the win / loss determination means by using a pattern variation, a jackpot game transition means for transitioning to a jackpot game state when the pattern variation means notifies of a jackpot, and a high probability determination means for determining a jackpot after the jackpot game state ends, the high probability being higher than a normal probability state. a first special game transition means for transitioning to a first special game state in which the second start condition is easily established after the end of the jackpot game state; a second special game transition means for transitioning to a second special game state in which the second start condition is easily established if the result of a win / loss determination executed based on at least the establishment of the second start condition is a special win; and a fall determination means for acquiring fall information based on the establishment of the first start condition or the establishment of the second start condition when in the high probability state, and for executing a fall determination based on the fall information. A fall-off means for terminating the high probability state and transitioning to a normal probability state when the result of the fall-off determination by the fall-off determination means is a fall-off winning result, and when the fall-off winning result is determined by the fall-off means, if a predetermined number of pattern changes are performed after the end of the big win game state, the first special game state is also terminated along with the high probability state, and if the predetermined number of pattern changes are not performed, the high probability state is terminated but the first special game state is maintained as continued until the predetermined number of pattern changes are performed after the big win game state, and a continuation holding means for holding the continuation of the first special game state after the predetermined number of pattern changes are performed, and a win / loss state after the predetermined number of pattern changes are performed. The game machine is characterized by comprising an end means at the start of variation which ends the first special game state at the start of pattern variation by the pattern variation means when the result of the judgment is either a jackpot or a fall-off judgment is a fall-off winning state, and an end means at the end of variation which does not end the second special game state at the start of pattern variation by the pattern variation means and ends the second special game state at the end of the pattern variation when the game machine is in the second special game state, even if the result of the win / loss judgment after a predetermined number of pattern variations have been executed after the end of the jackpot game state is a jackpot. Effect of the Invention

[0008] According to the present invention, it is possible to improve the enjoyment of playing with a gaming machine that executes a fall judgment. [Brief description of the drawings]

[0009] [Figure 1] A front view of a pachinko machine 50 according to the present invention. [Diagram 2] 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] A flowchart showing an overview of a main routine executed by the main control device 80 of the pachinko machine 50. [Figure 6] Flowchart of start winning confirmation process executed by the main control device 80 [Figure 7] Flowchart 1 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 8] Flowchart 2 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 9] Flowchart 3 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 10] Flowchart 4 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 11] Flowchart 5 of the special symbol winning / losing determination process executed by the main control device 80 [Figure 12] Flowchart 6 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 4 of special game processing executed by the main control device 80 [Figure 17](a) A table showing approximate numbers of the jackpot probability, the fall probability, and the time-saving hit probability in Example 1, (b) A table showing the winning symbols of the first special symbol, and (c) A table showing the winning symbols of the second special symbol. [Figure 18] Explanation of a performance display example displayed on the performance pattern display device 6 in the embodiment 1 1 [Figure 19] Explanation of the example of the effect displayed on the effect pattern display device 6 in the embodiment 1 2 [Figure 20] Explanation of the example of the performance display displayed on the performance pattern display device 6 in the embodiment 1 3 DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] 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.

[0011] [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.

[0012] 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.

[0013] 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.

[0014] 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.

[0015] 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 overlooking the screen of a performance pattern display device 6 (a liquid crystal display device that displays performance patterns), as in the case of a known device. 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 have difficulty entering them. Note that the left hitting area is a game area that is mainly used in a normal game state (also called a normal state).

[0016] 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. The inside of the big prize opening 14 is equipped with a special probability opening 16, and if the ball can enter during a big win game, it is possible to transition to a special probability state after the big win game. In addition, the winning openings including the gate 17, the second start opening 12, and the big prize opening 14 are arranged so that it is difficult for game balls that flow down to the left hit area to enter them. The right hit area is the game area that is mainly used when the time-saving state described below is in operation. 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.

[0017] The gate 17 is a normal starting gate, and when a 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, which, when closed, serves as a passage for the game ball flowing down the game area 3, and can be opened by sliding it backwards to allow the ball to enter. 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 can be opened to allow the ball to enter. The large winning gate 14 is opened during a big win game. As this is conventional technology, details will be omitted, but it is possible for the ball to enter the special jackpot port 16 in a specified round during jackpot play (the fifth round in this embodiment), and there are two types of jackpot: a jackpot that is easy to enter the special jackpot port (special jackpot) and a jackpot that is difficult to enter (normal jackpot). 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.

[0018] 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.

[0019] 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.

[0020] 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.

[0021] 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 which counts game balls that have entered the large prize port 14, a special prize port switch 16a which detects game balls that have entered the special prize port, 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.

[0022] 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.

[0023] 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 (indicated as normal electric role solenoid in FIG. 4) 12b. In addition to these, the main control device 80 also controls a solenoid for operating to divide the special prize opening 16 (not shown) into a state where a ball can enter and a state where it cannot. 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] The main routine will be described with reference to Fig. 5. 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.

[0032] 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.

[0033] 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).

[0034] 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.

[0035] 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", ...

[0036] 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 39, and the values ​​are "775" to "779," "1775" to "1779," "2774" to "2779," and "3774" to "3796." In this embodiment, the random number for determining a jackpot is also used to determine whether or not the time-saving feature has been won. The number of values ​​for which the time-saving feature has been won is 397, and the values ​​are between "0" and "396". In this embodiment, the only value judged as a win or loss for the second reserved memory is whether or not it has been won, and the win or loss judgment for the first reserved memory only judges whether it has been a jackpot or a loss, and if the random number value for the first reserved memory is a win or loss for the time-saving feature, it is judged as a loss. There is only one type of probability for winning a time-saving feature, and it does not change depending on the game state. 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 and the 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. The time-saving hit is a hit that transitions to the time-saving state without going through a jackpot. The time-saving hit does not transition to a special game state such as opening a large prize opening like a jackpot, and it is possible to transition to the time-saving state when the fluctuation ends. Therefore, if the result is not notified in particular, it is possible to make the player appear to have suddenly transitioned to the time-saving state.

[0037] 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 it exceeds the maximum value. The winning value is 0 to 500 in the normal probability state of the normal map, and 0 to 995 in the high probability state of the normal map, so even in the normal probability state, the probability of a jackpot is high and about half of the time is determined to be a win. For this reason, in the time-saving state due to the time-saving hit, the jackpot is not reached, so it is not possible to change to the high probability state of the normal map, but since there is a high probability of winning even in the normal probability state, it is possible to make the time-saving state comparable to the time-saving state of a time-saving. The random number for determining a win generated by this random number update process for determining a win is used to draw normal patterns, and the other initial value random numbers, random numbers for determining a jackpot, random numbers for determining a jackpot pattern, random numbers for reaching the reach, and random numbers for determining a variation pattern are used to draw special patterns. 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.

[0038] 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".

[0039] 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.

[0040] 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.

[0041] In the subsequent winning confirmation process (S50), winnings at the first start hole and the second start hole are confirmed, and input processing of each switch provided in the pachinko machine and connected to the main control device is performed. 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.

[0042] 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.

[0043] 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.

[0044] 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 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) are generated at the same rate when the random number for determining a jackpot goes through one cycle, 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.

[0045] The winning confirmation process of S50 is as shown in Fig. 6, 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).

[0046] 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.

[0047] 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).

[0048] 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.

[0049] In the winning / losing judgment process shown in Figures 7 to 12, 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 winning 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 S215 in Figure 8, and judges whether there is a second reserved memory (reserved memory by S125 above) (S215).

[0050] If there is this reserved memory (S215: yes), the number of second reserved memories is decremented (S220), the second reserved memory is read, and the process proceeds to S235. If there is no second reserved memory (S215: no), it is determined whether there is a first reserved memory (reserved memory by S110 above) (S225). If there is a first reserved memory (S225: yes), the number of first reserved memories is decremented (S230), the first reserved memory is read, and the process proceeds to S235. If there is no first reserved memory (S225: 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.

[0051] In S235, it is determined whether the probability variable flag is set (i.e., 1). Here, the probability variable flag being 1 means that the current pachinko machine 50 is in a high probability game state. If the determination is affirmative (S235: yes), the read random number for fall determination is compared with the fall value recorded in the fall table (S240). Although the random number for fall determination is not shown because the explanation has been omitted, it is updated at each normal interruption like other random numbers in the main routine of FIG. 5. The random number for fall determination is updated in the range of 0 to 299, the number of fall values ​​is 1, and if the acquired random number value for fall determination is a value of 299, the player falls. In other words, the probability of falling is 1 / 300. Incidentally, a fall is a state in which the probability variable flag is set to 0. In other words, a fall is a state in which the probability variable state is ended and the player returns to the normal probability state. If it is not determined in S240 that the machine will fall (S245: no), the read random number for determining a jackpot is compared with the jackpot value recorded in the probability table (S250). As mentioned above, the number of jackpot values ​​is 39. In other words, the probability of a jackpot is about 1 / 100.

[0052] If S245 judges negative (S245: no), the special variable flag is set to 0 (S255), and it is judged whether or not 100 or more special symbol fluctuations have been performed after the jackpot (fluctuations being performed means that the fluctuations have been completed). The number of times may be calculated using a counter for the number of special variable times or the number of time-saving times, or it may be counted by a separate dedicated counter, and any method is acceptable as long as it can count 100 fluctuations after a jackpot game. If it is judged to be 100 or more times (S260: yes), the a-time-saving flag is set to 0. If it is less than 100 times (S260: no), the remaining number of a-time-saving times is reset to 100 minus the number of fluctuations performed after the jackpot. In this embodiment, if the number of rotations is 100 or more after the big win game when the fall judgment is won, the probability change state and the probability change state are terminated at the start of the change, but if the number of rotations is less than 100, the probability change state is terminated at the start of the change, but the time-saving state continues until 100 rotations after the big win. In this way, even if the fall judgment is won at an early stage, the fall guarantee is provided so that the time-saving state continues until 100 rotations as a minimum guaranteed period of the time-saving state. Note that, although S260 judges whether the number of rotations is 100 or more, at this timing, the change at the 100th rotation has not started, and it is a stage before the change related to the win / loss judgment is counted, so that the start of the change after the 101st rotation is actually applicable. Therefore, even if the fall judgment is won at the change exactly at the 100th rotation after the end of the big win game, the time-saving state does not end at the start of the change, but the time-saving state ends after the change ends. In addition, the a time-saving flag is a flag for activating a time-saving state that is granted after a jackpot game, and the c time-saving flag, which will be described later, is a flag for activating a time-saving state that is granted by a time-saving hit, and the time-saving state executed by the a time-saving flag is called a time-saving, and the time-saving state activated by the c time-saving flag is called c time-saving.

[0053] When S265 or S270 is executed, the read random number for determining a jackpot is compared with the jackpot value recorded in the normal table (S275). As mentioned above, the number of jackpot values ​​is 13. In other words, the probability of winning is approximately 1 / 300. In this embodiment, the probability of winning a jackpot is displayed as these approximate numbers (1 / 300 in normal mode, 1 / 100 in high probability mode (high probability state)). In addition, if it is the second reserved memory, it is also checked against the time-saving hit value. The time-saving hit uses a random number for determining the big hit, and is set to be won at about 1 / 10. The time-saving hit is checked against the time-saving hit value in the second reserved memory not only for the normal table S275 but also for the special table S250, and the probability is the same because the time-saving hit is checked against the same time-saving hit value regardless of the table. However, as will be described later, the activation of the time-saving state is disabled even if the time-saving hit is won in a state other than the time-saving state a. The approximate probability of a jackpot, a fall, and a time-saving hit are as shown in FIG. 17(a).

[0054] Based on the judgment of S250 or S275, it is judged whether or not it is a jackpot as shown in FIG. 9 (S285), and if it is judged positive (S285: yes), it is judged whether or not it is in a high probability state (S286), and if it is in a high probability state (S286: yes), it is judged whether or not the special pattern has changed 100 times or more after the jackpot (corresponding to the start of the change after 101 times as in the time-saving state) (S287), and if it has changed 100 times (S287: yes), the a time-saving flag is set to 0 (S288), and the process proceeds to S290. If the high probability flag is not 1 (S286: no) or if it has not changed 100 times or more after the jackpot (S287: no), the process proceeds directly to S290. In this way, if the hit / miss judgment is executed 100 times or more after the jackpot in the high probability state, the time-saving state will end when the jackpot change starts. Therefore, after the 100 special patterns have changed in the probability change state, if you win a jackpot or a fall, the time-saving state will end when the change starts. Therefore, if the time-saving state ends suddenly at the start of the change, it can be an extremely interesting change for players, as it is either a jackpot or the end of the probability change.

[0055] In S290, the jackpot pattern is determined by the random number for determining the jackpot pattern (S290), and 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.

[0056] If it is determined in S285 that it is not a jackpot, it is determined whether or not it is a time-saving hit (S325), and if it is determined positively (S325: yes), the time-saving hit symbol is determined by the random number for determining the jackpot symbol (S330). When the time-saving hit symbol is determined, the fluctuation pattern is determined based on the random number for reach determination and the random number for determining the fluctuation pattern (S335), and a time-saving hit setting process is performed (S340). The time-saving hit setting process is a process for obtaining information on the time-saving state (opening state of the normal power, the number of time-saving times, etc.) after the time-saving hit symbol stops based on the determined time-saving hit symbol, and if the number of time-saving times or the number of times of the special bonus are positive, each is decremented by -1.

[0057] 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 first reserved memory does not include a judgment of whether or not the time has been shortened, so all judgments at S325 will be negative.

[0058] Following S300, S340, or S350, data showing the above-mentioned lottery result, specifically data showing either a normal jackpot, a guaranteed jackpot, a time-saving jackpot, a miss with no reach display, or a miss with no reach display, and a change start command (display control command) including data on a change pattern specifying a 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.

[0059] If it is determined in S205 of Fig. 7 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, 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.

[0060] If it is determined in S210 of FIG. 7 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 is 1, the time-saving flag is determined to be 1. The determination of whether the time-saving flag is 0, which will be described later, 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.

[0061] 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.

[0062] 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.

[0063] In S480, it is determined whether the special symbols displayed as confirmed are a combination that will result in a time-saving win. If it is a combination that will result in a time-saving win (S480: yes), it is determined whether the a time-saving flag is 1, that is, whether the time-saving state of the a time-saving is in effect (S485). If the a time-saving flag is not 1 (S485: no), the time-saving information acquired by the c time-saving setting process of S340 is erased by the time-saving invalidation process (S487), and the process proceeds to S498. In this manner, in the present embodiment, the time-saving setting is not performed even if the time-saving win occurs due to the time-saving invalidation process except in the a time-saving state, so that the time-saving win pattern is stopped on the special symbol, but the operation of the time-saving due to the time-saving win is invalidated, so that it does not affect the game state being executed. If the result of S485 is positive (S485: yes), the c time-saving flag is set to 1 (S490), the time-saving count is set by the time-saving count setting process (S495), and the process proceeds to S498. When the c 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 object 12 are set. Although not shown, when the c time-saving flag is set to 1, the a time-saving flag is cleared to 0, so that the a time-saving and the c time-saving do not overlap. In this embodiment, when the final fluctuation (100th time) of the time-saving state of the a time-saving in the normal probability state ends, S475 is executed before the judgment of S485, so that even if the time-saving hit is drawn in the final fluctuation of the time-saving state of the a time-saving, it is invalid. The order of the processes in this area may be reversed so that if the time-saving hit is won in the final fluctuation, the state of the time-saving c time-saving can be transitioned to.

[0064] In S498, 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.

[0065] 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), this process is terminated. 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 in the open state (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 judges whether the time required for the performance to start the large prize game has elapsed (S520). If the large prize start performance time has elapsed (S520: yes), it performs the large prize opening opening process (S525) and terminates this process.

[0066] 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. If the open time has not ended (S555: no), it is determined whether the special bonus setting flag is 0 (S590).

[0067] If the special probability setting flag is 0 (S590: yes), it is determined whether the ball has entered the special probability port 16 (S595), and if the ball has entered the special probability port 16 (S595: yes), the special probability setting flag is set to 1 (S598). If the special probability flag is not 0 (S590: no), this process ends. The special probability setting flag is used to determine whether to transition to special probability in S615, which will be described later. In this way, in this embodiment, if the ball enters the special probability port during a jackpot, the state transitions to special probability.

[0068] If it is determined in S510 of FIG. 13 that the interval is in progress, the process proceeds to S570 of FIG. 15, 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.

[0069] If it is determined in S515 of FIG. 13 that the jackpot end performance is in progress, the process proceeds to S600 of FIG. 16, where it is determined whether 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 the probability setting flag is 1 (S615). If the game is to move to the probability change (S615: yes), the number of probability changes is set (S620), the probability change flag is set to 1 (S625), and the game proceeds to S630. In this embodiment, if the probability change flag is set to 1, the probability of winning the special pattern is improved. If the game is not to move to the probability change (S615: no), the game proceeds directly to S630. The number of probability changes is set to 10,000, which is the number of probability changes until the next jackpot, but since a fall judgment is made, the game is to win the jackpot before the fall win.

[0070] 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 a normal jackpot (a jackpot by the first special jackpot 2), and 10,000 times for a special jackpot (a jackpot by the first special jackpot 1 and the second special jackpot 1). As mentioned above, in the case of a special jackpot state, when the special jackpot ends due to a fall judgment, the time-saving state also ends, but it is guaranteed (also called a fall guarantee) that the time-saving state will continue even if a fall is won until 100 special patterns are changed after a jackpot. When the a time-saving flag is set to 1, in this embodiment, the average change time of the special pattern is shortened, the average change time of the normal pattern is shortened, and the opening extension function of the normal electric device 12 in the high probability state of the normal pattern is set. If the time-saving state is not entered (S630: no), the process goes directly to S645. In this embodiment, the time-saving state is entered after all jackpot states.

[0071] The difference between a normal jackpot and a chance jackpot is whether it is easy or difficult to enter the chance jackpot hole 16 during a jackpot game. In reality, if the chance jackpot does not enter the chance jackpot hole 16, it will not transition to the chance jackpot state, and if the chance jackpot is a normal jackpot, it will transition to the chance jackpot state if it enters the chance jackpot hole 16. Therefore, regardless of the type of jackpot, the number of time-saving times is originally set to 10,000 times if the chance jackpot flag is set to 1, and 100 times if the chance jackpot flag is 0. However, in this embodiment, the jackpot due to the first special jackpot 2 does not enter the chance jackpot hole 16, and the jackpot due to the first special jackpot 1 and the second special jackpot 1 is explained before the ball enters the chance jackpot hole 16. The setting of the number of time-saving times is also called the time-saving number being given. In addition, in the case of an irregular situation, if the ball does not enter the special jackpot port 16 during a special jackpot, the time-saving state may be set to more than 100 times instead of 100 times, and if a normal jackpot is won while the time-saving state is active, the number of times may be set to more than 100 times.

[0072] Next, the types of hits in this embodiment will be described with reference to FIGS. In this embodiment, when a win / loss determination is performed based on the first reserved memory, the result of the win / loss determination is announced by the pattern stopped on the first special pattern, and when a win / loss determination is performed based on the second reserved memory, the result of the win / loss determination is announced by the pattern stopped on the second special pattern.

[0073] FIG. 17(b) is a table showing the winning patterns of the first special pattern, and if the first special pattern is a jackpot, either the first special pattern jackpot 1 or the first special pattern jackpot 2 will be selected with a 50% chance. The first special pattern jackpot 1 is a sure-win jackpot, and after the jackpot game, a sure-win state is granted, and a time-saving state is also granted. Both the sure-win state and the time-saving state can be changed 10,000 times, so it is actually possible to easily generate the next jackpot. As mentioned above, when a fall-off is selected based on the fall-off judgment, if the number of times the special pattern changes after the jackpot game is 100 or more, the time-saving feature will end at the same time as the fall-off of the special mode, and if the number of times is less than 100, the time-saving feature will continue until 100 special pattern changes have been performed.

[0074] In this embodiment, the probability variable state is transferred after the jackpot game by entering the probability variable port 16 during the jackpot game, so the probability variable jackpot is a jackpot game in which it is easy to enter the probability variable port during the winning game state. The probability variable port 16 changes to a state in which the ball can be entered by the operation of a distribution device (not shown) during the jackpot game, and in this probability variable jackpot, the operation of the distribution device becomes a pattern that makes it easy to enter the ball. Even if it is a probability variable jackpot, if the ball cannot enter the probability variable port 16, the probability variable is not granted after the jackpot game, just like a normal jackpot, and only 100 time reductions are granted.

[0075] The first special jackpot 2 is a normal jackpot, and after the jackpot, the special jackpot is not granted, and the time-saving state is granted 100 times. In a normal jackpot, the ball is difficult to enter the special jackpot hole 16 due to the operation of a distribution device different from that of a special jackpot. Even with a normal jackpot, if the ball can enter the special jackpot hole 16, the special jackpot is granted after the jackpot game. However, since it is difficult to enter the ball, there is a high possibility of fraud, and if the ball enters the special jackpot hole 16 during a jackpot game due to a normal jackpot, it may be determined to be fraud and a fraud notification may be executed. Although not shown, both the first special jackpot 1 and the first special jackpot 2 are jackpots that are executed for 5 rounds. In addition, the same jackpot presentation is executed for both the First Special Chart Jackpot 1 and the First Special Chart Jackpot 2, and since no special announcement is made even if the ball enters the special jackpot port 16, the player cannot tell which jackpot it is unless he or she stares at the special jackpot port 16.

[0076] Figure 17(c) is a table showing the winning symbols for the second special symbol. There is only one type of jackpot for the second special symbol, and it is always selected because it is only the symbol for the second special symbol jackpot 1. The second special symbol jackpot 1 is a guaranteed jackpot, and like the first special symbol jackpot 1, the number of times that the guaranteed jackpot and time-saving state can fluctuate is 10,000. The second special symbol jackpot 1 is a jackpot that is executed for 10 rounds. For this reason, the second special symbol has more jackpot rounds and is more advantageous than the first special symbol jackpot, which has a 100% guaranteed jackpot.

[0077] In addition to the jackpot, the second special symbol also has a time-saving hit as a type of hit. If the time-saving hit is a hit, time-saving hit 1 is selected as the time-saving hit symbol with a 20% chance, and time-saving hit 2 is selected with an 80% chance. In time-saving hit 1 and time-saving hit 2, the c time-saving hit is activated after the symbol stops, but in the case of time-saving hit 1, the number of times for the c time-saving hit is set to 1000, and in the case of time-saving hit 2, the number of times for the c time-saving hit is set to 100. In the case of a jackpot, regardless of the game state at the time of winning, there is no change in the presence or number of times the time-saving hit is activated after the jackpot play, but the time-saving hit does not work except in the time-saving state of a time-saving hit. In detail, even if the time-saving hit is not in the time-saving state of a time-saving hit, if the hit is judged to be a time-saving hit by the hit / miss judgment, either time-saving hit 1 or time-saving hit 2 will stop on the special symbol, but it will be invalid and treated the same as a miss.

[0078] 18 to 20 are display examples executed by the performance pattern display device 6 while the time-saving state is in operation. FIG. 18(a) is an example showing a change during the time-saving state. In this embodiment, if the time-saving state is in operation, the same performance mode is executed regardless of the time-saving state of the probability variable state, the a time-saving state, and the c time-saving state. During the time-saving state, the performance pattern 92 is displayed in a variable manner in the upper left, and the mode display section 93 in the upper right displays a battle rush, and the mode is executed in that name. The battle rush is a performance mode executed when the time-saving state is in operation regardless of whether it is a probability variable state or not, and during the battle rush, a display is executed in which the player's character 94 searches for an enemy character 95, which will be described later, and if the player finds the enemy character 95 and defeats it in a battle, the player wins the jackpot, and if the player is defeated, the mode ends.

[0079] In Fig. 18(b), a display is executed in which the player's character 94 senses a presence and suddenly looks upward. Then, as shown in Fig. 18(c), when the enemy character 95 is found, the left and right symbols of the performance pattern 92 stop in a state of being in a reach. If the enemy character is not found, as shown in Fig. 18(d), all symbols of the performance pattern 92 stop in a miss-of-variety state, and the variation ends. Although not shown, there is of course also a pattern of a simple miss variation in which no performance display suggesting the above-mentioned development is performed, and the pattern variation ends in a miss-of-variety state with a display of searching around.

[0080] In FIG. 18(c), when an enemy character 95 is found and a reach is reached, the scene develops into a battle scene as shown in FIG. 19(a). Note that this reach is a performance display in which a battle between the player's character 94 and the enemy character 95 unfolds, and therefore is a battle reach, and in the battle rush of this embodiment, this battle reach is always executed when the reach is reached. After that, FIG. 19(b) is an example in which the enemy character 95 is displayed up close. Here, when the enemy is displayed up close, the enemy character 95 attacks. The attack of the enemy character 95 is displayed as shown in FIG. 18(d), in which the enemy character 95 is attacking the player's character 94. Note that in this embodiment, there is only one type of reach, but different reaches may be provided so that the possibility of winning a jackpot or a fall win differs depending on the type of reach.

[0081] Then, as shown in FIG. 20(f), the player's character 94 is shown to be sitting down due to the damage received from the attack, and as shown in FIG. 20(h), the player's character 94 is shown to be falling down. Then, a meter display 97 is displayed on the left side, and a button pattern 96 and a display saying "Revive by hitting repeatedly!" are displayed, instructing the player to hit the performance button 67 repeatedly to revive the player's character 94. The performance button 67 is valid for a predetermined period, and if the player hits the button repeatedly during the valid period, the meter display 97 is displayed as if it is accumulating. When the meter display 97 is fully accumulated by hitting the button repeatedly, the player's character 94 stands up as shown in FIG. 20(j), and "Revival" and "Continue!!" are displayed, indicating that the time-saving state will continue. That is, the display in FIG. 20(j) indicates that the battle rush is still continuing, and the performance pattern 92 is stopped in a miss mode of 676, indicating a reach miss. If the battle rush is continued, the stop mode of the performance pattern 92 is displayed as a number +1 of the left and right patterns, with the middle pattern indicating a reach. Since the pattern of the performance is predetermined, if the pattern shown in FIG. 20(j) is displayed, the meter display 97 will be forcibly filled when the expiration date has elapsed even if the player does not tap the button repeatedly and the meter display 97 has not been filled.

[0082] If the meter display 97 does not accumulate within the valid period by tapping repeatedly, the player's character cannot get up and "Defeat" is displayed, as shown in Figure 20(i), indicating the end of the Battle Rush, i.e., the end of the time-saving state. In the case of the route shown in Figure 20(i), the stopping mode of the performance pattern 92 is such that the central pattern stops with the number of the reach patterns on the left and right -1. Then the Battle Rush ends and the screen transitions to normal gameplay mode.

[0083] In this embodiment, as described above, if the number of times the special pattern changes after a jackpot exceeds 100 times, and the game is still in a high probability state, the time-saving state ends when the result of the hit / miss judgment is a jackpot or a fall. In this case, the time-saving state is not activated when the game changes, but the game is played during a rush. In this case, the game state will always change, so it is necessary to notify the result. If the game changes, the performance pattern is set in the flow up to Figure 20(g), and if the game changes, the performance pattern is set in the flow up to Figure 20(i).

[0084] In addition, in this embodiment, if the number of times the special pattern changes after a jackpot game is within 100 times during a high probability state, the time-saving state of a will continue until the 100th spin, so the 100th spin is a turning point for whether the time-saving state will end or continue. Therefore, at the 100th spin, a reach effect is executed regardless of the result of the hit / miss judgment. If the high probability state has not fallen and the result of the hit / miss judgment is a miss or a time-saving hit, the performance pattern up to Figure 20(j) is executed. If the special mode has already fallen out, the a time-saving feature lasts for up to 100 spins after the jackpot, so the presentation pattern shown in Figure 20(i) will be executed.

[0085] In this embodiment, when the normal probability state and the a time reduction state are in the a time reduction state, if the c time reduction is won, the a time reduction will be newly set to c time reduction, and therefore, when the c time reduction is set, the change in the special pattern on the 100th spin after the jackpot will result in the presentation pattern up to the flow shown in Figure 20(j). In this embodiment, even when the time-saving state is c time-saving, when the special pattern changes on the 100th spin after a jackpot, the display in Figure 20(j) indicates continuation and the Battle Rush continues. However, when the time-saving state is c time-saving, a display indicating continuation different from the continuation display in Figure 20(j) may be executed on the 100th spin to indicate that the time-saving state is not in a special mode, or the presentation mode thereafter may be changed from the Battle Rush to a different presentation mode to indicate that the time-saving state is not in a special mode.

[0086] Also, if you win the 1st special pattern jackpot 2, you will not enter the probability mode after the jackpot game state and will be given 100 times of a time reduction, but even during this a time reduction state, the battle rush will be executed as a presentation mode. Even if it is the 1st special pattern jackpot 1 or the 1st special pattern jackpot 2, the player cannot tell which jackpot it was because the jackpot is not announced during the jackpot. Therefore, even if it is the 1st special pattern jackpot 2, it is not clear that it is not in the probability mode, so the player can play with anticipation. Furthermore, even if the jackpot game ends 100 spins after the jackpot game, it is not possible to tell whether the probability mode fell off and ended at the 100th spin or whether the time reduction ended at the 100th spin with the 1st special pattern jackpot 2. In addition, it is possible to notify the player that a certain special jackpot is occurring during part of the first special jackpot 1, and of course there is no problem in making this clear by using different presentation modes or presentation contents during the jackpot play for the first special jackpot 1 and the first special jackpot 2.

[0087] In addition, even if the first special pattern 2 causes a fall-off win during the time-saving state of a time-saving or when the special pattern after a jackpot falls off within the guaranteed fall-off period up to 100 spins, or if the time-saving win occurs during the time-saving state of a time-saving pattern after the jackpot has fallen off, the time-saving win is valid but not notified in this embodiment, so that the player cannot tell if the win / loss judgment is a miss or the time-saving win is invalid by selecting a special pattern change pattern of the same or similar duration, and the presentation pattern is also executed in the same way, so that the player cannot tell.

[0088] In this embodiment, the variation of the special pattern during the fall guarantee period is displayed as the end of the time-saving effect for the 100th spin, and then the battle rush begins again, but the same applies when the time-saving state of c time-saving is won and the battle rush continues after 100 spins. However, if the game is in a high probability state, the time-saving state will end when the variation begins when the jackpot is won rather than when the fall is won, but if the time-saving state of c time-saving has been won and 100 spins have passed, the time-saving state will not end even if the variation is a jackpot win. For this reason, if the jackpot is won with a variation that does not end the time-saving state, it is possible to know that it was not a high probability state.

[0089] Also, when the time-saving state of the c time-saving has reached the specified number of times, the fact will be notified by the final change, and the end will be notified by the presentation pattern up to the flow of Figure 20 (i). The player does not know when the probability of falling out of the special jackpot, and since there is a possibility of winning the c time-saving state from the beginning after the first special jackpot, the timing of the end of the time-saving state will be random up until 200 spins after the jackpot. Therefore, if the time-saving state of the c time-saving state is in effect, even if the 100 spins that are the guarantee period for falling out after the jackpot have been exceeded, the reach presentation will be executed while the time-saving state is in effect, regardless of the change in the jackpot win or the change at the end of the time-saving state. In addition, for this reason, even if the player is in a special state, it is possible to execute a reach effect even if the hit / miss judgment is a miss or a time-saving hit, because the player cannot determine whether or not the player is in a special state.

[0090] In the case of the time-saving hit 1, the time-saving is given 1000 times, so it is possible to win a jackpot with a higher probability than if you win a jackpot in the probability hit state before winning the fall judgment. Therefore, it is possible to execute a notification that the performance mode after winning the time-saving hit 1 is a hot mode, such as ranking up from Battle Rush to True Battle Rush. In addition, when switching the performance mode after winning the time-saving hit 1, the average fluctuation time may be shorter than before, or if the notification is not given immediately even if the time-saving hit 1 is drawn, a timing may be set to switch to one with a shorter average fluctuation time, and a notification may be given at that time, such as ranking up to True Battle Rush. Since the time-saving hit 1 is effective in the normal probability state, the probability of winning a jackpot is low, and even if the number of time-saving times is large, it is necessary to execute the number of times of fluctuation before winning a jackpot, so it is possible to execute it quickly. The same is true when the fall guarantee period continues in the probability variable state. If the fall guarantee period elapses in the probability variable state, if you win a jackpot or win a fall, the time-saving will end at the start of the fluctuation, so if the time-saving does not end at the start of the fluctuation, it will be neither result, so there is a possibility of a time-saving state of c time-saving, but it tends to be a fluctuation that is less interesting for players. Therefore, it is preferable to set the average fluctuation time shorter than the average fluctuation time during the fall guarantee period to suppress the execution of unnecessary performances.

[0091] The gameplay of this embodiment will be summarized as follows. In this embodiment, if the player is in a special probability state, a drop judgment is executed before a win / loss judgment is executed, and the game has a function of dropping the special probability state into a normal probability state by winning the drop judgment. In the case of transitioning to the probability variable state after a jackpot game state, there is a fall guarantee period in which the time reduction is guaranteed until the number of times the special symbol changes is 100, and even if the fall win is won within 100 spins, the time reduction state will continue until the special symbol has finished changing 100 times after the jackpot. And while the time reduction state of the a time reduction is in operation, the same presentation mode called Battle Rush is displayed on the presentation pattern display device 6, and even if the probability variable falls and wins until the 100th spin, it is not notified, and the presentation mode continues as Battle Rush. In addition, since the time reduction state of the a time reduction state, which is the time reduction state after the jackpot, the time reduction win is effective within 100 spins, in the time reduction state of the a time reduction state after the probability variable falls and wins within 100 spins, or in the time reduction state of the a time reduction state after the jackpot game state due to the first special jackpot 2, the game of whether the time reduction win can be won before 100 spins after the jackpot is executed without the player's notice. If the player wins the time-saving jackpot, the time-saving state will continue even after 100 spins have passed since the jackpot. The time-saving jackpot 2 is selected with a high probability, so the time-saving jackpot is basically set to 100 spins from the time when the time-saving jackpot is won. Therefore, if the number of spins exceeds 100 after the jackpot, the player cannot know when the time-saving jackpot will end, even if the player is in normal play mode. In either case, if the special state falls or if a jackpot occurs after the first special jackpot 2, the game will end after 100 spins if the player does not win the time-saving jackpot, so a battle reach will always be executed on the 100th spin regardless of whether it is a win or not, and since it is unlikely that a jackpot will occur exactly on the 100th spin, a performance will basically be executed to indicate whether the time-saving state will end or continue.

[0092] If the c time-saving effect is not achieved within 100 spins and the time-saving effect is in the a time-saving state, the time-saving state ends and the presentation pattern with the flow of presentation shown in Figure 20(i) is executed, and if the player is in a sure-win state or in the c time-saving state, the time-saving state continues after 100 spins and the presentation pattern with the flow of presentation shown in Figure 20(j) is executed. Note that these are the cases where the hit / miss judgment is a miss or the time-saving hit is invalid. If a big hit is judged on the 100th spin, the presentation pattern with the flow of presentation shown in Figure 20(g) is executed.

[0093] After the 100th spin after the big win, if the time-saving state continues as shown in FIG. 20(j), the battle rush continues as the presentation mode. After the 100th spin, if the game is in a probability variable state, if the game is in a probability variable state, the time-saving state will end when the game starts to change if the game is won or if the game is won to fall, so for the player, this is the ultimate situation in which the game changes to a normal game state after the big win or the probability variable state ends. Therefore, after the 100th spin, the player must pay close attention to whether the time-saving state will end when the game starts to change. However, in this embodiment, if the game is in a time-saving state of c, the time-saving state will not end even after the 100th spin, even if the game is in a probability variable state ... won or if the game is won to fall, the time-saving state will not end when the game starts to change. Therefore, in this embodiment, even if the ball falls or if the ball wins the time-saving jackpot and transitions to the time-saving c state, the ball is not notified, so the player cannot grasp the game state. Therefore, even if the time-saving state does not necessarily end at the start of the fluctuation, there is a possibility that the ball will win or the time-saving state will end. This makes it possible to provide a highly interesting gameplay that has never been seen before, rather than a simple game where you simply wait for the time-saving state to end at the start of the fluctuation. Therefore, you can be interested in the presentation display even when the time-saving state has not ended.

[0094] Also, the timing when the c time reduction is won cannot be determined by the player, and basically, in the case of a time reduction hit, there is a high probability that the time reduction hit 2 will be won and the time reduction state of 100 times will be set as the c time reduction, so it is unclear where it will end between 101 and 199 spins (the time reduction hit is invalid at the 100th spin, so it will end up at 199 spins). Therefore, it is possible to make it possible for the time reduction state to end anywhere until 199 spins have passed after the jackpot. If it exceeds 199 spins, it means that the probability of the game continues or that the c time reduction 1 has been won and the time reduction state of 1000 times has been set, which makes it possible to show the player that it is a very advantageous situation. Also, in order to move to the 1000 time time reduction state, it is necessary to win a normal jackpot or win a fall within 100 spins after the probability of the game. Therefore, it is possible to achieve the excellent effect of making it possible to make it the most advantageous state when it is disadvantageous to the player in the past.

[0095] The above is the content of this embodiment, but in this embodiment, even after the number of times the time-saving function of the fall guarantee has elapsed, it is possible to set up cases where the time-saving function ends or does not end at the start of the fluctuation when the hit / miss judgment indicates a jackpot or when the fall judgment indicates a fall win, making it possible to enjoy the performance display even after the number of times the time-saving function of the fall guarantee has elapsed. In addition, in this embodiment, the time-saving hit is only effective when the normal probability state and the time-saving state of a time-saving state are in effect, so even if the fall win occurs within 100 spins, if the time-saving hit is won, the time-saving state may continue for more than 100 spins after the big win game, which is guaranteed to fall. Therefore, it is possible to give the player various unprecedented game sensations, such as the sensation that the player may fall and the sensation that the player hopes to win the time-saving hit even if the player falls. In addition, when the first special pattern hits, a novel effect can be exerted, such as the sensation that the first special pattern hit 2 may be drawn, and the sensation that the player hopes to win the time-saving hit in that case.

[0096] The number of time-saving times granted by the c time-saving is set to 100 and 1000, and the number of time-saving times granted by the fall guarantee is set to 100, but it is better to set the number of time-saving times granted by the c time-saving to the same number or more than the number of time-saving times granted by the fall guarantee. This is because it is not desirable for players to be granted fewer times than the remaining number of time-saving times granted by the fall guarantee even if they win the time-saving hit. In addition, in order to enhance the gameplay, multiple time-saving numbers may be provided as the number of time-saving numbers for the fall guarantee, and may be different depending on the type of big win. In this case, it is also preferable to provide multiple numbers within a range equal to or less than the number of time-saving numbers granted by the time-saving win.

[0097] Alternatively, a limiter function for the probability variable may be provided in the contents of this embodiment. The probability variable limiter function is such that, if the probability variable state is continuously won a predetermined number of times without interruption, the limiter function is activated and the game does not transition to the probability variable state after the game, even if the limiter function is activated and the game becomes a probability variable jackpot. In this case, it is preferable that the time-saving state is granted even if the limiter function is activated. Furthermore, even if the limiter function is activated, it is preferable that the game is executed in a performance mode by a battle rush after the game of the jackpot, without notifying the player. By doing so, it is possible to make it impossible to know how many consecutive probability variable jackpots have been drawn and the game is in a streak, even if the game machine is equipped with a limiter function. The number of time-saving times granted after a jackpot game in which the limiter function is activated may also be different depending on the type of jackpot. The number of time-saving times granted when the limiter is activated should be the same as the number of time-saving times granted for the fall guarantee, and if there are multiple time-saving times granted for the fall guarantee as described above, it is also preferable to set multiple times granted when the limiter function is activated. By doing so, it is possible to make it unclear whether the limiter function has been activated or whether the fall win has been won by the fall judgment, and it is possible to exhibit unprecedented playability. Conversely, it may be possible to notify the player of a falling win or the activation of a limiter function. In this way, the game state transitions will occur more frequently than in the past, providing a different level of entertainment.

[0098] In this embodiment, even if the time-saving state exceeds 200 spins after the big win, the presentation mode is not changed, but the Battle Rush may be changed to True Battle Rush to show the heat, and in that case, since a long period of fluctuation of 200 times has passed, the average fluctuation time may be shortened to shorten the time until the big win, fall, or the end of the time-saving state. When these 200 spins have passed, it may be notified that the time-saving state of the c time-saving state, which is a probability change state, is in place, or the presentation mode itself may be changed. In this embodiment, there are two types of time-saving hits: time-saving hit 1 and time-saving hit 2. When the time-saving hit is 1, the time-saving state of c time-saving is set to 1000 times, which is quite advantageous. Therefore, when the time-saving hit 1 is won and the time-saving state is set to 1000 times, the performance at the 100th spin may be made clear to the player as a performance pattern that is a special flow of performances that notify the player of continuation, rather than the continuation notification shown in FIG. 20(j). For example, when the enemy character 95 attacks the player's character 94, the player's character 94 may be displayed as if it has been powered up, and the player may be notified of the continuation by avoiding the enemy's attack. By doing so, the player can be notified that the player is in a state that is advantageous for winning a jackpot when the player reaches a branching point. In this embodiment, even if the player wins the fall guarantee period, no notification is given, and even if the player wins the time-saving win during the fall guarantee period after the fall guarantee period, no notification is given, but if the time-saving win 1 is won at a timing when the time-saving win is effective, the notification may be given during the variation of the special pattern. Even in this case, a special presentation pattern may be provided to notify the player that the player is moving to a state favorable for winning a big win, such as a presentation display that makes the player's character look like they have been powered up.

[0099] In this embodiment, when the enemy character 95 attacks as a performance pattern during the battle rush, the only flow is to continue or end the battle rush, but it may be possible to have a jackpot even when the enemy character 95 attacks. In this case, it is possible to execute a performance pattern in which the player's character 94 counterattacks by avoiding or deflecting the enemy's attack.

[0100] In this embodiment, the random numbers for determining whether or not a prize has been won and the random numbers for determining whether or not a prize has been won are not referenced as a look-ahead performance before the execution of the win / loss determination, but the look-ahead performance may be executed. Note that within 100 spins after a jackpot, even if a fall is won, a notice is not given, so it is better not to execute a look-ahead performance that suggests a fall as a look-ahead performance. And when 100 spins are exceeded, a look-ahead performance that suggests the possibility of a jackpot and a look-ahead performance that suggests the possibility of a fall may be executed. In addition, in the case of a continuous notice executed by the variation of multiple special symbols as a look-ahead performance, the look-ahead performance of the fall suggestion and the look-ahead performance of the jackpot suggestion may be of the same type, and the look-ahead performance of the fall suggestion may be changed to a look-ahead performance of the jackpot suggestion with a high possibility of a jackpot in the variation after the look-ahead performance of the fall is executed. As an example of the look-ahead performance, the look-ahead performance suggesting the possibility of a jackpot may be displayed by cutting in the player's character 94 during the variation, and the look-ahead performance suggesting the possibility of a fall may be displayed by cutting in the enemy character 95 during the variation, so that it is easy to understand which possibility is being suggested. After 100 spins, if a jackpot or a fall is won, the time-saving state ends at the start of the variation, so the display of the performance becomes boring. Therefore, a performance that predicts whether a jackpot or a fall will occur by looking ahead can be made to stir up the player before the variation of the jackpot begins, so that it is possible to increase the entertainment value.

[0101] The 100th spin, which is the last variation in the fall guarantee period, is a special situation in which the player wins the fall and ends or does not fall, and the player is notified of the end or continuation based on the results of a previous execution, rather than the result of the win / fail judgment of the variation. Therefore, a special performance pattern different from the performance pattern executed for the other variations may be executed. For example, an enemy character 95 attacks in a different way from the conventional performance pattern, and if the player's character 94 can avoid the attack of the enemy character 95, the game continues, and if the player's character 94 is attacked, the game ends.

[0102] In this embodiment, whether or not the game will enter a special state after a jackpot is determined based on the ball entering the special state port. However, it is also possible to determine whether or not the game will enter a special state after a jackpot is entered based solely on the type of jackpot pattern without providing a special state port.

[0103] The time-saving hit is only valid during the time-saving state of the time-saving a, and when a time-saving hit occurs, the time-saving state of the time-saving a ends and switches to the time-saving state of the time-saving c, but the time-saving states of the time-saving a and the time-saving c may overlap. In this way, if the time-saving a and the time-saving c overlap, the time-saving hit may be valid if the time-saving state of the time-saving a is activated, even if the time-saving state of the time-saving c is also activated. In this case, the number of time-saving times may be reset to the newly generated c time-saving time. By doing this, even if the c time-saving state is activated early, if you hit the time-saving hit again, you can reset the number of time-saving times, so it is possible to prevent the feeling of loss if you hit it early. In addition, if doing this, separating the number of times the time is reduced due to a time reduction hit from those with a large number and those with a small number may result in a switch from a large number to a small number, so it is better to only allow the same number of times the time is reduced due to a time reduction hit.

[0104] In addition, the fall guarantee is set only for 100 spins after the big win, but the number of times the fall guarantee is set may be different depending on the type of big win pattern. For example, it may be set up to 100 spins, 150 spins, and 1000 spins, etc.

[0105] Of course, there is no problem in applying the first embodiment to a sealed pinball game machine in which game balls used in the game are circulated within the game machine.

[0106] [Correspondence to claims] The pachinko machine 50 corresponds to an example of a pinball game machine, the execution of a process in which S100 is yes and S105 is no corresponds to an example of a first start condition, and the execution of a process in which S110 is yes and S115 is no corresponds to an example of a second start condition. Also, a big win corresponds to an example of a bonus win, a time-saving win corresponds to an example of a special win, the time-saving state of time-saving a corresponds to an example of a first special game state, and the time-saving state of time-saving c corresponds to an example of a second special game state. [Explanation of symbols]

[0107] 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

[Claim 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 pattern changing means capable of notifying the result of the hit / miss determination means by changing a pattern; A jackpot game transition means for transitioning to a jackpot game state when a jackpot is notified by the symbol variation means; a high probability state transition means for transitioning a probability of being determined as a jackpot by the win / loss determination means after the end of the jackpot game state to a high probability state which is higher than a normal probability state; a first special game transition means for transitioning to a first special game state in which the second starting condition is easily satisfied after the end of the big win game state; a second special game transition means for transitioning to a second special game state in which the second start condition is easily established when the result of the win / loss determination executed based on the establishment of at least the second start condition is a special win; a fall determination means for obtaining information for a fall based on the first start condition being satisfied or the second start condition being satisfied when the high probability state is present, and for performing a fall determination based on the information for a fall; and a fall-off means for ending the high probability state and transitioning to the normal probability state when the result of the fall-off determination by the fall-off determination means is a fall-off win, a continuation holding means for holding the continuation of the first special game state when the falling-down winning is made by the falling-down winning means and if the pattern change is executed a predetermined number of times or more after the end of the big win game state, and holding the continuation of the first special game state and holding the continuation of the first special game state when the pattern change is not executed the predetermined number of times, a variation start time ending means for ending a first special game state when the pattern variation by the pattern variation means starts, when the result of the win / loss determination after the predetermined number of pattern variations is either a jackpot or a fall-off winning is determined as a fall-off winning result; a variation end time termination means for not terminating the second special game state at the start of the pattern variation by the pattern variation means, and terminating the second special game state at the end of the pattern variation, even if the result of the win / loss determination after the execution of the predetermined number of pattern variations after the end of the jackpot game state is a jackpot, when the second special game state is in the variation end time; The gaming machine is characterized by comprising:

Citation Information

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